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#1 |
Join Date: Jan 2005
Location: Japan
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I'm trying to design a character who is a sapient, human-sized octopus-like creature with four arms and four legs. He has no bone.
I want him to be immune to any Arm Lock and any Leg Lock. He certainly should buy Double-Jointed, but this trait merely gives +5 to break free (Martial Arts, p. 44), far from "immune". Buying Extra-Flexible enhancement on his existing two arms and two Extra Arms makes his all arms immune to Arm Lock (Martial Arts, p. 114), but his legs are left as susceptible to Leg Lock as a mere normal human who just happens to be Double-Jointed. To make him totally immune to any locks against any of his limbs, what trait should I buy for him? (Or am I misunderstanding something and mollusks should actually be susceptible to locks?)
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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. |
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#2 |
Join Date: Jan 2010
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If his legs are basically tentacles too they should qualify for Extra-Flexible probably at reduced cost (about 25% or 35% instead of 50) since their ability to reach isn't improved.
But the way I envision an octopus man he shouldn't have legs at all, they should be eight Extra-Flexible arms with the Foot Manipulator limitation. |
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#3 | |
Computer Scientist
Join Date: Aug 2004
Location: Dallas, Texas
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or Buy enough Extra Arms to cover all limbs as arms, with Foot Manipulators (Legless if used as arms) -30% on the last pair - then the guy can still walk on arms 7&8, and if someone Leg-Locks his walking arms, he can choose to go to Legless mode and slither free, but will have to chose between remaining immune and dragging/swimming away or switching back to run away. Last edited by jeff_wilson; 06-20-2010 at 11:26 PM. |
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#4 |
Join Date: Dec 2006
Location: Meifumado
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Arm Locks would probably not work per se, but I could imagine a painful twist, fold or knot could be applied as a Tentacle Lock. Would that mean that the immunity is just a feature?
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Collaborative Settings: Cyberpunk: Duopoly Nation Space Opera: Behind the King's Eclipse And heaps of forum collabs, 30+ and counting! |
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#5 |
"Gimme 18 minutes . . ."
Join Date: Sep 2005
Location: Albuquerque, NM
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I'd call that a limb wrench, not a lock. I think Jeff has the right of it.
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#6 |
Join Date: Jan 2005
Location: Japan
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That's Wrench Arm, not Arm Lock (nor "Tentacle Lock"). Extra-Flexible enhancement on arms has no effect against Wrench Arm. See Martial Arts, p. 114.
__________________
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. |
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#7 |
Join Date: Jan 2005
Location: Japan
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Thank you all for the replies.
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. He doesn't switch arms and legs freely. In this case, should he buy:
__________________
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. |
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#8 |
Banned
Join Date: Dec 2007
Location: Portland, Oregon
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That's one heck of a Nuisance Effect.
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#9 |
Join Date: Jan 2005
Location: Japan
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But I came up with no other way to make legs Extra-Flexible.
__________________
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. |
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#10 |
Join Date: Nov 2009
Location: Oregon
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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.
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Tags |
flexibility, kicking, kromm explanation |
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