From gsheoran@next.mc.maricopa.edu Date: Fri, 27 Jan 95 15:14:39 -0700 From: Gautam Sheoran To: behegr@chico.uccs.EDU Subject: Highlander Version 3 Brett I hope you like this late Christmas Gift I am sending. IF the document doesn't come out just right don't post it. Send me an e-mail and I'll try top fix it before I send a better coppy. Highlander: Rules for the Palladium Game System (3rd Edition) By: Gautam Sheoran E-mail: gsheoran@next.mc.maricopa.edu I) PROLOGUE: I am Immortal It's been a long fight. For the last 300 years Marcus and I have dueled down through the ages. First in Dublin 1625, next in Morocco 1799, then in London 1883, and now here 1996 we meet for the last time. A long fight indeed. Now it is at an end. With my last ounces of strength I parry his blade with a clang of steel and a shower of sparks. He leaves himself open for a moment and I go in. With a triumphant cry on my lips, I swing my broadsword. I see the shock on his face and then it is over. His head falls from his shoulders as his body slumps to the ground. I step back and wait. For a moment there is nothing, then Marcus' headless body begins to float in the air as a ghostly light flows from it into my form. Then it happens. I sense an overwhelming rush of memories and sensations as my body and the very air about me crackles with power. Glass all about the warehouse explode into a shower of sparks and arcs of electricity. I scream as the whirlwind reaches it's crescendo. This is my prize. THIS IS THE QUICKENING!!!!!!! II) INTRODUCTION: Who Want's To Live Forever The following is a supplement for the Palladium Role Playing System based on the Highlander movies and television series. Highlander and all the related terms are copyright of Panzer/Davis Productions. Beyond the Supernatural, Ninjas & Superspies, Teenage Mutant Ninja Turtles and Other Strangeness Role Playing Game, Heroes Unlimited, Robotech Role Playing Game, and Rifts and all related terms are property of Palladium Games Inc.. The Combat rules used here are based on the Highlander Card Game. The Highlander CCG is the property of Thnder Castle Games. This supplement was made without the consent or knowledge of the above mentioned companies and is intended to be shared freely. This in no way is meant to contest the ownership of any of the aforementioned concepts. All original work is copyright of Gautam Sheoran 1996. I was inspired to write this supplement after I read the many net-supplements for Highlander already out in the ether. Seeing how Palladium is one of my favorite systems I thought, "Why not?". I'd like to take this time to thank the following people for the bang up job they did on their supplements. They are Joshua Reyer, Mark Chase, Hank Driskill and John Gavigan. I would also like to thank Russet McMillan. Her Highlander fan fictions are some of the best. This version has not been play tested as of yet. I would appreciate it if anyone who uses it send me some e-mail about what you think. Your input will be most helpful. I am already working on streamlining the supplement for a new version. So after many months of procrastination, research, and rewrites; here it is! III) CHARACTER GENERATION: Blood of Kings *Alignment: Any *Attributes: Roll 4d6 for each *Hit Points: 1d6+P.E. *S.D.C: 5d6 for base *Quickening: M.E.+P.E. *Weight/Height: Standard human *Age: Apparent age is that of the first time of death.This is usually from 25 to 35. Actual age can be anywhere from being the same as the apparent age to being 1000+ years old. Players who want to play immortals that are older then 1000 should ask their GM, as older immortals can unbalance a game. Both apparent and actual ages can either be chosen or rolled randomly. Apparent Age=15+3d10, (18 to 45); Actual Age=Apparent Age+(1d10x1d100), (19 to 1045). *Sex, Appearance, Disposition: As Normal Human *Experience:Use Demigods & High Elves chart on page18 of Rifts Conversions Book Two: Pantheon of the Megaverse *Attacks Per Melee: 2 attacks to start plus any gained through physical training and Martial Arts (This rule changes when using the Ninjas and Superspies rules) IMMORTAL BONUSES The two greatest assets that an Immortal possesses is his/her Quickening and Age. An Immortal's Quickening is his power and his life force and takes the place of Chi, I.S.P., and P.P.E.. In many ways the Quickening of an immortal is a pure form of Ley Line energy; it is all the different energies at once. An immortal can only increase his Quickening by killing other immortals. This is done by taking the head of another immortal. Once this happens there is an equivalent Ley Line Storm as the victor absorbs the losers Quickening. This Quickening Storm causes 1d4 points of electrical damage per point of the losers Quickening score to a radius of 5' per point of the losers Quickening score. This will mostly effect glass and any items susceptible to electrical attacks. People generally take no damage from the Quickening unless they are near any explosive or conductive materials. The Quickening storm has a duration equal to the total of the losers Quickening scores in seconds. The age of an immortal is also of great importance. Older immortals have greater numbers of skills and expertise. They also have higher values of Quickening. Immortal Skill Bonus Chart Age Bonus 50-100 5 R.C.C. 3 Secondary 100-250 7 R.C.C. 4 Secondary 250-400 9 R.C.C. 5 Secondary 400-550 10 R.C.C. 6 Secondary 550-700 11 R.C.C. 7 Secondary 700-850 13 R.C.C. 8 Secondary 850-1000 15 R.C.C. 9 Secondary etc. etc. Immortal Skill Bonus Chart (When using Skill Programs Rules) Age Bonus 50-100 1 Program 1 Secondary +5% to Skills 100-250 2 Programs 2 Secondary +6% to Skills 250-400 3 Programs 3 Secondary +7% to Skills 400-550 4 Programs 4 Secondary +8% to Skills 550-700 5 Programs 5 Secondary +9% to Skills 700-850 6 Programs 6 Secondary +10% to Skills 850-1000 7 Programs 7 Secondary +11% to Skills etc. etc. These skills can be used to buy new skills or to increase the levels of existing skills. When used to increase skill levels, only R.C.C. skills can increase R.C.C. and only secondary skills can be used to raise Secondary skills. During character generation this can be used to increase the Quickening Rating of the character. This is done by buying Quickening with the Bonus skills. (Note only Bonus skills can be used this way) Giving up a R.C.C. skill will give the immortal 5 points of Quickening. Giving up a Secondary skill will give the immortal 2 points of Quickening. Immortals can also spend 2 points of Quickening to increase a level of a skill by one. Example: Jonus, the "new" immortal is 700 years old. His bonus is 13 R.C.C. and 8 Secondary skills. He decides to boost his Quickening by selling 3 R.C.C. and 5 Secondary skills. His Quickening is now increased by 25 points while he still has 10 R.C.C and 3 Secondary skill extra. When using an educational table to determine skills for characters the followings buying rules for quickening are as follows. For every bonus skill program that the character gives up, he