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IndianaJoe3 last won the day on October 25 2014

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About IndianaJoe3

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    Mad Hero System Genius
  • Birthday 08/08/1968

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  1. Only 'til the end of the night.
  2. No Hero dice, as far as I can tell.
  3. I've noodled around with the idea of a Resource roll. It starts at 11- (or 8- if the character is poor), with a +1 to the roll for 5 points. Normal expenses (food, rent, equipment maintenance) don't require a roll, but major expenses (new weapons, armor, magic items) would. Expensive items would have a penalty to the roll. Treasure would be abstracted as 1-time bonuses to the roll.
  4. I like to keep the OCV cap equal to the DCV floor plus 3. This keeps all the combat rolls in the center of the 3d6 bell curve.
  5. Going to an Inobvious Focus will definitely result in a cleaner build.
  6. Obvious Focus is Obvious. If he doesn't want that, it needs to be Inobvious.
  7. If your players aren't happy with the, "rule of cool," then you aren't going to have swords in your SF game. They'll have to make do with a bayonet on the end of their plasma rifle.
  8. Expendability of the gemstones is the relevant bit, I think. If the gemstones aren't expended, eventually he's going to wind up with the top quality one and use it all the time. This isn't worth a Limitation. He starts by buying the spell at the base level (quartz, for instance), and then spends XP on the full-power version when he gets a diamond. Yes, he could lose the diamond (and go back to the quartz version temporarily), but that shouldn't last more than a gaming session. (Playing out repeated attempted robberies would get boring for everyone.) If the gemstone goes away permanently, things get more complicated. You buy the spell at the lowest level, with the lowest level of Expendable (-0). Don't worry about keeping track of it at this level, just assume that he has a decent supply of quartz chips or whatever bits the spell needs. Then, add additional points of effect that require a Difficult to replace focus (-1/4). The highest levels of effect require a Focus that is Very Difficult to replace. Here's how it might work: Magic Blast: (Total: 40 Active Cost, 24 Real Cost) Blast 4d6 (20 Active Points); OIF Expendable (Easy to obtain new Focus; quartz chips; -1/2) (Real Cost: 13) plus +Blast 2d6 (10 Active Points); OIF Expendable (Difficult to obtain new Focus; zircon crystals; -3/4) (Real Cost: 6) plus +Blast 2d6 (10 Active Points); OIF Expendable (Very Difficult to obtain new Focus; cut diamonds; -1) (Real Cost: 5) If all the caster has are the quartz chips. the blast is 4d6. If he has zircon crystals, it's 6d6, and if he has cut diamonds available, it's 8d6.
  9. I see that you have a Research program but no KS for it to act on. You probably want KS related to supervillains (and villainous agencies), local Area Knowledge, and KS: Current Events. You have not bought any Senses for the computer. This means that it can't record data of its own, only upload data from another source.
  10. You probably already know this, but I want to be sure you understand this is an aid for the pencil-and-paper role-playing game Champions (aka the Hero System). I'd hate for you to spend money on what you thought was a computer RPG or a mod for the Champions Online MMO. That said, it's a very useful program for character creation. I highly recommend it if you do play.
  11. It sounds a lot like Transfer. This was its own power in previous editions, but in 6e it's a Linked Drain and Aid.
  12. I agree that the skill list is too long, but we should have a way to increase granularity as a toolkit option. Maybe treat the subskills as Familiarities, and penalize the main skill if the character doesn't have the appropriate familiarity? As an example, let's take Survival. In the heroic game, the base skill would be enough. In a grittier game, the character might need a 1 pt Familiarity for each terrain type or take a -3 penalty when trying to survive in that terrain.
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