This is a work in progress. I’m attempting to make a comprehensive list of Unisystem Qualities and Drawbacks available to players. Not everything out there will be allowed. Still compiling and vetting this list.

Quick link to Qualities .

Absent Minded – 1pt. Mental Drawback (BoA1, Pg. 46) – Some people are forgetful, especially in their old age. They periodically forget everything from appointments to daily rituals. At ZM discretion, the player with this drawback must pass an intelligence test to remember the information needed to pass a skill check. He can attempt to remember again in two minutes.

Accursed – Variable Supernatural Drawback (Core, Pg. ) – You don’t want this.

Addiction – Variable Mental Drawback (Core, Pg. 36) – 1-6 point flaw, an addiction is a terrible thing that the person must satiate every so often depending on how bad the addiction is. A willpower check is required to resist the addiction once per day at 1-2 points, three times per day at 3-4 points, and five times per day at 5-6 points. The willpower check is normal at 1-2 points, -2 at 3-4 points, and -4 at 5-6 points. 1 point addictions are light smoking and causal drinking. 2 point addictions are heavy smoking, heavy drinking, or light use of marijuana or LSD. 3 point addictions are heavy use of marijuana or LSD. 4 point addictions are alcoholism, habitual use barbiturates, or light use of cocaine. 5 point addictions are heavy use of barbiturates, cocaine, or habitual use of heroine. 6 point addictions are heavy use of heroine. This drawback may be eliminated by player checks. Every level requires 5 willpower checks daily for five days to be passed in order to go down one level. 6 point checks are at -5, 5 point checks are at -4, 4 point checks are at -3, 3 point checks are at -2, 2 point checks are at -1, 1 point checks are at base willpower.

Adversary – Variable Social Drawback (Core, Pg. 37) -

Attractiveness – 1-5 pt Physical Drawback () – Potentially modifies social skills. A person at -1 is a little ugly. A person at -5 looks like he was beaten with an ugly stick while falling down the ugly tree and then running into every ugly tree in the ugly forest on top of just being plain ugly.

Bad Luck – 1pt./Level Supernatural Quality/Drawback (Core, Pg. 46) – The opposite of Good Luck.

Black Thumb – 1pt. Mental Quality (OotL, Pg. 16) – People with a black thumb cannot grow plants to save their lives. In fact, if they were in charge of growing the food to save their lives, they would actually die. People with the Black Thumb can only roll their skill level for growing or maintaining crops or plants

Charisma – Variable Metal Quality or Drawback (Core, Pg. 38) – 1-5 point flaw, a person at -1 is just no good at speaking publicly. A person at -5 is automatically considered a terrible person in general, despite what they may try to prove, and may be attacked for opening their mouth.

Cloistered – 3 or 5pt. Mental Drawback (OotL, Pg. 16) – Sheltered is not the word to describe these people. Sheltered while being sequestered is a more apt description. They won’t know how to use a VCR, but will be able to tell you about Quantum Physics better than Steven Hawking (varies person to person). A Cloistered character can choose a number of skills equal to his Intelligence or Perception (whichever is higher) and may lower each of these skills up to 5 points even going into the negative values. This grants them 1-1 skill points to use in other skills.

Clown – 1pt. Mental Drawback (Core, Pg. 38) – the class clown uses humor as a nerve relaxer. Never taking anything to seriously, and always seeming like they aren’t phased. They crack jokes at inappropriate times and generally get disliked for it. People also tend to not take what they say seriously because of all of the jokes.

Clumsy – 3-point Physical Drawback – (AAF, Pg. 64) – A Clumsy person has trouble not tripping over his own feet. Every time a character with this Quality fails a Dexterity Task or Test, the character compares the resulting roll to the following table to determine the ultimate outcome.

Contacts – Variable Social Quality (Core, Pg. 39) – Contacts are people that the character knows. Ranging in usefulness and living condition, based on how many points of Contacts are taken. Consult the Zombie Master so details can be worked out.

