LEFT 4 DEAD

JOCKEY

Val	CHA	Cost	Roll	Notes
15	STR	5	12-	Lift 200 kg; 3d6 HTH Damage [1]
20	DEX	20	13-
15	CON	5	12-
8	INT	-2	11-	PER Roll 14-
5	EGO	-5	10-
15	PRE	5	12-	PRE Attack:  3d6

9	OCV	30	
9	DCV	30	
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)
6	REC	2
30	END	2
17	BODY	7
35	STUN	8		Total Characteristic Cost:  115

Movement:	Running:	14m/28m 
		Leaping:	13m/13m
		Swimming:	4m/8m

Cost	Powers & Skills
	Martial Arts:  Jockey Combat Tactics
	Maneuver	OCV	DCV	Damage
5	Flying Dodge	--	+4	Dodge All Attacks, Abort; FMove
5	Flying Grab	-2	-1	Grab Two Limbs, 25 STR for holding on; FMove

8	Clawing And Biting:  HKA ½d6 (1 ½d6 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	Leaps To Attack:  Leaping -4m (0m for starting Leaping)
5	Leaps To Attack:  Leaping +13m (13m forward, 6 ½m upward); No Noncombat Movement (-¼), END 1
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)

	Talents
3	Missing Lips:  +1/+1d6 Striking Appearance (vs. all characters)

	Skills
3	Acrobatics 13-
3	Breakfall 13-
3	Climbing 13-
5	Concealment 13-; Self Only (-½)
7	Shadowing 13-
1	Tactics 8-
7	Tracking 13-

Total Powers & Skill Cost:  95
Total Cost:  205

175+	Matching Complications (50)
15	Distinctive Features:  hysterical cackling (Not Concealable; Noticed and Recognizable; Detectable 
	By Commonly-Used Senses)
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:  30
Jockey

Background/History: Jockeys are a form of Special Infected. They’re akin in many ways to Hunters (in that both leap from long distances to attack), but while a Hunter has increased muscle strength in its legs, the Jockey seems to have seen rapid muscle growth along its back. As their name implies, they like to “ride” their victims, leaping on to their head and shoulders and steering them into dangerous situations.

Personality/Motivation: A Jockey seems to be the most mentally disturbed of the Infected, possibly even more so than the Tank. They gibber and cackle hysterically at all times, and are constantly on the move, scurrying about while trying to get as close as possible to non-Infected before striking. Much like a Hunter, the Jockey prefers to strike at those who are off alone.

Quote: As Jockeys suffer from a form of mania, they cackle constantly and can be heard long before they’re seen.

Powers/Tactics: Although insane, the Jockey isn’t foolish, and will try to strike when it can do the most damage. Usually, this means leaping onto its target when there’s a chance of guiding its victim into a potentially hazardous environment, such as a horde of Common Infected, another Special Infected, a long drop, open water, enflamed areas, and so on (note, this may mean the Jockey falls victim himself to the very same hazard.) If a Witch is near, the Jockey will try and head his victim right to her, leaping away once she’s been startled and starts to rise.

When attacking, the Jockey will leap and perform a Flying Grab, wrapping his legs around his victim’s upper torso and trapping his arms. He’ll then slash at the face and shoulders with his clawed fingers, leaning from side to side in an effort to guide his unwilling mount where ever the Jockey wants him to go. For simplicities sake, use the Moving A Grabbed Character rules on page 64 of 6E2. However, in the interest of fairness, you may wish to rule the Jockey can only use half of his victim’s Running and certainly can’t force his victim to use Leaping or Swimming.

Appearance: Jockeys are lean with thick muscles on the upper back and neck. They usually are found dressed in ragged boxer shorts and tee-shirts. A Jockey is missing its lips, leaving its face blood streaked and the teeth exposed, while the hands have become enlarged and the feet exhibit prehensile toes.

Designer's Notes: A Jockey is a Special Infected found in Valve Software’s Left 4 Dead 2. This character sheet presents the basic abilities of the Jockey, although GMs could easily adjust them to meet a desired power level. Suggestions include increasing their STR, giving them the Flying Tackle or Passing Throw Martial Maneuver (or both), increasing the length of their Leaping, and increasing their 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.

(Jockey created by Valve Software, character sheet created by Michael Surbrook)

Boomer Hero Designer File


SURVIVORS

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

INFECTED

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

Return to Video Game-Derived Character Adaptations