Inside Look: Character Classes from Escape From New York
We are introducing 3 new character classes set in the Escape From New York world - The Street Warrior, The Gutter Rat, and The Motorhead. Here is a deep dive into the Gutter Rat:
Gutter Rat (Charming Hero)
The gutter rat may seem like the lowest of the low—weak, and pitiable—but in truth, they are among the most dangerous of people. They know how to play mind games with their enemies, striking when and where they are most vulnerable. Most treacherous of all are their lies, which come to them as easily as breathing does to most.
Gutter Rats are versatile heroes who can support a team with a mix of social skills and subterfuge outside of combat. In a fight, they specialize in inflicting status effects on enemies and delivering devastating blows to their suffering opponents.
Saving Throws: Dexterity and Charisma
Skills: Choose Three (Acrobatics, Deception, Intimidate, Perform, Security, Sleight of Hand, Streetwise, Stealth)
Equipment: Basic and Improvised Equipment
Underhanded Expertise: Choose One (Deception, Security, Sleight of Hand, Streetwise, Stealth)
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 the contest, the opponent is considered Distracted by your antics until the beginning of your next turn.
Slippery (1st Level). You have advantage on Dexterity (Sleight of Hand) checks made to escape bonds and Dexterity (Acrobatics) checks to escape a grapple. You can make such checks as a bonus action during combat.
Sneaky (1st Level). You have advantage on Dexterity (Stealth) checks made while trying to move without making any noise.
Gloat. After an opponent has made a successful saving throw against a talent or attack you used against them, you can use your reaction to roll an influence die to apply a penalty equal to your roll, potentially turning the success into failure.
Hobbling Strike. When making a melee attack, after rolling to hit but before determining the result, you can roll an influence dice and add it to the attack roll. If the attack hits, in addition to the normal damage the target’s speed is reduced to 0 until the end of their next turn.
As you can see, our designers are putting a lot of fun storylines into this story. If you haven't picked up this Cinematic Adventure, now's the time. You can visit our store here: