Skill Milestones are free perks you unlock automatically by raising a ⭐ Skill. You do not spend anything on them — 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 — the milestone grants a pick, and you spend it here.

Unlike 🎖 Perks, none of this costs a perk point.

Find a milestone

SkillMilestones
🏋️ Athletics🎯 Conditioning · 🎯 Fluid Movement · 🎯 Rapid Advance · 🎯 Master of Momentum
💰 Barter🎯 Market Savvy · 🎯 Buy Low, Sell High · 🎯 Businessman · 🎯 Market Mastermind
🔥 Big Guns🎯 Suppressing Fire · 🎯 Controlled Fire · 🎯 Mobile Fortress · 🎯 Heavy Ordnance
⚡ Energy Weapons🎯 Overclock · 🎯 Amplification · 🎯 System Shock · 🎯 Disintegration
💣 Explosives🎯 Timed Fuse · 🎯 Blast Awareness · 🎯 Ready To Blow · 🎯 Shaped Charges
🔏 Lockpick🎯 Quick Pick · 🎯 Silent Entry · 🎯 Locksmith · 🎯 Master Tumbler
⚕ Medicine🎯 Trained Medic · 🎯 Leave No Man Behind · 🎯 Advanced Care · 🎯 Back in the Saddle
🗡 Melee🎯 Threatening Reach · 🎯 Skirmisher · 🎯 Warrior · 🎯 Zone of Control · 🎯 Riposte · 🎯 Lunge · 🎯 Melee Master · 🎯 Staggering Blows · 🎯 Executioner · 🎯 Warden
🚗 Pilot🎯 Licensed Operator · 🎯 Combat Driver · 🎯 Evasive Maneuvering · 🎯 Ace
🔧 Repair🎯 Field Repairs · 🎯 Jury Rigging · 🎯 Efficient Repairs · 🎯 Master Technician
🔬 Science🎯 Hacking · 🎯 Robotic Command · 🎯 Override · 🎯 Master of Robotics
🔫 Small Guns🎯 Firearms Training · 🎯 Advanced Training · 🎯 Weapons Specialist · 🎯 Weapons Master · 🎯 Mobile Shot · 🎯 Zero In · 🎯 Sniper’s Nest · 🎯 Breach and Clear · 🎯 Bullet Hell · 🎯 Snap Shot · 🎯 Follow Through · 🎯 Deadeye · 🎯 Shockwave · 🎯 Run ‘Em Down · 🎯 High Noon · 🎯 Focus Fire · 🎯 Perfectly Timed Shot · 🎯 Clear The Room · 🎯 Full of Holes
👤 Sneak🎯 Hide · 🎯 Double Take · 🎯 Fade · 🎯 Without A Trace
💬 Speech🎯 Command · 🎯 Call ‘Em Out · 🎯 Rally the Troops! · 🎯 Seize the Moment
🏕 Survival🎯 Beast Handler · 🎯 Wasteland Survivor · 🎯 Hardened by the Wastes · 🎯 Too Stubborn to Die · 🎯 Thick-Skinned · 🎯 Dense Bones · 🎯 Iron Constitution · 🎯 Wasteland Vitality · 🎯 Fireproof · 🎯 Insulated
🤾 Throwing🎯 Embed · 🎯 Follow Up · 🎯 Rip It Out · 🎯 Pin
👊 Unarmed🎯 Striking Distance · 🎯 Martial Discipline · 🎯 Advanced Technique · 🎯 Martial Master · 🎯 Heavy Blows · 🎯 Footwork · 🎯 Grappler · 🎯 Crushing Impact · 🎯 Opening Strike · 🎯 Lockdown · 🎯 Pulverize · 🎯 Flow State · 🎯 Submission Hold

Athletics

Unlocked by raising 🏋️ Athletics.

Conditioning

Athletics +3

Gain 1 ⚡ MAP

Fluid Movement

Athletics +5

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

Rapid Advance

Athletics +7

Increase ⚡ MAP bonus from Athletics to 2.

Master of Momentum

Athletics +10

Once per encounter, when performing an 🏋️ Athletics Test, you may ignore the AP/MAP cost or automatically succeed if the action is uncontested.

Barter

Unlocked by raising 💰 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 · 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: “What happens if I move this much of this good here?” 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 💰 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 💰 Barter Test to increase your commission to 25%.
  • Appraiser’s Eye - You can identify the most valuable item in any room, container, or on any person at a glance, without searching. Once per 🏕 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 🔥 Big Guns.

