T T 2 emplaTe oolkiTTM R aces Written by WILLIAM H. STODDARD Edited by SEAN PUNCH Illustrated by ABRAR AJMAL, ALEX FERNANDEZ, AARON PANAGOS, DAN SMITH, BOB STEVLIC, MICHAEL WHELAN, and LEO WINSTEAD Additional Material by JAMES L. CAMBIAS, S.A. FISHER, KENNETH HITE, MICHAEL HURST, PHIL MASTERS, KENNETH PETERS, DAVID L. PULVER, SEAN PUNCH, and HANS-CHRISTIAN VORTISCH GURPS System Design z STEVE JACKSON Chief Executive Officer z PHILIP REED GURPS Line Editor z SEAN PUNCH Chief Creative Officer z SAM MITSCHKE GURPS Project Manager z STEVEN MARSH Chief Operating Officer z SUSAN BUENO Production Artist and Indexer z NIKOLA VRTIS Director of Sales z ROSS JEPSON GURPS FAQ Maintainer z Page Design z PHIL REED and JUSTIN DE WITT VICKY “MOLOKH” KOLENKO Art Direction and Prepress Checker z NIKOLA VRTIS Reviewers: Vicky “Molokh” Kolenko, Steven Marsh, Phil Masters, and Christopher R. Rice GURPS, Pyramid, Warehouse 23, the pyramid logo, Template Toolkit and the names of all products published by Steve Jackson Games Incorporated are trademarks or registered trademarks of Steve Jackson Games Incorporated, or used under license. GURPS Template Toolkit 2: Races is copyright © 2019 by Steve Jackson Games Incorporated. All rights reserved. The scanning, uploading, and distribution of this material via the Internet or via any other means without the permission of the publisher is illegal, and punishable by law. Please purchase only authorized electronic editions, and do not participate in or encourage the electronic piracy of copyrighted materials. Your support of the author’s rights is appreciated. STEVE JACKSON GAMES Stock #37-0156 Version 1.1 – December 2019 ® C ontents IntroductIon . . . . . . . . . . 3 habitats . . . . . . . . . . . . . . . . . . 15 Egoism . . . . . . . . . . . . . . . . . . . 32 About GURPS . . . . . . . . . . . . . . . . . 3 Atmosphere . . . . . . . . . . . . . . . . . . 15 Empathy . . . . . . . . . . . . . . . . . . 32 Using .This .Book . . . . . . . . . . . . . . . 3 Gravity . . . . . . . . . . . . . . . . . . . . . . 15 Gregariousness . . . . . . . . . . . . . 32 Publication .History . . . . . . . . . . . . . 3 Gravity .Table . . . . . . . . . . . . . . 16 Imagination . . . . . . . . . . . . . . . 32 About .the .Author . . . . . . . . . . . . . . . . . . . . . . . . . . . .3 Basic .Move .Table . . . . . . . . . . . 16 Playfulness . . . . . . . . . . . . . . . . 33 Mana and the Environment . . . . . 16 Suspicion . . . . . . . . . . . . . . . . . 33 1 . racIal templates and Illumination . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .16 Skills . . . . . . . . . . . . . . . . . . . . . . . 33 meta-traIts . . . . . . . . 4 Radiation . . . . . . . . . . . . . . . . . . . . 17 Magic . . . . . . . . . . . . . . . . . . . . . . . 34 What are racial templates? . . . 4 Temperature . . . . . . . . . . . . . . . . . 17 social traits . . . . . . . . . . . . . . 34 Alternatives: . . Table .of .Solvents . . . . . . . . . . . 18 The .Reference .Culture . . . . . . . . . 34 Simplified .Statistics . . . . . . . . . . 4 substance . . . . . . . . . . . . . . . . . 18 Cultures, .Languages, . . Alternatives: .No .Statistics . . . . . . . . . . . . . .4 Density .and .Weight . . . . . . . . . . . . 18 and .Skills . . . . . . . . . . . . . . . . . 34 Patrons . . . . . . . . . . . . . . . . . . . . 4 Density .Table . . . . . . . . . . . . . . 18 Reaction .Modifiers . . . . . . . . . . . . 35 Enemies . . . . . . . . . . . . . . . . . . . 5 Densities .of .Materials . . . . . . . 19 Culturally Defined Traits . . . . . . . . 35 Contacts . . . . . . . . . . . . . . . . . . . 5 Worked Example: Putting Together Races and Powers . . . . . . . . . . . . . 35 Alternatives: .Unique .Beings . . . . . . 5 Scale, Gravity, and Density . . . . 19 Character vs. Racial Templates . . . . 5 Composition . . . . . . . . . . . . . . . . . 19 4 . races In play . . . . . . 36 What are races? . . . . . . . . . . . . 5 Biochemical . . . . . . . . . . . . . . . 19 hoW much do they cost? . . . . 36 Technological . . . . . . . . . . . . . . 20 Super-Races . . . . . . . . . . . . . . . . . . 36 Humanoids . . . . . . . . . . . . . . . . . . . 5 Aliens . . . . . . . . . . . . . . . . . . . . . . . . 6 Virtual and Illusory Beings . . . . 20 modiFication . . . . . . . . . . . . . . . 37 Toons . . . . . . . . . . . . . . . . . . . . . . . . 6 Elemental . . . . . . . . . . . . . . . . . 20 player-designed races . . . . . . 37 Energy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .21 Animals . . . . . . . . . . . . . . . . . . . . . . 6 inventing races . . . . . . . . . . . . 38 Postmortal . . . . . . . . . . . . . . . . 21 Chimerae . . . . . . . . . . . . . . . . . . . . . 6 Worked Example: shapeshiFting . . . . . . . . . . . . . . 38 Robots .and .Automata . . . . . . . . . . . 7 Transformational Abilities . . . . . . . 39 Skeletal Bodies . . . . . . . . . . . . 21 Vehicles . . . . . . . . . . . . . . . . . . . . . . 7 Under the Hood: Complexity of Computers . . . . . . . . 7 3 . choosIng traIts . . . . 22 Materialization . . . . . . . . . . . . . 39 Infomorphs . . . . . . . . . . . . . . . . . . . 7 Spirits . . . . . . . . . . . . . . . . . . . . . . . 8 conceptual design . . . . . . . . . . 22 Under the Hood: Elastic Skin . . . . . . . . . . . . . . . . 39 Fitting .the .Race .to . . The .Undead . . . . . . . . . . . . . . . . . . . 8 the .Campaign . . . . . . . . . . . . . . 22 permanent transFormation . . . 40 Hybrids . . . . . . . . . . . . . . . . . . . . . . 8 Sets .of .Races . . . . . . . . . . . . . . . . . 22 behavior and mentality . . . . . . 40 meta-traits . . . . . . . . . . . . . . . . 8 Perks and Quirks . . . . . . . . . . . . . . 23 Roleplaying . . . . . . . . . . . . . . . . . . 40 Animated .Character . . . . . . . . . . . . 9 Lenses .and .Sub-Races . . . . . . . . . 23 Worldbuilding . . . . . . . . . . . . . . . . 