From gsheoran@next.mc.maricopa.edu Tue May 27 09:13:01 1997 Date: Wed, 14 May 97 10:08:44 -0700 From: Gautam Sheoran To: Relapse Subject: Re: Highlander Version 4 Highlander: Rules for the Palladium Game System (4th 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 Thunder 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 1997. 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 and take the three highest rolls for each *Hit Points: 1d6+P.E. *S.D.C: 1d4x10 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. 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 following 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. By making a skill roll of 30%+5% per level of experience an immortal can tell if a person is a pre-immortal. This generally requires the immortal to be standing within a few feet of the subject. This roll should be made by the GM secretly and then told to the player only when it is successful. 2) Regeneration (Automatic for all Immortals) In addition to an immortals immunity to age and disease, they also possess enhanced healing capacities. Immortals heal 3d6 S.D.C. or 2d6 Hit Points of normal damage every minute. Damage from fire, electricity, or magic heals at a rate of 3d6 S.D.C. or 2d6 Hit Points every 10 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. Any 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 whereabouts 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 (Automatic for all Immortals) 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:5) 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) Sense Life (Quickening Cost:5) An immortal that has this ability can extend his senses towards the life forces of other creatures about him. After a few moments of concentration an immortal will slowly be able to sense a single creature within his line of sight. There will be the lightest of empathic rapport between the immortal and his subject. Through this rapport the immortal will have a vaguest sense the targets general well being. A side effect of this ability is to quickly recharge an immortal. An immortal who uses this ability on a content and healthy target, such as a stag, will feel a rush of energy. All fatigue penalties are cancelled and all spent Quickening points are replenished. This ability takes 1d6 rounds of concentration to initiate. During this time no attacks or defenses can be made; however, an immortal can still talk, walk, or run. An immortal can maintain contact by spending 1 Quickening point per round of contact past the first. 6) Heal Self (Quickening Cost:10) 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 changed from 1 minute to 1 melee for normal damage and 10 minutes to 1 minute for fire, electricity and magic. This power only works when the immortal is conscious. If unconscious, the immortal must first heal to consciousness normally before utilizing the power. 7) Extraordinary Physical Strength (Quickening Cost: 15) +20 to P.S. attribute. This ability lasts for 1 melee round per quickening point spent. Using this power for a minute or more will exhaust an immortal. For each minute (4 melee rounds) of use the immortal suffers -2 speed, -2 initiative, -1 parry and dodge, and -2 damage. 8) Extraordinary Physical Prowess (Quickening Cost: 15) +10 to P.P. attribute and +1 attack per melee. This ability lasts 1 melee per Quickening point spent. Using this power for a minute or more will exhaust an immortal. For each minute (4 melee rounds) of use the immortal suffers -2 speed, -2 initiative, -1 parry and dodge, and -2 damage. 9) Extraordinary Physical Endurance (Quickening Cost: 15) +10 to P.E. attribute and +20 to S.D.C. This ability last for 1 melee round per Quickening point spent. Using this power for a minute or more will exhaust an immortal. For each minute (4 melee rounds) of use the immortal suffers -2 speed, -2 initiative, -1 parry and dodge, and -2 damage. 10) Extraordinary Mental Affinity (Quickening Cost: 15) +10 to M.A. attribute. This ability lasts 1 minute for every Quickening point spent. Using this power for a minute or more will exhaust an immortal. For each minute (4 melee rounds) of use the immortal suffers -2 speed, -2 initiative, -1 parry and dodge, and -2 damage. 11) Extraordinary Speed (Quickening Cost: 15) 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. Using this power for a minute or more will exhaust an immortal. For each minute(4 melee rounds) of use the immortal suffers -2 speed, -2 initiative, -1 parry and dodge, and -2 damage. 12) Mental Assault (Quickening Cost: 20) (Note: An immortal must first have the Sense Life power before they can get this one) 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 1 melee round. Can only be done once every minute (4 melee rounds) and costs 5 Quickening per use. 13) Limited Invulnerability (Quickening Cost: 25) (Note: An immortal must first have the Heal Self power before they can get this one) 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. 