Bestiary Update
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BESTIARY UPDATE FOR GURPS 4TH EDITION Based on the Natural Encyclopedia and Bestiary by Kevin A. Muñoz Edited by Olaf Ostheimer 23 October 2017 CONTENTS CONTENTS ........................................................... 2 INTRODUCTION ................................................... 3 Disclaimers.......................................................................................3 Required Reading .........................................................................3 Creature Stats .................................................................................4 ANIMALS ............................................................. 5 PREHISTORIC ANIMALS ................................... 59 CREATING CREATURES................................... 102 CREATURE STATS ................................................................... 102 Representing Innate Abilities ........................................... 103 Poisons ......................................................................................... 103 META-TRAIT TEMPLATES .................................................... 105 Conditional Templates ......................................................... 106 New Meta-Traits ...................................................................... 106 CREATURE ECOLOGY .............................................................. 108 Climate ......................................................................................... 108 Habitats........................................................................................ 109 GURPS BESTIARY UPDATE 2 CONTENTS INTRODUCTION The majority of the creatures in this Bestiary Up- date have been adapted from the GURPS Bestiary, Fantasy Bestiary and Space Bestiary for Third Edi- tion, as well as other GURPS sourcebooks. Each such entry contains source information, so that readers may backtrack to the original. Although it has been attempted to keep a fairly consistent process of conversion, there are many cases in which a by-the-book conversion would pro- duce undesirable results. For those creatures from third edition that have been officially updated to fourth edition the new stats have been taken, instead of converting the old ones. Also included are entries from a number of au- thors from the Steve Jackson Forums which are men- tioned by their screen names. Additional Entries by: Atreyu Hibiki, Bruno, Cernig, Collective Restraint, D-Flash, DieMunchkin, Doktor Teufel, Flyndaran, Gold & Appel Inc, Highland Piper, Hyrneson, Icelander, Jerander, Jürgen Hubert, Knight Marshal, Lone- wolf23k, Lonewulf, Lurker, LWCamp, Max Schrek, MLangsdorf, Nerdvana, Nyu2, The Paranoid Android, Rasputin, Rogue, Rupert, Sandy Mac, sjmdw45, Son of Dave, Stripe, Tbrock1031, Vinny DISCLAIMERS The material presented here is my compilation, intended for use with the GURPS © system from Steve Jackson Games. This material is not official and is not endorsed by Steve Jackson Games. Internet Sources: Steve Jackson Games: http://www.sjgames.com/gurps/ Natural Encyclopedia: http://www.tesarta.com/HFP/HFP/Welcome.html Bestiary: www.tesarta.com/HFP/HFP/bestiary.pdf REQUIRED READING The majority of the entries in the Bestiary Update only require the two books of the Basic Set. Some, however, rely on elements from GURPS Fantasy, GURPS Magic or GURPS Powers. GURPS BESTIARY UPDATE 3 INTRODUCTION REATURE TATS Move Information C S Move information is usually simple to indicate, Creatures aren't built with character points, they but in some cases an entry will have multiple move- only need a view stats to represent their abilities: ment types. In such cases, a letter will appear in front of each number to simplify the reference. Name G = Ground Move Class A = Air Move ST: HP: Speed: W = Water Move DX: Will: Move: Enhanced Move variants will appear in parethe- IQ: Per: Weight: ses. So, for example, a creature with Ground Move 6, HT: FP: SM: Enhanced Ground Move 12 and Air Move 12 would be Dodge: Parry: DR: represented as: G6(12)-A12 Entries that have only a Ground Move will not Attack (Skill or Resistance): For instance, “Bite have a letter, and most aquatic entries will not have (14): 1d+2 cutting” or “Death Gaze (15 vs. HT): W before the Move number if that is the only move- Heart Attack (p. B429).” See "Damage for Ani- ment type available to it. Entries with Enhanced mals", B460. Moves will generally not have this trait indicated Traits: Advantages and disadvantages, most of them under Traits. important to encounters and combat (like resis- tances, invulnerabilities, weaknesses and vulner- Reach and Parry abilities). The size of a creature can affect its Reach, but not Skills: Relevant skills, also important in encounters. all of its innate weapons will