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#1 |
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Join Date: Mar 2006
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On the zombie-stat front, I would recommend going with Injury Tolerence (Unliving) and (no blood, no vitals) and add a Vulnerability to headshots, or just negate the Injury Tolerence when hit in the head or skull. The primary effect is that it reduces the damage from bullets but not most melee weapons (and even though shotguns have the damage of individual pellets reduced by 1/5, hitting with lots of pellets still does a fair amount of damage compared to a handgun). This means you can put a zombie down with gunfire, but it takes more shots than a living person... unless you shoot them in the head. On the other hand, if it gets to melee attack range, your PCs having to use a fire axe or baseball bat won't be at such a disadvantage.
Personally, I'd go with a zombie type that is easy to destroy or evade when by itself (if you're careful) and make the horror come from the large scale of the problem. That also contrasts them with living adversaries who would be more dangerous one-on-one but easier to kill with firearms. |
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#2 | |
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Join Date: May 2008
Location: CA
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Quote:
That said, improvised weapons are probably more generally useful, especially ones that can do sw damage. |
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#3 |
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Join Date: Jun 2011
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I think the martial artist can work, but like others have said a couple of changes would need to take place, first they should have at least some small ability to use a weapon (most martial arts systems practice at least some kind of weapon at the higher levels) and second the martial arts bit should be a secondary characteristic of the character for example the character is a school physical education teacher who is also a martial arts instructor on the weekend, i think makes for a much more "normal" sounding person.
Something else that might help is throw some spotlight on things that GURPS does that are absent in D&D, the biggest one that comes to mind is Fatigue Points, once you get the books check out the rules for sleep deprivation and starvation, extra effect and the like, this will really help show why the fireman with his high HT stat has some strong advantages against the cop who can shoot guns a little. I also second the idea of getting the players to create their own general concepts, I would go about it by asking my players to come up with ideas for characters that represent normal members of society, if you like you can even throw on restriction "come up with an idea for an average member of society would not be trained in firearms as part of their job", you can then pregen on their suggestions. Some other ideas of survivors might be, a star athlete, a homeless person, a biker, a street thug, a construction worker, a VIP who’s body guard just got munched, any typical "helpless" archetype that has been protected by others but actually has useful traits (children work very well for this type of character i.e. can fit into small spaces and can at least cinematically be considered stealthy), an office worker with anger management issues (all those hours of extreme road rage are about to pay off lol), a bouncer, a security guard, a sewer maintenance worker, a gun store owner, a k-mart employee. that’s all i can think of at the moment but you get the idea. |
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#4 | |
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Join Date: Aug 2004
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Zombies with Supernatural Durability [150 cp] are likely too powerful for newbie players. Ones with Unkillable 1 [50 CP] are annoying - needing to take them to neg ten x HP can be mean. I'd add DR 3 and ten HP for your initial big bads and give them some sentience that lets them argue for their 'right' to continue their existence. Nasty surprize some zombies can teleport in dark hexes to dark hexes. Lanterns are thus highly useful and what intelligent undead will try and supress.
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...().0...0() .../..........\ -/......O.....\- ...VVVVVVV ..^^^^^^^ A clock running two hours slow has the correct time zero times a day. |
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| Tags |
| post-apocalypse, zombie |
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