14) Greater Healing (Quickening Cost: 25) (Note: An immortal must first have the Heal Self power before they can get this one) 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 from only one immortal. Another immortal can offer some of his Quickening. This is also a permanent loss. 15) The Last (Quickening Cost: 30) 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. (Something Wicked and Deliverance) i) Calm Minds-Range:120ft, Duration:3 min, Saving Throw: 16 or Better. The user can calm an enraged opponent or a group of enraged people. Everyone who fails the save cannot act aggresivly for the duration listed. The user of this ability absorbs 1 Dark Quickening Point from every immortal this is used on and/or 1 Dark Quickening Point from every 5 mortals this is used on. Costs 5 Quickening to use. ii) Heal Minds-Range:Touch, Duration:Varies, Saving Throw: Save vs Psionics without any bonuses. With this ability an the Hayoka can cure mental damage or manipulation. Damage that has been induced or is temporary in nature can be cured permenantly with this ability. Madness/insanity that is permanent in nature can be calmed for the duration of 1d4 hrs per level of experience. After the allotted time the symptoms of the madness will resurface. Each of the Heal mind Abilites costs 10 Quickening to use. The user absorbs 1d6 Dark Quickening points from Immortals and 1d4 Dark Quickening points from mortals that this power is successfully used on. iii) Transfer Darkness and Light-Range:Touch, Duration:Instant, Saving Throw: Standard save vs magic without bonuses. This ability allows a Hayoka to transfer Light and Dark Quickening Points between himself, other immortals, and mortals. (Note: Mortals maintain a maximum of their M.E.'s in Light or Dark Quickening Points depending on their alignment.) It costs the Hayoka 1 Quickening Point per point of Light or Dark Quickening that is transferred. iv) Exorcism-Range:30ft, Duration:3 Minutes to cast, Saving Throw; Standard This is the ability of a Hayoka to drive a dark spirit from the bodies of others. This can also be used to cure an immortal that is suffering from a Dark Quickening. If the spell is successful than the possessed person gets a +12 to save vs possession or a +9 to save vs Dark Quickenings. The hayoka that uses this power gets a +6 to save vs possession and +5 to save vs Dark Quickenings. This ability will absorb all of the Dark Quickening Points from an immortals and 1d6 Dark Quickening Points from a mortal. It costs 30 Quickening to use this ability. *Power of Illusion: 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. (Highlander III: The Final Dimension) i) Multiple Images-Range:Self, Duration:1 minute per level of experience, Saving Throw: Roll vs Magic at -4 This allows the immortal to create 3 copies of himself. they will all look, act and sound the same. This gives the user +2 initiative, +2 dodge, and +1 strike bonuses. Piercing a duplicate with iron dispels it. It costs 7 Quickening to use this ability. ii) Horrific Illusion-Range:30ft, Duration:2 minutes per level of experience, Saving Throw: Save vs Horror Factor of 14 This allows an immortal to create some terrifying illusion. These illusions are limited to natural things such as hundreds of snakes or raging fires. Costs the immortal 10 Quickening points to use. iii) Mask of Deceit-Range:Self, Duration:10 minutes per level of experience Saving Throw: Standard save vs magic at -4 This allows an immortal to create an illusory disguise about himself. With it the immortal can appear to be anyone of any race, sex, or size. This also allows an immortal to imitate people at 20%+5% per level of experience. It costs the immortal 15 Quickening to use this power. iv) Apparition-Range:30ft, Duration:1 minute per level of experience Saving Throw: Standard. This allows the immortal to create a realistic illusion of some monster or other threat. The apparition will have 3 to 6 attacks per melee, +2 to strike, +3 to parry, +6 to dodge, and a Horror Factor of 10. The apparition will only be dispelled when the duration of the magic elapses or when the image is impaled with an iron rod. All damage that the apparition inflicts is not real; yet, any victims will seem to suffer damage. An apparition can send a character into shock and unconsciousness with this illusory damage. It costs 20 Quickening to cast an apparition. *Spectral Sight: 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. Garrick was also credited with having the ability to see occurrences that were happening miles away. He was burnt at the stake for witchcraft when he used this remote sensing ability.