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GULLIVER v5.3 (2004.04.12) | Copyright 2004 T.Bone tbone@gamesdiner.com | T.Bone's GURPS Diner

Book 7: Creatures to Go

Animals, Monsters, and Races for GULLIVER


Introduction

Below are over two dozen fully designed creatures, with notes on building many more. The designs rely on rules from other GULLIVER Books, making this Book less "independent" than others. But if you ignore all GULLIVER-specific features, you'll still have ready-made design skeletons for use with regular GURPS rules.


Format and Approach

Complexity

The designs inject more detail than you may care about, to put design rules to the test. Toss out trivial traits that don't matter to you.

Designs are made with GULLIVER's default level of rules: detailed. Simple and advanced rules are noted when used.

Appendage modifications come from basic Book 3 rules, or dip into the Appendage Builder System from Book X where noted. Those rules offer more detail for odd combinations of movement, striking, and manipulating functions.

Finally, there are some wild guesses in designs. Don't take life span adjustments as hard fact. And where mobility traits are a complete unknown – the swimming move of a cheetah, the jumping ability of a triceratops – the designs leave results to the mercy of blind calculations.

Point costs

Point costs are computed to the half point, with fractions in most cases rounded up to the nearest 0.5.

Uncapitalized traits have no point cost.

Default items, like two legs or two hands, are not mentioned in write-ups. If it's not mentioned, it's human default.

Designs use the GULLIVER costs for DR [10 for the first point, 15 for the second, 3 per point thereafter], Toughness [same as DR] and Extra HP [5 for the first point, 5 for the second, 2 per point thereafter].

For creatures with ST above 10, cost of ST is reduced for net value of arms: -40% for No Arms worth -40 points, -15% for arms worth a net -15 points, etc. See Book 3. The idea comes from GURPS' -40% limitation on ST for No Fine Manipulators (which works out in most GULLIVER designs to be No Arms [-40]); it's extended to a fuller degree here. Remove this complication if you prefer.

Many designs have Short Lifespan built in. GURPS gives this a very high disadvantage value; be sure to consider whether the value should really be that high for PCs in your campaign. It should be worth nothing if the planned campaign won't be long enough for the disadvantage to matter!

Values for Inconvenient Size and Inconvenient Form are guesses for a "typical" campaign. Adjust value for the inconvenience level in your own game.

Mobility

Mobility is calculated for conditions of 1-g. Move measurements are in yards. See Book 4 for details.

"Control" refers to modifiers to balance, Swimming, or Flight control rolls.

Weight and Mass: Mobility is calculated using detailed Mass vs Weight rules from Book 2, with WSR figured first, and MSR multiplied by Encumbrance Factor to get effective MSR (abbreviated "eff MSR"). Encumbrance (abbreviated "enc") comes from that.

Of course, that's more complex than things need be for a normal creature on land under 1-g; all you need to do for these is look up WSR. The formal calculation is performed for example purposes, and for those cases in which it does make a difference even on land (i.e., in designs with multiple levels of Extra Encumbrance).

Multi-legged designs generally have one or more levels of Extra Encumbrance.

Land mobility: Multi-legged designs generally add Enhanced Move (land) using these rules of thumb: one level for a multi-legged design; one level for creatures that are really built for speed, or two extra levels in extreme cases; minus a half level or more for stiff, straight legs (common in large herbivores that need to bear a heavy body) and/or Short Legs.

Water mobility: Unless otherwise stated, designs have neutral buoyancy in water; WSR is 0.

Aquatic Move is incomplete for many designs, depending on Swimming skill.

Large fins use Large Foot combined with Reduced Blowthrough, a 0-point effect from Book 3.

Air mobility: Some powered flying designs have non-powered (gliding) performance figured separately. This has no separate cost from that of powered flight.

Drag effects are ignored, except for detailed calculation of gliders' descent speeds.

Other stats

Dodge: "CR" refers to Combat Reflexes. Dodge scores are calculated in the normal way, with no special rule for animals. As discussed in Book 4, the same calculation should be used for all creatures.

Jumping: Jumping performance is measured with the stat Jd from Book 4, representing the distance that center of mass moves. This is base Jd, without the All-Out action bonus.

Non-combat standing broadjump distance in yards follows in parentheses. This is computed as Jd + 30% (for All-Out action), plus leg length (using a simple 1 yard x Linear Scale, adjusted for Long/Short Legs). Height cleared in a basic standing high jump will be half that. Movement, skill, and Extra Effort can further boost performance in play.

The results appear good for many of the creatures, but feel high for a few, especially the bigger critters. For simplicity, Book 4 removed an older restriction on extra distance added by leg length; if you want to add that restriction back in, limit added distance from leg length to Jd (or Jd + 30% with All-Out action). The listed distance stat for these creatures becomes (Jd x 1.3) x 2.

Miscellaneous

Natural ST: GURPS' "Natural ST" complication is not used in any designs. See reasons in Book 1.

Mute: Note the distinction from Book 3 between Mute (No Voice) [-30] and Mute (No Speech) [-25].


Golden Rule

Despite care and checking, there are sure to be important traits forgotten, mistakes in calculations, and design decisions you would have made differently. Rework designs with wild abandon until you've got what you want.

The most important rule can't be stated enough: if it's not a PC, point costs don't matter. Decide what the creature does and forget point costs or even detailed listings of traits. Ignoring point costs often removes the hardest part of the design process.


Animals

What is an animal? It's a mental condition that clearly (?) divides "us" from "them". In the game, it's an "animal package" that might be built as follows:

Animal package [-50]: Bestial [-10], Hidebound [-5], Presentient [-20], Short Attention Span [-10], Uneducated [-5].

That's at a minimum, though. IQ will usually be low, 6 or less. And don't a lot more disadvantages apply to most? Mute, Dyslexic, Non-Iconographic, Innumerate, Dull, Staid, Obdurate, Impulsiveness, Dead Broke, poor Status, Clueless, Gullibility, No Sense of Humor, Ignorance, Primitive...

It goes on. Fortunately, the Overlapping Disadvantages rule can keep those to a reasonable cost; you can even set a maximum -50 points for all "animal" mental traits (except for low IQ).

But more importantly, the point cost of an animal doesn't matter. To be a viable PC, a design must do away with some or all of the above disadvantages, becoming something more than "animal". And if an animal isn't a PC, point costs or even defined mental traits don't matter.

The designs below do include point costs, to test rules and as an aid in building PCs with similar designs. Low IQ scores and a single "animal package" of mental traits round things out, though the point costs for those are a formality – they'll be the first traits you toss out if you build an "intelligent animal" PC from the design. (Don't forget to remove Mute too for a talking intelligent beast.)


Wild Beasts

Cheetah

Here's a 60 mph savanna rocket, built with Enhanced Move (land) and Hyper Sprint (land). Note that cheetah claws don't retract.

Basic attributes: ST 12 [20, -40% for No Arms = 12]; DX 14 [45]; IQ 4 [-50]; HT 13 [30]; Basic Speed 6.75
Basic structure: Size 0 [0]; horizontal posture; Extra Encumbrance x1 [5]; weight 120 lbs.
Energy and chemistry: carnivore; air-breather; warm-blooded
Health and resilience: HP 13 [0]
Mobility traits: terrestrial; High Stance; Enhanced Move (land) x1 [10]; Hyper Sprint (land) x1 [7]
Appendages: No Arms [-40]; 2 Extra Legs (horizontal rearers) [10]; Small Feet x2 [0]; tail (+1 balance) [2]; Long Neck x1 [2.5]
Combat traits: Combat Reflexes [15]; Sharp Teeth [5]; Blunt Claws (2 pairs) [16.5]
Other physical traits: Short Lifespan x2 [-20]; Small Head x1 [0]; Large Mouth x2 [0]
Senses: Night Vision [10]; Acute Hearing +3 [6]; Acute Smell and Taste +2 [4]
Mental, social and other traits: Animal package [-50]; Mute (No Speech) [-25]
Land Performance: WSR 10 (Neg 3); MSR 10 x 1.5 = eff MSR 15; Neg 3 enc [35]; MV 30.4 (Base 6.75 x 1.5 for enc x 3 for Enhanced Move and Hyper Sprint); Step 6; Jd 1.5 (2.95 y); control +4 (from enc, Extra Legs, tail); Dodge 8 (Base 6 + 1 for enc + 1 for CR)
Water Performance: WSR 0; MSR 10 x 2 for water = eff MSR 20; Neg 2 enc [add. -2]; MV 0.84 x Swimming/5 (Base 6.75 x 1.25 for enc x 1/10 for non-aquatic); control +2 (from enc); Dodge 6 (Base 6 + 1 for enc + 1 for CR - 2 for non-aquatic)
Signature: Stealth modifier +0 vs Vision, +0 vs Hearing (on land, from claws, enc)
Cost: 28

Chimpanzee

This is a large, strong chimp, though some of the more wild stories of simian strength are discounted. DR from fur is probably less than 1 at human scale.

The limb designs dip into the Appendage Builder System; they're worked out there. There are two semi-upright, punching arms with Poor Grip x1 and Reduced Manual DX x2 that can be walked on [26, or -14 from "default" cost] and short legs with Poor Grip x2 and Reduced Manual DX x4 manipulators [35, or 0 from "default" leg cost].

Another bit of complexity: using the arms removes Reduced Move [5], with a -26% No Arms limitation (26 being the cost of the arms using the above system). They add needed length and strength to running apparatus.

Chimps' wrists are fused; they can't throw like humans can. Add Poor Thrower, the equivalent of Poor Jumper.

Land performance isn't great, but swinging and climbing movement will use arm strength and the Brachiator advantage, and be very impressive compared with humans; see Book 4. For fun, typical vine-swinging movement is considered below.

Chimps don't like water; they sink and drown easily. This design uses a density of 1.1 as a guess. Aquatic encumbrance drops from Neg 2 with zero weight to None with the density. Incompetence (aquatic skills) is added as well.

Basic attributes: ST 18 [90, -14% for arm value = 78], ST 14 in legs [add. -45, -50% legs only = add. -22.5]; DX 14 [45]; IQ 6 [-30]; HT 13 [30]; Basic Speed 6.75
Basic structure: Size 0 [0]; semi-upright posture; density 1.1; weight 180 lbs.
Energy and chemistry: omnivore; air-breather; warm-blooded
Health and resilience: HP 13 [0]
Mobility traits: terrestrial; Low Stance; Brachiator [5]; Reduced Move (land) x1 [-5], Poor Jumper x2 [-2] (from Short Legs); remove Reduced Move (land) (when using arms) [5, -26% = 4]; Incompetence (aquatic skills) [-1]
Appendages: Arms [-14] and legs [0] as above
Combat traits: Sharp Teeth [5]; Poor Thrower x2 [-2]
Other physical traits: Temperature Tolerance (from fur) [1]; Large Mouth x1 [0]
Senses: Acute Hearing +1 [2]; Acute Smell and Taste +1 [2]
Mental, social and other traits: Animal package [-50]; Mute (No Speech) [-25]; other personality traits
Land Performance: WSR 12.9 (Neg 1); MSR 12.9 x 1.8 = eff MSR 23.2; Neg 1 enc [5]; MV 7.43 (with arms) (Base 6.75 x 1.1 for enc); Step 1.5; Jd 0.58 (1.43 y); control +3 (from Low Stance, arms as Extra Legs); Dodge 6
Water Performance: weight 16.4 lbs.; WSR 0.91 x 5 for water = eff WSR 4.5 (Neg 4); MSR 10 x 1.4 x 2 for water = 28; No enc [add. -1]; MV 0.68 x Swimming/5 (Base 6.75 x 1/10 for non-aquatic); control -4 (from Incompetence); Dodge 4 (Base 6 - 2 for non-aquatic)
Climbing (brachiating) Performance: WSR 10 x 2 for brachiating = eff WSR 20 (Medium); MSR 10 x 4 = MSR 40; Light enc; MV 1.8 x Climbing/5 (Base 6.75 x 4/5 for enc x 1/3 for adaptation). Climbing at DX and Acrobatics at DX-2 are free.
Signature: Stealth modifier +0 vs Vision, +0 vs Hearing
Cost: 24.5

Elephant

This is a jumbo bull, with ST scaled up from a muscular base ST 15.

There's a level of Extra Encumbrance for four legs, one for load-bearing design, and one for size-related modifications. Encumbrance from weight is Heavy, or X-Heavy with mass figured in. This pachyderm can bear another four tons of load on its back before hitting Super-Heavy encumbrance from weight!

An elephant owes much of its load-bearing design to straight, pillar-like legs that bend little when carrying that load; a charging pachyderm doesn't so much run as simply speed-walk with little change in gait. The result is Stiff Limb Articulation and lower Enhanced Move than most four-leggers (yet still more than enough speed to run down pesky humans).

The body is built with No Arms, and the trunk made with the Appendage Builder System; it's detailed there. Trunk ST has only one-fifth full ST (Combat ST 15, Load ST 60; assume using of tusks in that lifting) and has poor grip and manual dexterity, but is very flexible. Reach is a little short for size, about 3 hexes. Also assume Invertebrate [0] for the trunk.

The tusks are built as a Spear; the fact that there are two instead of one is a special effect. The cost is discounted as usual for Claws that appear on only one appendage. Reach is the default close combat range, about 2.5 hexes for an elephant this size.

The pairing of Mute (No Speech) with Subsonic Speech sounds odd, but is a reasonable pairing of lack of humanlike language with the ability to shout warnings or other simple messages in the subsonic range.

Elephants' sense of smell is amazing. Both science and proverb also point to memory ability beyond that suggested by IQ 6, as well as the possibility of considerably advanced language; some form of weakened Eidetic Memory, or even a higher IQ, may be a good addition to the below.

Basic attributes: Combat ST 75, Load ST 300 [254, -40% No Arms = 152.5]; DX 12 [20]; IQ 6 [-30]; HT 12 [20]; Basic Speed 6
Basic structure: Size +4 [40]; horizontal posture; Inconvenient Size [-15]; Extra Encumbrance x3 [15]; weight 15,000 lbs.
Energy and chemistry: herbivore; air-breather; warm-blooded
Health and resilience: Extra Hit Points +48 (HP 60) [102]; DR 3 [28]; PD 1 [25]
Mobility traits: terrestrial; High Stance; half a level of Enhanced Move (land) [5]; No Jump [-5]
Appendages: No Arms [-40]; 2 Extra Legs (horizontal rearers) [10]; trunk [15]; tail (special effect); Stiff Limb Articulation [-1]; Difficulty Standing [-2]
Combat traits: Striker (head) [5]; Spear [25, -20% one appendage = 20].
Other physical traits: Large Head x1 [0]; Large Mouth x1 [0]
Senses: Acute Hearing +2 [4]; Acute Smell and Taste +4 [8]; Subsonic Hearing [5]
Mental, social and other traits: Animal package [-50]; Mute (No Speech) [-25]; Subsonic Speech [20]; Penetrating Call [5]; Catsleep (sleep standing) [5]
Land Performance: WSR 50 (Heavy); MSR 50 x 7 = eff MSR 350; X-Heavy enc [-40]; MV 9 (Base 6 x 1/5 for enc x 1.5 for Enhanced Move x 5 for size); Step 1.8; Jd 0 (0 m); control -2 (from enc, Extra Legs); Dodge 2 (Base 6 - 4 for enc)
Water Performance: WSR 0; MSR 50 x 2 for water = eff MSR 100; Medium enc [add. 10]; MV 1.8 x Swimming/5 (Base 6 x 3/5 for enc x 1/10 for non-aquatic x 5 for size); control -4 (from enc); Dodge 2 (Base 6 -2 for enc - 2 for non-aquatic)
Signature: Stealth modifier -4 vs Vision (from size), -6 vs Hearing (on land, from weight, enc)
Cost: 284.5

Indian elephant: A smaller Indian elephant can be built on the large side of Size +3. Try a lower base ST of 13 and some scaling stats not on the Scale Table. Linear Scale x4 and Area Scale x16 leaves Combat ST 52, Load ST 208, HP 48; weight 8000 and WSR 38 sound about right. Net encumbrance from weight and mass is the same as the elephant above. Move on land is 9.6, other stats as above. Extra carrying capacity before Super-Heavy encumbrance from weight is over three and a half tons.

