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Zombie Creation System from Antagonists updated to GMC

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  • Zombie Creation System from Antagonists updated to GMC

    Here's a first crack at updating the zombie creation system from World of Darkness: Antagonists to the GMC rules. Hopefully sometime a similar book will come out for a post-GMC WoD, but until then, enjoy! I added a few Aspects and expanded some, so you may see differences beyond just those of the GMC changes.

    Attributes
    Zombies don't have any ability to socialize and reason. This is one of the things that separates them from their fellow cannibalistic undead, like vampires. That, and the smell. Instead of the nine Attributes mortal characters use, they use the three simplified categories of Power, Finesse and Resistance. Unlike ephemeral beings, for zombies these three Attributes don't encompass most mental or any social functions. Power represents the zombie's pure brute power, Finesse represents its motor control and awareness (not all zombies are slow shamblers), while Resistance measures both the zombie's durability as well as the strength of the force animating it. Each of these Attributes range from 1 to 10, but only the most powerful and special zombies should be assigned Attributes above 5.

    Merits & Skills
    Zombies possess neither Skills nor Merits. Some special abilities (represented by Aspects, seen below) can approximate these traits, however.

    Advantages
    Advantages for zombies are calculated in much the same way as they are for mortals, though zombies often have special considerations due to their nature.
    Defense: Zombies have no self-preservation instincts. They do not block or dodge or make any attempt to save themselves from hazards such as fire. Their Defense is 0.
    Health: Zombies have Health equal to their Size ratings, and they do not add Resistance to their Health. The Tough Aspect can add additional points of Health. Incapable of feeling pain, zombies never suffer from wound penalties.
    Initiative: A zombie's Initiative rating is equal to its Finesse.
    Integrity: Ha. Please. Zombie don't empathize.
    Physical Integrity: This is a trait unique to zombies and describes the state of the zombie's body. Physical Integrity theoretically starts at 10 for a fully intact zombie, neither missing any limbs nor suffering from grievous bone fractures. Missing both legs or both arms would indicate a starting trait of 5. Physical Integrity limits the maximum number of dice in the zombie's dice pool. Whether animated by biological or supernatural forces, zombies are assumed by default to slowly deteriorate. Every (Resistance) days, they lose a point of Physical Integrity. As well, when taking damage, once a zombie's Health points are gone, further damage subtracts from Physical Integrity. Once it reaches 0, the zombie is forever destroyed.
    Size: Barring certain Aspects, zombies retain whatever Size rating they had in life.
    Speed: A zombie's Speed is equal to its Power or Finesse, whichever is lower. They do not have a species factor.
    Willpower: Zombies never tire, physically or mentally, but they also do not have the drive that thinking beings do to push themselves beyond their normal limits. They have no Willpower trait.

    Other Systems
    Damage and Healing: Destroying a zombie can be a difficult proposition. All types of damage hurt them equally, and with the exception of bashing damage, once a zombie's Health is depleted with lethal or aggravated damage, further damage reduces Physical Integrity. Bashing attacks can kill a zombie, but require that the damage wraps around into lethal before it starts to damage Physical Integrity. Zombies don't suffer wound penalties, and they are immune to diseases, poisons and trivial mortal concerns like the need to breathe or sleep. Most zombies can't swim, but they're otherwise not harmed much by lengthy submersion, even in deep water.
    Attacks: Most zombies simply attack with unarmed attacks, grappling and biting their prey to death. Zombies with a Finesse of 4 or greater retain enough awareness and coordination to swing objects like clubs, and some Aspects can modify this ability. Bite attacks inflict bashing damage unless the Vicious Bite Aspect is taken.
    Conditions: Zombies are always considered to suffer the Mute Condition. While they can be targeted by most physical-based Tilts, such as Arm Wrack, they are immune to mental or social Tilts and Conditions. Zombies do not become Beaten Down, Lost or Insane. Their undead bodies are also immune to the Stunned Tilt, but zombies can be Knocked Down. Sensory Conditions don't affect them normally, as described below.
    Exorcisms, Abjurations and Wards: Zombies with the Unholy Weakness are affected in the same way as ephemeral beings by abjurations and wards (see World of Darkness: The God-Machine Chronicle, p. 231-232, and also see the Unholy Weakness below).
    Senses: As reanimated corpses, zombies are an unnatural kind of predator. The dead don't use their senses like the living, but they track their prey through some unknown means. Zombies can be affected by the Deafened Tilt, so those drawn to noise (like the screams of the living) will miss the telltale sounds they use to stalk their victims. Zombies cannot be blinded, however, and so they cannot suffer from the Blinded Tilt or the Blind Condition. Note that because zombies without the Regeneration Aspect do not heal, all Tilts and Conditions are effectively Persistent. Unless an outside force intervenes, these Conditions cannot be resolved.


