Reynauld Becks (Enchanted Weapon)

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Reynauld Becks (Enchanted Weapon)

Postby Dime Store Magic » Fri Jan 06, 2017 12:34 pm

Player Name: Pete
Hangouts Handle: pwiebens

Image


Character Name: Reynauld Porter Becks
Power Category: Magic - Magic Weapon
Alias: Payback, Vindicatus
Occupation: Punk Kid
Alignment: Aberrant
XP Level: 5
XP Points: 15
Next Level @ XP: 16
Birth Order/Family Ties: 2nd Born
Land of Origin: United States
Childhood Environment: Large City
Social/Economic Background: Highly Skill/Upper Class
When Extraordinary Abilities First Manifested: Teenager
Disposition: Hates fascism, driven to avenge the death of his sister

ATTRIBUTES
I.Q.: 12
M.E.: 13
M.A.: 19
P.S.: 22 (33 in Heroic Form)
P.P.: 26
P.E.: 21
P.B.: 11
Speed: 14

PHYSICAL DATA
PPE: 9
HP: 29 (109 in Heroic Form) (+1d6/level)
SDC: 35 (145 in Heroic Form)
Age: 19 (Born:: November 1, 1920)
Sex: Male
Height: 5' 10" (6' in Heroic Form)
Weight: 180lbs (200 lbs in Heroic Form)
Description: A young muscular man, with dark hair. Wears a Roman cuirass in super heroic form.

Natural Abilities
Perception Bonus: +1 +1 @ levels 7, 10, 13
Charm/Impress:
Invoke Trust/Intimidate: 55%
Skill Bonus:
Max. Encumbrance: 60 lbs.
Max. Carrying Weight: 6,200 lbs.
Max. Lifting Weight: 9,300 lbs.
Max. Jumping Ability: 11' long, 5.5' high

Super Abilities (Magically Based)
See the Invisible
Immobilization Ray (PU3 p65)

    The super being can fire a ray that simultaneously immobilizes and surrounds and protects the target. The ray also makes the target (person or object) weightless, allowing the super being to effortlessly move the immobilized target. The target and super being are connected together by the ray, meaning that for as long as the ray is emitted and held on that particular victim or object, it is held in the Immobilization Ray. However, the super being cannot use the hand projecting the ray for any other purpose and he loses one melee attack per round and skill performance is =15% while he splits his concentration to maintain the ray. The super being can only project and maintain a total of two Immobilization Rays, one from each hand, and must release one to immobilize a new target.

    The protective aspect of the ray makes what ever is held inside the beam immune to physical attacks, taking no damage from them, including bullets, grenades, explosives, punches (regardless of the attacker's P.S.), kicks, swords, other melee weapons, or any other purely physical damage. But the ray's protective field does not protect against fire, cold, electricity, plasma, radiation, particle beams, other energy-based attacks, psionics, or magic (except for physical psionic or magical attacks), poison, toxins, disease, gases, suffocation, drowning, etc.; all do full damage to the captive inside the ray. Thus, the Immobilization Ray has a variety of uses, from protecting innocent bystanders, to capturing opponents or moving heavy debris/objects, among an assortment of other applications.
  • Weight Tolerance: 200lbs per level of experience, is the maximum weight that can be held in each Immobilization Ray, regardless of the actual size/dimensions of the person or object.
  • Range: 40' + 10' per level of experience.
  • Duration: 2 min per level of experience
  • Damage: No direct damage, but the person affected cannot move a muscle or use a power, not even to speak (no spell casting) or use a psionic power or other mind power. Furthermore, time seems to pass much more quickly for the person trapped inside the ray (each minute seems like one melee round/15 seconds), so he doesn't even really know what's going on around him while trapped. (Sees only bits and pieces in random glimpses.) Note: The protective aspect of this power prevents the super being from lifting a victim high in the air and dropping him. Nor can the immobilized target beused like a club or a battering ram to hammer other people.
    Attacks per Melee: It takes one melee attack/action to fire and establish the Immobilization Ray and uses up one additional melee attack per round to maintain the ray and keep the victim held inside.
  • Bonuses: As per the character's usual bonuses to strike.


Zombie Flesh (PU3 p104)

    The character does not seem to die, even when he has had huge holes blown through his chest or has been mangled, dismembered or crushed! The character feels no pain and has minimal blood loss, even from the most grievous of wounds. In many respects this is similar to a very gruesome version of invulnerability. Holes and wounds in the character's Zombie Flesh regenerate and close incredibly quickly, making even the deadliest physical wound just an inconvenience. The hero can even have a massive head wound or be decapitated and survive! Abilities, Bonuses and Vulnerabilities: The effect of this gruesome form of invulnerability is that the character is effectively immune to physical attacks, taking no debilitating damage from them. Instead, knife wounds, bullets, grenades, explosives, punches (regardless of the attacker's P.S.), clubs, other melee weapons, car crashes, falls from great heights and any other purely physical damage mutilate and punch ghastly holes into the character's body, but he keeps on functioning as if nothing is wrong! Furthermore, those holes and damage miraculously heal in short order.

    The super being suffers no penalties or pain from physical damage, but if a limb is blown off, the character will suffer from the loss of that limb, at least until it can be reattached or grows back (overnight). So if the character is decapitated he will be blinded until the head can be reattached (or grows back in 24 hours), or the character could simply look through his own eyes while he holds onto his head until it can be reattached. It only takes the hero 1D4 melee attacks/actions to reattach a severed body part by simply holding the limb in place! A lost limb or even head will regrow in 12 hours or 24 hours respectively. If blown into several large pieces it will take 48 hours to pull himself back together. If the pieces are kept apart by some outside force for more that 48 hours, the character will die. While the zombie-like super being is more or less immune to physical harm, his power does not provide the same protection against other forms of attack/damage. Fire, cold, electricity, plasma, radiation, particle beams, other energy-based attacks, drowning, psionics and magic (except for physical psionic or magic attacks) all do full damage. Poison, toxins, drugs, disease, gasses, and all other forms of attack/damage do half damage. Bio-Regeneration: The character regenerates 1D6 S.D.C./Hit Points per melee round.
  • Bonuses: +3D6x10 to S.D.C, +2D4x10 to Hit Points. Add 2D6 to the P.S. attribute, which is considered Superhuman for the purposes of lifting and carrying things. +30% to save vs coma/death (this is in addition to any P.E. bonus).


Iron Will (PU1 33)

    The character possess an indomitable spirit. He is able to resist psionic attacks and mental assaults that would humble other men. Even some psychics do not possess his natural level of mental resistance.

    Bonuses: Needs a 12 or higher to save vs psionic attack as if he were a Major Psychic himself, is +7 to save vs possession, +6 vs mind control, +5 to save vs illusions and Horror Factor, +3 to save vs magic and disease, +3 to save vs insanity, +20% to save vs coma and death, and skill penalties for being confused, dazed or drugged are half for this focused and driven character.



EDUCATION LEVEL: High School

Every man Skills
Language: English--95% (+5%)
Literacy: English--70% (+5%)
Math: Basic--65% (+5%)
Pilot: Automobile--68% (+2%)

Scholastic Skills

Physical Program
HTH: Martial Arts (+2 Secondary)
Boxing
Wrestling
Acrobatics
    Sense of Balance--73% (+2%)
    Walk Tightrope/High wire--76% (+3%)
    Climb Rope--83% (+2%)
    Back Flip--63% (+2%)
    Climb--53% (+2%)


Criminal Program
Streetwise--41% (+4%)
Pick Locks--60% (+5%)
Safecracking--41% (+4%)
Prowl--55% (+5%)
Concealment--45% (+5%)

Secondary Skills (+2 skills @ Levels 3, 6, 9, 12, and 15)
Basic Mechanics--50% (+5%)
First Aid--65% (+5%)
Land Navigation--51% (+4%)
Language: French--70% (+5%)
Literacy:French--50% (+5%)
Language: German--70% (+5%)
Photography--55% (+5%)
W.P. Sword


Combat Data
HTH Type: Martial Arts
Number of Attacks: 6
Initiative Bonus: +2
Strike Bonus: +8
Parry Bonus: +11
Dodge Bonus: +11
Disarm Bonus: +2
HTH Damage Bonus: +18
Bonus to Roll w/Punch: +7
Bonus to Pull a Punch: +3
Other: Automatic Knock Out on Natural 20, Pin/Incapacitate 18-20, Body Block/Tackle: 1d4, Crush/Squeeze: 1d4
Trust/Intimidate: 55%, Karate Kick 2d4, RoundHouse Kick 3d6, Crescent Kick 2d6+2, Backward Sweep, Tripping/Leg Hook, Jump Kicks (all)

Weapon Proficiencies
W.P. Sword-- +2 Strike/Parry (+1 Strike/Parry @ Levels 7, 11, 14)
Power Bolt-- +6 Strike
Immobilization Ray-- +6 Strike

