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<blockquote data-quote="takyris" data-source="post: 553675" data-attributes="member: 5171"><p>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.</p><p></p><p>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.</p><p></p><p>(brainstorming)</p><p></p><p>- 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.</p><p></p><p>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?</p><p></p><p>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:</p><p></p><p>Roll 1d12:</p><p></p><p>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.</p><p></p><p>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).</p><p></p><p>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.</p><p></p><p>(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.)</p><p></p><p>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)</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>(/brainstorm)</p><p></p><p>-Tacky, leaving it to others to pick out the horrible mistakes in this plan.</p></blockquote><p></p>
[QUOTE="takyris, post: 553675, member: 5171"] 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. 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. (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? 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: 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. 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). 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) 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. 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. (/brainstorm) -Tacky, leaving it to others to pick out the horrible mistakes in this plan. [/QUOTE]
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