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
"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.
Standard field Agent/Shadower - Watchers
Advantages:- Allies (Other Watchers), 5
- Patron (The Watchers), 15
DisAdvantages:- (Mental) Watcher Oath, -10
- (Social) Secret (Watcher), -15,
- (Social)Duty to the Order, -15
Skill Package:- SK:Acting=11,
- SK:Area Knowledge=11,
- SK:Computer Operation=11,
- SK:Fast-Talk=12,
- SK:Hidden Lore (Immortals)=11,
-
SK:History=11,
- SK:History (Esoteric)=11,
- SK:Shadowing=13,
- SK:Streetwise=12,
- SK:Writing=11)
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
- -15 Duty to Humanity (Kill all Immortals) or
- -15 Vow (Kill all Immortals)
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 - additional -5 Secret (Hunter) that applies
to their dealings in the Order and
- -5 Sense of Duty (James Horton), since it seemed he cultivated a bit of a
personality cult in his Hunters.
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.
-
- 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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-
- 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 |
Send comments on Dr. Coltrane's Annotations and her other works to her
secretary at
Tantervalles Castle, Kansas, USA.in the Western
Hemisphere. |
GURPS
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Steve Jackson Games Incorporated.
This site is not sponsored by Steve Jackson Games.
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May 06, 2000 and Now: November 22, 2000; Feb 12/ Aug 19/23, 2001; April 26, 2002 [2755 AUC]
[Justice89 Campaign - http://members.fortunecity.com/azurian/immie/hl_modded.html]
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