Covetous – 1-3pt. Mental Drawback (Core, Pg. 39) – A Covetous character wants certain things and is prepared to go to great lengths to acquire them. He may be motivated by love of money, lust for sensual satisfaction, hunger for power, or the search for glory. Whatever he desires, be it fame, fortune or influence, he will do almost anything to get it, limited only by any sense of caution or morality he may have — and in some cases, not even by that. A Covetous character usually refrains from breaking his own moral code or the laws of the land in the pursuit of his goals, but if a golden opportunity presents itself, the temptation may be just too great.
There are four types of covetousness, based on what the character wants: Greed (money and wealth), Lechery (sexually attractive people), Ambition (power and influence), and Conspicuous (fame and renown). It is possible to covet two or more of those things, but each additional source of desire adds but a single point to the value of this Flaw.
Level 1: The first level is relatively mild. The character knows what he wants, and he spends a great deal of time and effort to attain his goals, but he won’t break his own rules or those of society to do so. His desire otherwise dominates his life, however. Most of his actions should be directed towards achieving his objective, directly or indirectly.
Level 2: The second level is stronger — presented with enough temptation, the character may act even if it goes against his better judgment or morality. He may resist if the action he contemplates is truly wrong and reprehensible — stealing credit for a heroic deed performed by a friend, for example — but resisting requires a Simple Willpower Test, at a penalty of -1 to -3 if the temptation and possible rewards are great.
Level 3: The third level is the strongest – a desire so strong that it often overwhelms any scruples the character may have. When presented with temptation, he can only avoid acting by passing a Difficult Willpower Test, with penalties ranging from -1 to -5 depending on the size of the “prize.” For a high enough reward, the character will turn on friends or loved ones, and even betray his cause or principles.

Cowardly – 1-3pt. Mental Drawback (Core, Pg. 40) – 1-3 point Drawback. This Drawback has three levels of intensity, worth 1, 2 and 3 points respectively. The level of the Drawback acts as a modifier to any Willpower Test or Task to resist fear, intimidation or bullying. For example, a character with a 2-point Cowardly Drawback incurs a -2 penalty to any Fear Test.
Level 1: At the first level, the character avoids taking unnecessary risks, but fights when cornered (or when he thinks he has the upper hand). Simple Willpower Tests are necessary to avoid fleeing or surrendering when confronted by what the character considers to be superior foes. The same goes for taking even small chances, like confronting the boss, asking for a raise, complaining about some problem, or the like.
Level 2: The second level of this drawback is stronger. The character needs to pass a Simple Willpower Test to fight back even when he thinks the odds are in his favor, and needs to pass a Difficult Willpower Test to avoid fleeing dangerous situations, or taking chances.
Level 3: The last level is the worst, requiring Difficult Willpower Tests to get involved in confrontations or risky situations even when the character has a good chance of succeeding. Truly dangerous or heroic acts are simply impossible; the character never knowingly or willingly endangers himself, and may actually even betray his friends if he thinks he will save himself in the process.

Cruel – 1-3pt. Mental Drawback (Core, Pg. 40) – Level 1: This character would never hurt a friend or a loved one. Enemies, especially those who have really angered him, are a different matter. He enjoys inflicting pain (mental or physical) on those he feels “deserve what they get.” Characters with this level of cruelty are capable of committing atrocities under the right circumstances, but will not go out of their way to find opportunities. This is a 1-point Drawback.
Level 2: This person is a true sadist, and never passes up the chance to inflict pain on others. Even friends and loved ones are not safe from him. When it comes to enemies or those who get in his way, he enjoys nothing so much as their utter destruction or humiliation. When no enemies are available, he uses his “talents” on those around her. This is a 3-point Drawback; people with this Drawback will rarely keep any friendships, and will quickly gain enemies. Level 2 Cruel Drawback is restricted from players without special permission.

Curious – 2pt. Mental Drawback (BoA2, Pg. 46) – This character is insatiably curious. They must succeed at a will power test or go play kitty cat on whatever it is has grabbed their interest.

