Extra Flexible

Extra Flexible (+50); [5]/limb for 1 to 2 limbs
Extra-Flexible is described under Extra ArmsBasic Set p 53 Unlike Long it is not also duplicated on B55 for Extra Legs but was added in Martial Arts: Technical Grappling as Extra FlexibleMartial Arts: Technical Grappling p 27-28
When the hyphen was removed it was described under the collective Extra (Region) and uses the term "limbs" instead of "arms" implying it is now available for legs too.
==quotes==
===Kromm===
2010 http://forums.sjgames.com/showpost.php?p=1006554&postcount=36 there was a hint at the 2013 changes in TG three years prior
:Extra-Flexible costs 2 × (50/10) = 10 points for two arms, but just (50/10) = 5 points for two legs. In game terms, I'd let this eliminate the -2 to DX for using a leg for a task normally assigned to an arm, such as kicking instead of punching, punting a ball instead of throwing it, or grappling with the legs. Just the kicking and grappling bits alone would be worth 6 points as Martial Arts techniques.
Kromm is acknowledging that Extra Arm [10] is twice the cost of Extra Legs [5], ignoring that the 5 points can buy "1 or 2" legs on the first level (5 buys 3-4). This pattern is not continuous though, as 10 buys a total of 5-6 (+3 or +4) and 15 buys 7+ (5+)
Using a fixed cost of 5/leg is much simpler, and is consistent with the guidelines at B55 where 1/10 percentile buys the limitation for both legs.
There's no guideline for buying for 1 leg. Presumably the -2.5 half of a -5 "Cannot Kick" disadvantage rounds up to a -2 value if it just applies to 1 leg, even though there are no guidelines for limiting just 1 leg.
Conversely, 5 points for both legs being extra-flexible would probably would round up [2.5] to [3] for just one leg.
==References==
Category:Advantages
Category:Enhancements