| Tree (Skill/Species/Culture/Profession) | Name | Type | Roll (if active) | Effect | | --------------------------------------- | -------------------- | --------- | ------------------------------------------- | ------------------------------------------------------------------------------------- | | **Melee (Skill)** | Power Strike | Effect | Melee attack roll | Mark a die as _Powerful_; add its face value as Injury if the attack succeeds. | | | Guarded Stance | Effect | Defense roll | Mark a die as _Persistent_; if defense succeeds, carry +1 die into next attack. | | | Disarm | Effect | Melee attack (opposed) | Mark a die as _Effectful_; on success, opponent drops weapon or shield. | | **Athletics (Skill)** | Powerful Leap | Effect | Jump or climb roll | Mark a die as _Powerful_; clear extra distance equal to die’s value. | | | Relentless Effort | Effect | Prolonged exertion roll | Mark a die as _Persistent_; can reuse it as an auto success later in the scene. | | | Clamber | Passive | Always on | Ignore 1 penalty die from terrain when climbing or swimming. | | **Cooking (Skill)** | Forage Feast | Active | Wit + Cooking or Survival | Feed group from limited ingredients, removing 1 Fatigue. | | | Comfort Meal | Active | Wit + Cooking vs Presence + Spirit (target) | Shift ally’s attitude up one step once/day. | | | Preservation | Effect | Cooking roll to preserve rations | Mark a die as _Persistent_; double shelf life and later gain +1 success cooking. | | **Drawing (Skill)** | Sketch Memory | Active | Wit + Drawing | Recall & draw any scene; allies gain +1 die to Investigation using drawing. | | | Quick Map | Active | Wit + Drawing | Once per scene, sketch map from memory; allies remove 1 penalty die to Navigation. | | | Decoy Art | Effect | Drawing (Forgery attempt) | Mark die as _Effect_; if succeeds, fake appears authentic. Failure alerts inspectors. | | **Weaving (Skill)** | Patchwork Fix | Active | Wit + Weaving | Repair torn gear to avoid penalties (stealth, movement, social). | | | Quick Bind | Effect | Binding/trap attempt | Mark die as _Persistent_; binds target and gives +1 success to maintain restraint. | | | Thread of Insight | Passive | Always on | May roll Wit + Weaving in place of Survival or Crafting when making basic gear. | | **Climbing (Skill)** | Wall Runner | Passive | Always on | Climb walls/obstacles up to 2m without a roll. | | | Controlled Descent | Effect | Descent roll | Mark die as _Lucky_; negate all Injury from falls if successful. | | | Handhold Maker | Active | Might + Climbing | Create anchors or holds; allies gain +2 dice on the same climb. | | **Carpentry (Skill)** | Basic Shelter | Active | Carpentry + Survival | Build shelter; removes 1 Fatigue caused by environmental exposure. | | | Woodcrafter | Passive | Always on | +1 die when crafting wooden gear (bows, shields, furniture, tools). | | | Structural Eye | Effect | Observation + Carpentry/Mechanics | Mark die as _Effect_; detect weak point in a wooden structure. | | **Medicine (Skill)** | First Aid | Active | Wit + Medicine | Stabilize a Wounded ally without penalty. | | | Diagnose | Effect | Medicine roll (examining) | Mark die as _Effect_; identify disease, poison, or magical affliction. | | | Cocker (Fatigue Aid) | Active | Wit + Medicine | Remove 1 Fatigue from ally through quick intervention. | | **Spiritcaller (Profession)** | Tradition Initiate | Mandatory | Narrative + Magical tradition unlock | Unlock 1 magical tradition (Spirit Binding, Blood Sorcery, etc.). | | | Sense the Veil | Passive | Always on | +1 die to Attune when detecting spirits or magical effects. | | | Spirit Etiquette | Passive | Always on | Reduce difficulty of first-contact negotiations with spirits by 1 success. | | | Focus Reservoir | Effect | Any magical roll | Mark die as _Persistent_; if succeeds, reuse result as auto success later in scene. |