Ordinary Person

This page is part of the Zombies Ruleset

Ordinary Person

Class Skills: The Ordinary Person’s class skills (and the key ability for each skill) are: Craft (any) (Int), Computer Use(Int), Drive(Dex), Gamble (Wis), Knowledge (Current Events, Popular Culture) (Int), Perception(Wis), Perform (any), Profession (Wis), Read/Write Language (none), Sense Motive (Wis), and Speak Language (none). The Player may choose another five skills as class skills. Also, the starting occupation the ordinary person selects can provide additional class skills to choose from
Ordinary Person Bonus Feats: Any
Uncapped Skills Occupation bonus Skills plus any one

Level BAB Defense Fortitude Reflex Will Feats Special
1 + 0 + 0 + 0 + 0 + 0 2 Feats Mental Resilience
2 + 1 + 0 + 0 + 0 + 0 Bonus Feat
3 + 1 + 1 + 1 + 1 + 1 Feat
4 + 2 + 1 + 1 + 1 + 1 Bonus Feat Adaptability Feat
5 + 2 + 1 + 1 + 1 + 1 Feat
6 + 3 + 2 + 2 + 2 + 2 Bonus Feat
7 + 3 + 2 + 2 + 2 + 2 Feat
8 + 4 + 2 + 2 + 2 + 2 Bonus Feat
9 + 4 + 3 + 3 + 3 + 3 Feat
10 + 5 + 3 + 3 + 3 + 3 Bonus Feat

Vitality Points per Level: 1d6 + Con Bonus
Skill Points: 4 + Inteligence Bonus

Special Rules

Mental Resilience Most workaday folks in the world are zombie chow by now. The Ordinary People who remain have something to live for, be it a family member, a belief, or just an overdeveloped self-preservation urge they may ignore a number of shock points equal to your level each day.
Adaptability Feat At level 4 an ordinary person may chose a special bonus feat, if the adaptability feat goes mostly unused for one month they may exchange it for another more useful feat. If the feat in the adaptability slot is repicked as an ordinary feat the adaptability slot may be reselected.

The content of this page is licensed under: Creative Commons Attribution-NC-SA 3.0; Most game rules licensed under OGL 1.0a; All images copyrighted by their creators all rights reserved; See legal page for more details