Post by WildKnight on May 25, 2011 10:46:24 GMT -5
Character Creation
MURPG Norm, except as follows
Attributes
Immortals can have Attribute scores up to 4 normally. Attributes can be higher, but higher attributes can only be accessed through Quickening Points (see below). In any case, the maximum Attribute available for any Immortal is equal to (3 + Permanent Quickening)
Actions
Normally, Immortals can only access Actions available to normal human beings. Other actions can be purchased, but can only be "fueled" with Quickening Points (rather than stones from the Energy Pool).
Even actions that can only be fueled with Quickening tend toward the more subtle in nature (Immortals rarely fly or fire off blasts of energy, but this may be more because of their need for secrecy than an incapacity to do so). In any case, such Actions cannot be purchased until the Immortal has a Quickening rating equal to or greater than the CL of the Action (in other words, to buy an Action with a cost of AN+2, the Immortal must have a Quickening rating of at least 3).
Magic is a unique case, in that mortals in the world of Highlander can use magic. An Immortal with magical ability can use his own Energy Pool to fuel magic, but magic comes with a price for all those, mortal and immortal, that use it. The price is different for each user, but it is typically fatal, and it comes more quickly the more an individual draws on that power. No Challenge Stones may be taken for this downside to Magic; it's simply part of the package. See Magic Rules, below.
Modifiers
Normally, mortals and Immortals can purchase only the following Modifiers; Defense (Mental or Magical), Destiny Force, Fast Draw, Personal Luck, Photographic Memory, Precognitive Flashes, Reflexive Dodge (Max 2), Targeting (Max 2), and Translation: Normal
Characters with Magic may purchase other Modifiers with GM permission, at an MN up to their Sorcery AN.
Immortals may purchase other Modifiers with an MN up to their MN in Quickening. If their Permanent Quickening drops, the Modifier is temporarily reduced until such time as the Quickening is raised again. Common Modifiers purchased in this manner include Reflexive Dodge (greater than 2), and Toughness.
NOTE: All Immortals begin play with the following Modifiers for free; Immortal, Reconstitute Self: Next Round (unless beheaded), and Sense Immortal (to a range of 10' per point of Intelligence + Permanent Quickening)
Quickening
Quickening costs (MN +5), and all Immortals must possess a rating of at least 1 in this Modifier. Aside from allowing for greater abilities, Quickening provides an Immortal with a pool of extra energy that, once used, is gone forever (or until the Immortal is Quickened once more). The Quickening Pool is equal to 3 X the characters permanent Quickening rating.
Although the Quickening Pool can be reduced, the Quickening Modifier cannot. In fact, the Quickening Modifier is automatically increased should the Quickening Pool exceed 3 X (Quickening MN +1). The Quickening Pool is refilled ONLY by killing another Immortal. When permanent Quickening increases by 1, the Quickening Pool automatically becomes (Quickening MN X 3).
Magic