Post by Steve on Feb 17, 2016 6:37:16 GMT
Skills are things that you have some familiarity with. Either you have received formal training with something or you have been exposed to it enough that you picked it up on your own.
In addition to any skills that your Type gives you, you will be able to select 7 Tiers of skills from the following list. (Please note that if your Type limits the number of Tiers you receive(Civilian or Child) then that supersedes the 7 Tiers offered here).
Below is a list of Skills and their tier, as well as any prerequisites that come into play.
A skill that is tier 3 uses three tiers out of your seven... do you take lots of low tier skills or a few high tier ones???
Agility
Prereq: Str 25, Per 35, weigh less than 200 pounds
1st Tier
+5 bonus to Str for Climbing and Jumping. +1 Defense due to an increased ability to dodge. (does not apply if you are surprised or panicked). This skill can push you over the normal maximum of having a base defense of 5. In addition, a character with this skill is capable of moving their body to reduce the effectiveness of attacks made against them. If you lose a grapple check, then every area of your body has a base Bite Resistance of 15%. This can be combined with physical armor, but only grants an additional 5% to the armor's Bite Resistance instead of the normal 15%
Archery
Prereq: Per 25
3rd Tier
You have had significant practice with a bow and can accurately shoot one. When using bow style weapons, a character can add half of their Perception attribute to their close damage range to a maximum total ZK% (Zombie Kill Percentage) of 50%. The exception to this is compound bows which have no cap on the maximum ZK%. If characters do not move, then they may add this bonus to the medium damage range as well. At long range, a hit is nearly impossible without this skill. Otherwise, the long range is reduced to having a 5% chance of causing a kill, even if it would normally be higher.
Secondary: +5 Ranged Attack
Backseat Driver
Prereq: Per 35, Will 30
2nd Tier
Other people can benefit from your intuitive sense of direction and from your extra set of eyes. When a passenger, the driver can make combined checks with you taking your full Perception value instead of half like normal combined checks. You gain a +5 bonus to Perception for Drive (class) checks
Basic First Aid
Prereq: Will 20, Emp 30 OR be medical or lifesaving personnel or have basic Military, Police, or EMT training
Tier 2-5
While this skill by no means represents comprehensive knowledge on first aid and medical treatment, it is certainly better than no training at all. With this, you can use lower grade medicines and first aid supplies to their maximum potential. When using First Aid, you can add +5 per Tier to a First Aid/Diagnosis check to add +1/Tier to the amount of Health restored during natural healing when there are wounds treated with this skill. Also, the Degradation of First Aid kits and other medical supplies used by characters with this skill is reduced by half.
Biker
Prereq: Per 30
Any Tier
Gain a +5 to Perception /Tier when driving any "Bike" classed vehicle. Reduce the "Size" of any Bike to 0 when determining the difficulty of navigating difficult or rough terrain. Taking this skill at a higher Tier will increase the bonus to Perception for this skill by 5 for each Tier.
Bilingual
No Prerequisite
1st Tier
You have the ability to speak, read and write in another language. Learning this sill at a time other than creation will count as taking a 2nd tier skill, but will start at 1st.
Tier level of understanding
1st Tier- Basic Understanding- Requires a Perception check in order to communicate, but the limited grasp on the language will be immediately apparent. The Difficulty of the check is 2, increased by a further 2 if the language is not of the same family of the primary language of the character attempting to use it.
2nd Tier- Fluency- Characters with this skill can speak and read one additional language fluently, and can add +5 to Diplomacy checks
3rd Tier- If a character takes this skill to the third tier and beyond for a single language, they have mastered the language and speak it with eloquence and can pick up and speak different dialects of the same language if need be. This allows a character to increase the 2nd Tier Empathy bonus to +15 if they are dealing with someone who speaks the language as their primary language.
Tertiary: Add +1 to Stronghold's Culture
Billy Goat
Prereq: Str 20, Will 30
1st Tier
Characters with this skill lack the gag reflex or a discriminatory palette that prevents most people from eating food out of the garbage or that's spoiled or otherwise ignored or discarded under normal circumstances. Add +5 to any Per-Survival checks. In addition, you get +5 to resist the ill effects of food poisoning.
BMX
Prereq: Per 20
1st Tier
Characters with this skill are capable of navigating difficult terrain with a bicycle at higher speeds and with great control. You can add +10 to all Per-Drive (Bicycle) checks and count whatever bicycle you ride as being Size 1 for the purpose of determining difficulty for terrain. A character can take this skill at a higher Tier, each tier increasing the bonus by +10. At 5th Tier, the character can treat the bicycle as Size 0 for the purposes of determining difficulty for terrain.
Bo Staff
Prereq: Str 35, Per 35 or be a martial artist
4th Tier
In the hands of a martial artist, a bo staff is able to fend off many attackers at once, and they are able to maximize the effectiveness of such a simple weapon. Increase the FC of any medium or long bludgeoning weapon by 2 and can strike multiple targets without penalties for making multiple attacks. These weapons can also be used defensively in the hands of a person with this skill. A character with the Martial Arts skill is able to reduce the prerequisite Tier requirement for this skill equal to their Martial Arts Skill (to a minimum of 1).
Secondary: +5 Melee Attack
Brawler
Prereq: Str 30, Per 20, Will 20
3rd Tier
Characters with this skill excel at fighting at very close quarters. They have trained as a wrestler or have frequently been in fights. Add +10 to Str to determine the results of Grapple Checks. This bonus does not increase Defense. Also, making unarmed attacks to knock a zombie prone grants characters their full bonus of +10 to attack. A character with the Martial Arts Skill is able to reduce the Prerequisite Tier requirement for this skill equal to their martial arts skill Tier (to a minimum of 1).
Secondary: +5 to Melee Attack
Caged Wisdom
Prereq: Per 25, Will 20, Must have been incarcerated
1st Tier
One of the stranger testaments of human ingenuity is the variety of things (especially weapons) crafted with the limited resources of a prison inmate. Crafting piercing weapons uses the same difficulty and Time to construct as if they were making the raw material into a bludgeon. They will be at one level of durability less than normal, however. They also get +5% bonus to the chance of success when constructing ANY equipment.
Calm
Prereq: Will 35, Emp 30
1st Tier
Someone who has the ability to take this skill can best be described as being the calm eye in the center of a hurricane. They have demonstrated remarkable ability at keeping their cool in situations of duress.
Characters get a +10 to Emp- Calm Other, Emp-Diplomacy, and Will-Calm Self checks
Secondary: +1d3 Will
Chemistry
Prereq: Per 25 or have a background with chemistry, brewing, etc
5th Tier
A chemist is able to follow instructions on how to construct and use devices to distill or synthesize liquids or certain chemicals, as well as read and interpret signs of hazardous materials. A character with this abiity gets +10 to Per-Search checks for resource (generic resource) for stronghold upgrades or equipment Manufacture missions. They also get a +10% bonus for any equipment manufacture that involves chemical components.
Tertiary: Add +1 to the Science of the Stronghold
Climb
Prereq: Str 25, Per 25, weigh less than 200 pounds
3rd Tier
For those who consider rock climbing a good way to spend a weekend, this skill is likely applied to them. A character making any checks for climbing will have +5 added to any attribute used to make checks while climbing. Typically, this will be Strength, Perception and certainly Will. Empathy can occasionally be boosted with this skill if a characters experience can potentially inspire confidence in others who are not as able to climb.
