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Left 4 Dead Hero


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LEFT 4 DEAD HERO

 

Left 4 Dead is a co-operative first person shooter that pits upwards of 4 human-controlled players versus legions of not quite undead “zombies.” It was released by Valve Software in November of 2008, and was followed by a sequel, Left 4 Dead 2, a year later.

 

The basic premise behind Left 4 Dead is that the eastern United States (and, perhaps parts of Canada) has been overrun with the “Infected.” These are humans who have contracted a highly contagious rabies-like pathogen, which renders its victims highly violent while simultaneously destroying or inhibiting certain higher brain functions. The result is a “zombie” apocalypse in which all semblance of law and order has completely broken down in the afflicted areas. In addition, the infect seems to be spreading far faster than attempts to contain it, meaning that there many be no safe places left for uninfected humans to retreat to where they can try and ride out the course of the infection.

 

Gameplay within consists of groups of four survivors (anywhere from one to four human players, the rest being computer controlled bots) making their way from reinforced safe house to reinforced safe house (where food, water, first aid kits, weapons, and ammunition are stored), eliminating Infected, collection weaponry, ammunition, and helpful items, until they can reach a rescue point. Along the way they must not only navigate various obstacles (such as the terrain itself), but also deal with hordes of Common, Uncommon, and Special Infected.

 

Common Infected are just that, normal humans suffering from the rabies-based pathogen. Uncommon Infected are a variant of the Common Infected, possessing unique equipment or properties. Special Infected are extremely mutated Common Infected, each with unique powers and abilities.

These Special Infected are the Boomer, Charger, Hunter, Jockey, Smoker, Spitter, Tank, and Witch. The latter two are “boss”-level Infected, and on higher difficulty levels can be hard to nigh-impossible to kill.

 

I’ve adapted the Infected to Hero System terms, presenting them using the 6th Edition rules set. I’ve tried to retain the flavor of the Special Infected, simultaneously simulating their in-game powers while also making sure they are easily playable using the Hero System rules. Written with the idea that most survivors are Normals (thus totaling perhaps 100 points or so), the Special Infected may seem a bit low-powered (especially with regards to defenses.) However, I do include suggestions on how to make each one more powerful and/or flexible, and readily admit to adaption the “Easy” power level Infected.

 

While the character sheets are primarily meant for Post-Apocalypse Hero setting, you could easily turn them into the victims of some strange mutagenic in a Champions game, the results of foul necromancy Fantasy Hero (or full-blown undead with a little work), or even the dreaded experiments of a Pulp Hero medical madman.

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Re: Left 4 Dead Hero

 

BOOMER

 

[b]Val	CHA	Cost	Roll	Notes[/b]
15	STR	5	12-	Lift 200.0kg; 3d6 [1]
10	DEX	0	11-	OCV:  4/DCV:  3
15	CON	5	12-
8	INT	-2	11-	PER Roll 14-
8	EGO	-2	11-	ECV:  3 - 3
15	PRE	5	12-	PRE Attack:  3d6

4	OCV	5	
3	DCV	0	
3	OMCV	0	
3	DMCV	0	
3	SPD	10		Phases:  4, 8, 12

3	PD	1		Total:  3 PD (0 rPD)
3	ED	1		Total:  3 ED (0 rED)
6	REC	2
30	END	2
5	BODY	-5
20	STUN	0		[b]Total Characteristic Cost:  27

Movement:[/b]	Running:	12m/24m 
	Leaping:	0m
	Swimming:	0m

[b]Cost	Powers & Skills[/b]
61	[b]Boomer Bile:[/b]  Sight and Smell/Taste Groups Flash 15d6, Area Of Effect 
(4m Radius; +¼); Extra Time (Full Phase, -½), Does Not Work Against 
Desolidified Characters (-¼), Limited Range (7m; -¼) plus Smell/
Taste Group Images, +4 to PER Rolls, Area Of Effect (4m Radius; +¼), 
Reduced Endurance (0 END; +½); Extra Time (Full Phase, -½), Linked 
(Flash; -½), Images Last Only As Long As Parent Flash (-½), Limited 
Range (7m; -¼), END 10
7	[b]Boomer Bile Reserve:[/b]  Endurance Reserve  (10 END, 4 REC)
6	[b]Explodes When Killed:[/b]  Trigger (automatic Boomer Bile attack if takes 
1 BODY, Activating the Trigger takes no time, Character does not 
control activation of Trigger; +¼) for Boomer Bile; 1 Charge which 
Never Recovers (-4), [1 nr]
18	[b]Explodes When Killed:[/b]  Does Knockback (treat Flash BODY as Blast 
BODY, roll for Knockback as normal; +¼) for Boomer Bile Flash 
Attack, Reduced Endurance (0 END; +½); Only To Determine 
Knockdown (-1)
4	[b]Clawing:[/b]  HKA 1 point (1d6+1 w/STR); Reduced Penetration (-¼), 
END 1
20	[b]Green Flu Infected Resistance To Harm:[/b]  Physical Damage Reduction, 
Resistant, 25%; STUN Only (-½) [b]plus[/b] Energy Damage Reduction, 
Resistant, 25%; STUN Only (-½)
-2	[b]Can't Leap:[/b]  Leaping -4m (0m total)
-2	[b]Can't Swim:[/b]  Swimming -4m (0m total)
9	[b]Sensitive To Light, Noise, Touch:[/b]  +3 PER with all Sense Groups
6	[b]"They Don't Eat, They Don't Sleep, What Keeps Them Going?":[/b]  LS  
(Eating: Character does not eat; Sleeping: Character does not sleep)

[b]Talents[/b]
6	[b]Covered In Boils:[/b]  +2/+2d6 Striking Appearance (vs. all characters)

[b]Skills[/b]
3	Acrobatics 11-
3	Breakfall 11-
3	Climbing 11-
5	Stealth 12-
1	Tactics 8-

[b]Total Powers & Skill Cost:  152
Total Cost:  175

175+	Matching Complications (50)[/b]
15	Distinctive Features:  belching, gurgling, groaning; vast bulk (Not 
Concealable; Noticed and Recognizable; Detectable By Commonly-
Used Senses)
20	Physical Complication:  Reduced Level Of Intelligence/No Sense Of 
Self-Preservation (see text) (Frequently; Greatly Impairing)
15	Psychological Complication:  Hostile To Non-Infected (Common; 
Strong)

[b]Total Complications Points:  50[/b]

 

Background/History: Boomers are a form of Special Infected. They have horrifically distended bodies, covered in boils, with discolored skin that seems to be bursting open in areas. Although they move slowly, they are adept at sneaking up on non-Infected, and will actively avoid them until they can get close enough to vomit forth a gout of so-called Boomer Bile.

 

Personality/Motivation: Unlike Common Infected, Boomers don’t go virtually berserk when exposed to various stimuli. Instead, they tend to hover at the fringes of the non-Infected’s field of view, trying to work themselves closer so they can attack. That said, they still lack a general sense of self preservation, as their bloated bodies are ready to burst at any time, and a single gunshot is often enough to cause them to explode. Thus, by getting close enough to use their Boomer Bile, a Boomer is often signing its down death warrant.

 

Quote: Constant burping and burbling. It groans loudly when it sights a non-infected.

 

Powers/Tactics: At best guess, the Boomer’s digestive systems and/or liver is producing an excess of digestive acids, gas, and/or bile. This has left the Boomer with a painfully swollen abdomen and torso, and they visibly shudder and sway if shoved or knocked back. At the same time, this excess of fluids is a potent weapon, as a gout of Boomer Bile is pungent enough to attract Common (and most Uncommon) Infected in the area (activating their Enraged at the same time), as well as blinding any targets for a good 15 seconds or so.

 

Due to their over-pressured bodies, a Boomer will explode if it takes even a single point of BODY. This explosion will drench the local area in bile, reduce the Boomer to mere scraps of flesh, and has enough force to knock people down.

 

Appearance: Standing about six feet in height, a Boomer has a vile, almost obscene bloated body simply sloshing with internal liquids and gaseous by-products. Its skin is almost necrotic (and appears so on female Boomers [known as a Boomette]). Clothing is limited to trousers and the ragged remains of a shirt, which is usually pushed up around the shoulders due to the size of the Boomer’s stomach. A Boomette wears even less.

 

Designer's Notes: A Boomer is a Special Infected found in Valve Software’s Left 4 Dead and Left 4 Dead 2. This character sheet presents the basic abilities of the Boomer, although GMs could easily adjust them to meet a desired power level. Suggestions include upping their DEX (in-game Boomers are just as agile as Common Infected), adding a CON-Based Mind Control to their Boomer Bile attack with a single Telepathic message (vomit), and adding an Explosive Blast to their Explodes When Killed Naked Advantages (an exploding Boomer will blow doors apart when it dies.)

 

Much of the information here was taken from direct game play, as well as the Left 4 Dead wiki, found at

http://left4dead.wikia.com/wiki/Left_4_Dead_Wiki. The stats given here are a mix of conjecture, game play descriptions, and an attempt to present in-game concepts in a manner consistent with the Hero System. Thus, some original game elements have been simplified in order to make them playable with regards to a tabletop RPG and/or to simulate real world gear, and thus make the Infected useful in various campaign settings.

