"There can be only one!"
Written By:
Home Base
Copyright 1997, all rights reserved
Mark Chase
(mchase@cdc.net)
Meta-Earth
http://www.meta-earth.com
GURPS is a trademark of Steve Jackson Games. All rights reserved. Highlander is a trademark of Panzer/Davis Productions. All rights reserved Some information contained herein is was adapted from the Highland.Faq file, administrated by Debbie Douglass (ddoug@dl5000.bc.edu). And from the other GURPS Highlander game by Eric P. Isaacson & Travis Sparkman
"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." -- Juan Sanchez Villa-Lobos Ramirez 896 BC - 1541 AD You are immortal. You have the power of the Quickening. It flows though you like a river of life. It calls you to combat. It pulls you to the time of the Gathering, when only the strongest will be left. The Quickening gives you the strength to fight through the ages. There can be only one! Table of Contents Introduction Characters Powers of the Quickening The Quickening Getting Quickening Holy Ground The Gathering The Prize Physiology Immortals and their Swords Immortal Combat The Watchers LopFest 2000 Highlander Worlds
Introduction This game is based on the Highlander universe (Highlander, Highlander the Series, and Highlander III). Because Highlander II contradicts the other two Highlander movies and the entire TV series, it has been exempt as a separate movie taking place in an alternate, rather silly, universe. Highlander is not a good name for this game, as the Highlanders are actually Conner and Duncan Macloed. A better name might be "the Gathering" (but this has been taken by a card game) or "the Quickening" (but that sounds lame). "Immortals" might also work, but again, this has been taken by another game system. It is highly recommended that you see both Highlander movies (That is, Highlander I and III) and watch the series to get a feel for the world. If you wish, you could call the pilot episode for Highlander the series (that is, Highlander: The Gathering) Highlander II, but this usually confuses people, so don't do it in public. There are not too many contradictions between the Highlander movies and series (if you exempt Highlander II-The Sickening) so the information that follows will cover all of them. It is also necessary to crossover Highlander with other GURPS source books to get a proper background world (see section on Highlander Worlds). Characters Character types will depend on what world the characters are in (Modern, Western, Swashbuckler, Middle Ages, etc.). Skills must also be appropriate to that world (no Computer Operation skill in 1783). However, most immortals will have skills from previous ages such as Armory, Riding, and of course Weapon: Sword. In GURPS most characters start out with 100 points. This is far too low for the Quickened immortals. 300 points - New Immortal The PC is a newly realized immortal and may only have a few kills (if any) to his credit. He will grow in points quickly as he makes new kills, and will hopefully have a long future ahead. Most characters should start at this level. Richie is a new immortal. 400 points - Low Immortal The PC has several kills, maybe even one major kill. His skills have progressed greatly, but he is still easy pickings for greater immortals. 600 points - Standard Immortal Most immortals are on this level, but starting PCs should not be allowed to begin on this level. This character would be several hundred years old, and have a great many skills at a very high levels. This is the level of Duncan and Connor Macloed. 800 points - High Immortal Only a few immortals get this powerful. The character would probably be over a thousand years old. 1000+ points - Great Immortal It is unlikely any immortal, except the last few will be this powerful. At this point, the immortal's Quickening power may start to extend itself into the very nature of the universe. Advantages Most standard advantages are available to immortals. Magic and Psionic advantages are not allowed unless these fit into the game world. Almost all immortals should get Alternate Identity in a modern or futuristic world. There is one advantage all immortals must get -- Quickening. Quickening 200 points first level 60 points per extra level All immortals must get this advantage. It counts against your total points so a 400 point character will have only 200 left to use on other things. It is a combination of Unaging, Fast Regeneration, and other special abilities. A much more detailed description of what Quickening is and what it does is described below. Unaging (50) Fast Regeneration (50) Secret:Immortal (-20) Code of Honor:Immortal (-10) Special Resurrection (45) Sense Immortal (10) Charge Sword (35/level) Distract (5/level) Pain (10/level) Fear (10/level) Sterile (-5) Breathe Water (10) Breathe Earth (10) Vulnerability: Decapitation (-20) Special Instant Healing (10) Animal Power (10) Contact: Watcher 10 points The immortal has a Watcher friend who acts as an informant. This Watcher can be very valuable, giving warnings, hints, suggestions, and information about the whereabouts of other immortals. The Watcher puts his life in jeopardy by doing this, so he may require his immortal to do something for him from time to time. Disadvantages An immortal can have almost any disadvantage as long as it is not contradictory to being immortal. Disadvantages like Old Age, Epilepsy, Hemophilia, and such are not allowed. Immortals may have lost limbs, eyes, etc. as they cannot grow these back. Codes of Honor, Vows, and Secrets are common. There is still a forty point max on disadvantages. Skills Meditation M/H This is the ability to relax and enter a state of mediation and peace. An immortal can do this in any position, but he must be very relaxed and not be distracted. He is somewhat vulnerable to attacks. It takes five minutes to enter meditation. Reduce this to 4 minutes at skill level 12, 3 minutes at skill level 14, and 2 minutes at or above 16. While meditating, an immortal can double his range to sense immortals, call an animal power (if the animal is nearby), or rest to lose fatigue points (lose 1 fatigue point every five minutes). He can only do one of these activities per mediation session, however. Concile Sword M/VH With this skill, an immortal can hide his or her sword somewhere on his or her person. On a successful skill roll, the sword is hidden and cannot be seen unless his person is searched. There is a +4 to the skill if the immortal is wearing a trench coat, monk's robe, or other such garment. Immortal Lore M/H This is historical and legendary knowledge regarding immortals. Some humans can have this, such as the Watchers, and for immortals this skill is generally restricted to a maximum of 12. Immortals do not know everything about their kind and only learn what their mentor tells them and what they learn on their journey through the ages. However, old immortals have more knowledge than younger ones. For every 50 years the immortal's been around, he can raise his skill ceiling in Immortal Lore by one point. Thus, a 400 year only immortal can have a max Immortal Lore level of 20. Watchers can get any skill level, as they have huge archives of knowledge available to them. Some immortals are Watchers, such as Methos, and they can do likewise. Powers of the Quickening Below is a listing and description of all the powers an immortal has with the Quickening. Range and power will increase with each level of Quickening. The first two are listed more comprehensively in other GURPS source books (Aliens or Supers) Unaging The immortal will not age beyond the age at which he "died" for the first time. Make a note of his apparent age and his real age. Fast Regeneration The immortal will regenerate one hit point per minute. He cannot heal lost limbs, but organs (except sensory organs) will heal. Code of Honor: Immortal This mainly focuses around the fact that no immortal will fight on holy ground. It also dictates that immortals are only to be killed by sword and fighting should only be done by sword. Secret: Immortal You are immortal, and the public should not know about it. You must try to keep this fact secret at all cost. You may tell close friends (and spouse if you marry), but the public must never know. Other immortals will know you are immortal, as well as the Watchers, but that is of no consequence to your secret. Special Resurrection This is similar to resurrection in GURPS Supers. However, it is limited by the fact that an immortal will not come back to life until his hit points have healed above 0, as per fast regeneration. An immortal will also not come back to life if his head was severed, destroy, or his body was destroyed (see Immortal Combat). Sense Immortal This is the ability to sense other immortals at a distance. When two immortals are 2d6x10 yards apart they will sense each other (GM rolls, and tells the PC when he senses the other one). Immortals do not have an individual signature, so it is impossible to distinguish between immortals based on their Quickening. However, Quickening power level can be identified on a successful IQ-4 roll. This may help to identify an approaching immortal. This can also be used to sense or "know" holy ground when it is near. Holy ground can be "known" at a range of 1d6x50 yards, but does not cause a stir in the immortal's Quickening like it does when another immortal is near. On holy ground, the immortal's range to sense other immortal's is extended to 1d6x50. Charge Sword This power allows an immortal to focus his Quickening power into his sword, thus boosting