40 Bioroid . . . . . . . . . . . . . . . . . . . . . . . 9 Machine . . . . . . . . . . . . . . . . . . . . . . 9 attributes, secondary presentation . . . . . . . . . . . . . . 42 Mentality .Meta-Traits . . . . . . . . . . . 9 characteristics, Grace . . . . . . . . . . . . . . . . . . . . . . . 42 Morphology .Meta-Traits . . . . . . . . . 9 and talents . . . . . . . . . . . . 24 appendIx a: OVerghaicnliessm .asn .d . . . . . . . . . . . . . . . . . . 9 phSysuisctaeln atnrcaei .ts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .2255 new traIts . . . . . . . . 43 Other .Machines . . . . . . . . . . 10 Scale and Food . . . . . . . . . . . . . 25 Advantages . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .43 Angeloid, Asteroid, Helminth, The .Senses . . . . . . . . . . . . . . . . . . . 26 New .Advantages . . . . . . . . . . . . . . 44 Scorpionoid, Serpentoid, Compound Eyes . . . . . . . . . . . . 26 Under the Hood: Signals . . . . . . 44 and Tritonoid Hit Communication . . . . . . . . . . . . . . 27 Perks . . . . . . . . . . . . . . . . . . . . . . . 45 Location Table . . . . . . . . . . . 10 Movement . . . . . . . . . . . . . . . . . . . 27 Disadvantages . . . . . . . . . . . . . . . . 45 Nanotechnology . . . . . . . . . . . . . . 11 Manipulation . . . . . . . . . . . . . . . . . 28 Quirks . . . . . . . . . . . . . . . . . . . . . . 46 Spirit .Meta-Traits . . . . . . . . . . . . . 11 Attack . . . . . . . . . . . . . . . . . . . . . . . 29 appendIx B: Features and taboo traits . . . . 12 Defense . . . . . . . . . . . . . . . . . . . . . 29 examples . . . . . . . . . 47 Outward .Form . . . . . . . . . . . . . . . . 30 2 . BasIc parameters . . . 13 mental traits . . . . . . . . . . . . . 30 Dayton-Wright .DH-4 . . . . . . . . . . . 47 Size .and .Weight .Table . . . . . . . . . 13 Decabrach . . . . . . . . . . . . . . . . . . . 47 Consciousness . . . . . . . . . . . . . . . . 30 scale . . . . . . . . . . . . . . . . . . . . 13 Cognition . . . . . . . . . . . . . . . . . . . . 31 Fly .Demon . . . . . . . . . . . . . . . . . . . 48 Prosthetic .Body . . . . . . . . . . . . . . . 48 Realistic .Scale . . . . . . . . . . . . . . . . 14 Motivation .and .Behavior . . . . . . . 31 Raven . . . . . . . . . . . . . . . . . . . . . . . 49 Under the Hood: Full Realism . . . . 14 Chauvinism . . . . . . . . . . . . . . . 31 Cinematic .Scale . . . . . . . . . . . . . . . 14 Concentration . . . . . . . . . . . . . . . . . . . . . . . . . .32 Index . . . . . . . . . . . . . . . 50 Swarms . . . . . . . . . . . . . . . . . . . . . 14 Curiosity . . . . . . . . . . . . . . . . . . 32 C 2 ontents i ntrodUCtion Nonhuman races have been in GURPS from the start. supplemented by discussions of meta-traits and features that The original edition of GURPS Fantasy (1986) presented such beings could have; a few new and modified traits; and dwarves, elves, orcs, and other fantasy races of Yrth; GURPS some more detailed game mechanics on relevant topics. Banestorm (2005) still has them. Many advantages and disad- vantages are now classed as “exotic” or “supernatural,” mean- U t B sing his ook ing they don’t occur in standard human beings but may be found in other races – and both racial templates and meta- If you’re a GM using this supplement for the first time, traits are intended for use in describing such races. The Basic read Chapter 1 closely for information about racial templates Set has two chapters on templates: one on how players should in general and the different types of “races.” If you haven’t use them (pp. B258-263) and one on how GMs can design seen templates before, look at the end of Chapter 4, and then them (pp. B445-454). at Appendix B, which has several. Skim Chapters 2 and 3, to But there’s a lot more to be said about templates! GURPS get an idea of what’s where, and then go to Chapter 4, which Template Toolkit 1: Characters spent 48 pages on occupa- discusses how to use templates in a campaign. When you’re tional, dramatic, and cultural templates and lenses for indi- ready to create your own templates, go back through Chapters vidual characters. This book continues the job by bringing 1-3, pinning down all the details you need for each template. the same level of detail to racial templates. Here you’ll find If you’re a player choosing a racial template for your char- guidelines for creating templates for all sorts of nonhumans, acter, skim the first three chapters – but search through Chapter 4 for everything that applies to your character concept. a GURPS BoUt P UBliCation Steve Jackson Games is committed to full support of GURPS play- h ers. We can be reached by email: [email protected]. Our address is SJ istory Games, P.O. Box 18957, Austin, TX 78760. Resources include: This is the first edition of GURPS New supplements and adventures. GURPS continues to grow – see Template Toolkit 2: Races. Many existing what’s new at gurps.sjgames.com. GURPS supplements have racial templates Warehouse 23. Our online store offers GURPS print items, plus PDFs for various sorts of beings; e.g., biologically of our books, supplements, adventures, play aids, and support . . . includ- created or modified species in GURPS Bio- ing exclusive material available only on Warehouse 23! Just head over to Tech, fantastic races in GURPS Fantasy, warehouse23.com. monsters in GURPS Horror and GURPS Pyramid (pyramid.sjgames.com). For 10 years, our PDF magazine Zombies, and robots in GURPS Ultra-Tech. Pyramid included new rules and articles for GURPS, plus systemless loca- This book borrows from them all – but puts tions, adventures, and more. The entire 122-issue library is available at all those borrowings into a comprehensive Warehouse 23! framework, with a lot of new material. Internet. To discuss GURPS with our staff and your fellow gamers, Racial traits in this work come from the visit our forums at forums.sjgames.com. You can also join us at GURPS Basic Set; from GURPS Powers; facebook.com/sjgames or twitter.com/sjgames. Share your brief cam- and from GURPS Power-Ups 2: Perks and paign teasers with #GURPShook on Twitter. Or explore that hashtag for GURPS Power-Ups 6: Quirks. Traits from ideas to add to your own game! The GURPS Template Toolkit 2: Races other supplements, along with a few new web page is gurps.sjgames.com/templatetoolkit2. traits, appear in Appendix A. Gamer and Store Finder (gamerfinder.sjgames.com): Connect with other people and places playing our games. Add yourself to our database a a BoUt the Uthor so they can find you as well! Bibliographies. Bibliographies are a great resource for finding more of William H. Stoddard lives in Riverside, what you love! We’ve added them to many GURPS book web pages with California, with his wife, their cat, an uncer- links to help you find the next perfect element for your game. tain number of computers, and about 100 Errata. Everyone makes mistakes, including us – but we do our best shelf feet of books. Both the books and the to fix our errors. Errata pages for GURPS releases are available at computers contribute to his hobby of doing sjgames.com/errata/gurps. research, which has been a big help in writ- ing GURPS books. His first one, GURPS Rules and statistics in this book are specifically for the GURPS Basic Steampunk, appeared in 2000; since then Set, Fourth Edition. Page references that begin with B refer to that book, he has written, co-written, or compiled more not this one. than two dozen books for GURPS. i 3 ntrodUCtion C o haPter ne r aCial t emPlates and m -t eta raits It’s perfectly possible to play GURPS without “races.” In are likely to encounter such beings; they may even be such a present-day action campaign, all the heroes will be human beings. Racial templates provide a systematic way of describ- beings, and so will everyone they encounter, from their ing nonhumans. If you’re a GM, they’re a tool for defining arch-nemesis to the convenience-store clerk who sells them your setting; if you’re a player, they provide options for creat- batteries. The same is true in historical campaigns, whether ing your character. realistic or swashbuckling, and often in alternate history or And a campaign need not be exotic to use racial templates. near-future technothrillers. A template might define an animal’s species or a vehicle’s But a lot of roleplaying campaigns are more exotic – and model, if the GM prefers to treat such things as fully realized one way of making a campaign exotic is to have characters NPCs – especially if they’re likely to be Allies. See Appendix B who aren’t human, such as elves or robots. The protagonists for examples. W a r t ? hat re aCial emPlates Human beings are the baseline in GURPS. They have a spe- but more compact sets of statistics that make it clear what cific form and specific capabilities, defined in the rules in great adventurers can do with them – or what they can do to adven- detail. But none of this costs any character points! Implicitly, turers. Examples are creature statistics (for animals and there’s a “human” racial template – but its point cost is 0, and sometimes plants) and vehicle statistics. In special cases, it isn’t shown on character sheets. these can be expanded into full character sheets; see Animals Nonhuman beings have different traits, some of which (p. 6) and Vehicles (p. 7). have nonzero point values, positive or negative. Simply being a nonhuman often has a point value. In most settings, nonhu- a : n s lternatives o tatistiCs mans fall into distinct types, each worth a certain number of points and having a certain list of traits. A racial template is a Sometimes an individual appears in the campaign but definition of one of these types. Each template has a distinc- doesn’t have a character sheet or fully specified abilities. tive name, and can be represented on a character sheet sim- Such characters don’t need racial templates, even if they’re ply by its name and point value; all the traits that go into the described as belonging to some race. template are “included by reference,” as if they were all spelled out. Patrons Racial templates aren’t the only way to Very powerful Patrons (pp. B72-74) describe nonhuman entities. Depending on their may have effectively unlimited point costs; role in a campaign, there are other options. for example, ultra-powerful individuals or true gods. Such beings don’t need charac- a : lternatives ter sheets; the GM is always free to come up with a new ability that fits the basic s s imPlified tatistiCs character concept. Not having statistics, Some nonhumans aren’t usually treated as such Patrons don’t have racial templates, characters, because they don’t really have per- either, though they may be given “racial” sonalities. They don’t get full character sheets, labels such as primordial entity or god. r t m -t 4 aCial emPlates and eta raits Enemies but their uniqueness means there’s no clear line between indi- vidual and racial traits for them. The rules (p. B135) don’t explicitly say so, but it makes This can change, though, if beings with similar traits sense that an ultra-powerful individual or a true god might appear – or if characters who can copy another character’s be hostile to a hero (as Hera was to Heracles), and could form exist (Shapeshifting, pp. 38-39). It may be useful to decide be bought as an Enemy for -30 or -40 points, with GM which special traits belong to such an entity’s implicit “racial approval. As with a Patron, such an Enemy has no defined template,” and keep that information handy for later use. racial template. Contacts C . r t Contacts (pp. B44-45) serve primar- haraCter vs aCial emPlates ily as sources of information, defined Both racial and character templates are trait lists, but the concepts other- by minimal statistics: One skill at an wise share little but the word “template.” The GM generally decides racial effective level, plus a degree of reli- traits (for exceptions, see Player-Designed Races, p. 37). A race’s traits are a fea- ability. Computers and infomorphs ture of the game world, and once defined, even minimalist racial templates are can play this role; so can spirits, which rules – composite advantages or disadvantages that define every member of a count as having “supernatural talents.” race, which players accept when they agree to play in the campaign. Playing They don’t need character sheets or a member of a race is a package deal; the template lists what’s in the pack- racial templates for this. age. A race’s fundamental nature rarely varies enough for advice on player choice to be appropriate (but see Lenses and Sub-Races, p. 23, and especially alternatives: Modification, p. 37), even if individual members can learn and do as many dif- ferent things as humans. On the other hand, character templates – however U B niqUe eings mandatory or prescriptive – are guidelines. Even so, both dramatic templates for characters and templates for races Some characters with exotic or can reflect consideration of archetypal qualities. Gamers designing cultural supernatural traits are one of a kind: templates for characters may find the advice in Social Traits (pp. 34-35) help- supers, unique monsters, prototypes of ful. And the suggestions for modifying racial templates may also help in devel- machines or synthetic life forms, and so oping character templates to fit specific races. on. They may have full character sheets, W a r ? hat re aCes In GURPS, “race” is shorthand for a kind or category of showed the Vulcan Mr. Spock on every episode, and Klingons beings. But different broader groups of beings can be classified on several, but the amorphous Horta appeared only once. in different ways – for example, as biological species of living Even without actors being involved, it seems to be eas- organisms, or as models of machines. Such broader groups ier to imagine modified humans than fundamentally dif- also commonly share more basic general qualities, found in ferent beings. Fantasy races from pixies to giants are often all the various races that make them up, which GURPS often humanoid, and so are extraterrestrials such as “grays.” Furry represents as meta-traits (pp. 8-11). art, going back to newspaper cartoons such as Krazy Kat, Some racial templates don’t include all anthropomorphizes many of its animal characters – and the attributes and secondary characteris- they have precursors such as Egyptian animal-headed tics of human characters, but are limited gods and the Paleolithic “lion man” sculpture. to physical traits, or to mental ones (as In some cases, this humanoid form is realistically defined on p. B296). Two such partial tem- justified. A prehistoric or alternate history campaign plates are joined to define a single charac- could include hominid species other than Homo sapi- ter (see Robots, p. 7, and Embodied Spirits, ens. A future-history campaign could have species nat- p. 8). Technically, the mental template is urally evolved from Homo sapiens, or “parahuman” a lens (Lenses and Sub-Races, p. 23) – but species created through genetic engineering. Some biol- it’s the mental template that carries the ogists think that a roughly humanoid body plan is bet- character’s personal identity. ter suited to sapient life than any other, so that if aliens do exist, they are likely to look like us. h Realistic or not, humanlike races won’t have a dis- Umanoids tinctive meta-trait. Their body shape is roughly human, Science-fiction movies and television series often portray they’re living organisms (though robots may be human- “rubber forehead aliens”: stated to be of a different species shaped for cosmetic reasons; see Robots and Automata, and from a different planet, but played by actors with makeup p. 7), they’re likely to be native to an Earthlike environment, and prosthetics. This is partly for financial reasons: mod- and they probably think more or less like us. It’s even pos- els, puppets, or animated characters – especially convincing sible for a humanoid race to have only cosmetic differences ones – cost much more. The original Star Trek, for example, that can be represented as 0-point features (p. B261). r t m -t 5 aCial emPlates and eta raits a apply to the evolutionary trees of other planets – as in Olaf liens Stapledon’s inventory of galactic races in Star Maker. Some Then there are aliens who don’t look like human beings. writers attempt to come up with wholly novel races, such as These are most often imagined as races that evolved on dis- the hrossa, séroni, and pfifltriggi in C.S. Lewis’s Out of the tant planets, though a few writers have described really alter- Silent Planet, or many of Poul Anderson’s aliens. nate histories where some other life form on Earth, such GURPS Space provides detailed rules for making up as dinosaurs or cephalopods, attained sapience. These are entirely novel alien races. living beings, but they may have a meta-trait representing a non human body plan (pp. 9-10), and some are native to a nimals non-Earthlike planets and have advantages or features that reflect this (see Habitats, pp. 15-18). Some biological races actually are animals – usually Earth Creators often take the imaginative shortcut of basing animals, though the rules in GURPS Space can be used to aliens on Earth animals (or sometimes plants): Avian, feli- make up extraterrestrial ones. Most animals don’t need racial noid, saurian, and even insectoid and ameboid races are com- templates (Alternatives: Simplified Statistics, p. 4). There are mon in science fiction. More innovative creators may come up situations where racial templates are useful or even necessary, with novel species, but define them as “vertebrates” or “mol- however. Creature statistics can be used