Adding Gestalt Dice to this skill will increase the bonus to all related attributes when climbing. This is an exception to the rule that Gestalt Dice can only be added to one attribute bonus in a skill.
Secondary: +1d3 Strength
Combat Medic
Prereq: Will 25, Per 30 or be Military or Police
4th Tier
Someone who has extensive experience in the emergency room or as a combat medic is able to subconsciously look out for their own life while trying to save others.
Characters with this skill get the bonuses a Nurse gets from using healing items. They get a bonus of +10 to Will for all Will-Resist Panic and Emp- Calm Other checks. You can also use the benefits of Basic First Aid Training skill for reducing the Degradation of First Aid kits that you use.
Secondary: +1d3 Will
Co-op
Prereq: 5 combined actions with one other character at any kind. These actions must be the kind of action where only a single roll is made to represent a combined effort.
1st Tier
When working side by side, a person gets to know another very well and each can adapt to the other and perform tasks more effectively.
For every 5 combined actions taken by a specific pair of characters, you may add +1 to the percentage chance of any subsequent checks made together. This has a cap of +10 for Strength checks. Note that the bonus is added to any collective checks made, not to the characters individually. So two characters who share the coop skill with each other at +1 will NOT combine for +2 to make checks with each other. It only applies when the combined efforts of the characters make a single check and this is the check that gets the bonus from Co-Op (name)
This skill can be taken multiple times, each time applying to a different character.
Note: The Coop skill bonus is lost if another character joins in and is not one of the named characters in the coop skill name.
Secondary: +1 Empathy- A character can get +1 Empathy for each other player they have established this sort of rapport with.
Contemplative
Prereq: Will 35, Per 30
2nd Tier
If long hours of study are how you pass the time, then chances are you are contemplative and are able to think situations through logically and keep your emotions in check. A contemplative person will rarely act rashly.
A character can "hold" without taking a Will check, but they still cannot "hold" if panicked.
Crushing Blow
Prereq: Str 35, Per 30
2nd Tier
For someone who has played baseball, an understanding of the bats "Sweet Spot" can lead to a better hit. In this fashion, a person who has a feel for a bludgeons sweet spot can deliver more effective blows.
If only making a single attack at close range with a Bludgeoning Weapon of any kind, then you can add +15 to your Melee Attack. Also, using a bludgeoning weapon to knock a zombie prone will grant double the bonus that the bludgeoning weapon allows to attack to see if the zombie is knocked prone. Typically this means that the bonus of +10 is increased to +20, but some bludgeons grant different bonuses that make this higher or lower.
Secondary: +5 Melee Attack
Defend
Prereq: Str 25, Per 35 or bee a martial artist in a discipline that emphasizes defense like Aikido
4th Tier
Martial Artists train in the art of self defense. If a character trains in a discipline that involves blocks, holds and throws over punches and kicks, then this qualifies.
A character can declare as an action that they are "defending". While doing so, they no longer have a natural maximum to their Defense value, even if knocked prone. It is treated as having whatever Defense they would have had if they were not restricted to 5. Note that a character may not perform any other actions while Defending other than make Grapple checks and move. A character that is Panicked may not use this ability.
A character with the Martial Arts skill is able to reduce the prerequisite Tier requirement for this skill equal to their Martial Arts skill Tier, to a minimum of 1.
Secondary: +1 Defense, Natural Maximum of 6 Defense
Endurance
Prereq: Str 35, Will 35 or have history in track and field sports. Must weigh less than 200 pounds
3rd Tier
Able to maintain a high pace for a longer period of time with fewer rest stops. Characters count as having slept 1 extra Time if they had at least 1 Time worth of sleep or 3 Time worth of rest. Adds +10 to Str-Endurance checks. Also, a character can make a single Adrenaline Boost for any non-grapple Strength check for every 3 Time without risking adverse effects
Fast Shot
Will 20, Per 30 or be military or police
3rd Tier
It is possible to train to prioritize targets and fire at multiple targets without losing much accuracy. You suffer no penalties for firing at multiple targets in a single turn, provided all the targets are within a 90 degree frontal firing arc. They still take penalties for multiple SHOTS, however.
Secondary: Increase Ranged Attack by 5
Grenadier
Prereq: Per 35 or be military or police
If your weapon of choice is thrown and you have experience in sports, then you can excel at placing explosives or incendiaries with a well aimed throw. Attacks using thrown weapons, grenades and Molotov Coctails increase their Lethality by 10 at all ranges, and Lethalities that are marked with a 0 count as 10 when thrown by this character.
Secondary: Increase Ranged Attack by 5
Gunslinger
Prereq: Per 30 or be military or police
3rd Tier
Your style of shooting is saturation based. You may increase the FC (fire control, number of shots you can fire in a turn) of any handgun you carry by 2 if you're firing at one target. OR, you can fire at multiple targets without taking penalties for firing at multiple targets. You still take penalties for firing multiple SHOTS.
Secondary: Increase Ranged Attack by 5
Gunsmithing
Prereq: Must have Weapons Training skill with specific firearms and experience assembling guns, Per 30
4th Tier
You excel at tinkering with firearms to make them more effective. More often than not, this skill is used to make non-intrusive modifications that simply undo the government namdated restrictions that put a damper on ammo capacity or rate of fire. This skill represents your ability to modify fiream\rms to be more effective at dealing damage; unfortunately, this makes weapons more dangerous and frequently damages the weapon. The more extensive the modification, the less stable the weapon becomes.
Ammo Increase: Increase the Ammo of a weapon by 20% by removing government mandated auto plugs. No side effects
Tinker: Increase the chance of success of any Stronghold mission that involves the maintenance, repair or modification of firearms by 15%
Rapid Fire: Increase FC of a weapon by 25% rounding down. Each time the player fires more than the original FC, the weapon is subject to "Dulling".
Armor Piercing: Increase all Lethalities by 15. Weapon is subject to Dulling.
Handyman
Prereq: Per 30 or be a construction worker, mechanic or landlord
3rd Tier
A professional Jack of all Trades. You will have basic working knowledge of construction, wiring, plumbing and mechanics, and given the proper tools, you are capable of working on any of these areas. You also have a strong working knowledge of tools and their proper use. This character gets a +5 bonus to Perception checks made for upgrades to the Stronghold or item creation. (Please note that adding Gestalt Dice to increase the bonus only applies to area of knowledge.. construction, wiring, plumbing, etc, not all of them.
Tertiary: Increase the Viability of a Stronghold by 1
Healer
Prereq: Will 30, Per 35 or have basic medical training
3rd Tier
This is not unlike Basic First Aid. Increase Health recovery during natural healing by 1d6. The target must not move or perform any actions. If the character with this skill has any other first aid skill then they can increase the natural healing by another +2.
Healthy
Prereq: Str 35, Will 35
3rd Tier
Character gets +10 Health, and 2 bonus Gestalt Dice for use in Strength skills only
Secondary: Add +1 to all natural healing rolls you make.
