GURPS - Compendium 1..
GURPS - Compendium 1..
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 />
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