Suppressing Fire

Big Guns +3

Attacks with 🔥 Big Guns apply ⏬ Suppressed, even on a miss, for 1 turn. 🔥 Big Guns which have an Area of Effect attack will apply ⏬ 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 ⚔ Combat, you may declare Heavy Ordnance after making an ⚔ Attack with a 🔥 Big Gun. As long as you have enough ammo, you may resolve the same ⚔ Attack against an additional visible enemy in your weapons range.

Every ⚔ Attack made during Heavy Ordnance will apply ⏬ Pinned Down for 2 turns, even if they miss. 🔥 Big Guns which have an Area of Effect attack will apply ⏬ Pinned Down to an area twice the size of its Area of Effect.

Energy Weapons

Unlocked by raising ⚡ Energy Weapons.

Overclock

Energy Weapons +3

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

Amplification

Energy Weapons +5

Effects from ⚡ Energy Weapons are increased by +2. 🔥 Big Guns with the Energy tag instead have their effects increased by +1. This includes: Piercing X, 🕯 Melt X, ❄ Cryo X, 🔥 Burn X, 🌩 Shock X, and ☢ Radioactive X.

System Shock

Energy Weapons +7

When you inflict an 🤕 Injury, or when your attack causes 🤕 Injury Escalation, while using an ⚡ Energy Weapon or 🔥 Big Gun with the Energy tag:

Disintegration

Energy Weapons +10

⚔ Attacks with ⚡ Energy Weapons or 🔥 Big Guns with the Energy tag can execute low health enemies through Disintegration.

Requirements for Disintegration:

  • They have less than 25% HP after the ⚔ Attack
  • One of their limbs must be affected by System Shock
  • The ⚔ Attack must be Overclocked

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 👻 Fear (DC 20).

Explosives

Unlocked by raising 💣 Explosives.

Timed Fuse

Explosives +3

You may set a detonation delay (up to 3 turns) when using thrown or placed 💣 Explosives.

Blast Awareness

Explosives +5

Self damage and damage from friendly fire with 💣 Explosives is reduced by 50%.

Ready To Blow

Explosives +7

Unlocks the action Detonation Watch, which allows you to detonate 💣 Explosives as a reaction on the enemy’s turn.

Shaped Charges

Explosives +10

Your explosives are optimized to breach Cover.

Lockpick

Unlocked by raising 🔏 Lockpick.

Quick Pick

Lockpick +3

You may attempt to pick locks during combat as a Standard ⚡ Action costing 4 ⚡ AP. Additionally, successful 🔏 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 🔏 Lockpick (instead of 🔧 Repair). Secured locks gain +5 📊 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 🔏 Lockpick Test.

You also gain the ability to assess locks and mechanical devices at a glance — you can determine the approximate 📊 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 🏕 Long Rest, you may choose one of the following:

  • Perfect Read: Choose a type of lock you have successfully picked before. Until your next 🏕 Long Rest, all 🔏 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 — 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 🔏 Lockpick Test at +3 📊 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 couldn’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 ⚕ Medicine.

Trained Medic

Medicine +3

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

+1 💚 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 🏋️ Athletics Test to do this will be done with Advantage.

+1 💚 Heal Bonus

Advanced Care

Medicine +7

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

+1 💚 Heal Bonus

Back in the Saddle

Medicine +10

When you Stabilize a 💀 Dying creature, they take an ⏩ Extra Turn with full ⚡ AP and ⚡ MAP immediately after you end your turn.

+1 💚 Heal Bonus

Melee

Unlocked by raising 🗡 Melee.

Threatening Reach

Melee +3

Your 🗡 Melee 🤺 Opportunity Attacks now also trigger when a hostile creature within your Melee reach performs a ranged ⚔ Attack. Your 🤺 Opportunity Attack resolves before their ranged attack. If your Opportunity Attack inflicts an 🤕 Injury or 🤕 Injury Escalation to an arm, the ranged ⚔ Attack fails.

Skirmisher

Melee +5

After your first successful 🗡 Melee ⚔ Attack each turn, gain ⚡ MAP equal to your 🗡 Melee skill divided by 3 (rounded down).

Warrior

Melee +7

Choose one:

Zone of Control

Melee +7

Your 🤺 Opportunity Attacks now also trigger when a hostile creature enters your Melee reach. Once per round, you may make an 🤺 Opportunity Attack as a 😮 Free Reaction, without spending your Reaction.

Riposte

Melee +7

Once per round, when an enemy misses a 🗡 Melee or 👊 Unarmed attack against you, you may make an attack against them as a 😮 Free Reaction.

Lunge

Melee +7

Once per turn, when you make a 🗡 Melee ⚔ Attack, you may extend your reach by 1 tile for that ⚔ Attack. If the ⚔ 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 🗡 Melee attacks gains the ⏬ Staggered debuff.

