Re: Magicman-5E
(and no, Alex didn't zap any of them.)
For comparison, here is MagicMan done in 6E
(the healing is a upgrade the 5ER version will get shortly.)
MagicMan Player: Tim Frierson
Val
Char
Cost
30
STR
20
30
DEX
40
36
CON
26
12
BODY
2
16
INT
6
16
EGO
6
15
PRE
5
16/30
PD
0
16/30
ED
0
6
SPD
40
4
REC
0
73
END
11
61
STUN
21
16m
RUN
4
4m
SWIM
0
16m
LEAP
6
Characteristics Cost: 257
Cost
Power
END
70
Mystic Thrusters: Flight 60m, x8 Noncombat, Reduced Endurance (1/2 END; +1/4), Usable [As Second Mode Of Movement]swimming (+1/4), No Gravity Penalty (+1/2) (140 Active Points); OIF (-1/2), Restrainable (Only by means other than Grabs and Entangles; -1/4), Unified Power (Flight-Resistant Protection-Casting Weapon MP-HRRP&T; -1/4)
6
35
Armor: Resistant Protection (14 PD/14 ED), Hardened (+1/4) (52 Active Points); Unified Power (Nanite Cyber Enhancment Magic; -1/4), Costs Endurance (Only Costs END to Activate; -1/4)
5
16
X-D Damage Reduction: (Total: 24 Active Cost, 16 Real Cost) Physical Damage Reduction, 25%, Hardened (+1/4) (12 Active Points); Costs Endurance (Only Costs END to Activate; -1/4), Unified Power (-1/4) (Real Cost: 8) plus Energy Damage Reduction, 25%, Hardened (+1/4) (12 Active Points); Costs Endurance (Only Costs END to Activate; -1/4), Unified Power (-1/4) (Real Cost: 8)
2
33
So that is what His Power is,,,: Life Support (Eating: Character only has to eat once per week; Immunity All terrestrial poisons; Immunity All terrestrial diseases; Longevity: 400 Years; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping: Character only has to sleep 8 hours per week)
0
125
Casting Weapon Set: Multipower, 150-point reserve, all slots Reduced Endurance (1/2 END; +1/4) (187 Active Points); Must Be Used At Full Power (-1/4); all slots Unified Power (Magic Nanite Cyber Enhancement; -1/4)
10f
1) M-Strike Bolt: Blast 15d6, Penetrating (+1/2), No Range Modifier (+1/2) (150 Active Points); Unified Power (-1/4), Beam (-1/4)
7
10f
2) M-Force Bolt: Blast 17d6, Armor Piercing (+1/4), Double Knockback (+1/2) (149 Active Points); Beam (-1/4), Unified Power (Magic Nanite Cyber Enhancement; -1/4)
7
10f
3) M-Stun Bolt Field: Blast 13d6, Area Of Effect Accurate Nonselective (2m Radius; +1/4), Attack Versus Alternate Defense (Power Defense; +1) (146 Active Points); No Knockback (-1/4), Unified Power (-1/4)
7
11f
4) M-Shock Bolt Field: Killing Attack - Ranged 3d6 (Alterable Origin Point), Area Of Effect Nonselective Accurate (2m Radius; +1/4), +1 Increased STUN Multiplier (+1/4), Armor Piercing (+1/4), Penetrating (+1/2), Indirect (Source Point can vary from use to use, path is from Source Point to target; +1/2) (137 Active Points); Unified Power (-1/4)
7
7f
5) WarpStrike Blade: Killing Attack - Ranged 5d6, Affects Desolidified Any form of Desolidification (+1/2), Area Of Effect Accurate (2m Radius; +1/2) (150 Active Points); No Range (-1/2), No Knockback (-1/4), Unified Power (-1/4)
7
8f
6) SlashWeb (Entangle of"Mercy"): (Total: 135 Active Cost, 83 Real Cost) Entangle 6d6, 6 PD/6 ED (60 Active Points); Beam (-1/4), Unified Power (-1/4) (Real Cost: 40) plus Killing Attack - Ranged 4d6, Armor Piercing (+1/4) (75 Active Points); No Knockback (-1/4), Beam (-1/4), Unified Power (-1/4) (Real Cost: 43)
6
10
High Range Radio Perception (Radio Group) (12 Active Points); Unified Power (-1/4)
0
25
+14 ED, Hardened (+1/4), Resistant (+1/2) (25 Active Points) (Modifiers affect Base Characteristic)
