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GURPS
Highlander: A RPG Supplement
There can be only one!

NOTE: These rules are a reproduction of Eric P. Isaacson's and Travis Sparkman's GURPS Highlander Supplement and are used here with their permission. Some rules and HTML coding have been altered to better fit within the Justice 89 Campaign (see Dr. Coltrane's Annotations below); for the unaltered rules, click here.

Table of Contents
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Introduction Background Characters Sample Characters Quickening Combat Miscellaneous Afterwards Annotations by Dr. Coltrane

Introduction

"In the end, there can be only one."
Juan Sanchez Villa Lobos Ramirez
 
Think of it: immortality. Living forever. What would you do if you could live forever? Amass great wealth? Ponder the mysteries of the universe? Lop a few heads and gain unimaginable power? Alas, all we mere mortals can do is only imagine what all these things are like, which is made a bit easier by role-playing. By creating characters -- immortal characters  -- and then pretending to be them (at least for a few hours), imagination can be more than just an intellectual exercise. GURPS allows this to happen, in combination with the following rules. The genius of the GURPS system allows players to run their own immortal campaign (which, understandably, might prove a little difficult if you want to run a multi-immortal game) or to combine it with the World of Darkness books, like Vampire: The Masquerade, Werewolf: The Apocalypse, or Mage: The Ascension (I am speaking of the GURPS versions of these books, although the White Wolf originals provide essential reading and atmosphere as does Hank Driskill and Greg Gavigan's Highlander: the Gathering, 2nd edition, the inspiration for these rules), and run a campaign with vampire, mage, werewolf, and, of course, Immortal characters (in any combination you choose). Please note, however, that the following rules were written from the point of view of playing immortals in the World of Darkness (because we enjoy that particular genre and I think the idea of immortals running around encountering vampires and mages is intriguing, we like it that way), but can be easily modified to ignore that viewpoint.
Immortals have a unique place in the World of Darkness (WoD) in that they are without clans, or tribes; in effect, they are loners, wildcards, mavericks. They are also human, with all the emotional baggage that comes from being human. They differ from humans in only really one way: they possess the Quickening, a life force which keeps them alive and allows them to do some pretty amazing things.
What follows are the essential rules to create and play an Immortal character in the GURPS format. A familiarity with the GURPS system is also recommended (or affiliation with those who do know).
And remember, there can be only one.

About the authors:
Eric P. Isaacson claims he's a writer of dark fiction who enjoys role playing (big surprise) and living vicariously through his modem.
Travis L. Sparkman lives in a purple shoebox in Clarkston, Washington and one day hopes to make a living selling maps to the stars.
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Disclaimers

GURPS (Generic Universal Role-Playing System) is a registered trademark of Steve Jackson Games, and is used here with their knowledge, but is unauthorized. HIGHLANDER is a trademark of Davis/Panzer Productions and Rysher Entertainment and used without their knowledge or consent. This is not meant as an infringement of their copyright. The phrase "World of Darkness" as well as the accompanying ideas are copyrighted by White Wolf and is used without consent. All else is copyrighted for Eric P. Isaacson and Travis L. Sparkman. This web page is non-commercial and non-profit. Distribute these rules freely, providing this disclaimer and our names accompany them.

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Backgound

"From the dawn of time we came; moving silently down through the centuries. Living many secret lives, struggling to reach the time of the gathering, when the few who remain will battle to the last. No one has ever known we were among you . . . until now."
Ramirez

Immortality and the Prize

"I know! I know everything! I am everything!"
Connor MacLeod
 
There have always lived among normal humans those who seemingly never became sick and could come back from the brink of death. But these men and women never stayed around long enough for interested parties to delve into the mystery. They came to be known as Immortals and they became legend throughout the centuries.
What few know is that these Immortals are in a war with their own kind. There exists another legend, one perhaps that is even older than the oldest living Immortalthe Prize. When the last two Immortals face each other, they will battle for each other's Quickening, a culmination of all other Immortals' power and experience before them. When only one Immortal remains, the Prize will be theirs. No one really knows what the Prize is. Some speculate it is ultimate power, others wisdom. But either way, it is why all Immortals (with very few exceptions) live by the sword, if for no other reason than to stay alive. In that, they do not differ from us mere mortals.

