Mike
a trai in pace,
Redeucer
M...@VAX3.ltec.com
i have made rules for GURPS immortals based on the WoD suppliment. If i
get the chance i'll post them. Fair warning though, they haven't been
play-tested yet.
Now that i've covered my butt, i'll head home and try to have them here
tomorrow.
Shade,
Jesse
> Is there any kind of 'net supplement for playing Highlander style
>immortals in the GURPS system? If so please tell me where I can find it
>or if you could mail it to me at mben...@albany.net Thanks in advance
>for any help...
>Mike
While it is not in the GURPS format, I have to say the definative
Highlander rules are located at:
http://www.itribe.net/highlander/
It is in the WoD format, which Ifeel does more justice to the more
heroic or cinamatic style of play. It converts very readily over to
GURPS and I think well worth the effort.
Tim Fincannon
timfin@halcyon
Basic immortal cost = 165 pts (+quickening level)
+50 regeneration (fast)
+135 Quickening immortality - ie. you don't die permanently unless your head
comes away from your neck (i got the cost of this from vampiric immortality. i
used the cost of 100 points and assumed that it had included a -25% limitation
due to the fact that vampires can die from aggravated damage)
+15 Unaging
-30 Secret (possible death)-Immortality
-5 Sterile
10 Sense quintessence (ie. other immortals and holy ground...possibly magical
items and other supernatural stuff as GM permits)
Quickening levels (note:all immortals must start with quickening level 1)
(second note: each level of quickening adds +2 to dmg with an edged weapon and
if you're using this as a WoD style campaign, those bonuses to damage should be
considered aggravated)
(third note: quickening levels may only be increased at the time that an
immortal takes another immortal's head)
Quickening 1: Arcane 1 (see GURPS Mage); Breathe water (gills from GURPS Supers)
Quickening 2: Heal Self: This is the ability to concentrate for one second and
roll versus IQ to restore damage taken. Costs one fatigue per 2HP healed (up to
10 HP may be healed per wound). This ability must be used seperately on each
wound (adds a bit of book keeping, but it's worth it for the realism) Note: if
the GM rules that aggravated damage (werewolf or vampire claws) affects immortals
then he/she should probably charge more fatigue to heal aggravated damage, or
simply say that Heal Self won't work on aggravated damage (i don't allow Heal
Self to work on aggravated wounds until the immortal has reached the 5th level of
Quickening). The point cost for this was roughly based off of the Healing power
in GURPS Psionics.
Quickening 3: Empower Self: The immortal can gain +1d to each of the physical
attributes (ST, DX, and HT) for 4d seconds. After the duration ends the immortal
will suffer a -2 penalty to all the attributes that he/she empowered for a
duration that will remain up to the GM (i like to use 30 min, but that's just
me). The point value for this advantage was taken from GURPS Religion (modified,
of course).
Quickening 4: Speed of the Stag (1): The immortal gains +2 to his/her basic
speed, usable at any time. The increase to the speed affects dodge and
initiative, but not running speed (basically this is an increase in reflexes, not
movement speed). This is the equivalent of increased speed +2 from GURPS Supers
with a -20% limitation that it doesn't affect move.
Quickening 5: True Healing: The immortal now heals damage at a rate of
1HP/second. At this level of quickening, Heal Self should work on aggravated
wounds.
Quickening 6: The Last (1): When an immortal reaches this level of power he/she
becomes incredibly aware of all that is arround him/her. Advantages include:
intuition, danger sense, luck (the 15pt version), another level of arcane (for a
total of 2), and if the GM feels the inclination, animal empathy (i like animal
empathy and include it in my campaigns).
Quickening 7: Speed of the Stag (2): The immortal gains a further +2 bonus to
his/her basic speed. At this level the increased speed actually does add to move
as well as reflexes. This is increased speed +2 straight from GURPS Supers.
Quickening 8: Ignore wounds: At this level the immortal can shrug off any
normal (non-aggravated) wound. The game effect is that the immortal heals at
3HP/second.
Quickening 9: Speed of the Stag (3): These incredibly fast immortals can react
to attacks that no mortal would have time to see. The immortal gains a further
+5 to his reflexive speed (see quickening 4). Using our house rules a character
may gain one extra attack for each full six points of basic beyond 6 (see
optional super-speed sidebar in GURPS Supers)
Bob the immortal has DX 15 and HT 13 (basic speed of 8). He has achieved level
9 quickening (+7 to reflexes and +2 to basic speed) so he would have a speed of
17 for purposes of dodging and initiative (eek!), and a move of 10 (minus
encubrance, of course). This would allowin Bob to have two attacks (and parries)
per round (one additional attack for a speed between 12 and 17). Now if Bob got
himself DX 17 and HT 15 (possibly from Empower Self) he would have a speed of 18
and get a total of three attacks an parries per round.
