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#1 |
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Join Date: Aug 2004
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DF leaves the origin of these thinly disguised Skull Spirits open to question. Are they spell effects or "natural" undead.
It occurs to me that Turning could settle the issue. If they can't be turned, they're likely spell effects, if they can be turned, they're legitimate undead. So do your clerics have a distinct advantage here?
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#2 |
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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 description says "Class: Undead," so regardless of what may have inspired them, they're undead and can be turned.
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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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#3 |
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Join Date: Aug 2004
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#4 |
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GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Undead is undead in GURPS. There's no distinction between undead created by magic – say, by a Lich, Wraith, or Zombie spell – and those that just sprout up out of the ground for supernatural reasons. The only thing that matters is that the entity is classed as "Undead," at which point anything that specifically affects the undead works on it, while anything that says the undead are immune does not.
As for their origins . . . I think of them as the ghosts of those burned to ash by magical fire or demonic hellfire, driven mad with the pain of burning and surrounded in an aura of unnatural flame. They're skull-shaped mostly for aesthetics. The similarity to skull-spirits is coincidental, the result of there being only so many ways to render an immaterial, skull-shaped entity that attacks with a wounding touch.
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
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#5 |
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Join Date: Aug 2009
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If you want to maintain some mystery, perhaps there exists an Elemental, Illusion or Creation spell that creates effects very similar to flaming skulls and which for whatever reason is or was very popular in some region. Then whenever the delvers blunder into a pack they can never really know which type it is and what weakness to aim for.
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#6 |
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Untagged
Join Date: Oct 2004
Location: Forest Grove, Beaverton, Oregon
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Flaming skull? Sounds like a fire elemental zombie, only turnable by watery clerics.
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#7 | |
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Join Date: Aug 2004
Location: The ASS of the world, mainly Valencia, Spain (Europe)
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Quote:
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#8 |
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Computer Scientist
Join Date: Aug 2004
Location: Dallas, Texas
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Submitting errata, now there's a laugh.
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#9 |
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Join Date: Nov 2005
Location: Midwest, USA
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That in no way contradicts what Kromm said, though. Those spells don't "specifically affect the undead." They specifically affect undead raised by the Zombie spell.
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#10 |
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GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Exactly. By "anything that specifically affects the undead," I was referring to things that affect "undead" explicitly, by name, and without qualification, such as the Dungeon Fantasy interpretation of True Faith with Turning ("Take a Concentrate maneuver and roll a Quick Contest of Will with any undead . . ."). The Turn Zombie spell isn't such a thing (". . . anything in the area that was animated using the Zombie spell . . ."). The latter is quite clearly a specific countermeasure against another spell.
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
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