Monday, February 16, 2015

Sample flying mounts for Epic GURPS Fantasy

I decided to write up some suitable flying mounts for the GURPS Exalted-like game. On the low end, there's a semi-sentient magic carpet and a fairly conventional pegasus. On the upper end, a large wyvern and a celestial spirit horse. The spirit horse design could be easily modified to be a demonic steed like a nightmare.


Flying Carpet (186 points)

A flying carpet is a magical rug, capable of flying at 120 mph while carrying a single rider, or slightly slower with more riders. It is semi-sentient, and can communicate telepathically with its owner, though it has no initiative of its own. It can be summoned at a distance, and always has a general knowledge of its owner's current location.

The carpet's fabric is tough and resistant to damage, and as a heavy (60 lbs) homogeneous object, it is surprisingly difficult to destroy. The carpet will magically repair itself over time.


ST 0* [0]; DX 10 [0]; IQ 7 [0]; HT 12 [0].
Damage 1d-6/1d-5; BL 80 lb; HP 30§ [0]; Will 10 [0]; Per 10 [0]; FP N/A [0].
Basic Speed 6.00 [0]; Basic Move 6 [0]; Dodge 9.
(SM +1).
* Conditional +20 from 'Lifting ST'.

Advantages

Absolute Direction [5]; Damage Resistance 3 [15]; Dark Vision [25]; Detect (Owner; Rare) [5]; Doesn't Breathe [20]; Doesn't Eat or Drink [10]; Doesn't Sleep [20]; Enhanced Move 2 (Air) [40]; Extra Air Move 3 [6]; Extra Basic Speed +0.5 [10]; Extra Hit Points 30  [60]; Extra HT 2 [20]; Extra Perception 3  [15]; Extra Will 3 [15]; Flight [40]; High Pain Threshold [10]; Immunity to Metabolic Hazards [30]; Immunity to Mind Control [30]; Increased SM 1 [0]; Indomitable [15]; Injury Tolerance (Homogenous, +40; No Blood, +5; No Eyes, +5) [50]; Lifting ST 20 (No Fine Manipulators, -40%; Size, -10%) [30]; Mindlink (Owner; 1 person) [5]; Payload 30 (Exposed, -50%) [15]; Regeneration (Slow: 1HP/12Hr) [10]; Special Rapport (Owner) [5]; Telecommunication (Telesend; Only with owner, -80%) [6]; Unfazeable [15].

Disadvantages

Cannot Speak [-15]; Clueless [-10]; Fragile (Combustible) [-5]; Hidebound [-5]; Incurious (12 or less, *1) [-5]; Low Empathy [-20]; No Legs (Aerial) [0]; No Manipulators [-50]; Racial Reduced ST -10 (Affects ST, +0%) [-100]; Reduced IQ -3 [-60]; Reprogrammable [-10]; Sense of Duty (Owner; Individual) [-2]; Slave Mentality [-40]; Social Stigma (Valuable Property) [-10]; Wealth (Dead Broke) [-25].

Skills

Aerobatics (H) DX+1 [8]-11; Navigation/TL3 (Air) (A) IQ+5 [8]-12§§.
§§ Includes +3 from 'Absolute Direction'.

Encumbrance

[None]: Basic Lift 240+80 lb. Water Move 1 yd; Air Move 15 yd / 60 yd. Dodge 9.
Light: Basic Lift 240+160 lb. Water Move 1 yd; Air Move 12 yd / 48 yd. Dodge 8. 
 

Defenses

Dodge: 9. DR: 3.

Pegasus (186 points)

Pegasi are an expensive but somewhat common way of flying. They can sprint at speeds up to 70 mph for an hour at a time, or cruise around 35 mph for most of a day. They are slower than flying carpets, but are much more capable combatants and are favored by some very wealthy chivalric orders.


ST 27* [0]; DX 12 [0]; IQ 6 [0]; HT 12 [0].
Damage 3d-1/5d+1; BL 192 lb; HP 27 [0]; Will 11 [0]; Per 12 [0]; FP 12 [0].
Basic Speed 6.00 [0]; Basic Move 8 [0]; Dodge 10.
SM +1.
* Conditional +4 from 'Lifting ST'.

Advantages

Acute Hearing 2 [4]; Animal Damage Resistance 1 (Tough Skin, -40%) [3]; Claws (Hooves) [3]; Combat Reflexes [15]; Enhanced Move 1.5 (Air) [30] and Alternate Ability: Enhanced Move 1.5 (Ground) [6]; Extra Basic Move 2 [10]; Extra DX 2 (No Fine Manipulators, -40%) [24]; Extra HT 2 [20]; Extra Legs (4 Legs) [5]; Extra Perception 6 [30]; Extra ST 17 (No Fine Manipulators, -40%; Size, -10%) [85]; Extra Will 5 [25]; Fit [5]; Flight (Winged, -25%) [30]; Increased SM 1 [0]; Lifting ST 4 (No Fine Manipulators, -40%; Size, -10%) [6]; Night Vision 3 [3]; Peripheral Vision [15]; Ultrahearing [5].

