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1 Immortal R.C.C.

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Since well before recorded history, there has been a strange occurrence that is kept secret from most of mankind. A few humans, an astronomically small percentage, are born with the potential ability to live forever. It is not known whether this ability comes from a genetic mutation, an alien intelligence, or any of a dozen other hypothesis. But the fact remains that they exist, unknown to most humans. Immortals are not born Immortal. They are born as normal humans, and will live and age as normal humans until they are killed for the first time. At this time, they will be effectively dead for almost a full day. After that period, they will awaken to a new life. No Immortal has ever died the first time of natural causes (old age, heart attack, etc.); whether this is because Immortals attract violence or because of the nature of the death is uncertain. After an Immortal awakens from his first death, many things will have changed. He will no longer age. He will no longer require food, water, or even air to live (although it is generally a good idea to partake of them anyway; they are not immune to hunger, thirst, or breathlessness, they just cannot die from starvation, dehydration, or asphyxiation). He will no longer be able to have children (and those 11 year-old Immortals can just forget about sex for the rest of their lives). He will no longer get sick from natural causes, although drugs and poisons will still run their course, to the point of "killing" an Immortal. If an Immortal is "killed," he will be effectively dead (and vulnerable to any attack) for one melee. After that time, the Immortal can stand up, just as if nothing ever happened. Immortals can be "killed" by being stabbed, shot, poisoned, or falling from a great height. Due to the MDC structure of Immortals, and their innately supernatural nature, Even an Immortal who has been killed and/or vaporized by an explosion or powerful energy blast will eventually regain consciousness. Immortals "die" at 0 MDC, although they still take all damage beyond that point. This extra damage is regenerated at a rate of 2D4 MDC per melee, no matter how much their is. After the Immortal reaches 0 MDC, he begins healing at a normal rate again, and will awaken one melee later. [Tiny's Note: I say all of that because I think nuking an Immortal is a cheap trick, and a dirty way around the beheading part ("Well, I inhale his head, but not the rest of him"). You've got to take the head.] Immortals are as wide and diverse a group as any race has ever been. They run the full spectrum of honor, power, morals, and mental stability. And although they are a force to be reckoned with, they will never take their fight up with ordinary mortals. They will abide by the rules of the Game until one of them wins The Prize. And there can be only one.

Rules of the Game: (1) No fighting uneven odds. Immortals must fight each other one-on-one. If two Immortals team up against a third, the victor will absorb the Quickening of both the loser and the other person. This does not protect from unfair fights; one Immortal is still welcome to shoot or drug another before a fight. Combat is One-on-One! If immortals gang up, the immortal who takes the head receives the quickening. The other immortal that assisted in the beheading will permanently lose 25% of SDC/HP/PPE/ISP (2) No fighting on Holy Ground. "In all of our records, there is only one mention of an Immortal killing on Holy Ground... It's never been confirmed. It's more of a legend. About two guys going at it in a temple in Italy... It was in Pompey. 79 AD." 'enough said. Penalties for fighting on Holy Ground: (1) The site will receive the quickening, and the victor will permanently lose 25% of MDC/HP/PPE/ISP If reduced to zero in this fashion then the immortal will suffer True Death. + (2) Mega Quickening: The Quickening of both immortals are totaled Together the final value is then multiplied by 100. This is the amount Of Mega Damage that is done to a radius of 10 foot per point of Total Quickening. The immortal who won will receive damage from this Quickening. If this is enough to kill the immortal then he will suffer the final death. (2) Quickening Backfire: Combat on Holy Ground will cause the Immortals powers to work improperly. Usage of any power that does damage to another will instead do damage to oneself. Any power used to increase attributes will reduce them. (Example: Using the charge weapon power will cause the immortals weapon to take the damage bonus into its own S.D.C. instead of using it against the opponent.) In addition the winner will suffer 6d6+6 points of potentially fatal damage. If the immortal is not killed by this damage them they will heal the damage as if they were a normal human. (this will last for 2 months.) (2) Quickening Mark: Your Quickening has become tainted. Any Immortal that senses you will be compelled to attack you. Even friends and loved ones will attack you once they sense your taint. No immortal will respect your usage of Holy Ground. If another immortal kills you while you are on Holy Ground they will not receive a taint; but, will not gain any Quickening and will lose 10 points their own Quickening. + 10%chance of Quickening Rebirth: Consumed completely by the Quickening; the winner of the duel is instantly turned to ash. The loser then must make a percentile roll below the value of their Quickening (If the immortal's Quickening is over 98 then the roll must be 98 or less). If they fail then they too have died the Final Death. If they make the roll then they absorb all of the Quickening of the winner and are reborn to the physical state they were at the time of their First Death. . (3) Teach the newly Awakened. Almost all Immortals, when encountering a newly Awakened Immortal, will teach him of what he has become, what he needs to know, and the rules of the Game. Those that do not are the most evil; they will instead kill the new Immortal on the spot. There are also those who will find young Immortals and teach them a warped version of the Game, using them

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as their pawns. The true teachers will not leave their students until they have learned sword fighting (WP Sword) and will also make sure they know everything they need to know about Immortals, including the Game and the Gathering (Lore: Immortal). The Prize: The Immortal will have his body and essence developed in any way he wants. A kind Immortal will receive powers such as an enhanced intellect that would let him help mankind. An evil power-monger might very well become a god. The Prize: (granted to THE LAST) 1. Mortal - Can age normally from apparent age, and die. 2. Fertile - Can reproduce. 3. Following Psionics: NO COST, AT WILL Empathy: range: planetary Telepathy: range: planetary See Aura: range: 30000ft See Invisible: range: 30000ft Object Read: range: touch Empathic Transmission: range: planetary In the end, there can be only one!! Appearance: The Immortal appears as any other member of his race. There is no real means of detecting who is an Immortal, other than to observe them for several decades. See Aura will, however, detect that they are of extremely high level. Immortals are forever stuck in the body of a person in their mid-twenties. An Age spell will basically have no effect. Alignment: Any. Requirements: M.E. 13+ must originally be a Near-Human race before the Awakening Attributes: Retain the attributes before the Awakening, but add 1D4 to PS, 2D4 to PP and Per, 2 to MA, and 2 to PE. SDC & Hit Points: As per race and OCC MDC: The MDC of an Immortal is the same as his Hit Points & SDC before the Awakening, plus 1D6x30 +1d6x10/lv. Immortals regenerate lost MDC at a rate of 2D6 per melee, regenerates lost limbs in 2 weeks. PPE & Magic: Standard for their race, +1D6x30+200 +1d6x10/lv PPE used to activate spells known and quickening talents, regenerate PPE at a rate of 10 PPE per hour of sleep or rest and 15 PPE per hour of meditation. Combat: As per race Damage: Regenerates normally. Bonuses: +1 attack per melee, +2 to initiative, +2 Save v. Magic, +5 Save v. Poisons (including lethal, non-lethal, and gases), +7 to Save v. Possession Level - Bonuses gained: These bonuses apply each time an Immortal reaches the indicated level, whether it be in their first OCC or their fifth. The only exception is that the second and subsequent times they reach level one they only gain +1 attack per melee, not +2. 1 - +1 to initiative, +2 attacks per melee. 2 - +1D6 damage when using their personal weapon 3 - +1 to PE 4 - +1 to initiative, +2 to roll with impact 5 - +1D6 to hand and foot strikes 6 - Select one new WP 7 - +1 to strike or parry with personal weapon 8 - +2 to save vs. pain 9 - +1D6 damage when using their personal weapon 10 - +1 to ME 11 - Select one new WP 12 - +3 to pull strike (applicable to personal weapon), +1 to PP 13 - +3 to save vs. Horror Factor 14 - Select another Martial Arts Form which starts at first level 15 - Select another OCC. OCC Selection Notes: the character reaches 1000 experience, roll 1D6 for each OCC skill. A roll of 1-3 means that the character has failed to master that skill and must continue practicing. A roll of 4-6 means that the character gains that skill. Continue this for each 1000 experience that the character gets. Once the character has gained all of their OCC skills, do the same for OCC related and secondary skills. For each skill slot allowed, roll as above. If the roll is successful, choose a skill for that slot. Starts at zero experience and with no special abilities of that OCC. Once Available OCCs: Any. And may very well be all, at one point or another. Life Span: Immortal Horror Factor: As per original RCC. +5 during the Quickening, 10 if there was no racial horror factor. Natural Abilities: Once their first death occurs, the character finds out he is immortal, and gains the following: +3 M.E., +3 P.S. (Supernatural), +3 P.P., +3 P.E. (Supernatural), +2 Spd. +2D6 X 10 S.D.C., + 3D6 H.P. whiuch is turned into MDC Thereafter, the character gains the following: 7. All hand to hand weapons wielded by the Immortal effectively become magical weapons and are capable of harming supernatural creatures even if they are normally impervious to normal weapons. This includes Vampires, Were-creatures, etc. In addition the weapons will bypass the AR of Hounds, Hound Masters & Hunters. Note: The supernatural aspect only applies to hand held weapons, not modern projectile weapons or bows! 5. Recognize and Sense Holy Ground: Immortals can tell the moment they step foot onto Holy Ground. There is no Buzz, it's just a feeling that they get when they step onto it.

Immortals are completely immune to poisons, poison gases, exposure, starvation, disease, drowning, asphyxiation, dehydration, illness, infection, cardiac problems, etc. The only way that they can die is for their hit points to be taken below -25 and then the head must be removed . In Rifts, at the GM's discretion, they may become minor mega-damage creatures in order to save them from vaporization. Also note that an Immortal won't know these things until the first time he experiences them. Quickening: This is the magical force behind the Immortals. It is something like PPE, but not quite. Quickening cannot be converted to spells, or used in TW items. The two real applications of the Quickening are to sense other Immortals, and to live forever. Up to a week after an Immortal's Awakening, the person may still have an occassional surge of the Quickening. (all PPE/ISP/CHI/EXP combined into a pool and the sould becomes a personality in the victor, the domanint personality can gain any abilitys or knowledge or skills that the loser had by spending quickening points and 1 hour of meditation/skill/ability or sub ability) By meditating and learning from the dead immortal's personality, he can gain this experience. (I recommend that for 1 hour of meditation, 500 experience can be added to their experience and subtracted from the quickening reservoir). They can learn special abilities (like Nakano's magic), but these take many hours of practice to master enough to be useful (GM discretion). By expending Experience Points, the immortal can give himself bonuses to certain skills. 500 Experience gives a bonus of 5% to that skill for 5 minutes, for each additional minute they can expend 50 experience. It is the accumulation of all of the immortals acuried knowledge and skills and powers: psionics/magic/chi abilitys/quickening talents Sense Nightspawn/Supernatural - This ability suggests that there is a connection between these Immortals and the Nightspawn, however weak it may be: 20ft + 5ft/lvl. Can only tell a Nightspawn is near; cannot tell exactly how far, nor can tell in which direction. Sense Quickening: Immortals can sense each other approaching. Range: 750 feet. There is no way to mask this. Immortals can also sense those who have not yet awakened, but unawakened Immortals cannot sense anything. Immortals can tell whether they are senseing an Immortal who has been awakened or not. Hidden Supernatural Abilities: Immortals register as normal beings of their race; they do not register as supernatural. The only ones who can detect the difference are other Immortals, and those who have seen a person return from the dead. Immortals seem to be immune from detection; to be recognized as an Immortal would greatly complicate the Game. The character will then be sought out by another immortal to be taught. While being taught and thereafter, the character gains the following skills, if he doesn't have them already: Hand to Hand: Martial Arts(one of choice) W.P. Sword with an additional +1 to strike w/sword at lvls 1,3,6,10. Lore: Immortals 35% + 5% per level Meditate - Increase regeneration rate to 1D10/minute +3 Damage inflicted +1 Initiative Length of Immortality: (roll percentage and add to age when he/she first died for true age) 1-20 - New Immortal, starts at 1st level, no additional sword bonuses. 21-40 -1-100 years as Immortal, starts at 1st level, +3% all skills,+1 strike/parry w/ Sword. 41-60 - 101-300 years, starts at 1st level, +5% all skills, +2 strike/parry w/ Sword. 61-80 - 301-600 years, starts at 2nd level, +5% all skills, +3 strike/parry w/ Sword. 81-00 - 601-??? years, starts at 3rd level, +8% all skills, +4 strike/parry w/Sword. Animal Powers: Immortals can gain special abilities from using their Quickening in conjunction with animal auras. They can sense the animals when they are within 2D8x50 yards of them. The powers listed below are invoked by expending 15 PPE and being within range of the corresponding animal. Effects last for one hour. -Stag (or other related beast): doubles Spd and it takes them twice as long as normal to tire. -Bear (or other large, strong beast): Doubles PS and PE. -Eagle: Doubles MA. -Fish (or any other swimming sea creature): Triple swimming speed and automatic success on all swimming rolls. -Cat (or other feline): Character has night-vision. This ability lasts until it is light again. -Bull (or other pack animal): Doubles ME. -Monkey: Allows fast climbing and automatic success on climbing rolls.

