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Old 06-20-2019, 10:53 AM   #1
thedanster7000
 
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Default 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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Old 06-20-2019, 11:05 AM   #2
Michael Thayne
 
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Default Re: Wights

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Originally Posted by thedanster7000 View Post
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.
If you're talking about a D&D 3.X wight, the big difference between them and zombies is the Energy Drain ability, which doesn't really exist in GURPS. If you just want a tougher zombie, increase ST, HP, and attack skill to whatever you want, though I wouldn't go higher than say a draug or vampire's stats. Recalculate damage based on new ST the same way you would for a player character. Do the same thing for parries based on higher skill. If you increase Brawling relative to DX, the zombie/wight gets +1 damage per die to unarmed attacks.
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Old 06-20-2019, 11:13 AM   #3
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Default 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.
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Last edited by Anthony; 06-20-2019 at 11:16 AM.
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Old 06-20-2019, 11:20 AM   #4
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Default 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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Old 06-20-2019, 11:26 AM   #5
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Default Re: Wights

Make each hit mean loss of 1d FP and -1 to DX, IQ, and HT.
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Old 06-20-2019, 01:26 PM   #6
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Default 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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Old 06-20-2019, 02:37 PM   #7
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Default Re: Wights

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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.
"Whatever provides an adequate challenge for your party, based on the number of monsters they're facing and how tough you want the encounter to be."

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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Old 06-21-2019, 09:09 PM   #8
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Default Re: Wights

There's a wight here; I don't love the energy drain affecting DX and IQ, but it is pretty decent.
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Old 06-22-2019, 11:24 AM   #9
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Default Re: Wights

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Originally Posted by thedanster7000 View Post
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.
In short, no. There are a lot of gaps yet to be filled by authors in terms of GURPS monsters.
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Old 03-11-2020, 05:57 AM   #10
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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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