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  • #2
    Aspects
    Zombies are built with "creation points," as described below. Aspects are special powers and traits inherent to zombies resulting from the manner of their reanimation. All Aspects cost one creation point unless stated otherwise, and some can be purchased multiple times.
    Autonomous Parts: This creepy Aspect allows a part of the zombie to maintain a basic will and connection to the zombie even after it's removed from the body. Several hands still crawl along the ground and grab hair, clothes or climbs, while decapitated heads can still bite (and infect victims, if possible). Physical Integrity is not lost when an extremity is severed, but divided between all the parts. For example, an arm worth 2 points of Physical Integrity would roll two dice for its actions. Cost: 2 creation points.
    Contagious: Zombies animated through biological or sometimes magical means carry a virulent disease that turns the infected into zombies. This Aspect has several levels, each describing how the disease (or curse or parasite, etc.) is transmitted.
    1: The zombie must kill a person for him or her to join the ranks of the undead.
    2: The zombie can infect dead targets with saliva or blood.
    3: Communicable through blood or saliva to living targets.
    4: Airborne. Welcome to the apocalypse.

    The third and fourth levels of this Aspect bear some special considerations. Storytellers may wish to make infection automatic, but in many cases, the hardy or lucky can survive exposure without becoming infected. This is resolved in the same manner as the rules for disease: a character bitten or somehow ingesting the blood or saliva (ew) of a zombie makes a reflexive Stamina + Resolve roll. This roll is penalized by the level of the Contagious Aspect and any wound penalties the character suffers. Success means that the character doesn't contract the contagion. The results of failure vary depending on the nature of the contagion, whether it is biological (such as a previously unknown virus) or magical (the result of a necromantic spell).

    As a general rule, every (5 - Aspect level) days, the character makes another roll, with a cumulative -1 penalty for each roll past the first. Failure inflicts the Aspect's level in lethal damage to the victim. An additional creation point decreases the interval to hours, rather than days. When the victim dies, whether through the contagion's damage or some other source (as long as it doesn't involve the zombie's Vulnerability), he or she rises within (Stamina x 10) minutes, unless the Storyteller deems otherwise.
    Death's Voice: The ghastly moans and cries of the zombie, of a voice belonging to something dead but walking, can shatter the resolve of those exposed to it for long periods of time. Anyone who can hear the zombie's moans for more than (Composure) consecutive hours must make a breaking point roll, penalized by the zombie's Power. Failure or a standard success apply the Shaken Condition to the victim, or the Madness Condition if the character is already Shaken. Each successive roll suffers a cumulative -1 penalty, but going one full day without hearing the sound will reset the penalty. As undead creatures, vampires are more resistant to this Aspect and add their Blood Potency to the roll.
    Indestructible: The zombie is not vulnerable to a specific form of attack and possesses no Vulnerability Weakness. Without this Aspect, all zombies must take a Vulnerability. Indestructible zombies can only be destroyed by reducing their Physical Integrity to 0. Cost: 2 creation points.
    Inhuman Growth: Undeath has caused the zombie's body to grow in size, from unnatural bloat to supernaturally-swollen muscles. Each level of this Aspect increases the zombie's Size by 1, which makes it harder to destroy but also more difficult for it to fit into smaller spaces.
    Limited Intelligence: Most often exhibited by zombies animated through magical means, this Aspect gives the zombie a limited capacity for problem solving. They may turn doorknobs, climb ladders (if they have Finesse 2 or greater), and pick up basic handheld weapons.
    Magic Resistance: Each purse of this Aspect adds a +1 bonus to the zombie's Resistance when resisting harmful magics. This can obviously only be taken by zombies animated through magical means.
    Pack Instinct: A terrifying ability, this Aspect allows zombies of the same kind (i.e., all canine or human zombies in an area) to share an instinctive hive mind. The level of this Aspect determines the range of the telepathic bond. The level of communication is limited by the zombie's intelligence, which usually just means that when one zombie has found warm food, all others within range instinctively know where to find the same source.
    1: 1 mile
    2: 10 miles
    3: 1000 miles
    4: 10,000 miles
    Preservation: Zombies deteriorate over time as the disease or magic animating the corpse fails. This Aspect modifies that duration, allowing the zombie to last longer before decaying into final death. One point makes the zombie lose 1 point of Physical Integrity every (Resistance) weeks, instead of days, while 2 points in this Aspect changes the interval to months. Three points of Preservation make the zombie effectively immortal: it doesn't decay at all.
    Quick Movement: This Aspect may be purchased multiple times. The first level gives the zombie a Speed equal to its Power + Finesse. Further dots add either +5 to the zombie's Speed or +5 to its Initiative, chosen when the Aspect is purchased.
    Regeneration: The zombie's Health points recover at a rate dependent upon the level of this Aspect. No matter the level, zombies cannot heal from damage inflicted through a Vulnerability Weakness, nor can they regenerate lost Physical Integrity by default.
    1: 1 Health/day
    2: 1 Health/hour
    3: 1 Health/minute
    Regrowth: Zombies with this Aspect can replenish lost Physical Integrity by eating flesh and bone. This Aspect may only be purchased if the zombie has at least one dot of Regeneration. Once the zombie is at full Health, every (Resistance) points of Health eaten from living or recently-dead victims restores 1 point of Physical Integrity. Cost: 2 creation points.
    Sense: Some zombies possess senses that give them a preternatural awareness of one type of target or phenomenon. Possibilities include (but aren't limited to): living or dead animals, magic, evil, virtue, holy ground, and ephemeral beings. Most zombies have Sense: Living Animals, and thus seem to be able to find prey in the vicinity even if their eyes are missing or damaged. If a living creature is actively hiding from a zombie with the appropriate Sense Aspect, he or she makes a contested roll against the zombie's Finesse +3. The dice pool used by the character varies depending on the type of Sense being used: living animals would roll Composure + Stealth against a zombie with Sense: Living, while a Wits + Occult roll would oppose a zombie sensing magic. Supernatural stealth powers use their own roll against the zombie's Finesse roll, instead.
    Special Attack: This Aspect grants the use of a special kind of attack, chosen from the list below, and may be taken multiple times. Note: the bonus dice from Ferocious do apply to Claws, Jaws and Tackle attacks, but not the others.

