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Clumsy


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 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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