Clumsy
| Clumsy | |
|---|---|
| Class | Traits |
| Type | Negative Trait |
| Points | +2 |
| Effect | Makes more noise when moving. |
| Conflicts | Graceful |
Clumsy makes a character noisier when moving. Footsteps carry further and draw zombies from a wider area.
It is a negative trait and gives 2 points at character creation. It suits a player who drives between places and fights openly rather than sneaking. A stealth player who creeps past zombies will feel it on every outing.
Clumsy Effects
The sound of footsteps reaches about a fifth further than normal. Because noise spreads in a circle, the area it covers grows by more than two fifths. More zombies hear each step, especially in towns.
Climbing high fences is riskier too. The chance of falling while climbing a tall fence doubles. A fall can leave the character on the ground next to zombies.
Footstep noise matters most while sneaking through crowded places. A Clumsy character wakes up more zombies while looting a street. Every trip into a house brings more company.
Clumsy Conflicting Traits
A character with Clumsy cannot also take these traits.
| Name | Image | Points | Type |
|---|---|---|---|
| Graceful | -4 | Positive Trait |
Picking Clumsy
Clumsy clashes with Graceful, its positive opposite. The 2 points are cheap, but noise is a lasting cost.
The trait hurts less for a character who fights openly and clears areas on purpose. A firearm user who already makes noise will notice the footsteps less. A sneaky looter should avoid it.
Driving to the door of each target cuts the walking noise to a minimum. Rural runs with fewer zombies also make the trait easier to live with.
Notes
- Footstep noise reaches about a fifth further.
- The chance of falling from a tall fence doubles.
- Sneaking characters feel the penalty most.
- Driving close to each target keeps walking noise low.
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