the damage that is done. When immortals fight with charged swords, an explosion of sparks and arcs of electricity can be seen when the blade strikes metal or another blade. The Level is the level of power for charging a sword and must be less than or equal to the immortal's Quickening Power. An immortal with Quickening level 4 can only use Charge Sword levels 1-4. Level Bonus 1 +1d 2 +1d+2 3 +1d+3 4 +1d+4 5 +2d 6 +2d+2 Usage of this power causes 1 point of fatigue per level, per minute of use. Distract This is the ability to shake another immortal's (or mortal's) consciousness. It can distract an immortal from meditation, from firing a gun, or any other activity. The subject must be in visual range. The attacker must make an unmodified IQ roll to attack with Distract. If he succeeds, the subject must make a will roll minus the attacker's Quickening level. Distraction can only be done once a minute (or once every 60 combat rounds). It can be done to mortals as well as immortals. Pain This is a powerful form of Distract that allows the immortal to actually shock the target's conscience. He can do this to both mortals and immortals. It is similar to Mental Blow (B169) but not quite the same. The target must also be in visual range for this to work. The attacker must make an unmodified IQ roll to attack with Pain. If he succeeds, the subject must make a will roll minus the attacker's Quickening level. If he fails, he is hit by a wave of pain. The target is distracted as above and stunned until he can make a successful health roll to come out. The target will also lose fatigue and might take actual damage. Pain cannot be used until Quickening level 4 is achieved. At that point Pain will do 1d6 points of fatigue to the target. At level 5 Quickening it will do 2d6, and at level 6, 3d6 points of fatigue. Once the target's fatigue has been reduced to zero any remaining points will be transferred as actual damage and the target will fall unconscious. No further attacks can be done on an unconscious foe. Pain can only be done once a minute at max (or once every 60 combat rounds). Fear Fear only works on normal mortals and animals. It causes a mortal to suddenly fear the immortal who is using Fear. The mortal will retreat or run away in terror if possible. To attack with fear, the immortal must make an unmodified IQ roll. To resist the effects of Fear, the mortal must make a will roll minus the immortals Quickening level. The target must be in visual range. Sterile Immortals are incapable of bearing children. Breathe Water The immortal can breathe underwater, fresh water or sea water. Thus, immortals cannot drown. Breathe Earth The immortal can extract air from earth to breathe. This is why immortals do not keep dying when they are buried unless they are somehow crushed or trapped. Vulnerablity: Decapitation Normally, everyone is vulnerable to this. However, immortals are immortal, and normally would be invulnerable to death by decapitation (by definition of immortality). This means that if an immortal losses his head, in anyway, he is dead for good. Special Instant Healing An immortal my opt to burn-up some of his Quickening power to instantly heal all damage and immediately come back to life if he is "dead". All wounds are healed immediately in a shower of sparks and lightning. The immortal will lose 10 cp from his Quickening advantage. For instance, if the immortal was at Quickening level 4 (380 cp total), he would be knocked back to level 3 but have 370 cp. He would only need 10 more cp to regain the lost level. If the immortal was at level 4 but had 400cp in the advantage, he would still be at level 4 with 390 cp. The immortal must have at least Quickening level 2 to do this. Animal Power Immortals can also call the Quickening power of animals into their being to get other special abilities. The immortal must enter meditation to do this and must be in visual range of the animal he is to match. Below is a listing of animals and the special ability the immortal can get from them. The ability lasts until the immortal stops using it or until it is logically over. Stag - (or other related beast, like a gazelle) Run at fifty miles per hour (25 move), half fatigue from running. Bear - (or other large, strong beast, like a gorilla) Double natural ST (not cyber-boosted strength). Eagle - (or hawk, or other sharp-eyed bird) +5 vision roll. Fish - (or any swimming sea creature like sharks, or whales) Triple swimming speed, an automatic success on all swimming rolls. Cat - (or other feline creatures, like lions and tigers) Grants night-vision, 1/2 penalty for darkness. Lasts until it is light again, or until the immortal wills it. Bull - (or ox, or donkey) Gives a +5 to will roll. Some of these animals may be hard to find in high-tech