Heroic
Prereq: Will 30, Emp 30
5th Tier
Increase Empathy and Will by 10 when encountering the Living that require rescue or during rescue missions. This bonus lasts as long as there are people under your protection or who are in need of help.
Tertiary: Any successful mission that increases Stronghold population grants an additional point of Morale to the Stronghold.
Hide
Prereq: Will 35, Per 35 and must not be taller than 6' or weigh more than 200 pounds.
1st Tier
Characters with this skill are able to hide in tight spots and remain motionless and make very little noise. You get a +5 to Per-Hide checks. (Children get +10). The bonuses also apply to Will if you are ever forced to make Will checks while Hiding.
Knife-Fighter
Prereq: Str 30, Per 30
3rd Tier
This is not a common skill. ZK% can exceed 15% when the character uses knife weapons, or 30% in the case of combat knives or 65% in the case of a Seax. It takes an additional degree of failure for a knife or slashing weapon to be subject to dulling.
Increase the Grappling Strength bonus granted by using a knife or any short piercing or slashing weapon by +5. If the weapon grants no bonus of this kind, then it now grants a bonus of +5 for Grappling.
Secondary: Add +5 to Melee Attack
Leadership
Prereq: Emp 35, Per 25, Will 30 OR be an actual authority figure of rank (Sgt, LT, etc)
Any Tier
Whether earned by rank or by natural aptitude, a leader can inspire others to feats of bravery.
When fighting in formation with this character taking point, the formation is far less likely to lose their nerve. The first failed Willpower check to see if the formation is broken is ignored, and all characters in formation will have a bonus of +10 to their Will for any subsequent checks per Tier of the skill.
Secondary: +1d6+2 Will
Tertiary: Can add +10 to Empathy when making checks for "Under the Lash" for mobilizing Stronghold population as a workforce.
Gestalt Dice can NOT be used to increase this skill.
Lone Wolf
Prereq: Emp of no MORE than 20
1st Tier
The rugged individualist will often opt to work independently, even when among others. The lone wolf is very much aware of their own ability and limitations enough so that they often know what to do while others may be bogged down by group dynamics. A lone wolf does not get bonuses for being in formation, nor can they take the "Co-Op" skill, but they get a +5 to their Perception and Will, which is increased to +10 for Per-Hide, Per-Search, Per-Spot, and Per-Survival checks. While part of a marching order, you can perform any kind of action, but will not get any benefit to taking any positions.
If you wish to take this as a 2nd Tier skill, then you also have the added benefit of not being counted as having participating in a mission when determining the Risk. Generating Noise and doing other Risk increasing activities still count, however.
Gestalt dice can be used to increase this skill, but they only increase Perception or Will by 1d3 instead of 1d6.
If you ever decide to take a mission by yourself, you reduce the Perception level of zombies by 1, but you take 2 Time instead of 1 for Per-Search checks
Marksman
Prereq: Will 30, Per 35 or be military or police
4th Tier
Add +10 to Ranged attack when firing a single shot without having movd this turn. The marksman skill can only be used with firearms. This ability can be combined with other bonuses from skills or equipment. This can be taken with the Sniper skill without taking up an additional skill choice if you have the prerequisites for both and are not restricted by Tier.
Also, if you have either a semi or fully automatic pistol or rifle, and you do not move, you can fire multiple shots at a single target without penalties for making multiple shots. You don't get the +10 Ranged attack if you do this, however.
The number of wasted shots are reduced by half
Secondary: Add 5 to Ranged Attack
Martial Artist
Prereq: Str 35, Per 35, or any military, police or combat personnel
Any Tier
There are many styles of martial arts that one can study. Each of them allows a person to defend themselves from attack.
You always count as having used defensive weapons when Grappling. Unarmed attacks are also more effective. Each Tier will add a +5 bonus to an unarmed melee attack.
Melee Fighter
Prereq: Str 35, Per 20
2nd Tier
Someone who generally picks fights and is adept at using weapons of opportunity.
Increase the Lethalities of bludgeoning, slashing and piercing weapons by 5
Mountain Goat
Prereq: Per 20, Will 20
1st Tier
Someone who excels at feats of balance, having no fear of heights and navigating treacherous paths at high altitude can all be considered a mountain goat. Increase Perception by +5 for Per-Str/Balance checks. Increase Will by the same amount when making Will-Resist Panic checks in high places. This can be combined with bonuses that are granted by the Climb Skill
Secondary: +1d3 Will
Mule
Prereq: Str 30
1st Tier
You are able to balance multiple objects without much trouble of having them get in the way.
Increase your maximum carrying capacity by 2CU
Navigator
Prereq: Will 30, Per 30
3rd Tier
A navigator is able to get around from place to place with relative ease due to either intuitive direction, or general geographic know-how. Increase Per- Navigation checks in a specific environment or region (forest, ocean, desert, urban etc).
Secondary: +d3 Perception
Night Owl
Prereq: Will 35
1st Tier
Someone whose operation is best at the late hours of the evening. A character with this skill can make Str-Endurance checks without penalty due to darkness or night. (these penalties will regularly be 5-10%, sometimes up to 25% in pitch blackness.)
Off-Road
Prereq: Per 30
3rd Tier
A person who has lots of off road experience. Vehicles driven off road by you will count as having a Size of one less than normal when determining the difficulty of required Per-Drive(class) checks.
Pack Rat
Prereq: Per 30
1st Tier
You have a collection of odd foreign candy wrappers that you've tried, spent ammo casings , and other small knick knacks you've collected over the years. You can store up to 3 items with a CU of the individual items being no greater than 1 CU that do not count as taking up any space for purposes of maximum cargo capacity. Items stored in this way cannot be immediately accessed. It is as if you were always carrying around a container that has 3 CU of storage space that can't be accessed immediately.
Parry
Prereq: Per 35, Str 25
3rd Tier
Those who take the defensive positions in sports and make tough opponents in sparring matches will know how to defend themselves appropriately. Add +3 to Defense when Grappling or in Melee Combat. Characters also have no natural maximum for Defense for attacks made against you in melee and Grapple Range.
Resourceful
Prereq: Per 30, outdoors experience, survival training
2nd Tier
Being able to make the most of what is available, a resourceful person will use what is at their disposal to the absolute fullest potential. When rolling d6 for Degradation, this character may instead roll 2D6 and use the more favorable result. Characters also get +1 Resource per successful mission, even if the mission does not normally award resource upon it's success.
Search
Preqreq: Per 30
Any Tier
Those who rarely lose anything and know how to find things in a hurry or who are trained to search as part of their profession will be able to effectively find people or objects in locations quickly.
Grants a +5 bonus per Tier to Per-Search checks when searching for useful items, people, or danger. A character with this skill that takes Point or Rear in a formation can also make Per-Search checks
Sniper
Prereq: Per 35 or be military or police
5th Tier
Characters using rifle weapons firing a single shot without moving will always use a target's grappling defense as opposed to the ranged defense. Increase Ranged Attack by 10 when using rifle type weapons which can be combined with other skill and equipment bonuses. This can be taken with the Marksman skill without using up an additional skill choice if you have the prerequisites for both and are not restricted by Tier.
Secondary: Add +5 to Ranged Attack
Steady Shot
Prereq: Per 35, Will 30 or have background in the military, must weigh more than 150 pounds.
