Zombies in BoM vs Dark Conversion
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Zombies in BoM vs Dark Conversion
I am going to be building a landscape of undead. All kinds of ghoulish and nasty things roaming about. There will definitely be some zombies and animated dead accompanying the Necromancers.
My issue comes about as the Dark Conversions book mentions that Zombies (created by spell) have nightvision 300ft and see the invisible, the BoM version mentions no such thing. I was hoping for any thoughts considering these abilities. They both make a sizable difference to the nastiness of the little guy.
As always, thanks for the assistance. I've always gotten very good feedback here.
My issue comes about as the Dark Conversions book mentions that Zombies (created by spell) have nightvision 300ft and see the invisible, the BoM version mentions no such thing. I was hoping for any thoughts considering these abilities. They both make a sizable difference to the nastiness of the little guy.
As always, thanks for the assistance. I've always gotten very good feedback here.
Re: Zombies in BoM vs Dark Conversion
Dinne wrote:I am going to be building a landscape of undead. All kinds of ghoulish and nasty things roaming about. There will definitely be some zombies and animated dead accompanying the Necromancers.
My issue comes about as the Dark Conversions book mentions that Zombies (created by spell) have nightvision 300ft and see the invisible, the BoM version mentions no such thing. I was hoping for any thoughts considering these abilities. They both make a sizable difference to the nastiness of the little guy.
As always, thanks for the assistance. I've always gotten very good feedback here.
Choose one and go with it. To make it more confusing, PFRPG allows nightvision but does not state see the invisible. I don't have access to my BtS 1ed book (anyone else?) and HU doesn't have that spell. I don't know what Nightbane has.
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Re: Zombies in BoM vs Dark Conversion
Dinne wrote:I am going to be building a landscape of undead. All kinds of ghoulish and nasty things roaming about. There will definitely be some zombies and animated dead accompanying the Necromancers.
My issue comes about as the Dark Conversions book mentions that Zombies (created by spell) have nightvision 300ft and see the invisible, the BoM version mentions no such thing. I was hoping for any thoughts considering these abilities. They both make a sizable difference to the nastiness of the little guy.
As always, thanks for the assistance. I've always gotten very good feedback here.
I would use the non-munchkin zombies from the create zombie spell.....UNLESS.... your players are munchkins and your zombies need an extra little bit to make the chars 'work for it' when fighting the Z's.
If even the Z's from the RDC is not enough to make it a challenge for your munchkin players you could import the Z's from DR.
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Re: Zombies in BoM vs Dark Conversion
The DR Z's may be a bit much. There's plenty of challenge already with the other DC U's. I think nightvision is appropriate but "see the invisible" might be a little much. They're only zombies.
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Temporal Wizard O.C.C. update 0.8 | Rifts random encounters
New Fire magic | New Temporal magic
Grim Gulf, the Nightlands version of Century Station
Let Chaos Magic flow in your campaigns.
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Re: Zombies in BoM vs Dark Conversion
Glistam wrote:The DR Z's may be a bit much. There's plenty of challenge already with the other DC U's. I think nightvision is appropriate but "see the invisible" might be a little much. They're only zombies.
Agree. I tend to think that undead should have some sort of sense living instead.
taalismn wrote:Rimmerdal wrote:mmm Rifts street meat..
Flooper. Fried, broiled, or chipped.
It's like eating Chinese.
FLOOP! And you're hungry again.
Re: Zombies in BoM vs Dark Conversion
drewkitty ~..~ wrote:Dinne wrote:I am going to be building a landscape of undead. All kinds of ghoulish and nasty things roaming about. There will definitely be some zombies and animated dead accompanying the Necromancers.
My issue comes about as the Dark Conversions book mentions that Zombies (created by spell) have nightvision 300ft and see the invisible, the BoM version mentions no such thing. I was hoping for any thoughts considering these abilities. They both make a sizable difference to the nastiness of the little guy.
As always, thanks for the assistance. I've always gotten very good feedback here.
I would use the non-munchkin zombies from the create zombie spell.....UNLESS.... your players are munchkins and your zombies need an extra little bit to make the chars 'work for it' when fighting the Z's.
If even the Z's from the RDC is not enough to make it a challenge for your munchkin players you could import the Z's from DR.
Ya, but the zombies in rifts are way different. They have an IQ of 7, can talk, can drive a car, and take significant energy to make. They require like the full moon and fresh body... and all that jazz. I thought the spell version was too weak, personally. I wonder what the most balanced is. I guess I could just use either....
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Re: Zombies in BoM vs Dark Conversion
Dinne wrote:drewkitty ~..~ wrote:Dinne wrote:I am going to be building a landscape of undead. All kinds of ghoulish and nasty things roaming about. There will definitely be some zombies and animated dead accompanying the Necromancers.
My issue comes about as the Dark Conversions book mentions that Zombies (created by spell) have nightvision 300ft and see the invisible, the BoM version mentions no such thing. I was hoping for any thoughts considering these abilities. They both make a sizable difference to the nastiness of the little guy.
As always, thanks for the assistance. I've always gotten very good feedback here.
I would use the non-munchkin zombies from the create zombie spell.....UNLESS.... your players are munchkins and your zombies need an extra little bit to make the chars 'work for it' when fighting the Z's.
If even the Z's from the RDC is not enough to make it a challenge for your munchkin players you could import the Z's from DR.
Ya, but the zombies in rifts are way different. They have an IQ of 7, can talk, can drive a car, and take significant energy to make. They require like the full moon and fresh body... and all that jazz. I thought the spell version was too weak, personally. I wonder what the most balanced is. I guess I could just use either....
Use all three. just have them as a separate type of zombie.
taalismn wrote:Rimmerdal wrote:mmm Rifts street meat..
Flooper. Fried, broiled, or chipped.
It's like eating Chinese.
FLOOP! And you're hungry again.
Re: Zombies in BoM vs Dark Conversion
Rimmerdal wrote:Dinne wrote:drewkitty ~..~ wrote:Dinne wrote:I am going to be building a landscape of undead. All kinds of ghoulish and nasty things roaming about. There will definitely be some zombies and animated dead accompanying the Necromancers.
My issue comes about as the Dark Conversions book mentions that Zombies (created by spell) have nightvision 300ft and see the invisible, the BoM version mentions no such thing. I was hoping for any thoughts considering these abilities. They both make a sizable difference to the nastiness of the little guy.
As always, thanks for the assistance. I've always gotten very good feedback here.
I would use the non-munchkin zombies from the create zombie spell.....UNLESS.... your players are munchkins and your zombies need an extra little bit to make the chars 'work for it' when fighting the Z's.
If even the Z's from the RDC is not enough to make it a challenge for your munchkin players you could import the Z's from DR.
Ya, but the zombies in rifts are way different. They have an IQ of 7, can talk, can drive a car, and take significant energy to make. They require like the full moon and fresh body... and all that jazz. I thought the spell version was too weak, personally. I wonder what the most balanced is. I guess I could just use either....
Use all three. just have them as a separate type of zombie.
Beat me to it. I remember way, way back in the day I had a Dragon magazine article (probably an October issue), which had something like 5 or 6 different versions of the main undead types. Zombies, ghouls, ghosts, vampires, etc. I used some of them to flesh out a dungeon delve I had already pointed the party to. They saw a skeleton and didn't think much of it, until the bones exploded when it was hit in combat. Made them start second guessing themselves. lol
So yeah, use all three (or more!) and let them encounter a few 'normal' zombies for the first few encounters, or even the first session. Then have them encounter a different type of zombie. "Hey, guys, I think that zombie can see us, in the dark...wft?!"
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