Delicate 1- to 5-point Physical Drawback – (AAF, Pg. 64) – Restriction: Cannot possess Hard to Kill. Characters possessing the Delicate Quality are frail and easily bruised, broken, and stomped upon. They also require more medical attention than normal to recover from wounds. Characters may take up to Level 5 in this Quality. Each level of Delicate reduces the character’s Life Points Pool by three (with a minimum of 1 Life Point) and incurs a −1 penalty to Survival Tests.

Delusions – Variable Mental Drawback (Core, Pg. 41) – There are many Delusions that vary.
Prejudice: The belief that a group of people (racial, ethnic or national) has certain characteristics (positive or negative). While everyone has some prejudices in some way or another, a delusional person staunchly holds to these beliefs. In some cases, the person refuses to trust or befriend any member of such a group, regardless of the merits of the individual person. Such a Delusion is worth 1 to 3 points, depending on how intense the belief is, how large a group it applies to, and how it dominates the character’s life. At the 1-point level, the character could be an “Archie Bunker”-type bigot; at 3 points, he would be a rabid white supremacist.
Delusions of Grandeur: This person thinks he is somebody far greater and more powerful than she really is. In extreme cases, the character thinks that he is a historical or mythological figure like Napoleon or Sherlock Holmes. The more common type has an exaggerated sense of overconfidence: “I am a genius but nobody understands me — which is why the best job I’ve held is cashier at a 7-11” (1 point); “I am the Messiah; prepare for the Second Coming!” (3 points).
Weird Delusions: Any strange belief that flies in the face of reality. Some examples: “Aliens talk to me through my wristwatch,” “I have to wear this tin foil cap so the laser satellites don’t make me kill again,” “Dogs are the Spawn of Satan, and must be destroyed.” The value depends more on what the character does about the Delusion than about the Delusion itself. For example, if the character in the last example simply refuses to pet dogs, and avoids being next to a dog, a 1-point Delusion would be sufficient. If he tells people about his beliefs all the time, and keeps pestering any dog-owning friends and neighbors about the dangers of keeping such monsters around, a 2-point Delusion would be appropriate. If he carries his insanity to its “logical” conclusion and starts hurting or killing dogs, the
Delusion is worth 3 points and he is likely to get in trouble with the law (assuming any law men are left alive).

Easily Winded 1- to 5-point Physical Drawback – (AAF, Pg. 65) – The character gains 1 Drawback point during character creation for reducing his Endurance by 5 points, lowering his Endurance to a minimum of 1. A character may take this Drawback several times, assuming he has the requisite Endurance points to exchange for Drawback points.

Emotional Anchor – Variable Point Mental Drawback (source) – The Emotional Anchor can be anything that is of great emotional value to the Cast Member. She will not leave it behind, and must always check on it, take it with them, or stay to protect it. This Drawback is worth one point per item or person that forms the Anchor. A Willpower test must be made once a day for each point of Drawback taken. If this test is failed, the Cast Member must immediately check on Anchor.

Emotional Problems – Variable Mental Drawback (Core, Pg. 41) – A variable Drawback that can come in many forms. This Drawback is best spoken with the zombie master for points number and details of the Drawback. Examples of Emotional Problems are Fear of Commitment, and Chronic Depression.
Emotional Problems (Fear of Failure) 1-point Mental Drawback – (AAF, Pg. 65) – The person is afraid of failure. He has to succeed at everything, or he feels he has done himself or someone else a grievous wrong. Letting himself or other people down debilitates the person with high degrees of depression and anxiety.

Emotional Problems (Flashbacks) – 1- to 3-point Mental Drawback – (AAF, Pg. 65) – Flashbacks of some horrific past event haunt the character. These flashbacks occur suddenly, often triggered by a particular sight, smell, or sound, and completely overwhelm the character. Luckily, the flashbacks seldom last more than a few moments. The player should consult with the Chronicler, defining the event from the past and the stimuli likely to trigger the flashback. When these stimuli are encountered, the agent must make a Fear Test or suffer the effects from the Fear Table as if he had encountered the original incident. The more common the trigger, the higher the value of the Drawback. Fear Tests should be modified using double the Drawback value as a penalty

Emotional Problems (Shell Shocked) – 2-point Mental Drawback – (AAF, Pg. 66) – Sufferers of this mental condition, also known as Post Traumatic Stress Disorder (PTSD), once experienced stress and mental trauma from a combat or other high-stress situation. Now, they become confused or panicked by the mere thought of combat, let alone actual exposure it. Anytime someone with this Quality is exposed to combat or must make and offensive action, he must first make a Simple Willpower Test. Failure requires a roll on the Fear Table with a bonus equal to the amount the Willpower Test failed by. If exposed to battlefield conditions, a Difficult Willpower Test is used with similar results. Failing such Fear Tests result in a Shell Shock point.

