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* Public Speaking [1].
* Public Speaking [1].


==Bastler [48]==
==Bastler [50]==
* Tinkerer 4 (Armoury, Forced Entry, Lockpicking, Scrounging, Traps) [20].
* Tinkerer 4 (Armoury, Forced Entry, Lockpicking, Scrounging, Traps) [20].
* High Manual Dexterity 4 [10].
* High Manual Dexterity 4 [10].
* Signature Gear 1 (My Too
* Signature Gear (My Multi-Tool) [1] - This is an expensive (*0.67 Weight, *2 Cost), Very Fine (+3 to Skill, *100 Cost) Multi-Tool ($10'000).
* Armoury (Melee Weapons), Armoury (Missile Weapons), Armoury (Small Arms), Armoury (Heavy Weapons), Armoury (Vehicular Armor), Armoury (Body Armor), Lockpicking, Traps, all [1].
* Equipment Bond (My Multi-Tool) [1].
* Armoury (Melee Weapons), Armoury (Missile Weapons), Armoury (Small Arms), Armoury (Heavy Weapons), Armoury (Body Armor), Lockpicking, Traps, all [1].
* Fast-Draw (My Multi-Tool) [1].


==Harter Kerl [50]==
==Harter Kerl [50]==

Version vom 26. Mai 2015, 20:36 Uhr

Bitte beachten: Wir verwenden Pee Kittys Houserule #1 bezüglich Per und Will.

Ultimate Zombie-Fighter [450]

Zombie-fighters are larger-than-life survivors. Nobody they meet is as capable as they are, as able to discover what happened, or as likely to find the people working on the cure and help save humanity.

The meta-game reality is that the players should have fun defeating zombies – but in the game world, their characters are big-H Heroes, and everything they do ought to be altruistic, or at least not selfish.

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 [0]; Will 12 [10]; Per 12 [10]; FP 12 [0]; Basic Speed 6.00 [0]; Basic Move 6 [0]

Advantages: Combat Reflexes [15] and Immunity to Zombie Plague [5]. • Choose one of Daredevil [15], Destiny 3 [15], Luck [15] or Serendipity [15]. • Choose a 50 point lens. • Spend 195 points on the following: ST +1 to +8 [10/level], DX +1 to +8 [20/level], IQ +1 to +8 [20/level], HT +1 to +8 [10/level], HP (up to +30% ST) [2/level], Will +1 to +8 [5/level], Per +1 to +8 [5/level], FP (up to +30% HT) [3/level], Basic Speed +0.25 to +3.00 [5/level], Basic Move +1 to +3 [5/level], 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 or 2 [2/level], Catfall [10], Charisma 1-6 [5/level], 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 [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 [15/level], Enhanced Parry (All) 1 [10/level], Enhanced Parry (Bare Hands) 1 [5/level], Enhanced Parry (One melee weapon) 1 [5/level], Extra Attack (Single Skill, -20%; Multistrike, +20%) or Extra Attack (Multistrikem +20%) [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], Higher Purpose (Engy!) [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], Military Rank 1-3 [5/level], 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], Signature Gear 1 (Equipment only, no Weapons or Armor) [1], Striking ST 1 or 2 [5/level], Temperature Tolerance 1 or 2 [1/level], Trained by a Master [30], Ultimate Zombie Fighters’ Bond [5/level 1; +1/ additional level], Unfazeable [15], Universal Hand-to-Hand Training (Face) [12], Universal Hand-to-Hand Training (Skull) [15], Universal Gunman Training (Face) [12], Universal Gunman Training (Skull) [15], Universal Slayer Training (Face) [12], Universal Slayer Training (Skull) [15], Weapon Master (All) [45], Wild Talent 1 [20], Wildcard Language (Broken/Accented/Native) [6/12/18], Acrobatic Feints [1], Acrobatic Kicks [1], Acrobatics Galore [1], Akimbo*† [1], Armor Familiarity† [1], Army of [1], One* [1], Cinematic Knockback*†‡ [1], Combat Pole-Vaulting [1], Compact Frame [1], Cookie Cutter*† [1], Cool Under Fire [1], Cowpoker [1], Deadly Pose [1], Deep Sleeper [1], Dirty Fighting [1], Drunken Fighting* [1], Dual Ready† [1], Equipment Bond [1], Exotic Weapon Training† [1], Eye for Distance [1], Finishing Move [1], Flourish [1], Focused [1], Focused Fury [1], Follow-Through [1], Form Mastery† [1], Good with Zombies [1], Grip Mastery† [1], Ground Guard [1], Hand Cannon [1], Horde-Walker [1], Hot-Zone Hero [1], Improvised Weapons† [1], Iron Hands [1], NBC Suit Experience [1], Neck Control† [1], No Hangover [1], Off-Hand Weapon Training† [1], One-Armed Bandit*† [1], One-Task Wonder (Hotwiring Cars) [1], One-Task Wonder (Intuitive Repairman) [1], Pack Rat [1], Penetrating Voice [1], Pistol-Fist*† [1], Power Grappling [1], Quick Reload† [1], Quick-Sheathe† [1], Quick-Swap† [1], Rapid Retraction† [1], Reach Mastery† [1], Rule of 15 [1], Sacrificial Parry† [1], Shield-Wall Training [1], Shtick (Can strike a flame anywhere) [1], Standard Operating Procedure (Back to the [1], Wall) [1], Standard Operating Procedure (Check the Bodies) [1], Standard Operating Procedure (Clean Freak) [1], Standard Operating Procedure (Full Tank) [1], Standard Operating Procedure (Last Man Out) [1], Standard Operating Procedure (On Alert) [1], Standard Operating Procedure (Sleep with one eye open) [1], Strongbow [1], Sure-Footed† [1], Tap-Rack-Bang† [1], Teamwork† [1], Tracer Eyes* [1], Trademark Move [1], Urban Jungle Gym [1], Walking Armory*‡ [1], Walking Camp [1], or Weapon Bond† [1].