will gain 6 points of Quickening. Every Secondary skill that is given up the immortal gains 1 points of Quickening. As before an immortal can spend 2 points of Quickening to increase one skill by one level. Example: Jonus, the "new" immortal is 700 years old. His bonus is 6 Skill Programs, 6 Secondary skills, and +10% to all his skills. He decides to boost his Quickening by selling 3 Programs and 5 Secondary skills. His Quickening is now increased by 23 points while he still has 3 Skill Programs and 1 Secondary skill extra. When making an immortal the initial Quickening rating of the immortal will be equal to his or her Mental Endurance and Physical Endurance added together. After a Quickening, an immortal can spend 2 points to increase the level of a skill he and the loser both possessed, 3 points to increase the level of a skill he possessed but his opponent didn't, 4 points to start a new skill the opponent had and he didn't, or 5 points for a skill neither of them had. POWERS OF IMMORTALITY An immortal can permanently expends points of Quickening to buy immortal powers. The powers and their costs to buy and use are as follows. 1) Sense Quickening (Automatic for all Immortals) This ability allows an immortal to sense another of his kind. The information gained is limited to how many. Location and all other information concerning the immortal cannot be gained. An immortal cannot be surprised by another of his kind. The range of this ability is equal to the sum of the Quickenings of the immortals in feet. 2) Regeneration (Automatic for all Immortals) In addition to an immortals immunity to age and disease, they also possess enhanced healing capacities. Immortals heal 10 S.D.C. and 2 Hit Points of normal damage every 10 minutes. Damage from fire, electricity, or magic heals at a rate of 10 S.D.C. and 2 Hit Points every 30 minutes. They will completely heal after 24 hours. Can make saving throws to resists poisons, toxins, drugs, and radiation every 10 melees. All healing returns them to their original forms without scaring. Only in cases of neck injuries and lost limbs is there a difference. Neck injuries leave scars and lost limbs do not regenerate normally. While this regeneration makes an immortal highly resilient this does not make them invulnerable. There is a certain amount of damage that the immortals body will be able to take before their bodies just disintegrate. This will be due to such things as explosions, big fires (As in the plasma range), being dropped in meat grinders, etc. In game terms, an immortal can receive a maximum of twice his total Hit Points and S.D.C. in damage. An damage beyond that will kill the immortal. Example: Quinten has been after Ishak for the last two days. Following one of his leads on the where abouts of Ishak he heads to a flophouse across town. When he gets there he discovers it is a trap and sets off a bomb left there. Quinten has 28 points of S.D.C. and 20 Hit Points. This gives him a maximum damage threshold of 96 points of damage. The bomb and the subsequent fall to the street 40 feet below does 100 points of damage total. Quinten has taken so much damage that his body is completely ripped apart and he dies the Final Death. 3) Breath Without Air (Quickening Cost: 5) This ability allows an immortal to survive in near airless environments. In water an immortal can breath for 2d6+6 minutes per Quickening point spent. In smoke or gas filled environments it is 2d6+6 seconds per Quickening point spent. When buried this only lasts for 2d6 seconds per point. Once all the Quickening is exhausted the immortal "dies". 4) Empower Weapon (Quickening Cost:10) This powers allows an immortal to infuse his weapon with a portion of his Quickening. In the movies and T.V. series this is represented by a discharge of sparks when the swords clash. By spending a point of Quickening, an immortal can increase the damage of his weapon by 1d6 or increase its resilience by 10 S.D.C. This bonus lasts for 1 melee round. (Note on M.D.C. worlds this power allows an immortal to "convert" his weapon into an M.D.C. Weapon causing M.D.C. damage.) 5) Heal Self (Quickening Cost:15) The normal recuperative powers of an immortal are quiet formidable. With this power they become even more so. For every point of Quickening spent, the healing rate listed under the regeneration power is halved. This power only works when the immortal is conscious. If unconscious, the immortal must first heal to consciousness normally before utilizing the power. 6) Extraordinary Physical Strength (Quickening Cost: 20) +20 to P.S. attribute. This ability lasts for 1 melee round per quickening point spent. 7) Extraordinary Physical Prowess (Quickening Cost: 20) +10 to P.P. attribute and +1 attack per melee. This ability lasts 1 melee per Quickening point spent. 8) Extraordinary Physical Endurance (Quickening Cost: 20) +10 to P.E. attribute and +20 to S.D.C. This ability last for 1 melee round per Quickening point spent. 9) Extraordinary Mental Affinity (Quickening Cost: 20) +10 to M.A. attribute. This ability lasts 1 minute for every Quickening point spent. 10) Heightened Senses (Quickening Cost: 25) This ability allows an immortal to use the Sense Quickening ability for extended purposes. With it an immortal can sense P.P.E., I.S.P., Chi, and Ley Line Nexuses. The sense works mush like a geiger counter, it becomes stronger as he moves to the source. The range works like sense Quickening. Costs 1 Quickening point per melee of use. 11) Mental Assault (Quickening Cost: 25) An immortal with this ability can use his Quickening to disrupt the concentration of another individual. The target must be within 20 ft of the immortal and within line of sight. The target must make a Saving Throw vs Psionics (15 or Better for non-psionics and mortals, 10 or better for Psionics & Immortals) Failure to make the save results in a loss on initiative, a -3 to strike, parry, and dodge rolls, and a -10% from skill rolls. The effects last for 1d4 melee.Can be done once a minute and costs 5 Quickening per use. 12) Induce Pain (Quickening Cost: 30) An immortal who has this ability can use his Quickening to directly attack another characters life force. This will cause excruciating pain in the character. The range of this ability in 10 ft and the target must be within sight. The saving throw for this attack is the same as the save for Mental Assault above. Characters that fail the roll suffer a loss of initiative, -1 attack, -6 strike, parry, and dodge, and -30% to skills for 1 melee round. This ability can be used once a minute for a cost of 10 Quickening points. 13) Speed of the Stag (Quickening Cost: 30) At the cost of 1 Quickening point per minute of use, an immortal can increase his SPD attribute by +20 and his attacks per melee by 2. 14) Limited Invulnerability (Quickening Cost: 35) With this ability the immortal can all but ignore injury. This affords the immortal with the ability to take only 1/4 damage from physical attacks. 