03-28-2019, 02:19 PM | #1 |
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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[Basic] Disadvantage of the Week: Lame and No Legs
Lame [-10] to [-30] is a mundane physical disadvantage. You would normally have legs, but they are less useful than normal, or even absent. This disadvantage appeared at GURPS 1e, although it has changed since then.
No Legs [0] to [-50] is also a mundane physical disadvantage, for species without legs, which use some other means, or none, to move. This disadvantage appeared at GURPS 4e, to unify various racial disadvantages that had been created piecemeal. There are various versions of Lame, all of which require you to reduce your Basic Move, for which you do get to claim full disadvantage points, and impose penalties on skills that require the use of your legs. Those skills include all melee weapon and unarmed combat skills, plus all kicking but not ranged combat skills. Hiking, Climbing and other movement skills would usually be penalised, but GM judgement is required for individual cases.
No Legs also comes in several versions. For all of them, you cannot kick, have no need for leg armour, and cannot be attacked in the legs you don't have.
Lame and No Legs are rare options on published character templates. Lame is used for various temporary conditions resulting from injuries. No Legs (Tracked or Wheeled) is common for robots, and (Aquatic) for sea-dwellers. Bio-Tech makes use of No Legs in many of its more extreme works of bio-engineering, and DF follows suit for monsters and other creatures. Fantasy offers Lame for artificers, scholars and sages, and Horror and Madness Dossier have more 'orrible monsters. Hot Spots: Renaissance Florence points out that gout can cause Lame, as can Nazi science in Infinite Worlds. Martial Arts has more detail on the combat effects of these disadvantages, and ways to acquire Lame through injury, while Yrth Fighting Styles has more on fighting underwater. The Power-Ups series has a perk with a prerequisite of Lame, as well as the obvious physical quirk; Space has guidelines for the mobility of various kinds of aliens. Age of Sail Pirate Crew naturally features Lame (Missing Leg). Thaumatology adds No Legs (Portable) for things that can't move themselves, but are easy to carry, which is heavily used in Transhuman Space: Changing Times. Writing this while recovering from a temporary case of Lame, I realise I've never used Lame on a character, although I've had AI Allies with No Legs (Portable). What use have you made of these disadvantages?
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03-28-2019, 03:25 PM | #2 |
Join Date: May 2007
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Re: [Basic] Disadvantage of the Week: Lame and No Legs
I always thought there ought to be some disadvantage value for No Legs (Aerial), at least for when the Flight advantage is limited. When flight has Cannot Hover to give a minimum speed, or Winged to prevent use in close quarters, to say nothing of possibilities like Gliding or Space Flight Only, lacking ground mobility is a significant disadvantage.
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03-28-2019, 03:50 PM | #3 |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: [Basic] Disadvantage of the Week: Lame and No Legs
I lean toward the view that a large vehicle like a galley that has to be rowed, or a raft that has to be poled, might plausibly be given Portable as well, or something close to it.
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Bill Stoddard I don't think we're in Oz any more. |
03-28-2019, 08:45 PM | #4 | |
Join Date: Mar 2008
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Re: [Basic] Disadvantage of the Week: Lame and No Legs
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04-02-2019, 01:33 AM | #5 |
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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Re: [Basic] Disadvantage of the Week: Lame and No Legs
Makes sense, although large vehicles with character sheets, but no engines, aren't very common. Presumably this was prompted by the ship in your fantasy campaign?
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The Path of Cunning. Indexes: DFRPG Characters, Advantage of the Week, Disadvantage of the Week, Skill of the Week, Techniques. |
04-02-2019, 03:56 AM | #6 |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: [Basic] Disadvantage of the Week: Lame and No Legs
Actually, no, because I built that as Signature Gear, not as an Ally. I never have done a character sheet for it. No, this is just something I've been wondering about for a while.
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Bill Stoddard I don't think we're in Oz any more. |
04-02-2019, 05:38 AM | #7 | ||
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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Re: [Basic] Disadvantage of the Week: Lame and No Legs
Quote:
I am always using Sessile and portable for various sentient plants, buildings, swords, and gadgets. Quote:
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04-02-2019, 09:25 AM | #8 |
Join Date: Aug 2007
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Re: [Basic] Disadvantage of the Week: Lame and No Legs
In the World of D'y'r't the PC mage Aldehar the Incendiary had no Legs. He used the Levitate spell (and eventually a Flying Carpet) to get every where.
He wore a long wizard's robe that brushed the ground most of the time and he used to freak out rangers who came upon the party's tracks. :) He also never told the same story twice about how he lost his legs but his felow PCs tended to think it was soemthing like a Crit Fail on a Fireball roll. He wasn't caled "The Incendiary" for nothing.
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Fred Brackin |
04-02-2019, 10:50 AM | #9 |
Join Date: Jun 2017
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Re: [Basic] Disadvantage of the Week: Lame and No Legs
No Legs is very important to me because snakes have become important to my personal setting race line-ups.
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04-02-2019, 11:09 AM | #10 | |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: [Basic] Disadvantage of the Week: Lame and No Legs
Quote:
The character never was able to move fast after that, but I did let him take a variant on Drunken Fighting, since this was a cinematic campaign.
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Bill Stoddard I don't think we're in Oz any more. |
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disadvantage of the week, lame, no legs |
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