Emotional Problems (Stockholm Syndrome) – 1- or 2-point Mental Drawback – (AAF, Pg. 66) – When held captive, some people begin to associate themselves with their captors and the latter’s cause. In some cases this only extends so far as empathy and verbally, ideologically, or politically defending their captor’s position, and is thus worth only 1 Drawback point. More severe cases are worth 2 points and involve active participation, such as becoming an overt or covert agent for their previous captor.

Emotional Problems (Temper Control) – 1- to 3-point Mental Drawback – (AAF, Pg. 66) – Failure means a loss of control. The exact effects of losing one’s temper depend on the situation, the Drawback’s value, the character’s personality, and the amount the Willpower Test failed by. Situations that try one’s patience, extreme mental focus and personality control are likely to cause emotional and/or physical outbursts. When exposed to such situations, the character must make a Simple Willpower Test with a penalty equal to the Drawback’s value to resist lashing out with words or violence.

Emotional Problems (Violent Tendencies) – 1- to 3-point Mental Drawback – (AAF, Pg. 66) – It could be because there’s something wired wrong in his head, or because he’s been made hard and cold by the atrocities he’s seen during the war, but for whatever reason, this character thrives on bloodshed. He can’t walk away from a fight, and whenever he’s in doubt about what to do, he starts swinging, stabbing, or shooting. Whenever the opportunity to engage in violence arises, the character must pass a Simple Willpower Test with a penalty equal to the value of the Drawback, or he starts killing people.

Emotionless – 2 or 3pt. Mental Drawback (ATZ, Pg. 21) – Those with this drawback rarely feel emotion. The 2 point level of it still allows people to be capable of feeling emotion, but they will only act on it in times of great influence, such as when the person they secretly love is about to die. Even then they will try to rationalize it away. They are at -1 to social rolls. The 3 point emotionless person is more like an artificial intelligence. They think logically with no room for any emotions, often leading to cold and analytical choices. These people are at -2 to social rolls.

Fatigue-Prone – 3-point Physical Drawback – (AAF, Pg. 66) – Characters with this Drawback get
worn-out more easily than others, and suffer double normal Endurance Loss for exertion, lack of sleep, and encumbrance. In general, this Drawback is not suited for military characters, as basic training tends to beat fatigue out of men, but resistance fighters, combat journalists, and other normal men and women thrown into situations beyond their control may suffer its effects, as well as those developing Shell Shock (see pg 132.)

Feeble – 1point Physical Drawback – (AAF, Pg. 66) – Characters with the Feeble Quality don’t hold up well in the long haul. Every level of Feeble applies a −1 penalty to Durability Tests. Level 5 is normally the highest possible for human beings,

Flashbacks – 3pt. Mental Drawback (BoA1, Pg. 46) – In situations of great stress, or prompted by appropriate stimuli, the character has a chance at experiencing flashbacks that haunt his psyche. Perhaps she saw her lover being devoured, maybe she was part of a war. She experiences these flashbacks for 1d10 turns, but may make a will power test each turn to snap back to reality.

Gamer – Variable Physical Quality/Drawback (BoA1, Pg. 46)

Hallucinations – 3pt. Mental Quality/Drawback (OotL, Pg. 17) – The character imagines seeing or hearing things that are not really there. In times of stress, the character has a 2-in-10 chance of experiencing a hallucination. These seem real to the character, but he may make a Difficult Willpower Test each Turn to snap back into reality. The ZM should make this roll; it’s quite possible the character does not even know he’s hallucinating.
This can be either a Drawback or a Quality, depending on the nature of the hallucinations. They are often a symptom of a psychiatric disorder, and usually impair the character. If the hallucinations represent the character’s subconscious trying to help the character with advice or leading them to safety then it is a Quality.