1/2 damage is taken from falls, crashes, and energy attacks. Psionics, gas attacks, magic, and poisons do normal damage. The duration is one melee per 2 points of Quickening spent. 15) Greater Healing (Quickening Cost: 35) This ability is considered impossible by many immortals. with it an immortal can instantly heal from injuries. This even includes regrowing severed limbs. the only catch to this ability is the cost. Usage of this power will instantly heal an injury (save beheading) but at a permanent cost of 10 Quickening points. These points don't, however, need to come form only one immortal. Another immortal can offer some of his Quickening. This is also a permanent loss. 16) Increased Healing (Quickening Cost: 35) An immortal with this ability can help increase the level of a mortals healing capacity. By touching or standing near (within 5ft) of the mortal, the immortal can double this mortals healing rate. The cost is 2 Quickening per hour of use. 17) Healing Touch (Quickening Cost: 40) With this ability an immortal can transfer some of his Quickening into mortal to instantly heal them. The immortal must be touching the subject to make this ability work. It takes two minutes of concentration and costs 3 permanent and 3 temporary Quickening points to use. The subject regains 1d8 Hit Points or 2d6 S.D.C. 18) Sense Quickening Greater (Quickening Cost: 40) This power works like sense Quickening and Heightened Senses combined. With it an immortal can sense the Quickening of other immortals, P.P.E, I.S.P., Chi, and Ley Lines. This ability now works all the time. An immortal can also gain information about other immortals from sensing their Quickening. This ability is at 15% +5% per level. When an immortal makes a successful roll they are able to recognize the immortal they are sensing. This will also allow them the recognize the Quickening of other immortals that the same immortal had taken the head of. (This only works if the character using this ability has met the immortal previously) It costs 5 Quickening points to use this ability to identify other immortals. 19) Quickening Memory (Quickening Cost: 45) This power is considered a legend among many of the immortals and is usually only known by the most powerful of immortals. With it an character can access the memories of the immortals whose heads he has taken. By spending 5 points of Quickening the immortal can remember what one of his opponents had experienced. By spending 10 points of Quickening the immortal can use one of the losers skills. By spending 25 points the immortal can bring the losers whole psyche to the surface. This, however, is the most dangerous aspect of the power and can result in the immortal forming a split personality. 20) The Last (Quickening Cost: 50) This is not any one ability and is left up to the GM's discretion as to whether it will be used or not. This represents the abilities that certain immortals have possessed that has defied all explanation. (Even by the oldest of immortals) Some examples that have shown up in the television show and in the movies are as follows. *Hayoka: This ability was possessed by James Koltec. With it he was able to absorb the evil of others into himself and thus cleanse others of much of their pain. *Illusionist: This ability was possessed by Nakano and later Kane. With it they where able to create visual and audio illusions. Multiple images, illusory disguises, and certain other visual tricks where pulled off by these immortals. *Hallucinations: The Immortal Garrick was able to project the mental illusion of a spectral figure into the mind of Duncan MacLeod (of the clan MacLeod :->). While Duncan thought it was real no one else was able to see what he was seeing. *Farseeing: Garrick was also credited with having the ability to see occurances that were happening miles away. He was burnt at the stake for witch craft when he used this remote sensing ability. *Focus: During the second movie (Okay, Okay, I know this movie sucked; but, what Rameriez did near the end was really cool so I thought to include it) Rameriez was able to Focus all of his power into a single point and repel the descending fan blade long enough for Connor and the girl to escape the death trap. *Animal Powers: Though it was listed as a separate power, Speed of the Stag was in fact an animal power. That is Connor seemed to absorb some of the stags speed into himself. In the series, the Immortal Kanis claimed that all he had to do was think it and his dogs would attack. Also in the series, the Immortal John Durgan seemed to possess the ability to roar like a lion or a bear. Possibly this was indicative of super human strength. *Divine Voice: The Immortals Cassandra and her former student, Roland Kantos both possessed the ability to command others with there voices. With it they could make a mortal kill themselves or sap an immortals strength. Cassandra seemed able to stun from a distance with her scream. *Precognition: Cassandra also claimed to be able to see certain aspects of the future. While this was never confirmed, you never know.... The above is by no means an exhaustive list of the abilities that can be gained by The Last. GM's should feel free to create or adapt abilities that they feel will spice up their game. Only the price listed above should not change. The Prize The Prize is the final power of the immortals and can only be possessed by the winner of the Game. The true nature of this ability is a source of great speculation among the immortals. Some believe it is mortality, others believe it is a true connection to all living things. Whatever the truth it will easily make the winner the ruler of the world. The Quickening points used by an immortal to fuel his powers are replenished at a rate of 2 points per hour. Unlike psychics and magic users, this value does not increase when near Ley Line Nexuses. Some of the other side effects of the Quickening are as follows: *Vampires and other P.P.E. consumers gain no sustenance from an immortal. *Immortals cannot astral project or Mind Walk *Any outside manipulation of P.P.E, I.S.P., or Chi is ineffective. *Immortals cannot be physically transformed in anyway. *Immortals suffer no ill effects from time travel or Temporal Energy Manipulation by Time Lord Magic. *Immortals cannot lend their Quickening to others for usage in Martial Arts Skills, Psionics, or Magic Rituals. *Immortals cannot use items that require I.S.P., P.P.E., or Chi to operate. *Immortals cannot use bionics or cybernetics. Any bionics or cybernetics would be rendered into slag by a single Quickening. Simple prosthetic are, however, allowable (Hook hands and fake legs) *Finally, immortals are completely sterile and cannot reproduce by natural or artificial means.