Wiki Week: February and March

I should get better about posting to the blog when I update the wiki.

We’ve had two wiki weeks since the last update. I’ll just bundle up all the updates here in one spot:

Sidekicks

Sidekicks won two months running on Patreon, so there are four more sidekicks for your very low-power Psi-Wars games, or as allies to your PCs.

  • The Performer: the rockstar princess, the dancing girl or the oddball Hm beat-poet.
  • The Journalist: getting into your business, digging too deeply into a corporate scandal, or the smug Imperial vox.
  • The Native Guide: the primitive alien companion or the tribal Westerly naturalist explorer; excellent allies for frontier marshals.
  • The Academic: The prissy expert who needs to be escorted to an alien world where she can apply her expertise, or the essential foundation for an archaeologist who is getting into things he probably shouldn’t.

Other than the doctor, this covers pretty much all the relatively generic sidekicks I have.

Animal Companions

Subscribestar chose animal companions in February. This makes me happy, because we finally have some proper bestial allies on the wiki, and I feel like the template I’ve set up to handle this will work well. I’ve focused exclusive on Dog-like aliens, which have their own page now.

(My plan is to follow the Generic Space Bestiary template, and treat look-alike critters as the same animal handling specialty)

  • The Hound: the Maradonian version of the dog.
  • The Gerluk: the Stygian/Lithian dog.
  • The Venom-Dog: a Morosian bug-dog.

I have more. It’s just a matter of getting around to them.

Psychokinesis

Finally, Subscribestar tied for March, so I broke the tie in favor of psychokinesis, as I’ve been messing with it a lot. I’ve been updating the major psi pages to remove the pure references to the book and replace them with enough reference material to make your character from the wiki exclusively, if necessary, but not so much as to replace the book. That is, I’ve tried to make it more convenient and consistent without violating copyright (I still want you to buy the books, and you still ultimately need them to know how these abilities work).

I’ve also added much expanded pyro- and cryokinesis to psychokinesis.

The Trouble With Temkor

Gross!

I had another session of the Wanderers of Dhim, and in this particular arc, they continue their long detour to the ancient city of Sermalga through the swampy, jungled peninsula that leads to Sermalga, but first, they need to escort a large group of refugees to a Ranathim barbarian village that will take them in. While parking the group in an abandoned fishing village (with a crucified and warded skeleton in the center: “I’m sure this is fine” said all the other players, with the Death Cultist player not there that session and right pissed when he found out that they just ignored an unburied body) but one of the Saruthim players went for a patrol to find a missing person and found a bunch of missing people, though not the one he was looking for, and they were locked in battle with a great swarm of temkor.

So what’s a temkor? Deep insiders might recognize it from the prefix for temkorathim, which is Lithian for “worm person,” so they’re worms, a specific sort of hellish worm, the sort we often find in RPGs: an abominable creepy crawly abomination that eats people. Hence why the term is often hurled as insult, and why the Slavers are tagged with it as an epithet.

I’ve been pondering bestiary design for a long time, and making an effort to just do it, and when I began to design the temkor, I ran into some problems and found some solutions I wanted to share with you, how the fight played out, and how this made me feel about monster design going forward.

Continue reading “The Trouble With Temkor”

LBAW Wilwatikta 15: Let’s Roll Up an Alien

I had already started writing this right after we dove into alien stats and set it aside, but I can’t remember why. I suppose it’s because alien critters just wouldn’t matter that much in the setting, and I don’t want them to matter that much, but we’re reaching a point where I have most all the moving pieces I need to start revising everything and doing a proper write-up, so this is really the last chance I have to discuss any possible aliens.

I don’t actually agree you need funky alien critters, or that you need to use the alien creation system in GURPS Space. Most of the time, it will create a little oddity that makes quite some biological sense, but tends to be terrible for acting like a space monster that fights ultra-tech equipped PCs. They work better as local color, or things that the players might investigate when they find a new world. But on Wilwatikta, I don’t need space monsters anymore than you need monsters for most post-apocalyptic settings. The dangers of Wilwatikta were created by people, and I’m fine with that. And in a sense, the point of Wilwatikta is to explore it: the prime story I would personally run on Wilwatikta would use Old Flattop as an entry point, and have the PCs slowly move south, uncovering mysteries, interacting with degenerate Ranathim clans, cultish Ranathim barbaric cities, intense elements, and the secrecy of the Gaunt. This is a great environment for tossing in a space rat or a weird space minnow, just to remind them how alien the world is. And Wilwatikta clearly has its own toxic biosphere that matters, especially to the Mephitic clans, whose culture turns on the lifecycles of the strange, toxic algae.

So given that I don’t actually care what life on this planet is like, but that the life is weird and interesting and might be the sort of thing a scientist would nerd out about, why not just randomly roll up critters and see what pops out?

So let’s take a break, have some fun, and just roll up some stuff and see what pops out. To do this, I’ll just start at page 135 of GURPS Space and move forward. I will literally roll (You’ll have to just take my word for it) several times and take the most interesting results. The idea is to get some neat ideas, not to necessarily bog things down with crazy critters. The life of Wilwatikta is a side-show for scientists, not a major encounter. We’ll keep it as ordinary carbon base life, because this is enough work as it is. However, it’s probably not compatible with our life (hence its toxicity; any processing the mephitic witches do involves either breaking something down into essential amino acids, and possibly building them back up into simple chains that people can actually digest. That and magic.).

Continue reading “LBAW Wilwatikta 15: Let’s Roll Up an Alien”

Generic Space Opera Bestiary: Carnivorous Plant

The carnivorous plant litters the bestiaries of fantasy and space opera gaming, likely due to its association with early 20th century adventure fiction, from which nearly all RPGs eventually draw their core inspiration from. The carnivorous plant typically shows up in jungles, where it signals that the jungle is so hostile and so predatory, that even the plants try to eat you. They also signal a truly alien landscape, because while carnivorous plants exist, they absolutely do not do so on a scale that could threaten a jungle hero.

Functionally, they typically behave like traps rather than monsters, though some will simply act like immobile monsters that lash out and grab people and try to drag them to its sap-dripping maw. Of course, some just haul themselves out of the ground and go rampaging after their prey, but that’s not what interests in this particular post, because what I’m looking for, a the end of the day, is a sessile predator, because, in part, I want to explore the idea of space monster as trap.

How realistic is a sessile predator? Well, of course, carnivorous plants exist, but they tend to rely on natural geometry and stickiness to trap something no more intelligent than a mayfly and slowly dissolve it. Heroes tend not to be that stupid, and so we need things like grabby tentacles and chomping mouths to actually make this work. Do those exist in biology? Sure! There are, for example, carnivorous sponges, but the best example are probably sea anemones. So all we need to do is extrapolate some sort of larger version of these. This means that what I’m talking about probably isn’t a “plant” at all, but “Land Anemone” doesn’t quite have the same ring to it.

 

Carnivorous Plants in GURPS Space

A Carnivorous Plant is a carnivore. It’s in the name! It should be noted, however, that one can make a pretty effective sessile filter-feeder, and while these are technicallycarnivorous, GURPS Space treats them as a variation of herbivore. So when it comes to the sort of predation we’re imagining, where our creature captures a passing hero that didn’t notice it, we’re talking a Trapper.

When it comes to mobility, this is obviously an immobile creature. Trappers don’t need to be immobile, of course, and we don’t even need to call this a “plant.” But the themes and aesthetic demand an immobile creature: if you can escape the clutches of the trapper, it doesn’t come rampaging after you, and it cannot pick up and run away if you start to fight back. It likely has a phase of its life where it ismobile, similar to anenomes, but we’re imagining the “interesting” phase of its life rooted to the spot. Anyterrain can support an immobile organism (on a roll of a 2), but water terrain seems to be the most supportive, likely because water wafts food past the immobile creature. And, indeed, how many immobile predators do we see on land? Not many! However, I’m more interested in terrestrial, rather than aquatic, sessile predators. I would tend to lean towards biomass rich areas that don’t require a lot of movement, so a jungle or a swamp, or possibly a forest. Sorry, Sarlacc, but a desert is a terrible place for a giant, sessile predator.

It should be noted that some sea anemones aren’t entirelysessile. They actually slither, but they do so so slowlythat you need time lapse photography to even notice the movement. From a GURPS perspective, this is still Speed 0 with some sort of feature that, yes, given daysyou can actually relocate (though I found some entries that have values like 1/60 movement and gives the creatures a “Semi-sessile” trait; unpriced, alas).

When it comes to scale and size, none of our choices thus far give us any size modifiers. Most real world examples tend to be quite small, and the largest sea anemone I could find clocked in at 1 meter across (or about SM -2). The problem with such a small carnivorous plant is that it can’t eat our human-sized adventurer, not without chopping them to bits first, and that doesn’t really fit what I have in mind, which is the sort of creature that tries to swallow the hero whole while others fight to save them from the monster-trap’s clutches. This suggests a minimal SM of +1 and likely pushing into “Large” scales (SM+2 or larger). This isn’t the craziest idea either, as filter feeders are the largest carnivores on Earth, and a trapper is similar enoughto a filter feeder to plausibly reach similar dimensions.

For once, we don’texpect a bilateral creature! A sea anemone is radial, and we might expect this creature to be radial as well. After all, it cannot move, so it cannot optimize its facing towards its prey, thus it needs to have allfacings. We only really need one limb per “side,” though more than that is possible (I just don’t know what it would use those other limbs for). A tail is also unnecessary. But manipulatorlimbs might not be unnecessary. The typical carnivorous plant has no limbs, of course, but that’s because plants lack the musculature to grab a target, so all they can do have some sort of “snapping” mechanism that closes a lid like a trap. We can do that, but it won’t be that effective against a human target, who can just hack their way out. No, some sort of manipulator or limb, like a sea anemone, would be a much more effective tactic. If we assume one such manipulator per side, GURPS Space caps us at 6 manipulators.

Skeleton and skin is an interesting topic. By the numbers a strictly average roll on a large, land-dwelling immobile organism suggests an internal skeleton. However, sea anemones have a hydrostatic skeleton, and I would imagine a tough exterior would help a lot when fighting with captured prey, and you don’t need to worry about the weight of it, because you don’t move anyway. So I could see nearly any skeleton or covering, though I lean towards a sturdier covering. When it comes to Temperature, we expect, on average, to see a Warm-Blooded creature, if that matters.

When it comes to sex, immobile creatures have some issues. Sea anemones breed by spitting out, er, reproductive material into the water and hoping for the best. They also breed asexually. We could go with either asexual reproduction or pollination, though the latter is more likely unless there’s a more mobile juvenile stage. Sessile predators would also want to spread their numbers pretty far, otherwise they risk creating a “den of death” that most of their prey would quickly learn to avoid. This also suggests a Strong-R strategy.

When it comes to senses, expect weak vision, weak hearing, good sense of touch, and terrible taste/smell. Immobile creatures evidently don’t need much in the way of vision, so the average result put them at Bad Sight withColorblindness, with “Blindness (Can Sense Light/Dark)” as a definite option. Hearing tends to improve as a result of the lack of sight, but immobility counters that: we average Hard of Hearing. Touch, assuming no External Skeleton, is Human-Level, unless the creature is almost blind, in which case it has Acute Touch; Vibration Sense (Ground) might help it a lot, actually. Finally, with Taste/Smell, as an immobile trapper, we expect an average of NoTaste/Smell. Everything goes in the gut! Everything! For special senses, 360° vision is the most plausible (assuming it can see at all). Detect (Heat) is also interesting!

When it comes to Alien Minds, the average roll gives us Low Intelligence, but not Preprogrammed. Still, I see little benefit to much more than IQ 1-2. Mating is going to trend towards utterly solitary creatures.

This gives them a generic Psychological Profileof –2(Broad-Minded, if we assume solitary and split the difference on scavenging), Concentration 0, Curiosity –2(Incurious), Egoism 0, Empathy 1(Oblivious), Gregariousness –3(Loner), Imagination –1(Dull)and Suspicion 0.

Generic Carnivorous Plant Stats

Pizard has nothing for us, surprise surprise; while this is a popular concept, a man-sized land-anemone is not especially realistic. That said, it is a popular concept, so there’s lots of possible references, including the following (not exhaustive) list:

  • Cage Tree: GURPS Space Bestiary page 72

  • Carnivorous Plant (“Green Death”): Lands Out of Time page 30

  • Cougar Lily: GURPS Space Bestiary page 50

  • Dreadstalk: GURPS Creatures of the Night 5, page 6-7

  • Fisher Tree: GURPS Space Bestiary page 50

  • Haldon: GURPS Space Bestiary page 51

  • Octopus Blossom: Dungeon Fantasy Monsters 3 page 16

  • Pungee Pit: GURPS Space Bestiary page 54

  • Rendervine: GURPS Space Bestiary page 55

  • Stomach Trap: GURPS Space Bestiary page 76

Note that the Crushroom (DF Monsters page 19) fits into “carnivorous plant” (well, fungus) but is far too mobile for our purposes, and the Strangling Fern (GURPS Space Bestiary 76-77) is actually a pretty good example of the sort of tactics we might expect, but is technically “just” a mobile trapper predator, not a sessile one.

We can do our own, with a focus on what came out of GURPS Space, but we’ll keep it very minimal and add some elements later. The idea here is some sort of minimal trap-monster: it can move, but only at one yard per minute (inspired by the Dreadstalk) and mostly focuses on grabbing prey and stuffing it into a toothless maw where it proceeds to crush/digest them. It can see, but just barely, allowing it to aim more distant strikes. They are justlarge enough to fit a human inside their body per the constriction attack rules, but it should be noted that this largely suggests most of the creature is a gut and that it’s on the large side. This suits the “trap-like” nature of the “plant:” it can grab a hero and drag them in, which creates a sense of drama, and then characters (including the hero) can cut them free. Biologically it’s plausible, but it’s not ideal.

ST: 17

Basic Speed: 6

SM: +0

DX: 12

Basic Move: 1/60*

IQ: 1

Perception: 8

HT: 12

Will: 10

DR: 2 (tough skin)

Traits: 360° vision; Acute Touch 4; Born Biter 2; Bad Sighted (Low Resolution); Colorblindness; Constriction Attack (Engulfing); Extra Arms (6 Arms; Long, Extra Flexible);No Taste or Smell; Semi-Sessile; Restricted Diet (Carnivore); Vibration Sense (Ground); Wild-Animal;

Tentacle Strike(12): 1d+2cr; reach C-1; can also grapple.

Digestive Constriction (NA): Roll contest of ST vs ST and apply difference as crushing damage; in addition, target takes 1 corr per turn.

Variations

I won’t focus too extensively on the options here, because the list above should give you plenty of ideas to work with. This is mostly aimed at making small tweaks to the “land anemone” design above.

Venomous Plant

Our “Land Anemone” looks a lot like the sea anemone, but it lacks a crucial trait that the sea anemone’s use: venom. The sea anemone stuns its prey with stingers in its tentacles and then devours it. This makes muchmore sense than just grabbing a live and struggling prey and stuffing it into its mouth, even though heroes might call that foul play.

Lens (Stunning Venom): 1 fat; HT-5 or suffer Stun (Fail by 5, suffer Paralysis); Follow-up on tentacle strike or grapple.

Toothy Plant

Our “Land Anemone” devours things whole rather than biting off chunks. This is to suit the horror of being devoured whole, as well as to offer heroes the opportunity to save the devoured. Very few creatures actually devour creatures whole, because rendering prey into component parts helps the predator survive any retaliation by a struggling prey. This is less “heroic” because the plant will just rip its prey to shreds, leaving our heroes nothing left to rescue, but it’s more plausible.

Lens (Toothy Plant): Replace Constriction Attack with:

  • Bite (12): 1d+2 cut; Reach C.

Massive Plant

My first attempt had this at SM+1 and ST 30, as this seemed a slightly more plausible size for such a creature if it was ingesting people directly.

Lens (Massive Plant): Increase ST to 30 and SM to +1.

  • Tentacle Strike (12): 3d cr; reach C-2; can also grapple.

Ambush Plant

The basic design assumes the plant just stands around waiting for stuff to get close. Realistically, it may disguise itself, and then suddenly “snap” into action. Treat the plant as having a Stealth of 12 at least. The rest of its advantage comes from heightened perception, intelligence and faster reflexes. Pair this with allowing it to “multitask” with its arms for multiple simultaneous attacks.

Lens (Ambush Plant): Increase IQ to 2, Per to 12 and Basic Speed to 7.0; add Chameleon 1 (Slow) and Extra Attacks 3;

Armored Plant

A lot of the cousins of sea anemones have an exoskeleton or shell into which they can retreat. This makes a lot of sense for a sessile creature: what it cannot kill, it will hide from. After all, predators can be prey too!

Lens (ArmoredPlant):Increase DR to 5 and remove the Tough Skin limitation. This protects everything except the arms, which become switchableas they retract into the body for protection.

Filter Feeder Plant

If we scale the plant down a lot, or focus on numerous, small, airborne prey, such as large collections of tiny “land corals” feeding on a large population of alien gnats, we get something that feels quiet alien and intriguing. It falls below the level of resolution, of course, because heroic, human-scale PCs don’t need to know the stats of a critter that can’t even hurt them (nobody stats flowers, even though you could), but that doesn’t mean it isn’t worth mentioning!

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Generic Space Opera Bestiary: the Parasite

 

Generic Space Parasite

I’ve done most of this series based on real world creatures and while this one is no exception, this was more driven by my curiosity for the sorts of creatures I don’t often explore or often see explored. Bestiaries brim with the equivalent of lions, tigers and bears, but mosquitos, blow flies and leeches are pretty rare, and Space contains some modifiers and options for parasites. So what does a “generic” GURPS Space Parasite look like?

As has been the case in many of these posts, I’ve learned that Space doesn’t actually support me all that much, offering just a few paragraphs and a scattered handful of modifiers, so we’re left largely in the dark. So I had to my own research on some elements and narrow down exactly what I wanted and what I meant. And what I want, of course, is gameable, a “monster” that players can fight back against with more than “Roll HT to not get worms.”

And in this research and exploration, what I discovered is… there’s no other word for it, I suppose, but “horrifying.” I won’t share some of the stuff I found, or some of the images I found, other than to say that some people should consider seeking counciling… or an exorcist. I also won’t share some of the images I found. There will be no images in this post. What didn’t really occur to me while I conceived of this post is that parasites are essentially the core of all body horror. Parasites are the thing of nightmares.

This post is not for the squeamish. Turn back now if you’re bothered by anything remotely related to body horror. I’m not going out of my way to make this topic horrific, it is just, by its nature, a horrific topic.

 

Parasitesin GURPS Space

A parasite is, of course, is a parasite. Tautological, really. But to my surprise, while you can roll it up, it doesn’t show up in the text as a carnivore or anything. Instead, they get a side-bar. This sidebar effectively discusses everything that matters, and we’ll get very little help from the rest of the text, (the only place that even mentions Parasites in the rest of the text is a modifier for size). So we can touch on some of the rest, but for the most part, we’re on our own.

According to Wikipedia, there are six forms of parasitism:

  • Parasitic Castrators, which, yup, do exactly what they sound like. Probably not an option here, though interesting to think about.

  • Directly Transmitted, which just plop themselves onto you; fleas and lice, for example.

  • Trophically Transmitted, where you eat it (such as eating worm eggs and getting worms)

  • Vector Transmitted, typical of diseases, which I’ll touch on again in a second.

  • Parasitoids, which kill their host eventually (think the xenomorph life-cycle from Alien)

  • Micropredators, there’s a great quote by E. O. Wilson: “predators that eat prey in units of less than one.” These are mosquitos, ticks and leeches.

This is useful, as it clarifies what we might think about parasites and what it is we might want to “stat up” as a generic space monster. There’s a few things that pop up as unexpected, or perhaps even inappropriate. For example, we clearly don’t want to stat up microbial parasites; they’re parasites, of course, but in practice we’re just talking a disease. Similarly, something like tapeworm is better handled as a disease than as a creature.

So, really, when it comes to parasites-as-space-monsters, I think we’re talking about one of three things:

  • A parasite that has a mobile juvenile form that changes into an immobile form once it has attached to the target

  • A parasite that has an immobile juvenile form and a mobile adult form (“Parasitic Young”)

  • A micropredator.

The micropredator seems like the best option, because I expect players imagine fighting a parasite to look something like a creature that attaches itself to their character, and they have to remove it before whatever bad things happen, things like draining the character’s blood slowly, etc. That makes a pretty gameable scenario where you try to fend them off and then carefully remove the bloodsuckers or “mind parasites.”

When it comes to the environment for a parasite, there’s no modifiers in GURPS Space, so in principle it could come from anywhere, but in keeping with the idea of swamps and jungles as being filled with diseases and biological dangers, I’d tend to favor one of those. So, similarly, there’s no real argument for any specific sort of mobility (a generic swamp creature tends towards slithering, digging or walking, and a generic jungle creature tends towards walking or climbing). I tend to lean towards slithering, as I tend to imagine parasites as being disgusting worm-things, rather than flying or walking things, but these are, in fact, possible. A flea is a “walking parasite,” of course, and a mosquito and a vampire bat are “flying micropredators.”

When it comes to Size, it is impossible, per GURPS Space, to get any (land-based) parasite larger than “Small.” If we had a plain-dwelling parasite that didn’t slither or fly (with wings), on a roll of a 6, we could get “Human-Scale.” So small it is. How small? Well, I’d argue for the size of a rat: large enough to actually shoot with a gun, or physically grab and yank off of someone, but not especially large. About the same size as a brain slug from Futurama, actually. That suggests between SM -6 (ST 1) and SM -5 (ST 2).

When it comes to a body plan, we have no guidance here. Most of our micropredators are bilateral, even leeches. If we want a disgusting worm micropredator, we’re looking at a limbless critter. We could make a case for a tail (Gripping?). No manipulators, obviously, as it’s limbless, and we’d expect the skeleton to be either an exoskeleton or hydrostatic.

The section on Skindoesn’t give us a lot of help. Essentially, it could be anything. An exoskeleton might make for a slightly more interesting challenge if we have a rat-sized segmented worm-thing with vampire-fangs and a DR of 1, which means you need to do 2-3 damage to kill it, rather than 1-2. But then we couldn’t see the pulsating, disgusting thing, so perhaps skin after all. If we make it amphibious, it might be worth discussing how it breathes or its temperature regulation, though I’m inclined to suggest disgusting wormy things are probably cold-blooded. Goes with the territory.

Reproduction is quite a trick for most parasites, especially those that are internal to the host. We’re not going that route, though, because I want a critter people can physically pull off of others, or see, pulsating on the target. If we’re talking space leeches, we’re talking hermaphrodites that lay eggs, but it should be noted that parasites generally have some of the weirdest reproduction schemes in the world, so nearly anything here is on the table, and the parasitic young is especially interesting (perhaps those who are bitten by our space parasite have to roll HT to avoid being injected with eggs that will hatch later within the body of the target for, uh, additional body horror). I would tend to imagine them being as R-strategy as possible, though it should be noted that I suspect there are k-strategy micropredators (vampire bats, perhaps).

I don’t really know how to handle Senses. As best as I can tell, lleches are Near Blind, Hard of Hearing, but they have a reasonable sense of taste and smell. 360° Vision seems likely, as much as they have vision. Detect (Heat) would also seem to be interesting, if they primarily hunt warmblooded animals.

When it comes to Intelligence, between its small size and its r-strategy, we already expect something dumb. Mating behavior is certainly Mating Only, no pair bond, and social organization depends on whether you consider them carnivores or not, but if we do, we’re looking at an average of “solitary.”

This gives them a generic Psychological Profileof Chauvinism 3(Undiscriminating), Concentration 0, Curiosity –2(Incurious), Egoism 0, Empathy 1(Oblivious), Gregariousness –2(Loner), Imagination –1(Dull)and Suspicion +2 (Careful).

Generic Space Parasite Stats

At the end of the day, we’re talking about some sort of worm… thing. Assume if it gets a hold of you, it inflicts one point of damage and then slurps down one point of blood before being sated and wandering off. Swarms might be scarier.

ST: 1

Basic Speed: 5.5

SM: 6

DX: 10

Basic Move: 2

IQ: 1

Perception: 8

HT: 12

Will: 10

DR: 1 (tough skin)

Traits: Acute Smell 2; Helminth; 360° vision; Acute Touch 4; Blindness; Detect (Light);Detect (Heat); No Legs (Slithers); Restricted Diet (Blood);Wild-Animal;

Toothy Suction(10): 1cut; follow-up 1 tox;

Variations

So this is probably the least impressive parasite ever, but it gives us a start to layer some additional options. One option I don’t explore here is a parasite that has a large, mobile form ala Alien. For that, just take one of the other aliens of the space bestiary, and declare it to have such a juvenile form. You can even treat it like a disease (for extra horror).