(Shadows) i) Specter-Range:Same as Sense Quickening, Duration:4 minutes per level of experience, Saving Throw:Standard. This power is a combination of the Hallucination and Apparition spells. With it an immortal can project an apparition directly into the mind of another character. This apparition will have the same abilities as the ones listed above. Anyone watching a character effected by this ability will see the character interact with empty air. In extreme cases the character may attack friends thinking they are the Specter. This power costs 25 Quickening points to use. ii) Second Sight-Range:5 miles per level of experience, Duration 2 melees. With this ability the immortal can see through the eyes of another. This ability will work as long as the subject stays with the range of this power. It costs the immortal 20 Quickening to use this power. *The Gift: 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. Cassandra also claimed to be able to see certain aspects of the future. While this was never confirmed, you never know....Interestingly enough this power had no effect on the far more powerful Immortal, Kronos. (The Prophecy and Comes A Horseman) i) Hypnotic Voice-Range:60ft and line of sight, Duration:Depends situation, Saving Throw: Standard save vs magic. This is the power of an immortal to use his voice to compel others to do his bidding. Anyone who fails to resist this ability will have to do what is told of them. Victims of this ability will even kill themselves if told to.(Although they will receive an extra roll to save) Characters who are deaf, or for whatever reason cannot hear, are immune to this power. This power cost 5 points per suggestion, with an additional point for every person past the first if used on a group of people. ii) Oracle-Range:Self, Duration:1 minute, Saving Throw:None. An immortal with this power is able to enter short trance like states to get flashes of possible futures. This ability is performed at 58%+2% per level of experience. The GM should workout what information is gained when the power is used. This costs the immortal 30 Quickening points to use. (Note: A GM may skip the skill roll and let the character have the information in a dream. This will still cost the character Quickening points. This type of use is involuntarily by the player and is usually used as a plot device by devious GM's) *The Link: This ability was used in the second movie. It was a mystical bond formed between Connor and Ramirez when they where still on Zeist. In the movie it was able to bring Ramirez back form the dead. (Highlander II: The Quickening) (Note: When purchasing this ability the rules for cost are different. When two immortals form the Link then they each spend 15 points of Quickening to pay for the 30 point price. After this these immortals can, in turn, bond to other immortals. Those who bond to the original Link holders must pay a point of Quickening back to the immortal that they bonded with. Any immortal who was not part of the original bond cannot extend the link to another immortal. One Link can hold a maximum of 30 immortal. For game purposes this ability cannot bring dead immortals back. It does however allow for the following abilities) i) Calling-Range:Megaverse, Duration:1 minutes per level of experience, Saving Throw: Standard save vs magic An immortal with this power can send the briefest of telepathic messages to the other immortal(s) that he is bonded with. This message can be anything within the length of the duration listed. This message will be received anywhere in the megaverse. It costs 20 Quickening to send a message. ii) Locate-Range:Megaverse, Duration:Instant, Saving Throw: None When invoked, this ability will allow an immortal to track another within the Link. This ability is unerring and will even lead an immortal to an active Rift if necessary. It costs 30 Quickening to use this power. *Wyrm: This ability has never actually appeared within the Highlander Series or Movies. This is an original ability that was devised as a balance against Hayoka. This should be the rarest of rare when it comes to powers. Only characters of Diabolical Alignments can possess this ability. With it, an immortal can infect those about him with evil. i) Enflame Mind-Range:60ft, Duration:2d6 minutes, Saving Throw: Standard vs magic The immortal with this power projects dark emotions into those about him. Anyone who fails to save will feel an overwhelming surge of rage and other negative emotions. All those effected gain a point of Dark Quickening. ii) Poison Mind-Range:Touch, Duration:Special, Saving Throw:Standard without bonuses This power allows the Wyrm, for a brief moment, stun another with a flood of dark and negative imagery. Those who succeed the roll to save are merely stunned as per the Mental Assault power listed above. Those who fail the save must roll to see if they develop one of the following temporary insanities. 