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GURPS Classic Bestiary
GURPS Classic Bestiary
GURPS Classic Bestiary
2 CONTENTS
ABOUT GURPS
INTRODUCTION
“But, gentle reader, you must consider that, since Adam went out of
Steve Jackson Games is committed to
full support of the GURPS system. Our
address is SJ Games, Box 18957, Austin,
Paradise, there was never any that was able perfectly to describe the univer- TX 78760. Please include a self-addressed,
sal conditions of all sorts of beasts.” stamped envelope (SASE) any time you
write us! Resources now available include:
– Edward Topsell, A History of the Four-Footed Beasts, 1607 Pyramid (www.sjgames.com/pyramid).
Our online magazine includes new rules
A bestiary is an encyclopedia of beasts. The earliest bestiaries included and articles for GURPS. It also covers the
not only real animals, but mythical ones as well. They also included a lot of hobby’s top games – Advanced Dungeons
nonsense about the behavior of real animals – such as antelopes cutting down & Dragons, Traveller, World of
Darkness, Call of Cthulhu, Shadowrun,
trees with their saw-shaped horns, snakes only biting tourists (we tell that and many more – and other Steve Jackson
one in New Hampshire, too) and remoras bringing ships to a dead stop. Games releases like In Nomine, INWO,
GURPS Bestiary is no exception; it contains not only real animals, but also Car Wars, Toon, Ogre, and more. And
Pyramid subscribers also have access to
mythical creatures and a lot of nonsense. playtest files online, to see (and comment
I have translated an incredible amount of ancient lore, biological fact, on) new books before they’re released.
and speculation into gaming terms. I have tried to remain as true to the origi- New supplements and adventures.
nal material as possible, though this was not always easy. Often the original GURPS continues to grow, and we’ll be
happy to let you know what’s new. A cur-
sources conflicted with each other. rent catalog is available for an SASE. Or
GURPS tries hard to be a unified system, even in areas not subject to check out our Web site (below).
reality checking (such as magic). So I had to bend some legends – like the Errata. Everyone makes mistakes,
including us – but we do our best to fix our
gumberoo, which hurls arrows back at its attackers – to fit the game. The errors. Up-to-date errata sheets for all
gumberoo still repels missiles, but the mechanism has been defined in GURPS releases, including this book, are
GURPS terms – which do not totally agree with all legends. always available from SJ Games; be sure
to include an SASE with your request. Or
The GM may disagree with my treatment of certain animals. If so, he download them from the Web – see below.
may change them freely, using what I’ve written as rumor – rumors abound Q&A. We do our best to answer any
in all ages. The GM can decide for himself exactly what the creatures do. game question accompanied by an SASE.
During my extensive research for this book, I came to know and love my Gamer input. We value your comments.
We will consider them not only for new
subjects a little better (except for certain members of the order Diptera). products, but also when we update this
Eventually, it occurred to me that I was writing a book about animals which, book on later printings!
among other things, attack people. The truth is that few animals are any Internet. Visit us on the World Wide
Web at www.sjgames.com for an online
threat at all to humans. In fact, the opposite is far more true – we are pushing catalog, errata, updates, and hundreds of
more than 100 species a year into extinction, a figure that experts feel can pages of information. We also have confer-
rise as high as 100 species a day by the year 2000. ences on Compuserve and AOL. GURPS
has its own Usenet group, too:
For this reason, I dedicate this book to all animals in all universes . . . rec.games.frp.gurps.
long may we thrive! I also commit 10% of any money I make from this book GURPSnet. Much of the online discus-
to the World Wildlife Fund (1250 24th St., Washington, DC 20037), which is sion of GURPS happens on this e-mail list.
devoted to saving as many species as possible. It will be a sad day when To join, send mail to majordomo@io.com
with “subscribe GURPSnet-L” in the body,
there are no more tigers or leopards, yet that day is rapidly approaching or point your World Wide Web browser to
unless we act now to prevent it. gurpsnet.sjgames.com/.
– Steffan O’Sullivan The GURPS Bestiary Web page is at
www.sjgames.com/gurps/books/bestiary.
INTRODUCTION 3
PAGE REFERENCES
See GURPS Compendium I, p. 181, for
ANIMAL STATISTICS
a list of abbreviations for GURPS titles, or ST, DX, IQ, HT. HT will often have two numbers separated by a slash
for the most recent list, visit our Web site at (e.g., 15/35). The first number is the actual HT score; the second number is
www.sjgames.com/gurps/abbrevs.html. hit points (see p. CII152). ST and hit points are usually given as a range. DX,
Page references that begin with a B refer
to the GURPS Basic Set, Third Edition IQ, and HT are given as single numbers; they may vary by a point or so in
Revised; e.g., p. B22 refers to page 22 of either direction for any species. If the listing indicates an attribute as <1, this
the Basic Set. CI refers to GURPS means that that attribute is negligible and does not affect game mechanics.
Compendium I, CII to Compendium II,
BT to Blood Types, FB to Fantasy
Move/Dodge. Some creatures will have more than one Move – flying
Bestiary, CM to Celtic Myth, G to and on the ground, for example. The listed Move in this case is for the most
Grimoire, J to Japan, M to Magic, MIT to common situation, e.g., flying for birds. Move for other situations is given in
Magic Items 2, ME to Mecha, P to the text. Dodge (an animal’s only active defense) is 1/2 DX or 1/2 Move,
Psionics, R to Religion, UN to Undead,
UTT to Ultra-Tech 2, VO to Voodoo, and whichever is better, up to a maximum of 10.
WI to Wizards. PD/DR. PD and DR, if any, from the creature’s hide or armor. Usually
won’t vary much within a particular species.
Damage. Listed damage is that for the creature’s most common form of
attack; damage for other forms of attack is given in the description. Listed
damage is for an average member of the species; stronger animals may do
ABOUT THIS BOOK
The bulk of this book is made up of
creature descriptions, organized alpha - more. Abbreviations: imp = impaling, cut = cutting, cr = crushing.
betically. Certain creatures are listed Reach. Most creatures attack by “close combat” – a grapple or slam,
separately.
This book also contains rules and guide-
followed by an attempt to crush the foe or rip it to pieces. C = close combat;
lines for the interactions of PCs with ani- 1, 2, etc. = reach in hexes; R = ranged attack (see description for details).
mals – Game Mastering Animals, Hunting Size. The animal’s size in hexes. Small creatures take up less than a hex;
and Trapping, Animal Characters, and several can fit in one hex. Large animals occupy 2 or more hexes; see
Creating Animals.
Finally, at the back of the book are an p. B141.
Alphabetical Chart, Habitat Table, and Weight (or Wt.). The creature’s weight, usually a range, in pounds or tons.
Index. The Alphabetical Chart lists all the Origin. The origin of the creature (given only for mythical and prehis-
creatures in the book in alphabetical order,
with their statistics. The Habitat Chart lists toric beasts):
each animal by habitat, with page numbers Ice = Ice Age; known to early man.
so they can be easily located. Pre = Prehistoric
ML = Mythical and Legendary – from classical mythology, primitive
beliefs, lumberjack tall-tales, medieval bestiaries.
? = There is some evidence for the existence of these creatures, but no
conclusive proof has been established.
Habitat. Where the creature is commonly found; the primary habitat is
TECHNICAL
listed first. Habitats are abbreviated as follows:
TERMS
Arboreal: At home in the trees, no DX
penalty for tree movement or actions. A = Arctic
Biome: A community of plants and ani- D = Desert – any dry area, including scrub woodlands
mals living together in a geographic region
having a certain type of climate. F = Forest – any temperate forest
Carnivore: A flesh-eating animal. FW = Fresh-Water Aquatic
Diurnal: Active by day. J = Jungle – any tropical forest
Gregarious: Sociable, living in herds,
groups, or flocks. M = Mountain
Habitat: The natural abode or locality of P = Plains – any grasslands, including prairie (largely flat land), steppes
an animal. (rolling hills), and savannas (dotted with trees)
Herbivore: An animal that eats plant
matter.
S = Swamp
Nocturnal: Active by night. The crea- Sub = Subterranean
ture has the Night Vision advantage. This SW = Salt-Water Aquatic
is distinct from the Nocturnal disadvantage
(p. CI103) – nocturnal animals are not
comatose during the daylight hours. An asterisk (*) means that the ability or attack is special in some way –
Omnivore: An animal that eats both see the text for details.
plant matter and animal flesh. A “–” means that the heading does not apply.
Solitary: Living or being alone.
A “#” sign means that there are exceptions to the number given – see the
text for details.
4 ANIMAL STATISTICS
CHAPTER ONE
BADGER
ST: 5-7 Move/Dodge: 6/6 Size: <1
DX: 13 PD/DR: 1/1 Weight: 20-45 lbs.
IQ: 4 Damage: 1d-3 cut Habitat: F
HT: 16/8-10 Reach: C
wide berth.
These animals work systematically in a pack. They are
not exceptionally fast, but have great endurance, running
down their prey over long distances. They can catch gazelles,
CHEETAH
ST: 16-20 Move/Dodge: 30/10 Size: 2
even after a half-mile head start. They take turns harrying
DX: 14 PD/DR: 0/0 Wt.: 110-160 lbs.
their prey, keeping it constantly on the run. They further
IQ: 4 Damage: 1d cut Habitats: P, D
weaken it by biting its flanks, until it finally drops from
HT: 13-16 Reach: C
exhaustion and loss of blood. They will immediately begin
consuming the prey, eating it alive, and devouring it within
Cheetahs are the fastest land animals; they average
10 minutes of dropping it.
speeds of 50-60 miles per hour, but have been clocked at
speeds up to an incredible 75 mph. For all practical
purposes, they can accelerate instantly from a dead
stop to full speed.
CAPE
They are diurnal cats, native to Africa. They
HUNTING DOG
have many dog-like features: long legs made for run-
ning, not springing; claws that do not fully retract;
trainability; a lack of stalking ability. They hunt by
outrunning their prey, knocking it down with a
forepaw, then strangling it with their bite.
Their claws are blunt by cat standards; treat
their swipe as a slam attack doing no damage. They
bite in close combat for 1d cutting damage.
Cheetahs are the most easily trained cats –
unlike most animals, they are more easily trained
when captured as adults. They were in vogue in cer-
tain medieval and Renaissance courts and, in the
Middle East, have been trained for over 3,000 years.
They do not breed well in captivity, however –
the first recorded birth in captivity was in 1960! It is
not a good idea to train them to kill humans, as they
cannot distinguish friend from foe.
CARIBOU CHIMPANZEE
ST: 20-25 Move/Dodge: 12/7 Size: 3 ST: 14-18 Move/Dodge: 7/7 Size: 1
DX: 15 PD/DR: 1/2 Wt.: 500-700 lbs. DX: 14 PD/DR: 0/0 Weight: 100-180 lbs.
IQ: 4 Damage: 1d+1 imp# Habitats: A, P IQ: 6 Damage: 1d-1 cut Habitat: J
HT: 14/13-16 Reach: C HT: 12-14 Reach: C
Caribou and reindeer belong to the same species. Chimpanzees are our closest living relatives, inhabiting
However, reindeer are easier to tame – perhaps because they the tropical rain forests of central Africa. They stand between
have been around people longer. Caribou are found in North 3 and 6 feet in height. They are curious and intelligent, and
America and Siberia, while reindeer are found in Scandinavia often use simple tools – sticks, stones, and leaves.
and Greenland. Other than these differences, treat the two as Chimpanzees are diurnal animals, found in troops of up
being identical. to 20 members, though they usually travel in groups of 3-6.
They can be trained, and appear to enjoy such tricks as
CROCODILE
ST: 20-28 Move/Dodge: 8/7# Size: 5-7
DINGO
ST: 7-9 Move/Dodge: 10/6 Size: 1
DX: 14 PD/DR: 3/4# Wt.: 900-2,000 lbs.
DX: 13 PD/DR: 1/1 Weight: 45-110 lbs.
IQ: 3 Damage: 1d+2 cut Habitats: FW, S, SW
IQ: 5 Damage: 1d-3 cut Habitat: P
HT: 13/24-30 Reach: C#
HT: 10-12 Reach: C
Crocodiles average 13-16 feet long and can grow to 20
Dingoes are feral dogs, about the size of collies. They
feet, though in the past they were larger – see the entry on the
have short fur, varying in color from yellow to light red to
extinct giant crocodile. Natives of Africa, Asia, and
brown, and live alone or in small family groups.
Australia, they are related to and resemble alligators, with
Like the dhole, the dingo cannot bark, but instead howls
longer and narrower snouts.
or whines. It was probably brought to Australia by the
Larger and more aggressive than alligators, though, they
Aborigines as a domesticated dog, and later became wild.
show caution but no fear of humans. In fact, some African
Treat dingoes as wolves (p. 38) as far as their behavior is
crocodiles become man-eaters. Crocodiles will ambush from
concerned.
a river as do alligators, and can tail-whip for the same
effect (see p. 6).
The crocodile’s underbelly
has PD 1, DR 2. Its
CROCODILE
Move is 2 (up to 4 for
short distances) on land, 8
in the water.
ELECTRIC EEL
ST: 5-7 Move/Dodge: 7/4 Size: 2-3
ELEPHANT
ELEPHANT
DX: 9 PD/DR: 0/0 Weight: 25-145 lbs. ST: 250-300 Move/Dodge: 8/0# Size: 10+
IQ: 3 Damage: 1d# Habitat: FW DX: 12 PD/DR: 3/4 Wt.: 5-8 tons
HT: 12/6-8 Reach: C, 1 IQ: 6 Damage: 3d cr# Habitats: J, P
HT: 17/40-50 Reach: C, 1, 2
Electric eels are not really eels – they are a species of
South American fish found in warm-water rivers, either The largest living land animal, the elephant ranges in
singly or in schools of up to 10. Their electric organs – used height from 9 to 13 feet. The African elephant is larger than
for direction-finding and for stunning and catching fish and the Indian and has larger ears and tusks. The African ele-
frogs – take up 3/4 of their bodies. These organs can dis- phant is found throughout Africa south of the Sahara, while
charge up to 600 volts – enough to kill a human. the Indian is common to India and southeast Asia.
Only the largest electric eels can put out enough voltage Elephants are intelligent and, when domesticated, hard-
to seriously harm a human, though; the smaller ones only working. Their patience is well-known, and they will bear a
stun for 1d turns. If someone gets too close, it will discharge lot of abuse before rebelling. In the wild, they are found in
an electric jolt. Anyone within 1 yard must immediately herds of 15-30 animals, often covering large distances in
make a roll against HT to avoid the effects of the jolt. their seasonal migrations. They are known to help each other
For a large eel (7-10 feet long), the victim is stunned for escape from hunters and pits, healthy ones supporting a
2d seconds if he makes his roll. If the roll is failed, he imme- wounded one on either side or digging a ramp out of a pit
diately takes 1d damage (DR and Toughness do not protect) with their tusks. They are active at all times, except in the
and is stunned for 1 minute. For the smaller eels, the victim is heat of the day. Elephants consume about 500 lbs. of vegeta-
unaffected if his HT roll is successful, and is stunned for 1d tion a day each!
turns if the roll is failed. They attack by trampling (3d crushing damage), or with
the trunk which can reach up to 2 hexes and has ST 12 – treat
it as two-handed for lifting, carrying, throwing, etc. (see
ELECTRIC RAY Lifting and Moving Things, p. B89). The trunk may strike (1d
ST: 4-6 Move/Dodge: 8/6 Size: 1-2 crushing) or grapple, and can be used to pick up and hurl
DX: 12 PD/DR: 0/0 Weight: 50-200 lbs. things – double the trunk’s ST for determining distance. Use
IQ: 3 Damage: * Habitat: SW the rules for Throwing (p. B90) and Falling (p. B131) to
HT: 12-16 Reach: C, 1-3 determine the results.
Elephants have no Dodge, except for their trunks which
Also called a torpedo, this fish is disc-shaped, with an Dodge at 6. The skull has an extra 2 DR due to its thickness.
almost circular body and a short, slender tail. While it can If domesticated, an elephant will not carry more than
Medium encumbrance (10×ST) on its back.
