"*Gymnastics* allows the character to perform rolls, tumbles, flips, etc. It also allows the character to juggle. . . .
"Each item juggled more than 3 is +1 to the Opposing Value (normally 0), so 5 items will have an Opposing Value of 2. The GM may increase the Opposing Value if the items are of different balances and weights. For example, juggling bowling balls and toothbrushes would be worth +2 to the Opposing Value. The Resistance Value is the same as the Opposing Value. The RAPs are the amount of time the items may be juggled without dropping one." - from DC Heroes "Powers and Skills," page 29 Remember when Batman had to juggle bowling balls and toothbrushes for at least 5 minutes in order to save Gotham? I can't help but wonder what happened during early play of this game that led the authors to have to decide where juggling fit into the skill trees and how it should work mechanically. Is there a juggling theme running through DC comics that I'm unaware of?
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Jason D'AngeloRPG enthusiast interested in theory and indie publications. Archives
April 2023
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