1-40 No Insanity 41-80 Phobia 81-90 Affective Disorder 91-00 Neurosis Even if no insanity is incurred, 1d6 Dark Quickening Points are transferred to the victim. iii) Transfer Darkness and Light-Range:Touch, Duration:Instant, Saving Throw: Standard save vs magic without bonuses. This ability allows a Wyrm to transfer Light and Dark Quickening Points between himself, other immortals, and mortals. (Note: Mortals maintain a maximum of their M.E.'s in Light or Dark Quickening Points depending on their alignment.) It costs the Wyrm 1 Quickening Point per point of Light or Dark Quickening that is transferred. iv) Dark Quickening-This ability is the very heart of the Wyrm's power. An immortal that has the Wyrm power is a constant source of Dark Quickening points. Their Quickening Score itself should be considered to be Dark Quickening. This makes a wyrm immune to the effects of light Quickening. Wyrm's recover Dark Quickening points at the regular rate of Quickening regeneration. Any Quickening points absorbed from a Wyrm after a beheading should be considered to be Dark Quickening points. *Focus: During the second movie (Okay, Okay, I know this movie sucked; but, what Ramirez did near the end was really cool so I thought to include it) Ramirez 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. (Highlander II: The Quickening) *Animal Powers: In the first movie Connor and Ramirez seemed to absorb some of the stag's speed into themselves. 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. (Highlander The Movie, The Cross of St. Antoine, and Leader of the Pack) *Knowledge of Names: This is the ability of many immortals to know each others names without actually meeting. This is seen in the first movie when The Kurgan knew who Connor was before ever meeting him. (Highlander The Movie) 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 may exist) LIGHT AND DARK QUICKENINGS 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 drastically 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 earlier, 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. Light and Dark Quickenings are a phenomenon that take place when a good immortal takes the head of an evil immortal or vice versa. Sometimes, when an immortal takes ahead, more than just power is transferred. Sometimes a small piece of the losers personality is brought along for the ride. Normally this small fragment of a personality has no real effect on the winner. When enough small fragments are absorbed, however, there can be problems. Eventually, enough Light or Darkness can build up in an immortal till they can do nothing but surrender to the change. In game terms, immortals run the risk of gaining Light or Dark Quickening points whenever they take the head of another immortal. If the losing immortal had the alignment of Principled, Scrupulous, or Unprincipled then the winner could gain a Light Quickening Point. If the loser had an alignment of Aberrant, Miscreant, or Diabolical then the winner could gain a Dark Quickening Point. Also any Dark or Light Quickening points that the loser had already accumulated will be absorbed automatically. To determine whether an immortal gains a point of Dark Quickening or Light Quickening the player must roll a save vs possession. If they fail the roll then they gain a point of Light or Dark Quickening based on the loser's alignment. This point is in addition to those automatically absorbed from the loser. Light and Dark Quickening points are mutually destructive. Therefore an immortal with 1 Dark Quickening point that absorbs 2 Light Quickening points from another immortal will end up with 1 light Quickening point in the end. Light and Dark Quickening Points also have a half life of sorts. For every month an immortal goes without taking heads, they will lose 1d4 points of LIGHT QUICKENING or DARK QUICKENING. Once an immortal has accumulated enough Dark or Light Quickening points to total more that their M.E. score, then they are in trouble. For each day that their Dark or Light Quickening Points exceed their M.E.'s, the immortal must make a saving throw vs a Dark or Light Quickening. This roll is done with bonuses. The roll must be (Dark or Light Quickening score -M.E.) or better. For a Hayoka this formula is (1/2 Dark or Light Quickening Score-M.E.) or better. If the immortal fails the roll, then they are taken over by the Dark Quickening. The immortal's alignment will then change to either Principled or Diabolical depending on the type of Quickening. Immortals effected in this way will act out their new alignment to extremes. Those who become Principled will, many times, turn pacifist; while, those who become Diabolical will become sadistic and bloodthirsty. Once changed, the immortal will not lose Light Quickening or Dark Quickening points to half life as listed above. There are precious few cures to the effect of Dark Quickening. The easiest way to cure a Dark Quickening is to find a Hayoka. They have the ability to cleanse an immortal of the Darkness. The next way isn't as nice; but, gets the job done just the same. Any Light Quickening points absorbed by an immortal under the influence of a Dark Quickening will destroy, point for point any Dark points the immortal has. Once all the Dark Quickening points are removed from the immortal, he or she can make a save vs possession (15 or better) to see if he or she is cured. Every excess Light Quickening Point acts as a +1 to this roll. The final cure is by far the riskiest of all.As was the case in the series, There exists certain places about the planet that are rich in magical energy. For game purposes these are Ley Line Nexuses. An immortal that submerges himself within one of these nexuses has a chance to cure himself. Once emersed the immortal will enter a trance like state. In this state, the dark and light versions of the immortal will fight a duel for dominance. Treat the versions as identical copies of the character. One copy is controlled by the GM while the others controlled by the player. The winning version of the duel will be showered in a Quickening. If the player character fails to win, then they are now permanently evil. If they win then they are cleansed of the Dark Quickening points and are filled with an equal amount of Light Quickening points. 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 one of the above mentioned bonuses. 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. (Training another character in the Tao form of Martial Arts has the following rules. First the character must role play at least 5 training sessions with the person who possesses the form. Once this minimum requirement is reached the character can replace their current HTH skill with Tao when they achieve the next level of experience. The character will start the Tao form at its first level without the benefit of the 2 extra attacks) 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 first 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 from 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 Pre-Immortals It may be the wish of the player to start the game with a pre-immortal. (Just like Richie) if this is the case then use the rules for creating immortals listed above with the following modifications. *While Pre-Immortals have a Quickening score, they are unaware of it and cannot tap into it. *Pre-Immortals do not have any of the immortal powers yet. *Pre-Immortals use the apparent age role as their actual age. *Pre-Immortals get no age bonus. *Pre-Immortals age and heal at normal human rates. *Vampires and other P.P.E. consumers do gain sustenance from pre-immortals. However, the pre-immortal won't rise again as a vampire after they are drained, rather the will awaken as an immortal. Also, the P.P.E gained from a pre-immortal is equal to the pre-immortals Quickening Score. The lost Quickening will replenish as normal. *Pre-Immortals, like immortals, are completely sterile. 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 blade 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 from his shoulder. The above list is by no means exhaustive. In fact here are some alterations to the hand to hand rules that you might also like to try. I also offer an alternative to the way damage should be dealt with. It has become obvious to me after gaming in the Palladium system for a few years that there are a few glitches to the damage system. Mostly is the fact that, especially in high power games, when characters start to build up a lot of S.D.C. the effectively become invincible. It is not uncommon for a character to be able to stand right next to an exploding grenade and still survive. In many cases they have even been able to get through without losing any hit points either. In the supplement Villains Unlimited they address this concept; however, if you don't have said supplement then here are a few quick and simple rules for handling damage. Two types of damage should be categorized: Brawling and Killing. BRAWLING DAMAGE: Brawling damage works exactly the same way listed in the Palladium system. Damage is first taken from the S.D.C. till all the S.D.C. is depleted then damage is taken off of the Hit Points. Brawling damage generally comes in the form of kicks, punches, falls, and other non-penetrating wounds. When a character reaches zero S.D.C. then the should roll a save vs unconsciousness using their bonus to save vs coma added to their P.E. attribute. This is a percentage roll. If the character fails the roll then they are knocked unconscious for 30-P.E. minutes. Characters with P.E.s that are higher than 30 are merely stunned for the next melee round. Stunned characters suffer a loss of initiative, a -3 to strike, parry, and dodge rolls, and a -10% from skill rolls. KILLING DAMAGE: Killing damage works a little differently. When a character takes killing damage, the damage should come off of the Hit Points first then