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Innate Attack is both an advantage (B61) and a skill (B201)

Switchability[]

https://www.sjgames.com/gurps/faq/FAQ4-5.html

"if you want your weapon to disappear when you don't need to use it, add Switchable (+10%)."

Varyon points out in 2019 there is a Hidden version in Natural Weapons which is an improved version of this.

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[]

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[]

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[]

See Also[]