Val CHA Cost Roll Notes 30 STR 20 15- Lift 1600 kg; 6d6 HTH Damage  15 DEX 10 12- 25 CON 15 14- 8 INT -2 11- PER Roll 14- 5 EGO -5 10- 18 PRE 8 13- PRE Attack: 3 ½d6 6 OCV 15 5 DCV 10 2 OMCV -3 2 DMCV -3 3 SPD 10 Phases: 4, 8, 12 7 PD 5 Total: 7 PD (0 rPD) 7 ED 5 Total: 7 ED (0 rED) 10 REC 6 50 END 6 23 BODY 13 50 STUN 15 Total Characteristic Cost: 125 Movement: Running: 14m/28m Leaping: 4m/8m Swimming: 4m/8m Tunneling: 1m/1m Cost Powers & Skills 18 Charging Attack: Area Of Effect (28m Line; +½) for up to 30 STR, Reduced Endurance (0 END; +½); Linked (Charge; -¼) 22 Sends Foes Flying: Double Knockback (+½) for up to 30 STR, Reduced Endurance (0 END; +½) 5 Charging Grab: Clinging (normal STR), Area of Effect (Surface - Damage Shield) (+½); Only Affects Target Of Charger's Charge (-1), Instant (only lasts until end of Charge, target then drops to the ground; -½), Linked (Charge; -¼) 5 Heavily Mutated Right Arm: +10 PD; Only Works Against Damage Taken From Move Throughs (-1) 20 Green Flu Infected Resistance To Harm: Physical Damage Reduction, Resistant, 25%; STUN Only (-½) plus Energy Damage Reduction, Resistant, 25%; STUN Only (-½) 30 Increased Green Flu Infected Resistance To Harm: Physical Damage Reduction, Resistant, 25% (total 50% versus STUN, 25% versus BODY) plus Energy Damage Reduction, Resistant, 25% (Total 50% versus STUN, 25% versus BODY) 2 Large Size: Knockback Resistance -2m 2 Fast: Running +2m (14m total), END 1 9 Charge: Running 14m; Turn Mode (-¼), No Noncombat Movement (-¼), END 1 10 Super Strength Smash Through: Tunneling 1m through 6 PD material; No Noncombat Movement (-¼), END 1 9 Sensitive To Light, Noise, Touch: +3 PER with all Sense Groups 6 "They Don't Eat, They Don't Sleep, What Keeps Them Going?": LS (Eating: Character does not eat; Sleeping: Character does not sleep) Talents 6 Heavily Mutated Body: +2/+2d6 Striking Appearance (vs. all characters) Skills 3 Acrobatics 12- 3 Breakfall 12- 3 Climbing 12- 1 Tactics 8- Total Powers & Skill Cost: 154 Total Cost: 279 175+ Matching Complications (50) 15 Distinctive Features: deep grunts and roars (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 20 Physical Complication: Heavily Mutated Right Arm, Apparently Boneless [and useless] Left Arm (Frequently; Greatly Impairing) 15 Physical Complication: Large (6 feet tall, +1 OCV to Hit, +1 PER to others PER Rolls to perceive) (Frequently; Slightly Impairing) 20 Physical Complication: Reduced Level Of Intelligence/No Sense Of Self-Preservation (see text) (Frequently; Greatly Impairing) 20 Psychological Complication: Incredibly Hostile To Non-Infected (Common; Total) Total Complications Points: 50 Experience Points: 104
Background/History: Chargers are a form of Special Infected. Heavily mutated (although not as heavily as a Tank), they’re constantly on the move, looking non-Infected to ambush and pounce upon. Due to their size and power, Chargers are extremely dangerous in tight quarters and in areas near long drops.
Personality/Motivation: As a rule, Chargers are quite aggressive. While they have some of the same instincts as other Special Infected with regards to concealment until the time is right, Chargers are far more aggressive (akin to Common Infected and Tanks) and tend to attack once a target is sighted. They’re so aggressive, it’s not unheard of for a Charger to carry his victim off of a high-ledge or into deep water, dooming both the attacker and his victim.
Quote: Chargers grunt while hunting and then give a loud roar before attacking.
Powers/Tactics: A Charger’s attack normally consists of a Move-Through performed on a single victim. Once it sights a target, the Charger will use its Charge power to move quickly across the battlefield. Anyone in the way will be knocked aside, often with enough force to send them flying (presume the Area of Effect: Line Advantage extends out to either side of the Charger’s line of attack.) Upon hitting its victim with a Move-Through, the Charger will grab him and carry him along until either the Charger stops moving or the Charger hits an obstacle (this “grab” is the Charger’s Clinging Damage Shield in action.) On his next Phase, the Charger will then perform a Grab on his (hopefully) downed and/or Stunned victim, and then start to batter him against the ground, near-by walls, the celling, or any solid object (i.e. the Charger does 6d6 STR damage each Phase until killed or the victim escapes.)
Although the Charger only has one hand with which to make the Grab, don’t reduce his STR by 5 to represent this. Presume his 30 STR represents his full STR with his only hand.
Appearance: Standing over six feet in height, a Charger looks almost like a smaller version of the Tank. He’s very wide, with a massive upper body, an enormous right arm and hand, and a thickened and left leg and foot. His left arm is virtually boneless, and simply flails about when the Charger is on the move or attacking a target. The Charger’s head is missing a great deal of skin (and the nose) and is almost skull-like. Most Chargers are shirtless, with trousers as their only garment. If they have shoes, it’s only on the right foot—the left is too large.
Designer's Notes: A Charger is a Special Infected found in Valve Software’s Left 4 Dead 2. This character sheet presents the basic abilities of the Charger, although GMs could easily adjust them to meet a desired power level. Suggestions include upping the STR or DEX, making some of the PD and ED Resistant, and increasing the Charger's Running.
Much of the information here was taken from direct game play, as well as the Left 4 Dead wiki. The stats given here are a mix of conjecture, game play descriptions, and an attempt to present in-game concepts in a manner consistent with the HERO System. Thus, some original game elements have been simplified in order to make them playable with regards to a tabletop RPG and/or to simulate real world gear, and thus make the Infected useful in various campaign settings.
(Charger created by Valve Software, character sheet created by Michael Surbrook)
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