Custom Characters

Sharkey1337

New member
New character: "Hank" (aka Hunk from Resident Evil)

HUNK_concept_art.jpg


Skills:

Blue:
1) Hold your breath
Yellow:
1) +1 Action
Orange:
1) Is that all you've got?
2) Lucky
Red:
1) +1 free Combat Action
2) Sniper
3) Tough

Found the perfect figure from KingZombie's website: http://kingzombie.com/index.php?main_page=product_info&cPath=11&products_id=722

1%20SWAT%20Human%20vignette1.jpg
 
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Sharkey1337

New member
Looks awesome man, thanks! Actually, I just tweaked his Red damage skill to be now:

1) +2 damage with Katana

Decided to change it after seeing the katana only does 1 damage, whereas the machete does 2, and El Cholo can max it to 3. Thought to even the field a bit. Think you could update the text real quick with that?:claply:
 

Lunar Adept

New member
Fixed it for you then. Probably just as well, since this way he is restricted rather than using Chainsaw as a kill all solution with +1 damage. (Posting a new version rather than editing so as to leave both versions up for people to choose from)
View attachment 15260
This actually gave me some handy practice at fixing the text, which I need to do on at least one of two previous characters I made for myself. (Also used capitalization matching El Cholo's skill pattern for damage increase, because I felt like being nitpicky when editing it)
 

Sharkey1337

New member
SWEEEEEEEEEEEEEET!!! Thank you so much! Good catch on the nose part, haha! Wow, this card simply looks incredible, bravo!:claply:
 

jacksonmills

New member
we've nerfed chollo to one machete cause we found 2 was way op. starting equip is overpowered when you are finding riffles shotguns and chainsaws and you always are just pfftt, i'll keep my starter gear.

It's really not though. I've played games with El Cholo where he doesn't even make it past the yellow level, while everyone else is in red/orange. It's mostly because in order to engage with his Machetes, he needs to take a serious risk and have it be managable. Towards the end game this becomes pretty hard. Also. his whole character is pretty much geared for melee combat, and nothing is stopping you from taking a sidearm, which I ended up using more than his machetes.
 

jacksonmills

New member
Looks awesome man, thanks! Actually, I just tweaked his Red damage skill to be now:

1) +2 damage with Katana

Decided to change it after seeing the katana only does 1 damage, whereas the machete does 2, and El Cholo can max it to 3. Thought to even the field a bit. Think you could update the text real quick with that?:claply:

But... the Katana has two dice ...?

Don't need every dude able to kill an Abom. I would change this to +1 dice in combat. That way, he really effs zombies and is more Blade-y ( can be a melee or ranged combatant )
 
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Lunar Adept

New member
Well you were just pointing out that El Cholo doesn't even hit Orange in some games... also he can get +1 die Melee at Orange, making his machetes more effective than Shiv's Katana at killing an Abom, since that makes either 3 or 4 dice (depending on where you come down on the +1 die argument in that other thread) so it just makes Shiv a bit of a weaker Abom killer. The only other person who can take an Abom in the "released" characters is Eagle.

That and the way he had it before as +1 damage: Melee was more effective than this set up at making him an Abom killing machine since he could use a Chainsaw. His having slippery does make him a bit of a more flexible abomination killer, but whatever. He has fairly similar game balance to El Cholo at the moment as far as I can tell. (That and the ability to kill an abomination without molotov although neat does not strike me as essential)

(I'm slightly tired, hopefully this post is still making sense)
 

jacksonmills

New member
Actually, on second thought, I forgot Katanas were not dual-weldable without Ambidextrous. He looks far more balanced to me now. I'll have to give him a shot and see how he plays. :D
 

Sharkey1337

New member
Yeah I kept going back and forth on Shiv's design, but I think I found just the right balance in his skill set. A player can either turn him into a stealthy killer, a HEAVY hitter for the big boys, or go ambidextrous for some killing sprees. Or you can mix and match to your liking. I'm pretty happy with the way he's turned out, hopefully he's as balanced as I intended.

