One sheet per Talent Tree a character has aligned with
Talents Learned in This Tree
| Talent Name | Score | Proficiency (Cost) | Next Prof. (Cost) |
|---|
A talent's score can never exceed the Tree's aligned Attribute Score. Proficiency (Cost) is the REM cost per point at the talent's current tier; Next Prof. (Cost) is what that same point will cost once the tier above opens, see the Proficiency Tier Tracker below for the full cost table.
Proficiency Tier Tracker
| Tier | Open Cost | Per Talent | Opened? (✓/date) | Tier Total Score |
|---|---|---|---|---|
| Novice | 2 REM | 2 REM | ||
| Apprentice | 3 REM | 2 REM | ||
| Journeyman | 4 REM | 2 REM | ||
| Master | 5 REM | 3 REM | ||
| Grandmaster | 6 REM | 4 REM |
Tiers unlock in order, no skipping. Advancement thresholds (total tier score needed to open the next one): Novice→Apprentice 10, Apprentice→Journeyman 25, Journeyman→Master 45, Master→Grandmaster 80. Individual talent cap: 45. Accumulated cap per tier: 79.
How Talent Trees Work & Full Tree Reference
How Talent Trees Work
A Talent Tree is a themed bundle of individual talents, not a single thing a character "has." Opening a tree and raising a talent inside it are two separate purchases: REM Points first open the tree's current Proficiency Tier, unlocking every talent available at that tier for purchase, further REM Points then raise the score of whichever individual talents a character actually wants, one at a time. Opening a tier doesn't hand over everything inside it, talents left unraised sit at 0, purchasable, not owned. Each Talent Tree grants specialized gear, a Kit or Backpack, that a character must carry to effectively use whichever talents they've actually learned. See Talents (TST), Basic Rules pg. 2.
Talent Trees Reference (see Basic Rules pg. 7 for the full glossary)
| Tree | ATT | Focus |
|---|---|---|
| Bounty Hunter | TBA | Focuses on tracking, combat, and intimidation. |
| Crypt Raider | TBA | Explores ancient dungeons and tombs, navigating traps, puzzles, and artifacts. |
| Hacker | TBA | Manipulates security systems and deciphers complex codes and mechanisms. |
| Mole | TBA | Specializes in stealth, spying, and infiltration. |
| Olympiad | TBA | Focuses on athletic and physical feats, Leap, Acrobatics, Sprint, Lift. |
| Performer | TBA | Sings, juggles, tells stories, or otherwise holds a crowd, Crowd Work, Bluff, Storytelling. |
| Scout | TBA | Emphasizes exploration and survival, Track, Forage, Guardian's Watch. |
| Tactician | TBA | Specializes in strategic and leadership abilities. |
| Theologist | TBA | Centers on faith, protection, and healing. |
| Thief | TBA | Navigates confined spaces, picks locks, and pockets items with precision, Guile, Sneak, Hide, Pickpocket. |
| Trader | TBA | Relates to negotiation, commerce, and social influence. |
| Traveler | TBA | Features talents for movement, adaptation, and survival. |
ATT alignment per Tree is not yet formalized in the rules, marked TBA until published. Additional Talent Trees release with each module and its expansions.
Race vs. Class Bonuses
A Race's favored Talent Tree grants +1 to talent rolls within that tree. A Class's favorite Talent Tree instead waives the cost to open that tree, a different mechanism, not a bigger or smaller version of the same bonus.
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