GURPS High Heels
Introduction
|
High heels increase height, appearance, and sex-appeal of
the wearer. That makes them popular with some types of GURPS adventurer
characters. Played realistically, it is not without drawbacks to wear high
heels. On the positive side is that the real-world benefits of high heels
can be described in GURPS terms, too. Read on and enjoy. |
Walking on High Heels
New Skill:
High Heel Walking (P/E), defaults to
DX-4, Acrobatics-4, Acting -3, or Performance -3.
This is the skill of walking in high heeled shoes. It is unusual for
males in the twentieth century, but some male actors or performers need
it anyway (and see the note on cowboy boots at the
end). It is rather common for females. The height and shape of the heels
and footwear gives modifiers to this skill. Someone with a sucessful High
Heel Walking
skill roll is able to tell wich of the following modifiers
apply to a given pair of footwar once she has tried it on. |
|
Condition |
Modifier |
Low heel height (less than 1'') |
No need for a skill. Walk right ahead. |
Medium heel height (1'' to less than 2'') |
+2 |
High heel height (2'' to less than 4'') |
This is the default; there is no modifier. |
Very high heel height (4'' to less than 6'') |
-1 |
Extreme high heel height (6''+) |
-2 |
Plateau soles |
-1 |
Thin heels (a.k.a. stiletto heels) |
This is the default; there is no modifier. |
Broad heels |
+2 |
Shoes or boots providing good stabilization
(e.g. boots, if not made from soft materials) |
+1 |
Shoes or boots providing average stabilization
(e.g. pumps or courts) |
This is the default; there is no modifier. |
Shoes or boots providing no significant stabilization at all
(e.g. sandals, sling backs, mules, ballet heels) |
-1 |
High quality footwear (not aesthetic quality, but quality of built);
costs about five times as much and is rare |
+1 |
Very high quality footwear;
costs more than five times and up to 30 times as much
and is very rare |
+2 |
Unfamiliar or new shoes or boots until one has practiced for some time
(8 hours).
(It also takes some time of walking to mould new footwear to
your feet.) |
-2 |
Click
here for a graphic comparison of heel heights with skill modifiers.
The default are thin heels of medium height (2''-4'') and providing
average stabilization, which get no modifiers. The terrain also gives certain
modifiers (see table to the right). If moving carefully only one yard per
second (Move 1), frequently looking down, high heel walking skill rolls
are at +4. |
Terrain |
Modifier |
Hard, firm and smooth |
+0 |
Rough |
-2 |
Soft |
-3 |
Cracks, holes, grating |
-4 |
Steep surface, downward only |
-3 |
Steps, downward only |
-1 |
|
|
|
A critical success with this skill will make the wearers movements
very feminine and graceful. This gives a +2 to Sex
Appeal and may provoke jealously from members of your own sex, just
like very beautiful appearance (p. B15), resulting in -2 on reaction modifiers.
It also boosts selfconfidence, giving +2 on Will rolls.
A normal success allows normal movement (but see the next paragraph).
A failure may have unpleasant consequences. Refer to the High
Heel Walking Skill Failure Table. |
Wearing high heels for any prolonged period is painful and possibly
damaging to the feet. The higher the heel the more the feet will suffer.
Make a HT roll for every 30 minutes of actually walking (not just sitting)
in high heels. Use the modifiers for the High
Heel Walking skill with a further -2 if wearing footwear with a
narrow or pointed toe box (quite common). Failure results in a sensation
of pain (DX-1 and IQ-1 until 30-HT minutes after putting the footwear off).
The GM may require a roll against the average of Will and High
Heel Walking after every 30 minutes that high heels are used for
walking (15 minutes for very high heels) to resist resting the feet and
putting off the heels for some time. High Pain Threshold (p. B20) or enjoying
Sexual Masochism (see GUPRS Sex) helps.
This is avoided at TL8+ with surgical modifications, described as "Archwork"
in GURPS Bio-Tech
(p. BIO63). |
|
Note that feet in pain tend to swell (increasing volume). Make a HT
roll. If failed, it is extremely painful (DX-2 and IQ-2 while it lasts)
to put on the same footwear on swollen feet after once taking it off. The
swelling might last for 1d hours.
High heels adversely affect speed of movement. Normal move is reduced
to 2. A move of 3 to 6 counts as running with high heels and is at -2 to
skill. Make a skill roll for every 10 yards (!) of running in high heels.