    Claws — Its fingers might have shredded to the bone, which hardens into claws, or perhaps the zombie naturally had claws in life. Either way, the zombie's unarmed attacks inflict lethal damage. A second level of this Aspect grants the claws a damage rating of 1.
    Ferocious — Add 2 dice to the zombie's Power when making unarmed attacks (except for grapples). May be taken multiple times.
    Grapple — Add 2 dice to the zombie's Power rolls during a grapple. May be taken multiple times.
    Jaws — Animal zombies can usually bite without needing to grapple first. Their jaws inflict lethal damage, and for 2 creation points also gain a +1 damage bonus. This Aspect may only be taken by animals.
    Spitter — Zombies with this Aspect can hurl forth sticky, acidic bile to burn and blind their victims. Range is (Power) in yards. The attack roll is Power + Finesse, and victims take bashing damage from the attack. Spitter zombies often target the head with a -3 penalty (applying the character's Defense), and if they inflict damage, the victim also suffers the Blinded Tilt.
    Tackle — Striking with terrible force, the zombie sprawls its victims and pounces upon them. The zombie may choose to caused the Knocked Down Tilt with its attack, following the normal rules: damage is halved, but on a successful attack, the target is knocked down.
    Vicious Bite — The zombie's bite inflicts lethal damage.

    Thick Hide: The zombie may be covered in thick hide, scaly armor or perhaps its reanimation caused its bones to harden. The zombie gains an armor rating dependent upon the level of the Aspect. This armor protects against attacks that target a body part Vulnerability, such as the brain or heart, but not those that rely on energy, like fire or magic.
    1: 1/0
    2: 2/0
    3: 3/1
    4: 4/2
    Tough: Add +2 Health points. May be taken multiple times.
    Undead Strength: Each level of this Aspect adds a +1 bonus to any roll involving pure brute strength.