Executioner

Melee +10

Once per combat, when you hit with a 🗡 Melee attack against a target that is affected by any negative status effect (⏬ Staggered, ✨ Stunned, Prone, ⏬ Suppressed, etc.), you may declare Executioner’s Swing. This attack is treated as a 🎭 CRIT.

Warden

Melee +10

Allies within your Melee weapon’s reach gain +2 Evasion and are 🛡 Protected, with you as their Guardian. When you become the target of an attack as their Guardian, you gain DT (🛡️ Physical DT or ♨️ Energy DT, matching the attack type) equal to your ✊ Bonus Melee Damage for that attack.

Pilot

Unlocked by raising 🚗 Pilot.

Licensed Operator

Pilot +3

Combat Driver

Pilot +5

🚓 Maintain Control costs 1 ⚡ AP at every Speed. The 🎯 Accuracy penalty for firing one-handed weapons while driving is halved, to −3.

Evasive Maneuvering

Pilot +7

When you or the vehicle you are driving is targeted by an ⚔ Attack, you may use your 😮 Reaction to roll 👁 PER + 🚗 Pilot + Handling, 📊 DC 15. If you succeed, that ⚔ Attack, and every other Attack the same attacker makes against you or your vehicle until the start of your next turn, suffers Disadvantage. On a CRIT, that first Attack misses.

Ace

Pilot +10

Once per encounter, choose one:

  • Ace roll: one 🚗 Pilot Test is a 🎭 CRIT. Declare it before rolling; do not roll.
  • Hairpin: this turn, your vehicle ignores the limit on Turns set by its Speed and its Turning type.
  • Floor it: 🚓 Change Speed by up to 2 steps for 0 ⚡ AP. This is your Change Speed for the turn.

Repair

Unlocked by raising 🔧 Repair.

Field Repairs

Repair +3

Patch, 🎯 Jury Rigging and Duplicate Combining no longer require a 🔧 Workbench.

Modification, fabrication, kit refills and ⚙️ Scrap Refinement still do.

+1 🛠 Repair Bonus

Jury Rigging

Repair +5

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

  • Jury Rigging can not clear the last step — it stops at Condition: Good.
  • ⚪ Scrap required is 1 of the item’s Tier per step.
  • Repairs with Jury Rigging have +3 📊 DC

+1 🛠 Repair Bonus

You can build Advanced 🔨 mods for weapons, armor and robots (energy weapon mods use 🔬 Science). You still need the mod’s perk.

Efficient Repairs

Repair +7

When you 🔧 Repair using ⚪ Scrap:

+1 🛠 Repair Bonus

You can build Superior 🔨 mods for weapons, armor and robots (energy weapon mods use 🔬 Science). You still need the mod’s perk.

Master Technician

Repair +10

Once per 🏕 Long Rest, treat a successful 🔧 Repair Test as a 🎭 CRIT.

+1 🛠 Repair Bonus

You can build Master 🔨 mods for weapons, armor and robots (energy weapon mods use 🔬 Science). You still need the mod’s perk.

Science

Unlocked by raising 🔬 Science.

Hacking

Science +3

Unlock the 💻 Hack action for computers, terminals and security systems: get in, then open doors, disable security, or extract information.

  • You need a physical connection to the system, or a terminal on its network that you are in.
  • The more secure the terminal, the more of its commands need their own Test.

Robotic Command

Science +5

Your 💻 Hack can target robots, applying a Glitch of your choice: 👁 Blinded, 🐢 Slowed, 👀 Distracted, Marked or power drain.

You can build Advanced 🔨 mods for energy weapons. You still need the mod’s perk.

Override

Science +7

  • Unlock the 🤖 Override action: seize control of a robot, turn it against its side and recruit it as a robotic ♟️ Follower.
  • Your robotic ♟️ Followers can use their Support Abilities twice per combat instead of once.

You can build Superior 🔨 mods for energy weapons. You still need the mod’s perk.

Master of Robotics

Science +10

  • Once per 🏕 Long Rest, when interacting with a technological system (robot, terminal, turret, or security network), you may treat a success as a 🎭 CRIT.
  • Your 💻 Hack can apply the IFF fault Glitch: 🤪 Madness.

You can build Master 🔨 mods for energy weapons. You still need the mod’s perk.

Small Guns

Unlocked by raising 🔫 Small Guns.

Firearms Training

Small Guns +3

Once per 🏕 Long Rest, when you would suffer a 🎭 CRITFAIL on a 🔫 Small Guns Test, you may treat it as a normal failure instead.

