Innate Attack

Innate Attack is both an advantage (B61) and a skill (B201)
==Vs Body Parts==
As the skill on B200 explains, a "beam" or "projectile" comes from the hands, while a "breath" comes from the mouth, and a "gaze" comes from the eyes. One of these must be specified when designing it.
Similar to Follow-Up, Universal, an example of Cosmic is Adding Utility on page 7 of GURPS Power-Ups 4: Enhancements which says it would allow origination on any part of the body.
==Innate Attack (advantage)==
Advantage type: Exotic physical
Innate Attack inflicts 1d damage per level with a default ofRanged attack 1/2D 10, Max 100, Acc 3, RoF 1, Shots N/A, and Recoil 1
===Damage Types===
Type 	CostperLevel
Burning (Burn) 	5
Corrosion (Cor) 	10
Crushing (Cr) 	5
Cutting (Cut) 	7
Fatigue (Fat) 	10
Impaling (Imp) 	8
Piercing, Small (Pi-) 	3
Piercing, Regular (Pi)	5
Piercing, Large (Pi+) 	6
Piercing, Huge (Pi++) 	8
Toxic (Tox) 	4
===Modifiers===
* Noxious agents on Claws, Teeth, darts, etc.: Follow-Up
* Gases and sprays: Respiratory Agent or Contact Agent, often with Area Effect, Cone, or Jet
* Attacks that depend on touch or on skin contact use Blood Agent or Contact Agent, plus one of Aura (p. 102) or Melee Attack
* Radiation (rad) is special modifier with its own rules
===Special Enhancements===
*Appear as any sort of weapon the user wishes: Melee Attack, it may be a less useful enhancement for ranged attacks where how your gun looks would not be particularly important.
===Additional information===
http://www.sjgames.com/gurps/faq/FAQ4-5.html#SS5.2.1
5.2.1 How can I define magical weapons using Innate Attack?
Option 1 (weapon as attack)
*Breakable and Can Be Stolen are also de rigueur, to represent the fact that your Innate Attack is a real, physical object.
*Finally, if you want your weapon to disappear when you don't need to use it, add Switchable (+10%).
Option 2 (attack through weapon) is similar though:
*some of the Gadgets limitations (Breakable, Can be Stolen, etc.).
*This assumes that the power comes from within the wielder and can work with any magical sword
==Alternatives==
*Affliction (advantage) the initial attack can't do damage but the Follow-Up can.
*Binding
==Examples==
Type 	Percentage	Build 	Cost	References
Pestilence 	+1,560% 	Fatigue Attack 1 point (Based on HT, +20%; Costs Fatigue, 6 FP, -30%; Cyclic, 1 hour, 72 cycles, Highly Contagious, +1,470%; Malediction 1, +100%; No Signature, +20%; Onset, 1 hour, -20%) 	[50]	GURPS Horror pg 15
Plague 	+323% 	Toxic Attack 1d-2 (Always On, -20%; Area Effect, 2 yards, +50%; Blood Agent, +100%; Cyclic, 6 hours, 13 cycles, Resistible, Highly Contagious, +140%; Emanation, -20%; Onset, 1d+1 days, -30%; Resistible, HT-2, -20%; Symptoms, 1/3 HP, Severe Pain and Unnatural Features 1, +123%)	[9] 	GURPS Horror pg 16
Strong Venom	+100% 	Toxic Attack 3d-1 (Cyclic, 1 hour, 4 cycles, Resistible, +30%; Follow-Up, Teeth/Striker, +0%; Onset, 1 minute, -10%; Resistible, HT-4, -10%; Symptoms, 2/3 HP, -3 ST, DX, IQ, and HT, +90%) 	[22]	GURPS Horror pg 16
==Innate Attack (skill)== 
Default: DX-4
DX/Easy
Must specialize (defaults to one another at -2)
Note: this skill is used to direct not to activate an Affliction, 
Binding, Innate Attack, or Fixed Magic.
* Beam
* Breath
* Gaze
* Projectile
==Additional Information==
* Pyramid 3/65: Alternate GURPS III "Natural Weapons"
==See Also==
*Partial Dice
*Damage Modifiers
Category:Advantages
Category:Skills
Category:Exotic Traits
Category:Physical Traits