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.
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 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 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.
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.
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].
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.
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.)
Here's a 60 mph savanna rocket, built with Enhanced Move (land) and Hyper Sprint (land). Note that cheetah claws don't retract.
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 , 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.
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  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.
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.
Use the tiger design, dropping a few points from ST and HP. Lower weight by 100 lbs. or so.
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.
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 . 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).
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)  and Reduced Life Support [10 or so].
...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!)
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 . Donkeys have Sure Footing (rocky terrain) . Mules have Stubborn [-5] and Sterile [-3]. Both donkeys and mules lack Edgy.
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!
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.
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.
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.
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 . 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.
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.
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 .
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.
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.
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.
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.
A lion or tiger design works perfectly. Replace Sharp Teeth with Fangs .
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.
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  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  if you like.
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.
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.
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.
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.
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.
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.
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 , Regrowth , No Vulnerability: Brain , Amphibious , and Gills . 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 .
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 .
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.
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.
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.
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.
See dolphin design above. Remove Animal Package and Mute, raise IQ, and add traits from FF p. 100 for a PC race.
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!
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  would confer a birdlike gliding rate of descent of 0.5 yards/sec.
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 , 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.
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  and add a Spear [25, -20% for one appendage = 20].
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  and effective Jd 2.8. Add Hooves , Sure Footing (rocky terrain) , and Improved Balance +1  for additional detail. See FF p. 56 for more.
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°.
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.
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.
See FF p. 40 to rework the above Dwarf into a Gnome.
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.
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.
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.
These are humanlike (physically!) and easy to build. See the wasp design above for more ideas.
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.
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.
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.
Minotaurs are Size 0. To the basics on FF p. 104, add the head bought as a striker  and your preferred form of Claws for the horns (don't forget the -20% limitation for claws on only one appendage). Large Head x1  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.
Below is a Size +1 Ogre with base ST 14. Weight is realistic for this size; DR is changed to Toughness.
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).
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 , Cold-blooded [-5], Temperature Tolerance (on the high end) , Sure Footing (sandy terrain) , Large Mouth x3 , DR 1 , and a tail acting as a 1-hex striker (rear and side hexes only)  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  and Nictating Membrane  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.
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.
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.
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 .
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.
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 , which fits the racial description well. Add Large Eyes x2 .
Gloworms have an interesting feature: they're true aerial creatures, not land creatures borrowing air time with wings. Give them Powered Flight  and Inaccessible Propulsion (air) . 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  and a soft glow from Bioluminescence . Replace No Manipulators with No Arms [-40]; Gloworms can "kick". Other features are unclear; No Vulnerability: Eyes  and No Mouth [-5] appear likely.
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) .
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.
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 . 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.
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 , 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  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 .
Switch the tail's kicking (striking) ability to rear hexes . 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.
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 , Pressure Support (from vacuum to Earth atmosphere) , Temperature Tolerance x10 (at least!)  for the cold of space, and Radiation Tolerance x10 . 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 . Make the two arms double-length , 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  is good for more. Add Enhanced Move x1 (land)  and Extra Encumbrance x2  as additional multi-legged effects. Finally, Clinging  would be an excellent addition, letting Memer crawl along spacecraft without magnetic boots. Other traits are on FF p. 60.
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  and Pressure Support x1 ; replace Reduced Speed with Reduced Move (land) x1 [-5].
Purulu are Size -1. In addition to the traits on Aliens p. 96, replace Extra Flexibility with Flexibility  for more rubberiness. Add Invertebrate , Squishy , and possibly Constriction Attack [varies] and No Neck . 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.
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  for all those legs, though it won't come in handy often in water.
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 .
Add a Vulnerability to salt as you like...
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  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 , and this is one tree that's hard to tip.
A few other traits to add: No Vulnerability: Neck , Extra Eyes (3 total) , and Antennae with Reach 1 (for eyes) [base 2, x 2 pair, -5 for eye vulnerability = -1].
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.
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!
Size, weight, and power have little meaning for these creatures, except for individual manifestations of Mmm. Building them is a creative exercise.
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:
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!