Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Immortals in d20 Modern
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="takyris" data-source="post: 929839" data-attributes="member: 5171"><p>Well, yeah, then. You can definitely do most of it with simple flavor text. I'd be VERY careful about adding new abilities that let someone decapitate an immortal who isn't helpless, down&dying, or otherwise toast. It can happen against PCs as well as NPCs, and having your dude killed in the first few games is just a bummer.</p><p></p><p>Maybe: If, on a critical confirmation roll, you roll a Natural 20, the victim takes damage for the critical and then has to make a Reflex save, DC=Damage Dealt, to avoid a crit. That lets random decaps happen every once in awhile in mid-combat, but it doesn't make it a game-breakingly common occurence.</p><p></p><p>Sensing the Other Dude:</p><p></p><p>1) Generally happens at a distance of 50-500 feet? (Can be close enough so that the immortal only has a few seconds to prepare, but can also be a fair ways away.)</p><p></p><p>2) Make feats like "Extended Sense", which allows you to roll twice and take the farther result, meaning that you are more likely to sense someone before they sense you; "Familiar Sense", which lets you pick a friend or enemy and learn the pattern of their essence, so that you can tell if it's your buddy approaching or an enemy; and maybe "Mask Presence", which lets you force the other side to roll twice and take the closer result, as your presense is harder to detect.</p><p></p><p>3) Decide whether you're playing by "Movie Rules", "Show Rules", or "Both":</p><p></p><p>Movie Rules: Immortals have borderline ESP, channel energy into superhuman strikes, and can generally do a lot of things that ordinary people can't. They might have superhuman immunities, too -- like being able to walk up and kill someone who's unloading a clipful of bullets into them.</p><p></p><p>Show Rules: Immortals can't die. Other than that, they're as human as you or me. They can breathe underwater, but they can't walk through a hail of bullets -- they just die (or heal) and then come back.</p><p></p><p>Both: Immortals start out using Show Rules, but can eventually attain Movie Rules status at extremely high levels (like, by getting a lot of Quickenings).</p><p></p><p>4) Decide how to handle hit points and immortal healing:</p><p></p><p>a) Immortals have Fast Healing. Not terribly flashy, and it loses the "little arc of electricity, and then the wound is gone" cuteness, but it's easy to implement.</p><p></p><p>b) Track "wear down" wounds and "big bloody" wounds differently. Because immortals can get worn down through combat, moving slower, getting tired, gradually opening themselves up for that big final strike, they shouldn't heal hit points all that quickly -- because "moving slower" and "getting tired" equates to hit point damage. A 90-hit-point character at half hit points is not bleeding -- he's winded and shaken by a good fight. That is, unless that 50 hit points of damage came in one hit, in which case he's got a long cut across his arm or something like that. Track damage from Critical Hits separately, and have that heal at an accelerated rate, while your ordinary hit points heal through ordinary means -- so if you get worn down steadily, you're still screwed, because you're exhausted and sweating and you've got the shivers. (Note: This is sort of like a weird Bizarro-world version of Wound/Vitality Points.)</p><p></p><p>c) Give Immortals Fast Healing (they've got supernatural vigor, sure, so they don't get worn down by little strikes), and allow them to spend an Action Point to heal themselves of all injuries.</p><p></p><p>Dunno. Lot of possibilities. Probably gotta figure out what works best for your game.</p></blockquote><p></p>
[QUOTE="takyris, post: 929839, member: 5171"] Well, yeah, then. You can definitely do most of it with simple flavor text. I'd be VERY careful about adding new abilities that let someone decapitate an immortal who isn't helpless, down&dying, or otherwise toast. It can happen against PCs as well as NPCs, and having your dude killed in the first few games is just a bummer. Maybe: If, on a critical confirmation roll, you roll a Natural 20, the victim takes damage for the critical and then has to make a Reflex save, DC=Damage Dealt, to avoid a crit. That lets random decaps happen every once in awhile in mid-combat, but it doesn't make it a game-breakingly common occurence. Sensing the Other Dude: 1) Generally happens at a distance of 50-500 feet? (Can be close enough so that the immortal only has a few seconds to prepare, but can also be a fair ways away.) 2) Make feats like "Extended Sense", which allows you to roll twice and take the farther result, meaning that you are more likely to sense someone before they sense you; "Familiar Sense", which lets you pick a friend or enemy and learn the pattern of their essence, so that you can tell if it's your buddy approaching or an enemy; and maybe "Mask Presence", which lets you force the other side to roll twice and take the closer result, as your presense is harder to detect. 3) Decide whether you're playing by "Movie Rules", "Show Rules", or "Both": Movie Rules: Immortals have borderline ESP, channel energy into superhuman strikes, and can generally do a lot of things that ordinary people can't. They might have superhuman immunities, too -- like being able to walk up and kill someone who's unloading a clipful of bullets into them. Show Rules: Immortals can't die. Other than that, they're as human as you or me. They can breathe underwater, but they can't walk through a hail of bullets -- they just die (or heal) and then come back. Both: Immortals start out using Show Rules, but can eventually attain Movie Rules status at extremely high levels (like, by getting a lot of Quickenings). 4) Decide how to handle hit points and immortal healing: a) Immortals have Fast Healing. Not terribly flashy, and it loses the "little arc of electricity, and then the wound is gone" cuteness, but it's easy to implement. b) Track "wear down" wounds and "big bloody" wounds differently. Because immortals can get worn down through combat, moving slower, getting tired, gradually opening themselves up for that big final strike, they shouldn't heal hit points all that quickly -- because "moving slower" and "getting tired" equates to hit point damage. A 90-hit-point character at half hit points is not bleeding -- he's winded and shaken by a good fight. That is, unless that 50 hit points of damage came in one hit, in which case he's got a long cut across his arm or something like that. Track damage from Critical Hits separately, and have that heal at an accelerated rate, while your ordinary hit points heal through ordinary means -- so if you get worn down steadily, you're still screwed, because you're exhausted and sweating and you've got the shivers. (Note: This is sort of like a weird Bizarro-world version of Wound/Vitality Points.) c) Give Immortals Fast Healing (they've got supernatural vigor, sure, so they don't get worn down by little strikes), and allow them to spend an Action Point to heal themselves of all injuries. Dunno. Lot of possibilities. Probably gotta figure out what works best for your game. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Immortals in d20 Modern
Top