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Custom Abilites - Collected
07-17-2008, 03:42 PM
Post: #21
RE: Custom Abilites - Collected
If a 1 is rolled, then the revolver is out of ammo, and the pumpshotgun misses.
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07-17-2008, 03:49 PM
Post: #22
RE: Custom Abilites - Collected
Ok, I can live with that :p

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07-30-2008, 02:14 AM (This post was last modified: 07-30-2008 06:57 AM by deadrabbit.)
Post: #23
RE: Custom Abilites - Collected
umm i got a few abilities me and my friends use in are games and that are characters have. i think there all pretty awsome.

* gunslinger- may use two pistols at one time but may not use a hand weapon while using this ability.

* Marksman- plus 1 to total range with guns.

* Strong grip- may use two, two handed weapons.

* Weightlifter- may carry up to 6 items.

* Juke- on a roll of 3+ may move threw a zombies space with out fighting it.

* Pitcher- plus one to total range with thrown ranged weapons.

* run and gun- may shoot during your movement roll. like if you rolled a 6 you may move 3,shoot , then move your other 3.

* slippery- if a zombies is blocking a door, you may move diagonally threw it.

* escape artist- may move threw walls.

* boxer- if useing only his hands, the hero will kill a zombie if a low doubles wer rolled. zombie roll 6, hero roll 3-3= dead zombie

* Pyro- starts the game with a lighter.



these abilities go with are house rules.

* carpenter- zombies must roll 5+ to break down your barricades rather than 4+.

* racer- +1 to total move roll while driveing a car.

* Hit and run- must roll a 4+ to kill zombies you hit with your car. instead of 5+

* Highjack- instead of requireing the keys to drive the car. you may spend your movement trying to hot wireing the car on a roll of 5+
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07-30-2008, 03:22 AM
Post: #24
RE: Custom Abilites - Collected
deadrabbit Wrote:umm i got a few abilities me and my friends use in are games and that are characters have. i think there all pretty awsome.

* gunslinger- may use two pistols at one time but may not use a hand weapon while using this ability.

* Marksman- plus 1 to total range with guns.

* Strong grip- may use two, two handed weapons.

* Weightlifter- may carry up to 6 items.

* Juke- on a roll of 3+ may move threw a zombies space with out fighting it.

* Pitcher- plus one to total range with thrown ranged weapons.

* run and gun- may shoot during your movement roll. like if you rolled a 6 you may move 3,shoot , then move your other 3.

* slippery- if a zombies is blocking a door, you may move diagonally threw it.

these abilities go with are house rules.

* carpenter- zombies must roll 5+ to break down your barricades rather than 4+.

* racer- +1 to total move roll while driveing a car.

* Hit and run- must roll a 4+ to kill zombies you hit with your car. instead of 5+

Sweet, about time. I've been waiting for someone to really contribute to this thread. I also posted it over at BGG and no one replied, period.

I think most of these are really good, there are a couple that I think we could name better. I'll report back with some suggestions soon, then move them to the front page of this thread.
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07-30-2008, 05:02 AM
Post: #25
RE: Custom Abilites - Collected
deadrabbit Wrote:* Juke- on a roll of 3+ may move threw a zombies space with out fighting it.

This would be too similar to the jock's ability already.
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07-30-2008, 05:33 AM
Post: #26
RE: Custom Abilites - Collected
mqstout Wrote:
deadrabbit Wrote:* Juke- on a roll of 3+ may move threw a zombies space with out fighting it.

This would be too similar to the jock's ability already.

except you dont have to fight them at all, and you do with johnnys ability.
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07-30-2008, 05:36 AM
Post: #27
RE: Custom Abilites - Collected
deadrabbit Wrote:umm i got a few abilities me and my friends use in are games and that are characters have. i think there all pretty awsome.

* gunslinger- may use two pistols at one time but may not use a hand weapon while using this ability.

* Marksman- plus 1 to total range with guns.

* Strong grip- may use two, two handed weapons.

* Weightlifter- may carry up to 6 items.

* Juke- on a roll of 3+ may move threw a zombies space with out fighting it.

* Pitcher- plus one to total range with thrown ranged weapons.

* run and gun- may shoot during your movement roll. like if you rolled a 6 you may move 3,shoot , then move your other 3.

* slippery- if a zombies is blocking a door, you may move diagonally threw it.

these abilities go with are house rules.

* carpenter- zombies must roll 5+ to break down your barricades rather than 4+.

* racer- +1 to total move roll while driveing a car.

* Hit and run- must roll a 4+ to kill zombies you hit with your car. instead of 5+

i just made some of the abilites up when i was writeing it so i didnt have much thought to the names,but im happy with them.
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07-30-2008, 08:07 AM
Post: #28
RE: Custom Abilites - Collected
I suggest changing "weigthlifter" to "backpacker".

One question though: How do you use these abilities on your heroes? Can all players pick (all?) the abilities at random or are some abilities assigned to certain heroes?

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07-30-2008, 08:17 AM
Post: #29
RE: Custom Abilites - Collected
Emp Wrote:I suggest changing "weigthlifter" to "backpacker".

One question though: How do you use these abilities on your heroes? Can all players pick (all?) the abilities at random or are some abilities assigned to certain heroes?

all the abilities are asigned to specifics hero cards that i made. and are used in a verson of lnoe that i created, that is kinda like dnd and lnoe mixed together
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07-30-2008, 04:19 PM
Post: #30
RE: Custom Abilites - Collected
Quote:One question though: How do you use these abilities on your heroes? Can all players pick (all?) the abilities at random or are some abilities assigned to certain heroes?

You have to role play it. You could pick the ones you want to choose from, assign them a number then roll a die and each character gets the assigned ability. The best thing to do is decide on the scenario and which ability will help "balance" out the game. Some times I'll be in mid game and wish I had a specific ability so it's good to have them handy and try them on the spot to get a better idea when/where they work best.
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