Relay-Version: version B 2.10 5/3/83; site utzoo.UUCP Path: utzoo!mnetor!seismo!lll-crg!ames!ucbcad!zen!cory.Berkeley.EDU!cc-01 From: cc-01@cory.Berkeley.EDU (Donald Tsang) Newsgroups: net.games.frp Subject: Re: Mr. Fantastic in Champions. Message-ID: <1146@zen.BERKELEY.EDU> Date: Wed, 26-Nov-86 19:12:28 EST Article-I.D.: zen.1146 Posted: Wed Nov 26 19:12:28 1986 Date-Received: Wed, 26-Nov-86 22:57:59 EST References: <9731@sri-spam.istc.sri.com> Sender: news@zen.BERKELEY.EDU Reply-To: cc-01@cory.Berkeley.EDU.UUCP (Donald Tsang) Organization: University of California, Berkeley Lines: 53 Keywords: champions hero stretching escape In article <9731@sri-spam.istc.sri.com> robert@sri-spam.istc.sri.com (Robert Allen) writes: > How can Whamo buy the ability to stretch his neck > clockwise in order to see behind him? Buy 360 degree > vision with a disad or two? But that's not really > very good, since he can only look in one direction > at a time. Well? > Since turning around is basically "free" in Champions, I would guess that you could just buy a level or two of sight perception. I'm not sure. > How can Whamo escape from his bonds by stretching? > Current Champions rules do not account for body > mass redistribution caused by stretching. > The Champions II, there is a skill called "escape artist". In it, it says that one can get out of some form of bonds on a roll of (X) or less, AS LONG AS THE PLAYER HAS A "REALISTIC" WAY TO ESCAPE. This is another one of the "playability vs. mechanics" problems with Champions, but it would make sense to buy some sort of 18 or less roll with the escape artis skill or something. And another suggestion/new power: A big limitation of the power "Healing" is that it is much less effective than "Regen. useable on others." I propose a new "power" to replace the regeneration useable on others option: Cumulative Healing. For a +1 advantage, healing may be cumulative. This then works like the D&D-type cure-()-wounds spells. Also, this healing does not heal stun, only body. To heal stun as well, add another +1 advantage. Example: Red Cross has 3d6 cumulative healing, which cost him 60 pts. (active) and 12 Endurance per use. His reverend, Canon Fodder, is hit by a sniper's bullet, taking 12 Body and enough stun to put him out 'till Christmas. Red Cross uses his healing (12 End. cost), and cures 3 body (an average roll). He does it again, and cures 6 body (max. for 2d6). Once more for 4 body, and Canon Fodder is up to full body. Although he will still be out until Christmas, at least he might live to SEE Christmas... Example: The Diversifier has a 60 pt. Multipower, in which one slot is a 2d6 Cumulative Full Healing (60 active). After being hit by an agent's nasty energy rifle (3 body and 20 stun), and dispatching said agent, he decides it's better to heal himself than to wait for his REC/10 per day Body healing. He rolls the dice, and gets 3 and 6, which heals the 3 body and 9 of the stun. Since he is now down 12 Endurance as well as 11 Stun, he decides to sit out the next two recoveries for that. -- Donald Tsang cc-01@cory.Berkeley.EDU ...!ucbvax!cory!cc-01