3rd Tier
If you have enough training with guns and enough weight behind you to absorb recoil, then you have the ability to place several shots accurately into one target. . You do not take penalties for firing multiple shots at one target when using semi or fully automatic firearms. This cannot be used with firearms that use heavy or massive cartridges unless the character has a Strength of 40 or weighs over 180 pounds.
Also, the number of wasted shots from firearms with Firing Mode Semi-Automatic are reduced by half (rounding up)
Secondary: +5 to Ranged attack when using firearms
Stealthy
Prereq: Will 25, Per 35
3rd Tier
Someone who is stealthy is able to perform actions while making a minimal amount of sound and while keeping themselves relatively hidden.
Zombies will count as having the "Listen" Sense one level lower than normal. This bonus can apply to multiple characters so long as the Stealthy character takes the point position in the marching order and all other characters have Per 30 or more.
Secondary: +d3 Perception
Tertiary: Do not count this player towards the number of participating characters when determining Risk
Stunt Driver (class vehicle)
Prereq: Per 35, Will 30
3rd Tier
+5 for any Per-Drive. You can also reduce or increase the Size of any vehicle you drive by 1 when determining the Difficulty of any Per-Drive checks that need to be made.
This skill can only apply to checks made with a single class of vehicle
Streetwise
Prereq: Per 20, Will 30, Emp 35
Any Tier
The streetwise character will know the complex language of the street. For some groups, like gangs, this ability is vital to survival. Each Tier this skill is taken at will reduce the difficulty for any Emp-Diplomacy check and Per-Navigation check by 1. Characters with the Lone Wolf skill can take this skill without having the prerequisite Empathy of 35.
Survivalist
Prereq: Will 35, Per 35
4th Tier
You have an increased ability to survive for prolonged periods of time using basic tools. You will be granted a +15 Per-Survival (biome) checks. Once a safe place or or regular food supply is found, you do not have to roll checks to find it again
Switch Hitter
Prereq: Per 30, Str 30
2nd Tier
You can make use of weapons regardless of the stance you're in. If you can make multiple attacks with a complex weapon where one of the weapon's types is bludgeon, ayou can make one of the attacks with the bludgeon, and another attack with the other type without penalty. This is only allowed if the FC of the weapon allows for multiple attacks within the same turn.
Secondary: +5 Melee
Swordsman
Prereq: Str 20, Per 30
4th Tier
Extremely rare nowadays, but some people have practiced extensively with swords and other bladed weapons.
Add +10 to Melee Attack for using medium and long slashing weapons . In addition, these weapons can be used defensively. You may discount up to 1 degree of failure when determining damage to the weapon due to dulling.
Secondary: +5 Melee Attack
Tactician
Prereq: Will 30, Empathy 30
5th Tier
Someone who extensively plans raids in paintball or laser tat is not a bad indicator of tactical expertise, but training with lives actually on the line, such as in the police or military, is the best kind of tactical experience.
All characters in formation with this character as point get a bonus of +15 to Ranged attack and Will, +10 to Melee Attack, and +5 to all other SPEW statistics when making other kinds of checks. If another character takes Point position in a formation, then these bonuses are not applied. If the characters have trained in a formation that conflicts with this skill's bonuses, then the trained formation takes precedence over this skill.
Tertiary: All missions that involve training in a new formation will have the chance of success increased by 10% if this character trains with them.
Tough
Prereq: Str 30, Will 35
1st Tier
You have a natural Defense of up to 7 instead of 5, and all Will-Resist Pain checks are reduced in Difficulty by 2.
Secondary: +5 Health
Traceur
Prereq: Str 25, Per 30
Any Tier
A practitioner of parkour, a traceur approaches all hazards and environments as obstacle courses; being able to deftly navigate hazardous terrain with astounding leaps and acrobatics, even going as far as to jump from rooftop to rooftop.
Add +5 per Tier when making Str-Climb, Str-Lift/Pull, Str-Jump, as well as any Will-Resist Panic checks for height.
3rd Tier: At this tier, you may extend the bonus from this skill to Per-Navigation checks
4th Tier: At this tier, you may extend the bonus to Str-Endurance checks
5th Tier: At this tier, you may extend the bonus to Per-Survival checks
Secondary: +d3 to Str, +d3 to Per
Trigger Discipline
Prereq: Per 30, Will 30
Any Tier
A good marksman will also have good trigger discipline so that rounds are not fired off carelessly or dangerously.
You are able to reduce Wasted Shots from weapons that have Firing Modes of Semi-Automatic and Automatic. The number of wasted shots reduced is equal to Tiers in this skill.
3rd Tier: You can stop firing rounds at a target once the target has been killed, even if you declared that you would fire more shots in the same turn. The unused rounds are not wasted.
5th Tier: You can now have the option of choosing a different target to fire your remaining shots for that turn.
Secondary: +5 Ranged Attack
Warlord
Prereq: Str 35, Will 30, must not have an Emp higher than 30
1st Tier
This is someone that is so depraved, so hateful and so full of rage that your general anger infects those around them, and brings them to superhuman levels of bloodthirsty behavior that is borderline suicidal.
You lead by example by fearlessly charging headlong into conflict with reckless disregard for personal safety. Characters like these are typically those who have lost everything and they want nothing more than to die taking down as many zombies as they can.
If you lead a formation that involves melee fighting, then for all melee attacks, all those in formation gain +15 to their Attack. If the character with this skill dies, then the formation is automatically broken and all in formation must make a Willpower check to resist Panic. All characters in this formation can automatically go "Death or Glory" if the player desires as opposed to GM's discretion.
The character also gets a +25 bonus to Emp-Diplomacy/Intimidation checks.
Weapon Familiarity
Tier: N/A
You must kill or incapacitate 10 zombies with the same (or very similar weapon)
All attacks made with the weapon is granted a +1 to their attack from now on. This skill does not need to be chosen, nor does it occupy a Tier. It can also be taken multiple times, with each subsequent 10 zombie kills increasing the appropriate attack value by 1 (maximum bonus with any particular weapon is +25) This skill can be achieved for multiple weapons.
Note that any object used to kill a zombie counts as a weapon. This means that it's entirely possible to have this bonus apply to vehicles or other oddball objects used to kill zombies.
Weapon Tinker
Prereq: Weapon Training with the weapon to be modified, Per 30
3rd Tier
You are able to modify melee weapons with a greater chance of success. All equipment manufacture missions have an increased chance of success of 15% when modifying a weapon after a character has had Weapon Familiarity at least 3 times.
Weapon Training
Prereq: N/A
2nd Tier
Practice with weapons of any kind will make sure that you can consistently use them properly. Practicing can allow characters to determine their strengths and weaknesses with their weapon and they can improve with this knowledge.
All attacks made with a chosen weapon will grant a bonus to the appropriate Attack as described in the Practice Makes Perfect mission (page 394). This skill can be taken multiple times, and using the same weapon.
Woodsman
Prereq: Str 30, Per 20
3rd Tier
You are probably no lumberjack, but extensive use of an axe and a strong arm can make up for it. A character with this skill can get a bonus of +10 to their Melee Attack while using any kind of axe weapon. Also, hatchets can be used defensively.
