The Avarice Drive
You hoard, and you grow.
Your Hoard. Declare a Hoard: wealth you hold — coin, gems, art objects, magic items, and the gear you wear all count — kept in one cache you control, carried on your person, or split between the two. Its worth is market value, counted at 1 gp = 1 Experience.
Hoard-gated leveling. To level up, your Hoard must be worth at least the Experience cost of the level you are buying.
Dragon’s Rest. You sleep better on gold. Eight hours of rest in contact with the whole of your Hoard counts as a full day of bed rest for recovering hit points and ability damage.
[Pride]. Pride is a chain. Whenever you are slighted — intentionally or not; a challenge, an unexpectedly large gift, a handout, an act of charity all count — you gain an additional level-up requirement, [Pride], that must be satisfied before you next level. It layers onto your mode’s normal track exactly as [Atonement] and [Defiance] do. You gain at most one [Pride] per scene; repeated slights in one scene are one slight.
Answering. A slight you answer before the scene ends never becomes [Pride]: refuse the gift or handout outright, repay it with at least double its value from your own Hoard, or meet the challenge and win.
Satisfying. Satisfy a standing [Pride] by delivering one of those answers late, or by giving away treasure worth one-tenth of your next level’s Experience cost from your own Hoard. Each [Pride] must be satisfied separately.
While you carry at least one unsatisfied [Pride], you gain a +2 Pride bonus on saving throws against fear effects.
The Defiance Drive
Your bloodline was a leash, and you turned it into an engine.
[Defiance]. Whenever you take a notable stand against an oppressor of worthy status, you earn one count of [Defiance]. [Defiance] is an additional level-up requirement: your GM sets how many counts each level demands alongside its normal requirements. It layers onto your mode’s normal track exactly as [Atonement] and [Pride] do.
[Defiance] is earned across the whole range of open opposition — a public refusal, a speech that costs you something, sabotage, a coup. The requirement is that the target hold real power over someone, and that the stand cost you. The GM rules what counts as “worthy.” Suggested floor: the target’s authority reaches people who cannot escape it.
While you hold at least one unspent count of [Defiance], you gain a +2 Defiance bonus on saving throws against all mind-affecting effects, and you cannot be magically compelled to abandon the stand you took. (Defiance is its own bonus type: it does not stack with itself, and it does stack with morale.)
[Defiance] is a soft price — it is incurred by doing what the character exists to do. A campaign stretch with no oppressor worth defying will stall a level.