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Old 09-15-2012, 10:07 PM   Top  -  End  -  #1
Inglenook
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Default [GURPS 4e] The Dying of the Light — Zombies! Always Recruiting!



THE DYING
OF THE LIGHT


---
The Sixteen, sort of:
Spoiler

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Old 09-15-2012, 10:08 PM   Top  -  End  -  #2
Inglenook
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Default Re: [GURPS 4e] Zombie Apocalypse Campaign

Post reserved.
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Old 09-15-2012, 10:16 PM   Top  -  End  -  #3
Inglenook
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Default Re: [GURPS 4e] Zombie Apocalypse Campaign

I've been wanting to try GMing a long-term zombie campaign for a while now, and Halloween approaching has spurred me into action.

There aren't a huge number of GURPS players on here, but I just wanted to gauge interest I guess. I'm pretty open to changing things around if the (sort of) Sixteen don't sound workable.

I'm definitely imagining something sandboxy. Want a flee-the-city story that turns into a quest to find a safe home, like in The Walking Dead? Want to slowly expand territory, meeting new survivors and retaking a city, like in Rebuild? Loftier goals of trying to wipe out the disease and save humanity? I'm okay with all of that. My only real stipulation is that the game be set in North America, since I don't know that I could pull off what life (or death) in the rest of the world is like.

So my questions to anyone interested:
1) Is everything in the Sixteen acceptable to you?
2) What sort of settings or plots would you be interested in?

The first idea that popped into my head was starting out aboard a cruise ship, but part of me feels that might be silly.
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Old 09-15-2012, 10:35 PM   Top  -  End  -  #4
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Default Re: [GURPS 4e] Zombie Apocalypse Campaign

I'd be interested in playing as either a sniper type or a time traveller sent back to prevent the situation who failed and now needs to fix it instead.
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Old 09-15-2012, 10:50 PM   Top  -  End  -  #5
Inglenook
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Default Re: [GURPS 4e] Zombie Apocalypse Campaign

Not sure what a Tharp is, but time travel is out the window—no exotic or supernatural traits.

A sniper might doable, provided he has a valid reason for being where the campaign starts.
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Old 09-15-2012, 11:11 PM   Top  -  End  -  #6
Drynwyn
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Default Re: [GURPS 4e] Zombie Apocalypse Campaign

The "Tharp" was a product of clumsy fingers on an IPad digitial keyboard and an aggressive autocorrect, but now I have this urge to write up stas for something of that name.
a
Anyway, sniper it is then. Or an engineer/scientist of some sort... Is Gadgeteering acceptable?
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Old 09-15-2012, 11:38 PM   Top  -  End  -  #7
Inglenook
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Default Re: [GURPS 4e] Zombie Apocalypse Campaign

*remembers to make an NPC named Tharp*

Upon review, Gadgeteering is a pretty cinematic advantage, which I'm trying to avoid for a certain amount of grittiness. That being said, I have no problem with the concept of a scientist or inventor recreating existing technology or combining it in novel ways with the New Inventions rules on pg. 473 of the Basic Set. Levels of "Talent (Artificer)" would give you a bonus to pretty much all the default skills required for this, too.

There are provisos, of course:
- You have to find the supplies/lab/etc. to build it.
- You have to spend the required number of days building it (with an eight-hour workday, mind you), which could be problematic if you're on the run from zombies.
- Anything higher than TL8 is more than likely out, since I'd prefer this not turn into a sci-fi campaign.

So there are limits, but yeah, it would work. A scientist/engineer/inventor type would actually be a lifesaver if/when the group found a permanent home.
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Old 09-16-2012, 03:22 PM   Top  -  End  -  #8
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Default Re: [GURPS 4e] The Dying of the Light — Zombie Apocalypse Campaign!

Hmm, looks interesting. Thinking of making a doctor or the like.
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Old 09-16-2012, 03:58 PM   Top  -  End  -  #9
Vespe Ratavo
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Default Re: [GURPS 4e] The Dying of the Light — Zombie Apocalypse Campaign!

This is relevant to my interests in multiple ways! Everything in the 16 looks good to me. Personally, I'd prefer an escape-the-city/quest for a safe haven style plot, at least initially. Rebuilding or attempts to cure the disease sound more like late game, experienced PC goals to me. But, I'm up for anything. Cruise ship start sounds fun: boxed in area with lots of narrow hallways and cool things to discover while trying to get out.