Disadvantages

Cannot Speak [-15]; Horizontal [-10]; No Fine Manipulators [-30]; Reduced IQ -4 (Affects IQ, +0%) [-80]; Restricted Diet (Herbivore; Very Common) [-10]; Social Stigma (Valuable Property) [-10]; Weak Bite [-2]; Wealth (Dead Broke) [-25].
Quirks: Cautious [-1].

Skills

Aerobatics (H) DX [4]-12; Brawling (E) DX+2 [4]-14; Flight (A) HT+4 [16]-16; Intimidation (A) Will+1 [4]-12; Mount (A) DX+2 [8]-14; Running (A) HT+1 [4]-13; Survival (Plains) (A) Per [2]-12.
Techniques: Kicking (Brawling) (H) [3]-14.

Encumbrance

[None]: Basic Lift 192 lb. Ground Move 8 yd / 24 yd; Water Move 1 yd; Air Move 12 yd / 36 yd. Dodge 10.
Light: Basic Lift 384 lb. Ground Move 6 yd / 19 yd; Water Move 1 yd; Air Move 9 yd / 28 yd. Dodge 9.

Defenses

Dodge: 10. DR: 1* tough skin.

Melee Attacks

Brawling • Bite-14: 3d-5 cr. Reach C,1.
Brawling • Kick-14: 3d+2 cr. Reach C,1.

Wyvern (375 points)

This huge (3000 lbs) reptilian creature has wings instead of forelegs and a long, wickedly spiked tail that oozes poison. It is immensely strong, and is a favored steed of barbarians and half-ogres, as it can maintain more of its maximum 90 mph flight speed while carrying them than can lesser mounts. It is sometimes used like a chariot, with a rider controlling the creature while two archers loose arrows from its back.

Wyverns are somewhat intelligent and capable of limited speech, though they are not social nor creative. In combat, they prefer to slash with their powerful leg talons or stab with their poisonous tail, but they can batter foes with their wings when grounded. They are also capable of performing a grab and drop on opponents weighing less than 1000 lbs. A wyvern's brain and vitals are so small and well-armored that they might as well be non-existent.
 
 
ST 31 [0]; DX 14 [0]; IQ 8 [0]; HT 14 [0].
Damage 3d+1/6d-1; BL 336 lb; HP 31 [0]; Will 11 [0]; Per 12 [0]; FP 14 [0].
Basic Speed 7.00 [0]; Basic Move 7 [0]; Dodge 11.
SM +2.
* Conditional +10 from 'Lifting ST'.

Advantages

Acute Vision 2 [4]; Claws (Long Talons) [11]; Combat Reflexes [15]; Damage Resistance 14 [70]; Enhanced Move 1.5 (Air) [30]; Extra Air Move 1 [2]; Extra DX 4 (No Fine Manipulators, -40%) [48]; Extra HT 4 [40]; Extra Perception 4 [20]; Extra ST 21 No Fine Manipulators, -40%; Size, -20%) [84]; Extra Will 3 [15]; Fit [5]; Flight (Winged, -25%) [30] or Alternate Ability: Striker (Crushing; 2 Wings; Clumsy (-1), -20%; Long (+1), +100%) [4]; Increased SM 2 [0]; Infravision [10]; Injury Tolerance (No Brain, +5; No Vitals, +5) [10]; Lifting ST 10 (No Fine Manipulators, -40%; Size, -20%) [12]; Nictitating Membrane 10 (Hardened, +20%) [12]; Peripheral Vision [15]; Striker (Impaling; Spiked Tail; Long (+1), +100%) [16]; Teeth (Fangs) [2]; Telescopic Vision 1 [5]; Toxic Attack 4 (Follow-Up pm Tail Striker), +0%; Resistible (HT-5), -5%; Severe Pain, +40%) [22].
Perks: Follow-Through Shtick; Immunity to Wyvern Venom. [2]

Disadvantages

Disturbing Voice [-10]; Gluttony (12 or less, *1) [-5]; Hidebound [-5]; Loner (12 or less, *1) [-5]; No Fine Manipulators [-30]; Reduced IQ -2 (Affects IQ, +0%) [-40]; Restricted Diet (Fresh Meat; Very Common) [-10]; Social Stigma (Valuable Property) [-10]; Wealth (Dead Broke) [-25].

Skills

Aerobatics (H) DX-1 [2]-13; Brawling (E) DX+2 [4]-16; Flight (A) HT [2]-14; Intimidation (A) Will [2]-11; Mount (A) DX+2 [8]-16; Survival (Mountain) (A) Per [2]-12; Wrestling (A) DX+2 [8]-16.
Techniques: Kicking (Brawling) (H) [3]-16.

