Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > GURPS

Reply
 
Thread Tools Display Modes
Old 05-27-2019, 02:27 PM   #11
evileeyore
 
evileeyore's Avatar
 
Join Date: Jul 2006
Location: 100 hurricane swamp
Default Re: [DF] how to model time-limited, overchargeable necromancy?

Quote:
Originally Posted by weevis View Post
So I could spec out three scenarios as alternative abilities, the "safe raise," the "somewhat risky" raise, and the "oh-no-you-didn't" raise.
That's probably the simplest.

As for the inevitable betrayal, every new day could bring an Attracts Trouble roll.

Hmmm, the way I might do it: Every time the roll is failed the undead do something untoward, maybe not outright turn on the Necromancer, but they do something rebellious and the Occurrence Score increments up. When it reaches 'auto fail' level, a 17, or a 17 or 18 is rolled, the undead turn on their master.
__________________
Feel free to steal, borrow, fold, spindle, mutilate any rule, advantage, etc I come up with it.

Gurps Combat Club on RPoL. Come check it out, play in a tourney or two!
evileeyore is offline   Reply With Quote
Reply

Tags
advantages, dungeon fantasy, limitations, powers

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 11:11 AM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2019, vBulletin Solutions, Inc.