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Old 10-03-2016, 12:43 PM   #11
GodBeastX
 
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Default Re: [Magic as Power/Custom] Raise Corpse

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Originally Posted by Sombreiro View Post
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 =)
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Old 10-03-2016, 12:48 PM   #12
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Default Re: [Magic as Power/Custom] Raise Corpse

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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.
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Old 10-03-2016, 12:54 PM   #13
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Default Re: [Magic as Power/Custom] Raise Corpse

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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.
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Old 10-03-2016, 01:00 PM   #14
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Default 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)
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Old 10-03-2016, 03:16 PM   #15
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Default 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.
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Old 10-03-2016, 03:29 PM   #16
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Default Re: [Magic as Power/Custom] Raise Corpse

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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.
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Old 10-03-2016, 03:34 PM   #17
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Default Re: [Magic as Power/Custom] Raise Corpse

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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.
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Old 10-03-2016, 04:04 PM   #18
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Default Re: [Magic as Power/Custom] Raise Corpse

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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.
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Old 10-03-2016, 05:14 PM   #19
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Default 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).
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Old 10-04-2016, 03:29 PM   #20
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Default 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 :).
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