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-   -   [Magic as Power/Custom] Raise Corpse (https://forums.sjgames.com/showthread.php?t=146245)

Sombreiro 10-03-2016 11:51 AM

[Magic as Power/Custom] Raise Corpse
 
So, I know that by using Ally and modeling it a bit, I could make a Necromancer with an army of undead. But, how can I make a spell that raises undead which are not even slightly my friend? If I stay close to them, I could be attacked and etc.

GodBeastX 10-03-2016 11:54 AM

Re: [Magic as Power/Custom] Raise Corpse
 
This might sound odd to do, but I would model it with Enemy disadvantage coupled in. Roll against Ally to summon. Roll against enemy to make them hostile or friendly.

Edit:

Oh wait, I see what you're saying. You mean raise an NPC that is effectively neutral or will attack everyone... the option above might still apply for pricing it. You could build the Ally advantage then build enemy along side it and find the difference in cost to fund it.

Though in general, looking at something like infectious bites, if something isn't ally or enemy inherently, or offers no real exploitable advantage, it becomes 0 points. It's almost like how a species that can give birth to more of themselves is worth 0 points because more NPCs isn't necessarily an advantage.

It's hard to say really.

Anaraxes 10-03-2016 11:56 AM

Re: [Magic as Power/Custom] Raise Corpse
 
There's always the Unwilling modifier for Ally (B38).

Quote:

Originally Posted by B38
You have obtained your Ally through coercion (e.g., blackmail or magical binding). You do not have to treat him as well as you would a normal Ally. However, he hates you and is likely to act accordingly


GodBeastX 10-03-2016 12:04 PM

Re: [Magic as Power/Custom] Raise Corpse
 
Quote:

Originally Posted by Anaraxes (Post 2046403)
There's always the Unwilling modifier for Ally (B38).

True, it's closer to what OP wants, but that still starts them on your side as an Ally instead of just a neutral party.

Sombreiro 10-03-2016 12:05 PM

Re: [Magic as Power/Custom] Raise Corpse
 
Quote:

Originally Posted by Anaraxes (Post 2046403)
There's always the Unwilling modifier for Ally (B38).

The problems is that they are NOT allies, they are NPC's who hunger for Vital Force, and have the Undead trait.

And I'd rather not do something 0 point, as it seems too OP for a Cult of the Damned to be able to do like childsplay.

And building them as a mix of ally or enemy doesnt appeal to me, as they could sometimes help you randomly, but they dont help anyone :/, they just eat.

Anaraxes 10-03-2016 12:11 PM

Re: [Magic as Power/Custom] Raise Corpse
 
Quote:

Originally Posted by GodBeastX (Post 2046410)
True, it's closer to what OP wants, but that still starts them on your side as an Ally instead of just a neutral party.

I wouldn't rate that as more than an extra -10%. Maybe just a feature.


Quote:

Originally Posted by Sombreiro (Post 2046411)
The problems is that they are NOT allies

As always with GURPS, don't get too hung up on the name of the ability. Look at the mechanical effects, and see if it's what you want. You can rename things to suit the concept for free.

Mathulhu 10-03-2016 12:14 PM

Re: [Magic as Power/Custom] Raise Corpse
 
That simply sounds like an character with a series of obnoxious disadvantages. Someone with Blood Lust [-lots] and Bad Temper (auto failure) [-lots] is compelled to turn on anyone who doesn't immediately give them what they want. If you add Compulsive Behaviour (Consume eat the flesh of sentient beings) [-lots] then what they want becomes your tasty meat.

GodBeastX 10-03-2016 12:16 PM

Re: [Magic as Power/Custom] Raise Corpse
 
Quote:

Originally Posted by Sombreiro (Post 2046411)
The problems is that they are NOT allies, they are NPC's who hunger for Vital Force, and have the Undead trait.

And I'd rather not do something 0 point, as it seems too OP for a Cult of the Damned to be able to do like childsplay.

