Gurps low tech armor materials 4e pdf download plebs
The most powerful femal trapper ants have exceedingly large dens on account of having taken over the dens of dead competitors as spoils of war.
Organization: Solitary, no more than one per square mile. Habitat: Plains. The statistics given here are an amalgamation of the most common species; the smallest antelope weigh just over three pounds, while the largest weigh more than a ton. Both males and females of many antelope species have horns, although those of the males are generally larger. Some species do not have horns at all, and in any case they are not used for defense against predators.
For protection antelope rely on their speed against lions, for example , endurance as against cheetahs and maneuverability. When fleeing danger an antelope will always run at its full Enhanced Move, but the point at which it breaks into a run varies by what is hunting it. Antelope have been known to run from cheetahs spotted up to half a mile away.
Included among the various types of antelope are the eland two species , gazelle over a dozen species , impala, oryx four species , springbok and wildebeest two species. Springbok antelope herds may grow to over ten million individuals covering an area of 1, square miles. Habitat: Varies: forest, plains and savannah are their major habitats. DR: Speed: 6. DR: 0 Speed: 5. Because they are particularly dangerous opponents, greater basilisks are unafraid to nest in the open, but they prefer small caves when they are available.
Combat: The greater basilisk does not have a toxic attack, psionic or otherwise. Instead, it uses its psionic ability to paralyze its prey, then closes to kill with its bite.
This psionic ability requires that the basilisk meet the eyes of its prey, but once it has done so, there is very little its opponent can do. Most animals that the greater basilisk hunts do not have sufficient HT to resist the gaze.
These reptiles are most active during the day when it is hottest, but if provoked at night they are quite capable of defending themselves. Organization: Greater basilisks are found in groups of three or four when they are nesting. They prefer to hunt solo, however. Habitat: Desert. Source: Author. This is their main form of attack. They use the Rotting Death spell in the same manner that other insects use external digestive acids.
Grave beetles eat infrequently, preferring to take down large prey and living off the meat for a week or more. Organization: Solitary. The Petrification ability causes the victim to turn to stone and be paralyzed on a failed HT roll. This is a permanent effect, reversible only by magical means typically, the Stone to Flesh spell. Organization: Solitary, occasionally in small groups Their fur is a light tan color with black spots, except for the belly and the tip of the tail, which are white and have no spots.
At a distance cheetahs are virtually indistinguishable from leopards. The cheetah is the only big cat whose claws do not fully retract. This, and the fact that it can use its tail as a rudder, means that cheetahs have better than average control at high speeds. Cheetahs cannot roar, but they do have a variety of vocal sounds. One of the most common is a sound like a bird chirping, loud enough to be heard up to a mile away, which mothers use to alert their cubs to the presence of food.
Cheetahs are also able to purr: males use this purring sound to court females, and mothers use it when grooming their cubs. Cheetahs will also hiss when threatened. Hunting: Cheetahs prefer to hunt their prey in late morning or early evening, while it is still light but before and after the hottest period of the day.
They often seek higher ground tree trunks, mounds, and so on from which to observe and search for food. Their primary prey animals are small or young antelope, but they will go after other animals of similar or smaller size.
The cheetah is well-known as the fastest land animal, reaching speeds of 65 mph over short distances, but this incredible speed comes at a cost. As a result, in addition to the standard fatigue cost from sprinting p.
B , a cheetah must pay 6 FP every time it sprints. Most chases last fewer than thirty seconds and a cheetah will never give chase for more than a minute, but even that length of time demands between 6 and 10 FP. Its high Running skill will tend to keep this cost toward the lower end, but it will never be less than 6 FP.
After long chases, whether or not the cheetah has caught its prey, it will rest for at least half an hour recovering 3 FP or more.
Because of the incredible demand on their bodies, cheetahs will rarely attempt to catch the same prey more than twice. Since they are successful only half the time, however, two chases per meal is common. A cheetah will close to within 30 yards of its prey before sprinting. It will shorten this distance before the chase if its prey is particularly fast, but it will rarely come nearer than 10 yards. During the chase, a cheetah will attempt to trip its prey using its Sweeping Kick technique.
The chase is the hardest part of the hunt: if a cheetah can accomplish this, it will usually have its meal. Unlike larger cats, cheetahs cannot snap the necks of their prey. Instead, they go for the throat -5 to hit. Cheetahs will hold fast once they have bitten, in order to suffocate their prey. Treat this situation as a grapple with an attempt to choke without the one-handed penalty; see pp. Cheetahs use their blunt claws 1d crushing primarily for defending their territories, not for hunting.
Variations: Although rare, there do exist cheetahs with white, black, or gray coats, in most cases retaining their spots in some form. Such cheetahs are less capable hunters, however, due to their lack of natural camouflage. Treat such variants as having Stealth only. Organization: Cheetahs are born blind in litters of ; their eyes open after about a week. Most cubs are killed by other predators shortly after birth.
They begin mating at around three years old and live for eight to twelve years more in captivity. A litter forms a sibling group once the mother leaves around 18 months ; the females in the sibling group leave six months later.