Watchers

"I am a Watcher. Part of a secret society of men and woman who observe and record, but never interfere."
Joe Dawson
 
No one knows when this mysterious group of men and women banded together to watch Immortals and their struggle. Their edict is to watch and record, never interfere. Mostly, this simple procedure has been kept intact over the years, but occassionally, a watcher may become friends with, and sometimes protector of, the Immortal they watch. This benevolence has not always been the case, however.
PCs who wish to play a Watcher certainly may. It would not be difficult to come up with a "Watcher template."
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Sample Watcher Template  from Innocentia's "Immortal.gdf" v2.1 file for GCA.
Good skills to have are: (Knowledge):Hidden Lore (Immortals), M/A, page(CI147)
Hidden Lore (type), M/A, page(VC25,CI147) and History (Esoteric), M/VH, page(CI157)

Hunters would have either a

depending on your opinion of the Immortal question. Horton's group would believe it a great duty to Humanity. Kindly GMs could also give them
this section added by Innocentia Splendia

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Hunters

"There is nothing greater than the power of man!"
James Horton
 
Recently, a group of Watchers could no longer tolerate the possibility of an (evil or otherwise) Immortal gaining the Prize and maybe plunging humanity into an era of darkness. Led by James Horton, this renegade band of Watchers began hunting Immortals. Though killed by Duncan MacLeod, Horton's legacy lives on and the Hunters are still a threat to those Immortals who don't know that they're being watched . . . and loathed.

Pre-Immortals

"You've the devil in you!"
Dougal MacLeod
 
Pre-Immortals are just like normal humans, with one exception: they will come back to life after their first "death," awakening to immortality. PCs wishing to play a pre-Immortal pay 0 points for the pre-Immortal advantage, which includes Rapid Healing (5) and Sterility (-5).

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Characters

"You've no knowledge whatsoever of your potential!"
Ramirez

Character Creation

"I am immortal, I have inside me blood of kings . . . "
Queen
 
Immortal characters should be created as typical 100 point characters first, keeping in mind the time period in which the Immortal first "died" (a detailed history should be made at this time as well, to be given to the GM). Then the PC should create his Immortal with the remaining points allocated. Keep in mind that an Immortal should have picked up a lot of skills over the years, unless that's not part of her character concept (she lived on holy ground for sixty years, contemplating God and picking berries).
To reflect the idea that "older" Immortals may have "been around" and learned various skills (not to mention taken a few heads), the following table is used for starting points:
  • 0 --  100 (in years) = 450 points (100 pts. in Quickening powers; up to 50 in Disadv.). No cost.
  • 101 --  250 = 500 (125 pts. in Quickening powers; 55 in Disadv.). This is a 5 point advantage.
  • 251 --  500 = 550 (150 pts. in Quickening powers; 60 in Disadv.). 10 point advantage.
  • 501 --  1000 = 600 (175 pts. in Quickening powers; 65 in Disadv.). 15 point advantage. IQ-1 to learn new skills.
  • 1001 --  1500 = 650 (200 pts. in Quickening powers; 75 in Disadv.). 25 point advantage. IQ-2.
  • 1501 --  2000 = 700 (225; 80). This is a 50 pt. advantage. IQ-3.
  • 2001 --  3000 = 750 (250; 90). This is a 75 pt. advantage. IQ-4.
  • 3001 --  4000 = 800 (300; 100). This is a 100 pt. advantage. IQ-5.
The remaining points go to attributes, advantages, and skills. Also, if a character has been out of commission for a long while (thus not hanging around, picking up skills), but is created at a higher age bracket, an Unusual Background cost will be applied to compensate, at GM discretion. A detailed history is required of all PCs, with extremely detailed histories being awarded extra character points to spend (this will help when choosing advantages, disadvantages, and skills).
 
