TALENTS
To get a much needed edge in a world fallen into ruins you must find your own niche, something you and no one else can do. Such special abilities are called talents. Talents can affect how you use skills or how you recover from trauma, or even let you do things that are quite simply impossible to others.

STARTING TALENTS
You can choose one talent for your PC at the start of the game. Your role decides which you can choose from.

THE ENFORCER’S TALENTS
BARGE THROUGH
You can Move using Strength instead of Agility.
MEAN STREAK
When you Intimidate someone and give your victim doubt, he suffers one extra point of it.
SUCKER PUNCH
The weapon damage of your unarmed attacks is 2 instead of 1.

THE GEARHEAD’S TALENTS
INVENTOR
You get a +2 modification when you use Jury-Rig to create a new device, but not when you repair something.
MOTORHEAD
You get a +1 modification when you use a vehicle to ram someone (Fight) or to escape from a conflict
(Move). You also get a +1 when you Jury-Rig to repair or modify a vehicle.
TINKERER
You get a +2 modification when you Jury-Rig to repair a piece of gear, but not when you build
something new.

THE STALKER’S TALENTS
MONSTER HUNTER
You get a +2 modification when you Scout a beast of any kind.
ROT FINDER
When using Find a Path you have access to a new stunt that you can choose when you roll extra 6, to find the most Rot-free route through the sector. The Rot level counts as one step lower during this visit to the sector.
SCAVENGER
You get a +2 modification to Find a Path, with success you find any artifacts that may exist in a sector. To identify threats, you must instead get stunts. You can choose whether or not to use this talent when you enter a new sector.

THE FIXER’S TALENTS
JUICY INFO
Choose one important NPC of whom you have incriminating information. Decide the nature of this information together with the GM. Don’t overuse this hold over the NPC, it could come back to
haunt you…
VICIOUS CREEP
When you Manipulate someone and give him doubt, he suffers one extra point of it.
WHEELER DEALER
When you use the Make a Deal skill to make small business on the side, you earn twice as much of the commodity you choose.

THE DOG HANDLER’S TALENTS
BLOODHOUND
You have trained your dog to be a skilled tracker. You get a +2 modification when you use your do  to follow a track. If the dog dies, you keep the talent for your next hound.
FIGHT DOG
You have trained your dog to be a deadly little monster. You get a +2 modification when you use the dog to Fight. If the dog dies, you keep the talent for your next mutt.
MUTANT’S BEST FRIEND
Your dog can get you out of any trouble. It can help you Endure and Move. Use your Sic a Dog skill level instead of these skills, and the dog’s attribute scores, Strength and Agility, respectively. You can push the rolls normally. Any trauma is suffered by your dog instead of you, but you don’t get any Mutation Points. If the dog dies, you keep the talent for your next hound.

THE CHRONICLER’S TALENTS
AGITATOR
You get a +2 modification when you Inspire someone to Fight or Shoot.
BONESAW
You have learned the art of sawing bones and sewing skin, all in the interest of saving lives, of course. You get a +2 modification when you roll to Heal a critical injury, but not when tending to someone who is broken by trauma.
PERFORMER
Once per session, if you’re in the Ark, you can perform for the People. You can tell a story by a trashcan fire, recite poetry or sing a song. Roll to Inspire. Every 6 gives you D6 bullets or rations of grub. A failed roll means someone doesn’t appreciate your art…

THE SLAVE’S TALENTS
CYNIC
You get a +2 modification to Shake it Off, but only when suffering doubt (and for no other kinds of trauma).
REBEL
When rolling to Shake it Off, for every 6 you roll, you get a +1 modification to your next action. You must use this bonus at the earliest possible opportunity, that is, in the current turn or the next if you already acted in the turn.
RESILIENT
You get a +2 modification to Shake it Off, but only when suffering damage (and for no other kinds of trauma).