I'm REALLY pleased with Hank's skills, as you can turn him into a killing machine or make him into one hell of a tank. With "Tough" and "Is that all you've got?", Hank can engage several zombies at once as he'll ignore the first attack, and any extra equipment he has can prevent wounds. The real kicker comes from "Hold your nose" as Hank can pick up items from killed zombies, so you get this really nice synergy of skills in keeping Hank alive. Pretty much lives up to his inspiration of Hunk, I say.:cool:
 
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bishop37

New member
I'm trying to work up stats for Juan (from Juan of the Dead http://www.juanofthedeadmovie.com/lang/en/media-2/trailer/) and an Oar weapon (I'm thinking the oar will be a two card weapon...when you draw the oar, you grab the second card out of the box. One is "in hand", the other in reserve. As long as you have both cards, the weapon has range 0-1, but if it gets "broken" (i.e. a zombie hits you), you discard the reserve card and it becomes a 0 range melee weapon.
 
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Sharkey1337

New member
Got two new heroes hot off the press for you guys! For you Big Lebowski fans, I give you Jeff and Dan!

survivorjeff.png


survivordan.png
 
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ElWray8

New member
Hey everybody, nice characters so far. Here is one I put together.
View attachment 15369

Abilities:
I never miss: Using one action per turn, El Wray can instant kill one walker or runner without a die roll. He may instant kill a fattie if equipped with a damage 2 weapon (the normal hit assignment rules apply. He may never instant kill the abomination. Instant kill is limited to zeds within range of a currently equipped weapon.

Wrecker: Using one action per turn, El Wray can immobilize all zombies in a single zone that he currently occupies. Zombies in the affected zone may not attack or move in their next turn. As a consequence of this intense physical combat, El Wray must spend one of his actions in the next turn recovering (i.e. doing nothing). Wrecker does not affect the abomination.

I haven't tried him in a game yet, but I would welcome any thoughts on his abilities or any other suggestions. Also I will have to find a suitable figure for him.
 

Droganis

New member
Nice characters, all!

ElWray, your Wrecker ability is incredibly over powered. Combining that with slippery can make him stunlock everything for the entire game if played even marginally well, and would, regardless, allow one person to be much too effective. I would recomend toning it down a little, maybe instead of spending an action to recover, do that AND make it so that all he can do is move (so no chaining Wrecker actions turn to turn) Possibly remove slippery too, since then you would require the rest of your team to back you up, using El Wray to give the melee people a second turn without being mauled by a large horde. Honestly, I'm not too sure that even that would be enough, but it's an idea. "I Never Miss" isn't as bad, if very strong in blue and yellow. Once the survivors have more guns and are taking down three+ zombies per action, it's more a nice support skill. You may need to move it to Orange, but it's hard to say just looking at it.
 

ElWray8

New member
Nice characters, all!

ElWray, your Wrecker ability is incredibly over powered. Combining that with slippery can make him stunlock everything for the entire game if played even marginally well, and would, regardless, allow one person to be much too effective. I would recomend toning it down a little, maybe instead of spending an action to recover, do that AND make it so that all he can do is move (so no chaining Wrecker actions turn to turn) Possibly remove slippery too, since then you would require the rest of your team to back you up, using El Wray to give the melee people a second turn without being mauled by a large horde. Honestly, I'm not too sure that even that would be enough, but it's an idea. "I Never Miss" isn't as bad, if very strong in blue and yellow. Once the survivors have more guns and are taking down three+ zombies per action, it's more a nice support skill. You may need to move it to Orange, but it's hard to say just looking at it.

I figured Wrecker was too much, but I wanted to bounce it and get the feedback. Maybe it is better like this:


Wrecker: Using one action per turn, El Wray can immobilize up to 3 walkers or runners in a single zone that he currently occupies. Zombies in the affected zone may not attack or move in their next turn. As a consequence of this intense physical combat, El Wray is limited to 2 move actions in the next turn (he needs time to recover from Wrecker). Wrecker does not affect the fatty or abomination.

I never miss: Once per turn, El Wray can add +1 to a single combat die roll, or re-roll a single combat die, as his player chooses.
 
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