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    • #3
      Weaknesses
      All zombies have some Weakness as a result of their reanimation. Each Weakness taken adds +2 creation points to the zombie, except for the mandatory Vulnerability Weakness. All zombies must have a Vulnerability in addition to any other Weaknesses unless the Indestructible Aspect is chosen.
      Brittle: The zombie is old and falling apart, or perhaps the reanimation process weakened it. Weapon attacks deal double damage to the zombie.
      Decomposition: This zombie didn't survive the infection process intact. Every two creation points gained via this Weakness lowers starting Physical Integrity by 2.
      Hunger: The zombie is easily distracted and always pursues the most immediate food source.
      Intensely Stupid: Any movement or sign of life attracts the zombie. Anyone it cannot see for more than a few seconds no longer exists in the zombie's mind.
      Residual Memories: When presented with a loved one or something else it cared about from life, the zombie will stop attacking for (Resistance) turns. After that, it will feed even on its former loved ones.
      Short-Lived: The zombie rapidly decomposes, or the magic animating it is fleeting. It loses Physical Integrity every (Resistance) hours, instead of days.
      Unholy: Blessed objects count as banes to Unholy zombies, damaging Physical Integrity directly rather than Health. Warded areas prevent the zombie from entering, and abjurations force the zombie to leave the immediate area.
      Vulnerability: Damage to the brain, fire or destroying heart are common zombie vulnerabilities, but some zombies, especially those animated by magic, might have more esoteric methods of destruction. A zombie that suffers lethal damage through its Vulnerability dies instantly. Those vulnerable to fire burn to ash in seconds, while those with Vulnerability: Brain will die if shot in the head or if their skull is crushed. However, for those that rely on destroying body parts like the brain or heart, larger zombies are typically more difficult to kill this way, with thicker bone, fat and muscle. For each point of Size above 5, add +1 to the amount of damage inflicted through the Vulnerability in order to kill the creature. A grizzly bear with Size 7, for example, would require 3 damage to the brain to destroy it.

      Creation Guidelines
      The power level of zombies can vary considerably, especially among those meant to challenge the supernatural creatures of the World of Darkness. Still, even mighty werewolves or vampires can be brought down to hordes of tireless undead, so no one should feel safe when the hungry dead walk the streets.

      In general, the more zombies you have, the fewer creation points used for each one. This doesn't always hold true, however. Zombie outbreaks are not fair, and sometimes a source of reanimation creates many truly dangerous zombies, forcing survivors to rely on numbers, braaaains and luck to survive. A little magic helps, too.
      Less than 10: 25-30 CPs
      Less than 50: 20-25 CPs
      Less than 100: 15-20 CPs
      Less than 1000: 10-15 CPs
      More than 1000: 5-10 CPs

      A basic zombie template, modified by a number of creation points as outlined above, might look like this:
      Zombie Template
      Power: 2
      Finesse: 1
      Resistance: 2
      Health: 5
      Initiative: 1
      Physical Integrity: 10
      Size: 5
      Speed: 1
      Aspects

      Attributes cost 2 creation points per dot, while Aspects cost 1 per dot unless specified in its listing.

      Sample Zombies
      Zombie, Human - Classic Shambler (18 CPs)
      These zombies are slow and stupid, but can be dangerous in numbers or if underestimated. They tend to amass outside buildings where the living take shelter and slowly drive them mad. In numbers they can beat down doors or knock over small structures.
      Power: 3
      Finesse: 1
      Resistance: 4
      Health: 5
      Initiative: 1
      Physical Integrity: 10
      Size: 5
      Speed: 4
      Aspects:
      Contagious 3, Death's Voice, Pack Instinct 1, Quick 1, Regeneration 1, Regrowth 1, Sense: Living, Special Attack 2 (Grapple 1, Vicious Bite), Undead Strength 1
      Weakness: Vulnerability (Brain)

      Zombie, Human - Ravenous Runner (20 CPs)
      Freed from the constraints of self-preservation instinct, these zombies push their bodies further than a living creature would in pursuit of their prey. Since they never tire, few are lucky enough to escape them on foot.
      Power: 3
      Finesse: 2
      Resistance: 3
      Health: 5
      Initiative: 6
      Physical Integrity: 8-10
      Size: 5
      Speed: 10
      Aspects:
      Contagious 3, Preservation 2, Quick 3 (+5 Initiative, +5 Speed), Regeneration 1, Sense: Living, Special Attack 4 (Ferocious 1, Grapple 1, Tackle 1, Vicious Bite), Undead Strength 1
      Weakness: Vulnerability (Brain)

      Zombie, Dog (20 CPs)
      Zombie dogs are terrifying. Some theorize that since the dogs are closer to their instincts than most humans with senses dulled by city life, they are more cunning in their pursuit of prey. Whatever the case may be, zombie dogs are fast, nimble and incredibly vicious.
      Power: 3
      Finesse: 3
      Resistance: 2
      Health: 4
      Initiative: 6
      Physical Integrity: 10
      Size: 4
      Speed: 16
      Aspects:
      Contagious 3, Death's Voice, Quick 4 (+5 Initiative, +10 Speed), Sense: Living, Special Attack 5 (Ferocious 2, Grapple 2, Jaws 1, Tackle 1)
      Weakness: Vulnerability (Brain)