Lion

Use the tiger design, dropping a few points from ST and HP. Lower weight by 100 lbs. or so.

Tiger

This design has lots in common with the later cat design, with the exception of four Size levels and a muscular base ST 16. This is a big tiger!

There's significant encumbrance, as is to be expected from a creature this size, but don't be fooled: this cat runs fast and jumps far.

Tigers enjoy swimming, unlike most other cats; note Swimming skill.

Basic attributes: Combat ST 24, Load ST 32 [160.5, -40% No Arms = 97]; DX 13 [30]; IQ 4 [-50]; HT 13 [30]; Basic Speed 6.5
Basic structure: Size +1 [10]; horizontal posture; Inconvenient Size [-10]; Extra Encumbrance x1 [5]; weight 600 lbs.
Energy and chemistry: carnivore; air-breather; warm-blooded; Sleepy (50%) [-10]
Health and resilience: Extra Hit Points +7 (HP 20) [20]
Mobility traits: terrestrial; High Stance; Enhanced Move (land) [10]; Enhanced Jump x1 [5]
Appendages: No Arms [-40]; 2 Extra Legs (horizontal rearers) [10]; Small Feet x1 [0]; tail (+1 balance) [2]
Combat traits: Combat Reflexes [15]; Sharp Teeth [5]; Sharp Claws (2 pairs) [27.5, +10% retractable = 30]
Other physical traits: Catfall [10]; Temperature Tolerance (from fur) [1]; Short Lifespan x2 [-20]; Large Mouth x2 [0]; Swimming skill at DX [1]; Stealth skill at DX [2]
Senses: Night Vision [10]; Acute Hearing +4 [8]; Acute Smell and Taste +2 [4]
Mental, social and other traits: Animal package [-50]; Mute (No Speech) [-25]; Sleepy (50%) [-10]; Catsleep [5]
Land Performance: WSR 18.8 (Light); MSR 18.8 x 2.5 = eff MSR 47; Light enc [-10]; MV 15.6 (Base 6.5 x 4/5 for enc x 2 for Enhanced Move x 1.5 for size); Step 3.1; Jd 2.4 (4.6 y); control +2 (from enc, Extra Legs, tail); Dodge 6 (Base 6 - 1 for enc + 1 for CR)
Water Performance: WSR 0; MSR 18.8 x 2 for water = eff MSR 37.5; Light enc [add. 0]; MV 2 (Base 6.5 x 4/5 for enc x 1/10 for non-aquatic x 1.5 for size x 13/5 for skill); control -2 (from enc); Dodge 4 (base 6 - 1 for enc + 1 for CR - 2 for non-aquatic)
Signature: Stealth modifier -1 vs Vision (from size), -1 vs Hearing (on land, from enc)
Cost: 80

Wolf

For a good-sized wolf, start with the cheetah template. Size varies; weight can be lower or higher, but set it equal to ST x 12 or so, for only Neg 2 encumbrance. Reduce DX and HT to 12 each; Basic Speed is 6. Remove Hyper Sprint and reduce Enhanced Move to only half a level [5]. Replace Blunt Claws with Sharp Claws (2 pairs) [27.5].

On land, Move will be 11.2 (base 6 x 1.25 for enc x 1.5 for Enhanced Move).


Domesticated Beasts

Camel

Start with the horse template below. Remove Small Feet, Hooves, and Blunt Claws. Reduce weight to 1000 lbs. or so, and reduce base ST to 10 or 11. Replace horses' Edgy with Stubborn [-5] and Bad Temper [-10]. Add Sure Footing (sand) [5] and Reduced Life Support [10 or so].

Cat

...does anyone have the slightest doubt about what would happen if we were suddenly changed to the height of seven inches tall by malign magic and yon kitty curled up by the fire woke up and happened to see us skittering across the floor? Cats, those amoral gunslingers of the animal world, are maybe the scariest mammals going.

— Stephen King, "Danse Macabre"

This design uses base ST 12, scaled down. There's no Perfect Balance; cats can mess up and fall with the best of them, but it won't happen often thanks to DX, the tail, negative encumbrance, and four legs.

Only one level of Enhanced Move might be more realistic than the two used below; people tend to overestimate the flat-out ground speed of small animals. (They sure look fast, though!)

The Silence advantage might be a good addition, but Stealth skill works as well. Cats do practice!

As an enemy in a Bunnies & Burrows game, the cat is Size +1 with Combat ST 18, Load ST 24. The cat's fur might provide no meaningful DR at human scale, but DR 1 or so at bunny scale. In a microhuman game, the cat is Size +6 with Combat ST 120!

For a pampered "Foo-Foo" kitty, decrease ST and add the Fat disadvantage. Load ST 1, with a weight of 15 lbs., leaves a tubby kitty with the same natural encumbrance as a human (how embarrassing!). Increase that to a scale-busting 20 lbs., and Foo-Foo is anything but the epitome of feline grace. (Believe it or not, an obese house cat can be twice that heavy!)

Basic attributes: Combat ST 4, Load ST 1.2 [-64]; DX 14 [45]; IQ 5 [-40]; HT 12 [20]; Basic Speed 6.5
Basic structure: Size -3 [0]; horizontal posture; Inconvenient Size [-10]; Extra Encumbrance x1 [5]; weight 10 lbs.
Energy and chemistry: carnivore; air-breather; warm-blooded
Health and resilience: Reduced Hit Points -8 (HP 4) [-40]
Mobility traits: terrestrial; High Stance; Enhanced Move (land) x2 [20]; Enhanced Jump x1 [5]
Appendages: No Arms [-40]; 2 Extra Legs (horizontal rearers) [10]; Small Feet x2 [0]; tail (+1 balance) [2]
Combat traits: Combat Reflexes [15]; Sharp Teeth [5]; Sharp Claws (2 pairs) [27.5, +10% retractable = 30]
Other physical traits: Catfall [10]; Double-Jointed [5]; Temperature Tolerance (from fur) [1]; Short Lifespan x5 [-50]; Large Mouth x2 [0]; Stealth skill at DX [1]
Senses: Night Vision [10]; Acute Hearing +3 [6]; Acute Smell and Taste +3 [6]
Mental, social and other traits: Animal package [-50]; Mute (No Speech) [-25]; Sleepy (75%) [-25]; Catsleep [5]; catlike personality traits
Land Performance: WSR 8.3 (Neg 3); MSR 8.3 x 1.5 = eff MSR 12.5; Neg 3 enc [35]; MV 9.8 (Base 6.5 x 1.5 for enc x 3 for Enhanced Move x 1/3 for size); Step 2; Jd 1.2 (1.9 y); control +4 (from enc, Extra Legs, tail); Dodge 8 (Base 6 + 1 for enc + 1 for CR)
Water Performance: WSR 0; MSR 8.3 x 2 for water = eff MSR 16.7; Neg 2 enc [add. -2]; MV 0.27 x Swimming/5 (Base 6.5 x 1.25 for enc x 1/10 for non-aquatic x 1/3 for size); control +2 (from enc); Dodge 6 (Base 6 + 1 for enc + 1 for CR - 2 for non-aquatic)
Signature: Stealth modifier +3 vs Vision (from size), +2 vs Hearing (on land, from weight, enc)
Cost: -110

Horse

Below is a large, strong horse, built on base ST 13. Horses in the game will be highly individualized, so adjust as you like. Cavalry, race, and saddle horses will have base ST of only 11 or 12. Draft horses and warhorses will have base ST 14 or more, and much higher weight. Warhorses lack Edgy and may have Combat Reflexes. Race horses may have improved DX and Running skill.

Bestiary suggests a lower DX of 9, but natural encumbrance provides the slowness that Bestiary may intend. DX is left at 10 below.

Size +2 from the Scale Table is a little on the large size for horses; GULLIVER suggests Size +2 with Linear Scale x2, Area Scale x4 for horses. In general, Load ST will be around 50. Interestingly, a horsepower is said to be about the power of five men.

Ponies, donkeys, and mules can be built on Size +1. A good pack mule gains an additional level of Extra Encumbrance [5]. Donkeys have Sure Footing (rocky terrain) [5]. Mules have Stubborn [-5] and Sterile [-3]. Both donkeys and mules lack Edgy.

Basic attributes: Combat ST 26, Load ST 52 [170.5, -40% No Arms = 102.5]; DX 10 [0]; IQ 4 [-50]; HT 13 [30]; Basic Speed 5.75
Basic structure: Size +2 [20]; horizontal posture; Inconvenient Size [-10]; Extra Encumbrance x2 [10]; 1200 lbs.
Energy and chemistry: herbivore; air-breather; warm-blooded
Health and resilience: Extra HP +13 (HP 26) [32]
Mobility traits: terrestrial; High Stance; Enhanced Move x1 (land) [10]
Appendages: No Arms [-40]; 2 Extra Legs (horizontal rearers) [10]; Small Feet x2 [0]; Hooves [0]; tail (special effect); Stiff Limb Articulation [-1]; Difficulty Standing [-2]; Long Neck x2 [5]
Combat traits: Blunt Claws (hooves, 2 pairs) [16.5]
Other physical traits: Short Lifespan x2 [-20]
Senses: Acute Hearing +2 [4]; Acute Smell and Taste +2 [4]; Bad Sight (nearsightedness) [-25]; Peripheral Vision [15]
Mental, social and other traits: Animal Package [-50]; Edgy [-5]; Mute (No Speech) [-25]; Catsleep (sleep standing) [5]
Land Performance: WSR 23.1 (Medium); MSR 23.1 x 4 = eff MSR 92.3; Medium enc [-20]; MV 13.8 (Base 5.75 x 3/5 for enc x 2 for Enhanced Move x 2 for size); Step 2.8; Jd 1.3 (3.69 y); control +0 (from enc, Extra Legs); Dodge 3 (Base 5 - 2 for enc)
Water Performance: WSR 0; MSR 23.1 x 2 for water = eff MSR 46.1; Light enc [add. 5]; MV 0.92 x Swimming/5 (Base 5.75 x 4/5 for enc x 1/10 for non-aquatic x 2 for size); control -2 (from enc); Dodge 2 (Base 5 - 1 for enc - 2 for non-aquatic)
Signature: Stealth modifier -2 vs Vision (from size), -5 vs Hearing (on land, from hooves, weight, enc)
Cost: 21


Underwater Animals

Dolphin

This is a Size +1 creature built on base ST 12. Swimming thrust is an arbitrarily higher base ST 15, scaled up.

From the rules for flopping, the dolphin has some pathetic ability to move on land; that means it gets only 80% of the max -10 points for land immobility (see Mobility Meta-stuff in Book 3). No Legs [-35 x 1/5 = -7] and the difference in encumbrance [-50 x 1/5 = -10] easily surpass that limit; together they're worth only -8 points.

The below is a beast of animal intelligence, squeaking in normal and ultrasonic ranges without real language. Those limitations are arguable; remove if you like!

Basic attributes: Combat ST 18, Load ST 24 [117.5, -40% No Arms = 70.5]; DX 12 [20]; IQ 6 [-30]; HT 12 [20]; Basic Speed 6
Basic structure: Size +1 [10]; cetacean body; Inconvenient Size & Form [-15]; weight 500 lbs.
Energy and chemistry: carnivore; warm-blooded; air-breather; Environmental Intolerance (need air) [-20]; Oxygen Storage [14]; Separate Respiratory Intake [1]
Health and resilience: Extra HP +6 (HP 18) [18]; Pressure Tolerance x10 [10]; Toughness 1 [10]; No Vulnerability: Neck [5]
Mobility traits: aquatic; poor land mobility (see above) [-8]
Appendages: No Arms [-40]; Single Leg (swimmer) [0]; Large Foot (tail fin) x2 [0]; kick in rear hexes only [0]
Other physical traits: Short Lifespan x1 [-10]; Large Mouth x2 [0]
Senses: Alertness +2 [10]; Nictating Membrane [10]; Peripheral Vision [15]; Sonar Vision [25]; Ultrasonic Hearing (in addition to normal) [5]
Mental, social and other traits: Animal Package (?) [-50]; Ultrasonic Speech [25]; Mute (No Speech) (?) [-25]; Catsleep (surface while asleep) [5]
Water Performance: thrust 30; WSR 0; MSR 16.7 x 2 = eff MSR 33.3; No enc [0]; MV 9 (Base 6 x 1.5 for size); Step 1.8; control +0; Dodge 6
Land Performance: ST halved for flopping; WSR 41.7 (Super-Hvy); MSR 41.7 x 65 = eff MSR 2708; Super-Heavy enc [add. 0; see notes above]; MV 0.1 x Flopping/5 (Base 6 x 1/10 for enc x 1/10 for non-terrestrial x 1.5 for size); control -5 (from enc); Dodge 0 (6 - 5 for enc - 2 for non-terrestrial)
Signature: Stealth modifier -7 vs Hearing (on land, from enc, non-adaptation)
Cost: 70.5

Shark

Here's a 12' killer – not huge, but big enough. Base ST is 13. HP are scaled for size, with a couple more thrown in for good measure.

Land mobility is handled in the same manner as the dolphin's.

Basic attributes: Combat ST 26, Load ST 65 [174, -40% No Arms = 104.5]; DX 10 [0]; IQ 3 [-60]; HT 14 [45]; Basic Speed 6
Basic structure: Size +2 [20]; ichthyoid body; Cartilaginous [0]; Inconvenient Size & Form [-15]; weight 1300 lbs.
Energy and chemistry: carnivore; Cold-Blooded [-5]; water-breather; Separate Respiratory Intake [1]
Health and resilience: Extra HP + 16 (HP 30) [38]; Pressure Tolerance x10 [10]; DR 2 [25]; High Pain Threshold [10]; No Vulnerability: Neck [5]; Hard to Kill +2 [10]
Mobility traits: aquatic; poor land mobility (see above) [-8]
Appendages: No Arms [-40]; Single Leg (swimmer) [0]; Large Foot (tail fin) x2 [0]; kick in rear hexes only [0]
Combat traits: Modified Jaw ST (ST 35) [add. 22.5, x10% = 2.5]; Sharp Teeth [5]
Other physical traits: Short Lifespan x2 [-20]; Large Mouth x3 [0]; Small Eyes x1 [0]
Senses: Discriminatory Smell [15]; Acute Smell and Taste +3 [6]; Nictating Membrane [10]; Peripheral Vision [15]; Bad Sight (nearsightedness) [-25]
Mental, social and other traits: Animal Package [-50]; Mute (No Voice) [-30]; Catsleep (swim while asleep) [5]
Water Performance: WSR 0; MSR 20 x 2 for water = eff MSR 40; Light enc [-10]; MV 9.6 (Base 6 x 4/5 for enc x 2 for size); Step 1.9; control -2 (from enc); Dodge 5 (Base 6 - 1 for enc)
Land Performance: ST halved for flopping; WSR 40 (Super-Hvy); MSR 40 x 65 = eff MSR 2600; Super-Heavy enc [add. 0; see notes above]; MV 0.12 x Flopping/5 (Base 6 x 1/10 for enc x 1/10 for non-terrestrial x 2 for size); control -5 (from enc); Dodge 0 (6 - 5 for enc - 2 for non-terrestrial)
Signature: Stealth modifier -7 vs Hearing (on land, from enc, non-adaptation)
Cost: 64

Killer whale

This is a Size +3 creature built on base ST 12. Swimming thrust is base ST 15 scaled up. It's a smallish adult; large orcas can weigh twice as much!

