02-24-2018, 08:43 PM | #1 |
Join Date: Nov 2011
Location: South Dakota, USA
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[Basic] Advantage of the Week (#54): Extra Legs
Previous Thread: Extra Head, Extra Mouth
Next Thread: Extra Life If you're new to this series or just want to leave feedback about it, check out the Introduction Thread. If you need help finding something we've already discussed, johndallman is maintaining an index of which traits we've discussed. This is especially handy if the trait you are searching for happens to have been part of a multi-subject review. Basic Extra Legs (p. B54-55) is an Exotic, Physical Advantage. This is another trait that is exactly what it says... mostly. You have to remember how GURPS defines legs*, and that characters are always built from the human norm; in this case, "Extra Legs" means having more than two standard human legs. Default legs in GURPS can strike for thurst/crushing damage at Reach 1. This is not a leveled trait, but it does have three options:
There are two Special Modifiers for Extra Legs, and they are found on p. B55. First is "Long", which you may recognize from Extra Arms; for +100% per +1 to SM, Extra Legs modified by this trait are longer than your body (and overall SM) would suggest. This affects Reach as well as the character's capacity to navigate certain obstacles. "Cannot Kick" is just as it sounds; even if the leg technically could kick, it isn't able to do so for damage. This costs -50%. Also just like Extra Arms, if you need to modify the legs of a creature without Extra Legs, treat Long as an Advantage or Cannot Kick as a Disadvantage equal to 1/10th of its value as a Modifier, expressed as points instead of a percentage e.g. the members of Longleg Tribe from One Piece would take "Long Legs [10]" as an Advantage. Other Supplements
Past Editions For the Third Edition, we'll reference the entry for Extra Legs on page 55 of Compendium I. This is in the section for Racial and Super Advantages, the equivalent of "Exotic" Advantages under these rules. Third Edition GURPS defines "legs" in a similar manner, and most of the Advantage is the same. As the entry in GURPS Update mentions, the differences are in how movement is affected by losing legs.
Instead of being Modifiers, Cannot Kick reduces the cost of Extra Legs by 5 CP, while extra Reach increases the cost by 10 CP. Seems pretty obvious why these changed, as you can get some very odd results unless you have the right Move combined with the right amount of legs. Also worth noting, and GURPS Update brought this to my attention, is that under the Third Edition rules, "Centauroid" was a Disadvantage worth 0 CP. I found it on page 101 of Compendium I. This trait was mostly a bookkeeping trick, to remind GM's and players that such creatures were likely to have Taboo traits, and should buy Extra Legs and (if applicable) Inconvenient Size separately. I'm not surprised it didn't make the jump to Fourth Edition. 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. ;)
*In GURPS, if a limb cannot be used to manipulate an object but can be walked on, it counts as a leg. Of course, a simple reality-check lets me know that some folks can at least manage very easy object manipulation with their foot or feet, and some can even learn to use their feet like hands, this is, of course, a simplification. I'm enough of a nitpicker to mention it, but even I'm not stressed out by it.
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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; 03-06-2018 at 07:06 AM. |
02-25-2018, 03:26 AM | #2 | |
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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Re: [Basic] Advantage of the Week (#34): Extra Legs
Quote:
Oops - the subject line should say #54, not #34. Could a kindly moderator oblige?
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The Path of Cunning. Indexes: DFRPG Characters, Advantage of the Week, Disadvantage of the Week, Skill of the Week, Techniques. Last edited by johndallman; 02-25-2018 at 03:30 AM. Reason: Subject line |
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02-25-2018, 09:21 AM | #3 |
Join Date: Feb 2009
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Re: [Basic] Advantage of the Week (#34): Extra Legs
Extra Legs also make crippling any given leg much easier
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02-25-2018, 10:10 AM | #4 |
Join Date: Aug 2008
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Re: [Basic] Advantage of the Week (#34): Extra Legs
How so? I don't recall seeing that in advantage writeup
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02-25-2018, 10:38 AM | #5 |
Join Date: Feb 2009
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Re: [Basic] Advantage of the Week (#34): Extra Legs
I don't have my books handy on phone, but am fairly sure in Campaigns for critters with > 2 legs, crippling a leg requires HP / number legs
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02-25-2018, 12:24 PM | #6 | |
Join Date: Nov 2011
Location: South Dakota, USA
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Re: [Basic] Advantage of the Week (#34): Extra Legs
Quote:
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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! :) |
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Tags |
advantage, advantage of the week, centauroid, extra legs, week, [basic] |
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