Note that this is usually a quick way of breaking your ankle, heels, or
both. A move over 6 is impossible with high heels. Running with High Heels
may be improved as a special maneuver:
New Maneuver:
Running in High Heels (Average), defaults to High Heel Walking-2
Prerequisite: High Heel Walking
This maneuver allows running with high heels without further penalties.
Roll against Running in High Heels instead of High
Heel Walking. Do not use any negative running modifier. But still
make askill roll for every 10 yards of running in high heels.
New Maneuver:
Dancing in Heels (Average), defaults to High Heel Walking-2
Prerequisite: High Heel Walking
This maneuver allows dancing with high heels without further penalties.
Roll against Danching in High Heels instead of High
Heel Walking. Roll once per session of dancing (e.g. once per evening
on the dance floor).
High Heel Walking Skill Failure Table
-
Failure by 1: Movement is inelegant, clumsy and "uncool". Modifies
Sex Appeal rolls by -2. This might still be outweighed by other Sex Appeal
modifiers.
-
Failure by 2: As above plus stumbling. Move is now reduced by 4.
Make a DX roll or fall down.
-
Failure by 3: Broken shoe heel or otherwise damaged shoe. Move with
uneven heels is at -4. If the other heel is not taken of, all further high
heel walking skill rolls are at -2.
-
Failure by 4: Mildly sprained ankle. 1 HP damage to one foot (location
15,16). The affected leg hurts badly and is temporarily to be treated as
crippled (p. B29) for 2d days. Sometimes a controled fall is preferable
to an injure. You may try a Judo or Acrobatics skill roll to roll into
a fall. It may ruin your clothes and your grace but it may save your health.
-
Failure by 5+: Severely sprained ankle. 2 HP damage to one foot
(location 15,16). The affected leg hurts badly and is temporarily to be
treated as crippled (p. B29) for 3d days. Make a HT+2 roll to avoid a permanently
crippled leg.You may try a Judo or Acrobatics skill roll to roll into a
controlled fall, avoiding injury.
-
Critical failure: Badly injured ankle. Audible snapping of tendons
and/or breaking of bones. HT/3 damage to one foot (location 15,16). The
affected leg hurts badly and cannot be used for at least some time. Treat
as lame [one leg] (p. B29) for 2d weeks. After that time make HT roll to
avoid a permanently crippled leg (treat as lame [crippled leg]).
High Heels and Sex Appeal
One
of the main reasons for wearing high heels is the improvement of appearance.
High heels can make the wearer look more graceful, elegant, glamorous,
sexy, and beautiful. This works more or less, depending on many factors.
It starts with getting the right pair. Make a Sex Appeal skill roll to
find a pair matching the wearers style and figure. Each attempt takes at
least one hour in a well stocked shop. A success will find a pair giving
+1 to appearance, or +2 on a critical success. A simple failure gives no
modifier to appearance. A critical failure lets you turn up with a pair
looking silly and giving -1 to appearance, while leaving you with the (minor)
delusion of looking good. You may try another roll in another shop at no
penalty.
Long boots give an additional +1 (cinematic female pirates know
this instinctively). Some males react badly on anyone larger than themselves,
giving in that case a reaction modifier of -1. For possible adverse social
effects of sexy footwear see high heels and Savoir-Faire.
If high heels are worn they may provide modifiers to Sex Appeal rolls,
depending on the preferences and inclinations of the target. Make a Reaction
roll (p. B205) to determine the general reaction of an NPC to high heels.
Fetishists, if attracted by high heels, give a bonus to that Reaction roll
of +4. On a Poor or worse result the target does not like the high heels
for some reason, giving -1 on attempts to seduce him. A Good result gives
+1, a Very Good result +2, and an Excellent result indicates a high heel
lover, giving +3 to Sex Appeal.
Any failed roll against the High Heel Walking
skill will spoil attempts of using Sex Appeal to some extend. See the High
Heel Walking Skill Failure Table. However, it is not always necessary
to walk with high heels in order to use them for sex appeal.
|
Pony heels are footwear that has no practical application beside
sex appeal. Giving a woman a very exotic look they appeal only to the more
extraordinary tastes, adding a further +1 on Sex Appeal skill for rolls
to seduce those who like it that way. These unusual shoes and boots are
very rare and hard to find. Prices are accordingly high. With some practice
one can learn to walk with them:
New Maneuver:
Walking in Pony Heels (Average), defaults to High Heel Walking-3
Prerequisite: High Heel Walking
This maneuver allows walking with pony heels without further penalties.
