Adrenaline Rush
Lets a character push through exhaustion in a crisis by drawing on a sudden reserve of Stamina.
Talent field: Endurance
WIKIA–Z IndexCHARACTER ARCHIVE
Talents are trained techniques, attacks, defenses, and extraordinary abilities. The archive now covers the Talent families present in Character Forge Beta 1.0 while reserving prerequisites, costs, exact modifiers, timing, and tier interactions for the Core Rulebook.
Showing 164 player-safe Talent guides
Lets a character push through exhaustion in a crisis by drawing on a sudden reserve of Stamina.
Talent field: EnduranceMakes a character more effective when badly outnumbered, helping them endure pressure from several enemies at once.
Talent field: General BodyLets a wounded character keep functioning by temporarily ignoring some of the penalties caused by injury.
Talent field: ToughnessReduces the impact of fear, shock, and other battlefield conditions that can disrupt a character’s actions.
Talent field: ToughnessAllows a strong character to handle oversized weapons and heavy equipment more effectively.
Talent field: StrengthRepresents broad physical conditioning that improves the character’s overall toughness and ability to withstand punishment.
Talent field: ToughnessDevelops raw muscular power, improving feats of strength and the force behind physical attacks.
Talent field: TrainingAllows a character to remain without air longer and function better during dives, smoke exposure, or similar hazards.
Talent field: EnduranceImproves sustained physical effort, helping the character keep moving and recover from strenuous activity.
Talent field: TrainingHelps a character control fatigue and recover Stamina through deliberate breathing during stressful situations.
Talent field: EnduranceBuilds balanced strength and endurance for characters who need to perform several kinds of demanding physical activity.
Talent field: TrainingGives a badly injured character a chance to remain alive when an attack should finish them.
Full rules: Core Rulebook, Chapter 2Allows a character to travel for longer periods and carry on through the fatigue caused by extended movement.
Talent field: EnduranceHelps a character resist physical conditions and remain functional after taking serious punishment.
Talent field: ToughnessAllows a battered character to regain momentum and return to the fight when the situation turns desperate.
Talent field: General BodyConditions a character for repeated bursts of strenuous tactical movement and combat activity.
Talent field: TrainingHelps a character remain alert and effective while going without sleep during long watches or emergencies.
Talent field: EnduranceIncreases the distance and effectiveness of jumps made through raw strength.
Talent field: StrengthImproves resistance to disease, environmental hardship, and other threats to physical health.
Talent field: EnduranceMakes the character harder to disarm and better able to hold, carry, or control objects through grip strength.
Talent field: StrengthHelps a character withstand pain and physical trauma without losing control of their actions.
Talent field: ToughnessCombines momentum and elevation into an aggressive melee maneuver.
Full rules: Core Rulebook, Chapter 2Rewards a character for standing their ground instead of retreating from an immediate threat.
Talent field: General BodyLets a strong character throw weapons and objects farther and with greater force.
Talent field: StrengthUses a planted stance to make the character harder to knock down, move, or physically overwhelm.
Talent field: ToughnessRepresents regular combat practice that improves conditioning and readiness for physical confrontation.
Talent field: TrainingAllows a character to recover a sudden reserve of Stamina when they need to keep acting.
Talent field: EnduranceLets a character briefly push beyond their normal strength for an especially demanding feat or attack.
Talent field: StrengthTrades some precision for a heavier melee blow with greater damage potential.
Talent field: StrengthMakes a character better able to absorb wounds and remain effective after being hurt.
Talent field: ToughnessHelps a character resist becoming Poisoned and gives them a chance to purge poison already affecting their system.
Talent field: EnduranceRepresents conditioning for sustained running, swimming, and other endurance-heavy activity.
Full rules: Core Rulebook, Chapter 2Makes the character harder to shove, knock prone, or otherwise move against their will.
Talent field: ToughnessHelps a character endure extreme weather and environmental exposure without suffering as quickly.
Talent field: EnduranceImproves attempts to smash doors, barriers, vehicles, and other objects through raw strength.
Talent field: StrengthA precise stabbing attack that leaves the victim bleeding after the initial wound.
Full rules: Core Rulebook, Chapter 2Attempts to knock or wrench a weapon away from an opponent.
Full rules: Core Rulebook, Chapter 2Turns ordinary objects and tools into practical close-combat weapons.
Full rules: Core Rulebook, Chapter 2Uses speed and practiced weapon handling to deliver additional melee attacks.
