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IndianaJoe3

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Everything posted by IndianaJoe3

  1. Other sorts of labs are mentioned on 6e2 191. They give a Complementary roll to a character's skill.
  2. That sounds like Quirks from GURPS. A character could have up to five.
  3. Yeah, any negatively-defined defense (not having a power) is a hard NO here.
  4. Yeah, this is very much a holdover from when the character sheet was also a worksheet. There's not much need to show points when everything is being done in Hero Designer. OTOH, it might be useful to have at least one sheet with points as an example, to show how things fit together. (And not everyone has Hero Designer.)
  5. The FBI has returned the passports. I have not seen an explanation for why they were taken in the first place.
  6. The Core Rules have the, "Breaking Things" section (6e2 170-174).
  7. Accuracy is also a problem, since the projectile isn't stabilized in any way.
  8. A certain amount of that will be inevitable, since many Complications tie into a character's back story and can't be planned out in advance by the GM. That being said, the GM can create NPCs and organizations beforehand. They can be used as Hunteds or Rivals. Membership in the organizations might lead to a Code of Conduct, Subject to Orders, or a Negative Reputation.
  9. The Dissidents look like they're easy to manipulate. Who is pushing their buttons, and why?
  10. "Cocaine disco ghosts need to be a thing."
  11. This $15 Velveeta Martini Is Now on the Menu at Restaurants Across the Country
  12. You should definitely use the 6e rules for killing attacks, because the STUN Lotto sucks.
  13. I do include Skill Levels in DC/CV caps, because if I didn't, some players would abuse them.
  14. Any magic system I use will be tied to the setting, so I don't have a favorite as such. I tend to default to standard heroic power levels, but lately I've developed a taste for lower-powered games. I've even created some 25-point characters as a design exercise.
  15. This could be as simple as a multipower with different forms of movement.
  16. In the real world, the fundamental difference between torpedoes and missiles is that missiles fly through the air and torpedoes are underwater. No such distinction applies in space (unless rubber science creates one).
  17. There's a short table on 6e2 212, but it only has a few examples. Fantasy Hero and HSEG have armor by hit location, but it doesn't break it down into a generic activation roll.
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