Copyright (c) 1996 by Thomas Ackermann I call this GURPS Creatures Creatures Creatures (GURPS C3C or simply GURPS Creatures) Version 0.1 (Sun Oct 20 22:10:23 MET DST 1996) beeing inspirited by GURPS Robots (it is about creating creatures for GURPS and uses some of the formulas for creating robots) and Guns Guns Guns (it is a real creature-construction-set). Many ideas for this were already discussed on GURPSnet - i just tried to unify some of the concepts. I will use this new rules for my part of the GURPS WebWorlds and of course for my own campaign (esp. for D&D Immortals, Demons and the like)! Note, this is a pre-pre-pre-release ... just to get some additional ideas and thoughts and some bashing of course ;-) ***************************************************************************** ***************************************************************************** NEW RULES: ***************************************************************************** Simplified Damage (Optional Rule): Instead of using an arbitrary table for determining thrusting damage, simply use the following formula: := ST / (10/3.5) and := ST / 10 Round *up*, not down as usual, to be not unfair for lower ST! Simply add 2d for swinging damage ... we have to live with this "interesting" ST-table from SJG ;-) (Examples: A creature with ST 100 simply make 10d of thrusting damage, instead of 11d with the original GURPS table. An average human with ST 10 makes 1d of thrusting damage, whereas the human peek with ST 20 makes 2d ... and so on - unfair to some degree, but *much* more simple! The remaining problem is the swinging damage ... GURPS give much more sw-damage than thr-damage in the first levels, but later only the difference of 2d remains ... Any idea?) ***************************************************************************** ***************************************************************************** NEW ADVANTAGES: ***************************************************************************** Increased Strength 175p/l Each level of Increased Strength doubles your current ST. This ST is a supernatural one - meaning that your body is powered by a force beyond what your physical form is naturally capable of. This kind of ST is needed for superstrong babies and strong small creatures or for beeings like Superman or the Hulk (the last ones ST would in part come from his greater built). The level-cost for this advantage is calculated to fit into the normal GURPS system - ST 20 cost both 175p with the normal cost and this advantage. Because the effective ST is increased more and more with more levels of Increased ST, there is no need for the cost that GURPS gives us with Enhanced ST! For those who need a table for this: Level ST point-cost 0 x1 0p 1 x2 175p 2 x4 350p 3 x8 525p 4 x16 700p 5 x32 875p 6 x64 1050p 7 x128 1225p 8 x256 1400p 9 x512 1575p 10 x1024 1750p This table make ST much more costly then the Enhanced ST table from Supers - at least for the lower levels, but much cheaper than the original 25p per additional level. For example, a normal human with a ST of 10 and 3 levels of Increased ST would have an effective ST of 10 * 8 = 80. Dr. Bruce Banner would need 10 levels of Increased ST to get his ST of 10 * 1024 = 10240 (OK, about ST 8000 would be sufficiant - say Bruce has an ST of 8 and 10 Levels of IST, or say that he has ST 16 from his greater built and 9 levels of IST ... but see below for a more close look at this!). ***************************************************************************** Increased Natural Size (for costs, see below) This Advantage is used to determine the physical effects of a greater built. The effects of a greater size are calculated in terms of Scale. A normal average human (5'9`` or 175cm) has an Scale of 1.0. The Scale measures the size of a creature: A being with 11'6`` is simply called a Scale 2.0 creature. Personal HP, ST or Weight is based on your value in comparision to another creature of your size or Scale: Two average bunnies have ST 10 against each other, and so on ... The base for this calculations is an average human with ST and HP 10 and a weight of 150lbs. Hitpoints for