      Zombie, Grizzly Bear (41 CPs)
      Few zombies match the sheer terrifying power of a zombie bear. Capable of tearing into cars, smashing down barricades and outrunning the fastest people on foot, zombie bears are strong and relentless. Heavy firepower is necessary to bring one down, preferably from an artillery strike.
      Power: 6
      Finesse: 3
      Resistance: 5
      Health: 11
      Initiative: 1
      Physical Integrity: 10
      Size: 7
      Speed: 24
      Aspects:
      Contagious 3, Quick 5 (+5 Initiative, +15 Speed), Sense: Living, Special Attack 7 (Claws 2, Ferocious 2, Jaws 2, Tackle), Thick Hide 3, Tough 2, Undead Strength 2
      Weakness: Vulnerability (Brain)

      And there we are! Now, since I enjoy writing up examples of play so much, I might stat up a couple characters and do a short scenario involving zombies, to show off the combat system and some of the new GMC stuff.

      Oh, and just for fun, a One-zombie Army...

      Super Zombie (72 CPs)
      Fear him, for he is become Undeath, devourer of worlds.
      Power: 10
      Finesse: 5
      Resistance: 10
      Health: 15
      Initiative: 11
      Physical Integrity: 10
      Size: 5
      Speed: 40
      Aspects:
      Contagious 3, Death's Voice, Indestructible 2, Limited Intelligence, Magic Resistance 5, Preservation 3, Quick 8 (+10 Initiative, +25 Speed), Regeneration 3, Regrowth, Sense 2 (Living, Magic), Special Attack 11 (Claws 2, Ferocious 3, Grapple 3, Spitter, Tackle, Vicious Bite), Thick Hide 4, Tough 5, Undead Strength 2
      Weakness: You wish. Better to just eat a bullet now than let him get on you.


      If you like the zombie bear, you're gonna love this:


      Zombie, Elephant (55 CPs)
      Power: 10
      Finesse: 2
      Resistance: 10
      Health: 20
      Initiative: 1
      Physical Integrity: 10
      Size: 16
      Speed: 12
      Aspects: Contagious 3, Inhuman Growth 1, Preservation 3, Quick 1, Sense: Living, Special Attack 3 (Ferocious 2, Grapple, Tackle), Thick Hide 4, Tough 2, Undead Strength 2
      Weakness: Vulnerability: Brain
      Attacks: Ram - 14 dice (+0B, half damage + Knock Down), Tusks - 10 dice (+2L), Trunk grapple - 12 dice
      Armor: 4/2



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      • #4
        Nice. Would you mind if I steel this for my in progress port of Geist to the GMC?


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        • #5
          By all means, use it. If by some stroke of fortune I get to work on FWC, I think I'll suggest using this system for Quicken Corpse and such.


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          • #6
            Thanks. Do you really think you could get this in FWC? Unlike me you freelancers have word count limits

            As an estimate how many CPs of Zombies do you think a Sin-Eater should control at one time? I was thinking of saying (Psyche + Psyche + (greater of Marionette or Ceremonies)) * 20 points. Each Zombie gets 3*Successes/Potency + 15 CP.

            (So don't take contagious unless you've got lots of spare points.)


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            My Homebrew no longer fits in a signature, you can find an index of it here.
            Full length fan-books I contributed too: Princess: the Hopeful, Leviathan: the Tempest, Dream Catchers

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            • #7
              I have no idea, since I'm not overly familiar with Sin-Eaters. What are their powers to raise zombies like?

              And I might not be able to get it in there, but I would still like to come up with some unofficial guidelines for "You get X creation points per rank of Potency on Quicken Corpse." 'Cause that's just cool.


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              • #8
                Originally posted by Claire Redfield View Post
                I have no idea, since I'm not overly familiar with Sin-Eaters. What are their powers to raise zombies like?

                And I might not be able to get it in there, but I would still like to come up with some unofficial guidelines for "You get X creation points per rank of Potency on Quicken Corpse." 'Cause that's just cool.
                I think that's an AWESOME idea, but I'd definitely require a player character to come up with some default stats for zombie making for the sake of avoiding slow down so he can build his perfect killing machine on the spot.

