Innate Attack is both an advantage (B61) and a skill (B201)
Vs Body Parts[]
As the skill on B200 explains, a "beam" or "projectile" comes from the hands, while a "breath" comes from the mouth, and a "gaze" comes from the eyes. One of these must be specified when designing it.
Similar to Follow-Up, Universal, an example of Cosmic is Adding Utility on page 7 of GURPS Power-Ups 4: Enhancements which says it would allow origination on any part of the body.
Innate Attack (advantage)[]
Advantage type: Exotic physical
Innate Attack inflicts 1d damage per level with a default of
Ranged attack 1/2D 10, Max 100, Acc 3, RoF 1, Shots N/A, and Recoil 1
Damage Types[]
Type | Cost per Level |
---|---|
Burning (Burn) | 5 |
Corrosion (Cor) | 10 |
Crushing (Cr) | 5 |
Cutting (Cut) | 7 |
Fatigue (Fat) | 10 |
Impaling (Imp) | 8 |
Piercing, Small (Pi-) | 3 |
Piercing, Regular (Pi) | 5 |
Piercing, Large (Pi+) | 6 |
Piercing, Huge (Pi++) | 8 |
Toxic (Tox) | 4 |
Modifiers[]
- Noxious agents on Claws, Teeth, darts, etc.: Follow-Up
- Gases and sprays: Respiratory Agent or Contact Agent, often with Area Effect, Cone, or Jet
- Attacks that depend on touch or on skin contact use Blood Agent or Contact Agent, plus one of Aura (p. 102) or Melee Attack
- Radiation (rad) is special modifier with its own rules
Special Enhancements[]
- Appear as any sort of weapon the user wishes: Melee Attack, it may be a less useful enhancement for ranged attacks where how your gun looks would not be particularly important.
Additional information[]
http://www.sjgames.com/gurps/faq/FAQ4-5.html#SS5.2.1
5.2.1 How can I define magical weapons using Innate Attack?
Option 1 (weapon as attack)
- Breakable and Can Be Stolen are also de rigueur, to represent the fact that your Innate Attack is a real, physical object.
- Finally, if you want your weapon to disappear when you don't need to use it, add Switchable (+10%).
Option 2 (attack through weapon) is similar though:
- some of the Gadgets limitations (Breakable, Can be Stolen, etc.).
- This assumes that the power comes from within the wielder and can work with any magical sword
Alternatives[]
- Affliction (advantage) the initial attack can't do damage but the Follow-Up can.
- Binding
Examples[]
Type | Percentage | Build | Cost | References |
---|---|---|---|---|
Pestilence | +1,560% | Fatigue Attack 1 point (Based on HT, +20%; Costs Fatigue, 6 FP, -30%; Cyclic, 1 hour, 72 cycles, Highly Contagious, +1,470%; Malediction 1, +100%; No Signature, +20%; Onset, 1 hour, -20%) | [50] | GURPS Horror pg 15 |
Plague | +323% | Toxic Attack 1d-2 (Always On, -20%; Area Effect, 2 yards, +50%; Blood Agent, +100%; Cyclic, 6 hours, 13 cycles, Resistible, Highly Contagious, +140%; Emanation, -20%; Onset, 1d+1 days, -30%; Resistible, HT-2, -20%; Symptoms, 1/3 HP, Severe Pain and Unnatural Features 1, +123%) | [9] | GURPS Horror pg 16 |
Strong Venom | +100% | Toxic Attack 3d-1 (Cyclic, 1 hour, 4 cycles, Resistible, +30%; Follow-Up, Teeth/Striker, +0%; Onset, 1 minute, -10%; Resistible, HT-4, -10%; Symptoms, 2/3 HP, -3 ST, DX, IQ, and HT, +90%) | [22] | GURPS Horror pg 16 |
Innate Attack (skill)[]
This skill requires specialization |
Default: DX-4
DX/Easy
Must specialize (defaults to one another at -2)
Note: this skill is used to direct not to activate an Affliction, Binding, Innate Attack, or Fixed Magic.
- Beam
- Breath
- Gaze
- Projectile
Additional Information[]
- Pyramid 3/65: Alternate GURPS III "Natural Weapons"