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Immortals in d20 Modern
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<blockquote data-quote="firstborne" data-source="post: 934015" data-attributes="member: 3166"><p>Here's what I came up with for a friend of mine. It seemed to work out pretty well; let me know what you guys think</p><p></p><p><strong>The Quickening</strong></p><p></p><p>Fast Healing: An immortal heals two hit points per round.</p><p>Physical Enhancement: Spend one action point; add the result to strength or dexterity for one round.</p><p>Speed of the Stag: You may spend an action point and gain an additional move action.</p><p>Unaging: Immortals suffer no effects from aging.</p><p></p><p>Action Points: Immortals gain action points in two ways. They gain them as via level increases, as normal. The also gain them by taking heads; when they take another immortal’s head, they gain their opponent’s unspent action points.</p><p></p><p>The Tell: The Tell is a measure of an immortal’s power, and determines how easily other immortals detect him. An immortal gains a point of Tell each time he takes a head.</p><p></p><p>The Quickening: The Quickening is power; it is the fire that burns in the breast of everything and everyone. In some, this fire burns like wildfire, and is thus harder to snuff out. An immortal gains a point of Quickening each time he takes a head.</p><p></p><p>Taking a head: When an immortal takes the head of another, Quickening is released. This is accompanied by flashes of lightning, exploding windows, and other pyrotechnics. Mechanically, two things happen. First, the victor absorbs his opponents remaining action points, as his foe’s power flows through him. Secondly, he is fatigued (DC 20 fortitude save, or suffer a -2 to strength and dexterity, cannot run for the duration of the scene).</p><p></p><p>Detecting other Immortals: Immortal’s can sense one another with relative ease, depending on the power of the immortals involved.</p><p>Wisdom check, with bonus equal to Quickening score. DC 20 – Tell. Pre-immortals are DC 30.</p><p></p><p></p><p><strong>Feats</strong></p><p></p><p>Dark Quickening</p><p>Prerequisite: Frightful Presence, Quickening 3+</p><p>Benefit: You gain a +2 bonus to Intimidate checks, and the DC for your Frightful Presence is increased by two.</p><p></p><p>Empower Weapon</p><p>Prerequisite: Quickening 1+, Weapon Focus</p><p>Benefit: You can spend experience points to enhance your favored weapon.</p><p></p><p> Exp Enhancement Bonus Min. Level</p><p> 200 +1 2</p><p> 800 +2 4</p><p> 1600 +3 8</p><p></p><p>Pre-Immortal</p><p>You will live forever… But you have to die, first.</p><p>Prerequisite: Human</p><p>Benefit: If you die a violent death, you awake 1d6 hours later.</p><p>Special: This feat can only be taken at first level.</p><p></p><p>Veil</p><p>Prerequisite: Quickening 10+</p><p>Benefit: Your Tell is reduced by five.</p><p>Special: You can take this feat multiple times. Its effects stack.</p><p></p><p></p><p></p><p><strong>The Duel</strong></p><p></p><p>There are rules to follow in the battle for the prize. Its contenders obey a certain etiquette, which all obey for fear of what may happen if they are ignored.</p><p></p><p>1. One-on-one fights only. The Quickening, and thus ultimately the Prize, go to the most able in a contest between equals. Not to the most devious and underhanded.</p><p>2. Do not fight on holy ground. It is sacrosanct, and a place of refuge. Seek it if necessary, but do not abuse the privilege.</p><p></p><p>Combat plays as normal, with the following exceptions:</p><p></p><p>Active defense: To make a duel more exciting, defense is not static. Instead, the defending immortal makes defense roll:</p><p></p><p>Defense = 1d20 + Dexterity modifier + class defense bonus + miscellaneous</p><p></p><p>Like any d20 roll, action points may be spent to modify the result.</p></blockquote><p></p>
[QUOTE="firstborne, post: 934015, member: 3166"] Here's what I came up with for a friend of mine. It seemed to work out pretty well; let me know what you guys think [b]The Quickening[/b] Fast Healing: An immortal heals two hit points per round. Physical Enhancement: Spend one action point; add the result to strength or dexterity for one round. Speed of the Stag: You may spend an action point and gain an additional move action. Unaging: Immortals suffer no effects from aging. Action Points: Immortals gain action points in two ways. They gain them as via level increases, as normal. The also gain them by taking heads; when they take another immortal’s head, they gain their opponent’s unspent action points. The Tell: The Tell is a measure of an immortal’s power, and determines how easily other immortals detect him. An immortal gains a point of Tell each time he takes a head. The Quickening: The Quickening is power; it is the fire that burns in the breast of everything and everyone. In some, this fire burns like wildfire, and is thus harder to snuff out. An immortal gains a point of Quickening each time he takes a head. Taking a head: When an immortal takes the head of another, Quickening is released. This is accompanied by flashes of lightning, exploding windows, and other pyrotechnics. Mechanically, two things happen. First, the victor absorbs his opponents remaining action points, as his foe’s power flows through him. Secondly, he is fatigued (DC 20 fortitude save, or suffer a -2 to strength and dexterity, cannot run for the duration of the scene). Detecting other Immortals: Immortal’s can sense one another with relative ease, depending on the power of the immortals involved. Wisdom check, with bonus equal to Quickening score. DC 20 – Tell. Pre-immortals are DC 30. [b]Feats[/b] Dark Quickening Prerequisite: Frightful Presence, Quickening 3+ Benefit: You gain a +2 bonus to Intimidate checks, and the DC for your Frightful Presence is increased by two. Empower Weapon Prerequisite: Quickening 1+, Weapon Focus Benefit: You can spend experience points to enhance your favored weapon. Exp Enhancement Bonus Min. Level 200 +1 2 800 +2 4 1600 +3 8 Pre-Immortal You will live forever… But you have to die, first. Prerequisite: Human Benefit: If you die a violent death, you awake 1d6 hours later. Special: This feat can only be taken at first level. Veil Prerequisite: Quickening 10+ Benefit: Your Tell is reduced by five. Special: You can take this feat multiple times. Its effects stack. [b]The Duel[/b] There are rules to follow in the battle for the prize. Its contenders obey a certain etiquette, which all obey for fear of what may happen if they are ignored. 1. One-on-one fights only. The Quickening, and thus ultimately the Prize, go to the most able in a contest between equals. Not to the most devious and underhanded. 2. Do not fight on holy ground. It is sacrosanct, and a place of refuge. Seek it if necessary, but do not abuse the privilege. Combat plays as normal, with the following exceptions: Active defense: To make a duel more exciting, defense is not static. Instead, the defending immortal makes defense roll: Defense = 1d20 + Dexterity modifier + class defense bonus + miscellaneous Like any d20 roll, action points may be spent to modify the result. [/QUOTE]
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