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GURPS - Compendium 1..

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Note: Modifiers for multiple limitations are cumulative, but<br />

one substance may not be taken as both forms of limitation. The<br />

point cost may never be reduced below 25%, however.<br />

Venom<br />

15 points/level<br />

You secrete a venom that can be delivered by various means.<br />

Types of venom include:<br />

Corrosive venoms, such as acids and digestive enzymes, do<br />

damage quickly. A corrosive venom does 1d of damage per<br />

level when it is delivered, and may continue to burn for several<br />

turns. At the end of every subsequent turn the venom does 1d<br />

less damage than on the turn before, until the number of dice<br />

reaches 0. It is possible to wash off a corrosive venom, preventing<br />

damage on subsequent turns. This requires at least a gallon of<br />

water and a full turn. Armor, Toughness and Damage<br />

Resistance will protect against corrosive venom at full DR on<br />

the first turn, DR-1 on the second turn, DR-2 on the third turn<br />

and so on. Objects - including the armor! - are similarly affected.<br />

There is no HT roll to resist a corrosive venom.<br />

Poisonous venoms work more slowly, and may continue to<br />

affect the victim for several hours. When the venom is first<br />

delivered, and then again every hour thereafter, the victim<br />

makes a roll against HT minus the number of levels of the<br />

venom. If the victim fails this roll, he takes 1d damage per level<br />

of the venom; if he succeeds, he takes no further damage from<br />

the venom and does not need to roll again. Armor may protect<br />

against the means of delivery of the venom, but has no effect<br />

once the venom is in the bloodstream.<br />

A poisonous venom can be slower-acting but more lethal.<br />

Damage is 1d per level if the HT roll is made, 3d per level if it is<br />

failed. However, the effects take one hour to show (there is no<br />

immediate damage). Cost is the same.<br />

Irritant venoms, usually sprays, are designed to disgust, nauseate<br />

or stun. Victims who get even a whiff of an irritant must<br />

make a Will roll, at a penalty equal to the level of the venom, to<br />

avoid running away (turn and run directly away from the stench<br />

for 1 turn at full Move). Those who breathe it or get it in their<br />

eyes must roll against HT minus the level of the venom to avoid<br />

taking ld-4 damage and becoming incapacitated for 1 turn per<br />

level of the venom. (Incapacitated characters are retching and<br />

rubbing their eyes.) On each turn of incapacitation, the victim<br />

may make a Will roll, again at a penalty equal to the level of the<br />

venom, to recover.<br />

Venoms may be delivered in a number of ways. Corrosive<br />

venoms could be defined as saliva, delivered with a bite, or as a<br />

skin secretion, delivered with a bare-handed punch or touch. A<br />

character must make a successful close-combat attack based on<br />

DX or Brawling in order to deliver a corrosive venom.<br />

A poisonous venom must enter the blood to harm the victim.<br />

Usually, this is done by making a successful bite attack on the<br />

victim. A Spear (p. 67) could also be bought as a stinger for<br />

this purpose. Any successful hit that penetrates the victim's<br />

armor, whether it does damage or not, delivers the venom.<br />

Fangs, or similar organs to deliver the venom, are included in<br />

the cost of this advantage. Note that this does not increase the<br />

normal damage of the bite (read from the Biting Damage chart<br />

on p. B140, using half the individual's ST and treated as crushing<br />

damage).<br />

An irritant venom is normally sprayed - see below.<br />

Special enhancement: A poisonous venom may be defined as a<br />

contact agent which enters the bloodstream through the skin. A<br />

contact agent cannot be washed off. +70%.<br />

Special enhancement: A venom may be delivered at range spit<br />

or squirted. This is a ranged attack, based on DX, with SS 12,<br />

Acc 12, 1/2D n/a, and Max 5. Poisonous venoms must strike open<br />

wounds or mucous membranes (eyes, open mouth, inner nostril)<br />

to be effective, unless also bought as a contact agent. +35%.<br />

Special enhancement: A venom may be sprayed as a cloud of<br />

mist. This cloud covers 3 hexes and lasts 1d turns. The hexes<br />

must be adjacent to each other and 1 hex must be adjacent to<br />

you. +100%.<br />

Special limitation: You sweat your venom. It cannot be<br />

delivered actively. The venom is delivered only if you are bitten or<br />

handled excessively. -70%.<br />

Other enhancements and limitations: For more ideas about<br />

special effects for venoms, see <strong>GURPS</strong> Bestiary or Fantasy<br />

Bestiary.<br />

Walk on Air<br />

20 points<br />

Air, smoke and other gases are like solid ground beneath<br />

your feet, allowing you to walk up and down "invisible stairs" at<br />

your normal movement rate. This won't work in a vacuum there<br />

has to be some kind of air present. If you get knocked down<br />

or slip, you will fall! You may attempt one DX roll per turn of<br />

falling; if you make any successful roll, you will stop in thin air,<br />

unharmed, but if you hit the ground, you will take full damage<br />

from the fall (see p. B130). There are no special encumbrance<br />

limitations on carried equipment.<br />

Walk on Liquid<br />

15 points<br />

You can walk on the surface of any liquid as if it were solid<br />

ground. This doesn't protect you from any damage that you<br />

would normally take from coming into contact with the stuff,<br />

though (so you can't walk across volcanic lava or boiling acid<br />

without taking damage). Your Move is normal, and there are no<br />

extra limitations on encumbrance.<br />

Webbing<br />

20 points + 2 points/ST point<br />

You can produce sticky webbing, just like a spider. This is<br />

chiefly useful for weaving webs and for binding up helpless vic -<br />

tims. For 20 points, the webbing has a ST equal to your own -<br />

larger creatures can weave thicker webs. Additional ST can be<br />

purchased at +1 ST per 2 points. Webbing has DR 3 and can<br />

take ST/2 hits of damage before it weakens enough to let its victims<br />

go free. '<br />

Weaving a web: A web is essentially circular, with a radius<br />

equal to the weaver's height. A human-sized character could<br />

span a 3- or 4-hex opening with webbing, for example. The web<br />

ensnares anyone who walks into it, pinning them in place (see<br />

below). A Vision roll is required to notice a web.<br />

Binding a foe: The foe must already be grappled, pinned or<br />

otherwise helpless. It takes a number of seconds equal to a foe's<br />

ST/2 to bind him up properly. Once bound, the victim can do<br />

nothing but try to break free once every ten seconds.<br />

In either case, breaking free of a web requires the victim to<br />

win a Quick Contest of ST against the ST of the webbing.<br />

People who have simply walked into a web use their full ST;<br />

bound victims use ST-5! A failure costs the victim 1 Fatigue -<br />

which reduces ST for the next attempt. A critical failure leaves<br />

the victim so entangled that he cannot escape at all without outside<br />

help.<br />

71

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