Secondary: Melee Attack +5
Apologies for this being incomplete, it's a very long list and i have a very short attention span
In addition to any skills that your Type gives you, you will be able to select 7 Tiers of skills from the following list. (Please note that if your Type limits the number of Tiers you receive(Civilian or Child) then that supersedes the 7 Tiers offered here).
Below is a list of Skills and their tier, as well as any prerequisites that come into play.
A skill that is tier 3 uses three tiers out of your seven... do you take lots of low tier skills or a few high tier ones???
Agility
Prereq: Str 25, Per 35, weigh less than 200 pounds
1st Tier
+5 bonus to Str for Climbing and Jumping. +1 Defense due to an increased ability to dodge. (does not apply if you are surprised or panicked). This skill can push you over the normal maximum of having a base defense of 5. In addition, a character with this skill is capable of moving their body to reduce the effectiveness of attacks made against them. If you lose a grapple check, then every area of your body has a base Bite Resistance of 15%. This can be combined with physical armor, but only grants an additional 5% to the armor's Bite Resistance instead of the normal 15%
Archery
Prereq: Per 25
3rd Tier
You have had significant practice with a bow and can accurately shoot one. When using bow style weapons, a character can add half of their Perception attribute to their close damage range to a maximum total ZK% (Zombie Kill Percentage) of 50%. The exception to this is compound bows which have no cap on the maximum ZK%. If characters do not move, then they may add this bonus to the medium damage range as well. At long range, a hit is nearly impossible without this skill. Otherwise, the long range is reduced to having a 5% chance of causing a kill, even if it would normally be higher.
Secondary: +5 Ranged Attack
Backseat Driver
Prereq: Per 35, Will 30
2nd Tier
Other people can benefit from your intuitive sense of direction and from your extra set of eyes. When a passenger, the driver can make combined checks with you taking your full Perception value instead of half like normal combined checks. You gain a +5 bonus to Perception for Drive (class) checks
Basic First Aid
Prereq: Will 20, Emp 30 OR be medical or lifesaving personnel or have basic Military, Police, or EMT training
Tier 2-5
While this skill by no means represents comprehensive knowledge on first aid and medical treatment, it is certainly better than no training at all. With this, you can use lower grade medicines and first aid supplies to their maximum potential. When using First Aid, you can add +5 per Tier to a First Aid/Diagnosis check to add +1/Tier to the amount of Health restored during natural healing when there are wounds treated with this skill. Also, the Degradation of First Aid kits and other medical supplies used by characters with this skill is reduced by half.
Biker
Prereq: Per 30
Any Tier
Gain a +5 to Perception /Tier when driving any "Bike" classed vehicle. Reduce the "Size" of any Bike to 0 when determining the difficulty of navigating difficult or rough terrain. Taking this skill at a higher Tier will increase the bonus to Perception for this skill by 5 for each Tier.
Bilingual
No Prerequisite
1st Tier
You have the ability to speak, read and write in another language. Learning this sill at a time other than creation will count as taking a 2nd tier skill, but will start at 1st.
Tier level of understanding
1st Tier- Basic Understanding- Requires a Perception check in order to communicate, but the limited grasp on the language will be immediately apparent. The Difficulty of the check is 2, increased by a further 2 if the language is not of the same family of the primary language of the character attempting to use it.
2nd Tier- Fluency- Characters with this skill can speak and read one additional language fluently, and can add +5 to Diplomacy checks
3rd Tier- If a character takes this skill to the third tier and beyond for a single language, they have mastered the language and speak it with eloquence and can pick up and speak different dialects of the same language if need be. This allows a character to increase the 2nd Tier Empathy bonus to +15 if they are dealing with someone who speaks the language as their primary language.
Tertiary: Add +1 to Stronghold's Culture
Billy Goat
Prereq: Str 20, Will 30
1st Tier
Characters with this skill lack the gag reflex or a discriminatory palette that prevents most people from eating food out of the garbage or that's spoiled or otherwise ignored or discarded under normal circumstances. Add +5 to any Per-Survival checks. In addition, you get +5 to resist the ill effects of food poisoning.
BMX
Prereq: Per 20
1st Tier
Characters with this skill are capable of navigating difficult terrain with a bicycle at higher speeds and with great control. You can add +10 to all Per-Drive (Bicycle) checks and count whatever bicycle you ride as being Size 1 for the purpose of determining difficulty for terrain. A character can take this skill at a higher Tier, each tier increasing the bonus by +10. At 5th Tier, the character can treat the bicycle as Size 0 for the purposes of determining difficulty for terrain.
Bo Staff
Prereq: Str 35, Per 35 or be a martial artist
4th Tier
In the hands of a martial artist, a bo staff is able to fend off many attackers at once, and they are able to maximize the effectiveness of such a simple weapon. Increase the FC of any medium or long bludgeoning weapon by 2 and can strike multiple targets without penalties for making multiple attacks. These weapons can also be used defensively in the hands of a person with this skill. A character with the Martial Arts skill is able to reduce the prerequisite Tier requirement for this skill equal to their Martial Arts Skill (to a minimum of 1).
Secondary: +5 Melee Attack
Brawler
Prereq: Str 30, Per 20, Will 20
3rd Tier
Characters with this skill excel at fighting at very close quarters. They have trained as a wrestler or have frequently been in fights. Add +10 to Str to determine the results of Grapple Checks. This bonus does not increase Defense. Also, making unarmed attacks to knock a zombie prone grants characters their full bonus of +10 to attack. A character with the Martial Arts Skill is able to reduce the Prerequisite Tier requirement for this skill equal to their martial arts skill Tier (to a minimum of 1).
Secondary: +5 to Melee Attack
Caged Wisdom
Prereq: Per 25, Will 20, Must have been incarcerated
1st Tier
One of the stranger testaments of human ingenuity is the variety of things (especially weapons) crafted with the limited resources of a prison inmate. Crafting piercing weapons uses the same difficulty and Time to construct as if they were making the raw material into a bludgeon. They will be at one level of durability less than normal, however. They also get +5% bonus to the chance of success when constructing ANY equipment.
Calm
Prereq: Will 35, Emp 30
1st Tier
Someone who has the ability to take this skill can best be described as being the calm eye in the center of a hurricane. They have demonstrated remarkable ability at keeping their cool in situations of duress.
Characters get a +10 to Emp- Calm Other, Emp-Diplomacy, and Will-Calm Self checks
Secondary: +1d3 Will
Chemistry
Prereq: Per 25 or have a background with chemistry, brewing, etc
5th Tier
A chemist is able to follow instructions on how to construct and use devices to distill or synthesize liquids or certain chemicals, as well as read and interpret signs of hazardous materials. A character with this abiity gets +10 to Per-Search checks for resource (generic resource) for stronghold upgrades or equipment Manufacture missions. They also get a +10% bonus for any equipment manufacture that involves chemical components.
Tertiary: Add +1 to the Science of the Stronghold
Climb
Prereq: Str 25, Per 25, weigh less than 200 pounds
3rd Tier
For those who consider rock climbing a good way to spend a weekend, this skill is likely applied to them. A character making any checks for climbing will have +5 added to any attribute used to make checks while climbing. Typically, this will be Strength, Perception and certainly Will. Empathy can occasionally be boosted with this skill if a characters experience can potentially inspire confidence in others who are not as able to climb.
