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Walnut

Classes Designed by HolySrulik

About this class

The Walnut is the garden’s immovable object. They don’t attack
first, they don’t move fast, and they don’t apologize for either.
They plant themselves between the horde and the plants behind
them and dare every zombie in the row to try to get through. The
Walnut’s fantasy is the most elemental one in the game: hold the
line, absorb the punishment, and make the enemy pay for every
inch. While other classes grow stronger by succeeding, the Walnut
grows stronger by taking hits. Vengeful Shell means every time
the horde hurts them, the Walnut gets something back — more
damage, more durability, a burst of retaliation, or a Stress
clear that keeps them standing.

PLAYSTYLE
The Walnut is a reactive class. Their power is triggered by
getting hit, which means their rhythm in combat is fundamentally
different from every other class in the roster. Other plants act
and then react — the Walnut positions first, takes the hits, and
then responds with Vengeful Shell’s four options. Force is for
when the party needs burst damage on the next swing. Endure is
for stacking threshold bonuses across a long fight. Retaliate is
for punishing Melee attackers instantly without spending an
action. Steady is for fights where Stress is more dangerous than
Hit Points.

Fortress Mode is the Walnut’s all-or-nothing turn. 3 Sun, all
Armor Slots cleared, +2 to thresholds, immovable. It transforms
the Walnut into a perfect wall for one scene — position it when
the party needs to hold a chokepoint, defend an objective, or
survive a Gargantuar’s Shockwave Slam.

Domains

Homebrew domain
Homebrew domain

Starting stats

Evasion
9
Hit points
7

Hope feature

Fortress Mode
Spend 3 Sun to enter Fortress Mode until the end of the scene. Immediately clear all marked Armor Slots. While in Fortress Mode: • Gain +2 to both your Major and Severe damage thresholds • You cannot be moved, knocked back, or forcibly repositioned by any means

Class features

  • Vengeful Shell

    Your hardened shell stores impact and releases it as retaliation.
    Whenever you mark a Hit Point from any source, immediately choose
    one of the following as a free reaction:

    • Force — Add +1d6 to your next damage roll this scene. This
    bonus doesn't stack with itself — if Force is triggered again
    before the bonus is used, the +1d6 simply persists rather than
    increasing.
    • Endure — Gain +1 to both your Major and Severe damage
    thresholds until the end of the scene (this can stack, up to
    your Proficiency).
    • Retaliate — Deal damage equal to your Strength modifier +
    Proficiency as physical damage to one adversary within Melee
    range (no attack roll needed; apply directly to their damage
    thresholds).
    • Steady — Clear 1 Stress.

    You can only choose one effect per Hit Point marked. There are
    no tokens or resources to track — each Hit Point mark is a
    discrete trigger.

  • Hard as a Nut

    Your damage thresholds are higher than any other class. Increase
    your Major damage threshold by 3 and your Severe damage threshold
    by 2 at character creation (apply before any other bonuses).

    Additionally, when an adversary makes a successful melee attack
    against you, they must mark a Stress from the pain of striking
    your hardened shell

  • Fortify

    During a rest, spend a downtime move to reinforce your current
    location. Until the party leaves or takes their next long rest:
    all allies who rest here gain +2 to their damage thresholds for
    the next scene; the first adversary to enter this location must
    mark a Stress from triggering your preparations; the GM cannot
    use an ambush move against the party while they remain in this
    location.

Class items

  • A shield carved from your own hardened shell
  • A set of ancient wall engravings depicting legendary defenders

Character questions

Background prompts

  1. You have taken more hits than anyone you know and kept standing. What was the hit that almost broke you and how did you survive it?
  2. Your role is to endure so others don't have to. Has there ever been a moment when you resented being the one who always has to take the pain?
  3. Your shell has cracks and scars from countless battles. What story do you tell about the most prominent one?

Connection prompts

  1. I once stood between you and something that would have destroyed you. Do you feel gratitude, guilt, or something else entirely?
  2. You have tried to get me to move faster or fight differently. What frustrated you about my methods and did you ever come around to understanding them?
  3. We have held a defensive line together against overwhelming odds. What do you remember most about that moment?

Discussion

Be thoughtful and kind.

Remember to be respectful. Comments are moderated and should add to the discussion.