Whenever the immortal character takes the head and quickening of another immortal, the following is gained: +1 to a random stat, +2D6 H.P., +1 initiative. Also gains +500 x.p. The GM then rolls on the following table: 01-40% Learns two skills the slain immortal knew, at 1/2 percentage, or learns one skill at 3/4 percentage. These skills do increase with level. They will increase if the character kills another immortal with the same skill and gets that one again + Gains +1 to any 1 stat (random). 41-55% +1 to a random attribute (roll 1D8) + Gains +1 level in WP Sword (or appropriate WP) 56-65% +3D6 S.D.C. + Regeneration ability is increased by 1D6 per minute 66-70% +1 Level in Hand to Hand skill + Learns one skill known by slain Immortal at loser's percentage 71-80% +2 to one of following: Strike, Parry, Dodge (random) + Gains +10% to any skill common to both the Immortal and the loser. 81-90%. The same as 71-80, but +1 in two combat bonuses +2 damage done in melee. 91-00%. Roll twice on the above table and ignore any rolls of 96-00%. Quickening Talents

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Immortals are sustained by their Quickening, the force which keeps them alive and heals their injuries. Everyone has Quickening, however it is only noticeable in Immortals, a bonfire of energy compared to the spark in mortals. Immortals have learned to channel their Quickening into mastering certain abilities, from concealing weapons to mastering their minds to enhancing their bodies. Immortals can select five(5) Talent at every other level (1, 3, 5...) in addition to the 25% chance when beheading an Immortal.

Sense Life (Quickening Cost: 5) An immortal that has this ability can extend his senses towards the life forces of other creatures about him. After a few moments of concentration an immortal will slowly be able to sense a single creature within his line of sight. There will be the lightest of empathic rapport between the immortal and his subject. Through this rapport the immortal will have a vaguest sense the targets general well being. A side effect of this ability is to quickly recharge an immortal. An immortal who uses this ability on a content and healthy target, such as a stag, will feel a rush of energy. All fatigue penalties are cancelled and all spent Quickening points are replenished. This ability takes 1d6 rounds of concentration to initiate. During this time no attacks or defenses can be made; however, an immortal can still talk, walk, or run. An immortal can maintain contact by spending 1 Quickening point per round of contact past the first. Heal Self (Quickening Cost: 10) The normal recuperative powers of an immortal are quiet formidable. With this power they become even more so. For every point of Quickening spent, the healing rate listed under the regeneration power is changed from 1 minute to 1 melee for normal damage and 10 minutes to 1 minute for fire, electricity and magic. This power only works when the immortal is conscious. If unconscious, the immortal must first heal to consciousness normally before utilizing the power. Extraordinary Physical Strength (Quickening Cost: 15) +20 to P.S. attribute. This ability lasts for 1 melee round per quickening point spent. Using this power for a minute or more will exhaust an immortal. For each minute (4 melee rounds) of use the immortal suffers -2 speed, -2 initiative, -1 parry and dodge, and -2 damage. Extraordinary Physical Prowess (Quickening Cost: 15) +10 to P.P. attribute and +1 attack per melee. This ability lasts 1 melee per Quickening point spent. Using this power for a minute or more will exhaust an immortal. For each minute (4 melee rounds) of use the immortal suffers -2 speed, -2 initiative, -1 parry and dodge, and -2 damage. Extraordinary Physical Endurance (Quickening Cost: 15) +10 to P.E. attribute and +20 to S.D.C. This ability last for 1 melee round per Quickening point spent. Using this power for a minute or more will exhaust an immortal. For each minute (4 melee rounds) of use the immortal suffers -2 speed, -2 initiative, -1 parry and dodge, and -2 damage. Extraordinary Mental Affinity (Quickening Cost: 15) +10 to M.A. attribute. This ability lasts 1 minute for every Quickening point spent. Using this power for a minute or more will exhaust an immortal. For each minute (4 melee rounds) of use the immortal suffers -2 speed, -2 initiative, -1 parry and dodge, and -2 damage. Extraordinary Speed (Quickening Cost: 15) At the cost of 1 Quickening point per minute of use, an immortal can increase his SPD attribute by +20 and his attacks per melee by 2. Using this power for a minute or more will exhaust an immortal. For each minute(4 melee rounds) of use the immortal suffers -2 speed, -2 initiative, -1 parry and dodge, and -2 damage. Mental Assault (Quickening Cost: 20) (Note: An immortal must first have the Sense Life power before they can get this one) An immortal with this ability can use his Quickening to disrupt the concentration of another individual. The target must be within 20 ft of the immortal and within line of sight. The target must make a Saving Throw vs Psionics (15 or Better for non-psionics and mortals, 10 or better for Psionics & Immortals) Failure to make the save results in a loss on initiative, a -3 to strike, parry, and dodge rolls, and a -10% from skill rolls. The effects last for 1 melee round. Can only be done once every minute (4 melee rounds) and costs 5 Quickening per use. Limited Invulnerability (Quickening Cost: 25) (Note: An immortal must first have the Heal Self power before they can get this one) With this ability the immortal can all but ignore injury. This affords the immortal with the ability to take only 1/4 damage from physical attacks. damage is taken from falls, crashes, and energy attacks. Psionics, gas attacks, magic, and poisons do normal damage. The duration is one melee per 2 points of Quickening spent. Greater Healing (Quickening Cost: 25) (Note: An immortal must first have the Heal Self power before they can get this one) This ability is considered impossible by many immortals. with it an immortal can instantly heal from injuries. This even includes regrowing severed limbs. the only

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catch to this ability is the cost. Usage of this power will instantly heal an injury (save beheading) but at a permanent cost of 10 Quickening points. These points don't, however, need to come from only one immortal. Another immortal can offer some of his Quickening. This is also a permanent loss.
