Skill Milestones are free perks you unlock automatically by raising a โญ Skill. You do not spend anything on them โ€” reach the skill rank and the milestone is yours.

There are 104 entries across 17 skills. Each is listed on its own skill page as well; this page collects them so they can be linked and searched in one place.

Entries showing a skill rank (Repair +7) unlock automatically at that rank. Entries showing a family instead (Gunslinger (Tier II), Adaptation) are choices a milestone hands you โ€” the milestone grants a pick, and you spend it here.

Unlike ๐ŸŽ– Perks, none of this costs a perk point.

Find a milestone

SkillMilestones
๐Ÿ‹๏ธ Athletics๐ŸŽฏ Conditioning ยท ๐ŸŽฏ Fluid Movement ยท ๐ŸŽฏ Rapid Advance ยท ๐ŸŽฏ Master of Momentum
๐Ÿ’ฐ Barter๐ŸŽฏ Market Savvy ยท ๐ŸŽฏ Buy Low, Sell High ยท ๐ŸŽฏ Businessman ยท ๐ŸŽฏ Market Mastermind
๐Ÿ”ฅ Big Guns๐ŸŽฏ Suppressing Fire ยท ๐ŸŽฏ Controlled Fire ยท ๐ŸŽฏ Mobile Fortress ยท ๐ŸŽฏ Heavy Ordnance
โšก Energy Weapons๐ŸŽฏ Overclock ยท ๐ŸŽฏ Amplification ยท ๐ŸŽฏ System Shock ยท ๐ŸŽฏ Disintegration
๐Ÿ’ฃ Explosives๐ŸŽฏ Timed Fuse ยท ๐ŸŽฏ Blast Awareness ยท ๐ŸŽฏ Ready To Blow ยท ๐ŸŽฏ Shaped Charges
๐Ÿ” Lockpick๐ŸŽฏ Quick Pick ยท ๐ŸŽฏ Silent Entry ยท ๐ŸŽฏ Locksmith ยท ๐ŸŽฏ Master Tumbler
โš• Medicine๐ŸŽฏ Trained Medic ยท ๐ŸŽฏ Leave No Man Behind ยท ๐ŸŽฏ Advanced Care ยท ๐ŸŽฏ Back in the Saddle
๐Ÿ—ก Melee๐ŸŽฏ Threatening Reach ยท ๐ŸŽฏ Skirmisher ยท ๐ŸŽฏ Warrior ยท ๐ŸŽฏ Zone of Control ยท ๐ŸŽฏ Riposte ยท ๐ŸŽฏ Lunge ยท ๐ŸŽฏ Melee Master ยท ๐ŸŽฏ Staggering Blows ยท ๐ŸŽฏ Executioner ยท ๐ŸŽฏ Warden
๐Ÿš— Pilot๐ŸŽฏ Licensed Operator ยท ๐ŸŽฏ Combat Driver ยท ๐ŸŽฏ Evasive Maneuvering ยท ๐ŸŽฏ Ace
๐Ÿ”ง Repair๐ŸŽฏ Field Repairs ยท ๐ŸŽฏ Jury Rigging ยท ๐ŸŽฏ Efficient Repairs ยท ๐ŸŽฏ Master Technician
๐Ÿ”ฌ Science๐ŸŽฏ Robotic Command ยท ๐ŸŽฏ Hacking ยท ๐ŸŽฏ Override ยท ๐ŸŽฏ Master of Robotics
๐Ÿ”ซ Small Guns๐ŸŽฏ Firearms Training ยท ๐ŸŽฏ Advanced Training ยท ๐ŸŽฏ Weapons Specialist ยท ๐ŸŽฏ Weapons Master ยท ๐ŸŽฏ Mobile Shot ยท ๐ŸŽฏ Zero In ยท ๐ŸŽฏ Sniperโ€™s Nest ยท ๐ŸŽฏ Breach and Clear ยท ๐ŸŽฏ Bullet Hell ยท ๐ŸŽฏ Snap Shot ยท ๐ŸŽฏ Follow Through ยท ๐ŸŽฏ Deadeye ยท ๐ŸŽฏ Shockwave ยท ๐ŸŽฏ Run โ€˜Em Down ยท ๐ŸŽฏ High Noon ยท ๐ŸŽฏ Focus Fire ยท ๐ŸŽฏ Perfectly Timed Shot ยท ๐ŸŽฏ Clear The Room ยท ๐ŸŽฏ Full of Holes
๐Ÿ‘ค Sneak๐ŸŽฏ Hide ยท ๐ŸŽฏ Double Take ยท ๐ŸŽฏ Fade ยท ๐ŸŽฏ Without A Trace
๐Ÿ’ฌ Speech๐ŸŽฏ Command ยท ๐ŸŽฏ Call โ€˜Em Out ยท ๐ŸŽฏ Rally the Troops! ยท ๐ŸŽฏ Unifier of the Wastes
๐Ÿ• Survival๐ŸŽฏ Beast Handler ยท ๐ŸŽฏ Wasteland Survivor ยท ๐ŸŽฏ Hardened by the Wastes ยท ๐ŸŽฏ Too Stubborn to Die ยท ๐ŸŽฏ Thick-Skinned ยท ๐ŸŽฏ Dense Bones ยท ๐ŸŽฏ Iron Constitution ยท ๐ŸŽฏ Wasteland Vitality ยท ๐ŸŽฏ Fireproof ยท ๐ŸŽฏ Insulated
๐Ÿคพ Throwing๐ŸŽฏ Embed ยท ๐ŸŽฏ Follow Up ยท ๐ŸŽฏ Rip It Out ยท ๐ŸŽฏ Pin
๐Ÿ‘Š Unarmed๐ŸŽฏ Striking Distance ยท ๐ŸŽฏ Martial Discipline ยท ๐ŸŽฏ Advanced Technique ยท ๐ŸŽฏ Martial Master ยท ๐ŸŽฏ Heavy Blows ยท ๐ŸŽฏ Footwork ยท ๐ŸŽฏ Grappler ยท ๐ŸŽฏ Crushing Impact ยท ๐ŸŽฏ Opening Strike ยท ๐ŸŽฏ Lockdown ยท ๐ŸŽฏ Pulverize ยท ๐ŸŽฏ Flow State ยท ๐ŸŽฏ Submission Hold

