|Which end is which?|
Piercing Striker (Cannot Parry, -40%; Weak, -50%)  and
Toxic Attack 1 HP (Cyclic, 10 cycles, 10 seconds, +900%; Follow-Up, Piercing Striker, +0%)Adding Biological to the follow-up attack might be an interesting option as well. Note that if you use Natural Weapons, you can make a pi- version of this striker that would cost an extra point because the weak modifier doesn't apply.
Combination (Brawling/Random + Brawling/Random + Brawling/Random) X+X+X and
Unique Technique (Fury Attack)Note that this combination assumes you will use the default attack option every time (for brawling, a punch. Also note that for someone with Trained by a Master, you can subtract 6 from the cost. Finally, relevantly, assuming Beedrill is ambidextrous (or has off hand weapon training (brawling)) you can subtract 2 from the cost.
|Yes, the bees!|
The enhanced weapon (or striker) gets a critical hit on a 6 or less for any attack rolls in the next three minutes. Additional levels raise that number (eg Focus Energy 2 is a critical hit on 7 or less, and Focus Energy 3 is a critical hit on 8 or less)
Notes: Each additional level increases the chance of getting a critical hit by increasing the cap.
Twin NeedleThis is basically a combination attack again, except with two attacks, using the striker described for poison sting earlier, assuming that you also have the toxic follow-up.
Combination(Brawling Piercing Striker/Random + Brawling Piercing Striker/Random)X+X
Unique Technique (Twin Needle)Read p.80 of Martial Arts for a few edge cases where this might be cheaper than normal.
The caster fires 5 piercing missiles at once, each hit the target depending on margin of success. Rolls get an extra +1 to hit as 5 projectiles are being fired.
Notes: Each additional level increases the damage incurred by each missile by 1d. Recommended level is 2, and this ability is most "cost efficient" at even levels.
In GURPS mechanics, one could freely boost the rate of fire to 7 for no change in cost if they wanted.
The target of the spell has his or her basic move raised by 2, which lasts for 3 minutes at level 1. Additional levels increase this duration. The effect is cumulative with multiple castings (eg, +4 move for 2 castings, and +6 move for 3 castings.)
Notes: Each additional level adds or ratchets up extended duration.