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d20 Highlander

Morgenstern said:
Nobody's asked the hard question yet- "Do I get the guy's quickening if I gun him down, then decapitate him?"

All that matters is that you take the head. Gun him down, drug him, tie him, up, doesn't matter.
 

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My write-up

This is a modified version of the write-up I use for D&D.

Immortal Racial Traits
  • Medium-size
  • Base Speed: 30’
  • Immortality (Ex): From birth, an Immortal ages normally, until he suffers what is known as the First Death. If this is not a violent death, the person will not be reborn. In other words, if an Immortal lives to a ripe old age, and dies peacefully in his sleep, he will not arise alive again. However, if a young child who is Immortal dies in a violent car crash, he will awaken. Once an Immortal awakens, he never ages physically from that point on.
  • The Buzz (Ex): Once an Immortal is awakened, he gains an ability commonly referred to as “The Buzz.” This is the ability to sense the presence, but not the direction or location of another Immortal. The Buzz is a tingling sensation felt in the back of the head. Generally, an Immortal can detect another Immortal within (character level x 10 ft.). When an Immortal is near another Immortal who has not yet suffered the First Death, he still gets the Buzz, but it feels different, and he can easily identify the source.
  • Fast Healing (Ex): Immortals have this ability. The amount they heal in a round is equal to (1 + Constitution bonus). This assumes the he has not been temporarily killed. If he has been temporarily killed, the rate is (1 + Constitution bonus) per minute. When an immortal heals, he does not scar, unless the wound is to his neck or head. Scars gained before the First Death will heal. Unlike normal Fast Healing, the character will regain damage caused by starvation, thirst, drowning, etc. He regains ability damage at twice the normal rate. He is also able to re-grow lost limbs and body parts. Lost limbs and digits regenerate at a rate of ((1 + Constitution bonus) x 5%) per year.
  • The Quickening (Ex): Immortals have incredibly potent life forces, which they refer to as “Quickening”. When an Immortal loses his head, normally to another Immortal in battle, his Quickening is released in an explosive torrent of energy. This release usually manifests as an electrical storm, but it has also produced pyrotechnic displays and gravity distortions. When the Quickening erupts, part of it is channeled into the victorious Immortal, if he is within 10 feet per level of the dead Immortal, while part of it dissipates into the atmosphere. If additional Immortals are within range, then they too receive a portion of the victim’s Quickening. For this reason, if additional Immortals are present, etiquette asks that they stand out of the way. The receipt of a victim’s Quickening is not pleasant for the recipient. The Quickening causes damage to a radius of 10 feet per victim level. The damage inflicted to the environment is roughly 1d6 per level, while the Immortals receiving the Quickening suffer 1d4 damage per victim level. This damage is temporary, and heals at five times the normal rate (Note, in the original non-d20 Modern write up, this inflicted 1d4/level Subdual damage). Although receiving the Quickening is unpleasant, it is beneficial. For an Immortal that absorbs another Immortal’s Quickening also gains part of the victim’s power. The victorious Immortal receives 1d10% of the loser’s experience points, in addition to the experience award for defeating the Immortal in the first place. OPTIONAL: The victor also receives 1d6 x5% of the victim’s skills, the actual skills being randomly determined, at 1d6 x 5% of the victim’s skill ranks. If the Immortal already possesses the skill at that rating or higher, he receives no benefit. The victor also gains some access to the victim’s memories, but recalling any specific memory requires a Will save versus a DC of (victim’s character level + Wisdom). Furthermore, it is entirely possible that the victor will assume certain personality traits from the dead Immortal. This may be something as minor as picking up a nail-biting habit, or as drastic as completely adopting the victim’s personality. Within seven days of taking the victim’s Quickening, roll a Will save. The DC is (victim’s character level + Wisdom). If this is successful, there is a 25% chance that the character will adopt a minor personality trait possessed by the loser, such as nail-biting. If the save fails, the Immortal adopts a major aspect of the victim’s personality, such as a code of honor, misogynistic outlook, and so forth. If the save fails with a natural one, the victim’s personality becomes dominant. This may lead to a “Dark Quickening”.
  • Dark Quickening: (A NOTE – when I designed this, I was using the D&D Alignment system, so for d20 Modern, you will have to tweak it to work with Allegiances). Immortals may adopt dominant aspects of their slain foe’s personalities. If an Immortal adopts too many dominant personalities of opposing alignments (i.e., if a Chaotic Good Immortal adopts to many Neutral Evil personalities), he may suffer a Dark Quickening. If the character has adopted more opposing alignments than he has (Wisdom + Level), he must roll a Will save. The DC for this save is (15 + number of personalities adopted). If this fails, the character manifests all of the evil traits of the adopted personalities, along with his hidden and buried evil traits. He will lash out at friends and family, and may even torture, torment, and/or kill them. To determine how long a Dark Quickening lasts, roll another Will save (same DC as before). The Dark Quickening lasts for 60 days, minus the amount by which the save was successful. Note: If the victim of the Dark Quickening is an evil character who has adopted too many “Good” personalities, he will become a very good guy for the duration.
  • The Quickening and Special Abilities: When an Immortal takes the head of another Immortal, he may receive some special abilities possessed by the victim. This includes Magic, Psionics, and other Extraordinary, Spell-like, or Supernatural Abilities. To determine if abilities are gained, roll a Fortitude save. The DC is (20 + victim’s Level). If successful, the Immortal gains the abilities at a reduced level of power (1d6x5%). Therefore, if the Immortal gains the spellcasting abilities of a 12th level Immortal, he will cast the same spells at a level of power ranging from 1st to 4th.
  • The Quickening and Magic: Immortals can, and have learned to use magic. If an Immortal knows a form of magic, and absorbs a form of magic that is identical, the abilities stack normally.
  • Sterility: From birth, Immortals are sterile.
 