Male cheetahs are social and form coalitions of two or three males. In such coalitions they control large territories an average of 14 square miles in size. They defend their territories against incursions by other males, sometimes to the death. Females, on the other hand, are solitary after the age of two, except when they are rearing cubs.
Females do not establish territories but hunt in overlapping home ranges of up to square miles. Although they do not generally attack humans without provocation, cheetahs cannot be fully domesticated. They can be tamed and trained sufficiently to be used by hunters. They are unable to distinguish friend from foe except within their own species, however, so if they are trained to hunt humans, they will be indiscriminate.
They do not breed well in captivity: male cheetahs are nearly impotent, and the females prefer to have multiple partners. Habitat: Plains Savannah, Semi-Arid. The chimera is a white, long-haired creature hence the goat body description. The other two heads are like the middle one, lacking only the mane. Despite not being a sapient creature, the chimera does have three brains, any two of which can be destroyed without killing the chimera.
Each head is capable of a breath attack: the side heads breathe acid while the middle head breathes acid or fire. The same liquid jets from each head, but the middle head is capable of igniting it.
A chimera will usually stagger its breath attacks over three seconds with the fire breath first , then bite for two seconds before using the breath attacks again. A chimera is capable of attacking with its claws, but it rarely does so because it must rear up to do so, which exposes its necks to its adversary.
Dodge: 9 Parry: — DR: 0 Bite 15 : 1d-3 cut Reach C Physical Traits: Discriminatory Smell Skills: Tracking Description: Dingos are wild dogs that live in family groups, hunting small animals, scavenging from sapient species and generally eating anything they can kill or find easily.
They grow to a height of two feet at the shoulder and a length of four feet not including the tail. Dingos can and do mate with other dog species. Organization: Although usually solitary or found in family groups, dingoes occasionally gather into packs of a dozen or more for hunting purposes.
A litter averages five pups, but in the larger packs many of these will be killed by rival females. Dodge: 9 Parry: — DR:? This makes the lungstrider lighter than air, allowing it to float up to twenty feet off the ground. When it finds something it wants to eat, it descends a few feet and wraps its other six legs around the food.
This is the source of its constriction attack, which by nature is relatively weak. Its mouth is located on the underside of the front third of the body. It lacks teeth; instead, it pushes food into its mouth and holds it there while it is digested directly behind the mouth.
The lungstrider has poorly functioning eyes that it uses only to gauge the direction to its next distant meal. It has no olfactory sense to speak of. Although it is filled with hydrogen, it is surprisingly hardy: its hide is particularly resistant to fire and does not puncture easily. If a lungstrider does happen to be threatened by fire, a rapid chemical process combines the hydrogen with oxygen and fills its lung sacs with water.
Although lungstriders cannot be domesticated or trained in any real sense, they are sometimes used as pack animals. Lungstriders tend to keep to patterns of movement that change very slowly, and so they have predictable routes.
They do not seem to mind or even notice , and they can carry up to two hundred pounds without difficulty. Although they move too slowly to be used as mounts, they can carry cargo from the outskirts of one city to another as quickly as any caravan, without supervision. Organization: Family groups of , with never more than 2 adults.
See that text for more detail about how Spray functions. By the time they reach adulthood, their hoods which resemble those of the cobra are rimmed with a dozen or more long, sharp spines.
They function like normal spines when being used for defense impaling damage to anyone who gets too close , but their sharp edges allow the snake to use them almost like shortswords cutting damage. Especially when attacking larger creatures, a sword snake will attempt to constrict and impale its prey. This entry also appears in the Sapients chapter.
Combat: Ice worms are fairly well protected by their aura of cold. An ice worm has two primary tactics when fighting.
First, it closes on its victim, surrounding it with its body but not constricting so that the cold aura surrounds it as well. If its victim fights back, however, it will then retreat and use its cold breath. Ice worms prefer to avoid this second tactic, however, as it is an unpleasant experience for them: their bodies become warmer as a result of expelling so much cold mass. They prey on large mammals, but have been known to attack and eat other ice worms.
They carry their charges into eternal rest in Annwn by loading their souls onto a wagon, usually having one or more corporeal zombies do the heavy lifting.
It should be catalogued as one of the fae species, despite its corporeal form. They frequently appear in the guise of an old woman wearing a cowl usually white that covers long, silver hair. This appearance is an illusion, however, produced by a piece of enchanted jewelry that the banshee wears.
The most common jewelry are combs and hairpins, but survivors of banshee encounters have reported a wide range of pieces. When a banshee wishes to terrorize a victim, it removes the jewelry and seems to transform instantly to its true form. This true form is hideous and has the unnatural ability to terrorize anyone who looks at it. The lidless eyes are the size of billiard balls and the toothless mouth is stretched tight across a jaw that opens six inches.
In this form the banshee emits its characteristic keening. Others believe it to be more like the shriek of a woman. Most, however, insist that it sounds like the screams of a thousand dying infants. Witnesses report only that they invariably attack the youngest member of any group they encounter. Once it has defeated the youngest member usually by killing him , a banshee usually flees. Sometimes it will stay to attack the next youngest person, but this is rare.