Adding Gestalt Dice to this skill will increase the bonus to all related attributes when climbing. This is an exception to the rule that Gestalt Dice can only be added to one attribute bonus in a skill.
Secondary: +1d3 Strength
Combat Medic
Prereq: Will 25, Per 30 or be Military or Police
4th Tier
Someone who has extensive experience in the emergency room or as a combat medic is able to subconsciously look out for their own life while trying to save others.
Characters with this skill get the bonuses a Nurse gets from using healing items. They get a bonus of +10 to Will for all Will-Resist Panic and Emp- Calm Other checks. You can also use the benefits of Basic First Aid Training skill for reducing the Degradation of First Aid kits that you use.
Secondary: +1d3 Will
Co-op
Prereq: 5 combined actions with one other character at any kind. These actions must be the kind of action where only a single roll is made to represent a combined effort.
1st Tier
When working side by side, a person gets to know another very well and each can adapt to the other and perform tasks more effectively.
For every 5 combined actions taken by a specific pair of characters, you may add +1 to the percentage chance of any subsequent checks made together. This has a cap of +10 for Strength checks. Note that the bonus is added to any collective checks made, not to the characters individually. So two characters who share the coop skill with each other at +1 will NOT combine for +2 to make checks with each other. It only applies when the combined efforts of the characters make a single check and this is the check that gets the bonus from Co-Op (name)
This skill can be taken multiple times, each time applying to a different character.
Note: The Coop skill bonus is lost if another character joins in and is not one of the named characters in the coop skill name.
Secondary: +1 Empathy- A character can get +1 Empathy for each other player they have established this sort of rapport with.
Contemplative
Prereq: Will 35, Per 30
2nd Tier
If long hours of study are how you pass the time, then chances are you are contemplative and are able to think situations through logically and keep your emotions in check. A contemplative person will rarely act rashly.
A character can "hold" without taking a Will check, but they still cannot "hold" if panicked.
Crushing Blow
Prereq: Str 35, Per 30
2nd Tier
For someone who has played baseball, an understanding of the bats "Sweet Spot" can lead to a better hit. In this fashion, a person who has a feel for a bludgeons sweet spot can deliver more effective blows.
If only making a single attack at close range with a Bludgeoning Weapon of any kind, then you can add +15 to your Melee Attack. Also, using a bludgeoning weapon to knock a zombie prone will grant double the bonus that the bludgeoning weapon allows to attack to see if the zombie is knocked prone. Typically this means that the bonus of +10 is increased to +20, but some bludgeons grant different bonuses that make this higher or lower.
Secondary: +5 Melee Attack
Defend
Prereq: Str 25, Per 35 or bee a martial artist in a discipline that emphasizes defense like Aikido
4th Tier
Martial Artists train in the art of self defense. If a character trains in a discipline that involves blocks, holds and throws over punches and kicks, then this qualifies.
A character can declare as an action that they are "defending". While doing so, they no longer have a natural maximum to their Defense value, even if knocked prone. It is treated as having whatever Defense they would have had if they were not restricted to 5. Note that a character may not perform any other actions while Defending other than make Grapple checks and move. A character that is Panicked may not use this ability.
A character with the Martial Arts skill is able to reduce the prerequisite Tier requirement for this skill equal to their Martial Arts skill Tier, to a minimum of 1.
Secondary: +1 Defense, Natural Maximum of 6 Defense
Endurance
Prereq: Str 35, Will 35 or have history in track and field sports. Must weigh less than 200 pounds
3rd Tier
Able to maintain a high pace for a longer period of time with fewer rest stops. Characters count as having slept 1 extra Time if they had at least 1 Time worth of sleep or 3 Time worth of rest. Adds +10 to Str-Endurance checks. Also, a character can make a single Adrenaline Boost for any non-grapple Strength check for every 3 Time without risking adverse effects
Fast Shot
Will 20, Per 30 or be military or police
3rd Tier
It is possible to train to prioritize targets and fire at multiple targets without losing much accuracy. You suffer no penalties for firing at multiple targets in a single turn, provided all the targets are within a 90 degree frontal firing arc. They still take penalties for multiple SHOTS, however.
Secondary: Increase Ranged Attack by 5
Grenadier
Prereq: Per 35 or be military or police
If your weapon of choice is thrown and you have experience in sports, then you can excel at placing explosives or incendiaries with a well aimed throw. Attacks using thrown weapons, grenades and Molotov Coctails increase their Lethality by 10 at all ranges, and Lethalities that are marked with a 0 count as 10 when thrown by this character.
Secondary: Increase Ranged Attack by 5
Gunslinger
Prereq: Per 30 or be military or police
3rd Tier
Your style of shooting is saturation based. You may increase the FC (fire control, number of shots you can fire in a turn) of any handgun you carry by 2 if you're firing at one target. OR, you can fire at multiple targets without taking penalties for firing at multiple targets. You still take penalties for firing multiple SHOTS.
Secondary: Increase Ranged Attack by 5
Gunsmithing
Prereq: Must have Weapons Training skill with specific firearms and experience assembling guns, Per 30
4th Tier
You excel at tinkering with firearms to make them more effective. More often than not, this skill is used to make non-intrusive modifications that simply undo the government namdated restrictions that put a damper on ammo capacity or rate of fire. This skill represents your ability to modify fiream\rms to be more effective at dealing damage; unfortunately, this makes weapons more dangerous and frequently damages the weapon. The more extensive the modification, the less stable the weapon becomes.
Ammo Increase: Increase the Ammo of a weapon by 20% by removing government mandated auto plugs. No side effects
Tinker: Increase the chance of success of any Stronghold mission that involves the maintenance, repair or modification of firearms by 15%
Rapid Fire: Increase FC of a weapon by 25% rounding down. Each time the player fires more than the original FC, the weapon is subject to "Dulling".
Armor Piercing: Increase all Lethalities by 15. Weapon is subject to Dulling.
Handyman
Prereq: Per 30 or be a construction worker, mechanic or landlord
3rd Tier
A professional Jack of all Trades. You will have basic working knowledge of construction, wiring, plumbing and mechanics, and given the proper tools, you are capable of working on any of these areas. You also have a strong working knowledge of tools and their proper use. This character gets a +5 bonus to Perception checks made for upgrades to the Stronghold or item creation. (Please note that adding Gestalt Dice to increase the bonus only applies to area of knowledge.. construction, wiring, plumbing, etc, not all of them.
Tertiary: Increase the Viability of a Stronghold by 1
Healer
Prereq: Will 30, Per 35 or have basic medical training
3rd Tier
This is not unlike Basic First Aid. Increase Health recovery during natural healing by 1d6. The target must not move or perform any actions. If the character with this skill has any other first aid skill then they can increase the natural healing by another +2.
Healthy
Prereq: Str 35, Will 35
3rd Tier
Character gets +10 Health, and 2 bonus Gestalt Dice for use in Strength skills only
Secondary: Add +1 to all natural healing rolls you make.
Heroic
Prereq: Will 30, Emp 30
5th Tier
Increase Empathy and Will by 10 when encountering the Living that require rescue or during rescue missions. This bonus lasts as long as there are people under your protection or who are in need of help.
