Seamus Fitzalan (Immortal)

Moderator: Augur

Seamus Fitzalan (Immortal)

Postby Townsend » Sun Nov 12, 2017 1:14 pm

Player Name: Eric/Servo
G-Mail: uncle.servo


seamus200x200.jpg
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Character Name: Wolliam Macbeth Yes, THAT Macbeth (though he maintains that Shakespeare didn’t tell the story right)
Alias: (currently) Seamus Fitzalan, Fitz, various others throughout the centuries
Race: Human
Hero Category: Immortal
Alignment: Scrupulous
XP Level: 4
XP Points: 10/12
Next Level @ XP: 13/15
Sentiments/Non-Humans:
Sentiments/Coalition: The who?
Disposition:

ATTRIBUTES
I.Q.: 12
M.E.: 17 +1 vs psionic attack; +1 vs insanity
M.A.: 16 40% trust/intimidate
P.S.: 25 +10 SDC hand to hand combat damage
P.P.: 19 +2 parry, dodge, and strike bonus
P.E.: 22 +14% vs coma/death; +4 vs magic/poison
P.B.: 11
Speed: 15 can run 300 yards/m per minute, 75 yards/m per melee round

PHYSICAL DATA
P.P.E.: 142
I.S.P.: 83
H.P.: 33
S.D.C.: 94
Age: Just over 400 years old (looks to be in his early to mid 60s)
Sex: Male
Height: 6'2"
Weight: roughly 240 lbs
Description: A beefy, well-build man with white hair/beard who doesn't seem to have lost any bit of his physical edge despite being well into his 60s. He prefers long coats/dusters and is rarely ever seen without an impressive 17th century halberd (a gift from Pope Paul V)

Natural Abilities
Perception: 27%
Charm/Impress: 5%
Invoke Trust/Intimidate: 40%
Max. Encumbrance: 80 lbs.
Max. Carrying Weight: 250 lbs
Max. Lifting Weight: 500 lbs
Max. Jumping Ability: 20.5’ across, 8.25’ high (+2’ length and .5’ height per level)

Special Abilities
Natural Armor Rating: A.R. 10
Limited Shapeshifting:
    The Immortal's "natural" form is that of the race into which he was born, but as an immortal he can shapechange to look like a member of any human race on Earth. The false appearance can be maintained as long as desired (in some cases, centuries) but the ability cannot be used to impersonate others.
Immortal Regeneration:
    When the immortal's Hit Points are reduced from a range of zero to 130 points below zero, he is racked with searing pain, is weak as a kitten and can barely concentrate. All combat bonuses are reduced to zero, melee actions per round are reduced to two (and are entirely defensive unless cornered), attributes are down 50%, and performance of all skills is -75%. At this point, the immortal's survival instincts kick in, and his one goal is to get away where he can hide, collapse and heal. The character requires 1D4 hours of complete rest/sleep and may appear to be in a coma or dead during this recovery period.

    When this time elapses, the immortal awakens, achy and sore, but with 4D6 Hit Points above zero and his usual range of abilities, attributes, bonuses, and skills all restored to normal. Bleeding will have stopped and all grievous wounds, broken bones, internal injuries, and similar damage will be well on their way to completely healing within a matter of hours and without any permanent side effects. At this stage (and for the next hour), there are scars, cuts, bruises, lumps and even open wounds (the guy looks like crap), but these will disappear as they continue to heal. One hour after awakening from the healing coma, the immortal can bio-regenerate as normal (2D6 Hit Points or 3D6 S.D.C. every 10 minutes - or roughly 1D6x10 H.P. or 2D4x10 S.D.C. per hour). When healing is completed, the character will look strong and healthy without so much as a scratch.

    If the immortal suffocates (which takes five times longer than a normal human; about 15 minutes), or S.D.C. and Hit Points are reduced from a range of 131-300 points below zero, he will collapse and appear dead. This massive amount of damage is likely to mean the immortal will literally have holes blown through him, shattered bones, lost internal organs, and possibly, missing limbs. In this case, the character will appear to be dead and does not regain consciousness for 4D6+12 hours. Once conscious, he heals as above, with missing limbs re-growing over a 72 hour period.

