Trial of Discipline: they must prove they can follow orders and a routine of exercise and study.
Trial of Power: they must prove themselves strong enough to survive the wilderness and the dragon’s demands.
Trial of Majesty: they must prove they have a sense of authority and the ability to lead.
Trial of Territory: they must prove they know the dragon’s territory.
Trial of Accumulation: they must prove they know all of the previous trials again.
When they complete the trials, the dragon begins giving them abilities. There are a few dragons native to the area, but most who are in the colonized lands are from other places, either as settlers, colonizers, immigrants, or former slaves or indentured servants. The following abilities assume an unaligned dragon. Consult the GM for celestial, elemental, or fey dragons.
Territorial bounding: sensing the boundaries of the territory and their changes. If this happens, it is their job to go investigate it.
Servitorial sight: seeing through the eyes of other draconic servants in the territory. They can connect to other people who serve the same dragon and see through their eyes if they are in the territory.
Command of the terrain: commanding presence in the territory. They take high die on PRS rolls within the territory if they are commanding others.
Familiar ground: recognition of other draconic territories. They instantly know if they have stepped into the territory of another dragon.
Draconic will: control of territorial features. If they are within the territory, they can control natural, unliving features if they have marked them as significant features of the territory. They roll WIL to move or reshape it, difficulty varying by size. They can mark up to five natural, unliving objects of small to very large size.
Draconic wing: teleport to parts of territory. They gain energy wings that carry them to the above-mentioned marked features.
Return to den: the pentatracker can return to the dragon’s den at will once per five weeks.
Draconic accumulation: the pentatracker can draw magical power by being in the territory. They gain five points per week they are there, which they can use to unleash certain draconic abilities.
The abilities they might choose from to use their accumulated magic are as follows:
Dragonflame weaponry: they can wreathe a weapon with draconic flame and gain +3/+3 to damage rolls with it for one point per round.
Dragon lightning strike: they can make draconic lightning hit one target at power 17/24/31/38 for the cost of 10 points.
Immunity to being lost: outside the territory, they can take this immunity at a cost of 5 points per week.
Intimidating gaze: roll AWA to catch their gaze, WIL to intimidate (instead of PRS) with bonuses to WIL at a cost of one point per bonus point.
Call draconic servant: they can send a magical signal calling for help from other servants of the dragon, costing 10 points.
Draconic thunderstorm: summon a storm of unaligned lightning at power 17/24/31/38 for the cost of 25 points.
Other powers are possible. Consult the GM.
PRO +2 ATH +2 STR +1 AWA +1 WIL +2 PRS +1 STH +1
Spiritspeakers can communicate with the invisible servitors of the Divine and channel their powers. They can only do this with the specific servitors of the Divine they worship, but they do not directly gain favor with the Divine. Instead, they gain favor with the servitors, invisible spirits of pure faith, and commune with them for magical powers.
This is a skill that is passed down from one spiritspeaker to another, followers of a faith who believe that the servitors are the appropriate channel for Divine power. What powers these servitors grant them varies by Divine (see Religion), but the mechanics of how they work are always the same:
The spiritspeaker learns to sense and communicate with servitors from a mentor. They perform rituals and tests appropriate to their Divine, and if they pass, they gain these abilities they need. Once they can sense and communicate with servitors, they begin to develop relationships with them. Most end up with 2 to 8 servitors who are close to them and work with them, giving them 3 points of power per servitor. When they want to cast a spell, they roll to see how many servitors come to their aid. They roll the favor they have built up with these servitors - based on tasks and rituals their Divine requires - and success rate determines how many servitors answer:
| Roll | Result |
|---|---|
| Critical failure | 3 servitors leave their service |
| Exceptional failure | 1 servitor leaves their service |
| Special failure | -3 on their next faith roll |
| Normal failure | Just a failure |
| Tie | Weak effect |
| Normal success | A third of their servitors comes to their aid |
| Special success | Two thirds of their servitors come to their aid |
| Exceptional success | All of their servitors come to their aid |
| Critical success | All of their servitors and 1d4 more come to their aid |
After they roll to call their servitors, they roll the power of their servitors (3 times the number of servitors) vs. the difficulty of the intended effect.
Difficulties of effects vary by Divine and intended effect.
PRO / ATH +1 STR / AWA +2 WIL +2 PRS +2 STH -1
Specific powers will vary depending on the prey and predator they attune to, but they will have variations on the following:
All survivalists must be resolved to the hunt as their form of survival and not take meat they did not earn. This does not mean refusing to accept a meal, but that they cannot eat if they have not done some work for their range, predator, prey, or their own survival within the last seven days. Self-reliance is a source of power for them, and though they can accept help from others, they will start to lose magical power if they rely solely on others - unless that other is their predator companion.
PRO +3 ATH +2 STR +2 AWA +3 WIL +3 PRS / STH +3
Wayfinders are those who use travel magic to create forms of transport, to teleport, or to improve travel. To gain these powers, they must travel thousands of miles and attune themselves to constant movement, creating a feedback loop in which movement begets energy begets movement. They learn to do this from other wayfinders, who show them how to recognize the energy and capture it in special staves topped with spinning wheels.
Wayfinders have seven powers (called “wayfinding”):
Direction sense: a wayfinder will always know north, south, east, and west, but they can also sense which direction something lies in (AWA).
Distance sense: if a wayfinder has an object they have once held or a location that they have been to before, they can always know how far away it is.
Passaging: a wayfinder can open a path where one does not exist if they are outside a populated area once per month.
Farsight: wayfinders can close their eyes and cast their consciousness up to seven miles away once per week.
Swifting: a wayfinder can make themselves, others, steeds, or vehicles faster, but at a cost of 1 point of STR per 5 MPH they add per person or vehicle, to be recovered after one long rest per point of STR.
Longtreading: a wayfinder can increase the endurance of themselves, others, steeds, or vehicles at a cost of 1 point of STR per 3 points of endurance added per person, to be recovered after one long rest per point of STR.
Waygating: a wayfinder can create a portal if they have liquid metal, an arch or doorway, and their staff. This portal must either be paired with another waygate or limited to a seven mile radius. If they know of any other waygate, they will roll AWA to remember its markings to connect to it. They can do this once per year.
Wheelwrighting: a wayfinder can magically create a mode of transportation befitting the terrain they are in by transforming their staff. So long as they do this, they cannot use their other powers, and once they are done with it, they must restore the power to their staff via the same rituals they used to gain their magic to begin with.
Wayfinders are usually employed by large companies or governments.
PRO +1 ATH +3 STR +1 AWA +2 WIL +2 PRS / STH +1
Copyright © by the contributing authors. All material on this collaboration platform is the property of the contributing authors.