(A mystical means of reproduction my exist) LIGHT AND DARK QUICKENINGS (Optional Rules) The following rules are for the phenomenon of Light and Dark Quickenings that have been mentioned in the Highlander television series. GMs do not have to include these rules in their campaign if they don't want too. During the course of the Highlander TV series there have been mention and incidents of Quickenings that have drasticly changed the personalities of immortals who received them. The first mention of this phenomenon was linked to Darius. Before he became a monk, Darius was a great and ruthless general. It was after he took the head of the "Good Immortal" that he gave up his warrior ways and became a man of the cloth. Later in the series we saw both Duncan and his friend Koltec overcome by Dark Quickenings during the episodes Something Wicked and Deliverance. Koltec had, as stated above, been a Hayoka. He had absorbed enough evil from the world and from other immortals that he was eventually turned evil. When Duncan took his head he received the Dark Quickening and became evil himself. It was only through the intervention of Methos and the use of a magic spring that Duncan was able to escape the effects of the Dark Quickening. In games terms Light and Dark Quickenings are handled in the following manner. When an immortal takes the head of another of his kind compare the M.E.s of the two immortals. If the winner has the higher value then there is no ill effects. If the loser had the higher M.E. then the winner will get a Dark or Light Quickening point. Good alignments give Light; while, Evil alignments give Dark points. During the Quickening the winner will also absorb the excess points that his opponent had accumulated. Light and Dark Quickening points are mutually destructive. Example: Quinten beheads Ishak and takes his Quickening. Ishak had an M.E. of 14 while Quinten has an M.E. of 9. Since Ishak was Aberrant, Quinten gains 1 Dark Quickening point. Ishak also had 2 points of Dark Quickening in his pool. Now Quinten has 3 points of Dark Quickening. If Quinten had already possessed 6 points of light Quickening then his new total would be (6-3=3) Light Quickening Points If at any time an immortal incurs enough Dark Quickening points that the total of these points is greater than the immortals M.E. then the immortal will suffer a Dark Quickening. The immortal must now roll a Save vs Possession with the target number being 19 or higher. If the immortal makes the roll then they have resisted the Dark Quickening for the moment. They need not roll again unless they gain another point of Dark Quickening. If the immortal can get their Dark Quickening value down then they will be out of danger for the moment. If the immortal failed the Save then they are consumed by Darkness and will have their Alignment changed to Diabolical. Once transformed the immortal will act as their new alignment would dictate. If the player wants to return back to his old self then he will have to do one of the three following processes. The first method would be to work your way back towards a Light Quickening. This means the immortal would have to accumulate enough Light Quickening Points to negate all the Dark Quickening points that he had and to total more than his M.E.. Once this state was reached the immortal would roll as above. Any roll of 19 or more means the immortal has returned to his original state. The second method would involve the use of some form of powerful magic. In the series this was a magical spring in France. Once the magic is used, the immortal should face his evil dopplegangehr in astral combat. This involves the immortal fighting an exact copy of himself. Treat as a normal duel. Whichever personality wins will be the dominant personality. Finally, this method can only be done once on an immortal. The final method would be to find a Hayoka. An immortal, or even a mortal, with the Hayoka ability would be able to absorb the Dark Quickening points into himself or pass Light Quickening points into the afflicted immortal. Transferring this way will allow the immortal to make the Save vs Possession roll at 15 or better once they have reached zero Dark Quickening points. The only danger is to the Hayoka who will run the risk of being over run by the Dark Quickening himself. These rules are handled in the exact reverse fashion when dealing with Light Quickenings. When creating NPC's the GM can determine the number of Light or Dark Quickening points that they will have by rolling 1d4 per century that the immortal was alive, Rolls of 1 or 2 are Light while rolls of 3 or 4 are Dark. The difference between the two values is the NPC's Light/Dark Quickening Pool. GMs can also make this rule for PC's if they wish. If not then just assume the immortal has a total of zero. SKILLS R.C.C. Skills: W.P. Sword Lore: Immortals History (+20%) Conceal Sword (+20%) Languages: Pick 1+(Actual Age/100) rounded up in languages (+15%) R.C.C. Related Skills: Pick 10 at level 1 and then an additional skill at levels 4, 8, 12, and 15 Communication: Any Domestic/Cultural: Any (+10%) Electrical: Any Espionage: Any (+15%) Mechanical: Any Medical: Any (+5%) Military: Any (+5%) Physical: Any (+10%) Pilot: Any Pilot Related: Any Rogue: Any Science: Any Stage Magician: Any (+10%) (Beyond the Supernatural) Technical: Any (+15%) W.P.: Any (+1 to Ancient) Wilderness: Any (+5%) Temple & Philosophy: Any (Ninjas & Superspies) Historical: Any (Transdimensional TMNT) Secondary Skills: Pick 5 form the previous list without any of the bonuses. Receive a new secondary skill at levels 3, 7, 11, and 15. When using the random educational table to determine skills follow these rules for immortals. Scholastic Skills : Basic Mathematics-98% Read/Write Native Language-98% Speak Native Language-98% W.P. Sword Lore: Immortals History (+20%) Conceal Sword (+20%) Languages: Pick 1+(Actual Age/100) rounded up in languages (+15%) Any 2 Additional Skill Programs (+5%) (Remember that choosing any repeat skills means you have gained the next level in that skill) Secondary Skills: Pick 8 from the Secondary Skills List found in most Palladium books. Receive a new secondary skill at levels 3, 7, 11, and 15. New Skills and Martial Arts: Lore: Immortals While this skill is usually only possessed by immortals; humans, such as Watchers, can also have it. This skill represents a mortal or immortals understanding of the Game and of the immortals in it. Immortals can use this skill to simulate the Flashback aspect of the Highlander universe. A successful skill role means that the character recognizes another immortal due to prior contact. It also is used to determine a characters knowledge of other, legendary, aspects of the immortals world. These include fabled immortals, ancient artifacts, and Dark Quickenings. Base Skill (20%+5% per level of experience) Conceal Sword This is the skill to conceal a sword on ones person. Many times in the series Duncan and other Immortals seem to draw their swords from impossibly small or short coats. This is the representation of this ability. Base Skill (30%+5% per level of experience) Weapon Proficiency Sword (New/Optional) This skill works like the regular skill W.P. Sword found in most any of the Palladium Books. There are: however, a few modifications. Using this skill in place of the one offered in the Palladium books will offer a more diverse