Steve Jackson Games Forums [Martial Arts] Are mollusks susceptible to Arm Lock and Leg Lock?
 Register FAQ Calendar Mark Forums Read

06-21-2010, 05:41 AM   #11
Gurps Fan

Join Date: Jan 2005
Location: Japan
Re: [Martial Arts] Are mollusks susceptible to Arm Lock and Leg Lock?

Quote:
 Originally Posted by vierasmarius You could just apply the same +50% Extra Flexible enhancement to the legs. Not strictly RAW, but seems consistent with it. It may actually be worth less than +50% if there is less utility to flexible legs than arms.
Extra Arm (Extra-Flexible) adds one extra arm that's flexible, but does nothing to the two existing arms. If that enhancement is allowed on Extra Legs, that would make the two extra legs flexible, but would do nothing to the two existing legs.
__________________
Gurps Fan,
a rules lawyer from the mysterious country of ninja, samurai, and magical girls,
the inventor of M.U.N.C.H.K.I.N.

06-21-2010, 06:34 AM   #12

Join Date: Aug 2008
Re: [Martial Arts] Are mollusks susceptible to Arm Lock and Leg Lock?

Quote:
 Originally Posted by Gurps Fan Extra Arm (Extra-Flexible) adds one extra arm that's flexible, but does nothing to the two existing arms. If that enhancement is allowed on Extra Legs, that would make the two extra legs flexible, but would do nothing to the two existing legs.
A technicality. As per B55, the cost of a modification to your existing two legs is worth 0.1 * the percentage increase/decrease of the enhancement/limitation.

Porting over Extra-Flexible (50%) would cost 5 points per leg. This seems a bit steep, since it is of far less use to legs. This is based on the increase in the cost of an extra arm (50% of 10 points).

We can apply this to legs, as well, I do believe. Examining the cost of Extra Legs in different levels, it appears that two additional legs is roughly worth 5 points (or 2.5 points per leg). Now 50% of 2.5 points is 1.25. You can then multiply this by the number of legs you have (4) and get a cost of 5 points for all them to be tentacles. That seems reasonable to me.
__________________

Free Stuff:
Dungeon Action!
Totem Spirits

My Blog: Above the Flatline.

 06-21-2010, 06:36 AM #13 Mathulhu   Join Date: May 2009 Re: [Martial Arts] Are mollusks susceptible to Arm Lock and Leg Lock? Put the Flexible enhancement on the two original arms. Buy six Extra Arms with the Flexible Enhancement. Take the feature No Legs (Slithers) 0. That would make something that moves around like an octopus on the sea floor. Normally the down side of the No Legs (Replacement) features is that a random hit to the legs now hits the torso. Your DM might accept random leg hits now hit a random arm.
06-21-2010, 06:45 AM   #14

Join Date: Aug 2008
Re: [Martial Arts] Are mollusks susceptible to Arm Lock and Leg Lock?

Quote:
 Originally Posted by Mathulhu Normally the down side of the No Legs (Replacement) features is that a random hit to the legs now hits the torso. Your DM might accept random leg hits now hit a random arm.
That's not a down side at all; it's actually the upside. The downside is that you are incapable of kicking. Judging by what Gurps Fan has said so far, I'm guessing he wants to still be able to smack things with his feet-tentacles (feetacles?).
__________________

Free Stuff:
Dungeon Action!
Totem Spirits

My Blog: Above the Flatline.

06-21-2010, 07:08 AM   #15
Fred Brackin

Join Date: Aug 2007
Re: [Martial Arts] Are mollusks susceptible to Arm Lock and Leg Lock?

Quote:
 Originally Posted by Gurps Fan (Or am I misunderstanding something and mollusks should actually be susceptible to locks?)
Sorry for the pedantry but you probably want to narrow your terminology. You really only seem interested in pseudo-cephaolpods and cephalopods are only one sub-set of mollusks.

The great bulk of mollusks belong to the gastropod groups (snails and slugs) with many other members of the bivalve group (clams and so forth).

So most mollusks _are_ immune to Arm Lock and Leg Lock due to a lack of arms and legs. This is the point which confused me when I saw you're title. :)
__________________
Fred Brackin

06-21-2010, 07:21 AM   #16
Gurps Fan

Join Date: Jan 2005
Location: Japan
Re: [Martial Arts] Are mollusks susceptible to Arm Lock and Leg Lock?

Quote:
 Originally Posted by Humabout A technicality. As per B55, the cost of a modification to your existing two legs is worth 0.1 * the percentage increase/decrease of the enhancement/limitation. Porting over Extra-Flexible (50%) would cost 5 points per leg. This seems a bit steep, since it is of far less use to legs. This is based on the increase in the cost of an extra arm (50% of 10 points). We can apply this to legs, as well, I do believe. Examining the cost of Extra Legs in different levels, it appears that two additional legs is roughly worth 5 points (or 2.5 points per leg). Now 50% of 2.5 points is 1.25. You can then multiply this by the number of legs you have (4) and get a cost of 5 points for all them to be tentacles. That seems reasonable to me.
I think I see your point. However, after a close examination of p. B55, I found an interesting sentence: "You can apply the following modifiers to all your legs", just above the Special Enhancements section. It suggests that enhancements on Extra Legs work on an all-or-nothing basis, not a per-leg basis. Therefore,
• Two-legged creature whose two legs are flexible: 5 points (= 1/10 of the percentile value of Extra-Flexible).
• Three- or four-legged creature whose three or four legs are flexible: 8 points (= Extra Legs [5] plus +50%, rounds up).
• Five- or six-legged creature whose five or six legs are flexible: 15 points (= Extra Legs [10] plus +50%).
• Seven- or more-legged creature whose all legs are flexible: 23 points (= Extra Legs [15] plus +50%, rounds up).