GENERAL TALENTS
ADMIRER
One NPC is very impressed by you, and will do anything to help you or just to be near you. Create this NPC together with the GM.
ARCHEOLOGIST
You get a +2 modification when trying to Comprehend a ruined building or other installation from the Old Age.
ASSASSIN
When you Shoot someone and hit, the target suffers one extra point of damage, but only if you fire at Near range or at Arms Length.
BAD OMENS
You can Scout using Empathy instead of Wits.
BODYGUARD
If someone Shoots at and hits a person at Arms Length or Near you, you can dive in to take the bullet. Roll to Move. It doesn’t count as an action in conflict. If you roll one or more 6 you take the hit instead of your friend. You can push the roll.
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. The meat will usually be contaminated by the Rot. That means it’s a good idea to combine this talent with Zone Cook.
COMBAT VETERAN
You keep your cool under fire and can act effectively when your enemy hesitates. You get to roll two dice when rolling for initiative and choose the highest one. You can also use this talent to increase your initiative score by +2 during combat, but this will cost you a maneuver. You can do this as many times as you like during a conflict.
COOL HEAD
You can Move with Wits instead of Agility.
COUNSELOR
When you help someone, he gets an extra +1 modification, but only if he is doing something you told him to do.
COWARD
If someone Shoots at you and rolls a hit, you can take cover behind a friend at Arms Length or Near you. The friend has to accept taking a hit for you. Roll to Move. It doesn’t count as an action. If the roll is successful, the shot hits your friend instead of you.
FAST DRAW
You can draw your weapon so fast it doesn’t cost you a maneuver.
FLYWEIGHT
When you defend yourself in close combat, you can use Agility instead of Strength.
GADGETEER
You get a +2 modification when you try to Comprehend an artifact from the Old Age.
GOOD FOOTWORK
You get a +2 modification when you defend in close combat.
HARD HITTER
You get a +2 modification to Fight if you sacrifice your maneuver in the turn. You can’t use the talent for parrying.
WORKHORSE
You get a +2 modification when you work on a project in the Ark.
JACK OF ALL TRADES
You adopt a new role and immediately achieve skill level 1 in the specialist skill of that role. You keep your current skill level in the specialist skill of your old role, but you can no longer improve it. You also keep those of your talents that are specific to the old role, but you can’t get new talents tied to the role. It must make sense in the story for you to get the new role. For example, to become a Boss you need to find a gang that will follow you. Limitation: This talent requires more experience than others. You can’t get it until you have learned at least three other talents first.
LIGHT EATER
You need only to eat one ration of grub every other day to avoid losing Strength.
LONER
You can recover lost Empathy without the company of others, all you need is to be by yourself for a few hours.
NEVER SURRENDER
When you are broken by damage (your Strength hits zero), you can get back on your feet immediately, without anyone Healing you. Roll to Endure, but without Base Dice (your Strength being zero).
For every 6 you roll, you get one point of Strength back can keep fighting a little while longer. You can’t push the roll. The talent has no effect against critical injuries.
PACK MULE
You can carry twice as many objects as normal without being encumbered.
PERSONAL ARITHMETIC
You can Sense Emotion with Wits instead of Empathy.
SHARPSHOOTER
When you Shoot someone and hit, the target suffers one extra point of damage, but only if you fire at Long or Distant range.
SLEEPLESS
You can recover lost Wits by several other means than sleeping: Jury-Rig a device. Enter an unexplored sector of the Zone. Comprehend an artefact.
STOIC
You can Endure using Wits instead of Strength.
THERAPIST
You get a +2 modification when you Heal someone who is broken by doubt.
WEAPON SPECIALIST
You’re an expert at using a certain type of weapon, choose one from the weapon lists or an artifact. When you use this weapon, you get a +1 modification. You can choose this talent several times, once for each weapon type. You can be a specialist at fighting unarmed or at using a “blunt object”,
there are plenty of those in the Zone.
ZONE COOK
You have mastered the art of cooking contaminated food from the Zone well enough to purge it from the Rot. You can also purify contaminated water. Roll to Know the Zone, every 6 rolled purifies D6 rations of grub or water.