Tertiary: Any successful mission that increases Stronghold population grants an additional point of Morale to the Stronghold.
Hide
Prereq: Will 35, Per 35 and must not be taller than 6' or weigh more than 200 pounds.
1st Tier
Characters with this skill are able to hide in tight spots and remain motionless and make very little noise. You get a +5 to Per-Hide checks. (Children get +10). The bonuses also apply to Will if you are ever forced to make Will checks while Hiding.
Knife-Fighter
Prereq: Str 30, Per 30
3rd Tier
This is not a common skill. ZK% can exceed 15% when the character uses knife weapons, or 30% in the case of combat knives or 65% in the case of a Seax. It takes an additional degree of failure for a knife or slashing weapon to be subject to dulling.
Increase the Grappling Strength bonus granted by using a knife or any short piercing or slashing weapon by +5. If the weapon grants no bonus of this kind, then it now grants a bonus of +5 for Grappling.
Secondary: Add +5 to Melee Attack
Leadership
Prereq: Emp 35, Per 25, Will 30 OR be an actual authority figure of rank (Sgt, LT, etc)
Any Tier
Whether earned by rank or by natural aptitude, a leader can inspire others to feats of bravery.
When fighting in formation with this character taking point, the formation is far less likely to lose their nerve. The first failed Willpower check to see if the formation is broken is ignored, and all characters in formation will have a bonus of +10 to their Will for any subsequent checks per Tier of the skill.
Secondary: +1d6+2 Will
Tertiary: Can add +10 to Empathy when making checks for "Under the Lash" for mobilizing Stronghold population as a workforce.
Gestalt Dice can NOT be used to increase this skill.
Lone Wolf
Prereq: Emp of no MORE than 20
1st Tier
The rugged individualist will often opt to work independently, even when among others. The lone wolf is very much aware of their own ability and limitations enough so that they often know what to do while others may be bogged down by group dynamics. A lone wolf does not get bonuses for being in formation, nor can they take the "Co-Op" skill, but they get a +5 to their Perception and Will, which is increased to +10 for Per-Hide, Per-Search, Per-Spot, and Per-Survival checks. While part of a marching order, you can perform any kind of action, but will not get any benefit to taking any positions.
If you wish to take this as a 2nd Tier skill, then you also have the added benefit of not being counted as having participating in a mission when determining the Risk. Generating Noise and doing other Risk increasing activities still count, however.
Gestalt dice can be used to increase this skill, but they only increase Perception or Will by 1d3 instead of 1d6.
If you ever decide to take a mission by yourself, you reduce the Perception level of zombies by 1, but you take 2 Time instead of 1 for Per-Search checks
Marksman
Prereq: Will 30, Per 35 or be military or police
4th Tier
Add +10 to Ranged attack when firing a single shot without having movd this turn. The marksman skill can only be used with firearms. This ability can be combined with other bonuses from skills or equipment. This can be taken with the Sniper skill without taking up an additional skill choice if you have the prerequisites for both and are not restricted by Tier.
Also, if you have either a semi or fully automatic pistol or rifle, and you do not move, you can fire multiple shots at a single target without penalties for making multiple shots. You don't get the +10 Ranged attack if you do this, however.
The number of wasted shots are reduced by half
Secondary: Add 5 to Ranged Attack
Martial Artist
Prereq: Str 35, Per 35, or any military, police or combat personnel
Any Tier
There are many styles of martial arts that one can study. Each of them allows a person to defend themselves from attack.
You always count as having used defensive weapons when Grappling. Unarmed attacks are also more effective. Each Tier will add a +5 bonus to an unarmed melee attack.
Melee Fighter
Prereq: Str 35, Per 20
2nd Tier
Someone who generally picks fights and is adept at using weapons of opportunity.
Increase the Lethalities of bludgeoning, slashing and piercing weapons by 5
Mountain Goat
Prereq: Per 20, Will 20
1st Tier
Someone who excels at feats of balance, having no fear of heights and navigating treacherous paths at high altitude can all be considered a mountain goat. Increase Perception by +5 for Per-Str/Balance checks. Increase Will by the same amount when making Will-Resist Panic checks in high places. This can be combined with bonuses that are granted by the Climb Skill
Secondary: +1d3 Will
Mule
Prereq: Str 30
1st Tier
You are able to balance multiple objects without much trouble of having them get in the way.
Increase your maximum carrying capacity by 2CU
Navigator
Prereq: Will 30, Per 30
3rd Tier
A navigator is able to get around from place to place with relative ease due to either intuitive direction, or general geographic know-how. Increase Per- Navigation checks in a specific environment or region (forest, ocean, desert, urban etc).
Secondary: +d3 Perception
Night Owl
Prereq: Will 35
1st Tier
Someone whose operation is best at the late hours of the evening. A character with this skill can make Str-Endurance checks without penalty due to darkness or night. (these penalties will regularly be 5-10%, sometimes up to 25% in pitch blackness.)
Off-Road
Prereq: Per 30
3rd Tier
A person who has lots of off road experience. Vehicles driven off road by you will count as having a Size of one less than normal when determining the difficulty of required Per-Drive(class) checks.
Pack Rat
Prereq: Per 30
1st Tier
You have a collection of odd foreign candy wrappers that you've tried, spent ammo casings , and other small knick knacks you've collected over the years. You can store up to 3 items with a CU of the individual items being no greater than 1 CU that do not count as taking up any space for purposes of maximum cargo capacity. Items stored in this way cannot be immediately accessed. It is as if you were always carrying around a container that has 3 CU of storage space that can't be accessed immediately.
Parry
Prereq: Per 35, Str 25
3rd Tier
Those who take the defensive positions in sports and make tough opponents in sparring matches will know how to defend themselves appropriately. Add +3 to Defense when Grappling or in Melee Combat. Characters also have no natural maximum for Defense for attacks made against you in melee and Grapple Range.
Resourceful
Prereq: Per 30, outdoors experience, survival training
2nd Tier
Being able to make the most of what is available, a resourceful person will use what is at their disposal to the absolute fullest potential. When rolling d6 for Degradation, this character may instead roll 2D6 and use the more favorable result. Characters also get +1 Resource per successful mission, even if the mission does not normally award resource upon it's success.
Search
Preqreq: Per 30
Any Tier
Those who rarely lose anything and know how to find things in a hurry or who are trained to search as part of their profession will be able to effectively find people or objects in locations quickly.
Grants a +5 bonus per Tier to Per-Search checks when searching for useful items, people, or danger. A character with this skill that takes Point or Rear in a formation can also make Per-Search checks
Sniper
Prereq: Per 35 or be military or police
5th Tier
Characters using rifle weapons firing a single shot without moving will always use a target's grappling defense as opposed to the ranged defense. Increase Ranged Attack by 10 when using rifle type weapons which can be combined with other skill and equipment bonuses. This can be taken with the Marksman skill without using up an additional skill choice if you have the prerequisites for both and are not restricted by Tier.
Secondary: Add +5 to Ranged Attack
Steady Shot
Prereq: Per 35, Will 30 or have background in the military, must weigh more than 150 pounds.