Honorable – 1-3pt. Mental Drawback (Core, Pg. 43) – Level 1: These characters do not lie or betray friends or loved ones, or people they respect. Anybody else, especially people from groups they dislike or are prejudiced against, are fair game. This is a 1-point Drawback.
Level 2: This code of honor is more complex, and applies to everyone, friend or foe. The character always keeps his word and does his best to fulfill any promises he makes. He will not betray the trust of others once he has accepted it. Note that the character may be reluctant to give his word except in a good cause, because once it has been given he will abide by it. This is a 2-point Drawback.
Level 3: This person lives by a strict set of rules that control most of his actions towards others. In addition to all the other restrictions above, he will refuse to participate in acts of betrayal such as ambushes, striking a helpless or unsuspecting foe, or cheating in any way. Lying is anathema, and he will only lie in cases of extreme need. Even then, he will feel guilty and will not do a very good job at deceiving; any tasks requiring lying will have a -2 to -6 penalty, determined by the Zombie Master.

Humorless – 1pt. Mental Drawback (Core, Pg. 43) – The Humorless character lacks the ability to laugh at life, and takes everything with the utmost seriousness. Other people’s attempts at humor leave him cold or annoy him. Most people find this facet of his personality to be unattractive or bothersome. Clowns and practical jokers most likely select the Humorless as their favorite target.

Impaired Senses – 2pt. Physical Drawback (Core, Pg. 36) – Each sense must be purchased separately. Sight, Hearing, Taste, Touch, Smell. This quality adds +3 to perception checks using the particular sense.

Impaired Senses (Night-Vision) – 2-point Physical Drawback – (AAF, Pg. 64) – Impaired night-vision doubles all penalties for poor or bad lighting conditions, and adds −2 penalty to the Difficult Perception Test while in total darkness. Sufferers of impaired night-vision may undergo surgery to fix the problem.

Impaired Senses (Color Blindness) 2-point Drawback – (AAF, Pg. 67) – Color blindness usually involves a deficiency in distinguishing reds and greens, although other, far less common forms exist. This may seem a minor problem, but in actuality, it can be quite debilitating, considering the confusion that inevitably arises when prime colors are placed close together.

Insomnia – 3pt. Mental Drawback (OotL, Pg. 17) – For some reason, this person cannot sleep. If he does sleep, she only sleeps for a few hours. Whenever an insomniac tries to sleep, they must roll a simple 1d10 check. On a 1 or 2 they wake and suffer 1d6 endurance damage. If wakened by Recurring Nightmares, they cannot go back to sleep and suffer both Endurance penalties.

Lazy – 2pt. Mental Drawback (Core, Pg. 43) – Lazy characters do their best to not be active unless necessary or they want to. Furthermore, after 3rd level skills and stats require 1 extra experience point to increase.

Minority – 1pt. Social Drawback (Core, pg. 44) -

Narcolepsy – 2pt. Mental Drawback (BoA1, Pg. 47) – These characters just fall asleep. Even at inconvenient times. The player must roll a constitution test to stay awake during times of relative inactivity.

Obligation (Type) – Variable point Drawback. – Sometimes, people who enjoy certain privelages must be beholden to certain obligations. The more the person is expected to do, the more points it is worth.
Important: The character is expected to routinely risk herself for the cause, and go above-and-beyond the normal call of duty. An Important Obligation is worth one point.
Major: The character is expected to put the welfare of the group or cause above her own. She is always on call, and does not have time to pursue such activities as a normal job, or have much of a personal life. The penalties for disobedience or selfishness are severe, and may include death. This is worth two points.
Total: The character is expected to die for the group or cause, if need be. Missions are generally extremely hazardous, and the character is constantly in danger of imprisonment, torture, or execution. This is worth three points.

