6.2 KiB
6.2 KiB
| 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. |