Sample
Sample
Sample
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5 Incapacitated opponent, you can roll any number of
Clever Fool
your unspent influence dice and
7 Improved Viciousness
Gutter Rat Tricks
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9 Execution Bleeding Strike. After hitting an opponent with an
attack, you may spend an influence die. The target
takes damage equal to the roll at the start of each of
their turns. This damage continues until either they
fall to 0 hit points, or the First Aid action is used to
stop the bleeding. Your trick DC sets the DC for the
First Aid action.
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Play the Fool (1st Level). You can take an action to
distract an opponent who can see and hear you.
Make a Charisma (Deception) check opposed by a
Wisdom (Insight) check from the target. If you win
rolling to hit but before determining the result, you
can roll an influence die and add it to the attack roll.
If the attack hits, in addition to the normal damage
the target must succeed on a Constitution saving
throw or be blinded until the end of their next turn.
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the contest, the opponent is considered Distracted
by your antics until the beginning of your next turn. Gloat. After an opponent has made a successful
saving throw against a talent or attack you used
Slippery (1st Level). You have advantage on against them, you can use your reaction to roll an
Dexterity (Sleight of Hand) checks made to escape influence die to apply a penalty equal to your roll,
bonds and Dexterity (Acrobatics) checks to escape potentially turning the success into failure.
a grapple. You can make such checks as a bonus
action during combat. Hobbling Strike. When making a melee attack, after
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Viciousness (3rd Level). When you hit an the total damage dealt.
Incapacitated opponent, it is always considered a Squirm. When an opponent successfully hits you
critical hit. with an attack, you can spend an influence die to
Advanced Combat Training (5th Level). Once impose a penalty on their attack roll equal to your
during your turn, when you take the Attack action influence roll. If the roll no longer meets or beats
you can make two attacks as part of that action. your defense, it is a miss.
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the roar of a powerful engine and rubber tires
screeching. You look back on the vehicles you have
owned like others might consider their own children.
You can build ‘em, fix 'em, and drive ‘em like no
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one else.
Equipment
Recommendations
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Combat Training
you can take an action while driving a vehicle to give
7 Max Performance 4 disadvantage to all attack rolls against the vehicle
or its passengers.
9 Master Motorhead 5
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Inconspicuous. You can use Dexterity (Vehicles)
when making checks to follow someone when
driving a vehicle and remain unseen. Furthermore,
you have advantage when making these checks.
Talents
Let’s Roll. You can enter and start or exit a vehicle
Combat Driver (1st Level). You do not have as a bonus action. Note that this assumes you have
disadvantage when making ranged attacks due the necessary keys or the like to open and start the
to being in a moving vehicle. You treat integrated vehicle. This also assumes you are within 5 feet of
vehicle weapons as Advanced Equipment instead of the vehicle's cockpit or driver's seat.
Military Equipment.
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Motor Pool (1st-9th Level). The Motorhead gains
access to motor pool talents. At first level, you select
a single motor pool talent from the motor pool list.
When the number of motor pool talents increases,
Nimble. You have advantage when making driving
maneuverability contests.
Max Performance (7th Level). The Strength, Repo Man. You can use Intelligence (Mechanics) or
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Dexterity, and Constitution modifiers of any vehicle Intelligence (Vehicles) when trying to hotwire, open,
you are driving are each increased by 2. or control a vehicle without its keys. You also have
advantage on these checks.
Master Motorhead (9th Level). Double the number
of chase points you receive for winning a Dexterity Safety First. You have advantage on Dexterity
(Vehicles) contest, overcoming a challenge, or (Vehicles) checks made to avoid a crash.
avoiding a hazard as a driver of a vehicle. Too Cool. You have advantage on a single Charisma
check made while driving a vehicle. You can’t use
Motor Pool this talent again until you have taken a short rest.
Classes | Motorhead 31
Street Warrior
[Strong Hero]
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to be its tiger. Only the tough survive,
and only the strong rise to the top.
That doesn’t mean you have to be a
monster, but it does mean you dare
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not show weakness on the streets.
Failure is not an option.
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Proficiencies
Equipment
Recommendations
Sa
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Advanced within 100 feet who can see and hear you. Make a
5 contested Strength (Intimidation) check against
Combat Training
a Wisdom saving throw from the target. If you
7 Shrug It Off, Ticked Off win the contest, before the start of your next turn
the target’s next attack roll has disadvantage
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against you.
