Pyramid, edited by Steven Marsh, is the monthly GURPS supplement
containing short articles with a loose linking theme. This time it's
zombies.
Unlife Support (Sean Punch) looks into allowing dead PCs to
return as zombies, under the control of their players, as a form of
discounted resurrection. This obviously has to be less appealing than
full-on resurrection, and certainly less appealing than carrying on
without dying at all, or PCs will deliberately get themselves killed
(as certainly happened in the computer RPG Phantasie III – send in a
party of starting wizards or clerics, get them all killed, and usually
one or two will return as super-powerful high-level undead
spellcasters). There are three worked examples: spontaneously through
force of will (essentially a Will roll to return to life), a Partial
Resurrection spell, and a Revivification Serum which is nominally
technological but in practice might as well be magic. Each of these
comes with its own template, ranging from 0 to -40 points.
The Unknown Hunger (J. Edward Tremlett) describes two new types of
zombie, one driven by a supernatural darkness, the other a damned soul
returned from Hell. Details of origin and infection can't disguise the
fact that these are basically still just monsters that want to kill
you, even if they're a bit less mindless than the usual sort.
The Viking Dead (Graeme Davis) gives rules, and legendary examples,
for Viking revenants (draugr) and barrow-wights (haugbui). Options are
extensive, as the legends are rarely consistent.
Eidetic Memory: Battlesuit Zombies (David L. Pulver) has powered
armour troopers taking the role of the zombie: after all, if the AI
can pop smoke and retreat when its pilot has been wounded, why can't
it fire and advance? Then a virus makes the AI take over, in a
classical clank-clank-argh style. But what are its goals? Well, that
varies with the campaign, and there are several good suggestions here.
Terra Incognita: The Church of the New Focus (Steven Marsh) is a
cult that offers various benefits to its members… but eventually turns
them into mindless obedient husks. It's not quite clear how the church
benefits from this, though solving that problem would make this a
useful component in a modern horror game.
Not Your Average Grave Robbing (Michael Kreuter) is an adventure
which needs a campaign with both mad science and magic. PCs
investigate grave robbers (not from outer space) (probably). It's all
pretty short and straightforward, but might make an agreeable
interlude in a longer campaign.
Random Thought Table: The Element of Surprise (Steven Marsh)
discusses how to spring surprises on players, by using low-level
desensitisation (e.g. always having GURPS Time Travel in your stack
of books for many sessions before you run the time travel adventure),
by changing things round from the standard templates (usually a good
idea), and by information denial, concentrating on what PCs can
actually sense and know rather than just saying "it's a zombie". This
is good advice, as usual, though I'd like to see some caveats about
the sort of player who really doesn't like being surprised. (Sometimes
this includes me.)
Short Bursts: Cicero (Matt Riggsby) is more Car Wars tie-in
fiction, with no zombie connection.
Appendix Z: Indian Ghouls (Graeme Davis) is a short, stat-free
listing of the ghouls of Hindu mythology.
As with the Dungeon Fantasy issues, there's very little here for me:
I'm not running a zombie game, and while I am gearing up for an
investigative horror campaign at the moment I expect zombies to be
only a very small part of it. I may be able to work with the Church of
the New Focus, and Battlesuit Zombies has some inspiration, but that's
about it.
Steven asks whether such highly-focused issues are worth having. For
me as someone who buys pretty much all of GURPS anyway, the answer is
no: it means a longer gap between material I can actually use. Pyramid
92 is available from
Warehouse 23.
All we want to do is eat your brains
We're not unreasonable, I mean,
No one's gonna eat your eyes.
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