When you follow a trail of clues left behind by passing creatures, roll+WIS. On a hit, you follow the creature’s trail.
When you take aim and shoot at an enemy at range, roll+DEX. On a 10+, you choose your target's outcome (disable, force movement, or inflict more harm).
You have an animal companion that helps you in various ways. Choose its strengths, trainings, and weaknesses.
When you work with your animal companion on something it’s trained in, add its ferocity to your roll.
Somewhere in your lineage lies mixed blood and it begins to show its presence. You gain the elf starting move if you took the human one at character creation or vice versa. You may take this move only if it is your first advancement.
You can speak with and understand animals.
When you Spout Lore about a monster, you use WIS instead of INT.
When you strike an enemy with two weapons at once, add an extra 1d4 damage for your off-hand strike.
When you keep still in natural surroundings, enemies never spot you until you make a movement.
When you allow your animal companion to take a blow that was meant for you, the damage is negated, and your animal companion’s ferocity becomes 0. If its ferocity is already 0, you can’t use this ability. When you have a few hours of rest with your animal companion, its ferocity returns to normal.
When you Volley, you may spend extra ammo before rolling. For each point of ammo spent, you may choose an extra target. Roll once and apply damage to all targets.
Choose another training for your animal companion.
Dedicate yourself to a deity (name a new one or choose one that’s already been established). You gain the Commune and Cast a Spell cleric moves. When you select this move, treat yourself as a cleric of level 1 for using spells. Every time you gain a level thereafter, increase your effective cleric level by 1.
When you Undertake A Perilous Journey, you can take two roles. You make a separate roll for each.
When you set the watch for the night, everyone takes +1 to Take Watch.