Roleplayer #21, August 1990
Enhanced Beasts
Creating Intelligent Animal Races
by Chris McCubbin
GURPS
Fantasy Folk includes
two races of "Enhanced Beasts" -- that is, otherwise-normal animals
with the intelligence of humans. These are the Great Eagles (after the Eagles
of The Hobbit) and Exalted Horses (inspired by,
once again, Tolkien, as well as The Chronicles of Thomas
Covenant, countless mythological examples and old cowboy movies).
Dolphins were also developed as a character race, as an adjunct to the Merfolk
civilization.
There are many more possibilities for enhanced animals -- as unique and
interesting characters, as opponents, NPC encounters, or even as player
characters for those wanting a new roleplaying challenge. They're not limited
to fantasy campaigns; as products of genetic engineering, they can enter
science fiction backgrounds as well.
Enhanced beasts are among the simplest character races to create, particularly
if the GM already has a copy of the GURPS
Bestiary. If not, there are also stats for several animals
on pp. B141-144.
The GM merely needs to set the race's base IQ at 8, 9 or 10, then figure
the point cost for the other attributes, and finally translate the animals'
normal natural abilities into existing advantages and disadvantages. Most
enhanced animals will get the disadvantages Mute, No Fine Manipulators,
Poverty and Social Stigma (humans will be reluctant to treat an animal,
no matter how intelligent, as an equal). Most animal races will be Primitive
as well; the descriptions below assume that the race is three TLs below
the campaign norm. Ignore this for an animal character that will use high-tech
equipment.
Players with animal PCs should be freely allowed to buy off some or all
of the poverty and primitive disadvantages, if the character has the points
to spare. The GM should seriously consider allowing the character to buy
off the Mute disadvantage as well. A talking snake or ferret would be considered
freakish by its own people, but that would merely provide it with an incentive
to go and live among humanity.
Generally, animal mages are possible, even to mute characters. Such races
are considered to have developed alternate ways to manipulate mana, other
than invocations and hand movements. However, it is recommended that the
GM assess Unusual Background charges against magic-using characters of very
high-strength races. This is simply necessary for balance, as very strong
characters have more fatigue than average, and consequently can cast many
more spells than a normal human mage could before tiring. For races with
a base ST of 15 or more, an Unusual Background of about 20 points is suggested.
Characters with a ST of more than 20 should pay at least 50 points to be
mages.
Below are brief descriptions for several sorts of enhanced beast, including
complete stats according to the Fantasy
Folk / Aliens
racial creation system. If the GM introduces any of these
races, he should come up with an interesting name . . . but they are listed
here under the animal name, for simplicity.
Bear . . . . . 90 points
Bears are friendly, level-headed, clever and very tough. An intelligent
Bear would be an inestimable asset to an adventuring party. Deciding whether
a bear's paws are "fine manipulators" or not is a bit of a judgment
call. Here, they are treated as not being as good
as hands, but individual GMs are free to disagree. Of course, if the Bears
don't have the "no fine manipulators" disadvantage they should
be allowed to use their paws to swing a sword, build a fire, repair a wagon
or any other task a human could be expected to perform . . . though this
would also increase the cost of their higher ST to 50 points! The Bear set
forth below is based on the Grizzly.
Bears have ST +2 (20 points), and the Increased ST advantage (30 points)
for a net starting ST of 24. They also have DX +3 (30 points), HT +4 (45
points) and 4 additional Extra Hit Points (32 points). They have the advantages
Claws (15 points), Damage Resistance +2 (10 points) and Passive Defense
+1 (25 points). Bears have the disadvantages Inconvenient Size (-10 points),
Mute (-25 points), No Fine Manipulators (-30 points), Dead Broke Poverty
(-25 points), Primitive -3 TL (-15 points) and Social Stigma (-15 points).
They have the racially learned skills Climbing at DX (2 points) and Scrounging
at IQ (1 point).
Cat . . . . . 45 points
Most gaming groups have at least one cat lover, who would be delighted at
the chance to play an intelligent cat. The Cats' very low ST and hit points
give them a very low point cost. This does mean, however, that Cats won't
be much good in combat, since they do only two points of damage and can
be easily killed with a single blow. They still make great spies, scouts
and thieves, and a talking, magic-using cat would be extremely easy to design
in even a 100-point campaign.
Although they are very small, they have not been given the Inconvenient
Size disadvantage; cats seem very comfortable in the human world, and have
no inconve-niences from their size that aren't already covered by its ST
and low hit points. Thus, the disadvantage would have been free points.