And building them as a mix of ally or enemy doesnt appeal to me, as they could sometimes help you randomly, but they dont help anyone :/, they just eat.

The question is how is it OP? You just created something that is going to eat you too. An example of what I'm talking about is the boomer from Left 4 Dead as statted by GURPS writers. It's not really an advantage for the boomer to blow up and kill everyone, despite it's possibility of killing it's enemies, because it dies too.

Similarly, creating something you can't tell to attack only the bad guys, is going to be a problem for you and the enemy.

GodBeastX 10-03-2016 12:19 PM

Re: [Magic as Power/Custom] Raise Corpse
 
Quote:

Originally Posted by Anaraxes (Post 2046415)
As always with GURPS, don't get too hung up on the name of the ability. Look at the mechanical effects, and see if it's what you want. You can rename things to suit the concept for free.

An ally you cannot give requests/orders to is not an Ally. That's what my point is. The Advantage of Ally is that it lets you create something you can direct and the limitation proposed says "You can direct it with limits". No direction on Ally is effectively -100% as in not an ally. It's like saying "Invisibility, that can't turn you invisible". We've all seen Mystery Men!

Sombreiro 10-03-2016 12:24 PM

Re: [Magic as Power/Custom] Raise Corpse
 
Quote:

Originally Posted by GodBeastX (Post 2046417)
The question is how is it OP? You just created something that is going to eat you too. An example of what I'm talking about is the boomer from Left 4 Dead as statted by GURPS writers. It's not really an advantage for the boomer to blow up and kill everyone, despite it's possibility of killing it's enemies, because it dies too.

There actually is a modifier for that effect, it's a -300% limitation, to be activated with a death trigger, or to die as soon as you use. Don't know where I found it, but it's written on my notepade "Interesting Stuff" hahaha.

Well, it's kind of OP because, even though they can attack you, you have control over it, even though it's only at the start. You spawn them and run away while they are getting up from their graves.

This control over the situation is, IMHO, something strong. And comming for nothing, is kind of TOO strong. I hope I made myself clear, hahaha, sorry.

If there's no RAW info about it, I guess I'll throw a modified Unwilling. Giving it an extra -10%? I guess that would move from Unwilling into Non cooperative, or something like that haha

GodBeastX 10-03-2016 12:43 PM

Re: [Magic as Power/Custom] Raise Corpse
 
Quote:

Originally Posted by Sombreiro (Post 2046421)
There actually is a modifier for that effect, it's a -300% limitation, to be activated with a death trigger, or to die as soon as you use. Don't know where I found it, but it's written on my notepade "Interesting Stuff" hahaha.

Well, it's kind of OP because, even though they can attack you, you have control over it, even though it's only at the start. You spawn them and run away while they are getting up from their graves.

This control over the situation is, IMHO, something strong. And comming for nothing, is kind of TOO strong. I hope I made myself clear, hahaha, sorry.

If there's no RAW info about it, I guess I'll throw a modified Unwilling. Giving it an extra -10%? I guess that would move from Unwilling into Non cooperative, or something like that haha

If you have initial control at all, then yes, it's Ally. And I would probably make some negative modifier to the effect of "Ticking Time Bomb Ally" which is probably as said above.

I was envisioning more that you just pop up zombies everywhere, then run around screaming along side the enemy. Not exactly an advantage in that scenario =)

Anaraxes 10-03-2016 12:48 PM

Re: [Magic as Power/Custom] Raise Corpse
 
Quote:

Originally Posted by GodBeastX (Post 2046427)
I was envisioning more that you just pop up zombies everywhere, then run around screaming along side the enemy. Not exactly an advantage in that scenario =)

No; you just pop up zombies near the enemy, in their towns, and so on. They lay waste to everything around them indiscriminately, but it's still to your advantage when you control the time and place of their appearance. They don't have to be following your orders to be doing something like what you want to happen.

