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Old 05-25-2013, 10:29 PM   #1
kirbwarrior
 
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Default Half-Octopus leg problem

I am working on a race right now where the bottom of them ends in octopus arms (upper half humanoid). But, I noticed that costs upwards of [280];

Extra Arm 8 (Extra Flexible +50%, Long 2 +200%) [280]

I then was thinking of ways to just have a larger SM and take ways to make the upper body smaller. Sadly, Short Arms is a little overkill. Anyone have any ideas?
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Old 05-25-2013, 10:35 PM   #2
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Default Re: Half-Octopus leg problem

Take Stretching rather than Long; the reason Long is so expensive is the bonus to damage, which Stretching does not have.

Stretching (Arms Only, -20%) should be enough; this is 5/level.

EDIT: Note that Extra Arms 8 is still going to be hella-expensive even without the Long enhancement.
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Old 05-25-2013, 11:27 PM   #3
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Default Re: Half-Octopus leg problem

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Take Stretching rather than Long; the reason Long is so expensive is the bonus to damage, which Stretching does not have.

Stretching (Arms Only, -20%) should be enough; this is 5/level.

EDIT: Note that Extra Arms 8 is still going to be hella-expensive even without the Long enhancement.
Stretching might work on top of it, which would be cool. The idea of having a higher SM and 'smallering' the rest of the body was because of the bonus damage didn't seem applicable. And I'm assuming you can't have 'Stretching (Always On)'.
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Old 05-26-2013, 07:30 AM   #4
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Default Re: Half-Octopus leg problem

You might go as far as to give tentacles No Attack and/or Weak.
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Old 05-26-2013, 08:44 AM   #5
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Default Re: Half-Octopus leg problem

Also consider what you want the legs to be able to do: real octopi should not have "extra arms 6": They can manipulate a lot of things, but tentacles cannot do as much as arms, and its debatable whether they should have extra-flexible: they don't work equally well for any facing.

Also note these are foot manipulators most likely, and probably effect the move speed.
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Old 05-26-2013, 10:18 AM   #6
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Also consider what you want the legs to be able to do: real octopi should not have "extra arms 6": They can manipulate a lot of things, but tentacles cannot do as much as arms, and its debatable whether they should have extra-flexible: they don't work equally well for any facing.

Also note these are foot manipulators most likely, and probably effect the move speed.
Removing the Extra-Flexible and adding Foot Manipulator results in: Extra Arms 8 (Long 2, +200%; Foot Manipulator, -30%) [216]. Not much of a price difference but includes the limitation that if you're using even one of them as a manipulator ... you can't use your ground move again until you stop. ("Foot Manipulator, -30%" is a re-titled "Temporary Disadvantage (Lame (Legless)), -30%" as the limitation description notes.) Its' important to note that this isn't how an octopus's tentacles work. They crawl along just fine even if they are holding something in one of their tentacles.
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Old 05-26-2013, 10:44 AM   #7
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Default Re: Half-Octopus leg problem

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Removing the Extra-Flexible and adding Foot Manipulator results in: Extra Arms 8 (Long 2, +200%; Foot Manipulator, -30%) [216]. Not much of a price difference...
It's that darn Long that messes up the price. All I want out of Long is easier to hit them and further reach. Considering Born Biter, I've used that for larger hands, and I almost wonder how much Long is worth without the damage bonus.
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They crawl along just fine even if they are holding something in one of their tentacles.
I had already decided that No Legs (Slithers) was appropriate. Nice to know someone else does too.
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Old 05-26-2013, 10:46 AM   #8
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Default Re: Half-Octopus leg problem

Get Stretching, really.
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Old 05-26-2013, 10:55 AM   #9
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Default Re: Half-Octopus leg problem

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Originally Posted by kirbwarrior View Post
It's that darn Long that messes up the price. All I want out of Long is easier to hit them and further reach. Considering Born Biter, I've used that for larger hands, and I almost wonder how much Long is worth without the damage bonus.

I had already decided that No Legs (Slithers) was appropriate. Nice to know someone else does too.
Temporary Disadvantage (No Legs (Slithers)), -0%. Heh.

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Originally Posted by vicky_molokh View Post
Get Stretching, really.
Extra Arms 8 [40]
Stretching 2 (Reduced Time 2, +40%; Extra Arms Only, -20%) [15]
... sub-total: [55]
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Old 05-26-2013, 03:35 PM   #10
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Default Re: Half-Octopus leg problem

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Originally Posted by vicky_molokh View Post
Get Stretching, really.
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Originally Posted by Sunrunners_Fire View Post
Extra Arms 8 [40]
Stretching 2 (Reduced Time 2, +40%; Extra Arms Only, -20%) [15]
... sub-total: [55]
Extra Arms would actually be [80]. Stretching does seem really nice, with a weird effect that the arms are actually smaller and larger. I might go with Reflexive. I also still think that I want them to be some amount of flexible, even if Extra-Flexible is the wrong way to do it. Would Double Jointed (Extra Arms Only -20%) work? What would I lose with that limitation?
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Temporary Disadvantage (No Legs (Slithers)), -0%. Heh.
I kinda want to take this, if it weren't for the fact that I should instead take Extra Legs and then remove them for it to make sense.
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