Blood Fury Some Immortals are able to use their Quickening to create a berserker rage that dramatically increases their combat prowess. When in the rage they will attack their enemy until one of them loses their head. If the Immortal is in normal combat and not fighting another Immortal they will attack all known enemies and then they take 2D4 melees to calm down. If they are provoked or if they even perceive the slightest threat against them they will lash out for another 8 melees. After they are calmed down they are so drained that they are -4 to all combat actions for 30 minutes. Range: Self only Duration: 8 melees Limitations: Only available at 5th level or higher Cost: 20 PPE to acquire, 25 PPE to activate. Bonuses: The Blood Fury grants the Immortal the following bonuses: +2 attacks per melee +35 SDC +10 to damage +4 to strike -5 to dodge -5 to parry Cannot pull punches or roll with impacts Primal Empathy This is the ability to sense the emotions of creatures on a primal level, to feel their life force. The user can detect whether a creature is good, evil, animal or human(oid), supernatural or mortal. When used on a wild animal the character often receives a surge of energy or adrenaline in response to the sheer feeling of freedom enjoyed by many animals. This adds +10 to the character's speed and PE and they will act carefree for the duration. When used on sentient beings the character gets a momentary feeling as if they were the other person, ie: A Principled Immortal uses Primal Empathy on a psychopathic murderer. The Immortal would think like the murderer for about 1 minute during which his two natures (the Principled and the Diabolic) would conflict. The Immortal must save vs. psionics or their alignment is temporarily changed to the target's alignment for a period of 1 minute. Every melee they get to save vs. psionics. If a successful save is made they revert instantly to their normal alignment and behavior. Range: 150 feet Duration: 1 minute per level of experience Cost: 10 PPE are spent permanently to acquire it, and 8 PPE are needed to activate it. Enhanced Awareness Level 1 This meditative state increases the distance that the Immortal can sense other Immortals. It can be used during normal activity but at a lesser effectiveness. To use it at full effectiveness one must be meditating silently without movement or distraction. Range: Increases range of 'Buzz' by 25 feet per level Duration: 10 minutes per 5 PPE spent Limitations: Only available at 2nd level or higher. When this talent is used during normal activity the increase in range is only 10 feet per level. Cost: 10 PPE are spent permanently to acquire it, and 5 PPE are spent for every 10 minutes it is in use. Enhanced Awareness Level 2 By this time the Immortal has learned to bend his senses to detect specific creatures. They are now able to detect supernatural creatures if they bend their mind to it. Range: Normal range of Buzz. Can be used in conjunction with Enhanced Awareness Level 1 to increase the distance. Duration: 10 minutes per 8 PPE spent Limitations: Only available at 5th level or higher Prerequisite: Enhanced Awareness Level 1 Cost: 15 PPE are spent permanently to acquire it, and 8 PPE are spent for every 10 minutes it is in use. If used in conjunction with Enhanced Awareness Level 1 it costs 18 PPE per 10 minutes. Enhanced Healing The ability to heal oneself even faster than normal is the focus of this power. Often used as a last ditch effort, this power uses up great quantities of Quickening that are slow to replenish. For each point of PPE (Quickening) the Immortal is healed of 1 HP or 5 SDC. The downside to this power is that the spent PPE is regained at 1/2 the normal rate. Range: Self Duration: Permanent Cost: 10 PPE are spent permanently to acquire it, and 1 PPE is spent for every 1 HP or 5 SDC or 10 MDC healed. Weapon Concealment Level 1 Some Immortals have spent time learning how to conceal their weapons from normal view by their Quickening to mask its presence from others. This ability allows a character to mask the presence of their weapon from mortals by making the weapon unnoticable. It's still there, it's just unremarkable and people won't notice it. Range: Self, can only conceal a weapon on one's person

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Duration: 100 minutes per level of experience Limitations: This can only be performed on the Immortal's personal weapon, one that he / she has trained with extensively (at least one year), not just any weapon they pick up. Cost: 15 PPE are spent permanently to acquire it, and 10 PPE are needed to activate it. Weapon Concealment Level 2 After mastering how to conceal their weapon from mortals, some Immortals have gone further and learned how to conceal it's presence from mechanical sensors as well. This ability takes a fair amount of skill and concentration. The basic principle is that the Immortal is able to place their sword in a state of limbo for limited periods of time allowing them to pass through mechanical sensors while keeping their sword undetected. The only person that can retrieve the sword is the Immortal who placed it there. This means that they Immortal doesn't have to worry about tripping over their sword when performing acrobatics or other maneuvers hard to do with a sheathed sword. Range: Self, can only conceal a weapon on one's person Duration: 240 minutes per level of experience. Limitations: This can only be performed on the Immortal's personal weapon, one that he / she has trained with extensively (at least one year), not just any weapon they pick up. Not available until fifth level. Prerequisite: Weapon Concealment Level 1 Cost: 20 PPE are spent permanently to acquire it, and 15 PPE are needed to activate it. Weapon Enhancement Level 1 In order to combat the supernatural so that an Immortal may reach the time of the Gathering, some Immortals have focused their energy into doing enhanced damage with their chosen weapon. This power imbues the weapon with a portion of the Immortal's life force (Quickening) that increases the damage. Range: Personal weapon Duration: 140 melees (10 minute) per level of experience Limitations: Only available at 3rd level or higher Cost: 10 PPE to acquire permanently, 7 PPE to add 1 die of damage to a melee weapon. Example: Bubba the Immortal is using a shortsword (he's stupid, what can I say) that normally does 1D8 damage. For each 7 PPE that he spends, the sword will do +1D8 damage for four melees. Telepathy The simple ability to communicate without using words. Instead the user communicates telepathically. The telepath can send a message to one person at a time and two-way telepathic communication is impossible unless the recipient is also telepathic (whether natural, psionic or magic in nature). Range: 175 feet Duration: 2 minutes per level of experience Cost: 5 PPE to acquire permanently, 3 PPE to activate. Note: All psionic powers can be used as Quickening Talents. In order to derive their costs, multiply the ISP cost by 1.5. This is how much it costs to gain the power. The normal ISP cost is how much PPE it costs to activate. Note: This is a makeshift method of doing it. I will update the list of talents as I get time. In addition, feel free to create your own. If you do, please send me a copy with details so I can add it to my list. Turn Invisible This Talent enables the Immortal to turn invisible. The effects are identical to the spell Invisibility: Lesser. Limitations: None Cost: 6 P.P.E. for permanent acquisition, 3 P.P.E. to activate it. The character can stay invisible for 3 minutes per level of experience. See Invisible This Talent simply enables the character to see invisible opponents. The range is equal to normal line of sight. Limitations: None Cost: 2 P.P.E. for permanent acquisition; 1 P.P.E. to activate it. The character can see the invisible for 10 minutes per level of experience. Shadow Drifting: Special Talent A form where the Immortal generates a pocket dimension around himself and he at the same time straddles several dimensions simultaneously. He loses a physical form while doing this, and only the following select Talents are available to him. Conversely, he's also unaffected by all attacks except those that specifically target dimensional-capable opponents. Note that the Shadow Drifting Talents are not available in any other form. Limitations: Not available until 10th level. Cost: 80 P.P.E. to permanently acquire. 30 P.P.E. per activation. Lasts 20 minutes per level of the Immortal. The acquisition cost is so high because all of the special Shadow Drifting Talents can be used at no cost while in Shadow Drifting form! Shadow Drifting Talents Shadow of the Spectre The opponent is blinded by MAGIC darkness and unable to see. To everyone watching, including victim, the person is engulfed in a complete darkness, so those bystanders won't see the attacker either. Of course, the Immortal isn't affected by this darkness. The dark cloud will appear to come out of nowhere (actually it appears like the darkness is coming from within the victim) and is not able to be dodged. While in the cloud, the victim is 6 to strike, parry, and dodge any attacks. Force Bolt A hard impacting bolt is directed at an opponent. Does 5D6 S.D.C. (or M.D.C. in Rifts). Limited to one Force Bolt attack per melee round while Shadow Drifting. Gets a magical bonus of +4 to strike.

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Wracked With Pain Opponent is struck with incredible pain that rushes through their whole body. Lasts for one hour per level of the Nightbane. The character is unable to move without intense pain wracking their whole body. They must make a save versus pain (14 or higher, P.E. bonuses applicable) or suffer the following: -2 attacks, -4 on all combat attacks, plus speed is reduced by 70% and P.S. and P.E. are reduced by 25%. Doing this Talent to the same target has no cumulative effect, and does no S.D.C. damage. Tendrils of Darkness Several magical tentacles are formed which can interact with an opponent. They are jet black in colour. 10 tentacles are formed. Can't be cut by normal weapons. They are strong, long, and agile, and ideal for hand to hand combat. Combat Stats: Attacks Per Melee: 10 attacks per melee in total (one attack per tentacle) Bonuses: Each is +4 to strike, +6 to parry, and +8 to auto dodge (the tentacle can dodge without using up a melee attack). Damage: A tentacle swat does 4D6 S.D.C. (or M.D.C. in Rifts) and a choking attack does 3D6 S.D.C. (or M.D.C. in Rifts). Note: Each tentacle can engage a different opponent, or several tentacles can attack the same target. Attributes of Note: P.S. 40, P.P. 22, all others not applicable. Each has an A.R. of 15 and 150 S.D.C. (no hit points as they are not alive.) Energy Drain This debilitating Talent drains the opponent of their psionic and/or magic reserves; rending them unable to cast spells or use psychic attacks. The energy drain drains 10 P.P.E. and/or I.S.P. (in any combination, such as 7 P.P.E. and 3 I.S.P.) per level of the Nightbane. The victim gets a save versus magic at 14 or higher. Limitations: Not available until fifth level. Cost: 12 P.P.E. for permanent acquisition. 12 P.P.E. per activation. Dark Strike This Talent creates a powerful blast of three nearly simultaneous force blasts, one right after the other. These are jet-black blasts and are a hard, pounding force. They do a total of 3D6 S.D.C. damage (or M.D.C. in Rifts), plus 3D6 every 3 levels of experience. At fifth level, the character is skilled enough to divide the attacks amongst three separate targets. However, the secondary attack is 3 to strike, and the tertiary attack is 6. This still counts as only one melee attack, but all the targets must be within the line of sight of the Immortal. The attacks do 1/3 of their normal damage each if they are divided. Limitations: Not available until third level. Cost: 12 P.P.E. for permanent acquisition. 12 P.P.E. per activation. Fist of Darkness When the Immortal throws a punch, kick, knee, or elbow, a huge black fist, knee, foot, or elbow (same as the Immortals attack) appears and strikes his opponent, regardless of how far away his opponent is, up to 500 feet (152m) away. This basically allows the Immortal to hit two people in one attack! The person being attacked by the Fist of Darkness gets to defend against it like a normal, physical attack. Limitations: Not available until third level. Cost: 10 P.P.E. for permanent acquisition. 10 P.P.E. per attack attempt. Attack Redirection This talent will redirect the force of an attack away from the Immortal. The attack must be a distant energy/projectile attack (such as natural energy blasts or gunfire). The Immortal upon using the talent, will create a black surface in midair which will redirect the attack elsewhere. The character can attempt to hit targets on his left or right side with this, at 5 to strike (takes place of the characters normal defensive action). Only one attack at once can be redirected. Normal parry bonuses dont apply to the attack redirection, but a special +6 bonus applies to this defensive move. Limitations: None. Cost: 6 P.P.E. for permanent acquisition; 6 P.P.E. per attack redirection attempt Negate Spell This Talent instantly negates any spell attack leveled at Mephisto. Must be a magic spell. The physical effect is a puff of black smoke or a black ball counteracting the spell effect. The spell that the Immortal is trying to cancel gets a saving throw vs. magic of 14 or higher. The spell trying to be cancelled gets no bonuses to save. Limitations: Not available until third level. Can only be attempted on spells as they are currently being cast. Cost: 6 P.P.E. for permanent acquisition. 6 P.P.E. per each spell cancellation attempt. Fist of Light When the Immortal throws a punch, kick, knee, or elbow, a huge white fist, knee, foot, or elbow (same as the Immortals attack) appears and strikes his opponent, regardless of how far away his opponent is, up to 500 feet (152m) away. This basically allows the Immortal to hit two people in one attack! The person being attacked by the Fist of Light gets to defend against it like a normal, physical attack. Limitations: Not available until third level. Cost: 10 P.P.E. for permanent acquisition. 10 P.P.E. per attack attempt. Light Strike This Talent creates a powerful blast of three nearly simultaneous force blasts, one right after the other. These are stark-white blasts and are a hard, pounding force. They do a total of 3D6 S.D.C. damage (or M.D.C. in Rifts), plus 3D6 every 3 levels of experience. At fifth level, the character is skilled enough to divide the attacks amongst three separate targets. However, the secondary attack is 3 to strike, and the tertiary attack is 6. This still counts as only one melee attack, but all the targets must be within the line of sight of the Immortal. The attacks do 1/3 of their normal damage each if they are divided. Limitations: Not available until third level. Cost: 12 P.P.E. for permanent acquisition. 12 P.P.E. per activation. Light Drifting: Special Talent A form where the Immortal generates a pocket dimension around himself and he at the same time straddles several dimensions simultaneously. He loses a physical form while doing this, and only the following select Talents are available to him. Conversely, he's also unaffected by all attacks except those that specifically target dimensional-capable opponents. Note that the Shadow Drifting Talents are not available in any other form.

