IMMORTAL R.C.C.


This R.C.C. is based on the characters in the first Highlander movie only.
(The sequels were horrible)


An Immortal is a human that has the ability to live forever. This state of immortality occurs due to a random, unexplainable, act of nature. The one weakness inherent in all Immortals is that their necks and bodies can be harmed by normal, metal swords. The only way for an Immortal to die is by decapitation. Each Immortal has a burning desire to be the only one. To accomplish this, Immortals participate in "Gatherings". A Gathering is a certain time when all Immortals come together and do battle with each other. The location comes as a gut feeling or instinct. Throughout time there have been many Gatherings. A Gathering occurs once every 800 to 1000 years and may last for weeks. A Gathering ends when only one victor remains, because, "there can be only one." After a Gathering, other Immortals are born and the cycle repeats itself. Hence, being "the only one" is a brief victory. (In the Highlander movie, Cargin, who was the "oldest and strongest" had probably already won a gathering in the past).


Safe areas: Immortals will not engage in combat with one another while on holy ground. Holy ground is defined as any building or location regarded as sacred by any religion, such as churches, shrines, temples, burial grounds, etc...One last note, immortals are unable to have children.


Immortals have a unique physiological make up. The hair, skin and flesh is normal, (or S.D.C.) in structure. But bones, muscles, tendons, veins, organs and all other parts of the body are absolutely indestructible. The outside of the body can be damaged which will cause bleeding and pain. But, this damage is simply cosmetic and not life threatening. Also, any amount of damage suffered in one round is automatically healed by the beginning of the next round (see Regeneration below). Further, this means that limbs cannot be severed, and cybernetics and bionics cannot be used.


Immortals can be hurt, but not killed, by bullets, explosives, lasers, plasma, ion pulses, radiation, chemical weapons, or biological weapons. Immortals are immune to any and all lethal effects of poisons, drugs, or alcohol, but they can get sick and they can get drunk. They take no permanent damage from fire, cold, nor electricity. They can not drown, suffocate or starve. However, even on Rifts earth, an immortal can still be injured by normal or magical, metal swords. It is important to remember that for a sword to harm an immortal, it must be made of metal, not energy nor any other material. Any metal blade can penetrate the flesh and be forced into the body. It simply does not cut any organs, but slides around them moving them out of the way. This causes great pain, but again, all damage is healed by the beginning of the next round. (This can be seen in the first Highlander movie when Connor was dueling). The only way to kill an immortal is by severing the head from the body by using a metal sword. No amount of magic nor psionics can alter this weakness to metal swords. Immortal's can use any type of weapons and armor just like a normal human.



Alignment: Any

Attributes: P.S. 4d6, all others 3d6

Horror Factor: None

Magic: See R.C.C. abilities below. (Also by O.C.C. if applicable, see below)

P.P.E.: 1d8 x 10 + P.E. (+ amount allowed by O.C.C. if applicable) + age bonus
Immortals regain P.P.E. and are able to draw P.P.E. from other sources as does a practitioner of magic as described on page 162 of the main Rifts book. See also The Quickening below.

Psionics and I.S.P.: As normal for humans (Psychic R.C.C.'s not allowed) + age bonus if applicable. Immortals regain I.S.P. as do normal minor psychics

Size & Weight: Same as normal human

Cybernetics and Bionics: None, ever

Hit points: Base: P.E. x 10 + 200

Starting Equipment: A very nice, very expensive, non-magical, metal sword, other items will depend on the O.C.C. selected and the character's age.

Money: By O.C.C.


R.C.C. Abilities:

W.P.Sword

Sense other Immortals (general location) 500 ft range, 98% (constant, requires no P.P.E.)

Sense Magic - as normal magic spell, (see page 168 of the main Rifts book)

Attribute Enhancement
The Immortal can use his P.P.E. is a unique way. He can spend P.P.E. points to briefly enhance his own basic attributes. Every 20 points of P.P.E. can be used to increase any one attribute by one point, or speed by 1d4 points. This enhancement lasts only a few seconds, or in game turns, for just one attack. (This is seen in the first Highlander movie, when Connor is "feeling" the stag while running on the beach. Ramierez told Connor it was "the Quickening". Connor was simply learning to draw P.P.E. from another creature and his Speed was increased for a few seconds). A little common sense can make roll playing this more realistic. P.P.E. taken from a turtle should not be used to increase speed. P.P.E. taken from a bear should only be used to increase P.S. or P.E. It would be impossible to list every P.P.E. source and the appropriate attribute to which it should, or should not, be applied. So, use a some common sense. (See also The Quickening below)


Sword vulnerability:
Any metal sword made of S.D.C. or M.D.C. material that strikes an immortal's neck, inflicts damage directly to the hit points. Treat all swords that strike the neck as M.D.C. items. This means that a sword which strikes for 2d6 S.D.C. or 2d6 M.D.C. will inflict 2d6 x 100 hit point damage. If the damage exceeds the character's hit points, then his head has been severed and he is permanently dead! To strike the neck requires a called shot, (or a called swing), in other words, 12 or greater on a d20. This attack can be parried or dodged, as usual.


