UZF Template
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.