Walking or Flying Parasite

Just take the stats for space rat or the space songbird and adapt them to the generic space parasite or use the lenses below.

Lens (Flying Parasite): replace No Legs (Slithers) with Flying (Winged); add Air Move of 11. Remove Blindness and Detect Light and replace with Nightvision 9; increase perception to 10.

Lens (Walking Parasite): remove No Legs (Slithers); increase Move of 5. Remove Blindness and Detect Light and replace with Nightvision 9; increase perception to 10.

Vampiric Parasite

Parasites eat blood, they don’t regenerate their HT with it. But space opera ones might, who knows! Further variations might eat something otherthan blood, such as mental energy or intelligence, etc.

Lens (Vampiric Parasite): add Vitality Reserve 1 (Only fillable with Vampiric Bite) and Vampiric Bite

Mind Control Parasite

The “Brain Slug” is a pretty classic concept in space opera, and gets called out in the Space Sidebar. It suggests parasitic possession, which is a fine idea, but that assumes infiltration, which we’re not assuming in this specific instance. We might instead go with something that subtly manipulates behavior in some way.

Lens (Mind Control Parasite): Improve Will to 11; add Mind Control (Based on Will; Contact Agent; Suggestion Only; Only to prevent the parasite from being removed). Add Affliction (-1d Will; Contact Agent; Malediction 1).

Parasitic Brood

While not strictly necessary, it might be fitting if the parasite doesn’t feed on humanoids, it also deposits its young to hatch. This touches on the danger micropredators pose in spreading diseases with added body horror! In this variation, people bitten by the parasite might suffer a an additional effect the next day. Roll a 6 or less to see if this happens (or the GM can just declare that the parasite is fertile). This is an intentionally downplayed version. You could make it much worse!

Lens (Parasitic Brood): Innate Attack 1d cut (Onset, 1 day; Resistible; HT; Side-Effect, Terrible Pain; Nuisance Effect, worms that crawl under skin before chewing out of the skin via small lesions or bodily orifices)

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Generic Space Opera Bestiary: the Space Dragon

 

So, we have our space megapredators, but they don’t seem exactly like dragons, do they? They’re massive and they’re terrifying, but are they dragons? We could be more explicit with our dragons, couldn’t we? We could take actual dragon stats and apply them to space, right?

 

Space Dragons in GURPS Space

No, no we can’t. At least, not directly.

See, the problem is that Dragons aren’t realistic. Not even a little bit. None of the biology is even close to right. It’s purely a fairy-tale animal. Can we trim down some of the crazy, though, to make it biologically more plausible? Yes, a little, but then you begin to push at the edge of what a dragon is. Still, if we pull out our copy of GURPS Dragons in addition to GURPS Space, while we won’t come up with a biologically plausible dragon (better men than me have tried), we can see what we can learn about dragons.

First, where do dragons live? Such a massive creature implies “Plains,” but in myth, we tend to see them in “forbidden places:” mountains, jungles, forests and swamps and, in particular, in watery places (setting aside the rather unique medieval traditions of the dragon, most dragons seem to be water creatures, or associated with water on some level). If we’re going to claim fire-breathing and flight as a core component of dragon-ness, that suggests mountains, but a more plausible dragon might “just” be especially venemous and serpentine, which suggests the swamp or the jungle.

A dragon is certainly a predator, but what sort of predator? Probablya pouncing carnivore. If we assume a flying dragon, it tends to literally pounce, or at least dive on its prey. A lot of myths describe dragons as cunning and full of tricks, lurking just out of sight. All of that sounds like a pouncing predator to me.

Primary form of locomotion? Well, dragons have legs, so they walk. They seem to often associate with water, so they might swim. And, of course, they fly. They also end up in caves, but they don’t seem to create them, so they probably don’t dig. So, swimming, walking and flying. Incidentally, the “creature of three worlds” is something that comes up often in mythology, so that might explain the three different forms of locomotion.

As for size, we’re talking a Large creature. Yes, that’s utterly implausible for a winged flier. We’ll have to invoke something like psychokinesis or mutter something about caustic lighter-than-air gases which it breaths out and ignites to set others on fire, but never seems to hurt the dragon itself. The smallest GURPS DF Dragon is SM +3 (and ST 25), Medium is +4 (ST 35), Large is +5 (ST 50) and Giant is +6 (ST 75). Incidentally Template Toolkits suggests these ST values should be 35, 50, 75 and 100 respectively, and GURPS Space definitely finds these too light. This might suggest that dragons tend to be rather low in density or that DF is more conservative than necessary for its ST values (or that Space is overly heavy in its estimations).

Dragons have bilateral symmetry, of course, and they tend to have interesting tails, though Striker is by far the most common. Manipulators seem to be common as well: even the least dextrous dragons tend to have forepaws capable of some level of grip. We also expect them to have internal skeletons and heavy scales (DR 3+).

Are dragons warm-blooded? They’re distinctly reptilian, but I can’t find any templates in Dragons that uses cold-blooded. Indeed, I see a lot of increased consumption, which suggests a voracious metabolism, which fits with a creature capable of flight, rapid strikes and a burning heart that can spill forth fire from its maw. Even the tendency to settle down for a long slumber suggests some level of metabolism control.

Dragons are, of course, egg-laying. Everything seems to agree on that point. And given how very, very rare dragons seem to be, Strong-K is highly plausible.

Senses tends to vary, but dragons are supposed to be highly perceptive in most myths. Extraordinary vision fits with a flying predator: telescopic vision might be a nice touch. Hearing isn’t especially important, nor is touch (with all those scales they might have inferior sense of touch). Taste and smell seems typically very common: they seem to have pronounced nostrils in most depictions, and capable of sniffing out hobbits, though some dragons seem to taste the air with their tongue, like snakes do. Peripheral vision might be possible given some depictions; night vision seems a must-have, given all their lurking in caves, and IR vision might make sense, given their association with fire, or Ultravision if we associate them with the water and/or stars.

I should note that GURPS Space grudgingly admits that breath weapons are possible, but improbable. Poisonous sprays or poisonous spitting is quite plausible, or creating some form of flammable liquid and igniting it are possible too. However, blasts of plasma breath are probably beyond the biologically plausible. But we knew that going into this.

We expect dragons to be quite smart. They’re large, they have a K-strategy, they have extended lifespans, and while they’re not gathering herbivores or omnivores (though some dragons have universal digestion with matter eater) pouncing carnivores are often smart. This suggests the lowest IQ would be 3, 5 is very likely, and sapient dragons are entirely plausible. We would expect them to be loners, though.

This gives them a generic Psychological Profileof Chauvinism –1(Broad-Minded), Concentration +2 (Single-Minded), Curiosity +1 (Curiosity), Egoism +2(Selfish), Empathy +0, Gregariousness –2(Loner), Imagination +2(Imaginative, Dreamer)and Suspicion –1(Fearlessness).

Generic Space Dragon Stats

You can use GURPS DF 4: Dragons, I suppose. The stats aren’t great for a variety of reasons, mostly because it has a strong focus on fantasy, and even the largest dragons are an amusing distraction to a TL 11 soldier, unsurprisingly, so we’d really want to change some things if we wanted them to be an interesting contest.

Variations

Lava Dragon

The first semi-plausible stab at a space dragon might be to toy with some alternate chemistries, or at least play at doing so. Space will grudgingly allow us to create Silocon-based life that is stable at much higher temperatures, so we can plausibly claim that a dragon might be a creature that is very comfortable at extraordinarily high temperatures. Of course, we wouldn’t want it to freeze solid at normal temperatures, so we might argue that it “merely” has a huge range of temperatures but that they tend towards very high levels (it might consider normal temperatures cold, and warm temperatures “a bit chilly” and cold temperatures lethally cold). This makes fire breath somewhat more plausible. It also means they could probably eat straight up minerals, as they have a furnace-like stomach, suggesting Universal Digestion (Matter Eater). Of course, this would require some rather intense teeth, but GURPS Space notes that organisms that incorporate metal armor isn’t implausible, so the minerals they eat could armor their teeth and skin. We might use this to justify an armor divisor (at least 2) on their teeth and claws, and give UT-levels of armor on their skin, if we wanted.

Of course, if we have a creature that eats rocks all day, what we have is the equivalent to an herbivore, not a pouncing carnivore, so it needs some sort of prey. Ideally, that prey would be human or human-like, as the problem with dragons is they keep eating all your cattle. So this starts to move us away from a strict silicon-based lifeform, as it would have no reason to tread on the bitterly cold surface world of frozen-solid rock, surrounded by the cold-chemistry of carbon-based life. How would it gain nourishment from them? I’ve seen rubber sci-fi works mutter something about the iron in blood but, first, that’s not how blood works and, second, there’s more iron in iron ore so… there needs to be something in carbon-based life that the lava dragon needs, which would probably be proteins, but those proteins would denatureunder its intense heat.

If we set all of that aside, we can plausibly keep a breath weapon: Acid (DFM4 p7), Fire (DFM4 p10), or Heat (DFM4 p10) are all plausible. We could go with Sulfuric Acid-based Life-form (TTK2 p20) though we’d want to give it lots of temperature tolerance to allow it to endure normal temperatures modestly well. We’d expect them to be muchstronger, and far denser: a “Medium” DF dragon would go from the roughly 5000 lbs its implied to be to nearly 5 tons and clocks in at ST 45, which would give it claws that did something like 5d(2) cut, which isn’t too bad. We can plausibly multiply the DR by 5 (giving a medium dragon DR 30) and they’d start to fit decently into a UT environment. They were already too heavy to fly, but now they’re definitely too heavy to fly, so this would be more like a wyrm than a wyvern. We’d also give it highly acidic blood, which is both necesitated by its biology, and fits the idea of the burning lethality of dragon-blood. They would also react badly to water, which also fits certain dragon themes.

Venom Dragon

I suspect dragons were originally extraordinarily venemous. The hydra certainly was, and most of your early medieval monsters were more venemous than fiery. I suspect somewhere along the line the metaphorical burning of venom turned into the literal burning of fire and we got the fire drake. If we return to that original concept, what we end up with is a dragon whose bite (or breath) is lethal. If we keep the long, serpentine neck, the sinuous form, the powerful tail, we get a giant, venomous lizard; if we put it into a swamp, we get an amphibious super-predator. The swamp has the biomass necessary to support it, the shape is ideal for snaking through all sort of heavy undergrowth, the sprawling posture is ideal for shifting between water and land with ease, and the venom allows it to kill its prey without a fight, and then its size allows it to dominate the corpse, preventing other scavengers from getting at it until it has finished its kill.

In short, this is just a run-of-the-mill, completely plausible megapredator. We’d replace the fire breath with a poison gas or mist breath (DFM4 p8). There’s nothing here that makes flying more plausible, though.

Wyvern

If you really want a flyingdragon and you want it to be remotelyplausible, you need to optmize the creature around flight. Most dragons are designed as clearlyland animals with wings pasted on. Only the wyvern seems optimized to fly and more closely resembles the pteradon in size and construction. You might even plausibly give it a breath attack as a hunting strategy, especially if its a poison mist or cloud: the wyvern swoops down, spreads its poison over an area, waits on a nearby perch, and then once the mist clears, goes and eats whatever it killed.

Such a wyvern would need pretty limited. It wouldn’t have the weight budget for heavy scales (but we might plausibly say they have extremely lightweight, but hard scales, something like a naturally occuring ceramic) and it wouldn’t need a lot of power to fight a target head on. It needs to spend a lot of its metabolism on creating all of that poison gas, but you can fit a lethal cloud of nerve gas in a pretty small container, so a sufficiently large creature could pull it off with a single gland, but you’re likely talking about one single shot of the breath attack a day, and it would need some pretty intense defenses against its own attack. But this pushes at the edges of plausibility too.

Magical Space Dragons

Okay, but how do we make implausible dragons plausible? How do we make giant dragons that fly, have nuclear breath, shapeshift into humans, and so on? Well, you don’t, and you don’t worry about it that much. This is, after all, space opera, and in space opera we don’t really stop and ask why people don’t make guns that shoot lightsaber bullets, or talk at length of the economic sustainability of death stars vs relativistic kill missiles. So why notspace dragons?