    Death is possible - Innate Vulnerabilities:
    1. Being truly atomized or vaporized means the character is dead; no chance for recovery. However, if the head and approximately one third of the body remains intact, the character will eventually regenerate and return to life. However, this massive amount of damage requires 3D4 years of being in the healing coma. Note: The same is true if the immortal is seemingly blown in half by an explosion.
    2. Incineration. If the head and half of the body is completely incinerated (reduced to ash), the immortal is slain. However, if only reduced to skeletal remains the character will regenerate and return to life. This massive amount of damage requires 1D4x10 years of being in the healing coma. Note: The same is true if the immortal is seemingly blown to bits, but half of him remains, albeit, in pieces.
    3. Decapitation. If the head is removed from the body, the immortal superbeing will appear to be dead. However, the head and body must be buried separately (or completely destroyed). If the two parts are buried in the same grave or left within 20 feet (6 m) of each other, they will be drawn together, reattach and the character will recover within 6D6 days. Even cut apart and separated, neither head nor body will deteriorate for 100 years, and any reunion of the two within that time will result in a miraculous resurrection! After the 100 years, they rot away and the character is dead.


Psionics
    Mind Block Auto-Defense
    Nightvision (4)
    Object Read (6)
    See the Invisible (4)
    Sixth Sense (2)
    Speed Reading (2)
    Telemechanics (10)
    Total Recall (2)

Spell Knowledge
Spell Strength: 13
    Armor of Ithan (10)
    Carpet of Adhesion (10)
    Darkness (6)
    Energy Bolt (5)
    Fear (5)
    Fly as the Eagle (25)
    Globe of Daylight (2)
    Heal Wounds (10)
    Invisibility: Simple (6)
    Magic Net (7)
    Seal (7)

Education Level: 4 years of college -- 3 skill programs (+20%) and 10 secondary skills As an immortal who's 400-1000 years old, he gets an additional 5 skill programs and an additional 4 secondary skills, plus 2 more secondary skills at 3rd level

Automatic Skills
Language: English (native) 95% (+5%)
Language: French 93% (+5%)
Language: German 93% (+5%)
Language: Italian 93% (+5%)
Literacy: English (native) 70% (+5%)
Mathematics: Basic 65% (+5%)
Pilot Automobile 68% (+2%)

Scholastic Skill Programs
Skill Program 01
    Language: Greek 90% (+5%)
    Language: Japanese 90% (+5%)
    Language: Russian 90% (+5%)
    Language: Spanish 90% (+5%)
Skill Program 02
    Boxing
    Gymnastics
    - Sense of Balance 82% (+3%)
    - Work Parallel Bars/Rings 92% (+3%)
    - Climb Rope 88% (+2%)
    - Back Flip 101% (+5%)
    Prowl 72% (+5%)
    Wrestling
Skill Program 03
    Carpentry 65% (+5%)
    Identify Plants & Fruits 65% (+5%)
    Land Navigation 76% (+4%)
    Wilderness Survival 75% (+5%)
Skill Program 04
    Literacy: French 50% (+5%)
    Literacy: German 50% (+5%)
    Literacy: Italian 50% (+5%)
    Literacy: Latin 50% (+5%)
Skill Program 05
    Literacy: Greek 50% (+5%)
    Literacy: Japanese 50% (+5%)
    Literacy: Russian 50% (+5%)
    Literacy: Spanish 50% (+5%)
Skill Program 06
    Aircraft Mechanics 45% (+5%)
    Automotive Mechanics 45% (+5%)
    Basic Electronics 50% (+5%)
    Locksmith 45% (+5%)
Skill Program 07
    Radio: Basic 65% (+5%)
    Radio: Scrambler 55% (+5%)
    Read Sensory Instruments 50% (+5%)
    TV/Video 41% (+4%)
Skill Program 08
    Cook 55% (+5%) (+5% when cooking what he’s hunted)
    Fishing 60% (+5%)
    Play musical instrument: Recorder 55% (+5%)
    Sing 60% (+5%)