Note: The above table is offered as a suggestion only. Feel free to totally disregard and use your own setup.

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Immortal Template

To reflect that Immortals all seem to possess essentially the same or very similar immortal attributes, the following template is offered. The point cost breakdown is listed to the left of the attribute/advantage, while the corresponding rule reference, as listed in Compendium I, is to the right.
15   Unaging (CI69)
10   Immunity to Disease (B20)
50   Fast Regeneration (1 HT/min.) (CI64)
10   Recovery (CI64)
25   Rejuvenation (new)   The ability to heal aggravated damage only at a rate of 1 point per hour of uninterrupted sleep, not to exceed 10 points in any given sleep cycle.
10   Gills (C56) [see Dr. Coltrane's Annotations]
185   Immortal Resurrection (new)   Similar to Resurrection (CI64), but allows an Immortal to begin healing immediately after "death," unless he is beheaded or sustained enough damage (-HT x 10) that resurrection is impossible. The Immortal regains consciousness after regaining a positive HT and meeting the necessary roll(s). The -25 point rule per resurrection does not apply.
60  The Last (new)  A catch-all advantage which includes The Buzz as well as providing almost psychic powers -- see description. The Last also provides Immunity to the Delirium, Immutable Prime, and Resistance to the Life Sphere of magick, as well as the Obeah discipline. Too, Immortals cannot be turned into Kindred or blood-bound or turned into Ghouls.

-5  Sterility (CI84)   Normally a -3 point disadvantage, I added the other 2 points to round off the template cost.

-15   Potent Blood (new)   The direct corollary to Efficient Digestion (VC15). All Immortals' blood is rich because of the Quickening in it. If playing in the World of Darkness (WoD), this can become a nuisance (or worse) because vampires and blood mages may want to take the Immortal's blood for their own uses. For every 2 Blood Points taken, they are worth 3.[see Dr. Coltrane's Annotations]

-5   Immortal Code (new)   All Immortals follow this code: No fighting on Holy Ground and only one-on-one fighting.

-20   Secret (CI78)

320 Total


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Advantages, Disadvantages, and Skills to bear in mind for character creation:

  • Hit Location (MA50)
  • Zeroed (CI32)
  • Alternate Identity (CI20)
  • Combat Reflexes (B20)
  • High Pain Threshold (B20)
  • Enemy (B39)
  • Ally (B23)
  • Contact (Watcher or another Immortal) (B234)
  • Fashion Sense (CI24; VTM59)
    • Hidden Lores (CI147):
    • Immortal
    • Vampire
    • Lupine
    • etc.
  • Duty (B39)
  • Loner (CI91)

New Advantages, Disadvantages, and Skills

Low Profile (5/level)  See Arcane, MTA44.   Similar to Arcane (MTA44), but this is more the ability to slip away unnoticed when, say, curious reporters want an interview. Or not to be the focus of attention in a group. You become, more or less, hardly noticeable. However, if someone is actively seeking you out (by sight or recording device), that person must make a Will roll at a penalty equal to your level.
Emotional Isolation (-5)   Due to so many dying around you as you lived on was too much to bear and now you have cut (or try to) yourself off emotionally from others. You come across as cold and unfeeling. A -2 to all Social skills and you cannot have Empathy. A +2 bonus to resist attempts to manipulate you emotionally.

World-Weary (-10)   You have seen enough to know that nothing is ever truly new under the sun. You rarely pay much attention to those around you and assume you know all there is to know about them once you have determined what part they play on the world stage. -2 to all Perception tests, as well as Psychology and Detect Lies involving people you know. Also, a -2 on the first action taken following a surprise.

