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Custom Abilites - Collected - Printable Version

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RE: Custom Abilites - Collected - Artanis - 07-17-2008 03:42 PM

If a 1 is rolled, then the revolver is out of ammo, and the pumpshotgun misses.


RE: Custom Abilites - Collected - Emp - 07-17-2008 03:49 PM

Ok, I can live with that :p


RE: Custom Abilites - Collected - deadrabbit - 07-30-2008 02:14 AM

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+


RE: Custom Abilites - Collected - LSD - 07-30-2008 03:22 AM

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.


RE: Custom Abilites - Collected - mqstout - 07-30-2008 05:02 AM

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.


RE: Custom Abilites - Collected - deadrabbit - 07-30-2008 05:33 AM

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.


RE: Custom Abilites - Collected - deadrabbit - 07-30-2008 05:36 AM

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.


RE: Custom Abilites - Collected - Emp - 07-30-2008 08:07 AM

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?


RE: Custom Abilites - Collected - deadrabbit - 07-30-2008 08:17 AM

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


RE: Custom Abilites - Collected - LSD - 07-30-2008 04:19 PM

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.