The emu is a flightless bird originally found in Australia; Ferrets are slender, 14-inch-long, nocturnal members of
several abortive farming attempts have spread it to the United the weasel family; there are several different species, found
States and elsewhere. At 5-6 feet tall, the only larger bird is throughout Europe, Asia, and North America. They hunt small
the ostrich. Long, fine brown animals that live in holes and burrows.
feathers cover the body for a Farmers consider them to be dangerous
shaggy appearance, thinning pests, as they will attack poultry – and
toward the neck and head. legends claim that they will also go after
They are shaped like large unwatched babies.
ostriches, with much heavier Ferrets attack by biting, but rarely
bodies. Emus are generally eat their kills – instead, they prefer to
found in pairs or small suck out the blood. They are fairly
groups. intelligent and can easily be trained to
Emus are herbivores. hunt or fetch small objects. If used to
They eat crops and take flush wild game from a burrow, a ferret
resources needed to raise should be muzzled. Otherwise, it will
sheep, and hence are often kill the prey, feast on it, and then
hunted. When cornered, they remain in the burrow – the hunter loses
strike out with their clawed not only the game, but also the ferret.
EMU
feet. With the muzzle on, it cannot make the kill, but can only
Cassowaries are closely related to emus and grow almost chase the prey out into the hunter’s waiting nets.
as tall. They are considerably bulkier, weighing up to 120
pounds. They are native to the jungles of New Guinea, and
parts of Indonesia and Australia. They have prominent crests FLAMINGO
of bone on their heads and brightly colored skin on their ST: 3-4 Move/Dodge: 10/7# Size: 1
necks and wattles. Cassowaries are good swimmers. They DX: 14 PD/DR: 0/0 Weight: 13-16 lbs.
have ST 11-13 and do 2d-1 cutting damage. IQ: 3-4 Damage: 1d-5 cr Habitats: FW, M, S,
HT: 12/3-4 Reach: C SW
FOX
ST: 3-4 Move/Dodge: 10/7 Size: 1
DX: 14 PD/DR: 1/1 Weight: 10-15 lbs.
IQ: 5 Damage: 1d-4 cut Habitats: F, M, P, D
HT: 12/5-7 Reach: C
GIRAFFE
ST: 50-60 Move/Dodge: 8/7 Size: 4
DX: 11 PD/DR: 1/1 Wt.: 1,500-4,200 lbs. GORILLA
IQ: 4 Damage: 2d cr# Habitat: P ST: 20-24 Move/Dodge: 7/6 Size: 1
HT: 12-15/30-40 Reach: 1, 2# DX: 13 PD/DR: 1/1 Weight: 200-600 lbs.
IQ: 6 Damage: 1d cut# Habitats: J, M
Reaching heights of up to 18 feet, the giraffe is the tallest HT: 14/16-20 Reach: C, 1
land animal alive. A specialized vascular system delivers
blood up the 6-foot neck to the camel-like head. Two skin- Gorillas are the largest primates, averaging 5-1/2 to 6
covered horns grow atop the head, and a third grows between feet in height, found in the rain forests of central Africa.
the expressive eyes. The coat is buff-colored with irregular Diurnal social animals, they travel in troops of 5-15 – usually
brown patches that serve as camouflage in the shadows of a single male and several females with young. They are
trees. peaceful vegetarians, feeding on fruit and leaves. They have
Giraffes travel in loosely organized herds of 100 or more a fear of water and will not cross even small streams.
animals, but spend most of the day browsing the tops of trees Gorillas are at least as intelligent as chimpanzees, but
in small groups of six or less. They have thick skin and long, unlike chimps do not use tools. They do not make suitable
prehensile tongues that allow them to gather leaves from pets or trained animals – they are quite temperamental, are
around thorns and from high branches. They may go for sev- prone to tantrums, and need constant affection and compan-
eral days without water and only need about one hour of ionship. They will not fight unless threatened; there is no
sleep each night. record of an unprovoked gorilla attack.
Lions present the main threat to giraffes, though leop- If provoked, gorillas attack in close combat by grappling
ards, crocodiles, and man also prey upon them. A giraffe’s and biting for 1d cutting damage. They may also attack with
response to danger is usually to run, but if defending young a slap (2d-1 crushing at up to 1-hex reach), but this is a rare
or desperate, an individual can kick for 2d crushing damage, attack, used only when surprised.
trample for 1d+1 to 2d crushing, or bite for 1d crushing.
JAGUAR
ST: 23-28 Move/Dodge: 10/7 Size: 2 KANGAROO
DX: 14 PD/DR: 1/1 Weight: 220-350 lbs. ST: 10-12 Move/Dodge: 15/7 Size: 2
IQ: 4 Damage: 1d+2 cut Habitats: J, P, M, D DX: 15 PD/DR: 1/1 Wt.: 100-175 lbs.
HT: 15/15-20Reach: C IQ: 4 Damage: 1d+1 cut Habitats: P, F, D, M
HT: 13-16 Reach: C
Jaguars are solitary dawn and dusk hunters, ranging from
Mexico to South America. They are the largest American There are several species of kangaroos, the largest stand-
cats, larger than leopards though smaller than lions. Their ing up to 7 feet or taller (they continue to grow throughout
powerful jaws make their bite as deadly as a lion’s. their lives). The stats given are for middle-sized animals.
Jaguars are usually found in jungles, but they are also Marsupial grazing animals, kangaroos are found only in
common in savannas, mountains, and even semi-arid areas. Australia, where they have adapted to many different habi-
They are fond of water, swim well (Move 2), and will often tats. They are most active at night, resting during the hottest
hunt in the water. They are quite shy of humans – some part of the day. They live in large groups, called mobs, often
won’t even fight when cornered. There have been cases of numbering 100 or more; some species travel in smaller mobs
man-killers, but never any man-eaters. Like most big cats, of only 10-20.
jaguars go for the throat. While grazing, they travel in a “five-legged” mode, bal-
Jaguars are good jumpers, able to leap 3 yards straight ancing on their tails and short forelegs while they bring their
up without a running start. A 3-yard standing broad jump is hind legs forward. When traveling rapidly, they leap using
also common, and a 5-yard running broad jump is easily pos- their hind legs only, the tail acting as a balance and rudder. The
sible. They can climb trees at full speed and often drop out of tail is quite strong, able to support the kangaroo’s whole
trees onto prey – they can drop 4 yards without taking weight when necessary.
any damage! They stalk prey to close range before When threatened, kangaroos
charging. bound rapidly away. They are capable
of great leaps, up to 9 yards long, with
14 yards being the record. They usually
stay within 5 feet of the ground when
JELLYFISH
ST: <1 Move/Dodge: 3/0 Size: <1 to 3 leaping, but leaps over 9-foot fences
DX: 9 PD/DR: 0/0 Wt.: 1/2 to 10 lbs. have been recorded.
IQ: 2 Damage: * Habitat: SW If cornered, kangaroos can fight
HT: 15/2-8 Reach: C viciously. They attack by balancing on
their tails (against a tree if one is
Jellyfish and Portuguese man-of-wars are free- handy) and lashing out with all four
swimming relatives of sea anemones and coral. Found feet – all clawed – doing a total of
in seas throughout the world, their long stinging tenta- 1d+1 cutting damage. Kangaroos have
cles can pose quite a hazard to swimmers – beaches JELLYFISH been trained to wear boxing gloves and
have been temporarily closed because of too many jel- do quite well against human opponents.
lyfish floating in the water.
LION
ST: 24-30 Move/Dodge: 10/6 Size: 2
LYNX
DX: 13 PD/DR: 1/1 Weight: 300-600 lbs.
IQ: 4 Damage: 2d-2 cut Habitats: P, J, D, M
HT: 15/16-20 Reach: C MARMOSET
Lions live in groups called prides that number from ST: 1 Move/Dodge: 9/8 Size: <1
3-20, with four or five being average. Larger prides are com- DX: 16 PD/DR: 0/0 Weight: <1 lb.
mon in the more open grasslands. IQ: 6 Damage: 1d-4 cut Habitat: J
Lions prefer the plains, but will occasionally venture into HT: 13/1-3 Reach: C
desert, mountains, and (more rarely) jungle. They often hunt
singly, though they are capable of cooperative effort – a The marmoset is one of the New World monkeys (p. 21).
lioness or two will lie in the tall grass, while the males herd They travel in groups of 4-15. They will bond with people
the prey in their direction. The whole pride will share in the who are around them for an extended length of time, and will
kill. Lions are more diurnal than most cats, but adapt well to mimic the activities of those around them. At 5-1/2 to 7-1/2
a nocturnal existence if hunted by humans. inches tall, with a tail several times as long, the marmoset is
Most encounters with humans end with the lions fleeing one of the smallest of the New World monkeys. Unlike many
rapidly. However, if wounded, a lion will charge angrily and of the other New World monkeys, the marmoset’s tail is not
attempt to kill anyone in its way. Likewise, running away prehensile; it is used as a counterweight, stabilizing the mar-
from one will sometimes spark its instinct to chase. moset when it jumps and runs. Its acrobatic agility, claws
Occasional man-eaters have been reported – generally, old or designed for climbing, and light weight allow the marmoset to
wounded lions. run through the jungle canopy at great speeds. Marmosets eat
insects and tree sap, using their needle-like teeth to get through
tree bark. They will only attack other creatures if provoked.
Meerkats, native to southern Africa, are slender creatures Monitors are among the largest living lizards, measuring
2-3 feet long including tail, that closely resemble mongooses. from 4 to 8 feet long. They are found in Africa, southern Asia
Coloration is sandy with dark markings on the back and tail. from Arabia to Indonesia, and Australia. Most species live in
Meerkats have a complex social behavior based around or near water, though desert and deep jungle species also
colonies of about 20 individuals. The colony maintains a sys- exist.
tem of shallow burrows, used as sleeping areas and shelter They regularly raid crocodiles’ nests for the eggs – no
from predators. Individual adults play roles in the colony, mean feat, as crocodiles are among the most protective moth-
including hunters, sentries, babysitters, and teachers. There is ers in nature! They are active during the day and at dusk, and
some job-swapping as needed, but each animal has a pre- can be found singly or in pairs – often one monitor will
ferred role. The sentries are most decoy a mother crocodile
often pictured as representative of while another carries
the species, being the ones who away the eggs.
stand watch, high on their hind legs They will not attack
using their tails for balance. They humans unprovoked, but
bark warnings and have specific have no fear of them,
sounds to represent different threats. either. If cornered or
Despite often being considered wounded, they can fight
“cute,” meerkats are aggressive car- fiercely. They will first
nivores that will attack intruders try to scare off their
into their colony’s territory of sev- attackers by puffing up
eral square miles without provoca- their bodies, hissing
tion. They eat insects, grubs, scorpi- angrily, and lashing their
ons, small mammals, lizards, and tails like whips. If this
snakes. They have a high resistance doesn’t work, they will
to venom and are immune to scor- try to grab the attackers in
pion stings. their powerful jaws and claw with their feet. While their teeth
MONITOR LIZARD
are not made for biting (like snakes, they swallow their prey
whole), monitors have been known to amputate fingers and
M cause deep wounds when angry.
ST: 1 Move/Dodge: 10/8 Size: <1
ONGOOSE
A roll against HT is required by the victim of a monitor’s
DX: 16 PD/DR: 0/0 Weight: 2-10 lbs. bite; a failed roll means the wound becomes infected (see p.
IQ: 4 Damage: 1d-4 cr Habitats: J, F, P, D B134). All HT rolls to recover from the infection are at -2.
HT: 15/3-5 Reach: C Australian legend holds that the bite of the goanna, a type of
monitor, does not heal for seven years.
Mongooses are small carnivores found in Africa and
southeast Asia, ranging from 9 inches to over 2 feet in length,
and bearing a slight resemblance to weasels. They are active M ,N W
at all times of the day and night, and can be found singly or ST: 2 Move/Dodge: 8/7 Size: <1
ONKEY EW ORLD
in packs of up to eight. DX: 15 PD/DR: 0/0 Weight: 3-15 lbs.
They are famous for killing snakes, though snakes are IQ: 6 Damage: 1d-5 cr Habitat: J
not their favorite prey; they prefer to hunt rodents, birds, HT: 13/2-3 Reach: C
frogs, insects, and fish. Their lightning-fast reflexes enable
them to jump out of the way of striking snakes, then grab There are a number of species of New World monkey,
them by the back of the neck before they can recover. with various habits, anatomies, and appearances. The above
Mongooses are also highly resistant to the snakes’ venom, statistics are for the capuchin monkey (the famous “organ-
like their meerkat cousins. grinder’s” monkey), which is smaller than the average New
They will attack if cornered, but will flee at the earliest World monkey, but the most common pet. The only other
opportunity. They can be trained and make excellent pets, but types that make good pets are the squirrel monkey, which is
will always hunt birds and other small animals no matter how slightly smaller than the capuchin, and the spider monkey,
their owner discourages them. They have rapidly become which is slightly larger. Adjust ST and hit points by 1 in each
pests in areas into which they have been introduced. case. Capuchins stand about 15 inches high, squirrel mon-
keys about 10 inches, and spider monkeys about 18 inches.
POLAR BEAR
ST: 27-33 Move/Dodge: 7/6# Size: 3#
DX: 13 PD/DR: 1/2 Wt.: 600-1,400 lbs.
IQ: 5 Damage: 2d-2 cr# Habitats: A, SW
HT: 15/18-24 Reach: C, 1
The puffin is a migratory sea bird, noted for its attractive, Rabbits are diurnal herbivores of the rodent family. They
colorful markings. These markings, primarily on its large bill, are among the most prolific mammals, breeding four to eight
are most flamboyant during the end of the mating season, times a year with 3-8 in a litter. They begin breeding at six
after which the beak molts, dropping thin colorful fragments months and continue for seven to eight more years. Rabbits
to the ground and leaving the beak duller, although still are very social animals, living in groups of 10-30, often with
attractive. a complex pecking order. Each group lives in a network of
From ancient times, sailors and fishermen have used the underground burrows, called a warren.
puffin’s predictable migratory pattern to their advantage. Rabbits are hunted for their fur as well as for food. One
Puffins always return to the same point to mate and lay their rabbit can provide enough meat for a two-person meal.
eggs, which they lay in rock holes or small depressions. Cap- Rabbit fur is very warm and is used around the world for
italizing on this, sailors would pull the helpless, newly coats and hats.
hatched birds from the holes and use them as inexpensive Domestic rabbits make
bait. If threatened, puffins merely fly away, but acceptable pets, though they
if they are restrained, their large beaks can tend to chew rugs, walls, and
cut for 1d-4 damage. furniture. But they can be
taught to use a litter box.
PUMA
ST: 8-22 Move/Dodge: 10/7 Size: 2
DX: 14 PD/DR: 1/1 Weight: 80-250 lbs.
IQ: 5 Damage: 1d cut Habitats: M, F, D, P, S, J
HT: 15/13-19 Reach: C
SKUNK
according to their most common habitats. Horned Viper – Type A, 1d+1 damage; aggressive; Africa
Rattlesnake – Type A, 2d damage; aggressive; North and
Fresh-water Constrictor Central America
Anaconda; 1d-4 to 1d crushing damage, depending on size;
aggressive; Central and South America Plains Constrictor
Rock Python – 1d-4 to 1d crushing, depending on size; timid;
Fresh-water Poisonous Africa and Asia
Cottonmouth – Type A venom, 1d+1 damage; aggressive;
North America Plains Poisonous
Adder – Type A, 1 to 2d damage; aggressive; Europe, Asia
Desert Poisonous Asp – Type A, 1d-1 damage; timid; Africa
Death Adder – Type B, 3d-1 damage; aggressive; Australia Cobra – Type B, 2d damage; aggressive; Africa, Asia
TORTOISE,
GIANT
ST: 10-30 Move/Dodge: */– Size: 1-2
DX: 7 PD/DR: 2/5# Weight: 200-500 lbs.