Quickening 10: The Last (2): This is the penultimate level of power that an
immortal may reach (and if any of you as a GM give this to a PC then let the
folly fall upon your head, not mine). The immortal gains a third level of
Arcane, 10 levels of Dream (GURPS Mage), Enhanced Time Sense (GURPS Mage),
Unfazable (GURPS Supers), and other awareness style gifts as seen fit by the GM.
Cost of the Quintessence levels
Level cost beyond previous level Total cost
1 +20 pts 20 pts
2 +25 pts 45 pts
3 +30 pts 75 pts
4 +40 pts 115 pts
5 +50 pts 165 pts
6 +50 pts 215 pts
7 +50 pts 265 pts
8 +100 pts 365 pts
9 +100 pts 465 pts
10 +100 pts 565 pts
Killing another immortal give you his/her quickening level*3 in Quickening
Experience Points (QEP). In order for you to go up a level of quickening, at
least half of the points required to reach the next level must come from QEP.
When you take another immortals head you also go up one level in skill for each
level of quickening your enemy had. Which skills and how much they're raised is
up to the GM.
example: Bob the immortal slay's an enemy immortal, his enemy has Quintessence
level 3. Bob gets nine QEP and since he had just reached level 4 quintessence
himself after his last battle, he needs 16 more QEP and 25 more experience points
to give him the 50 points necessary to go from level 4 to level 5 Quintessence.
Bob also goes up three levels of skill in areas that the enemy immortal was
better than Bob. The GM decides that the enemy was an excellent singer, so he
raises Bob's singing skill by two levels (from a 12 to a 14). The enemy was also
better with knives and in acrobatics than Bob. Bob's got 16 pts into his knife
skill already and only 4 pts into acrobatics. The GM (being cruel as most GM's
are) raises Bob's Acrobatics skill from a 15 to a 16. Bob has now gotten his
full three level increase...though not necessarily in the areas that he wanted.
An immortal that goes to zero quickening level either by killing in a holy place
(a node), or by teaming up with another immortal; dies. For a better description
of this see the WoD supliment for immortals at
HTTP://mithral.iit.edu:8080/highlander/
Immortals are created from the very fabric of the universe. They are creatures
of the Wyrm, Weaver and Wyld; and are therefore the greatest wildcards in the
great conflict.
Immortals are automatically immune to the Deleruim.
Vampires gain no sustinance from the blood of an immortal. Nor can an immortal be
embraced or blood bound.
Mages may not remove quintessence from an immortal unless the immortal has just
lost his/her head.
Quickening resists the Magi's sphere of Life with an automatic Quintessence
level*3 sucesses in countermagic.
Not sure yet on the exact rules, but Quickening also resists the Vampire's
discipline of Obeah.
Again anything more that you want to know about the Immortal interaction with the
WoD can be found in, or extrapolated from the WoD suppliment (written by Hank
Driskill and John Gavigan...who had more time on their hands than i).
>Xiphias Gladius wrote:
>>
>> Jesse Gridley <jrgr...@gps.stthomas.edu> writes:
>>
>> > Quickening 10: The Last (2): This is the penultimate level of power
>> > that an immortal may reach (and if any of you as a GM give this to a
>> > PC then let the folly fall upon your head, not mine). The immortal
>> > gains a third level of Arcane, 10 levels of Dream (GURPS Mage),
>> > Enhanced Time Sense (GURPS Mage), Unfazable (GURPS Supers), and
>> > other awareness style gifts as seen fit by the GM.
>> If this is the penultimate level, what's the next one?
> i can see that i wasn't clear on this point. By "penultimate level"
> i did not mean that it was the "Prize" that is spoken of. Which is
> what Connor won in the movie. i merely meant that once an immortal
> reaches this point he/she can no longer gain any more quintessence
> levels. The only gain from killing more immortals after you reach
> level 10 is the free skill levels.
I was actually trying to make a somewhat snide vocabulary point . . .
"Penultimate" means "next-to-last." So, if someone said that "this is
the penultimate level of power," that means that it's the "second-best
level", and that there is one level above it.
It's just a linguistic thing . . .
- Ian
***************************************************************
eric p. i.
"There are no original ideas, only original thieves." -- M. E.
"The truth is always edited." -- unknown
"Spoon!" -- The Tick
> I was actually trying to make a somewhat snide vocabulary point . . .
>
> "Penultimate" means "next-to-last." So, if someone said that "this is
> the penultimate level of power," that means that it's the "second-best
> level", and that there is one level above it.
>
> It's just a linguistic thing . . .
>
> - Ian
*grins*
i can see that i need to get a vocabulary...gracias.
Guess it's true what they say about learning something new every day :)
Thanks,
Jesse