If people really, really need some sort of underlying reason, there’s some:

Psionic Space Dragons: This is really just another way of saying they’re magic. It’s not fire-breath, it’s pyrokinesis. It’s not implausible flight, it’s wing-assisted TK levitation. It’s not implausibly tough scales, it’s scale-assisted PK shield, and so on. Such dragongs are likely highly intelligent, sport psychic crystlas in the middle of their brow, and speak to others with their minds. We might even make them a nexus of the forceCommunion, somehow, as deeply symbolic creatures whose very biology is steeped in psychic power, which explains why they’re so rare, and why their bones and scales and teeth are such valuable reagants and materials for space sorcery and necromantic technologies.

Engineered Dragons: Much of the less plausible elements of a dragon go away if they’re biotech constructs. They have scales that can stand up to blaster fire because they’re nano-carbide armor that’s grown rather than manufactured. They have optimized muscular power with optimally constructed bones for lightness, allowing them to exert a great deal of force for their size and weight, which makes flight much more plausible. They have the ability to collect caustic, flammable chemicals and spill them forth not because of ferocious evolution, but because someone designed them that way. Who would design them that way? Why design a dragon like that and not, say, a tank? Well, it’s not important. What matters is that a dragon is a lot more plausible when you put away your GURPS Dungeon Fantasy Monsters 4, and pick up Biotech instead.

Literal Space Dragon: I don’t really want to address this here, because space monsters literally in spacedeserves its own post. We already touched on space whales, and we could have space serpents that feed on them. Flight isn’t an issue in zero-G, and solar-sail “wings” make sense. Similarly, ranged attacks make sense given the distances involved. I don’t think such a creature would look much like a dragon, though, certainly not with a “top” and a “bottom” as that’s not especially relevant, and it wouldn’t need legs that allowed it to walk around on land. It would probably look more like a winged space eel than a space dragon.

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Generic Space Opera Bestiary: Mega Predator

 

 We like big space monsters, and we cannot lie. The Tyrannosaurus Rex fills the minds of children with a terrified glee because monsters are real, and we never really lose that. I suspect few Psi-Wars players wouldn’t love to trigger their force sword and charge at the largest (reasonable) space monster possible. What is a space knight without a space dragon?

Of course, then we run into some problems with our space dragons because they’re not especially likely. While the Tyrannosaurus Rex is a real, genuine creature that roamed the Earth, there wasn’t really a creature much like it before the era of the dinosaurs, nor one like it since, though some of the ice age megafauna get close. Indeed, most giant animals are herbivores rather than carnivores. Furthermore, a giant predator doesn’t necessarily have the physical might to bash through the sort of extreme, collapsitronium hyperarmor that most ultra-tech characters wear, nor the sort of armor necessary to stand up to their smart-tracking assault death beams.

So while the results of this will likely disappoint excited space knights in diamondoid armor hoping for a good fight, pondering what a giant predator might look like acts as a starting point for some genuine space monsters. After all, we can take such a monster and make it a psychic mega predator, or a cybernetic mega predator, or a mutantmega predator.

 

Mega Predators in GURPS Space

So, obviously a mega predator is a carnivore. What sort of carnivore, though? Well, if look at it honestly, the easiest way to get a giant carnivore is the same way we get a giant herbivore, we eat lots and lots of small kills and the Trapperis the best option for that. But that’s… lame, because we’re picturing a predator, not an especially large filter feeder (technicallythe Blue Whale is the largest carnivore to ever exist, as it eats teeny tiny shrimp, but we tend not to think of them as carnivores).

That leaves us with pouncer, chaser and hijacker. I find it hard to imagine such a massive creature as a Pouncer, as you’d see it coming from miles away, and a hijacker is a given, but we might expect that hijacking would be a secondary tactic, though a “giant scavenger that sometimes helps things die when the opportunity arises” isn’t a terrible tactic for mega predators: the largest predatory birds in the world are scavengers! Chaser is worth a close look, though. While a mega predator isn’t an especially efficient design, the amount of energy it can spend during a chase makes the energy spent by smaller prey looking like a rounding error in comparison. And if we’re going to make this a scavenger, it may need to travel for considerable periods of time anyway, because there might be quite some space between kills, so these mega predators might be optimized for extremely long endurance, spending very little energy while moving, and with their very long legs, able to move extremely long distances on very little energy. This suggests something of a hybrid between a scavenger and a persistance hunter.

It should be noted that we should at least give a little through to the prey of our predators. Predators don’t become gigantic on a whim. Selective pressure pushes them to these large sizes, and they need to available calories to grow to their massive size. The gigapods of the cretaceous allowed the Tyrannosaurus to feed on enough concentrated calories to grow to its huge size. So a giant predator may feed on even larger prey. On the other hand, some predators seem to focus on smaller prey in which case they favor quantity over quality (with Blue Whales being the most extreme example) and need to be in an environment rich in smaller animals and have some means to capture large numbers of them at once. It also raises the question of whythey need to get so big in the first place, but it may have to do with dominating a particular set of terrain, or a feedback cycle in its mating patterns. Still, for this version, I’m going to assume either relatively large prey that moves in large herds, of extremely large prey.

When it comes to terrain, the terrain most suited to large (land) animals is Plains, and this fits for a variety of reasons. First, it has the caloric content necessary to support the super predator and its prey (unlike deserts, mountains or arctic terrain, though it should be noted the arctic terrain has other pressures that push for gigantism and is home to some of the largest living predators in the world), and the space for them to move (unlike forests, jungles or swamps). GURPS Space gives plains dwellers a +1 to size, which is precisely what we need. It also fits with the predator that moves over huge swathes of terrain with its persistence hunting or scavenging, as that’s more efficient to do on relatively flat terrain with few obstacles, and its enormous size allows it to peer farther over the horizon.

When it comes to mobility, we’re discussing Walking. Winged fliers are very difficult to get to these massive sizes; digging seems to be possible but doesn’t entirely fit what we think of as a “predator” (though a digging pouncer or a digging trapper might make sense in terrain like a swamp). Slithering is very inefficient at large sizes. So, that leaves us with walking, which is not only possible for giant creatures but benefits their size. If we assume the largest possible SM in GURPS Space (+6 or 20 yards) gives is a basic move of sixteenaccording to the stride rules of GURPS Space, which gives a base movement or 30+ miles per hour. It might not move faster than a walk or a jog, but with those long legs, it might be enough.

The point of a megapredator is to be as big as possible. That clocks in at SM +6 and 100 tons, though SM +5 and 40 tons might be more plausible: if our largest prey is 100 tons, we might want to be smaller to conserve calories. And, indeed, GURPS Lands out of Time clocks the T-Rex at a mere SM +5 (and up to 8 tons), while the Giganotosaurus clocked in at SM +5 and up to 15 tons. The dinosaurs here seem quite light for their size, but I want it noted that dinosaurs had some phyisological quirks that kept them light for their size (which likely contributed to their huge size) and GURPS Template Toolkits 2 suggests about 20 tons is more reasonable for SM+5 than 40 tons. So SM +5 it is. That gives us an ST of about 90, if we go with the 40 tons number (despite it being “too heavy”) or 75 per Template Toolkits.

When it comes to Symmetry, we expect it to be bilateral, as usual. The average result would also give us 4-6 legs. So why did the T-rex have two? One of the main advantages of bipedalism is it frees up the forelimbs for other purposes, but the T-rex, and most carnivorous therapods, had vestigial forelimbs. Another advantage is it allows the creature to raise its head, but therapods have a horizontal posture: a head balanced by a tail. The most likely explanation is that bipedalism, while lacking the higher maximum speed of quadrupeds, is more efficient. Humans, for example, excel at persistence hunting. This might suggest that our megapredator is also bipedal. This leaves our tail for balancing or striking if we want, and we can use our remaining forelimbs for grasping, but it seems unnecessary.

We expect our critter to have an internal skeleton and likely a robust one, given the square-cube law.

For covering we might expect nearly anything. A skin-covered megapredator might regulate its heat well, but you might only expect it to get to Hide (DR 1) or Normal Skin. A scaled megapredator would resemble more reptilian creatures, and likely have normal (DR 1) scales, though heavy scales aren’t impossible. Fur is more likely if the region is cold and evokes the idea of an arctic megapredator once again. Normal fur is more likely, though as we see with megafauna, unless the environment is especially cold, larger creatures tend to shed coverings in favor of the heatloss of bare skin; this is especially true of persistence hunters. Features have a similar (arguably worse) problem; the t-rex probably wasn’t feathered (and if it was, it was only in a few selective patches). Finally, while GURPS Space allows exoskeletons, they’re very unlikely: it should be relying on its internal skeleton for structural support, and all that exoskeleton would get extremely heavy very quickly.

For temperature, such a creature is almost certainly warm-blooded, and GURPS Space pushes us towards Metabolism Control; a hibernatingmegapredator makes a lot of sense. The largest living land predators, bears, hibernate: they use their massive frames to store extra calories for the winter, and then hibernate when all the choicest prey are unavailable. We might expect megapredators to do the same.

When it comes to sex, there’s no particular to expect anything particularly unusual about megapredator reproductive strategies. We might expect Strong-K reproductive strategies, however: it will take a lot of time to reach that full size, and finding all those calories will be hard too.

When it comes to senses, we might expect very sharp vision. They are carnivores living on the plain who have a commanding view. While they don’t exactly need the visual acuity of hawks, peering to a remote horizon and resolving a distant creature on the plains has a lot of value. Hearing isn’t nearly so important, though they might be capable of subsonics, given their size. Touch isn’t especially important either. Smell, however, may be. It will help them find mates and if they also double as scavengers, smelling a dead animal over the winds of the plains would be extremely important, or tracking prey for a long set of persistance hunting. We might expect discriminatory smell.

For special senses, the most likely is Nightvision; Infravision or Detect (Heat) is also an interesting possibility (especially if the push towards arctic anegironments). Peripheral Vision is also a possibility, interestingly. If they do a lot of migration, they might also have Absolute Direction, though it’s not as necessary for them as for other creatures.

When it comes to Alien Minds, the average roll gives us Low Intelligence, which fits what we know of the T-Rex, but High Intelligenceisn’t out of the question. They might plausibly have long life-spans, we know they probably have Strong-K reproductive strategies, and they likely have the skull capacity necessary for a larger brain, so a very clever megapredator is totally plausible.

For mating, some sort of Pair-Bond seems highly likely, and a Harem strategy is quite plausible. When it comes to social organization, though, we don’t expect large groups: these are predators who need considerable calories to survive! Chances are, they won’t want to share, and we might expect on average to see a Solitary creature. It should be noted, though, the Giganotosaurus seems to have been a social hunter: yes, packs of T-rex sized huntershunting their prey. If you add persistence hunting and intelligence, pack tactics start to make sense, though you need the sort of prey to make it worthwhile. I would struggle to see something larger than a Small Group (and that’s a roll of 11-12, so just barely possible, though live-bearing megapredators with harem strategies can get small packs on a roll of 10-11 and a medium group on a role of 12).

This gives them a generic Psychological Profileof Chauvinism –2(Broad-Minded, if we assume solitary and split the difference on scavenging), Concentration +2 (Single-Minded), Curiosity +1 (Curiosity), Egoism +2(Selfish), Empathy +1(Responsive), Gregariousness –2(Loner), Imagination +1 (Imaginative)and Suspicion –1(Fearlessness).

Generic Megapredator Stats

It should be noted that GURPS Lands out of Time have excellent SM +5 mega predators on page 27 and 28. Pizard has some alternate version of various Allosaurs available here. These are probably the ideal version of a Megapredator.

What does SM +5 mean anyway?

So since we’re going to be making a bunch of massive, SM+5 monstrosities, what does SM +5 even mean in the context of a fight? Well, per “Combat Writ Large” in GURPS Pyramid #3/77: without long reach weapons, you can only attack the megepredator’s legs and feet, and the megapredator will have to reach down to bite the target, and the SM +0 target defends at -3. The Megapredator’s bite can attack any hit location and cripple or dismember anything and their bite counts as a two-handed grapple and can pin a standing foe (and have a +15 to said pin!); given that most megapredators also have Born Biter, their bites probably inflict Large-Area Injuries. They block line of sight, the can trample standing foes and their tramples inflict large area injuries. They can also just “evade” SM +0 targets with a +1 to movement. By the same token, SM +0 targets get a +5 to evade the megapredator. The Megapredator might choose to “attack an area” for a +2 to hit, rather than the -5 to hit a target explicitly, and a +4 to “grapple” a target (a bite probably counts as a grapple).