Advanced Training

Small Guns +5

Gain one Tier I 🔫 Small Guns Specializations.

Weapons Specialist

Small Guns +7

Gain one Tier I 🔫 Small Guns Specializations or upgrade one you already have to the next tier.

Weapons Master

Small Guns +10

Gain one Tier I 🔫 Small Guns Specializations or upgrade one you already have to the next tier.

Mobile Shot

Small Guns · Gunslinger (Tier I)

Once per turn, when making your first 🔫 Small Guns attack with a Pistol, you may first move as if you had spent 3 ⚡ AP on movement.

Zero In

Small Guns · Rifleman (Tier I)

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

Sniper’s Nest

Small Guns · Sniper (Tier I)

If you do not move during your turn, you gain one stack of Nest on your next turn, giving your first 🔫 Small Gun ⚔ Attack with a Long Rifle +10% damage and +1 🎯 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 · Shotgunner (Tier I)

Targets in Close range who are hit by your Shotgun attacks will gain ⏬ Exposed.

Bullet Hell

Small Guns · Rapid Fire (Tier I)

When you use Burst Fire with an automatic 🔫 Small Gun (Fire Rate ≥ 3), each successful hit during that attack grants +1 Damage and +1 🎯 Accuracy to subsequent hits in the same attack.

Snap Shot

Small Guns · 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 🤕 Injury, or 🤕 Injury Escalation occurs, the reaction attack does not occur. Otherwise, the reaction attack resolves normally.

Follow Through

Small Guns · 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 · Sniper (Tier II)

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

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

Shockwave

Small Guns · 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 🏊 END + 🏕 Survival Test with a 📊 Difficulty based on how much damage they took.

Run ‘Em Down

Small Guns · Rapid Fire (Tier II)

When you successfully hit a target with Burst Fire from an automatic 🔫 Small Gun (Fire Rate ≥ 3), that target gains a ⏬ Pressure stack. ⏬ 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 ⏬ Pressure at once.

High Noon

Small Guns · Gunslinger (Tier III)

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

Focus Fire

Small Guns · Rifleman (Tier III)

Once per ⚔ Combat, when you miss a 🔫 Small Guns ⚔ 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 · Sniper (Tier III)

Once per ⚔ 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 · Shotgunner (Tier III)

Once per ⚔ Combat, when you make a Shotgun ⚔ 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 😌 Composure Test with a 📊 Difficulty based on how much damage they took.

Full of Holes

Small Guns · Rapid Fire (Tier III)

Once per ⚔ Combat, you may choose to apply Full of Holes to a target that you hit this turn with a Burst Fire ⚔ Attack from an automatic 🔫 Small Gun (Fire Rate ≥ 3). For 2 turns, the target of Full of Holes will have double the Evasion penalty from ⏬ Pressure stacks, and will have reduced ⚡ AP equal to the amount of ⏬ Pressure stacks they have.

Sneak

Unlocked by raising 👤 Sneak.

Hide

Sneak +3

Unlock usage of the 🤫 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 👤 Sneak Test to remain Hidden, the observing enemy hesitates.

You may immediately reroll the failed 👤 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 🤫 Hide again:

  • You immediately gain +2 ⚡ MAP this turn.
  • The enemy may attempt to first ⚔ 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 🤫 Hide, you may declare Without A Trace.

Until the end of your next turn:

This effect immediately ends if you make an ⚔ Attack, 🖐 Interact with an object, or end your turn next to an enemy.

Speech

Unlocked by raising 💬 Speech.

Command

Speech +3

Unlock the 👉 Command action, which lets you give orders to your allies in combat:

Your intelligent ♟️ Followers can use their Support Abilities twice per combat instead of once.

Call ‘Em Out

Speech +5

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

Make a 👄 CHA + 💬 Speech Test opposed by the target’s 😌 Composure.

On success:

  • The NPC is exposed — they must respond in a way that reveals information, shifts blame, or escalates the situation

On failure:

  • The NPC deflects or turns the accusation against you

Call ‘Em Out can be used once per conversation.

In combat. When an ally who can hear you is targeted by an ⚔ Attack, you may use your 😮 Reaction before the roll: they gain Evasion equal to 1 + half your 👉 Command Bonus (rounded down) against that attack.

Rally the Troops!

Speech +7

Unlock 👉 Command: Rally the Troops!. For 4 ⚡ AP, an ally gains +3 ⚡ AP at the start of their next turn.

Seize the Moment

Speech +10

Unlock 👉 Command: Now!. Once per combat, for 6 ⚡ AP, an ally takes a full extra turn immediately after yours.

