Striker

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5 points, 6 points, 7 points, or 8 points

You have a body part that you can use to strike an aimed blow, but not to manipulate objects (see Extra Arms), or walk on (see Extra Legs). This might be a set of horns or protruding tusks, a heavy tail, a stinger, or any number of other natural weapons.

Your Striker can attack at reach C ("close combat only"), inflicting thrust damage at +1 per die; e.g., 2d-1 becomes 2d+1. Damage is crushing or piercing for 5 points, large piercing for 6 points, cutting for 7 points, or impaling for 8 points. See Innate Attack for details.

Roll against DX or Brawling to hit with your Striker. You can also use it to parry as if you had a weapon. Use the higher of (DX/2) + 3 or your Brawling parry.

Special Enhancements

Long: Your Striker is long relative to your body. This increases your effective SM for the purpose of calculating reach (see Size Modifier and Reach). +100% per +1 to SM if you can attack at any reach from C to maximum, or +75% per +1 to SM if you can only attack at maximum reach (and never in close combat).

Special Limitations

Cannot Parry: You cannot parry with your Striker. -40%.

Clumsy: Your Striker is unusually inaccurate. This is common for tails and similar Strikers aimed from outside your usual arc of vision. -20% per -1 to hit.

Limited Arc: Your Striker can only attack straight ahead, straight behind, etc. Specify a direction when you buy the Striker. If your target isn’t in the right place, and you cannot maneuver to put him there, you cannot attack him at all. -40%.

Weak: Your Striker is unusually blunt or light, or simply incapable of using your full ST. It inflicts only basic thrust damage, without the +1 per die. -50%.