06-29-2011, 01:48 PM | #11 | ||||
Join Date: Nov 2005
Location: Midwest, USA
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Re: New to GURPS: Zombie Apocalypse
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The difference is, we're right! ;) Quote:
Let them play the characters they desire. If they want to be Rambo, let them. If they want to be Dirty Hairy, let them. They will have way more fun than if you force them, pigeon-hole them into what your idea is of what you think their characters somehow are supposed to be. That's very restricting. And, they'll want to break free. Also, remember, in a zombie apocalypse, the bad asses often die early anyway! It's often the quiet librarians or whatever that are the heroes. So, being a police officer or National Guardsman won't make them any less susceptible to getting eaten in this genre WTSHTF. I suggest a power level of 100 or 150-point characters with a -50 or -75-point disadvantage limit (p. 11 of Basic Set). See Power Level, p. 487 of the Basic Set for a discussion of starting points. When I get some time, I'll make further suggestions on your pre-made PC's. Basically, I suggest broad, pre-made templates instead of entire characters. Quote:
Zombie These shambling, rotting corpses limp and hobble forward in the masses -- moaning, growling, hissing and gurgling -- with one goal: kill all sentient life. Somehow, zombies can sense sentient beings and are driven to slay them. Fortunately for the living, zombies are slow and plodding and aren't intelligent enough to use tools, weapons, or even turn a knob to open doors. Dogs are smarter than zombies. At night and in utter darkness, zombies can see perfectly. Luckily for those they hunt, their constant moaning and growling can be easily heard. Without fear of anything, least of all pain or destruction, zombies give little, if any, thought for their own continued existence. They mindlessly attack without defense. In combat, zombies instantly go berserk (see Battle Rage, p. B124) and always make All-Out-Attacks. They do not suffer from stun or shock and make all rolls to remain conscious at +4 to HT. Injuries cause no penalty to Move and damage from impaling weapons grant no bonus (see Unliving, p. B380). However, zombies do suffer normally when struck in the skull (DR 2; Wounding Modifier is x4) and die instantly when reduced to -HP or below (p. B137). Attributes: ST 11 [10]; DX 8 [-40]; IQ 3 [-140]; HT 10 [0]. Secondary Characteristics: Dmg 1d-1/1d+1; BL 24; HP 11 [0]; Will 3 [0]; Per 10 [35]; FP 10 [0]; Basic Speed 2.5 [-40]; Basic Move 2 [0]. Advantages and Perks: Dark Vision [25]; Detect (Sentient Beings; Common; Vague, -50%) [10]; Doesn't Breathe [20]; Doesn't Eat or Drink [10]; Doesn't Sleep [20]; High Pain Threshold [10]; Immunity to Metabolic Hazards [30]; Immunity (All mind control) [30]; Indomitable [15]; Injury Tolerance (No Blood, No Eyes, No Vitals, Unliving) [35]; Temperature Tolerance 10 [10]; Unaging [15]; Unfazeable [15]. Disadvantages and Quirks: Appearance (Horrific; Universal, +25%) [-30]; Bad Smell [-10]; Berserk (Battle Rage) (6) [-30]; Bestial [-15]; Cannot Learn [-30]; Cannot Speak [-15]; Dependency (Mana; common, constantly) [-50]; Disturbing Voice [-10]; Fragile (Unnatural) [-50]; Frightens Animals [-10]; Hidebound [-5]; Impulsiveness (6) [-20]; Incurious (6) [-10]; Low Empathy [-20]; No Sense of Humor [-10]; No Sense of Smell/Taste [-5]; Noisy 3 [-6]; Numb [-20]; Obsession (6) (Kill All Sentient Beings) [-30]; On the Edge (6) [-30]; Reprogrammable [-10]; Sexless [-1]; Slave Mentality [-40]; Terminally Ill [-100]; Unhealing (Total) [-30]. Features: Affected by Control Zombie, Pentagram, and Turn Zombie; Fixed IQ; No mental skills.
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. "How the heck am I supposed to justify that whatever I feel like doing at any particular moment is 'in character' if I can't say 'I'm chaotic evil!'"? —Jeff Freeman |
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06-29-2011, 01:54 PM | #12 | ||
Join Date: Jan 2005
Location: Gothenburg, Sweden
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Re: New to GURPS: Zombie Apocalypse
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Sigh. I'm afraid it's not cheap switching game systems. (Also, I hope you have downloaded GURPS Lite. I think it's perfectly possible to play a zombie game with that alone.
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06-29-2011, 02:07 PM | #13 | |||||
Join Date: Jun 2011
Location: Fairbanks, AK, USA
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Re: New to GURPS: Zombie Apocalypse
I think maybe I was born to be!