Like the dolphin, the orca has no limbs for movement on land and must flop about. However, it's too heavy to move at all! Its troubles are worth the full -10 points for no land mobility.

For crushing purposes, use normal WSR on land: 6000 / 120 = 50. The killer whale has Extreme 1 encumbrance if beached, which means it slowly starts taking damage from its own massive weight.

Basic attributes: Combat ST 36, Load ST 120 [199, -40% No Arms = 119.5]; DX 11 [10]; IQ 5 [-40]; HT 12 [20]; Basic Speed 5.75
Basic structure: Size +3 [30]; cetacean body; Inconvenient Size & Form [-15]; weight 6000 lbs.
Energy and chemistry: carnivore; warm-blooded; air-breather; Environmental Intolerance (need air) [-20]; Oxygen Storage [14]; Separate Respiratory Intake [1]
Health and resilience: Extra HP +24 (HP 36) [54]; Pressure Tolerance x10 [10]; Toughness 2 [25]; No Vulnerability: Neck [5]
Mobility traits: aquatic; no land mobility (see above) [-10]
Appendages: No Arms [-40]; Single Leg (swimmer) [0]; Large Foot (tail fin) x2 [0]; kick in rear hexes only [0]
Combat traits: Sharp Teeth [5]
Other physical traits: Short Lifespan x1 [-10]; Large Mouth x2 [0]; Small Eyes x1 [0]
Senses: Alertness +1 [5]; Nictating Membrane [10]; Peripheral Vision [15]; Ultrasonic Hearing (in addition to normal) [5]
Mental, social and other traits: Animal Package [-50]; ultrasonic speech only [0]; Mute (No Speech) [-25]; Catsleep (surface while asleep) [5]
Water Performance: thrust 150; WSR 0; MSR 40 x 2 for water = eff MSR 80; Medium enc [-20]; MV 10.3 (Base 5.75 x 3/5 for enc x 3 for size); Step 1.8; control -4 (from enc); Dodge 3 (Base 5 - 2 for enc)
Land Performance: ST halved for flopping; WSR 100 (Extreme); MSR 100 x inf = inf; totally immobile [add. 0; see notes above]; MV 0; control none; Dodge 0
Signature: Stealth movement not possible
Cost: 103.5

Other whales

Other whales will be nearly identical to the dolphin and killer whale, except for size. Baleen whales remove Sharp Teeth.

A blue whale is Size +6 and 140,000 lbs. If swimming thrust is 1500, you get a creature with WSR 0, MSR 187 in water, for Heavy encumbrance. Lower that thrust a bit and encumbrance increases to X-Heavy.


Flying Animals

Hawk

This design is appropriate for any generic bird, roughly the size of a house cat. Downgrade weaponry for most birds. Add Amphibious for waterfowl. Whatever the design, weight will be light for overall length.

The design uses the Appendage Builder System to handle hawk-like feet. The legs can strike, have manipulators with full grip but Manual DX -4, and are short (x2/3 Reach). Start with -75 points and build:

Striker cost is [10 for striker x 1/2 for kicker x 2/3 for Reach = 3.33]. Manipulator cost is [((5 for base manipulator cost x 2/3 for Reach) + 10 for remaining manipulator cost), -40% for Reduced Manual DX = 8]. Total is 11.33. Multiply by x1/2 as limbs are "back legs" used for walking. Multiply by 2 for two limbs, add 30 for land Propulsion. Total: -75 + 11.33 + 30 = -33 points for two short legs with clumsy manipulators, and no arms.

The wings can strike too, and are added below.

Watch for that tricky bit computing flight encumbrance with airfoils. Land encumbrance is Neg 3 [35]. Flight encumbrance is only Neg 2 [add. -10, x 1/5 for disadvantage in non-primary Environment = -2]. But with airfoils, it goes from Neg 2 to Neg 4. Buy back Neg 3 for 2 points, and add Neg 4 [add. 30, x 1/2 for advantage in non-primary Environment = 15]. That makes for a base cost of 17 points, before the -20% limitation.

Calculated gliding terminal velocity from weight, wings, and Slow Fall gives a descent of about 0.25 yards per second.

Basic attributes: Combat ST 3, Load ST 1 [-70], Combat ST 2, Load ST 0.6 in legs [add. -14, -50% Legs Only = add. -7]; DX 12 [20]; IQ 5 [-40]; HT 12 [20]; Basic Speed 6
Basic structure: Size -3 [0]; avian form and posture; weight 4 lbs.
Energy and chemistry: omnivore; air-breather; warm-blooded
Health and resilience: Reduced HP -9 (HP 3) [-45]; Fragile [-20]
Mobility traits: terrestrial; High Stance; Powered Flight [30] + Gliding with Slow Fall x10 [25, -20% (Requires Forward Move) = 20, halved as add-on to Powered Flight = 10]; Enhanced Move (air) x1 [10]; Reduced Move (land) x1 [-5] and Poor Jumper x2 [-2] from Short Legs; Reduced Move x2 (water) [-10, x 1/5 for water only = -2]
Appendages: legs as above [-33]; 2 wings from Powered Flight; tail (+1 Flight) [2]
Combat traits: Sharp Claws (on feet) [25]; Sharp Teeth (beak) [5]; two one-hex Strikers (punchers) [10, -10% limitation for integrated into wings = 9]
Other physical traits: Short Lifespan x2 [-20]; Large Mouth x2 [0]
Senses: Peripheral Vision [15]; Triangulated Depth perception [-5]; Telescopic Vision x1 [6]; Acute Vision +2 [4]
Mental, social and other traits: Animal Package [-50]; Mute (No Speech) [-25]
Land Performance: WSR 6.7 (Neg 3); MSR 6.7 x 1.5 = eff MSR 10; Neg 3 enc [35]; MV 2 (Base 6 x 1.5 for enc x 2/3 for Reduced Move x 1/3 for size); Step 0.4; Jd 0.375 (0.7 y); control +1 (from enc); Dodge 7 (Base 6 + 1 for enc)
Water Performance: WSR 0; MSR 6.7 x 2 for water = eff MSR 13.3; Neg 1 enc [add. -6], MV 0.11 x Swimming/5 (Base 6 x 1.1 for enc x 1/10 for non-aquatic x 1/2 for Reduced Move x 1/3 for Size); control +1 (from enc); Dodge 4 (Base 6 - 2 for non-aquatic)
Air Performance (powered): Before airfoils: WSR 4 x 5 for air = eff WSR 20 (Medium); MSR 4 x 4 = eff MSR 16; Neg 2 enc [add. -2]
With airfoils: Assume lift of 80% body weight. Weight 0.8 lbs., WSR 0.8 x 5 for air = eff WSR 4 (Neg 4); MSR 4 x 1.4 = eff MSR 5.6; Neg 4 enc [add. 17, -20% for airfoils = 14]; MV 16 (Base 6 x 2 for enc x 2 for Enhanced Move x 1/3 for size x 2 for flight); control +5 (from enc, tail); Dodge 8 (Base 6 + 2 for enc)
Air Performance (unpowered): MV 8 (Base 6 x 2 for Enhanced Move x 1/3 for size x 2 for flight); MSR 4 x 10 for gliding = eff MSR 40 (Light enc) for maneuverability purposes; control -1 (from enc, tail); Dodge 5 (Base 6 - 1 for enc); rate of descent 0.25 yards/sec
Signature: Stealth modifier +1 vs Hearing (on land, from weight, enc, claws)
Cost: -127

Hummingbird

This 2" hummingbird has base ST 9, doubled to 18 for flight thrust. The legs are weak, though, with only one-third base ST.

The design uses the Appendage Builder System to handle birdlike feet. The legs are short (x2/3 Reach), can not strike, and have manipulators with full grip but Manual DX -4:

Manipulator cost is [((5 for base manipulator cost x 2/3 for Reach) + 10 for remaining manipulator cost), -40% for Reduced Manual DX = 8]. Multiply by x1/2 as limbs are "back legs" used for walking. Multiply by 2 for two limbs, add 30 for land Propulsion. Total: -75 + 8 + 30 = -37 points for two non-striking short legs with clumsy manipulators and no arms.

With no data on walking, jumping or swimming hummingbirds, land and water performance may be wildly off, but air performance feels right. Note the lack of airfoils or hovering restrictions – this flier moves like a tiny helicopter. However, those wings have to stay beating; there's no gliding ability.

In a microhuman game, change stats to Size 0, ST 9 (ST 3 in legs) with flight thrust 18, and HP 12.

Basic attributes: Combat ST 0.3, Load ST 0.009 [-88.5]; Combat ST 0.1, Load ST 0.003 in legs [add. -1, -50% Legs Only = add. -0.5]; DX 12 [20]; IQ 4 [-50]; HT 12 [20]; Basic Speed 6
Basic structure: Size -9 [0]; avian form and posture; weight 0.004 lbs.
Energy and chemistry: herbivore (nectivore); air-breather; warm-blooded
Health and resilience: Reduced HP -11.6 (HP 0.4) [-58]; Fragile [-20]
Mobility traits: terrestrial; High Stance; Powered Flight [30]; Enhanced Move (air) x1 [10]; Reduced Move (land) x1 [-5] and Poor Jumper x2 [-2] from Short Legs; Reduced Move x2 (water) [-10, x1/5 for water only = -2]
Appendages: legs as above [-33]; 2 wings from Powered Flight; tail (+1 Flight) [2]
Combat traits: Sharp Teeth (beak) [5]
Other physical traits: Short Lifespan x6 [-60]; Large Mouth x2 [0]
Senses: Peripheral Vision [15]; Triangulated Depth perception [-5]
Mental, social and other traits: Animal Package [-50]; Mute (No Speech) [-25]
Land Performance: WSR 1.33 (Neg 5); MSR 1.33 x 1.2 = eff MSR 1.6; Neg 5 enc [80]; MV 0.4 (Base 6 x 3 for enc x 2/3 for Reduced Move x 1/30 for size); Step 0.08; Jd 0.19 (0.27 y); control +2 (from enc); Dodge 8 (6 + 2 for enc)
Water Performance: WSR 0; MSR 1.33 x 2 for water = eff MSR 2.67; Neg 5 enc [add. 0], MV 0.03 x Swimming/5 (Base 6 x 3 for enc x 1/10 for non-aquatic x 1/2 for Reduced Move x1/30 for size); control +5 (from enc); Dodge 6 (Base 6 + 2 for enc - 2 for non-aquatic)
Air Performance (powered): thrust 0.018; WSR 0.22 x 5 for air = 1.11; MSR 0.22 x 1.1 = eff MSR 0.24; Neg 8 enc [add. 37.5]; MV 8 (Base 6 x 10 for enc x 2 for Enhanced Move x 1/30 for size x 2 for flight); control +4 (from enc); Dodge 10 (Base 6 + 4 for enc).
Air Performance (unpowered): No gliding!
Signature: Stealth modifier +9 vs Vision (from size), +6 vs Hearing (on land, from weight, enc)
Cost: -179.5


Prehistoric Beasts


Dinosaurs

Tyrannosaurus Rex

The great meat-eater, built on a largish Size +4, with a huge base ST 18 for largish size and thick muscles. Check out those jaws, too.

The tail acts as a counterweight conferring +1 DX on athletic actions [add. 15, -30% Counterweight Tail = 10.5] over listed DX, and adds yet an additional level of Improved Balance [2].

Using basic rules, those sad front arms confer No Manipulators [-30] and Very Short Arms [-10], making them free special effects. With the Appendage Builder System, start with No Arms [-40] and add: Striker [10, -40% for -80% ST = 6] x puncher [x1/2] x 1/2 Reach [x1/2] = 1.5, or 3 for two, for a net -37 points. They could still rip a man open, if they could only get within range.

Extra Encumbrance below is unusually high, yet the beast is no speed demon. Remove a level and you'll have a very slow T-Rex. DX and Basic Speed may have been good in dinosaurs, with size making for good Move and jumping ability – but given the realities of scaling, poor maneuverability in a six-ton reptile is unavoidable. Despite the popularity of the warm-blooded, nimble dinosaur theory, some experts maintain that size must have made T-Rex a slow-moving eater of carrion and weak prey.

Basic attributes: Combat ST 90, Load ST 360 [272.5, -37% for arms = 172]; DX 13 [30]; IQ 3 [-60]; HT 13 [30]; Basic Speed 6.5
Basic structure: Size +4 [40]; upright forward-leaning posture; Extra Encumbrance x3 [10]; weight 11,500 lbs.
Energy and chemistry: carnivore; air-breather; Cold-Blooded (?) [-10]
Health and resilience: Extra HP + 52 (HP 65) [110]; DR 5 [34]; PD 2 [50]; High Pain Threshold [10]
Mobility traits: terrestrial; High Stance
Appendages: puny arms (as above) [-37]; one two-hex Striker (tail) [15]; tail (effects as above) [12.5, -10% for integrated into Striker = 11.5]; Small Hands x3 [0]; Long Neck x1 [2.5]
Combat traits: Modified Jaw ST (ST 100) [add. 12.5, x10% = 1.5]; Sharp Teeth [5]; Sharp Claws (2 pairs) [27.5]
Other physical traits: Large Head x1 [0]; Large Mouth x4 [0]; Short Lifespan x2 [-20];
Senses: Motion Detection Only [-15]; Acute Taste and Smell +2 [4]
Mental, social and other traits: Animal Package [-50]; Mute (No Speech) [-25]; Penetrating Call [5]
Land Performance: WSR 31.9 (Medium); MSR 31.9 x 4 = eff MSR 127.8; Heavy enc [-30]; MV 13 (Base 6.5 x 2/5 for enc x 5 for size); Step 2.35; Jd 2.35 (8.1 y); control -2 (from enc and tail balance; also add +1 DX for counterweight); Dodge 3 (Base 6 - 3 for enc)
Water Performance: WSR 0; MSR 31.9 x 2 = eff MSR 63.8; Medium enc [add. 5]; MV 2 x Swimming/5 (Base 6.5 x 3/5 for enc x 1/10 for non-aquatic x 5 for size); control -4 (from enc; add +1 DX for tail); Dodge 2 (Base 6 - 2 for enc - 2 for non-aquatic).
Signature: Stealth modifier -4 vs Vision (from size), -5 vs Hearing (on land, from weight, enc, claws)
Cost: 316

Triceratops

A big Triceratops might just push Size +4, with base ST 16. Game trikes will, of course, be strapping specimens.

The head and neck have extra DR. Head-only DR is normally 20% the full cost; let's use 30% to include the neck too. The horns are long, but not when compared to overall size. There are three, but for game purposes they're one Spear.

This design assumes stiff, straight legs (as in the elephant design) to bear weight, plus Short Legs using the basic Book 3 rules: -1.5 points per pair. Accordingly, the design adds Poor Jumper, and passes on the Enhances Move typical of four-leggers.