 

(Boomer created by Vale Software, character sheet created by Michael Surbrook)

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Re: Left 4 Dead Hero

 

CHARGER

 

[b]Val	CHA	Cost	Roll	Notes[/b]
30	STR	20	15-	Lift 1600 kg; 6d6 HTH Damage [3]
15	DEX	10	12-
25	CON	15	14-
8	INT	-2	11-	PER Roll 14-
5	EGO	-5	10-
18	PRE	8	13-	PRE Attack:  3 ½d6

6	OCV	15	
5	DCV	10	
2	OMCV	-3	
2	DMCV	-3	
3	SPD	10		Phases:  4, 8, 12

7	PD	5		Total:  7 PD (0 rPD)
7	ED	5		Total:  7 ED (0 rED)
10	REC	6
50	END	6
23	BODY	13
50	STUN	15		[b]Total Characteristic Cost:  125

Movement:[/b]	Running:	14m/28m 
	Leaping:	4m/8m
	Swimming:	4m/8m
	Tunneling:	1m/1m

[b]Cost	Powers & Skills[/b]
18	[b]Charging Attack:[/b]  Area Of Effect (28m Line; +½) for up to 30 STR, 
Reduced Endurance (0 END; +½); Linked (Charge; -¼)
22	[b]Sends Foes Flying:[/b]  Double Knockback (+½) for up to 30 STR, 
Reduced Endurance (0 END; +½)
5	[b]Charging Grab:[/b]  Clinging (normal STR), Area of Effect (Surface - 
Damage Shield) (+½); Only Affects Target Of Charger's Charge (-1), 
Instant (only lasts until end of Charge, target then drops to the 	ground; -½), Linked (Charge; -¼)
5	[b]Heavily Mutated Right Arm:[/b]  +10 PD; Only Works Against Damage 
Taken From Move Throughs (-1)
20	[b]Green Flu Infected Resistance To Harm:[/b]  Physical Damage Reduction, 
Resistant, 25%; STUN Only (-½) [b]plus[/b] Energy Damage Reduction, 
Resistant, 25%; STUN Only (-½)
30	[b]Increased Green Flu Infected Resistance To Harm:[/b]  Physical Damage 
Reduction, Resistant, 25% (total 50% versus STUN, 25% versus 
BODY) [b]plus[/b] Energy Damage Reduction, Resistant, 25% (Total 50% 
versus STUN, 25% versus BODY)
2	[b]Large Size:[/b]  Knockback Resistance -2m
2	[b]Fast:[/b]  Running +2m (14m total), END 1
9	[b]Charge:[/b]  Running 14m; Turn Mode (-¼), No Noncombat 
Movement (-¼), END 1
10	[b]Super Strength Smash Through:[/b]  Tunneling 1m through 6 PD material; 
No Noncombat Movement (-¼), END 1
9	[b]Sensitive To Light, Noise, Touch:[/b]  +3 PER with all Sense Groups
6	[b]"They Don't Eat, They Don't Sleep, What Keeps Them Going?":[/b]  LS  
(Eating: Character does not eat; Sleeping: Character does not sleep)

[b]Talents[/b]
6	[b]Heavily Mutated Body:[/b]  +2/+2d6 Striking Appearance (vs. all 
characters)

[b]Skills[/b]
3	Acrobatics 12-
3	Breakfall 12-
3	Climbing 12-
1	Tactics 8-

[b]Total Powers & Skill Cost:  154
Total Cost:  279

175+	Matching Complications (50)[/b]
15	Distinctive Features:  deep grunts and roars (Not Concealable; Noticed 
and Recognizable; Detectable By Commonly-Used Senses)
20	Physical Complication:  Heavily Mutated Right Arm, Apparently 
Boneless [and useless] Left Arm (Frequently; Greatly Impairing)
15	Physical Complication:  Large (6 feet tall, +1 OCV to Hit, +1 PER to 
others PER Rolls to perceive) (Frequently; Slightly Impairing)
20	Physical Complication:  Reduced Level Of Intelligence/No Sense Of 
Self-Preservation (see text) (Frequently; Greatly Impairing)
20	Psychological Complication:  Incredibly Hostile To Non-Infected 
(Common; Total)

[b]Total Complications Points:  50
Experience Points:  104[/b]

 

Background/History: Chargers are a form of Special Infected. Heavily mutated (although not as heavily as a Tank), they’re constantly on the move, looking non-Infected to ambush and pounce upon. Due to their size and power, Chargers are extremely dangerous in tight quarters and in areas near long drops.

 

Personality/Motivation: As a rule, Chargers are quite aggressive. While they have some of the same instincts as other Special Infected with regards to concealment until the time is right, Chargers are far more aggressive (akin to Common Infected and Tanks) and tend to attack once a target is sighted. They’re so aggressive, it’s not unheard of for a Charger to carry his victim off of a high-ledge or into deep water, dooming both the attacker and his victim.

 

Quote: Chargers grunt while hunting and then give a loud roar before attacking.

 

Powers/Tactics: A Charger’s attack normally consists of a Move-Through performed on a single victim. Once it sights a target, the Charger will use its Charge power to move quickly across the battlefield. Anyone in the way will be knocked aside, often with enough force to send them flying (presume the Area of Effect: Line Advantage extends out to either side of the Charger’s line of attack.) Upon hitting its victim with a Move-Through, the Charger will grab him and carry him along until either the Charger stops moving or the Charger hits an obstacle (this “grab” is Charger’s Clinging Damage Shield in action.) On his next Phase, the Charger will then perform on Grab on his (hopefully) downed and/or Stunned victim, and then start to batter him against the ground, walls, celling, or any solid object (i.e. the Charger does 6d6 STR damage each Phase until killed or the victim escapes.)

 

Although the Charger only has one hand with which to make the Grab, don’t reduce his STR by 5 to represent this. Presume his 30 STR represents his STR with his only hand.

 

Appearance: Standing over six feet in height, a Charger looks almost like a smaller version of the Tank. He’s very wide, with a massive upper body, an enormous right arm and hand, and a thickened and left leg and foot. His left arm is virtually boneless, and simply flails about when the Charger is on the move or attacking a target. The Charger’s head is missing a great deal of skin (and the nose) and is almost skull-like. Most Chargers are shirtless, with trousers as their only garment. If they have shoes, it’s only on the right foot -- the left is too large.

 

Designer's Notes: A Charger is a Special Infected found in Valve Software’s Left 4 Dead 2. This character sheet presents the basic abilities of the Charger, although GMs could easily adjust them to meet a desired power level. Suggestions include upping the STR or DEX, making some of the PD and ED Resistant, and increasing the Charger's Running.

 

Much of the information here was taken from direct game play, as well as the Left 4 Dead wiki, found at

http://left4dead.wikia.com/wiki/Left_4_Dead_Wiki. The stats given here are a mix of conjecture, game play descriptions, and an attempt to present in-game concepts in a manner consistent with the Hero System. Thus, some original game elements have been simplified in order to make them playable with regards to a tabletop RPG and/or to simulate real world gear, and thus make the Infected useful in various campaign settings.

 

(Charger created by Vale Software, character sheet created by Michael Surbrook)

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Re: Left 4 Dead Hero

 

COMMON INFECTED

 

[b]Val	CHA	Cost	Roll	Notes[/b]
13	STR	3	12-	Lift 151.6 kg; 2 ½d6 HTH Damage [1]
13	DEX	6	12-
10	CON	0	11-
8	INT	-2	11-	PER Roll 14-
5	EGO	-5	10-
13	PRE	3	12-	PRE Attack:  2 ½d6

4	OCV	5	
3	DCV	0	
2	OMCV	-3	
2	DMCV	-3	
3	SPD	10		Phases:  4, 8, 12

4	PD	2		Total:  4 PD (0 rPD)
4	ED	2		Total:  4 ED (0 rED)
5	REC	1
20	END	0
5	BODY	-5
20	STUN	0		[b]Total Characteristic Cost:  14

Movement:[/b]	Running:	14m/28m 
	Leaping:	4m/8m
	Swimming:	4m/8m

[b]Cost	Powers & Skills[/b]
4	[b]Clawing And Biting:[/b]  HKA 1 point (1d6 w/STR); Reduced 
Penetration (-¼), END 1
20	[b]Green Flu Infected Resistance To Harm:[/b]  Physical Damage Reduction, 
Resistant, 25%; STUN Only (-½) [b]plus[/b] Energy Damage Reduction, 
Resistant, 25%; STUN Only (-½)
2	[b]Fast:[/b]  Running +2m (14m total), END 1
9	[b]Sensitive To Light, Noise, Touch:[/b]  +3 PER with all Sense Groups
6	[b]"They Don't Eat, They Don't Sleep, What Keeps Them Going?":[/b]  LS  
(Eating: Character does not eat; Sleeping: Character does not sleep)

[b]Talents[/b]
3	[b]Unhealthy Pallor And Appearance:[/b]  +1/+1d6 Striking Appearance (vs. 
all characters)

[b]Skills[/b]
3	Acrobatics 12-
3	Breakfall 12-
3	Climbing 12-
1	Tactics 8-

[b]Total Powers & Skill Cost:  54
Total Cost:  68

175+	Matching Complications (50)[/b]
30	Enraged:  various stimuli, including bright lights, loud noises, or 
physical contact (see text) (Common), go 14-, recover 8- 
20	Physical Complication:  Reduced Level Of Intelligence/No Sense Of 
Self-Preservation (see text) (Frequently; Greatly Impairing)
15	Psychological Complication:  Easily Provoked By Light, Sound, Touch 
(Common; Strong)
20	Psychological Complication:  Incredibly Hostile To Non-Infected 
(Common; Total)

