07-04-2011, 09:24 AM | #41 | |
Join Date: Jul 2007
Location: One Mile Up
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Re: New to GURPS: Zombie Apocalypse
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They were immune to the worst form of injury of them all... a broken heart... |
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07-07-2011, 03:45 PM | #42 |
Join Date: Mar 2006
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Re: New to GURPS: Zombie Apocalypse
On the zombie-stat front, I would recommend going with Injury Tolerence (Unliving) and (no blood, no vitals) and add a Vulnerability to headshots, or just negate the Injury Tolerence when hit in the head or skull. The primary effect is that it reduces the damage from bullets but not most melee weapons (and even though shotguns have the damage of individual pellets reduced by 1/5, hitting with lots of pellets still does a fair amount of damage compared to a handgun). This means you can put a zombie down with gunfire, but it takes more shots than a living person... unless you shoot them in the head. On the other hand, if it gets to melee attack range, your PCs having to use a fire axe or baseball bat won't be at such a disadvantage.
Personally, I'd go with a zombie type that is easy to destroy or evade when by itself (if you're careful) and make the horror come from the large scale of the problem. That also contrasts them with living adversaries who would be more dangerous one-on-one but easier to kill with firearms. |
07-07-2011, 04:06 PM | #43 | ||
Join Date: Jun 2011
Location: Fairbanks, AK, USA
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Re: New to GURPS: Zombie Apocalypse
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Might even go so far as to add an effect equivalent to Fragile(Unliving) to head shots, putting them down the moment a headshot results in HPs less than 0. Sure, the fire axe got the zombie down to -30 HP, but the headshot is what destroyed the brain and thus killed it. Quote:
Well, aside from the "special" zombies and the living adversaries, of course... |
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07-07-2011, 07:47 PM | #44 | |
Join Date: Jul 2007
Location: One Mile Up
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Re: New to GURPS: Zombie Apocalypse
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07-11-2011, 01:33 AM | #45 |
Join Date: Jul 2011
Location: Singapore
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Re: New to GURPS: Zombie Apocalypse
I like to pitch in as a zombie and GURPS fan.
The thing about jobs is that, they're positions you filled based on your technical training, it's a title. A surgeon may very well be a great shot because he has great hand-eye coordination. But with high skills comes great compromise, so you have them have quirks and disadvantages. Anyone can be anyone in my opinion, you will find skills useful in dire situations if you so manage to coerce it to occur, as a GM. What good a garbage man can do in Z-Day? Well, you may allow him to have good sense of scavenging skills. The beauty of GURPS from what I've read and tried out is the zany way of making a character, what the OP wants is a believable set of character in a zombie apocalypse scenario. I like to suggest your players to write a backstory and then stat for them or if they're actually interested in the skills, let them do it as well as the backstory. |
07-11-2011, 08:19 AM | #46 |
Join Date: Aug 2010
Location: MI
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Re: New to GURPS: Zombie Apocalypse
To clear things up, are you a fan of both zombies and GURPS, or a zombie that is a GURPS fan? ;p
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"My Dirty Girls on Bikes Calendar ends in December: it doesn't mean the world is going to end, it means it's time to order a new calendar!" ~Burt Chance |
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post-apocalypse, zombie |
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