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#21 |
Join Date: Aug 2014
Location: Snoopy's basement
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Neither of those have to do with the subject of Allies. I don't think wandeirng from the topic will add clarity.
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#22 | |||
Join Date: Aug 2018
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You can "make use" of a zombie after creating it, even if that might mean they go away later and you don't get a free ally replacement. So one approach might be to define this as imparting yourself with a "Favor" ally... One thing I'm not entirely clear with about Favor is how long it's supposed to last. Like 1 session worth of help? Doesn't seem to be a duration for when the debt is considered repaid and you lose the ally. Quote:
Unless I tell a fleshy zombie to lie perfectly still (or maybe they just do that when lacking instructions?) it's hard to imagine that crows/rats would be brave enough to start eating them. If this does become a problem couldn't you just give them instructions like "grapple and kill any vermin who attack you" ? I just don't know how long an Automaton is able to remember verbal instructions for. Makes me wonder if disloyalty among automatons is just "I failed to obey master because he was boring so I forgot what he told me". Perhaps disloyalty is just failing to be a cool and memorable master and your minions zone out when you tell them to do stuff, whereas loyal ones you impressed with accomplishments are rapt with attention to your orders and remember what it was they're suppsoed to obey? |
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#23 |
Join Date: Aug 2014
Location: Snoopy's basement
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Okay, then your case A is a point purchase of a one-shot Ally and it will function according to the rules for Ally.
Your case B is a point purchase of cash for points. Your character can spend the cash on whatever, but if she hires an NPC, that's not an Ally. |
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#24 |
Join Date: Aug 2018
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I'm talking about the actual effects though: what would be different between going CP>Cash>Hireling vs CP>Favor ?
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#25 | |||||
Join Date: Dec 2007
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#26 |
Join Date: Feb 2016
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No, I would not allow a zombie minion as a Dependent, as your PC likely does not that sort of relationship with their zombie minions (*shudder*). Minions really cannot be dependents because you are free to mistreat them, which runs counter to the idea of Dependent. Now, if you want that type of relationship with a zombie (*shudder*), you can just have some sort of free willed zombie that you take as an Ally and a Dependent.
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#27 |
Join Date: Dec 2006
Location: Meifumado
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Have a look at who The Walking Dead's Governor keeps in his locked room. (About season 2 or 3, iirc.)
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#28 | |||
Join Date: Jun 2013
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*Honestly, mechanically speaking I don't think that's necessary. Failing to protect your Dependent means gaining Disadvantages equal to twice the value of the Dependent; while this is typically mental, I could easily see a build where, for example, you are required to protect someone, and failing to do so means whoever appointed you becoming an Enemy, or any number of other consequences. Of course, this is getting a bit afield of the original topic. For that, as others have noted, GURPS doesn't assume you gain some Advantage simply because you acquire the means of doing something similar to it otherwise. That said, I'm fine with often assuming the character has some virtual Advantage while this is in play, and can use character points to modify it (so you could use the Ally guidelines to buff up a zombie, or Innate Attack ones to buff up a weapon, or whatever), but that's markedly more complex.
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#29 | |||||||
Join Date: Aug 2018
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This brings an interesting thing to mind though: how would a PC go about actually assessing (estimating) the loyalty stat of an NPC when negotiating the purchase of them as an ally with the GM? To avoid metagaming a GM wouldn't be obligated to tell "under the hood" stats like the Loyalty number to a player... So is it possible you could only say "I want to buy this NPC as an ally" but the GM would actually make it secret whether they're priced as "Unwilling" or not, and the player would just guess based on their behavior how loyal they truly were? Quote:
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That's "loved one" (x2) which is probably much more rare than "friend" (x1) or "acquaintance" (x1/2) zombies. Quote:
Normally when you fail the FOA roll for a Dependent you don't need to worry about protecting them because they're not present in the adventure, so that safety should still apply if they are solely "present as an ally". This wouldn't make them immune to harm, it should just mean that you shouldn't face consequences for neglecting them like docked bonus CP for bad RP. Instead of facing "you let your dependent die" penalties, you basically face "you let your ally die" penalties instead, which aren't as bad. You should still lose the disadvantage and have the points reassigned, of course. Though I think the option of "use their value as an ally to pay off your dependent debt" sounds like a fair approach, so long as you don't qualify for a situation where you would lose points spent on an ally, like pointlessly killing them. Quote:
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IE similar to many gender differences (groin vulnerability, ability to carry children) which don't get statted but in theory could just be 0pt meta-traits composed of advantages for male/female benefits and disadvantages for male/female drawbacks. Another point of comparison would be the "built-in Damage Resistance" that skull DR is considered to be in the design notes of Thin Skull perk (Power-Ups) and "No Skull DR" disadvantage (Weird/Toolkit2) Quote:
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#30 | ||||
Join Date: Dec 2007
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Tags |
ally dependent, ally group, dependent ally, dependent group, zombie (spell) |
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