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Steve

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Steve last won the day on May 10 2014

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    Hero Games Otaku
  • Birthday 06/02/1966

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  1. The USA has FBI's Section M as the government response to supernatural threats. In Europe, does Interpol have anything like this group, or is such organizing done more at the country-level rather than as an international response? What other professional organizations exist that we would be in competition with? Or are we the only one?
  2. Since wizards are such a rare commodity, as the business expands, this might require Murgatroyd to become more integrated into the different wizard communities to try and offload some of the increasing demands for his time on temporary hires. Murgatroyd: I need to refresh their office's wards again? This makes the third time for the month. I now officially hate our ward warranties. Who came up with that idea? Actually, adding on a temp agency service for Hunters might be a potential untapped revenue stream. It would also be a great way to allow each Player to bring in additional PCs.
  3. I must point out that Beretta is more than just gun-toting violence. I just checked the recent character sheets posted, and she is the only PC who has bought the Charm and Persuasion skills. So she could also function as the company's public relations/sales representative, the face of the team. While she's fine with blowing things away with her guns, it looks like she is the most personable PC. I think we should stay away from mundane clients completely. There's probably plenty of business we could get from those aware who are of the supernatural, although I'm having trouble picturing Murgatroyd in the role of Harry Dresden, Wizard For Hire.
  4. I'm looking forward to playing this Saturday. It sounds like a lot of fun will be had by all.
  5. I'm trying to wrap my head around the description of Absorption with Healing Effect from APG1, and I'm having some difficulties. The description says that the points gained don't fade like they would with a normal version of Absorption, which I understand defaults to the fade rate of 5 points per Turn like other Adjustment powers do. So, how exactly does this work with the cap on Absorption points, which is normally limited to double the amount bought but fades 5 points every Turn? Does that mean that if I buy 5 points of Absorption with Healing Effect, I can use it in Turn 1 to regain up to 10 points of BODY that don't actually fade away and then use it again in Turn 2 to regain up to 10 points again? Or am I limited to 5 points maximum I can regain in Turn 2 because the fade rate still exists even though I am not actually losing any points? If I also buy the Advantage Defensive Absorption on such an ability, since it only absorbs when it is healing damage, does it do nothing if my character is unharmed? Or would the defense it offers only be the amount it needs to absorb to heal my character back up to full? Or would it be the full amount of the Absorption ability? Or is it some other amount?
  6. The Arc name is certainly intriguing. I like its alliterative sound.
  7. I've noticed that in a lot of situations, to defend against damage-causing Change Environment abilities requires having an appropriate form of Life Support. Do abilities like Damage Negation and Damage Reduction reduce the damage that can be caused by Change Environment?
  8. No, I would not let you buy OCV or DCV the way you specify, although +1 OCV or +1 DCV can be bought with a -1 Limitation "HTH Attacks Only" for 2 points per Mr. Long: https://www.herogames.com/forums/topic/97808-limited-ocvdcv/ Sorry, I should have written it as "Only To Increase Damage" with a -1/2 Limitation, which is how the Weaponmaster Talent is constructed per 6E1 pg 447. I was using that as my model in my suggestion, since it is RAW. That limitation value could then be applied to 3-, 5-, or 8-point levels, depending on broadness, but I am inclined to think that using only either 3- or 5-point levels for this would probably be all that was need when it came to martial arts though. This would bring the increased damage in line with RAW using skill levels.
  9. Well, my thinking was that two 3-point levels with a limitation "Only To Increase Damage" (-1/2) costing 4 real points would work roughly like how a MA Damage Class currently does now, but it could only be applied to two or three maneuvers and would be the cheapest you could buy. So if you only had a single style with a couple of damaging maneuvers, that would be what you bought. If you picked up more maneuvers than that, then they'd only work on a few maneuvers or you'd need to invest more points in damage-increasing levels to cover the additional maneuvers, going up to 5-point maneuvers with the same limitation, increasing the cost to 7 real points or 8-point levels for 11 real points if you had a lot of maneuvers. Since there are people in the thread complaining about the cheapness of martial arts, increasing the cost of extra Damage Classes that can affect a broader range of maneuvers could be a way to adjust the amount needed to invest in martial arts and offset some of the cheapness of maneuvers.
  10. One of the things I've been pondering is how the price of extra MA Damage Classes might be adjusted based on the numbers of maneuvers you have that can do damage. If I take a Martial Strike, a Martial Block and a Martial Dodge, I'm paying the same price for extra Damage classes that only applies to a single maneuver as someone who buys Martial Strike, Offensive Strike and Legsweep.which is three maneuvers that can do damage. Using Weaponmaster as an example, why not adjust the price of extra MA Damage Classes depending on the number of damaging maneuvers you can do? Just a thought I've been playing with.
  11. One of the things I like about the idea of starting with stripped-down, lower-priced martial arts maneuvers is that buying them can provide a feeling of learning and improvement, especially in lower-pointed campaigns. Instead of saving up and buying ten points of maneuvers all at once, why not do it slowly, paying in a point or two at a time? Start with Martial Strike, paying a point to get either the first +1d6 in damage or +1 DCV HTH. Then slowly add more points to it and other maneuvers as you gain experience.
  12. The Flying Dodge maneuver can be aborted to and includes a full move, which could get a character out of the range of an AOE attack. If a character has bought this maneuver, do they gain the effective benefits of Dive For Cover when using it?
  13. I could see "The Serious Six" since most of us are pretty grim sorts, except for the nigh-indestructible teen. If Murgatroyd keeps earning MVP, maybe "Murgatroyd And His Deadly Friends" could work.
  14. I'm sure we'll figure something out. Thanks for giving us advance notice. We'll see you in three weeks.
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