Secondary Skills
Body Building
Climbing 65% (+5%)
Climbing: Rappelling 55% (+5%)
First Aid 65% (+5%)
Hand to Hand: Expert
Horsemanship 66% (+4%)
Hunting
Pilot Airplane 66% (+4%)
Pilot Motorcycle 76% (+4%)
Running
Swimming 70% (+5%)
W.P. Archery & Targeting
W.P. Blunt
W.P. Polearm
W.P. Revolver
W.P. Sword

Combat Data
HTH Type: Expert
Number of Attacks: 6
Initiative Bonus: +2
Strike Bonus: +4
Parry Bonus: +7
Dodge Bonus: +7
HTH Damage Bonus: +10
Bonus to Roll w/Punch: +5
Bonus to Pull a Punch: +2
Bonus to Disarm:
Other:
  • Automatic KO on natural 20 for 1D6 melees
  • Body block/tackle does 1D4 damage and the opponent must dodge or parry to avoid being knocked down (loses one attack)
  • Pin/incapacitate on a roll of 18-20
  • Crush/squeeze does 1D4 per squeeze attack


Weapon Proficiencies
Aimed Shots: +3 to Strike Bonus (costs 2 actions)
Burst Shots: +1 to Strike Bonus
Called/Aimed Shots: +3 to Strike Bonus, 12+ Strike Roll Required (costs 3 actions)
Melee Called Shots: No bonus to Strike, No extra action cost

W.P. Archery & Targeting -- add 20’/6.1m to normal effective range; 4 attacks/melee, +1 parry, +2 strike
W.P. Blunt -- +2 strike, +2 parry
W.P. Polearm -- +2 parry, +1 strike, +1 strike when thrown
W.P. Sword -- +2 strike, +2 parry
W.P. Revolver -- +5 strike (aimed), +1 strike (regular), 54% recognize weapon quality

Saving Throw Bonuses
Coma/Death: 14%
Magic (varies): +6
Lethal Poison (14+): +4
Non-Lethal Poison (16+): +4
Insanity (12+): +1
Psionics (varies): +1

Horror Factor: +1
Illusions: +4
Possession: +5
GM of the General Investigation, Resolution & Liberation Services (G.I.R.L.S.) of Merctown

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"...and now they work for me."
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Townsend
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Posts: 250
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Re: Seamus Fitzalan (Immortal -- WIP)

Postby Townsend » Sat Apr 14, 2018 4:59 pm

Seamus' Gear

Weapons

Enfield No.2 Mk1 .38 Revolver
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Weapon Stats
• Range: 75'
• Damage: 4d6 MD
• Rate of Fire: Single shots only
• Payload: 6-round cylinder


Magic 17th Century Swiss Halberd
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Weapon Stats
• Seamus' constant companion is a holy weapon given to him by Pope Paul V when he made him an honorary member of the Swiss Guard in early January 1621
• Does 5d6 damage instead of normal weapon type
• Makes the weapon wielder breathe without air (and impervious to gas attacks/smoke) for up to one hour per activation but only can be used four times per 24 hours


Equipment

Carried/In Hand
• Halberd

Worn on Person
• Clothes (pants, shirt, belt, skivvies, socks, etc.)
• Long coat

Utility Belt
• Enfield revolver in holster
• 2 full reloads & speed loaders for revolver (speed loaders reload in 2 actions)
• 2 grenades -- 1d4x10, 10' radius
• Gun cleaning kit
• Notepad, pen & pencil
• Flashlight
• Compass

Backpack
• Canteen
• 1 week's worth food rations
• Field mess kit
• First aid kit
• Bedroll
• Extra change of clothes
• 100' lightweight rope
• extra flashlight batteries
• Additional notebooks, pens, pencils
• Matches
• Assorted toiletries
• Binoculars
• Survival knife

Stored in Vehicle
• Vehicle -- 1936 Standard Ten

Money/Valuables:
$10,000 in ready cash
$500,000 in life savings
GM of the General Investigation, Resolution & Liberation Services (G.I.R.L.S.) of Merctown

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"...and now they work for me."
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Re: Seamus Fitzalan (Immortal)

Postby The Bos » Sat Sep 08, 2018 4:16 pm

Hit Points for reaching Level 4 -- 1d6 = 2
PPE increase -- 2d6 = 8

Bonus to save vs Horror Factor -- 1d6 = 1
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Location: Rifts: G.I.R.L.S. of Merctown


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