Monday, January 3, 2011

The Bruiser


The Bruiser

Reborn to fight, you are the sturdiest of your brethren. Perhaps you were once a police officer, or a soldier in the military sent in to quell the undead uprising. Maybe you were just a common street thug that ended up in the wrong dark alley. In any case, you are the ultimate fighter. The body armor you died in protects your body, and you can relearn how to use your former weapons while your companions shamble around empty-handed. 

Automatic Talents:
Armor – You gain a +1 class bonus to AC
Weapon Use (single) – Choose one simple weapon. You are trained with that weapon. 

Statistics:
HP: 16 + Resilience score at 1st level, +6 each time you gain a level. 
Ability Score Modifiers: +2 Strength, +2 Resilience, -2 Agility
Starting Humanity: 8
Class Skills: Athletics, Intimidate, (in progress)



Armored Talent Tree: You learn to make better use of the armor you died in.

Extra Armor: Your class bonus to AC improves to +2.

Improved Extra Armor: You gain an additional +2 class bonus to AC.
- Requires Extra Armor

Advanced Armor: You gain an additional +2 class bonus to AC.
- Requires Improved Extra Armor

Bulletproof: You gain Resist Damage – Guns (2).
- Requires Improved Extra Armor

Invulnerable: Once per encounter, prevent all damage dealt to you by one attack. You must declare this benefit after you know if the attack hit or missed, but before damage is rolled.
- Requires Advanced Armor

Invincible: You gain Resist Damage – All (2).
- Requires Advanced Armor, Invulnerable



Weapon Skill Talent Tree: You recall weapon usage that you learned in life.

Weapon Skill – Simple: The zombie learns to use all simple weapons.

Weapon Skill – Moderate: The zombie learns to use moderate weapons.
- Requires Weapon Skill – Simple

Weapon Skill – Guns: The zombie learns to aim and fire guns, but cannot reload or unjam them.
- Requires Weapon Skill – Moderate

Advanced Weapon Skill – Simple: The zombie gains a +1 bonus to hit and a +1 bonus to damage with simple weapons.
- Requires Weapon Skill – Simple

Advanced Weapon Skill – Moderate: The zombie gains a +1 bonus to hit and to damage with moderate weapons.
- Requires Weapon Skill – Moderate 

Advanced Weapon Skill – Guns: The zombie can reload and unjam guns, and gains a +1 bonus to hit with guns. 
- Requires Weapon Skill – Guns



Rager Talent Tree: The plague has made you berserk, granting superhuman abilities, but at a cost to your body.

Blood Frenzy: Once per encounter, after an adjacent enemy has taken at least 1 point of damage, you can enter a Blood Frenzy as a free action, which lasts for a number of rounds equal to (3 + your Resilience modifier): 

While in this Blood Frenzy, you gain a +2 bonus to melee attack rolls, a +2 to bonus melee damage rolls, and you take a -2 penalty to AC. While you are in this state, you cannot make ranged attacks or use spells, and you must attack the nearest enemy each turn; if no enemies remain, you must attack the nearest creature, even if it is a friend. 

When the Blood Frenzy ends, you are weakened and slowed for a number of rounds equal to the number of rounds you were Frenzied, minus your Resilience modifier. 


Vitalizing Frenzy: While you are in a Blood Frenzy, you gain temporary hit points equal to your Resilience modifier at the start of each of your turns. 
- Requires Blood Frenzy

Terrifying Fury: While you are in a Blood Frenzy, you have an aura of fear. You gain a +2 bonus to Intimidate checks. You can make an Intimidate check against each living creature adjacent to you, except one enemy of your choice, with a DC equal to (15 + the target’s level). For each enemy that you successfully Intimidate, that enemy must take a move action on their next turn to move their speed away from you, and they cannot move closer to you until the start of their following turn. Moving away from you as a result of this ability does not provoke opportunity attacks. 
- Requires Blood Frenzy, Trained in Intimidate

Rein It In: You can end your Blood Frenzy as a free action during your turn.
- Requires Blood Frenzy, Willpower 14

Boiling Blood: While you are in a Blood Frenzy, each time you take damage from a melee attack, each creature adjacent to you takes damage equal to your levels in Bruiser.
- Requires Vitalizing Frenzy 

Extended Fury: Increase the duration of your Blood Frenzy by 3 rounds. The duration of your weakened and slowed condition is extended accordingly.
- Special: You may take this talent multiple times.
- Requires Blood Frenzy, level 5

Tireless Rage: When your Blood Frenzy ends, your weakened and slowed conditions end 5 rounds sooner than the number of rounds you were in the Blood Frenzy.
- Requires Blood Frenzy, level 7

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