Val	CHA	Cost	Roll	Notes
13	STR	3	12-	Lift 151.6 kg; 2 ½d6 HTH Damage [1]
13	DEX	6	12-
10	CON	0	11-
8	INT	-2	11-	PER Roll 14-
5	EGO	-5	10-
13	PRE	3	12-	PRE Attack:  2 ½d6

4	OCV	5	
3	DCV	0	
2	OMCV	-3	
2	DMCV	-3	
3	SPD	10		Phases:  4, 8, 12

4	PD	2		Total:  4 PD (0 rPD)
4	ED	2		Total:  4 ED (0 rED)
5	REC	1
20	END	0
5	BODY	-5
20	STUN	0		Total Characteristic Cost:  14

Movement:	Running:	14m/28m 
		Leaping:	4m/8m
		Swimming:	4m/8m

Cost	Powers & Skills
4	Clawing And Biting:  HKA 1 point (1d6 w/STR); Reduced Penetration (-¼), END 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)
2	Fast:  Running +2m (14m total), 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)

3	Unhealthy Pallor And Appearance:  +1/+1d6 Striking Appearance (vs. all characters)

3	Acrobatics 12-
3	Breakfall 12-
3	Climbing 12-
1	Tactics 8-

Total Powers & Skill Cost:  54
Total Cost:  68

175+	Matching Complications (50)
30	Enraged:  various stimuli, including bright lights, loud noises, or physical contact (see text) 
	(Common), go 14-, recover 8- 
20	Physical Complication:  Reduced Level Of Intelligence/No Sense Of Self-Preservation (see text) 
	(Frequently; Greatly Impairing)
15	Psychological Complication:  Easily Provoked By Light, Sound, Touch (Common; Strong)
20	Psychological Complication:  Incredibly Hostile To Non-Infected (Common; Total)

Total Complications Points:  50

Cost	Powers & Skills
	CEDA Worker
43	1)  Fireproof HAZMAT Suit:  Resistant Protection (6 ED); OIF (-½) plus Energy Damage Reduction, 
	Resistant, 75%; OIF (-½), Only Works Against Fire/Heat (-½) plus LS  (Self-Contained Breathing); 
	OIF (-½), 1 Continuing Fuel Charge lasting 1 Hour (-0)
13	2)  Bottle Of Boomer Bile:  Sight and Smell/Taste Groups Flash 8d6, Area Of Effect (2m Radius; +¼), 
	Indirect (can be hurled over some obstacles; +¼); 1 Charge which Never Recovers (-4), OAF Fragile 
	("bottle of puke"; -1 ¼), Does Not Work Against Desolidified Characters (-¼), Range Based On STR (-¼) 
	plus Smell/Taste Group Images, +4 to PER Rolls, Area Of Effect (2m Radius; +¼), Indirect (can be 
	hurled over some obstacles; +¼); 1 Charge which Never Recovers (-4), OAF Fragile ("bottle of 
	puke"; -1 ¼), Linked (Flash; -½), Images Last Only As Long As Parent Flash (-½), Range Based On STR (-¼)

5	1)  Squeaky Shoes:  Hearing Group Images, +2 to PER Rolls, Reduced Endurance (0 END; +½); Set Effect 
	(loud squeak; -1), OIF (clown shoes; -½), No Range (-½)

	Construction/Road Worker
7	1)  Increased Resistance To Blunt Attacks:  Physical Damage Reduction, Resistant, +25% (total of 50%); 
	Only Works Against Blunt Attacks (clubs, fists, feet, and so on; -½), STUN Only (-½)
3	2)  Ear Protectors:  Hearing Group Flash Defense (5 points); OIF (-½)

	Mud Man
2	1)  Throw Mud:  Sight Group Flash 1d6; Requires Available Mud (-½), Does Not Work Against Desolidified 
	Characters (-¼), Gestures (must be able to scoop up and throw mud; -¼), Range Based On STR (-¼)
2	2)  Runs On All Fours:  Running +2m (14m total)
1	3)  Fast In The Water:  Swimming +2m (6m total)
4	4)  Covered In Mud:  Concealment 14-; Only In Home Environment (marshes and swamps; -1)

	Riot Control
14	1)  CEDA Issue Body Armor:  Resistant Protection (8 PD/8 ED); OIF (-½), Requires A Roll (14- roll; 
	Must be made each Phase/use; includes helmet, covers the front of the body, and most of the back; -¼)
10	2)  Tonfa:  HA +3d6, Reduced Endurance (0 END; +½); OAF (-1), Hand-To-Hand Attack (-¼)
Common Infected

Background/History: “Infected” is the name given to victims of the so-called Green Flu, which is apparently a form of especially virulent and easily transmittable rabies. The “flu” not only sickens the victim (possibly bringing on extreme fever and internal hemorrhaging,) but also seems to destroy higher brain functions, resulting in virtual zombie-like individuals who respond only to certain forms of external stimuli.

It is unknown what keeps the Common Infected alive. They’re never seen to eat, drink, or sleep, and it’s currently unknown if they’ll eventually die from exposure and/or dehydration. There is some speculation that they feed off of the non-Infected. It is equally unknown exactly what the Green Flu is and now it’s transmitted. It’s not an air-borne contagion, but may be spread via contact with bodily fluids (such as from a bite or vomit.) The Green Flu also seems to be mutating constantly, and some theorize it’s either an experimental vaccine gone bad or a released bio-weapon (either accidentally or on purpose.)

Personality/Motivation: Common Infected doesn’t seem to have an individual personality per se. When viewed at a distance, they’re seen shambling about aimlessly, leaning against walls, sitting or laying on the ground, or simply standing in one place. Physical activity, when it occurs, includes facing walls while apparently mumbling to themselves, the vomiting of blood and other fluids, attacking inanimate objects, and fighting among themselves.