Full rules: Core Rulebook, Chapter 2Uses leverage and positioning to throw an opponent to the ground.
Full rules: Core Rulebook, Chapter 2Uses acrobatic movement to improve defense, at the cost of making attacks harder during the maneuver.
Talent field: StuntAllows a fast character to rush an opponent and turn that movement into a stronger melee attack.
Talent field: SpeedImproves a rerolled Reaction, Speed, or Stunt Test when a quick change of plan is needed.
Talent field: General QuicknessAllows a character to Dive for Cover without ending prone and can help them roll through an enemy’s reach safely.
Talent field: StuntA sudden defensive movement that gets a character out of an attack's path and into nearby protection.
Full rules: Core Rulebook, Chapter 2Extends a Dive for Cover through an athletic leap, especially while Running or Sprinting.
Talent field: StuntImproves Evasion Defense Rolls against attacks the character can dodge.
Talent field: General QuicknessAllows an additional melee attack during the character’s turn, though early versions make that extra strike less accurate.
Talent field: SpeedReduces falling damage and offers a chance to turn a dangerous fall into a controlled landing.
Talent field: StuntImproves the character’s ability to draw, aim, and fire quickly when combat begins.
Talent field: ReactionUses deceptive movement to make an opponent easier to hit in melee, with a defensive risk if the feint fails.
Talent field: StuntReduces the difficulty of making melee attacks while prone.
Talent field: StuntAllows an unarmed fighter or light-weapon user to make a rapid series of strikes as a Burst Attack.
Talent field: SpeedAllows a trained mover to slip through danger and avoid detection at a critical moment.
Full rules: Core Rulebook, Chapter 2Lets a character spend a Craze! Point to rescue a failed Reaction, Speed, or Stunt Test.
Talent field: General QuicknessMakes it easier to catch thrown objects, including dangerous objects that most characters could not safely intercept.
Talent field: ReactionImproves the character’s chance to react to explosions and avoid Blast damage.
Talent field: ReactionImproves combat readiness and reactions while using a light one-handed melee weapon.
Talent field: ReactionImproves Reaction and Initiative while fighting unarmed or with melee weapons.
Talent field: TrainingProvides a limited opportunity to reroll a failed Reaction, Speed, or Stunt Test.
Talent field: General QuicknessImproves attacks made against enemies who move through the character’s threatened area.
Talent field: SpeedAllows an additional Out of Turn melee attack against enemies moving through the character’s reach.
Talent field: ReactionImproves fast movement and stunts while helping the character Run and Sprint farther.
Talent field: TrainingImproves defense against melee attacks while the character is prone.
Talent field: StuntAllows the character to withdraw from melee without provoking an Out of Turn Attack.
Talent field: SpeedAllows non-heavy weapons to be drawn or stowed freely and improves readiness when Initiative is rolled.
Talent field: SpeedReduces the time needed to reload weapons, including weapons that normally reload slowly.
Talent field: SpeedAllows the character to chase and re-engage an opponent who tries to disengage from melee.
Talent field: ReactionCombines a combat slide with an attack, improving defense while accepting an initial accuracy tradeoff.
Talent field: StuntLets a character spend Stamina or a Craze! Point for a chance at extra movement or an additional attack.
Talent field: SpeedImproves Speed Tests and increases Run and Sprint movement.
Talent field: TrainingAllows a fast character to use Speed instead of Strength to power melee damage.
Talent field: SpeedImproves reactions and stunts performed while riding animals or vehicles.
Talent field: TrainingDevelops coordinated movement, speed, and reactions through team-based athletic training.
Talent field: TrainingImproves Initiative and attempts to Seize the Initiative, and helps the character act first when results are tied.
Talent field: ReactionUses a sniper rifle and Tracking Tokens to inflict greater damage on armor, equipment, and hardened targets.
Talent field: ShotgunsUses Tracking Tokens and anti-materiel ammunition to inflict additional Durability damage on vehicles.
Talent field: ShotgunsImproves the destructive effect of anti-tank weapons against vehicle Durability.
Talent field: Support WeaponsMakes armor-piercing rifle ammunition more reliable against Armor Points.
Talent field: RiflesImproves damage with the heaviest weapons and artillery pieces.
Talent field: Support WeaponsAllows a point-blank handgun attack followed by movement away without provoking an Out of Turn Attack.
