New Skill Ideas

lerchey

New member
Hm. I thought there was a thread for this, but I was mistaken. I think I was recalling that there is one for equipment cards.

In any case, now there's a thread for new skill ideas! Welcome!
 

lerchey

New member
To maybe get things rolling, here is a skill idea I've been kicking around.

Aikido: The Survivor may redirect one Wound caused in the zone he is in during the Zombie Attack Phase to a zombie of his choice. The redirection does 1 damage, so it cannot be used to destroy a Fatty or the Abombination.

Essentially, avoid taking 1 Wound and kill a Walker or Runner. Kind of powerful, but likely not a game changer.

Thoughts/comments/flames welcome. :)
 

Scorpion0x17

New member
I would make it "redirect one Attack" - it's a subtle difference but an important one (unless you want the character being attacked to have to discard an item but not take a wound when Aikido is used).
 

lerchey

New member
Scorp,

Hey, good call. Thanks. It is subtle, as you said, but important. I like Attack better. Thanks!
 

JokerOx

New member
Possibly need to break that down into sub-skills so as to make it a little less powerful so perhaps instead of Guard:

Quick Reflex: Move - Take a Move action in the Zombie Phase
Quick Reflex: Combat - Take a Combat action in the Zombie Phase(Combat may need to be separated into ranged and melee if still too powerful)

You'd also need to carefully word the timing - is the aim to interrupt the Zombie phase at any time ? i.e Runner moves one space he's a space away so you use your Quick Reflex to move/shoot before he arrives ? or act again after Zombies ? (little less useful maybe)

I like the idea though.
 

riktors

New member
I've been toying with the idea of something along the lines of "jerry-rigged" where you could create things like the ma's shotgun by combining a machete with a sawed off. Perhaps you could combine a pistol and scope to make a sniper pistol, same rules as the sniper rifle. I haven't taken the time to really think through how many worthwhile combinations there would be or if you could give the player free reign even if things were sort of silly by the end. You would certainly want to restrict it to different weapons being combined. Giving someone 4 sawed offs/smg's or single hand double chainsaw would be too much for sure.
 

JokerOx

New member
"Blend In" (sort of based on the idea of cvering yourself in dead Zombie as per the Walking Dead)

I had two ideas on this one was a one use equipment card that when played made the player safe from all zombies in the same zone for the zombies phase and allowed a movemnet action away from the zone before being discarded.

As a skill I thought something along the lines of only half the zombies in the same zone as the character notice him/her during the zombie and player phase (rounded down). So if there is only the one the character is safe and can freely move away. If there are 2-3 one will notice the player and attack in the zombie phase and require an additional move action to move out of this zone. The only thing I haven't thought on too much is how runners operate i.e move once into a zone and second move is the attack.
 

Scorpion0x17

New member
As a skill I thought something along the lines of only half the zombies in the same zone as the character notice him/her during the zombie and player phase (rounded down). So if there is only the one the character is safe and can freely move away. If there are 2-3 one will notice the player and attack in the zombie phase and require an additional move action to move out of this zone. The only thing I haven't thought on too much is how runners operate i.e move once into a zone and second move is the attack.

I can see how you're trying to not make it too powerful, but "only half the zombies" also breaks the "all the zombies chow down" rule.
 

lerchey

New member
I agree with Scorp. It's a neat idea, but the way that you're doing it seems to be complex.

I would suggest:

Blend In - the Survivor manages to smell and look like a zombie with the intent of being ignored. At the beginning of each Zombie Turn the Survivor rolls 1 die. On a roll of 5+ the zombies will completely ignore the Survivor for the current Zombie turn.

Given the way that you had worded it, I don't get how blending in during the zombie turn has any impact on moving out of the zone, as that occurs during the survivors turn. Like the skill though. :)
 

Scorpion0x17

New member
How about 'When attacked in the Zombie phase, roll 1D6 per Zombie attacking, ignore one attack for each 4, 5, or 6 rolled'?

Perhaps something similar for moving out of a zone with zombies in it?
 

lerchey

New member
Scorp,

That could work. My only concerns would be:

a) does it make the game run significantly slower?
b) how do you handle situations where there are multiple survivors in the zone?

