Talent Trees
Whenever a character advances, they may increase a skill or choose a talent from one of the trees below. Each branch is three talents long and higher talents require all the lower talents in a tree before they may be selected.
Defense
Hustle: move at normal speed in armor
Flex: no disadvantage on reflexes while wearing heavy armor
Endure: you gain one extra wound level
Recover: difficulty to heal you using wisdom is only 3
Resist: gain advantage on awareness/willpower to resist spell failure
Gesture: no disadvantage on spellcraft while wearing armor
Succor: shared 1s give +2 when given to close allies for reflex or fortitude rolls against attacks
Cover: use shield to benefit close ally; if failed, you are hit
Intervene: use armor to benefit close ally; if failed, you are wounded
Mastery
Apprentice: re-roll one die with chosen skill
Expert: re-roll two dice with chosen skill (same skill as apprentice)
Master: re-roll three dice with chosen skill (same skill as expert)
Track: gain advantage on initiative rolls against enemies of chosen type
Study: gain advantage when defending against enemy type (same enemy type as track)
Kill: gain advantage when attacking enemy type (same enemy type as study)
Distribute: your allies benefit from any kits you use with a chosen skill on teamwork rolls
Persevere: when using a kit for with chosen skill, you ignore all disadvantages (same skill as distribute)
Achieve: when using chosen skill with a kit and no threat or time limit, treat one of your dice as a 6 (same skill as persevere)
Offense
Snap: no disadvantage for ranged/thrown weapon attacks against close enemies
Split: split ranged attacks between two close enemies (choose two highest dice and use each one against a different enemy)
Snipe: when making a ranged/thrown attack with advantage, deal damage equal to stealth
Charge: gain advantage when moving and making a melee attack as one action
Cleave: split melee attacks between two enemies close to you (choose two highest dice and use each one against a different enemy)
Overpower: make maneuver and a melee attack as one action
Quicken: gain advantage on intelligence and wisdom to shorten casting time
Devastate: all offensive spells cause 1 extra wound
Ravage: re-roll one die when casting offensive spells
Social
Execute: roll intimidation against a nearby target after defeating enemy
Coerce: all 1s gained from empathy give +2 on intimidation
Terrorize: defeat a nearby minion with intimidation
Charm: re-roll one die on all persuasion checks against people and brutes
Manipulate: empathy 1s shared with others give +2 when applied to persuasion
Haggle: persuasion roll raises wealth by 1 for scene (wealth value is the difficulty)
Misdirect: successful deception roll allows stealth when observed, even in combat
Scrutinize: roll empathy and deception as one action in combat
Feint: deception to gain advantage on next melee attack against enemy
Versatility
Brawl: no disadvantage when using improvised weapons or unarmed attacks
Improvise: no disadvantage for unskilled rolls
Adapt: every morning, assign 1 floating bonus skill point (maximum of 5 in any one skill)
Support: allow one ally to re-roll one die on a teamwork roll
Assist: if your teamwork roll isn’t the highest, it’s an automatic natural 1
Facilitate: all your shared 1s give +2 when applied to an ally’s teamwork roll
Channel: use any implement for any type of spellcasting
Forbear: may use awareness for divine and willpower for arcane when resisting spell failure
Ascend: may use intelligence for divine and wisdom for arcane when shorting casting time