Counter Inertia

The power to be immune to momentum. Sub-power of Momentum Manipulation. Variation of Physical Force Immunity and Selective Invulnerability.

Also Called

 * Momentum-Based Immunity

Capabilities
User is immune to/unaffected by their own momentum, making them unaffected by problems caused by momentum, whether upper body or lower body. This grants immunity to things such as tripping when moving, falling when moving, failing to land correctly when falling without overshooting one's landing spot, overshooting one's motion overall, getting knocked down after hitting something with the upper body such as a tree branch, getting caught by something like a rope or lasso when moving when it stops you from going further, perhaps resistance to turning when hitting a beam or the like with the side of the body, falling down when standing as the legs are knocked over, and so on. When this power is in use, the user's motion automatically compensates to prevent consequences or stops completely to avoid problems. The user can move their body parts at high speed without them flying off due to momentum, or accelerate faster without having certain body parts left behind if they are heavier than the rest of the body.

Applications

 * Acceleration Immunity
 * Enhanced Agility
 * Enhanced Balance
 * Enhanced Dexterity
 * G-Force Adaptation
 * Momentum Negation
 * Inertialess Body
 * Newtonian Motion Defiance
 * Recoil Immunity
 * Speed Strike

Associations

 * Inertia Adaptation
 * Momentum Manipulation
 * Physical Force Immunity
 * Physics Infringement
 * Power Immunity
 * Selective Invulnerability