Disadvantages: Duty (Zeta-Force) (Always, Exteremly Hazardous) [-20] • A further -50 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], 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 other, fitting Disadvantages the GM allows you to take.

Primary Skills: Area Knowledge (Earth) (E) IQ+2 [4]; First Aid (E) IQ+2 [4]; Scrounging (E) Per+2 [4]; Hidden Lore (Zombies) (A) IQ+1 [4]; Running (A) HT+1 [4]; Stealth (A) DX+1 [4]. • Either of Survival (Choose one biome) or Urban Survival, both (A) Per+1 [4]. • Spend 36 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 [16] on a single skill, eg: Brawling [4], Judo [8], Knife [4], Axe/Mace [4], Guns (Pistol) [16]. 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. • Fast-Draw (Your favourite weapon) (E) DX [1] • Targeted Attack (Your favourite weaponskill / Skull) [5].

Secondary Skills: Climbing, Driving (Automobile), and Throwing, all (A) DX [2]; Hiking and Swimming, both (A) HT [2] • One of Carousing (E) HT+1 [2]; Fast-Talk or Interrogation, both (A) IQ [2]; Intimidation (A) Will [2]; Diplomacy (H) IQ-1 [2]. • One of Observation or Search, both (A) Per+1 [2].

Background Skills: Forced Entry (E) DX [1]; Computer Operation/TL8, Gesture, and Savoire-Faire (Military), all (E) IQ [1]; • Spend 12 points or any leftovers from Advantages on any skill you want.

Lenses

Lenses sind dazu da Eurem Charakter leben jenseits des Kampfes einzuhauchen. Jeder UZF hat ein Feld, welches er neben dem kämpfen beherrscht. Am Besten ist es, wenn ihr Euch in der Gruppe besprecht, wer was übernehmen will damit ihr dann am Ende alle nötigen Fähigkeiten abgedeckt habt.

Grundsätzlich hat jede Lens ein Talent, die Skills aus selbigem und ein paar Vorteile die dazu passen. Alle Lenses kosten 50 CP. Man darf selbst eine Lens zusammenstellen, sollte diese aber zur Genehmigung dem GM vorlegen.

Do-it-yourself [~50]

  • Talent auf Stufe 4, sollte zwischen 20 und 40 CP kosten.
  • Advantages die zum Talent passen und die Skills oder Fähigkeiten entsprechend erweitern, sollte zwischen 0 und 20 CP kosten.
  • Perk der zum Talent passt, 0 oder 1 CP.
  • Skills welche das Talent erhöht, zwischen 3 und 10 CP.
  • Komplementärskills welche zum Talent passen, zwischen 0 und 5 CP.

Erfinder [50]

  • Artificer 4 (Armoury, Carpentry, Electrician, Electronics Repair, Engineer, Machinist, Masonry, Mechanic, Scrounging and Smith) [40].
  • Carpentry, Electrician, Machinist, Masonry, Smith (Iron) [5].
  • Spend 5 points on specialities of the following skills: Armoury, Electronics Repair, Engineer, Mechanic, or Smith [5].