Regeneration
Immortals have a fantastic form of self healing. All damage, from any source, is completely healed by the beginning of the next melee round, except the severing of the head from the body by a metal blade. Sever damage, such as explosive rounds, plasma burns and deep penetrating stab wounds can leave scars. These scars usually require an additional 2d20 hours to completely heal. (This is why in the movie, Connor was thought to be dead after he was stabbed by Cargin). There is one exception to this rule. Any metal blade that cuts the neck, but does not sever the head, leaves a permanent scar. (As seen in the movie on Cargin)


Limited magical resistance
Immortals can not be physically transformed by any means including magic and psionics. They also cannot be mentally controlled by any means.

The Quickening:
This is the term used by Immortals to describe the drawing of P.P.E. from another creature. When one immortal slays another, an automatic Quickening occurs: the slain Immortal's P.P.E. is doubled and the surviving Immortal gains the points. With Immortals, this transference of P.P.E. is physically manifested by swirling pulses of magical energy, usually white, blue and/or purple in color, and which causes considerable damage (8d6 S.D.C.) to all S.D.C. structures within a 30 foot radius from the slain Immortal's body.

Player Character Age: The age of the character can be simply made up by the player, if allowed by the G.M.. A balanced and fair method of randomly determining age is given here:


Age roll 1d8

(1) 1000+ years old

(2) 500-999 years old - roll 1d10:

(1-2) = 500 years old
(3-4) = 600 years old
(5-6) = 700 years old
(7-8) = 800 years old
(9-10)= 900 years old

-roll 2d10 for last two digits.

(3-6) 100-499 years old - roll 1d4 for 100, 200, 300, or 400 years old, roll 2d10 for last two digits.

(7-8) 16 - 99 years old - roll 1d10 for each digit, re-rolling all zeros (or tens). The minimum age is 16, if the roll is lower, raise it to 16.

O.C.C.'s An Immortal is limited in his choice of occupations. First, the Coalition will not allow an Immortal among their ranks, so all Coalition O.C.C.'s are out. Augmentation is impossible for Immortals due to the indestructibility of their bodies and their healing powers, so the Crazy O.C.C. and Juicer O.C.C. are both out. Only 2% of Immortals delve into the study of magic, (see below). Psychic R.C.C.'s not allowed at all. So, the choice of O.C.C.'s is limited to: Glitter Boy, Headhunter, Body Fixer, City Rat, Cyber-Doc, Operator, Rogue Scientist, Rogue Scholar, Wilderness Scout or Vagabond. However, an O.C.C. is not even required. In fact, Immortals often spend years, even decades, not specializing in anything. When an Immortal does decide to specialize in a certain field, they rarely (10% of the time) go beyond level 12. By that time, they are ready to go on to new things. When selecting skills for an O.C.C., an Immortal does not receive any special percentage bonuses, normal allowed by the class. (For example, if the Operator O.C.C. is selected, there is no +20% added for basic math). The only bonus allowed, is the one granted due to high IQ.



Using the characters age, complete each the following 6 items once, for every 100 years old, rounding up or down from 50. (49 or less is rounded down to the next hundred and 50 or more is rounded up to the next hundred)

Note: Older Immortals should be granted one non-magic using O.C.C. for every 300 years of age, if the die rolls result in no O.C.C.s.

(1) Determine past O.C.C.s

Roll percentage die:
01 - 02: Select one magic O.C.C. at level 3 thru 12 (3d4). Select skills and abilities as listed under O.C.C. description and add appropriate level adjustments, including hit points. (Remember, no special % skill bonuses.)

03 - 35: Select one other allowed O.C.C. as described above. Determine level by rolling 2d6. Roll percentage dice again. If under 10% add 1d6 levels. Next, select skills and abilities as listed under O.C.C. description and add appropriate level adjustments, including hit points. (Remember, no special % skill bonuses.)

36 - 00: Select no O.C.C. Go on to step (2)

(2) Select additional skills, or increase skills;

Select 1d6 additional skills and/or weapon proficiencies from any category. Determine the level of each using a d12. Or, add +10% to any 1d4 skills already possessed, as desired.

(3) Increase attributes:

Add 1 to IQ ( add % bonuses to skills)

Add 1 to M.E. (add bonuses to save vs. psychic attack/insanity and add to I.S.P. base)

Add 1 to P.E. (add bonuses to saves and x 10 hit points. ex: +3 P.E. = +30 hit points)

(4) Add 4d10 P.P.E.

(5) Add 3d10 I.S.P. ONLY if a minor psychic.

(6) Add 3d6 hit points.

Optional (7) Add 1d10 items of additional equipment, and/or 2d6 x 100 credits, if desired. Note: The older an immortal is, the greater his chance of having a large collection of antiques.

Now, decide if your character is a wandering Immortal without a current O.C.C., or select one O.C.C. for current play. If allowed by the G.M., roll 1d4 or 1d6 to determine starting level.

One last note: Any G.M. should feel free to not allow an old, powerful Immortal in his campaign. Age could be assigned, or an alternate method of determining age could be used. Or, the character could be normal age and just beginning to discover his immortality. He would then select one O.C.C., as described above. He still gets no special skill % bonuses.



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