1)
Assassin.
This dragon has been hired to kill every dragon in the group. RNG determines who the current target is - roll a d4 to see how the hit goes.
1: The target is killed/minus a life.
2: The assassin failed and was imprisoned.
3: The target got away, oblivious to the identity of their attacker.
4: The assassin is convinced by the target not to go through with the hit, and is redeemed into the group. They may reroll for a new job, but they can also keep it.
2)
Tailor.
Since they can't wear clothes, the Tailor can turn any found pieces of apparel into a super-duper life giving talisman. Or something. They need at least
3 pieces of apparel to create one, and then toss a coin to see if it works.
Tails - Failure, but at least no one died.
Heads - Success! A random dragon gains 1 additional life.
3)
Soldier.
These dragons are trained warriors, and gain three extra lives upon attaining this rank. They also allow you to pick the dragons you send into the coliseum rather than letting RNG do it. They can't pick the dragons caught up in a death streak, however.
4)
Alchemist.
Once a day, they can give an alchemical mixture to another dragon. Roll a d6.
1: The mixture does the exact opposite and the dragon loses 1 life.
2-5: Nothing happens.
6: The mixture works and the dragon gains 1 life!
5)
Doctor.
When a dragon dies in the coliseum, flip a coin. If heads, the doctor is able to save their teammate, who otherwise would have died. If tails, then they were too far gone for the doctor to save.
Beware: doctors also cannot heal themselves, so be careful when adding them to a coliseum team
6)
Familiar Caretaker.
Allows members of your kingdom to be able to keep pets. Without a familiar caretaker, no one can have pets.
Also, whenever a party finds a familiar in the coliseum, instead of rolling a 6-sided dice, toss a coin.
Tails - Familiar runs away without harming anybody.
Heads - Familiar joins the clan.
7)
Nesting-Helper.
Increases a hatchling's chances of survival. Instead of flipping a coin for each egg hatched, roll a d4. On a 1 the hatchie is Exalted. Instead of rolling a d6 for each day the dragon remains a baby, roll a d12. On a 1 the hatchie is Exalted.
8)
Merchant.
In case the blacksmith doesn't find any ores during the gathering, the merchant can embark on a journey to purchase 1d6 ores. Such journeys are not without risk, however. Roll a d10 any time they embark to trade; if a 1 is rolled, they fail and die along the way.
9)
Scout.
They have the sharpest eyesight in the group, and are able to spot incoming invasions a lot earlier and alert the clan to take cover. During the invasion and Beastclan Attack, roll a d20 for each dragon instead.
But they can be also noticed by the opposing forces. Roll a d10, if it's 1 then the scout is discovered and loses 1 life, while the clan is still alerted.
10)
Carpenter.
The artistry of these dragons brings legitimacy to the Ruler’s palace. Roll one less d20 when a coup occurs. This role does not stack.
11)
Librarian.
These well-read dragons are very keen when it comes to secret plots. If there is an assassin in the clan, change their daily roll to a d6. A roll of 5 is equivalent to a roll of 2, and a roll of 6 is equivalent to a roll of 4. This role does not stack.
12)
Artist.
These are creative dragons, and with the things they make they can help other dragons see their own uniqueness. If a dragon rolls a career another dragon possesses already, the dragon in question can reroll once.
13)
Gardener.
If you have both a gardener and a doctor, you've discovered good plants that can act as medicine and begin cultivating it. During plague events, any dragon who rolls a 1 can flip a coin. On heads, the medicine saves them and they are cured of the plague!
14)
Necromancer.
A necromancer can bring back a single dragon that has died that day as a shade. They can use this ability once a day. However, if they try to raise a royal, you must roll a 4 sided dice and only succeed on a 4. They cannot, however, revive hatchlings who failed to hatch - those guys are dead.
Shades are marked in your lair and have glowing irises to signify their status as a shade, but otherwise look unchanged. They can resume the job they had, but cannot gain extra lives or breed. If the necromancer is Exalted, flip a coin for each shade. On heads, the shade is fully restored as a normal dragon. On tails, the shade is Exalted with the necromancer.
15)
Blacksmith.
Use one gathering turn to dig each day. For every piece of ore gained, roll a 1d10. On a roll of 10, the Blacksmith forges a piece of armor for a random dragon in the kingdom and they gain an extra life.
16)
Engineer.
When a dragon become an engineer, flip a coin. On heads, they give a random dragon an extra life. If tails they do nothing
You must roll a d20 for them each day. On a 1 they manage to cause an explosion. Roll a 1d4 to see what happens.
1: They blow themselves up and are Exalted or lose a life.
2: They blow up a small piece of the kingdom. Roll a 1d12 for every dragon in your clan. On a 1 the dragon is caught in the explosion and either loses a life or is Exalted.
3: They cause a MASSIVE explosion and take out a chunk of the kingdom. Roll a 1d6 for every dragon in your kingdom. On a 1 the dragon either loses a life or is Exalted.
4: The explosion was a harmless but very large smoke bomb, nobody is injured.
17)
Ambassador.
Ambassadors can try and find dragons to join your kingdom once per day. Roll a 1d4 to see if they are successful.
1: The ambassador is attacked! Flip a coin. On tails, the ambassador either loses a life or is Exalted.
2: The ambassador was unsuccessful at convincing a dragon to join the group with the limited information they're allowed to share with outsiders.
3-4: The ambassador was successful! Buy the cheapest Ice/Water/Fire Gaoler from the auction house to join your kingdom.
18)
Teacher.
