Re: GURPS Hivemiind:How do I define a walking Cottage as an advantage?
That sounds like an Ally to me.
IQ 5 or 6. Consider how it senses its environment, removing senses it doesn't have and adding other ones if it relies on something exotic or mystical. A house would normally have Sessile disadvantage, but if you don't put that on its sheet it would have normal move by default. You may want to give it Extra Legs. Probably it has DR and various categories of Injury Tolerance.
Remember, building a character starts with whatever a baseline human has and you add or subtract from that.
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