As for my character...I'm thinking an office worker/college student/"ordinary person" type, to contrast with the snipers/doctors/scientists the rest of the group may or may not consist of. Lots of natural talent, but not too much skill, so they can grow from a talented newbie to a grizzled, experienced survivor over the course of the game. Could possibly be the party "face" when dealing with other survivors.
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Old 09-16-2012, 05:52 PM   Top  -  End  -  #10
Inglenook
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Default Re: [GURPS 4e] The Dying of the Light — Zombie Apocalypse Campaign!

Doctor and everyman both sound fine to me.

And I do like the sound of that, an escape-the-boat type thing. And if you were ever able to return to it, I imagine a cruise ship would make a pretty great/safe floating fortress.
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Old 09-16-2012, 08:55 PM   Top  -  End  -  #11
Drynwyn
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Default Re: [GURPS 4e] The Dying of the Light — Zombie Apocalypse Campaign!

Would an engineer who worked for a black-budget government/international organization with one level of High Tech Level be acceptable? Most stuff from tl 9 isn't that Sci-Fi esque, e.g gauss guns, and I can avoid stuff that is.
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Old 09-16-2012, 09:43 PM   Top  -  End  -  #12
Inglenook
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Default Re: [GURPS 4e] The Dying of the Light — Zombie Apocalypse Campaign!

I'd very much like to keep everything at TL8 or below, just from a thematic perspective. The Walking Dead, for example, would lost a bit of its charm if Rick Grimes wielded a heavy laser.

So no levels of High Tech. I'd allow certain TL9 things on a case-by-case basis through the New Inventions process, although like I said, they'd be subject to the "bugs" table. Gauss guns would be allowed, although you're not going to get anything resembling lethality from a portable one; might work as a mounted rooftop gun, though. You'd also have to consider the amount of power they require (quite a lot), and given the power grid likely won't be up and running …

You can be a top-secret government engineer, but factoring in Rank, Security Clearance, powerful Contacts, etc., the point value of that would probably be well over the amount you have to start out with unless you buy little in the way of advantages/skills/attributes and cripple yourself with disadvantages.

I'd advise for a more "normal" character to start out with, with the possibility of creating another character later who has more starting points. Or a regular engineer who doesn't have all the government stuff bogging him down. But it's up to you.
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Old 09-17-2012, 05:29 AM   Top  -  End  -  #13
Drynwyn
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Default Re: [GURPS 4e] The Dying of the Light — Zombie Apocalypse Campaign!

I was referring to thematically- if 99% of civilization has collapsed, Security Clearance probably isn't worth many character points.
Normal (or relatively so) engineer it is though, I guess, or maybe a sniper still.
I'll roll for it.
1-Engie
2-Sniper
(1d2)[2]
Aaaaand Sniper.
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Old 09-17-2012, 12:25 PM   Top  -  End  -  #14
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Default Re: [GURPS 4e] The Dying of the Light — Zombie Apocalypse Campaign!

I'm so very tempted to try this out. I've never played GURPS before, even though I have the Basic Set. Maybe something along the lines of a journalist?
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Old 09-17-2012, 12:37 PM   Top  -  End  -  #15
Inglenook
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Default Re: [GURPS 4e] The Dying of the Light — Zombie Apocalypse Campaign!

A journalist would be fine. And I'd be happy to help you with character building or whatever you need.

I've never GMed, so it'd be a learning experience for both of us.

ETA: When I get home from work I'll put up some changes to the sixteen, official setting/game start info (since everyone seems more or less okay with the cruise ship idea), and a list of skills that might come in handy.
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Old 09-17-2012, 01:04 PM   Top  -  End  -  #16
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Default Re: [GURPS 4e] The Dying of the Light — Zombie Apocalypse Campaign!

I'm very interested in this. I was looking for a GURPS game or a zombies game. This is both! If I hadn't found one I was going to start up a cyberpunk one. I might still go ahead with that.

Anyway, my initial idea on having seen this is to create some kind of cowardly, intensely neurotic personage who's either no use at all or (somehow or other) completely indispensable. If that's a bit silly, I might go with a criminal sort.

As for the setting, the cruise ship thing sounds fine. I do usually tend to the grittier end of things, so I prefer "survive!" to "save the world!", but that's just me.
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Old 09-17-2012, 01:47 PM   Top  -  End  -  #17
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Default Re: [GURPS 4e] The Dying of the Light — Zombie Apocalypse Campaign!