as a basis for such lusks” or the like – Earth categories that wouldn’t logically templates – fairly straightforwardly, as they already include full sets of attributes and secondary characteristics. Animals often have both a nonhuman body plan (pp. 9-10) and a meta-trait representing their mentality and social posi- toons tion (p. 9). Important examples include: Toons aren’t as clearly defined a category as the others discussed here. Many classic toons are anthropomorphic • Heroes may have animal companions. These can “funny animals” that could be described as humanoids; oth- be defined as Allies, meaning they need full character ers are animals, vehicles, aliens, robots, ghosts, and even sheets. They often have exceptional qualities, which can humans. But they all have more basic things in common. include unusual intelligence: +1 (or rarely +2) to species Many toons exist in cartoon worlds with their own pecu- IQ – though this won’t normally boost IQ to sapient levels liar natural laws. But a more interesting situation, the one (6+), except for mages’ familiars. this supplement focuses on, is toons existing in and inter- • A campaign might be about talking animals, either acting with a normal physical world and its inhabitants. In on their own (like the rabbits in Watership Down) or doing so, they seem to have substance; but they look like interacting with humans (like the wolves in The Jungle artistically rendered images, and have a large measure of Book). They won’t have technology, so it makes sense to indestructibility. In fact, they act like classic cartoon char- assume that they have their usual IQ scores – but they acters even when interacting with a non-cartoon world, as use some form of language despite this, either an animal in Who Framed Roger Rabbit? and Cool World. To represent language or, in some stories, human language. this, take the Animated Character meta-trait (p. 9). • Non-anthropomorphic furries have human-com- Other toon abilities often have the Cosmic power modi- parable IQs but otherwise can be treated like talking fier (+50%) from GURPS Powers: They come from a source animals. that transcends natural law, the animator (or GM); they • In science fiction, animals may be uplifted – some- can’t be cut off anywhere in the campaign world; and they times becoming humanoid, like the Beast Men in Wells’ can violate that world’s physical laws in various ways. On The Island of Dr. Moreau or Cordwainer Smith’s Under- the other hand, many have the limitation Aspected, Only if people; sometimes retaining a “beast” form, like Olaf it’s funny! (-20%). Some examples: Stapledon’s Sirius or the chims and fins in David Brin’s Uplift novels. Usually they’re shown as having sapient lev- Bigger Than Your Head: Your stomach, cheek pouches, els of IQ, but falling a little short of human intelligence, trunk, or other internal space can contain huge loads – if and often being subject to Stress Atavism. you spend enough points, even objects bigger than you • Human beings can turn, or be turned, into animals, are. Payload (Aspected, Only if it’s funny!, -20%; Cosmic, through Shapeshifting (pp. 38-39), by some magical spell Exceeds normal limits, +50%) [1.3/level]. or power, or as a curse. The animal form needs a tem- Funny Faces: You can distort your face, features, and plate – especially if it’s being applied to a PC! body to look like someone else. You’re not limited to closely similar races; having the same morphology is enough. Elas- C himerae tic Skin (Aspected, Only if it’s funny!, -20%; Cosmic, Dissim- ilar races, +50%) [26]. In folklore and mythology, there are living beings that Magic Pockets: You can pull any sort of unexpected combine body parts from different species (for example, thing out of your pocket – a bicycle, a potted rosebush, a the original Greek chimera resembled a lion, but with trombone – as long as you can lift it one-handed (p. B353). a goat’s head between its shoulder blades, and a snake Gizmos (Aspected, Only if it’s funny!, -20%; Cosmic, Unre- in place of its tail). Often these are unique (Alternatives: stricted size, +50%) [6.5/level]. Unique Beings, p. 5), but they may make up races, such as centaurs or merfolk, particularly if they’re part- human. Such races have body-plan meta-traits (pp. 9-10). r t m -t 6 aCial emPlates and eta raits Most chimeric beings were invented without much concern (Video) and imaging sensors can send images to the opera- for biological realism, but some have been used as models for tor. Such vehicles have IQ 0, and as Allies have the Minion aliens, and furry artists have envisioned hybrid races as well. enhancement, with no upper limit to their point totals. Treat vehicles with IQ greater than 0 as robots or r a cybershells (see above). They may still have controls (see oBots and Utomata Compartmentalized Mind, p. 43). Robots are constructed beings, ordinarily incapable of reproducing. If they are produced in substantial numbers, and especially if they are C C manufactured, they’ll have models, which can omPlexity of omPUters be treated as “races” and have templates. Classic Any particular computer can run some programs and not science-fictional robots are human-shaped (and others. GURPS addresses this through Complexity ratings, may be played by human actors, as in Star Wars assigned on one hand to each computer and on the other to each and Star Trek: The Next Generation), but unlike program. A standard computer can run two programs of its own humanoids (p. 5), their functions are mechani- Complexity, or trade off one program for 10 programs with one cal rather than biological. Newer imaginings of level less Complexity. A computer’s Complexity depends on its robots have often featured utilitarian designs, size, TL, and design options; see GURPS High-Tech and GURPS from self-aware computers that fill entire rooms Ultra-Tech for detailed