be deducted from the S.D.C. Killing damage will generally come in the form of bullets, knives, swords, and other penetrating wounds. Also, if a hit point wound is not treated, then the character will lose blood and subsequently hit points. The rate of this loss is 1 point per minute that the wound goes unattended. If a character who loses Hit Points due to blood loss reaches zero Hit Points then they must roll a save vs coma. Whether they succeed or fail the roll, the outcome should be handled as per the normal rules. However, no matter what the outcome of the roll, if the character doesn't get medical treatment then they will continue to lose Hit Points due to blood loss. This loss of Hit Points is at a rate of 1 Hit Point per 1 minutes. Once the character reaches or exceeds the negative value of their original hit points then the rules for death come into play. OTHER DAMAGE: Certain damage, such as fire, electricity, car crashes, explosions, ect. should be up to the GM when determining what type of damage they are. When a character rolls with damage then the rules change slightly. A character who rolls with an attack that causes brawling damage can half the damage inflicted as in accordance with the standard rules. When that same character rolls with a Killing attack the rules are different. If a character can successful roll against a Killing attack then only half of the damage is taken off the Hit Points, while the other half should be taken from the S.D.C.. Make sure to round up and down fraction; the higher of the two values should be taken form the S.D.C.. (Example: Quinten rolls with a sword slash to his mid section that would have causes 13 points of damage. Quinten makes the roll so now instead of taking 13 points of damage directly to his Hit Points, he will only have to take 6 while the remaining 7 points are deducted from his S.D.C.) Some HTH Combat forms also offer a Death Blow maneuver. With the new damage rules this maneuver should be handled differently. Death blow should be treated as a Called Shot with special conditions. The damage done by a deathblow should come off the Hit Points. Rolling 5 to 13 causes damage to the S.D.C. The main thing to keep in mind is level of realism vs enjoyable role playing. Let these rules change for time to time to suit the story. If you want to capture your hero so he can be taken to the villains hideout then let him get killed after one or two gun shots. If you want to draw out a sword fight, then go with the other rules. Remember it is up to you. (Note: Headshot- if the GM decides to use the Brawling/Killing Damage rules during a sword duel, then the roll to succeed with a headshot has to be a Natural 20 and the damage is triple if the attack is successful. If the roll is from 14 to 19 the damage is double, if the roll is from 5 to 13 the damage is normal.) 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. I doesn't seem to be a specific sense, they just seem to know. The next rule is one on one combat. When one immortal challenges another there can be no interference. This is generally a matter of personal honor or pride depending on the immortals. Good immortals general don't stoop to taking another that unfairly and evil immortals like to know that they can best anyone on their own. Also when two immortals team up on another only one of them can get the Quickening. This can eventually lead to backstabbing and other treachery to make sure one or the other comes out on top in the end. Finally Immortals the double team, never know when they may themselves be caught on the bad end of teamwork. 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. As stated at the beginning of the supplement, when one immortals beheads another there is an equivalent Ley Line Storm that envelopes the victor and his immediate area. 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. Once the Quickening is over the winning immortal will be left exhausted both physically and mentally. For each 30 seconds(2 melee rounds) that the Quickening lasts, the immortal suffers -2 or -5% to all rolls made within the next few minutes. The duration of this fatigue should be equal to the amount of Quickening absorbed minus the winners endurance in minutes. (Example: Quinten has just vanquished his much hated adversary Ishak. Ishak had a Quickening of 30 so for the next 30 seconds 30d4 points of electrical damage is inflicted on the surrounding 150 ft. After the Quickening Quinten (Who has P.E. of 14) will suffer a -2 or -5% to any roll for the next 16 minutes.) 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. These rules are based on events that occurred in the 3rd movie and in the 5th season episode of the series "Little Tin God". If the GM doesn't like these rules he should chuck them. Just remember to not tell the players. 