New OOTS products from CafePress
New OOTS t-shirts, ornaments, mugs, bags, and more
Results 1 to 5 of 5
  1. - Top - End - #1
    Ogre in the Playground
    Join Date
    Nov 2011
    Gender
    Male

    Default (GURPS)Necromancer- Zombie Spell?

    Making a temporary move in my group from dnd 3.5 to GURPS 4th Ed. I was originally thinking of building a necromancer using allies and modifications. After looking into the magic( Which I am hesitant about Silly Prereqs) I noticed the Zombie spell. Am I mad or is that crazy overpowered? The raised dead keep their physical advantages! It doesn't mention paying for them as allies or anything... I assume that a GM would probably make you pay for them, but as written?

  2. - Top - End - #2
    Dwarf in the Playground
     
    beyond reality's Avatar

    Join Date
    Sep 2010

    Default Re: (GURPS)Necromancer- Zombie Spell?

    Keep in mind that even if you did have to take the Zombie as an Ally that's only 4 points at most. The Zombie Template is massively negative (-160 or so I believe) so just about any zombie is going to have a point total below zero. I would assume you don't have to pay for them though. They've got no story protection or inherent value and are often created simply to be killed off at some point.

    Overall it's a context thing. With things like zombies and undead most games (GURPS included) will assume that the players are generally not going to be using these spells as often or effectively as their opponents. In settings where there is no stigma attached to animating the dead then it might be too powerful but in the vast majority of games it's not like players can just walk around with dozens of zombie buddies in tow.
    Last edited by beyond reality; 2011-11-27 at 02:12 AM.
    My Webcomic


    My Blog of Art and Gaming

  3. - Top - End - #3
    Barbarian in the Playground
     
    GnomePirate

    Join Date
    May 2008
    Gender
    Male

    Default Re: (GURPS)Necromancer- Zombie Spell?

    If you don't pay points for it, it's equipment. The de facto GURPS assumption is that equipment gets lost, stolen, or destroyed somewhat frequently.

  4. - Top - End - #4
    Pixie in the Playground
     
    NecromancerGuy

    Join Date
    Dec 2014

    Default Re: (GURPS)Necromancer- Zombie Spell?

    Having a zombie counts against your amount of spells. If you have 3 zombies, you are at -3 to all spells.

  5. - Top - End - #5
    Ogre in the Playground
     
    mikeejimbo's Avatar

    Join Date
    Nov 2006

    Default Re: (GURPS)Necromancer- Zombie Spell?

    As others have said, if you take them as Allies then they have something like plot protection. You might also look into Ally Group, since you can have an entourage of 10 zombies for 24 points. As a GM I personally allow "topping off" the zombie supply when there's downtime so that they can be treated as somewhat expendable, but this is by no means a hard and fast rule.

    Edit: Also, you are not alone in your dislike of the base magic system. That's practically why the GURPS Thaumatology book even exists.
    Last edited by mikeejimbo; 2015-03-18 at 10:57 AM.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •