02-07-2018, 04:08 PM | #31 |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: [Basic] Advantage of the Week (#51): Extra Arms
Yes. I see that my trick was to apply Injury Tolerance (Diffuse) to the arms only.
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Bill Stoddard I don't think we're in Oz any more. |
02-07-2018, 04:21 PM | #32 |
Join Date: Nov 2008
Location: Yukon, OK
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Re: [Basic] Advantage of the Week (#51): Extra Arms
Yeah thats a good way to prevent arms from being grappled or crippled. Also a RAW example of what I said before in that you dont have to pay for all the Arms you have, only what they can do.
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02-07-2018, 04:26 PM | #33 | |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: [Basic] Advantage of the Week (#51): Extra Arms
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Cluster: +x% Your 'arm' is actually a cluster of smaller arms. Using all of those arms at once gives the benefits of an extra limb, but you can also split your strength between multiple tasks (you suffer normal penalties for doing so). |
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02-08-2018, 08:11 AM | #34 |
Join Date: Aug 2004
Location: Shoreline, WA (north of Seattle)
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Re: [Basic] Advantage of the Week (#51): Extra Arms
I've always liked a combination of Extra Arms (2) [10] + Danger Sense [15]... because four-armed is forewarned... I'll get me coat.
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02-08-2018, 03:50 PM | #35 | |
Join Date: Aug 2017
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Re: [Basic] Advantage of the Week (#51): Extra Arms
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As far as my experience with extra arms, I've used it on a number of racial templates I've designed. A few examples are: - A race of humanoid squidfolk that have two Extra Arms plus the base two arms, all with Extra-Flexible, each representing two cephalopod "arms" in the anatomical sense, plus one more Extra Arm with Extra-Flexible, Long 1, and Temporary Disadvantage (Ham-Fisted 2), that represents a pair of clubbed tentacles. - A flying monkey-type race with a pair of Extra Arms with Foot Manipulators and Temporary Disadvantage (Ham-Fisted 2). The latter of those modifiers is actually pretty common on my builds featuring Extra Arms. - A species of mothfolk I'm currently designing for a DF campaign that have two flat-out Extra Arms, no modifiers. Though I can't recall the exact build off the top of my head, I've also used it to design a projectile tongue, which is where the price for Long was really irritating because I would paying for a damage bonus that the build would never use. I think I ended up dropping that mod and buying a couple levels of Stretching with One Limb Only. |
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02-08-2018, 10:11 PM | #36 | |
Join Date: Nov 2011
Location: South Dakota, USA
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Re: [Basic] Advantage of the Week (#51): Extra Arms
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For the former, it sounds more like a striker I designed for a character, except I used... um... Striker. XD
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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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02-10-2018, 09:13 AM | #37 | |||
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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Re: [Basic] Advantage of the Week (#51): Extra Arms
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Each +2 to grappling could be bought as a racial bonus for [4], and you have to give up a limb to do so, so arguably each +2 is worth about [3]. Gurps doesn't add points in all cases, but its still worth looking at decoupling the grappling bonus from extra arms. Quote:
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02-14-2018, 09:47 AM | #38 |
Join Date: Aug 2017
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Re: [Basic] Advantage of the Week (#51): Extra Arms
Projectile, it's purpose was for grappling and there isn't a canonical way to grapple with a striker. I did give it a limitation 'Grappling Only, -40%' that I got off someone else's projectile tongue build here on the forums, though. Was your striker build capable of grappling, and if so, how did you price the addition of that capability?
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02-14-2018, 10:02 AM | #39 | |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: [Basic] Advantage of the Week (#51): Extra Arms
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02-15-2018, 08:24 AM | #40 | |
Join Date: Nov 2011
Location: South Dakota, USA
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Re: [Basic] Advantage of the Week (#51): Extra Arms
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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, extra arms, week, [basic] |
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