dsatow Posted October 10, 2017 Report Share Posted October 10, 2017 Yeah, if you're having mooks recover and get back up you're deliberately making the fights longer to begin with. Only big bosses should get recoveries, unless you want to let the other guys recover and run away. Do it like the comics, don't be a slave to the rules. Most of my villains and all my agents give up if dropped to negative stun. Quote Link to comment Share on other sites More sharing options...
BoloOfEarth Posted October 22, 2017 Report Share Posted October 22, 2017 (Keeping in mind STUN is a 2 per 1 point characteristic, so 2d6+6 will restore 16 to 36 STUN, with a reliable median of 26. But some may prefer to keep it as whole dice or run it as a completely standard effect.) Except that STUN is also a Defense Power (6E1:141), and therefore Aids and Heals are halved. So effectively, Healing STUN 2d6+6 restores from 8 to 18 STUN. Quote Link to comment Share on other sites More sharing options...
mrinku Posted October 22, 2017 Report Share Posted October 22, 2017 Whoops! Good point. Thanks for picking me up on that, Bolo. Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.