Basic attributes: Combat ST 80, Load ST 320 [260, -40% No Arms = 156]; DX 12 [20]; IQ 3 [-60]; HT 13 [30]; Basic Speed 6.25
Basic structure: Size +4 [40]; horizontal posture; Inconvenient Size [-15]; Extra Encumbrance x3 [15]; weight 10,000 lbs.
Energy and chemistry: herbivore; air-breather; warm-blooded
Health and resilience: Extra Hit Points +52 (HP 65) [110]; DR 5 [34]; add. DR 5 (head and neck only) [15, -70% = 4.5]; PD 2 [50]; add. PD 1 (head and neck only) [25, -70% = 7.5]
Mobility traits: terrestrial; High Stance; Poor Jumper x3 (from Short Legs, stiff legs) [-3]
Appendages: No Arms [-40]; 2 Extra Legs (horizontal rearers) [10]; Short Legs [-3]; Stiff Limb Articulation [-1]; Difficulty Standing [-2]; tail (special effect)
Combat traits: Sharp Teeth (beak) [5]; Striker (head) [5]; Spear [25, -20% one appendage only = 20]
Other physical traits: Large Head x2 [0]; Large Mouth x1 [0]; Short Lifespan x2 [-20]
Senses: Bad Sight (nearsightedness) [-25]; Acute Smell and Taste +1 [2]
Mental, social and other traits: Animal package [-50]; Mute (No Speech) [-25]
Land Performance: WSR 31.3 (Medium); MSR 31.3 x 4 = eff MSR 125; Heavy enc [-30]; MV 12.5 (Base 6.25 x 2/5 for enc x 5 for size); Step 2.5; Jd 0.8 (4.4 y); control -1 (from enc, Extra Legs); Dodge 3 (Base 6 - 3 for enc)
Water Performance: WSR 0; MSR 31.3 x 2 for water = eff MSR 62.5; Medium enc [add. 5]; MV 1.9 x Swimming/5 (Base 6.25 x 3/5 for enc x 1/10 for non-aquatic x 5 for size); control -4 (from enc); Dodge 2 (base 6 - 2 for enc - 2 for non-aquatic)
Signature: Stealth modifier -4 vs Vision (from size), -4 vs Hearing (on land, from weight, enc)
Cost: 240

Other dinosaurs

Just about any animal design, from Size -4 to Size +5, can become a dinosaur. Add long tails, necks, and weaponry as appropriate. You can take a lot of liberties with designs, as our best guesses regarding weight, agility, blood temperature, food needs, lifestyle, and so on are still only guesses.


Prehistoric Mammals

Baluchitherium

The baluchitherium was an Oligocene relative of the rhino that stood over 5 meters tall at the shoulder, weighed 30 tons, and dwarfed mastodons, to say nothing of humans. Yet all evidence suggests that this brontosaurus-sized herbivore was completely terrestrial, forcing scientists to rethink just how big a land creature can get.

Weight is quite a bit higher than a human scaled to Size; the baluchitherium was beefy. Base ST below is a tough ST 15. Thick armor accounts for some weight. Extra Encumbrance helps carry it all: a level for four legs, a level for a load-bearing build, and two levels for thick bones and other large-creature structural modifications (rounding up from Book 2's rules of thumb). The baluchitherium can shoulder another five and a half tons before hitting Super-Heavy encumbrance from weight!

A baluchitherium's feet might easily be a yard wide or more, making a good stomp a little hard to dodge.

Basic attributes: Combat ST 105, Load ST 750 [374, -40% No Arms = 224.5]; DX 10 [0]; IQ 4 [-50]; HT 14 [45]; Basic Speed 6
Basic structure: Size +5 [50]; horizontal posture; Inconvenient Size [-15]; Extra Encumbrance x4 [20]; weight 60,000 lbs.
Energy and chemistry: herbivore; air-breather; warm-blooded
Health and resilience: Extra Hit Points +84 (HP 98) [174]; DR 7 [40]; PD 2 [50]
Mobility traits: terrestrial; High Stance; half level of Enhanced Move (land) [5]; Poor Jumper x1 (from stiff legs) [-1]
Appendages: No Arms [-40]; 2 Extra Legs (horizontal rearers) [10]; tail (special effect); Long Neck x2 [5]
Other physical traits: Large Mouth x1 [0]; Short Lifespan x2 [-20]
Senses: Bad Sight (nearsightedness) [-25]; Acute Hearing +2 [4]; Acute Smell and Taste +1 [2]
Mental, social and other traits: Animal package [-50]; Mute (No Speech) [-25]; Catsleep [5]
Land Performance: WSR 80 (X-Heavy); MSR 80 x 20 = eff MSR 1600; Super-Heavy enc [-50]; MV 6.3 (Base 6 x 1/10 for enc x 1.5 for Enhanced Move x 7 for size); Step 1.3; Jd 0.9 (8.2 y); control -3 (from enc, Extra Legs); Dodge 1 (Base 6 - 5 for enc)
Water Performance: WSR 0; MSR 80 x 2 for water = eff MSR 160; Heavy enc [add. 10]; MV 1.7 x Swimming/5 (Base 6 x 2/5 for enc x 1/10 for non-aquatic x 7 for size); control -6 (from enc); Dodge 1 (Base 6 - 3 for enc - 2 for non-aquatic)
Signature: Stealth modifier -5 vs Vision (from size), -7 vs Hearing (on land, from weight, enc)
Cost: 368.5

Saber-toothed tiger

A lion or tiger design works perfectly. Replace Sharp Teeth with Fangs [10].

Titanotherium

Described on Bestiary p. 37, this monster can use the elephant design above. Remove the trunk and replace tusks with blunt horns (use Blunt Claws). Lower IQ to 4.


Fantasy Creatures

Dragon, baby

Here's a Size 0 baby dragon, suitable for PC use in a high-powered game. Speaking ability is assumed.

Back legs are normal, for default value. Front legs are built with somewhat clumsy manipulators (Reduced Manual DX -2). Start with No Arms for -40 points. Using the Appendage Builder System:

Front Legs = ((Striking [10] x kicker [x1/2]) + (Manipulating [15, -20% for Reduced manual DX = 12]) x horizontal limb [x2/3] + Extra Legs [2.5, -40% = 1.5] = 12.8, or 26 for two.

Flight thrust is the same as Load ST. The dragon will fly well using cinematic rules, but otherwise, help is needed. Instead of airfoils, this design goes for 11 levels of magically reduced Variable Weight [22 for Variable Weight, +6 for +6 flotation bonus from low density = 28]. As a special effect it only works in flight, keeping the dragon from gaining (and paying for) improved encumbrance on land.

Remember that while the reduced weight makes for great floating, the dragon will be very slow underwater with all that flotation. Turn it off in the water to get the speed calculated below.

What's missing from the designs below is something to explain dragons' longevity. Add Unaging [15] if you like.

Basic attributes: ST 10 [0]; DX 13 [30]; IQ 10 [0]; HT 11 [10]; Basic Speed 6
Basic structure: Size 0 [0]; horizontal posture; Extra Encumbrance x1 [5]; weight 120 lbs.
Energy and chemistry: carnivore; air-breather; hot-blooded
Health and resilience: DR 2 [25]; PD 1 [25]; Magic Resistance +2 [4]
Mobility traits: terrestrial; Low Stance; Powered Flight [30] + Gliding with Slow Fall x10 [25, halved as add-on to Powered Flight = 12.5]
Appendages: No Arms [-40]; two Extra Legs [26, as above]; 2 wings from Powered Flight; two one-hex Strikers (punchers, wings) [10, -10% for integrated into wings = 9]; Long Neck x4 [10]; one two-hex Striker (tail) [15]; +3 Flight from tail [6, -10% for integrated into Striker = 5.5]
Combat traits: Breathe Fire [20]; Combat Reflexes [15]; Sharp Teeth [5]; Sharp Claws (2 pairs) [27.5]
Other physical traits: Temperature Tolerance x1 [1]; Dependency (mana, common, 1 HT/min) [-25]; Variable Weight (up to x1/10 weight) [28]; Large Mouth x3 [0]
Senses: Acute Vision +2 [4]; Infravision [15]; Telescopic Vision x2 [12]
Mental, social and other traits: Greed [-15]; Reputation -4 [-20]; other dragon traits
Land Performance: WSR 12 (Neg 2); MSR 12 x 1.6 = eff MSR 19.2; Neg 2 enc [25]; MV 7.2 (Base 6 x 1.2 for enc); Step 1.4; Jd 1.25 (2.6 y); control +4 (from enc, Low Stance, Extra Legs); Dodge 8 (Base 6 + 1 for enc + 1 for CR)
Water Performance: WSR 0; MSR 12 x 2 = eff MSR 24; Neg 1 enc [add. -4]; MV 0.66 x Swimming/5 (base 6 x 1.1 for enc x 1/10 for non-aquatic); control +1 (from enc, but add. +6 on flotation rolls); Dodge 5 (Base 6 + 1 for CR - 2 for non-aquatic)
Air Performance (powered): weight 12 lbs. when flying; WSR 1.2 x 5 for air = eff WSR 6 (Neg 3); MSR 12 x 1.5 = eff MSR 18; Neg 2 enc [add. 0]; MV 14.4 (Base 6 x 1.2 for enc x 2 for flight); control +2 (from enc); Dodge 8 (Base 6 + 1 for enc + 1 for CR)
Air Performance (unpowered): MV 12 (Base 6 x 2 for flight); MSR 12 x 10 for gliding = eff MSR 120 (Heavy enc) for maneuverability purposes; control -6; Dodge 4 (Base 6 - 3 for enc + 1 for CR); rate of descent 0.14 yards/sec with reduced weight
Signature: Stealth modifier +0 vs Hearing (on land, from enc, claws)
Cost: 255.5

Dragon, ancient

Dragons grow with age. Suggested pairings of age and Size: hatchling (1 year) Size -1; baby (3) 0; young (8) +1; adolescent (21) +2; adult (60) +3; old (170) +4; ancient (480) +5; monstrous (1350) +6.

Below is a huge ancient dragon, with base ST 15. Unlike the baby, it's learned to reduce its weight on land as well, but only up to x1/5; any more than that gets too "bouncy", with Free Fall needed! The only cost for this additional ability is the cost of land encumbrance. With that reduced weight, it's amazingly fleet for its size.

Gliding rate of descent with reduced weight, Slow Fall, and wing area is a languid 0.36 yards per second.

With weight "turned on", rate of descent is about 1.15 yards per second. Gliding Move works out to an incredible 84, but a landing at that speed could be disastrous! Perhaps dragons grow ancient by not gliding. (Advanced unpowered flight rules in Book 4, and a ftv calculation based on human-like form and standard wings, give MAR of 40,000/7500, and ftv of Mv 10 x the square root of MAR = gliding Move of 23. That sounds more reasonable.)

Don't forget that Reach of all appendages is in dragon-sized hexes; multiply by Linear Scale for yards.

Basic attributes: Combat ST 105, Load ST 750 [374, -14% for arm value = 321.5]; DX 11 [10]; IQ 14 [45]; HT 13 [30]; Basic Speed 6
Basic structure: Size +5 [50]; horizontal posture; Extra Encumbrance x2 [10]; weight 40,000 lbs.
Energy and chemistry: carnivore; air-breather; hot-blooded
Health and resilience: DR 14 [61]; PD 4 [100]; Magic Resistance +12 [24]
Mobility traits: terrestrial; Low Stance; Powered Flight [30] + Gliding with Slow Fall x10 [25, halved as add-on to Powered Flight = 12.5]
Appendages: No Arms [-40]; two Extra Legs [26, as above]; 2 wings from Powered Flight; two one-hex Strikers (punchers, wings) [10, -10% for integrated with wings = 9]; Long Neck x4 [10]; one two-hex Striker (tail) [15]; +3 Flight from tail [6, -10% for integrated into Striker = 5.5]
Combat traits: Breathe Fire x4 [80]; Combat Reflexes [15]; Sharp Teeth [5]; Sharp Claws (2 pairs) [27.5]
Other physical traits: Temperature Tolerance x6 [6]; Dependency (mana, common, 1 HT/min) [-25]; Variable Weight (up to x1/10 weight) [28]; Large Mouth x3 [0]
Senses: Acute Vision +2 [4]; Infravision [15]; Telescopic Vision x2 [12]
Mental, social and other traits: Greed [-15]; Reputation -4 [-20]; other dragon traits
Land Performance: with weight 8,000 lbs.: WSR 10.7 (Neg 2), MSR 53.3 x 1.6 = eff MSR 85.3; Medium enc [-20]; MV 25 (Base 6 x 3/5 for enc x 7 for size); Step 5; Jd 2.0 (9.6 m); control +0 (from enc, Extra Legs); Dodge 5 (Base 6 - 2 for enc + 1 for CR)
Water Performance: WSR 0; MSR 53.3 x 2 for water = eff MSR 106.7; Heavy enc [add. -2]; MV 1.68 x Swimming/5 (Base 6 x 2/5 for enc x 1/10 for non-aquatic x 7 for size); control -6 (from enc; add. +6 on flotation rolls); Dodge 2 (Base 6 - 3 for enc + 1 for CR - 2 for non-aquatic)
Air Performance (powered): weight 4000 lbs. when flying; WSR 5.33 x 5 for air = eff WSR 26.7 (Heavy); MSR 53.3 x 7 = eff MSR 373; X-Heavy enc [add. -4]; MV 16.8 (Base 6 x 1/5 for enc x 7 for size x 2 for flight); control -8 (from enc); Dodge 3 (Base 6 - 4 for enc + 1 for CR)
Air Performance (unpowered): MV 84 (Base 6 x 7 for size x 2 for flight); MSR 53.3 x 10 for gliding = eff MSR 533 (X-Heavy enc) for maneuverability purposes; control -8 (for enc); Dodge 3 (Base 6 - 4 for enc + 1 for CR); rate of descent 0.36 yards/sec with reduced weight
Signature: Stealth modifier -5 vs Vision (from Size), -5 vs Hearing (on land, from enc, weight, claws)
Cost: 826

Gryphon

Add wings to the tiger design for a Gryphon. You'll need cinematic rules, airfoils, magical lift, or some such help to get this design off the ground!

The above dragon's feet work well in the design as front claws, but using Manual DX -4, the same as the earlier hawk's feet. Other differences are just special effects: the sharp beak has the same effect as Sharp Teeth.

Skeleton

Skeletons as monsters are often portrayed as quick and nimble, thanks to magical strength without heavy flesh. Indeed, a 13-lb. skeleton with a full ST 10 should sport Neg 5 encumbrance, for zip that would put cats to shame!

A skeleton army bounding over gravestones may be just the eye-opener for players who expect their undead to shamble. But the design below reins in a little of that inhuman agility by artificially lowering Load ST below Combat ST. (Ironically, this is also the neat method GURPS uses to build an invertebrate.) These fleshless bones will swing a sword or strangle with the strength of the living, but inexplicably pack less power for running, jumping, and lifting. Yet with barely over a dozen pounds to haul, a skeleton is still way faster than you... and can vault a tall mausoleum to get you where you're hiding. (Jumping ability would be even greater if not limited by Basic Speed.)

Density causes skeletons to sink in water. This design also arbitrarily cuts the aquatic thrust of skinny bones to the equivalent of a puny Load ST 1! A skeleton swimming will spend nearly all its energy staying afloat, with almost no mobility. (That's okay; everyone knows skeletons walk out of cursed lakes.)

Unlike the GURPS design from Magic p. 107, there's no DX bonus; negative encumbrance handles the quickness. Additional traits are needed to round out this lifeless design; see GURPS Undead.