IQ: 3 Damage: 1d-2 cut Habitat: P
HT: 11/10-20 Reach: C
DOMESTIC ANIMALS
This section describes those animals, both domestic and Camels are large herbivores used in desert areas as
domesticated, that have been tamed by man. Domestic ani- mounts and beasts of burden. They stand 6-7 feet at the
mals are those which have been bred for certain traits – dogs, shoulder. The Arabian camel has one hump, while the
cattle, horses, pigs, and goats are examples. Domesticated Bactrian or Asian camel has two. The Arabian is unknown in
animals are those which have been left primarily as found in the wild, but the Bactrian is still found wild in the Gobi
the wild state, either because they are useful as is or because Desert.
the wild has produced the best survivors for the area. Camels are well-adapted to their desert lives, with long
Elephants, llamas, camels, reindeer, and yak are domesticated lashes to protect their eyes from windblown sand and nostrils
animals. The cat is a special case, being both – some breeds that can be readily closed to keep out sand. Camels store fat
are slightly modified, most are not. in their humps, to serve as an energy reserve when food is
Habitats are listed only for those animals still found in scarce. They are also able to store water in their tissues.
the wild. Camels possess a strong odor that, to the uninitiated, is
quite unpleasant. They also have the unfortunate habit of
spitting at bothersome people. They are known for their stub-
CAMEL bornness and short tempers – all Animal Handling skill rolls
ST: 40-60 Move/Dodge: 6/4 Size: 3 are at -4.
DX: 9 PD/DR: 1/1 Weight: 900-1,450 lbs. In the wild, camels are gregarious diurnal animals, found
IQ: 4 Damage: 1d+1 cr# Habitats: D, P in groups of up to 15, though 4-6 is more common. Wild
HT: 12-15 Reach: C camels will usually flee humans. Camels can trample with
their hooves for 1d+1 crushing damage, or bite for 1d damage.
GOAT
ST: 8-12 Move/Dodge: 9/6 Size: 1
DX: 13 PD/DR: 1/0 Weight: 50-300 lbs.
IQ: 4 Damage: * Habitats: M, P
HT: 15/6-10 Reach: C
HORSE
Medium-sized herbivores, goats have been domesticated
for centuries. A whole herd of goats can live on land that
VERMIN
Stinging insects, slimy vermin, and similar horrors are hex, automatically hitting (though special clothing will pro-
treated like skin-affecting gas (p. B132). Clothing will keep tect a victim). Swarms can be dispersed if they take enough
them off for 2 turns, armor for 5; after that, they penetrate, hits. Swarms are covered in detail in the GURPS Basic Set
doing whatever damage they can do. The result of an insect on p. 143.
attack can range from harmless misery to quick death. A horde behaves much like a swarm, but it is bigger. In
fact, a person can’t count how many beasties are in a horde –
A group of small creatures is treated as a unit when it they fill each hex so completely that, in the case of crawling
attacks. Such a group (filling one hex on the combat map) is hordes, the floor can barely be seen beneath them. Use the
called a “swarm.” A swarm attacks any victim(s) in its own swarm rules for their behavior unless the following rules
specify otherwise.
MOSQUITOES
AND BITING FLIES
A few of these pests will be found in most
places in warm weather, but are generally no
threat. Fly bites can be quite painful, though – a SCORPIONS
Will roll is required to avoid crying out unless the victim has Scorpions live in warm climates, both arid and humid.
Toughness or High Pain Threshold. In addition, some Most scorpion stings are no worse than bee stings. A few
mosquitoes are disease-carriers. species of scorpions have a strong Type
These creatures are capable of swarming – a swarm C venom, doing anywhere from 1d to
is about 1,000 insects – and when they do, they can 2d+1 damage. Habits of scorpions are
drive even bears from the woods. Treat a swarm of described on p. 68.
mosquitoes or biting flies like a bee swarm, Scorpions do not swarm
except that it has no hive and it can be except in horror scenarios. In
dispersed by a strong breeze. such a case, the swarm
has a Move of 2 and
stings for 1d-1 per
turn. This assumes
that the scorpions
are only mildly poi-
sonous; for really
poisonous swarms,
assume that any-
thing caught in the
swarm takes 5d
damage per turn. A
scorpion swarm is
dispersed by 15 hits.
TICK
FLEA
SPIDERS
Spiders are solitary, and swarm only
in horror scenarios. A spider swarm does
anywhere from 1 point to 1d of damage,
depending on whether or not the spiders
are poisonous. The really poisonous
spiders will do as much damage as a
scorpion swarm.
See p. 69 for the habits of different types of spiders.
PREHISTORIC ANIMALS
Everybody loves dinosaurs – until they have to fight speculation nonetheless. Recent findings indicate that much
them, that is. The word dinosaur is taken from the Greek of what was once popularly believed about dinosaurs is
words for “terrible lizard.” Although dinosaurs wrong. They were not the slow, plodding crea-
are not lizards, the name is a fitting one. tures we originally imagined; rather, they were
Dinosaurs were the dominant lifeform of the dynamic, quick, and active, perfectly adapted to
Mesozoic era – from 248 million years ago to 65 be the supreme masters of their ecosystem. The
million years ago. The Mesozoic is divided into descriptions given here represent the best guesses
three periods – the Triassic, from 248 million to of the experts; the GM is free to bring them more
213 million years ago; the Jurassic, from 213 in line with his own beliefs.
million to 144 million years ago; and the At least one example of each of the seven
Cretaceous, from 144 million to 65 million years major families of dinosaur has been included:
ago. Dinosaurs appeared in the middle Triassic coelurosaurs, carnosaurs, sauropods, ornithopods,
and were extinct by the end of the Cretaceous. stegosaurs, ceratopsians, and ankylosaurs.
The disappearance of the dinosaurs was accom- Pterosaurs, plesiosaurs, and prehistoric birds and
panied by a mass extinction of many lifeforms. mammals are also included in this section,
There is great debate among experts as to what although they are not dinosaurs.
caused this extinction – continental shifts, global The ambitious GM may create stats for as
cooling, and the impact of a huge meteor have many different dinosaurs as are needed for
all been advanced as possible causes. his campaign, using the ones given here as
All that is known of dinosaurs comes from guidelines. There are also stats for more than 100
reconstructions of fossil remains, and thus is different dinosaurs as well as other prehistoric
highly speculative – scientific speculation, but creatures in GURPS Dinosaurs.
ANKYLOSAURUS
ST: 40-50 Move/Dodge: 6/0 Size: 20+
ANDREWSARCHUS
ST: 45-55 Move/Dodge: 7/5 Size: 6+ DX: 11 PD/DR: 4/6 Weight: 3-6 tons
DX: 11 PD/DR: 2/2 Wt: 1-1/2 to 2-1/2 tons IQ: 3 Damage: 3d cr Habitats: M, F, S
IQ: 3 Damage: 2d+2 imp Habitats: J, F, P HT: 15/40-45 Reach: 1, 2 Origin: Pre
HT: 13/48-60 Reach: C, 1 Origin: Pre
Ankylosaurs are heavily armored herbivores with spiked
Although this animal of 30 million years ago is called a or clubbed tails. Their sole means of defense (aside from the
giant bear-dog, it is related to neither bears nor dogs; it seems armor) is to swing their tails – into any back hex, or any hex
to have been an ancestor of modern whales. It stands about 8 adjacent to the back hex – for 3d crushing damage.
feet at the shoulder and is 19 feet long – its head alone was Ankylosaurs are not built for dodging; Dodge is 0.
more than 1 yard long. Ankylosaurus, a typical member of the family, reaches
Judging from its teeth, it was carnivorous. From its size, lengths of 25-30 feet and stands about 6 feet high by 8 feet
it could not have been very fast; however, the Eocene had wide. It is a Cretaceous dinosaur, inhabiting flood plains,
many slow-moving herbivores for it to prey upon. river banks, and lake shores. If attacked, Ankylosaurus hun-
Little is known of its habits. Assume that it will attack kers down and tries to keep its attackers behind it. Two
fearlessly, with intent to devour; it bites at up to 1-hex reach sauropelta, a Cretaceous ankylosaur without a tail club, are
for 2d+2 impaling damage. pictured below.
AUROCHS
ARCHAEOPTERYX
ST: 1-3 Speed/Dodge: 10/6# Size: <1
DX: 12 PD/DR: 0/0 Weight: 1-3 lbs.
IQ: 3 Damage: 1d-5 cut Habitats: F, P
HT: 12/1-2 Reach: C Origin: Pre
Brontotheres are mammals of 30 million years ago. The A medium-sized, two-legged carnivore, Ceratosaurus
largest species are over 8 feet high at the shoulder and over has a horn on its snout – rare in carnivorous animals. Its skull
15 feet long. Brontotheres are built in the general shape of a is too thin for it to engage in much head-butting; the horn
rhinoceros, but the heads are decidedly different. Some have may be used by hatchlings trying to break out of their eggs,
no horns, some have one, others two or more; none of the or as a sexual display. Ceratosaurus measure about 20 feet
horns are sharp. These horns are undoubtedly used for mat- from head to tail, and stand 12-15 feet in height.
ing battles, since the carnivores of the era are no threat to a It can claw at 1-hex reach for 1d-1 cutting damage or
creature this size. bite in close combat for 3d-1 impaling damage. It inhabits
Brontotheres are herd animals, probably diurnal. Their river and lake shores, flood plains, and hills during the
reaction to humans is probably cautious observation, attack- Jurassic.
ing only if provoked. A brontothere’s head butt does 3d
crushing damage in close combat; if it charges at
Move 10 or more, it does 6d crushing but must
make a HT roll to avoid being stunned.
CAVE LION
Brontotheres can also trample for 3d crushing
damage.
CAVE BEAR
ST: 27-33 Move/Dodge: 7/6 Size: 3#
DX: 12 PD/DR: 1/2 Wt: 1,200-
1,600 lbs.
IQ: 5 Damage: 2d-2 cr# Habitats: M, P
HT: 14/24-30 Reach: C, 1 Origin: Ice
A large coelurosaur, Deinonychus reaches lengths of up Dilophosaurus (“two-crested lizard”) is known only
to 10 feet. On each foot, it has a large forward-mounted claw from the skeletons of some 20-foot-long subadults and some
used for disemboweling opponents. The forearms are also footprints. Adults may grow as large as Allosaurus; if so, use
heavily clawed. Treat the feet as the main weapon, kicking at Allosaurus statistics with a bite doing 3d impaling damage.
close or 1-hex range for 1d+2 impaling damage. It attacks (They are much larger than the dwarf Dilophosaurus seen in
large prey by leaping at up to 2-hex range, increasing damage Jurassic Park, and there is no evidence that Dilophosaurus
to 2d+1 impaling. Deinonychus can also bite and claw in can spit poison or fan its neck.)
close combat for 1d cutting damage. Common in the Dilophosaurus’ crested skull and long sharp teeth are too
Cretaceous, it inhabits dry flood plains and river banks. delicate for delivering a killing bite to large prey, but its fore-
limbs are longer and stronger than those of later
theropods; it claws at 2-hex range for 3d cutting dam-
GIANT CROCODILE age. It travels in packs, and might use pack tactics to run
down herbivores, slashing at them and waiting until
they collapse or bleed to death.
DIMETRODON
ST: 16-20 Speed/Dodge: 7/5 Size: 4
DX: 10 PD/DR: 1/2 Wt: 100-250 lbs.
IQ: 3 Damage: 1d+1 cut Habitats: D, P, S
HT: 16/16-20 Reach: C Origin: Pre
IGUANODON
HADROSAUR
(DUCKBILLED DINOSAUR)
ST: 30-50 Move/Dodge: 11/7 Size: 16-20+
DX: 14 PD/DR: 1/1 Weight: 2-3 tons
IQ: 3 Damage: 2d cr Habitats: P, F
HT: 15/25-35 Reach: – Origin: Pre
This giant member of the deer family died out just a few
thousand years ago; humans were probably a leading cause
of its extinction. It stood 6 feet at the shoulder and had enor-
mous antlers, with spreads up to 12 feet being common.
Like all deer, Irish elk are undoubtedly shy of humans
but may be dangerous in the fall, their mating season. They
can do 1d+2 impaling damage with their antlers or 1d+1
trampling damage with their hooves. Treat them as moose
(p. 22) in all respects not given here.
IRISH
KANGAROO, CARNIVOROUS ELK
ST: 10-12 Speed/Dodge: 15/7 Size: 2
DX: 15 PD/DR: 1/1 Weight: 100-175 lbs. When traveling at speed, kangaroos leap using their hind
IQ: 4 Damage: 1d+1 cut# Habitats: P, F, D, M legs only, the tail acting as a balance and rudder. Kangaroos
HT: 13-16 Reach: C Origin: Ice have been seen to leap 14 yards and over 9-foot fences (as
well as over moving cars and motorcycles), but jumps of 9
The carnivorous marsupial Propleopus resembles an yards across and 5 feet high are more common. A kangaroo’s
ordinary, medium-sized (5-6 feet tall) kangaroo, except for its tail is strong enough to support its whole weight when neces-
teeth – stabbing incisors, slicing premolars, and bone- sary, enabling it to kick with its hind feet for 1d+1 cutting
snapping molars. It is larger and faster than many other damage. Carnivorous kangaroos also have sharp foreclaws,
predatory marsupials of its time (2-5 million years ago), and doing 1d cutting damage; their bite does 1d-1 cutting.
it is capable of prolonged chases. It might be a solitary hunter
like the cheetah or use pack tactics to run down large mam-
mals and similar prey, but it is unlikely to be as gregarious as
MAMMOTH
ST: 300-350 Move/Dodge: 8/0 Size: 13+
herbivorous kangaroos, which travel in groups (called troops
DX: 12 PD/DR: 1/2 Weight: 7-10 tons
or mobs) of 100 or more. It is nocturnal, resting during the
IQ: 4-5 Damage: 3d cr# Habitats: P, F, A
heat of the day.
HT: 17/40-50 Reach: C, 1, 2 Origin: Ice
Mastodons are early ancestors of the mammoth, originat- There are many types of plesiosaurs – Cryptocleidus and
ing some 25 million years ago and becoming extinct about Elasmosaurus are typical examples. They are air-breathing
8,000 years ago. There were mastodons in North America marine animals, filling the same ecological niche as the killer
when the first men crossed over from Asia. whale.
They have long curved tusks and woolly black hair, and Some have short necks (Reach C, 1), others have long
browse the forests of the Pleistocene. They have a more lim- and supple necks that can reach up to 8 yards in any direction
ited habitat than mammoths; their teeth are adapted for chew- – ideal for plucking people out of small boats! They range
ing the soft leaves and twigs of open woodlands, whereas from under 10 feet to at least 40 feet in length, though some
mammoths can deal with the tougher prairie grasses. authorities claim they reach 60 feet. The smallest would have
Treat mastodons as small elephants in all other respects a less dangerous bite – Damage 1d-1 imp.
(see p. 13). It is possible that plesiosaurs, like modern sea turtles
(p. 30), came ashore to lay their eggs. A plesiosaur on land
has a Move of 1/2 hex per turn and no Dodge.
MEGATHERIUM
ST: 80-100 Move/Dodge: 3/4 Size: 13
DX: 9 PD/DR: 1/1# Weight: 7-9 tons
PLESIOSAUR
IQ: 3 Damage: 3d cut Habitats: D, F, P
HT: 16/50-60 Reach: C, 1, 2 Origin: Ice
PTERODACTYLUS
PTERODACTYLUS
ST: 4-6 Move/Dodge: 12/6# Size: 1-3
DX: 13 PD/DR: 0/0 Weight: 6-15 lbs.
IQ: 3 Damage: 1d-1 cut Habitats: M, P, F
HT: 14/4-6 Reach: C Origin: Pre
VELOCIRAPTOR
VELOCIRAPTOR
ST: 7-9 Move/Dodge: 15/7 Size: 1-2
DX: 15 PD/DR: 0/1 Weight: 35-40 lbs.
