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Old 02-07-2010, 11:20 AM   #12
DouglasCole
Doctor of GURPS Ballistics
 
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Join Date: Sep 2004
Location: Lakeville, MN
Default Re: Is Flexibility really that good?

Quote:
Originally Posted by Edges View Post
You could just add a couple skills like Dancing and Acrobatics and make it 5CP per level like High Manual Dex.
Actually, the point raised earlier about grappling I think seals the deal in terms of combat utility. If you allow the +3 to apply to attempts to resist pain from Arm/Wrist locks and count as bonuses to resist attempts to Pin or Escape, that make it worth it right there.

And in my experience, it's realistic. I have a friend with CRAZY flexible wrists. There's one move we call a "goose-neck" which is a wrist lock where you basically hyperextend the tendons on top of the wrist by forcing it to the forearm. It works...brutally...on everyone I've ever done this on but her.

Likewise, attempts to escape from holds and ground positions are MUCH easier if you're flexible.

Having one location be at this bonus would make a fun Perk. Having all of them makes Flexible be primarily a combat-focused advantage, with ancillary benefits in climbing, erotic art, and mechanic.
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