I'm a sucker for cooperative systems. As long as *somebody* can take down the zombies, I'm happy as long as I can prolong their life. I'd be most bothered by characters who belong on the front line, being 1-shotted. In fact, I'd accept some major further penalties to combat effectiveness if I got:
1) An ability to buff healthy players, so I have something to do before things get bloody. Perhaps an adrenalin shot to increase their movement speed briefly.
2) An ability to stabilize a downed player, so they don't die. They wouldn't recover until they made it back from the waiting list, but it prevents the loss of ability points!
3) An ability where if I shoot an enemy that has just wounded someone, it'll try to kill me instead.
Any of those sound good?
Medic and support themed stuff, eh? I might be able to whip something up... What about these:
Medic Perks:
Adrenaline ShotCost: 4 PP
For 2 AP per person you can give a player a temporary +1 bonus to health. Lasts for 3 rounds.
Norepinephrine ShotCost: 4 PP
For 2 AP per person you give a player an additional 3 AP next round.
Testosterone ShotCost: 6 PP
For 4 AP per person you can give a player 50% Damage Resistance for 3 rounds.
Superhuman SerumCost: 10 PP
For 6 AP per person you can give a player a shot that gives them +4 AP, +1 Health,
+1 Accuracy and +25% Chance to Dodge Attacks for 3 rounds.
After those three rounds, they suffer from -2 AP, -1 Accuracy and -1 Health for one round.
Intensive Care UnitCost: 10 PP
The turn after the fall to 0 HP, you may save a player's life for 5 AP. You must be able to reach their body. If you can not reach them the turn after the fall, they die.
General Perks:
ResilientCost: 4 PP
Gain a permanent +1 Health bonus.
Uncanny ReflexesCost: 6 PP
Gain a 25% chance to dodge an attack. Can only successfully dodge one attack per round.
GuardianCost: 6 PP
Whenever an enemy within 5 squares of you moves to attack one of your allies, you may spend up to 2 AP on attacks against that opponent
before they attack your ally. If your weapon had an AP cost greater than 2, you may attack once
after they attack your ally. You may only attack this way once per round.
And to go with Guardian...
Weapons:
TazerThis handy little device fires two prongs at an opponent for 2 AP, which discharge with a high-voltage shock that stuns an opponent and gives them -3 AP for this round. However, it can only be used once per round since it needs to recharge.
Cost: $100
Upgrades:$40 High Voltage: The tazer stuns for +1 AP, bringing the total to 4.
$30 Short-Circuit: The tazer does 1 damage when fired, but stuns at -1 AP.
$75 Amp it up: The tazer does an additional 1 damage when fired. Requires Short-Circuit.