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Limitations: Not available until 10th level. Cost: 80 P.P.E. to permanently acquire. 30 P.P.E. per activation. Lasts 20 minutes per level of the Immortal. The acquisition cost is so high because all of the special Shadow Drifting Talents can be used at no cost while in Shadow Drifting form! Shadow Drifting Talents Sight of the Angels The opponent is blinded by MAGIC light and unable to see. To everyone watching, including victim, the person is engulfed in a complete darkness, so those bystanders won't see the attacker either. Of course, the Immortal isn't affected by this light. The bright cloud will appear to come out of nowhere (actually it appears like the light is coming from within the victim) and is not able to be dodged. While in the cloud, the victim is 6 to strike, parry, and dodge any attacks. Force Bolt A hard impacting bolt is directed at an opponent. Does 5D6 S.D.C. (or M.D.C. in Rifts). Limited to one Force Bolt attack per melee round while Shadow Drifting. Gets a magical bonus of +4 to strike. Wracked With Pain Opponent is struck with incredible pain that rushes through their whole body. Lasts for one hour per level of the Nightbane. The character is unable to move without intense pain wracking their whole body. They must make a save versus pain (14 or higher, P.E. bonuses applicable) or suffer the following: -2 attacks, -4 on all combat attacks, plus speed is reduced by 70% and P.S. and P.E. are reduced by 25%. Doing this Talent to the same target has no cumulative effect, and does no S.D.C. damage. Tendrils of Light Several magical tentacles are formed which can interact with an opponent. They are stark white in colour. 10 tentacles are formed. Can't be cut by normal weapons. They are strong, long, and agile, and ideal for hand to hand combat. Combat Stats: Attacks Per Melee: 10 attacks per melee in total (one attack per tentacle) Bonuses: Each is +4 to strike, +6 to parry, and +8 to auto dodge (the tentacle can dodge without using up a melee attack). Damage: A tentacle swat does 4D6 S.D.C. (or M.D.C. in Rifts) and a choking attack does 3D6 S.D.C. (or M.D.C. in Rifts). Note: Each tentacle can engage a different opponent, or several tentacles can attack the same target. Attributes of Note: P.S. 40, P.P. 22, all others not applicable. Each has an A.R. of 15 and 150 S.D.C. (no hit points as they are not alive.) Eyes Of The Beholder This powerful talent allows the Immortal to see "the reality" of the world. This means it is impossible to deceive the Immortal with this talent. Powers, spells, psionics, and talents that involve cloaking such as Invisibility, Chameleon, Shadow Meld, The Shroud, Alter Aura, Death Trace, etc are useless. Even the skill Concealment is ineffective. The Immortal effectively has "x-ray" vision and can see all hidden objects underneath clothing, inside a suitcase, or what's inside the trailer of a truck. The Immortal's nightvision range is doubled. The talent also functions similar to the spell and psionic power of Sense Dimensional Anomaly. Furthermore, it will allow the Immortal to see the Morphus(tm) form of any NightBane will in their Facade(tm) form. Illusions are useless against the Immortal, as is all visual trickery. By channeling 10 additional P.P.E(tm) into the talent, the Immortal can see a particular highlighted" item, if he or she knows what they are looking for, i.e. a particular spoon used by a certain individual in the last hour in a cluster of a hundred others. Unfortuntely the talent makes the Immortal extremely sensitive to bright light aimed directly at the eyes. looking at the sun or a flashlight will cause temporarily blindness (-9 to strike, parry, dodge for 1d6+3 minutes). Penalties: The characters eyes glow bright red, equal to a 60 watt bulb, when in use. Cost: 12 P.P.E(tm) to purchase. 10 P.P.E(tm) to use every 2 melees. Lord Or Lady Of Darkness This is a very powerful ability. Some of the most powerful Immortals in history have possessed this rare talent. It allows the Immortal to control darkness at such a level, they are the true masters over the night and shadows. The Immortal must possess FIVE shadow talents. These talents become interchangeable in their functioning. For instance, the talent Nightbringer(tm) can mimic any of the other shadow talents, Shadow Bolt of intant, and inflict damage over a very large area. Shadow Storm can mimic the affects of Shadow Shield and create a protective area for a much greater area. Along with interchanging the talents, the Immortal can Shadow Meld (equal to the Spell) at the cost of 5 P.P.E (tm) The Immortal can also summon 1d4+1 Shadow Beast per level of experience that follow his or her command. These creatures obey the bane as any animal would if the bane possess the talent Lord or Lady of the Wild. Whenever the Immortal is in the Nightlands(tm) or on Earth between sunset and sunrise, he or she possess the following bonuses: Triple range of nightvision +1 Initiative and add one extra attack. Increase HF tm) by 2 (18 the max). +6 to PS(tm) +2 to PP(tm) +3 to save vs HF(tm) +3 to save vs magic 2d4x10 SDC(tm) knowledge of the exact time of the setting and rising of the sun. the ability to negate Shadow Talents (exactly like the Guardians do with magic). The curse of this power is the Immortal can no longer stand to look at bright light(anything brighter then 50 watts is blinding) -9 to strike, parry, and dodge. Sunlight will cause the bane 1d4x10 point of damage per melee. All light powers from the Guardians inflict double damage while power is in use. Prerequisites: Five Shadow Talents prior to being 5th level.