Saving Throw Bonuses
Coma/Death: +12% (+62% in Heroic Form)
Disease: +3
Toxins (15+): +3
Magic (varies): +8
Lethal Poison (14+): +3
Non-Lethal Poison (16+): +3
Insanity (12+): +3
Psionics (12):
Mind Control: +6
Possession: +11
Illusions: +5
Horror Factor: +9
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Re: HU - Reynauld Porter - Magic: Enchanted Weapon

Postby Dime Store Magic » Sat Jan 07, 2017 9:36 pm

Equipment List

Held in Hand

Vindicta
Image

Type: Weapon of Chaos: Xiphos
Damage: 4d6 S.D.C.
Alignment: Aberrant
  • Totally indestructible, the blade never dulls. never dents, cracks, or breaks; always looks like new
  • Well balanced and lightweight: +1 Strike/Parry
  • The sword is a Xiphos. Handle appears made of bone wrapped in leather. Blade is glistening blood red with black runes down the blade. When in not super heroic form, the sword shrinks and looks like a dagger, the blade in this state is a dried blood rusty red/brown color.
  • Affects/damages all creatures of magic, including animated dead, zombies, golems, vampires, werewolves, demons, dragons, godlings, etc. Also damages super beings who are invulnerable!
  • Linked to owner, can only be used as a superior quality blade by others
  • Adds the following to the owner +2d4x10 S.D.C., +4 to save vs Possession and Horror Factor, +2 to save vs Magic
  • Creates Costume: Cuirass and helmet. Can be torn destroyed, but always reappears whole and new the next time the owner transforms.
  • Owner appears taller, stronger, and idealized version of their mortal self.
  • Special Abilities
    1. Animate and Control the Dead
      • Animate Dead: Up to 20 can be controlled at one time.
      • Duration: Until destroyed or weapon wielder relinquishes control.
      • Control Limitation: Reduce actions of weapon wielder by 2 per round while power is in use.
      • Dead Attributes: 2d6+20 S.D.C. per corpse, 2 attacks per melee round. Punch/Kick: 1d6 S.D.C. Speed:6
    2. Create Unnatural Darkness
      • Duration: Until dispelled or 2d4 minutes. Can be maintained indefinitely if weapon wielder is present and wills it to continue
      • Area of Effect: 100' diameter
      • Effects: An inky blackness so dark that a person can not see beyond 2'. Only creator or those with magical nightvision or Darkness Control super ability can see. Can be dispelled by intense light (solar), dispel magic, dispel magic barriers, or by weapon wielder. Most people are -8 Strike/Parry/Dodge. Those with heightened senses or radar/motion detectors suffer half penalties.
    3. Fly
      • Effect: Ability to fly like a bird at will. Max speed is 50 mph.
    4. Nightvision
      • Range: 300'
      • Effect: Can see clear in the dark, including natural and unnatural darkness. Activates automatically when needed.
    5. Power Bolt
      • Damage: 5d6 S.D.C.
      • Range: 1000'
      • Rate of Fire: 1 per action
      • Description: Pitch Black bolt of icy cold
    6. Turn Itself and Wielder Invisible
      • Effect: Identical to the Wizard spell Invisibility: Superior.


Worn on Person
Shirt
Pants
Boots
Jacket
Belt & scabbard

Utility Belt
2 pair hand cuffs
Magnifying Glass
Superior Lock Pick Set: 32 High quality lock picks
Rosin Bag (take care of sweaty palms)
Compass
Notepad & Pack of Pens/Pencils

Backpack
Flashlight
Sleeping Bag
Binoculars
50' coil of rope
100' coil of nylon cord.
Pocket knife
Various Toiletries
Canteen
Stethoscope (to hear safe tumblers)
Can of Oil (oil squeaky hinges)
Oil Rag (oll squeaky hinges)

Duffle Bag
Various pieces of Civilian clothes - shirts, pants, socks, underwear, shoes, hats, etc. for formal and informal occasions.


Resources
On Hand: $6.34 ($110 adjusted for inflation)
Life Savings: $288 ($5000 adjusted for inflation)
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Re: HU - Reynauld Porter - Magic: Enchanted Weapon

Postby Dime Store Magic » Sat Jan 07, 2017 9:36 pm

Background Story

"Please don't hurt her, I'll do as you want," Reynaud said to the German officer in French. He was on the floor of the small antique shop, a rifle pointed at him by another soldier. The officer was holding his sister, Simone, with an old rusty dagger held pointed at her abdomen.

