Flexibility: Difference between revisions
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====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
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.