Immortals in Moranann



I have worked Immortals (from the Wite Wolf system game supliment Highlander: The Gathering) into the world of Moranann. Following are the rules that concern them.

Immortals are humans with a special power called the Quickening that lets them live until their head is severed from their body. With the help of the Quickening, they can heal much faster and live forever, among other things. Following are the Game Mechanics for Immortals


   QLvl  QPts  Healing Time    Powers
     1     1     2Hp/turn    Breathe Water (at will)
     2     4     4Hp/turn    Danger Sense (continuous)
     3     9     6Hp/turn    Double actions per round for 1 turn*
     4    16     8Hp/turn    Infuse weapon with Quickening (+2h, +3Dmg)*
     5    25    10Hp/turn    Double healing for an amount of time in which 
                               no other action is taken (at will)
     6    36    12Hp/turn    Withdraw at will
     7    49    14Hp/turn    Redirect Lightning (1/hr)*
     8    64    16Hp/turn    Call Lightning (1/day)*
     9    81    18Hp/turn    Pregognition (DM discretion)**
    10   100    20Hp/turn    Lightning Bolt (1/turn)
    11   All    None         The Prize***
* After using this power, the Immortal is drained for 2 hrs (-3 to Str, Dex, and Con; -2 to all saves)
**Precognition is never under the complete control of the Immortal. Usually, it only warns him of danger, or potential sources of danger.
***In game play, no Immortal will ever get The Prize, he'd have to kill off every other Immortal on Moranann and then seal the Rift Storms so that no Immortal could enter into Moranann ever again.

The Other Abilities
Return to the Player Character Races of Moranann