TheZombieGame.com Forums

Full Version: Fan class: Roughneck
You're currently viewing a stripped down version of our content. View the full version with proper formatting.
The frontier is a rough place, and most folk know how to carry a firearm. But more rare are those folk who know how to carry themselves. Brawlers, railworkers, even wandering martial artists -- they're all to be found near the ruins of Brimstone. They're not much for ranged weapons; if they carry a weapon at all, they use them to get up-close and personal, even with the most hideous monsters to be found pouring from the portals of Brimstone.

This is a class my friend and I tossed together. We have not had a chance to playtest it, so we welcome feedback. Once I'm satisfied it's got a final version, I'll do some art, some character cards, etc, so it hopefully blends seamlessly in with existing classes. This can cover your wandering martial artist (from ascetic to drunken master), your steel-driving man, even your tavern brawler. All of them are close-combat fighters, and that's what we wanted to reflect.

Basic Stats:

Melee: 3+ Health: 12 Defense: 3+
Ranged: 5+ Sanity: 10 Willpower: 4+
Combat: 2 Initiative: 5

Agility: 3 Cunning: 2 Spirit: 2
Strength: 4 Lore: 1 Luck: 3

Ability: Combinations: After any melee critical hit, may make an additional attack.


Starting Upgrade Choices

Roughneck Starting Upgrades focus on melee weapons, movement, and durability.

Railway Worker:
The Railway Worker begins with a sledgehammer, and gets a critical hit on a 5 or 6 when attacking with a melee weapon.

The Sledgehammer is a two-handed weapon with 3 upgrade slots. -1 Combat dice when wielding it, but it deals D8 damage.

Martial Artist:
The Martial Artist gains +1 Move, and may move through allied figures. They gain +1 to their rolls to break away from enemies.

Tavern Brawler:
The Tavern Brawler starts every game with an extra Whiskey in his sidebag. Their tough skin gives them Armor 6+

2D6 Roll Upgrade Bonus
2: Vendetta - Choose a specific enemy Type. From now on, any time you collect XP from that Enemy Type, collect an extra +10 XP.
3: +1 Combat
4: +1 Move
5: +1 Strength or Agility, gain d6 Health and/or Sanity (any combination)
6: +1 Cunning or Spirit, gain D6 Health
7: +D6 Health, +D6 Sanity
8: +1 Lore or Luck, gain D6 Sanity
9: +1 Sidebag token capacity, +D6 health and/or sanity
10: +1 Max Grit
11: +1 Initiative
12: Darkstone resistance: may hold 2 more corruption before gaining a mutation

Roughneck Upgrade Chart

Hard Drinker
1: When whiskey is used to heal sanity, it also heals 1d3 health.
2: May use Luck in place of any other ability for tests up to twice per game.
3: Spend 2 Grit to gain an additional whiskey. +1 Spirit.
4: May re-roll one die on Defense and Willpower checks. +1 Luck.

Quickness
1: When using bare hands or 1-handed weapons, may make a second attack at -1 Combat each turn.
2: When the character kills an enemy, they may move 1 space immediately without needing to break away.
3: +1 Agility. May re-roll one failed Combat die per combat turn.
4: First time each turn an enemy moves adjacent to them, they may immediately make a free combat attack.

Brawler
1: Opponents are -1 Defense against melee attacks from the character
2: +1 Combat.
3: Melee attacks deal +1 damage; +1 Strength
4: When making Toughness checks against damage from adjacent enemies, for each 6 you roll, deal 1 damage to that enemy.

Intimidator
1: When determining random enemy target assignment, the character is never removed from the random rolls. +1 Cunning.
2: May re-roll 1 Town event for each visit to town (not each day)
3: Natural armor: 5+
4: Willpower 3+
Reference URL's