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===Perks===
===Perks===
Bitte die [[UZF_Traits#Perks_.28Nicht-Kampf.29|Nicht-Kampf Perks]] und [[UZF_Traits#Perks_.28Kampf.29|Kampf Perks]] Listen anschauen. Dort wird auch erklärt welche die Voraussetzungen für die einzelnen Perks sind.
Bitte die [[UZF_Traits#Perks_.28Nicht-Kampf.29|Nicht-Kampf Perks]] und [[UZF_Traits#Perks_.28Kampf.29|Kampf Perks]] Listen anschauen. Dort wird auch erklärt welche die Voraussetzungen für die einzelnen Perks sind.
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==
==Disadvantages==

Version vom 15. Juni 2015, 21:32 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

HT 12 [20]

Secondary Characteristics

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

Advantages

Combat Reflexes [15], Hand-to-Hand/Gunman/Slayer Training (Skull) [5] 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 295 points on the following: ST +1 to +10 [10/level], DX +1 to +10 [20/level], IQ +1 to +10 [20/level], HT +1 to +8 [10/level], HP (up to +30% ST) [2/level], Will +1 to +10 [5/level], Per +1 to +10 [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], Hand-to-Hand/Gunman/Slayer Training [varies], Hard to Kill 1-5 [2/level], Hard to Subdue 1-5 [2/level], Heroic Reserves [3/level], 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], Interdiction [5/skill], Intuition or Intuition (Inspired) [15 or 30], Killer Hair [10], 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], Multilingual (Broken/Accented/Native) [6/12/18], Night Vision 1-9 [1/level], Peerless Hand-to-Hand/Gunman/Slayer Training [varies], 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/level], Striking ST 1 or 2 [5/level], Temperature Tolerance 1 or 2 [1/level], Trained by a Master [30], Ultimate Archer [40], Ultimate Zombie Fighters’ Bond [5/level 1; +1/ additional level], Unfazeable [15], Weapon-and-Shield Fighter [10], Weapon Master (My Style) [30] or (All) [45], Wild Talent 1 [20]

Perks

Bitte die Nicht-Kampf Perks und Kampf Perks Listen anschauen. Dort wird auch erklärt welche die Voraussetzungen für die einzelnen Perks sind.

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*], Sense of Duty (Team) [-5], Sense of Duty (All Humanity) [-15], 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 (any) (E) DX [1].

Secondary Skills

Climbing and Throwing, both (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 and Parachuting, both (E) DX [1]; Computer Operation/TL8, and Savoire-Faire (Military), both (E) IQ [1]; Driving (Automobile) (A) DX [1]; Soldier (A) 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].

Spezialeinsatzkraft [49]

  • 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, 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] - This is an expensive (*0.67 Weight, +1 CF), good (+1 to Skill, +4 CF) Portable Tool Kit for Electrician ($3'600) or an Electronics Repair Speciality ($7'200).
  • 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 a cutting edge (*0.67 Weight, +1 CF) 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].
  • Freight Handling, Mechanic (any), Artillery (any), Gunner, Electronic Operations (Communications or Sensors)
  • 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 cutting-edge (*0.67 Weight, +1 CF), Very Fine (+3 to Skill, +99 CF) Multi-Tool.
  • 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]
  • 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]
  • Signature Gear (My Lockpicks) [1]
  • 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].
  • 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].