cities and on other planets. In the cyberpunk future, some may be extinct (like the stag or eagle). The Quickening The Quickening is what makes an immortal immortal. Quickening resides in all life forms, from humans to bugs and from birds to whales. Unlike most creatures, an immortal's Quickening is thick and heavy, a swirling pool of Quickening energy. In combat, when another immortal dies, this whirlpool effect pulls the dead immortal's Quickening into the victor's pool, like a magnet. Quickening itself is invisible. But, the effects of the Quickening energy can been observed when an immortal dies in the violent transfer of power from the loser to the victor. Quickening gives immortals a connection with other immortals. It allows them to sense when another immortal is nearby and give them the ability to affect other's life energy. In combat, the Quickening of the two Immortals swirls together in an invisible vortex of energy. When one of the immortals beheads the other one, it causes a release of the loser's Quickening. The Quickening from the dead immortal is attracted to the winner like a magnet. However, not all of the Quickening will enter the winner. The winner will only receive part of the Quickening (approximately 20%). Some of it will spread out into the world and will be absorbed by the life forces of nature. Should an immortal be killed when there are no other immortal around, his Quickening will be lost. When a Quickening occurs, all electrical things nearby like computers, lights, watches, laser guns, cybernetics, etc. will be fried and rendered useless. When the Quickening is released from a powerful immortal (over 3rd level), the blast of energy will also blow out all nearby glass and might jump start and burn out vehicle engines. Thus, killing an immortal near a thermonuclear power plant is a BAD IDEA! The most used ability is the ability to sense other immortals. This is achieved by an immortal feeling the Quickening of another immortal when it starts to interact with the edges of his own Quickening. It is also possible for immortals to use the Quickening to affect the Quickening of others (mortals and immortals alike). The usual effect is a disturbance in the target's state of being. Some powerful immortals can even cause pain. Getting Quickening When an immortal wins in combat and kills another immortal, he will receive some of the losers power. If the victor is more powerful than the loser, he will not receive any bonus to his Quickening power. However, if the loser was more powerful, take the difference between the cp allocated to their quickening power, divide it by 4, and add it to the victor's cp for Quickening power. This cp can only be used to increase his level of Quickening. Example 1. The winner had Quickening level 4 and the loser had level 3. The winner gains no more Quickening power. Example 2. The winner had quickening level 3 and the loser had level 4. The winner had 340cp allocated to Quickening (level 3, but only 40 cp away from level 4). The loser had 410cp allocated to Quickening (level 4, but only 30 points away from level 5). The difference is 70cp. Divided by 4 and rounded up is 18. So the victor gains 18 cp for his Quickening power. Now, he has 358cp in Quickening. Still at level 3, but only 22 cp away from advancing to level 4. Remember, each level of Quickening after the first level costs 60 points. You cannot buy Quickening normally (that is, with cp your earn during the course of the game). It can only be increased by the above method. If the loser had skills which the winner did not have, the winner will receive that skill, but only at a quarter of the cp value, with a minimum of .5 cp. For instance, the loser had 4 points in Metallurgy, and the winner does not have that skill at all. After the Quickening, the winner has 1 point in Metallurgy. If the loser had a skill which the winner had, but was at a higher level than the winner's (point wise), the winner will receive 1 cp toward that skill, no matter what the difference between the two skills was. For example, the winner had a 4 cp in Old French. The loser had 8 cp in Old French. After the Quickening, the winner will have a total of 5 cp in Old French. If this does not raise the skill to the next level, the cp should be saved as it can be used to help raise it later. Holy Ground The immortal's code of honor will not allow immortals to fight on the holy ground of any religion (churches, temples, graveyards, etc...). Holy sites are nodes of Quickening energy which tethers the Earth to the rest of the universe. These tethers of Quickening intertwine the suns, planets, and other astral bodies. Human beings have been using these locations for ages as their holy ground because they can subconsciously feel the cosmic importance of