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Old 10-21-2014, 10:36 AM   #10
chandley
 
Join Date: Aug 2004
Default Re: [Basic] Advantage of the Week: Binding

Note that GURPS: Supers provides Super-Binding for Binding, which is basically Super-Effort for Binding. +400%, look up your binding level on the Super-Abiliies table (speed/range table) etc.

Constricting and high levels of Binding and/or Super-Binding make this a potent damaging attack in its own right. Suffocating isnt as useful, as lots of targets in Supers games dont breathe, and the remainder take a long time to drop unconscious from lack of air. Constricting is better.

Binding (Super-Binding +400%; Unbreakable +40%; Constricting +75%) [12.3/level], especially at 8+ levels, can do gruesome things on a hit, as it does margin of victory on a ST vs (Binding Super Level) contest... Against non-super-ST targets, that can be death in 1 or 2 turns, and significant damage even to Super-ST targets who dont massively out-compete your binding ST.

Add Selectivity +10% (12.5 /level) to have the option to not squeeze targets like tubes of cherry toothpaste.

Constricting can be useful even in non-Supers games without Super-Binding, 4.3 /level for binding is pretty cheap for what it does. It mimics a rather expensive Innate Attack (Crushing, cyclic 1 second, Resistable, lots of cycles +50%xlots) [5 + 2.5xlots/level].

That build got a lot of play in one Supers style campaign. Disable and damage on a hit proved a valuable attack to have.
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