06-29-2011, 05:40 PM | #21 | |
Join Date: Aug 2004
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Re: New to GURPS: Zombie Apocalypse
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Zombies with Supernatural Durability [150 cp] are likely too powerful for newbie players. Ones with Unkillable 1 [50 CP] are annoying - needing to take them to neg ten x HP can be mean. I'd add DR 3 and ten HP for your initial big bads and give them some sentience that lets them argue for their 'right' to continue their existence. Nasty surprize some zombies can teleport in dark hexes to dark hexes. Lanterns are thus highly useful and what intelligent undead will try and supress.
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06-29-2011, 06:32 PM | #22 |
Join Date: Jun 2011
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Re: New to GURPS: Zombie Apocalypse
I think the martial artist can work, but like others have said a couple of changes would need to take place, first they should have at least some small ability to use a weapon (most martial arts systems practice at least some kind of weapon at the higher levels) and second the martial arts bit should be a secondary characteristic of the character for example the character is a school physical education teacher who is also a martial arts instructor on the weekend, i think makes for a much more "normal" sounding person.
Something else that might help is throw some spotlight on things that GURPS does that are absent in D&D, the biggest one that comes to mind is Fatigue Points, once you get the books check out the rules for sleep deprivation and starvation, extra effect and the like, this will really help show why the fireman with his high HT stat has some strong advantages against the cop who can shoot guns a little. I also second the idea of getting the players to create their own general concepts, I would go about it by asking my players to come up with ideas for characters that represent normal members of society, if you like you can even throw on restriction "come up with an idea for an average member of society would not be trained in firearms as part of their job", you can then pregen on their suggestions. Some other ideas of survivors might be, a star athlete, a homeless person, a biker, a street thug, a construction worker, a VIP who’s body guard just got munched, any typical "helpless" archetype that has been protected by others but actually has useful traits (children work very well for this type of character i.e. can fit into small spaces and can at least cinematically be considered stealthy), an office worker with anger management issues (all those hours of extreme road rage are about to pay off lol), a bouncer, a security guard, a sewer maintenance worker, a gun store owner, a k-mart employee. that’s all i can think of at the moment but you get the idea. |
06-29-2011, 09:01 PM | #23 | |
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Join Date: Sep 2004
Location: Southeast NC
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Re: New to GURPS: Zombie Apocalypse
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For example, if you drop a bunch of points in Charisma and Diplomacy, what you're telling me is that you want plenty of chances to show off your negotiating chops. I'll be sure to throw in some scenes where you can get the team through with your silver tongue, just like the barbarian gets to shine during fights and the thief has a plentiful supply of locks in need of picking.
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06-29-2011, 09:36 PM | #24 | |
Join Date: Dec 2006
Location: Eindhoven, the Netherlands
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Re: New to GURPS: Zombie Apocalypse
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If you're looking for some zombies, I was putting together my own document recently. You have to forgive how rough my material is, however. First, I'm not going to offer a zombie template, because mine is essentially Horror's with a few fidgeting. However, the lenses will work with just about any zombie template. New Skill: Memories. This skill represents a zombie's memory of his living life. Roll against this skill to accomplish anything a living person might, such as knowing how to open a door, or how to turn the lights off (and that you should) or to use complex tactics like firing a gun or coordinating other zombies. This skill is not necessary for sapient zombies (such as the sleeper). All Zombie stats assume AoA attacks, either Determined or Strong. Zombies never defend (Unless they are sapient). Zombie