IQ: 3-4 Damage: 1d-1 imp Habitats: P, F
HT: 12/5-6 Reach: C, 1 Origin: Pre
WISENT
WOOLLY RHINOCEROS
ST: 120-150 Move/Dodge: 13/6 Size: 10
DX: 11 PD/DR: 3/3 Weight: 1-2 tons
IQ: 4 Damage: 2d+1 cr# Habitats: A, P
HT: 17/40-48 Reach: C, 1 Origin: Ice
MYTHICAL AND
LEGENDARY CREATURES
Mythologies and folklore are full of animals and mon- More examples of this type of creature can be found in
sters that mainstream science has found no evidence for. GURPS Fantasy Bestiary and GURPS Warehouse 23, as
Earlier cultures believed in their existence as fully as they well as many of the historical worldbooks.
believed in their horses or the bears in the wilderness, but
modern man dismisses them as bogeymen.
GLASHAN
ST: 12-14 Move/Dodge: 7/6 Size: 1
DX: 12 PD/DR: 1/0 Wt: 100-160 lbs.
IQ: 7 Damage: * Habitats: M, F
HT: 13-16 Reach: C Origin: ML (Scotland)
GLASHAN
DIDI
ST: 16-20 Move/Dodge: 8/7 Size: 1 The glashan uses its claws to rip clothing, doing 1d+1
DX: 14 PD/DR: 1/1 Wt: 300-500 lbs. cutting damage per turn. It will not attempt to rip metal
IQ: 6 Damage: 1d cut# Habitat: J armor, but will attempt to rip everything up to and including
HT: 13/14-18 Reach: C, 1 Origin: ? leather armor. Treat heavy leather armor as having DR 2, HT
10; light leather as DR 1, HT 6; and clothing as DR 0, HT 2.
Didi are large apes the size of gorillas. They are reputed Each article of clothing must be attacked separately, modified
to dwell in certain South American jungles, and are well- only by the size of the wearer. Note that half-torn clothes are
known to the natives, though only rarely encountered by out- bound to reduce the wearer’s DX somewhat.
siders. The natives are extremely frightened of them, saying Once it has torn off all of a person’s clothing, the glashan
that they attack without provocation. Since there are no will step back, laugh gleefully, and run away. A glashan will
carnivorous apes, one can surmise that these attacks are not harm or molest anyone beyond exposing his body to the
defensive or territory-related. Alternatively, perhaps the didi world. The only damage to the victim is to his pride (and his
occasionally go insane and attack whatever comes along. wallet).
JACKALOPE
ST: 1-2 Move/Dodge: 14/7 Size: <1
DX: 14 PD/DR: 0/0 Weight: 10-25 lbs.
IQ: 3 Damage: 1d-5 imp Habitat: P
HT: 15/2-4# Reach: C Origin: ML (USA)
GUMBEROO
ST: 38-46 Move/Dodge: 8/6 Size: 2
DX: 13 PD/DR: 4/7# Wt.: 700-900 lbs. A jackalope is a hare with antlers – but what a hare!
IQ: 4 Damage: 2d+2 cut# Habitat: F Only the males have antlers, which give them the courage of
HT: 16/24-30 Reach: C Origin: ML (USA) stags in rut. During mating season (January through
December), a jackalope buck will charge anything in an
The gumberoo is a rare animal, fortunately for humanity. attempt to impress the females with its courage. Jackalopes
About the size of a large bear, it closely resembles that ani- have even been known to charge bison, who get out of their
mal except that it is nearly hairless and its roundish body is way because they feel sorry for the little things.
smooth, without a wrinkle. It has big bushy eyebrows and a A buck will charge a party of humans on sight, aiming at
wispy beard, but no hair on the general body. the weakest-armored person (it may be in rut, but it is not
It lives exclusively in forests of large trees, dumb). Treat this as a slam attack. If the victim loses or ties
such as grow in the Pacific Northwest of the the Contest of DX, he takes 1d-5 impaling damage.
U.S. Because it abides in the bases of After a charge, the buck
burned-out trees, no one knows whether its will trot off in search of a
black color is natural or from the charred female. It will totally ignore
wood. It is active only three months of the
JACKALOPE
its victim – it has other
year, but then it is very active, devouring things on its mind. If
whatever it can find – a horse will distend attacked, it will be very
its stomach, but will not curb its appetite. surprised (mental stun, two
It is both nocturnal and diurnal during its turns), then charge the
active phase, which may explain the long dor- attacker in extreme anger.
mant phase. No one has ever seen two together, Jackalopes are diurnal ani-
though they must mate and bear young. No young mals. The females are indistin-
have ever been reported. guishable from hares, except
The gumberoo is fearless in attacking anything that they watch the bucks out
it meets – with good reason! It is exceed- of the corners of their eyes. If
ingly strong for its size, and nearly invinci- the party meets one jackalope,
ble in the animal kingdom. It attacks either there will be others around, not
with claws (2d+2 cutting damage at 1-hex too far away. The bucks do
reach) or by biting (2d cutting in close not get too close to each
combat). Unlike a bear, a gumberoo will not other, though; they tend to
grapple – it does not have good balance on two legs. become jealous and butt
It has a natural Reverse Missiles spell (p. M68) heads a lot.
powered by mana stored in its skin. The mana is Killing a jackalope will serve little
used slowly, allowing it to recharge as fast as it is purpose – some even consider it to be bad luck –
consumed, resulting in the spell always being in as the meat is inedible.
MOKOLE-MBEMBE
ST: 200-250 Move/Dodge: 5/5 Size: 10
DX: 11 PD/DR: 2/2 Weight: 4-5 tons
IQ: 3 Damage: 2d cr# Habitats: FW, S
HT: 16/38-46 Reach: C, 1# Origin: ?
The octopuses of reality are no threat to humans. Neither The Cascade Mountains of Oregon, Washington, and
are they as large and strong as legend has portrayed them. northern California, as well as a stretch of mountainous terri-
This, then, is the octopus of legend, the stuff of which night- tory extending into British Columbia, is the home of the
mares are made. Bigfoot, more properly known as sasquatch. The name
Giant octopuses are common to the warmer seas of the (meaning “hairy man”) is derived from the legends of Pacific
world, lurking in the shallows as they wait to grab their coast natives about an aboriginal tribe of giants.
unsuspecting victims. They can change colors to match their The sasquatch ranges from 6 to 9 feet tall and is covered
surroundings, making them difficult to spot (Vision-5). They in thick brown to reddish-brown fur. Movement and general
have the most highly developed eye of all invertebrates, outline is said to be like that of a primitive human, sometimes
seeming to stare coldly and intelligently as they observe their “bear-like.” The sasquatch are not believed to have claws of
victims. They are solitary creatures, active any time. any significance, and so could strike with fists in combat or
Giant octopuses prefer to use their camouflage abilities could use a weapon, depending on its intelligence.
to attack from ambush, gaining the advantage of surprise Alternatively, Bigfoot may be part of a tribe of were-bears
(p. B122). When the victim gets close enough, the octopus (p. CI44).
will attempt to grapple with its tentacles. The tentacles of a 1-
hex octopus have reach 1; larger octopuses have reach 2. The
ST given above is the ST of each tentacle; the octopus may
attack with two tentacles in a single turn. A Contest of ST is
Before my
required to break free of the tentacles – to escape more than
eyes was a horrible
one, total their ST before rolling. When the octopus has grap-
monster, worthy to figure
pled with enough tentacles, it will pull the victim toward its
mouth (Contest of ST), where its sharp beak does 1d+2
in the legends of the
cutting damage and injects a Type D venom (p. CII148).
marvellous. It was an
The tentacles themselves do no damage, but the victim
immense cuttle-fish . . .
will begin to drown if held underwater (see Swimming,
p. B91). A tentacle can be sliced through by cutting damage
– Jules Verne,
equal to one-fourth the octopus’ hit points; impaling damage
20,000 Leagues
is not doubled against the tentacles. Damage to the tentacles
Under The Sea
does not affect overall hit points.
If the octopus takes more than half damage, it will squirt
out a dark ink cloud (equal in size to itself) and escape while
its tormentors are blinded.
SNOLLIGOSTER
again one minute later (if he stays with the toad), or when
as I listened, I heard as if from
next he enters the toad’s sight.
down below in the valley the
Fire damage bypasses the strong toad’s magical DR, but
howling of many wolves. The Count’s
eyes gleamed, and he said, “Listen must still get through the native DR of 4.
to them, the children of the night.
What music they make!” TAZELWURM
ST: <1 Move/Dodge: 18/9# Size: <1
DX: 13 PD/DR: 0/0 Weight: <1 lb.
– Bram Stoker,
SPECULATIVE CREATURES
Unlike the mythical and legendary creatures in the attack at all – they just mill around and get in the way. In
previous section, the animals in this section are deliberate some species, the workers will defend the nest. In any
fictions. They are intended primarily for fantasy and science species, workers will “attack” someone if they see him as
fiction worlds, but of course an inventive GM can use them food. Soldiers will ignore people, although they look tasty,
anywhere! unless the nest is invaded.
More speculative creatures are included in GURPS As few people would be foolish enough to venture into a
Fantasy Bestiary and GURPS Space Bestiary, as well as giant-ant nest, the ants are much more likely to be encoun-
many of the fantasy and science-fiction worldbooks. tered while foraging. Foraging parties will be made up of
approximately 2d ants.
While foraging, the ants leave chemical trails behind
ANT, GIANT them. If an ant finds food (humans qualify) and returns to the
ST: 6-12 Move/Dodge: 6/6 Size: 2 nest, many ants will follow the trail back to the food source.
DX: 12 PD/DR: 2/2 Weight: 25-50 lbs. Ants can carry many times their own weight; a single worker
IQ: 2 Damage: 1d-2 cr# Habitats: P, F, J ant at 25 lbs. could drag a human body back to the nest.
HT: 10-15 Reach: C Since ants have no use for valuables, the
armor and possessions of their victims will be
Giant ants live in large underground nests scattered around the hill or (in some species)
containing hundreds or thousands of individuals. stacked in “burial chambers” along with dead
They are the ultimate communists – everything is ants and other trash.
done for the nest; the individual means nothing. Giant ants attack with their mandibles,
Most ants are divided into soldier and doing 1d-2 crushing damage. Many species also
worker castes. For every soldier in the colony, secrete formic acid, doing an extra 2 points of
there will be 20-50 workers. Soldiers will be at damage after DR is subtracted. A few species
the high end of the given stats, workers at the can squirt formic acid, doing 1d of damage; SS
low end. With most species, the workers do not 10, Acc 0, 1/2D ST, Max ST×1.5.
OCTOFLY
ST: 8-10 Move/Dodge: 5/6 Size: 2
DX: 13 PD/DR: 2/3 Weight: 60-80 lbs.
FLYING TURTLE
ST: 1 Move/Dodge: 20/10 Size: <1
DX: 15 PD/DR: 3/4 Weight: 1-2 lbs. IQ: 4 Damage: * Habitats: J, P, D, S
IQ: 4 Damage: 1d-2 imp# Habitats: P, D, F HT: 12/16-20 Reach: C
HT: 11/4 Reach: C
This eyeless creature is called an octofly due to its
The flying turtle does not resemble a turtle so much as it resemblance to the Terran octopus, but in fact has only six
does a football with a sharp front. Its shell is made from a tentacles. The body is slightly smaller than a wolf’s, with the
thin, hard chitin, and can open at the bottom near the front. tentacles hanging as much as 6 feet below. It senses its prey
From this opening, the creature extends its eyes and, when by thought activity – the higher the IQ, the more likely to
feeding, six small tentacles and a beak. draw an octofly. It is especially attracted by psionic activity,
The shell’s color depends on the habitat in which the fly- but may overlook prey that is sleeping or has a Mind Shield
ing turtle is found. The forest species has a greenish-brown (p. B169). It levitates directly over the prey, then grapples
shell; the plains species is grayish; and the desert species is with its tentacles and constricts until its victim is stunned or
colored in yellows and light reds. dead. At this point, it begins to feed with its sharp beak.
RAT, GIANT
ST: 6-12 Move/Dodge: 7/6 Size: 1
DX: 13 PD/DR: 1/1 Weight: 100-200 lbs.
IQ: 4 Damage: 1d-2 cut Habitats: Sub, F, P, S
HT: 17/8-10 Reach: C
SPIDER, GIANT
Odious creatures, giant rats attack on sight. They are ST: 12-40 Move/Dodge: 4-12/7 Size: 1-7
scavengers of the worst sort and often carry diseases. Anyone DX: 15 PD/DR: 2/2 Weight: 250-700 lbs.
bitten must make a roll against HT to avoid the disease of the IQ: 2 Damage: * Habitats: Sub, F, J, S
GM’s choice. Giant rats live in packs of 5-20, and are active HT: 14/10-35 Reach: C
at all times.
Giant spiders come in thousands of species, having
many different techniques for catching prey – four are
covered here.
SCORPION, GIANT
ST: 12-14 Move/Dodge: 8/7 Size: 2 Most giant spiders are poisonous, the strength and type
DX: 15 PD/DR: 3/4 Weight: 75-100 lbs. of venom depending on the species. Venom strength can
IQ: 2 Damage: * Habitats: Sub, F, D range from ineffectual to deadly; types A, C, E, and F are
HT: 13-16 Reach: C, 1 recommended. Spiders with weak venom will generally have
strong jaws that do impaling damage for their ST (see
Giant scorpions are solitary creatures, active at night. p. B140). Spiders with strong venom will have weaker jaws,
Most scorpions “hunt” by waiting for something to blunder doing only half damage for their ST (still impaling).
into them, and then grabbing it with their pincers with extra- Webs. A single strand of web will generally have DR 3
ordinary speed. Treat this as an attack (doing 1d-1 crushing and HT 6 for purposes of cutting. Touching the strand will
damage) at 1-hex reach that grapples if the victim loses the have the effect of grappling the affected body part. Breaking
Contest of DX. After grappling its prey, the scorpion uses its free requires a Contest of ST – no problem for a single
stinger to inject a Type C venom that does 1d+2 damage. The strand. Use ST 2 for a single strand for grappling purposes,
stinger itself does 1d-1 impaling damage. The scorpion’s although some strands are extremely sticky and should be
jaws are tiny and weak; it kills with the stinger, and then given a higher ST for grappling purposes. Each extra strand
gums its victim’s body to bits. adds 2 to ST – and a spider can generate one strand every
After stinging its victim, the scorpion will bite for 1d-1 other turn. For purposes of lifting, a single strand will have
cutting damage, stinging again if the victim is still squirming. enough ST to support the spider’s mass.
Breaking free of the pincers requires a regular Contest of ST.
The Rule of 12
Inherent advantages that require an IQ roll will often work more effi-
ciently than IQ might suggest. In game terms, this means that in certain
advantages where an IQ roll is required, animals are allowed to use the Rule
of 12 (p. CII190) and roll as though their IQ were 12.
Inherent advantages where the Rule of 12 applies include Common
Sense, Danger Sense, and Faz Sense. The Rule of 12 may be invoked in any
situation where the GM suspects that the animal instincts of the creature
would provide an adequate replacement to, or improvement on, human IQ.
It is important to remember that the Rule of 12 does not allow the animal
to roll against 12 for all IQ rolls, merely those where the substitution seems
appropriate, as decided by the GM.
SKILLS
Animals have many inherent skills, ranging from combat to stealth.
Combat skill is equal to DX, of course, just as punching (p. B101). Stealth is
usually 14 – exceptions include animals such as skunks that are not con-
cerned about being seen (Stealth-8) and animals such as jaguars that are mas-
ters at quiet movement (Stealth-18). Tracking is at least 14 for most animals,
up to 18 for bloodhounds. See Natural Skills (p. 118) for more information.
TRAINING
The length of time needed to train an animal is given by the table on pp.
B143-144. The training times given there are generous to the characters;
don’t shorten them. The cost to purchase an already-trained animal is also
given on p. B144.
