I don't know about how expensive it would be for the radioactive attack to 
get nasty.  A little goes a long way with radioactive attacks.  I gave a 
skull-spirit from Gurps Magic 4th a 2d radioactive touch attack. He was 
going to be used as a defensive "what is it doing to me, I'm going to keep 
away" minion for a mage.  Unfortunately immediately after telling the 
spirit to attack that guy until I tell you otherwise, one member of the 
party crit hit the mage with a 20mm beehive ROF 1x100  1d-1imp round 
inside the minimum range for the spreading damage.  With the controlling 
mage spread across 20 meters of the battlefield the skull spirit just kept 
hitting the same guy.  That 2d radioactive attack ended up inflicting 
almost 90 rads by the time the spirit was destroyed.  Even with TL 9 
medicine the character ended up with hemophilia and low pain tolerance for 
a week as he recovered.

Unless your making Godzilla (Gohira) like in Warehouse 23, I can't imagine 
too many monsters that would need more than a few dice of radiation 
damage/second.

Clint



Outrider <[EMAIL PROTECTED]> 
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01/30/2006 05:13 PM
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Subject
Re: [gurps] Help Requested building two "attacks"




Caterpillar: Confidential Green Retain Until: 03/01/2006        Retention 
Category:  G90 - General Matters/Administration


--- Emily Smirle <[EMAIL PROTECTED]> wrote:
> You want the Terror advantage on B93. It's exactly what you want ;)


  Thank You- missed this one somehow...


> Innate Attac: Toxic 1d, with Radioactive, +25% (B105), Emanation,
> -20%, 
> Area Effect up to whatever you want, and Always On, -20%. Character 
> constantly radiates 1d rads a second. Or you can buy 1 rad a second
> at 
> the same price as 1/4th a die.

  And again thanks, again I somehow missed the radioactive advantage
(ARGH!)... going to be damned expensive to buy the attack as high as
these critters shoud have it though...




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