[b]Total Complications Points:  50

UNCOMMON INFECTED
Cost	Powers & Skills
CEDA Worker[/b]
43	1)  [b]Fireproof HAZMAT Suit:[/b]  Resistant Protection (6 ED); OIF (-½) 
[b]plus[/b] Energy Damage Reduction, Resistant, 75%; OIF (-½), Only 
Works Against Fire/Heat (-½) [b]plus[/b] LS  (Self-Contained Breathing); 
OIF (-½), 1 Continuing Fuel Charge lasting 1 Hour (-0)
13	2)  [b]Bottle Of Boomer Bile:[/b]  Sight and Smell/Taste Groups Flash 8d6, 
Area Of Effect (2m Radius; +¼), Indirect (can be hurled over some 
obstacles; +¼); 1 Charge which Never Recovers (-4), OAF Fragile 
("bottle of puke"; -1 ¼), Does Not Work Against Desolidified 
Characters (-¼), Range Based On STR (-¼) [b]plus[/b] Smell/Taste Group 
Images, +4 to PER Rolls, Area Of Effect (2m Radius; +¼), Indirect 
(can be hurled over some obstacles; +¼); 1 Charge which Never 
Recovers (-4), OAF Fragile ("bottle of puke"; -1 ¼), Linked 
(Flash; -½), Images Last Only As Long As Parent Flash (-½), Range 
Based On STR (-¼)

[b]Clown[/b]
5	1)  [b]Squeaky Shoes:[/b]  Hearing Group Images, +2 to PER Rolls, Reduced 
Endurance (0 END; +½); Set Effect (loud squeak; -1), OIF (clown 
shoes; -½), No Range (-½)

[b]Construction/Road Worker[/b]
7	1)  [b]Increased Resistance To Blunt Attacks:[/b]  Physical Damage 
Reduction, Resistant, +25% (total of 50%); Only Works Against Blunt 
Attacks (clubs, fists, feet, and so on; -½), STUN Only (-½)
3	2)  [b]Ear Protectors:[/b]  Hearing Group Flash Defense (5 points); OIF (-½)

[b]Mud Man[/b]
2	1)  [b]Throw Mud:[/b]  Sight Group Flash 1d6; Requires Available Mud (-½), 
Does Not Work Against Desolidified Characters (-¼), Gestures (must 
be able to scoop up and throw mud; -¼), Range Based On STR (-¼)
2	2)  [b]Runs On All Fours:[/b]  Running +2m (14m total)
1	3)  [b]Fast In The Water:[/b]  Swimming +2m (6m total)
4	4)  [b]Covered In Mud:[/b]  Concealment 14-; Only In Home Environment 
(marshes and swamps; -1)

[b]Riot Control[/b]
14	1)  [b]CEDA Issue Body Armor:[/b]  Resistant Protection (8 PD/8 ED); 
OIF (-½), Requires A Roll (14- roll; Must be made each Phase/use; 
includes helmet, covers the front of the body, and most of the 
back; -¼)
10	2)  [b]Tonfa:[/b]  HA +3d6, Reduced Endurance (0 END; +½); OAF (-1), 
Hand-To-Hand Attack (-¼)

 

Background/History: “Infected” is the name given to victims of the so-called Green Flu, which is apparently a form of especially virulent and easily transmittable rabies. The “flu” not only sickens the victim (possibly bringing on extreme fever and internal hemorrhaging,) but also seems to destroy higher brain functions, resulting in virtual zombie-like individuals who respond only to certain forms of external stimuli.

 

It is unknown what keeps the Common Infected alive. They’re never seen to eat, drink, or sleep, and it’s currently unknown if they’ll eventually die from exposure and/or dehydration. There is some speculation that they feed off of the non-Infected. It is equally unknown exactly what the Green Flu is and now it’s transmitted. It’s not an air-borne contagion, but may be spread via contact with bodily fluids (such as from a bite or vomit.) The Green Flu also seems to be mutating constantly, and some theorize it’s either an experimental vaccine gone bad or a released bio-weapon (either accidentally or on purpose.)

 

Personality/Motivation: Common Infected doesn’t seem to have an individual personality per se. When viewed at a distance, they’re seen shambling about aimlessly, leaning against walls, sitting or laying on the ground, or simply standing in one place. Physical activity, when it occurs, includes facing walls while apparently mumbling to themselves, the vomiting of blood and other fluids, attacking inanimate objects, and fighting among themselves.

 

While apparently insensate, the Common Infected’s listless manner is highly deceiving. Certain forms of stimuli, such as loud and rhythmic noises, bright and/or flashing lights, and being touched, will send the Infected into a rage, causing it to attack anything or anyone nearby that isn’t already an Infected. Specific stimuli include car alarms, church bells, flashlights (played over a specific Infected), rapid beeping noises (as from a fire alarm), a running merry-go-round, running portable power generators, a running roller coaster, and most importantly, the smell of Boomer Bile. This rage is such that it will override any sense of self-preservation, and Infected have been seen to charge right into automatic weapons fire, enflamed areas, and off the edges of tall buildings while trying to get at target. Worse yet, a single enraged Infected will often incite other nearby Infected, quickly leading to a group of Infected (known as Hordes) converging on the initial spot.

 

Along with a complete lack of self-preservation, the Infected also seem to have lost most, if not all of their higher brain functions. Language is now little more than grunts and screams, and the Infected no longer understand anything as simple as a door knob. However, they do show a certain degree of cunning, as mentioned under Powers and Tactics below.

 

Quote: None. The Infected scream and growl, but that’s about it.

 

Powers/Tactics: The Common Infected have one strategy for dealing with the non-Infected—run up as fast as possible and bite/claw/kick it to death. They are so eager to close, they’ll run directly into weapon’s fire, into areas that are on fire, and right off of tall buildings. However, they do possess some tactical cunning, and will often try to circle around a target, attacking from the sides or rear, and have been seen trying to Dodge melee attacks. Hordes of Infected will try to encircle targets, swarming their foe and overpowering them with sheer strength of numbers.

 

The animalistic savage nature of Common Infected means they have two modes, idle or full-out run. They’ll try any means possible to get at a target, make Full Moves to close and if possible ending their movement with a Move-By if they end up next to their target. They can climb fences and walls with frightening ease, and have been seen to make great leaps over low barriers and across narrow gaps. If encountering a barrier (such as a closed door,) the Infected will simply try to batter it down with their fists.

 

Appearance: Common Infected appear as average, everyday people. Many are somewhat gaunt, with sickly pale grayish skin. Hair color is unaffected, although the eyes are often empty and dead (and may glow slightly in the dark.) Clothing is filthy and ragged. Idle Infected tend to act as if they are ill, standing (or sitting) hunched over, breathing heavily, and sometimes vomiting up dark fluids. It’s suspected the “Green Flu” causes an break down of Infected physiology, as they’re prone to blow apart from bullet impacts and small explosions.

 

Uncommon Infected

These are individuals who while still Infected, also have somewhat unusual abilities or carry unique equipment (usually relating to their pre-Infection occupation.) As with Common Infected, their mental state preclude their using any carried equipment in a manner that requires forethought. In other words, the Riot Control officer won’t use its tonfa on a target, even if it’s carrying one and the CEDA Worker won’t hurl a bottle of Boomer Bile at Survivors in order to attract a Horde to them.

 

CEDA Worker: Former employees of the Civil Emergency and Defense Agency, CEDA Workers are dressed in apparently air-tight HAZMAT suits. They’re often covered in blood and filth, and may have a bottle of Boomer Bile stuck into a loop attached to the outside of the suit (GM’s discretion or 8- chance.) It’s unknown how they became infected, As the sealed HAZMAT suit should have protected them from either air-borne contagions of bodily fluids. At best guess, they became infected before they donned the HAZMAT suit. The suit provides a degree of resistance to heat and flame and is fully sealed (you can hear air escaping if the suit if punctured.)

 

Clown: Found in an over-run amusement park, these Infected still wear the remnants of their clown costumes, including over-sized squeaky shoes. While not a weapon per se, the rhythmic squeak-squeak of a pacing clown will attract other Infected, resulting in a single clown leading a Horde of roughly 10 individuals. If the clown catches sight of a Survivor, he’ll run up to attack, leading the other Infected straight to his intended target.

 

Construction/Road Worker: Dressed in work boots, reflective vests, and hard hats, these Infected are a little tougher than normal and wear Ear Protectors, and are thus fairly immune to most noise-based stimuli.

 

Mud Man: Swamp and marsh-dwelling Infected, Mud Men may be mutating into a new form of Special Infected. They tend to move on all fours, and are much faster then the other Common Infected (both in and out of water.) As their name suggests, they’re covered in mud and be hard to see in swampy areas. They also throw handfuls of mud, attempting to blind Survivors before closing for the kill.

 

Riot Control: Used by CEDA to control panicked crowds during the initial evacuations, Riot Control Infected are still dressed in the CEDA-issue security armor. This makes them somewhat bullet-proof from the front. They also carry tonfa (GM’s discretion or 8- chance) but won’t use them to attack Survivors.

 

Designer's Notes: Common Infected are the basic foe in Valve Software’s Left 4 Dead and Left 4 Dead 2. Uncommon Infected are only found in Left 4 Dead 2. This character sheet presents the basic abilities of the Common/Uncommon Infected, although GMs could easily adjust them to meet a desired power level. Suggestions include removing the STUN Only Limitation from the Damage Reduction, giving them a few points of Resistant PD and ED, increasing their Running, and increasing their Leaping.

 

Much of the information here was taken from direct game play, as well as the Left 4 Dead wiki, found at

http://left4dead.wikia.com/wiki/Left_4_Dead_Wiki. The stats given here are a mix of conjecture, game play descriptions, and an attempt to present in-game concepts in a manner consistent with the Hero System. Thus, some original game elements have been simplified in order to make them playable with regards to a tabletop RPG and/or to simulate real world gear, and thus make the Infected useful in various campaign settings.