Variations: Not ever Zombie was created equal. This list of lenses represents a variety of zombies that you might find after an apocalypse. While I haven't included a core template, these lenses were built with an assumption of: ST 11, DX 9, IQ 8, HT 10. If you adjust these values, you might adjust the lenses accordingly. Civilian The standard zombie is a civilian zombie, generally office workers and soccer-moms. Child Attributes: ST-2, DX-1 Other: SM-1 Traits: Pitiable Skills: Area Knowledge (City)-9, Memories-11, Throwing-8, Stealth-10 Bite (8): 1d-1 cr Pummel (12): 1d-3 cr Grapple (12) Thrown Rock (9): 1d-2 cr Construction/Factory Worker: Attributes: ST+2, IQ-1 Skills: Area Knowledge (City)-7, Brawl-10, Axe/Mace DX-11, Two-Handed Axe/Mace-11, Memories-7. Bite (10): 1d+1 cr Pummel (14): 1d-1 cr Wrench/Tire-Iron (14): 2d-2 cr (Unbalanced) Shovel/Sledgehammer (14): 2d+3 cr (Unready after swing) Hard Hat: DR 4/2 (Crushing/other), Skull only Scientist/Doctor Attributes: ST-1, IQ+1 Skills: Brawl-8, Memories-12 Pummel (12): 1d-3 cr Biosuit: DR 1 (all, +4 to resist contagions.. not that it saved them, apparently) Criminals/Prisoners Attributes: ST+1, IQ-1 Skills: Area Knowledge (City or Prison)-9, Brawl-11, Knife-8, Guns (Pistol)-8, Stealth-9, Memories-7 Bite (11): 1d+1 cr Pummel (15): 1d-1 cr Knife/Shiv (8): 1d+1 imp Snub Revolver (9): 1d+2 pi Police Attributes: ST+1 Skills: Area Knowledge (City)-9, Brawl-9, Shortsword-8, Guns (Pistol)-9, Memories-8, Baton (12): 1d+2 cr Auto 9mm Pistol (10): 2d+2 pi Bulletproof vest (DR 6, torso only) Soldier Attributes: ST+1 HT+1 Skills: Brawl-11, Guns (Pistol, Rifle)-11, Soldier-7, Throw-10, Memories-9 Bite (11): 1d+1 cr Pummel (14): 1d-1 cr Grapple (13) Assault Rifle (8): 5d pi, Range 50, RoF 12, Recoil 2, Rounds 36 (Always suppressive fire, don't modify attack roll) Auto 9mm Pistol (12): 2d+2 pi Grenade (10): 8d cr ex [3d] Frag Vest: DR 6 (Torso only) Frag Helmet: DR 5 (Skull only)
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06-30-2011, 02:20 AM | #25 | |
Join Date: Nov 2005
Location: Midwest, USA
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Re: New to GURPS: Zombie Apocalypse
Here is my fantasy zombie converted into a Night of the Living Dead-type zombie in monster format. I removed its ability to sense sentient beings, its Dependency to magic, its Immunity to mind control spells, its susceptibility to magic, and the disadvantages Reprogrammable and Slave Mentality. Those last two traits were for creating necromantic servitors.
Remember, with an All-Out-Attack (Determined), they are rolling to attack at +4, or 12. That's not a hard roll to make. They can take a fair amount of damage, too, and not much fazes them or slows them down until they're dead -- really dead. I did this quickly so there may be errors/omissions. Code:
Zombie These shambling, rotting corpses limp and hobble forward in the masses -- moaning, growling, hissing and gurgling -- with one goal: kill all sentient life. For some reason, zombies are driven to slay sentient beings. 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 wounding 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). ST: 11 HP: 11 Speed: 2.5 DX: 8 Will: 3 Move: 2 IQ: 3 Per: 10 HT: 10 FP: 10 SM: 0 Dodge: 5 Parry: 7 DR: 0 Claw (8): 1d-2 cr Bite (8): 1d-2 cr Traits: Appearance (Horrific; Universal, +25%); Bad Smell; Berserk (Battle Rage) (6); Bestial; Cannot Learn; Cannot Speak; Dark Vision; Detect (Sentient Beings; Common; Vague); Disturbing Voice; Doesn't Breathe; Doesn't Eat or Drink; Doesn't Sleep; Fragile (Unnatural); Frightens Animals; Hidebound; High Pain Threshold; Immunity to Metabolic Hazards; Impulsiveness (6); Incurious (6); Indomitable; Injury Tolerance (No Blood, Low Empathy; No Eyes, No Vitals, Unliving); No Sense of Humor; No Sense of Smell/Taste; Noisy 3; Numb; Obsession (6) (Kill All Sentient Beings); On the Edge (6); Sexless; Slave Mentality; Temperature Tolerance 10; Terminally Ill; Unaging; Unfazeable; Unhealing (Total). Skills: None. Features: Fixed IQ; No mental skills. Quote:
It requires that you either have templates -- that is, partial character sheets -- or such a deep mastery of the rules set that you can create characters on the fly in minutes from player description. You'll want to take the former option. ;) Below are some "templates." Note that while these are in basically canonical style for (partial) character sheets, they aren't the canonical definition of template used in the Basic Set. I'm just describing these partial character sheets as templates. They may be hard to read for someone not familiar with GURPS, but they take up little space. Strangely, GURPS character sheets list Thrust/Swing damage but weapons list Swing/Thrust damage... First are attribute templates, then trait packages, then skill packages: John Doe 0 Points Completely average stats. Average build and intelligence. I'd consider giving Jane Doe ST 9 [-10] or even ST 8 [-20] if she's petite. Nerdy characters such as librarians or computer hackers almost certainly don't need any stats lowered except maybe ST -- just raise IQ and put points into mental skills while take social disadvantages (of which there are many). Lowering DX or HT below 10 is a dramatic step often better represented with traits such as Klutz (p. B141), Lame (p. B141) or Unfit (p. B160). For character concepts that rely on stealth, speed and agility, raise DX, possibly as high as 13. Raising DX will raise Basic Speed and Move. Attributes (0): ST 10 [0]; DX 10 [0]; IQ 10 [0]; HT 10 [0]. Secondary Characteristics (0): Dmg 1d-2/1d; BL 20; HP 10 [0]; Will 10 [0]; Per 10 [0]; FP 12 [0]; Basic Speed 5 [0]; Basic Move 5 [0]. Advantages and Perks (0): None. Disadvantages and Quirks (0): None. Athletic Build 45 Points Good for anyone who's both strong and fit -- soldiers, cops, firefighters, etc. Average intelligence. Attributes (40): ST 11 [10]; DX 11 [20]; IQ 10 [0]; HT 11 [10]. Secondary Characteristics (0): Dmg 1d-1/1d+1; BL 24; HP 11 [0]; Will 10 [0]; Per 10 [0]; FP 11 [0]; Basic Speed 5.5 [0]; Basic Move 5 [0]. Advantages and Perks (5): Fit [5]. Disadvantages and Quirks (0): None. Very Athletic Build 85 Points Good for anyone who's quick, agile, well-built, strong and fit -- soldiers, cops, firefighters, etc. Average intelligence. Raise ST to 13 for 10 more points for a truly heroic physique. Raising ST to 13 will raise Dmg to 1d/2d-1; HP to 13 and BL to 34. Attributes (80): ST 12 [20]; DX 12 [40]; IQ 10 [0]; HT 12 [20]. Secondary Characteristics (0): Dmg 1d-1/1d+2; BL 29; HP 12 [0]; Will 10 [0]; Per 10 [0]; FP 12 [0]; Basic Speed 6 [0]; Basic Move 6 [0]. Advantages and Perks (5): Fit [5]. Disadvantages and Quirks (0): None. Big Guy/Strongman 40 Points Good for anyone who's not in good shape but is big and strong -- semi truck drivers, road crew workers, bar bouncers, etc. Raise ST to 15 for a truly hulking behemoth, likely both very large and quite muscular. Raising ST to 15 will cost 10 points and raise Dmg to 1d+1/2d+1; HP to 15 and BL to 45. GMs should take great care in allowing players to make a stupid brute by taking less than IQ 10. Changing IQ effects every facet of intelligence. Often, creating a simple-minded imbecile is better done by taking mental Disadvantages such as Clueless [-10] (p. B126), Confused [-10] (p. B129), Gullibility [-10] (p. B137), Hidebound [-5] (p. B138), Impulsiveness [-10] (p.B139), Incurious [-5] (p. B140), Indecisive [-10] (p. B140), and Oblivious [-5] (p. B146). Attributes (0): ST 14 [40]; DX 10 [0]; IQ 10 [0]; HT 10 [0]. Secondary Characteristics (0): Dmg 1d/2d; BL 39; HP 14 [0]; Will 10 [0]; Per 10 [0]; FP 10 [0]; Basic Speed 5 [0]; Basic Move 5 [0]. Advantages and Perks (0): None. Disadvantages and Quirks (0): None. I ran out of time. I might come back and edit this to add more, but my basic suggestion for skills is to create a few packages for common character types. If you're running this black-box style, you don't even need to record character points. Just set most primary skills at 14-15 and secondary, background skills at 12. Or, don't even record the skills or traits. Just tell the players what to roll against. You think cop PC has a 14 in Brawling? Fine. Tell the player to roll against 14 when throwing a punch. Jot it down in your notes for continuity. Also, for quick and simple gun stats, see this thread: http://forums.sjgames.com/showthread.php?t=80515
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06-30-2011, 02:30 AM | #26 |
Join Date: Mar 2008
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Re: New to GURPS: Zombie Apocalypse
To show that it does do stuff other than all combat you should give each character at least one skill that is useful but not combat. The fireman and the taxi driver have already had good ideas. The businessman could have either something from his business like if in construction he still knows how to run machinery from summers in college when his dad had him learn the business from the ground up or a hobby like sailing so he can get them safely out from the harbor. The martial art type might be athletic in general and can climb into upper floor windows for a building that the ground is ocked and has bars on the windows. Etc.
