UZF Traits

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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.