GURPS - Compendium 1..
GURPS - Compendium 1..
GURPS - Compendium 1..
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Claws<br />
15/25/40/55 points<br />
The character has claws. Normally, all hands and feet are<br />
modified.<br />
For 15 points, the claws do an extra +2 damage on any punch<br />
or kick (including martial arts attacks), and on any attack made<br />
with a "Generic" Striker (see below).<br />
For 25 points, you have sharp claws. These convert a kick or<br />
punch's crushing damage to cutting damage.<br />
For 40 points, the claws are talons six to 12 inches long, and<br />
do both thrust/impaling and swing/cutting damage.<br />
For 55 points, the claws are long talons, and do both<br />
thrust+2/impaling and swing+2/cutting damage.<br />
"Generic" Strikers<br />
5 points<br />
If a limb or other body part can strike an aimed blow (rolling<br />
vs. DX) but can neither manipulate nor be used for walking<br />
(e.g., horns or a smashing tail), it is a Striker. Unmodified<br />
Strikers do thrust/crushing damage, in close combat only.<br />
Increasing Damage: To increase the damage done by a<br />
Striker, the Claws advantage (above) may be added. Note that<br />
this advantage only has to be purchased once - no matter how<br />
many limbs or Strikers it modifies!<br />
Horns<br />
Variable<br />
Horns are bought as "Generic" Strikers (see above). Cost can<br />
vary widely, depending on reach and damage. Horns with a<br />
reach of at least 1 hex can be used to parry blows at half DX.<br />
Two examples:<br />
Butting horns: Blunt, heavy horns used for thrust/crushing<br />
attacks. Often used during charges. Reach C. 5 points.<br />
Long tusks: Found only on human-sized or larger races, these<br />
are large, pointed horns that can do a thrust/impaling attack or<br />
swing/cutting attack. Reach <strong>1.</strong> 50 points.<br />
Spear<br />
30 points<br />
This is a long, sharp horn or stinger that can only be used to<br />
attack into a front hex (e.g., a rhinoceros horn, designed to be<br />
used in charges). Damage is thrust+1 impaling. Reach <strong>1.</strong><br />
Spines<br />
5/15 points<br />
These are sharp spines located on strategic parts of the body,<br />
like those of a porcupine or an echidna. Spines are defensive<br />
weaponry, designed to discourage attackers. Spines cannot be<br />
used actively, but there is a DX-4 chance (DX-2 if attacked<br />
from the rear) of hitting any given foe on each turn of close<br />
combat. Foes who attempt to grapple a being with spines are hit<br />
automatically; foes who attempt a slam are hit for maximum<br />
damage automatically! Note that the Venom advantage (p. 71)<br />
can be used with spines.<br />
Short spines: One or two inches long. Do ld- 2 impaling<br />
damage. Reach C. 5 points.<br />
Long spines: One or two feet long. Do 1d impaling damage.<br />
Reach C. 15 points.<br />
Teeth<br />
0/5/10 points<br />
Teeth do damage as described on p. B140. Normally, they<br />
are good in close combat only.<br />
Blunt teeth: Like those of most herbivores. Do crushing damage<br />
only. Figure damage using the table on p. B140, but halve actual<br />
ST. 0 points.<br />
Sharp teeth: Like those of most carnivores. Do cutting damage<br />
based on ST, as per p. B140. 5 points.<br />
Fangs: Like those of the sabertooth tiger. Do impaling damage<br />
based on ST, as per p. B140.10 points.<br />
Subsonic Hearing<br />
0/5 points<br />
You can hear very low frequency sounds (under 40 Hz). You<br />
can hear the rumble of distant storms, vibrations from incipient<br />
earthquakes and the approach of stampeding herd beasts,<br />
armored vehicles or dragons. This gives a +1 to Tracking skill<br />
rolls. As a creature's sole form of hearing, this is worth no<br />
points. As an adjunct to normal hearing, it is worth 5 points.<br />
Subsonic Speech<br />
0/20 points<br />
This advantage can only be taken as a racial advantage.<br />
The race can converse using extremely low-frequency<br />
sounds. This advantage is essentially just a combination of the<br />
Secret Communication and Subsonic Hearing advantages. It is<br />
slightly cheaper because subsonic speech is very slow (halfspeed),<br />
and even if the frequency is increased into the normal<br />
range, subsonic speakers are at -2 when using Fast-Talk and<br />
other skills where versatile speaking is important. However,<br />
subsonic speech does carry a long way (twice as far).<br />
There is no cost if Subsonic Speech is the race's only form of<br />
communication.<br />
Super Climbing<br />
3 points/level<br />
Each level of Super Climbing adds 1 to a character's Move<br />
when climbing. This can be combined with the Clinging advantage<br />
(p. 51).<br />
Super Flight<br />
20 points/level<br />
Each level of Super Flight doubles your speed when you are<br />
flying, just as Super Running increases running speed. See p.<br />
B139 for the effects of flight in combat.<br />
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