01-24-2013, 03:11 PM | #11 |
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Join Date: Jan 2013
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Re: Zombies in GURPS
First ever creature in GURPS. These things are supposed to roughly similar to the Walker from The Walking Dead. Not quite as cumbersome and slow as Night of the Living Dead Shamblers but no sprinters from the Dawn of the Dead remale. These the "stage one" creatures.
I wasn't sure how to represent that their bites usually become horribly infected and kill the victim over time unless they receive medical attention (and get a little lucky). Plague Zombies Str: 10 Dex 8 IQ 6 HT: 13 Speed: 3 Move: 3 HP: 10 FP N/A Will 10 Per 8 Dodge: 3 Advantages: Injury Tolerance: No vitals, unliving Hard to Kill x2 Doesn't Breathe Doesn't Eat or Drink Doesn't Sleep Unaging Teeth (powerful bite) Unfazable Acute Smell x2 Detect: Blood (Smell blood) Discriminatory Smell Night Vision x2 Disadvantages Appearance (Hideous to Monstrous depending on condition and age) Bad Smell (stench of rot) Bestial Cannot Speak Uncontrollable Appetite (Human flesh) Unhealing (partial: heals if flesh of another zombie is consumed) Quirks: Mild fear of fire Drawn to places and things from former life Moans and growls compulsively when hunting, hungry agitated Skills: Brawling 9- Stealth 10- |
01-24-2013, 05:07 PM | #12 | |
Join Date: Jul 2007
Location: One Mile Up
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Re: Zombies in GURPS
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1) Use realistic infection rules. Bites from a normal human usually become horribly infected and kill the victim over time unless they receive medical attention. 2) A Toxic Innate Attack with Follow-Up on the bite and lots of slow Cycles (probably 1/day) that can be Resisted at a stiff penalty. If people killed by the infectious bite (or either variety) rise as zombies themselves, don't forget to throw the Infectious Attack Disadvantage on there. I'd leave off Detect (Blood) if you're trying to simulate that they smell blood easily, rather than an ability to sense that it is present whether conditions for smelling it exist or not (eg: in a vacuum). If you wanted them to be able to use the Analyzing enhancement or something like that on blood that they already smell, you could buy Detect with that and Sense-Based (Smell) -20%, but as-is there's not much point. If Discriminatory Smell doesn't give enough range for your taste, just add some Acute Smell limited to Blood Only (probably -80%). |
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01-24-2013, 05:22 PM | #13 |
Join Date: Feb 2009
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Re: Zombies in GURPS
These things will be knocked out, only to return later with their Hard to Kill and no particularly immunity to KO
Also, a particularly effective tactic against them would be to hit them a few times to drop them to negative HP, then just wait for them to fall unconscious as they walk No need for headshots |
01-24-2013, 05:24 PM | #14 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Zombies in GURPS
Zombie Infection:
1d6 Toxic Attack, Follow-Up (+0%), Cyclic (7 days; +70%), Side-Effect: Delusion (It will be fine, I should keep it secret and not seek out medical care) at 1/3 HP (+45%) [9] |
01-24-2013, 08:09 PM | #15 | |||
Banned
Join Date: Jan 2013
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Re: Zombies in GURPS
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01-24-2013, 08:15 PM | #16 |
Join Date: Nov 2008
Location: Yukon, OK
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Re: Zombies in GURPS
Hard to Subdue.
Reecovery for that get back up quick thing too
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01-24-2013, 08:41 PM | #17 |
Join Date: Feb 2009
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Re: Zombies in GURPS
Is there a 'Doesn't get KOed' advantage somewhere?
Would be a good thing for zombies and other thingies that well, don't reasonably get KOed |
01-24-2013, 08:43 PM | #18 |
Banned
Join Date: Jan 2013
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Re: Zombies in GURPS
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01-24-2013, 10:22 PM | #19 | |
Untagged
Join Date: Oct 2004
Location: Forest Grove, Beaverton, Oregon
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Re: Zombies in GURPS
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It's like the paranoia around cat scratches. I've been scratched and bitten thousands of times and never once got an infection.
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01-24-2013, 11:43 PM | #20 | |
Join Date: Oct 2007
Location: Vermont
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Re: Zombies in GURPS
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Tags |
zombie, zombies |
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