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 ๐ Perks, none of this costs a perk point.
Find a milestone
Athletics
Unlocked by raising ๐๏ธ Athletics.
Conditioning
Athletics +3
Gain 1 โก MAP
Fluid Movement
Athletics +5
The first Change Stance action you take every turn costs 0 โก AP.
Rapid Advance
Athletics +7
Increase โก MAP bonus from Athletics to 2.
Master of Momentum
Athletics +10
Once per encounter, when performing an ๐๏ธ Athletics Test, you may ignore the AP/MAP cost or automatically succeed if the action is uncontested.
Barter
Unlocked by raising ๐ฐ 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: โWhat 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 ๐ฐ 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 ๐ฐ Barter Test to increase your commission to 25%.
- Appraiserโs Eye - You can identify the most valuable item in any room, container, or on any person at a glance, without searching. Once per ๐ 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 ๐ฅ Big Guns.
Suppressing Fire
Big Guns +3
Attacks with ๐ฅ Big Guns apply โฌ Suppressed, even on a miss, for 1 turn. ๐ฅ Big Guns which have an Area of Effect attack will apply โฌ Suppressed to an area twice the size of its Area of Effect.
Controlled Fire
Big Guns +5
- Self damage and damage from friendly fire with ๐ฅ Big Guns is reduced by 50%.
- Enemies you โฌ Suppress suffer โ1 โก AP on their next turn.
Mobile Fortress
Big Guns +7
- You gain temporary HP equal to (๐ฅ Big Guns Skill + ๐ END MOD) when activating Overwatch with a ๐ฅ Big Gun.
- Enemies that begin their turn while โฌ Suppressed by you cannot use ๐ฎ index or activate Overwatch for the rest of the turn.
Heavy Ordnance
Big Guns +10
Once per โ Combat, you may declare Heavy Ordnance after making an โ Attack with a ๐ฅ Big Gun. As long as you have enough ammo, you may resolve the same โ Attack against an additional visible enemy in your weapons range.
Every โ Attack made during Heavy Ordnance will apply โฌ Pinned Down for 2 turns, even if they miss. ๐ฅ Big Guns which have an Area of Effect attack will apply โฌ Pinned Down to an area twice the size of its Area of Effect.
Energy Weapons
Unlocked by raising โก Energy Weapons.
Overclock
Energy Weapons +3
You may activate Overclock when making an โ Attack with an โก Energy Weapon or a ๐ฅ Big Gun that has the Energy tag. Overclock gives you +30% damage (+20% for ๐ฅ Big Guns), but you must use double the ammunition.
Amplification
Energy Weapons +5
Effects from โก Energy Weapons are increased by +2. ๐ฅ Big Guns with the Energy tag instead have their effects increased by +1. This includes: Piercing X, ๐ฏ Melt X, โ Cryo X, ๐ฅ Burn X, ๐ฉ Shock X, and โข Radioactive X.
System Shock
Energy Weapons +7
When you inflict an ๐ค Injury, or when your attack causes ๐ค Injury Escalation, while using an โก Energy Weapon or ๐ฅ Big Gun with the Energy tag:
- Any Test to mend the ๐ค Injury will be done with Disadvantage.
- Robotic targets will suffer -1 โก AP for every ๐ค Injury created with System Shock, up to a maximum of -3 โก AP, until the ๐ค Injury is mended.
Disintegration
Energy Weapons +10
โ Attacks with โก Energy Weapons or ๐ฅ Big Guns with the Energy tag can execute low health enemies through Disintegration.
Requirements for Disintegration:
- They have less than 25% HP after the โ Attack
- One of their limbs must be affected by System Shock
- The โ 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 ๐ป Fear (DC 20).
Explosives
Unlocked by raising ๐ฃ Explosives.
Timed Fuse
Explosives +3
You may set a detonation delay (up to 3 turns) when using thrown or placed ๐ฃ Explosives.
Blast Awareness
Explosives +5
Self damage and damage from friendly fire with ๐ฃ Explosives is reduced by 50%.
Ready To Blow
Explosives +7
Unlocks the action Detonation Watch, which allows you to detonate ๐ฃ Explosives as a reaction on the enemyโs turn.
Shaped Charges
Explosives +10
Your explosives are optimized to breach Cover.
- Your explosives are optimized to direct blast energy around Cover. When calculating explosive damage against targets behind Cover, the Coverโs ๐ Hardness (or โจ๏ธ Energy Resistance) is halved for the purpose of blast attenuation. Cover ๐งฑ Durability damage is unaffected.
