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.


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 count as 2s 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


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)


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


Execute: roll intimidation against a nearby target after defeating enemy

Coerce: all 1s gained from empathy are 2s on intimidation

Terrorize: defeat a nearby minion with intimidation

Charm: re-roll one die on all persuasion checks against people and brutes

Manipulateempathy 1s shared with others are 2s when applied to persuasion

Hagglepersuasion 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

Feintdeception to gain advantage on next melee attack against enemy



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 are 2s 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