 

(Common Infected created by Vale Software, character sheet created by Michael Surbrook)

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Re: Left 4 Dead Hero

 

HUNTER

 

[b]Val	CHA	Cost	Roll	Notes[/b]
13	STR	3	12-	Lift 151.6kg; 2 ½d6 HTH Damage [1]
20	DEX	20	13-
15	CON	5	12-
8	INT	-2	11-	PER Roll 14-
5	EGO	-5	10-
15	PRE	5	12-	PRE Attack:  3d6

9	OCV	30	
7	DCV	20	
2	OMCV	-3	
2	DMCV	-3	
3	SPD	10		Phases:  4, 8, 12

4	PD	2		Total:  4 PD (0 rPD)
4	ED	2		Total:  4 ED (0 rED)
6	REC	2
30	END	2
15	BODY	5
30	STUN	5		[b]Total Characteristic Cost:  98

Movement:[/b]	Running:	14m/28m 
	Leaping:	33m/37m
	Swimming:	4m/8m

[b]Cost	Powers & Skills
Martial Arts:[/b]  [i]Hunter Combat Tactics[/i]
[b]Maneuver	OCV	DCV	Damage[/b]
5	Flying Dodge	--	+4	Dodge All Attacks, Abort; FMove
5	Passing Throw	+0	+0	2 ½d6 +v/10; Target Falls; FMove

10	[b]Clawing And Biting:[/b]  HKA ½d6 (1d6+1 w/STR), Autofire 
(2 shots; +¼); Reduced Penetration (-¼), END 1
20	[b]Green Flu Infected Resistance To Harm:[/b]  Physical Damage Reduction, 
Resistant, 25%; STUN Only (-½) plus Energy Damage Reduction, 
Resistant, 25%; STUN Only (-½)
-2	[b]"They'll Leap A Hundred Feet Off Of A Building":[/b]  Leaping -4m (0m 
total for starting leaping)
11	[b]"They'll Leap A Hundred Feet Off Of A Building":[/b]  Leaping +33m (33m 
forward, 16 ½m upward); Extra Time (Delayed Phase, -¼), No 
Noncombat Movement (-¼), END 2
8	[b]Can Climb Just About Anything:[/b]  Clinging (normal STR); Cannot Resist 
Knockback (-¼)
2	[b]Fast:[/b]  Running +2m (14m total), END 1
9	[b]Sensitive To Light, Noise, Touch: [/b] +3 PER with all Sense Groups
37	[b]"Sees" Without Eyes: [/b] Spatial Awareness (Hearing Group), Increased 
Arc Of Perception (360 Degrees)
6	[b]"They Don't Eat, They Don't Sleep, What Keeps Them Going?":[/b]  LS  
(Eating: Character does not eat; Sleeping: Character does not sleep)

[b]Talents[/b]
3	[b]Missing Eyes, Boils On Skin:[/b]  +1/+1d6 Striking Appearance (vs. all 
characters)

[b]Skills[/b]
3	Acrobatics 13-
3	Breakfall 13-
3	Climbing 13-
5	Concealment 13-; Self Only (-½)
7	Shadowing 13-
3	Stealth 13-
1	Tactics 8-
7	Tracking 13-

[b]Total Powers & Skill Cost:  148
Total Cost:  244

175+	Matching Complications (50)[/b]
15	Distinctive Features:  hunting screech (Not Concealable; Noticed and 
Recognizable; Detectable By Commonly-Used Senses)
20	Physical Complication:  Reduced Level Of Intelligence (see text) 
(Frequently; Greatly Impairing)
20	Psychological Complication:  Incredibly Hostile To Non-Infected 
(Common; Total)

[b]Total Complications Points:  50
Experience Points:  69[/b]

 

Background/History: Hunters are a form of Special Infected. Unlike most other Infected, a Hunter’s mutations are mostly internal (much like a Witch’s) and lack the gross physiological changes sen in such Infected as Boomers, Smokers, and Tanks. True to their name, they prefer to pursue non-Infected before striking, often leaping in from long distances to attack.

 

Personality/Motivation: Hunters are the most patient of all the Infected, preferring to follow prey (i.e. non-Infected) before striking.Much like Smokers and Spitters, Hunters will try to attack from concealment, using their incredible leaping ability to take their target by surprise. They also prefer to pick of stragglers, or those who wander off alone, or bravely forge ahead of the main group.

 

Quote: Hunters stand silently when not engaged in tracking prey. However, when on the move they emit periodic sharp cries, and give out loud shrieks when they find prey.

 

Powers/Tactics: Extremely quick and agile, Hunters tend to bide their time before striking and will abort an attack if spotted in order to leap to safety. Their legs are extremely strong, allowing the Hunter to leap upwards of 100 feet (or more, if you so decide.) The line "They'll Leap A Hundred Feet Off Of A Building" comes from the Left 4 Dead comic, and may not represent the full power of a Hunter’s leaping.

 

When attacking a Hunter will leap and perform a Passing Throw, landing on their target at the end of the leap. They’ll then slash wildly at the downed victim with their claws, not stopping until the victim is dead or they’re dislodged. A dislodged Hunter will often turn and spring at who ever attacked them, repeating the process.

 

Appearance: Hunters are lean individuals, usually dressed in hooded sweatshirts and sweat pants. Many of them have tapped their sleeves and pants legs down with duct tape, reducing the chance of catching their clothing on objects. It’s unknown if this was done before or after Infect, but since Hunters have the same lack of technical knowhow as all other Infected, it’s presumed it occurred before, meaning many Hunters practiced a form of Pakour. If seen without a sweat shirt, Hunters many have large boils scattered over their limbs. They also lack eyes, having (apparently) torn then out at some point. It’s unknown how they see to hunt, although it’s possible their cries are a form of echolocation.

 

Designer's Notes: A Hunter is a Special Infected found in Valve Software’s Left 4 Dead and Left 4 Dead 2. This character sheet presents the basic abilities of the Hunter, although GMs could easily adjust them to meet a desired power level. Suggestions include increasing their STR, giving them the Flying Grab or Flying Tackle Martial Maneuver (or both), increasing the length of their Leaping, and increasing their Running.

 

Much of the information here was taken from direct game play, as well as the Left 4 Dead wiki, found at

http://left4dead.wikia.com/wiki/Left_4_Dead_Wiki. The stats given here are a mix of conjecture, game play descriptions, and an attempt to present in-game concepts in a manner consistent with the Hero System. Thus, some original game elements have been simplified in order to make them playable with regards to a tabletop RPG and/or to simulate real world gear, and thus make the Infected useful in various campaign settings.

 

(Hunter created by Vale Software, character sheet created by Michael Surbrook)

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Re: Left 4 Dead Hero

 

JOCKEY

 

[b]Val	CHA	Cost	Roll	Notes[/b]
15	STR	5	12-	Lift 200 kg; 3d6 HTH Damage [1]
20	DEX	20	13-
15	CON	5	12-
8	INT	-2	11-	PER Roll 14-
5	EGO	-5	10-
15	PRE	5	12-	PRE Attack:  3d6

9	OCV	30	
9	DCV	30	
2	OMCV	-3	
2	DMCV	-3	
3	SPD	10		Phases:  4, 8, 12

4	PD	2		Total:  4 PD (0 rPD)
4	ED	2		Total:  4 ED (0 rED)
6	REC	2
30	END	2
17	BODY	7
35	STUN	8		[b]Total Characteristic Cost:  115

Movement:[/b]	Running:	14m/28m 
	Leaping:	13m/13m
	Swimming:	4m/8m

[b]Cost	Powers & Skills
Martial Arts:[/b]  [i]Jockey Combat Tactics[/i]
[b]Maneuver	OCV	DCV	Damage[/b]
5	Flying Dodge	--	+4	Dodge All Attacks, Abort; FMove
5	Flying Grab	-2	-1	Grab Two Limbs, 25 STR for holding on; FMove

8	[b]Clawing And Biting:[/b]  HKA ½d6 (1 ½d6 w/STR); Reduced 
Penetration (-¼), END 1
20	[b]Green Flu Infected Resistance To Harm:[/b]  Physical Damage Reduction, 
Resistant, 25%; STUN Only (-½) [b]plus[/b] Energy Damage Reduction, 
Resistant, 25%; STUN Only (-½)
2	[b]Leaps To Attack:[/b]  Leaping -4m (0m for starting Leaping)
5	[b]Leaps To Attack:[/b]  Leaping +13m (13m forward, 6 ½m upward); No 
Noncombat Movement (-¼), END 1
2	[b]Fast:[/b]  Running +2m (14m total), END 1
9	[b]Sensitive To Light, Noise, Touch:[/b]  +3 PER with all Sense Groups
6	[b]"They Don't Eat, They Don't Sleep, What Keeps Them Going?":[/b]  LS  
(Eating: Character does not eat; Sleeping: Character does not sleep)

[b]Talents[/b]
3	[b]Missing Lips:[/b]  +1/+1d6 Striking Appearance (vs. all characters)

[b]Skills[/b]
3	Acrobatics 13-
3	Breakfall 13-
3	Climbing 13-
5	Concealment 13-; Self Only (-½)
7	Shadowing 13-
1	Tactics 8-
7	Tracking 13-

[b]Total Powers & Skill Cost:  95
Total Cost:  205

175+	Matching Complications (50)[/b]
15	Distinctive Features:  hysterical cackling (Not Concealable; Noticed 
and Recognizable; Detectable By Commonly-Used Senses)
20	Physical Complication:  Reduced Level Of Intelligence/No Sense Of 
Self-Preservation (see text) (Frequently; Greatly Impairing)
20	Psychological Complication:  Incredibly Hostile To Non-Infected 
(Common; Total)

[b]Total Complications Points:  50
Experience Points:  30[/b]

 

Background/History: Jockeys are a form of Special Infected. They’re akin in many ways to Hunters (in that both leap from long distances to attack), but while a Hunter has increased muscle strength in its legs, the Jockey seems to have seen rapid muscle growth along its back. As their name implies, they like to “ride” their victims, leaping on to their head and shoulders and steering them into dangerous situations.