Variations

Massive Megapredator

The Giganotosauraus and Tyrannosaurus are excellent depictions of a megapredator, but per GURPS Space, too light. This likely comes from an extraordinary economy of muscle and bone to get at those sizes, and certainly isn’t unrealistic. But if we assume our megapredator is actually 40 (or 100) tons, then the numbers change.

Lens (Massive): ST 90; dmg 10d/12d;

Lens (More Massive): ST 120; dmg 13d/15d; increase SM to +6

Vulture-Beast

The Giganotosaurus or Tyrannosaurus Rex are probablythe best example of a megapredator (no surprise, then, that the same body plan evolved over and over again) but some of our findings pushed us in slightly different directions, and we might want to emphasize a rather alien creature.

First, I noted that we might have a highly intelligent Strong-K species that engages in pack tactics. This is a bit of a problem for such a large predator, though, unless they can travel extremely long distances, which we’ve noted they will tend to do anyway (they’re likely a persistence predator). We might combine this with some level of metabolism control, which we treat as a form of voluntary torpor: the Vulture-Beast simply relaxes into a semi-slumbering rest state where its body temperature drops to near-ambient and it minimizes its caloric consumption. During this time, its pack mates rove the area (the tundra? The desert?) in search of interesting prey or the dead. They likely have excellent noses to help them find their prey. Perhaps they also have excellent eyes too. If we make them quadrupeds, they can have their rear legs more to the back, which would allow them to “rear” for truly prodigious heights. If we add a long neck (useful for a tall quadruped to attack lower targets anyway) it can reach enormous heights to scan the horizon. If we add telescopic vision and some visual means of detecting dead bodies (vision sensitive to the specific wavelengths of phosphorescence or other decay products?) they can spot a dead body from miles away. Once they detect a dead body or an interesting herd of prey, they can issue great subsonic calls to their pack, which will wake them from torpor and draw the pack to them. The scout can seize control of the corpse, or continue to follow the herd. Once the pack arrives, if they need to hunt, they can coordinate via their subsonic calls and perhaps, as quadrupeds, put on brief bursts of speed.

We might imagine them to have a bare head like vultures, to fit their scavenger nature, and we might cover them with a thick coat of fur with a great ruff near their neck. This suggests an arctic animal, which might also explain their considerable size.

ST: 90

Basic Speed: 6.5

SM: +5

DX: 12

Basic Move: 15

IQ: 5

Perception: 12

HT: 14

Will: 11

DR: 5 (hide)

Traits: Born Biter 2; Detect Decomposing Bodies (Visual);Discriminatory Smell; Enhanved Move 1 (Ground; Costs 2 fatigue per second); Extra Legs (4); Fur; Iron Stomach 3; Laziness; Metabolish Control 2; No Fine Manipulators; Penetrating Voice;Semi-Upright; Sharp Teeth;Stretching (Neck; Always On); Subsonic Speech; Telescopic Vision; Temperature Tolerance 1 (Cold); Wild Animal;

Bite (12): 10d cut; reach C-4

Stomp/Trample (12): 10d+10cr; Reach C

Doom-Toad

I noted early on that diggingwas a possibility, especially in a place like a swamp, which has the biomass necessary to support a truly massive creature. It also has a lot of water, which alsosupports a truly massive creature. If we cheat a little and make our megapredator amphibious, or some sort of mud-dwelling creaturethen we can more plausibly support some of the heavier biological options, such as an exoskeleton.

Such a creature would almost certainly be a pouncerrather than a chaser. It would rely on its abilit to vanish in the mud and/or water to hide it, and then suddenly erupt to attack its target. This suggests hours of lying completely still, which might imply a cold-blooded creature not built for extreme speed, which also fits its semi-aquatic nature. We might expect short legs with digging claws and a long, strong tail capable of helping it swim, but wouldn’t get in the way of burrowing.

But if we’re slow, how do we pounce? Well, we’re also going to be hijackers, naturally, so how can we help our prey die? Why not poison? We might imagine something like a frog with a long, darting tongue, but instead of making it a tongue that captures its prey, it has a dart that stabs the prey with a poison stinger and allows the prey to slowly die. As reasonable as that is, a sticky tongue might make for a more fun encounter.

Once it has killed its prey, it would want to dominate it, perhaps dragging it back into its burrow or simply squatting on its prey and consuming it. Since we can afford the extra weight, we might cover it in a dense exoskelton, especially its head, as when it burrows, its head is likely to be facing forward. As a tunneler, it likely has a long and sinuous body: not quite a snake (slithering is very inefficient for such large creatures), but the sinuous form would help it swim too. Taken together, what we get is something akin to a giant xenomorph from Alien crossed with a giant salamander.

All of this might be plausible, but what pressure would be on it to make it so big? Well, spinosaurus got to this size, and several sea predators did as well, so it might simply be the case that with sufficient available biomass, it grew to this size, especially to outperform competition. After all, being a massive hijacker has its benefits!

ST: 90

Basic Speed: 6.25

SM: +5

DX: 14

Basic Move: 4

Water Move: 4

IQ: 2

Perception: 10

HT: 11

Will: 12

DR: 7 (exoskeleton)

Traits: Amphibious; Badsight (Nearsighted);Blunt Claws; Born Biter 2; Camouflage (Swamp); Coldblooded;Colorblindness; Combat Reflexes; Digging Claws; Doesn’t Breath (Oxygen Storage); Enhanced Move 1 (Water); Extra Legs (4; Short); Extra Attack 1; Hamfisted; Iron Stomach 3;Loner; One Arm (Extra Flexible; Tongue); Regrowth (Tongue only); Sharp Teeth;Stretching 2 (Tongue Only); Striker (Tail, Crushing); Subsonic Hearing; Tunneling 1 (Mud and loose sand only); Vibration Sense (Ground); Wild Animal;

Bite (14): 10d cut, reach C

Claws (14): 10d+5cr, Reach C-4.

Tongue (14): Grapple Only; Reach C-7; (optionally, it may have a stinger, in which case treat it as a striker with the same reach that has some sort of follow-up venom).

Tail (14): 10d+10 cr, reach C-6.

Spider-Tree

I have to do something asymmetrical, don’t I?

We’ve got a few options. One topic I haven’t explored, though, is a branchingcreature. Large creatures often have continuous growth of “branching” structures, and this makes sense: you reach huge sizes by having no upper limit on your final size. Mostly, we just imagine creatures somehow remaining the same, but getting bigger, but what about a creature that has a different sort of body plan, a branching plan similar to trees or certain sponges, and just keeps adding more and more segments and never dies of old age until they become truly prodigious?

This sort of plan assumes some sort of “self-similar” fractal pattern, similar to trees or, and this a better metaphor for what I have in mind, a bush-robot. We have some sort of central body that has a mouth and sensory organs and some sort of grasping tentacles, and from this central body, four spiny, bony legs radiate out. These start small, a bit like a spider, but they grow and grow in size until they reach a size where they become a central trunk, at which point this trunk begins to act like a new body, with its own mouth and sensory organs and radiating out some new legs. Eventually, this thing would become a massive web of legs and eyes and legs that roams the land in desperate search for food until it eventually starves to death. It might have an unusual breeding strategy where it “pollinates” with other spider-trees and these impact the genetics of the latest branch, and these branches might “fall off” so the central “body” might have this broken, jagged connection atop it from where it origionally broke from its “parent”.

ST: 90

Basic Speed: 6

SM: +5

DX: 12

Basic Move: 16

IQ: 1

Perception: 9

HT: 12

Will: 12

DR: 10 (Bony Carapace)

Traits: 360 Vision (So many eyes);Bad Sight (Nearsighted); Colorblindness; Extra Attacks (4); Extra Arms (at least 4; Extra Flexible; Short);Extra Mouths (at least 4); Extra Legs (Many); Fragile (Brittle); Regrowth; Sharp Teeth; Talons (Impaling; Legs); Universal Digestion; Weak Bite; Wild Animal;

Bite (12): 10d-20cut, reach C

Impaling Legs(12): 10d imp, Reach C-5.

Grasping Tentacles(14): Grapple Only; Reach C-4;.

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Generic Space Opera Bestiary: Space Whale

 

You thought I was done! But no, I had a few more I wanted to do. I’ve just been distracted by yet more aliens, and these take longer to write than I expected (most of it in the variations).

One I’ve wanted to do for a long time is the majestic whale. Of course, when we think of whale, we’re probably thinking the shape of the humpback whale, the size of the blue whale, and the ferocity of the sperm whale, but I’m leaning mostly towards the blue whale and other baleen whales. These gentle giants of the deep spark our imagination with their fantastic size and their eerie song. So much so that I think they’re the only sea creatures Paizard has tackled thus far! So I wanted to also take my shot at looking at some genericspace whales for Keleni to commune with or for Westerly sailors to hunt.

 

Space Whalesin GURPS Space

Whales are going to be open ocean swimmers. Only the open ocean is large enough to handle them (indeed, getting too close to Banks can be dangerous), though they can naturally visit lots of different areas in the ocean. Who’s going to stop them?

They are Filter Feeders. Other whales exist, of course, and we’ll likely revisit the killer whale concept, but we’re primarily concerned with filter feeders.

How big? Well, GURPS Space tops out at 100 tons. The average whale caps out at ~ 20 yards and weigh an average of 100 tons, so the averagewhale seems to be SM +6. However, I can find cases of 200 ton and 30 yards long, which clocks them in at SM+7, likely a case of “gigantism” among whales. This means whales clock in at ST 120 to 150.

When it comes to their Body Plan, obviously we’re looking at a bilateral creature with two sets of limbs per side, a swimming tailand an internal skeleton.

For Skin, we can keep it simple and note that Whales have Skin, likely with Blubber and several levels of Temperature Tolerance. They are, of course, warm-blooded, and they have Doesn’t Breath (Oxygen Storage).

When it comes to Sex, whales have two sexes and tend to be Strong-K, which isn’t surprising given their size.

When it comes to Senses, my research suggests the following. First, whales seem to have weak vision and especially lack color perception. Peripheral vision is probably fair for most baleen whales. Many cetaceans seem to lack a sense of smell and have fairly weak sense of taste. Whales have exceptional hearing, including subsonic hearing (Paizard suggests subsonic speech, which I can get behind). Sonar isn’t a trait of baleen whales (they don’t hunt), but it’s common among cetaceans. They seem to have normal sense of touch.

When it comes to Alien Minds, the perception of whales would be that of extra-ordinary intelligence, given the intellect of other cetaceans, like dolphins. This tracks with their Strong-K reproduction strategy and their long-life spans, though we should note that filter feeders rank lower, so we might expect literal baleen whales to be dumber than, for example, sperm whales or killer whales, but for the purposes of a “toss it all together in a bucket” alien whale, we can justify the higher intelligence. When it comes to social organization, blue whales are solitary, with the only bond being between mother and child. Most cetaceans seem to form matriarchal pods similar to elephants, however, so we might argue for “Mating Only” fillowed by “Small Group of 2d members” for organization.

This gives them a generic Psychological Profileof Chauvinism +1(Chauvanistic), Concentration ++0, Curiosity +0, Egoism +1 (Proud), Empathy +1(Responsive), Gregariousness 1(Uncongenial), Imagination +0and Suspicion –1 (Fearlessness1).

Generic Alien Whale Stats

Paizard has several sets of whale stats, including:

If we made a “combo whale” that implausibly combined all of the above, creating something like a blue-whale-sized sperm whale, we might get something like the following:

ST: 150

Basic Speed: 5.25

SM: +7

DX: 10

Water Move: 7 (10 top speed)

IQ: 5

Perception: 12

HT: 11

Will: 11

DR: 10 (Tough Skin)

Traits: Bad Sight; Color-Blindness; Discriminatory Hearing; Doesn’t Breath (Oxygen Storage x100); Enhanced Move 1.5 (water); Icthyoid; Nightvision 5(Under water only); No Sense of Taste/Smell; Penetrating Voice; Peripheral Vision; Pressure Support 1; Scanning Sense (Sonar); Sharp Teeth; Speak Underwater; Striker (Tail, Crushing; rear only); Subsonic Speech; Temperature Tolerance 3 (Cold); Wild Animal;

Bite (10): 3dx5cut

Tail or Ram (10): 3dx6cr

Variations

One obvious variation I won’t cover here is the “land whale.” I already covered SM +6 grazing herbivores in Space Elephants, which amount to the same thing.

Sea Serpent

The myth of the sea serpent may have come from misunderstood sightings of whales. Of course, gigantic reptiles really did rule the sea at one point, so it isn’t so hard to imagine such a creature as a proxy for a whale.

