Gurps Campaign Manager ver. 2.2

You can now save your progress as a pdf! In all previous versions there was no option to save your progress unless you had some kind of pdf printer software to print as pdf. However as long as you have the latest Adobe Acrobat Reader DC (the only thing I’ve tested it with) you can now save the progress and come back to it later.

Get it HERE

Spell Cards!

After finally getting the Maneuver Cards done after about five years of working on them off and on I decided to get moving to the Spell Cards. Like the other cards they are a form that you can fill and print yourself.  However since there are so many varieties of spells and what they are capable of doing I only made the Page field permanent.  The rest of the cells can be entered by the user.  The information panel looks just like the other cards but for the cover I opted for a spell book cover with each College having the same colour represented in GURPS Magic. I also added a symbol for each college.

The symbols are from Game-icons.net  I’ve made a card for each college and one set of “Generic” Spell cards.  Next up will be Psi cards, Path/Book, Ritual, Syntactic, Symbol, and Wild Magic. All but the Psi cards will probably have to have a different format for the information so they may take a little longer.You can view all the Spell Cards HERE

If you end up using them please send me pictures of your cards!

Manoeuvre Cards for GURPS

I’ve finally finished the bulk of the cards needed for use during GURPS combat. This has been an on again/off again project since 2012. The idea comes from the GURPS Combat cards that you can download for free from Warehouse 23.  It is a great idea and very useful but I didn’t like the basic design of the cards or the limited amount of information.  So I came up with my own version which you can enter your own text then print out for use during game play.

These are great for beginner or pro and if you use miniatures or counters with a hex map it turns the combat into a tactical table top war game.  I’ve considered making a play mat to place the cards on, much like you see with Collectable Card Games (CCG).

As you can see from the photos above the cards are printed individually on 6×4 blank note cards.  Each pdf has three different variants of the card and are a form which you fill out yourself.  Once you have entered the information that you desire to have just print it out on the note card, score (crease) down the centre, glue & fold, press with a heavy object so it dries flat, then just cut the remaining card edge.  I recommend a hobby knife rather than a scissors.

You can get the pdf’s HERE

Two other pdf forms are in the folder, both are used for NPC’s and Monsters.  One is playing card size like the Maneuver Cards but you print it on an A4/U.S. Letter size sheet of card stock.  The other is also a 6×4 note card size which you can fill out  and store in a standard recipe box. There is a small area where you can upload a picture unto the card as well.

Playing card size version of the Monster Card.

Enjoy! Let me know if you use them, send me links to pictures of your cards!  Any suggestions? Ideas for different play aids?

Fukuiraptor

Despite its name the Fukuiraptor (foo-KOO-ee-RAP-tor) is not a Raptor at all. It belongs more to the Allosaurus family. At 14 feet (4.2 m.) long, 3 feet (.92 m.) high at the shoulder and weighing 450 pounds (200 kg.) the Fukuiraptor is nothing to tangle with lightly. When domesticated they can be used as mounts for smaller individuals (average of 5′ 3″ and around 100-120 lbs.) or as hunting/war dogs. Riding Theropods (small) required and Animal Handling: Theropods required. In the wild they are only encountered alone or with a mate.

ST: 15 HP: 15 Speed: 6.75
DX: 14 Will: 3 Move: 7
IQ: 3 Per: 12
HT: 13 FP: 13 SM: +2 (3 hexes)
Dodge: 9 Parry: 0 DR: 1

Attack (Skill or Resistance):

  • Claws: 1d+1 cut C,1; SL: 12
  • Teeth 1d cut C, SL: 14
  • Tail: 1d+1 cr C,1;

Traits: Acute Taste & Smell 1 [2, B35]; Bestial -10 [B124]; Cannot Speak -15 [B125]; Claws, Sharp (Feet) 5 [B42] Claws, Sharp (Hands) [3, B42]; Combat Reflexes 15 [B43]; Damage Resistance 1 – Tough Skin, -40% [3, B47]; Enhanced Move 1
(Ground Speed 16); Fit 5 [B55]; Hidebound -5 [B138]; Peripheral Vision 15 [B74]; Restricted Diet (Carnivore) -20 [B151]; Weak Striker (Tail; Cannot Parry; Long, SM+1; Limited Arc, rear hexes); 5 [B88]; Taboo Trait (Fixed IQ) 0 [B263]; Teeth, Sharp 1 [B91]

