Tracking: The character can follow tracks. The DM is free to increase or penalize the chance of success depending on the circumstances (age of the tracks, type of terrain, number of tracks being followed, and so forth).
👣 Racial Variants #
| Variant | Name | Description |
|---|---|---|
| Elven | Vibrancy Tracking | Elves don’t just look at the ground; they look at the disruption. They can track by noticing the way grass is bent or how the “spirit” of the local flora has been agitated, allowing them to track over solid rock at a -4 penalty. |
| Dwarven | Subterranean Grit | Dwarves track by identifying “foreign” dust and stone chips. They can follow a trail through a crowded dungeon or cave system by noticing which pebbles have been overturned or crushed by specific boot-weights. |
| Halfling | The Scent-Draft | Halflings have a keen sense of smell for the “domestic.” They gain a +4 bonus to track anyone carrying food, tobacco, or distinct perfumes. They are the best “bloodhounds” for finding missing persons in urban areas. |
| Orc | Predatory Instinct | They track by blood and fear. If the target is wounded, the Orc gains a +2 bonus to the roll. They can “feel” the adrenaline of the prey, allowing them to predict a target’s sudden change in direction. |
🗺️ Regional Variants #
- The High-Imperial “Man-Hunter” (Metropolitan/Urban)
Trained to track targets through the “chaos” of a city—cobblestones, crowds, and sewers.
- Specialty: Pattern Recognition. They don’t look for footprints; they look for “disturbed habits.” They can track a target by noticing which street cats are hissed at or where the mud from a specific district has been “leaked” onto a cleaner street.
- The Great-Marsh Mud-Reader (Wilderness/Swamp)
In the wetlands, tracks fill with water or disappear in muck in minutes.
- Specialty: Hydro-Deduction. They can determine the age of a track by the “clarity” of the water inside it and the rate of silt-settling. They ignore the penalty for tracking in “Wet/Rainy” conditions if the tracks are less than 4 hours old.
- The Dune-Shadow (Desert/Waste)
In the desert, the wind erases the trail almost instantly.
- Specialty: Aeolian Reconstruction. They track by the way the wind interacts with the footprints. A successful roll allows them to “see” where a track was by the way the sand has piled up against an invisible obstruction (the target’s former foot-placement).
- The Tundra Ghost (Arctic/High Altitude)
Trained to track in shifting snow and over frozen ice.
- Specialty: Thermal Tracking. They can feel the lingering “residual heat” of a campfire or a resting body in the snow. They gain a +2 bonus to track large groups (more than 5) because the snow-compression is so distinct.
🔍 The “Story of the Trail” #
As per the rule, the DM sets the modifiers. To add flavor, a successful roll should reveal more than just a direction:
- Success: “The tracks go North.”
- Success by 5+: “The tracks go North. It’s a group of three; one is limping, and they are carrying something heavy.”
- Success by 10+: “The tracks go North. They passed here at dawn, they were arguing, and they are trying to hide their trail—but poorly.”
⚖️ Synergy with Other Skills #
- Tracking + Hunting: If a character successfully tracks their prey, their first attack in the Hunting phase is an automatic hit (representing a perfect ambush).
- Tracking + Mapping: The character can “plot” the enemy’s path on a map, predicting their likely destination (e.g., “They aren’t just wandering; they are heading for the High Pass”).
