Sunday, September 7, 2025

Let's Read Champions 1e (pg 16)

More powers today, and we start with Entangle. This is where you either immobilize an opponent or create a barrier. I would have thought that would be Force Wall, but here we are. This is a ranged power. Assuming you hit with your attack roll, you roll 1D6 per 5 points in the power (minimum cost 10). Read the BODY damage as if it were a normal attack; the total BODY is how strong the Entangle is. So if you have a 5D6 Entangle, and you rolled a 6, 1, 2, 6, 3...the total BODY would be 6 (2 for the 6, 0 for a 1, 1 for the rest). To break out of an Entangle, you need to do at least that much damage through some method of attack. If you're Entangled, you can't move. You can also create a "wall" with this power using the Area of Effect Power Advantage. Examples of Entangles include webbing, ice bonds, and turning the ground to mud. It's a ranged power (pts. x 5 in inches), and costs END to use.

Next up is Extra Limb. This can be an extra arm, leg, or a prehensile tail (Nightcrawler is the first example that comes to mind). You can use it just as well as any other limb with your normal STR and DEX. However, you don't get any extra attacks because of it. It costs 10 points for each extra limb, and while the power itself doesn't cost END, using the limb's STR does.

FTL Travel is a fun one, allowing your flying character to travel faster than the speed of light in space (so not in an atmosphere, making it a really niche power). For 10 points, you have the base power; every 5 points additional doubles that speed. What speed is it? Well, first you calculate your sustained Flight, which is how many inches you can fly in a full turn (we'll get to that power at the end of this page) and use your Recovery in END as a multiplier. This isn't explained very well in the rules, so let me try to suss it out. I checked the next three editions, and the description in 2e and 3e is basically the same as 1e. 4e changes the power entirely. So, let's see if I can get this from 1e. From the Flight power, the END cost is 1/5" of flight. There's lots of math here, so bear with me.

Okay, I think I got this figured. Your sustained flight speed is based on your REC. If you have a SPD of 5, Flight of 15", and REC of 10, your maximum speed in a turn is 75". However, that would cost you 15 END per turn. With your REC of 10, you can only sustain your flight at a speed of 50" (10" of flight x SPD 5), because your END would be 10/turn (2 END/phase). Therefore, your maximum sustained flight speed is 50". And...that's how many light years you can travel IN A DAY with this power. Holy crap...50 LY in a single day? That's Star Trek: Voyager speed. And you can double that for a mere 5 points more. This is seriously overpowered. Fortunately, as mentioned earlier, it's only for flying outside of an atmosphere. So it's not going to get much use in a typical game, and very few characters will ever even need to buy it.

Alright, let's move along. Next up is Flash. No, not the speedster. This is a blinding flash, with 1D6 per 10 points. Like Entangle, you calculate the BODY damage on a successful attack roll, and every character within a 1" radius per 10 points is blinded for 1 phase for every point of BODY. It's interesting that the duration is based on the target's SPD, not the attacker's; some targets will recover faster than others. There's no actual damage done with this power, just the blindness. Blinded characters have a CV of 0 unless they have Enhanced Senses that can target. If you have advance warning of the Flash, you can cover your eyes or otherwise prepare for it, meaning you're still blinding while you're protecting yourself, but otherwise the Flash doesn't affect you at all. You can't Flash someone in Darkness, either. This is a ranged attack, and uses END.

The counter to Flash is, of course, Flash Defense. At a minimum cost of 5 points, you have 5 or more points of defense against Flash attacks. No END to use it, of course; it's a passive defense.

Finally, we have Flight. I touched on this in the FTL description. Flight is a minimum of 10 points, which gives you 5" of Flight; 2 pts. gives you an additional inch. END is 1/5", as previously mentioned. The details on how to handle movement in flight are covered later on in the Movement section.

And that's it for this page. We're just motoring along, aren't we? And we've got quite a few powers already covered. You can see that building a high-powered character will be very expensive; most characters built with these rules will be on the line of the 80s X-Men or the Teen Titans; you're not building Thor or Wonder Woman with just 100 points. I have seen someone build Superman with 250 points, but it's the Action Comics #1 version, not the Christopher Reeve fly-around-the-earth-and-reverse-time version.

Next up...more powers, surprise, surprise. We've had lots of attacks over the past couple of pages, now it's time to get some defenses.

No comments:

Post a Comment