Athletics

Unlocked by raising ๐Ÿ‹๏ธ Athletics.

Conditioning

Athletics +3

Gain 1 โšก MAP

Fluid Movement

Athletics +5

The first Change Stance action you take every turn costs 0 โšก AP.

Rapid Advance

Athletics +7

Increase โšก MAP bonus from Athletics to 2.

Master of Momentum

Athletics +10

Once per encounter, when performing an ๐Ÿ‹๏ธ Athletics Test, you may ignore the AP/MAP cost or automatically succeed if the action is uncontested.

Barter

Unlocked by raising ๐Ÿ’ฐ Barter.

Market Savvy

Barter +3

You always transact at the standard local market rate. You are immune to markups, outsider penalties, and arbitrary price manipulation. You can automatically recognize whether prices are bad, fair, or good. You cannot be pushed into the Exploitative price tier.

Buy Low, Sell High

Barter +5

When trading goods affected by local scarcity or surplus, you gain Advantage on Barter Tests. On success, shift the price one tier in your favor. You can identify item categories and regional price trends. You can always sell items for at least scrap value, even if demand is Oversupplied.

Businessman

Barter +7 ยท Businessman/Businesswoman

You may:

  • Buy, rent, or lease trade assets (caravans, trade vehicles, warehouses)
  • Enter binding trade contracts and bulk agreements
  • Acquire licenses or sponsorship to operate as an authorized merchant
  • Hire guards, drivers, or agents for trade operations

Market Mastermind

Barter +10

You possess exceptional awareness of markets and trade. You may instantly appraise the true value of any goods, identify profitable trade opportunities, and predict market reactions to large-scale trade actions. Once per session, you may ask the GM: โ€œWhat happens if I move this much of this good here?โ€ and receive an honest economic forecast.

Additionally, choose one specialization. This choice is permanent:

  • Undercutter - Once per session, when purchasing an item or service, you may acquire it at half price, no ๐Ÿ’ฐ Barter Test required. This represents calling in favors, exploiting market inefficiencies, or leveraging business relationships. This cannot be used on unique or one-of-a-kind items.
  • Broker - Once per session, you may facilitate a transaction between two NPCs and take a commission worth 15% of the transaction value in caps. Both parties must have something the other wants, and you must be in a position to connect them. You may use a ๐Ÿ’ฐ Barter Test to increase your commission to 25%.
  • Appraiserโ€™s Eye - You can identify the most valuable item in any room, container, or on any person at a glance, without searching. Once per ๐Ÿ• Long Rest, when scavenging a location, you may find one item of Uncommon or higher rarity that would not normally be found there. The GM determines what the item is, but it will always have meaningful trade or functional value.

Big Guns

Unlocked by raising ๐Ÿ”ฅ Big Guns.

Suppressing Fire

Big Guns +3

Attacks with ๐Ÿ”ฅ Big Guns apply โฌ Suppressed, even on a miss, for 1 turn. ๐Ÿ”ฅ Big Guns which have an Area of Effect attack will apply โฌ Suppressed to an area twice the size of its Area of Effect.