We might imagine such a creature as longer and more serpentine (though I can think of no actual examples of “giant sea snakes” in the fossil record). They might have better, forward facing vision, but inferior hearing and certainly no sonar (as that’s a classic cetacean trick). Their scales mightjustify a higher DR, but they probably lack the temperature tolerance. They don’t Constrictor Attack, but it’s hilarious, so it’s going in.

ST: 150

Basic Speed: 5.5

SM: +7

DX: 10

Water Move: 7

IQ: 3

Perception: 12

HT: 12

Will: 10

DR: 15

Traits: Color-Blindness; Constriction Attack; Doesn’t Breath (Oxygen Storage x100); Nightvision 6(Under water only); Pressure Support 1; Scales; Sharp Teeth; Striker (Tail, Crushing; rear only); Wild Animal;

Space Whale

Alright, inevitably, someone is going to want a space whale. Despite loads of images of whales in space, there’s nothing more space worthy about whales than you or I. I think it’s the image of a massive whale floating serenely along, singing eerie, alien songs that appeals to us that way. Still, we might imagine giant filter-feeding space creatures, and whales are as good a metaphor as any.

Where do they get their food? Well, they’ll probably get some of it from sunlight, which means they’d blur the line between filter feeder and autotroph. But we might imagine some sort of light, gasbag life form (similar to the “sky plankton” sometimes proposed for Venus) in the upper atmosphere of certain worlds. The space whale dives into the upper parts of the atmosphere, consuming both the sky plankton and as much atmosphere as it can, which it then propels like a jet to return back to space. Once in space, it relies on solar light and massive, beautiful (because space whales are always cosmically beautiful) membranous solar sail “wings” to move around. Why don’t they just stay in the upper atmospheres? Maybe there’s a lot of such worlds nearby, and perhaps there’s lots of “space plankton” just soaking up solar energy and nibbling on micrometeors, I don’t know. There might also be dangerous predators in the lower levels of the atmosphere, making it dangerous for space whales to linger on a world, so they scoop, get their food, and then sail away for awhile to digest.

We’ll replace sonar with radar. They communicate via radio song, rather than deep sea song.

ST: 150

Basic Speed: 4.25

SM: +7

DX: 9

Space Move: 7

IQ: 5

Perception: 12

HT: 10

Will: 10

DR: 15

Traits: Doesn’t Breath (Immense oxygen storage); Enhanced Move 20(Space); Flight (Space Only; Requires Sunlight) or Flight (Space; Requires breathing in atmosphere recently);Low Pressure Lungs;Metabolism Control 10 (Hibernation Only);Nightvision 9; No Fine Manipulators; No Legs (Aerial); No Sense of Taste/Smell;Peripheral Vision; Scanning Sense (Radar); Sharp Teeth; Striker (Tail, Crushing; rear only); Telecommunication (Radio); Temperature Tolerance 10(Cold); Vacuum Support; Wild Animal;

Floating Island

One common theme in fantasy and myth is the idea of a creature so vast that people mistake it for an island. Perhaps the creature remains still for a sufficient amount of time to accumulate sediment and even life growing on its back. This isn’t the craziest idea and, arguable, actually happens, just with an especially sessile form of life: coral. And sufficiently slow life does allow life to grow on it, such as the moss that grows on the back of sloths.

We might turn this up to 11. We can imagine a filter-feeding, shelled creature that just… floats along. It has small tendrils that whip out to grab plankton and consumes them, and add this to more and more of its bulk. It has a spectacularly slow metabolism. And it has a great shell that protects it, and allows things to grow on its back.

Part of the story is that at some point, the whale dives and wipes out the civilization that lives upon it. Perhaps this dives to breed, or it meets up with other giant floating islands to breed, and these catastrophic moments destroy the life on their backs, only to have them wander off for their centuries long isolation once more.

I’m not sure such a creature even needs stats. You can’t really fight it. Why would you want to? It doesn’t need to react to predators. It’s just… a floating platform that happens to be alive. But let’s give it a shot.

ST: 5000

Basic Speed: 0.25

SM: +15

DX: 9

Water Move: 0

IQ: 1

Perception: 6

HT: 10

Will: 10

DR: 100

Traits: Blind; Doesn’t Breath (Gills); Metabolism Control 10 (Hibernation Only);No Fine Manipulators; No Legs (Aquatic); Reduced Consumption 10; Regrowth; Restricted Diet (Plankton); Sessile (Floats; may get Move 1 for 1 fatigue); Subsonic Speech; Wild Animal;

ColonyWhale

We’re building up to something, I promise.

Some of the largest organisms on earth are really clusters of related organisms: colony organisms. It’s possible for our whale to be some sort of giant Portugese Man’o’War, this massive “sail” organism that floats along, trolling for whatever it passes by, and scooping it up into its, er, gastro-zooid. Such a creature would be loosely coupled, likely have extensive hydrostatic support structures, and it would probably be somewhat weak, all things considered, but it would be quite the alien thing! It would probably float in the water and troll the ocean with its tentacles, snagging up whatever small fish that run into it, sting them, and bring them to its gastro-zooids for digestion.

Unfortunately, siphonophorae don’t seem that well studied

ST: 150

Basic Speed: 5.25

SM: +7

DX: 12

Water Move: 0

IQ: 1

Perception: 9

HT: 111

Will: 9

DR: 0

Traits: Blindness (Detect light and dark); Doesn’t Breath (Gills); Extra Arms (Numerous Tentacles; Extra Long, Reach 14; Very Weak, ST 15); Invertebrate; Pressure Support 1;Regrowth; Restricted Diet (Carnivore); Sessile (Floats);Wild Animal;

Tentacle Sting: 1d pi- + follow-up 1d+1 toxic (Side effect, Terrible Pain); Reach

Digestive Bile: 1d-1 corr, Reach C

AsymmetricalWhale

The alien world of Mer is being devoured by Dark Water! – The Pirates of Dark Water

Okay. Stick with me here. How big can single cell creatures get? I did some hunting and the answer seems to be that they can’t get bigger than the microscopic, but what if we cast that aside, or at least, borrowed inspiration from the microscopic world and pushed the very boundaries of what it means to be life. At some level, life is justa distinction between material contained and controlled by the cell, which itself is made up of smaller cells, organelles, that perform the tasks within. Is it possible to have a creature that is extraordinarily diffuse, less of a single, coherent being, and more of a spread out area of influence?

Consider a vast, water-permeable, but extremely loose structure. Water can pass through this structure, as can most creatures with a bit of effort, but within, a variety of smaller organisms (a few centimeters at most) race about, spreading enzymes and otherwise regulating the interior of the membrane, as well as maintaining the external environment. Those that go within the membrane become soaked in this digestive environment, and their nutrients gets spread around by the swimming organelles into the general soup from which all of the organism subsists. In short, it’s a giant slime, one the size of a whale.

Is that possible? I dunno. But it makes for an interesting and profoundly weird alien.

ST: 0/150

Basic Speed: 4.5

SM: +7

DX: 8

Water Move: 1

IQ: 0

Perception: 8

HT: 14

Will: 8

DR: 0

Traits: Blind; Deafness; Detect (Organic Matter, Precise); Doesn’t Breathe; Doesn’t Sleep; High Pain Threshold; Injury Tolerance (Diffuse; Infiltration); Injury Tolerance (No Eyes, No Head, No Neck); Invertebrate; No Legs (Aquatic); No Manipulators; No Sense of Smell/Taste; Universal Digestion; Unusual Biochemistry; Weakness (1d/second if out of the water)

Corrosive Psuedopods: 1d corr; reach C

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Generic Space Opera Bestiary: Space Elephant

 

 

Elephants are inevitable. Space Opera is all about fighting giant space monsters, so naturally we’re fascinated by the largest land animal currently alive: The elephant. Of course, by space opera standards, the elephant is chump change. If we’re talking giant space monsters, they’ll tower over buildings, not merely knock over mud hut with an angry charge. Even so, I can’t help but notice space elephants everywhere, not as space monsters, but as large mounts. Two examples that leap to mind are the bantha of Star Wars or the Yeddim of Exalted before getting into more obscure examples. I think we’re enamored of the idea of the largest beast of burdenwhich act like living tanks or living semi-trucks. The image of an alien queen on the back of a giant tortoise, or a caravan packed onto the sides of a mammoth, ready to deploy as an impromptu marketplace are the sorts of images that tell us we’re in space opera!

So the key features, to my mind, for a space elephant is its massive size, is herbivorous nature and general placidity paired with its potential for extreme danger, thanks in the very least to its large size.

 

Space Elephantin GURPS Space

A Space Elephant, like a real elephant, is going to be a Plains Grazer. Only on the plains are you going to find the nourishment necessary to reach such a large size paired with the space necessary to reach said size. It also makes said size important, as it lets you look out over the grasses, and lets you fend off equally large predators. They’ll Walk, of course.

Ah, Size, the whole reason we’re here! Elephants don’t get much taller than 12 feet (about 4 yards) and they’re somewhat boxy, so they’re not going to get much longer than that either, which suggests SM +2, but they weigh up to 6 tons, which clocks them at SM +3, which seems a more reasonable number, as elephants are really topping out on the SM +2 scale. Their official stats put them at SM +3 as well. I would like to note this is on the low end for sizes in GURPS Space.

For Body Plan, we get a bilateral creature with 4 limbs, a featureless ail, a prehensile trunk manipulator, and a combination skeleton (yeah, Elephants are one of the weirder animals). I want to take a moment to say that my work on this has really taught me how clever biology really is. Again and again, as I learn about animals and how they exploit their niche, the more impressed I am by their designs. The trunk, for example, is such an odd thing, but once you understand how grazer work, it makes sense. The elephant’s huge size allows it to survey the world, and allows it to fend off predators, but it still needs to eat, and that means lowering its head to the ground or raising its head up to the leaves. This requires a long and often delicate neck, which is impossible if you want to have a giant tank-head with great tusks in it, and a smaller head is more vulnerable. So, it goes with a trunk that brings the food up or down to its mouth. This has lots of knock on benefits, like it can drink from a watering hole without bring its vulnerable neck into striking range for a crocodile. This is one of those designs I’d struggle to improve on.

For Skin, an Elephant has Thick Hide, clearly. Their official stats even gives them DR 4. Of the other skin types, we knowfur is possible (the Mammoth), and scales seems quite likely too (many elephant-sized dinosaurs had heavy armored plates). Feathers seems unlikely. The more we look into dinosaurs, the more probable it seems that the larger the theropod, the less likely it was to have a lot of fur cover, for the similar reasons to the elephant lacking a fur coat. Exoskeletons are also probably out. It seems the maximum possible size of a creature with an exoskeleton is SM +1, and it’s more likely to be a long centipede than a bulky, bear-sized thing, never mind SM+3. We can lie, of course and just make giant, elephant-sized things with an exoskeleton, but we’d need extremely tough material, a non-insectoid way of breathing (as surface area-to-mass seems to be a limiting factor to size), and possibly a combination skeleton, in which case it’s less of a true exoskeleton and more extensive armor plating, though it’s possible for a true combination skeleton for both the external and internal skeleton to provide their own degree of support.

It should be noted that GURPS Space puts the average Temperature Regulation roll at War-Blooded with Metabolism Control. I don’t know of any hibernating elephants, though it wouldn’t surprise me if Mammoths did something like that.

When it comes to Elephantine Romance, elephants are clearly sexual, live-bearing, and have a Strong-K strategy. I think in practice egg-laying is quite doable for them as a strategy, as there isn’t so much seasonal change that they need to move quickly, but grazer herds of giant animals risk denuding an area pretty quickly, so there’s some advantage to carrying your eggs inside you until they hatch. But Strong-K is just a function of how big they are!

Next comes Senses. Elephant eyes seem to be weak. I can’t find anything on colorblindness or visual acuity, but it might be plausible that they lack depth perception (they certainly have Peripheral Vision), and a lack of visual acuity doesn’t seem to hurt them much (Elephant matriarchs retain their position even if completely blind). Hearing seems impressive and they’re capable of Subsonic Hearing. Their trunks might have Acute Touch, like a special feeler. And given that their trunk is also a nose, it’s not that surprising that they have excellent smell, though it might be Acute rather than Discriminatory: they’re very good at picking up faint scents, but I don’t see much suggesting that they distinguish more scents than most animals. Taken together, this suggests rather impressive Perception, though I see this isn’t reflected in their stats.