Quote:
 Originally Posted by Mathulhu Put the Flexible enhancement on the two original arms. Buy six Extra Arms with the Flexible Enhancement. Take the feature No Legs (Slithers) 0.
See this post.
Quote:
 Originally Posted by Me I assume that my character is not so entirely octopoid; rather, he's more like a human-like upright creature who just happens to have no bones and joints, and he always walks on four legs and grabs with four hands.
__________________
Gurps Fan,
a rules lawyer from the mysterious country of ninja, samurai, and magical girls,
the inventor of M.U.N.C.H.K.I.N.

06-21-2010, 07:35 AM   #17
Gurps Fan

Join Date: Jan 2005
Location: Japan
Re: [Martial Arts] Are mollusks susceptible to Arm Lock and Leg Lock?

Quote:
 Originally Posted by Fred Brackin Sorry for the pedantry but you probably want to narrow your terminology. You really only seem interested in pseudo-cephaolpods and cephalopods are only one sub-set of mollusks. The great bulk of mollusks belong to the gastropod groups (snails and slugs) with many other members of the bivalve group (clams and so forth). So most mollusks _are_ immune to Arm Lock and Leg Lock due to a lack of arms and legs. This is the point which confused me when I saw you're title. :)
Oh, sorry, English is difficult for me.
__________________
Gurps Fan,
a rules lawyer from the mysterious country of ninja, samurai, and magical girls,
the inventor of M.U.N.C.H.K.I.N.

06-21-2010, 07:52 AM   #18
Fred Brackin

Join Date: Aug 2007
Re: [Martial Arts] Are mollusks susceptible to Arm Lock and Leg Lock?

Quote:
 Originally Posted by Gurps Fan Oh, sorry, English is difficult for me.
That's alright. This is more Marine Biology than English anyway. Very specialized vocabulary.
__________________
Fred Brackin

06-21-2010, 08:02 AM   #19
whswhs

Join Date: Jun 2005
Re: [Martial Arts] Are mollusks susceptible to Arm Lock and Leg Lock?

Quote:
 Originally Posted by Humabout We can apply this to legs, as well, I do believe. Examining the cost of Extra Legs in different levels, it appears that two additional legs is roughly worth 5 points (or 2.5 points per leg). Now 50% of 2.5 points is 1.25. You can then multiply this by the number of legs you have (4) and get a cost of 5 points for all them to be tentacles. That seems reasonable to me.
The point value of Legless is -30; I seem to recall from Transhuman Space: Changing Times that No Legs (Portable), which gives you no means of moving yourself around but lets someone else carry you, is about the same. That suggests that the point cost of the first two legs is 30. A 50% enhancement would cost 15 added points. So going from human normal to having two tentacular legs would be 15 points.

Bill Stoddard

06-21-2010, 08:09 AM   #20
Gurps Fan

Join Date: Jan 2005
Location: Japan
Re: [Martial Arts] Are mollusks susceptible to Arm Lock and Leg Lock?

Quote:
 Originally Posted by whswhs The point value of Legless is -30; I seem to recall from Transhuman Space: Changing Times that No Legs (Portable), which gives you no means of moving yourself around but lets someone else carry you, is about the same. That suggests that the point cost of the first two legs is 30. A 50% enhancement would cost 15 added points. So going from human normal to having two tentacular legs would be 15 points.
That's inconsistent with Basic Set. That calculation would conclude that having two legs that can't kick would be worth -15 points (Cannot Kick, -50% of 30 points), but actually it's -5 points. See p. B55.
__________________
Gurps Fan,
a rules lawyer from the mysterious country of ninja, samurai, and magical girls,
the inventor of M.U.N.C.H.K.I.N.

 Tags flexibility, kicking, kromm explanation

 Thread Tools Display Modes Linear Mode

 Posting Rules You may not post new threads You may not post replies You may not post attachments You may not edit your posts BB code is On Fnords are Off [IMG] code is Off HTML code is Off Forum Rules
 Forum Jump User Control Panel Private Messages Subscriptions Who's Online Search Forums Forums Home Illuminati Headquarters     SJ Games Discussion     Daily Illuminator     Forum Feedback and Help Warehouse 23     Warehouse 23 General Discussion     Warehouse 23 Digital     Pyramid Munchkin     Munchkin 101     Munchkin     Munchkin Collectible Card Game     Other Munchkin Games Roleplaying     Dungeon Fantasy Roleplaying Game         DFRPG Resources     GURPS         GURPS Resources         GURPS Character Assistant     Transhuman Space     Traveller     The Fantasy Trip         The Fantasy Trip: House Rules     In Nomine     Roleplaying in General     Play By Post Board and Card Games     Car Wars         Car Wars Old Editions     Ogre and G.E.V.         Ogre Video Game         Ogre Scenarios     Board and Dice Games     Card Games     Miniatures The Gnomes of Zurich     The Industry     Conventions     Trading Post     Gamer Finder

All times are GMT -6. The time now is 06:57 AM.

 -- Default Style ---- Classic Forum Colors Contact Us - Steve Jackson Games - Privacy Statement - Top