Controlled Fire

Big Guns +5

Mobile Fortress

Big Guns +7

Heavy Ordnance

Big Guns +10

Once per โš” Combat, you may declare Heavy Ordnance after making an โš” Attack with a ๐Ÿ”ฅ Big Gun. As long as you have enough ammo, you may resolve the same โš” Attack against an additional visible enemy in your weapons range.

Every โš” Attack made during Heavy Ordnance will apply โฌ Pinned Down for 2 turns, even if they miss. ๐Ÿ”ฅ Big Guns which have an Area of Effect attack will apply โฌ Pinned Down to an area twice the size of its Area of Effect.

Energy Weapons

Unlocked by raising โšก Energy Weapons.

Overclock

Energy Weapons +3

You may activate Overclock when making an โš” Attack with an โšก Energy Weapon or a ๐Ÿ”ฅ Big Gun that has the Energy tag. Overclock gives you +30% damage (+20% for ๐Ÿ”ฅ Big Guns), but you must use double the ammunition.

Amplification

Energy Weapons +5

Effects from โšก Energy Weapons are increased by +2. ๐Ÿ”ฅ Big Guns with the Energy tag instead have their effects increased by +1. This includes: Piercing X, ๐Ÿ•ฏ Melt X, โ„ Cryo X, ๐Ÿ”ฅ Burn X, ๐ŸŒฉ Shock X, and โ˜ข Radioactive X.

System Shock

Energy Weapons +7

When you inflict an ๐Ÿค• Injury, or when your attack causes ๐Ÿค• Injury Escalation, while using an โšก Energy Weapon or ๐Ÿ”ฅ Big Gun with the Energy tag:

Disintegration

Energy Weapons +10

โš” Attacks with โšก Energy Weapons or ๐Ÿ”ฅ Big Guns with the Energy tag can execute low health enemies through Disintegration.

Requirements for Disintegration:

If all conditions are met, the target is instantly destroyed, leaving behind ash, slag, or debris and no recoverable body.

All enemies in Close range who witness the Disintegration are struck with ๐Ÿ‘ป Fear (DC 20).

Explosives

Unlocked by raising ๐Ÿ’ฃ Explosives.

Timed Fuse

Explosives +3

You may set a detonation delay (up to 3 turns) when using thrown or placed ๐Ÿ’ฃ Explosives.

Blast Awareness

Explosives +5

Self damage and damage from friendly fire with ๐Ÿ’ฃ Explosives is reduced by 50%.

Ready To Blow

Explosives +7

Unlocks the action Detonation Watch, which allows you to detonate ๐Ÿ’ฃ Explosives as a reaction on the enemyโ€™s turn.

Shaped Charges

Explosives +10

Your explosives are optimized to breach Cover.

Lockpick

Unlocked by raising ๐Ÿ” Lockpick.

Quick Pick

Lockpick +3

You may attempt to pick locks during combat as a Standard โšก Action costing 4 โšก AP. Additionally, successful ๐Ÿ” Lockpick Tests consume 1 fewer bobby pin.

Silent Entry

Lockpick +5

When you successfully pick a lock or disarm a mechanical trap, you may do so silently, leaving no obvious signs of tampering.

Locksmith

Lockpick +7

You may repair, reinforce, re-lock, or secure mechanical locks using ๐Ÿ” Lockpick (instead of ๐Ÿ”ง Repair). Secured locks gain +5 ๐Ÿ“Š Difficulty to force or pick, and creatures attempting to break through suffer Disadvantage on their first attempt.

Additionally, you can now rig locks as traps. When you successfully pick a lock, you may choose to rig it. The next creature that attempts to open the rigged lock without picking it triggers a mechanical trap. Work with the GM to determine the trap effect based on available materials. Rigging a lock requires 1 bobby pin and a successful ๐Ÿ” Lockpick Test.

You also gain the ability to assess locks and mechanical devices at a glance โ€” you can determine the approximate ๐Ÿ“Š Difficulty of any lock or mechanical trap without making a Test, and you can identify whether a lock has been tampered with, trapped, or recently opened.

Master Tumbler

Lockpick +10

Once per ๐Ÿ• Long Rest, you may choose one of the following:

  • Perfect Read: Choose a type of lock you have successfully picked before. Until your next ๐Ÿ• Long Rest, all ๐Ÿ” Lockpick Tests against that type of lock are rolled with Advantage.
  • Sabotage: When you rig a lock as a trap, the trap effect is enhanced โ€” the GM increases the severity by one tier. You may also rig locks that you have not picked (from the outside), though this requires a ๐Ÿ” Lockpick Test at +3 ๐Ÿ“Š Difficulty.
  • Bypass: You may attempt to pick a lock with no bobby pin cost and no consequence on failure; a failed Test simply means you couldnโ€™t open it, with no bobby pins lost, no noise made, and no lockout. You may still only attempt the lock once this way.