 

Personality/Motivation: A Jockey seems to be the most mentally disturbed of the Infected, possibly even more so than the Tank. They gibber and cackle hysterically at all times, and are constantly on the move, scurrying about while trying to get as close as possible to non-Infected before striking. Much like a Hunter, the Jockey prefers to strike at those who are off alone.

 

Quote: As Jockeys suffer from a form of mania, they cackle constantly and can be heard long before they’re seen.

 

Powers/Tactics: Although insane, the Jockey isn’t foolish, and will try to strike when it can do the most damage. Usually, this means leaping onto its target when there’s a chance of guiding its victim into a potentially hazardous environment, such as a horde of Common Infected, another Special Infected, a long drop, open water, enflamed areas, and so on (note, this may mean the Jockey falls victim himself to the very same hazard.) If a Witch is near, the Jockey will try and head his victim right to her, leaping away once she’s been startled and starts to rise.

 

When attacking, the Jockey will leap and perform a Flying Grab, wrapping his legs around his victim’s upper torso and trapping his arms. He’ll then slash at the face and shoulders with his clawed fingers, leaning from side to side in an effort to guide his unwilling mount where ever the Jockey wants him to go. For simplicities sake, use the Moving A Grabbed Character rules on page 64 of 6E2. However, in the interest of fairness, you may wish to rule the Jockey can only use half of his victim’s Running and certainly can’t force his victim to use Leaping or Swimming.

 

Appearance: Jockeys are lean with thick muscles on the upper back and neck. They usually are found dressed in ragged boxer shorts and tee-shirts. A Jockey is missing its lips, leaving its face blood streaked and the teeth exposed, while the hands have become enlarged and the feet exhibit prehensile toes.

 

Designer's Notes: A Jockey is a Special Infected found in Valve Software’s Left 4 Dead 2. This character sheet presents the basic abilities of the Jockey, although GMs could easily adjust them to meet a desired power level. Suggestions include increasing their STR, giving them the Flying Tackle or Passing Throw Martial Maneuver (or both), increasing the length of their Leaping, and increasing their Running.

 

Much of the information here was taken from direct game play, as well as the Left 4 Dead wiki, found at

http://left4dead.wikia.com/wiki/Left_4_Dead_Wiki. The stats given here are a mix of conjecture, game play descriptions, and an attempt to present in-game concepts in a manner consistent with the Hero System. Thus, some original game elements have been simplified in order to make them playable with regards to a tabletop RPG and/or to simulate real world gear, and thus make the Infected useful in various campaign settings.

 

(Jockey created by Vale Software, character sheet created by Michael Surbrook)

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Re: Left 4 Dead Hero

 

SMOKER

 

[b]Val	CHA	Cost	Roll	Notes[/b]
15	STR	5	12-	Lift 200 kg; 3d6 HTH Damage [1]
15	DEX	10	12-
15	CON	5	12-
8	INT	-2	11-	PER Roll 14-
5	EGO	-5	10-
15	PRE	5	12-	PRE Attack:  3d6

6	OCV	15	
5	DCV	10	
2	OMCV	-3	
2	DMCV	-3	
3	SPD	10		Phases:  4, 8, 12

4	PD	2		Total:  4 PD (0 rPD)
4	ED	2		Total:  4 ED (0 rED)
6	REC	2
30	END	2
16	BODY	6
30	STUN	5		[b]Total Characteristic Cost:  66

Movement:[/b]	Running:	14m/28m
	Leaping:	4m/8m
	Swimming:	4m/8m

[b]Cost	Powers & Skills[/b]
21	[b]Suffocating Tongue:[/b]  Blast 3d6, NND (defense is Life Support:  Self-
Contained Breathing; +1) Constant (+½), Reduced Endurance 
(0 END; +½), Uncontrolled (Stunning the Smoker will cause the 
tongue to loosen; +½); Must Follow Grab (-½), No Range (-½), 
Physical Manifestation (tongue; -¼), Linked (Long Tongue; -¼)
8	[b]Clawing:[/b]  HKA ½d6 (1 ½d6 w/STR); Reduced Penetration (-¼), END 1
20	[b]Green Flu Infected Resistance To Harm:[/b]  Physical Damage Reduction, 
Resistant, 25%; STUN Only (-½) [b]plus[/b] Energy Damage Reduction, 
Resistant, 25%; STUN Only (-½)
2	[b]Fast:[/b]  Running +2m (14m total), END 1
9	[b]Sensitive To Light, Noise, Touch:[/b]  +3 PER with all Sense Groups
6	[b]"They Don't Eat, They Don't Sleep, What Keeps Them Going?":[/b]  LS  
(Eating: Character does not eat; Sleeping: Character does not sleep)
12	[b]Putrid Cloud Of Smoke Upon Death:[/b]  Change Environment (-3 to Sight 
Group PER Rolls, -3 to CON Roll), Persistent (+¼), Uncontrolled 
(dispersed by high winds or rain; +½), Area Of Effect (16m 
Radius; +¾), Trigger (cloud forms upon death, Activating the Trigger 
takes no time, Character does not control activation of Trigger; +¾); 
1 Continuing Charge lasting 1 Turn which Never Recovers (-3 ¼), No 
Range (-½), Cloud Slowly Dissipates After Forming (-3 CON/PER from 
Segments 1-4, -2 CON/PER from Segments 5-8, -1 CON/PER from 
Segments 9-12; -¼), [1 cc]
19	[b]Long Tongue:[/b]  Stretching 33m; Always Direct (-¼), Limited Body Parts 
(tongue; -¼), No Noncombat Stretching (-¼), END 3

[b]Talents[/b]
6	[b]Covered In Boils:[/b]  +2/+2d6 Striking Appearance (vs. all characters)

[b]Skills[/b]
8	+4 with Grab

3	Acrobatics 12-
3	Breakfall 12-
3	Concealment 12-; Self Only (-½)
3	Climbing 12-
1	Tactics 8-

[b]Total Powers & Skill Cost:  124
Total Cost:  190

175+	Matching Complications (50)[/b]
15	Distinctive Features:  clouds of green smoke, coughing and wheezing 
noises (Not Concealable; Noticed and Recognizable; Detectable By 
Commonly-Used Senses)
20	Physical Complication:  Must Brace Self In Order To Use Tongue 
(cannot move when tongue is extended and/or suffocating victim) 
(Frequently; Greatly Impairing)
20	Physical Complication:  Reduced Level Of Intelligence/No Sense Of 
Self-Preservation (see text) (Frequently; Greatly Impairing)
15	Psychological Complication:  Hostile To Non-Infected (Common; 
Strong)

[b]Total Complications Points:  50
Experience Points:  15[/b]

 

Background/History: Smokers are a form of Special Infected. Similar in some regards to Boomers, they have bodies covered in distended gas-filled sacks, found mainly along the left side of the face and left arm. Quick and agile, they’re adept a concealing themselves in cluttered areas, using their grotesquely-long tongues to grab non-Infected and drag them in to be torn to pieces.

 

Personality/Motivation: While they retain the same hate for the non-Infected as found among the Common Infected, Smokers also retain a sense of cunning. They’ll move away from non-Infected if spotted in the open, trying to circle around their target in order to strike from an unseen angle. One they’ve trapped a victim, they’ll concentrate on their prize to the exclusion of all else, simultaneously strangling it with their tongue and rending it with their claws.

 

Quote: Constant coughing, gasping, and wheezing.

 

Powers/Tactics: It’s not certain if the Smoker’s “tongue” is actually an elongated tongue, the Smoker’s intestine, or some strange form of fungoid growth. Smokers can have up to six tongues, but only one is really useable, the other merely extending a few inches to a few feet from the head and neck area. Normally the Smoker will find a hidden spot to attack from, and then brace itself (meaning it can’t move while using its tongue), firing its tongue at targets up to 100 feet away. If it hits, the Smoker will wrap its victim in muscular bands of flesh, then start to drag its prize back so the Smoker can strike with its clawed fingers. A Smoker drags a trapped victim at a rate of 4 meters per phase (equal to a Standing Throw for the 15 STR Smoker versus the 10 STR needed to lift an adult human.) As the Suffocating Tongue power is both Constant and Uncontrolled, it will start on the Phase after the Smoker initially Grabs its target and continue until either the target or the Smoker is dead.

 

If killed, a Smoker will vent a cloud of greenish fog or smoke from various orifices (including wounds and gas-sacks.) This smoke smells of rot, obscures vision, and will force PCs to cough if they fail their CON Roll (said coughing will often alert Common Infected to their presence.)

 

Appearance: Standing about six feet in height, Smokers tend to be dressed in casual clothes, such as jeans, sneakers, tee-shirts, and jackets. Tumorous growths encrust the left side of the face and body, and run down the arm. The skin is often grayish, while the stomach may be swollen with gases. Faint clouds of green smoke often mark the Smoker’s presence.

 

Designer's Notes: A Smoker is a Special Infected found in Valve Software’s Left 4 Dead and Left 4 Dead 2. This character sheet presents the basic abilities of the Smoker, although GMs could easily adjust them to meet a desired power level. Suggestions include making the Suffocating Tongue a 4D6 attack, removing the STUN Only Limitation from the Damage Reduction,, allowing the Smoker to breathe out its Putrid Cloud as desired, and removing the Physical Limitation that requires the Smoker to remain still when using its tongue.

 

Much of the information here was taken from direct game play, as well as the Left 4 Dead wiki, found at

http://left4dead.wikia.com/wiki/Left_4_Dead_Wiki. The stats given here are a mix of conjecture, game play descriptions, and an attempt to present in-game concepts in a manner consistent with the Hero System. Thus, some original game elements have been simplified in order to make them playable with regards to a tabletop RPG and/or to simulate real world gear, and thus make the Infected useful in various campaign settings.

