UZF Template

Aus SIFFwiki
Zur Navigation springen Zur Suche springen

Ultimate Zombie Fighter [300]

Beispiel: Rifleman Datei:UZF Rifleman.pdf

Attributes: ST 12 [20]; DX 12 [40]; IQ 12 [40]; HT 12 [20]

Secondary Characteristics: Damage 1d-1/1d+2; BL 29 lbs; HP 12; Will 12 [10]; Per 12 [10]; FP 12 [0]; Basic Speed 6.00 [0]; Basic Move 6 [0]

Advantages: Immunity to Zombie Plague • Spend 15 points on Daredevil [15], Destiny 3 [15], Luck [15], Serendipity [15] • A further 100 points chosen from

Attributes:

  • ST +1 to +8 [10/level]
  • DX +1 to +5 [20/level]
  • IQ +1 to +5 [20/level]
  • HT +1 to +8 [10/level]
  • Perception +1 to +8 [5/level]
  • Will +1 to +8 [5/level]
  • HP (up to ST +30%) [2/level]
  • FP (up to HT +30%) [3/level]
  • Basic Speed +0.25 - +3.00 [5/level]
  • Basic Move 1-3 [5/level]

Talents:

  • Artificer 1-4 10/level
  • Born Soldier 1-4 5/level
  • Born War-Leader 1-4 5/level
  • Circuit Sense 1-4 5/level
  • Driver's Reflexes 1-4 5/level
  • Fistist 1-4 5/level
  • Green Thumb 1-4 5/level
  • Jack of all Trades 1-3 10/level
  • Master Builder 1-4 6/level
  • Medic 1-4 8/level
  • Meleeist 1-4 5/level
  • Natural Athlete 11/level
  • Outdoorsman 1-4 7/level
  • Pilferer 1-4 8/level
  • Shootist 1-4 5/level
  • Smooth Operator 1-4 13/level
  • Stalker 1-4 5/level
  • Strong Chi 1-4 5/level
  • Sudden Death 1-4 6/level
  • Super-Spy 1-4 15/level
  • Survivor 1-4 5/level
  • Talker 1-4 5/level
  • Tough Guy 1-4 5/level
  • Truth-Seeker 5/level
  • Widget-Worker 1-4 5/level

Advantages:

  • Absolute Direction or 3D Spatial Sense 5 or 10
  • Absolute Timing 2
  • Acute Senses (any) 1-2 2/level
  • Ambidexterity 5
  • Appearance 4, 12 or 16
  • Arm ST 1-2 5/level
  • Breath-Holding 1-2 2/level
  • Catfall 10
  • Charisma 1-6 5/level
  • Combat Reflexes 15
  • Common Sense or Common Sense (Conscious) 10 or 15
  • Danger Sense 15
  • Daredevil 15
  • Destiny 1-3 5/level
  • Eidetic or Photographic Memory 5 or 10
  • Enhanced Block 1-3 5/level
  • Enhanced Dodge (Dive for Cover) 1-3 5/level
  • Enhanced Dodge (One Vehicular Operation Skill) 1-3 5/level
  • Enhanced Dodge (Vehicular, all) 1-3 10/level
  • Enhanced Dodge 1-3 15/level
  • Enhanced Parry (All) 1-3 5 or 10/level
  • Enhanced Parry (Bare Hands) 1-3 5 or 10/level
  • Enhanced Parry (One melee weapon) 1-3 5 or 10/level
  • Extra Attack (Single Skill, Multistrike) or Extra Attack (Multistrike) 25 or 30
  • Fearlessness 1-5 2/level
  • Fit or Very Fit 5 or 15
  • Flexibility or Double-Jointed 5 or 15
  • Gizmo 1-3 5/level
  • Gunslinger 25
  • Hard to Kill 1-5 2/level
  • Hard to Subdue 1-5 2/level
  • Heroic Archer 20
  • High Manual Dexterity 1-4 5/level
  • High Pain Threshold 10
  • Higher Purpose (Deliver the package) 5
  • Higher Purpose (Kill Zombies) 5
  • Higher Purpose (Medic!) 5
  • Intuition or Intuition (Inspired) 15 or 30
  • Less Sleep 1-4 2/level
  • Lifting ST 1-2 3/level
  • Luck or Extraordinary Luck 15 or 30
  • Night Vision 1-9 1/level
  • Perfect Balance 15
  • Peripheral Vision 15
  • Pitiable 5
  • Rapid or Very Rapid Healing 5 or 15
  • Rapier Wit 5
  • Recovery 10
  • Reduced Consumption 1 2
  • Resistant to Disease (+3) or (+8) 3 or 5
  • Resistant to Poison (+3) 5
  • Sensitive or Empathy 5 or 15
  • Serendipity 1 or 2 15 or 30
  • Striking ST 1-2 5/level
  • Temperature Tolerance 1 or 2 1 or 2
  • Trained by a Master 30
  • Ultimate Zombie Fighters’ Bond 5/level 1, +1/ additional level
  • Unfazeable 15
  • Weapon Master (All) 45
  • Wild Talent 1 20
  • Wildcard Language (Broken/Accented/Native) 6/12/18