set of bonuses. These bonuses reflect the optional sword combat system discussed later in this supplement. Level 1 +1 Strike and +1 Parry; Level 3 +1 Dodge and +1 Power Blow; Level 5 +1 Entangle and +1 Disarm; Level 7 +1 Charge and +1 Trip; Level 9 +Feint and +1 Head Shot; at each odd level after the 9th the character gets to add +1 to the above mentioned skills. Hand to Hand: Martial Arts (Tao) (Optional) Requirements: Character must be over 200 years of age and must spend 3 skills to buy this Martial Art form. Young Immortals can bypass the age requirement if they have a teacher who is another player character and possesses the martial art. (Must role play at least two "training sessions" for this to work) Level 1st Two attacks per melee; +2 roll/pull with punch, fall, and impact; +2 Strike 2nd +3 Parry and Dodge; +2 strike 3rd +3 roll/pull with punch, fall, and impact; Kick Attack (1d6) 4th +1 Attack per Melee; +4 Damage 5th Jump Kick(Critical); Entangle 6th +3 Parry and Dodge; Critical Strike on Natural 18,19, or 20 roll 7th Knockout/Stun on natural 17, 18, 19, or 20 roll 8th Leap Attack (Critical Strike); +1 Attack per Melee 9th Karate Style Kick (1d8) 10th Judo style Body Throw/Flip;1d6 damage, victim loses initiative; +1 attack 11th +2 Strike; +4 Damage 12th +2 Parry and Dodge; Deathblow on Natural 20 13th +1 Attack per Melee 14th +2 Damage 15th +2 Strike Note: All Tao Bonuses can be used with weapons without penalty. (Provided the immortal already possesses W.P. in that weapon) Special Martial Arts Form (For use in the Ninjas and Superspies system) Tao (Immortal Form) Entrance Requirements: No attribute or alignment requirements Skill Cost: Must be 200 + years old and must spend 5 skills As immortals mature and learn more and more fighting techniques, they begin to combine them into a single form given the name Tao. After two hundred years of life immortals can opt to have this ability. This form will vary from immortal to immortal in all but one way. Immortals can use their sword with this form for full bonuses. At first level this skill appears to be HTH Martial Arts (Agent). As levels increase, however, an immortal can pick 1 new combat skill per category from any of the Martial Arts listed in Ninjas and Superspies and Mystic China. Costume: Variable (Although A trenchcoat is most likely to be worn) Stance: Variable Combat Skills: Attacks per Melee: 2 Escape Moves: Roll/Pull with Punch, Fall, and Impact Basic Defense Moves: Dodge, Parry, Autoparry Advanced Defense: None at fist level Hand Attacks: Strike (Punch), Knife Hand, Power Punch Basic Foot Attacks: Kick Attack, Snap Kick, Roundhouse Kick, Drop Kick. Jumping Foot Attacks: Jump Kick Special Attacks: Deathblow, Leap Attack, Body Block/Tackle, Body Flip/Throw Weapons Katas:Sword Modifiers to Attack: Pull punch, Knockout/Stun, Critical Strike, Critical Strike Rear Holds/Locks:None at first level Skills Included in Training: Martial Arts Powers: Can learn any power from any category or Form at the cost of one skill per power. Tao Level Advancement Bonuses 1st +2 Parry and Dodge; +2 Strike 2nd +1 Attack per Melee 3rd +4 Roll/ Pull with Punch, Fall, and Impact 4th +4 Damage 5th +2 Strike; +1 Attack per Melee 6th +3 Parry and Dodge 7th Knockout/Stun on Natural 18,19, or 20 8th +2 to Thrown 9th +2 Damage to Kicks 10th Critical Strike on 18,19, or 20 11th +2 Strike; +4 Damage 12th +2 Parry and Dodge; Deathblow on Natural 20 13th +1 Attack per Melee 14th +2 Damage 15th +2 Strike, +1 Attack per Melee Why Study Tao? Lets face it the best of everything. Equipment and Weaponry: While the weaponry and equipment carried by an immortal can vary form game setting to game setting; there will always be one constant in the immortals repetoir. The sword is an ever present feature of an immortals life. While it is possible to carry rune swords and the like, an immortal will most often carry a sword for sentimental reasons. The sword should reflect the personality of the immortal. Money and Valuables: Immortals also have the common advantage of having amassed great wealth over the centuries. While it is not unheard of for an immortal to be poor; most immortals will learn to amass large sums of money over the years. Immortals should roll once on each of the following charts for every century of life. Chart One: "Life" Savings 1-12 $1000 13-26 $2000 27-38 $3000 39-50 $4000 51-63 $6000 64-76 $8000 77-88 $10000 89-100 $12000 Chart Two: Inheritance (Wealth that an immortal has "bequeathed" to himself) 1-10 Cash 2d6 x $10000 11-20 Rare Books 4d6 x $10000 21-30 Cash 4d6 x $10000 31-40 Stock 2d4 x 100 at $100 each 41-50 Home 2d6 x $100000 51-60 Trust Fund 3d4 x $100000. Can draw 10% of the total per year 61-70 Rare Coins 2d4 x $100000 71-80 Cash 6d6 x $100000 81-90 Antiques 2d4 x $100000 91-100 Bonds 1d6 x $100000 Chart Three: Treasures (Roll on this chart only if the immortal is over 100 years old. If over 100 years old then only roll once) Note: These usually come in the form of precious stones and metals. 1-14 1d4 x $10000 15-29 1d6 x $10000 30-44 2d4 x $10000 45-59 3d4 x $10000 60-74 4d4 x $10000 75-88 4d6 x $10000 89-100 6d6 x $10000 Experience Table: Immortals (This is from the Pantheons of the Megaverse sourcebook) Level Points 1st 0,000-2,400 2nd 2,401-4,600 3rd 4,601-9,200 4th 9,201-18,400 5th 18,401-28,300 6th 28,301-48,000 7th 48,001-78,000 8th 78001-110,000 9th 110,001-150,000 10th 150,001-200,000 11th 200,001-250,000 12th 250,001-310,000 13th 310,001-380,000 14th 380,001-470,000 15th 470,001-600,000 IV) COMBAT: No Man Can Be My Equal (Optional) It is almost inevitable that when more than one immortal interacts there will be swords drawn. The sword and the duel are as much apart of any immortals life as living forever is. The following section is for those who would like to add a new dimension to their role playing of duels. The basic premise to the combat system is still left intact from the Palladium system. Initiative is still rolled, followed by the players attacking and defending in order of the initiative rolls. The difference comes in what you can do during those attacks and defenses. There are 10 standard maneuvers that can be preformed during sword combat. Strike: This is a basic attack (slash, thrust, jab, etc) and is rolled normally. (Any roll of 4 or less after bonuses and penalties misses). Image: Duncan swings his katanna at his opponent with a swift motion. Parry: This is a basic defense and is rolled normally. This will be your primary defense against attacks. (Any roll that is equal or higher than your opponents roll is successful). Image: Duncan quickly brings his katanna up to deflect an incoming attack with a clang of steel and a shower of sparks. Dodge: This is the same as the basic maneuver listed in the Palladium combat system with a few adjustments. A combatant may; however, opt to jump back or back away from combat to avoid an attack. If so they may be pulled out of range of combat and either they, their opponent, or both must spend actions to close the gap. Image: Duncan, at