While apparently insensate, the Common Infected’s listless manner is highly deceiving. Certain forms of stimuli, such as loud and rhythmic noises, bright and/or flashing lights, and being touched, will send the Infected into a rage, causing it to attack anything or anyone nearby that isn’t already an Infected. Specific stimuli include car alarms, church bells, flashlights (played over a specific Infected), rapid beeping noises (as from a fire alarm), a running merry-go-round, running portable power generators, a running roller coaster, and most importantly, the smell of Boomer Bile. This rage is such that it will override any sense of self-preservation, and Infected have been seen to charge right into automatic weapons fire, enflamed areas, and off the edges of tall buildings while trying to get at target. Worse yet, a single enraged Infected will often incite other nearby Infected, quickly leading to a group of Infected (known as Hordes) converging on the initial spot.

Along with a complete lack of self-preservation, the Infected also seem to have lost most, if not all of their higher brain functions. Language is now little more than grunts and screams, and the Infected no longer understand anything as simple as a door knob. However, they do show a certain degree of cunning, as mentioned under Powers and Tactics below.

Quote: None. The Infected scream and growl, but that’s about it.

Powers/Tactics: The Common Infected have one strategy for dealing with the non-Infected—run up as fast as possible and bite/claw/kick it to death. They are so eager to close, they’ll run directly into weapon’s fire, into areas that are on fire, and right off of tall buildings. However, they do possess some tactical cunning, and will often try to circle around a target, attacking from the sides or rear, and have been seen trying to Dodge melee attacks. Hordes of Infected will try to encircle targets, swarming their foe and overpowering them with sheer strength of numbers.

The animalistic savage nature of Common Infected means they have two modes, idle or full-out run. They’ll try any means possible to get at a target, making Full Moves to close, and if possible ending their movement with a Move-By if they wind up next to their target. They can climb fences and walls with frightening ease, and have been seen to make great leaps over low barriers, across narrow gaps, and up into the air to grab onto climbable objects. If encountering a barrier (such as a closed door,) the Infected will simply try to batter it down with their fists.

Appearance: Common Infected appear as average, everyday people. Many are somewhat gaunt, with sickly pale grayish skin. Hair color is unaffected, although the eyes are often empty and dead (and may glow slightly in the dark.) Clothing is filthy and ragged. Idle Infected tend to act as if they are ill, standing (or sitting) hunched over, breathing heavily, and sometimes vomiting up dark fluids. It’s suspected the “Green Flu” causes an break down of Infected physiology, as they’re prone to blow apart from bullet impacts and small explosions.


These are individuals who while still Infected, also have somewhat unusual abilities or carry unique equipment (usually relating to their pre-Infection occupation.) As with Common Infected, their mental state preclude their using any carried equipment in a manner that requires forethought. In other words, the Riot Control officer won’t use its tonfa on a target, even if it’s carrying one and the CEDA Worker won’t hurl a bottle of Boomer Bile at Survivors in order to attract a Horde to them.

CEDA Worker

CEDA Worker: Former employees of the Civil Emergency and Defense Agency, CEDA Workers are dressed in apparently air-tight HAZMAT suits. They’re often covered in blood and filth, and may have a bottle of Boomer Bile stuck into a loop attached to the outside of the suit (GM’s discretion or 8- chance.) It’s unknown how they became infected, As the sealed HAZMAT suit should have protected them from either air-borne contagions or bodily fluids. At best guess, they became infected before they donned the HAZMAT suit. The suit provides a degree of resistance to heat and flame and is fully sealed (you can hear air escaping if the suit if punctured.)


Clown: Found in an over-run amusement park, these Infected still wear the remnants of their clown costumes, including over-sized squeaky shoes. While not a weapon per se, the rhythmic squeak-squeak of a pacing clown will attract other Infected, resulting in a single clown leading a Horde of roughly 10 individuals. If the clown catches sight of a Survivor, he’ll run up to attack, leading the other Infected straight to his intended target.

Construction/Road Worker

Construction/Road Worker: Dressed in work boots, reflective vests, and hard hats, these Infected are a little tougher than normal and wear Ear Protectors, and are thus fairly immune to most noise-based stimuli.

Mud Man

Mud Man: Swamp and marsh-dwelling Infected, Mud Men may be mutating into a new form of Special Infected. They tend to move on all fours, and are much faster then the other Common Infected (both in and out of water.) As their name suggests, they’re covered in mud and be hard to see in swampy areas. They also throw handfuls of mud, attempting to blind Survivors before closing for the kill.

CEDA Riot Control

Riot Control: Used by CEDA to control panicked crowds during the initial evacuations, Riot Control Infected are still dressed in the CEDA-issue security armor. This makes them somewhat bullet-proof from the front. They also carry tonfa (GM’s discretion or 8- chance) but won’t use them to attack Survivors.

Designer's Notes: Common Infected are the basic foe in Valve Software’s Left 4 Dead and Left 4 Dead 2. Uncommon Infected are only found in Left 4 Dead 2. This character sheet presents the basic abilities of the Common/Uncommon Infected, although GMs could easily adjust them to meet a desired power level. Suggestions include removing the STUN Only Limitation from the Damage Reduction, giving them a few points of Resistant PD and ED, increasing their Running, and increasing their Leaping.

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.

(Common Infected created by Valve Software, character sheet created by Michael Surbrook)

Common Infected Hero Designer File

Uncommon Infected Hero Designer File


Coach | Ellis | Francis | Louis | Nick | Rochelle | William "Bill" Overbeck | Zoey


Common/Uncommon Infected | Boomer | Charger | Hunter | Jockey | Smoker | Spitter | Tank | Witch

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