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Old 06-23-2016, 11:45 AM   #1
PK
 
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Join Date: Aug 2004
Location: Dobbstown Sane Asylum
Default Pyramid #3/92: Zombies

How dare you assume
That we're here to eat your brains
#undead bigotry
— Tumblr zombie
People tend to overlook just how versatile and varied zombies really are. As both GURPS Zombies and GURPS Zombies: Day One showed, these shamblers come in an infinite variety, and can be anything from the heart of the story to a light touch of flavor. But don't take my word for it -- not when the authors of Pyramid #3/92: Zombies are here to prove it:
  • Becoming a zombie is a fate worse than death . . . or is it? When a hero dies and resurrection isn't an immediate option, putting him on Unlife Support is a sensible (if macabre) option. GURPS Zombies author Dr. Kromm offers four emergency methods (and three new free-willed undead templates) for getting your PCs back into the game.

  • The key to keeping zombies scary in a GURPS Horror game is defying the players' expectations -- keeping them off-balance and unsure of what's going on. And J. Edward Tremlett's The Unknown Hunger accomplishes this via two new horrific concepts. The Void is a cosmic darkness that creates infectious Conduits within humanity, while the Geistersturm allows Hellbound souls a chance to return as cannibalistic Skulkings.

  • If the draugr and haugbui were terrifying enough to give the Vikings pause, they're certainly worth inflicting on your PCs. GURPS Vikings author Graeme Davis details The Viking Dead with an assortment of real-world tales, a new aptrgangr template, and a wealth of options and variants.

  • Powered armor already has the advantage of replacing the wearer's strength and movement with its own machinery -- so why not go a little further? In this month's Eidetic Memory, David Pulver introduces the MAD Mk IV combat walkers, capable of retreat and extraction even after the wearer is disabled . . . and the virus that can turn them into Battlesuit Zombies.

  • People commonly refer to cult members as "zombies," but what if they're right? The Church of the New Focus offers its parishioners new meditative techniques for inner peace and focus, but as Steven Marsh shows, each "level of enlightenment" comes with ever-increasing drawbacks, until the truly aware are little more than enslaved monsters.

  • The remains of the dead are going missing from a cemetery, but as the investigators will soon learn, this is Not Your Average Grave Robbing. Michael Kreuter presents an adventure designed for the early 20th century (but easily adapted to a low-powered GURPS Monster Hunters game), along with stats for three zombies and a new form of Terror: "Despair."

  • It's important to look beyond Western culture for your monsters; why not add some Indian Ghouls to your campaign? In this Appendix Z, Graeme Davis offers condensed descriptions of six monsters common to India and the Middle East, with pointers to appropriate GURPS Horror and GURPS Zombies stats.

  • And you can't keep our usual features buried, including a Random Thought Table with advice for keeping your players surprised and off-balance and a Short Bursts that will have your heart racing for its life.

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Preview PDF: http://www.warehouse23.com/media/SJG37-2692_preview.pdf
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