Medicine

Unlocked by raising โš• Medicine.

Trained Medic

Medicine +3

When you use a medical item to treat an ๐Ÿค• Injury and fail the Test, the medical item is not consumed (unless the roll is a ๐ŸŽญ CRITFAIL).

+1 ๐Ÿ’š Heal Bonus

Leave No Man Behind

Medicine +5

When performing Stabilize or Medical Treatment, you may attempt to move the target to a safer location (up to 2m) in the same action. The ๐Ÿ‹๏ธ Athletics Test to do this will be done with Advantage.

+1 ๐Ÿ’š Heal Bonus

Advanced Care

Medicine +7

Once per encounter, when you successfully treat an ๐Ÿค• Injury, you may treat another ๐Ÿค• Injury on the same target in the same action. The second ๐Ÿค• Injury must be of the same severity or less. You must have the required items for both treatments.

+1 ๐Ÿ’š Heal Bonus

Back in the Saddle

Medicine +10

When you Stabilize a ๐Ÿ’€ Dying creature, they will be given a turn immediately after you end your turn.

+1 ๐Ÿ’š Heal Bonus

Melee

Unlocked by raising ๐Ÿ—ก Melee.

Threatening Reach

Melee +3

Your ๐Ÿ—ก Melee ๐Ÿคบ Opportunity Attacks now also trigger when a hostile creature within your Melee reach performs a ranged โš” Attack. Your ๐Ÿคบ Opportunity Attack resolves before their ranged attack. If your Opportunity Attack inflicts an ๐Ÿค• Injury or ๐Ÿค• Injury Escalation to an arm, the ranged โš” Attack fails.

Skirmisher

Melee +5

After your first successful ๐Ÿ—ก Melee โš” Attack each turn, gain โšก MAP equal to your ๐Ÿ—ก Melee skill divided by 3 (rounded down).

Warrior

Melee +7

Choose one:

Zone of Control

Melee +7

Your ๐Ÿคบ Opportunity Attacks now also trigger when a hostile creature enters your Melee reach. You may make up to 2 ๐Ÿคบ Opportunity Attacks per round.

Riposte

Melee +7

Once per round, when an enemy misses a ๐Ÿ—ก Melee or ๐Ÿ‘Š Unarmed attack against you, you may make an attack against them as a ๐Ÿ˜ฎ Free Reaction.

Lunge

Melee +7

Once per turn, when you make a ๐Ÿ—ก Melee โš” Attack, you may extend your reach by 1 tile for that โš” Attack. If the โš” Attack hits, you may move into the tile adjacent to the target for free.

Melee Master

Melee +10

Choose one:

Staggering Blows

Melee +10

Anyone hit by your ๐Ÿ—ก Melee attacks gains the โฌ Staggered debuff.

Executioner

Melee +10

Once per combat, when you hit with a ๐Ÿ—ก Melee attack against a target that is affected by any negative status effect (โฌ Staggered, โœจ Stunned, Prone, โฌ Suppressed, etc.), you may declare Executionerโ€™s Swing. This attack is treated as a ๐ŸŽญ CRIT.

Warden

Melee +10

Allies within your Melee weaponโ€™s reach gain +2 Evasion. Once per round, when an ally within your reach is targeted by an attack, you may use your ๐Ÿ˜ฎ Reaction to swap places with that ally and become the target of the attack instead. You gain DT (๐Ÿ›ก๏ธ Physical DT or โ™จ๏ธ Energy DT, matching the attack type) equal to your โœŠ Bonus Melee Damage for this attack only. The swapped ally may immediately move to an adjacent tile for free.

Pilot

Unlocked by raising ๐Ÿš— Pilot.

Licensed Operator

Pilot +3

You can operate vehicles without risking immediate mishaps. Tests for basic maneuvers and minor terrain hazards are passed automatically; they do not need to be rolled.

Combat Driver

Pilot +5

When you choose to Maintain Speed, maintaining control of the vehicle costs 0 โšก AP instead of its normal cost. In addition, you may use one-handed weapons while driving if you have remaining โšก AP.

Evasive Maneuvering

Pilot +7

Once per round, when targeted by an โš” Attack while driving, you may make a ๐Ÿš— Pilot Test as a ๐Ÿ˜ฎ Reaction. If you succeed, the โš” Attack suffers Disadvantage.

Ace

Pilot +10

Once per encounter, you may declare an Ace Maneuver.

Choose one:

  • Automatically succeed on a difficult vehicle maneuver
  • Negate the consequences of a failed control Test
  • Perform a complex maneuver that would normally be impossible

Repair

Unlocked by raising ๐Ÿ”ง Repair.

Field Repairs

Repair +3

You may attempt ๐Ÿ”ง Repair without a workbench.

+1 ๐Ÿ›  Repair Bonus

Jury Rigging

Repair +5

You may repair weapons, armor, and equipment using โšช Scrap.

  • Jury Rigging can not repair an item back to full durability.
  • โšช Scrap required depends on quality of item being repaired.
  • Repairs with Jury Rigging have +3 ๐Ÿ“Š DC

+1 ๐Ÿ›  Repair Bonus

Efficient Repairs

Repair +7

When you ๐Ÿ”ง Repair using โšช Scrap:

+1 ๐Ÿ›  Repair Bonus

Master Technician

Repair +10

Once per ๐Ÿ• Long Rest, treat a successful ๐Ÿ”ง Repair Test as a ๐ŸŽญ CRIT.

+1 ๐Ÿ›  Repair Bonus

Science

Unlocked by raising ๐Ÿ”ฌ Science.

Robotic Command

Science +3

Unlock the ๐Ÿ‘‰ Command action for robotic โ™Ÿ๏ธ Followers, which lets you have greater control of your โ™Ÿ๏ธ Followers in โš” Combat.

Hacking

Science +5

You may attempt to hack computers, terminals, and security systems by passing an ๐Ÿง  INT + ๐Ÿ”ฌ Science Test. This allows you to disable, override, or extract information from the system.

  • Additional Tests may need to be passed when an action is taken, depending on how secure the system is.
  • In order to start Hacking, you need to maintain a physical connection to the system for the entire duration.

Override

Science +7

You may attempt to hack a robotic NPC to seize control by passing an ๐Ÿง  INT + ๐Ÿ”ฌ Science Test. If you succeed, add this robotic NPC as a โ™Ÿ๏ธ Follower. If you exceed your ๐Ÿง‘โ€๐Ÿคโ€๐Ÿง‘ Follower Limit, you must dismiss a โ™Ÿ๏ธ Follower first. Legendary robots are immune.

  • If you are in โš” Combat, this action costs 5 โšก AP
  • You must be next to the robot for the entire duration of the hack.

Master of Robotics

Science +10

Once per ๐Ÿ• Long Rest, when interacting with a technological system (robot, terminal, turret, or security network), you may treat a success as a ๐ŸŽญ CRIT.

In addition, once per โš” Combat, your first ๐Ÿ‘‰ Command action grants your Robotic โ™Ÿ๏ธ Followers +3 โšก AP.

Small Guns

Unlocked by raising ๐Ÿ”ซ Small Guns.

Firearms Training

Small Guns +3

Once per ๐Ÿ• Long Rest, when you would suffer a ๐ŸŽญ CRITFAIL on a ๐Ÿ”ซ Small Guns Test, you may treat it as a normal failure instead.

Advanced Training

Small Guns +5

Gain one Tier I ๐Ÿ”ซ Small Guns Specializations.

Weapons Specialist

Small Guns +7

Gain one Tier I ๐Ÿ”ซ Small Guns Specializations or upgrade one you already have to the next tier.

Weapons Master

Small Guns +10

Gain one Tier I ๐Ÿ”ซ Small Guns Specializations or upgrade one you already have to the next tier.

Mobile Shot

Small Guns ยท Gunslinger (Tier I)

Once per turn, when making your first ๐Ÿ”ซ Small Guns attack with a Pistol, you may first move as if you had spent 3 โšก AP on movement.

Zero In

Small Guns ยท Rifleman (Tier I)

When you make a ๐Ÿ”ซ Small Guns โš” Attack with a Rifle, you will get one stack of Zeroed In, which makes subsequent attacks you make against the same target gain +1 ๐ŸŽฏ Accuracy, to a maximum of 3 stacks. All stacks are lost if you attack a different target.

Sniperโ€™s Nest

Small Guns ยท Sniper (Tier I)

If you do not move during your turn, you gain one stack of Nest on your next turn, giving your first ๐Ÿ”ซ Small Gun โš” Attack with a Long Rifle +10% damage and +1 ๐ŸŽฏ Accuracy. If you do not move for the next 2 turns after gaining Nest, you gain another stack, to a maximum of 2 stacks. All stacks are lost if you move.

Breach and Clear

Small Guns ยท Shotgunner (Tier I)

Targets in Close range who are hit by your Shotgun attacks will gain โฌ Exposed.

Bullet Hell

Small Guns ยท Rapid Fire (Tier I)

When you use Burst Fire with an automatic ๐Ÿ”ซ Small Gun (Fire Rate โ‰ฅ 3), each successful hit during that attack grants +1 Damage and +1 ๐ŸŽฏ Accuracy to subsequent hits in the same attack.

