06-20-2019, 10:53 AM | #1 |
Join Date: Sep 2016
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Wights
Are there any wights written up anywhere? I love using different types of undead but I can't seem to find any guidelines for modding abilities from base undead, as the monster prefixes don't really apply.
Thanks in advance.
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On GITP as thedanster7000 |
06-20-2019, 11:05 AM | #2 | |
Join Date: May 2010
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Re: Wights
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06-20-2019, 11:13 AM | #3 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Wights
Well, there isn't a D&D wight because the D&D wight is really a D&Dism; a 'wight' is just a creature, and a 'barrow-wight' is a draug. However, it's a monster, you don't really need rules to modify it, just assign numbers based on what you want it to do.
If you want something that functions like a D&D wight, I would have it apply an irritating condition or fatigue damage. Last edited by Anthony; 06-20-2019 at 11:16 AM. |
06-20-2019, 11:20 AM | #4 |
Join Date: Sep 2016
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Re: Wights
I've got an idea for the energy drain, I'm just not sure what would be appropriate to set the attributes and skills to.
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On GITP as thedanster7000 |
06-20-2019, 11:26 AM | #5 |
Join Date: Jan 2005
Location: Minneapolis, MN, USA
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Re: Wights
Make each hit mean loss of 1d FP and -1 to DX, IQ, and HT.
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06-20-2019, 01:26 PM | #6 |
Join Date: Sep 2016
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Re: Wights
I meant I'm not sure what levels to set the Wight's own attributes and skills at, although that drain looks better than the one I had planned on using.
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On GITP as thedanster7000 |
06-20-2019, 02:37 PM | #7 | |
Join Date: Apr 2007
Location: Ottawa, ON, CA
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Re: Wights
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That sounds glib, but it's really not: does your party already treat zombies as easily-downed fodder? Then giving them stats comparable to a zombie's is probably going to be a nonstarter: they'll never get to use the energy drain, because they'll never hit. Balancing is tricky and there's no formula: it depends strongly on party composition and point value, and even further on what choices the players have made. You've got to figure out what works for your group.
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06-22-2019, 11:24 AM | #9 |
Join Date: Aug 2008
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Re: Wights
In short, no. There are a lot of gaps yet to be filled by authors in terms of GURPS monsters.
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03-11-2020, 05:57 AM | #10 |
Join Date: Aug 2013
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Re: Wights
As a follow up, I created this one. Somewhat close to the AD&D 1st Edition Wight, but not 100% the same (hatred of sunlight v. damaging, etc.), and also based loosely on the Wight template from GURPS Fantasy, using the Intact Undead meta-trait instead of Skeletal Undead, and using elements from (1) the Zombie from Monsters, and (2) the Vampire from Monsters.
Wight ST 14, DX 12, IQ 10, HT 15, Per 10, Will 10, HP 14, FP 15, Speed 6.75, Move 6, SM +0, Dodge 9, Parry 9, Block N/A, DR 0 Punch (12): 1d cr +1d Fatigue. Reach C. Traits: Appearance (Monstrous); Dark Vision; Divine Curse (Treat holy water as Acid, Exploits, p. 65); Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; Fatigue Attack (Freezing, 1d FP); High Pain Threshold; Immunity (Disease, Mind Control, Poison); Immunity (Non-magical or non-silvered weapons); Indomitable; Infectious Attack (must kill victim, who rises as a Wight in one minute); Injury Tolerance (No Blood); Injury Tolerance (Unliving); Magic Resistance 4; No Sense of Smell/Taste; Single-Minded; Supernatural Features (No Body Heat); Supernatural Features (Pallor); Temperature Tolerance (Cold) 10; Unaging; Unfazeable; Unhealing (Total); Weakness (Sunlight, 1d/minute). Skills: Brawling-12; Stealth-11. |
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