"Find me the artifact, it is a small sword with a reddish blade, there is some sort of writing along the blade," the officer said huskily in halting french as well. He poked the dagger at his sister, the tip was still sharp enough to pierce her shirt and a small circle of red appears on it.

"Let me go!" said Simone to the officer as Reynauld frantically searched the shop. The shop was owned by their parents, located in a small village on the north-eastern edge of France. His parents had traveled the world looking for the rare and interesting. He had been born in United States, during their travels and had spent most of his youth there, until they came to France in 1930 where they had settled down and where his sister, Simone, had been born. Now that he was older, his parents had left him in charge of the shop while they were traveling.

Panting, Reynauld came back to the officer empty handed, tears in his eyes, "It's not here, please let her go." His eyes searched the officer's eyes for compassion.

"Then you both are of no use to me. Men, ransack this shop. I told you the price of failure. The auguries were specific, the weapon is here!" The officer then stabbed Simone in the belly then let go of the dagger. She collapsed to the floor, a pool of blood grew quickly around her. The officer left quickly as Reynauld rushed forward to his sister. "Burn the shop and the two of them in it after you are done searching, I am moving to the next location." The officer barked as he departed.

"Simone,hold still, it will be alright," Reynaud said as he tried to staunch the wound.

"Rey, hold me, I am so cold, it hurts," his sister says as the half dozen men that were with the officer begin to ransack the store. Rey saw that the wound was fatal, and as the light finally faded from his sister's eyes, his heart turned to stone. He knew his training in boxing and wrestling might allow him a chance to escape, but his despair rooted him to his sister. He can only watch as he saw his family's business be destroyed as well.

Vengeance, he heard a strange feminine voice, I can give you vengeance.

"What?" It took him a moment to realize the voice was in his head. Whispering he asked, "Where are you? Who are you?"

I am a emissary of Hera, take the blade. Your sister's innocent blood has awakened me. That is not my purpose. I will aid you now to avenge her and in the future to save the innocent. But my way is hard and cold; meting out justice requires a resolution of purpose. Take my blade, say my name, the voice in his head said.

"What?" Rey said again, he looked down at his sister, her eyes stared at the ceiling. He closed them. Yes, I will have vengeance against these cruel men and those that command them. "What is your name? You haven't said." A thought bubbled up in his mind, a word. With tears in his eyes, he pulled the blade from his sister and whispered, "Vindicata."

The shop went black. It was not darkness, but as if something had filled the air blocking all light; but at the same time, Rey could see the dagger was now a sword, the blade bright blood red. He clearly saw and heard the soldiers as they began shouting at each other. It was obvious to Rey that while he could see, they could not. They stumbled looking for the exit. Reynauld stood up, the sword held firmly in his hand, the balance perfect. He moved to the closest one. "Rache." he said in German. The soldier was startled by the word, and then screamed as the sword cut through him. Shots began to be fired by the others. Reynauld's feet lift effortlessly off the floor and he went to the next, and the next, and the next, and the next, and the next. The screaming died down in unison to the thuds of bodies hitting the ground.

The darkness disappeared, Reynauld saw the dead surrounding him. "He that did this to my sister is not here."

We will find him, together.
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Re: Reynauld Porter (Enchanted Weapon)

Postby Dime Store Magic » Mon Mar 13, 2017 8:50 am

2nd Level Hit Points: 1d6 = 1

+ General skills increases

HTH: +3 Parry/Dodge, +2 Strike/Disarm

3rd Level Hit Points: 1d6 = 3

+ General Skill increases

HTH: Kick attack +4 other kicks of choice.
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Re: Reynauld Porter (Enchanted Weapon)

Postby Dime Store Magic » Sat Jun 10, 2017 5:07 pm

Operation Goldenrod

German uniform in backpack
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Re: Reynauld Porter (Enchanted Weapon)

Postby Dime Store Magic » Sat Oct 14, 2017 4:21 pm

Zombie Flesh Bonuses:

Bonuses: +3D6x10 to S.D.C, +2D4x10 to Hit Points. Add 2D6 to the P.S. attribute, which is considered Superhuman for the purposes of lifting and carrying things. +30% to save vs coma/death (this is in addition to any P.E. bonus).

S.D.C.: 3d6*10 = 40

HP: 2d4*10 = 80

P.S.: 2d6 = 11

Roll 20 Vision attribute 300 and 150
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Re: Reynauld Becks (Enchanted Weapon)

Postby Dime Store Magic » Mon May 14, 2018 2:44 pm

5th Level Hit Points: 1d6 = 3

+ General Skill increases

HTH: jump Kick(all)
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