GodBeastX 10-03-2016 12:54 PM

Re: [Magic as Power/Custom] Raise Corpse
 
Quote:

Originally Posted by Anaraxes (Post 2046429)
No; you just pop up zombies near the enemy, in their towns, and so on. They lay waste to everything around them indiscriminately, but it's still to your advantage when you control the time and place of their appearance. They don't have to be following your orders to be doing something like what you want to happen.

Then I would use the -50% modifier. And assume the ability to at least give them a starting point for havok is your limited control over them.

ericthered 10-03-2016 01:00 PM

Re: [Magic as Power/Custom] Raise Corpse
 
certainly use allies as your base.

I'm reminded of the "disadvantageous alternate form" advantage, where if your form is abusable, you still pay a small fraction of the forms point cost.

I'd lean closer to -100% than -50%, but the principle is sound. (please note the -80% rule)

GodBeastX 10-03-2016 03:16 PM

Re: [Magic as Power/Custom] Raise Corpse
 
I think this would end up between 1 to 4 points when it's done being built. Zombies are incredibly cheap as allies.

ericthered 10-03-2016 03:29 PM

Re: [Magic as Power/Custom] Raise Corpse
 
Quote:

Originally Posted by GodBeastX (Post 2046467)
I think this would end up between 1 to 4 points when it's done being built. Zombies are incredibly cheap as allies.

Depends on how many you can make as a group.

If you can build 100 zombies at 0 points each (and you have a positive value yourself), with conjured (+100%), accessibility requires and consumes 1 dead body (-50%), and unwilling (actually uncooperative) (-50%) thats...

A base of one point, a cost of 12 (for x100) and +0% in enhancements/ limitations. Then you have FOA, which just makes life hard and really raises the costs.

If you use the hordes of minions rule from DF 9 divide all costs by 5. If we use -100% for uncooperative rather than -50% for unwilling, we drop the cost to 6. Which means the lowest suggested cost for 100 zombie minions you with FOA always is... 5 points. The highest is 48.

GodBeastX 10-03-2016 03:34 PM

Re: [Magic as Power/Custom] Raise Corpse
 
Quote:

Originally Posted by ericthered (Post 2046476)
Depends on how many you can make as a group.

If you can build 100 zombies at 0 points each (and you have a positive value yourself), with conjured (+100%), accessibility requires and consumes 1 dead body (-50%), and unwilling (actually uncooperative) (-50%) thats...

A base of one point, a cost of 12 (for x100) and +0% in enhancements/ limitations. Then you have FOA, which just makes life hard and really raises the costs.

If you use the hordes of minions rule from DF 9 divide all costs by 5. If we use -100% for uncooperative rather than -50% for unwilling, we drop the cost to 6. Which means the lowest suggested cost for 100 zombie minions you with FOA always is... 5 points. The highest is 48.

That's if you don't use the extended ally rules from GURPS Zombies. Which could be as little as 0.2 base instead of 1.

ericthered 10-03-2016 04:04 PM

Re: [Magic as Power/Custom] Raise Corpse
 
Quote:

Originally Posted by GodBeastX (Post 2046477)
That's if you don't use the extended ally rules from GURPS Zombies. Which could be as little as 0.2 base instead of 1.

Hordes of minions is the same way. Which gives the 5 point version.

sir_pudding 10-03-2016 05:14 PM

Re: [Magic as Power/Custom] Raise Corpse
 
You could bulid this as an Innate Attack with Area Effect, Persistent and Mobile.

Or an Affliction of Alternate Form (Zombie or Skeleton) with Accessibility (Only on corpses).

Sombreiro 10-04-2016 03:29 PM

Re: [Magic as Power/Custom] Raise Corpse
 
Thanks for the replies! Sir Pudding, I thought about that, but I'd prefer to have them as NPC's roaming around, as they would wonder as long as he lives and other kind of things.