the area. Even the most evil immortal will not break the tradition of never fighting on holy ground. Immortals can fight on holy ground, it's just not a good idea. If an immortal is killed on holy ground, his Quickening is absorbed by the energy of the holy site. The victor will also lose some of his Quickening. The Quickening which was entwined in combat gets pulled into the mass of Quickening. Instead of gaining Quickening, the winner looses Quickening! In game terms, the victor will lose 10% of the cp allocated to his Quickening power. This may or may not drop him a level, but it will hurt. If he had Quickening Level 3, with 330cp, he would lose 33 points leveling him with only 297cp. That drops him to level 2. Ouch. The Gathering The Gathering is the period of time when the last of the immortals are drawn together for final combat. In the movies this was 1985. But for game purposes, the Gathering will not occur until the last portion of the game (be it 1588 or 2243). Also it should be noted that Connor Macloed does not have to win the Prize. This is a game, and the characters should have a chance at the Prize (but it is not advisable for them to fight Connor or the Kurgan). The time of the Gathering should be discussed by the GM and players. Remember, after the Prize is won, the game is over. The winner will rule the universe which would make the player as powerful than the GM! After this time is set, the players can adventure around and have fun until that time. If the characters are killed before then, new characters should be made. When the Gathering occurs, the fighting will get even heavier until only the PCs and maybe a few others remain. When the last immortals are the PCs, it gets really interesting. The PCs must turn and fight each other (unless there is only one PC). This should be very interesting, as the GM can just sit back, smile, and watch the players and their characters hammer it out. As the winner takes the head of the last immortal he will undergo the Great Quickening. He will become one with the universe (like what happened to Macloed in Highlander I). See below for more details on the Prize. The characters could conceivably fight it out before the Gathering. After all, they will have to do it eventually. However, this makes a bad game, with the players constantly after each other. It is better for them to cooperate until the Gathering. Remember, in the TV series a lot of good immortals got along with each other and went on many exciting adventures together. The Prize The final Prize is obtaining all of the Quickening that has been passed from immortal to immortal. This would increase the winner's powers to super-immortal strength. He could control all of the Quickening in the world, including the thoughts and emotions of humans and animals. If the winner were to take advantage of the holy site's "universal nodes", he would rule the entire universe. Now that's a prize to fight for. Physiology An immortal will "die" from anything that would have killed a mortal (i.e. getting shot). You must still make Health rolls to see if the immortal "dies" from a potentially fatal attack, as normal. Also, immortals feel pain, so you must also make Health rolls to see if they remain conscious after being wounded. Getting high pain threshold as an advantage would be a great idea. However, unlike mortals, an immortal will regenerate and "come back to life". They have fast regeneration meaning that they will recover one hit point per minute. If the immortal was killed, and his hit points are below zero, he will not awaken until the points rise to zero or higher. If he is killed before he reaches zero (for some reason or another), he will awaken after the first point is healed. An unconscious immortal must make a Health roll once a second to attempt to wake up just as any other normal character would. Immortals cannot heal lost limbs like arms, hands, legs, or feet. Nor can they regenerate lost eyes. They can heal damaged eyes, but not an eye that has been totally destroyed. However, a lobbed off part may be reattached by holding it against the stump (either by hand or using a cast and brace). Neck scars are permanent for some reason, but other scars will go away. Lost internal organs will grow back. In an age of cyber-technology, new limbs can be grown and attached. Clones and brain tapes do not work perfectly (see section on cyberpunk). Immortals cannot have children. This is not to say they cannot try... But, they cannot carry on their family line. A pre-immortal will think he is a normal mortal until he is killed for the first time. After a couple of hours he will come back, healed, and will not grow any older. In time he will meet other immortals who will teach him what it means to be an immortal (like Macloed