Obsession – 2pt. Mental Drawback (Core, Pg. 44) -

Obsessive-Compulsive Disorder – 1-4pt. Mental Drawback (OotL, Pg. 17) – Characters with this Drawback display some sort of obsessive behavior. This could be anything from constant hand washing, to Kleptomania, to the need to arrange all the chopped-up zombie parts into neat rows. Select the type of OCD upon creation. The level of the disorder reflects the difficulty modifier to resist the obsession when it comes about.

Paranoid – 2pt. Mental Drawback (Core, Pg. 44) -

Phobia – 1-5pt. Mental Drawback (OotL, Pg. 19) – Whenever the person with the Phobia is confronted with what they fear, they must make an automatic fear test (Nerves of Steel bonus is negated) with a difficulty modifier equal to the point cost of Phobia (So a 3 point phobia would add 3 to their fear difficulty). Phobias include but are not limited to: Animals, blood, confined spaces, crowds, darkness, failure, heights, insects, needles, night, noise, the number 13, open spaces, the opposite sex, planes, love, sharp objects, trees, undead, water, and pickle flavored ice cream.

Physical Disability – Variable Physical Drawback (Core, Pg. 45)

Physical Disability (Mute) 2- or 4-point Physical Drawback – (AAF, Pg. 68) – Although not related to one’s limbs or extremities, the inability to verbalize is a physical disability, nonetheless. Mute characters cannot speak (2-point value), and if the reason for the loss of speech is serious enough, they may even lack the ability to form more instinctive sounds, such as a wordless shout or scream (4-point value.) Most mutes learn the appropriate Language skill for signing communications, with American Sign Language (ASL) being the most common.

Physical Disability (One-Eye) – 2pt. Physical Drawback (OotL, Pg. 18) – This person has lost one of their eyes in some way. Perhaps one was ripped out by a zombie, or rendered blind by staring at a solar eclipse or being doused with bleach. Characters with one eye suffer a -2 penalty to melee combat, as well as skills that require hand to eye coordination (such as driving, painting, and so on). This penalty is increased to -3 for ranged combat.

Physical Disability (Overweight) – 1 or 2pt. Physical Drawback (BoA1, Pg. 47) – This refers to the truely obese, not people with potbellies or just need a bit of exercise. At one point, they weigh 100 pounds over their ideal weight. Speed and Endurance are reduced 25%. At 2 points they weigh 200 pounds over their ideal weight. Speed and Endurance are reduced by half.

Reckless – 2pt. Mental Drawback (Core, Pg. 45) – a reckless character acts first and thinks second. Impulsive and willing to do crazy stunts to get to his goals. This does not mean a reckless person is suicidal, just that they will be the one to walk across a tight rope over a pool of zombies in order to get at a hatchet.

Recurring Nightmares – 1pt. Mental Drawback (Core, Pg. 45) – The person has terrible, terrible nightmares that recur. War veterans often have this fatigue. In recent zombie days, many others have them. Every night, the zombie master checks if a character afflicted with this Drawback suffers from a nightmare. If the character has a nightmare, he awakens immediately and gets no further rest. He loses D4 Endurance for the next day

Resources – Variable Social Quality/Drawback (Core, Pg. 46) – Not much meaning in this scenario.

Secret – Variable Social Drawback (Core, Pg. 46) – a secret must be discussed with the zombie master as it is capable of direct and lasting consequences (including such things as sudden execution) being placed upon the character. Examples of a 1 point Secret would be something that damages ones reputation and livelihood. A 3 point secret would result in the character eventually being killed for the secret being revealed.

Showoff – 2pt. Mental Drawback (Core, Pg. 46) – The Showoff often does whatever he can to stand out, including stupid acts such as running through a crowd of zombies to save a kitten. Anything that makes them stand out and have attention placed upon them.

Slow Reaction Time 3-point Mental Drawback – (AAF, Pg. 69) – The opposite of Fast Reaction Time, characters with this Drawback are exceptionally easy to surprise and blindside, and they are often very slow to respond to dangerous situations. Characters with this Quality act last in any Initiative round, and suffer −2 to Dexterity-based Tests and Tasks related to reflexes (including dodge and parry/block combat maneuvers.) Finally, such characters suffer −1 to all Willpower Tests to resist Fear. This Drawback may not be taken at character creation in conjunction with Fast Reaction Time; if a character who has Fast Reaction Time acquires this Drawback through Shell Shock (see pg 132), the two simply cancel each other out, removing any hindrance or benefit to the character.