Lockpick
Unlocked by raising ๐ Lockpick.
Quick Pick
Lockpick +3
You may attempt to pick locks during combat as a Standard โก Action costing 4 โก AP. Additionally, successful ๐ 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 ๐ Lockpick (instead of ๐ง Repair). Secured locks gain +5 ๐ 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 ๐ Lockpick Test.
You also gain the ability to assess locks and mechanical devices at a glance โ you can determine the approximate ๐ 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 ๐ Long Rest, you may choose one of the following:
- Perfect Read: Choose a type of lock you have successfully picked before. Until your next ๐ Long Rest, all ๐ 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 ๐ Lockpick Test at +3 ๐ 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 couldnโt 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 โ Medicine.
Trained Medic
Medicine +3
When you use a medical item to treat an ๐ค Injury and fail the Test, the medical item is not consumed (unless the roll is a ๐ญ CRITFAIL).
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 ๐๏ธ Athletics Test to do this will be done with Advantage.
Advanced Care
Medicine +7
Once per encounter, when you successfully treat an ๐ค Injury, you may treat another ๐ค Injury on the same target in the same action. The second ๐ค Injury must be of the same severity or less. You must have the required items for both treatments.
Back in the Saddle
Medicine +10
When you Stabilize a ๐ Dying creature, they will be given a turn immediately after you end your turn.
Melee
Unlocked by raising ๐ก Melee.
Threatening Reach
Melee +3
Your ๐ก Melee ๐คบ Opportunity Attacks now also trigger when a hostile creature within your Melee reach performs a ranged โ Attack. Your ๐คบ Opportunity Attack resolves before their ranged attack. If your Opportunity Attack inflicts an ๐ค Injury or ๐ค Injury Escalation to an arm, the ranged โ Attack fails.
Skirmisher
Melee +5
After your first successful ๐ก Melee โ Attack each turn, gain โก MAP equal to your ๐ก Melee skill divided by 3 (rounded down).
Warrior
Melee +7
Choose one:
Zone of Control
Melee +7
Your ๐คบ Opportunity Attacks now also trigger when a hostile creature enters your Melee reach. You may make up to 2 ๐คบ Opportunity Attacks per round.
Riposte
Melee +7
Once per round, when an enemy misses a ๐ก Melee or ๐ Unarmed attack against you, you may make an attack against them as a ๐ฎ Free Reaction.
Lunge
Melee +7
Once per turn, when you make a ๐ก Melee โ Attack, you may extend your reach by 1 tile for that โ Attack. If the โ 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 ๐ก Melee attacks gains the โฌ Staggered debuff.
Executioner
Melee +10
Once per combat, when you hit with a ๐ก Melee attack against a target that is affected by any negative status effect (โฌ Staggered, โจ Stunned, Prone, โฌ Suppressed, etc.), you may declare Executionerโs Swing. This attack is treated as a ๐ญ CRIT.
Warden
Melee +10
Allies within your Melee weaponโs reach gain +2 Evasion. Once per round, when an ally within your reach is targeted by an attack, you may use your ๐ฎ Reaction to swap places with that ally and become the target of the attack instead. You gain DT (๐ก๏ธ Physical DT or โจ๏ธ Energy DT, matching the attack type) equal to your โ Bonus Melee Damage for this attack only. The swapped ally may immediately move to an adjacent tile for free.
Pilot
Unlocked by raising ๐ 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 โก AP instead of its normal cost. In addition, you may use one-handed weapons while driving if you have remaining โก AP.
Evasive Maneuvering
Pilot +7
Once per round, when targeted by an โ Attack while driving, you may make a ๐ Pilot Test as a ๐ฎ Reaction. If you succeed, the โ 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 ๐ง Repair.
Field Repairs
Repair +3
You may attempt ๐ง Repair without a workbench.
Jury Rigging
Repair +5
You may repair weapons, armor, and equipment using โช Scrap.
- Jury Rigging can not repair an item back to full durability.
- โช Scrap required depends on quality of item being repaired.
- Repairs with Jury Rigging have +3 ๐ DC
Efficient Repairs
Repair +7
When you ๐ง Repair using โช Scrap:
- Reduce โช Scrap cost by 1 if successful
- When using โช Scrap for Fix, ๐ฉ Fix Malfunction, or Reboot:
Master Technician
Repair +10
Once per ๐ Long Rest, treat a successful ๐ง Repair Test as a ๐ญ CRIT.
Science
Unlocked by raising ๐ฌ Science.
Robotic Command
Science +3
Unlock the ๐ Command action for robotic โ๏ธ Followers, which lets you have greater control of your โ๏ธ Followers in โ Combat.
Hacking
Science +5
You may attempt to hack computers, terminals, and security systems by passing an ๐ง INT + ๐ฌ 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 ๐ง INT + ๐ฌ Science Test. If you succeed, add this robotic NPC as a โ๏ธ Follower. If you exceed your ๐งโ๐คโ๐ง Follower Limit, you must dismiss a โ๏ธ Follower first. Legendary robots are immune.
- If you are in โ Combat, this action costs 5 โก AP
- You must be next to the robot for the entire duration of the hack.
Master of Robotics
Science +10
Once per ๐ Long Rest, when interacting with a technological system (robot, terminal, turret, or security network), you may treat a success as a ๐ญ CRIT.
In addition, once per โ Combat, your first ๐ Command action grants your Robotic โ๏ธ Followers +3 โก AP.
Small Guns
Unlocked by raising ๐ซ Small Guns.
Firearms Training
Small Guns +3
Once per ๐ Long Rest, when you would suffer a ๐ญ CRITFAIL on a ๐ซ Small Guns Test, you may treat it as a normal failure instead.
Advanced Training
Small Guns +5
Gain one Tier I ๐ซ Small Guns Specializations.
Weapons Specialist
Small Guns +7
Gain one Tier I ๐ซ Small Guns Specializations or upgrade one you already have to the next tier.
Weapons Master
Small Guns +10
Gain one Tier I ๐ซ 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 ๐ซ Small Guns attack with a Pistol, you may first move as if you had spent 3 โก AP on movement.
Zero In
Small Guns ยท Rifleman (Tier I)
When you make a ๐ซ Small Guns โ Attack with a Rifle, you will get one stack of Zeroed In, which makes subsequent attacks you make against the same target gain +1 ๐ฏ Accuracy, to a maximum of 3 stacks. All stacks are lost if you attack a different target.
Sniperโs 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 ๐ซ Small Gun โ Attack with a Long Rifle +10% damage and +1 ๐ฏ 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 โฌ Exposed.
Bullet Hell
Small Guns ยท Rapid Fire (Tier I)
When you use Burst Fire with an automatic ๐ซ Small Gun (Fire Rate โฅ 3), each successful hit during that attack grants +1 Damage and +1 ๐ฏ 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 ๐ค Injury, or ๐ค 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 ๐ฏ Accuracy for Called Shot Overwatch Attacks. These Called Shots do not cost extra โก AP.
When you make a ๐ซ Small Guns โ Attack with a Long Rifle while benefiting from Nest, you may expend all accumulated Nest stacks to enhance that โ Attack with +10% damage, +1 ๐ฏ Accuracy on Called Shots, and +1 Penetration per stack. All Nest stacks are lost after the โ 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 ๐ END + ๐ Survival Test with a ๐ Difficulty based on how much damage they took.
- On FAIL, they are affected by ๐ Knockback 1 (๐ Knockback 2 if they were the only target) and Knockdown.
- On SUCCESS, they suffer from the ๐ Shockwave debuff for 2 turns.
Run โEm Down
Small Guns ยท Rapid Fire (Tier II)
When you successfully hit a target with Burst Fire from an automatic ๐ซ Small Gun (Fire Rate โฅ 3), that target gains a โฌ Pressure stack. โฌ 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 โฌ Pressure at once.
High Noon
Small Guns ยท Gunslinger (Tier III)
Once per โ Combat, at any time, you may declare High Noon to immediately make a ๐ซ Small Guns โ Attack with a Pistol against a target you can see. This attack is resolved immediately, before any pending actions. If the โ Attack hits, it is treated as a ๐ญ CRIT.
Focus Fire
Small Guns ยท Rifleman (Tier III)
Once per โ Combat, when you miss a ๐ซ Small Guns โ 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 โ 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 โ Combat, when you make a Shotgun โ 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 ๐ Composure Test with a ๐ Difficulty based on how much damage they took.
- On FAIL, they are affected by ๐ป Fear for 2 turns.
- On SUCCESS, they suffer from the ๐ Shockwave debuff for 2 turns and can not use ๐ฎ Reactions.