Basic attributes: Combat ST 9, Load ST 5 [-25]; DX 10 [0]; IQ 8 [-15]; HT 10 [10]; Basic Speed 5
Basic structure: Size 0 [0]; humanoid; upright posture; density 1.8; weight 13 lbs.
Energy and chemistry: Doesn't Eat or Drink [10]; Doesn't Breathe [25]
Health and resilience: HP 10 [0]; Fragile [-20]; High Pain Threshold [10]
Mobility traits: terrestrial; High Stance
Mental, social and other traits: as appropriate for undead . . .
Land Performance: WSR 2.6 (Neg 4); MSR 2.6 x 1.2 = 3.12; Neg 4 enc [65]; MV 10 (Base 5 x 2 for enc); Step 2; Jd 5 (7.5 m); control +2 (from enc); Dodge 7 (Base 5 + 2 for enc)
Water Performance: thrust 1; weight 5.8 lbs.; WSR 5.8 x 5 for water = eff WSR 29 (X-Hvy); MSR 13 x 20 x 2 for water = MSR 520; X-Hvy enc [add. -21]; MV 0.1 x Swimming/5 (Base 5 x 1/5 for enc x 1/10 for non-aquatic); control -8 (from enc); Dodge 0 (Base 5 - 4 for enc - 2 for non-aquatic)
Cost: 29

Vampire

Vampires appear in several GURPS resources. No need to reopen the crypt here, other than to note that with ST 30 or more, a vampire might have Neg 4 encumbrance – enough for impressive bonuses on Dodge and other athletic feats, and a doubling of Move! Those wall-clearing leaps and that unearthly speed add just the right inhuman touch.


Micro Bestiary

The beasts in this section are made for a game with 2", Size -9 microhuman PCs. This size becomes Size 0, and design Sizes are relative to that. See Book 8 for details.

For human-scale stats, divide Combat ST, HP, and DR by 30, Load ST by 1000. The designs are useful in Bunnies & Burrows games too; divide Combat ST, Load ST, and DR by 6 and Load ST by 50 for bunny-scale stats. Remove Animal Package and Mute.

Note that movement-related stats are given in inches.

Ant

Even to a two-inch human, ants will be pretty small, some the length of a hand or smaller. But the ones in your game garden will be the big variety. And there are millions of 'em!

For a large ant, take the wasp design below and remove the wings. It's a pretty accurate shortcut – they're real-life cousins.

Crab

It's a bit of a stretch, but take the Verm design below and scale it down to crablike size. Recalculate performance stats. Remove Spines, Dark Vision, and traces of intelligence; add Cold-Blooded [-5], Pressure Support [5], Regrowth [40], No Vulnerability: Brain [5], Amphibious [10], and Gills [10]. Heavier armor is likely as well: DR 4 or more, scaled for size, and PD 1 or 2.

Rework hex movement costs: the frontmost and rearmost hexes cost 2 Move points to enter, all other hexes only one [2].

Crabs often have one larger claw. Increase the ST of one arm by 50% [cost varies] and add a level or two of Large Hand to that arm only [0].

Rat

A Size +3 rat, using base ST 12. For simplicity, "hands" are just paws, with no manipulatory ability.

For a smaller rat, use Size +2, Combat ST 24, Load ST 60, weight 125 mp, Neg 5 encumbrance, and the same Move. Size +1 or even Size 0 gets you a mouse.

In a Bunnies & Burrows game, the rat below is Size -2 with Combat ST 6, Load ST 2.4.

Basic attributes: Combat ST 36, Load ST 120 [199, -40% No Arms = 119.5]; DX 12 [20]; IQ 5 [-40]; HT 14 [45]; Basic Speed 6.5
Basic structure: Size +3 [30]; horizontal posture; Inconvenient Size [-15]; Extra Encumbrance x1 [5]; weight 0.35 lbs. (350 mp)
Energy and chemistry: omnivore; air-breather; warm-blooded
Health and resilience: Extra Hit Points +28 (HP 42) [62]
Mobility traits: terrestrial; Low Stance; Enhanced Move (land) x1 [10]
Appendages: No Arms [-40]; 2 Extra Legs (horizontal rearers) [10]; tail (special effect)
Combat traits: Sharp Teeth [5]
Other physical traits: Catfall [10]; Large Mouth x2 [0]; Short Lifespan x5 [-50]; Large Head x1 [0]
Senses: Night Vision [10]; Bad Sight (nearsightedness) [-25]; Acute Hearing +2 [4]; Acute Smell and Taste +2 [4]; Large Eyes x1 [0]
Mental, social and other traits: Animal package [-50]; Mute (No Speech) [-25]
Land Performance: WSR 2.9 (Neg 4); MSR 2.9 x 1.4 = eff MSR 4.08; Neg 4 enc [65]; MV 78" (Base 6.5 x 2 for enc x 2 for Enhanced Move x 3 for size); Step 15.6"; Jd 0.51 (0.763 y = 27"); control +4 (from enc, Extra Legs); Dodge 8 (Base 6 + 2 from enc)
Water Performance: WSR 0; MSR 2.9 x 2 for water = eff MSR 5.8; Neg 4 enc [add. 0]; MV 3.9" x Swimming/5 (Base 6.5 x 2 for enc x 1/10 for non-aquatic x 3 for size); control +4 (from enc); Dodge 6 (Base 6 + 2 for enc - 2 for non-aquatic)
Signature: Stealth modifier -3 vs Vision (from size), +4 vs Hearing (on land, from weight, enc)
Cost: 175.5

Wasp

This creature uses base ST 14, scaled down for a smallish, 1" wasp. Feel free to build larger versions on Size -1.

Those skinny legs get appropriately low ST. Legs use basic Book 3 rules.

Mobility on land and water is reduced considerably: encumbrance is set at an arbitrarily slower Neg 5, and Reduced Move further slows things. Flight is given full mobility, though.

The design is useful for building other insects. Wasps have reasonably flexible frames, but beetles and the such will add Inflexible Body.

Basic attributes: Combat ST 7, Load ST 4 [-35]; Combat ST 3, Load ST 2 in legs [add. -30, -50% for Legs Only = add. -15]; DX 11 [10]; IQ 2 [-70]; HT 12 [20]; Basic Speed 5.75
Basic structure: Size -2 [0]; horizontal posture; Extra Encumbrance x2 [10]; 0.0005 lbs. (0.5 mp)
Energy and chemistry: carnivore; air-breather; Cold-Blooded [-10]; Passive Respiration [0]; Inaccessible Respiratory Intakes [2]; No Respiratory Shutoff [-2]
Health and resilience: Reduced HP -8 [-40]; DR 1 [10]; Non-vital Appendages [5]
Mobility traits: terrestrial; Very Low Stance; No Jump [-5]; Powered Flight [30]; Enhanced Move (air) x2 [20]; Reduced Move (land) x2 [-10]; Reduced Move (water) x2 [-10, x1/5 water only = -2]; Loud x5 (flight) [-5, x1/5 flight only = -1]
Appendages: No Arms [-40]; 4 Extra Legs (no kick) [4.5]
Combat traits: No Kick [-5]; Sharp Teeth (mandibles) [5]; Striker (on abdomen) [5]; Spear (stinger) [25, -20% one appendage = 20]; Venom x4 [60]
Other physical traits: Regrowth [40]; Large Mouth x1 [0]; Short Lifespan x8 [-80]
Senses: Large Eyes x4 [0]; Lidless Eyes [-3]; Antennae (extend touch, taste/smell to Reach 1) [4]; Bad Sight (nearsighted) [-25]
Mental, social and other traits: Animal Package [-50]; Mute (No Voice) [-30]; Catsleep [5]
Land Performance: WSR 0.25 (Neg 8), MSR 0.25 x 1 = eff MSR 0.25; enc arbitrarily bought as Neg 5 enc [80]; MV 4.3" (Base 5.75 x 3 for enc x 1/2 for Reduced Move x 1/2 for size); Step 0.86"; Jd 0; control +7 (from enc, Extra Legs, Very Low Stance); Dodge 7 (Base 5 + 2 for enc)
Water Performance: WSR 0; MSR 0.25 x 2 for water = eff MSR 0.5; enc arbitrarily bought as Neg 5 enc [add. 0]; MV 0.43 x Swimming/5 (Base 5.75 x 3 for enc x 1/10 for non-aquatic x 1/2 for Reduced Move x 1/2 for size); control +5 (from enc); Dodge 5 (Base 5 + 2 for enc - 2 for non-aquatic)
Air Performance (powered): WSR 0.25 x 5 for air = eff WSR 1.25 (Neg 6); MSR 0.25 x 1.1 = eff MSR 0.28; Neg 8 enc [add. 37.5]; MV 172.5" (Base 5.75 x 10 for enc x 3 for Enhanced Move x 1/2 for size x 2 for flight); control +8 (from enc); Dodge 9 (Base 5 + 4 for enc)
Air Performance (unpowered): No gliding!
Signature: Stealth modifier +11 vs Vision (from size), +4 vs Hearing (in air, from weight, enc, Loud)
Cost: -55


GURPS Fantasy Folk Races Revisited

Many Fantasy Folk races are rebuilt below. Races that aren't affected much by GULLIVER rules, like Wildmen, aren't covered here – although just as with human characters, weight, ST, and mobility can vary quite a bit among individuals.

Racial designs are unfinished! They cover physical traits pretty well, but point you to Fantasy Folk for remaining traits. Those may greatly change character cost from what's listed below.

That's an inconvenience for the reader, but reprinting Steve Jackson Games' copyrighted race designs in their entirety here would not be kosher. Check out FF for the races' mental, social, and miscellaneous traits, as well as great write-ups of their psychology and societies.

Centaurs

Compendium I has notes on building Centaurs, and Book 3 has a section on building hybrid bodies of differing sizes. Book 6 has tips on handling the halves' differing HP stats.

The design below replaces DR with Toughness.

Basic attributes: ST 13 (upper body) [30]; Combat ST 26, Load ST 52 (lower body) [add. 157, -50% Legs Only = add. 78.5]; DX 10 [0]; IQ 9 [-10]; HT 12 [20]; Basic Speed 5.5
Basic structure: hybrid human/horse form with split Size 0/+2 [10]; horizontal posture; Inconvenient Size [-10]; Extra Encumbrance x2 [10]; weight 1300 lbs.
Energy and chemistry: omnivore; air-breather; warm-blooded
Health and resilience: Extra HP +12 (lower half only) [30, averaged with cost of upper half HP = (30 + 0) / 2 = 15]; Toughness 1 [10]
Mobility traits: terrestrial; High Stance; Enhanced Move x1 (land) [10]
Appendages: 2 Extra Legs (horizontal rearers) [10]; Small Feet x2 [0]; Hooves [0]; tail (special effect); Stiff Limb Articulation (bottom half only) [-0.5]; Difficulty Standing [-2]
Combat traits: Blunt Claws (hooves, 2 pairs) [16.5]
Senses: Alertness +1 [5]
Mental, social and other traits: See FF p. 36
Land Performance: WSR 25 (Medium); WSR 25 x 4 = eff MSR 100; Medium enc [-20]; MV 13.2 (Base 5.5 x 3/5 for enc x 2 for Enhanced Move x 2 for size); Step 2.6; Jd 1.2 (3.6 y); control +0 (from enc, Extra Legs); Dodge 3 (Base 5 - 2 for enc)
Water Performance: WSR 0; MSR 25 x 2 for water = eff MSR 50; Light enc [add. 5]; MV 0.88 x Swimming/5 (Base 5.5 x 4/5 for enc x 1/10 for non-aquatic x 2 for size); control -2 (from enc); Dodge 2 (Base 5 - 1 for enc - 2 for non-aquatic)
Signature: Stealth modifier -2 vs Vision (from size), -5 vs Hearing (on land, from hooves, weight, enc)
Cost: 177.5

Dolphins

See dolphin design above. Remove Animal Package and Mute, raise IQ, and add traits from FF p. 100 for a PC race.

Dwarves

Dwarves and Gnomes are shorter than humans but are on the small side of Size 0: they're strong, and just as broad as we are. Short legs are what shrink them down! The resulting penalty to hit their Short Legs will differ from Fantasy Folk's suggestion – but the FF penalties are too extreme, implying that a Dwarf's legs are only a foot long, and his feet only three inches each, using the Basic Set size modifiers.

Other changes from Fantasy Folk's suggestions: Weight is reduced to avoid encumbrance. DR is replaced with Toughness. Ignore the missile weapon penalty (or add an Incompetence to explain it). Inconvenient Size doesn't seem necessary.

Move below is slow; Dwarven adventurers are advised to study Running!

Basic attributes: ST 12 [20]; DX 10 [0]; IQ 10 [0]; HT 10 [0]; Basic Speed 5
Basic structure: Size 0 [0]; humanoid; upright posture; Extra Encumbrance x1 [5]; weight 200 lbs.
Energy and chemistry: omnivore; air-breather; warm-blooded; Fatigue +2 [6]
Health and resilience: HP 10 [0]; Toughness 1 [10]
Mobility traits: terrestrial; High Stance; Reduced Move (land) x1 [-5] and Poor Jumper x2 [-2] from Short Legs
Appendages: Short Legs [-1.5]
Mental, social and other traits: See FF p. 40
Land Performance: WSR 16.7 (None); MSR 16.7 x 2 = eff MSR 33.3; No enc [0]; MV 3.3 (Base 5 x 2/3 for Reduced Move); Step 0.7; Jd 0.45 (1.25 y); control +0; Dodge 5
Water Performance: WSR 0; MSR 16.7 x 2 for water = eff MSR 33.3; No enc [add. 0]; MV 0.5 x Swimming/5 (Base 5 x 1/10 for non-aquatic); control +0; Dodge 3 (Base 5 - 2 for non-aquatic)
Signature: Stealth modifier +0 vs Vision, +0 vs Hearing
Cost: 32.5

Ellyllon

These Ellyllon are built on Size -6. ST is amazing for size – a scaled-down base ST 30! – but nowhere near the hauling power given in FF. Weight is also very heavy for size, but Ellyllon are simply denser, heavier, and tougher than they appear.

Enhanced Move is added to boost speed. Passive Defense is removed (battleaxe blows aren't likely to bounce off Ellyllon). Protection comes from Size and negative encumbrance instead. FF's special Stealth rules are replaced by Book 4's generic rules.

Flight power is insect-like, with no airfoils. It's very tiring, too, with unimpressive performance – that's what you'd get with a 1.5-lb. dragonfly or hummingbird! Increase flight thrust to improve things. (Better yet, use the cinematic flight rules: flying encumbrance then becomes an amazing Negative 4 and flight speed twice as fast! Cost will increase by 13 points.)

This Ellyl can glide forward fairly nimbly, but at a perilous rate of descent. Adding Slow Fall x 10 [10] would confer a birdlike gliding rate of descent of 0.5 yards/sec.