9 Just Die Already
Advanced Combat Training (5th Level). Once
during your turn, when you take the Attack action
you can make two attacks as part of that action.
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Determination (1st Level). Gain one point of
determination when you fail an attack roll against
an opponent in combat. You have a +1 bonus on
the same saving throw.
2 +3 +6
and +4 to damage. Echo scores a hit and loses one
determination point. His second attack is at +1 to
hit and +2 to damage. He lands that one as well and 3 +6 +12
loses his last point of determination.
4 +10 +20
Rise Up (3rd Level). To use Rise Up, you must
have one or more determination points and at 5 +15 +30
least one unspent hit die. When you succeed on a
death saving throw, you can spend one or more
6 +21 +42
Determination points and spend an equal number of
hit dice to recover hit points. Add your Constitution
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but it is not totaled, you can choose the Body, a Charisma (Deception) check opposed by a
Control, or Power result on the Vehicle Damage Wisdom (Insight) check from the target. If you
Table instead of having the driver of the win the contest, the opponent is considered
vehicle roll. Distracted by your antics until the beginning of
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your next turn.
Crazy Talk (Minor Feat) ] You have advantage on Dexterity (Stealth)
checks made while trying to move without
You have learned how to communicate with crazies making any noise.
and have some insight into their twisted minds. You
gain the following benefit: ] You can learn two Tricks from the Gutter Rat
trick list.
] You can understand the intended meaning
of the strange things crazies say and can
communicate simple ideas to them in return. Advanced Gutter Rat Training (Major Feat)
from them. e
This allows you to effectively make social
challenges with Crazies or gather information
Prerequisite: Not a Gutter Rat (class), Gutter Rat
Training (feat), Level 8+
move directly behind them and make a melee successful, you can take the Dodge action as a
opportunity attack with advantage on the attack bonus action.
roll. You can only use this feat once against a ] You learn one additional Trick from the Gutter
given opponent. Rat trick list.
You cannot use Go Behind while you have 0
movement speed or there is no reasonable way to Motorhead Training (Major Feat)
move behind an opponent. This movement does not
Sa
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Prerequisite: Not a Motorhead (class), Motorhead ] You can accumulate a maximum of 6
Training (feat), Level 8+ determination points.
You are a demon on the road and a genius in the ] After failing a saving throw, you can use a
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garage. You gain the following benefits: reaction and spend one determination point to
re-roll the saving throw.
] You gain Expertise in Mechanics and Vehicles if
you don’t already have Expertise in these skills. ] As a bonus action, you can attempt to
intimidate an opponent within 100 feet who
] If you use the Brace or Gain Ground action can see and hear you. Make a contested
during your turn while driving/piloting a vehicle, Strength (Intimidation)
you can use a bonus action to make an attack check against a Wisdom
with an integrated vehicle weapon. saving throw from
] You learn two additional Motor Pool talents of the target. If you
your choice.
Feats
Equipment Due to the black powder shortage, bows,
crossbows, slingshots, and air-powered pellet
Owing to the lack of same-day delivery and internet guns are all popular ranged weapons for hunting
shopping, obtaining goods is a slower process in and combat. Some of the gangs have become
New America. Despite this, it’s still easy to find any adept at building bows and crafting arrows out of
legal product you may need. Black markets are scavenged materials.
especially common in New America, so illegal goods
are even a bit easier to acquire.
Equipment Packs
Within New York Max, things are very different.
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There are some markets in Midtown Manhattan, but Most of the EVERYDAY HEROES equipment packs
most people simply go scavenging for what they work for Escape from New York, though you will want
need. If you want to find something you don’t have, to exclude some modern day items like cellphones,
you are most likely going to need to succeed on a smart watches, and so forth. Likewise, these packs
work perfectly well in the modern world.
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Streetwise check or else bargain with a scavenger
who knows where to find what you need. If you
have enough Street Cred, you can probably borrow Driver’s Pack (Price Level 2)
what you are looking for from someone who has
it already. Clothes: Sneakers, jeans, t-shirt
Vehicle: A rusted 4-door American sedan
The city was abandoned very quickly, and much
of what was in the city on the day of the Attack on Gear: Car stuff, gas canister
America is still there. The only things that are in Weapons: Sawed-off shotgun
especially short supply are consumable goods like
ammunition, fuel, and food.
Restricted Items
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Equipment 37