
Template: ImmortalCharacter Name: The Name Chart can be usedGender: [M][F] Species: Human (option to be any other species) Age: [usually 30+, based on species and background] Height: m Weight: kg Force Sensitive: No Force Points: .01 * Dark Side Points: 0 or up to 5 (based on background) Character Points: 10 Extra Character Points: 20+ (+5-10 based on background, 10 per Dark Side Point, 5 per Cyber point) Cyber Points: 0 or up to 6 (based on background) Quickening Points: 5 # Immortal Kills: 0 * Move: 10 (varies if not human) Place of Birth: Homeworld: * # Special rules apply. See below. Special GM Note: Only 1 Immortal per group, no exceptions. |
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Dexterity 3D+1: blaster, dodge, melee combat: sword (specific type)^, (A) martial arts
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COMMON POWERS |
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| POWER | QP COST | DESCRIPTION |
| Animal Energy | N/A | When extra strength is needed, the Immortal may "tune in" to the rhythm of any animal and use it to push longer and harder for short periods of time. In game terms, this adds +1 or +2 to Move and +1D or +2D to Stamina (depending on the size of the animal: +1/+1D for small creatures, +2/+2D for large) for 3/6 (small/large) rounds as long as the animal is within 300 meters of the Immortal. |
| Regeneration | 1 per roll | Immortals have the natural ability to regenerate vital organs when damaged. This ability does not extend to the limbs, which can be lost See chart. The time required to regenerate organs is dependent on how badly damaged they are (1 round to 1 day per 1D wound for organs that have been completely destroyed). Normal healing time is 1-5 days at no cost. The only way to reattach an extremity (the limb must be at least 85% whole) is to have it with you while Quickening (in a lightning storm or just after a kill). Spending a QP and rolling Stamina on the chart below may reduce healing time (minimum healing time of 1 round). The Immortal may spend as many QP's as desired to reduce the healing time to the minimum. |
| STAMINA ROLL | HEALING REDUCTION | STAMINA ROLL | HEALING REDUCTION |
| Heroic +5 | -1 Day | Moderate | -2 Hours |
| Heroic | -16 Hours | Easy | -1 Hour |
| Very Difficult | -8 Hours | Very Easy | -30 Minutes |
| Difficult | -4 Hours | ||
| Sense Immortal | N/A | Warns the Immortal of the presence of another Immortal within 30-60 meters. The distance is only 30 meters for very young Immortals (0-400 years old), 40 meters for young Immortals (401-1000 yrs old), 50 meters for mature Immortals (1001-4000 yrs), 55 meters for old Immortals (4001-8000) and 60 meters for ancient Immortals (8001-13,000+). Very Young Immortals can sense old or ancient Immortals at half their normal distance (15 meters). |
| Quickening | N/A | Allows the Immortal to store and use extra energy for whatever task he/she needs to accomplish. This energy is only received\ during natural Lightning Storms (1 strike of lightning = 1 QP, 0-5 per storm, roll a D6-1) and when killing other Immortals (1 QP per kill / 5). The Immortal may store an unlimited amount of Quickening Points to be used at any time (except to raise skills), even if normal Character Points have been used. Quickening with another Immortal can be accomplished by having both Immortals spend at least 9 of their current QP's at the same time while touching (must be uncovered skin). This allows for mental communication (use Projective and Receptive Telepathy but modify for distance only). The total number of QP's spent at the time of the Quickening, divided by 3, determines the number of dice used for the skill check (i.e..: 9 QP's/3 = 3D) for both Immortals. |
| Skill Bonus | N/A | All Immortal PC's get one power (skill) during character generation only, rolled on the Talents Tables. This power adds +1D to the chosen skill beyond the initial 7D and may be increased as a normal skill. Any skill listed, including specializations, may be rolled for. This +1D skill dice may be split up into three specialized skills adding +1D to each. |
SWORD TYPES |
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| TYPE | WEIGHT | STYLE * |
| 1. Standard Sword | 3 | Long, Short, Broad, Two-Handed, etc... |
| 2. 100 folds | 3 | " |
| 3. 200 folds | 3.1 | " |
| 4. 300 folds | 3.2 | " |
| 5. 400 folds | 3.3 | " |
| 6. 600 folds | 3.5 | " |
| 7. 800 folds | 3.7 | " |
| 8. 1000 folds | 4 | " |
| 9. 1200 folds | 4.2 | " |
| 10. 1500 folds | 4.4 | " |
| 11. 2000 folds | 4.6 | " |
| 12. 3000 folds | 4.8 | " |
| 13. 4000 folds | 5 | " |
| 14. Tritanium | 8 | " |
| 15. Duranium | 7 | " |
| 16. Corusca Stone | 6 | " |
| 17. Tritanium/Duranium | 8 | " |
| 18. Adamantium @ | 9 | " |
| 19. Neutronium | 21 | " |
| 20. Castrodinium | 15.5 | " |
| * Style must be picked before roll is made. @ Indicates special construction. |
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SWORD CONSTRUCTION | |||||
| MAIN TABLE: TYPE OF SWORD | TABLE B: SPECIAL FOLDED SWORDS | ||||
| 1-2 | Standard | 1 | 1000 Times (PS-5) | ||
| 3-4 | Folded Swords (See Table A) | 2 | 1200 Times (PS-6) | ||
| 5 | Special Folded Swords (See Table B) | 3 | 1500 Times (PS-6) | ||
| 6 | Special Swords (See Table C) | 4 | 2000 Times (PS-7) | ||
| 5 | 3000 Times (PS-7) | ||||
| TABLE A: FOLDED SWORDS | 6 | 4000 Times (PS-7) | |||
| 1 | 100 Times (PS-3) | ||||
| 2 | 200 Times (PS-3) | TABLE C: SPECIAL SWORDS | |||
| 3 | 300 Times (PS-3) | 1 | Tritanium (PS-10) | ||
| 4 | 400 Times (PS-4) | 2 | Duranium (PS-12) | ||
| 5 | 600 Times (PS-4) | 3 | Tritanium/Duranium (PS-14) | ||
| 6 | 800 Times (PS-4) | 4 | Corusca (similar to Sith swords) (PS-16) | ||
| 5 | Adamantium (PS-16: sustained for 3 rounds) | ||||
| TABLE D: NEUTRONIUM QUALITY | 6 | Neutronium (See Table D) | |||
| 1-5 | Neutronium | ||||
| 6 | Castrodinium | ||||