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#1 | |||||
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Join Date: Jun 2011
Location: Fairbanks, AK, USA
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Not everything is about the zombies, they're just the central theme. Quote:
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Of course, I doubt we'll go quite this gritty for a full-blown campaign, but it suits my purposes for this game. My books aren't here yet, so I don't know what Luck and Common Sense actually do, but I've got a good idea, I think, from reading other forum posts around the interwebs. And once I do have those books and know what they are, they very likely could find their way into these characters... |
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#2 |
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Join Date: Jan 2005
Location: Gothenburg, Sweden
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If you have characters in niches (for a DF game, things like healer, tank, wizard, etc.) then character points can vary widely. Sure, the other guys are 400 points - but none of them know magic, so your 200-point character still has a chance to shine.
Edit: I'd actually price Serendipity above Luck for this kind of scenario. "What a coincidence, I found a loaded shotgun!"
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“When you arise in the morning think of what a privilege it is to be alive, to think, to enjoy, to love ...” Marcus Aurelius Author of Winged Folk. The GURPS Discord. Drop by and say hi! |
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#3 | |
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Aluminated
Join Date: Feb 2005
Location: East of the moon, west of the stars, close to buses and shopping
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Then carry on, sir! Be sure to come up with picturesque descriptions of victims being torn apart.
__________________
I've been making pointlessly shiny things, and I've got some gaming-related stuff as well as 3d printing designs. Buy my Warehouse 23 stuff, dammit! |
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#4 |
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Join Date: Mar 2006
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You've gotten lots of good advice, so I'll just give you a brief thought on PCs.
The business exec may very well have decent-to-good interpersonal skills like Leadership, Politics, maybe even Fast-Talk. Maybe advantages like Charisma and Common Sense. An IQ score of around 12 or 13. The taxi driver should obviously have Driving, but also Navigation and Streetwise (don't know how much good it'll do, though). And Area Knowledge of whatever city she drove in, which may be valuable if it's where the game is set. And as someone pointed out, a mechanic would be very helpful. The fireman would have skills like Forced Entry and at least a little First Aid. In addition to high HT and ST, his Fatigue would probably be bought up. The outdoors enthusiast might have a rifle, if she's a hunter, or other (now) valuable equipment like binoculars, a hearty GPS, or a water filter. A machete is actually not likely to be taken on most camping or hiking trips. However, she could easily have lots of skills or non-weapon equipment that makes her invaluable outside of combat. Raise Perception a little. No thoughts on the martial arts enthusiast, other than I, personally, would instead make them a criminal or street thug and go for Brawling and Axe/Mace (for bats or clubs). For any and all of the characters, I'd recommend you look at Talents (under advantages) and give them a level or two in something -- even if it doesn't relate to their job/role. The best way to make them stand out as individuals or be colorful, though, is with Disadvantages. It might be tricky to get your players to role-play them if they don't know about them, so I'd furnish them with a brief description to help give them the idea. ("Before the Zombie Apocalypse, you were a high-class business executive. You're smart, decisive, and know how to motivate people and close deals. You know that there's strength in a good organization and you're driven to build something bigger and better than what your father left you (greed and maybe a vow) -- but when it comes down to it you look out for yourself first (selfish), you assume anyone who's survived this long does too (paranoia), and in this new environment you know that means being ready to sacrifice others to save yourself." "You were a firefighter before the Zombie Apocalypse. Dedicted to saving others, you've spent years putting yourself in harm's way to save the lives of others (Selfless and/or Sense of Duty). Even now that hacking up the undead is a way of life, you refuse to harm -- or let harm come to -- anyone living (Pacifism).") Or... you could base the PCs (loosely) on your players... |
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#5 | ||||
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Join Date: Nov 2005
Location: Midwest, USA
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The difference is, we're right! ;) Quote:
Let them play the characters they desire. If they want to be Rambo, let them. If they want to be Dirty Hairy, let them. They will have way more fun than if you force them, pigeon-hole them into what your idea is of what you think their characters somehow are supposed to be. That's very restricting. And, they'll want to break free. Also, remember, in a zombie apocalypse, the bad asses often die early anyway! It's often the quiet librarians or whatever that are the heroes. So, being a police officer or National Guardsman won't make them any less susceptible to getting eaten in this genre WTSHTF. I suggest a power level of 100 or 150-point characters with a -50 or -75-point disadvantage limit (p. 11 of Basic Set). See Power Level, p. 487 of the Basic Set for a discussion of starting points. When I get some time, I'll make further suggestions on your pre-made PC's. Basically, I suggest broad, pre-made templates instead of entire characters. Quote:
Zombie These shambling, rotting corpses limp and hobble forward in the masses -- moaning, growling, hissing and gurgling -- with one goal: kill all sentient life. Somehow, zombies can sense sentient beings and are driven to slay them. 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 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). Attributes: ST 11 [10]; DX 8 [-40]; IQ 3 [-140]; HT 10 [0]. Secondary Characteristics: Dmg 1d-1/1d+1; BL 24; HP 11 [0]; Will 3 [0]; Per 10 [35]; FP 10 [0]; Basic Speed 2.5 [-40]; Basic Move 2 [0]. Advantages and Perks: Dark Vision [25]; Detect (Sentient Beings; Common; Vague, -50%) [10]; Doesn't Breathe [20]; Doesn't Eat or Drink [10]; Doesn't Sleep [20]; High Pain Threshold [10]; Immunity to Metabolic Hazards [30]; Immunity (All mind control) [30]; Indomitable [15]; Injury Tolerance (No Blood, No Eyes, No Vitals, Unliving) [35]; Temperature Tolerance 10 [10]; Unaging [15]; Unfazeable [15]. Disadvantages and Quirks: Appearance (Horrific; Universal, +25%) [-30]; Bad Smell [-10]; Berserk (Battle Rage) (6) [-30]; Bestial [-15]; Cannot Learn [-30]; Cannot Speak [-15]; Dependency (Mana; common, constantly) [-50]; Disturbing Voice [-10]; Fragile (Unnatural) [-50]; Frightens Animals [-10]; Hidebound [-5]; Impulsiveness (6) [-20]; Incurious (6) [-10]; Low Empathy [-20]; No Sense of Humor [-10]; No Sense of Smell/Taste [-5]; Noisy 3 [-6]; Numb [-20]; Obsession (6) (Kill All Sentient Beings) [-30]; On the Edge (6) [-30]; Reprogrammable [-10]; Sexless [-1]; Slave Mentality [-40]; Terminally Ill [-100]; Unhealing (Total) [-30]. Features: Affected by Control Zombie, Pentagram, and Turn Zombie; Fixed IQ; No mental skills.
__________________
. "How the heck am I supposed to justify that whatever I feel like doing at any particular moment is 'in character' if I can't say 'I'm chaotic evil!'"? —Jeff Freeman |
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#6 | |||||
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Join Date: Jun 2011
Location: Fairbanks, AK, USA
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I think maybe I was born to be!
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I mean, I fully intend to give them the freedom to be who they want to be when-and-if we play an actual campaign using GURPS. But a simple blackboxed one-shot requires that I bring in fully-made characters, doesn't it? Quote:
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True enough. But the thing is that we're not switching, at least not yet. We're just giving GURPS a test drive. GURPS Lite (which I have downloaded, yup) doesn't feel like quite enough from a GM's perspective, which is why I've already bought the Basic Set -- sinking $50 already into what very well could turn out to be a single one-shot session! If, however, my group does express an interest in actually playing a full campaign using GURPS, then I have no problem buying more books -- money well spent, as far as I'm concerned. It's just the thought of sinking even more money into something we may never touch again that makes me shy away from buying e.g. Horror right now. |
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#7 | |
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Aluminated
Join Date: Feb 2005
Location: East of the moon, west of the stars, close to buses and shopping
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The problem with running "average" people in adventure scenarios is that adventures are difficult and dangerous, and average people caught up in them tend to fail and die. That's realistic, but it may not be the kind of fun you're after. If you want all sneaking and hiding all the time, average people are the ticket. If you want to see some zombie-splattering action, crank up the points. Also, consider metagame-ish advantages like Luck and Common Sense, which allow PCs to be apparently average but a little harder to kill.
__________________
I've been making pointlessly shiny things, and I've got some gaming-related stuff as well as 3d printing designs. Buy my Warehouse 23 stuff, dammit! |
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#8 | |
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Join Date: Nov 2005
Location: Midwest, USA
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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
__________________
. "How the heck am I supposed to justify that whatever I feel like doing at any particular moment is 'in character' if I can't say 'I'm chaotic evil!'"? —Jeff Freeman |
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#9 |
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Join Date: Mar 2008
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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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#10 | |
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Join Date: Jul 2007
Location: One Mile Up
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They were immune to the worst form of injury of them all... a broken heart... |
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| Tags |
| post-apocalypse, zombie |
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