Flexibility: Difference between revisions

From gurps
Jump to navigation Jump to search
mNo edit summary
mNo edit summary
 
Line 9: Line 9:
====Double-Jointed:====
====Double-Jointed:====
As above, but more so. You cannot stretch or squeeze yourself abnormally, but any part of your body may bend any way. You get +5 on [[Climbing]], [[Erotic Art]], and [[Escape]] rolls, and on attempts to break free. You may ignore up to -5 in penalties for close quarters. {{15 points}}.
As above, but more so. You cannot stretch or squeeze yourself abnormally, but any part of your body may bend any way. You get +5 on [[Climbing]], [[Erotic Art]], and [[Escape]] rolls, and on attempts to break free. You may ignore up to -5 in penalties for close quarters. {{15 points}}.
==Martial Arts==
The +3 for Flexibility and +5 for Double-Jointed apply to all rolls to [[break free]] – including attempts to escape the [[Martial Arts: Techniques|locks and holds]].
[[Category:Martial Arts]]

Latest revision as of 19:01, 8 September 2021

5 points or 15 points

Your body is unusually flexible. This advantage comes in two levels:

Flexibility:

You get +3 on Climbing rolls; on Escape rolls to get free of ropes, handcuffs, and similar restraints; on Erotic Art skill; and on all attempts to break free in close combat. You may ignore up to -3 in penalties for working in close quarters (including many Explosives and Mechanic rolls). 5 points.

Double-Jointed:

As above, but more so. You cannot stretch or squeeze yourself abnormally, but any part of your body may bend any way. You get +5 on Climbing, Erotic Art, and Escape rolls, and on attempts to break free. You may ignore up to -5 in penalties for close quarters. 15 points.

Martial Arts

The +3 for Flexibility and +5 for Double-Jointed apply to all rolls to break free – including attempts to escape the locks and holds.