It is not clear how or if banshees eat or reproduce. One thing is certain. Although it is one of the fae, it is not a faerie, nymph or gremlin and is therefore incapable of becoming incorporeal. As a result it must resort to magical means to alter its appearance. Powerful and unscrupulous mages have been known to provide banshees with their enchanted jewelry. If a banshee loses its jewelry during a fight it will retreat immediately and avoid contact with most sapients until it can procure a new enchanted piece.
If the jewelry has been stolen, a banshee will hunt down the thief with the aid of one or two other banshees. This is the only time that they are seen in groups. Combat: Since they are substantial and can by physically harmed, banshees defend themselves by projecting a field of energy around their bodies that resists physical attacks. This projection does not last very long, however, as it can be weakened by repeated blows.
Banshees avoid revealing their true forms unless they are in danger of being defeated. When fighting, they focus an element of their life-draining abilities into an attack that supernaturally starves its victim. Once it has incapacitated its victim, it closes to melee distance and strikes with a weapon, usually a knife, that materializes in its hand for precisely this purpose. Organization: Usually solitary, at most Habitat: Banshees are found most commonly in nonurban populated areas, especially the frontiers of sapient civilization.
Notes: See also Fae. Although they resemble massive black mastiffs, they are actually demonic in origin. They are able to become insubstantial and invisible at will, and their powerful breath is deadly. Organization: Barghests travel in packs of two to four. They are roughly human in appearance, with skin the color of treebark varying by the dominant tree species in its habitat and short green or gold hair.
Although dryads prefer to remain insubstantial, they will materialize to interact with other creatures. When doing so, they will use their Chameleon advantage to remain as hidden as possible.
Combat: Dryads are exceptionally territorial, more than any other nymph species. If one become aware of intruders to its forest, it will seek them out and attempt to divert or waylay them with mind-affecting magic. If the intruders are destructive in any way, however, a dryad will use her plant magic to avenge the harm to her forest, even to the point of killing the culprits.
GURPS Low-Tech covers the basic tools used by historical adventurers from the Stone Age to the Age of Sail — and still used by modern survivalists and post-apocalypse survivors when the high-tech toys fail. You are commenting using your WordPress. Instant Armor and fight faster! Email required Address never made public. Daily Life and Econ Visit the official web page for more info, resources, product support, and links.
A younger and richer self was an uncredited playtester on this volume. Fill in your details below or click an icon to log in: The GURPS Fantasy-Tech line features innovations that might have been feasible, creations that never caught on, far-fetched and crazy weapons, and other impossible possibilities. On November the 12th Steve Jackson Games released its annual Report edution the Stakeholders and announced that in a year with their second highest revenues ever they could not afford to print their fully typeset GURPS Discworld.
B and Ham-Fisted 2 p. B , while gloves impose Bad Grip 1 and Ham-Fisted 1. Some intricately articulated plate gauntlets or finely made dueling gloves reinforced with fine mail Low-Tech, p. This requires special treatment for layered armor Low-Tech, p. Instead of adding up all the DR values and using the total, apply damage to each layer separately, starting with the outermost armor.
Calculate damage to the armor beneath that from the damage that penetrates the first layer. Example: Sir Gnaff is wearing a medium coat of plates over a light mail haubergeon. The coat of plates counts as segmented plate: DR 4, 24 lbs. The haubergeon is DR 3 DR 1 vs. If Sir Gnaff is struck with a sword for 7 points of cutting damage, then the coat of plates stops all but 3 points of cutting damage, which is converted to crushing. The mail has just DR 1 vs.
The Object Hit Points Table p. B gives the coat of plates 20 HP and the haubergeon 18 HP. Pectorals A pectoral is a small chest plate that guards against attacks on the vitals. Historical examples usually covered the front, not the back, and were held in place by straps.
It always protects the vitals from the front! Penalty: Additional penalty to avoid the pectoral, above and beyond that to target the upper chest -1 , for a net -2 to If using Targeting Chinks in Armor p. B , vitals protected by a pectoral are targeted at -7 plus this penalty so at -8 to ; success halves DR. The armor of Rhesos was golden and gigantic, a wonder to look upon. Arm armor, ; entire, ; forearm, 10; upper, Arming garments, Arraphian helmets, Bascinets, Body armor, Boots, Chest armor, Cloaks, Coifs, Corinthian helmets, Digestive tract hit location, Elbow armor, 9.
European helmets, Expertly tailored armor, Footwear, 16; cost note, Gauntlets, Glossary, 3. Gloves, Greathelms, Greek helmets, Groin, armor, 7; hit location, Gurpisu, Hand armor, Headgear, Heaumes, Helmets, ; new, ; padding, Helms, full, 14; great, 15; pot, Hit locations, new, Holdout modifiers, 17; see also specific armor types. Japanese helmets, Kabuto, Knee armor, Kranos, Layered armor, Leg armor, ; entire, Limb armor, Locations, armor, 16; hit, Looting, Materials, Modifications, Neck protection, Pectorals, Pelvis hit location, Pot helms, Rules, optional new, Sasanian helmets, Shin armor, Shoulder armor, 8.
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