Talent field: HandgunsImproves a follow-up rifle attack against the same target after the first shot misses.
Talent field: RiflesTurns bows or crossbows into precision weapons that can use sniper techniques and make accurate follow-up attacks.
Talent field: TrainingSpecializes in shotguns, special ammunition, armor-breaking blasts, and forceful knockback.
Talent field: TrainingUses a shotgun at close range to punish armored targets and force openings.
Full rules: Core Rulebook, Chapter 2Focuses rifle fire on the torso for dependable stopping power.
Full rules: Core Rulebook, Chapter 2Turns short automatic bursts into controlled, effective attacks.
Full rules: Core Rulebook, Chapter 2Uses disciplined fire from cover to improve a combatant's control of an engagement.
Full rules: Core Rulebook, Chapter 2Creates a custom ranged-weapon specialty with improved attacks, damage, and related Talent effects.
Talent field: TrainingAllows a sniper to spend Tracking Tokens to increase the chance that an Aimed Shot becomes a Critical Hit.
Talent field: ShotgunsAllows a character to fire a handgun while using a shield to protect someone else.
Talent field: HandgunsUses a sniper’s Tracking Tokens and an arm shot to hinder the target’s later actions.
Talent field: ShotgunsUses a precise shot and Tracking Tokens to knock an item from a target’s grasp without destroying it.
Talent field: ShotgunsMakes SMG suppressive fire interfere with the attacks of enemies caught in its firing arc.
Talent field: SMGsAllows a character to fire a second time with a semi-automatic weapon at a penalty to the hit roll.
Full rules: Core Rulebook, Chapter 2Specializes in SMG attacks, controlled bursts, automatic fire, and seizing the initiative during suppression.
Talent field: TrainingAllows an immediate handgun counterattack after a successful Evasion Defense.
Talent field: HandgunsUses a point-blank handgun Called Shot to attack gaps in armor that is not fully enclosed.
Talent field: HandgunsSpends additional SMG ammunition to make a Burst Attack more damaging.
Talent field: SMGsUses the threat of a support weapon to make enemies less accurate against the gunner and nearby allies.
Talent field: Support WeaponsSpecializes in flamethrowers and incendiaries, improving attacks, damage, and sweeping flame techniques.
Talent field: TrainingProtects a flamethrower and its fuel tank from Called Shots while making its attacks more likely to ignite targets.
Talent field: Support WeaponsImproves damage dealt with grenade launchers.
Talent field: Support WeaponsSpecializes in grenades, grenade launchers, and accurate throwing attacks.
Talent field: TrainingSpecializes in handgun accuracy, damage, and advanced rapid-fire techniques.
Talent field: TrainingSpecializes in missile launchers, artillery, and anti-tank attacks against vehicles.
Talent field: TrainingTrades some throwing accuracy for greater damage and increased throwing distance.
Talent field: General RangedRefines aimed and called shots, helping a marksman place accurate fire where it matters.
Full rules: Core Rulebook, Chapter 2Generates additional Tracking when a sniper is already prone and emplaced before attacking.
Talent field: ShotgunsImproves the chance to Seize the Initiative for an automatic attack while maintaining SMG suppressive fire.
Talent field: SMGsImproves the accuracy, distance, and damage potential of thrown objects and throwing weapons.
Talent field: General RangedAllows a sniper to field-tune an ordinary rifle so it can support precision and Tracking techniques.
Talent field: ShotgunsMakes suppressive fire reduce the protection enemies receive from cover.
Talent field: Support WeaponsAdopts a supported rifle stance that improves ranged attacks and defense while kneeling.
Talent field: RiflesUses a point-blank shotgun blast to knock a target backward and potentially leave them prone.
Talent field: ShotgunsAllows a Downed character to keep firing a handgun at a cost in accuracy and Stamina.
Talent field: HandgunsAdds additional Burning to rifle attacks that deal Thermal damage.
Talent field: RiflesGives grenade-launcher blasts Indirect Fire, allowing shots to arc over barriers and cover.
Talent field: Support WeaponsReduces rifle penalties for firing beyond the weapon’s most effective range.
Talent field: RiflesImproves LRAD attacks and makes their disruptive effects harder to resist.
Talent field: Support WeaponsImproves the automatic-fire capability and damage of machine guns, miniguns, and laser repeaters.
Talent field: Support WeaponsSpecializes in machine-gun attacks, automatic fire, and intimidating enemy shooters.