living creatures are directly and linear affected by the Scale (don't argue with me - ask Kromm!): final HP := personal HP * Scale (Example: An average Scale 2.0 creature has 10*2.0 = 20 HP, whereas an above (15 instead of 10 HP) average Scale 3.0 creature has 15 * 3.0 = 45 HP.) Hitpoints for robots and other unliving material are affected by the Scale in a quadratic manner - by their surface area (don't argue with me - ask Kromm and David Pulver!): final HP := personal HP * Scale ** 2 (Example: An average Scale 2.0 robot has 10*2.0**2 = 40 HP, whereas an above (15 instead of 10 HP) average Scale 3.0 robot has 15*3.0**2 = 135 HP.) Strength for living creatures is affected by the Scale in a quadratic manner - by their surface-area (see above ...): final ST := personal ST * Scale ** 2 (Example: An average Scale 2.0 creature has a ST of 10*2.0**2 = 40, whereas an above (ST 15 instead of 10) average Scale 3.0 creature has an ST of 15*3.0**2 = 135.) Weight of creatures is affected in a cubical way by Scale - by their volume: final weight := personal weight * Scale ** 3 (Example: An average Scale 2.0 creature weights 150*2.0**3 = 1200lbs, whereas an above (200lbs instead of 150lbs) average Scale 3.0 creature weights 200*3.0**3 = 5400lbs.) The table for living creatures: Level Scale HP ST Weight 0 1.0 x1 x1 x1 1 2.0 x2 x4 x8 2 3.0 x3 x9 x27 3 4.0 x4 x16 x64 4 5.0 x5 x25 x125 5 6.0 x6 x36 x216 6 7.0 x7 x49 x343 7 8.0 x8 x64 x512 8 9.0 x9 x81 x729 9 10.0 x10 x100 x1000 ... The formulas for creating any creature upon any wanted input-value: a) Enter the wanted Scale of the creature and get the other values: 1) point-cost := (175 * ln(Scale**2)) / (2 * ln(2)) 2) HP := * Scale 3) ST := * Scale**2 4) Weight := * Scale**3 (Example: You want an natural average Scale 3.5 creature? 22'1`` = 6.125m, 316p, 35 HP, ST 122, 6431lbs) b) Enter the wanted ST of the creature and get the other values: 1) point-cost := (175 * ln(ST/)) / (2 * ln(2)) 2) HP := * Sqrt(ST/) 3) Weight := * (Sqrt(ST/))**3 4) Scale := Sqrt(ST/) (Example: You want a natural creature with a final ST of 40? 175p, 20 HP, ST 1200lbs, Scale 2.0 - an trivial example ;-) c) Enter the wanted HP of the creature and get the other values: 1) point-cost := (175 * ln((HP/)**2)) / (2 * ln(2)) 2) ST := * (HP/)**2 3) Weight := * (HP/)**3 4) Scale := HP/ (Example: You want a natural creature with 100 HP? 279p, ST 1000, 150000lbs = 75tons, Scale 10.0 - ups, again a trivial example) d) Enter the wanted Weight of the creature and get the other values: 1) point-cost := (175 * ln((weight/)**(2/3))) / (2 * ln(2)) 2) HP := * (weight/)**(1/3) 3) ST := * (weight/)**(2/3) 4) Scale := (weight/)**(1/3) (Example: You want a creature, a demon of 6000lbs? 310p, ) e) Enter the wanted point-cost of the creature and get the other values: 1) Scale := Sqrt (exp((2 * * ln(2)) / 175)) 2) HP := * Sqrt (exp((2 * * ln(2)) / 175)) 3) ST := * exp((2 * * ln(2)) / 175) 4) Weight := * (Sqrt (exp((2 * * ln(2)) / 175)))**3 Note, that this point-cost is based on the cost for Increased Strength! This means, that you pay for your final ST and for nothing else! (Example: You want a average natural giant that without anything beside it's size costs 200p? Scale 2.2 = 3.86m = 12'8``, 22 HP, ST 48, 1615lbs) /// BIG NOTE - there are some big errors in either the examples and/or the /// actual formulas - please ignore! I think, you get the +idea* of the formulas ***************************************************************************** Later things ... please ignore ... /* Enhanced Hitpoints (is this realy needed? for what cost?) (Needed to adjust the Hitpoints in a linear manner ...) Level HP 0 x1 1 x2 2 x3 3 x4 4 x5 5 x6 6 x7 7 x8 8 x9 9 x10 10 x11 ***************************************************************************** Increased Hitpoints (is this realy needed? for what cost?) (Needed to adjust the Hitpoints in a quadratic manner - like ST ...) Each level of Increased HP doubles your current amount of Hitpoints. These are supernatural Hitpoints - a (maybe unknown) force increases your bodies ability to deal with damage. The table: 0 x1 1 x2 2 x4 3 x8 4 x16 5 x32 6 x64 7 x128 8 x256 9 x512 10 x1024 */