the last instant, ducks down. Duncan's opponent's blade swings through empty air just inches from his head. Entangle: When using entangle the attacker has caused the blades to lock. IF the defense against this attack was not a successful dodge or parry then both combatants roll 1d20 and add their damage bonuses due to P.S.. After the roll, the winner gets automatic initiative the next melee round. The current melee round ends regardless of the remaining number if attacks each combatant may have left. Image: Duncan, with teeth barred, strains as his blade is locked with his opponent's. With a shrug of his shoulders he knocks his opponent off balance then moves in for the kill. Charge: Roll a basic strike roll. A successful roll which is not defended against will do double damage. If the defender is still able to attack then they get a free attack on the attacker. Image: Duncan quickly closes the distance between himself and his opponent as he runs his foe through with his katanna. Disarm: This is a called shot (14 or better to succeed) if the defender cannot successfully defend against this attack then he loses his weapon. Image: Getting the right leverage with the flat of the katanna blade, Duncan sends his foe's blade sliding across the floor with a deft flick of the wrist. Feint: This attack works like a bluff. Roll the first strike normally. If the defender fails to properly defend against this attack then the attacker gets to make a second roll. This is the actual to strike roll and must be made without any bonuses. This second roll cannot be defended against.This second attack is a basic strike. Image: Duncan, with cat like speed, first strikes high, drawing his opponent away from his true objective, then slashes low across his opponents belly. Trip: This attack forces the defender onto uneven ground or into a situation where he will lose his balance. If the defender does not execute a successful dodge (and/or a Maintain Balance roll if they have Gymnastics or Acrobatics) then they lose their next attack. Image: With a flurry of quick slashes, Duncan drives his opponent back over some loose; debris sending the hapless immortal sprawling. Riposte: This is a special defense that utilizes speed to make a quick strike after a parry. This defense and the following attack are done without the benefit of bonuses. The player using riposte rolls a parry against an incoming attack. If this roll is successful then the defense is successful and the attack is successful. The parry roll is also the strike roll. This will only count as one attack. Image: Duncan quickly blocks an incoming attack and then follows through with a quick thrust. Attack Weapon: This special attack is handled like a regular called shot. If the attack is successful then the damage dealt by the blow is done to the opponents weapon and not the opponent. Most swords will have an S.D.C. of 100. The tactic is a favorite for immortals with the empower weapon ability. Image: With the sound of cracking steel and a shower of blue sparks, Duncan shatters his opponents sword. (Note: In M.D.C. worlds Empower Weapon will make this value 100 M.D.C.) Power Blow: Ignore critical strike rules when using Power Blows in duel combat. (Critical strikes still apply in HTH combat.) The attacker completely commits himself to the attack. Roll as if a called shot. IF the attacks is successful then it does double damage. The attacker now has no bonuses to defend against the next attack directed against him. (Those without bonuses to begin with suffer a -2 to their next parry or dodge roll) Image: Duncan swings with all his might to bring his sword down on his opponent. With a clang of steel and the wet sound of slicing flesh his connects. He then just barely has enough time to raise his blade again to defend against the counter attack. Head Shot: The ultimate called shot. The attacker must roll an 18 or better. If the opponent fails to defend properly against this attack; then the attacker deals his damage directly to the defenders hit points. If the opponent is reduced to zero hit points in this manner, then the have been beheaded. Natural Rolls of 19 or 20 do double damage. Image: Duncan's opponent has only a moment to gasp before the katanna blade passes through his neck and his head comes form his shoulder. The above list is by no means exhaustive. V) ROLE PLAYING IMMORTALS: Rules of the Game The immortals live by certain unwritten rules handed down through the ages. As they move through time they wait for the time of the Gathering. With the Gathering the few who remain will be drawn to each other. They will fight till the last. In the end there can be only one. The one law that no immortal would break is the sanctity of Holy Ground. No immortal will fight on Holy Ground. It is tradition. No immortal would jeopardize his option of sanctuary on Holy Ground. Even the strongest among them needs a safe haven from time to time. Immortals will know when they are on Holy Ground. They can sense it. If this sense stops them from fighting is up to them. The next rule is one on one combat. When one immortal challenges another there can be no interference. The reason for this are traditional and practical as was the case with the rule of Holy Ground. When two immortals fight their Quickenings mingle together. When one Immortal wins all that Quickening is drawn into him as a vortex of energy. If a third immortal takes part in the duel then there is a problem. Now not only has the immortal that landed the final stroke gained the Quickening of the loser, he has also gained a portion of his partners Quickening. The partner, in this case, will lose 10 points of Quickening to the winner. If this is the last ten points that he had, then he will die. Immortals that watch as two other immortals duel do not lose any Quickening when one wins. They do however take a small penalty for on Melee Round. The sudden vortex of energy will slightly disrupt the observing immortal's Quickening. This turns out to be a momentary loss of strength and a few moments of nausea. -1 attack per melee, and -1 to all combat rolls for a melee round. The final rule of the immortals is one of secrecy. Mortals have in the past feared and branded immortals as devils. This has led to a tradition of secrecy among immortals . This tradition has kept many immortals safe from with witch hunts. No mortals should witness combat or a Quickening. The existence of immortals should be kept from all but the most trusted of mortals. GM section: Holy Ground This section of the rules should be kept from the player characters at all costs. It's more fun that way. Randomly roll or choose one of the out comes from the following table to determine what happens when immortals fight on Holy Ground. If you don't like any of the selections, then come up with your own rule. Ground rule is don't tell your players. Quickening Mishap Table (for combat on Holy Ground) 1-50 Mega Quickening: The Quickenings of both immortals are totaled together the final value is then multiplied by 100. This is the amount of Mega Damage that the is done to a radius of 10 foot per point of total Quickening. The immortal who won will receive damage from this Quickening. If this is enough to kill the immortal then he will suffer the final death. 