meeting his mentor Rameriz, and Duncan teaching Richie). Immortals and their Swords A sword is the best way to ensure that when an immortal takes the head of another immortal he will be close enough to receive the Quickening. Immortals are very good swordsmen, as they have had a long time to practice. As they practice and get more Quickening, their skill in swordsmanship will build up extremely fast. Most immortals are more familiar with swords than they are with guns. In ultra-tech worlds, however, they could switch to force swords and sonic blades. In cyberpunk, mono- edged swords should be quite popular. Immortal Combat As you know, an immortal can only be killed when his head is severed from his body. However, this also includes having his head destroyed in anyway as we will see. Combat is resolved as normal. When an immortal takes damage he must make health rolls to remain conscious and to keep from "dying". If an immortal takes a hit that would have killed a mortal man, he will be temporarily killed, but will come back to life once he has regenerated his hit points past zero, unless his head was taken. Immortals can be knocked out, but recover from this as normal. The head must take HT/2 cutting damage to be severed from the body. This will kill an immortal, no questions asked. It is a -3 roll to strike the neck and do this. However, immortal combat is a special case. Most often the attacker will have to have the foe at an advantage to do this. The foe (loser) must be disarmed, incapacitated, restrained in some way, or have made a silly slip up. Otherwise, if he can still parry, he will automatically parry any neck or head attack. Facial attacks may be done, but only to "scratch the cheek". This may seem unrealistic, and it is, but it is more in line with the action as seen in the Highlander movies and series. Duncan has never taken a head unless these conditions were met. If the head is totally destroyed in any other way, the immortal will also die. The head must take hits equal to HT*2 to be totally destroyed even though he will probably "die" or fall unconscious before this point, unless the weapon did that much damage in the first hit. For instance, firing a grenade or missile into an immortal's head would probably kill him. An immortal will die if his body is totally destroyed. For instance, a nuclear blast, or being hit by an antimatter beam. At -HTx5 the immortal's body will be in bad shape, but it can heal. An immortal can regenerate his body even after it takes more than -HTx5 when the damage is impaling, cutting, or crushing, up to -HTx25. He cannot regenerate burn or explosion damage that has exceeded -HTx10. He cannot regenerate disintegration damage that has exceeded -HTx5. An ultra-tech world would be very dangerous indeed, even for an immortal. When a limb is crippled, it may get lobbed off. Most crushing and impaling attacks will not slice off a limb unless it was very powerful. Most cutting and disintegration attacks will. It is up to the GM to make the final decision. Remember, if the limb is quickly reattached and held on by stitches or a cast, it will heal together, or a clone replacement can be manufactured in ultra-tech worlds. The Watchers The Watchers are a secret society of mortal men and women who observe and record the activities of immortals. For thousands of years, the Watchers have made records of whose killed whom, the history, exploits, and intentions of every known immortal. Recently, the entire archives of the Watchers was copied to a CD-ROM format. It was destroyed, but there was a backup which is now lost. Recently, the Watchers have made contact with the immortals. Many immortals have a direct Watcher benefactor who aides them from time to time, gives them advice, and sometimes sets up meetings and battles between immortals. However, the Watcher oath states that they are not to interfere. Recently, the Watchers have been doing a great deal of interfering. Some have even starting killing immortals. It is questionable how long the society of Watchers will last now that they have come to light. With the lost Watcher Archive CD-ROM still at large, it is questionable how long the secret of the immortals will remain a secret. LopFest 2000 And How to Avoid it A big problem with a game such as GURPS Highlander is that it can easily become a hack and slash game. Kill immortals, get more powerful. Pick on mortals, cause havoc, and kill more immortals to get more power to do more of the same. Welcome to LobFest 2000: Where both the character and the player loses his head. To keep this from happening, the GM must be ready with a good, strong game plot, lots of characterization and NPCs (mortals and immortals) to interact with, not hack with. Watching two or three TV episodes should show what