General Talents
BUTCHER
When you’ve killed a monster in the Zone, you can
extract a number of rations of grub from the carcass
equal to the creature’s original Strength. It doesn’t
work on swarms.
COMFORT EATER You find comfort in eating. When you eat (and rest for a few hours) you regain one level of Strength and one level of Empathy per ration you consume
DEFENSIVE You are quick on your feet and can easily dodge attacks in close combat. When you defend your Fight roll is modified by +2.
MECHANIC You can use the Comprehend skill to repair a broken piece of gear. Each attempt takes a few hours. For every / you roll, the Gear Bonus of the item is restored one step, up to its original number. You may only make one attempt per damaged item, until it is damaged again.
MONSTER WHISPERER You can Dominate wild animals and monsters, using growls, grunts and gestures. It has no effect on insects or swarms nor on Watchers and other machine creatures. Since monsters lack Instinct, you cannot inflict doubt as a bonus effect.
NATURIST You feel that clothing weighs you down and make you ungainly. When you walk completely unclothed – and do not carry more stuff than half your carrying capacity – your Sneak and Move rolls are modified by +1.
NINE LIVES No matter who bad things look you always manage to get through them by the skin of your teeth. When you suffer critical injury, you may switch the D66 roll so that the ones die becomes the tens die and vice versa. If your attacker has the talent Slayer, the effects negate each other, and the critical injury is rolled normally.
QUICK FIRE You have mastered the art of handling your sling or bow with astonishing speed. You can fire these weapon types without adding a maneuver to prepare your weapon.
SLAYER You know where to strike to make your enemy fall and not get up. Ever. When your enemy sustains a critical injury you may – if you want to – switch the D66 roll so that the ones die becomes the tens die and vice versa. If your attacker has the talent Nine Lives, the effects negate each other, and the critical injury is rolled normally.
SLUGGER You are a fighter who is just as strong and powerful no matter how much damage you sustain. You always roll your full Strength score to Fight, even when your Strength is reduced by trauma. Note that this increases the risk of breaking yourself when pushing a Fight roll.
TENACIOUS You refuse to give up no matter what the cost. You can push a dice roll twice. /, = and cannot be rerolled, just like any other time, and have the usual effects.
THROWING ARM You have learned to use your throwing arm with great precision when you use thrown weapons like rocks, knives and spears. You can roll for Strength instead of Agility when throwing weapons.
SCROUNGER You can repair any piece of gear that has lost Gear Bonus. Each attempt takes a few hours, and requires a Comprehend roll. Every / rolled restores one point of Gear Bonus. It cannot go above its original rating. If you fail, you cannot try to repair the same object again until your Comprehend skill level has increased. You can repair Artifacts, if you have Comprehended how they work.
WANDERER Your feet (or paws) and legs are hardened after many long treks. Your roll is modified by +2 when you roll to Endure long walks.
Show spoiler
The meat will usually
be contaminated by the Rot. That means it’s a good
idea to combine this talent with Zone Cook.
COMFORT EATER You find comfort in eating. When you eat (and rest for a few hours) you regain one level of Strength and one level of Empathy per ration you consume
DEFENSIVE You are quick on your feet and can easily dodge attacks in close combat. When you defend your Fight roll is modified by +2.
MECHANIC You can use the Comprehend skill to repair a broken piece of gear. Each attempt takes a few hours. For every / you roll, the Gear Bonus of the item is restored one step, up to its original number. You may only make one attempt per damaged item, until it is damaged again.
MONSTER WHISPERER You can Dominate wild animals and monsters, using growls, grunts and gestures. It has no effect on insects or swarms nor on Watchers and other machine creatures. Since monsters lack Instinct, you cannot inflict doubt as a bonus effect.
NATURIST You feel that clothing weighs you down and make you ungainly. When you walk completely unclothed – and do not carry more stuff than half your carrying capacity – your Sneak and Move rolls are modified by +1.
NINE LIVES No matter who bad things look you always manage to get through them by the skin of your teeth. When you suffer critical injury, you may switch the D66 roll so that the ones die becomes the tens die and vice versa. If your attacker has the talent Slayer, the effects negate each other, and the critical injury is rolled normally.
QUICK FIRE You have mastered the art of handling your sling or bow with astonishing speed. You can fire these weapon types without adding a maneuver to prepare your weapon.
SLAYER You know where to strike to make your enemy fall and not get up. Ever. When your enemy sustains a critical injury you may – if you want to – switch the D66 roll so that the ones die becomes the tens die and vice versa. If your attacker has the talent Nine Lives, the effects negate each other, and the critical injury is rolled normally.
SLUGGER You are a fighter who is just as strong and powerful no matter how much damage you sustain. You always roll your full Strength score to Fight, even when your Strength is reduced by trauma. Note that this increases the risk of breaking yourself when pushing a Fight roll.
TENACIOUS You refuse to give up no matter what the cost. You can push a dice roll twice. /, = and cannot be rerolled, just like any other time, and have the usual effects.
THROWING ARM You have learned to use your throwing arm with great precision when you use thrown weapons like rocks, knives and spears. You can roll for Strength instead of Agility when throwing weapons.
SCROUNGER You can repair any piece of gear that has lost Gear Bonus. Each attempt takes a few hours, and requires a Comprehend roll. Every / rolled restores one point of Gear Bonus. It cannot go above its original rating. If you fail, you cannot try to repair the same object again until your Comprehend skill level has increased. You can repair Artifacts, if you have Comprehended how they work.
WANDERER Your feet (or paws) and legs are hardened after many long treks. Your roll is modified by +2 when you roll to Endure long walks.
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