Re: My write-up

danzig138 said:
This is a modified version of the write-up I use for D&D.

Immortal Racial Traits
  • The Buzz (Ex): Once an Immortal is awakened, he gains an ability commonly referred to as “The Buzz.” This is the ability to sense the presence, but not the direction or location of another Immortal. The Buzz is a tingling sensation felt in the back of the head. Generally, an Immortal can detect another Immortal within (character level x 10 ft.). When an Immortal is near another Immortal who has not yet suffered the First Death, he still gets the Buzz, but it feels different, and he can easily identify the source.
  • The Quickening (Ex): For an Immortal that absorbs another Immortal’s Quickening also gains part of the victim’s power. The victorious Immortal receives 1d10% of the loser’s experience points, in addition to the experience award for defeating the Immortal in the first place. [

I've seen variable range for the buzz in many conversion, and I wonder why, I've always seen both immortals becoming aware of each other at the same time in the series:confused:

The award for quickening depends on the level of play if it is around level 10, it would work, but around level 20 each immortal will grant a level, and character like MacLeod should be around level 200 :)
 

Easy fix

So make it that you only get the big bonus if you off an immortal of greater level than yourself. One of equal or lower level is simply worth double the ussual XP for an opponent of that CR.
 

Re: Re: My write-up

Blacksad said:
I've seen variable range for the buzz in many conversion, and I wonder why, I've always seen both immortals becoming aware of each other at the same time in the series:confused:
Yes, they do seem to become aware of each other at the same time, but it never seemed to me that it was at te same distance (story convention I imagine), so I decided on a variable range. Although thinking about it, maybe it shuold be reversed. Maybe an Imortal can be detected by another Immortal at his level x 10 feet. That way, the more powerful the Immortal, the sooner another Immortal can detect him. Or you could use the listed range, but say that when one Immie detects another, the other one automatically feels the first one's presence.

The award for quickening depends on the level of play if it is around level 10, it would work, but around level 20 each immortal will grant a level, and character like MacLeod should be around level 200 :)
I tend to think that if you're a level 20 Immortal, and you're battling other level 20 Immortals, then gaining a level is probably about right. I also think that you shuoldn't be fighting an Immortal every game session. Duncan MacLeod was what, 200 some odd years old? He didn't have the highest kill number in the game. Connor's was a lot better, so I would rate their levels much lower. The only one I can think of who might have been near 20 was Methos.
 

Re: Re: Re: My write-up

danzig138 said:
I tend to think that if you're a level 20 Immortal, and you're battling other level 20 Immortals, then gaining a level is probably about right. I also think that you shuoldn't be fighting an Immortal every game session. Duncan MacLeod was what, 200 some odd years old? He didn't have the highest kill number in the game. Connor's was a lot better, so I would rate their levels much lower. The only one I can think of who might have been near 20 was Methos.

Nitpicking: Duncan was 400 in the show, not 200 (Connor was still mortal during Duncan's grandpa's days). As for Methos, he may be the oldest, but by the modern age, he's been out of action for so long that he's really rusty. Once, when it looks like a really evil immortal will kill Methos and gain his 5000 years of power, Methos asks Duncan to kill him instead, so that Methos' power doesn't fall into the wrong hands. Methos knows that this evil guy is gonna kick his ass (and I think that guy was only 800). Age doesn't mean prowess in the world of Highlander--otherwise the Kurgan would've killed Connor (if Ramirez didn't get the Kurgan), and Duncan would've been beheaded multiple times.

Of course, now that I think about it, those 20 levels you want to give Methos don't have to be warrior-type levels.
 



The new D20 Highlander rules and a data set for Hero
Labs.
The rules are OGL, but the data set is for the Pathfinder setting.
I'm sure it needs some play-testing and tweaking, but it seems ok at this point.
So enjoy and let me know what yall think.

Kev

Files can be found at:
EN World D&D / RPG News - Powered by vBulletin
Here is the pdf with art. The website also now has all the old rules upload and NPC and other stuff coming. Hope yall enjoy it!

It can be download here:

http://www.enworld.org/forum/pathfi...9124-highlander-immortals-data-set-rules.html

or here:

http://tv.groups.yahoo.com/group/highlanderd20/
 


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