I mean by this. In a typical episode, several good immortals get together to solve a problem. Perhaps a bad immortal is after one of them, as is the case most of the time, or it could be something else entirely. An investigative reporter is on their trial looking for a story, a sleuth has traced a chain of decapitation murders to one of the PCs. A mystical item has been discovered by some mortals (or yes, an evil immortal) and the PCs have to get it or destroy it. The PCs finds one of his old priceless possessions which was stolen a hundred years ago in a museum and he and the rest of the gang go out to steal it back. And so on. There are thousands of none-hack-and-slash possibilities. Another problem is the one-on-one combat rule. If there are five players, this means, to be fair, there must be five one-on- one combats against evil immortals in each adventure so that the PCs will gain power at about the same rate. This is obviously not possible. It would make the game purely hack and slash, and eventually boring. There should be only one, two at the very max, immortal combats per game, if any at all (none is really best). One character will have a combat in one game. The next game when it is time to fight the evil immortal, a different character will step forward to fight. Then, the next game, the next character will engage in the immortal combat. Of course, if one of the PCs is killed, the next PC (if he is around, which he should not be!) will have to fight that immortal, either in that game or an upcoming one. It is perfectly fine to let the bad guy go, of course. During a one-on-one combat, the other players should not be around, though they can be. A single immortal will not attack a group of immortals, because even if he fights them one-on-one, he will eventually get worn down. If the group shows up, the bad guy will probably run away. A weaker PC immortal may be nearby if the bad guy sees him as insignificant. As always, it is incredibly important to keep the PCs from becoming power hungry. The best way to do this is let them each take some heads to get their power up, but put them on more down to earth (or wherever) adventures. Keeping their secret is always an adventure. Highlander Worlds In order to have a proper game world, you must cross GURPS Highlander over with another world. Below are some examples. Historical This is easy--the immortals are still fighting it out in the past. Anyone of the many GURPS historical world books would be perfect for this: Connan, Camelot, Aztecs, Imperial Rome, Robin Hood, Vikings, Old West, China, Celtic Myth, and so on. Modern This is the default Highlander world (as seen in the movies and series). Espionage, Special Ops, and High-Tech could all be useful in a late TL7 game world. Keep in mind that in this world, the Quickening will have some very bad effects on electronic technology. At very late TL7 it would cost 10 times the normal price to make an electronic device optical, so it can be immuned from the Quickening. The World of Darkness A popular option is to cross Highlander with White Wolf's World of Darkness universe. The three main books for the World of Darkness have been adapted by GURPS. These are GURPS Vampire: The Masquerade, GURPS Werewolf: The Apocalypse, and GUPRS Mage: The Ascension. With these books, a campaign can be run with immortals, vampire, mages, and werewolves. Edited excerpt from Eric P. Isaacson text on GUPRS Highlander, which may also be an excerpt from Hank Driskill and John Gavigan Highlander for the Storyteller system. Immortals have a unique place in the World of Darkness in that they are without clans, or tribes; in effect, they are loners, wildcards, and mavericks. They are also human with all the emotional baggage that comes with being human. They differ from humans in only two ways: they live a really, really long time and they possess the Quickening, a life force which keeps them alive and allows them to do some pretty amazing things. And Quickening is unlike Vampire Disciplines in that the Quickening abilities cannot be taught and can only be increased by taking another Immortal's head and with it their Quickening (with which the victor can channel this Quickening to his abilities, effectively increasing them). 