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Old 07-21-2020, 12:09 AM   #4
naloth
 
Join Date: Sep 2004
Default Re: Stretching Stunts [Powers/Supers]

Quote:
Originally Posted by AlexanderHowl View Post
Imagine that you have a character with Body Alteration Talent 4 [20], Double-Jointed [15], Immunity (Acceleration) [10], Luck [15], and Stretching 15 (Reflexive, +40%; Reliable, +10, +50%) [171]. From the rules in Powers and Supers, the combination of Double-Jointed plus Stretching 15 allows them to move through a SM-15 opening without trouble and the combination of Body Alteration Talent, Reflexive, and Reliable would allow them to extend and retract instantly (and Immunity (Acceleration) would allow them to benefit from such extension and retraction without harm). What type of stunts do you think that such a character would be capable of?
Reflexive doesn't make it an "instantaneous" ability. It allows switchable abilities to be used as a defense or sensory abilities to switch on instead of having to actively scan.

Per Supers, you could use Talent to activate a total of 5 levels per turn, but if you want more, you should use "Reduced Time" to decrease activation time instead.

Immunity (Acceleration) doesn't do anything for this build. Characters are expressly immune to direct use of their abilities. Speedsters need it because basic Enhanced Move only gives the ability to accelerate. Maneuvering is handled normally, especially turning.

You could travel by extending yourself one turn, then retracting yourself another. At SM+10, that's 100 yards in 2 seconds or ~100mph for as long as you can keep it up. Since you don't have acceleration or deceleration, you can change directions at the beginning of each 2 second increment, but you do travel in big steps. You'd be taking Activate Maneuvers each time (Reflexive doesn't eliminate this, though Reduced Time could) and it would not work for a slam (not a move, not building up any momentum, etc).

A Move 5 character that bought Enhanced Movement (Running) would need ~3 levels to match it (half the cost) and have more versatile movement.

The higher level SM you use, the more pronounced the drawbacks get and the better EM looks. It's a reasonable power stunt in a pinch, but taking a move ability as an AA do you better.
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