Basic attributes: Combat ST 3, Load ST 0.3 [-73.5]; DX 13 [30]; IQ 10 [0]; HT 10 [0]; Basic Speed 5.75
Basic structure: Size -6 [0]; Inconvenient Size [-15]; humanoid; upright posture; weight 1.5 lbs.
Energy and chemistry: omnivore; air-breather; warm-blooded
Health and resilience: Reduced HP -7 (HP 3) [-35]; Fragile [-20]
Mobility traits: terrestrial; High Stance; Powered Flight [30] + Gliding with no Slow Fall [5, halved as add-on to Powered Flight = 2.5]; Enhanced Move (air) x1 [10]
Appendages: 2 wings from Powered Flight; 2 Extra Wings [3]
Senses: Acute Vision +3 [6]; Acute Hearing +2 [4]; Night Vision [10]
Mental, social and other traits: See FF p. 44
Land Performance: WSR 5 (Neg 4); MSR 5 x 1.4 = eff MSR 7; Neg 4 enc [65]; MV 1.2 (Base 5.75 x 2 for enc x 1/10 for size); Step 0.25; Jd 0.3 (0.49 y); control +2 (from enc); Dodge 7 (Base 5 + 2 for enc)
Water Performance: WSR 0; MSR 5 x 2 for water = eff MSR 10; Neg 3 enc [add. -6]; MV 0.09 x Swimming/5 (Base 5.75 x 1.5 for enc x 1/10 for size x 1/10 for non-aquatic); control +3 (from enc); Dodge 4 (Base 5 + 1 for enc - 2 for non-aquatic)
Air Performance (powered): WSR 5 x 5 for air = eff WSR 25 (Heavy); MSR 5 x 7 = eff MSR 35; No enc [add. -13]; MV 2.3 (Base 5.75 x 2 for Enhanced Move x 1/10 for size x 2 for flight); control +2 (from Extra Wings); Dodge 5
Air Performance (unpowered): MV 2.3 (Base 5.75 x 2 for Enhanced Move x 1/10 for size x 2 for flight); MSR 5 x 50 for gliding = eff MSR 50 (Light enc) for maneuverability purposes; control +0 (from enc, Extra Wings); Dodge 4 (base 5 - 1 for enc); rate of descent 25 yards/sec
Signature: Stealth modifier +6 vs Vision (from size), +4 vs Hearing (on land, from enc, weight)
Cost: -2

Elves

A body weight of only 100 lbs. makes for a more interesting Elf: light-footed, graceful, and often tree-dwelling. Without negative encumbrance, an Elf is physically no more graceful than a Hobgoblin!

With that weight and ST 9, an Elf gains Negative 2 encumbrance on land [25], Negative 1 in water [additional -4]. Effective Jd is 1.5. Flesh out the rest of the Elf as a human, with specifics on FF p. 48.

Exalted Horses

The earlier horse design fits Exalted Horse requirements. Replace Animal Package and Edgy with Combat Reflexes, raise IQ to 10, add additional traits from FF p. 52, and you're all set.

For a Unicorn, buy the head as a striker [5] and add a Spear [25, -20% for one appendage = 20].

Fauns

Fauns are short but Size 0. Negative encumbrance will make your Fauns able acrobats and mountain goat-like jumpers and climbers; ST 8 and 95 lbs. gives the same encumbrance as the Elf above. Effective Jd is good at 1.4, but Fauns are more fun with Enhanced Jump [5] and effective Jd 2.8. Add Hooves [0], Sure Footing (rocky terrain) [5], and Improved Balance +1 [2] for additional detail. See FF p. 56 for more.

Fishmen

Below is a freely reworked, highly detailed Fishman. Fishmen are easy to recognize on land even in silhouette, for a crouch-like stance and their gleam of slime. They've got the Locking Muscles of a clam, Separate Respiratory Intake for underwater dining, Radiation Tolerance, strong but flexible cartilage instead of bones, and enough Pressure Support to survive a thousand atmospheres of crushing!

Fishmen are amphibious; this design designates water as their primary Environment. The Slimies swim freely with legs only, leaving arms free to carry off PCs – but can add arm power for extra maneuverability.

These Slimies' air-breathing lungs only work 3 months of the year, on a regular schedule (hence the cheap Gills trait); that's the time for PCs to watch out. The limitation value is -75% for time, halved for regular schedule, or -37.5%.

Add Venom, High Pain Threshold, and other combat traits to select warriors. For really creepy foes, invent huge-fanged, semitransparent, eyeless Deep Fishmen with powerful internal Bioluminescence flash attacks to stun prey. But if the Slimies are too tough for the PCs, add weaknesses, from the obvious vulnerability to flame, to something as odd as the creepy Motion Detection Only or a Weak Heart only when on land (x1/5 value).

Fishmen trade 15° of high-end Temperature Intolerance for a similar reduction in their cold-blooded "slowdown" temperature (a special deal outlined in Book 3). They operate comfortably in temperatures of 35° to 75°, with cold-blooded slowdown happening below 35°.

Basic attributes: ST 11 [10]; DX 10 [0]; IQ 9 [-10]; HT 12 [20]; Basic Speed 5.5
Basic structure: Size 0 [0]; humanoid; upright posture (on land); Cartilaginous [0]; weight 190 lbs.
Energy and chemistry: carnivore; Gills [10, -37.5% = 6.5]; Cold-Blooded [-5]; Separate Respiratory Intake [1]
Health and resilience: HP 12 [0]; Toughness 2 [25]; Dependency: water (daily) [-15, x 1/5 land only = -3]; Radiation Tolerance x2 [2]; Pressure Tolerance x15 [15]
Mobility traits: Amphibious (primary Environment water) [10]; Low Stance (on land); Reduced Move (land) x1 [-5, x 1/5 land only = -1]; Extra Legs (swimming using arms) [3]
Appendages: Large Feet x1 [0]; Large Hands x1 [0]; Reduced Manual DX x2 [-6];
Combat traits: Sharp Claws (2 pairs) [27.5]; Sharp Teeth [5]
Other physical traits: Locking Muscles [5]; Double-Jointed [5]; Squishy [5]; Large Mouth x2 [0]; Slime x3 [6];
Senses: Bad Sight (nearsightedness) [-25]; Bad Sight (mild light sensitivity) [-25, x 1/2 for mild x 1/2 for overlap = -6]; Dark Vision [25]; Nictating Membrane x1 [10]; Large Eyes x1 [0]; Lidless Eyes [-3]
Mental, social and other traits: See FF p. 60
Water Performance: WSR 0; MSR 17.3 x 2 for water = eff MSR 34.5; No enc [0]; MV 5.5 (Base 5.5); Step 1.1; control +0 (+2 if using arms and legs); Dodge 5
Land Performance: WSR 17.3 (Light); MSR 17.3 x 2.5 = eff MSR 43.2; Light enc [add. -2]; MV 2.9 (Base 5.5 x 4/5 for enc x 2/3 for Reduced Move); Step 0.6; Jd 0.87 (2.1 y); control +0 (from enc, Low Stance); Dodge 4 (Base 5 - enc)
Signature: Stealth modifier -2 vs Hearing (on land, from enc, claws)
Cost: 120

Gargoyles

Gargoyles are mutable; limbs, weaponry, and other features can vary quite a bit from the below. This design is smaller than FF's, with something else unique: high density from mineral-rich flesh. ST is fair thanks to a strong base ST 15, and HP is scaled down from a hearty base HP 18.

Gargoyles are poor swimmers, but so-so fliers, thanks to magically strong wings. However, they tire very quickly in air. Add airfoils or use cinematic flight rules to fix this. Or just glide to a perch: Slow Fall makes this Gargoyle an effective, if not highly maneuverable, glider.

Basic attributes: Combat ST 10, Load ST 7 [-10]; DX 10 [0]; IQ 9 [-10]; HT 12 [20]; Basic Speed 5.5
Basic structure: Size -1 [0]; humanoid; upright posture; density 1.5; weight 75 lbs.
Energy and chemistry: omnivore; air-breather; warm-blooded
Health and resilience: HP 12 [0]; DR +2 [25]
Mobility traits: terrestrial; High Stance; Powered Flight [30] + Gliding with Slow Fall x10 [25, halved as add-on to Powered Flight = 12.5]; Poor Jump x1 [-1]
Appendages: 2 wings from Powered Flight; tail (special effect); Hooves [0]; Bowlegged [-1]
Combat traits: Sharp Claws (on hands) [25]
Senses: Night Vision [10]
Mental, social and other traits: See FF p. 64
Land Performance: WSR 10.7 (Neg 2); MSR 10.7 x 1.6 = 17.1; Neg 2 enc [25]; MV 4.6 (Base 5.5 x 1.25 for enc x 2/3 for size); Step 0.9; Jd 0.9 (1.8 y); control +1 (from enc); Dodge 6 (Base 5 + 1 for enc)
Water Performance: weight 25 lbs.; WSR 3.6 x 5 for water = eff WSR 17.9 (Light); MSR 10.7 x 2.5 x 2 for water = MSR 53.6; Medium enc [add. -9]; MV 0.22 x Swimming/5 (Base 5.5 x 3/5 for enc x 2/3 for size x 1/10 for non-aquatic); control -4 (from enc); Dodge 1 (Base 5 - 2 for enc - 2 for non-aquatic)
Air Performance (powered): flight thrust 14; WSR 5.4 x 5 for air = eff WSR 26.8 (Heavy); MSR 5.4 x 7 = eff MSR 37.5; Light enc [add. -7]; MV 5.9 (Base 5.5 x 4/5 for enc x 2/3 for size x 2 for flight); control -2 (from enc); Dodge 4 (Base 5 - 1 for enc)
Air Performance (unpowered): MV 7.3 (Base 5.5 x 2/3 for size x 2 for flight); MSR 5.4 x 10 for gliding = 53.6 (Medium enc) for maneuverability purposes; control -4 (from enc); Dodge 3 (base 5 - 2 for enc); rate of descent 0.5 yards/sec
Signature: Stealth modifier +1 vs Vision (from size), +1 vs Hearing (from enc)
Cost: 46.5

Giants

Here are stats for two Giants. First comes a Size +3 hulk, scaled up from a stout base ST 14. There's plenty of Extra Encumbrance to account for thick bones and a weight-carrying structure. Still, this boy is slow using mass-vs-weight rules; his load-bearing frame suffers the equivalent of Heavy encumbrance, but with all that mass, he moves with X-Heavy. It's a good lesson in the problems of weight; switch to a cinematically larger ST or even more Extra Encumbrance if you want mobility.

Basic attributes: Combat ST 42, Load ST 140 [205.5]; DX 9 [-10]; IQ 10 [0]; HT 14 [45]; Basic Speed 5.75
Basic structure: Size +3 [30]; humanoid; upright posture; Inconvenient Size [-15]; Extra Encumbrance x2 [10]; weight 4500 lbs.
Energy and chemistry: omnivore; air-breather; warm-blooded
Health and resilience: Extra HP +28 (HP 42) [62]; Toughness +3 [28]; High Pain Threshold [10]
Mobility traits: terrestrial; High Stance
Senses: Acute Smell and Taste +3 [6]
Mental, social and other traits: See FF p. 72
Land Performance: WSR 32.1 (Heavy); MSR 32.1 x 7 = eff MSR 224.7; X-Heavy enc [-40]; MV 3.45 (Base 5.75 x 1/5 for enc x 3 for size); Step 0.7; Jd 1.4 (4.8 y); control -4 (from enc); Dodge 1 (Base 5 - 4 for enc)
Water Performance: WSR 0; MSR 32.1 x 2 for water = eff MSR 64.3; Medium enc [add. 10]; MV 1.0 x Swimming/5 (Base 5.75 x 3/5 for enc x 3 for size x 1/10 for non-aquatic); control -4 (from enc); Dodge 1 (Base 5 - 2 for enc - 2 for non-aquatic)
Signature: Stealth modifier -3 vs Vision (from size), -5 vs Hearing (from weight, enc)
Cost: 341.5
Next, a space-saving Size +2 economy model: the Grunt design used for examples in Book 1, fleshed out and completed. Grunt starts with a base ST 13, and for example purposes, scales that using an "exact" Linear Scale of x2 and Area Scale of x4, instead of taking these numbers from the Scale Table. Grunt was also built tough (let's use Toughness instead of DR) but not too bright. Raise his IQ if you like!
With the Size +1 Ogre design below, Book 7 now offers complete designs for Size +1, +2, and +3 humanoids.
Basic attributes: Combat ST 26, Load ST 52 [170.5]; DX 10 [0]; IQ 7 [-20]; HT 12 [20]; Basic Speed 5.5
Basic structure: Size +2 [20]; humanoid; upright posture; Inconvenient Size [-10]; Extra Encumbrance x1 [5]; weight 1360 lbs.
Energy and chemistry: omnivore; air-breather; warm-blooded
Health and resilience: Extra HP +16 (HP 28) [38]; Toughness 2 [25]; High Pain Threshold [10]
Mobility traits: terrestrial; High Stance
Senses: Acute Smell and Taste +3 [6]
Mental, social and other traits: See FF p. 72
Land Performance: WSR 26.2 (Heavy); MSR 26.2 x 7 = eff MSR 183; Heavy enc [-30]; MV 4.4 (Base 5.5 x 2/5 for enc x 2 for size); Step 0.9; Jd 1.15 (3.5 y); control -3 (from enc); Dodge 2 (Base 5 - 3 for enc)
Water Performance: WSR 0; MSR 26.2 x 2 for water = eff MSR 52.3; Medium enc [add. 5]; MV 0.66 x Swimming/5 (Base 5.5 x 3/5 for enc x 2 for size x 1/10 for non-aquatic); control -4 (from enc); Dodge 1 (Base 5 - 2 for enc - 2 for non-aquatic)
Signature: Stealth modifier -2 vs Vision (from size), -3 vs Hearing (from enc)
Cost: 239.5

Gnomes

See FF p. 40 to rework the above Dwarf into a Gnome.

Goblins and Hobgoblins

The average Goblin is compactly built with No encumbrance, although athletic individuals may have Negative 1 or even 2. As an interesting contrast, build the average ST 11 Hobgoblin on 200 lbs. for Light encumbrance and a nice brawling weight.

Great Eagles

In contrast with Gargoyles, Great Eagles here are built with birdlike airfoils instead of unusual wing power. They're light for strength, thanks to short legs and light bones.

Maneuverability at speed is excellent, while low-speed flight is unsustainable. If an Eagle sprints on level ground, it gains just enough speed to start gaining airfoil effect. (In geek terms: at MV 6, air encumbrance improves from X-Heavy to Heavy; presumably the Eagle can gain full air speed in a few very tiring seconds.)

Airfoils buy off the -13 point cost of flight's initially lousy encumbrance, and cost another 5 points to raise encumbrance from land's Neg 2 to flight's Neg 3 [10 difference, halved for non-primary Environment], for a base cost of 18 before the -20% limitation.

Borrow the net -33 point limbs from the hawk design: no arms, and two short legs with full grip but Reduced Manual DX -4.

Basic attributes: ST 13 overall [30, -33% for limbs = 20], ST 9 in legs [add. -30, -50% legs only = add. -15]; DX 12 [20]; IQ 10 [0]; HT 12 [20]; Basic Speed 6
Basic structure: Size 0 [0]; avian form and posture; weight 100 lbs.
Energy and chemistry: carnivore; air-breather; warm-blooded
Health and resilience: HP 12 [0]; Fragile [-20]
Mobility traits: terrestrial; High Stance; Powered Flight [30] + Gliding with Slow Fall x10 [25, -20% (Requires Forward Move) = 20, halved as add-on to Powered Flight = 10]; Reduced Move (land) x1 [-5] and Poor Jumper x2 [-2] from Short Legs; Reduced Move x2 (water) [-10 x 1/5 water only = -2]
Appendages: 2 wings from Powered Flight; tail (+1 Flight) [2]
Combat traits: Sharp Claws (on feet) [25]; Sharp Teeth (beak) [5]; two one-hex Strikers (punchers) [10, -10% for integrated into wings = 9]
Other physical traits: Large Mouth x2 [0]
Senses: Peripheral Vision [15]; Telescopic Vision x1 [6]
Mental, social and other traits: See FF p. 80
Land Performance: WSR 11.1 (Neg 2); MSR 11.1 x 1.6 = eff MSR 17.8; Neg 2 enc [25]; MV 5 (Base 6 x 1.25 for enc x 2/3 for Reduced Move); Step 1; Jd 0.68 (1.6 y); control +1 (from enc); Dodge 7 (Base 6 + 1 for enc)
Water Performance: WSR 0; MSR 11.1 x 2 for water = eff MSR 22.2; Neg 1 enc [add. -4]; MV 0.33 x Swimming/5 (Base 6 x 1.1 for enc x 1/2 for Reduced Move x 1/10 for non-aquatic); control +1 (from enc); Dodge 4 (Base 6 - 2 for non-aquatic)
Air Performance (powered): Before airfoils: WSR 7.7 x 5 for air = eff WSR 38.5 (Super-Heavy); MSR 7.7 x 65 = eff MSR 500; X-Heavy enc [add. -13]
With airfoils: assume lift of 80% body weight; weight 20 lbs. = WSR 1.54 x 5 for air = 7.7 (neg 4); MSR 7.7 x 1.4 = eff MSR 10.8; Neg 3 enc [add. 18, -20% for airfoils = 14.5]; MV 18 (Base 6 x 1.5 for enc x 2 for flight); control +4 (from enc, tail); Dodge 7 (Base 6 + 1 for enc)
Air Performance (unpowered): MV 12 (Base 6 x 2 for flight); MSR 7.7 x 10 for gliding = 77 (Medium enc) for maneuverability purposes; control -3 (from enc, tail); Dodge 4 (base 6 - 2 for enc); rate of descent 0.4 yards/sec
Signature: Stealth modifier +0 vs Hearing (on land, from enc, claws)
Cost: 140.5

Halflings

Halflings are right on the border between Size -1 and Size 0; might as well go with the former to play up the difference with humans. Replace FF's Reduced Move with Size -1, which also further improves Stealth. Weight and Load ST leading to No or about Neg 1 encumbrance sound right.

Insect Men

These are humanlike (physically!) and easy to build. See the wasp design above for more ideas.

Kobolds

Kobolds are also easy to build, though the FF write-up calls for adding Short Attention Span, Absent-Mindedness, and probably many more disadvantages: Poverty, very low Status, and Odious Personal (or Racial) Habits, just for starters.

Leprechauns

Make Leprechauns Size -4, with that tiny height coming in part from two levels of Short Legs. Feel free to use more realistic stats than FF's: say, a base ST 20 scaled down to Combat ST 4 and Load ST 1, with HP of 5 or so and a too-high weight of 5 lbs. That's good for Neg 4 encumbrance on land, though size and those legs will really slow things down. Magic, not speed, are a Leprechaun's key to escaping gold hunters.

Merfolk

As with the Fishmen, Merfolk's water dependency is reduced in value – it only matters outside their primary Environment. They swim much faster than their Fishmen enemies, but lack their foes' Pressure Support, which means Slimy raiding parties can escape safely to the depths!

The design below has extra swimming thrust and Enhanced Move for defensive capability. Merfolk are shockingly lacking in weaponry for sea creatures, so trade in (or theft of!) landwalkers' weapons is also vital.

On land, a Merfolk suffers No Legs [-35, x1/5 = -7] and a change from No to X-Hvy encumbrance [-40, x1/5 = -8]. The combined value of these tops out at the maximum -8 points for poor land mobility.

Basic attributes: ST 10 [0]; DX 10 [0]; IQ 10 [0]; HT 10 [0]; Basic Speed 5
Basic structure: Size 0 [0]; human/fish hybrid; horizontal posture (on land); weight 195 lbs.
Energy and chemistry: omnivore; Gills [10]; warm-blooded; Separate Respiratory Intake [1]
Health and resilience: Dependency: water (daily) [-15 x 1/5 land only = -3]; Pressure Support x10 [10]
Mobility traits: aquatic; Enhanced Move (water) x1 [10]; poor land mobility (see above) [-8]
Appendages: Single Leg (swimmer) [0]; Large Foot (tail fin) x2 [0]
Senses: Sonar Vision [25]
Mental, social and other traits: See FF p. 100
Water Performance: thrust 15; WSR 0; MSR 13 x 2 for water = eff MSR 26; No enc [0]; MV 10 (Base 5 x 2 for Enhanced Move); Step 2; control +0; Dodge 5
Land Performance: Load ST 10 x 2/3 for no legs = 6.7; WSR 29.2 (X-Hvy); MSR 29.2 x 20 = eff MSR 585; X-Hvy enc [add. -0; see above]; MV 0.1 x Crawling/5 (Base 5 x 1/5 for enc x 1/10 for non-terrestrial); control -2 (from enc, Very Low Stance); Dodge 0 (Base 5 - 4 enc - 2 non-terrestrial)
Signature: Stealth modifier -6 vs Hearing (on land, from enc, non-adaptation)
Cost: 45

Minotaurs

Minotaurs are Size 0. To the basics on FF p. 104, add the head bought as a striker [5] and your preferred form of Claws for the horns (don't forget the -20% limitation for claws on only one appendage). Large Head x1 [0] automatically adds another DR 1 to the skull. But unless body DR is magical, change body DR to Toughness instead.

Let the head and muscle add to weight: say, 240 lbs. for a ST 13 specimen. That leaves Light encumbrance on land, and offers fine heft for brawling.

Ogres

Below is a Size +1 Ogre with base ST 14. Weight is realistic for this size; DR is changed to Toughness.

Basic attributes: Combat ST 21, Load ST 28 [142.5]; DX 8 [-15]; IQ 7 [-20]; HT 14 [45]; Basic Speed 5.5
Basic structure: Size +1 [10]; humanoid; upright posture; Inconvenient Size [-10]; weight 500 lbs.
Energy and chemistry: omnivore; air-breather; warm-blooded
Health and resilience: Extra HP +7 (HP 21) [20]; Toughness +2 [25]; High Pain Threshold [10]
Mobility traits: terrestrial; High Stance
Senses: Acute Smell and Taste +2 [4]; Night Vision [10]
Mental, social and other traits: See FF p. 108
Land Performance: WSR 17.9 (Light); MSR 17.9 x 2.5 = eff MSR 44.6; Light enc [-10]; MV 6.6 (Base 5.5 x 4/5 for enc x 1.5 for size); Step 1.3; Jd 1.3 (3.2 y); control -1 (from enc); Dodge 4 (Base 5 - 1 for enc)
Water Performance: WSR 0; MSR 17.9 x 2 for water = MSR 35.7; Light enc [add. 0]; MV 0.66 x Swimming/5 (Base 5.5 x 4/5 for enc x 1.5 for size x 1/10 for non-aquatic); control -2 (from enc); Dodge 2 (base 5 - 1 for enc - 2 for non-aquatic)
Signature: Stealth modifier -1 vs Vision (from size), -1 vs Hearing (from enc)
Cost: 211.5

Orcs

Orcs are easy to build, and fun if you take the Tolkien approach: distinct tribes of Orcs with unique traits (Discriminatory Smell, Acute Vision, etc.). An intertribal team will be a tough challenge for the PCs (if the Orcs don't throttle each other before the party shows up).

Reptile Men

Scalies are easy to build, but try a weight of 200 lbs. for the average ST 14 individual, for No encumbrance. On top of FF's basic attributes and mental traits, add Sharp Teeth [5], Cold-blooded [-5], Temperature Tolerance (on the high end) [1], Sure Footing (sandy terrain) [5], Large Mouth x3 [0], DR 1 [10], and a tail acting as a 1-hex striker (rear and side hexes only) [10] and counterweight [10, -30% athletic skills only = 7]. Add those two tail effects with a -10% reduction on the cost of the cheaper; that still rounds up to 17 points.

Use Sharp Claws on both hands and feet [27.5]. Peripheral Vision [15] and Nictating Membrane [10] fit the design. That's a lot of points in total; try some Environmental Intolerance, Restricted Diet, No Depth Perception, or even Bad Sight to reduce cost.

Winged Folk

You can build Winged Folk borrowing the Great Eagle stats, right down to size and wing design. Drop the weaponry, senses, and other bird features; use normal human arms and legs. You can try a heavier, humanlike weight too, although takeoff from the ground may become impossible.


GURPS Aliens Races Revisited

All of the notes on Fantasy Folk races apply here. Designs and point costs are unfinished; you'll need to refer to Aliens to complete things.

Races not covered below, including An Phar, Fasanni, Gerodians, and Kronin, have sizes, weights, and encumbrance levels not far removed from those of humans. Build basic body structure as a human, even if height differs by a foot or two.

It's up to you to supply weights where Aliens doesn't. Pay attention to both native and game (usually Earth) gravity! For example, a weight of 210 lbs. gives the average ST 14 Gormelite No encumbrance under 1-g and Light encumbrance on the 1.2-g homeworld. Even more weight and encumbrance might be appropriate – the "Shaggies" should be finesse-less brawlers, not quick-footed swashbucklers. (Why have a high Dodge when you're an All-Out-Attack kind of guy anyway?)

Sometimes size isn't specified in Aliens either. For example, Sparrials could be Size -1 or Size 0. Choose one, and choose stats that allow Neg 1 or better encumbrance to fit the concept of an agile race.

Banduch

These mini-dinosaurs seem about Size +1 after discounting the long neck and tail, with a base ST 12 build. Weight is not given in Aliens; let's try 480 lbs. Four stout legs suggests the Extra Encumbrance advantage, which especially helps under native 1.4-g (as does wallowing in water). Set the Banduch temperature comfort zone from 60° to 115°. Remove Increased Life Support unless needs are above what size suggests.

The neck and tail each have base 2-hex Reach; with Size factored in, that's 3 hexes. The tail strikes rear hexes instead of front [0].

Basic attributes: Combat ST 18, Load ST 24 [117.5, -40% No Arms = 70.5]; DX 7 [-20]; IQ 10 [0]; HT 11 [10]; Basic Speed 4.5
Basic structure: Size +1 [10]; dinosaur-like form; horizontal posture; Inconvenient Size [-10]; Extra Encumbrance x1 [5]; weight 480 lbs.
Energy and chemistry: herbivore; air-breather; warm-blooded
Health and resilience: Extra HP +5 (HP 16) [16]
Mobility traits: Amphibious (primary Environment land) [10]; High Stance
Appendages: No Arms [-40]; 2 Extra Legs (horizontal rearing) [10]; Long Neck x4 [10]; one two-hex Striker (tail) [15]
Other physical traits: Small Head x1 [0], Large Mouth x2 [0]
Senses: Nictating Membrane [10]
Mental, social and other traits: See Aliens p. 52
Land Performance: WSR 20 (Light); MSR 20 x 2.5 = eff MSR 50; Light enc [-10]; MV 5.4 (Base 4.5 x 4/5 for enc x 1.5 for size); Jd 1.1 (2.9 y); control +1 (from enc, Extra Legs); Dodge 3 (Base 4 - 1 for enc)
Water Performance: WSR 0; MSR 20 x 2 for water = eff MSR 40; Light enc [add. 0]; MV 5.4 (Base 4.5 x 4/5 for enc x 1.5 for size); control -2 (from enc); Dodge 3 (Base 4 - 1 for enc)
Signature: Stealth modifier -1 vs Vision (from size), -1 vs Hearing (on land, from enc)
Cost: 86.5

Cidi

Aliens gives the Cidi an average ST of 4, but it's hard to imagine a one-pound creature able to shoulder 120 lbs! The write-up below reduces this to a buff base ST 20 scaled for size – not quite as impressive as the same-sized, magical Ellyllon, but still requiring "strong alien flesh" as an explanation. Weight is lowered as well.

Negative encumbrance is a must for Cidi, as they should be agile and bouncy like squirrels. PD, Decreased Life Support and Dwarfism are removed from the write-up: Cidi don't deflect energy blasts, and Size and Inconvenient Size handle the other effects. There's some Enhanced Move to cover "animal" running build.

For simplicity, the Cidi is fully mobile on two legs, but can add its arms to a running pose for the benefits of Extra Legs. This is an advantage. This form of movement should be faster as well, so Enhanced Move below is based on this use of arms.

Basic attributes: Combat ST 2, Load ST 0.2 [-74]; DX 12 [20]; IQ 10 [0]; HT 9 [-10]; Basic Speed 5.25
Basic structure: Size -6 [0]; rodent-like; varied posture; Inconvenient Size [-15]; Extra Encumbrance x1 [5]; weight 0.5 lb.
Energy and chemistry: omnivore; air-breather; warm-blooded
Health and resilience: Reduced HP -6 [-30]
Mobility traits: terrestrial; Low Stance; Extra Legs (from arms) [3]; Enhanced Move (land, using arms) x1 [10, -40% No Arms = 6]
Appendages: Manual DX +2 [6]; Extra Arm, no strike, -4 Manual DX (tail) [5 for manipulator, -40% for Reduced Manual DX = 3]; Extra Flexibility (one limb, tail) [5]
Other physical traits: Large Mouth x2 [0]; Large Head x1 [0]
Senses: Night Vision [10]; Large Eyes x1 [0]
Mental, social and other traits: See Aliens p. 40
Land Performance: WSR 2.5 (Neg 5); MSR 2.5 x 1.2 = eff MSR 3; Neg 5 enc [80]; MV 3.15 (Base 5.25 x 3 for enc x 2 for Enhanced Move using arms x 1/10 for size); Step 0.6; Jd 0.6 (0.9 m); control +3 (from enc, Low Stance; add. +2 if on all fours); Dodge 7 (Base 5 + 2 for enc)
Water Performance: WSR 0; MSR 2.5 x 2 for water = eff MSR 5; Neg 4 enc [add. -3]; MV 0.11 x Swimming/5 (Base 5.25 x 2 for enc x 1/10 for size x 1/10 for non-aquatic); control +4 (from enc); Dodge 5 (Base 5 + 2 for enc - 2 for non-aquatic)
Signature: Stealth modifier +6 vs Vision (from size), +4 vs Hearing (on land, from weight, enc)
Cost: 6

Engai

Engai are Size -1. Assuming unusual muscle composition that delivers power despite a slight build, a strong base ST of 12 scaled down to Combat ST 9, Load ST 6 works well. A low weight of 50 lbs. allows Neg 3 encumbrance [35], which fits the racial description well. Add Large Eyes x2 [0].

Gloworms

Gloworms have an interesting feature: they're true aerial creatures, not land creatures borrowing air time with wings. Give them Powered Flight [30] and Inaccessible Propulsion (air) [10]. Any flight-related disadvantages will have full value; land- or water-related ones are worth little. Assume weight in air is zero, from psionic or other lift; see rules for Static Lift.

Gloworms are Size -2 to Size -1. They're very thin as well; see Book 3 if you want to build this into the design as a hard combat target. For ST, take base ST 12 or so and scale for Size.

Add Single Leg [0] and a soft glow from Bioluminescence [8]. Replace No Manipulators with No Arms [-40]; Gloworms can "kick". Other features are unclear; No Vulnerability: Eyes [5] and No Mouth [-5] appear likely.

Irari

The Great Eagle design above works as a base for the Irari body and wings. Remove weaponry: the feet claws are not for combat and the beak isn't particularly deadly (let it peck for default bite damage). Replace wing strikers with default arms, but reduce the value of the arms by 10% [-4] for being integrated into wings. Add Decreased Life Support (drinks little water) [10].

Irari ST is only 10, but assume Great Eagle weight and a flight thrust of 13 so you can borrow the same aerial encumbrance. As with the Eagles, though, getting takeoff speed can be a trouble. More flight thrust or the use of cinematic rules will fix that.

