takyris said:
Let's see... not that I can remember off the top of my head. I don't recall seeing anyone get conscious memories of the others. There are allusions to people getting better at some skills, but not in a dramatic "Look, now I can play the banjo" way.
Except in Highlander 3, with the bad guy obtaining illusion skills
I think that having them gain XP is an excellent idea. The only downside is that it's not terribly exciting. The immortal could just kill a lot of ordinary folks and have the same benefit.
and very hard to balance, if you've got one immortal who kill 20 immortals of mid level, you'll land quite quickly in epic-level of play, and a meaningfull challenge by an immortal at this level, will increase the character by several level.
An alteration of the FCTF rules might work
(brainstorming)
- On defeating another immortal, the hero may receive that immortal's quickening. This effect creates electrical charges in the area that deliver 1d12 damage per level of the slain immortal to objects within 100 feet (living creatures are not harmed unless they come within 10 feet of the immortal receiving the quickening). Extenuating circumstances, such as being near a machine powered by electricity or atop a giant lightning rod (See "Finale"), can change this according to DM fiat.
The Quicking begins 1d4 rounds after the death of the immortal, affecting the nearest immortal within 30'. It lasts 3d12 rounds. An immortal within the area of effect is unable to take any action other than writhing and shouting and possibly doing some vaguely homoerotic salutations. He loses his dexterity bonus to AC, but really, who the heck is gonna run into the middle of a bunch of lightning to take him out?
That would work for me, I'm wondering if there isn't a lightning storm spell that exist to keep the explanation in as few lines as possible.
Something missing, would be an automatic harm spell on the immortal with failed save.
Upon receiving a Quickening, the Hero may make a Will Save (DC=level of immortal). Failure indicates that nothing special occurs. The hero receives XP as normal. On success, the hero receives whatever Action Points the slain immortal had remaining, and rolls on the following table:
action points from spycraft or d20 modern? I have only access to d20 modern through the srd.
Roll 1d12:
1-8: Imprinted knowledge: Gain experience as though the slain immortal were 1d3 levels higher than his actual level, as the hero sees momentarily through his enemy's eyes.
Do you mean artificially increase the CR value of the immortal?
9: Natural Knowledge: Gain 2 ranks in one skill that the slain immortal possessed, if that immortal had more ranks in the skill than the hero. These skills are now always considered class skills for the hero. The hero may not gain more ranks than he could have legally purchased (ie, he cannot go above "Level+3" ranks).
I think making it a simple +2 to a skill (skill focus), with no limits (considering the time they have to learn), in a skill that the slain immortal possessed at a higher rank than the winner would be easier to track.
10: Powers of the Dead: Gain 1 feat possessed by the slain immortal. Rolled randomly by the DM. If a feat is selected for which the hero does not qualify (due to pre-requisites or feat chain restrictions), either roll again or give the hero the closest feat for which he qualifies.
(Example: A hero with Power Attack slays his enemy. He would have gained Great Cleave, but he does not have "Cleave", and so receives Cleave instead.)
11: New Eyes: Gain a +1 insight bonus on the highest saving throw that the slain immortal possessed, if the slain immortal's base save is higher than the hero's save. This special insight bonus stacks with others like it, to a maximum insight bonus of +3 on any individual save due to this special knowledge)
That's a bit limiting for character like the MacLeod
12: Rebirth: Gain a +1 inherent bonus to the highest ability score that the slain immortal possessed, if that ability score is higher than the hero's score. This special inherent bonus stacks with others like it, to a maximum inherent bonus of +3 on any individual ability.
idem
On a save that fails by 10 or more, the hero has taken on some unwanted aspect of the slain immortal. This may manifest itself as a change of allegiance, phobia, neurosis, or psychosis.
That's more a plot device than anything else, IIRC there was only one quickening with side effect, the black quickening(?), and after a bit of time, Duncan was able to get rid of the side effect.
With FCTF:
A new immortal get all the immortal abilities with 1 immortal point (HrP)
An immortal who kill another get all of his immortal points, and can spend them as follow, within abilities similar to those possessed by the dead immortal
The immortal point obtained by hero level are transfered in the exact same power (thus explaining the illusion power transfer), when another immortal behead the immortal with hero level.
You can spend normaly up to your level + 3 HrP in one power, after that you need to pay triple cost.
Gain Feat: 2 HrP
You gain a feat, you must have the prerequisite
Heightened Accuracy: 1 HrP
+1 accuracy bonus to attack
You can increase this bonus by 1 point, by paying 2 HrP
Heightened Defense: 2 HrP
+1 dodge AC bonus
You can increase this bonus by 1 point, by paying 2 HrP
Improved weaponery: 3 HrP
+2 to damage with one weapon
You can increase this bonus by 2 points, by paying 2 HrP
Skill Bonus: 2 HrP
You gain a +3 bonus to a skill
You can increase this bonus by 3 points by paying 2 HrP
Skill Knoweldge: 1 HrP
You gain 2 skill points
You gan get 2 more skill point by paying 1 HrP
Super Though: 1 HrP
you gain 2 hit point
You can get 2 more hit point by paying 1 HrP
(/brainstorm)
-Tacky, leaving it to others to pick out the horrible mistakes in this plan.
No horrible mistake as far as I'm concerned
