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Originally Posted by MatthewVilter
Thank you for all the replies!
I don't know about flexible people automatically being able to retain strength while contorted...
But this does help me visualize a flexible person climbing faster/easier then an inflexible one.
As for the point cost, I do like the idea of Flexibility only canceling penalties. Let's look at how that would work.
Escape: Modern handcuffs give you -5 so Flexibility helps in that case and the fact that dislocating your limb (B192) halves the penalty for secure bonds means that course of action has anti-synergy with Flexibility which that makes sense to me.
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This raises the question of whether you'd halve the -5 to -3 then reduce it by 3 (to 0) or reduce it to -2 then halve it to -1. Either seems fine, although I'm inclined to err on the side of the former.
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OTOH I don't think I like the rules for Escape much. -5 for handcuffs seems low to me
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Low as in not a big enough penalty or low as in your chances will be too low?
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...and if you can slip cuffs I would think you could do it in less then a minute.
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That's what taking a penalty in order to do things faster is for. You could take a total of -14 (not taking Flexible or dislocation into account) in order to escape in 6 seconds if you want.
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Erotic Art: This skill is left pretty abstract so I think I would just say that in any situation where an odd position would be called for you get -x for it being hard and +x for it being so hot. Yeah I think that works okay.
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Yeah, penalties aren't something that are... uh... fully explored in the write-up for the skill. I'll confess to mostly handwaving this one.
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Break free: I would say Flexibility just cancels the bonus your foe gets for using two hands or for pining you (B371). In that case Flexibility would only not help in a non-pin, one handed grapple. Seems okay to me.
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Yeah, that sounds alright to me too. If someone's just got a hand on you, being able to twist in funny ways isn't going to be nearly the boon that it would be when they were relying on the extra control of a two-handed grip and you suddenly rotate your arm in a way you shouldn't be able to.
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Climbing: As long as the GM can keep clear in his head/notes what penalties are for how slippery or vertical a surface is and what penalties are for hand/foot holds being far apart this might work okay.
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Slippery, sure, but being bendy is also useful for keeping your centre of gravity close to the surface while you maneuver.