Cloak Weapon (new; MVH)  Similar to Holdout (B66), but applies only to an Immortal's sword and gives a +4 to conceal. A long coat (duster, trenchcoat) adds a +4. A short coat provides a +2. This is a fairly recent skill (within the last hundred years or so).

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Traditions

Because Immortals come from such various and varies backgrounds, cultures, and times, Immortal traditions are few and far between. They live by only a few rules. The first and foremost is that There Can Be Only One, meaning that they must fight each other until only one remains and claims the Prize. Another primary rule is no fighting on Holy Ground. Holy Ground is a sanctuary for even those Immortals who abide by no rules, mortal or otherwise. Finally, Immortals fight one to one; there is no double teaming. With very few exceptions, Immortals are loners - not that they do not associate with other Immortals, but they usually keep to themselves and do not "pal around" with other Immortals for too long.

Sample Character

The following are example characters created with these rules.
This is a sample character made by Eric P Isaacson - Seth Dannon (or the same Seth character here at Fortune City), with his own home brewed GCA file.
The other characters are made with these Immortal rules in the Justice89 campaign world by our Azurian Scribe and the named players.
See Publius Cato of the unfallen Roman Empire (a parallel world character made using these rules)
Also available is Tess Devlin - murderess from the old west
More palatable is present day C.C. Rydell: B - Movie actress.
Also here is 17th cent. Highwayman Martin Kobe in his 19th [1880] and 20th [1989] century incarnations.
For fans of the Highlander ® television show, we have Amanda as played by Elizabeth Ward Gracen, circa 1932 AD.

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Quickening

"The sensation you're feeling . . . is the Quickening."
Ramirez
No one knows for sure just what the Quickening is. Some say it is a life force that flows through every living things and just happens to be stronger in Immortals. Others claim that it is indicative to Immortals only and what really separates them from the rest of humanity. In any case, it is a power to be reckoned with.

Powers of the Quickening

From the outside, Immortals appear to be normal humans, but at times they can call on the Quickening they have gained to do extraordinary things. The following "powers" are a reflection of this, thus the PC is allowed to customize his or her character with these powers, reflecting the speculation that Immortals are able to somehow manipulate their Quickening depending on their personality and experience.
The cost per level is shown in parenthesis and the skill level, where applicable, is noted next to the title.

Charge Sword MVH   An Immortal is able to channel some of his Quickening into his sword, causing aggravated damage.
  • Level 1 (5)=1d
  • Level 2 (10)=1d+1
  • Level 3 (15)=1d+2
  • Level 4 (25)=2d-1
  • Level 5 (50)=2d
  • Level 6 (75)=2d+1
  • Level 7 (100)=2d+2
  • Level 8 (125)=3d-1
  • Level 9 (150)=3d
  • Level 10 (200)=3d+1
Qualifications:
  • Can use any level below that which was possessed.
  • If an Immortal's Power Level is higher than the Power Level he is using, he adds the difference between those levels to his skill roll when determining success or failure. Ex.: Connor has Level 9 but decides to use Level 5 against Richie (which only costs Connor 5 points of fatigue, instead of nine), thus giving Connor a +4 to his skill roll.
  • For each point of success rolled, power lasts one minute.
  • 1 point fatigue per level used.

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Augmentation: ST / Speed MVH   Allows an Immortal to temporarily increase his Strength and/or Basic Speed. Use the same table for both advantages, but buy them separately, i.e., a PC may elect to buy Level 1 in Augmentation: ST and Level 3 in Augmentation: Speed at a total cost of 20 points. The PC must also buy a separate skill level for each category of Augmentation. A separate roll is required for each.
ST Level Basic Speed
+1 Level 1 (5) +.5
+2 Level 2 (10) +1
+3 Level 3 (15) +1.5
+4 Level 4 (25) +2
+5 Level 5 (50) +2.5 (+1 Attack)
+6 Level 6 (75) +3 (+1 Attack)
+7 Level 7 (100) +3.5 (+1 Attack)
+8 Level 8 (125) +4 (+1 Attack)
+9 Level 9 (150) +4.5 (+2 Attacks)
+10 Level 10 (200) +5 (+2 Attacks)