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 IQ), could steal the escaping Quickening from the victor and steal a bit of the victor's as well (same as if they were in a holy site). Too, Immortals are not affected by the effects of the Life sphere (beneficial or not) or any other healing ability. Supers By definition, immortals are supers. However, if there are other supers in the world, the immortals could join them or fight against them! The Quickening is just another super-ability, and some immortals may have other powers as well. Psionics If the immortal's Quickening powers are not good enough for you, you can make them psionic immortals! GURPS Psionics is a good source book to use for this, or you could use the Basic Set and place them in yet another game world. Mind Sword would be great to have! Fantasy and Magic In this world (the world of Yrth, the Mad Lands, or one of your own making) magic is real. Use the normal rules for magic as seen in the Basic Set, Magic, Fantasy, and Fantasy II. Magic can also be incorporated into other game worlds if desired. There is a significant amount of magic in Highlander. The Sorcerer from Highlander III is prime example, and numerous magical items and magical sites have been discovered in the series. Horror This is an interesting crossover. It is usually set in modern times, but can be crossed with any game world. In this setting not only are immortals prevalent, but supernatural creatures from unearthly realms lurk in our world. They can be anything from ghost to living dead ghouls to the unspeakable horror that man should never have unearthed. Watch "Tales from the Crypt" or read H.P. Lovecraft to get some good ideas. If you want cyberpunk horror, try crossing Highlander and Cthulhupunk (boy, talk about cross genre! GURPS Highlander/Cthulhupunk -- the Cyberpunk-Ancient Horror-Science-Fantasy-Supernatural-Low Life Role Playing Game!) Time Travel Highlander is in itself a journey though time. You could start in the past and work forward though time. Or, it is possible to get frozen in ice, or buried under ground (like the Sorcerer), and come out centuries later. In high-tech worlds you could undergo cryogenic storage to journey to the future. But, if you want real time travel, you need a real time machine. This can be supplied in the far ultra-tech future or by a modern or near future Super's gadgeteer, or maybe even a modern mad scientist. Cyberpunk This is a very interesting (and complex) option. Just move the time of the Gathering ahead about a hundred years, and allow the characters to move on into the 21st century. Now they can be tough, chromed out, hardwired, razor edged, mono-sword welding, street punk immortals. This provides several basic problems. The first is that when the Quickening occurs, all cyberwear will be shorted out. At TL8 it cost 5 times normal cost to optically wire cyberwear (or anything else) to make it immune from the Quickening. At TL9 the cost is times three. Another question that may pop up is: "Can immortals make clones and brain tapes to become really immortal?" The answer is yes. However, the clone will not have the Quickening powers, nor will the brain tape. If your real body is killed and your clone with the brain tape is awakened, you will be just like all other mortals. Tough luck. There is no way to transfer Quickening to a clone. Clone body parts may be used to help replace lost limbs, and this poses no problems. For cyberpunk you could use the GURPS Cyberworld for an okay (but relevantly low-tech) cyberpunk world. You could also make up your own if you like. Space and Aliens Just step up the time of the Gathering a few hundred years and journey into TL9 and 10. There are numerous world books available on space and aliens. Such worlds as Uplift, Terradyne, War Against the Chtorr, and even some of Atomic Horror, would make a good background. Of course, GURPS Space, Aliens, Space Atlas 4, and Robots would make a good base to create your own worlds and aliens. You could also put it in modern times and have an Atomic Horror scenario of an alien invasion! Anyway you want to put it, it boils down to Immortals In Space. Now that I think about it, there could be immortal aliens! Ultratech If you want to really get into the sci-fi stuff, an ultratech world is for you. There are not too many far future source books available, so you will probably have to make up the world. In an ultratech world, GURPS Ultratech will undoubtedly be very useful as would Space, Cyberpunk, Vehicles, and Robots. The same technological problems are encountered in an ultratech world as in cyberpunk and modern times. The Quickening destroyed electronics and clones will not have the Quickening powers. At TL 10 the cost to optically wire electronics is double price. At TL 11 most devices are optical (usually. If not, it price is just the same). At TL 12 and above, it can be deemed that another form of energy conduction has been discovered (like quantum tunneling circuitry, pure kinetic energy conduction, or something else). The problem of clones can never be solved. One really neat thing about an ultra-tech world (TL 11 and beyond) is that most immortals will use a force sword because they are so much more powerful. Well that's it. Be immortal and have at it!
Who Wants to Live Forever? - Queen