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IndianaJoe3

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Everything posted by IndianaJoe3

  1. 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.
  2. 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.
  3. It sounds a lot like Transfer. This was its own power in previous editions, but in 6e it's a Linked Drain and Aid.
  4. 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.
  5. I have never played in a game where the GM had any skill broken down into combat and non-combat versions beyond RAW. There wasn't any apparent need for it. Luck and Combat Luck have nothing in common but the word, "Luck." I agree that the power, "Luck" is ridiculously ill-defined and should probably be scrapped (or moved to the APG). "Combat Luck" is effectively a mechanic for plot armor to explain why a nominally unprotected character doesn't get injured in a dangerous environment. Finally, some skills (particularly Background Skills) are vaguely defined because of the open-ended nature of the Hero System. Characters in a police procedural game might need fine distinctions between skills to differentiate between characters that might otherwise be identical. 4-color supers don't have the same requirement or the same focus, but the rules have to support both genres.
  6. I agree that skills have become overly granular by default in 6e. My, "7e" design notes prune the skill list by ~25%, merging skills (Acrobatics/Breakfall, Criminology/Forensic Medicine, etc), replacing with Talents (Lip Reading, Ventriloquism, etc), and eliminating some in favor of a Professional Skill (Forgery, Weaponsmith, etc). I think the split between the combat and non-combat versions of Driving and Piloting came about because Transport Familiarities (at the time) did not provide a mechanism for a skill roll. Now they can simply provide a roll at 8-, like any other Familiarity. (I thought this was the actual rule until I looked it up.) Other skills already have a suitable mechanism, so there's no need for Combat Lockpicking or Combat Paramedic or whatever. ETA: I looked under Transport Familiarity - it is the actual rule.
  7. In 6e, Change Environment is now a single-target by default.
  8. This will complicate things. Skills are considered to be Special Powers, which can only be placed in Power Frameworks with GM permission. There are builds for a, "Skill VPP" for characters that know a large number of skills, but those are usually intended for Background Skills or Languages, not combat skills like Martial Arts. Multiform is probably the least problematic option here.
  9. One of my CO characters was Biblio-Felia, the catgirl-librarian. Her origin was that she had a now-ex-boyfriend with a catgirl fetish and consent issues. (He wound up working for Dr. Phillipe Moreau.)
  10. How different are the books? If they all have similar powers with different SFX, buy the Multipower with Variable Special Effects and call it good. Variable Advantage and Variable Limitation might work also. You could also buy a large (200-300 point, depending on campaign limits) Multipower. Each book would be a collection of powers in a Fixed slot.
  11. I'll go along with the idea that there is no scientific progression in Star Wars. The MMO Star Wars: The Old Republic has all the technology that the films have (droids, hyperdrives, blasters, lightsabers, etc), even though it is set four thousand years before them. By way of comparison, 4000 years ago on Earth was the Trojan War.
  12. This is very much a 🛑 power when applied to STUN. It's almost useless if it recovers less than every Turn, but hideosly overpowered if it's more often than that.
  13. It's the only planet in the universe known to harbor life. I think that counts for something.
  14. APG2 has an Extradimensional Space power that would, ah, fit the bill.
  15. I think that a +3 bonus would be the most one could get, assuming conventional means. Some of that might be cosmetics, some might be body stance, and some might be reading the target and responding appropriately. In a similar vein, I've been trying to come up with a, "cleans up really well" power (based on Aid to PRE) and it's gone a bit into the weeds. I might just go with Limited PRE (must spend time preparing) and handwaving the details.
  16. I think the OP is complaining about a lack of export templates, not any problem with HD.
  17. I wonder if something like the old, "Choose Your Own Adventure" books would work as a an adventure design, with options for common character choices.
  18. There's also the Superhero Gallery from the Champions genre book (and its seperate expansion).
  19. That's not really a system problem, though. Hand out 20 XP per session in a Fantasy Hero game and watch the power levels escalate rapidly.
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