Snap Shot

Small Guns ยท Gunslinger (Tier II)

Once per round, when you would be targeted by a reaction attack (such as an Overwatch Attack), you may make a reaction Pistol attack against the source of that reaction before it is resolved. If the source is incapacitated, receives an ๐Ÿค• Injury, or ๐Ÿค• Injury Escalation occurs, the reaction attack does not occur. Otherwise, the reaction attack resolves normally.

Follow Through

Small Guns ยท Rifleman (Tier II)

When you defeat a target (of equal or higher Level to you) that you have Zeroed In on, you gain +10% Damage for the rest of the combat, to a maximum of +30%. You will also retain one stack of Zeroed In which will apply to the next target you choose to attack.

Deadeye

Small Guns ยท Sniper (Tier II)

You may use Called Shots when performing Overwatch Attacks. You have +2 ๐ŸŽฏ Accuracy for Called Shot Overwatch Attacks. These Called Shots do not cost extra โšก AP.

When you make a ๐Ÿ”ซ Small Guns โš” Attack with a Long Rifle while benefiting from Nest, you may expend all accumulated Nest stacks to enhance that โš” Attack with +10% damage, +1 ๐ŸŽฏ Accuracy on Called Shots, and +1 Penetration per stack. All Nest stacks are lost after the โš” Attack resolves.

Shockwave

Small Guns ยท Shotgunner (Tier II)

Once per turn, when you hit one or more targets in Close range with a Shotgun attack, you may declare Shockwave. Targets must roll an ๐ŸŠ END + ๐Ÿ• Survival Test with a ๐Ÿ“Š Difficulty based on how much damage they took.

Run โ€˜Em Down

Small Guns ยท Rapid Fire (Tier II)

When you successfully hit a target with Burst Fire from an automatic ๐Ÿ”ซ Small Gun (Fire Rate โ‰ฅ 3), that target gains a โฌ Pressure stack. โฌ Pressure stacks last for 2 turns and are refreshed when being attacked, even if the attack misses. A target may only have up to 3 stacks of โฌ Pressure at once.

High Noon

Small Guns ยท Gunslinger (Tier III)

Once per โš” Combat, at any time, you may declare High Noon to immediately make a ๐Ÿ”ซ Small Guns โš” Attack with a Pistol against a target you can see. This attack is resolved immediately, before any pending actions. If the โš” Attack hits, it is treated as a ๐ŸŽญ CRIT.

Focus Fire

Small Guns ยท Rifleman (Tier III)

Once per โš” Combat, when you miss a ๐Ÿ”ซ Small Guns โš” Attack with a Rifle against a target you have Zeroed In on, you may treat the attack as if it had hit instead.

Perfectly Timed Shot

Small Guns ยท Sniper (Tier III)

Once per โš” Combat, you may perform a Called Shot on a limb of your choice on an enemy in Cover. This Called Shot will completely ignore all effects of Cover.

Requires 2 Nest stacks. All Nest stacks are lost after the Called Shot resolves.

Clear The Room

Small Guns ยท Shotgunner (Tier III)

Once per โš” Combat, when you make a Shotgun โš” Attack that hits one or more targets in Close range, you may declare Clear the Room. When you do so, you must expend all remaining ammunition in your Shotgun. Targets must roll a ๐Ÿ˜Œ Composure Test with a ๐Ÿ“Š Difficulty based on how much damage they took.

Full of Holes

Small Guns ยท Rapid Fire (Tier III)

Once per โš” Combat, you may choose to apply Full of Holes to a target that you hit this turn with a Burst Fire โš” Attack from an automatic ๐Ÿ”ซ Small Gun (Fire Rate โ‰ฅ 3). For 2 turns, the target of Full of Holes will have double the Evasion penalty from โฌ Pressure stacks, and will have reduced โšก AP equal to the amount of โฌ Pressure stacks they have.

Sneak

Unlocked by raising ๐Ÿ‘ค Sneak.

Hide

Sneak +3

Unlock usage of the ๐Ÿคซ Hide action during combat To do so:

On a success, you become Hidden from enemies who failed the test. Enemies who are unaware of you cannot target you directly.

Double Take

Sneak +5

When you fail a ๐Ÿ‘ค Sneak Test to remain Hidden, the observing enemy hesitates.

You may immediately reroll the failed ๐Ÿ‘ค Sneak Test. You must accept the new result.

Double Take may be used once per encounter.

Fade

Sneak +7

When you make a Sneak Attack while Hidden and then successfully ๐Ÿคซ Hide again:

  • You immediately gain +2 โšก MAP this turn.
  • The enemy may attempt to first โš” Attack your last known location on their turn, instead of immediately initiating a Hunt.

Without A Trace

Sneak +10

Once per encounter, when you successfully ๐Ÿคซ Hide, you may declare Without A Trace.

Until the end of your next turn:

This effect immediately ends if you make an โš” Attack, ๐Ÿ– Interact with an object, or end your turn next to an enemy.

