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Old 06-01-2012, 01:38 PM   #11
Sunrunners_Fire
 
Join Date: Mar 2010
Location: Bullhead City, AZ
Default Re: [Build Advice] Innate Attack: Toxic

Quote:
Originally Posted by lexington View Post
Why would an alien species evolve to produce a toxin that is only dangerous to a limited spectrum of animals on another planet?
Because to appropriate critters of their own biochemistry, it doesn't induce euphoria/ecstasy; it induces paralysis, seizures and heart attacks. [Step 2] is "get the affects-humans part figured out, then proceed to Step 3". [Step 3] is "get the affects-preferred part figured out, then proceed to Step 4". [Step 4] is "determine if I want any further steps." :grins:

I'm still poking at getting Step 2 done to my satisfaction (and being distracted by other things along the way).
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Old 06-01-2012, 02:02 PM   #12
lexington
 
Join Date: Jan 2010
Default Re: [Build Advice] Innate Attack: Toxic

Quote:
Originally Posted by Sunrunners_Fire View Post
Because to appropriate critters of their own biochemistry, it doesn't induce euphoria/ecstasy; it induces paralysis, seizures and heart attacks.
When abilities have different effects on alien creatures that's not a limitation of the ability, it means they have Unusual Biochemistry (the effects of that disadvantage don't have to be random, as GM you can pick the ones you want)
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Old 06-01-2012, 02:19 PM   #13
Sunrunners_Fire
 
Join Date: Mar 2010
Location: Bullhead City, AZ
Default Re: [Build Advice] Innate Attack: Toxic

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Originally Posted by lexington View Post
When abilities have different effects on alien creatures that's not a limitation of the ability, it means they have Unusual Biochemistry (the effects of that disadvantage don't have to be random, as GM you can pick the ones you want)
Unusual Biochemistry means that the character can subsist on human food but that human-intended drugs either don't work or have unpredictable effects. The Mnemi can't subsist on human food and human-intended drugs simply don't do anything to them.

It also isn't kosher to give the entire human species Unusual Biochemistry.
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Old 06-01-2012, 06:48 PM   #14
Sunrunners_Fire
 
Join Date: Mar 2010
Location: Bullhead City, AZ
Default Re: [Build Advice] Innate Attack: Toxic

On consideration, I think I'm going with:

[Step 2]

Mnemi Toxins vs Terran Mammals
Fatigue Attack 1
Modifiers: Partial Dice (Only 1 Point), *0.25; Cosmic (Can purchase "Symptoms (Ecstasy)"), +50%; Cyclic (1 Second) (5 Cycles), +400%; Follow-Up (Sharp Teeth), +0%; Symptoms (Ecstasy; 1/2 FP), +200%; Symptoms (Euphoria; 1/3 HP), +90%; Accessibility (Terran Mammals), -20%; Blood Agent, -40%.

The intent is: Bite! If DR penetrated, then - If terran mammal, then - Take 1 damage to FP every second for 5 seconds. Upon taking (1/3 of target's FP) in damage, suffer Euphoria. Upon taking (1/2 of target's FP) in damage, suffer Ecstasy. Effects stick around until the target has recovered the lost FP. Assuming the target has 10 FP, one bite will result in both Euphoria and Ecstasy after 5 seconds until they recover the lost FP.

I'm wrapping the effects of their fluids and whatnot into a species perk that requires these innate attacks as prerequisites.

...

[Step 3]

Mnemi Toxins vs Weir Biochemistry
Fatigue Attack 1
Modifiers: Partial Dice (Only 1 Point), *0.25; Cosmic (Can purchase "Symptoms (Heart Attack)"), +50%; Cosmic (Can purchase "Symptoms (Paralysis)"), +50%; Cosmic (Can purchase "Symptoms (Seizures)"), +50%; Cyclic (1 Second) (5 Cycles), +400%; Follow-Up (Sharp Teeth), +0%; Symptoms (Heart Attack; 2/3 FP), +300%; Symptoms (Paralysis; 1/3 FP), +450%; Symptoms (Seizure; 1/2 FP), +200%; Accessibility (Weir Biochemistry), -5%; Blood Agent, -40%

The intent is: Bite! If DR is penetrated, then - If weir biochemistry, then - Take 1 damage to FP every second for 5 seconds. Upon taking (1/3 of target's FP) in damage, suffer Paralysis. Upon taking (1/2 of target's FP) in damage, suffer Seizure. Upon taking (2/3 of target's FP) in damage, suffer Heart Attack. Effects stick around until the target recovers the lost FP. Assuming the target has 10 FP, one bite will result in both Paralysis and Seizure in five seconds but won't result in a Heart Attack. Multiple bites will result in both a Heart Attack and 0 remaining FP (which has its' own set of effects as per normal).

...

Given that the males and neuters are ST 5 (and the females ST 6), the average Mnemi's sharp teeth aren't going to be penetrating much DR at 1d-5 cutting. Useful for eating, and useful when scaled appropriately for a SM-2 critter biting even smaller critters ... but not so useful vs even a lightly armored target unless they can bypass the armor somehow.

Comes out to a total of 38 points when using multiplicative modifiers, so its' not bad in that department. I may want to add something to increase the bite damage a tad though.

Maybe. :considers:
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