                Thank you so much for updating this. I've always eyed the system but never gotten the chance to use it. Now that it's been updated for GMC, I'm just gonna have to figure out a situation to use it in...

                As an aside, does the Death Arcana give any ability to command antagonist zombies a la Command Ghost? Hmm.

                EDIT: I am dumb, I didn't see the basic zombie template you provided. Perfect!


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                • #9
                  Originally posted by Leetsepeak View Post
                  As an aside, does the Death Arcana give any ability to command antagonist zombies a la Command Ghost? Hmm.
                  If they're not animated by magic, then I'd assume a single success on Quicken Corpse would be enough to steal control of a zombie. Target factors could let you get multiple zombies. If the zombie is being controlled by something, your spell Potency would oppose the successes rolled by the controlling party. In one game of mine, one of my favorite scenes, a Beshilu Gnawer in a human corpse had control of the corpse stolen by a mage; I made them roll against one another.


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                  • #10
                    I'd let the Zombie's contest with Resistance myself. It you're playing a death-magic focused character the storyteller should be able to throw a zombie at you that actually is a threat.

                    Originally posted by Claire Redfield View Post
                    I have no idea, since I'm not overly familiar with Sin-Eaters. What are their powers to raise zombies like?
                    Well I'll be rebalancing that stuff anyway. Just assume it's the same as a Mage, or slightly better since they're specialists.
                    Last edited by The Kings Raven; 11-02-2013, 04:21 AM.


                    “There are no rules. Only Principles and natural laws.” - Promethius
                    My Homebrew no longer fits in a signature, you can find an index of it here.
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                    • #11
                      I actually went through "Antagonists" looking for this, and I'm surprised it's never mentioned even though it's a pretty basic zombie rule:

                      The first action of a zombie uopn reaching an enemy is always a Grapple. If it was successful, it will attempt to bite on the next turn.
                      (A successful bite is bad news if you're playing by the standard genre rules where every bite is infectious - though armor and thick clothing can help there, or at least reduce the dice pool to make it more difficult. (We assume that the zombie will always attempt to bite the fleshy area - ie. against a guy with body armor, but no helmet, the roll is made for the head as called target which means a -3 penalty for the zombie.)

                      When you think about it, this is both genre appropriate and exciting, and a good strategy. A group of zombies that all Grapple can successfully will eventually hold a character down, no matter how strong he is. And after that even full body armor is only temporary protection until they manage to rip or remove it. Thus big groups of zombies have to be feared - even by the greatest warriors!

                      On the other hand, because Grappling is ALWAYS the first move, out heroes will always have a chance to act before the ultimate bite can be delivered. Noone just gets bitten out of the blue. (Well, except for maybe NPCs as the plot demands, which is another story.) This assures it too that teammates have a chance to rush to a friend's aid who is about to get overwhelmed, without needing to be paranoid all the time.

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                      • #12
                        Originally posted by Claire Redfield View Post
                        And I might not be able to get it in there, but I would still like to come up with some unofficial guidelines for "You get X creation points per rank of Potency on Quicken Corpse." 'Cause that's just cool.
                        What would be rought guidelines, becuase I would love my Mage players to use those magic NOW! And my Werewolf players will face a zombie plauge in near future...


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                        • #13
                          Originally posted by wyrdhamster View Post

                          What would be rought guidelines, becuase I would love my Mage players to use those magic NOW! And my Werewolf players will face a zombie plauge in near future...
                          Under the normal rules, it would be 2 creation point per rank of Potency. But I am still reading these houserules to see if that needs to change.

                          EDIT: A quick overview tells me that the point costs didn't change, so 2 points per rank of Potency would work well enough.
                          Last edited by Penta; 06-05-2014, 11:03 AM.

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                          • #14
                            Woo-hoo! One more thing the players won't be expecting to populate the Seattle Underworld with.


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                            • #15
                              Originally posted by The Kings Raven View Post
                              I'd let the Zombie's contest with Resistance myself. It you're playing a death-magic focused character the storyteller should be able to throw a zombie at you that actually is a threat.
                              Thinking about it, a Clash of Wills is most appropriate in this situation.

                              Originally posted by Penta View Post

                              Under the normal rules, it would be 2 creation point per rank of Potency. But I am still reading these houserules to see if that needs to change.

                              EDIT: A quick overview tells me that the point costs didn't change, so 2 points per rank of Potency would work well enough.
                              Seems to work well enough for me. If you want something very powerful, you need to make a ritual. The one thing it should account for is multiple zombies of the same type, but spell factors can handle that.


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