benefit from this. Bite Class: Usually appears above statistics. Every crea- attacks, for example, regularly do not have extended ture belongs to a specific class which defines its Reach based on the creature’s size, since the crea- abilities and how some game-mechanics work on ture’s head usually cannot be extended. them. Sometimes the class is also a Meta-Trait Frequently, an entry’s parry score will be listed Template. See Creating Creatures chapter. with two numbers, one of them in parentheses. The Notes: Any description that’s specifically relevant to first number refers to an unarmed parry against an the stats rather than to the creature’s origins, unarmed opponent. The second number refers to an habitat, or whatever. unarmed parry against an armed opponent. Bite at- Author: The Author of the specific beast if source was tacks do not parry. internet. Source: This is the book where the Creature comes Meta-Trait Templates from. Meta-Trait Templates are an assortment of traits Origin: This entry is for all creatures that are either that represent a specific type of creature. See Tem- from Prehistory, Ice Age, Mythic Lore (ML) or plate chapter. plain Fantasy. Climate: This is the creatures preferred climate. See Creature Ecology chapter. Habitat: This is where the creature usually is found. see Creature Ecology chapter. Abbreviations A = Air Move DX = Dexterity Attribute FP = Fatigue Points Secondary Attribute G = Ground Move HP = Hit Points HT = Health Attribute IQ = Intelligence Attribute ML = Mythic Lore Per = Perception Secondary Attribute SM = Size Modfier ST = Strength Attribute TS = Tough Skin (In DR entrance). W = Water Move Will = Will Secondary Attribute GURPS BESTIARY UPDATE 4 INTRODUCTION ANIMALS Limited Arc, rear only. Alligator Traits: Reptile; Wild Animal Alligators are large reptiles native to the south- Climate: Subtropical eastern U.S. and to the Yangtze River basin of China. Habitat: Freshwater, Swamp They average 12-14 feet (4 – 4.5m) in length, some- Source: GURPS Bestiary 3e times reaching as long as 18 feet (6m), and are quite sluggish, spending most of their time basking on river *ST range 18-23 depending on weight banks. Unlike crocodiles, alligators are shy of humans – they will flee on sight. If cornered, though, they are Alligator, American vicious fighters. Adults feed mainly on fish, but also Animal (Reptile) catch small animals that come down to the water to ST: 16 HP: 16 Speed: 6 drink. Large alligators may sometimes pull deer or DX: 12 Will: 10 Move: G4-W7 cows into the water. IQ: 3 Per: 10 Weight: 200 lbs. The alligator attacks by grabbing and holding with HT: 12 FP: 12 SM: 0 its teeth. It then attempts to drown its victim by pull- ing it under the water. Dodge: 9+1 Parry: — DR: 2/5 (Top, not limbs) To pry an alligator's jaws open, the victim must win a regular Contest of ST. To hold its mouth closed, Bite (14): 2d+2 crushing. Reach C. a contest of ST versus only one-fourth the alligator's Tail (14): 1d+1 crushing. Reach 1. ST - the muscles that open the jaws are much weaker than the ones that close them! Traits: Amphibious; Bad Sight 5*; Breath Holding 4; If forced to fight on land, alligators attack by biting Cold-Blooded (65º); Combat Reflexes; Discrimina- and by whipping with (heir tails. They can use both tory Smell; Hard of Hearing*; Hard to Kill 2; Hard attacks each turn. The tail-whip has reach 1, for 1d to Subdue 2; Night Vision 5; Peripheral Vision; damage; otherwise, it is identical to that of the bron- Reduced Consumption 2 (Cast-Iron Stomach); tosaurus (see p. 41). It is specifically intended to Reptile; Restricted Diet (Carnivore); Short Life- knock opponents to the ground, where the jaws can span 2; Striker (Tail; Cannot Parry; Extra Weak; more easily reach them. Long, +2 SM); Striking ST (Jaw) +8; Wild Animal On land, the alligator normally has Move 2, but Mental Traits: Gluttony (12); Low Empathy can sprint short distances at Move 4. In the water, its Features: Heavy scales; Paddle tailed; Prehistoric Move is 7. It has DR 4 everywhere except its stomach, appearance; Loud hiss which has DR 2. Skills: Intimidation-10; Stealth-14; Survival-12; Tracking-15 Animal (Reptile) Talents: Stealth +3 (only underwater, to those not ST: 21* HP: 21 Speed: 6 underwater) DX: 12 Will: 10 Move: G4-W7 Climate: Subtropical IQ: 3 Per: 10 Weight: 1,200 lbs Habitat: Freshwater, Swamp HT: 12 FP: 12 SM: +2 (3 hexes) Author: LWCamp Dodge: 9 Parry: — DR: 4 (Flexible) *Author adds Motion Sensitive, a house rule; Au- thor has Non-Discriminatory Hearing, a house rule. Bite (14): 2d+1 cutting. Reach C, 1. Tail (14): 2d+2 crushing. Reach C, 1; Cannot Parry; GURPS BESTIARY UPDATE 5 ANIMALS Alligator, Collective Restraint’s any case they are not used for defense against preda- The alligator is a reptile that lives in many tors.