Rolling against Animal Handling every day can become quite cumber-
some – the average well-trained dog would require 360 successful rolls! To
speed up the process, try rolling for 10-, 20- or even 40-day blocks of time.
A failed roll indicates that the whole block of time was lost and must be
repeated. Also, if rolling for 10-day time blocks, a roll of 16 indicates one
bad failure, 17 indicates two bad failures, and 18 indicates three. For 20-day
blocks, bad failures start at 15, and for 40-day blocks, they start at 14!
CLOSE COMBAT
Against an animal (or anything else) that attacks in close combat (most
carnivores, for example), the only active defense is Dodge. Exception: If
someone has the Brawling, Judo or Karate skill, allowing him to parry bare-
handed, he can use the Parry defense. Martial-arts strikes will work on ani-
mals, but throws will not.
A combatant may choose to “dodge and retreat” from an animal that is
attacking in close combat, provided it is not grappling him. Add 3 to his
defense as he retreats from the hex. If the animal has hold of the fighter with
PARRYING ANIMAL
its claws or teeth, he cannot escape from the hex by retreating.
ATTACKS
Animals such as bears that attack with a
1-hex (or more) reach can be blocked or Because their weapons are inherent and designed to work at close quar-
parried. If a character successfully parries ters, animals do not suffer the -2 penalty to hit in close combat that humans do.
an animal, there is a chance he will hit the
limb that he has just parried. He must
Unlike humans, animals may All-Out Attack in close combat (this is an
make a successful roll against his weapon exception to p. B113). They may choose to make two attacks against their
skill. Since animals are skilled attackers foe, a single attack at +4 to their skill, or a single attack at +2 damage.
with their limbs (treated like Judo or
Karate), this roll is at -4.
If he does hit, there is a chance that his KNOCKBACK AND SLAM
weapon will break. Treat the weight of an
animal’s forelimb as equal to 1/5 its ST, The knockback (p. B106) and slam (p. B112) rules included in the
rounded down (e.g., a bear with ST 36 has GURPS Basic Set are intended primarily for human fighters. Modifications
a forepaw weight of 7 lbs.). If the paw must be made when dealing with very large or very small creatures.
weighs 3 or more times the weight of the
parrying weapon, the weapon has a 2 in 6
Knockback. Creatures with ST 4-16 use the same rules as humans
chance of breaking. Thus, this bear has a (p. B106) – 8 points of cutting or crushing damage produces 1 hex of knock-
1/3 chance of breaking any weapon weigh- back. For weaker creatures, the amount of damage necessary for each hex of
ing 2 lbs. or less. knockback is 4. For stronger animals, the amount of damage necessary for
each hex of knockback is equal to 1/2 ST (rounding up). Thus, a tiger with
ST 35 is knocked back 1 hex if it takes 18 hits of damage in a single blow. A
human with ST 10 taking the same amount of damage would be knocked
back 2 hexes, while a cat with ST 2 would be knocked back 4 hexes.
Slam. A slam is still done as a Quick Contest of DX, followed by a
Quick Contest of ST to determine knockdown and knockback. Roll the
Quick Contest of DX normally. The Contest of ST will be adjusted depend-
ing on the relative STs of the two foes:
– Begin by assessing the normal ST modifiers (+2 in foe’s direction, etc.).
– If the weaker foe’s ST is now below 3, increase it to 3, increasing the
stronger foe’s ST by the same amount.
Falling
down, waiting to exploit any opening. If
the pack is desperate, some members may
charge the party in an attempt to over- Animals can be just as clumsy as humans; it does not happen as often,
whelm them in a frontal assault. The other
pack members will be quick to take advan-
but they do fall down. Different animals take different amounts of time to get
tage of any ensuing chaos. to their feet. In general, four-legged carnivores will get to their feet in 1 sec-
In game terms, pack animals make fre- ond (no Kneeling step needed). Small animals (anything smaller than a
quent use of the Feint and Wait maneu- medium-sized dog) will also get up in 1 turn. Herbivores such as deer,
vers; some will Feint to draw the victim’s
attention, while others will Wait to take horses, camels, and antelopes take 3 seconds. Larger herbivores such as
advantage of any opening. giraffes and elephants take 6 seconds.
Turning
from danger. The females and young run
first, while the males hang back, blocking
the threat from the rest of the herd. The
A four-legged herbivore (or any flying animal) that is moving 10 hexes males will occasionally whirl and lash out
per turn or faster must always move at least 1 hex in a straight line after at the predators with horns or hooves.
every 1-hexside change of direction. A four-legged herbivore moving 20 or The males will give up their lives for the
herd, but they are usually successful in dri-
more hexes must always move at least 2 hexes in a straight line after each ving off foes. The most common herd ani-
1-hexside change of direction – and so on. mal to fall to a carnivore is a weak or
An especially massive herbivore (elephant, rhinoceros, or apatosaurus, sickly one that cannot keep up with the
for example) must move 1 hex in a straight line after every 1-hexside change bulk of the herd.
of direction for each 5 hexes per turn of its speed. Thus, a rhinoceros charg- Continued on page 79 . . .
ing at a Move of 14 must move at least 2 hexes in a straight line after every
1-hexside change of direction.
HIT
LOCATION
FOR
ANIMALS
In general, use the same
rules for hit location and injury
effects as for humans, with the
few exceptions stated below.
PARTS OF THE
BODY
While it would be impossible to generate a hit-loca-
tion table for every type of animal that might be encountered,
some general guidelines can be offered.
For animals that stand on two legs, use the Parts of the Body
table in the GURPS Basic Set (p. 203) with modifiers for the
creature’s size (such as an additional -1 for a dog-sized creature
or +3 for a Tyrannosaurus rex). Make whatever modifications
seem necessary for the specific situation.
For instance, treat the tail of a kangaroo, or any
other two-legged creature that uses its tail for balance,
as a third leg. On a roll of 9-11, the legs or tail are hit;
roll a die to determine which (1-2, left leg; 3-4, right leg;
5-6, tail). If the tail is crippled, the animal will have diffi-
culty keeping its balance – DX and Move are reduced by
1/3, and a kangaroo will no longer be able to lean back on its
tail to kick with all four feet.
For quadrupeds, use the table below. If an animal does not
seem to fit either the table for humans or the table for quadrupeds,
the GM should be able to work out appropriate hit penalties using
some combination of these tables.
When using the random locations for quadrupeds, subtract 2
from the roll if attacking from the front; add 2 if attacking from the
back. The hit penalties on this table already take size modifiers into
account.
WOUNDED AND
CORNERED
ANIMALS
A wounded animal can be even more
dangerous than an uninjured one – desper-
ation can cause it to fight even more
fiercely. Make a reaction roll any time an
animal is wounded, with a penalty equal to 17 – As
the amount of damage done by the blow.
The animal will flee on any reaction of #4, but also takes
Poor or better. 1d-3 crushing damage.
A Very Bad or Disastrous reaction will 18 – The animal fails so miserably in its attack that it loses its nerve.
cause the animal to All-Out Attack as if
Berserk (p. B31). However, the animal
Any animal with an IQ of 3 or more will turn and flee on its next turn, if
does not get any of the accompanying escape is possible. If backed into a corner, it will assume a surrender position
advantages of being berserk; it can still be (throat bared, belly exposed, etc.). For animals of IQ 2 or less, treat as #17.
stunned, and still falls unconscious when For animals that cannot fall down (snakes, etc.): Treat all results of
its hit points fall below zero. There are
exceptions to this rule; some carnivores get falling down as taking 1d-3 damage instead.
very angry at even the smallest scratch, For fliers: Treat results 7, 8, 12, and 13 not as falling down, but as being
while others run away if hit with a small put into an adverse flying position with the same effective results.
stone. The GM has the final say on any
wounded animal’s reaction. For swimmers: Treat all results of falling down as being put into an awk-
ward position, with the same effective results. Any results of damage due to
Continued on next page . . . falling should be read as stun instead.
FISHING
A successful Fishing, lakes. In general, it is easier to find fish in shallow streams –
Naturalist, or Survival skill roll will tell the fisherman where there are fewer hiding places. Fish gather in concealed and
fish are likely to be found – which streams, rivers, ponds, or shady spots, in pools and deep calm water.
TRAPPING
Trapping animals is another way to gain food. Most traps next checked. The least opportune time depends on the situa-
can be set in only 15 minutes by a skilled trapper. The traps tion – it might be many hours later if the PCs are in a hurry,
should be checked at least hourly, as predators and scav- or it might be just after they check a trap, giving a carnivore
engers will empty them if given the opportunity. A successful more time to raid it.
Naturalist (or appropriate Survival) skill roll will pick up the Any animal has a chance to notice a trap – roll a Contest
signs of an animal’s presence – tracks, runways, trails, dens, of Skills between the trapper’s skill and the animal’s IQ, with
and feeding marks – that tell a trapper where best to set his the following modifiers: none if the animal is running; +3 if
traps. If this initial roll is failed, the trapper will be at a the animal is reasonably alert (the normal condition); +5 if
penalty to his Traps skill for catching animals. Assess a the animal has cause to be suspicious. A cagey beast, such as
penalty equal to the amount by a wolverine or an old, man-eating tiger, will
which the initial roll was always be suspicious.
missed.
TYPES OF TRAPS
Box Traps
Box traps are of many types – cages, boxes,
sacks, even natural caves. The basic idea is that the
animal is lured into an enclosure, after which the
opening is shut behind it, blocking it in.
A primitive cage can be built out of saplings
and vines with one end left open (4 hours to build a
cage large enough to hold a lion, or 2 hours with
appropriate Survival skill or Carpentry; these times
assume the builder has access to tools). Bait is
attached to a trigger set at the back of the cage. The
trigger can be a bent sapling (or a rope) barely
secured by a cross-stick which releases a solid or
barred door.
Another type of box trap is the box propped up
on a “figure-four” trigger; the box simply falls down
over whatever set off the trap. This type of trap is
limited to animals no bigger than large dogs – the
Each time a trap is set, the GM should roll in secret to weight of the box makes it impractical for creatures any larger.
determine whether anything is caught. Roll against Traps A natural cave could be used as a box trap by blocking
(Traps-5 if the trapper is city-bred) or the appropriate Survival the entrance after the animal enters; removal of dangerous
skill of the trapper, and note how successful the roll is. The animals can be tricky, though! Sacks can be used for smaller
trapper must have the Traps skill at a TL appropriate to the animals – this becomes a safe type of snare trap.
Deadfalls
trap, or take the appropriate modifier. A failed roll means that
nothing is caught – but don’t tell the player that; let him check
the trap to find out for himself. Critical failure means that the A deadfall consists of a large tree trunk or other heavy
trap goes off while being set, possibly injuring the trapper. weight set up to fall on any animal that passes under it. The
If the trapping roll is successful, the degree of success trap may be set in front of a den or across a game trail
will influence both the type of animal caught and the timing. (sprung with a long string or rope; no bait is necessary). The
The better the roll, the “tastier” or more valuable the animal, deadfall may also be baited with a figure-four trigger setting
and the more opportune the timing. The most opportune time off the trap. If properly constructed, a deadfall is very
for an animal to be trapped would be just before the trap is humane, killing the animal almost instantaneously. Deadfalls
do crushing damage based on their weight (see p. B131).
Stick Nooses
A stick noose is useful for removing an ani-
mal from a trap, or for snaring an animal as it
comes out of its burrow. It consists of a long stick
or pole with a noose attached to the end. A
Contest of DX is required to slip the noose over
the animal’s head; the GM must decide if failure
by the character results in the animal getting close
enough to attack.
Once the noose is around its neck, even a
strong animal can be easily controlled – lunging
either toward or away from the stick-user will
only result in strangulation. No ST roll is needed
to control an animal unless it has more than twice
the character’s ST. In that case, have the player
make a roll against ST to hold onto the stick dur-
ing any breakaway attempt. Failure means that the
animal wrests the stick away. It will be at 3 DX as
long as the stick-noose is attached, and there is a
50% chance that the animal will eventually stran-
gle if it escapes into the brush. Otherwise, the ani-
mal will eventually work the noose off. Critical
failure means that the stick-noose falls apart.
FORKED STICKS
These are not really traps per se, but they are
useful for catching snakes or small game animals.
Pits are not always suitable for capturing animals alive – The stick can be used to pin a snake to the ground by catch-
the fall can cripple or otherwise injure many animals. As a ing it just behind the head. A sharp forked stick can also be
rule of thumb, animals smaller than medium-sized dogs will used to remove a squirrel or other small animal from a hol-
be unharmed by a fall into a pit just deep enough to hold low tree. Impale the animal (damage: thrust-3; minimum: 1
them. The only larger animals that can be captured unharmed point), pinning it against the side of the hollow, and twist the
in pits are carnivores that spring on prey, or animals with stick. The fur and loose skin will be twisted around the stick,
sturdy frames (such as elephants). and the animal can be pulled out. This method is not very
suitable for live capture.
LIVE CAPTURE
Animals may be captured alive for a variety of arena owners, government xenobiology agencies, breeders,
reasons. People who pay well for live animals include zoos, and eccentric millionaires.
circuses, animal trainers, universities, emperors and other
METHODS OF
CAPTURE
The animal must first be located. This can
be handled by a simple IQ roll or, if more detail
is desired, through a series of Tracking rolls.
Naturalist skill will tell where a given animal is likely to be A failed roll will kill the animal, not put it down at all, or
found, and will detect signs of its presence in an area. put it down for less or more time than desired (see below).
Capture methods range from modern and futuristic sleep Depending on species, a darted animal will flee or charge as
gas, tranquilizer and stun guns, hypo-darts, steel cages, and soon as the dart hits, and keep on until the drug takes effect –
cattle prods to primitive pits, snares, lassos, trip-ropes, nets, if it notices the dart at all.
and box traps. The players may well come up with additional
ideas – the GM should reward creativity while holding plau- Tranquilizer Guns
sibility in mind.
Bows, blowguns, crossbows, and air rifles have been
Tranquilizers used for tranquilizing, but the most success has been with
big-bore (.450 caliber or more) single-shots such as the
Tranquilizing an animal takes two rolls – one to hit the Martini-Henry. These guns are loaded with a light powder
animal and one to see if the tranquilizer worked. charge so as not to damage either the dart or the animal.
Tranquilizers are a 20th-century development. However, Tranquilizer darts cost 10 times as much as ordinary car-
any of the poisons used by primitive man for hunting would tridges. Anyone with both Veterinary or Animal Handling
cause unconsciousness before death; the hunters tracked the and Armoury at the right TL can make his own. Don’t bother
animal and killed it with hand-weapons as soon as it went with a success roll; the chance of failing at loading such a
down. Treat such primitive poisons by using the poison round is one in many thousand.
(p. B132) or venom (p. CII147) rules.
GAME ANIMALS
The following lists give some idea of what sort of It should be noted, however, that this is all a matter of
game can be bagged in various habitats. Should players for- taste. There are African tribes that relish grubs, dog is a deli-
get this information, an appropriate Survival roll will let the cacy in many countries, the French eat snails, and some veg-
character remember what is available and how to try to catch etarians think the whole list is inedible. There are survival
it. Hunting, Trapping, or Survival skill may be used to try to manuals that claim skunk meat is better than venison and
snare an animal. snake tastier than chicken. Any of these animals will keep
For small animals, assume enough are caught for one you alive in an emergency, regardless of how you feel about
meal. All animals listed are nutritious, in the sense that they the taste.
will keep a human being alive. The GM should determine In any of the species listed, old males will be tougher
how much the Hunting, Trapping, or Survival roll is made by and less palatable than younger or female animals. This is
and consult the chart for the correct biome. The animals are especially true in rutting season for animals like moose, when
listed in roughly increasing palatability order, so an the excess hormones coursing through the system leave a
extremely good IQ roll deserves something near the end of foul taste. The nutritional value is still good, however. It is
the list. In some cases, the low rating is because the creature advisable to cut out the scent glands in animals like beaver,
is difficult to prepare (small birds, for instance, have many skunks, and muskrats before cooking them!
small bones). In other cases, the higher listing refers to an Note that animals listed in a given biome might be found
animal more difficult to catch, such as guinea fowl. Fish are in a specific area. For example, many of the plains animals
not listed. are African or North American only, and would not be found
on the steppes of the Ukraine.