For b, let's assume that we have Jay and Bob (who speaks not!). Jay has Blend In. There are 3 Walkers and a Fatty in the Zone and now the Zombies are up. Jay rolls for his Blend In and gets 1,3,5. Not a great roll. Now the Zombies have a total of 3 attacks.

Does Jay ignore 1 attack automatically, regardless of where Wounds might be distributed?
While logically, it seems that that would be a good approach - Jay ignores 1, and then Jay and Bob each take 1, it may not always be the best approach.

I'm having trouble coming up with a clear use case where it causes a problem, but I can almost guarantee that someone would fine one in play. They always do... :D
 

JokerOx

New member
OK Going back in order of responses from my original post:

Scorp: The rulebook states that "in case of conflict with General Rules, the Skill Rules have priority" - that said however I tend to agree with the subsequent posts that I have made it too complicated.

Lerchery: Nice idea that tones down my 50% approach and allows for an "oh shit didn't work" element. My wording in regards to movement was how the ability for survivors who are still alive after a zombie turn (either an attack or zombies moving into their zone) and wish to try and escape on their turn would work.

Scorp: That seems more simplified as with some careful wording it can be applied to movement as well. It seems that most of the skills from the base game are straight forward enough.

Lerchery: As for your concerns - I don't think it would make the game run significantly slower as it occurs only occasionally and is no more delaying than re-rolls etc.

As for multiple survivors, I can see the problem you mention - do you roll first to see which zombies ignore that survivor with the skill and do they instead focus on any others present? harsh but realistic. In this instance you could separate the attackers into two groups but this heads down a path of slowing the game down and if there are a large number of survivors present and/or zombies working out who is attacked by which.

An alternative might be a scaled ability that assists fellow survivors so that when alone a roll of 4+ means you are ignored, if two survivors survivors are present the roll required becomes a 5+ and for three survivors a 6+ - if there are four or more the zone is a feeding frenzy and there is no chance to Blend in! This then separates the Zombies into those attacking and those not and from there is is easy to allocate hits.

Hope that makes a little more sense and apologies for the spelling and grammar.
 
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Scorpion0x17

New member
Maybe you can't come up with a clear use case that causes a problem because there aren't any.

Essentially it's a super-powered Tough, whereby the number of attacks the character can ignore is defined by the number of successes they roll.

It would only really make the game run a little slower - the worst situation being when you've got 20-odd zombies in the same zone as the character with Blend In - and the chances of not dying in that situation are slim to non-existent.
 

Scorpion0x17

New member
mmm as for multiple survivors yes I can see the problem unless you scaled the ability so that alone 4+ ignored two survivors 5+ a zombie stays out the fight three survivors 6+ a zombie stays out the fight four or more feeding frenzy no chance to blend in!

Could you add some punctuation to that, so that it's clearer what you mean?
 

lerchey

New member
hi All,

Reading through this thread gave me another idea...

Skill: Cowardly
The Survivor has learned to run away when confronted. If this Survivor is in a Zone with Zombies, roll 1 die at the beginning of the Zombie Turn, before the Zombie Attack Phase. If the roll is equal to or higher than the number of Zombies in the Zone, the Survivor runs away and must be moved into an adjacent Zone.

Thoughts?
 

JokerOx

New member
I think that to work you would have to limit the "runs away" to a zone with no zombies in it to avoid it being too tactical. i.e. move from a zone with four zombies to a zone with one would make the skill seem less "Cowardly".

You could re-name to "Odds are in my favour" then moving to a smaller group in increase survival would make more sense from the skill name.

Otherwise an interesting mechanic that has a limit on it's use and therefore not unbalanced.
 

lerchey

New member
Hi JokerOx (btw, I think that JokerOX is neater than JokerOZ!),

Thanks for the feedback. I like your idea as well. Maybe I'll play with two similar skills. I think that both have some merit. :)
 

lerchey

New member
Yup. Lots of merit. Here is my re-work, based on your fine suggestions. :)

Tactical Advantage
When in a Zone containing Zombies roll 1 die at the beginning for the Zombie Turn. If the result is equal to or greater than the number of Zombies in the Zone, the Survivor may move into an adjacent Zone provided that it contains fewer Zombies than the current Zone.
 
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