Pony heels adversely affect movement. Normal move is reduced to 2. A move
of 3 to 6 counts as running with pony heels and is at -2 to skill. |
|
High Heels in Combat
High heels may affect combat in two ways. First they may be utilized as
weapons, and second they may be a hindrance, limiting movement and balance.
Handheld High Heels
When high heels are used handheld as improvised weapons they give +1 to
punching damage with Brawling or Karate skill, while retaining all normal
Brawling or Karate bonuses. Special prepared high heels might hold concealed
spring loaded impaling blades. Treat them as daggers. Assign a -2 penalty
for unfamiliarity (p. B43) until one has practiced for some time (8 hours
minimum) with these special weapons.
Kicking with High Heels
|
Treat high heels of shoes or boots providing less than good stabilization
as inappropriate for repeated serious kicking. Roll one die. On a 1-2 the
heel breaks on the first hit, doing normal damage (see below), but is unavailable
for subsequent kicks. On a 3-4 the heel broke in an unlucky way, doing
normal damage to the wearers foot. On a 5-6 the shoe is dropped: You are
barefoot. If you wear boots, treat a roll of 5-6 as a normal hit.
For high heels of shoes or boots providing good stabilization use the
following rules:
Resolve the kicking attack normally, doing Thrust+1/Crush damage. Change
damage type to impaling for very high and thin heels. If using special
prepared high heels concealing a spring loaded impaling blade, damage is
automatically of the impaling type. |
Limited Movement and Balance
For every kick with high heels the GM might require the attacker to roll
first against High Heel Walking to
keep sufficient one-legged balance to launch the attack. For rapid movement
use all normal modifiers given under the High
Heel Walking skill.
High Heels and other Skills
High Heels and Acrobatics Skill
High heels give an additional -2 modifier to acrobatics. Use all other
modifiers given under the High Heel Walking
skill. Any failure might indicate a broken shoe heel (GMs decision).
High
Heels and Driving, Motorcycle, Piloting, or Riding Skill
High heels make it somewhat more difficult to drive, pilot, or ride. The
modifier to those skills is -1 for medium high heels (2''-4''), or -2 for
very high heels (4''+). Note that it is illegal under some jurisdictions
to wear very high heels while driving (can't remember where, though). Riding
is at an additional -1.
High Heels and Intimidation Skill
The height of high heels directly aids with intimidation: +1 for each 6''
that you have over the subject. A subject with aichmophobia (the fear of
sharp things, a -10/-20 points phobia in GURPS) confronted with pointed
heels has to make a Will roll and suffer the consequences (see p. B35).
If actually threatened with the heels the subjects Will roll is reduced
accordingly (-2/-6).
High Heels and Savoir-Faire Skill
High heels are not well received everywhere. Some people regard overly
sexy footwear as the attribute of prostitutes. Make a Savoir-Faire roll
to judge the possible effects of high heels in a given social context.
The Fashion Sense advantage (p. COI24) gives you +5 on this roll. A success
will let you find a pair that will be seen as elegant. A critical success
will let you find a pair that is very fashionable and gives you a +1 reaction
bonus from all fashion-conscious people. A failure by more than 5 will
get you a pair that will provide you with an undesired
Pretty Woman
image, entailing possible negative reaction modifiers.
High Heels and Stealth
Stiletto heels make a distinctive sound on hard surfaces. This gives -4
on Stealth skill rolls. Broad high heels give -1 to -3, depending on the
material of the heels.
Cinematic High Heels
|
The cinematic rules are simple. No needed skill, no pain,
no reduced move, no interference with other skills, no failure. True heroines
never stumble or break their ankles. Use only raised Appearance and Sex
Appeal, plus the possible use in combat. |
High Heels for Men
I was informed by a reader of this article that "In many parts of the
US, boots with broad medium height heels are commonly worn by men. These
boots are known as cowboy boots. (...) For men, the primary advantage is
increased apparent height. They are comfortable if walking on flat smooth
level ground. Another advantage is that they are reasonably appropriate
footwear for anything from torn jeans to a suit and tie, and when wearing
a suit your socks are not visible so you can wear whatever socks you like."
Nothing to add (Thank you, Victor).
Broad medium height heels give you a +4 bonus on the High Heel Walking
skill.
Adventure Seeds
Do you really expect me to write some down? Maybe the GURPS Sex / GURPS
Places of Mystery crossover "Heels of Fortune" :-)
Copyright © 1999, 2000, 2001, 2002 by Christoph
Sticherling. GURPS is
copyright © of Steve Jackson Games.