Survivor

This page is part of the Zombies Ruleset

Survivor

Most workaday folks in the world are zombie chow by now. The survivors who remain have something to live for, be it a family member, a belief, or just an overdeveloped self-preservation urge.

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), Perception (Wis) Perform (any), Profession (Wis), Read/Write Language (none), Sense Motive (Wis), Speak Language (none), Survival The player may choose another three skills as class skills. Also, the starting occupation the survivor selects can provide additional class skills to choose from
Survivor Bonus Feats: Any
Uncapped Skills Survival, Perception, Diplomacy

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

Vitality Points per Level: 1d8 + Con Bonus
Skill Points: 4 + Intelligence Bonus

Special Rules

Mental Resilience Survivors they may ignore a number of shock points equal to their 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.

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