Encumbrance

[None]: Basic Lift 336 lb. Ground Move 7 yd; Water Move 1 yd; Air Move 15 yd / 45 yd. Dodge 11.
Light: Basic Lift 672 lb. Ground Move 5 yd; Water Move 1 yd; Air Move 12 yd / 36 yd. Dodge 10.
Medium: Basic Lift 1008 lb. Ground Move 4 yd; Water Move 1 yd; Air Move 9 yd / 27 yd. Dodge 9.

Defenses

Parry: 12 (Brawling Strikers). Dodge: 11. DR: 14 (Most locations) or 10H (Eyes).

Melee Attacks

Brawling Bite-16: 3d+3 imp. Reach C,1. Born Biter 1.
Brawling Kick-16: 3d+7 cut/imp. Reach C,1–2.
Striker Wings-16: 3d+7 cr. Reach C,1-3.
Striker Tail-16: 3d+7 imp and follow-up 4d tox (HT-5 to resist). Reach C, 1-3.
Wrestling-16: ST43 grab or TrST49 for 4d control points. Usually grapples with mouth (TrST24, 2d+1 CP) or both legs (TrST 28, 3d-1 CP each or 57, 6d+1 together while flying).

Spirit Horse (373 points)

A spirit horse is a celestial being; a divine agent in a horse like form. It is smarter than a normal horse and glows with an internal light.  It can walk on air and travel tirelessly at up to 110 mph. As a spirit, it doesn't need to breath, eat, or sleep and is immune to all poisons and disease.

The master of a spirit horse must purchase at least 5 points in Social Regard: Venerated.

ST 29* [0]; DX 14 [0]; IQ 7 [0]; HT 14 [0].
BL 218 lb; HP 29 [0]; Will 11 [0]; Per 12 [0]; FP N/A [0].
Basic Speed 7.00 [0]; Basic Move 9 [0]; Dodge 11.
SM +1. 
* Conditional +4 from 'Lifting ST'. 
 

Advantages

Acute Hearing 2 [4]; Animal Damage Resistance 1 (Tough Skin, -40%) [3]; Celestial Doesn't Breath [20]; Celestial Doesn't Eat or Drink [10]; Celestial Doesn't Sleep [20]; Celestial Immunity to Metabolic Hazards [30]; Celestial Walk on Air [20]; Claws (Hooves) [3]; Combat Reflexes [15]; Damage Resistance 1 [5]; Enhanced Move 2.5 (Ground) [50]; Extra Basic Move 2 (Affects Move, +0%) [10]; Extra DX 4 (No Fine Manipulators, -40%) [48]; Extra HT 4 [40]; Extra Legs (4 Legs) [5]; Extra Perception 5 [25]; Extra ST 19 (No Fine Manipulators, -40%; Size, -10%) [95]; Extra Will 4  [20]; Increased SM 1 [0]; Injury Tolerance (Homogenous, +40) [40]; Lifting ST 4 (No Fine Manipulators, -40%; Size, -10%) [6]; Night Vision 3 [3]; Peripheral Vision [15]; Ultrahearing [5].
Perks: Illumination. [1]

Disadvantages

Celestial Divine Curse [-5]; Celestial Weakness (1d per 30 minutes; Occasional) [-5]; Horizontal [-10]; No Fine Manipulators [-30]; Reduced IQ -3 [-60]; Social Stigma (Valuable Property) [-10]; Weak Bite [-2]; Wealth (Dead Broke) [-25]. 
 

Skills

Brawling (E) DX+3 [8]-17; Intimidation (A) Will+1 [4]-12; Mount (A) DX+2 [8]-16; Running (A) HT+1 [4]-15.
Techniques: Kicking (Brawling) (H) [3]-17.

Encumbrance

[None]: Basic Lift 218 lb. Ground Move 9 yd / 54 yd; Water Move 1 yd. Dodge 11.
Light: Basic Lift 436 lb. Ground Move 7 yd / 43 yd; Water Move 1 yd. Dodge 10.

Defenses

Parry: Dodge: 11. DR: 1+1* (All Over).

Melee Attacks

Brawling • Bite-17: 3d-4 cr. Reach C,1.
Brawling • Kick-17: 3d+3 cr. Reach C,1.

Design Notes

The wyvern is probably the most useful in air-to-air combat, with excellent armor and a good attack, but it's also the largest and uses wings to fly, which means it needs a lot of space to land. It's also expensive to maintain, since it needs about 60 lbs of fresh meat a day. The spirit horse, while more vulnerable to damage in general, can land in much tighter spaces and costs nothing to maintain.

The flying carpet is probably more generally useful than the pegasus: the carpet costs less to maintain, flies much faster, and can navigate. It can't quite carry as much on the high end, and lacks its own attacks, though I'm not sure how much of a disadvantage that is.

While I don't feel the least bit bad in giving Injury Tolerance: No Brain to the wyvern, I originally wanted to give it a lot of DR (Vitals Only) instead of No Vitals. However, Vitals Only is only worth -30%, and it just wasn't cost effective.

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