CREATING ANIMALS 91
“Hit points” are based on body size and stamina; usually, the bigger the
KNOWLEDGE animal, the tougher it is to kill. Hit points also affects the amount recovered
from wounds (see p. 76). When creating a new creature, the GM may want to
take into account the amount of damage done by the PCs. If they are doing
(CONTINUED)
There are many ways to give hints and
clues: rangers, bartenders, farmers, rumors, 3d per shot, he might want to beef up the animal’s hit points to make for a
gossip, dusty library tomes, old wives’
tales, bards’ lore, even children’s nurs-
more challenging fight.
ery rhymes can give a clue that could
save a thinking PC’s life – or lose it if
the rumor is false (“What do you mean
silver doesn’t work against vampires –
didn’t that old priest say it did?”).
A whole party can be destroyed by
one gumberoo if they do not know its
weakness. They can be killed just as
easily by an animal you create. Before
you condemn your PCs to a gory
death, think of some way to impart at
least a hint of how to survive, like an
old torn manuscript or an old worn
traveler – trite, but fun.
SPECIAL
ABILITIES
Extra limbs: Extra legs can
increase speed and/or stability (no
penalties on uneven terrain, bonuses to
ST in slams). Extra arms (or forelegs)
can increase combat abilities –
perhaps allowing two attacks per turn
while still being able to defend nor-
mally. Extra limbs can also include
prehensile trunks and tails.
Tentacles: Tentacles are extremely
muscular limbs. They can actually
support some weight on land (aquari-
ums have reported octopuses escaping PD and DR: These are as important to animals as they are to humans.
from their tanks across the floor!) and are The PD of an animal is usually based on the deflecting quality of its hide
excellent grapplers. Assign each tentacle a
ST value for grappling purposes. They do or coat. The fur of a shorthaired mammal will not deflect a blow at all, while
not usually do damage, instead being used the longer fur of an Arctic creature might: PD 1 or 2. An extra forelimb
to drag the victim to the creature’s mouth. might add 1 or 2 PD by being used as an extra level of defense, and beating
The mouth will generally have a tearing
ability (beak or teeth), though a digesting wings might make it hard to land a blow straight on. The hard armor of a tur-
acid or venom are other possibilities. tle or giant insect is worth PD 2 to 5, depending on the angles, curvature,
Pincers: Pincers are graspers which slope, and so forth. Quills can offer PD 1 to 3.
sometimes do damage, usually crushing.
Assign each pincer a value of ST for both
DR will range from the 0 of most dogs, to 1 or 2 for thick-skinned mam-
damage and grappling purposes. A mals, to 3 or 4 for thick-skinned reptiles, on up to 5 for turtles and other
scissors-type limb could evolve as a heavily armored creatures. A DR of 6 is probably the upper limit for natural
weapon – don’t use it for grasping, though. creatures.
Venom: Most animals that deliver
venom do not have a powerful attack in
brute-force terms. A snake’s fangs do not Move and Dodge: Most animals’ Dodge is equal to half of Move or half
do any significant amount of damage – just of DX – whichever is larger – 10 being the maximum. Occasionally a GM
enough to pierce the skin. Most poisons
work either by digesting cellular walls or may wish to make a creature a specialist at defense: its Dodge equal (or
by disrupting neurological processes – but nearly so) to its Move. This should only be true for defense specialists; a
other types are certainly possible! You ferocious attacker is usually not a great defender, tending toward all-out
may use any of the existing poisons
(p. CII147) or create your own. Be sure
attack methods.
that the characters have a way to save Move will determine the combat order in which an animal strikes, and
themselves, or at least allow them a roll whether it can overtake (or escape) the party of adventurers. The average
against HT to minimize damage. unencumbered human runs 5 yards per second and swims 1 yard per second.
This should be used as a basis for comparison when setting an animal’s Move
Continued on next page . . .
92 CREATING ANIMALS
score, or a creature that is similar in speed can be used as a template. Most
cats will be faster than canines, though canines are better long-distance run-
SPECIAL ABILITIES
ners; herbivores whose primary means of defense is flight will be faster yet. (CONTINUED)
Camouflage: Many creatures have nat-
Reach: Many animals attack only in close combat. This has the advan- ural camouflage, allowing them to hide
from predators or lie in wait for prey. Such
tage of putting them in close where the prey is at a disadvantage. Some crea- animals can be difficult to spot even when
tures are large enough to kick or strike at 1-hex reach. Ranged attacks are within a few feet of them (IQ roll at a hefty
very rare, usually limited to fantastic creatures; these animals can be penalty).
Electrical organs: Some fish and eels
extremely deadly unless some offsetting weakness is provided. have developed the ability to generate
electricity – used for direction-finding,
offense, or defense – and can release a
powerful jolt which can stun or kill. Salt-
SENSING ABILITIES
Most animals are better at sensing their environment than humans are.
water creatures usually generate a lower
voltage than fresh-water creatures – salt-
water is a better conductor, so they do not
This is handled by the use of a generic sensing ability of 14 – the animal need as much voltage. A land animal
makes all Vision, Hearing, and similar rolls at a base level of 14 (rather than might conceivably evolve such organs as
against IQ, as humans do). In creating an animal, the GM may wish to note well, shocking any predator that touches it.
Flight: In general, flying animals have a
appropriate senses and their specific levels. For instance, bloodhounds have distinct advantage in both speed and height.
weak eyes (Vision rolls of 9 or less) but keen noses (Smell 18). The exception to this is if there is a low
Some of the ways animals sense the world around them are through ceiling or no space for wingspread – and
often fliers are very clumsy on the ground.
light, sound, vibration, chemicals, pressure, radiation, magnetism, gravity, Advantages and Skills: Animals may
electricity, and temperature. Some fantastic and science fictional creatures be given certain advantages and skills.
have other sensing abilities – including magic and psionics. Acute Senses, Peripheral Vision, and
Stealth are good examples. See p. 105 for
Radiation is the same basic energy as light, only in different wavelengths other possibilities.
– some snakes, for example, can sense infrared rays.
Other radiation senses might detect ultraviolet rays, X-
rays, or gamma rays. This can especially make a differ-
ence in science fiction campaigns.
Pressure in humans is largely limited to touch,
though our hair can also detect changes in air currents.
Some animals have a much more highly developed
sense of pressure: fish can sense movement in the
water around them, and insects can feel the air pushed
by someone’s hand as it descends to swat them. A
predator which uses pressure to track prey (such as do
certain eyeless cave animals) would cancel any PD
bonus that a person receives for being invisible – as
would a creature using ultrasound, such as a bat.
Vibration is the same stimulus as sound, interpreted by organs other than
the ear. Snakes are deaf yet can detect motion through ground vibrations.
SPECIAL DEFENSES
Chemical sensation is usually called smell and taste. Animals with acute Horns: Many animals (usually male)
have horns with which to drive off preda-
smell are not at as much of a loss in the dark as are those limited by vision. A tors or rivals. Such creatures usually have
dog leaving a well-lit house at night trots right out; no need to wait for its strong skulls (DR 2), making them difficult
eyes to adjust since its nose is what guides it anyway. A cat will crouch by to stun through head blows.
Armor: Many creatures have thick
the door just outside for a few moments – it needs to allow its highly devel- hides or shells that serve as natural armor.
oped night vision to adjust to the light differential before venturing out. Some (such as turtles) can completely
Certain birds have magnetic field detectors in their ears, possibly for withdraw inside the armor, leaving no
exposed weaknesses.
migratory purposes. This is harder to visualize as being useful in gaming Quills: Some creatures (the porcupine
terms, but there are possibilities in science fiction. Magnetic and gravita- being the prime example) are covered in
tional detectors would be very useful to deep-space (vacuum) creatures! quills that are easily detached when
Gravitational detectors more highly developed than the human inner ear touched. Such animals often show little
concern for danger; most predators quickly
might result in better balance (squirrels on a telephone wire), better climbing learn to leave them alone. Poisonous
ability, better cornering abilities (perhaps two hexside facing changes at no spines also fall in this category.
cost), quicker recovery from falls (always lands on its feet – 1/2 damage
from falling), and so forth. Continued on next page . . .
CREATING ANIMALS 93
Creatures which can sense electric fields (mostly fish on this planet)
would seem to have an enormous advantage in hunting highly developed
creatures – all Terran neurological activity is electrochemical in nature.
SPECIAL DEFENSES
Again, science fiction possibilities abound.
(CONTINUED)
Sprays: A vile-smelling spray will drive
off most predators, perhaps temporarily Finally, animals that use temperature to hunt their prey (snakes again
blinding them as well. Predators rapidly immediately come to mind as an example) are not hampered by poor lighting
learn to give these creatures a wide berth.
Mimicry: Many harmless creatures or other seemingly adverse conditions.
(insects especially) mimic more dangerous
creatures. Predators that have learned to
avoid the dangerous creatures will often
avoid the harmless look-alike as well.
Insects often mimic the surrounding
BEHAVIOR
foliage (leaves and flowers) while fish
sometimes mimic rocky outcroppings,
Aggressiveness
making them quite difficult to detect (IQ Aggressiveness determines how likely the animal is to attack and with
roll at a penalty, just like camouflage). what ferocity. Most animals will attack humans only if desperate or pro-
Larger creatures might develop these abili-
ties as well (especially in a speculative
voked. A few species are known man-eaters, however – crocodiles and
campaign). certain cats, for instance. Most herbivores will flee. Give aggressive animals
Inedibility: Many small animals have a penalty – say, -3 or so – when rolling to determine reaction. Timid animals
developed a vile taste or skin that exudes a will get a similar bonus.
poison which takes effect when ingested.
Small mammals are an example of the
first; certain frogs are an example of the Tactics
second. Predators learn that these creatures Most creatures use distinctive offensive and defensive tactics. These tac-
do not make good eating, and leave them
alone or suffer the consequences.
tics are generally instinctive, a fundamental part of the creature’s nature.
Examples of offensive tactics include pack tactics (wolves and other
canines); attack from ambush (crocodiles and many cats); attack by chasing
prey into an ambush (lions use such teamwork); spreading out over an area
and calling to each other when prey is sighted (some canines); and going for
the throat (cats).
DEMONIC
Defensive tactics include such things as flight (most herbivores); posting
ANIMALS
Demonic animals can easily be created
as steeds or companions for demons and sentries (baboons and herd animals); forming the herd into a circle with the
their allies. All the GM has to do is take a large males facing outward (musk oxen); climbing trees to escape predators
normal animal and add a few demonic ele- (monkeys, squirrels); bluffing with defensive displays (the monitor lizard’s
ments – glowing eyes, unnatural voice, etc.
The shadow wolf (p. FB65) is a good hissing and puffing itself up); and use of defensive weaponry – sprays, quills,
example of a normal animal with demonic horns, and armor (skunks, porcupines, antelope, and turtles).
Group Size
elements. Demonic horses, hounds, cats,
birds, and reptiles are all found in the leg-
ends of many cultures. Usually these ani-
mals have increased Move, PD, DR, IQ, Most species will be found traveling in certain numbers – solitary cats,
and damage and magic abilities. Often they canines in packs, herds of herbivores, and so on. Other possibilities include a
will have full or partial immunity to non- swarm of rat-size creatures, a horde of wasp-size creatures, or mated pairs.
magical weapons.
The number of creatures encountered is usually a trait of the species.
94 CREATING ANIMALS
Abundance
Another item the GM should consider is how abundant the animal is –
GIANT AND
how common it is within the habitat. This will determine how frequently it
MINIATURE
will be encountered.
ANIMALS
The food chain follows a pyramid, with the number at each step being
smaller than the number in the step below it. Thus, herbivores will be more
(CONTINUED)
Realistic giant and miniature animals
common than predators, and small predators will be more common than should use these guidelines:
large ones. The largest predators will be the rarest animals of all.
Scale Size Weight
CHANGING ANIMAL SCALE
1/10×
1/5×
×1/100 ×1/1,000
1/2×
×1/25 ×1/125
1-1/2×
×1/4 ×1/8
2×
×2-1/4 ×3-3/8
5×
×4 ×8
10×
×25 ×125
×100 ×1,000
CREATING ANIMALS 95
CHAPTER FIVE
Often, animals are portrayed in campaigns as being either mortal dangers
or food. Unfortunately, this excludes a whole group of animals that can add
ANIMAL MAGES
Animal mages are possible, even if they
an extra dimension to the campaign. For what is the adventurer without his do not buy off Mute. They have ways to
trusty steed, or the mage without his familiar? There are many possibilities manipulate mana other than invocations
and hand movements. However, it is rec-
for treating animals as characters – as unique and interesting encounters, as ommended that the GM assess Unusual
opponents, or even as player characters for those wanting a new roleplaying Background charges against magic-using
challenge. characters of very high-strength races.
There are two main reasons for creating an animal character: to flesh out This is simply necessary for balance, as
very strong characters have more fatigue
an important animal companion or to make a sentient beast for use as a PC or than average, and consequently can cast
NPC. The GM can create racial templates from the animal stats given in this many more spells than a normal human
book by applying the rules in this chapter. It is important to remember that mage could before tiring. For races with a
base ST of 15 or more, an Unusual
these are not anthropomorphic animals (“furries”) – they are more or less Background of 10 points is suggested, and
ordinary animals, perhaps with enhanced intelligence or genetically engi- another 10 points for each additional 5
neered modifications. points of base ST.
BEING AN ANIMAL
Animals in GURPS are those species with
either a racial IQ of 7 or less, or with the
Presentient disadvantage (most animal species
will have both). Because they are animals, these
characters are treated a bit differently than other
races.
ANIMAL CHARACTERS 97
Different Reaction Modifiers. Animal Empathy and Beast-Kin affect
reaction rolls from animals, but other reaction modifiers have no effect on
RIPPER
8’, 1,600 lbs. A furry, clawed predator,
(388 points)
1 hex when standing, 2 hexes on all fours. animals: Appearance, Charisma, Clerical Investment, Rank, Rapier Wit,
ST 34 [177]; DX 15 [60]; IQ 6 [-30]; HT 16/28 [80] Reputation, Status, Fanaticism, Megalomania, or Odious Personal Habits.
Speed 7.75; Move 10. Psionics. Whether human psionics work on animals and vice versa
Dodge 8; Parry 11 (Brawling). should be determined by the GM. This decision also affects the Empathy
Advantages: Alertness +6 [30]; Chame- advantage.
leon 3 (Only in tall grass, -30%) [15]; Claws
(Sharp) [25]; Combat Reflexes [15]; Dam-
Spirits. Similarly, Channeling, Medium, and Spirit Empathy may or may
age Resistance 1 [3]; Enhanced Move 1/2 not be useful on animal spirits – if the GM allows animal spirits at all.
[5]; Extra Hit Points +12 [60]; Fur (Thick;
PD 1, DR 1) [29]; Long Arms (+1 reach,
both arms) [20]; Passive Defense +1 [25];
Teeth (Sharp) [5]; Were-form (Human) [39].
Disadvantages: Berserk [-15]; Bloodlust
QUICK-AND-DIRTY
[-10]; Color Blindness [-10]; Dead Broke
[-25]; Increased Life Support 2 [-20]; Innu- SHAPESHIFTING
merate [-1]; Mute [-25]; Odious Personal
Habit (Eats people) [-15]; Poor Grip [-5]; Some people can physically transform into an animal form. This is the
Presentient [-20]; Semi-Upright [-5]; Short subject of GURPS Shapeshifters. Those without that book can use the fol-
Lifespan 5 [-50]. lowing “rule of thumb.”