I Guess I'll be using the "Uncooperative" stuff, as the spell will be initially used by a NPC, I'll throw a -60% limitation. If things get too easy or too hard for him to deal with, I'll make it lower or higher, as I'll build the Necromancer with about 150 points, a couple of undeads wandering about the GY seems good to me.

If it's not rewarding enough for the wizard to have them off his control, I might just make it a -80% Limitation.

Thanks for your help and ideas! Hope it works :).

sir_pudding 10-04-2016 03:33 PM

Re: [Magic as Power/Custom] Raise Corpse
 
Quote:

Originally Posted by Sombreiro (Post 2046781)
Thanks for the replies! Sir Pudding, I thought about that, but I'd prefer to have them as NPC's roaming around, as they would wonder as long as he lives and other kind of things.

The Affliction does this...

Sombreiro 10-04-2016 09:05 PM

Re: [Magic as Power/Custom] Raise Corpse
 
Oh, yeah, the Alternate form. I meant about the innate XD. Hm... That's true. I'll try it out! I somehow misread that parte, my bad. Maybe I"ll do a combination? One that raises rampaging undeads for one minute, and maybe that one for stronger and longer creatures?

Well, thanks for the tip!

Gnome 10-05-2016 09:38 AM

Re: [Magic as Power/Custom] Raise Corpse
 
Quote:

Originally Posted by sir_pudding (Post 2046784)
The Affliction does this...

Wouldn't you need to add Permanent?

sir_pudding 10-05-2016 09:48 AM

Re: [Magic as Power/Custom] Raise Corpse
 
Quote:

Originally Posted by Gnome (Post 2046980)
Wouldn't you need to add Permanent?

Yes, or if you want what the OP is asking for now, a Variable Extended Duration. I think I might work out an example of this in a bit.

I think Ally is definitely not the right trait, because the Ally advantage is really about paying for the relationship with the NPC, and in this case there is no relationship. So logically it ought to modify Ally to zero points, but in this case it is still a useful ability as a fire and forget weapon.

EDIT: Although the Conjured enhancement already requires that conjured creature make a reaction roll for the caster, so this may already be what is needed, though it is, of course limited by the number of these allies the character has, so even if "forgotten" they are taking up his ability to conjure new ones.

Afflicting Alternate Form is the most straightforward way to do this, because you are literally turning corpses into the undead.

EDIT: On the third undead tentacle that used to be your intestines, the logic for why Infectious Attack is a disadvantage might apply here. Which means this could be looked at as a controllable infectious attack, and might just be a perk for a necromantic power or magical style.

sir_pudding 10-06-2016 02:12 AM

Re: [Magic as Power/Custom] Raise Corpse
 
I decided to blog about this.

ericthered 10-06-2016 08:04 AM

Re: [Magic as Power/Custom] Raise Corpse
 
Link is broken: working link

sir_pudding 10-06-2016 12:36 PM

Re: [Magic as Power/Custom] Raise Corpse
 
Should work now.

Sombreiro 10-07-2016 06:31 PM

Re: [Magic as Power/Custom] Raise Corpse
 
Just. Wow. hahahaha, Thats a LOT of help! For real! I'll be using the mass Animate Angry Undead one AND the Not Rest for the Wicked!

Thanks for the help! :)

sir_pudding 10-07-2016 06:43 PM

Re: [Magic as Power/Custom] Raise Corpse
 
Quote:

Originally Posted by Sombreiro (Post 2047851)
Just. Wow. hahahaha, Thats a LOT of help! For real! I'll be using the mass Animate Angry Undead one AND the Not Rest for the Wicked!

Thanks for the help! :)

You could take the Animate Angry Dead version with an Either/Or Enhancement of Advantage, Alternate Form: Regular Undead or Advantage, Alternate FormAlternate Form: Angry Undead and be able to get servitor zombies or zombie weapons out of the same trait. Or of course take one as an alternate ability of another.


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