Neurotic coward sounds good to me—probably pretty representative of the average person during a zombocalypse, anyway.

And yeah, I prefer the grittier option as well.
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Old 09-17-2012, 03:18 PM   Top  -  End  -  #18
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Default Re: [GURPS 4e] The Dying of the Light — Zombie Apocalypse Campaign!

Would "Always keep the terms of a written bargain" be a Major or Great vow?
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Old 09-17-2012, 03:41 PM   Top  -  End  -  #19
Inglenook
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Default Re: [GURPS 4e] The Dying of the Light — Zombie Apocalypse Campaign!

10-point Major Vow, because you have the option to opt out by not taking the bargain in the first place. And written contracts would be much less common and enforceable after a zombocalypse as well.

I've made a few addendums (addenda?) and changes to the Sixteen.
1) Perception is now divorced from IQ as well, the same as Will.
2) Two new advantages: "Infection Resistance" and "Infection Immunity".
3) You may take a maximum of -5 points of Quirks, and they do NOT count toward your disadvantage limit. This means you could hypothetically take -45 points total.
4) Information on Wealth levels and starting wealth/equipment.
5) The starting scenario/setting, and how your character needs to fit into it.
6) Reduced the campaign power level to make the characters a bit more down-to-earth, at least to start with. I'm used to playing in high-powered campaigns, and forgot that 100-point characters are on the level of special ops and geniuses.

And a list of skills that could come in handy. Not that they necessarily will, but they were ones that stood out when I thought of survival in a post-apocalyptic world:
Spoiler
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Old 09-18-2012, 01:04 AM   Top  -  End  -  #20
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Default Re: [GURPS 4e] The Dying of the Light — Zombie Apocalypse Campaign!

very much interested. A cop!
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Old 09-18-2012, 02:38 AM   Top  -  End  -  #21
Inglenook
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Default Re: [GURPS 4e] The Dying of the Light — Zombie Apocalypse Campaign!

Sweet. A cop definitely works.

Okay, it seems like there's enough interest to move forward, and we might pick up some more as we go along. So let's get the ball rolling.

Before we start statting things out, I'd like to get a brief bio/concept for your character. Name, age, occupation, residence, basic personality and history, any family, why they were on the cruise, stuff like that.

A paragraph will do. Just keep in mind that these are 80-point characters, roughly analogous to the average cop, solider, athlete, scientist, etc. etc. Someone who is perhaps more skilled than the average person, but not necessarily amazing. Competent but not exceptional. Relatively normal people thrown into an apocalyptic scenario.

Once I okay your bio, you can go ahead with the stats, and if you need help just let me know.
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Old 09-19-2012, 02:29 AM   Top  -  End  -  #22
Inglenook
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Default Re: [GURPS 4e] The Dying of the Light — Post Your Bios!

Le bump.

I just got done statting out some of the NPCs, and I also finished the map from the first adventure. Sneak peek:
Spoiler
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Old 09-19-2012, 03:08 PM   Top  -  End  -  #23
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Default Re: [GURPS 4e] The Dying of the Light — Zombie Apocalypse Campaign!

Quote:
Originally Posted by Infernally Clay View Post
I'm so very tempted to try this out. I've never played GURPS before, even though I have the Basic Set. Maybe something along the lines of a journalist?
Sounds like me: I have both the basic books (Characters and Campaigns), Powers, Magic, Space, and Thaumatology . . . though it looks like this will only require the basics.

My character proposal is an everyman: a burned-out lawyer taking the cruise to recover from a recent divorce. Worn out on marriage and career, he is at loose ends wondering what he should do with his life.

Tal Faulkner, age 34, currently unemployed formerly attorney, living in Chicago having just moved there from Los Angeles. He was taking the cruise while his apartment was being renovated.

Tal is on the rebound after separating from both his wife and his career of the past eight years. He's a calm, competent man, non-violent (although he had some minor martial arts training in his youth and has stayed in good shape).

I'm AFB right now, so further personality discussion is going to wait until I get back to my books.
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Old 09-19-2012, 04:46 PM   Top  -  End  -  #24
Inglenook
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Default Re: [GURPS 4e] The Dying of the Light — Post Your Bios!

Looks good to me. Stat away!
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Old 09-19-2012, 05:23 PM   Top  -  End  -  #25
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Default Re: [GURPS 4e] The Dying of the Light — Post Your Bios!