Survival

Unlocked by raising 🏕 Survival.

Beast Handler

Survival +3

You gain access to the 🐕 Tame action, allowing you to calm, befriend, and recruit animal ♟️ Followers. Your animal ♟️ Followers can use their Support Abilities twice per combat instead of once.

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 🏕 Adaptation.

Hardened by the Wastes

Survival +7

Choose a second 🏕 Adaptation.

You also gain +3 😌 Composure during ⚔ Combat.

Too Stubborn to Die

Survival +10

You become really hard to kill:

Thick-Skinned

Survival · Adaptation

Gain +1 🧪 Bleed Resistance.

Dense Bones

Survival · Adaptation

Gain +4 to the 💔 Cripple Threshold of all limbs.

Iron Constitution

Survival · Adaptation

Gain +1 🧪 Poison Resistance.

Wasteland Vitality

Survival · Adaptation

Gain +1 🧪 Radiation Resistance.

Fireproof

Survival · Adaptation

Gain +1 🧪 Burn Resistance.

Insulated

Survival · Adaptation

Gain +1 🧪 Shock Resistance.

Throwing

Unlocked by raising 🤾 Throwing.

Embed

Throwing +3

🤾 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 ⚔ Attack made against that target before the end of your next turn gains +2 🎯 Accuracy.

Rip It Out

Throwing +7

When an Embedded weapon you’ve thrown is removed from an opponent, the 🩸 Bleed they suffer is increased by +1.

Removing Embedded weapons from opponents yourself costs -1 ⚡ AP, and further increases the 🩸 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 ⚡ 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 ⚡ AP to remove the weapon. Removing a Pinned weapon triggers the enhanced 🩸 Bleed from Rip It Out.

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

Unarmed

Unlocked by raising 👊 Unarmed.

Striking Distance

Unarmed +3

Your 👊 Unarmed 🤺 Opportunity Attacks now also trigger when a hostile creature within your Melee reach performs a ranged ⚔ Attack. Your 🤺 Opportunity Attack resolves before their ranged attack. If your Opportunity Attack inflicts an 🤕 Injury or 🤕 Injury Escalation to an arm, the ranged ⚔ Attack fails.

Your 👊 Unarmed 🤺 Opportunity Attacks now also trigger when an enemy moves within 👊 Unarmed reach.

Martial Discipline

Unarmed +5

Gain one Tier I 👊 Martial Art.

Advanced Technique

Unarmed +7

Gain one Tier I 👊 Martial Art or upgrade one you already have to the next tier.

Martial Master

Unarmed +10

Gain one Tier I 👊 Martial Art or upgrade one you already have to the next tier.

Heavy Blows

Unarmed · Iron Fist (STR Tier I)

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

Footwork

Unarmed · Iron Kick (AGI Tier I)

While unarmed, gain +2 Evasion. After you make an 👊 Unarmed ⚔ Attack, you gain 1 ⚡ MAP.

You may use 🏃 AGI in place of 💪 STR for 👊 Unarmed Tests and calculating ✊ Bonus Melee Damage.

Grappler

Unarmed · Iron Grip (END Tier I)

When you hit a creature with an 👊 Unarmed ⚔ Attack, you may choose to also 🤼 Grapple it as part of the same action. If the 🤼 Grapple is successful, you gain temporary HP equal to your 🏊 Endurance.

While the target is 🤼 Grappled:

  • The target suffers –3 🎯 Accuracy when attacking creatures other than you

You may use 🏊 END in place of 💪 STR for 👊 Unarmed Tests and calculating ✊ Bonus Melee Damage.

Crushing Impact

Unarmed · Iron Fist (STR Tier II)

When you hit with an 👊 Unarmed ⚔ Attack, the target suffers –1 Evasion for 1 turn.

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

Opening Strike

Unarmed · Iron Kick (AGI Tier II)

The first 👊 Unarmed ⚔ Attack you make each turn gains +2 🎯 Accuracy and +1 🎯 CRIT Range.

Lockdown

Unarmed · Iron Grip (END Tier II)

While you have a creature 🤼 Grappled:

Pulverize

Unarmed · Iron Fist (STR Tier III)

Anyone hit by your 👊 Unarmed attacks gains the ⏬ Staggered debuff.

Flow State

Unarmed · Iron Kick (AGI Tier III)

Once per turn, when you 🎭 CRIT with an 👊 Unarmed ⚔ Attack, you may immediately make a second 👊 Unarmed ⚔ Attack for free.

Submission Hold

Unarmed · Iron Grip (END Tier III)

If a creature you have 🤼 Grappled has 2 or more 🤼 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 👊 Unarmed skill.

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

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