 

(Smoker created by Valve Software, character sheet created by Michael Surbrook)

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Re: Left 4 Dead Hero

 

SPITTER

 

[b]Val	CHA	Cost	Roll	Notes[/b]
10	STR	0	11-	Lift 100.0kg; 2d6
15	DEX	10	12-	OCV:  6/DCV:  5
10	CON	0	11-
8	INT	-2	11-	PER Roll 14-
5	EGO	-5	10-	ECV:  2 - 2
15	PRE	5	12-	PRE Attack:  3d6

6	OCV	15	
5	DCV	10	
2	OMCV	-3	
2	DMCV	-3	
3	SPD	10		Phases:  4, 8, 12

4	PD	2		Total:  4 PD (0 rPD)
4	ED	2		Total:  4 ED (0 rED)
4	REC	0
20	END	0
10	BODY	0
20	STUN	0		[b]Total Characteristic Cost:  41

Movement:[/b]	Running:	14m/28m
	Leaping:	4m/8m
	Swimming:	4m/8m

[b]Cost	Powers & Skills[/b]
18	[b]Spitter Goo:[/b]  RKA ½d6, Area Of Effect (4m Radius; +¼), 
Constant (+½), Indirect (can arc spit over certain obstacles; +¼), 
Penetrating (+½), Persistent (+¼), Reduced Endurance (0 END; +½) 
Uncontrolled (lasts for 15 Segments (see text); +½); Concentration 
(½ DCV; -¼), Extra Time (Full Phase, -½), Limited Range (32m; -¼)
6	[b]Bleeds Acid When Killed:[/b]  Trigger (produces pool of Spitter Goo around 
body when killed, Activating the Trigger takes no time, Character does 
not control activation of Trigger; +¾) for Spitter Goo; 1 Charge which 
Never Recovers (-4) 
8	[b]Clawing:[/b]  HKA ½d6 (1 ½d6 w/STR); Reduced Penetration (-¼), END 1
20	[b]Green Flu Infected Resistance To Harm:[/b]  Physical Damage Reduction, 
Resistant, 25%; STUN Only (-½) [b]plus[/b] Energy Damage Reduction, 
Resistant, 25%; STUN Only (-½)
2	[b]Fast:[/b]  Running +2m (14m total), END 1
9	[b]Sensitive To Light, Noise, Touch:[/b]  +3 PER with all Sense Groups
6	[b]"They Don't Eat, They Don't Sleep, What Keeps Them Going?":[/b]  LS  
(Eating: Character does not eat; Sleeping: Character does not sleep)

[b]Talents[/b]
6	[b]Missing Most Of Her Lower Face:[/b]  +2/+2d6 Striking Appearance (vs. 
all characters)

[b]Skills[/b]
4	+2 with Spitter Goo
4	+4 versus Range Modifier with Spitter Goo

3	Acrobatics 12-
3	Breakfall 12-
3	Concealment 12-; Self Only (-½)
3	Climbing 12-
1	Tactics 8-

[b]Total Powers & Skill Cost:  96
Total Cost:  137

175+	Matching Complications (50)[/b]
15	Distinctive Features:  glows green in dimly lit areas, loud coughing/
retching when spitting (Not Concealable; Noticed and Recognizable; 
Detectable By Commonly-Used Senses)
20	Physical Complication:  Reduced Level Of Intelligence/No Sense Of 
Self-Preservation (see text) (Frequently; Greatly Impairing)
15	Psychological Complication:  Hostile To Non-Infected (Common; 
Strong)

[b]Total Complications Points:  50[/b]

 

Background/History: A Spitter is a form of Special Infected. Suffering from mutations akin to those afflicting the Boomer, Spitters produce massive amounts of stomach acids and most periodically vomit up great quantities of fluid to avoid digesting their own bodies. Fairly quick and agile, they’re most dangerous in enclosed spaces.

 

Personality/Motivation: As with the rest of the Special Infected, Spitters, while inimical to non-Infected, aren’t distracted by many of the stimuli that send the Common Infected into a rage. Instead, they like to ambush non-Infected at range, vomiting masses of “Spitter Goo” on them before running of to try again. However, as they must brace themselves in order to produce a gout of goo, this does give any armed Survivors a chance to put a Spitter down quickly.

 

Quote: Spitters are quite quiet, actually, and only make loud noises when they spit.

 

Powers/Tactics: Much like a Boomer, the Spitter’s stomach seems to have gone into overdrive, producing massive amounts of acid digestive fluids. These fluids burn on contact with human flesh and can even eat through fabric and thin metals (Spitter Goo has been seen to ignite cans of gasoline and the like.) Spitters can launch balls of goo from a ways away, and can even arc said balls over fences and similar obstacles. The ball, which appears to be held together by a fine membrane, bursts on contact with most surfaces and will spray a coating of burning liquid over a fairly wide area. Although the Goo works slowly, it has the potential of killing anyone unable to get out of the area affected.

 

A slain Spitter will release any unexpended Goo, resulting in an acidic puddle around the Infected’s corpse.

 

Appearance: A Spitter’s mutations have given her lanky arms and legs, a somewhat pigeon-toed walk, a sagging belly, and an elongated neck. The acid from her stomach has eaten way the flesh around her mouth, destroying her nose, lips, and chin. Most Spitters are dressed only in the ragged remains of clothing, as the acid dripping from their mouths has dissolved most of it. As with most Infected her skin is a sickly gray color. In addition, she has a visible greenish glow about her, probably due to the acid in her system.

 

Designer's Notes: A Spitter is a Special Infected found in Valve Software’s Left 4 Dead and Left 4 Dead 2. This character sheet presents the basic abilities of the Spitter, although GMs could easily adjust them to meet a desired power level. Suggestions include increasing the damage done by the Spitter Goo power to a full 1d6, adding +1 Increased STUN Multiplier to the Spitter Goo, increasing the Area of Effect, and removing the STUN Only Limitation from the Damage Reduction. You can also look at the Boomer for more options.

 

Much of the information here was taken from direct game play, as well as the Left 4 Dead wiki, found at

http://left4dead.wikia.com/wiki/Left_4_Dead_Wiki. The stats given here are a mix of conjecture, game play descriptions, and an attempt to present in-game concepts in a manner consistent with the Hero System. Thus, some original game elements have been simplified in order to make them playable with regards to a tabletop RPG and/or to simulate real world gear, and thus make the Infected useful in various campaign settings.

 

(Spitter created by Vale Software, character sheet created by Michael Surbrook)

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Re: Left 4 Dead Hero

 

TANK

 

[b]Val	CHA	Cost	Roll	Notes[/b]
40	STR	30	17-	Lift 6400 kg; 8d6 HTH Damage [4]
14	DEX	8	12-
30	CON	20	15-
8	INT	-2	11-	PER Roll 14-
5	EGO	-5	10-
30	PRE	20	15-	PRE Attack:  6d6

7	OCV	20	
5	DCV	10	
2	OMCV	-3	
2	DMCV	-3	
3	SPD	10		Phases:  4, 8, 12

8	PD	6		Total:  8 PD (0 rPD)
8	ED	6		Total:  8 ED (0 rED)
15	REC	11
60	END	8
38	BODY	28
70	STUN	25		[b]Total Characteristic Cost:  189

Movement:[/b]	Running:	14m/28m 
	Leaping:	4m/8m
	Swimming:	4m/8m
	Tunneling:	1m/1m

[b]Cost	Powers & Skills[/b]
40	[b]Huge, Powerful Fists:[/b]  Area Of Effect Accurate (1m Radius; +½), 
Double Knockback (+½) applied to STR
20	[b]Huge, Powerful Fists:[/b]  Reduced Endurance (0 END; +½) for Area Of 
Effect Accurate (1m Radius) and Double Knockback
22	[b]Rips Up Concrete To Throw:[/b]  Blast 8d6, Area Of Effect (1 x 2m Areas; 
chunk of concrete varies with each use; +¼); Extra Time (Full 
Phase, -½), OIF (must have reasonably solid surface to pull material 
from [asphalt, concrete, rock, and so on]; -½), Range Based On 
STR (-¼), Side Effects (destroys the ground around the Tank; -0), 
END 5
120	[b]Virtually Invulnerable:[/b]  Physical Damage Reduction, Resistant, 75%
plus Energy Damage Reduction, Resistant, 75%
4	[b]Massive Size:[/b]  Knockback Resistance -4m
14	[b]Super Strength Smash Through:[/b]  Tunneling 1m through 8 PD material; 
No Noncombat Movement (-¼), END 2
9	[b]Sensitive To Light, Noise, Touch: [/b] +3 PER with all Sense Groups
5	[b]Hiding In The Dark Won't Save You:[/b]  Nightvision
6	[b]"They Don't Eat, They Don't Sleep, What Keeps Them Going?":[/b]  LS  
(Eating: Character does not eat; Sleeping: Character does not sleep)
1	[b]Long Arms:[/b]  Reach +1m

[b]Talents[/b]
6	[b]Grotesque Mutations:[/b]  +2/+2d6 Striking Appearance (vs. all 
characters)

[b]Skills[/b]
3	Acrobatics 12-
3	Breakfall 12-
3	Climbing 12-


[b]Total Powers & Skill Cost:  256
Total Cost:  445

175+	Matching Complications (50)[/b]
15	Distinctive Features:  loud grunting, pounding of fists on the ground, 
unmistakable size (Not Concealable; Noticed and Recognizable; 
Detectable By Commonly-Used Senses)
30	Enraged:  upon sighting non-Infected (Common), go 14-, recover 8-
15	Physical Complication:  Large (roughly 8 feet/2.5m tall, +2 OCV to Hit, 
+2 PER to others PER Rolls to perceive) (Frequently; Slightly 
Impairing)
20	Physical Complication:  Reduced Level Of Intelligence/No Sense Of 
Self-Preservation (see text) (Frequently; Greatly Impairing)
20	Psychological Complication:  Incredibly Hostile To Non-Infected 
(Common; Total)
10	Susceptibility:  if set on fire, 1d6 Drain DEX, Instant (Uncommon)
10	Susceptibility:  if set on fire, 1d6 Drain SPD, Instant (Uncommon)

[b]Total Complications Points:  50
Experience Points:  270[/b]

 

Background/History: A Tank is the largest and most powerful of the Special Infected. They roam aimlessly and seem to be in a state of perpetual rage, as they can be heard crashing and smashing about long before they’re seen. They rarely stand idle for long, and will immediately do all they can to attack any non-infected they sight, going so far as to smash their way through crowds of Common Infected to reach their targets.