John Smith (Pseudonym), age 25. Mid-level mob sniper. Moves around a lot, but used to live in New York. He was on the cruise in order to take out an important target.

Moderately well known in certain circles, "John Smith" has been working for the mob for about 4 years. He is well known for being extremely polite, if taciturn. Past the surface, he doesn't particularly enjoy his job, but doesn't lose sleep over it either. Overall, he just doesn't care. When able to discuss his profession freely, he does so frankly. In general, while he will respond openly and politely to direct question, he otherwise talks about himself and his profession as little as possible.
Spoiler
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Old 09-19-2012, 05:29 PM   Top  -  End  -  #26
Inglenook
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Default Re: [GURPS 4e] The Dying of the Light — Post Your Bios!

Sounds great. If you'd like to start out with your sniper rifle, I'd stick it under Signature Weapon—keeps it from getting lost like a plain old gun might.
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Old 09-19-2012, 05:35 PM   Top  -  End  -  #27
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Default Re: [GURPS 4e] The Dying of the Light — Post Your Bios!

Some rules questions/clarifications:

First, I assume that you're using RPK's rules regarding the Will/Perception/IQ breakup: Will and Perception are each 5 pts/lvl and IQ remains at 20 pts/lvl?

Second, do we get to know at all how infection works? I'm just observing that if anything less than 6 levels of resistance would grant effective immunity, then the immunity advantage may be overpriced. (On the other hand, if immunity allowed a character to, say, provide a blood transfusion to someone else, boosting the recipient's resistance -- that's the sort of thing that may well be worth some premium.)
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Old 09-19-2012, 06:07 PM   Top  -  End  -  #28
Infernally Clay
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Default Re: [GURPS 4e] The Dying of the Light — Post Your Bios!

Right...

Her name is Sarah Winters, 24 years of age. Up and coming in the world of journalism and a recent University graduate, she's already famous in certain circles for her ability to talk her way into and out of anything. British, Sarah is on a job that could get her a promotion to a position in front of the camera - the job in question to film and document as much about the Calypso Queen's voyage as possible. It's a pointless piece in Sarah's eyes, but you've got to take the good with the bad if you want to climb that ladder - and she wants nothing less than to get to the top.

Ambitious and with enough charisma to burn a hole through the floor, Sarah is a determined and strong-willed woman who hates to sit around and do nothing almost as much as she dislikes being held back when she knows she can do something.
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Old 09-19-2012, 06:24 PM   Top  -  End  -  #29
Inglenook
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Default Re: [GURPS 4e] The Dying of the Light — Post Your Bios!

@Stegyre:
Right. Will and Perception are still worth 5 each, and IQ is still worth 20. The only difference is that raising/lowering IQ doesn't affect the other two.

I'd like to keep the origins/method of infection/morbidity rate secret for now so that your characters can figure it out. But mechanics-wise, I can tell you that:
  • HT rolls to stave off infection are made at a rather hefty penalty.
  • Six levels of Infection Resistance (30 points) would reduce your chances of infection to somewhere less than 50% … but without being too specific, the chance is still very much there. So Infection Immunity is actually pretty efficient, cost-wise.
  • There are a number of things you can do to help to pad the HT roll and help a person fight off the infection. A blood transfusion from an immune or resistant individual would possibly be one of them, yes.
  • Surviving infection will give you an automatic level of Infection Resistance since your immune system will have learned to fight it off somewhat. Hypothetically you could become infected over and over, and as long as you fought it off each time, you'd eventually develop Immunity.

TL;DR version: Infection is very dangerous, but this can be somewhat mitigated by certain treatments and external factors. Surviving infection bolsters your immune system a bit against it in the future. "Infection Resistance" is less cost-efficient but easier on your point wallet, and has a greater chance of being obtained through the game naturally. "Infection Immunity" is more efficient, but requires a huge chunk of points all at once and can only be obtained during gameplay on critical successes. (2% chance).

Sorry if that was incredibly vague.

---

@Infernally Clay:
Sounds good!
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Old 09-19-2012, 07:05 PM   Top  -  End  -  #30
Infernally Clay
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Default Re: [GURPS 4e] The Dying of the Light — Post Your Bios!

So this is the part where I need help. I'll obviously be going heavy on IQ. I'm thinking perhaps going for a 14. That'd normally take all 80 points, but I could get 20 back by dropping ST to 8. It'd make Sarah a little less able in a fight, but that's a sacrifice worth making for someone who would rule the social scenes.
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