Talent field: TrainingImproves missile-launcher damage and makes its Blast Attacks harder to evade.
Talent field: Support WeaponsMakes point-blank SMG Automatic Bursts deliver their maximum number of hits.
Talent field: SMGsAllows a sniper to spend Tracking Tokens to increase a successful shot’s damage.
Talent field: ShotgunsAllows a sniper to spend Tracking Tokens to improve the accuracy of a shot before firing.
Talent field: ShotgunsRepresents patient sniper discipline and decisive long-range fire.
Full rules: Core Rulebook, Chapter 2Turns an Aimed rifle shot into an armor-penetrating attack that can also be upgraded to a Called Shot.
Talent field: RiflesUses a prone rifle position to improve ranged accuracy.
Talent field: RiflesCombines two Double Tap sequences into one rapid semi-automatic attack.
Talent field: RiflesBounces a handgun shot off a hard surface to reduce the protection provided by cover.
Talent field: HandgunsRemoves the normal accuracy problems caused by firing while operating or riding in a moving vehicle.
Talent field: General RangedDevelops the sustained-fire techniques of a dedicated machine gunner.
Full rules: Core Rulebook, Chapter 2Reduces or removes firing penalties while moving and allows advanced attacks during movement.
Talent field: General RangedSpecializes in sniper-rifle accuracy, Aimed Shot damage, and control over hit location.
Talent field: TrainingSpecializes in accurate handgun fire and precise Aimed Shots.
Talent field: TrainingImproves damage against Surprised targets and when using weapons designed for silent attacks.
Talent field: General RangedImproves the ability to eliminate a target quietly with suitable weapons.
Full rules: Core Rulebook, Chapter 2Allows the second shotgun attack from Double Tap to engage a different target across a wider angle.
Talent field: ShotgunsAllows a semi-automatic handgun to perform limited Focus Fire and Spray Attacks by rapidly expending ammunition.
Talent field: HandgunsSpecializes in rifle attacks and improves the damage of Center Mass fire.
Talent field: TrainingMakes bean-bag rounds more effective at safely knocking a target unconscious without converting the impact into serious torso injury.
Talent field: ShotgunsImproves the use of birdshot for hunting and finding food in the wilderness.
Talent field: ShotgunsImproves ranged trip attacks made with bola rounds.
Talent field: ShotgunsIncreases EMP-round damage and keeps affected machines Deactivated longer.
Talent field: ShotgunsMakes flashbang rounds harder to resist and intensifies their blinding, deafening, and stunning effects.
Talent field: ShotgunsImproves the armor-piercing and wounding potential of flechette shotgun rounds.
Talent field: ShotgunsImproves the damage of high-explosive shotgun rounds.
Talent field: ShotgunsIncreases the Burning inflicted by incendiary shotgun rounds.
Talent field: ShotgunsImproves the placement and effect of injector rounds fired at allies.
Talent field: ShotgunsMakes pepper-shot rounds harder to resist and extends their disorienting effect.
Talent field: ShotgunsImproves the damage of shock shotgun rounds.
Talent field: ShotgunsUses Tracking Tokens and a precise leg shot to leave a target Staggered.
Talent field: ShotgunsUses a piercing thrown weapon to pin a target to a nearby wall or similar surface.
Talent field: General RangedAllows a sniper to spend Tracking Tokens to adjust where a successful shot lands.
Talent field: ShotgunsSweeps a flamethrower across an arc to attack several characters instead of following a narrow Torrent chain.
Talent field: Support WeaponsImproves a waiting sniper’s chance to Seize the Initiative and fire at a Tracked target.
Talent field: ShotgunsAllows a successful first rifle shot to guide the second Double Tap shot into the same Hit Location.
Talent field: RiflesUnlocks sniper techniques and lets a character build and spend Tracking Tokens for precision attacks.
Talent field: ShotgunsCombines simultaneous attacks from two ranged weapons into one more damaging strike.
Talent field: General RangedReduces the attack penalties for firing two one-handed ranged weapons during the same turn.
Talent field: General RangedAllows a sniper to spend Tracking Tokens to reduce the protection a target receives from cover.
Talent field: ShotgunsUses extra flamethrower fuel to create a damaging fire that remains on the battlefield.
Talent field: Support WeaponsExpands an SMG Spray Attack across a much wider firing arc.
Talent field: SMGs