 

Personality/Motivation: As mentioned above, a Tank never seems to enter the listless and lethargic state seen among the Common Infected. They roam constantly and will bellow loudly upon sighting non-Infected (a possible PRE Attack) before attacking. Once they do attack, they’re relentless and will attempt to pound into the ground anyone within reach.

 

Quote: Heavy breathing when idle or moving, deep bellowing roars when non-Infected or sighted.

 

Powers/Tactics: A Tank’s initial attack(s) depends on its environment. If on open ground, the Tank will close as quickly as possible and start punching. However, if in an area littered with debris (such as fallen tree trunks, abandoned cars, or loose wreckage), the Tank will punch that instead, trying to send it flying into (and over) his foes. If he can, the Tank will try and rip up a chunk of ground and hurl that as well. Once they do close, the Tank will lash out with it’s massive fists, seeking to punch its victim(s) either into damaging debris, off of tall structures, or straight into the ground, where it will them strike them repeatedly until they’re dead.

 

Due to their sheer size and power, Tanks seem to be immune to most damage and only concentrated firepower from multiple points can hope to bring one down quickly. Setting a Tank alight helps, as a burning Tank is noticeably slower. Another suggestion is to try and cover it with a CEDA bottle of Boom Bile, which hopefully will attract a Horde, forcing the Tank to deal with that distracting while the PCs move back to a better defensive position.

 

Aside from punching cars into the air, Tanks are also quite capable of punching right through doors and walls. Their fists are too large to dodge, so anyone wanting to engage in hand-to-hand with a Tank better do it from the sides or rear, and try to do so in tight quarters, where the Tank is unable to turn around.

 

Appearance: Heavily mutated, a Tank’s body exhibits massive muscle growth, with a chest, shoulders, and arms so large, the head has almost vanished from view. The upper body is so large, the Tank is unable to walk upright, and instead must “knuckle-walk” in the same manner as a gorilla. Their legs retain normal human proportions, but apparently possess denser muscle tissue and bones, allowing them to support the Tank’s weight for short periods. The typical Tank is dressed in jeans and shoes, but this can vary.

 

Designer's Notes: A Tank is a boss-level encounter found in Valve Software’s Left 4 Dead and Left 4 Dead 2. This character sheet presents the basic abilities of the Tank, although GMs could easily adjust them to meet a desired power level. Suggestions include making it stronger, applying Indirect to its STR so it can punch targets through walls and doors, removing or reducing the Damage Reduction and replacing it with Resistant PD and ED, giving the Tank Damage Negation to make it immune to pistols and the like, increasing the Tank’s Running, or turning its Rips Up Concrete To Throw power into a Multipower with a Blast slot and an RKA slot (depending on material tripped up), and so on.

 

Much of the information here was taken from direct game play, as well as the Left 4 Dead wiki, found at

http://left4dead.wikia.com/wiki/Left_4_Dead_Wiki. The stats given here are a mix of conjecture, game play descriptions, and an attempt to present in-game concepts in a manner consistent with the Hero System. Thus, some original game elements have been simplified in order to make them playable with regards to a tabletop RPG and/or to simulate real world gear, and thus make the Infected useful in various campaign settings.

 

(Tank created by Vale Software, character sheet created by Michael Surbrook)

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Re: Left 4 Dead Hero

 

THE WITCH

 

[b]Val	CHA	Cost	Roll	Notes[/b]
20	STR	10	13-	Lift 400 kg; 4d6 HTH Damage [2]
20	DEX	20	13-
20	CON	10	13-
8	INT	-2	11-	PER Roll 14-
10	EGO	0	11-
20	PRE	10	13-	PRE Attack:  4d6

8	OCV	25	
7	DCV	20	
3	OMCV	0	
3	DMCV	0	
4	SPD	20		Phases:  3, 6, 9, 12

6	PD	4		Total:  6 PD (0 rPD)
6	ED	4		Total:  6 ED (0 rED)
8	REC	4
40	END	4
27	BODY	17
50	STUN	15		[b]Total Characteristic Cost:  161

Movement:[/b]	Running:	16m/32m 
	Leaping:	4m/8m
	Swimming:	4m/8m

[b]Cost	Powers & Skills[/b]
35	[b]Long Claws On Fingers:[/b]  HKA 1 ½d6 (2 ½d6 w/STR), Autofire 
(2 shots; +¼), Reduced Endurance (½ END; +½); Reduced 
Penetration (-¼), END 1
15	[b]Incapacitating Strike:[/b]  Double Knockback (+½) for up to 2 ½d6 of 
HKA, Reduced Endurance (0 END; +½); Only To Determine 
Knockdown (-1)
20	[b]Green Flu Infected Resistance To Harm:[/b]  Physical Damage Reduction, 
Resistant, 25%; STUN Only (-½) plus Energy Damage Reduction, 
Resistant, 25%; STUN Only (-½)
30	[b]Increased Green Flu Infected Resistance To Harm:[/b]  Physical Damage 
Reduction, Resistant, 25% (total 50% versus STUN, 25% versus 
BODY) [b]plus[/b] Energy Damage Reduction, Resistant, 25% (Total 50% 
versus STUN, 25% versus BODY)
4	[b]Fast:[/b]  Running +4m (16m total), END 1
4	[b]Never Loses Her Balance:[/b]  Usable Flight (+¼) for up to 16m of 
Running, Reduced Endurance (0 END; +½); Only Along Reasonably 
Horizontal Surfaces (pipes, narrow planks, catwalks, and so on; -½)
9	[b]Sensitive To Light, Noise, Touch:[/b]  +3 PER with all Sense Groups
5	[b]Can Apparently See In The Dark:[/b]  Nightvision
6	[b]"They Don't Eat, They Don't Sleep, What Keeps Them Going?":[/b]  LS  
(Eating: Character does not eat; Sleeping: Character does not sleep)

[b]Talents[/b]
3	[b]Hits Just As Well With Either Hand:[/b]  Ambidexterity (no Off Hand 
penalty)
3	[b]Unhealthy Pallor And Appearance:[/b]  +1/+1d6 Striking Appearance (vs. 
all characters)

[b]Skills[/b]
3	Acrobatics 13-
3	Breakfall 13-
3	Climbing 13-
5	Rapid Attack ; HTH Multiple Attacks Only (-1)

[b]Total Powers & Skill Cost:  148
Total Cost:  309

175+	Matching Complications (50)[/b]
15	Distinctive Features:  constant crying and sobbing (Not Concealable; 
Noticed and Recognizable; Detectable By Commonly-Used Senses)
30	Enraged:  if startled (see text) (Common), go 14-, recover 8-
20	Physical Complication:  Reduced Level Of Intelligence/No Sense Of 
Self-Preservation (see text) (Frequently; Greatly Impairing)
20	Psychological Complication:  Incredibly Hostile To Non-Infected 
(Common; Total)

[b]Total Complications Points:  50
Experience Points:  134[/b]

 

Background/History: A Witch is a form of Special Infected. They’re normally found sitting alone on the ground, hunched over and rocking back and forth while crying. although some (known as Wandering Witches) stand pacing back and forth. If left alone, the Witch will remain where she is, but if startled (by any number of stimuli) she’ll fly into a rage, attacking the person responsible. Once she’s killed her target, she’ll then run off sobbing, holding her face in her hands.

 

Usually only one Witch is encountered at a time, and those are often widely scattered. However, there’s some evidence the smell of sugar attracts Witches, as a partially dismantled sugar mill was seen to have upwards of a dozen in its vicinity. These same Witches vanished as soon as a driving rain washed the scent of sugar out of the air.

 

Personality/Motivation: It’s possible the Witch partially understands what’s been done to her, hence her constant crying and sobbing. That said, there seems to be no way to reach this last remaining spark of humanity (if it even exists) as approaching a Witch is a good way to startle one, and people who startle Witches often end up dead soon afterwards. You can startle a Witch by coming too close, looking at her for too long, shining a light on her, throwing something at her (like a Molotov cocktail), shooting at her, or touching her. A Witch will start to growl once she’s aware of an intruder’s presence (usually defined by her making a PER Roll), this growling rising in pitch as the intruder gets closer or the affecting stimuli continues. The growl will become a snarl and the Witch will start to stand moments before the Enraged Roll is made. It’s possible, by going still, turning off all lights, and even closing one’s eyes, to calm a Witch at this point, but it requires strong nerves (the GM should make an EGO or PER Roll for the Witch to determine is she’s no longer aware of or aroused by the intruder.) However, if the Witch does become Enraged, it’s pretty much all over.

 

Quote: Constant crying and sobbing, unless she’s startled, in which case she screams in rage.