Skills: Brawling DX+0 [1, B182]; Stealth DX-1 [1, B222]; Survival (choose one) Per-1 [1, B223]; Tracking Per-1 [1, B226]

Class: Dinosaur, Animal

Xiaosaurus

Xiaosaurus (Zhou-SAWR-us) is a small, lightly-built dinosaur. It is an herbivore and a fast, agile runner. It is small and lizard-like, about 5 feet (1.5 m) long, one foot high and weighs about 15 lbs. It walks on two long legs, has four-toed feet, five-fingered hands, short arms, a long, stiff, pointed tail, a flexible neck, and a small head with large eyes. It has leaf-shaped cheek teeth. They pose no threat in the wild but can be a nuisance in urban areas.

ST: 4 HP: 4 Speed: 7.25

DX: 16 Will: 2 Move: 7

IQ: 2 Per: 12

HT: 10 FP: 10 SM: -4

Dodge: 9 Parry: n/a DR: 1

Attack (Skill or Resistance):

  • Bite: 1d-6 cr SL: 16
  • Kick: 1d-5 cut, Reach: C,1, SL: 14
  • Tail Lash: 1d-4 cr, SL: 14
  • Claws: 1d-6 cut SL: 16

Traits: Acute Taste & Smell 1 [2, B35]; Bestial -10 [B124]; Cannot Speak -15 [B125]; Claws, Sharp (Feet) [3, B42]; Combat Reflexes 15 [B43]; Damage Resistance 1 – Tough Skin, -40% [3, B47]; Fit 5 [B55]; Hidebound -5 [B138]; Penetrating Voice [1, B101]; Peripheral Vision 15 [B74]; Restricted Diet (Herbavore) [-20, B151]; Striker, Crushing (Tail) 5 [B88]; Taboo Trait (Fixed IQ) 0 [B263]; Teeth, Blunt [0, B91]

Skills: Brawling DX+0 [1, B182]; Survival (choose one) Per-1 [1, B223]; Tracking Per-1 [1, B226]

Class:Dinosaur, Animal

Elmisaurus

I have two types of DF games. One is kept completely underground, the other is a standard fantasy world except horses are rare.  Instead dinosaurs are the main beasts of burden and wilderness threat.  The Elmisaurus is one of the animals that has been domesticated in my campaigns.  They can be found in cities and almost all Elmisaurus (EL-mih-SAWR-us) you will come across are domesticated pets. They are great at catching unwanted pests such as rats and Xiaosaurus. They are 6.6 feet long, about 3 feet at the shoulder a weigh in at 70-100 lbs. They come in a dazzling display of patterns and are normally light purple, white, black with small in frequent orange spots. In the wild they are generally found in Warm temperate areas and are found in small groups 1d+2. They rarely attack humans unless they outnumber the target and are extremely hungry.

ST: 9 HP: 9 Speed: 7.25

DX: 16 Will: 3 Move: 7

IQ: 3 Per: 12

HT: 13 FP: 13 SM: 0

Dodge: 10 Parry: n/a DR: 1

Attack (Skill or Resistance):

  • Claws, Sharp: 1d-2 cut C,1
  • Striker, Tail: 1d-1 cr C,1
  • Teeth, Sharp: 1d-3 cut C

Traits: Acute Taste & Smell 1 [2, B35]; Bestial -10 [B124]; Cannot Speak -15 [B125]; Claws, Sharp (Feet) 5 [B42] Claws, Blunt (Hands) [3, B42]; Combat Reflexes 15 [B43]; Damage Resistance 1 – Tough Skin, -40% [3, B47]; Fit 5 [B55]; Hidebound -5 [B138]; Peripheral Vision 15 [B74]; Restricted Diet (Carnivore or Herbavore) -20 [B151]; Striker, Crushing (Tail) 5 [B88]; Taboo Trait (Fixed IQ) 0 [B263]; Teeth, Sharp 1 [B91]or Teeth, Blunt [0, B91]

Skills: Brawling DX+0 [1, B182]; Stealth DX-1 [1, B222]; Survival (choose one) Per-1 [1, B223]; Tracking Per-1 [1, B226]

Class: Dinosaur, Animal

Notes: Omnivore

Ash Zombie

Ash Zombies can only be made from those that have died in a fire. All the surviving ash and bone fragments must be available to create the Zombie. Ash Zombies contained enough residual life force or death-aspected mana, that they can be reanimated with the Zombie spell. The Zombie will look like a person formed from ash. If the ash had blown away then the skeletal structure will be exposed. It is not uncommon to see an Ash Zombie with part of the skull or a with a skeletal limb exposed, Its also common for an Ash Zombie to have little or no skeletal structure left. Instead of the rotting smell of your regular Zombies, Ash Zombies smell of brimstone and sulphur.

