

Wits
Level | Gains |
|---|---|
1 | Class Feat |
2 | Class Feat |
3 | Class Feat, Attribute Improvement (Max 5) |
4 | Class Feat |
5 | Class Feat, Attribute Improvement (Max 6) |
6 | Class Feat |
7 | Class Feat, Attribute Improvement (Max 6) |
8 | Class Feat |
9 | Class Feat, Attribute Improvement (Max 7) |
10 | Class Feat |
11+ | Class Feat |
Sharpshooter
News Title

+1 to Ranged weapon attacks.
Unlocks trickeries: Bounty, Sharpshooter, Hidden Trap, Saboteur, Mercenaries, Grapple
Eyes on the Target
Requires Body 4
Sharpshooter

Creatures under the effect of one or more of your Bounties suffer +1 DR against all of your trickeries.
Unlocks Trickeries: Reprieve, Armstice
Sharpshooter Strategist
Requires Body 5,
Eyes on the Target

As an action, you may recover any amount of the same Trickery of your choice from your Discard pile. You must finish a long rest before you can use this ability again.
Unlocks trickeries: Strategist, Devious Ruse. If you have already unlocked these Trickeries, unlock any other two Trickeries of your choice.
Crowd Control
Requires Body 6,
Sharpshooter Strategist

Your Trickeries that are currently in effect on creatures that become downed or killed may be instantly replayed on another creature in Wits range of you.
Additionally, you may have an extra duplicate of any card in your deck.
Eyes Everywhere
News Title

+1 to Perception.
Unlocks trickeries: Rangers, Expendables, Spy Network
Ears Everywhere
Requires Body 4
Eyes Everywhere

Whenever you gain Scout, you gain that much Scout +1.
Unlocks Trickeries: Allies' Pact
Perceptive Strategist
Requires Body 5,
Ears Everywhere

You gain +2 Range on all of your Trickeries.
Unlocks trickeries: Strategist, Devious Ruse. If you have already unlocked these Trickeries, unlock any other two Trickeries of your choice.
Plan Ahead
Requires Body 6,
Perceptive Strategist

After a long rest, roll an amount of dice equal to your Wits. Put these to one side; these dice become Burnable, and are treated like burnable cards. Discard these whenever you use this feature again.
Additionally, you may have an extra duplicate of any card in your deck.
Assassin
News Title

You may attack with Wits when Ambushing. or Stealthed.
Unlocks trickeries: Backstab, Hidden Trap,
Poisoner
Requires Body 4
Assassin

Your first rolled sword in-battle may be Poisoned.
Unlocks trickeries: Plague Bearers, Arson, Agent of Misfortune, Bargain Brews
Bloodscent
Requires Body 5,
Poisoner

You gain Scout 0 against in-range creatures that are under any negative status effect (including Downed, Bleeding, On Fire, etc.).
Unlock trickeries: Beheaded
Assassinate
Requires Body 6,
Bloodscent

When ambushing outside of Initiative, you may instead attempt a Coup de Grace or Knockout Blow.
Additionally, you may have an extra duplicate of any card in your deck.
Stealthy
News Title

+1 Moon on all Perils. Unlocks trickeries: Disguise, Pickpockets, Cat Burglar, Hidden Trap
Sabotage
Requires Body 4
Stealthy

Burned cards may be used to affect adjacent enemy rolls.
Unlocks trickeries: Agent of Misfortune, Witch Hunt,
Trapper
Requires Body 5,
Sabotage

Your placed Perils gain +1 Difficulty Rating. In Battle, you gain an amount of extra dice equal to the amount of Trickeries you currently have placed.
Unlocks Trickeries: Beheaded, Stone Wards
Out of Sight
Requires Body 6,
Trapper

You may attempt Stealth using 1AP instead of an Action.
Additionally, you may have an extra duplicate of any card in your deck.
Flowing Evasion
News Title

+1 Explode Pool when Evading.
Unlocks Trickeries: Backstab, Expendables, Grapple
See Weakness
Requires Body 4
Flowing Evasion

When evading, your first two Swords gain Reflect.
Unlocks trickeries: Devious Ruse, Saboteur
Evader
Requires Body 5,
See Weakness

You may choose to evade after rollling your dice.
Unlocks trickeries: Crime Lord, Game of Thorns
Bamboozle
Requires Body 6,
Evader

Whenever you Evade and take no damage, you may immediately play a Trickery to the attacker without action, once per turn.
Additionally, you may have an extra duplicate of any card in your deck.
Matter-of-Factly
News Title

You may use Wits for all social checks. When using Wits for social checks, disadvantages are negated.
Unlocks trickeries: Incite Revolt, Merchant's Agreement
Fast Talk
Requires Body 4
Matter-of-Factly

Before rolling Initiative where neither party is Ambushed, you may attempt to confuse the opponents. Your party gains +3 to Initiative rolls, and beating the opponents by 5 or more causes them to become Ambushed.
Unlocks trickeries: Allies' Pact, Blackmail, Bribery, False Orders
Distraction
Requires Body 5,
Fast Talk

Once per turn, you may negate one Burned Card within Wits range.
Unlocks Trickeries: Emissary, Game of Thorns
Intelligent Leader
Requires Body 6,
Distraction

Each time you take a short rest, choose one:
Encourage. Up to 5 creatures of your choice within Wits range gain 3 temporary HP.
Rile Up. Up to 5 creatures of your choice gain +2 Fight on their next Attack or Peril.
Stay Alert. Up to 5 creatures of your choice within Wits range gain +2 to Perception, Investigate, Insight and Survival for the next 2 hours.
Additionally, you may have an extra duplicate of any card in your deck.