Qualifications:

  • Can use any level below that which possessed.
  • If an Immortal's Power Level is higher than the Power Level he is using, he adds the difference between those levels to his skill roll when determining success or failure. Ex.: Connor has Level 9 but decides to use Level 5 against Richie, thus giving Connor a +4 to his skill roll.
  • For each point of success rolled, power lasts one minute.
  • 1 point fatigue per level used.
 Note: Normally, new PCs can only buy up to Level 5 in Charge Sword and Augmentation, with the additional levels purchased only by gaining Quickening. Of course, GM discretion applies.

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Healing
This increases an Immortal's healing time (remember that the Rapid Healing adv. is figured into the cost of Regeneration). There are several levels:
  • Level 1: Instant Regeneration (75 pts.): 1 HT/turn (sec.). This is the only additional level of regeneration which can be bought at the time of character creation. Succeeding levels can only be obtained by gaining Quickening during play. Includes the Rejuvenation advantage - the ability to heal aggravated damage only at a rate of 1 point per hour of uninterrupted and peaceful sleep, not to exceed 8 points in any given sleeping cycle.
  • Level 2: 2 HT/turn
  • Level 3: 3 HT/turn
    etc. up to Level 10.
Qualifications:
  • Each of these additional levels (starting with level 2) are purchased at 50 points per level by "banking" Quickening Points (QP); once these points are banked for Healing levels, they cannot be "moved" to purchase additional levels of other powers.

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The Last
This ability bestows information to the Immortal to his benefit, i.e., it allows an Immortal to "know" things which he could not normally know. It is similar to ESP and allows them to sense one another (called The Buzz). This ability allows for some balance between the Immortal character and the other WoD inhabitants (vampires, lupines, etc.), allowing, for example, the Immortal to sense other supernatural creatures or pre-immortals. It is to be used at the GM's discretion and rolled against an Immortal's IQ and the GM should never use this to intentionally confuse the PC. An Immortal can increase the value of The Last, as follows:
  • Level 1 (base cost included in template)= IQ
  • Level 2 (5 pts.)= IQ+1
  • Level 3 (10 pts.)= IQ+2
  • Level 4 (15 pts.)= IQ+3
  • Level 5 (25 pts.)= IQ+4
    not to exceed Level 5
Qualifications:
  • After character creation, this ability can be increased through the use of QP only, paying double the cost between levels.
  • After character creation, this ability can only be increased by using QP, paying double the cost between levels.
  • The Buzz: Immortals can automatically sense each other (and Pre-Immortals) if they are within a ten yard radius. If another Immortal is beyond the ten yard radius, the GM should have the PC role against his or her value of The Last for detection, with the following modifyer: The Last value - (distance in yards / 5). Ex.: Richie has The Last of 14 with another Immortal twenty yards distant. 14 - (20 / 5) = 10. The PC rolls against 10 to sense the other Immortal.
Quickening also conveys some automatic advantages, at least where vampires and mages are concerned. Because of the powerful nature of the Quickening, Immortals cannot be blood bound, nor be turned to Ghouls, and they certainly cannot be turned into Kindred. Mages, too, cannot affect an Immortal's Quickening -- their Prime energy is considered immutable. The only exception to this is if a mage is within range when one Immortal takes the head of another; then the mage, if he won a contest of skills (against the victorious Immortal's The Last skill), could steal the escaping Quickening from the victor and stealing a bit of the victor's as well (see Two-on-One Fights below). Also, Immortals are not affected by the effects of the Life sphere (beneficial or not), nor any other healing ability (such as the Obeah discipline).

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New Quickening Powers (Optional)

To better reflect some of the abilities displayed in the movies, television series, and original scripts, the following advantages are provided to add a bit of flavor to gaming and should not be looked upon as must-play items. The cost is noted within the parenthesis, and the appropriate skill level next to it.