51-65 Quickening Loss: The winner gains no Quickening and loses 10 points of his own. If reduced to zero in this fashion then the immortal will suffer True Death. 66-80 Quickening Backfire: Combat on Holy Ground will cause the Immortals' powers to work improperly. Usage of any power that does damage to another will instead do damage to oneself. Any power used to increase attributes will reduce them. (Example: Using the charge weapon power will cause the immortals weapon to take the damage bonus into it's own S.D.C. instead of using it against the opponent.) In addition. the winner will suffer 6d6+6 points of potentially fatal damage. If the immortal is not killed by this damage them they will heal the damage as if they were a normal human. 81-90 Quickening Mark: Your Quickening has become tainted. Any immortal that senses you will be compelled to attack you. Even friends and loved ones will attack you once they sense your taint. No immortal will respect your usage of Holy Ground. If another immortal kills you while you are on Holy Ground they will not receive a taint; but, will not gain any Quickening and will lose 10 points their own Quickening. 91-95 Quickening Rebirth: Consumed completely by the Quickening; the winner of the duel is instantly turned to ash. The loser then must make a percentile roll below the value of their Quickening (If the immortal's Quickening is over 98 then the roll must be 98 or less). If they fail then they too have died the Final Death. If they make the roll then they absorb all of the Quickening of the winner and are ] reborn to the physical state they were at the time of their First Death. 96-100 Nothing Happens-You gain the Quickening of the loser and go about your life. Suffer no ill effects. (Note at this point no other immortal would ever trust you again.) VI) CAMPAIGNING: In World With the Darkest Powers WATCHERS AND HUNTERS While most of humanity has been unaware of the existence of immortals, so have most immortals been unaware of the Watchers. The Watchers are a society of mortals that have been observing and recording the activities of immortals since the dawn of time. They hope to preserve an accurate record of the activities of all immortals. They have sworn to observe; but, never interfere. This has changed in recent times as some Watchers have become Hunters to disrupt the Gathering. Many times, a group of competent Hunters is far more dangerous then the blade of any immortal. The following is the stats for the Watchers using the Ninjas & Superspies Rules or Organization building. The Watchers/Hunters (200 point ) (Note: All Watchers Possess Lore:Immortals(+10%)) Agency Features A) Outfits: None B) Equipment: Electronic Supplies (10) C) Weapons: Armed Agents (5) D) Vehicles: Fleet Vehicles (10) E) Communication: Secured Service (10) F) Offices and Distribution: Ubiquitous (50) G) Military Power: None H) Sponsorship: Agent Sponsored (50) I) Budget: Small Potatoes (15) J) Administrative Control: Rigid Laws K) Internal Security: Lax (5) L) External Infiltration: Blanket Infiltration (35) M) Agency Credentials: Unknown (3) N) Agency Salary/None (7) PALLADIUM WORLDS Here is a listing of the different worlds that Highlander style immortals could play in. With each listing are suggestions for the O.C.C.'s for Watchers and one or two adventure ideas. Beyond the Supernatural This supplement is primarily written for the Beyond the Supernatural Game. The fact that most people in this world don't believe in supernatural phenomenon is perfect. Watchers should either roll normally on the Education Table or choose the Parapsychologist O.C.C.. Immortals can learn some magic rituals; but, will need external sources of P.P.E. to power them with. Adventure Idea: Two immortals race to claim an ancient artifact of power to gain an edge in the Game. The artifact is guarded by many supernatural obstacles. Ninjas & Superspies As was the case with Beyond the Supernatural, this too will make a perfect setting for highlander style immortals. Watchers in this genre should choose from Operative Agent, any Free Agent, or Veteran Grunt O.C.C.'s. Immortals can learn Martial Arts by spending 2 skills for normal and 4 skills for exclusive forms. Each century of life allows an immortal to buy 1 Martial Arts form. (Example: A 600 hundred year old immortal could learn 6 Martial Arts forms) Any Chi bonuses are added to the Quickening score and any Martial Arts powers that require Chi to use should now be powered by Quickening. Adventure Idea: The PC must run a martial arts gauntlet to reach an ancient foe and settle an old debt of honor. Secret Agent Watchers/Hunters could be thrown into the mix. Rifts Immortals fit perfectly into this world. As stated before; however, they must avoid all cybernetics and implants. It should also be noted that Ley Line Nexuses can act as Holy Ground and may become Rifts during a Quickening. While Watchers/Hunters can be any O.C.C., they will tend towards Rogue Scholars or Headhunters. Adventure Idea: The Immortal(s) true nature is discovered while they reside in one of the Coalition States. The PC's must now run from the authorities and get out of the city. Teenage Mutant Ninja Turtles and Other Strangeness While this setting allows for a much lighter gaming atmosphere, the Highlander style immortals can seem pretty out of place. The Transdimensional TMNT supplement to this game is; however, an excellent tool for creating campaigns indifferent time periods time. Adventure Idea: Doctor Feral has discovered the true nature of the characters. He uses his Bio Spawn resources to hunt down the heroes for capture and examination. Any caught immortals may suffer multiple vivisection at the mad doctors hands. Heroes Unlimited There is little in common between Highlander and this game. It is suggested that you avoid using an immortal character in this game. Adventure Idea: To be honest I couldn't think of one good one. Robotech RPG While it is not impossible to play an immortal character in this game it is very difficult. Try lopping someone's head off when they are piloting Mecha. Also most Mecha wouldn't hold up well to a Quickening. Adventure Idea: The far off land that is spoken of in the Gathering legend could be one of the alien home worlds mentioned in the Robotech stories. VII) APPENDIX: Princes of the Universe The following are two character sketches to provide examples as to what Highlander style immortals will look like. At the end is also an ASCII versions of a character sheet specifically designed for immortal characters. Name:Quinten McBain (R.C.C. version) Occupation:Tavern Owner/Writer Alignment: Scrupulous Hit Points:20 S.D.C.:28 Quickening:24 Light/Dark Quickening:1 Experience Level: 1st IQ: 13 ME: 13 MA: 17 PS: 17 PP: 17 PE: 14 PB: 18 SPD: 12 Apparent Age: 30 