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I mean, I fully intend to give them the freedom to be who they want to be when-and-if we play an actual campaign using GURPS. But a simple blackboxed one-shot requires that I bring in fully-made characters, doesn't it? Quote:
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True enough. But the thing is that we're not switching, at least not yet. We're just giving GURPS a test drive. GURPS Lite (which I have downloaded, yup) doesn't feel like quite enough from a GM's perspective, which is why I've already bought the Basic Set -- sinking $50 already into what very well could turn out to be a single one-shot session! If, however, my group does express an interest in actually playing a full campaign using GURPS, then I have no problem buying more books -- money well spent, as far as I'm concerned. It's just the thought of sinking even more money into something we may never touch again that makes me shy away from buying e.g. Horror right now. |
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06-29-2011, 02:10 PM | #14 | |||
Join Date: Apr 2006
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Re: New to GURPS: Zombie Apocalypse
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You'll note that zombies don't offer much in the way of roleplaying opportunities; if you want RP beyond party infighting then you'll need to have them encounter other survivors (who may want to team up, or scare the PCs away from their hiding places, or take the PCs stuff by threat or force...) Quote:
Standard newbie advice, then: GURPS does have a lot of rules. Most of them are only appropriate for certain types of campaigns or settings. Don't try to use them all at the same time. That's how you keep the system simple. "Roll 3d under a modified skill or attribute" handles almost everything from combat to lockpicking to lying well and it's hard to forget. About the characters: since they're pregens, they don't really have to have the same point value, just the same amount of useful points. If you've got a character who's an artist (probably won't, but it's just an example) then his Artist skill isn't likely to do him much good, so don't count it in his point total. Your exec might be rich and have skills for running a company, but it's not going to do him much good in a zombie apocalypse, so don't worry about those either; if he ends up being a 115 point character but only 50 points of that are good for anything he's likely to do, it's not really a balance issue. Likewise, don't even worry about point totals for NPCs. Just give them the traits you think they should have. The only time you need to know an NPC's point total is if it's going to be someone's Ally or Enemy, or a template for a shapeshifter, etc. Remember that you can't compare point totals to figure out who's more badass, anyway; a 25-point thug could mop the alley with a 300-point accounting genius, and a 25-point petty bureaucrat is perfectly capable of stonewalling a 300-point ex-Special Forces mercenary, unless he's willing to use violence against City Hall... Quote:
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06-29-2011, 02:19 PM | #15 | |
Aluminated
Join Date: Feb 2005
Location: East of the moon, west of the stars, close to buses and shopping
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Re: New to GURPS: Zombie Apocalypse
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The problem with running "average" people in adventure scenarios is that adventures are difficult and dangerous, and average people caught up in them tend to fail and die. That's realistic, but it may not be the kind of fun you're after. If you want all sneaking and hiding all the time, average people are the ticket. If you want to see some zombie-splattering action, crank up the points. Also, consider metagame-ish advantages like Luck and Common Sense, which allow PCs to be apparently average but a little harder to kill.
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06-29-2011, 02:28 PM | #16 | ||||||
Join Date: Jul 2007
Location: One Mile Up
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Re: New to GURPS: Zombie Apocalypse
Hey.
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Alternate Take: Martial Arts would be a good combat sideline for somebody who has another main specialty, provided that they specialize in a style that emphasizes improvised weapons. In a post-apocalyptic landscape littered with junk, you're never disarmed. Quote:
For Additional Character Ideas: Check this thread out. |
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06-29-2011, 02:30 PM | #17 | |||||
Join Date: Jun 2011
Location: Fairbanks, AK, USA
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Re: New to GURPS: Zombie Apocalypse
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Not everything is about the zombies, they're just the central theme. Quote:
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Of course, I doubt we'll go quite this gritty for a full-blown campaign, but it suits my purposes for this game. My books aren't here yet, so I don't know what Luck and Common Sense actually do, but I've got a good idea, I think, from reading other forum posts around the interwebs. And once I do have those books and know what they are, they very likely could find their way into these characters... |
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06-29-2011, 02:32 PM | #18 |
Join Date: Jan 2005
Location: Gothenburg, Sweden
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Re: New to GURPS: Zombie Apocalypse
If you have characters in niches (for a DF game, things like healer, tank, wizard, etc.) then character points can vary widely. Sure, the other guys are 400 points - but none of them know magic, so your 200-point character still has a chance to shine.
Edit: I'd actually price Serendipity above Luck for this kind of scenario. "What a coincidence, I found a loaded shotgun!"
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“When you arise in the morning think of what a privilege it is to be alive, to think, to enjoy, to love ...” Marcus Aurelius |
06-29-2011, 02:39 PM | #19 | |
Aluminated
Join Date: Feb 2005
Location: East of the moon, west of the stars, close to buses and shopping
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Re: New to GURPS: Zombie Apocalypse
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Then carry on, sir! Be sure to come up with picturesque descriptions of victims being torn apart.
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I've been making pointlessly shiny things, and I've got some gaming-related stuff as well as 3d printing designs. Buy my Warehouse 23 stuff, dammit! |
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06-29-2011, 04:06 PM | #20 | |
Join Date: May 2008
Location: CA
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Re: New to GURPS: Zombie Apocalypse
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That said, improvised weapons are probably more generally useful, especially ones that can do sw damage. |
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post-apocalypse, zombie |
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