rules, which can be used to decide if a to Hans Moravec’s proposed fractal-branching computer can fit into a race’s body. Those rules also give cash “bush robots.” costs for computers, but these can mostly be disregarded in cre- In GURPS, most robots are controlled by ating racial templates. internal computers and have two partial tem- In this supplement, Complexity is important because digi- plates: a cybershell (the body and hardware) and tal intelligences are programs with Complexity scores. It takes a an infomorph (the software; see below). Typi- higher-powered computer to run a mind with a higher racial IQ. cal cybershells are machines, with the Machine See Complexity-Limited IQ (p. 12). meta-trait (p. 9), which includes being Unliving. However, there are other options, from clock- work in a fantasy-tech campaign to sophisticated analog systems. Such robots don’t have separate i physical and mental templates; their minds aren’t “soft- nfomorPhs ware” and don’t have Complexity-Limited IQ (p. 12), nor do At TL8, it becomes possible to copy data and programs they always have Digital Mind. Robots can have the Autom- from one computer to another. This gives rise to the idea of aton meta-trait (p. 9), but this makes them unsuitable as the mind as software, which inhabits a body as hardware. An independent characters, though they can be Allies with the infomorph is a template for such a mind, which includes Dig- Minion enhancement. ital Mind. Infomorphs are intangible, but the information that Constructed or manufactured beings can have biologi- makes them up must be stored in some tangible form that a cal components, or even be entirely biological, as with the computer can access – and that can be destroyed or erased. “bioroids” of several anime series. Bioroids are sterile, as part Infomorphs have only mental statistics; the physical sta- of a meta-trait reflecting their distinctive construction (p. 9). tistics go with the cybershell they run on (see Robots and Bioroids are usually humanoid, but there have been por- Automata, above). The cybershell also gives them actual sen- trayals of non-humanoid artificial living beings such as H.P. sory abilities (The Senses, p. 26), to which the mental trait of Lovecraft’s amoeba-like shoggoths, created by an alien race Per can be applied. In some worlds, conversely, a robot’s DX in Earth’s distant past. Recent depictions of shapeshifting may be a partly mental trait (see p. B296). The infomorph runs nanotech robots offer a mechanical parallel. A fantasy set- on a computer housed within the cybershell, and its IQ is lim- ting may have magically or divinely animated golems shaped ited by that computer’s Complexity (Complexity of Computers, from unliving matter; these function much like embodied above; Complexity-Limited IQ, p. 12). It can access the com- spirits (p. 8) but often have the Automaton meta-trait. puter and run ordinary programs on it, giving the cybershell Accessory (Computer). v ehiCles Being made up of digital code, infomorphs are capable of being stored and transmitted. Storage gives them the option Vehicles are normally described as machines, with simpli- of Extra Life, representing a replacement cybershell than can fied statistics (Alternatives: Simplified Statistics, p. 4). How- house a stored copy. Transmission gives them the option of ever, the character-creation system can be used to write up a Possession (Digital), if they are capable of actively taking vehicle as a specialized kind of Ally, one that the primary char- control of a new cybershell. In either case, the new cyber- acter rides around in or on. Each model of vehicle counts as a shell must have sufficient Complexity to support their racial “race” and has a template. IQ! The Puppet advantage lets them buy an additional cyber- The Vehicle meta-trait (p. 9) enables a vehicle to be oper- shell as an Ally, possibly with Minion. In principle, they could ated, using controls. A typical vehicle has Payload, which pro- copy themselves without limit, but most societies have laws vides space and load capacity for the operator. A vehicle that restricting copying; an infomorph that violates these laws has Telecommunication (Vague) can be controlled remotely has a Secret (often at the level of “possible death”) or a Social by an operator who can see it; one with Telecommunication Stigma (Criminal Record or Monster). r t m -t 7 aCial emPlates and eta raits s Supernatural animation can involve the dead person’s spirit, Pirits brought back to trouble the living; some other spirit taking A spirit is another type of intangible entity – a supernatural advantage of an empty body; or a magic spell, often intended one that doesn’t need to be stored in a physical medium. As to produce a servant (such servants are Allies with the Min- such, it has no physical needs and usually doesn’t age. ion enhancement). But similar lenses can represent reanima- tion by an exotic disease, advanced technology, or some other Intangible Spirits purely natural process. Corporeal undead have a meta-trait that includes some Many spirits inhabit the material world without them- whole-body version of Injury Tolerance; see Postmortal selves being material: they can perceive it from some point of (p. 21). There are also spectral undead, which are intangible view and have a form, but lack substance. The most limited spirits (above) of some type. spirits can’t be seen, touched, or attacked (unless the attack has Affects Insubstantial), and can’t speak or manipulate objects. More capable spirits When the sons of God came may be able to speak or become visible, to manipu- late objects telekinetically, or to cast spells or influ- in unto the daughters of men, ence minds. Some of them can even solidify for a short time. Various meta-traits encapsulate these and they bare children to them, capabilities. Some intangible spirits are linked to