When it comes to Alien Minds, Elephants have their long life spans, and their Strong-K strategy working for them, and their grazing herbivore nature working against them; they average out at “Low Intelligence” but I feel comfortable giving them a mammalian IQ 4 and GURPS officially gives them a generous IQ 5. It’s quite plausiblethough that giant grazers would be dumb. For organization, Elephants seem to have Harem breeding patterns (mating patterns never tightly fit into GURPS space definitions). Males enter something like heat, and then will claim and protect one or more female for breeding. However, they don’t seem to have a permanent status as a member of the social organization, which seems to be matriarchal and seems to fall into the “2d troop” size.

This gives them a generic Psychological Profileof Chauvinism +2 (Chauvinistic), Concentration +0, Curiosity +0, Egoism +1 to +2 (Proud or Selfish), Empathy +1(Responsive), Gregariousness –1(Uncongenial), Imagination +0and Suspicion +0.

Generic Space Elephant Stats

GURPS has Elephants on B460, though based on research I would say I find some of the design choices simplistic and/or questionable, but it’s a good place to start. Pizard comes to our rescue with even better stats. Shockingly, there are no Elephants in DF 5: Allies; I guess this is Kromm’s way of putting his foot down about pet mastadons.

Variations

Lizard Elephant

What about a reptilian elephant? In a sense, this the most pedestrian “variant” possible, because “that’s a dinosaur.” Specifically, a triceratops engages in similar herding behavior, has a strong, “front facing” set of weapons and is the right mass and size.

But we can imagine a more generic “reptilian elephant.” First, we might replace the trunk and tusks with a tail. That tail becomes its primary form of defense. We’ll lose the ability to “reach” for food, though, which means this will need to have a “low to the ground” posture, likely something that moves in a crocodilian way, which is slower and less efficient. For scales, we’d go with “Heavy scales” but that actually reduces DR to 3, surprisingly. We might add “Armor Shell” to some places, like perhaps its back and its skull. It will likely be egg-laying, which means you have to have fewer in number (perhaps mere pairbonds), lest they depopulate an area while waiting for the eggs to hatch. They can retain their weak, peripheral vision, but they’ll probably lose their excellent hearing (a fin couldreplace their ears for removing heat), touch and smell. And in keeping with stereotypical reptiles, we might lower their intelligence

Lens (Triceratops):See GURPS: Land out of Time Page 25.

Lens (Lizard Elephant): DX -2; IQ -2; HT -1;

ST: 45

Basic Speed: 5.0

SM: +3

DX: 10

Ground Move: 5

IQ: 3

Perception: 9

HT: 11

Will: 11

DR: 5 (Skull and tail)/3

Traits: Crushing Striker (Tail; Rear hexes only); Domestic (or Wild) Animal; Loner (12); Peripheral Vision; Quadruped; Weak Bite.

Bite (10): 3d cr; Reach C

Tail (10): 5d+5 cr; Reach 1-3;

Land Whale

If the point is “How big can an elephant get?” well, we know the actual answer to that, because we have the gigapods. They get up to 100 tons and thirty yards long, which puts them either at SM +6 and at the top of the GURPS Space scale, or justbeyond the largest possible size! By comparison, blue whales reach up to 200 tons, so these are halfthe mass of the largest creature ever recorded. Not too shabby!

It’s a little hard to grasp just how big that is. It’s about ST 120, or a thrust of 13d; that averages 45 damage. That means even an TL 11 character in a monocrys tacsuit would still be deadif one of these kicked him, and the average person would be knocked about 7 yards. It would take up an area of about 15 by 10 hexes on a map. It tramples for Large Area Injury (no surprise there) and can simply step over people. If it bites a human scale target, it can just lift the target and hold them helpless in their teeth. It’s huge.

This might imply some additional features. First, such massive creatures would require a massive amount of food. Eitherthe environment is especially rich in food, or they are fewer in number. This later doesn’t have to be the case, but consider it, in any case. A different physical layout is also quite probable. For example, it’s likely either higher up off the ground, or lower down, in both cases to protect it vulnerable underbelly from attack. If it’s taller, its tusks serve no purpose, and what you get is a classic brachiosaurus build with a long neck and a small head. On the other hand, if it’s low to the ground, it likely doesn’t have a trunk either, as the grass is right there in front of its mouth. Even so, I’ll leave the lens as is; just be aware that there may be additional differences for your land whale.

Lens (Brachiosaurus):See GURPS: Land out of Time Page 24.

Lens (Land Whale): ST +80; SM +3; Move +4;

Genius Elephant

I’m not entirely sold on the idea of IQ 5 elephants. They’re clearly clever, but they have a manipulator with which to do clever things and they live a long time, and I wonder how much those two things contribute to our perception of their intelligence. Even so, we could exaggerate this further. The biggest factor holding the elephant back is that it grazes. It does this for good reason: it needs a lotof food. But what if it got its food from calorie rich sources? What if it was a Gathering Herbivore?It’s big enough to exert its strength and be the first to get to them. It has a long, sensitive trunk that can pick up the scent of a specific food that it wants. And it has the scale to travel long distances if necessary. This assumes that such a food exists, is capable of feeding our giant animals, or that our animal is slightly smaller.

If we assume a slightly smaller elephant (say we trim it to 3 tons) and more of a calorie rich environment, we might get even smarterelephants capable of proper language and tool use. Their psychological profile becomes much more important, but I won’t get into that here. They might also have a more complex social organization, longer lifespans and greater degrees of wisdom.

Lens (Genius Elephant): ST -10; IQ +1; SM -1; Replace Restricted Diet (Herbivore) with Restricted Diet (Alien Nuts and Fruits or Something).

Swamp Elephant

Are there any options for giant elephants other than plains? Arctic terrain benefits from a large size, but Mammoths are fairly obvious so I won’t bother to write up a lens for them. What about jungle elephants? Jungles could support the biomass of an elephant? Well, the African Forest Elephantfits the bill, but it’s much smaller and tends to favor eating fruits and nuts… hey, just like the Genius Elephant! They’re even the same size! How interesting! But the smaller size is a bit of a deal breaker if we’re thinking about “giant freaking herbivores” and jungles tend to result in smaller creatures. Swamps, however, have more of the open terrain, and the water helps support larger mass, so we might imagine an amphibious elephant. We usedto imagine dinosaurs like this; it turned out not to be true, but that doesn’t prevent us from imagining swamp elephants, does it?

The problem with a swamp is how to cross the surface well. You have to move a fairly extreme mass over very soft ground. We could spread it out with large, flat feet, or multiple flat feet, but perhaps if we just set the body down into the water or mud and let it “slither” along with legs propelling it either in the water or on the land. The trunk could lift up to reach for leaves in high branches, or scoop up moss and bring it to the mouth, but again we find a long and slender neck might do the job better. Given the snorkel of the trunk, we might not need special breathing tools and we’re not going into especially deep water. Egg laying is also more of an option, because large migration patterns are unlikely unless swamp extends over vast swathes of a planet. This also suggests you have only a few pockets of these rare behemoths scattered over your planet.

Lens (Swamp Elephant): 1 Move; Amphibious.

Giant Worm

How is a worm an elephant? Well, people will doubtless notice that the worms of Dune are giant, and so are elephants are both are effectivelyherbivores (Shai-haludare more filter feeders, as I understand it, but that’s not necessarily a problem for our analogy). More importantly, this poses the question: can you have a giant, multi-ton slithering creature? Do elephants need to walk? Well, GURPS Space allows it: Slithering is -1 to your size roll, so it’s possible, just improbable. The problem is that legs are vastlymore efficient than slithering, which caps the size of most slithering animals. An elephant-sized strains the imagination, at least when it comes to efficient biomechanics.

But there are additional considerations here. First, such a creature would have a very long body, which means a very long digestive tract, which means it can extract every last possible calorie from what it eats, and likely be far less picky about what it processes. That couldpush it towards an omnivore, but I think calling it an herbivore with universal digestion is probably closer to the mark. Second, by reducing the cross-section of the creature, it becomes more able to navigate tight spaces like caves, forests or jungles. Caves lack the biomass to really support such a behemoth, but a jungle worm is hardly the worst idea. Slithering also works quite well with water, which means our swamp elephant could easily be a swamp work.

So, the drawbacks are a greatly reduced move, but you’re likely gaining superior digestion and more environments in which to be casually mobile.

ST: 45

Basic Speed: 5.0

SM: +3

DX: 9

Ground Move: 2

IQ: 1

Perception: 9

HT: 12

Will: 10

DR: 4

Traits: Bad Vision (Near-Sighted); Born Biter +1; Helminth; Loner (12); No Legs (Slithers); Peripheral Vision; Universal Digestion; Wild Animal;

Bite (6): 5d cr; Reach C

Death Ball

So, a giant worm isn’t enough for you? You really want a spherical elephant? Well, as noted many, many times, a spherical land dweller is hard to justify. A radial elephant might be possible, though. If we imagine something like a giant starfish with an upward facing mouth, and lots of long, sensitive “tentacles” that reach up or out, grab plant matter and bring it in to the central mouth, we have something that functions like an elephant. We could give it a hard carapace and the multiple “arms” to allow it to move the way a starfish does: painfully slow, but it shouldn’t matter if it’s just feeding.

So where do we get the spherical part. Well, one of the key features of the elephant is its ferocious charge. That’s what we used war elephants for. What if this “spherical elephant” had the ability to retract its tendrils, close its mouths, close its eyes, roll up into a ball and roll? A multi-ton creature crashing down a mountain side at someone is a horrifying vision, and would definitely make low tech armies flee in terror.

Is it plausible? If we’re being honest, none of the radial land animals are especially likely, but maybe it’s plausible? I dunno.

ST: 45

Basic Speed: 4.75

SM: +3

DX: 9

Ground Move: 1

Rolling Move: 8 or 12

IQ: 1

Perception: 9

HT: 12

Will: 10

DR: 5 (not on feelers)

Traits: 360 Vision; Acute Touch +4 (Feelers Only); Asteroid; Bad Vision (Low Resolution); Extra Arms (4; Extra Flexible; Weak, ST 11; No Attack; Switchable); Enhanced Move (Rolling; Requires Ready Action; Ground speed 8); Enhanced Move (Rolling; Requires Ready Action and flat ground or downhill only; Ground speed 12); Numb (Not on Feelers); Weak Bite; Wild Animal;

Bite (6): 3d cr; Reach C

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Generic Space Opera Bestiary: Space Vulture

 

 

I haven’t touched on birds for awhile, and doubtless, some people might wonder why not falcons? Or why not parrots, etc. Why vultures? Well, as noted previously, what I’m looking for are mostly the creatures a GM will seek to include in a typical space opera game, but mostly as background animals. Sure, I’ve done tigers and bears, but for the most part, these are meant to represent the sort of critters one would commonly see. And I would argue that vultures or, more specifically, vultures are classic creatures that characters will see. The image of the vulture floating serenely over a dying man while it waits for him to die in a desert before feasting on their remains is a classic one. It’s a psychopomp, a visual reminder of impending death, or a marker of a battlefield. A crow would work too and, frankly, has more mythical resonance with the average westerner, but the vulture is vastly easier to spot over large distances because of its large size and its ability to soar and high altitudes, making the impending death of a target visible for miles.

I may sometimes refer to it as a buzzard. This is because it’s a colloquial North American term for the turkey vulture, which is what I typically think of when it comes to vultures. It has no relation to the actual, common buzzard, though. It’s also sometimes called a carrion crow.

At the core, we’re talking about a relatively large, flying scavenger. The point of this particular animal is to be big, to be high up, and to be concerned about letting critters die before feasting on them. That’s the “guild” we’re looking for. The point is to have something circling the dying from high above.

 

Space Vulturesin GURPS Space

Obviously, we’re discussing a scavenger. While a flying scavenger can work anywhere, we want something that benefits from the ability to see the dying from high up, which eliminates regions with lots of cover, so no woodlands, jungles or aquatic environments like swamps and they wouldn’t fair that well with island/beach either. We tend to associate them with warm environments, so that eliminates arctic. That leaves just plains, mountains and, especially, deserts.

When it comes to Mobility, we’re obviously looking at Winged Flight. In particular, we want a form of winged flight called soaring. There are multiple ways to achieve soaring, but vultures seem to have shorter wings with “slotted feathers,” gaps at the tips like finger, that allow for quicker take-off and the ability to catch thermals, but don’t allow quite the extreme long-distance flying of an albatross.

