02.11.2014 Views

GURPS - Compendium 1..

GURPS - Compendium 1..

GURPS - Compendium 1..

SHOW MORE
SHOW LESS

You also want an ePaper? Increase the reach of your titles

YUMPU automatically turns print PDFs into web optimized ePapers that Google loves.

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 />

67

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!