Disorientation (10) MVH   With a successful roll (vs. the target's Will), an Immortal can distract a person (be they Immortal or not), causing them to become confused and disoriented. Duncan did this to Amanda while she was on the highwire. The target must be within eyesight of the Immortal.

Sense Emotion (10) MVH  Immortals can sense true emotions of the target, as Connor did when the Kurgan was trying to hide his fear of Connor and losing the Prize (see the original script). This should be treated as a crude "detection" device, i.e., Immortals should be able to sense only strong, simple emotions - if the target is feeling ambivalent about something, then the Immortal can't discern that they are actually happy or outraged. A larger success margin will yield a more specific "reading."

The Gaze (20) MVH   Immortals can make others feel more at ease around them (how do you explain the attraction of women to Connor?) or uneasy (as when Connor was "looking" at Garfield at the police station). It requires eye contact and affects only one person at a time, with a separate roll required for each different target. The PC must announce which part of The Gaze s/he is using.
    Gaze of Tranquility
    Similar to the Awe power (see VTM106). Each success gains a +1 Charisma bonus.
    Gaze of Agitation
    On a successful role, the target will attempt to remove himself from the Immortal's gaze. The more successes, the more urgent the target will be to get away from the Immortal. A success of +1 may only make the target lower his eyes or look away. A success of +4 or +5 may make the target want to leave the room. A +8 may make the target run from the Immortal. A successful roll requires the affected character (or non-PC) to make a Will Roll, at a penalty equal to the amount the Immortal's roll was made by.
Optional: Allow The Gaze to work on animals as well. This might explain Canus' appeal to his dogs.

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Gaining (and Losing) Quickening

"Don't lose your head."
Ramirez
 
The only way for an Immortal to gain Quickening is to behead another Immortal and absorb the escaping Quickening. This is accomplished in game terms by taking the total point value of the beheaded Immortal and multiplying by a percentage. Depending on the type of game you want to play (slowly building up power or gaining power quickly (it's the Gathering!), use 1-5% (rounding up). Two percent has proven to be a good balance between the two gaming extremes, although 1% is not bad. These points can then be spent by the victor on any of the Quickening powers he chooses, remembering that the point cost for raising levels is now doubled (with the exception of the Healing powers). Ex.:

    Immortal "A" takes Immortal "B"'s head:
    Immortal "B"has a total of 475 pts. 475 x 2%=(9.5) rounding up, 10 points.;
    Immortal "A" now has 10 points to spend in the Quickening powers.
Only these "banked" Quickening points can be used to increase Quickening powers; character points awarded by the GM cannot be used to do so.
In the situation where an Immortal gains Quickening and wants to buy a power he does not currently possess he can do so (remembering that the cost is now double) as well as receiving a skill level equal to IQ - (20 - IQ)  --  for example, a PC with IQ of 14: 20 - 14 = 6;14 - 6 = 8  --  and that skill level can only be increased through the use of character points (and the successful use of the power).

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Holy Ground and Two (or more) on One fights

"Holy ground, Highlander! Remember what Ramirez taught you!"
Kurgan
 
Because these are part of the Rules of Engagement presented in the franchise, the following is used to explain and enforce these rules. Immortals do not fight on Holy Ground (consecrated places, Cairns, Nodes, etc., at GM's discretion) because the Holy Ground is considered the victor in any such fight. The beheaded Immortal's Quickening is automatically absorbed by the Holy Ground (with the other Immortal gaining nothing), while the "victorious" Immortal loses one level in a randomly selected Quickening power (by rolling a die), as follows:
  • 1 -- Subtract one an Attribute
      Roll two dice. With a result of 1-3, subtract one from ST; if 4-6, subtract from HT; if 7-8, subtract from IQ; if 9-12, subtract from DX. The PC must recalculate all skills based on the diminished attribute.
  • 2 -- Healing
  • 3 -- Augmentation: Speed
  • 4 -- Augmentation: ST
  • 5 -- Charge Sword
  • 6 -- The Last
And the Immortal must pay double points to regain the lost level (with the exception of Healing).
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In Two on One fights, the victorious Immortal (the one who actually takes the head) takes the beheaded Immortal's Quickening and some of the remaining Immortal's as well. Ex.:

    Immortal "A" and Immortal "C" team up against Immortal "B." After a fight, Immortal "A" takes "B"'s head, thus gaining his Quickening as per the above rules. Also, Immortal "A" gets some of his teammate's Quickening. Immortal "C" rolls a die as per the Holy Ground rules above, losing one level in a power. The difference in the point cost of the "lost" level and the "new" level go directly to Immortal "A." For example, Immortal "C" rolls a 6 - The Last. He had Level 3 in that power and must now reduce that to Level 2; Level 3=10 points & Level 2= 5 points - 10 - 5= 5 points going to Immortal "A."
Two-on-One Fights
In Two-on-One fights, the victorious Immortal (the one who actually takes the head) takes the beheaded Immortal's Quickening and some of the remaining Immortal's as well. Ex.:
    Immortal A and Immortal C team up against Immortal B. After a fight, Immortal A takes B's head, thus gaining his Quickening as per the above rules. Also, Immortal A gets some of his teammate's Quickening. Immortal C rolls a die as per the Holy Ground rules above, losing one level in a power. The difference in the point cost of the "lost" level and the "new" level go directly to Immortal A. For example, Immortal C rolls a 6 - The Last. He had Level 3 in that power and must now reduce that to Level 2; Level 3=10 points & Level 2= 5 points :: 10 - 5= 5 points going to Immortal A.

Spending Quickening points

Points gained by beheading another Immortal can only be used to increase the levels of Quickening, not the skill required to use them (such as in Charge Sword and Augmentation); the skill can be increased by character points, awarded by the GM. Nor can Quickening points be used to increase "regular" skills, or temporarily increase Quickening power skills, i.e., they are not used like Blood Points in VTM.

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Combat

"If your head comes away from your neck, it's over."
Ramirez
 
Combat between Immortals is the same as between mortals, with one exception: when Immortals battle they usually use swords (though some use battle axes; as long as the blade is sharp). There are no special combat rules that apply to Immortals, but it is recommended that PCs have a decent sword and skill to use it.
There are some special rules that do apply, however, to assessing damage.

Fatigue after Gaining Quickening

The absorbing of Quickening is an arduous ordeal. Because of this, an automatic 5 points fatigue is applied to the victor after the beheading.

Damage & Death

Regeneration of non-essential body parts, i.e., those which are not intrinsic for the body to survive (hands, limbs, ears, etc.), does not occur in an Immortal, although, say, a lost heart would regenerate. Also, damage to the neck area, if severe enough (critical success) or caused by aggravated damage, leaves a scar (determined by failing a HT roll).
An Immortal's body is very much like a vampire's in that it is immortal, but there is only so much damage a body can take before it simply falls apart, i.e., immortality is not invulnerability. An Immortal can take up to -10 x HT before the body simply ceases to be a body and the Immortal dies. If there is any Immortal within range when this happens, they are considered the "victor" and receive the escaping Quickening, otherwise, the Quickening simply dissipates into the ether.

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Miscellaneous

This section is merely for those nagging and straggling questions and concerns that crop up about the franchise in general and this game in specific.
 What if you don't want to play in the World of Darkness?
Easy. Merely take out any cost incurred for those advantages/powers. In this case, the cost of the template is now 280 points (subtract Potent Blood and 25 points from The Last for the Delirium advantage).
 And what about all those headless bodies, anyway?
You can choose to play this as you like. You can have the authorities in the campaign simply ignore the headless bodies, as if they weren't even there (as in the series), or add some spice and have an intrepid detective asking questions about the Immortal PC (as in the movies and first season of the series), or come up with some other explanation, such as when the Immortal's head is dislocated, then the retarded aging process catches up with the Immortal and his body slowly fades to dust (but what to do about those "new" Immortals, eh?). It's up to you.

