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.
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. Inclu
des 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 oth
er powers.
The Last
This ability confers 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 also allows them to sense one another (called The Buzz) as well as conveying cert
ain other advantages (see Immortal Template). 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-im
mortals. 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.
The Buzz: Immortals can automatically sense each other if they are within a ten yard radius.
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 (ag
ainst 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). Too, Immortals are not affected by the effects of the Life sphere (beneficial o
r not), nor any other healing ability.
New Quickening Powers
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 withi
n 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.
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 t
hen 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).
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 H
oly 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 Quick
ening power (by rolling a die), as follows:
- 1—No effect
- 2—Healing
- 3—Augmentation
- 4—The Last
- 5—Charge Sword
- 6—Roll Again
And the Immortal must pay double points to regain the lost level (with the exception of Healing).
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 d
ie 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 4—The Last. He had Level 3 in that power and mus
t 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.
"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 i
t 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 en
ough (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 simp
ly 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.
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 285 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 Imm
ortal 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.
Other links of interest . . .
- My associate, Travis L. Sparkman maintains a mirror site of the above rules. You can also email him about these rules.
- A few other people have their own rules for a GURPS Highlander RPG as well:
- Links which are Highlander related:
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 yo
u 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 we
b, 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 pla
y? "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. Check back, as
things are constantly changing.
If you would like to respond to these rules or offer suggestions, please do.
BACK to my home page
Total number of accesses since March, 1997: