Cost: 4 points/level.
Toxic Attack (tox) is a form of Innate Attack. The damage can have a Follow-Up.
Powers Built From Toxic Attack[]
Physical[]
- Plague Bite (110%): Toxic Attack 1d or 2d (Cyclic, 1 hour, 4 cycles, Resistible; Follow-Up, Bite; Resistible, HT-4; Symptoms, 2/3 HP, -3 ST, DX, IQ, and HT) [9/17]
Radiation[]
Toxic Attack is an excellent way to simulate radiation[1]
- Background Radiation (+35%): Toxic Attack 1d (Always On, -20; Area Effect, 2 yards; Emanation; Radiation) [6]
- Irradiate (+150%): Toxic Attack 5d (Area Effect, 4 yards; No Signature; Radiation; Variable) [50]
- Radiation Beam (+80%): Toxic Attack 7d-1 (Accurate +2; Increased 1/2D, ×10; Increased Max, x2; No Signature; Radiation; Variable) [49]
Mental[]
- Mental Stab (+165%/+250%): Toxic Attack 1d+1 (Based on HT; Costs Fatigue, 5 FP; Malediction 2; No Signature) [16] + Affliction 1 (HT; Follow-Up, Toxic Attack; Seizure) [35]
Poisons[]
Natural, manmade, and fictional toxins range from annoying to instantly fatal[2]
Venomous Bites and Stings[]
Poison carried by a bite requires Sharp Teeth [1] or Fangs [2]. Venom on a stinger calls for Striker (Piercing) [5], (Large Piercing) [6], or (Impaling) [8]. Add the cost of this delivery system to that of the venom.
- Average Venom (+40%): Toxic Attack 2d-1 (Cyclic, 1 day, 4 cycles, Resistible; Follow-Up, Teeth/Striker; Onset, 1 hour; Resistible, HT-3; Symptoms, 2/3 HP, -3 DX and IQ) [10]
- Fantasy Venom (-5%): Toxic Attack 6d (Follow-Up, Teeth/Striker; Resistible, HT-5) [23]
- Strong Venom (+100%): Toxic Attack 3d-1 (Cyclic, 1 hour, 4 cycles, Resistible; Follow-Up, Teeth/Striker; Onset, 1 minute; Resistible, HT-4; Symptoms, 2/3 HP, -3 ST, DX, IQ, and HT,) [22]
- Weak Venom (-30%): Toxic Attack 1d (Follow-Up, Teeth/Strike; Onset, 1 hour; Resistible, HT-2; Symptoms, 2/3 HP, -1 DX) [3]
Defensive Venoms[]
"These chemical weapons are meant mainly to discourage others from damaging (or eating) the possessor, but have their uses as attacks."
- Deadly Skin/Tentacles (+80%): Toxic Attack 3d-1 (Always On; Aura; Contact Agent; Cyclic, 1 hour, 4 cycles, Resistible; Melee Attack; Resistible, HT-4,; Symptoms, 2/3 HP, Terrible Pain) [20]
- Deadly Spines (+50%): Toxic Attack 3d-1 (Cyclic, 1 hour, 4 cycles, Resistible; Follow-Up, Spines; Onset, 1 minute; Resistible, HT-4; Symptoms, 2/3 HP, -3 ST, DX, IQ, and HT,) [17].
- Stinging Skin/Tentacles (+180%): Toxic Attack 1d-1 (Always On; Aura; Contact Agent; Melee Attack; Symptoms, 1/3 HP, Terrible Pain) [9]
Ranged[]
- Poison Spit (+15%): Toxic Attack 2d-1 (Blood Agent; Cyclic, 1 hour, 4 cycles, Resistible; Jet, +0; Onset, 1 minute; Reduced Range, x1/2; Resistible, HT-3; Symptoms, 2/3 HP, -3 DX and IQ) [9]
Gas[]
"These attacks represent “gas grenades” or equivalent abilities, with Acc 3, Range 100, RoF 1, and Rcl 1. They burst on impact, filling a two yard radius with gas that drifts for 10 seconds. All of these gases are Resistible, and the victim must keep making the initial resistance roll until he fails or leaves the area."
- Blistering Gas (+295%/+175%): Toxic Attack 1d (Area Effect, 2 yards; Contact Agent; Cyclic, 1 day, 8 cycles, Resistible; Drifting; Link; Persistent, ; Resistible, HT-4) [16] + Toxic Attack 1d (Area Effect, 2 yards; Cyclic, 1 hour, 6 cycles, Re0sistible; Drifting; Link, +10; Onset, 1 hour; Persistent; Resistible, HT-1; Respiratory Agent) [11] - Total [27]
- Nerve Gas (+655%): Toxic Attack 2d (Area Effect, 2 yards; Contact Agent; Cyclic, 1 minute, 6 cycles, Resistibl; Drifting; Persistent; Resistible, HT-5; Symptoms, 1/2 HP, Paralysis) [61]
Notes[]
- PK and Kromm discussed in 2007 that Immunity to Metabolic Hazards prevented damage from attacks of this type.
- Venoms With Bite (12/29/2000): Classic material
Kromm in 2007[]
http://forums.sjgames.com/showpost.php?p=356035&postcount=27
- If the follow-up attack does fatigue or toxic damage, it won't do anything to armor, as it only affects living organisms.
- A fatigue or toxic attack with follow-up is automatically a blood or contact agent (see Delivery, p. B437), but it receives no cost break because it has a means to bypass DR -- the lack of which is what makes Blood Agent and Contact Agent limitations.
- If the follow-up does any other damage type, though, it affects unliving things and might be capable of penetrating armor on its own.
References[]
- ↑ GURPS Powers pg 140
- ↑ GURPS Powers pg 144-145
- GURPS Zombies p 53