Thanks for your help Allan.
I considered Control: The Dead... combatatively you're right, it's a
very elegant and mechanically smooth idea, but the only problem is
that it doesn't really deal well with the zombies outside of battle.
This will actually be a relatively low-combat campaign with a lot of
roleplaying, and one of the more interesting aspects to this talent is
how the team will deal with the zombies when they don't have Nazis to
sick them on. They will be useful labourers outside battle (making the
question of 'how many' more important), but even aside from that,
having a small regiment of zombies nearby would create for some
excellent tension and roleplay fodder.
For these reasons I had hoped to create a power that individualizes
the zombies more.
Modifying the Sidekick power is one means that occured to me. My quick
thoughts on building it based on Sidekick, using Extras and Flaws to
approximate the cost...
---
Sidekick [5/10/20]
Extra: Multiple Sidekicks (+5/+10/+20)
You may have a number of sidekicks up to your dice in Sidekick
(maximum 10). This works exactly like "reforming" your sidekick every
hour, however it can of course be done even if other sidekicks are
already present.
Flaw: Need Corpses (-3/-6/-12)
You may only "summon" or "reform" a sidekick with a corpse present.
All wounds the corpse had upon death remain.
Flaw: No Mind (-2/-4/-6)
Sidekick has no mind of its own and only functions under your orders.
---
This puts us back at [5/10/20]. I'm thinking it also needs an Extra
equivalent because the zombies won't simply go "poof" if they get hit;
on the other hand, they're visible and thus wouldn't reduce attacks
against them by Width 2.
How does this sound?
On Nov 24, 8:07 pm, Allan Goodall <
awgood...@gmail.com> wrote:
> If he truly wants to affect *everyone *in a big area with a true zombie
> army, he could buy an extra to that effect (like the Area extra for Harm)
> and probably Doubler (from *Will to Power*) to boost it.
>
> But even for this score, isn't this a tad powerful? With no other> limitations he can end up with a small army at his command. Should I
> > simply add flaws without treating them as actual Flaws (ie. reduces
> > the cost)? Some ideas could include:
>
> > - duration (number of hours equal to the miracle's dice pool)
>
> > - zombies attack the nearest living things, including you and your
> > allies. Requires successful Command to stop them
>
> You don't really need this. His attack only goes off against one target.
> Even if he has 10d in this zombie power, if all he rolls is 2x2 his "zombie
> army" did two points of shock and killing to a single target's leg. This is
> the same as a character with a 10d "blast sight" like with Cyclops from the
> X-Men.
>
> If he really wants to be able to raise a true zombie army that can wipe out
> a battalion, he's going to have to pay, and pay dearly, for an extra that
> would allow him to apply his attack roll against multiple targets at once.
> If you're going with the default *Godlike *power level, start him slowly and
> allow him to buy an extra that extends his ability with experience. It will
> take many sessions before he can wipe out whole platoons, though.
>
> --
> Allan Goodall
http://www.hyperbear.com
>
agood...@hyperbear.com
>
awgood...@gmail.com