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06-30-2011, 03:54 AM | #27 | |
Join Date: Dec 2007
Location: Shropshire, uk
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Re: New to GURPS: Zombie Apocalypse
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I also tend to take a very broad view of useful, especialy for the combat requirement. From where I am standing being able try talking your way out of a fight, or just plain running away from it are legitimate stratergies. Last edited by Frost; 07-01-2011 at 02:39 AM. |
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06-30-2011, 05:52 AM | #28 |
Join Date: Jan 2005
Location: Gothenburg, Sweden
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Re: New to GURPS: Zombie Apocalypse
Templates are covered in the Basic Set (p. 445-454) and they are a way to give your players a lot of option while at the same minimizing the confusion that might strike when you first play GURPS.
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06-30-2011, 06:44 AM | #29 |
Join Date: Oct 2009
Location: Salodurum, Confoederatio Helvetica
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Re: New to GURPS: Zombie Apocalypse
Hi
I must admit, I've not read every single post in this thread but still feel that I could contribute to your effort. I am currently GMing a Zombie Apocalypse Campaign with my Co-Workers (all totally new to PnP RPGs, but all playing computer games - so I did not have to worry about D&D, but WoW). The complexity of the GURPS rules can be a problem for new players, in addition, we also had to deal with the language barrier (We all speak swiss-german). What I did was ask them a few questions, along the line of what's suggested in B11 and thus get a character concept. I then proceeded to make the characters for them from the answer they gave me. The party now consist of an old cop, a steakhouse cook, a bum and a yuppie. I built the characters on 50 points as the group wanted to play as ordinary folks - I supported the idea because, in my experience, players get overwhelmed when they get 250 points and all those skills, ads, perks to choose from. Since I was able to build the characters for them, I was free to give them each a little bit of fighting abilities as well as social skills. This worked out quite well and we are all enjoying ourselves a lot. The players don't have to worry about all the gazillion options there are and just got what they asked for. The problem for you will probably lie elsewhere, at least that's the experience I made myself: I as a GM was overwhelmed with all the options GURPS offers... and one is shinier than the other and so I ended up gm'ing my first GURPS game with too many rules and too much detail, killing the fun for all! I was so overwhelmed it showed and the game suffered. So try to always remember that GURPS is a toolkit and you only use the stuff you really need. Of course it is nice to have combat so complex you can simulate any situation. But in a - I guess - cinematic game of zombie-horror-survival it's probably more fun to scale back on the simulation part and allow the players to do things that are probably not 100% according to RAW... eg. I revert to simple attribute checks for a lot of things with new players and don't worry about skill defaults and the like... it's seldom somebody new want's to build a nuclear reactor or something similarly complex. For me it was hard getting into GURPS and I still have lots of questions. Fortunately the good people on this forum will help you and once you get better at GM'ing GURPS games you will be well rewarded. At least I was... Cheers Onkl ps. Check out www.themook.net for examples of combat, check out his maneuvers cheat sheet or mine (to which you can find the link in my signature) Last edited by Onkl; 06-30-2011 at 06:52 AM. |
06-30-2011, 06:48 AM | #30 |
Join Date: Jan 2005
Location: Gothenburg, Sweden
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Re: New to GURPS: Zombie Apocalypse
Yeah, my first attempt was a disaster. Hot tip - do not try to game a battle between three groups of supers, all 20 of them with different powers and abilities, as your first experience with GURPS. :)
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post-apocalypse, zombie |
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