When it comes to Size, as typical with birds, size and mass have a pretty big disconnect from what we find in GURPS space. A turkey vulture clocks in at between two to five lbs, with a wing-span of between five and six feet. This puts the turkey vulture at between SM +0 (for size) and SM -3 (for mass). If we want bigger, the Andean Condor (a sort of vulture) has a wingspan of up to 10 feet, and a mass of up to 30 lbs. That’s an SM of between +1 (for wingspan) and -2 (for mass). We might split the difference for a “generic space vulture” and put it at SM +0 with 25 lbs, which gives it a mighty ST of about 6.

Winged fliers are going to be very unlikely to have anything bit bilateral symmetry, two limbs per side (a wing and a leg) and a tail with no special features. We also expect an internal skeleton, given its size, warmth, dryness of environment etc. However, combination or external skeleton do fall within the realms of a plausible roll in GURPS Space (Hydrostatic Skeleton is also just possible, but beggars the imagination).

When it comes to Skin, it’s hard to imagine a creature fitting this description without feathers. The slotting of feathers allows for the specific sort of flight that vultures do, which you can’t do with skin, scales, etc. However, if we’re looking at soaring broadly,then the pteranodon probablysoared, but the way an albatross soars. That’s understandable for what looks to be an oceanic flier, as they would need to cover vast swathes of empty territory to go from one feeding ground to another. That’s not the same model as a vulture but it at least suggests that skin-covered fliers could plausible fill the same niche. The other major flier, insects, struggle to fill this role. To be sure, there are definitely scavenger insects, but (one of?) the largest flying insect seems to be the Meganeura, and it reached a wingspan of just over 2 feet and would have weighed about a third of a pound, which is staggeringfor an insect, but chump change compared to a vulture (It would be SM -4 at most, with an ST of 1.3). Furthermore, I’m not sure insects are even built for soaring. They seem to rely on their small size and rapid wing beats to remain aloft (a vulture typically flaws 1-3 beats per second, while a desert locust flaps 17-20 beats per second, and a mosquito 500-600). This seems like an extremely implausible strategy for an insect: to be large enough to be easily seen from far distances, it would exhaust itself trying to hover over a dying body. It might be possible to have an exoskeletal creature that soars over the dying, but it would likely look so different that we cannot draw on earth parallels.

Turkey vultures have two sexes, lay eggs and seem to be Strong-K: they often lay just one egg, their hatchlings are helpless, and they provide food (via regurgitation) for their young.

When it comes toSenses, we might expect Vision to be strongest; both Space and real biology agree on this point. Vultures have keen vision, which is how they spot the dying on a vast, empty wastelands. We might expect telescopic vision. From what I can find, their hearing is… fine. Their touch is… fine. And their taste is very weak (I can’t imagine why), but they seem to have a good sense of smell. Let’s assume a Normal sense of smell. They mighthave peripheral vision from what I can find and this makes sense of a plains/desert species. I can’t find anything on them having Absolute Direction, but it’s quite plausible for a Soarer to have.

When it comes to Alien Minds, we probably expect vulturesto average out to“Low Intelligence.” They’re strong-K, but that alone won’t push them to high intelligence.On the other hand, crows tend to be quite clever creatures, so perhaps they do push towards higher levels of intelligence, and when you see their psychological profile, you may be persuaded for “clever space vultures.” When it comes to mating, as far as I can tell mating creates temporary pair bonds. And while they hunt in isolation, they roost in large groups. Let’s say a “Small Group of 2d Members.”

This gives them a generic Psychological Profileof Chauvinism +0, Concentration +1(Attentive), Curiosity +1(Nosy), Egoism +1 (Proud), Empathy +1(Responsive), Gregariousness –1(Uncongenial), Imagination +1 (Versatile)and Suspicion –1(Fearlessness 1).

Generic Space Vulture Stats

There’s not much in the way of vulture stats in GURPS. We can sort of derive some stats from Giant Eagles in GURPS DF 5: Allies and maybe get some ideas from Hawks and Owls from the same book (why are there no ravens or crows in GURPS?!). From what I can find, they can fly up to 30 mph, and they might have superior ability to retain oxygen for when they fly at high altitudes, which I’ll just fold in with their likely high levels of disease resistance as high levels of HT

ST: 6

Basic Speed: 6.0

SM: 1

DX: 12

Ground Move: 2

Air Move: 15

IQ: 4

Perception: 12

HT: 14

Will: 10

DR: 0

Traits: Absolute Direction; Acute Smell 2; Appearance (Ugly); Avian; Cast-Iron Stomach 3; Peripheral Vision; Restricted Diet (Carrion);Sharp Teeth (Beak); Sharp Claws; Telescopic Vision 2;

Bite (14): 1d-4 cut

Claw (14): 1d-4 cut

Variations

Skin-Wing Vultures

Can we replace the feathers of a vulture with simple skin like a pteranodon? In principle, yes, but what do we lose? Feathers insulate the creature better than naked skin does, which means the skin-vulture is more vulnerable to sudden shifts in temperature. Skin also lacks the ability to create “gap-slot” wings like a vulture has, which means the skin-vulture has slightly less maneuverability and endurance. It’s also less efficient when it comes to weight-to-surface area, which means the skin-wing will need to be slightly lighter for the same size (megabats have wingspans similar to turkey vultures, but clock in at about 3 lbs rather than the turkey vulture’s 5). All told, this is an inferior vulture (though there’s a reason vultures don’t have feathers on their head, and it has to do with the accumulation of bacteria while feeding, so skin-wings would at least have that benefit).

To compensate, we might imagine something like a carrion-bat: a night-flier that takes advantage of superior nightvision to get to the kill first. It might have light fur on its wings and a thicker ruff of fur on its torso, for better thermal regulation. We might imagine slightly better senses, as compensation, though sonar isn’t nearly as useful to a carrion eater as it is to an insectivore (it seems likely that bats don’t actually use sonar to navigate, but as a “targeting sense” to accurately range-find and strike darting insects; you don’t need that if you’re eating dead things).

Lens (Skin-Wing):ST –2; HT -2; remove Feathers and replace Sharp Beak with Sharp Teeth.

Lens (Carrion Bat): ST –2; HT -2; remove Peripheral Vision and Feathers and replace Sharp Beak with Sharp Teeth. Increase Acute Smell to Acute Smell 4; Add Night Vision 7, Peripheral Hearing and Silence 2.

Corpse Locusts

There’s got to be some way to get chitinous vultures, right? Well, we can throw realism out the window, give them a light carapace and likely reduce their weight and their HT, because it’s a much less efficient build.

However, if we want a more realistic take, we need to stop and consider what it is we want out of our “chitinous vultures.” The point is to have something highly visible relatively high up that people can spot to recognize where someone might be dying, or as a way for the GM to highlight the presence of death (or impending death). Insects can totally do that. Flies, in particular, are consummate carrion eaters, and the buzz of flies is a great way to highlight how gruesome a battlefield is. The only problem with flies is that they don’t fly high enough. But locusts do. They swarm in a large enough cloud that it’s visible from miles away. We might imagine swarms of flesh-eating carrion-locusts that, when they smell someone on the verge of dying begin to swarm high above the corpse, out of the way of where land-based predators could get them (presumably there aren’t many aerial predators) and then descend when they sense the death of the target to strip their bones clean of their now dead flesh. That, I think, wouldn’t strain biology too much.

Lens (Unrealistic Corpse Locust): ST –3; DX-2; HT –3; SM -1; remove Feathers and replace Sharp Beak with Sharp Teeth. Add DR 1.

Lens (Realistic Corpse Locust): Treat as Swarm; Move 8, does 1d-2 cutting damage per turn; armor protects only if completely protected; dispersed after 12 HP. Generally won’t attack the living.

Banner Vulture

Vultures are gregarious, but they hunt alone. Why? This likely has to do with their large size and the vast terrain they have to cover. You may well have to fly 50 miles across the desert before you find a kill, and it may be difficult to signal to the rest that you’ve found something. Still, as high as they fly and as highly visible as they are, it seems likely they would have a very easy time coordinating. Given their stronger social bonds, they might be more intelligent too! These might make for excellent candidates for taming.

If we imagine a smaller bird that congregates in larger groups and has more brilliant, flashy colors to better signal to its fellows, and perhaps a a more penetrating voice, we might imagine a “pack scavenger,” a bit like aerial hyenas, or carnivorous seagulls (at least, more carnivorous than they already are).

Lens (Banner Vulture): ST –2; DX +1; IQ +1; SM -1;Add Chummy, Obvious 1 and Penetrating Voice and remove Appearance (Ugly).

Murder Vulture

It’s kind of strange that Vultures are gregarious at all. Many scavengers are “hijacker predators” and hunt alone, and vultures get quite big (see condors, for example), so we could imagine vultures as “bears of the air” that glide, waiting for a kill, and then descend to claim the corpse and fend off all comers with its hideous visage and screaming cries. If it gets big enough, it might not wait for the dying to die before feasting on them.

If we assume total loners, we might expect an R-type strategy, where the murder vultures meet to mate, lay a bunch of eggs on some distant roost, and then vanish, letting the young fend for themselves. That implies some quite large eggs, and young that are self-sufficient enough that they can hunt right away. This would also drop us straight into “Bloodlust” for Empathy. Murder vultures indeed!

Taken together, our murder vulture might more closely resemble a pteranodon, actually. It might have a four-legged posture, which means juvenile murder vultures are active predators that move on four legs and hunt for small game until they get large enough to learn to fly, and then leave what is likely a mountainous roost.

Lens (MurderVulture): ST +3; IQ -1; SM +1; Basic Move (Ground) +2; Add Bloodlust (12), Cruel, Extra Legs (4; temporary disadvantage, cannot fly) and Loner (12)

The Balloon Vulture

A spherical vulture actually makes quite a bit of sense. If we swap out “winged flight” for “buoyant flight” a spherical flier makes a lot of sense. I had a complaint about my spherical songbirds that one might expect buoyant fliers to be larger than songbirds, and that’s not a problem here either, as we expect vultures to be quite large, so they can signal to our audience the presence of the dying. And a buoyant flier has little trouble keeping aloft, waiting for someone to die. There are only two problems with a spherical vulture: how does it find the dying, and how does it get to the dead body to eat?

Vultures have to cover a lot of ground: they often exist in nutrient poor regions and need to travels for many, many miles to find prey. A balloon vulture would just float along the air currents and have to hope that they just end up over a dead body. Once there, they’d have to drop from the sky, which implies some sort of way to rapidly deflate and control their dive (ideally a fairly quick dive, to get there before anyone else does).

To solve these problems, let us dispense with a truly spherical vulture, and go for radial symmetry, which is weird enough. We’ll need some sort of jet propulsion to aid our buoyant flight, but that’s not too hard to imagine: just suck in a breath and blow. But we could make it more aerodynamic than a big ball. So how about this:

A balloon vulture is configured like a pinwheel. It has a combination skeleton with a skin covering. It has five “wing” of membranous skin stretched out over a internal skeletal frame. It has an extended membrane its its center top that expands as it “breaths in.” When it breaths out, it can breath out through “jet exhausts” that both spin the creature and send it flying in a particular direction. With it breaths in, it can also inflate the balloon, adding some natural methane or other lighter-than-air gases (which are likely also found in smaller air pockets throughout the creature to make it more generally buoyant). It may have dark coloration to naturally absorb the sun’s heat and become warmer than ambient air, thus allowing itself to float more easily. It breaths and spins, breaths and spins until it spots the dying, and then just floats lazily above, spinning only to get back in place if currents draw it too far away. Then, which it judges the prey to have died, it descends, its skeletal frame pointed downwards to pin the dead prey once it lands, and vomit digestives and extend a proboscis to consume the dead corpse. Then, when it’s done, it can scuttle along on its give membranous “legs” while inhaling a great deal, and then leap into the air and rapidly deflate while spinning away like a pinwheel.

That seems plausible, right?

ST: 6

Basic Speed: 6.0

SM: –1

DX: 12

Ground Move: 4

Air Move: 8

IQ: 1

Perception: 10

HT: 12

Will: 8

DR: 0

Traits: 360° Vision; Absolute Direction; Acute Smell 2; Asteroid; Appearance (Hideous); Cast-Iron Stomach 3; Extra Legs (5; Temporary Disadvantage, Cannot Fly); Flight (Lighter than Air or Winged); Restricted Diet (Carrion);

Bite (14): 1d-4 pi

Digestive Vomit (12): 1d-4toxic; Acc 0; Range 5; Area (1 yd)

 

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