Full of Holes
Small Guns ยท Rapid Fire (Tier III)
Once per โ Combat, you may choose to apply Full of Holes to a target that you hit this turn with a Burst Fire โ Attack from an automatic ๐ซ Small Gun (Fire Rate โฅ 3). For 2 turns, the target of Full of Holes will have double the Evasion penalty from โฌ Pressure stacks, and will have reduced โก AP equal to the amount of โฌ Pressure stacks they have.
Sneak
Unlocked by raising ๐ค Sneak.
Hide
Sneak +3
Unlock usage of the ๐คซ Hide action during combat To do so:
- You must break line of sight or have sufficient concealment.
- Make a ๐ค Sneak Test opposed by nearby enemiesโ ๐ Perception.
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 ๐ค Sneak Test to remain Hidden, the observing enemy hesitates.
You may immediately reroll the failed ๐ค 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 ๐คซ Hide again:
- You immediately gain +2 โก MAP this turn.
- The enemy may attempt to first โ 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 ๐คซ Hide, you may declare Without A Trace.
Until the end of your next turn:
- You remain Hidden even if enemies would normally detect you.
- Enemies cannot use ๐ฎ Reactions against you.
- You do not provoke ๐คบ Opportunity Attacks.
This effect immediately ends if you make an โ Attack, ๐ Interact with an object, or end your turn next to an enemy.
Speech
Unlocked by raising ๐ฌ Speech.
Command
Speech +3
Unlock the ๐ Command action for intelligent biological โ๏ธ Followers.
This allows you to issue orders to your โ๏ธ Followers in combat, directing them to attack specific targets, defend positions, retreat, assist allies, or rally.
Without this milestone, intelligent โ๏ธ Followers act according to their own instincts or GM guidance. You cannot direct their combat behavior.
Call โEm 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 ๐ CHA + ๐ฌ Speech Test opposed by the targetโs ๐ 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 ๐ฌ Speech Test against them (GM discretion)
Call โEm 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 ๐ Command: Rally the Troops! Command action. When used, it gives +3 โก AP to affected โ๏ธ Followers.
Unifier of the Wastes
Speech +10
Once per ๐ Long Rest, when combat begins in the presence of neutral NPCs, you may immediately convert up to 3 neutral NPC characters into temporary โ๏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 ๐ Survival.
Beast Handler
Survival +3
You gain access to the ๐ Tame action, allowing you to calm, befriend, and recruit animal โ๏ธ Followers. You also gain access to the ๐ Command action for animal โ๏ธ Followers, which lets you have greater control of your โ๏ธ Followers in โ Combat.
Wasteland Survivor
Survival +5
You can efficiently live off the land. You unlock:
- Enhanced Camps
- When you lead the camp setup Group Test, a normal success counts as a Good Camp. A ๐ญ CRIT becomes an Exceptional Camp โ the party gains +2 โฑ Sequence, 5 Temp HP, AND restores 1 ๐ Luck Point.
- 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
- When your party Scouts during ๐ Long Rest, they gain -3 DC instead of -2 on Detection Tests until next ๐ Long Rest.
In addition, gain one ๐ Adaptation.
Hardened by the Wastes
Survival +7
Choose a second ๐ Adaptation.
You also gain +3 ๐ Composure during โ Combat.
Too Stubborn to Die
Survival +10
You become really hard to kill:
- Once per ๐ Long Rest, when you would be reduced to 0 HP, you remain at 1 HP instead.
- Automatically pass the first ๐ Death resistance Test you roll, once per combat.
- You may reroll a failed Test when mending ๐ค Injuries during ๐ Rest, once per ๐ Long Rest.
Thick-Skinned
Survival ยท Adaptation
Gain 1 ๐ก๏ธ Physical DT and ๐ฉธ Bleed applied to you has 1 less potency.
Dense Bones
Survival ยท Adaptation
Gain 1 ๐ก๏ธ Physical DT and +4 to the ๐ 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 ๐ค Illness. ๐ Poison applied to you has 1 less potency.
Wasteland Vitality
Survival ยท Adaptation
Gain Advantage on Tests to resist exhaustion and environmental exposure, and โข Radiation applied to you has 1 less potency.
Fireproof
Survival ยท Adaptation
Gain 1 โจ๏ธ Energy DT and ๐ฅ Burn applied to you has 1 less potency.
Insulated
Survival ยท Adaptation
Gain 1 โจ๏ธ Energy DT and ๐ฉ Shock applied to you has 1 less potency.
Throwing
Unlocked by raising ๐คพ Throwing.
Embed
Throwing +3
๐คพ 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 โ Attack made against that target before the end of your next turn gains +2 ๐ฏ Accuracy.
Rip It Out
Throwing +7
When an Embedded weapon youโve thrown is removed from an opponent, the ๐ฉธ Bleed they suffer is increased by +1.
Removing Embedded weapons from opponents yourself costs -1 โก AP, and further increases the ๐ฉธ 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 โก 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 โก AP to remove the weapon. Removing a Pinned weapon triggers the enhanced ๐ฉธ Bleed from Rip It Out.
Additionally, your Embed X effects now reduce the targetโs Evasion by 1 for each weapon currently embedded in them.
Unarmed
Unlocked by raising ๐ Unarmed.
Striking Distance
Unarmed +3
Your ๐ Unarmed ๐คบ Opportunity Attacks now also trigger when a hostile creature within your Melee reach performs a ranged โ Attack. Your ๐คบ Opportunity Attack resolves before their ranged attack. If your Opportunity Attack inflicts an ๐ค Injury or ๐ค Injury Escalation to an arm, the ranged โ Attack fails.
Your ๐ Unarmed ๐คบ Opportunity Attacks now also trigger when an enemy moves within ๐ Unarmed reach.
Martial Discipline
Unarmed +5
Gain one Tier I ๐ Martial Art.
Advanced Technique
Unarmed +7
Gain one Tier I ๐ Martial Art or upgrade one you already have to the next tier.
Martial Master
Unarmed +10
Gain one Tier I ๐ Martial Art or upgrade one you already have to the next tier.
Heavy Blows
Unarmed ยท Iron Fist (STR Tier I)
+1 โ 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 ๐ Unarmed โ Attack, you gain 1 โก MAP.
You may use ๐ AGI in place of ๐ช STR for ๐ Unarmed Tests and calculating โ Bonus Melee Damage.
Grappler
Unarmed ยท Iron Grip (END Tier I)
When you hit a creature with an ๐ Unarmed โ Attack, you may choose to also ๐คผ Grapple it as part of the same action. If the ๐คผ Grapple is successful, you gain temporary HP equal to your ๐ Endurance.
While the target is ๐คผ Grappled:
- The target suffers โ3 ๐ฏ Accuracy when attacking creatures other than you
You may use ๐ END in place of ๐ช STR for ๐ Unarmed Tests and calculating โ Bonus Melee Damage.
Crushing Impact
Unarmed ยท Iron Fist (STR Tier II)
When you hit with an ๐ Unarmed โ Attack, the target suffers โ1 Evasion for 1 turn.
If the target has any effects that are reducing its โก AP, deal +2 damage. This also applies if the target is Prone.
Opening Strike
Unarmed ยท Iron Kick (AGI Tier II)
The first ๐ Unarmed โ Attack you make each turn gains +2 ๐ฏ Accuracy and +1 ๐ฏ CRIT Range.
Lockdown
Unarmed ยท Iron Grip (END Tier II)
While you have a creature ๐คผ Grappled:
- You have Advantage on ๐๏ธ Athletics Tests against that creature.
- They gain one stack of ๐คผ Submission every turn they are ๐คผ Grappled
Pulverize
Unarmed ยท Iron Fist (STR Tier III)
Anyone hit by your ๐ Unarmed attacks gains the โฌ Staggered debuff.
Flow State
Unarmed ยท Iron Kick (AGI Tier III)
Once per turn, when you ๐ญ CRIT with an ๐ Unarmed โ Attack, you may immediately make a second ๐ Unarmed โ Attack for free.
Submission Hold
Unarmed ยท Iron Grip (END Tier III)
If a creature you have ๐คผ Grappled has 2 or more ๐คผ Submission stacks, you may enter Submission Hold. While in Submission Hold:
- You and the target are both โจ Stunned
- At the start of each of the targetโs turns, it may attempt a contested ๐ END + ๐ Unarmed Test to escape, with ๐ Difficulty increased by 1 for each ๐คผ Submission stack.
At the end of each of your turns in Submission Hold, the target suffers unmitigable damage equal to your ๐ Unarmed skill.
You may end Submission Hold at any time on your turn. Submission Hold ends immediately if you are incapacitated.
See all: ๐ Perks ยท โญ Skills ยท Character Creation