UZF Traits
Advantages
Talents
Artificer [10/level]
Armoury, Carpentry, Electrician, Electronics Repair, Engineer, Machinist, Masonry, Mechanic, Scrounging and Smith
Fistist [5/level]
Acrobatics, Armoury (Body Armor), Fast-Draw, Jumping, Tactics
Master Builder [7/level]
Architecture, Carpentry, Engineer, Forced Entry, Masonry, Smith, Scrounging
Medic [8/level]
Diagnosis, First Aid, Pharmacy, Physician, Physiology, Psychology, Surgery, Veterinary
Meleeist [5/level]
Acrobatics, Armoury (Melee Weapons), Fast-Draw, Jumping, Tactics
Pilferer [8/level]
Electronics Operation (Security), Electronics Repair (Security), Forced Entry, Lockpicking, Search, Stealth, Traps
Scientist [6/level]
Bioengineering, Expert Skill (Epidemiology), Hazardous Materials, Hidden Lore (Zombies), Physiology, Research
Shootist [5/level]
Acrobatics, Armoury (Small Arms), Fast-Draw, Jumping, Tactics
Sudden Death [6/level]
Acting, Camouflage, Disguise, Holdout, Shadowing, Stealth
Truth-Seeker [6/level]
Intelligence Analysis, Interrogation, Observation, Search, Hidden Lore (Zombies), Research
Widget-Worker [5/level]
Armoury, Forced Entry, Lockpicking, Scrounging, Traps
Advantages
Enhanced Defenses [varies]
Beachtet die folgenden Einschränkungen für höhere Level.
- Enhanced Block 1-3 5/level Stufe 3 nur mit WM erlaubt
- Enhanced Dodge 1-3 15/level Stufe 3 nur mit TbaM erlaubt
- Enhanced Parry (All) 1-3 5 or 10/level Stufe 3 nur mit WM|TbaM erlaubt
- Enhanced Parry (Bare Hands) 1-3 5 or 10/level Stufe 3 nur mit TbaM erlaubt
- Enhanced Parry (One melee weapon) 1-3 5 or 10/level Stufe 3 nur mit WM erlaubt
Gunslinger [25]
Nur [25] Version erlaubt. Walking Armory*‡ -> Gunslinger hat neben den Effekten aus Gun Fu drei Level Walking Armoury "eingebaut" - ihr dürft eine Pistole, eine Langwaffe und eine schwere Waffe samt Munition als "gewichtslos" betrachten.
Higher Purpose [5]
- Deliver the package: In an action scene, you get +1 to all success rolls made to ferry an important cargo or passenger: vehicular skill and Dodge rolls, Mechanic rolls to repair breakdowns, HT rolls to remain conscious at the wheel, etc.
- Kill Zombies: Gives +1 on all rolls to attack, defend against, damage, resist, and otherwise thwart zombies! The catch is that you must fight any zombie you meet, or lose the benefit until you kill a few hordes to get your mojo back.
- Medic!: In an action scene, you get +1 to all success rolls made to aid injured allies: Dodge and movement skill rolls to reach them under fire, HT rolls to stay conscious on your way there, medical skill rolls to patch them up, etc.