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Weldun

HERO Member
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Everything posted by Weldun

  1. Re: A DC Animated-style HeroMachine The Spectre in 3D.
  2. Re: A DC Animated-style HeroMachine But, in the spirit of that...
  3. Re: A DC Animated-style HeroMachine "...the early years." No paunch.
  4. Weldun

    Nightwalker

    Re: Nightwalker EDIT: This character has since been revised. Previous version left posted for comparison.
  5. Re: Marvel galaxies I'm sorry, but for some reason I read that as "High Emo"?
  6. Re: Elemental benders (Avatar)
  7. Re: A DC Animated-style HeroMachine Here's one I cooked up for Jasmine (formerly known as Three, or "Third Daughter of the Last Ka's Second Favorite Concubine.")
  8. Re: A DC Animated-style HeroMachine Other than the fact that he looks like a drum-major in the Gay and Lesbian Mardi-Gras?
  9. Re: Things Foxbat should try to steal Nah, that was Captain Chronos.
  10. Weldun

    Hancock's STR

    Re: Hancock's STR So, given that a STR of 90 would deal with the train, we go back to the OP. Why not 120? Did he do anything else that might need 120? The realistic throwing table means that he could throw the kid about 20 billion inches, with all that the chart assumes. (1 second application, 45° angle, no atmospheric friction.) So again, STR 90 more than enough, there.
  11. Weldun

    Hancock's STR

    Re: Hancock's STR I also got the impression that he had the Casual Effectiveness power from pg 54 of Ultimate Brick. That would account for the whale.
  12. Weldun

    Hancock's STR

    Re: Hancock's STR Okay, we call it STR 85 (for a lift of 6.4 ktons). Thats still only 25d6, which averages to 18" of knockback. A STR of 90 is needed to resist that, not including any flight, so maybe your ballpark isn't so far off of the mark, after all?
  13. Weldun

    Lunar Wolf

    Re: Lunar Wolf Damnit! I still can't think of a quote. Every time I do, all I can think of is "ArooOooOoo-honk!-honk!" Damn you, Futurama!
  14. Re: Things Foxbat should try to steal Can't be worse than the fool you already have.
  15. Weldun

    Hancock's STR

    Re: Hancock's STR Let's say the train has a STR of 80 to haul all that weight. With a speed of 3 and 21" of movement, it can travel at 37 kph, so it's doing a 23d6 move-through.
  16. Weldun

    Hancock's STR

    Re: Hancock's STR How many phases does a train have? 3?
  17. Weldun

    The Stranger

    Re: The Stranger Ah, good. Having some combat ability is a must in my book, even if it's only a little stretching and the Takedown martial maneuver.
  18. Re: What happens when a new GM doesn't understand game balance
  19. Weldun

    The Stranger

    Re: The Stranger Combat-wise, perhaps thing relating to a person's place in a crowd. DEX reductions, maybe even Images to create crowd scenes. It's just that I've got to play alongside this guy, and it would be nice if he could contribute to a fight in some way. Also, have you thought of some parcour, maybe? I'm loving the concept, but in the end, we will get into fights.
  20. Weldun

    Hancock's STR

    Re: Hancock's STR With regards to the Train incident, don't forget the rules for resisting knockback on pg421 of 5ER.
  21. Weldun

    Lunar Wolf

    Re: Lunar Wolf Remember that this is an alternate to Nightwalker for your Shadows into Light campaign, as Hagadorn has expressed a valid concern over Nightwalker's beserk.
  22. Re: High STR + HKAs, thoughts Thinking on it further, I wouldn't allow it. Simply because it's the "I take out the big one" power. Sometimes you want that nigh-unstoppable juggernaught, but with this power in play, you have to take it into account, and if the other characters don't have anything approaching it, then they'll feel superfluous in such situations. I'm not saying that it's not balanced. Say you send Ripper and two full six-teams? Well, then he'll be reluctant to use it, because doing so would leave him vulnerable to the six-team heavies. But, all things said and done, the power severely limits a GM's options when establishing threat levels.
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