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Old 02-13-2019, 11:31 AM   #1
JohnPaulB
 
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Default Thoughts on Zombies and Skeletons

I'm sure this has been discussed to death, but hey, its undead....

John Paul's thoughts on this ITL zombs:

Zombies-(Not the Night-of-the Living-Dead types)
  • I think of necromancer created zombies as slow moving (half of original living MA).
  • I agree that the zombie ST should be capped to the character’s original ST (the ability to use a weapon rated that ST.) However, the wizard can boost more ST past this point for purposes of endurance. Thus ST 12/20 would be a broadsword toting zombie that could endure 21 hit points of damage before destroyed.

    (A zombie with ST 7 will weal a cutlass at an additional -3 DX. Per ITL, If your ST is less than that required for the weapon you are using, your DX is -1 for each ST point you lack, and the damage done is -1 for each 2 ST (round damage down) that you lack.) So how do you get around this penalty? Do you ignore it for zombies?

(If a wizard is controlling his zombie, then what can he do with it? Can he make it dance? Can he make it cook (while under the wizard’s manipulation)? Can he make it speak like an audio-animatronic head?)


Skeleton – (Like Jason and the Argonauts)
  • Since Skeletons are a form of Zombie, I would apply the same ST cap and endurance hitpoints to it as I outlined above.
  • I think skeletons are a bit slower than living, so I would make skeletons -2 MA.
  • As far as DX goes, for most of the skeletons, I would use the DX-2 concept. However, the agility of the Argonaut Skeletons makes me dream that some skeletons could have the DX of their original owners.
  • I envision the right tool for the job of destroying skeletons is a crushing weapon, so I would give a bonus of +1 damage for Hammer and Mace, +2 damage for Morningstar & Great Hammer.
  • I like the comment in ITL about Skeletons immune to arrows (and rocks and bullets) as they pass through or ricochete off the bones. Well actually, I would say that if you critically hit with a missile weapon, you can score normal damage. But an Aimed Shot has full affect. And an Arbalest or heavy crossbow has more size to hit with so it can be used normally.
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Old 02-13-2019, 11:46 AM   #2
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Default Re: Thoughts on Zombies and Skeletons

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Originally Posted by JohnPaulB View Post
(A zombie with ST 7 will weal a cutlass at an additional -3 DX. Per ITL, If your ST is less than that required for the weapon you are using, your DX is -1 for each ST point you lack, and the damage done is -1 for each 2 ST (round damage down) that you lack.) So how do you get around this penalty? Do you ignore it for zombies?
Yes, it seems to me that's about mechanics, and so would apply to zombies too.


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(If a wizard is controlling his zombie, then what can he do with it? Can he make it dance?
Clumsily, yes. Restricted to the wizard's own dance repertoire.


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Originally Posted by JohnPaulB View Post
Can he make it cook (while under the wizard’s manipulation)?
Yes, again, limited to the wizard's known recipes and cooking skills...


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Originally Posted by JohnPaulB View Post
Can he make it speak like an audio-animatronic head?)
Great question. IIRC, we had it that they could move their mouths and gurgle, but you needed a really fresh body to get a zombie that could be intelligible.


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[*]I envision the right tool for the job of destroying skeletons is a crushing weapon, so I would give a bonus of +1 damage for Hammer and Mace, +2 damage for Morningstar & Great Hammer.
Mhmm. GURPS Magic does a good treatment of zombies and skeletons, taking advantage of GURPS damage types. (There, against skeletons crushing weapons do double, but impaling weapons do max 1 point, and cutting weapons lose their usual 1.5 x penetrating damage multiplier.)


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Originally Posted by JohnPaulB View Post
[*]I like the comment in ITL about Skeletons immune to arrows (and rocks and bullets) as they pass through or ricochete off the bones. Well actually, I would say that if you critically hit with a missile weapon, you can score normal damage. But an Aimed Shot has full affect. And an Arbalest or heavy crossbow has more size to hit with so it can be used normally.[/LIST]
How does a heavy crossbow have more size to hit with?
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Old 02-13-2019, 12:18 PM   #3
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Default Re: Thoughts on Zombies and Skeletons

I add one die for narrow attacks to hit unarmored skeletons, due to the empty space.
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Old 02-13-2019, 12:28 PM   #4
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Default Re: Thoughts on Zombies and Skeletons

Actual skeletons don't weigh very much. Seems like if you had a long lever like pretty much any long two-handed weapon (even the side of a spear held at the base), with enough space you could sweep at waist level and at least send a skeleton flying away pretty easily.
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Old 02-13-2019, 12:29 PM   #5
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Default Re: Thoughts on Zombies and Skeletons

Do uncontrolled zombies defend themselves? Shouldn't you get the side attack +2 bonus to their face?
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Old 02-13-2019, 01:08 PM   #6
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Default Re: Thoughts on Zombies and Skeletons

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Do uncontrolled zombies defend themselves? Shouldn't you get the side attack +2 bonus to their face?
Per ITL, an aimlessly wandering uncontrolled zombie when encountered will have a bad reaction (1 or 2) and attack. So if it gets a 3+ it will just mill about.

If you attack it, I suppose it will defend itself. I guess if you assault it (making it look like you are going to hit it) it will go into combat mode. If this is not the case, you might be able to always get in the first hit to start it fighting (if its initial reaction is 3+). In which case, I think the first blow could get a bonus (though not an automatic like slitting a throat of an unconscious person).

So If the uncontrolled zombie gets 3+ on its encounter reaction roll, it is passive? If you went behind it and taped up a sign that says "Kick Me" would that make it react? If you go up to it and shook its hand, will it consider that an attack?
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Old 02-13-2019, 01:28 PM   #7
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Default Re: Thoughts on Zombies and Skeletons

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Actual skeletons don't weigh very much. Seems like if you had a long lever like pretty much any long two-handed weapon (even the side of a spear held at the base), with enough space you could sweep at waist level and at least send a skeleton flying away pretty easily.
Agreed. I would add that too.

Perhaps Shield Rushing might also have a shattering affect.
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Old 02-13-2019, 01:57 PM   #8
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Default Re: Thoughts on Zombies and Skeletons

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I add one die for narrow attacks to hit unarmored skeletons, due to the empty space.
Or just use the 'hits stopped' mechanic. The hits aren't actually 'stopped' but are instead lost due to not actually hitting anything. Plus they are already immune to arrows (and I would probably add small thrown weapons to that).
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Old 02-13-2019, 03:10 PM   #9
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Default Re: Thoughts on Zombies and Skeletons

What is a Zombie's saving throw number to resist lightning bolt disenchantment by ITL167?
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Old 02-13-2019, 04:01 PM   #10
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Default Re: Thoughts on Zombies and Skeletons

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What is a Zombie's saving throw number to resist lightning bolt disenchantment by ITL167?
A zombie itself is not a magic item.

A serpent torc is, though.
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