What makes Ash Zombies desirable is the fact that they can be enchanted due to the fact that the ash will not rot like regular zombies and that they are almost immune to all but the hottest fires.

Ash Zombie Template -28 points

Attributes Modifiers:

ST +1 [10]; DX 0 [0]; IQ -2 [-40]; HT 0 [0]

Secondary Characteristics

Damage 0; BL lbs.0; Will 0 [0]; Per 0 [0]; FP 0 [0]; HP +4 [8]; Basic Speed 5.25 [0]; Basic Move 5 [0]

Advantages

Damage Resistance 10 – Limited (Fire), -20% [40, B47]; Doesn’t Breathe [20, B49]; Doesn’t Eat or Drink [10, B50]; Doesn’t Sleep [20, B50]; Extra Hit Points 4 [8, B16]; High Pain Threshold [10, B59]; Indomitable [15, B60]; Injury Tolerance (Diffuse) [100, B60]; Injury Tolerance (No Blood) [5, B61]; Injury Tolerance (Unliving) [20, B61]; Resistant (Immune to all Mind Control) [30, B80]; Resistant (Immune to Metabolic Hazards) [30, B81]; Single-Minded [5, B85]; Temperature Tolerance 10 [10, B93]; Unaging [15, B95]; Unfazeable [15, B95]

Disadvantages

Appearance (Monstrous, Universal) [-25, B21]; Bad Smell:  -2 Reaction penalty [-10, B124]; Cannot Learn [-30, B125]; Dependency (Mana, Constantly) [-50, B130]; Disturbing Voice [-10, B132]; Fragile (Unnatural) [-50, B137]; Meta-Trait: Automaton [-85, B263]

Quirks

Sexless [-1, B165]

Features

Affected by Control Zombie, Pentagram, and Turn Zombie; No mental skills; Will not become a Skeleton.

Suffocating Embrace: Victims who fail to break free from a grapple may be enveloped into the ash body of the Ash Zombie: Roll the Ash Zombie’s effective ST 16 vs. the higher of the victim’s ST or HT; victory inflicts crushing damage equal to the margin. In addition, the victim cannot breathe
(see Suffocation, p. B436). This counts as an attack. Reach C.

Khazra (Diablo)

The Khazra were originally human, part of the Umbaru race found in the thick Torajan Jungles in the Teganze region of Sanctuary’s eastern continent. During the Mage Clan Wars a race of sorcerers known as the Vizjerei required an army using demon-possessed victims, and the peaceful Umbaru clans seemed to fit the Vizjerei’s needs. To fight off the Vizjerei the Umbaru captured a wizard to help them not only gain control over their transformed clan mates, but to have themselves transformed as well in order to fully drive the Vizjerei out of the Teganze. Their strategy worked, but it was not without its price. They found themselves bound in servitude to the demon Zagraal in exchange for their cursed power. They became furious marauders, driven to raid villages and caravans to sate their bloodlust and procure sacrificial victims for their demonic master. This is also when they became known as khazra, which roughly translates as “demon” or “devil” in the Umbaru tongue.

After years of this terror, their previous brothers, the Umbaru of the lower Teganze, sent their Witch Doctors to eradicate the khazra’s threat to the region. Filled with otherworldly power, the Witch Doctors cut a swath of destruction through the khazra until they confronted Zagraal himself. In a now-legendary battle, the valiant heroes fought to the last man before finally bringing Zagraal down.

The khazra continued to wage war on humanity, but without a source of demonic power to draw from, their strength diminished. 

Khazra choose from the following templates

  • Barbarian, DF1 p. 4-5
  • Knight, DF1 p. 8-9
  • Scout, DF1 p. 10-11
  • Shaman, DF9 p. 16-17
  • Unholy Warrior, DF3 p. 27

Known Khazra Clans

Blood Clan
Death Clan
Fire Clan
Flesh Clan
Hell Clan
Ice Clan
Moon Clan
Night Clan
Stone Clan

Template: Khazra (Magical Creature) -70 points

Attribute Modifiers: ST+2; DX+1; IQ-2; HT+1

Secondary Characteristic Modifiers: Will-1

Advantages: Acute Hearing 1; Claws (Hooves); Damage Resistance 1; Perfect Balance; Striker (Crushing, Horns); Teeth (blunt)

Disadvantages: Appearance (Hideous); Bad Smell; Bad Temper (12 or less); Bestial; Bloodlust (12 or less); Disturbing Voice; Fanaticism (demon Zagraal); Intolerance (one group, Humans); Social Stigma (Monster); Stubbornness

 Perks: Fur

Features: Affected by Pentagram; Leg, foot, and head armor isn’t interchangeable with human armor. Tail (neither a manipulator nor enough of a problem to interfere with
armor).

Source: Diablo I – III

Example of a Khazra Barbarian 177 points

Attributes
ST 17 HP 22 Basic Speed 6
DX 13 Will 10 Basic Move 7
IQ 10 Per 12
HT 13 FP 13 SM +1

Dodge 9 +0 Parry 9 +0 DR: 0+1
Block 7+0

MELEE Attacks
Brawling Punch (13): 1d+1 cr at reach C, 1.
Brawling• Bite (13): 1d+1 cratreach C, 1
Brawling• Kick (li): 1d+3 cr at reach C, 1.
Poleaxe • Axe (17): 3d+3 cut at reach 2. 3*•
Poleaxe • Hammer (17): 3d+3 cr at reach 2. 3*•
Striker (Crushing) (13): 1d+3 a at reach C.

Traits
Barbarian (Dungeon Fantasy).

Skills
Animal Handling quines—10; Brawling—i 3; Camouflage—14; Climbing—i 3; Disguise/TL3 (Animals)—8; Fishing—16; Forced Entry—13; Hiking—12; Intimidation—12; Lifting—12; Mimicry (Animal Sounds)—12; Naturalist Earth)—12; Navigation/TL3 (Land—l 7; Observation—1 1; Polearm—1 7; Running—12; Spear Thrower—i 4; Stealth—i 3; Survival Plains)—i 5; Swimming—i 3; Tracking—i 5; Weather Sense—i 0; Wrestling—i 3.

Falddinor Pinebrook

Back in September of this year Steve Jackson Games ran a contest for a Dungeon Fantasy Character Backstory, the winner was randomly chosen. Sadly I didn’t win but it did give me a great idea for a character.

While hunting and foraging in the forested foothills of The Neverending Rise, Falddinor came upon an old human man practicing Martial Arts. Falddinor watched the old man and learned the forms in secret until he was found out by the old master.  Falddinor was eventually accepted as a disciple and spent fifteen years learning the art of the Five Element Sword, the Eight Diagram Sword Technique and the Bāguà zhǎng style. He fights predominantly with dual weapons. He now wanders the world of “Jianghu” in search of spiritual knowledge, physical challenge, and to uphold righteousness.

Falddinor has long dark green hair which he braids a dart at the end of, and bright green eyes. He is lean and muscular with a hawkish nose. He carries a pair of antler hook swords as his preferred weapon, uses Deerhorn Knives in close quarters, a long knife strapped sideways across the small of his back and “Scholars Pens” hidden in his sleeves. Although skilled with a bow he does not use them. He prefers loose clothing that allows him to move freely but not so baggy that it will hinder his movement.

He is curious to the point of being annoying, loves to talk about anything and everything and appreciates a good joke even if the joke is on him. He is respectful to those he admires and will mercilessly tease those he does not. When asked what people think of Falddinor “Laughing Wind” the most common response is you either love him or hate him.

The following is Falddinor Pinebrook at a medium level of technique.  This 250 point version does not take into account him learning the higher techniques.