Actual Age: 600 Sex: Male Weight: 180 lbs Height: 6'0" Land of Origin: Ireland Disposition: The image of the happy go lucky Irishman fits Quinten perfectly. He has seen his fair share of fighting and wishes to settle down and be a writer. He will do what ever needs to be done to keep the Prize out of the hands of Evil. Powers: Sense Quickening-Range:+24ft Regeneration Empower Weapon(10)-Duration:1 Melee, Cost:1 Quickening, Effect:+1d6 Damage or +10 S.D.C. Breath Without Air(5):2d6+6min/sec or 2d6sec Cost:1 Quickening Skills: Lore:Immortals(35%) History(65%) Conceal Sword(30%) Cryptography(30%) Tracking(45%) Wilderness Survival(55%) Medical Doctor(85/75%) Pathology(60%) Climbing(65/45%) Prowl(61%) Writing(49%) Research(65%) Pick Locks(50%) Secondary Skills: Radio:Basic(50%) Surveillance Systems(40%) Chinese(55%) Basic Electronics(40%) Basic Mechanics(40%) Swimming (50%) Pilot:Automobile(76%) Navigation(Air,Land,Water)(60%) Gaelic(98%) French(55%) Combat Skills: Tao(4th Level) Attacks:3 Strike:+5 Parry:+4 Dodge:+4 Roll:+5 Damage:+6 Kick(1d6) Weapons Proficiency Sword (4th Level) Attacks:3 Strike:+7 Parry:+6 Dodge:+4 Roll:+5 Damage:+6 Kick(1d6) Bonuses: 45% to Trust/Intimidate; 40% to Charm/Impress; +1 to Strike,Parry, and Dodge Rolls (already computed); +2 to Damage rolls (already computed) Weapons: Agincourt Broadsword D:1d8 Valuables: $37,000.00 in Savings; $190,000.00 in Cash; $120,000.00 in Rare Books; $600,000.00 in Rare Coins; $700,000.00 in Antiques; $200,000.00 in Bonds; and $50,000.00 in Precious Stones and Metals. Name:Ishak (R.C.C. version) Occupation:Assassin Alignment: Aberrant Hit Points:19 S.D.C.:24 Quickening:30 Light/Dark Quickening:-2 Experience Level: 1st IQ: 15 ME: 17 MA: 16 PS: 18 PP: 19 PE: 16 PB: 11 SPD: 15 Apparent Age: 27 Actual Age: 820 Sex: Male Weight: 175 lbs Height: 5'10" Land of Origin: Syria Disposition: Cold and calculating.His is not without his honor when it comes to facing immortals. When facing mortals he gives no second thought to killing them in any fashion he sees fit. Powers: Sense Quickening-Range:+30ft Regeneration Breath Without Air(5)Duration:2d6+6min/sec or 2d6sec Cost:1 Quickening Empower Weapon(10)Duration:1 Melee Cost:1 Quickening Effect:+1d6 Damage or +10 S.D.C. Skills: Lore:Immortals(35%) History(65%) Conceal Sword(30%) Cryptography(30%) Disguise(55%) Surveillance Systems(40%) Escape Artist(45%) Impersonation(55/35%) Sniper(+2) Acrobatics Prowl(56%) Climbing(60/40%) Demolitions(60%) Secondary Skills: Pilot:Automobile(76%) Pick Locks(35%) Pick Pockets(30%) Swimming(50%) Arabic(98%) Swahili(55%) Archery Strike:+1 Rate: 2 per Melee Combat Skills: Assassin (4th Level) Attacks:3 Strike:+4 Parry:+2 Dodge:+2 Roll:+5 Damage:+7 Weapon Proficiency Sword (5th level) Attacks:3 Strike:+4 Parry:+4 Dodge:+2 Roll:+2 Damage:+3 Bonuses: +1 Save vs Psycic attack/insanity; +2 to Srtike, Parry, and Dodge Rolls(already computed); +3 to Damage(already computed) Weapons: Scimitar D:1d6 Valuables: $35,000.00 in Savings; $130,000.00 in Rare Books; $160,000.00 in Cash; $900,000.00 in Rare Coins; $400,000.00 in Antiques; $100,000.00 in Bonds; and $40,000.00 in Precious Stones and Metals. HIGHLANDER: THE GATHERING CHARACTER SHEET Name:_____________________ Current Name:________________________ Occupation:________________ Alignment:______________________ Hit Points:_____(_____) S.D.C.:_____(_____) Quickening:_____(_____) Light/Dark Quickening:_____ Experience Level:____________________ I.Q.:______ Actual Age:________ Apparent Age:_______ M.E.:______ Sex:________ Height:________ Weight:________ M.A.:______ Land of Origin:____________ Birth Order:__________ P.S.:______ Disposition:_____________________________________ P.P.:______ _________________________________________________ P.E.:______ _________________________________________________ P.B.:______ Insanity (If any):_______________________________ SPD.:______ _________________________________________________ Powers & Abilities Skills Secondary Skills _______________________ _______________________ _______________________ _______________________ _______________________ _______________________ _______________________ _______________________ _______________________ _______________________ _______________________ _______________________ _______________________ _______________________ _______________________ _______________________ _______________________ _______________________ _______________________ _______________________ _______________________ _______________________ _______________________ _______________________ _______________________ _______________________ _______________________ _______________________ _______________________ _______________________ _______________________ _______________________ _______________________ _______________________ _______________________ _______________________ _______________________ _______________________ _______________________ _______________________ _______________________ _______________________ _______________________ _______________________ _______________________ Combat Skills: HTH:Style:____________level:_____ Attacks:________ Strike:_______ Parry:_______ Dodge:__________ Damage:_________ Roll:_________ Stun:________ Critical:_______ Knock-out:______ Death:________ Sword:level:____ Attacks:________ Strike:_______ Parry:_______ Dodge:__________ Damage:_________ Entangle:_________ Charge:________ Disarm:_______ Feint:______ Power Blow:________ Trip:_______ Head Shot:_______ Special Moves:________________________________________________ ______________________________________________________________ ______________________________________________________________ Weapons Proficiencies: ______________lvl:_____ S:______ P:_____ Thr:______ R:________ E:______ ______________lvl:_____ S:______ P:_____ Thr:______ R:________ E:______ ______________lvl:_____ S:______ P:_____ Thr:______ R:________ E:______ ______________lvl:_____ S:______ P:_____ Thr:______ R:________ E:______ Bonuses:______________________________________________________ ______________________________________________________________ ______________________________________________________________ ______________________________________________________________ Weapons: Equipment: ____________________________ ______________________________ ____________________________ ______________________________ ____________________________ ______________________________ ____________________________ ______________________________ ____________________________ ______________________________ ____________________________ ______________________________ Valuables: ________________________________________________ ________________________________________________ ________________________________________________ ________________________________________________ Notes: ________________________________________________ ________________________________________________ ________________________________________________ ________________________________________________ ________________________________________________