 

Powers/Tactics: Unlike most other Special Infected, a Witch possess almost no morphological mutations aside from her hands. However, she’s incredibly strong, despite her slender build, and has been witness punching her claws through a fire door. A startled Witch will make a Full Move towards whomever has startled her, running full out with arms extended. Once she arrives at her target she’ll engage in a rapid one-two slashing attack with her long claws, using her Incapacitating Strike Advantage to knock her foe down so she can rend them into ribbons. She won’t stop until her target is dead, and once it is, she’ll run away crying, her face cradled in her hands. Attacking the Witch while she’s killing someone will only resulting in the Witch turning on her attacker once she’s done with her initial target (and so on.) Thus, a party attacked by a Witch needs to either A) leave the Witch’s victim to his fate, or B) try to kill the Witch as quickly as possible, before she eliminates everyone in the vicinity.

 

Appearance: A Witch resembles a Common Infected in that she has pale grayish skin, a sickly pallor, and a somewhat gaunt physique. She has long, pale hair, which normally hangs down into and across her face and eyes that glow a faint red. It’s possible she posses a distinctive odor as well. The most frightening thing about the Witch is her hands, which end in elongated fingers and claws. Her clothing is scant and tattered, lending credence to the idea the infection brings on a fever (which would also explain her general sluggishness and irritability.) Most Witches wear only panties and a ragged midriff-baring tank top. However, at least one Witch was seen to be dressed in the remains of a wedding dress, while another Witch was seen in a bikini.

 

Designer's Notes: The Witch is a boss-level encounter found in Valve Software’s Left 4 Dead and Left 4 Dead 2. This character sheet presents the basic abilities of the Witch, although GMs could easily adjust them to meet a desired power level. Suggestions include removing the STUN Only Limitation from her Damage Reduction, the Reduced Penetration from her Claws, increasing the damage done by her Claws (on certain settings the Witch can kill players with a single hit), increasing her Running, giving her Leaping, giving her a meter of Reach (her arms and claws are quite long,) and so on.

 

Much of the information here was taken from direct game play, as well as the Left 4 Dead wiki, found at

http://left4dead.wikia.com/wiki/Left_4_Dead_Wiki. The stats given here are a mix of conjecture, game play descriptions, and an attempt to present in-game concepts in a manner consistent with the Hero System. Thus, some original game elements have been simplified in order to make them playable with regards to a tabletop RPG and/or to simulate real world gear, and thus make the Infected useful in various campaign settings.

 

(The Witch created by Vale Software, character sheet created by Michael Surbrook)

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Re: Left 4 Dead Hero

 

-25 Suspected carrier - Social limitation (Frequently' date=' Severe) - survivors may be shot if it is suspected they are carriers.[/quote']

 

I considered writing up the Survivors... but eventually passed on that. Technically, they're all the same game-play wise. But yes, that's a risk you'd have to take in some sort of L4D tabletop game.

 

 

 

And, it turns out, the Survivors are all carriers.

 

 

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Re: Left 4 Dead Hero

 

Well done, Sir!

 

Couple of notes:

 

Boomer - where's "Summon Horde"

 

Hunter - only does slightly more damage than Infected and less damage than the Jockey - do you think that's right? I think Hunter should be 1 1/2, reduced Pen and the Jockey should be about the same as infected.

 

Jockey - don't know as flying dodge is appropriate. How about +3 DCV, only when moving? Maybe a write-up for using Grab and Control maneuver specific to his abilities.

 

Charger - is Clinging as a damage shield really okay? How about PSLs for multiple grab-bys to offset any multiple attack penalties. Like the right arm power!

 

I think those are the main things I saw. These are awesome! I'll use them in my Marvel Zombies event this weekend at UCon.

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Re: Left 4 Dead Hero

 

Well done, Sir!

 

Couple of notes:

 

Boomer - where's "Summon Horde"

 

Having a Horde automatically appear when a Boomer vomits makes things (IMO) too much like the game. As it stands, the Bile is +4 to PER Rolls, and the Common Infected go Enraged on a 14- if they smell it. So do you need the power in that case? However, I could include it as an option... should I?

 

Hunter - only does slightly more damage than Infected and less damage than the Jockey - do you think that's right? I think Hunter should be 1 1/2, reduced Pen and the Jockey should be about the same as infected.

 

Per the wiki, Hunters do 5-10 points, while Jockey's do 4. Using these sheets, versus an unarmored foe, the Jockey averages 4 points of damage, to the Hunter's 8-9 BODY (the Hunter has AF 2 on his HKA.) So... it seems to work okay. An option would be to increase the Hunter's HKA and simply slap Reduced Penetration on that.

 

Jockey - don't know as flying dodge is appropriate. How about +3 DCV, only when moving? Maybe a write-up for using Grab and Control maneuver specific to his abilities.

 

A Jockey has a base 9 DCV, so I felt that handled that. As to the Flying Dodge, they seem to jump away from me really well when I shoot at them....

 

I debated a specific Grab and Control power, but really, the 6E rules on Grabs cover it already.

 

Charger - is Clinging as a damage shield really okay? How about PSLs for multiple grab-bys to offset any multiple attack penalties. Like the right arm power!

 

Yes. I checked 6E before creating it, and it's in HD already as an Advantage for Clinging. As for Multiple Grab-Bys, the Charger never does that.

 

I think those are the main things I saw. These are awesome! I'll use them in my Marvel Zombies event this weekend at UCon.

 

Sweet! The HD files are on my website. Just be sure to state the Special Infected were brought to you by Surbrook's Stuff!

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Re: Left 4 Dead Hero

 

Having a Horde automatically appear when a Boomer vomits makes things (IMO) too much like the game. As it stands' date=' the Bile is +4 to PER Rolls, and the Common Infected go Enraged on a 14- if they smell it. So do you need the power in that case? However, I could include it as an option... should I?[/quote']

I was looking for something like that. I think that does it.

 

A Jockey has a base 9 DCV, so I felt that handled that. As to the Flying Dodge, they seem to jump away from me really well when I shoot at them....

 

I debated a specific Grab and Control power, but really, the 6E rules on Grabs cover it already.

That's what I mean... remind people of that particular use of grab. As for them jumping away, maybe you just need to aim better ;)

 

I will definitely give credit. Thank's a bunch!

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Re: Left 4 Dead Hero

 

I was looking for something like that. I think that does it.

 

Okay, I'll leave it as is.

 

That's what I mean... remind people of that particular use of grab.

 

Well, I already say this: For simplicities sake, use the Moving A Grabbed Character rules on page 64 of 6E2.

 

Which seemed to me to handle the issue nicely.

 

As for them jumping away, maybe you just need to aim better ;)

 

I will definitely give credit. Thank's a bunch!

 

Yeah, I have never had better than 23% hits in a hour's session of L4D.

 

And here's to hoping the Witch manages to take down a hero or two!

 

(although genre-savy players in a zombie game may be told "you hear a woman sobbing and crying" and respond with "run away!")

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  • 2 weeks later...

Re: Left 4 Dead Hero

 

I've been thinking—one could have a Con game by taking the SJG Shopping Mall hex maps, these characters, and some basic Survivors, and run Left 4 Dead. The 4 PCs need to get from one end of the shopping mall to the other in the allotted time. All the time dealing with Common, Uncommon, and Special Infected. For real fun, reveal the maps bit by bit, as the PCs come up on new section. For added enjoyment, have 4 people playing Special Infected!

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Re: Left 4 Dead Hero

 

These are insanely good fun, and I'll definitely grab them the next time I need some zombies for a game. Nice job of taking shooter concepts and expressing them in Hero terms. I especially like that the Psych Complications leave them just a little space to express fragments of old personalities. Sure, their intelligence is reduced and they're incredibly hostile to non infected, but they're not mindless. You can still have Sean of the Dead / Fido style moments of comedy or pathos with these write ups.

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Re: Left 4 Dead Hero

 

These are insanely good fun' date=' and I'll definitely grab them the next time I need some zombies for a game. Nice job of taking shooter concepts and expressing them in Hero terms. I especially like that the Psych Complications leave them just a little space to express fragments of old personalities. Sure, their intelligence is reduced and they're incredibly hostile to non infected, but they're not mindless. You can still have Sean of the Dead / Fido style moments of comedy or pathos with these write ups.[/quote']

 

There's some consensus that the Special Infected are all based on the original personality. So the Hunter's a freerunner, the Smoker, well, smokes, the Boomer liked to eat, and so on. And I've been able to watch the Common Infected from a safe point few times and there's a lot of pathos there. They simply stand around, doing little, vomiting from time to time, and occasionally fighting among themselves. If you stop and think about what you're seeing -- thousands of walking dead (since there's no cure), it's pretty horrifying.

 

Then I play something like Gib Fest (infinite ammo M60) and I laugh like a loon mowing down piles of "zombies." ^_^

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  • 1 year later...

Re: Left 4 Dead Hero

 

Ooh, as a big L4D fan, I really like this. However, I'd definitely have to power up the Special Infected a bit, I think, simply because I play on Expert Realism only, and I take that as the "canon" setting of the L4D universe. ^_~ But I like this. Maybe I'll try statting up the Survivors. They all play the same gameplay-wise, but fluff-wise they should be different. Bill may not be as physically imposing as, say, Ellis, but his skill with a gun and head for combat are unmatched by the others.

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Re: Left 4 Dead Hero

 

Ooh' date=' as a big L4D fan, I really like this. However, I'd definitely have to power up the Special Infected a bit, I think, simply because I play on Expert Realism only, and I take that as the "canon" setting of the L4D universe. ^_~ But I like this. Maybe I'll try statting up the Survivors. They all play the same gameplay-wise, but fluff-wise they should be different. Bill may not be as physically imposing as, say, Ellis, but his skill with a gun and head for combat are unmatched by the others.[/quote']

 

Thanks!

 

And as mentioned before, go to my site to see more up-to-date versions of the characters.

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