Perks

  • Acrobatic Feints
  • Acrobatic Kicks
  • Acrobatics Galore
  • Akimbo*†
  • Armor Familiarity†
  • Army of One*
  • Cinematic Knockback*†‡
  • Combat Pole-Vaulting
  • Compact Frame
  • Cookie Cutter*†
  • Cool Under Fire
  • Cowpoker
  • Deadly Pose
  • Deep Sleeper
  • Dirty Fighting
  • Drunken Fighting*
  • Dual Ready†
  • Equipment Bond
  • Exotic Weapon Training†
  • Eye for Distance
  • Finishing Move
  • Flourish
  • Focused
  • Focused Fury
  • Follow-Through
  • Form Mastery†
  • Good with Zombies
  • Grip Mastery†
  • Ground Guard
  • Hand Cannon
  • Horde-Walker
  • Hot-Zone Hero
  • Improvised Weapons†
  • Iron Hands
  • NBC Suit Experience
  • Neck Control†
  • No Hangover
  • Off-Hand Weapon Training†
  • One-Armed Bandit*†
  • One-Task Wonder (Hotwiring Cars)
  • One-Task Wonder (Intuitive Repairman)
  • Pack Rat
  • Penetrating Voice
  • Pistol-Fist*†
  • Power Grappling
  • Quick Reload†
  • Quick-Sheathe†
  • Quick-Swap†
  • Rapid Retraction†
  • Reach Mastery†
  • Rule of 15
  • Sacrificial Parry†
  • Shield-Wall Training
  • Shtick (Can strike a flame anywhere)
  • Standard Operating Procedure (Back to the Wall)
  • Standard Operating Procedure (Check the Bodies)
  • Standard Operating Procedure (Clean Freak)
  • Standard Operating Procedure (Last Man Out)
  • Standard Operating Procedure (On Alert)
  • Standard Operating Procedure (Sleep with one eye open)
  • Strongbow
  • Sure-Footed†
  • Tap-Rack-Bang†
  • Teamwork†
  • Tracer Eyes*
  • Trademark Move
  • Urban Jungle Gym
  • Walking Armory*‡
  • Weapon Bond†

Disadvantages: Sense of Duty (All humanity) [-15] • a further -35 points chosen from among

  • Appearance -4 or -8
  • Bad Smell -10
  • Bad Temper -10*
  • Berserk -10*
  • Bloodlust -10*
  • Bully -10*
  • Callous -5
  • Charitable -15*
  • Chummy or Gregarious -5 or -10
  • Code of Honor (Hippocratic Oath) -5
  • Compulsive Survivalism (Z:32) -5*
  • Delusion (Explosives are safe around me) -5
  • Delusion (I’m God when I’m your doctor!) -5
  • Delusion (Holy water burns zombies) -10
  • Delusion (Society will return to normal) -5
  • Delusion (Zombies are their old selves, deep inside) -5
  • Delusion (Zombification is reversible) -5
  • Flashbacks -5 or -10
  • Greed -15*
  • Guilt Complex -5
  • Hard of Hearing -10
  • Honesty -10*
  • Impulsiveness -10*
  • Insomniac -10 or -15
  • Light Sleeper -5
  • Loner -5*
  • Missing Digit -2 or -5
  • Nightmares -5*
  • No Sense of Humor -10
  • Oblivious -5
  • Obsession (Find a cure) -10*
  • Odious Personal Habits -5 to -15
  • On the Edge -15*
  • Overconfidence -5*
  • Pacifism (Cannot Harm Innocents) -10
  • Paranoia -10
  • Phobia (Loud Noises) -10*
  • Post-Combat Shakes -5*
  • Pyromania -5*
  • Secret (Bomb-making nutcase) -20
  • Selfish or Selfless -5*
  • Skinny -5
  • Social Disease (Carrier) -10
  • Social Stigma (Criminal Record) -5
  • Stubbornness -5
  • Trickster -15*
  • Vow (Always fight unarmed) -15
  • Vow (Never use firearms) -10
  • Vow (Refuse no request for medical aid) -10
  • Workaholic -5
  • Wounded -5

or any other, suitable Disadvantages. Talk to your GM.