3rd Tier
If you have enough training with guns and enough weight behind you to absorb recoil, then you have the ability to place several shots accurately into one target. . You do not take penalties for firing multiple shots at one target when using semi or fully automatic firearms. This cannot be used with firearms that use heavy or massive cartridges unless the character has a Strength of 40 or weighs over 180 pounds.
Also, the number of wasted shots from firearms with Firing Mode Semi-Automatic are reduced by half (rounding up)
Secondary: +5 to Ranged attack when using firearms
Stealthy
Prereq: Will 25, Per 35
3rd Tier
Someone who is stealthy is able to perform actions while making a minimal amount of sound and while keeping themselves relatively hidden.
Zombies will count as having the "Listen" Sense one level lower than normal. This bonus can apply to multiple characters so long as the Stealthy character takes the point position in the marching order and all other characters have Per 30 or more.
Secondary: +d3 Perception
Tertiary: Do not count this player towards the number of participating characters when determining Risk
Stunt Driver (class vehicle)
Prereq: Per 35, Will 30
3rd Tier
+5 for any Per-Drive. You can also reduce or increase the Size of any vehicle you drive by 1 when determining the Difficulty of any Per-Drive checks that need to be made.
This skill can only apply to checks made with a single class of vehicle
Streetwise
Prereq: Per 20, Will 30, Emp 35
Any Tier
The streetwise character will know the complex language of the street. For some groups, like gangs, this ability is vital to survival. Each Tier this skill is taken at will reduce the difficulty for any Emp-Diplomacy check and Per-Navigation check by 1. Characters with the Lone Wolf skill can take this skill without having the prerequisite Empathy of 35.
Survivalist
Prereq: Will 35, Per 35
4th Tier
You have an increased ability to survive for prolonged periods of time using basic tools. You will be granted a +15 Per-Survival (biome) checks. Once a safe place or or regular food supply is found, you do not have to roll checks to find it again
Switch Hitter
Prereq: Per 30, Str 30
2nd Tier
You can make use of weapons regardless of the stance you're in. If you can make multiple attacks with a complex weapon where one of the weapon's types is bludgeon, ayou can make one of the attacks with the bludgeon, and another attack with the other type without penalty. This is only allowed if the FC of the weapon allows for multiple attacks within the same turn.
Secondary: +5 Melee
Swordsman
Prereq: Str 20, Per 30
4th Tier
Extremely rare nowadays, but some people have practiced extensively with swords and other bladed weapons.
Add +10 to Melee Attack for using medium and long slashing weapons . In addition, these weapons can be used defensively. You may discount up to 1 degree of failure when determining damage to the weapon due to dulling.
Secondary: +5 Melee Attack
Tactician
Prereq: Will 30, Empathy 30
5th Tier
Someone who extensively plans raids in paintball or laser tat is not a bad indicator of tactical expertise, but training with lives actually on the line, such as in the police or military, is the best kind of tactical experience.
All characters in formation with this character as point get a bonus of +15 to Ranged attack and Will, +10 to Melee Attack, and +5 to all other SPEW statistics when making other kinds of checks. If another character takes Point position in a formation, then these bonuses are not applied. If the characters have trained in a formation that conflicts with this skill's bonuses, then the trained formation takes precedence over this skill.
Tertiary: All missions that involve training in a new formation will have the chance of success increased by 10% if this character trains with them.
Tough
Prereq: Str 30, Will 35
1st Tier
You have a natural Defense of up to 7 instead of 5, and all Will-Resist Pain checks are reduced in Difficulty by 2.
Secondary: +5 Health
Traceur
Prereq: Str 25, Per 30
Any Tier
A practitioner of parkour, a traceur approaches all hazards and environments as obstacle courses; being able to deftly navigate hazardous terrain with astounding leaps and acrobatics, even going as far as to jump from rooftop to rooftop.
Add +5 per Tier when making Str-Climb, Str-Lift/Pull, Str-Jump, as well as any Will-Resist Panic checks for height.
3rd Tier: At this tier, you may extend the bonus from this skill to Per-Navigation checks
4th Tier: At this tier, you may extend the bonus to Str-Endurance checks
5th Tier: At this tier, you may extend the bonus to Per-Survival checks
Secondary: +d3 to Str, +d3 to Per
Trigger Discipline
Prereq: Per 30, Will 30
Any Tier
A good marksman will also have good trigger discipline so that rounds are not fired off carelessly or dangerously.
You are able to reduce Wasted Shots from weapons that have Firing Modes of Semi-Automatic and Automatic. The number of wasted shots reduced is equal to Tiers in this skill.
3rd Tier: You can stop firing rounds at a target once the target has been killed, even if you declared that you would fire more shots in the same turn. The unused rounds are not wasted.
5th Tier: You can now have the option of choosing a different target to fire your remaining shots for that turn.
Secondary: +5 Ranged Attack
Warlord
Prereq: Str 35, Will 30, must not have an Emp higher than 30
1st Tier
This is someone that is so depraved, so hateful and so full of rage that your general anger infects those around them, and brings them to superhuman levels of bloodthirsty behavior that is borderline suicidal.
You lead by example by fearlessly charging headlong into conflict with reckless disregard for personal safety. Characters like these are typically those who have lost everything and they want nothing more than to die taking down as many zombies as they can.
If you lead a formation that involves melee fighting, then for all melee attacks, all those in formation gain +15 to their Attack. If the character with this skill dies, then the formation is automatically broken and all in formation must make a Willpower check to resist Panic. All characters in this formation can automatically go "Death or Glory" if the player desires as opposed to GM's discretion.
The character also gets a +25 bonus to Emp-Diplomacy/Intimidation checks.
Weapon Familiarity
Tier: N/A
You must kill or incapacitate 10 zombies with the same (or very similar weapon)
All attacks made with the weapon is granted a +1 to their attack from now on. This skill does not need to be chosen, nor does it occupy a Tier. It can also be taken multiple times, with each subsequent 10 zombie kills increasing the appropriate attack value by 1 (maximum bonus with any particular weapon is +25) This skill can be achieved for multiple weapons.
Note that any object used to kill a zombie counts as a weapon. This means that it's entirely possible to have this bonus apply to vehicles or other oddball objects used to kill zombies.
Weapon Tinker
Prereq: Weapon Training with the weapon to be modified, Per 30
3rd Tier
You are able to modify melee weapons with a greater chance of success. All equipment manufacture missions have an increased chance of success of 15% when modifying a weapon after a character has had Weapon Familiarity at least 3 times.
Weapon Training
Prereq: N/A
2nd Tier
Practice with weapons of any kind will make sure that you can consistently use them properly. Practicing can allow characters to determine their strengths and weaknesses with their weapon and they can improve with this knowledge.
All attacks made with a chosen weapon will grant a bonus to the appropriate Attack as described in the Practice Makes Perfect mission (page 394). This skill can be taken multiple times, and using the same weapon.
Woodsman
Prereq: Str 30, Per 20
3rd Tier
You are probably no lumberjack, but extensive use of an axe and a strong arm can make up for it. A character with this skill can get a bonus of +10 to their Melee Attack while using any kind of axe weapon. Also, hatchets can be used defensively.
Secondary: Melee Attack +5
Apologies for this being incomplete, it's a very long list and i have a very short attention span