Social Stigma – 1- to 3-point Social Drawback – (AAF, Pg. 69) – A Social Stigma is an unfavorable and detrimental label or idea (deserved or not) that becomes associated with the character and is not already covered by other Drawbacks. Apply double the Drawback’s level as a penalty to all Social Tasks and Tests when dealing with people who realize and act upon the Stigma. Some common Stigmas include troublemaker, thief, untrustworthy, traitor, or unfaithful, but this list is certainly not exhaustive. The levels of the Social Stigma Drawback are discussed below.

Status – Variable Social Quality/Drawback (Core, Pg. 46) -

Strong Stomach – 2pt. Physical Quality (OotL, Pg. 19) – Stomach of Steel? Iron Tummy Casing? This is what these people have. They can devour slightly spoiled food and even slightly poisonous food. These people can eat mildly toxic or “off” foods without taking a penalty.

Suicidal Tendencies – 5pt. Mental Drawback (OotL, Pg. 19) – This person has crossed the mental line and cannot recover from it. She thnks about harming herself frequently. Too much stress can cause her to immediately pump a bullet into their brain. When failing a fear or skill test, the character makes a will power test against how much he failed by. Success means they are fine. Failure means they give in to their tendencies and cause themselves harm. They still roll to avoid the damage or save themselves, but at a much higher difficulty.

Talentless – 2pt. Mental Drawback (Core, Pg. 47) – The Tireless do not succumb to sleep deprivation or endurance loss as much as others. Every point gives her +1 bonus to avoid the effects of sleep deprivation, and adds 9 points to their endurance.

Unfocused – 2-point Mental Drawback – (AAF, Pg. 70) – Some people have a very hard time staying on task. Either they have a short attention span, a difficult time concentrating, or they are simply unmotivated. Characters with this Drawback have a difficulty prioritizing and initiating routine tasks, and they suffer from lack of concentration and drive. In game terms, this results in a −1 penalty to all Tasks and Tests that require ongoing focus, planning, and/or concentration. These characters aren’t (necessarily) dim-witted, so a Perception and Notice Task to recognize immediate danger might not be penalized, while a Simple Perception Test to carefully search an area, however, would be penalized. Likewise, an Intelligence Test to quickly intuit a solution to a problem would not be penalized, while an Intelligence Test to study and learn a document would. The exact adjudication of these penalties is left to the Chronicler’s discretion.

Weak Stomach – 2pt. Physical Drawback (OotL, Pg. 19) – This person can’t tolerate a lot of food, often throwing up or going to the bathroom every five minutes whenever something doesn’t agree with them. Whenever a character eats something outside of his normal diet or that may be tainted, they take a constitution test. failure means rejection of the food, often violently.

Zealot – 3pt. Mental Drawback (Core, Pg. 47) – A zealot is a person whose beliefs (political, religious or personal) are so strong that they dominate his life and behavior. Zealots are willing to sacrifice anything, including their lives (or the lives of others) in service to the ideals they hold dear. These characters are dangerous to themselves and others, and show a total disregard for the law whenever the law conflicts with their beliefs.

AAF = Armageddon: Armed Force
ATZ = All Tomorrow’s Zombies
ATBZ = Arrgh! There Be Zombies
BoA(1,2) = The Book of Archetypes 1 & 2
BoH = Book of Hod
BoZ = Band of Zombies (not included yet)
Core = All Flesh Must Be Eaten Corebook
CX = Conspiracy X
ESP1 = Eden Studio Presents 1
ESP2 = Eden Studio Presents 2
ESP3 = Eden Studio Presents 3
FoZ = Fistful O’ Zombies
DaZ = Dungeons and Zombies
OotL = One of the Living
PZ = Pulp Zombies
W = Witchcraft
ZSD = Zombie Smackdown


Dec 21, 2012 Arkadie