Kommando [50]

  • Born Soldier 4 (Leadership, Savoir-Faire (Military), Scrounging, Soldier, Tactics) [20].
  • Higher Purpose (Kill Zombies) [5].
  • Military Rank 1 [5].
  • Tap-Rack-Bang† [1].
  • Leadership, Soldier, Tactics, all [1].
  • Armoury (Small Arms), Camouflage, Driving (Tracked), Forward Observer, Observation, Traps, all [2].
  • Explosives (Demolition), NBC Suit, Parachuting, Scuba, all [1].

Offizier [50]

  • Born War-Leader 4 (Intelligence Analysis, Leadership, Savoir-Faire (Military), Strategy, Tactics) [20].
  • Charisma 1 [5].
  • Military Rank 3 [15].
  • Intelligence Analysis, Leadership, Strategy (Land), Tactics, all [1].
  • Armoury (Small Arms), Forward Observer, Interrogation, NBC Suit, Observation, Soldier, all [1].

Elektroingenieur [50]

  • Circuit Sense 4 (Electrician, Electronics Operation, Electronics Repair, and Engineer (Electrical and Electronics)) [20].
  • Gizmo 2 [10].
  • Signature Gear (My Toolkit) [1 or 2] - This is an expensive (*0.67 Weight, *2 Cost), good (+1 to Skill, *5 Cost) Portable Tool Kit for Electrician ($6'000) or an Electronics Repair Speciality ($12'000).
  • Equipment Bond (My Toolkit) [1].
  • Electrician, Electronics Operation, Electronics Repair, and Engineer (Electrical and Electronics)), all [1].
  • Computer Programming, Computer Hacking, both [4]; Mathematics (Applied) [1].

Pionier [50]

Combat Engineer 4 (Architecture, Chemistry, Engineer (Combat), Explosives, Traps, Lockpicking) [24].

  • Gizmo 2 [10].
  • Higher Purpose (Engy!) [5].
  • Signature Gear (My Suitcase Chemistry Lab) [1] - This is an expensive (*0.67 Weight, *2 Cost) Suitcase Lab for the Chemistry Skill ($6'000).
  • Equipment Bond (My Suitcase Chemistry Lab) [1]
  • Architecture, Chemistry, Engineer (Combat), Explosives, Traps, Lockpicking, all [1]
  • Fast-Draw (Explosives) [1]
  • Fast-Draw (Lockpicks) [1]
  • Driving (Construction Equipment) [1]

Fahrer (50)

  • Driver's Reflexes 4 (Boating, Driving, Piloting, Submarine, Navigation) [20].
  • 3D Spatial Sense [10].
  • Higher Purpose (Deliver the Package) [5].
  • Standard Operating Procedure (Full Tank) [1].
  • Spend 14 points on specialities of the following skills: Boating, Driving, Piloting, Submarine, Navigation [14]

Universalist [50]

  • Jack of all Trades 3 [30]
  • Wild Talent 1 [20]

Bauarbeiter [50]

  • Master Builder 4 (Architecture, Carpentry, Electrician, Engineer, Masonry, Smith, Scrounging) [28].
  • Gizmo 2 [10].
  • Signature Gear (My Multi-Tool) [1] - This is an expensive (*0.67 Weight, *2 Cost), Very Fine (+3 to Skill, *100 Cost) Multi-Tool ($10'000).
  • Equipment Bond (My Multi-Tool) [1].
  • Spend 8 points on specialities of the following skills: Architecture, Carpentry, Electrician, Engineer, Masonry, Smith [8].
  • Driving (Construction Equipment) [2].

Sani [50]

  • Medic 4 (Diagnosis, First Aid, Pharmacy, Physician, Physiology, Psychology, Surgery, Veterinary) [32].
  • Higher Purpose (Medic!) [5].
  • Signature Gear (My Crash Kit) [1] - This is an expensive (*0.67 Weight, *2 Cost), fine (+2 to Skill, *20 Cost) Crash Kit.
  • Equipment Bond (My Crash Kit) [1]
  • Diagnosis, Pharmacy, Physician, Physiology, Psychology, Surgery, Veterinary, all [1].
  • Chemistry, Poison, all [2].

Sportler [50]

  • Natural Athlete 4 (Acrobatics, Bicycling, Hiking, Jumping, Lifting, Running, Skating, Skiing, Swimming, and Throwing) [40].
  • HP +2 [4].
  • Acrobatics, Bicycling, Jumping, Lifting, Skiing, and Throwing, all [1].

