GURPS Wiki

"The material presented here is a community original creation, intended for use with the GURPS system from Steve Jackson Games. This material is not official and is not endorsed by Steve Jackson Games."

READ MORE

GURPS Wiki
GURPS Wiki

Double-Jointed is the 15 point version of Flexibility and replaces the depreciated Classic advantage of that name. (Basic Set: Characters 56)

Campaigns[]

In Basic Set: Campaigns some further advantages are revealed from it, along with Extra-Flexible

  • B390 it helps in Defending Against Attacks from the Side, in respect to allowing parrying (NOT blocking) attacks from the other side
  • B391 it helps in Defending Against Attacks from the Back allowing blocking attacks from the rear, normally you can only parry them (in either case Peripheral Vision is needed)

Martial[]

GURPS Martial Arts pg 116 gives it a benefit combined with Constriction Attack

enable grapples, takedowns, pins, chokes, locks, and breaking free at no penalty, using the torso – just like a python. Such attempts are equivalent to two-handed

Grappling[]

page 6 of GURPS Martial Arts: Technical Grappling reiterates this and defines its Control Points

MA changes[]

MA114 boosts the Extra-Flexible improvement for arms:

  • arms are immune to injury from Arm Lock (which only counts as an ordinary grapple) but not

Wrench Arm.

A similar change to

Pricing explanation via Alternative Abilities[]

Firstly, perceive the bonuses from "Flexible" (+3 for 5 points) as 3 levels of a Talent worth 5/3 character points per +1. This means a +5 has a base value of 25/3 CP

  • Assign a +20% "Reduced Time" enhancement to this talent (you'll see why later). This increases the value to 30/3 CP. This is conveniently EXACTLY ten points, and will be the most expensive 'base' ability, which cannot be used while enjoying the benefits of the others.

Modifying Beings With One or Two Arms rules allow buying Flexible for either arms as a 5 point advantage.

  • Assign a +20% Reduced Time" enhancement to this: this increases the base cost to 6 for each.
  • TG28 also allows this for legs. 1/10 cost (+5) buys this for BOTH legs.
  • Divide the sum cost of reduced-time-flexibility on all 4 limbs (6+6+618) by 5 due to being Alternative Abilties: 3.6

Total cost is 13.6

Torso grapples[]

  • MA116/TG6 allows Double-Jointed characters to use their torsos to grapple with, but only if they also possess the Constriction Attack advantage. Neither advantage alone allows this!
  • This similar the Cotton Stomach perk (MA50/TG29) except perhaps twice as useful. Cotton Stomach usually only counts as one hand (MA50) or 0.5xST (TG29) whereas DJ torso grappling counts as 2 hands (MA116) and 1.0xST (TG6)

"Cotton Stomach 2" at 1/5 cost as an alternative ability would still only be 0.4 points, which would account for increasing 13.6 to 14 and wouldn't even require being dependent on Constriction Attack to unlock the ability.

The mysterious "remaining perk" of Double-Jointed doesn't appear to be explained yet...

Notes[]

  • the TG27 discount to purchasing Constriction Attack cannot apply because you can never have both arms be simultaneously flexible for attack purposes: but they are alternatively flexible for parries.