Natural Weapons

This article is all about innate attacks and all kinds of modifiers for them!
== Natural Weapon ==
Type 	Cost per Level
Small Piercing (Pi-) 	3
Toxic 	4
Burning, Crushing, Piercing	5
Large Piercing 	6
Cutting 	7
Huge Piercing and Impaling 	8
Corrosion, Fatigue 	10
=== Enhancements ===
Enhancement 	Modifier 	Description
Disarming 	+40% 	
Destructive Parry	+20% 	
Extra Damage Type	+20% 	
Extra Reach 	+20% 	
Flexible 	+30% 	
Good Defense 	+30%/+60% 	
Heavy 	+10%/lvl 	
Increased Damage 	+30%/lvl 	
Intangible 	+50% 	
Projected 	+50% 	
Ranged 	+100% 	
Resilient 	+10/20/40% 	
Swing-Capable 	+20% (see note)	
=== Limitations ===
Enhancement 	Modifier	Description
Cannot Parry 	-40% 	
Fragile 	-20% 	
Light 	-5% 	
Poor Defense 	-20% 	Incompatible with Cannot Parry and Unbalanced
Reduced Damage	-30% 	
Single 	-20% 	Instead of one weapon per limb, you have just one.
Two-Handed 	-20% 	
Unbalanced 	-30% 	
=== Sample Abilities ===
Ability 	Description 	Cost	Cost Breakdown
Bone Stakes 	You grow sharp stakes from your arms. You can use them in melee or shoot them from a distance. If you shoot, each one takes 15 seconds to grow again. 	23 	Natural Weapon (Impaling; Armor Divisor (2), +50%; Fragile, -20%; Increased Damage, +2, +60%; Increased Range, x2, +10%; Ranged, +100%; Takes Recharge, 15 seconds, -20%) [23].
Chi Blast 	An energy blast created with your chi. You have to use both hands to focus your inner energy. The ability is completely invisible until the moment when you attack. 	15 	Natural Weapon (Crushing; Cannot Parry, -40%; Hidden, +20%; Increased Damage, +2 per die, +120%; Intangible, +50%; Power Modifier, Chi, -10%; Ranged, +100%; Single, -20%; Two-Handed, -30%) [15].
Decaying Touch 	Touching a target causes it to crumble to dust! 	15 	Decaying Touch: Natural Weapon (Corrosion; Cannot Parry, -40%; Hidden, +20%; Intangible, +50%; No Signature, +20%) [15].
Dragon's Breath 	The cone of fire is five yards wide with range equal to your ST. 	16 	Natural Weapon (Burning; Cannot Parry, - 40%; Cone, 5 yards, +100%; Hidden, +20%; Intangible, +50%; Limited Use, 3/day, -20%; Ranged, +100%; Single, -20%; Swing-Capable, +20%) [16].
Freezing Strike 	You turn your fists into ice to freeze your enemies slowly (dealing fatigue damage) or quickly, like liquid hydrogen (burning damage), with the possibility of paralyzing them with the cold. You can’t parry with the ability, but you can still parry normally with your hands!	30 	Freezing Strike: Natural Weapon (Fatigue; Cannot Parry, -40%; Extra Damage Type, Burning, +20%; Freezing, +20%; No Incendiary Effect, -10%; Side Effect, Paralysis, +200%; Switchable (Power-Ups 4, p. 17), +10%) [30].
Hammer Hands 	You turn your hands into powerful hammers to smash your foes. 	16 	Natural Weapon (Crushing; Accessibility, breaking the weapon cripples the hand, -20%; Extra Reach, C, 1, +50%; Heavy 10, +100%; Increased Damage, +2 per die, +120%; Swing-Capable, +20%; Switchable (Power-Ups 4, p. 17), +10%; Temporary Disadvantage, No Fine Manipulators, -30%; Unbalanced, -30%) [16].
Lightning Whip 	This whip made of lightning takes one Ready maneuver to appear in your hand, and another whenever you want to change reach. The Weapon Adaptation perk allows you to crack the whip and deliver painful blows (see p. B406). 	16 	Natural Weapon (Burning; Destructive Parry, +40%; Disarming, +20%; Extra Reach, 1-4, Ready maneuver necessary, +90%; Flexible, +30%; Light 4, -20%; Poor Defense, -20%; Single, -20%; Surge, Arcing (Power-Ups 4, p. 21), +100%; Swing-Capable, +20%; Switchable (PowerUps 4, p. 17), +10%; Unbalanced, -30%) [16].
Minotaur's Horns 	You may gore with both horns as a single attack; if you hit, figure damage for each horn separately. They have the same DR as your skull (DR 2 by default). If you lose one horn, you may still attack with the other. 	18 	Natural Weapon (Impaling; Cannot Parry, -40%; Increased Damage, +1 per die, +60%; Link, +10%; Single, -20%) [9], bought twice.
Psychic Dagger 	This dagger made of psychic energy allows you to strike directly into your foes’ nervous system. 	36 	Natural Weapon (Fatigue; Affects Insubstantial, +20%; Cannot Parry, -40%;Intangible, +50%; Mental Resistance Only (Power-Ups 4, p. 19), +250%; Power Modifier, Telepathy, -10%; Single, -20%; Switchable (Power-Ups 4, p. 17), +10%) [36].
Telekinetic Push 	If you are using GURPS Psionic Powers, damage and range can be based on the psionic skill (instead of ST) as a special effect. 	17 	Natural Weapon (Crushing; Cannot Parry, -40%; Cone, 5 yards, +100%; Double Knockback, +20%; Hidden, +20%; Intangible, +50%; No Blunt Trauma, -20%; No Wounding, -50%; Power Modifier, Psychokinesis, -10%; Projected, +50%; Ranged, +100%; Swing-Capable, +20%) [17].
Ultra-Sharp Claws	This set of claws can cut through anything. Damage is sw cut or thr imp. 	44 	Natural Weapon (Impaling; Armor Divisor (10), +200%; Disarming, +20%; Extra Damage Type, Cutting, +20%; Increased Damage, +2 per die, +120%; Resilient, Unbreakable, +40%; Swing-Capable, Cutting, +20%; Switchable (Power-Ups 4, p. 17), +10%) [44].
== References ==
* Pyramid 3/65: Alternate GURPS III, p.24-26
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