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timfnj

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Posts posted by timfnj

  1. Tiger&Bunny:the Beginning- nice movie/intro to the series; next one due out @Feb 2014.

    Space Cruiser Yamato 2199- pitch perfect remake/modernization of the '70s original.

    Valvrave the Liberator- Two words for this robot show: Dyson Sphere .

    Railgun S- the animated example of Damage Negation-Electrical is back...

  2. Re: How to Build: Mecha-style bits/funnels/fangs/airds/etc

     

    you must be in a mood tonight. Bandai,inc is the corporate home of Sunrise studios, the creators of the Mobile Suit Gundam multiverse and Tiger&Bunny.

    I don't know who Bandaid Surprise is, but unfortunately I doubt it's in my power to keep them away from pins and needles.

     

    Lucius Alexander

     

    .....then again if I spend yet another 35 pts, totalling 95 pts on doubling, and have a million palindromedaries who knows what I could do....

  3. Re: When, if ever, would your character kill?

     

    Magicman has no CvK; our gaming group/campaigns leans a lot more to '60's Hanna-Barbera and anime rather than 4-color. The cardboard world scenario equals a gm who is literally telling me to sit in the corner for that game session and/or do not come back for the next game they run.

  4. Re: Cool Guns for your Games

     

    All a.r.missiles by definition are fire and forget weapons. US/Nato weapons (HARM, RAF'S ALARM) use fragmentation to shred antennas/vehicles/launchers; Russian arms use 220+pound warheads to crater said sites. ymmv.

  5. Re: Magicman-5E

     

    Pretty much. One of our game sessions was called "Taking the Bishy to a S+M Bar." (the pc's ended up raizing the place several sessions later, earning another of the pcs the title of "Worst kidnap victim Ever.")

  6. 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

  7. Re: Magicman-5E

     

    Background: Life was looking up for Alex Boyden. Sure, he had been born a oversized mutant with a latent ability that kept coming up as unknown on the med scans and drove the healer techs to distraction. But those same scans proved the he was in perfect health, he had a good job on a orbital cargo platform and his shift had won the inter-platform skills contest hands down.

    Then came the rock. One of the SAR teams found Alex in the wreckage, unhurt aside from a couple of bumps. In hard vacuum. Without a suit or a enviro field.

    The next few months went by in a blur. When Alex came back up from all the poking and tests, he was shunted planetside into itinerant worker housing on "survivors leave". There he was,bored near to tears when he was contacted by another doctor with a deal: submit to a experiment that if it worked would grant Alex the power of flight, among others. Alex agreed...

    ... which ended up with him waking up in a nanite regen chamber. The first thing he noticed was that his skin was now a deep slate gray. The second,more important thing Alex saw was that the regen tank was surrounded by PeaceForcers in heavy assault gear.

    A lot of PeaceForcers, who had not been there when the process began.

    During the next long series of tests the story came out. The "good" doctor had stolen and replicated a meta-warrior project Alex's race had abandoned centuries before, and had spent the last twenty standard years trying and failing to make it work. Alex was shown vids of the remains of the doctors first eight tries and the recordings of the original project subjects. All of the original project volunteers had died young; none of the doctors subjects had lived thru the process. Until Alex.

    Some of the scientists and peaceforcers had laughed at him when Alex told them about the doctor's promise of being able to fly as his only reward. After the first firepower demonstrations no one laughed...

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