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GURPS - Compendium 1..

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NATURAL ATTACKS<br />

The advantages below are natural attacks that a race may<br />

have evolved. They should never be allowed to individual characters.<br />

In the interest of preventing PC races that are biological<br />

artillery pieces, it is suggested that the following scheme be<br />

used.<br />

"Expensive" Improvement Scheme: In order to increase the<br />

effectiveness of the attack, the race must pay the entire cost of<br />

the ability again. Each time this is done, the race can either<br />

increase one of range, area affected, duration or damage by one<br />

"increment" (an "increment" is defined as the base value of the<br />

attack in that category), or get a +1 to the attack roll.<br />

If any enhancements or limitations are being applied to the<br />

power (see Chapter 4), apply the percentage to the final cost of<br />

the attack.<br />

Example: A race has the Breathe Fire power (below). The<br />

basic form of the power costs 20 points. The creator of the race<br />

decides that the power does 3d damage (two extra damage<br />

increments, at 20 points each), at a range three times that<br />

described (two extra range increments, at another 20 points<br />

each). Total cost of the attack: 100 points.<br />

If the GM desires a race with truly devastating natural attacks,<br />

<strong>GURPS</strong> Supers contains many powerful abilities that could<br />

prove useful. However, the relatively cheap powers described<br />

there will not be balanced against natural attacks bought using<br />

the "expensive" improvement scheme described above.<br />

Alternatively, the following scheme can be used for such races:<br />

"Cheap" Improvement Scheme: If you want to increase the<br />

power of damaging attacks cheaply, in a manner that is consistent<br />

with <strong>GURPS</strong> Supers, simply charge 6 points for each additional<br />

die of damage. This automatically increases the range by one<br />

increment per extra die. Extra skill with the attack can be<br />

purchased at a rate of 4 points per +<strong>1.</strong><br />

Any enhancements or limitations that are being applied to the<br />

power are applied to the final cost of the attack, but not to the<br />

extra skill, if any.<br />

Example: With this scheme, the Breathe Fire power still<br />

costs 20 points, but 3d damage is now treated as two extra 6-<br />

point damage increments (which incidentally add two range<br />

increments) for a total of only 32 points.<br />

To use an ability, roll against IQ or DX, as noted. Creatures<br />

with low IQ and DX roll against 12, but in order to buy up their<br />

roll beyond that they must first buy it up from their actual IQ or<br />

DX! If the heading mentions neither IQ nor DX, no roll is<br />

required.<br />

For an explanation of the terminology used to describe these<br />

powers (e.g., Ranged, Area, Missile, etc.), see p. B149-150. As<br />

this implies, these natural attacks are played in some ways like<br />

spells.<br />

Bioelectric Shock see p. 50<br />

Bite see p. 50<br />

Breathe Fire<br />

Jet, DX, 20 points<br />

Members of the race can breathe fire like dragons, scorching<br />

their foes. As well as doing damage, this can ignite hair, clothing<br />

and other flammables. This is treated as a Jet attack that hits on a<br />

DX roll, not as a Missile attack.<br />

Damage: 1d.<br />

Range: 3 hexes.<br />

Constriction Attack see p. 52<br />

Cool<br />

Area, 15 points<br />

The race automatically lowers the temperature of an area by up<br />

to 10°. This cannot be done repeatedly in the same area by the<br />

same individuals. Multiple individuals can lower the temperature<br />

an additional 1° for each individual past the first.<br />

The temperature will drop at a rate of 10° per turn.<br />

An individual with Cool can become invisible to IR on a successful<br />

IQ roll (low IQs do not roll at 12).<br />

Special enhancement: The race can turn Cool on and off at<br />

will. +10%.<br />

Area affected: 3-hex radius.<br />

Dampen<br />

Ranged, IQ, 15 points<br />

Members of the race can hinder the function of any electrical<br />

device by "slowing" the current that powers the object. This does<br />

no damage to most equipment - just turns it off for the duration.<br />

Computers (and many other devices) can be damaged merely by<br />

slowing them down or turning them off - if you dampen the electrical<br />

system of a shuttle during re-entry, you aren't exactly damaging<br />

the equipment, but the resulting crash will be nasty.<br />

Area affected: 3-hex radius.<br />

Duration: While concentrating.<br />

Deafen<br />

Ranged, DX, 15 points<br />

Members of the race can project a short, focused blast of<br />

sound that deafens the victim for the duration. This attack is<br />

resisted by HT. A critical success with this attack results in a<br />

duration of hours rather than minutes.<br />

Area affected: 3-hex radius.<br />

Duration: 3 minutes.<br />

Flash<br />

Area, 15 points<br />

Members of the race can create a flash of light that can blind<br />

and confuse those seeing it. Anyone within the area of effect is<br />

automatically blinded for three seconds and is at -3 DX for<br />

another full minute (including members of the same race, unless<br />

they have the Polarized Eyes advantage).<br />

Anyone within 10 hexes of the area affected may be affected if<br />

he were facing the flash and had his eyes open at the time. The<br />

GM will rule if someone is affected or not. Those outside the<br />

area get a roll versus HT to avoid some of the flash. A successful<br />

HT roll results in a minute at -3 DX (but no blindness).<br />

Area affected: 2-hex radius.<br />

Image<br />

Ranged, IQ, 20 points<br />

This natural attack was also called Illusion in earlier<br />

<strong>GURPS</strong> supplements.<br />

Members of the race can create realistic -appearing images to<br />

conceal and misdirect. The images are up to 1/4 hex in size.<br />

Images cannot move, nor can they do damage. Any creature<br />

with vision can see them, and cameras will photograph them.<br />

Physical objects pass through the illusion harmlessly, and anyone<br />

inside the image can see out normally.<br />

If an individual is creating an image of something he's never<br />

seen, everyone who sees it gets an IQ roll on first sight (+3 if<br />

the target creature is personally familiar with the object being<br />

displayed). If they make this roll, they notice something<br />

72

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