Having a teacher allows you to pick two dragons lower leveled than your royal and level them up by one level under quest rules once per day, rolling a 1d20 to see if the two dragons are lost in training.
The teacher does not accompany the dragons in coli. If there are no dragons lower leveled than the royal the teacher can instead train the royal themselves to gain a single level.
19)
Fortune Teller.
A fortune teller can see the future and thus can choose to disregard one pull once per day, resulting in nothing happening. If they use this ability the fortune teller flips a coin. On tails they are Exalted or lose a life.
20)
Royal.
There can be only one. If another dragon rolls for the leader while there is one already, the two dragons then battle, and a 4 sided dice is rolled to see what happens.
1: The old royal loses 2 lives, is imprisoned and the new royal is crowned.
2: The challenging dragon loses 2 lives, is imprisoned for overthrow attempts and the old royal continues her reign.
3 - 4: Misunderstanding. They choose not to duel and the royal lets them reroll for a career.
The royal is also responsible for populating your clan, and can nest at any time as soon as her cooldown is over.
The royal is immune to death only in the coli during food pulls or if otherwise specified. If the royal is killed and there are no dragons to take her place, the challenge is over. Dragons who become royal must quit their previous jobs.
Every time a dragon was elected the Royal, you would randomize a 6 sided dice to choose the type of ruler unless you had an Heir. (explained below.)
1. Dark Lord - A ruler tainted with evil.
[+] If your royal is about to lose a life, they can sacrifice two dragons in their place or sacrifice the heir in their place (they both lose 1 life each). They can also sacrifice any level 5+ dragon to gain 1 level (roll d3 to determine how many lives the sacrificed dragon loses).
[-] The land is cursed thanks to the evil of the Dark Lord. Roll a 4 sided dice for a possible curse every day.
1. Food shortage
There's not enough food for the kingdom. Roll a 10 sided dice for all dragons and hatchlings in your kingdom besides your royal. On a 1 the dragon/hatchling lose 1 life of. (If you have a gardener, nothing happens.)
2. Nothing happens...
3. Sacrifice for the greater good.
Choose a random dragon as a sacrifice. A festival is held for a sacrificial blessing and that dragon is exalted regardless of lives. Toss a coin to determine if the sacrifice loosens the Emperor's chains - on tails it does, on heads it doesn't.
4. Evil threatens to take total control of your Royal. Roll a d20. On a 1 darkness falls and there is a great calamity. All hatchlings are exalted instantly (and their deaths don't count towards the Emperor's chains breaking) and adult dragons must roll a 10 sided dice. On a 1 they are exalted/lose a life.
2. Wizard King/ Archmage - A ruler blessed with magic.
[+] Through deep connections with magic, your royal can sense what's happening in the universe. If you pull a material or trinket, you may roll for an event twice and choose between the two for your outcome. If you have a fortune teller you may roll three events and choose between the three for your outcome.
[-] Magic and technology don't mix very well. if you have an Engineer, they roll a 10-sided dice instead of a 20-sided dice.
3. Elder - A ruler grounded in tradition.
[+] You may throw a festival for a blessing If a nest produces 4+ eggs.
Festivals also now provide one dragon with an opportunity to ask the 11 for guidance. During festivals, you can reroll one dragon's job up to two times.
[-] Dragons keep to their own traditions and might not welcome all newcomers into the clan. If you have to add a dragon from the auction house for any reason roll a 6 sided dice. On a 1 the dragon is not accepted into the clan.
4. Boss - A ruler with criminal ties
[+] Assassins are automatically redeemed and do not try to kill dragons. Instead, they act as recruiters. For every assassin you can have one dragon join your kingdom.
[+] If a dragon rolls a job that is already filled in, you may roll once more for another job.
[-] The Royal cannot fight in the coliseum at any time and cannot gain any XP. The only way to win is to have a full kingdom.
5. Monarch - A ruler of a kingdom
[+] Any
relative or
child of the Royal can give up their job and become an Heir. Heirs lay claim to the throne if the Royal dies.
[+] If your monarch or heir is about to die, a knight can step in to sacrifice a life for them. Knights also now gain 4 lives instead of 3.
[-] Dragons are more likely to overthrow your Royal in a coup. If you get the coup event, instead of a 20 sided dice you roll a 12 sided dice. Fortune tellers can't use their power to ignore the coup, but the carpenter's perk is still working.
6. General - A ruler skilled in combat
[+] Each day you can choose 3 separate dragons and have them gain 1 level in coli. During leveling the dragons cannot die by fainting.
[-] When you do choose to train up to 3 dragons, roll a 1d10 for each dragon. On a 1 the training was too grueling for them and they lose a life.
[-] Weak dragons are not acceptable. All adult dragons at level 1 must roll a 10 sided dice each day. On a 1 they lose 1 life.
If any dragon makes it 5 levels above your Royal, they flip a coin. On heads they challenge the Royal to take the throne. Roll a 1d4 to see what happens.
1- Both dragons die in the scuffle. Crown a new royal.
2- The royal dies and the challenger is crowned the new royal.
3- The challenging dragon dies and the old royal continues their reign.
4- Respect earned. The challenging dragon and the Royal earn respect for one another and the challenge is a draw.
21. Heir - Trained to take the throne.
Exists only when the current royal is a Monarch!
If you have an heir in your kingdom they become the Royal once the current Royal dies. You can choose what type of Royal the Heir becomes.
* There can only be one Heir at a time.
* If the dragons stage a successful coup your heir is forced to swear the oath with the Royal.
* If a dragon duels the Royal and kills them they must fight the Heir now in a second duel.