Speech

Unlocked by raising ๐Ÿ’ฌ Speech.

Command

Speech +3

Unlock the ๐Ÿ‘‰ Command action for intelligent biological โ™Ÿ๏ธ Followers.

This allows you to issue orders to your โ™Ÿ๏ธ Followers in combat, directing them to attack specific targets, defend positions, retreat, assist allies, or rally.

Without this milestone, intelligent โ™Ÿ๏ธ Followers act according to their own instincts or GM guidance. You cannot direct their combat behavior.

Call โ€˜Em Out

Speech +5

In a tense social situation, you may publicly challenge an NPC about a contradiction, omission, or suspicious detail in their statements.

Make a ๐Ÿ‘„ CHA + ๐Ÿ’ฌ Speech Test opposed by the targetโ€™s ๐Ÿ˜Œ Composure.

On success:

  • The NPC is exposed โ€” they must respond in a way that reveals information, shifts blame, or escalates the situation
  • You gain Advantage on subsequent Speech Tests against this NPC for the remainder of the interaction

On failure:

  • The NPC deflects or turns the accusation against you
  • You may suffer Disadvantage on your next ๐Ÿ’ฌ Speech Test against them (GM discretion)

Call โ€˜Em Out can be used once per conversation. It represents reading subtle cues, inconsistencies, and emotional tells that untrained characters would miss.

Rally the Troops!

Speech +7

Unlock the ๐Ÿ‘‰ Command: Rally the Troops! Command action. When used, it gives +3 โšก AP to affected โ™Ÿ๏ธ Followers.

Unifier of the Wastes

Speech +10

Once per ๐Ÿ• Long Rest, when combat begins in the presence of neutral NPCs, you may immediately convert up to 3 neutral NPC characters into temporary โ™Ÿ๏ธ Followers for the duration of the combat.

This ability is automatic โ€” no Speech Test is required. It represents your legendary reputation for leadership โ€” when violence erupts, people instinctively rally to your side.

Survival

Unlocked by raising ๐Ÿ• Survival.

Beast Handler

Survival +3

You gain access to the ๐Ÿ• Tame action, allowing you to calm, befriend, and recruit animal โ™Ÿ๏ธ Followers. You also gain access to the ๐Ÿ‘‰ Command action for animal โ™Ÿ๏ธ Followers, which lets you have greater control of your โ™Ÿ๏ธ Followers in โš” Combat.

Wasteland Survivor

Survival +5

You can efficiently live off the land. You unlock:

  • Enhanced Camps
  • Enhanced Cooking
    • You can cook food that grant temporary buffs. Without this milestone, food you cook only provides basic HP restoration.
  • Master Butcher
    • When butchering a creature, you gain +1d4 additional resources
  • Safer Routes

In addition, gain one ๐Ÿ• Adaptation.

Hardened by the Wastes

Survival +7

Choose a second ๐Ÿ• Adaptation.

You also gain +3 ๐Ÿ˜Œ Composure during โš” Combat.

Too Stubborn to Die

Survival +10

You become really hard to kill:

Thick-Skinned

Survival ยท Adaptation

Gain 1 ๐Ÿ›ก๏ธ Physical DT and ๐Ÿฉธ Bleed applied to you has 1 less potency.

Dense Bones

Survival ยท Adaptation

Gain 1 ๐Ÿ›ก๏ธ Physical DT and +4 to the ๐Ÿ’” Cripple Threshold of all limbs

Iron Constitution

Survival ยท Adaptation

You automatically resist minor diseases and infections: you automatically pass any contraction Test that would inflict a Minor ๐Ÿค’ Illness. ๐Ÿ Poison applied to you has 1 less potency.

Wasteland Vitality

Survival ยท Adaptation

Gain Advantage on Tests to resist exhaustion and environmental exposure, and โ˜ข Radiation applied to you has 1 less potency.

Fireproof

Survival ยท Adaptation

Gain 1 โ™จ๏ธ Energy DT and ๐Ÿ”ฅ Burn applied to you has 1 less potency.

Insulated

Survival ยท Adaptation

Gain 1 โ™จ๏ธ Energy DT and ๐ŸŒฉ Shock applied to you has 1 less potency.

Throwing

Unlocked by raising ๐Ÿคพ Throwing.

Embed

Throwing +3

๐Ÿคพ Throwing weapons you use apply their Embed effects on any successful hit that deals damage.

Follow Up

Throwing +5

When you hit a target with a thrown object or weapon, the next โš” Attack made against that target before the end of your next turn gains +2 ๐ŸŽฏ Accuracy.

Rip It Out

Throwing +7

When an Embedded weapon youโ€™ve thrown is removed from an opponent, the ๐Ÿฉธ Bleed they suffer is increased by +1.