parts of the same became mighty men the natural world, such as trees, bodies of water, or even planets. Others were formerly living people; which were of old, men of renown. in some worlds, every sapient being has Potential Form (Spirit) – see Features and Taboo Traits (p. 12). A more specialized case is that of tulpas, – Genesis 6:4 or thought-forms (GURPS Horror, p. 81), created by a living person through prolonged meditation or similar processes. A tulpa typically has Automaton h (p. 9), acting only according to its creator’s will. yBrids What if different biological races are cross-fertile? If there Embodied Spirits are more than two or three such races, creating templates for Other spirits enter the material world through embod- every possible hybrid is probably too much work. But it’s pos- iment, gaining a physical form after being summoned by sible to provide guidelines for various approaches. magic or sent by a greater supernatural power. Common One common assumption is that the hybrid has the traits examples of embodied spirits include angels, which typ- of both parents, in weaker forms. In particular, a half-human ically look human but are more powerful; demons, which hybrid often has weaker versions of the nonhuman parent’s may look human but are often monstrous; and elementals, traits; e.g., half-elves are long-lived but not unaging. If both which animate a particular substance. At the GM’s option, parents have racial templates, a trait they have in common an embodied spirit may be defined by two partial templates: will be present at full strength; unshared traits may be dimin- the vessel for the material form (based, for example, on an ished or missing, and opposing traits definitely will be. elemental meta-trait; see pp. 20-21) and the animus for the Some hybrids might have both parental templates at full mind. Animi are Unaging and may be Reprogrammable, if strength. Here, again, opposing traits usually cancel out. speaking their true names grants power over them. Finally, a hybrid might have a form of “hybrid vigor,” gain- ing distinctive new traits found in neither parent. Any such t U trait requires GM approval. he ndead In a fantasy campaign, dissimilar species might hybridize, The undead are often a variant of embodied spirits: spirits producing chimerae (pp. 6-7) with distinctive body plans. If of the dead inhabiting physical forms. But they have enough the setting includes supernatural beings, it might also have distinctive traits to merit their own category. They start out demigods, or children of mortals and spirits. Demigods almost as living beings (usually human); their racial traits are a lens always have weaker powers than gods, though they may grad- that can be applied to a living character, typically represent- uate to full divinity after a life of heroic adventure – a version ing their having died and then been reanimated in some way. of Potential Form (p. 12). m -t eta raits Meta-traits (pp. B262-263) are another sort of package encompass sets of traits that are found together in many deal in character design. Like racial templates, they’re fixed races. They can be used as shorthand in defining a racial tem- in content. But they neither specify a kind of being in com- plate, and they simplify the design process by reducing the plete detail nor define only one kind of being. Rather, they number of decisions required. r t m -t 8 aCial emPlates and eta raits a C Wild Animal: An ordinary animal found in nature. Bestial nimated haraCter [-10]; Cannot Speak [-15]; Hidebound [-5]; Taboo Trait (Fixed 85 points IQ) [0]. -30 points. You’re a three-dimensional drawing that can interact with the physical world but can’t be permanently hurt by doing m m -t orPhology eta raits so. However, you’re vulnerable to one special sort of attack. Unkillable 2 (Achilles’ Heel, Cosmic attack, Rare, -10%) [90]; Many races are non-humanoid, including aliens, animals, Unnatural Features 5 [-5]. chimerae, vehicles, and some robots and embodied spirits. Their body forms can be described in game terms using an B expanded set of morphology meta-traits (see p. B263). Such ioroid meta-traits fall into two main groups: biological and vehic- -5 points ular/robotic (questions of morphology don’t apply to info- morphs, and seldom affect intangible spirits). The following You’re an artificially constructed being made from liv- examples address the most common cases and make it rela- ing tissues, typically but not necessarily humanoid. Early tively straightforward to extrapolate others. Maturation 1* [0]; Sterile [0]; Unusual Biochemistry [-5]. * Additional levels of Early Matura- tion are common. m aChine 25 points You’re an artificially constructed being made from nonliving parts. Fuel Supply [0]; Immunity to Metabolic Hazards [30]; Injury Tolerance (No Blood; Unliving) [25]; Not Pressur- ized [0]; Not Subject to Aging [0]; Not Subject to Fatigue [0]; Sterile [0]; and Unhealing (Total) [-30]. m entality m -t eta raits You think differently than human beings in some way. AI: A computer mind. Absolute Timing [2]; Digital Mind [5]; Doesn’t Sleep [20]; Intuitive Mathematician [5]; Photographic Memory [10]; Reprogramma- Organisms ble [-10]. 32 points. Automaton: A mind lacking creativity and free will. Suited Most of the animal body plans provided here are based on to such beings as golems, magically reanimated corpses, and Non-Humanoid Hit Location Tables (pp. B552-553). Cancroid simple AIs. Hidebound [-5]; Incurious (6) [-10]; Low Empa- and Vermiform have each been split into two types. For addi- thy [-20]; No Sense of Humor [-10]; Slave Mentality [-40]. tional hit location tables for new body plans, see p. 10. -85 points. Angeloid: A humanoid with separate wings growing out of Domestic Animal: A farm animal, mount, or pet, or a the shoulders, such as an angel or devil. Flight (Winged, -25%) trained wild animal. Cannot Speak [-15]; Hidebound [-5]; [30]. 