The feet make a good excuse to dip into the Appendage Builder System. Start with No Legs for -35. Add two kickers [10 for two]. Add a second pair of fine manipulators to these, with Reduced Manual DX -3 [-30%] and -20% grip [-10%] to get pretty basic grippers [10, -40% = 6]. Multiply each by x2/3 for short Reach (borrowing the Eagles' Short Legs), add them [6.66 + 4 = 10.66] and multiply by x1/2 for rear limbs that are walked on [5.33]. Add 30 points for propulsion and you have a net cost of 0 for short legs with some manipulatory ability.

Jaril

With no size-related Move, Reach, or even Inconvenient Size adjustments in Aliens, Size +1 seems right for Jaril even if actual height is a little more. With the Size trait, Increased Life Support becomes unnecessary, unless Jaril require even more support than size suggests. Starting with HT 10 and a base ST of 12, final stats of Combat ST 18, Load ST 24, and HP 15 seem right. Assume weight is about 400 lbs., for No encumbrance on land under 1-g, or Light under native 1.15-g.

The Jaril picture suggests Single Eye [-2] and several levels of Large Eye [0]. Adding the Double-Jointed advantage to this average-DX race explains how the big lugs can work comfortably in cramped quarters, and increases their effectiveness as mechanics in tight spots.

Kaa

Despite their length, Size 0 is best for the Kaa – they're no broader than a human, just equipped with long tails. Weight is probably high thanks to that tail: 200 lbs. will leave the average ST 11 Kaa with Light encumbrance under 1-g but Heavy encumbrance on the 1.2-g homeworld. Assume birdlike weight reduction or add Extra Encumbrance if you want to improve mobility.

The Kaa have a Single Leg [0], with three levels of Long Legs [7.5]. That puts most Kaa length on the ground – say, 3/4 or so –for horizontal posture. Add Improved Balance +4 [8] for all that ground contact. Kaa can rear up, raising half that tail length off the ground; give them penalties equal to semi-upright rearing [1].

Switch the tail's kicking (striking) ability to rear hexes [0]. Whether the tail confers Reduced Move (land) is up to you, but Poor Jumper x2 [-2] or more is likely, as is Inconvenient Form [-5] for the inability to clothe or armor the tail.

Memer

Build Memer on Size -2, with high ST coming from scaled-down base ST 16 or higher. Weight is not given; 35 lbs. gives a Load ST 3 Memer Negative 2 encumbrance. Build Vacuum Support with Doesn't Breathe [30], Pressure Support (from vacuum to Earth atmosphere) [5], Temperature Tolerance x10 (at least!) [10] for the cold of space, and Radiation Tolerance x10 [10]. Be sure to add Free Fall skill to spacer Memer.

Eyes on short antennae are useful, but vulnerable too [base 1, - 5 for vulnerability = -4]. Then there are the longer antennae, which appear to extend touch to one Memer-sized hex [2]. Make the two arms double-length [20], or as long as human arms.

Assume No Kick [-5], and buy 6 no-kick Extra Legs [one pair at 3, next pair at 1.5, next pair at 0.75 = 5]. That's good for a +4 balance bonus, and Low Stance [0] is good for more. Add Enhanced Move x1 (land) [10] and Extra Encumbrance x2 [10] as additional multi-legged effects. Finally, Clinging [25] would be an excellent addition, letting Memer crawl along spacecraft without magnetic boots. Other traits are on FF p. 60.

Pachekki

Pachekki are weak, so you'll want to keep weight on the low side. A slim 130 lbs. under 1-g leaves the average ST 6 Pachekki with Light encumbrance on the 0.7-g homeworld (remember, the gravity reduces weight but not mass) and Medium on Earth. Off-world Pachekki should be be strong individuals.

Add Extra Encumbrance to the race if you'd prefer more mobility. While you're at it, add Large Eyes x3 [0] and Pressure Support x1 [1]; replace Reduced Speed with Reduced Move (land) x1 [-5].

Purulu

Purulu are Size -1. In addition to the traits on Aliens p. 96, replace Extra Flexibility with Flexibility [15] for more rubberiness. Add Invertebrate [0], Squishy [5], and possibly Constriction Attack [varies] and No Neck [5]. Scale a weak base ST (say, 9) down to Combat ST 6, Load ST 4 for size – and reduce Load ST even further if you like for the lack of a skeleton. With zero weight in its aquatic environment, though, a Purulu will get along just fine despite that low ST and the homeworld's high gravity.

Building 10 leg-like arms (or armlike legs?) is a challenge. You can use eight Extra Arms and call the walking ability a special effect. Or dip into the Appendage Builder System. Here's a shot at full use of the system:

Start with -75 points. Limbs do not strike. As manipulators, assume Reduced Manual DX -2 for the lack of fingers, or -20% on the cost of manipulators. (Remember that two default manipulators have a high cost, and the rest a low cost.)

Boost Reach to x1.5, giving the small Purulu humanlike reach. The limbs are all used for movement, which will halve cost. Limbs above the default two also act as Extra Legs in water, providing backups and enhancing stability.

Here are the costs worked out, pair by pair.

  1. 1st pair: [((5 for base manipulator cost x 1.5 for Reach) + 10 for remaining manipulator cost) -20% for Reduced Manual DX, x 1/2 for use in movement x 1 for first pair, x 2 for two limbs = 14]
  2. 2nd pair: [5 for base manipulator cost, -20% for Reduced Manual DX, x 1.5 for Reach x 1/2 for use in movement + 1.5 for Extra Propulsor x 1 for second pair, x 2 for two limbs = 9]
  3. 3rd pair: [as 2nd pair, x 1 for third pair, x 2 for two limbs = 9]
  4. 4th pair: [as 2nd pair, x 1/2 for fourth pair, x 2 for two limbs = 4.5]
  5. 5th pair: [as 2nd pair, x 1/4 for fifth pair, x 2 for two limbs = 2.25]

Total the cost of the above and add 30 points for default Propulsion. The net result is -6.25 points, or -6, for ten arms that manipulate somewhat poorly, cannot strike, and are needed for swimming.

Extra Propulsors are for water use only (they'd have to be bought again as Extra Legs to improve land mobility too), and give the Purulu a +4 on Swimming control rolls.

Add Extra Encumbrance x3 [15] for all those legs, though it won't come in handy often in water.

Tamile

Tamile are Size -2. Give them base ST 10, scaled down to Combat ST 5, Load ST 2 – and reduce Load ST further for Invertebrate. (But add Extra Encumbrance for lots of surface against the ground.) Load ST 1 sounds fine; with a weight of 15 lbs., a Tamile has No encumbrance. A level of Stretching fills out the boneless package.

Drop Decreased Life Support. Reduced Blowthrough is added for the flat form. Movement comes partly from the Single Leg, and partly from the body, for Inaccessible Propulsion. Most of the Tamile is on the ground; rearing up brings the penalties of horizontal rearing [0].

Add a Vulnerability to salt as you like...

Basic attributes: Combat ST 5, Load ST 1 [-60]; DX 8 [-15]; IQ 10 [0]; HT 10 [0]; Basic Speed 4.5
Basic structure: Size -2 [0]; slug-like; horizontal posture; Invertebrate [0]; Stretching [30]; Reduced Blowthrough x1 [5]; Inconvenient Size and Form (cannot wear clothes) [-15]; Extra Encumbrance x1 [5]; weight 15 lbs.
Energy and chemistry: omnivore; air-breather; warm-blooded
Health and resilience: Reduced HP -5 (HP 5) [-25]
Mobility traits: terrestrial; Inaccessible Propulsion [5]; No Jump [-5]; Improved Balance +4 [8]
Appendages: Manual DX +5 [15]; Single Leg [0]
Combat traits: Combat Paralysis [-15]; No Kick [-5]
Other physical traits: Short Lifespan x2 [-20]; Small Mouth x3 [0]
Senses: Microscopic Vision x2 [8]; Extra Eyes (total 4) [1]
Mental, social and other traits: See Aliens p. 56
Land Performance: WSR 15; MSR 15 x 2 = eff MSR 30; No enc [0]; MV 2.25 (Base 4.5 x 1/2 for size); Jd 0; control +4 (from Improved Balance); Dodge 4
Water Performance: WSR 0; MSR 15 x 2 for water = eff MSR 30; No enc; MV 0.23 x Swimming/5 (Base 4.5 x 1/2 for size x 1/10 for non-aquatic); control +0; Dodge 2 (4 - 2 for non-aquatic)
Signature: Stealth modifier -2 vs Vision (for size), +1 vs Hearing (for weight)
Cost: -83

Treefolk

Treefolk are about seven feet tall and are described as "massive". Size 0 works fine. Weight is not given but the race's description suggests beings that would find jumps and gymnastics all but impossible. Remove the Reduced Move disadvantage and set weight at 360 lbs. or so, but add Extra Encumbrance x4 [20] for a huge number of supporting legs and a load-bearing structure. That leaves a ST 12 Treefolk with only Light encumbrance from weight, Medium from weight and mass. Average Move on land will be about 3, quite good for a plant.

Treefolk have eight frond-like arms. The two large ones are normal human arms in function, if not appearance. However, they cannot strike [-5 x 2 = -10].

The remaining six are weak (say, half ST) and cannot manipulate or strike, only hold and lift. Their base cost as Extra Arms is only 5 points each as manipulators. Halve this cost for No Manual DX. Cut cost by 25% for half ST. That leaves a cost of 3.75 points for the first pair of Extra Arms. The next two are at half cost and the next two at quarter cost. Total cost for the six Extra Arms is about 7 points.

Treefolks' roots are another odd feature. You can call these a special leg effects, or use Extra Legs. Presumably, none of the legs can kick. That's No Kick [-5] for the default two legs. Let's add ten Extra Legs, bought with no striker cost. That's 3 points for the first pair. The next pair is bought at half cost, the next two pairs at x1/4 cost, and the final pair at x1/8 cost. Extra Legs come out to 6.4 points, rounded up to 7; total cost for all leg effects is [-5 + 7 = 2]. Twelve legs adds +5 to balance rolls; tack on Very Low Stance [0], and this is one tree that's hard to tip.

A few other traits to add: No Vulnerability: Neck [5], Extra Eyes (3 total) [1], and Antennae with Reach 1 (for eyes) [base 2, x 2 pair, -5 for eye vulnerability = -1].

Truul

Truul are only 4 feet tall, or Size -1. HT 7 would seem to reduce usefulness as a slave race; medical technology can keep Truul healthy, but whether slavers would bother with the expense is questionable. Perhaps that only adds to the tragedy of the Truul story: forced labor overcomes their poor constitutions quickly, but hey, there are always more...

Load ST 6 (scaled down from a stocky base ST 12) and a weight of 70 lbs. leaves a Truul with Neg 2 encumbrance. Inconvenient Form [-5] may be appropriate in human society.

Random thought: Did the Truuls' creators make a second attempt at a hardier slave race, more suited to heavy work? Perhaps they made the Gormelites! Unfortunately, the slave mentality gene didn't work, the Gorms decided they didn't like work or taking orders, and that's why the creator race is no more.

Verm

This Verm is lightened and given Extra Encumbrance for its four legs. Although legs are very short, they're amazingly fast. Instead of No Fine Manipulators, the design has lobster-like claws that can grip powerfully, if not play the saxophone. The claws are sharp too!

Inflexible Body is an important addition to this hard-shelled race. If we could just flip them all onto their backs, Earth would be saved...
 
Basic attributes: ST 13 [30, -5% for net arm cost = 29]; DX 12 [20]; IQ 10 [0]; HT 12 [20]; Basic Speed 5.5
Basic structure: Size 0 [0]; horizontal posture; Inflexible Body (with add. Difficulty Standing when flipped on back) [-16]; Extra Encumbrance x1 [5]; 300 lbs.
Energy and chemistry: carnivore; air-breather; warm-blooded (?)
Health and resilience: Extra HP +3 (HP 15) [12]; DR 2 [25]; Passive Defense 2 [50]; High Pain Threshold [10]
Mobility traits: terrestrial; Very Low Stance; Poor Jumper x4 [-4] (from Short Legs); Enhanced Move (land) x1 [10]
Appendages: No Manual DX [-15]; Large Hands x2 [0]; 2 Strikers (arms do striker damage instead of punch damage) [5, x 2 arms = 10]; 2 Extra Legs (no kick) [3]; Very Short Legs [no cost, as legs do not strike]
Combat traits: No Kick [-5]; No Vulnerability: Neck [5]; Combat Reflexes [15]; Sharp Teeth [5]; Sharp Pincers [10]; Long Spines [15]
Senses: Extra Eyes (4 total) [1]; Dark Vision [25]
Mental, social and other traits: See Aliens p. 76.
Land Performance: WSR 23.1 (Medium); MSR 23.1 x 4 = 92.3; Medium enc [-20]; MV 6.6 (Base 5.5 x 3/5 for enc x 2 for Enhanced Move); Step 1.3; Jd 0.13 (0.7 y); control +2 (from enc, Extra Legs, Very Low Stance); Dodge 3 (Base 5 - 2 for enc + 1 for CR - 1 for Inflexible Body)
Water Performance: WSR 0; MSR 23.1 x 2 for water = MSR 46.1; Light enc [add. 5]; MV 0.44 x Swimming/5 (Base 5.5 x 4/5 for enc x 1/10 for non-aquatic); control -2 (from enc); Dodge 2 (Base 5 - 1 for enc + 1 for CR - 1 for Inflexible Body - 2 for non-aquatic)
Signature: Stealth modifier +0 vs Vision, -2 vs Hearing (on land, from enc)
Cost: 215

Mmm, Liook Sujan, Riders, Crystal Computers, Auroras

Size, weight, and power have little meaning for these creatures, except for individual manifestations of Mmm. Building them is a creative exercise.


Book 7 APPENDIX


1. Templates

This Book doesn't dabble in templates, but they'd be a great help for designers. A template might list four types of traits:

Required: Traits that a realistic example of the template creature must have – these traits define the creature. A template for "Monster" wouldn't have many strict requirements; a template for "Bird of Prey" would.

Suggested: Traits that are likely in the template creatures, but not mandatory.

Optional: Traits that will be found in some template creatures – maybe many, maybe very few. Mix, match, or ignore as you like.

Extra detail: Traits that would normally fall under the Suggested or even Required categories, but are minor details that few players will care about. Ignore them for a cleaner character form.

Feel free to break any of the above suggestions, even the Required items, for mutants, prehistoric throwbacks, etc.!

Here's an example of a template:

Insect Template

Required: Animal Package; Mute; Size -6 or less; exoskeleton; air-breather; Cold-Blooded; High Pain Threshold; Reduced Sleep; Short Lifespan; Extra Legs (six total); Antennae; Lidless Eyes

Suggested: No Vulnerability: Neck; Hard to Kill; Rapid Healing; Regrowth; Inflexible Body; Early Maturation; Poor Kicker; Catsleep; No Arms

Optional: Venom; Bioluminescence; Very Rapid Healing; Self-Destruct; Long Legs; Short Legs; reduced leg ST; jump-related traits; Clinging; Enhanced Move (climbing); Walk on Liquid; Amphibious; Powered Flight; Extra Wings; Tunneling; No Vulnerability: Brain; Curling; Claws or any other weaponry; Sharp Teeth; DR; PD; warning colors, Camouflage or Chameleon; Loud (flight only); Large Eyes; Motion Detection Only; Bad Sight; Faz Sense

Extra detail: Extra Encumbrance (one or two levels from extra legs); Separate Respiratory Intake; No Respiratory Shutoff; Low/Very Low Stance; Radiation Tolerance; Non-Vital Appendages; many more!


frames Y / N

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GULLIVER v5.3 (2004.04.12) | Copyright 2004 T.Bone tbone@gamesdiner.com | T.Bone's GURPS Diner