Removing Embedded weapons from opponents yourself costs -1 โšก AP, and further increases the ๐Ÿฉธ Bleed by 1.

Pin

Throwing +10

Increase the maximum range of all thrown objects and thrown weapons by one rank. Throwing beyond optimal range costs 1 extra โšก AP per rank.

Once per combat, when you hit with a thrown weapon that has the Embed X effect, you may declare Pin Down. The embedded weapon pins the target to the nearest surface. The target is Immobilized until they or an ally spends โšก AP to remove the weapon. Removing a Pinned weapon triggers the enhanced ๐Ÿฉธ Bleed from Rip It Out.

Additionally, your Embed X effects now reduce the targetโ€™s Evasion by 1 for each weapon currently embedded in them.

Unarmed

Unlocked by raising ๐Ÿ‘Š Unarmed.

Striking Distance

Unarmed +3

Your ๐Ÿ‘Š Unarmed ๐Ÿคบ Opportunity Attacks now also trigger when a hostile creature within your Melee reach performs a ranged โš” Attack. Your ๐Ÿคบ Opportunity Attack resolves before their ranged attack. If your Opportunity Attack inflicts an ๐Ÿค• Injury or ๐Ÿค• Injury Escalation to an arm, the ranged โš” Attack fails.

Your ๐Ÿ‘Š Unarmed ๐Ÿคบ Opportunity Attacks now also trigger when an enemy moves within ๐Ÿ‘Š Unarmed reach.

Martial Discipline

Unarmed +5

Gain one Tier I ๐Ÿ‘Š Martial Art.

Advanced Technique

Unarmed +7

Gain one Tier I ๐Ÿ‘Š Martial Art or upgrade one you already have to the next tier.

Martial Master

Unarmed +10

Gain one Tier I ๐Ÿ‘Š Martial Art or upgrade one you already have to the next tier.

Heavy Blows

Unarmed ยท Iron Fist (STR Tier I)

+1 โœŠ Bonus Melee Damage. Your fist weapons do +2 damage.

Footwork

Unarmed ยท Iron Kick (AGI Tier I)

While unarmed, gain +2 Evasion. After you make an ๐Ÿ‘Š Unarmed โš” Attack, you gain 1 โšก MAP.

You may use ๐Ÿƒ AGI in place of ๐Ÿ’ช STR for ๐Ÿ‘Š Unarmed Tests and calculating โœŠ Bonus Melee Damage.

Grappler

Unarmed ยท Iron Grip (END Tier I)

When you hit a creature with an ๐Ÿ‘Š Unarmed โš” Attack, you may choose to also ๐Ÿคผ Grapple it as part of the same action. If the ๐Ÿคผ Grapple is successful, you gain temporary HP equal to your ๐ŸŠ Endurance.

While the target is ๐Ÿคผ Grappled:

You may use ๐ŸŠ END in place of ๐Ÿ’ช STR for ๐Ÿ‘Š Unarmed Tests and calculating โœŠ Bonus Melee Damage.

Crushing Impact

Unarmed ยท Iron Fist (STR Tier II)

When you hit with an ๐Ÿ‘Š Unarmed โš” Attack, the target suffers โ€“1 Evasion for 1 turn.

If the target has any effects that are reducing its โšก AP, deal +2 damage. This also applies if the target is Prone.

Opening Strike

Unarmed ยท Iron Kick (AGI Tier II)

The first ๐Ÿ‘Š Unarmed โš” Attack you make each turn gains +2 ๐ŸŽฏ Accuracy and +1 ๐ŸŽฏ CRIT Range.

Lockdown

Unarmed ยท Iron Grip (END Tier II)

While you have a creature ๐Ÿคผ Grappled:

Pulverize

Unarmed ยท Iron Fist (STR Tier III)

Anyone hit by your ๐Ÿ‘Š Unarmed attacks gains the โฌ Staggered debuff.

Flow State

Unarmed ยท Iron Kick (AGI Tier III)

Once per turn, when you ๐ŸŽญ CRIT with an ๐Ÿ‘Š Unarmed โš” Attack, you may immediately make a second ๐Ÿ‘Š Unarmed โš” Attack for free.

Submission Hold

Unarmed ยท Iron Grip (END Tier III)

If a creature you have ๐Ÿคผ Grappled has 2 or more ๐Ÿคผ Submission stacks, you may enter Submission Hold. While in Submission Hold:

At the end of each of your turns in Submission Hold, the target suffers unmitigable damage equal to your ๐Ÿ‘Š Unarmed skill.

You may end Submission Hold at any time on your turn. Submission Hold ends immediately if you are incapacitated.

See all: ๐ŸŽ– Perks ยท โญ Skills ยท Character Creation