25
+14 PD, Hardened (+1/4), Resistant (+1/2) (25 Active Points) (Modifiers affect Base Characteristic)
8
Mental Defense (8 points total)
0
6
+2 PER with all Sense Groups
0
15
Magic Sense: Detect A Class Of Things 14-/12- (Sight Group), Discriminatory, Analyze
0
5
Nightvision
0
20
Healing BODY 2d6, Can Heal Limbs (25 Active Points); Unified Power (Nanite Cyber Enhancment Magic; regen and repair; -1/4)
2
Powers Cost: 449
Cost
Martial Arts Maneuver
16
+4 HTH Damage Class(es)
1
Weapon Element: Staffs
4
Fast Strike: 1/2 Phase, +2 OCV, +0 DCV, 12d6 Strike
4
Counterstrike: 1/2 Phase, +2 OCV, +2 DCV, 12d6 Strike, Must Follow Block
5
Defensive Block: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort
4
Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
3
Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 11d6 Strike, Target Falls
4
Basic Shot: 1/2 Phase, +0 OCV, +0 DCV, Range +2, Strike, +2 DC
Martial Arts Cost: 41
Cost
Skill
6
WF: Common Melee Weapons, Small Arms, Shoulder-Fired Weapons, Staffs
6
TF: Common Motorized Ground Vehicles, Science Fiction & Space Vehicles, Hanggliding, Large Planes, Small Planes
7
PS: StarShip Pilot 16-
7
PS: Cargo Handler 16-
7
Mechanics 14-
5
Teamwork 16-
5
Combat Driving 16-
5
Combat Piloting 16-
8
Navigation (Air, Other HyperSpace, Space) 14-
9
Systems Operation 15-
7
Bureaucratics 14-
9
Charm 15-
4
+2 with Charm
5
Breakfall 16-
5
Acrobatics 16-
4
AK: Tortuga (Pirate port/planet) 13-
0
Language: Senticalan (idiomatic; literate) (5 Active Points)
5
Language: Galstandard (idiomatic; literate)
3
Language: Humms (Human) (completely fluent)
3
Language: Tortuga Common (completely fluent)
4
Penalty Skill Levels: +2 vs. Range Modifier with to offset a specific negative OCV modifier with any three maneuvers or tight group
16
+2 with HTH Combat
24
+3 with Ranged Combat
Skills Cost: 154
Cost
Perk
4
Computer Link
13
Fringe Benefit: Concealed Weapon Permit (where appropriate), Galactic Computernet Access Card, International Driver's License, Membership, Security Clearance, Starship License
Perks Cost: 17
Cost
Talent
4
Speed Reading (x10)
3
Absolute Time Sense
3
Bump Of Direction
4
Environmental Movement (no penalties in zero-g)
3
Environmental Movement (no penalties on/in water)
8
Custom Talent
Talents Cost: 25 Total Character Cost: 943
Val
Disadvantages
10
Social Complication: Pansexual Frequently, Major, Not Limiting In Some Cultures
10
Distinctive Features: 6'6" Slate gray skinned Senticalan {Space Elf} (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)
10
Psychological Complication: Loves to fly or be in zero-g (Common; Moderate)
10
Psychological Complication: Mildly uninhibited (Common; Moderate)
15
Social Complication: Subject to Orders Frequently, Major
15
Hunted: Empire Frequently (Mo Pow; NCI; Watching)
10
Secret ID: Empire Agent
10
Distinctive Features-Genmarked: Red+Black+Blue tatoo on Left forearm (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)
10
Social Complication-Mutant: 6'6" height+220lbs.(norm is 5'3" 130lbs) Frequently, Major, Not Limiting In Some Cultures
15
Psychological Complication: Cannot return to Home Culture (Uncommon; Total)
15
Psychological Complication: Protective of Teamates (Very Common; Moderate)
Disadvantage Points: 130 Base Points: 200 Experience Required: 743 Total Experience Available: 145 Experience Unspent: 0