30 points. Social Stigma (Valuable Property) [-10]; Taboo Trait (Fixed Arachnoid: A spider or similar eight-legged creature. Extra IQ) [0]. -30 points. Legs (Eight Legs) [15]; Horizontal [-10]; No Fine Manipula- Upload: A formerly living being whose brain is now being tors [-30]. -25 points. emulated on a computer. Your maximum possible IQ is (2 Asteroid: A creature with radial symmetry and five arms, ¥ Complexity). Complexity-Limited IQ [0]; Digital Mind [5]; such as a starfish. Extra Arms 3 (Foot Manipulators, -30%; Reawakened [0]. 5 points. Short, -50%) [6]; Extra Legs (Five Legs) [10]; Horizontal [-10]; Vehicle: An ordinary vehicle without sentience or the ability Injury Tolerance (No Head; No Neck) [12]; Short Foot Manip- to set its own course (Vehicles, p. 7). IQ 0 [-200]; Compartmen- ulators 2 [-16]. 2 points. talized Mind 1 (Controls) [25]; Injury Tolerance (No Brain) Avian: A bird. Flight (Winged, -25%) [30]; Foot Manipula- [5]; Insensate [0]; Nonautonomous [0]; Social Stigma (Subju- tors 2 [-6]; Tail [0]. 24 points. gated) [-20]; Taboo Trait (Fixed IQ) [0]. -190 points. r t m -t 9 aCial emPlates and eta raits Cancroid: A crab- or lobster-like creature with forelimb Equivalent to Cancroid except for having a tail. Extra Legs pincers. Might have Tail [0]; if so, treat as Scorpionoid when (Eight Legs) [15]; Good Grip 1 [5]; Ham-Fisted 2 [-10]; Tail rolling hit location. Extra Legs (Eight Legs) [15]; Good Grip 1 [0]. 10 points. [5]; Ham-Fisted 2 [-10]. 10 points. Semi‑Upright: An ape or bear. Use Human and Humanoid Centauroid: A chimeric being with a humanoid torso grow- Hit Location Table (p. B552). Semi-Upright [-5]. -5 points. ing out of a quadruped body. Extra Legs (Four Legs) [5]; Tail Serpentoid: A snake. Double-Jointed [15]; No Legs (Slith- [0]. 5 points. ers) [0]; No Manipulators [-50]; Tail [0]. -35 points. Helminth: A true worm, with no skeleton, such as a flat- Tritonoid: A humanoid with a fish or dolphin’s tail in place worm, roundworm, earthworm, or leech. Double-Jointed of legs, such as a classic mermaid. If the tail can deliver blows, [15]; Injury Tolerance (No Neck) [5]; Invertebrate [-20]; No buy its attack separately as Striker. No Legs (Aquatic) [0]; Tail Legs (Slithers) [0]; No Manipulators [-50]; No Skull DR [-2]. [0]. 0 points. -52 points. Vespertilian: A bat or pterosaur. Hit locations use the Hexapod: A six-legged creature such as an insect. Extra “Avian” column on p. B553. Flight (Temporary Disadvantage, Legs (Six Legs) [10]; Horizontal [-10]; No Fine Manipulators No Fine Manipulators, -30%; Winged, -25%) [18]; Short Arms [-30]. -30 points. with No Physical Attack 2 [-20]; Tail [0]. -2 points. Ichthyoid: A typical fish, ichthyosaur, or cetacean. If the tail Winged Hexapod: An insect with wings. Extra Legs (Six can deal blows, buy its attack separately as Striker. No Legs Legs) [10]; Flight (Winged, -25%) [30]; Horizontal [-10]; No (Aquatic) [0]; No Manipulators [-50]; Tail [0]. -50 points. Fine Manipulators [-30]. 0 points. Octopod: An octopus with eight arms that double as legs. Extra Arms 6 (Extra-Flexible, +50%; Foot Manipulators, -30%) Vehicles and Other Machines [72]; Extra-Flexible Foot Manipulators 2 [4]; Extra Legs (Eight Vehicles get just one hit location table (p. B554). This suits Legs; Cannot Kick, -50%) [8]; Invertebrate [-20]. 64 points. many types of machines. Other machines can often be treated Ovoid: A creature with radial symmetry and without limbs as having one location – the body – or as having the body or a distinct head, such as a sea urchin; can also be used for plus a vital area (targeted at -3, or hit randomly on 17-18). ameboid creatures by adding Invertebrate. Its only hit loca- Humanoid robots and mecha can use the humanoid hit loca- tions are torso (0), vitals (-3), and possibly eyes (-9). Injury Tol- tion table – or the “Quadruped” column on p. B553 for models erance (No Head; No Neck) [12]; No Legs (Slithers, Aquatic, such as Boston Dynamics’ dog robots. or Aerial) [0]; No Manipulators [-50]. ‑38 points. However, many broad classes of vehicles are defined by Quadruped: A typical mammal, reptile, or amphibian. distinct meta-traits: Extra Legs (Four Legs) [5]; Horizontal [-10]; No Fine Manipu- lators [-30]; Tail [0]. -35 points. Airship: A powered lighter-than-air vehicle. Flight (Lighter Scorpionoid: A scorpion-like creature with forelimb pin- Than Air, -10%) [36]; No Legs (Aerial) [0]; No Manipulators cers and a long tail (buy its attack separately as Striker). [-50]; Numb [-20]. ‑34 points. a , a , H , s , ngeloid sTeRoid elminTH coRpionoid s , T H l T eRpenToid and RiTonoid iT ocaTion able Roll Angeloid Asteroid Helminth Scorpionoid Serpentoid Tritonoid – Eye (-9) Eye (-9) Eye (-9) Eye (-9) Eye (-9) Eye (-9) 3-4 Skull (-7) Torso (0) Brain* (-7) Skull (-7) Skull (-7) Skull (-7) 5 Face (-5) Torso (0) Face (-5) Face (-5) Face (-5) Face (-5) 6 Right Leg (-2) Arm 1 (-2) Torso (0) Neck (-5) Neck (-5) Tail (-3) 7 Right Leg (-2) Arm 2 (-2) Torso (0) Arm† (-2) Neck (-5) Torso (0) 8 Right Arm (-2) Arm 3 (-2) Torso (0) Arm† (-2) Neck (-5) Right Arm (-2) 9 Wing† (-2) Torso (0) Torso (0) Torso (0) Torso (0) Torso (0) 10 Torso (0) Torso (0) Torso (0) Torso (0) Torso (0) Torso (0) 11 Groin (-3) Torso (0) Torso (0) Torso (0) Torso (0) Groin (-3) 12 Left Arm (-2) Arm 4 (-2) Torso (0) Tail (-3) Torso (0) Left Arm (-2) 13 Left Leg (-2) Arm 5 (-2) Torso (0) Leg† (-2) Torso (0) Torso (0) 14 Left Leg (-2) Arm 1 (-2) Torso (0) Leg† (-2) Torso (0) Tail (-3) 15 Hand† (-4) Torso (0) Torso (0) Leg† (-2) Torso (0) Hand† (-4) 16 Foot† (-4) Torso (0) Torso (0) Leg† (-2) Torso (0) Tail (-3) 17-18 Neck (-5) Torso (0) Torso (0) Foot† (-4) Tail (-3) Neck (-5) – Vitals (-3) Vitals (-3) Vitals (-3) Vitals (-3) Vitals (-3) Vitals (-3) * Treat as skull, but without DR 2. † Roll randomly for which. R T m -T 10 acial emplaTes and eTa RaiTs