Cats have ST -8 (-70 points), DX +4 (45 points), HT +3 (30 points) and Reduced
Hit Points -10 (-50 points). They have the advantages Alertness +3 (15 points),
Appearance (Attractive, 5 points), Catfall (30 points), Claws (15 points),
Combat Reflexes (15 points), Double Jointed (5 points), 4 Legs (5 points)
and Night Vision (10 points). They have the disadvantages Laziness (-10
points), Mute (-25 points), No Fine Manipulators (-30 points), Phobia (Fear
of Water, Mild) (-5 points), Poverty (-25 points), Primitive -3 TL (-15
points) and Stubbornness (-5 points). All cats have the skills Acrobatics
at DX (4 points), Jump-ng at DX (1 point), Stealth at DX +2 (8 points) and
Climbing at DX (2 points). Cats' Climbing skill has a unique special effect.
. . they're at +3 when climbing up, but -3 when climbing down!
Leopard . . . . . 125 points
These are large predator cats. A Leopard is an almost perfect hunter, and
would make a devastating addition to an adventuring party.
Leopards have Increased ST (30 points), DX +4 (45 points) and HT +4 (45
points). Their advantages are Alertness + 8 (40 points), Appearance (Attractive,
5 points), Claws (15 points), Combat Reflexes (15 points), Double-Jointed
(5 points), DR +1(5 points), 4 Legs (5 points), Night Vision (10 points),
PD +1 (25 points) and Silence x3 (15 points).
Their disadvantages are Bad Temper (-10 points), Bloodlust (-10 points),
Intolerance (-10 points), Laziness (-10 points), Mute (-25 points), No Fine
Manipulators (-30 points), Phobia: Fear of Water -- mild (-5 points), Primitive
(-15 points), Stubbornness (-5 points) and Poverty (-25 points). Leopards
have the skills Brawling at DX +1 (2 points), Climbing at DX (2 points),
Stealth at DX +1(4 points) and Survival at IQ (2 points).
Stag . . . . . 100 points
An intelligent cross between an Elk and the extinct Irish Deer, these huge
and shy beasts aren't really suited for PC use, but they make good adventure
objects or NPC encounters. The enhanced Stags (there are enhanced Does,
of course, but they're so shy and reclusive they're almost never seen) are
considered the ultimate challenge by human hunters. Those who truly hunt
only for the sport will chase the Stag until it's brought to bay, then let
it go with nothing more than a touch with a blunted spear -- and some Stags
seem to enjoy this game as much as the huntsmen. Not all hunters, sadly,
are so civilized, It's no wonder that the Stags are almost never seen.
Stags get ST +2 (20 points) and Increased ST (30 points), DX +3 (30 points)
and HT +4 (45 points). They have the advantages Alertness +4 (20 points),
DR 1(5 points), Enhanced Move (10 points), 4 Legs (5 points), PD 1 (25 points)
and Impaling Striker (Antlers) (40 points). They have the disadvantages
Inconvenient Size (-10 points), Intolerance (-10 points), Mute (-25 points),
No Fine Manipulators (-30 points), Primitive (-15 points), Poverty (-25
points), Shyness (-10 points) and Social Stigma (-15 points). All Stags
have the skills Brawling at DX +1 (2 points), Camouflage at IQ +1 (4 points),
Stealth at DX (2 points) and Survival at DX (2 points).
Wolf . . . . . -5 points
These Wolves are wild, but basically good (they could just as easily be
used for large dogs). If the GM wants evil Wolves to act as servants for
Orcs, Vampires, evil wizards or what have you, he can insert any psychological
disadvantages he deems appropriate. Note that if the GM wants his evil Wolves
to be able to bear even a small fully-armed Orc into battle (as in The
Hobbit), he will need a race of Wolves with a ST of at least 16.
Wolves have DX +3 (30 points), IQ -1 (-10 points), HT + 1 (10 points). They
have the advantages Alertness +5 (25 points), Claws (15 points), DR + 1(5
points), 4 Legs (5 points), PD + 1 (25 points). Their disadvantages are
Color Blind (-10 points), Gluttony (-5 points), Mute (-25 points), No Fine
Manipulators (-30 points), Primitive (-15 points), Social Stigma (-15 points),
Poverty (-25 points). Skills: Brawling at DX (1 point), Running at DX (4
points), Stealth at DX (2 points) and Tracking at IQ +3 (8 points).
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