Miniature made with https://www.heroforge.com/

 

Falddinor Pinebrook Wood Elf (250 points)

Attributes

ST 10 HP 10  Basic Speed 7.25
DX 17 Will 11 Basic Move 9
IQ 10   Per 10
HT 12  FP 12 SM 0
Dodge 10 +0 Parry 11 +0 DR: 0
                       Block 9 +0

MELEE Attacks
Bite (17): 1d-3 cr at reach C.
Deer Antlers • Knife (19): 1d-1 cut at reach C ([5, 7]).
Deer Antlers • Main-gauche (15): 1d-1 cut at reach C ([5, 7]).
Hook Sword • Hilt punch (17): 1d-2 cut at reach C ([4, 5]).
Hook Sword • Swing (17): 1d+1 cr at reach 1 ([5]).
Hook Sword • Thrust (17): 1d-1 cr at reach 1.
Hook Sword • Hook (17): 1d-4 cut at reach 1 ([3, 7]).
Karate • Punch (17): 1d-2 cr at reach C.
Karate • Kick (15): 1d-1 cr at reach C,1.
Long Knife • Knife Swing (19): 1d-1 cut at reach C, 1.
Long Knife • Knife Thrust (19): 1d-2 imp at reach C, 1.
Long Knife • Shortsword Swing (15): 1d-1 cut at reach 1.
Long Knife • Shortsword Thrust (15): 1d-2 imp at reach C, 1.

RANGED Attacks
Throwing Dart (14): 1d-2 imp, ACC of 1, range of 25 / 35, ROF of 1.

Traits
Martial Artist (Dungeon Fantasy); Wood Elf (Dungeon Fantasy).

Skills
Acrobatics–16; Blind Fighting–10; Body Control–12; Breath Control–13; Broadsword–17; Esoteric Medicine (Chi)–11; Fast-Draw (Sword)–17; Hiking–11; Judo–17; Jumping–17; Karate–17; Knife–19; Light Walk–18; Meditation–10; Pressure Points (Human)–11; Push–18; Running–11; Stealth–18; Tactics–10; Throwing–16.

I imagine Falddinor wearing something similar to this

This next version is 300 points and represents him at a more advanced level

Falddinor Pinebrook Wood Elf (300 points)

Attributes
ST 10 HP 10 Basic Speed 7.25
DX 17 Will 11 Basic Move 9
IQ 10 Per 10
HT 12 FP 13 SM 0

Dodge 11 +0 Parry 12 +0 DR: 0
                      Block 9 +0

MELEE Attacks
Bite (17): 1d-2 cr at reach C.
Deer Antlers • Knife (17): 1d cut at reach C ([5, 7]).
Deer Antlers • Main-gauche (13): 1d cut at reach C ([5, 7]).
Exotic Hand Strike (Karate) (17): 1d cr at reach C.
Hammer Fist (Karate) (17): 1d-2 cr at reach C.
Hook Sword • Hilt punch (17): 1d-1 cut at reach C ([4, 5]).
Hook Sword • Swing (18): 1d+2 cr at reach 1 ([5]).
Hook Sword • Thrust (18): 1d cr at reach 1.
Hook Sword • Hook (18): 1d-3 cut at reach 1 ([3, 7]).
Karate • Punch (17): 1d-1 cr at reach C.
Karate • Kick (15): 1d cr at reach C,1.
Long Knife • Knife swing (17): 1d cut at reach C,1.
Long Knife • Knife thrust (17): 1d-1 imp at reach C,1.
Long Knife • Shortsword swing (18): 1d cut at reach 1.
Long Knife • Shortsword thrust (18): 1d-1 imp at reach C,1.

RANGED Attacks
Throwing Dart (17): 1d-1 imp, ACC of 1, range of 28 / 39, ROF of 1.

Traits
Martial Artist (Dungeon Fantasy); Pa Kua Chuan (Martial Arts); Wood Elf (Dungeon Fantasy).

Skills
Acrobatics–17; Animal Handling (Equines)–11; Arm Lock (Judo)–17; Blind Fighting–11; Body Control–12; Breath Control–13; Broadsword–18; Climbing–17; Disarming (Broadsword)–18; Dual-Weapon Attack (Broadsword)–18; Dual-Weapon Defense (Broadsword)–12; Dual-Weapon Defense (Knife)–10; Esoteric Medicine (Chi)–11; Evade (Judo)–17; Exotic Hand Strike (Karate)–17; Fast-Draw (Sword)–17; Hammer Fist (Karate)–17; Hook (Broadsword)–15; Judo–17; Jumping–17; Karate–17; Knife–17; Light Walk–18; Meditation–11; Navigation/TL3 (Land)–11; Parry Missile Weapons–18; Philosophy (Taoism)–8; Pressure Points (Human)–10; Pressure Secrets (Human)–9; Push–18; Reverse Grip (Broadsword)–12; Running–12; Shortsword–18; Stealth–18; Sweeping Kick (Judo)–14; Tactics–10; Thrown Weapon (Dart)–17; Whirlwind Attack (Broadsword)–15.

Diablo II Drowned Carcass

I like to get inspiration from video games which I think is only natural as they got their ideas from Tabletop RPG’s.  However many games will have several, if not up to a dozen, different subclasses of the same creature.  Let’s take the Diablo franchise.  Between I & III there are over 12 types of zombies.  So I thought it would be fun to make some of them as a little surprise to my players. I have yet to get GURPS Zombies so please take that into consideration.  I may have made a few mistakes in this.  Such as I don’t know if the Drowned Carcass needs a special Advantage to be able to transform into a Crawling Torso and I disagree with the Disadvantage Lame (Legless) to have a Basic Move of 0 as it does not take into account the ability to crawl or drag yourself by your arms.  However I can imagine this to be a fun turn of events as I remember to my surprise the first time a Walking Corpse turned into a Crawling Torso in Diablo III

Please feel free to add some suggestions on how to fix any issues I may have overlooked.

Template: Drowned Carcass (Zombie) -168 points

Drowned Carcasses are found in/near bodies of water like lakes, ponds, swamps, rivers, etc.  Their bodies are bloated from time spent within the depths of the water.  They move slower and are less intelligent than bog standard Zombies (pun intended) but have a higher strength to compensate.  The touch of a Drowned Carcass carries with it the cold of the deep water which will cause fatigue damage to exposed skin.

Attribute Modifiers: ST+2 {20}; IQ-3 {-60}; HT+1 {10}.

Secondary Characteristic Modifiers: Basic Move -1 {-5}; HP +4 {8}

Advantages: Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; High Pain Threshold; Immunity to Metabolic Hazards; Immunity (All Mind Control); Innate Attack: Cold {6}; Indomitable; Injury Tolerance (No Blood, Unliving);  Temperature Tolerance 10; Unaging;  Unfazeable;

Disadvantages: Appearance (Monstrous; Universal); Automaton; Bad Smell; Cannot Learn; Dependency (Mana; common, constantly); Disturbing Voice;  Fragile (Unnatural); No Sense of Smell/Taste; Reprogrammable; Single-Minded; Social Stigma (Dead); Unhealing (Total); Wealth (Dead Broke)

Quirks: Sexless {-1}

Skills: Brawling 10 (DX+0, 1), [B182]; Wrestling 9 (DX-1, 1) [B228]

Chilling Touch: Innate Attack: 1D+1 fat (Melee Attack: Reach C -30%, Contact Agent (no AoE) -30%) [6]

The Drowned Carcass has one in three chance of transforming into a Crawling Torso upon it’s ‘death’.  It is at this time a new monster with the sacrifice of its lower Torso to heal it and transform it into a new creature.  It loses it’s Innate Attack.

Template: Crawling Torso (Zombie) -178 points

A Crawling Torso is the remains of the lower half of a Zombie.  These pathetic, yet disturbing creatures will lay in wait for its victims grabbing at their legs and feet and to trip them up so they might crawl on top to consume their prey.

Attribute Modifiers: ST+1 {10}; IQ-2 {-60}; HT+1 {10}.

Secondary Characteristic Modifiers: Basic Move +4 {20}; HP +4 {8}

Advantages: Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; High Pain Threshold; Immunity to Metabolic Hazards; Immunity (All Mind Control); Indomitable; Injury Tolerance (No Blood, Unliving);  Temperature Tolerance 10; Unaging;  Unfazeable;

Disadvantages: Appearance (Monstrous; Universal); Automaton; Bad Smell; Cannot Learn; Dependency (Mana; common, constantly); Disturbing Voice;  Fragile (Unnatural); Lame (Legless); No Sense of Smell/Taste; Reprogrammable; Single-Minded; Social Stigma (Dead); Unhealing (Total); Wealth (Dead Broke)

Quirks: Sexless {-1}

Skills: Brawling 10 (DX+0, 1), [B182]; Wrestling 9 (DX-1, 1) [B228]

Note: Lame (Legless) disadvantage gives a Basic Move of 0, hence the need for an increased Basic Move +4 to indicate rapid crawling.  The Crawling Torso can not move and attack with its arms, but can move and attack with Bite.