Primary Skills: Area Knowledge (local) (E) IQ+2 [4], Hidden Lore (Zombies) (A) IQ+1 [4], Scrounging (E) IQ+2 [4], First Aid (E) IQ+2 [4], Stealth (A) DX+1 [4], Survival (any) or Urban Survival (A) Per+1 [4] • Spend 32 points on any striking, grappling, melee, or ranged attack skill. You must pick at least one of each category and you must spend at least [4] and at most [12] on a single skill, eg: Brawling [4], Judo [8], Knife [4], Axe/Mace [4], Guns (Pistol) [12]. The following skills are acceptable: Artillery/TL, Axe/Mace, Blowpipe, Bolas, Bow, Bow (Slingshot), Boxing, Brawling, Broadsword, Cloak, Crossbow, Flail, Garrote, Gunner/TL, Guns/TL, Jitte/Sai, Judo, Karate, Knife, Kusari, Lasso, Liquid Projector/TL, Main-Gauche, Net, Polearm, Rapier, Saber, Shield, Shortsword, Sling, Smallsword, Spear Thrower, Spear, Staff, Sumo Wrestling, Throwing, Thrown Weapon, Tonfa, Two-Handed Axe/Mace, Two-Handed Flail, Two-Handed Sword, Whip, Wrestling

Secondary Skills: 24 points chosen from among

  • Acrobatics 
  • Acting 
  • Area Knowledge (any)
  • Armoury/TL 
  • Bicycling 
  • Boating/TL 
  • Camouflage 
  • Carpentry 
  • Cartography 
  • Chemistry/TL 
  • Climbing 
  • Diagnosis/TL 
  • Disguise/TL 
  • Driving/TL 
  • Electrician/TL 
  • Electronics Operation/TL 
  • Electronics Repair/TL 
  • Engineer/TL 
  • Escape 
  • Explosives/TL 
  • Fast-Draw 
  • Forced Entry 
  • Gesture 
  • Hazardous Materials/TL 
  • Hiking 
  • Housekeeping 
  • Jumping 
  • Knot-Tying 
  • Leadership 
  • Lockpicking/TL 
  • Machinist/TL 
  • Masonry 
  • Mechanic/TL 
  • Meteorology/TL 
  • Navigation/TL 
  • NBC Suit/TL 
  • Observation 
  • Packing 
  • Pharmacy/TL 
  • Physician/TL 
  • Physiology/TL 
  • Piloting/TL 
  • Poisons/TL 
  • Psychology 
  • Riding 
  • Running 
  • Search 
  • Smith/TL 
  • Soldier/TL 
  • Speed-Reading 
  • Surgery/TL 
  • Survival
  • Swimming 
  • Tactics 
  • Teamster 
  • Tracking 
  • Traps/TL 
  • Urban Survival

or any other skill the GM allows you to take. Talk to your GM.

Background Skills: 10 points chosen from among

  • Animal Handling 
  • Architecture/TL 
  • Body Language 
  • Carousing 
  • Computer Hacking/TL 
  • Computer Operation/TL 
  • Computer Programming/TL 
  • Cooking 
  • Current Affairs/TL 
  • Detect Lies 
  • Diplomacy 
  • Diving Suit/TL 
  • Dropping 
  • Erotic Art 
  • Fast-Talk 
  • Filch 
  • Forensics/TL 
  • Forgery/TL 
  • Forward Observer/TL 
  • Freight Handling/TL 
  • Gambling 
  • Holdout 
  • Intelligence Analysis/TL 
  • Interrogation 
  • Intimidation 
  • Leatherworking 
  • Lifting HT 
  • Lip Reading 
  • Meditation 
  • Merchant 
  • Metallurgy/TL 
  • Mimicry 
  • Parachuting/TL 
  • Pickpocket 
  • Professional Skill 
  • Public Speaking 
  • Savoir-Faire 
  • Scuba/TL 
  • Sewing/TL 
  • Sex Appeal 
  • Shadowing 
  • Shiphandling/TL 
  • Streetwise 
  • Teaching 
  • Veterinary/TL 

or any other skill the GM allows you to take. Talk to your GM.