House Rules Page 3: Advantages
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Expanded Advantages:
These are some advantages I've found in 4th Edition that I like, and I'd like to House Rule them in. Have a look, and tell me what you think.


Extra Attack: 25 PTS
You have an extra attack! The default in GURPS is that you only have one attack per turn, unless making an All-Out Attack. You may not have more Extra Attacks than you have arms, natural weapons, supernatural powers etc.

This advantage gives you one extra attack.

EX 1: Zip the Psychic has the Extra Attack advantage. He spends one turn concentrating. On his next turn, He makes one ranged attack with his pistol, and then uses his Telekinesis to throw a chair as his Extra Attack.

EX 2: Roy the Wierd has Innate Attack (see below) Fire.
He has Extra Attack 2 - giving him TWO extra attacks. On his turn, he shoots his twin pistols (suffering the normal penalties) then uses a Breathe Fire attack.

Conversely, Roy the Wierd could use a brawling attack, shoot his pistol, and then breathe fire. He could not Breathe Fire twice, however, or simply shoot his pistol three times with one hand.


ALL OUT ATTACKS AND EXTRA ATTACKS: You must select one bonus for all of your attacks when making an all out attack. If you choose the Two Attack option of All Out Attack, you gain only one extra attack. In the example above, Roy The Wierd would be able to attack a total of four times, perhaps using his Breath weapon twice.


Innate Attack: Variable Cost

You have a natural attack of some sort. Whether this affect is supernatural, a biological defense or whatever is up to you and the GM. Choose the attack you want, name it, and move on to Enhancements and Limitations. For Enhancements and Limitations, please talk to me or get together with me, and we'll look through them. If I write them all here, I'm sure I'm breaking laws and I'm really too lazy to do that. Thanks!

By
default this is a ranged attack with 1/2 Damage 10 yards, Max 100 yards, Accuracy 3, RoF 1, Shots N/A.
Natural Attacks inflict 1d of damage per level.

BURNING: Your attack inflicts 1d of burning damage. 5 Pt's a level.

CORROSION: Your attack involves acid or some sort of corrosive chemical. For every 5 points of damage you inflict reduce the target's DR by 1.
10 Pts a level.

CRUSHING: Your attack inflicts blunt trauma and might cause knockback.
5 Pts a level.

CUTTING: Your attack does cutting damage like a knife. Damage x1.5.
7 Pts a level.

FATIGUE: Your attack is non-lethal but inflicts Fatigue damage.
10 Pts a level.

IMPALING: Your attack inflicts impaling damage. Double damage.
8 Pts a level.

PIERCING: Like bullet damage. There are four Subclasses --
Small Piercing: Like a blowgun dart. Halve damage that penetrates flesh. 3 Pts a level.
Piercing: Like a pistol or rifle bullet. 5 Pts a level.
Large Piercing: Similar to large calibur or bullets that create large wound channells. Multiply damage that gets through DR by 1.5. 6 Pts a level.
Huge Piercing: Attacks that leave a really large wound channell. Double damage that gets through DR. 8 Pts a level. 

TOXIC: Your attack inflicts cellular damage through disease or radiation or something like that. 4 Pts a level.


Gunslinger: 25 Pts

You know the way of the gun. It is an extension of your body. When using a one handed missile weapon, you gain its Accuracy bonus without aiming. When using a two-handed ranged weapon, you gain half the Accuracy bonus.
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