Welcome to GameHourz.com!
FAQFAQ   SearchSearch      ProfileProfile    Private MessagesPrivate Messages   Log inLog in

Zombie spell

 
   Game Forums (Home) -> GURPS RSS
Related Topics:
Deliberate amnesia? - Hey gang, I'm trying to figure out how to represent (in 3ed, if possible, but I can backdate a 4ed mechanic if a case of amnesia where the character has and erased his own past from his memory. It's a TL 3 society..

TEMPLATE: Tough Mer ( as in... Mermaid Duuh!)GURPS - TEMPLATE: Tough Mer (Mermaid) All 11 or above cost 60 points ((Mer genetic weeding is done by GREAT WHITE SHARKS, & cost 10 points,DR 5 scales cost 25 (no they are NOT turtle shell I just checked),

A Song Of Ice And Fire's Dire Wolves template - As per subject, I'm trying to build a Dire Wolf PC for a campaign in the setting of A Song Of Ice And Fire, the popular book by Martin. I'll build this racial template, but since I've not a great knowledge of the book series, I'd ask help from you in..

Time Travel, [Gurps: p. 45]: time radio & time tv - In Time Travel [Gurps, p. 45] for time radio & time tv can be model @ 50 C2 PL or Power Level for time radio, while be @ 100 C2 PL for time tv: the 100 C2 PL is @ D20 or maximum D20 character @ 20 C1 DP which is 733 points @ 733 C3 DP or Default Psych

superb eyesight and ranged attacks - Hi! How would you reflect the effects of good eyesight on ranged attacks? i have not found something like the opposite of the "Bad Acute Vision is not So the next option would be talents. Perhaps for a skill..
Next:  More random thoughts (on forts and torps)  
Author Message
Tobias Heidelmann

External


Since: Apr 10, 2006
Posts: 12



(Msg. 1) Posted: Tue May 16, 2006 4:36 pm
Post subject: Zombie spell
Archived from groups: rec>games>frp>gurps (more info?)

How do you handle the Zombie-spell? What exactly does control of a
Zombie mean? When i apply the Zombietemplate to a subject, the IQ of
most animals is reduced to 0. In which way can they be controled? Can
they follow simple instructions or are they useless?

TH

 >> Stay informed about: Zombie spell 
Back to top
Login to vote
PhoenixPaw

External


Since: Mar 23, 2006
Posts: 10



(Msg. 2) Posted: Fri May 19, 2006 2:24 am
Post subject: Re: Zombie spell [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

I have allowed the mage to give verbal instructions that are up to the
Zombies IQ squared long. This means that a zombie-animal with IQ of
zero (or less...) can not understand even one-word commands. These will
either just stand where they are, or follow their master (50% chance
for either). If they can be physically walked through a pattern of
movement they will repeat that action endlessly (or at least untill
they fall appart too much to do it).

Note, I have only the third edition materials, and there Zombie spell
reduced the IQ of the subject with 2, and only insects have such low
IQ. Is the IQ-reduction greater in the 4th edition?

 >> Stay informed about: Zombie spell 
Back to top
Login to vote
PhoenixPaw

External


Since: Mar 23, 2006
Posts: 10



(Msg. 3) Posted: Fri May 19, 2006 1:54 pm
Post subject: Re: Zombie spell [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

yup, that's what I've been using for all Zombies where ever they've
appeared, and it's been working quite well. Of course, I've on occation
been quite liberal in the interpretation of the orders given.
For example, a zombiefied alligator (final IQ 1) was given the command
"guard" while in a hallway, making the zombie-alligator guard the
hallway (from -everyone- except it's master). That same alligator was
later given the command "protect" (ie, protect the master).
However, I would say that normally the lower the intelligence of the
creature, the more litteral the interpretation.
 >> Stay informed about: Zombie spell 
Back to top
Login to vote
Tobias Heidelmann

External


Since: Apr 10, 2006
Posts: 12



(Msg. 4) Posted: Fri May 19, 2006 4:02 pm
Post subject: Re: Zombie spell [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

PhoenixPaw wrote:
> I have allowed the mage to give verbal instructions that are up to the
> Zombies IQ squared long. This means that a zombie-animal with IQ of
> zero (or less...) can not understand even one-word commands. These will
> either just stand where they are, or follow their master (50% chance
> for either). If they can be physically walked through a pattern of
> movement they will repeat that action endlessly (or at least untill
> they fall appart too much to do it).
>
> Note, I have only the third edition materials, and there Zombie spell
> reduced the IQ of the subject with 2, and only insects have such low
> IQ. Is the IQ-reduction greater in the 4th edition?
>
no. but one of my players wanted to animate giant bugs.

so it is iq squared words? i guess i will use that. maybe i will let
those beetles just follow their master and on a successful check from
the master (maybe thaumaturgy or will or zombie spell) they will
understand a single word command.
 >> Stay informed about: Zombie spell 
Back to top
Login to vote
Display posts from previous:   
   Game Forums (Home) -> GURPS All times are: Ekaterinburg, Islamabad, Karachi, Tashkent (change)
Page 1 of 1

 
You can post new topics in this forum
You can reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum



[ Contact us | Terms of Service/Privacy Policy ]