Highlander related links (current as of June 23, 2000):


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Afterwords

When I first saw Highlander (the movie) I was . . . amazed, to say the least. This was well before I was into playing GURPS. Sure I'd played D&D a couple times and some other games which I believe are now defunct (ah, Superworld, where are you now?), but GURPS came much later, only a few years ago. Then, of course, the big thing was GURPS Vampire: The Masquerade, a game which I still enjoy immensely. Then one day, while cruising the "information superhighway," i.e., the world wide web, I came across Hank Driskill's and John Gavigan's Highlander: the Gathering, 2nd edition (based on the White Wolf Storyteller system). I thought, "Cool! A Highlander role-playing game!" But I was unfamiliar with the Storyteller system - how could I play? "Ah-hah!" went my brain. "Why not make a GURPS Highlander?" "Okay," I said to myself. So I got together with a friend of mine and we battled it out (on paper and in our heads) what a GURPS Highlander RPG should be like. Betwixt the twain, we came up with the above "rules." I put that word in quotes because I think the best thing about GURPS is its flexibility; if you don't like a rule or it doesn't quite fit, you can change it or throw it out. We've had to play a little fast and loose with the "evidence," i. e., the information presented in the movies and television show, but I think they work, so far (we're still playtesting). If you can come up with better or additional rules, let me know --  collaboration is what makes GURPS fun.

If you would like to respond to these rules or offer suggestions, please

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Personal Annotations by Dr. Adrianna Coltrane for the Justice 89 Campaign setting.

Disadvantages:
  "-15 Potent Blood (new)

The direct corollary to Efficient Digestion (VC15). All Immortals' blood is rich because of the Quickening in it. If playing in the World of Darkness (WoD), this can become a nuisance (or worse) because vampires and blood mages may want to take the Immortal's blood for their own uses. For every 2 Blood Points taken, they are worth 3."
This is directly opposite from the previous WoD rules in which the blood of Immortals provides no sustenance to a Vampire. In my research this previous viewpoint is more correct. Due to the nature of the binding, the excess life energies that would normally be easily extractable (enhanced by fear or terror in most cases) are unavailable to the vampire when drawn from an Immortal's vein. Only a creature that has no use or need for such energy can gain sustenance from the blood, id est mosquitoes, ticks, leeches, stirges and the like. WoD vampires and magic based vampires (the common carpathians encountered by agents Correlli & Daniels) act to steal vital energies from their victims ("Vitae" to the "Cainites") through the act of blood draining; the proteins and minerals also found are merely used as repair material or bulking for the vampiric form and are rejected in most vampiric cases seen when from Immortal donors (willing or non). The blood of Immortals is entirely suitable for use in human blood tranfusions and bears no obvious genetic markers for screening at banks or hospitals.

Advantages:
   "10 Gills (C56)"
An interesting take but not found in examination of live or beheaded immortals. The ability to breathe under water exhibited by Connor & Sebastion is comparable to "knacks" <Inherent_Magic (C38)> shown by some subjects under study [Breathe Water spell made into Item costs 400 points, Knack thusly costs 8 points].

New Optional Quickening Powers:
   "Gaze"; "Disorientation"; "Sense Emotion"
These appear to be special effects & personality quirks coming into play rather than separate true powers. People with the advantages of Animal & regular Empathy have shown psychological skills and produced effects similar to these across the ages. 
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Dr. Coltrane's Annotation added by 
Innocentia Splendia - Azurian Scribe and Scholar of the Arcane 
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May 06, 2000 and Now: November 22, 2000; Feb 12/ Aug 19/23, 2001; April 26, 2002 [2755 AUC]
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