Naturbursche [50]

  • Outdoorsman 4 (Camouflage, Fishing, Mimicry, Navigation, Survival, and Tracking) [24].
  • Per+2 [10]
  • Absolute Direction [5].
  • Walking Camp [1].
  • Camouflage, Fishing, Mimicry, Navigation, Survival, and Tracking [10]

Langfinger [50]

  • Pilferer 4 (Electronics Operation (Security), Forced Entry, Lockpicking, Electronics Repair (Security), Stealth, Traps, Search) [28].
  • High Manual Dexterity 2 [10].
  • Signature Gear (My Electronic Lockpicking Kit) [1] - This is a good (+1 to Skill, *5 Cost) Electronic Lockpicking Kit ($7'500).
  • Signature Gear (My Lockpicks) [1] - These are rugged (*1.2 Weight, *2 Cost), very fine (+3 to Skill, *100 Cost) Lockpicks ($10'000).
  • Equipment Bond (My Electronic Lockpicking Kit) [1]
  • Equipment Bond (My Lockpicks) [1].
  • Electronics Operation (Security), Lockpicking, Electronics Repair (Security), Traps and Search, all [1].
  • Fast-Draw (Lockpicks), Savoir-Faire (Organzied Crime), and Streetwise, all [1].

Pirscher [50]

  • Stalker 4 (Camouflage, Hiking, Navigation (Land), Stealth, and Tracking) [20].
  • Absolute Direction [5]
  • Night Vision 9 [9]
  • Basic Move +2 [10]
  • FP +1 [3]
  • Camouflage, Navigation (Land), and Tracking, all [1]

Kampfsportler [50]

Prerequisite: Trained by a Master

  • Strong Chi 4 (Breaking Blow, Flying Leap, Power Blow, Pressure Points, and Pressure Secrets) [20].
  • Very Fit [15].
  • Breaking Blow, Flying Leap, Power Blow, Pressure Points, and Pressure Secrets, all [1].
  • Acrobatics [4].
  • Acrobatic Stand [6].

Schlitzohr [49]

  • Sudden Death 4 (Acting, Camouflage, Disguise, Holdout, Shadowing, Stealth) [24].
  • Danger Sense [15].
  • Horde-Walker [1].
  • Acting, Camouflage, Disguise, Holdout, and Shadowing, all [1].
  • Fast-Talk [4].

Überlebenskünstler [50]

  • Survivor 4 (First Aid, Knot-Tying, Urban Survival, Scrounging, and Survival) [20].
  • Intuition [15].
  • Reduced Consumption 1 [2].
  • Resistant to Poison (+3) [5].
  • Less Sleep 2 [4].
  • Knot-Tying, Urban Survival, and Survival, all [1].

Sprecher [50]

  • Talker 4 (Detect Lies, Diplomacy, Fast-Talk, Psychology, and Savoir-Faire) [20].
  • Voice [15].
  • Charisma 2 [10].
  • Detect Lies, Diplomacy, Fast-Talk, Psychology, and Savoir-Faire, all [1].
  • Public Speaking [1].

Bastler [50]

  • Tinkerer 4 (Armoury, Forced Entry, Lockpicking, Scrounging, Traps) [20].
  • High Manual Dexterity 4 [10].
  • Signature Gear (My Multi-Tool) [1] - This is an expensive (*0.67 Weight, *2 Cost), Very Fine (+3 to Skill, *100 Cost) Multi-Tool ($10'000).
  • Equipment Bond (My Multi-Tool) [1].
  • Armoury (Melee Weapons), Armoury (Missile Weapons), Armoury (Small Arms), Armoury (Heavy Weapons), Armoury (Body Armor), Lockpicking, Traps, all [1].
  • Fast-Draw (My Multi-Tool) [1].

Harter Kerl [50]

  • Tough Guy 4 (Fast-Talk, Forced Entry, Intimidation, Shadowing, and Streetwise) [20].
  • High Pain Threshold [10].
  • Hard to Kill 4 [8].
  • Hard to Subdue 4 [8].
  • Fast-Talk, Intimidation, Shadowing, and Streetwise, all [1].

Suchender [50]

  • Truth-Seeker 4 (Intelligence Analysis, Interrogation, Current Events, Speed-Reading, Hidden Lore (Zombies)) [20].
  • Wildcard Language [18].
  • Intelligence Analysis, Interrogation, Current Events, Speed-Reading, all [1].
  • Diplomacy, Research, both [4].