Skills: Area Knowledge (Home range)-12
[12]; Brawling-15 [1]; Stealth-15 [2]; Treat an alternate form as an advantage, with the point cost calculated as
Survival (Plains)-12 [14]; Tracking-12* [2]. follows:
* Includes +6 for Alertness. 1. Create the beast form as you would any character. (GURPS
Compendium I lists many traits suitable for beasts.)
2. Total everything with a positive cost to produce a “positive point
HUMAN FORM
5’9”, 150 lbs. A beautiful woman. total” (PPT). Total all negative values to get “negative point total” (NPT).
(PPT +156, NPT -309)
Attributes: Change ST to 12 [-157]; IQ For changes in attribute levels and existing traits, use the difference in the
to 10 [+30]. costs between the forms (e.g., a ST 11 human who has ST 15 in beast form
Advantages: Add Penetrating Call
(Scream) [+5]; Very Beautiful Appearance adds 50 points to PPT; a Wealthy human who turns into a Dead Broke beast
[+25]. Remove Alertness [-30]; Chame- adds -45 points to NPT).
leon [-15]; Claws [-25]; DR [-3]; Fur [-29]; 3. Apply NPT as a percentage limitation on PPT (e.g., NPT -40 becomes
Long Arms [-20]; PD [-25]; Teeth [-5].
Disadvantages: Remove Increased Life a -40% limitation on PPT). The limitation cannot exceed -75%, regardless of
Support 2 [+20]; Mute [+25]; Odious Per- NPT (e.g., NPT -100 would give only a -75% limitation). Moreover, the
sonal Habit [+15]; Poor Grip [+5]; Presen- point savings due to the limitation cannot exceed 80% of NPT (e.g., NPT -50
tient [+20]; Semi-Upright [+5].
Skills: Add Acting-12 [+6]. Change
and PPT 100 would result in a -50% limitation, normally worth -50 points,
Area Knowledge (Home range) to 16; but since this would exceed 80% of -50 points, or -40 points, it is reduced to
Survival (Plains) to 16; Tracking to 10. -40 points).
Ripper is a ravener – a lone predator
resembling a gorilla-grizzly-wolverine
cross (see the front cover; stats appear on
p. FB57). She prowls a ruined city for
game – including human treasure hunters.
ANIMAL COMPANIONS
Animals can also be NPCs. Those that travel with the player characters
They are tasty, but their hard shells hurt her
teeth and their pointy sticks hurt her body. are called animal companions. Other animal NPCs can be used as small
One moonless night, as Ripper encounters or important adversaries.
ambushed a pack of humans, one began to
yelp rhythmically and wave her forelegs,
which glowed and sparkled. Ripper gob- PETS AND TRAINED ANIMALS
bled her in mid-sparkle . . .
. . . and suddenly it was near dawn and Many players will want their characters to have trained animals as pets
Ripper had a terrible headache – and or companions. This allows for some interesting gaming possibilities, and
where were her claws, fangs, and fur? can be a lot of fun; again, remember that these animals are controlled by the
Confused, she staggered away – right into
another pack of humans. As Ripper pre- GM. Most animals will require a certain amount of care and attention; see
pared to die, she was again surprised when below for specific notes about different types of companions.
the humans tried to mate with her! How Any time a player wants his animal companion to do something beyond
humiliating! Just then, the sun rose – and
with it came Ripper’s familiar self. As she its routine, an Animal Handling skill roll is called for, at default if need be.
changed, the men screamed satisfyingly. Fetching the morning paper is routine and would not require a roll, but
Her hunger was sated early that day. retrieving an item dropped down a mine shaft would definitely require a roll.
Eventually, Ripper learned to control her
were-human form and initiate the change.
Add the Obedience modifier (if any) to the PC’s Animal Handling skill when
Hunting humans is easier now . . . working with a trained animal.
98 ANIMAL CHARACTERS
Dogs
Dogs require attention more than actual care; any dog that doesn’t get its
GURPS ILLUMINATI UNIVERSITY
daily quota of affection will become less effective. This may mean having DR. ALVIN O’VERRA
the dog disobey commands, losing a reaction roll bonus, or actually losing it
to someone who offers it more love than its current owner.
(500 points)
Age 48 (relative); 13’7” long; 925 lbs.
Most dogs that are likely to go on an adventure can hunt for themselves, An albino alligator with a menacing smile.
though they may get into trouble doing so. Trouble could mean that it has ST 16 [-15]; DX 12 [0]; IQ 16 [250]; HT 14/22 [20]
come across a large carnivore, skunk, porcupine, or swarm of angry wasps. Speed 6.5; Move 4.
In such a case, the owner may have to rescue his pet. Dodge 6.
The GM and players should use their own experience as a guideline of Racial Package: Alligator [87]; buy off
what a dog is capable of doing. The dog’s obedience and training levels Acute Taste and Smell, Alertness, Bestial,
should also be taken into account. Large dogs (Labradors, Huskies, Color Blindness, Hidebound, Innumerate,
Wolfhounds, St. Bernards, or German Shepherds, for example) can carry Mute, Obdurate, Poverty, and Presentient
[74].
packs resembling saddlebags. See p. B145 to determine how much a dog can Advantages: Academic Status 4 [20];
drag or pull. Attractive Appearance [5]; Status 2 [0];
Tenure [5]; The Treatment 1 [125];
Unfazeable [15]; Very Wealthy [30].
Disadvantages: Albinism [-10];
Compulsive Behavior (Singing) [-5]; Duty
(To IOU, 15 or less) [-15]; Enemy
(Department of Genetic Engineering, 12 or
less) [-60]; Greed [-15]; Intolerance
(Undergrads) [-5]; Reputation -3 (Tough
professor, from students) [-7]; Secret
(Siphoning funds from departmental bud-
gets) [-20]; Sleepwalking [-5].
Quirks: Nosy; Incompetence (Singing);
Hates nicknames; Searching for the fos-
silized remains of his mother [-4].
Skills: Accounting-15 [2]; Acting-15
[1]; Administration-16 [2]; Anthropology-
15 [2]; Archaeology-15 [2]; Area
Knowledge (IOU)-15 [1/2]; Detect Lies-13
[1/2]; Fast-Talk-16 [2]; Geology-15 [2];
History-15 [2]; Intimidation-16 [2];
Orienteering-14 [1/2]; Paleontology
(Paleozoology)-15/21 [4]; Politics-16 [2];
Research-15 [1]; Survival (Desert)-14
[1/2]; Survival (IOU)-16 [2]; Teaching-14
[1/2].
Languages: English-15 [1]; Lysarrj-14
[1/2].
ANIMAL CHARACTERS 99
Cats
Cats usually do not travel well, though there are exceptions. Cats have
GURPS CYBERPUNK
learned to like ships and wagons, and some have even enjoyed travel by
ISAAC (150 points)
Age 12; 7 lbs. A lean black cat with a horseback. They will not walk far during the day, so mages with cat familiars
metallic voice.
had better think about transport.
ST 4 [0]; DX 14 [0]; IQ 11* [72]; HT 13/3 [0] Cats have an IQ of 5 but can only be trained as an IQ 3 animal. They are
Speed 7.0; Move 7. capable of actions that are more intelligent; they just will not do them on
Dodge 8.
command. Cats are quite independent, generally doing as they please.
Racial Package: Cat [-104]; buy off They require little care – not even feeding if allowed to roam – but are
Dull and Staid [2]; replace Mute with not above pestering their owners for food. Sometimes they will even let
Disturbing Voice [15], and Presentient
with Clueless* [9].
someone pet them or scratch their ears – and occasionally will demand such
Advantages: Longevity [5]; Patron service. They are nocturnal, but will change their habits to be with humans
(Smetty, extra equipment, 9 or less) [13]; more. Cats spend a good deal of their time sleeping.
Zeroed [10]. Cats can hunt for themselves, usually at night. They may bring back
Cyberwear and Brainmods: Advantage
Chip (Literacy) [10]; Chip Slots × 3 [15]; dead mice or lizards as presents for their owners, but will usually not supply
Cortex Bomb [-15]; Cyberbrain any useful meat.
Augmentation (Unreliable Cyberwear,
fails on 15 or higher, -10%) [77];
Incapacity Override [10]; Neural
Cyberdeck Interface (Environmental) [30];
Skill Chip (English, 6-point) [3].
Disadvantages: Extremely Hazardous
Duty (spy for Smetty) [-20]; Illiterate [-5].
Quirks: Destroys cat toys whenever
possible; Prefers to eat alone [-2].
Skills: Acting-11 [2]; Area Knowledge
(Cyberspace)-10 [1/2]; Area Knowledge
(St. Louis Sprawl)-12 [2]; Computer
Operation/TL9-12 [2]; Cyberdeck
Operation/TL9-12 [8]; Jumping-15** [1];
Photography/TL9-12; Shadowing-9 [1/2];
Survival (Urban)-13 [6].
Language: English-13 (from skill chip) [0].
* IQ improvement and the reduction of
Presentient to Clueless are a result of the
Cyberbrain Augmentation (p. UTT119)
and have the same -10% limitation.
** Bought up from racial default.
Horses
ST 15 [10]; DX 13 [30]; IQ 11 [10]; HT 13 [0]
Speed 6.5; Move 12.
A good horse can be an excellent companion and helper. Horses have Dodge 6; Parry 6 (Brawling).
good senses (all Sense rolls are 12, but vision is in black and white), and can Racial Package: Deinonychus [133];
reach speeds of over 45 mph. Horses can be docile and extremely loyal, but buy off DX improvement, IQ reduction,
they can also be nasty-tempered; kicks from horses can break legs and bites Alertness, Combat Reflexes, Attentive,
can remove digits and other small fleshy bits. Horses can be eager-to-please Bestial, Color Blindness, Edgy,
Hidebound, Incurious, Innumerate,
or stubborn to the point of death; few horses are as bright as Trigger or Black Presentient, and racial skills [-18]; replace
Beauty. Some will allow themselves to be worked to death while others may Poverty (Dead Broke) with Poverty
drink themselves sick when extremely thirsty. Many horses’ deaths result (Struggling) [15].
Advantages: Danger Sense [15];
from overeating or from eating things such as nails, wood splinters, paint, Electrokinesis Power 15 (Fickle, 8 or less,
etc. uncontrollable, -60%) [30]; Intuition [15];
Strong Will +2 [8]; Unusual Background
(Cloned dinosaur with transplanted human
ANIMAL COMBATANTS brain) [10].
Disadvantages: Code of Honor
The GM runs all animal combatants – trained animals that fight for their (Pirate’s) [-5]; Illiterate [-10]; Manic-
owners. If the animal was specifically trained for combat, it is much more Depressive [-20]; Sense of Duty (To his
likely to fight than one trained for other purposes. Most animals trained for nomad pack) [-5].
combat do not get any bonus to hit; the animal already knows how to fight, it is Skills: Area Knowledge (New Guinea)-
10 [1/2]; Brawling-12 [1/2]; Guns/TL7
merely learning to fight on command. There are exceptions, most notably dogs. (Grenade Launcher)-12 [1/2]; Guns/TL7
Certain police and military trainers teach dogs to attack in specific ways, at (Light Auto)-14 [4]; Stealth-13 [2];
specific body areas. If a character is willing to pay for additional training, a dog Survival (Jungle)-11 [2]; Tracking-9 [1/2].
Psionic Skills: Confuse-10 [2];
can be taught to attack a specific body part (usually the weapon arm). Treat this Dampen-10 [2]; Energy Sense-10 [2];
as the Hit Location maneuver (p. CI168), only restricted to attacks aimed at the Energy Shield-11 [4]; Lightning-10 [2];
particular body part. With two weeks of training, the dog gains 1 level in Hit Photokinesis-11 [4]; Surge-12 [6].
Language: English (Native)-11 [0].
Location; four weeks, 2 levels; eight weeks, 3 levels (the maximum). If the GM
permits other animals to be trained in this method, note that the above times are Among the experiments in the laborato-
for an IQ 5 animal. Triple the additional time needed with an IQ 4 animal, or ries of the Zone Brisbane AI, there was an
halve it with an IQ 6 animal. effort to clone dinosaurs from fragments of
their DNA. The project was not wholly suc-
An animal that has not been trained for combat requires its owner to cessful – the generated dinosaurs were
make an Animal Handling skill roll at -5 at the start of each battle. A failed always lacking what rudimentary brains they
roll means that the animal does not obey commands – running away, freez- should have had, although the rest of the
body was formed well enough. As a final
ing, or attacking indiscriminately. An animal trained for combat still requires effort, Zone Brisbane attempted to transplant
this roll before its first battle. The second battle will be at -4, the third at -3, brains from some of its failed human experi-
and so on, until the sixth and following battles will be at straight Animal ments into the dinosaurs’ bodies and giving
them appropriate vocal apparatus. Only one
Handling skill. These rolls are also subject to the Obedience modifier. such operation was successful . . .
If the handler and animal have a well-rehearsed technique that they Johnny Dino does not remember much
always use, no further rolls are necessary; the animal does what it is com- about his previous life, but he is intensely
manded to do. If the player wants the animal to do something out of its regu- unhappy with his current one. He had been
a subject of some psionic-inducing experi-
lar routine but still familiar (“Roscoe, fetch that spear!”), an Animal mentation before his death, and the brain
Handling roll at no penalty is required. If the player wants the animal to do transplant operation seems to have cat-
something complex (“Simba, chase the wolf over that way!”), a roll at -3 is alyzed those effects. He was able to escape
from the zonemind into the wilds of Zone
required. The GM is free to have the animal misinterpret vague or poorly Manila, where he is now hiding out with a
phrased commands. local nomad tribe.
Pointing, in combat time, counts as an action. Time delay is another Johnny has an Unusual Background
because instead of buying his IQ back up
strong possibility – the animal may require a second or two to figure out from the racial default, he eliminated the
what its handler has in mind. The GM can say, “The dog’s action is to con- racial penalty altogether.
centrate,” whenever he feels that the dog needs time to digest the command.
the animal to fetch a magic item or potent weapon more urgently than he
needs the animal’s teeth protecting him, but the animal might not understand
SPECIALIST MODUPI
this. The GM’s ruling on how an animal acts is final.
(150 points)
Age 23; 3’9”; 92 lbs. A patchy-looking
chimpanzee wearing a small UNISTAR
jumpsuit.
WILD ANIMALS AS COMPANIONS
ST 15 [-10]; DX 13 [-10]; IQ 12 [80]; HT 13 [-10] Certain wild animals can make good companions, though there are
Speed 6.5; Move 6.
Dodge 7. always uncertainties. Leashes are strongly recommended; one never knows if
a wild animal will return if given its freedom for even a short while. Make a
Racial Package: Chimpanzee [44]; buy reaction roll (modified by the Obedience modifier) every time the wild ani-
off Distractible, Dull, and Social Stigma
[97]; replace Bestial with Stress Atavism mal is out of sight of its owner; on a result of Bad or worse, the animal does
(Mild, uncommon) [14]; replace Mute with not come back. This roll will always be necessary – the call of the wild lurks
Disturbing Voice [15]; replace Presentient in the heart of every wild animal, though animals raised from infancy get a
with No Sense of Humor [10]; reduce
Alertness to +2 [-15].
+2 to their roll. An escaped animal can be tracked down; one that has not
Advantages: High Pain Threshold [10]; lived in the wild since infancy will probably leave an easy trail. A successful
Imperturbable [10]; Language Talent +1 Animal Handling roll (at -1 per day the animal is free) is needed to coax the
[2]; Military Rank +0 (Specialist) [0]; animal into returning to its master.
Strong Will +2 [8].
Disadvantages: Duty (UNISTAR, 15 or Most people will react at -4 to anyone traveling with a wild animal,
less) [-15]; Flashbacks (1d minutes) [-10]; unless the animal is caged or otherwise restrained. There is also the question
Intolerance (Extraterrestrials) [-5]; Social of how the animal will react to strangers. Make a reaction roll each time a
Stigma (Second-class citizen) [-5];
Stubbornness [-5]; Ugly Appearance [-10]; stranger is met, with the following modifiers: -2 for a crowd (12 or more
Vow (Take revenge on the Gebberoth) [-10]. people), -2 for open hostility, +2 for calm friendliness on the part of the per-
Quirks: Chauvinistic; Hates bananas; son. If the reaction is Poor or less, the animal will try to attack (or flee from)
Low self-esteem; Refuses to talk about life
before his abduction; Uses ASL grammar
the strangers. The owner must make an Animal Handling roll to restrain it,
in spoken English [-5]. and may have to exert physical force.