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 empower 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.) If one immortal does kill another on holy ground then the Quickenings of both immortals are totaled together the final value is then multiplied by 10. 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. 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 in different time periods. 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 character sketches to provide examples as to what Highlander style immortals will look like. Included are also what a hunter and a watcher might look like At the end is also 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:29 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 Breath Without Air 2d6+6min/sec or 2d6sec Cost:1 Quickening Empower Weapon(5) Duration:1 Melee, Cost:1 Quickening, Effect:+1d6 Damage or +10 S.D.C. Sense Life (5) 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:4 Strike:+5 Parry:+4 Dodge:+4 Roll:+5 Damage:+6 Kick(1d6) Weapons Proficiency Sword (4th Level) Attacks:4 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 Duration:2d6+6min/sec or 2d6sec Cost:1 Quickening Empower Weapon(5) Duration:1 Melee Cost:1 Quickening Effect:+1d6 Damage or +10 S.D.C. Heal Self(10) Effect: 1/2 Healing time per 1 Quickening point 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 Psychic attack/insanity; +2 to Strike, 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. Name: Janet Killraven (Beyond the Supernatural version) Occupation: Museum Curator/ Watcher Alignment: Principled Hit Points:17 S.D.C.: 16 Quickening:0 Light/Dark Quickening:0 Experience Level: 1st IQ: 9 ME: 10 MA: 11 PS: 15 PP: 9 PE: 16 PB: 12 SPD: 22 Apparent Age: 30 Actual Age: 30 Sex: Female Weight: 105 lbs Height: 5'2" Land of Origin: United States Disposition: Has been a dedicated Watcher for many years. She is finding her will being tested by a blossoming relationship with her subject Quinten McBain. Is keeping their friendship a secret for now. Powers: None Skills: Lore:Immortals(55%) Computer Operation(85%) Anthropology(60%) Biology(65%) Psychology(65%) History(70%) Photography(75%) Research(75%) Writing(59%) Lore:Ghosts&Faeries(60%) Lore:Religion(30%) Athletics Prowl(71%) Running Swimming(75%) Secondary Skills: Cook(50%) Basic Electronics(40%) First Aid(50%) Pilot:Automobile(76%) Read Sensory Equipment(40%) French(55%) Chinese(55%) Gaelic(55%) Hindu(55%) Combat Skills: None Attacks:1 Parry:+1 Dodge:+1 Roll:+1 Weapon Proficiency Revolver Attacks:1 Strike:+3 Aimed, +1 Burst Bonuses: +1 to Parry and Dodge Rolls(already computed) Weapons: .38 Revolver Range:165ft, Damage:2d6, Shots:6 Equipment: Mini-Binoculars-Range:1600ft Mini-Cassette Recorder-Duration:30 minutes Camera With telephoto lens Valuables: $3000 in savings, $17,000 in rare books. Name: Jonus Volkner (Beyond the Supernatural version) Occupation: Parapsychologist/Hunter Alignment: Aberrant Hit Points: 8 S.D.C.: 25 Quickening:0 Light/Dark Quickening:0 Experience Level: 1st IQ: 13 ME: 12 MA: 7 PS: 11 PP: 9 PE: 7 PB: 8 SPD: 11 Apparent Age: 35 Actual Age: 35 Sex: Male Weight: 180 lbs Height: 6'0" Land of Origin: United States Disposition: Volkner is an unscrupulous man who seeks to further himself more than he wants to make discoveries. Obsessed with the immortals. Hopes that he can glean from them the secrets of their immortality. Has only the barest working knowledge of immortals and the Game. Abilities: Understand Principles of Magic (50%) Read Magic (34%) Recognize Real Psychic Powers (40%) Recognize Mind Control (50%) Knowledge in the use of parapsychological equipment(70%) Skills: Read Sensory Equipment (65%) Biology (65%) Psychology (70%) Parapsychology (70%) Criminal Science/Forensics (60%) Chemistry (75%) Chemistry: Analytical (70%) Mathematics: Advanced (89%) History (70%) Lore: Ghosts&Faeries (60%) Lore: Religions (55%) Lore: Demons and Monsters (35%) Photography (75%) Research (75%) Latin (80%) Chinese (80%) French (80%) Fencing Secondary Skills: Computer Operation (60%) Forgery (30%) Wilderness Survival (40%) Pick Locks (35%) Pilot: Automobile (76%) Prowl (46%) Athletics Body Building Combat Skills: Martial Arts (1st Level) Attacks:4 Parry:+1 Dodge:+1 Roll:+3 Weapon Proficiency Automatic Pistol Attacks:4 Strike:+3 Aimed, +1 Burst Weapon Proficiency Sword Attacks:4 Strike:+2 Parry:+3 Dodge:+1 Roll:+3 Bonuses: +2 save vs psychic attacks, +2 save vs possession, +2 save vs magic, +3 save vs Horror Factor, +1 Save vs mind altering drugs Weapons: Brigadier Range:165ft, Damage:4d6, Shots:8 (Hollow points to add +4 to damage) Bastard Sword D:1d8+2 Valuables: $10,000 in savings, $80,000 house. 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: ________________________________________________ ________________________________________________ ________________________________________________ ________________________________________________ ________________________________________________