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Old 02-04-2018, 09:29 PM   #1
Otaku
 
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Default [Basic] Advantage of the Week (#51): Extra Arms

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Basic

Under RAW, every character has two arms; today we look at the Advantage that changes that. Extra Arms (p. B53), is a Physical, Exotic Advantage. If a limb can manipulate objects, it is considered an arm, even if it biology would classify it as a leg, tail, or something else. The cost for Extra Arms is variable, depending on how many extras you need and their capabilities. The bog standard Extra Arm costs 10 CP a piece, but its [Basic] entry includes multiple Modifiers specific to it. Said Modifiers may also be applied to a characters default arms, treating Enhancements as an Advantage and Limitations as a Disadvantage equal to a tenth of their percentage value expressed as points e.g. a 50% Enhancement becomes a 5 CP Advantage.

In combat, Extra Arms do not give you additional attacks or maneuvers; take Extra Attack (p. B53-54) for that and/or Enhanced Tracking (p. B53) if you want to focus on multiple subjects at once. However, whether you are in normal Combat, Close Combat, or being out of combat entirely, Extra Arms can give you more options. For example, where appropriate you may use all three (or more) arms to work on a single task or assign them to complimentary activities: for example, wielding a two-handed weapon in addition to a shield. Each Extra Arm does provide a +2 bonus to grappling (including breaking free); you also get a +3 bonus to pin or resist being pinned if you have more arms than your opponent. We'll cover the Modifiers, all of which are listed on p. B53. An arm can be "Extra Flexible" for +50%, allowing the arm to reach and work with any other arms. "Long" increases the Arm's size Modifier by 1 each time you take it. This includes +1 per die to Swing damage when wielding a weapon! Probably why it costs +100%.

As for Limitations, "Foot Manipulators" is a special instance of the "Temporary Disadvantage" Limitation, in this case, it represents being Legless while making use of Extra Arms that are actually legs capable of manipulation. "No Physical Attack" robs a limb of its capacity to punch, kick, or even use melee weapons (though it can still use things like firearms to attack). "Short" reduces the reach of that Arm to Range C, as well as denying it the use of swung weapons. Attempts to grapple are at -2 if all of your arms are Short. "Weak" allows your Extra Arm to have a lower Strength score than the rest of your body; halved for -25% or quartered for -50%. "Weapon Mount" creates a spot where you can - as the name suggests - mount a weapon.

Other Supplements
  • GURPS Powers gives multiple rules clarifications pertaining to Extra Arms, including some interesting Enhancements for which it may be applicable.
  • GURPS Powers: Enhanced Senses uses it to explain... um... something. I'm not sure how to mention this without giving the whole thing away. XP
  • GURPS Supers includes Extra Arms in one of the new Talents and one of the new Templates.
  • GURPS Update lets us know that Extra Arms had the same name and cost... sort of, as there is an "*" beside the entry, indicating there is more too it, which we'll address in the next section.

Past Editions

Under the Third Edition (Revised) rules, referenced from Compendium I, page 54-55, in the chapter on Super and Racial Advantages. While the base cost is the same as in Fourth Edition, this only applies to Extra Arms that otherwise correspond to the defaults for things like length and the capacity to attack. Short Arms, Long Arms, Arms with no physical attack all have separate base costs instead of being Modifiers that alter the price of Extra Arms. As far as I can tell, all the same rules mentioned in the Fourth Edition entry otherwise apply, save they use Fourth Edition terminology and the bonus for pinning is the same +2 for grappling.

Useful Links

Feel free to suggest any existing threads or other, appropriate links on this matter.

Discussion Starters

This is (usually) a generic list of questions for those who want to participate in the discussion but need a little help. If you already know what you want to say, feel free to skip these. ;)
  • Have you ever taken this trait for one of your PCs or NPCs? How did it work out?
  • Is there anything this trait does really well?
  • Is there anything you think this trait could or should do differently?
  • Any related traits you believe are necessary for full discussion? Go ahead and bring them up, but remember that this is a thread for Elastic Skin.
  • Any thoughts on how the 4e version of these traits compares to them in earlier editions?
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My GURPS Fourth Edition library consists of Basic Set: Characters, Basic Set: Campaigns, Martial Arts, Powers, Powers: Enhanced Senses, Power-Ups 1: Imbuements, Power-Ups 2: Perks, Power-Ups 3: Talents, Power-Ups 4: Enhancements, Power-Ups 6: Quirks, Power-Ups 8: Limitations, Powers, Social Engineering, Supers, Template Toolkit 1: Characters, Template Toolkit 2: Races, one issue of Pyramid (3/83) a.k.a. Alternate GURPS IV, GURPS Classic Rogues, and GURPS Classic Warriors. Most of which was provided through the generosity of others. Thanks! :)

Last edited by Otaku; 08-02-2018 at 08:01 PM. Reason: Finally noticed it still said "Next Thread: Pending"
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