Skills: Area Knowledge (Earth)-12 [1]; After three successful reaction checks for lone individuals, the animal is
Battlesuit/TL9-15 [4]; Brawling-14 [1]; considered to have adapted to the presence of people – one at a time, that is.
Computer Operation/TL7-11 [1/2];
Demolition-11 [1]; Driving/TL9 (Mecha)- Three successful reaction checks for crowds are needed to acclimate the ani-
15 [4]; Electronics Operation/TL9 mal to groups of people. No further checks are necessary unless people
(Communications)-13 [4]; Electronics become threatening.
Operation/TL9 (Sensors)-13 [4]; Escape-
14 [4]; Gunner/TL9 (Gauss Gun)-15 [1]; Training carnivores to be attack animals is risky, especially if they are
Guns/TL7 (Light Automatic)-15 [1/2]; trained to attack humans. Bloodlust can be aroused, the animal can forget its
Guns/TL7 (Pistol)-16 [1]; Holdout-13 [4]; docile nature, and wanton killing can result. If such an animal escapes, a dan-
Intelligence Analysis-11 [1]; Intimidation-
13 [3]; Judo-12 [1]; Knife-13 [1/2]; Knife
gerous man-eater may be created. Treat a wild animal that has been trained to
Throwing-14 [1]; Lip Reading-12 [2]; fight as if it were a modified Berserker: after any combat, make a reaction
Motorcycle/TL7-14 [1]; Piloting/TL9 roll (modified by the Obedience modifier). After three successful checks, no
(Mecha)-15 [4]; Savoir-Faire (Military)-11 more are needed unless the owner starts (or continues) to abuse the animal.
[1/2]; Streetwise-13 [4]; Survival (Urban)-
11 [1]. Among the great cats, only cheetahs, cougars, and ocelots train well.
Languages: Del Karva-9 [1/2]; English- Any reference in a medieval source to “hunting leopards” actually refers to
13 [4]; Russian-10 [1/2]; Sign Language cheetahs. Assess any other great cat at least a -1 Obedience modifier.
(ASL)-15 [6].
Equipment: Modified Vandal battlesuit
(p. ME71).
GURPS UNDEAD
EL DELFÍN
DIABÓLICO
(125 points)
Age and size indefinite; a shadowy
image of a dolphin.
Animal Intelligence
Gann is an Irish wolfhound born in a
king’s hall the same night that a strange
visitor claimed the king’s hospitality. The
stranger was a full-blooded Sidhe who If the players are going to create animal characters, the GM will also need
effectively made the hall a wild-mana area to decide how to handle IQ. Most animals have an IQ of 4 or thereabouts, but
that night (see Celtic Myth, pp. 8, 70, 80.) giving a racial template an IQ -6 attribute modifier (-50 points) means that the
Gann therefore has human-level intelli-
gence and the power of speech, though he
player will have to pay 80 points to play that animal with an IQ of 10. The
rarely uses the latter. GM can set the racial norm at 10 to avoid this (or use the optional rule They
Gann’s full intelligence was not recog- Cost What They Cost, p. CI176) and consider requiring an Unusual
nized for some time, and even now, few Background (Intelligent animal) instead. In campaigns where magic spells,
people know quite how smart he is. He
grew up in the company of Anannan, the atomic monsters, alien spaceships, superheroes, or Illuminati University stu-
king’s youngest son, and paid close atten- dents are common, the Unusual Background should be omitted.
tion during the prince’s lessons in warcraft Most animals lack imagination and curiosity when compared to humans.
and honor. His continual attendance at
these times earned him his nickname; a “Presentient” species include animals with high intelligence and complex
visiting druid perceived some of the truth behavior, such as monkeys, some cats and canines, raccoons, dolphins, and
about him, gaining him a Triadic possibly other IQ 5-8 species. They typically have the Presentient disadvan-
Reputation (see Celtic Myth, p. 53). His
only real failing is that, having tried mead
tage (p. CI103), and one or more of Dull (p. CI89), Innumerate (p. CI91) or
out of curiosity, he has developed an Staid (p. CI94). A Dull and Staid animal is not stupid! It just prefers to fol-
unwise taste for it, and it isn’t good for his low instinctive behavior patterns rather than innovating, and lives day-to-day,
nature. ignoring matters that don’t immediately affect it.
Now, Anannan has taken up his spear
and gone forth from his father’s hall to see “Non-sentient” species – most species with IQ 4 or less, and possibly
the world and make his name as a hero, some with higher IQs – also have the Presentient and Innumerate disadvan-
with Gann at his side. tages, but replace Dull and Staid with the more severe disadvantages
Hidebound (p. CI91) and either Incurious (p. CI91) or Obdurate (p. CI92).
The lowest orders might have Cannot Learn (p. CI86).
Alertness to give them a roll of 14 or less to sense things. Thus, a cat (IQ 5)
would need a +9 bonus. For most species, half this bonus should be
NTSAAÍGÍÍ
Alertness; the rest should be levels of Acute Vision, Acute Taste and Smell,
(100 points)
Age 13; 7’3” long; 1,650 lbs. A very
large and impressive adult male grizzly or Acute Hearing. If IQ is bought up significantly, the GM might allow some
bear. of these sensory bonuses to be dropped correspondingly. Animals with
ST 25 [18]; DX 13 [0]; IQ 7 [20]; HT 14/18 [0] whiskers may have the Faz Sense advantage (p. CI55) as well. See p. 72 for
Speed 6.5; Move 6. more on the sensing abilities of different types of animals.
Dodge 6. Species with eyes on the sides of their heads (such as most fish, insects,
Racial Package: Grizzly Bear [60].
amphibians, birds, reptiles, and mammalian herbivores) get Peripheral Vision
Advantages: Luck [15]; Reputation +3 (p. B22) and sometimes No Depth Perception (p. CI82) as well. Many
(Spirit bear, among Navajo, 15 or less) [7]. animals will have Color Blindness (p. B28); although they can distinguish
Disadvantages: Bad Temper [-10]; colors, instinctually they do not notice those distinctions. With training, an
Curious [-5]; Shyness (Mild) [-5].
Quirks: Loves mutton; Sometimes animal character could buy off the Color Blindness disadvantage. Animals
overeats; Soothed by the sound of drums; with hearing or smell that extends well beyond the human range should also
Tries not to disturb the Navajo villages take Ultrahearing (p. CI69) or Discriminatory Smell (p. CI52). Any animals
[-4].
Skills: Area Knowledge (Four Corners that are active at dawn, dusk, or night should have Night Vision (p. B22).
region of the U.S. Southwest)-8 [2]; Certain species will have more unusual advantages, such as Infravision (p.
Brawling-15 [4]; Intimidation-20 [2]. CI58) for snakes and Sonar Vision (p. CI66) for bats.
Ntsaaígíí (That Which Is Large) is
known throughout the Navajo lands of the
Rocky Mountain Southwest as a special
shashtsoh (grizzly bear). The Diné believe
that as long as Ntsaaígíí walks the land, the
outsiders will not divide the people from
their land.
The legends of Ntsaaígíí began one
night three years ago when he sauntered
into a mining camp, scaring away the
prospectors. In the morning, they returned
to find their campsite in shambles. Vowing
revenge, the six men hired a Ute guide to
help track down the bear.
Ntsaaígíí’s luck worked in his favor that
day. The hunters ended up in an unfamiliar
canyon where they encountered a group of
Navajo warriors. The skirmish proved
deadly for the invaders. Intrigued by the Any animal significantly smaller or larger than a human should have
loud noises, Ntsaaígíí arrived at the rim of Decreased Life Support (p. CI52) or Increased Life Support (p. CI102),
the canyon as the Navajo were preparing to respectively, and often Inconvenient Size (p. CI102) as well. Species with a
leave. His appearance was judged a good
omen by the victors, and the legend of Reach of C will have Short Arms (p. CI104). Animals that move on four legs
Ntsaaígíí soon spread. or slither on the ground are Horizontal (p. CI102) or Centauroid (p. CI101),
Life is good for Ntsaaígíí. His home with primates being Semi-Upright (p. CI104). Invertebrate (p. CI102) is used
range is well populated with tasty vegeta-
tion and Navajo-Churro sheep, and the
for squids and worms.
Navajo treat him with respect. However, Species with crude hands (like primates) normally have Poor Grip
the good times are coming to an end as (p. CI101; -5 points), while those with grasping paws or tentacles (e.g., rac-
more and more miners, trappers, and other coons and octopuses) have Bad Grip (-10 points). An elephant’s trunk would
interlopers invade the region.
give it both Bad Grip and One Fine Manipulator (p. CI103). Other species
with walking paws or hooves have No Fine Manipulators (p. CI103), while
those with no limbs (e.g., snakes, most sea creatures) have No Manipulators
(p. CI103). Animals restricted to water (like fish, dolphins, and whales) are
also Aquatic (p. CI101), and aquatic animals without Gills (p. CI56) will
usually have Oxygen Storage (p. CI62).
Many animals have lifespans and sleeping habits that differ drastically
from those of humans. In general, most (but not all!) animal species have one
or more levels of Short Lifespan (p. CI104). Many have either Sleepy (p.
CI104) or Less Sleep (p. CI27). Big herbivores don’t sleep much (2-4 hours
Skills
Sharp Teeth [-5].
Advantages: Unusual Background
(Magic-using character with base ST 20)
The template should include a complete list of all the natural skills for [20].
the animal, even if they are only at default. Skills not listed as natural do not Knacks: Bladeturning [6]; Partial
get the benefits from p. 118 – see that section for more details. Shapeshifting (Bird Wings) with Power 2
[65].
Disadvantages: Extremely Hazardous
Duty (Vault guard) [-20]; Lecherousness
SAMPLE ANIMAL [-15].
Quirks: Playful, even with opponents;
Wishes she could stay out and fly more
often [-2].
TEMPLATES
Below are brief descriptions for several sorts of beasts, including com-
Skills: Area Knowledge (Mountain
vault)-5 [1]; Brawling-15 [2]; Flight
plete statistics according to the Racial Generation rules (p. CI173). (Winged)-13 [1]; Stealth-16* [4].
* Bought up from racial default.
DOLPHIN 7 POINTS
Attributes: Enhanced ST +6 (No Fine Manipulators) [42]; DX +2
[20]; IQ -2 [-15]; HT+2 [20]
Advantages: Acute Hearing +3 [6]; Alertness +3 [15]; Blunt Teeth
[0]; Enhanced Move (Swimming) ×1 [10]; Independently
Focusable Eyes [15]; Less Sleep [3]; Nictating Membrane ×1
[10]; Oxygen Storage [14]; Peripheral Vision [15]; Pressure
Support [10]; Sonar Vision [25]; 3D Spatial Sense [10];
Ultrasonic Speech [25].
Disadvantages: Aquatic [-40]; Bestial [-10]; Chummy [-5]; Dull [-1];
Horizontal [-10]; Increased Life Support [-10]; Mute [-25]; No
Manipulators [-50]; Poverty (Dead Broke) [-25]; Presentient
[-20]; Short Lifespan ×2 [-20]; Social Stigma (Barbarian) [-15];
Staid [-1].
Skills: Acrobatics at DX [4] and Survival (Open Ocean)-IQ+4 [10].
Pitiable p. CI29
This is the typical “puppy-dog eyes” advan-
tage, usually found in domestic animals and wild
herbivores such as deer. 5 points.
Reawakened p. CI43
In campaigns where reincarnation is a fact, a
character might be reincarnated as an animal that
could then have this advantage. 10 points.
Reputation p. B17
Domestic animals may have reputations for
being well-trained, fast, or obedient, or for having
exceptional offspring. Stories may be told of their
loyalty or unusual intelligence. An animal with
advantages or exceptional skills may gain a good
reputation. Such reputations will generally be
known only by a small class of people – inhabi-
tants of its hometown, for instance. Wild animals
are more likely to have negative Reputations, but
there are legendary creatures and species in many
cultures. Variable.
Spirit Empathy p. CI46
Sanctity p. CI29 Many spirit legends include notes about how animals
This advantage is appropriate for “cute” animals. It is can tell when a ghost is nearby or get spooked when
similar to Pitiable, above, but many animals will have both. 5 approached by a werewolf, even in human form. The ability
points. of animals to sense ghosts (p. UN68) is a special effect while
Frightens Animals (p. CI97) is a disadvantage for the fright-
Second Sight p. CI43 ener. Spirit Empathy need not be taken to gain those effects,
Animals are already sensitive to the presence of certain but certain animals might be even more in tune with the spirit
creatures (namely, those with the Frightens Animals disad- world and warrant this advantage. 10 points.
vantage, p. CI97). GMs may extend this sensitivity to magic
Zeroed p. CI32
In ultra-tech societies, wild animals are unlikely
to be listed in the public databanks, making them
effectively Zeroed. Pets and some other domestic
animals will still need licenses or other types of regis-
tration. 10 points.
Training
and should probably be put down.
A critical HT failure in any lameness check will increase
the severity of the lameness by 1 level. Animal characters can be trained to perform tricks just as
any other animals can be (see p. 71). These tricks are not
Restricted Manipulators -15 points actual skills and cost no character points and can be performed
You have an upright posture but walk on your fine with a roll against the appropriate attribute (usually DX) if
manipulators (like a parrot or an eagle). You can use your they are not totally trivial (see Automatic Success, p. B87).
manipulators normally only when sitting, hanging, floating, These tricks, however, give no room for improvisation
flying, etc. Or you can use one manipulator in conjunction on the part of the animal – it can do exactly what it was
with your mouth (or beak). This is an awkward pose that trained to do and nothing more. Some variety might be
completely prohibits hopping, let alone running or flying. gained by having the trainer give signals during the “trick,”
This disadvantage is not available to Horizontal or Semi- but that is about it. An actual skill must be learned for any-
Upright creatures. thing else. Many of the natural skills listed above can also be
trained, if they are not natural to the animal in question.
Others are listed below.
Acquiring Trained Skills
QUIRKS
Just like people, animals may develop likes, dislikes, and
mannerisms. A bad-tempered or disobedient horse may Trained skills for animals have a default level like most
become very gentle and careful when a child is placed in the other skills. An animal can learn a skill with a minimum of
saddle. A parrot, unlike “normal” parrots, may dislike training or experience at this level. The very first time it is
saltines. Some dogs like rawhide bones, others do not. A very presented with a situation in which a skill roll is needed, that
mild phobia may manifest itself as a quirk. Odd habits that do roll is made at a -2 to the default. If successful, the animal
not quite qualify as Odious Personal Habits may also be has grasped the rudiments of the skill and can be trained in it
taken as quirks. normally. On a normal failure, it has not understood what
was required and has not acquired the skill at the default
This skill allows a horse or other mount to be ridden. It Cinematic Animal Languages
knows the basics of the “aids” – the signals the rider uses to In a cinematic campaign, animal speech can be handled
communicate his wishes. Each culture may use its own set of with the standard GURPS language rules. Exactly how many
aids; treat these as familiarities (p. B43). animal languages exist is up to the GM – all reptiles might
The ancient Numidians used a switch as their sole means speak the same tongue, or Turtle and Iguana could be two
of controlling their horses; they struck the horse’s neck to separate language skills. A good rule of thumb for difficulty
turn the horse away from that side, and swatted them on the is to treat animal languages as either Mental/Hard (for lan-
nose to halt them, just as donkeys are guided in North Africa guages of land vertebrates) or Mental/Very Hard (for lan-
today. The native breed was apparently docile. guages of more exotic species), at least for human characters.
HABITAT CHART
This list groups the animals in this book by their habitats and indicates the page each creature can be found on.
128 INDEX
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