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Cost: 40 P.P.E(tm) to purchase. 7 P.P.E(tm) to Shadow Meld for a 4 melee per level duration. 25 P.P.E(tm) to summon 1d4+1 Shadow Beasts. Eight additional P.P.E(tm) to summon each additional one. Whatever Shadow Talent the Immortal wants to combine with another one uses only the first talent's P.P.E(tm) For example, if the Immortal wants to make the talent Nightbringer(tm) like Shadow Bolt(tm), he or she need only use the P.P.E needed to activate the Nightbringer talent and it will function like Shadow Bolt. Dark Charge This powerful talent allows a Immortal to install mystical energy (from an unknown source) into an inanimate object enabling it to do supernatural damage. The talent is similar to the Charm Weapon spell, but unlike the spell the charge is instantneous, but the duration is only for 4 melees. Each time the talent is used, the item temporarily gains an extra 100 SDC(tm)permanently. This enables it to withstand the extra amount of damage/stress that it will undergo while under the influence. There is an unlimited amount of times a item can be charged. Each charge permits the weapon to inflict double damage upon any SUPERNATURAL being or magic welder, such as other Nightbanes(tm), all Denizens of the Nightlands(tm), Night Priests(tm), Night Princes(tm), werebeasts, dragons, demons, all men of magic, etc... Against Vampires, undead, and normal humans the weapon will inflict normal damage. Against Nightlords(tm) and their Avatars(tm) it will do triple damage. (Note) this talent does not augment a Immortal's natural ability to inflict double damage against Denziens of the Nightlands(tm) or triple damage against the Nightlords(tm). If this talent is used on a modern weapon, the weapon itself is charged.All ammunition put into the weapon is automatically charged. A bow can be charged or the arrow can be, but they cannot both be, nor will they do triple damage. The talent can only be used on solid objects weighting less then 30 lbs. The entire weapon is charged, not half of it. If add ons (night scope) make the weapon weigh more then 30 lbs, it will not charge. All weapons charged by the Immortal will cause him or her no damage as long as the charge is on. Limitations: Can only be used on weapons weighting less then 30 lbs. Duration. 4 melees or 1 minute per charge. Cost: 25 P.P.E(tm) to purchase. 12 P.P.E(tm) to charge an object. Elemental Sword Creates a sword out of the Immortal's energy. When spending the P.P.E. to create the sword, the Immortal chooses one of the four elements to be represented in the sword. The Immortal only needs to buy the Talent once; he can choose which sword to create when fueling the Talent, although he can only use one of the swords at once. They are: Earth Sword: Symbolizes strength and durability. Does 5D6 damage in addition to Immortal strength, and the Immortal is at +10 S.D.C. per level of experience while the sword is in place. The S.D.C. regenerates as normal. Fire Sword: Symbolizes fury and danger. Does 6D6 fire damage in addition to Immortal strength, and the Immortal is at an additional +2 to Strike, Parry, & Dodge while the sword is in place. Lighting Sword: Symbol of wisdom and resourcefulness. Does 4D6 electrical damage in addition to Immortal strength and can shoot lightning bolts, equal to the number of attacks the Immortal has. Range is 500 ft and the Immortals normal strike bonus applies, although W.P. Sword does not. The bolts do 4D6 damage. Ice Sword: Symbol of calm and purity. Does 4D6 water damage in addition to Immortal strength, plus does an extra 1D6 damage to vampires and the vampire regenerates as if struck by water. Plus, the Immortal is at +2 to save vs. magic and psionic attack. P.P.E: To Acquire: 15 P.P.E. To Use: 12 Duration: One minute per level of experience. Not available until fourth level. Soul Bridge This Talent allows the Immortal to establish a pseudo-psionic rapport with another sentient being. When this happens, each is privy to the surface thoughts of the other. Whatever leaps to mind in one, the other knows about simultaneously. This has several advantages, such as the ability to coordinate battles much more smoothly, the power to speak without letting others know, and is also a great interrogation device if the Immortal can keep his thoughts under control. (Role-play this to the hilt; some creatures, like Hounds, are total sadists whose thoughts would horrify anyone with a shred of civility.) Bonuses: When two or more people are linked by the Soul Bridge, each sees what the other sees. This confers a bonus of +1 to Strike, Parry & Dodge per each person linked that is attacking the same person, since the multiple perspectives allow for more detailed information on the target. These bonuses are cumulative, and are added to each member of the link. They are also +1 to Save versus any attacks on their minds (magic & psionics), due to the combined wills that can be refocused - again, +1 per person in the link. In order to establish the link, the Immortal must look into his targets eyes and the target must look back. (If no eyes exist, into where they would see out of. Be flexible.) Range is line of sight. Save is vs. Magic at a strength of 12 if the target is unwilling. Duration is ten minutes per level, at which time the link can be reestablished without use of eye contact if the target is willing. Once established, range is infinite, although perfect clarity only exists if the subject is closer than 1000 ft. Beyond that, clarity is muddled proportionately but contact is never lost. Again, roleplay this; emotions and clear thoughts have the most range. P.P.E. To Acquire: 10 P.P.E. To Use: 7 per person Note: The Immortal can also create a permanent link that will endure as long as they both shall live. However, this requires a willing subject, eye contact as above, and total trust of them both. This permanently costs 10 P.P.E. The two gain all bonuses as above, and range on sensing is increased to one mile! However, this is an act of unparalleled trust and intimacy that goes far beyond simple friendship or casual romance, since it can only be undone by the death of one of those involved. Only one permanent link can be created by the Immortal , so he or she better choose wisely. Similarly, the other person can only support one of these links, so two or more Immortal cant create an endless circle. (However, the temporaries are still possible.) If the one dies, the other might go into shock (GMs call) but will recover, although the P.P.E. is forever lost and a new link cant be made for 1D4 years. This is a great role-playing element for the less kill-crazy characters and players. Property Master

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This talent grants the Immortal the ability to form a link with an inanimate object. Once linked the Immortal may call the object to him for as long as the object and link exists. From any distance or dimension it will immediately return to the hand of the Immortal. A Immortal may only have two objects linked to him at a time with this talent, but he may purchase this talent multiple times. Limitations: Not available until 3rd level. Cost: 5 P.P.E to acquire, and 3 P.P.E. to call a linked object. It also costs 1 P.P.E. per five pounds to link to an object. This P.P.E. is removed from the Immortal's total until he decides to sever the link. Vampire Slayer This powerful talent gives the Immortal the abilities to combat vampires. The Immortal can create an aura that does double damage to vampires with all their natural attacks, and this damage heals back at half the normal rate for a vampire. The Immortal is able to create real wooden stakes in his hand to use against the vampire (these are permanent creations) and summon a blast of water that does 6D6 damage to them. Limitations: Can only be aquired at 5th level or higher. Cost: 30 P.P.E. to acquire, 10 P.P.E. to activate the aura for 1 minure, 5 P.P.E. to blast water and 3 P.P.E. to create a stake. Darkstrike This Talent is similar to the level 6 magic spell Call Lightning. The 'Immortal summons a dark bolt of lightning to strike any visible character within 100 feet. The bolt cannot be dodged, and inflicts 2d6 damage. For an additional 4 PPE the damage can be increased by 1d6, up to the character's level. Cost: 10 PPE to acquire, 6 PPE for the basic bolt and 4 PPE/extra 1d6. Limitations: At least level 2. Outdoors only! Darkstorm (Elite) An enhanced Darkstrike, this talent allows the 'Immortal to summon three lightning bolts to strike up to three visible targets within 200 ft. Each bolt inflicts 3d6 damage. Characters can expend 5 PPE to add an additional 3d6 bolt, maximum extra=character's level. The char. can also spend 3 PPE _per bolt_ to add 1d6 damage, again up to his level. For example A level 7 'Immortal wants to max out his Darkstrike in order to fight off the 5 Hounds which surround him (nice odds, eh?). He spends 15 PPE for the basic attack, +35 PPE for seven more bolts (total now 10) and (10 bolts x 7d6 per bolt x 3 PPE per d6) 210 PPE to push each bolt to 10d6. Total cost = 260 PPE, and each Hound is struck by 2 10d6 bolts of lightning (which isn't bad, considering Hounds take 2x damage from Talents). Cost: 20 PPE to acquire, 15 PPE for the basic 3-strike, 5 PPE/extra bolt and 3 PPE/extra 1d6/bolt. Limitations: At least level 6, and must possess Darkstrike talent. Outdoors only! Counts as 2 attacks. Speed Freak The 'Immortal with this talent can drastically increase his speed. Raise the character's P.P. by +10 (minimum 30) and Spd x 3. Use the enhanced P.P. to determine strike/parry/dodge bonuses; character _also_ gets +1 attack per melee (with another +1 at levels 6 and 12), +6 roll with punch, and +6 initiative. The character can leap 30 feet up/across _instantly_ (i.e. does NOT take an action). The Speed Freak lasts for 2 melee rounds, and can be increased by 2 rounds per character's level. This talent is particularly effective when used in combination with Brett Hegr's Body- blur (cumulative bonuses and all that...). Cost: 12 PPE to acquire, 8 PPE to activate, 6 PPE per +2 melees. Limitations: Must be level three or higher. Shadow Sight Gives the Immortal the ability to see long distances in shadows. The character may peer into a shadow and see perfectly up to a distance of 50 X P.P.E.(tm) spent, in feet. This ability lasts for 1 minute + an extra minute f or each additional 5 P.P.E. spent. This ability works in all shadows, including night. Note, however, that the sight only works in connected shadows, and that the sight stops where the darkness stops. The interior of the shadows is able to be seen clearly by the character. If an additional 5 P.P.E. per minute is spent, the character may also look around corners that are in complete shadow. This ability works in the Nightlands(tm). Limitations: None Cost: 10 P.P.E. to acquire permanently; one P.P.E. for every 50ft of site plus 5 P.P.E. for every minute beyond the first of duration. Can spend an additional 5 P.P.E. per minute to be able to have a non-linear line of sight, i.e. around corners, etc Shadow Chains The Immortal with this talent is able to cause several chains with hooks on the end to shoot out of the corners and ceiling of a room and to automatically dig into the target. Each chain costs 3 P.P.E. to summon, with a minimum of four. The maximum number of chains is equal to the characters level X 3. These chains plunge into the target, each chain automatically hitting and inflicting 1 S.D.C. The chains hold the target with a supernatural P.S. equal to the P.P.E. spent on chains. If the target has higher strength than this, he/she may break free in a number of rounds equal to the difference between the P.S. Or, the Immortal may choose to have the chains rip out of their own accord. In either case, each chain does 1D4 damage as it rips out of the target. Ouch. While they are stuck in the target, target loses 1 S.D.C. for every three chains per round due to bleeding, unless it has regenerative powers. If the chains are attacked, it is a called strike and is at -3 to strike, due to the chains being in constant motion, swaying, whipping around. Even if they are to hold the target for a while, the still sway and toss the target. They cannot be made to hold perfectly still until 9th level is reached. They each have an S.D.C. of 30. Once the chains are ripped free, either by the target escaping or by the talent user wanting them to rip out, they fly back into the walls and celing from whence they came. They are one-target deals. They may not then attack a second target, or the first target again. Once they hit the target, which must be declared when the talent is used and which happens instantly, they may stay nestled in the target for up to 4 rounds + 1 round/lvl. After that period, the Immortal may spend 6 P.P.E./round to keep them around for an additional round. Limitations: Not usable until 3rd Level. Cost: 12 P.P.E. to acquire permanently; 3 P.P.E. per chain; in addition, the Immortal may increase duration by spending 6 P.P.E. for every additional round. This may be spent on the fly. (p.s., do you think the cost should be higher?) Damage: 1 point per chain when they hit (they hit automatically when talent is used); an additional 1 point per three chains bleeding damage; when they are withdrawn an additional 1D4 damage per chain. Soul Mirror This talent lets the Immortal reflect on a person all the 'evil' things the reciever has done in their life through the eyes of the victim(s) of the evil acts. The person experiences all the suffering he/she has caused. This talent does no 'real' physical damage but it

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blows away any repressed memories and sends the reciever into a spasm of agony 2d4+1 melees (if selfish alignment) or 3d4+1 melees (if evil). Good alignments aren't really affected (unless they converted in which case the previous alignment is used). If the person is at present an evil alignment (or a really borderline selfish person) there is a 10% chance an insanity save has to be made. This talent takes 1 melee action to perform. Limitations: not available until the 3rd level, MUST be good or selfish alignment to use this talent. Cost: 15 ppe to aquire, 7 to use. Shadow Vault This talent allows the Immortal to call into existence a Vault made of shadow. This is used to store and carry any amount of objects of any size or weight. The object is simply placed in the Vault and taken out as needed. When not in use the Vault is closed and the objects are inaccessible without opening the vault again. Living animals cannot be placed into a Shadow Vault and plants put inside will suffer from a lack of light. The amount of objects that can be placed in the vault is unlimited and the desired object will always be on top when it is needed. If the character who has a Shadow Vault dies, roll a d100 for each object: if the roll is 01-50%, the object is lost forever. Ifhe roll is 51-75% it falls to the ground where the character dies. If 75-00%, it falls to the corresponding place in the nightlands (or in the real world if the character dies in the nightlands.) Limitations: None. Cost: Permanent 10 P.P.E. to acquire, 5 PPE to open (no cost to close). Soul Search This Talent allows the Immortal to communicate with other people telepathically. It also lets the Immortal delve into the minds of others. However, This use of Soul Search costs the Immortal an additional 6PPE per minute. Soul Search can be blocked by a mind block, Soul Shield, or similar effect. The Immortal is limited in communication as a regular telepath is: to non-telepaths, only a brief and direct message can be sent, but real communications is possible with other telepaths. Limitations: As above with a 200ft (60.8m) range PPE: 8 points to aquire, 4 PPE to communicate, +6 PPE to deep probe Dark Sword A sword comprised of dark energy that reflects the users style. The sword reflects mental and emotional status. The weapon also reflects character taste (people who like big swords get them; of course this is at GM's discretion), and please do elaborate on this, GM's. Damage is 1d6 S.D.C. per P.P.E.pont. Limitations: Usable only after level 3. No more than 1 P.P.E. per level of experience. Duration: 1 melee per 5 ME (the weapon talent is mentally taxing and is not recommended for the insane Immortal. ) Round to nearest 5, i.e. ME 11 gets it for 2 melees, but ME 14 gets it for 3 melees. Simple enough. Cost: 10 P.P.E.to acquire and 1 P.P.E. per 1d6 S.D.C. each use Baneskin A simple, yet effective, protective Talent. The Immortal alters his aura so that normal weapons (knives, guns, and such) are unable to damage him. The character also takes only half damage from falling, heavy impact (missiles, cars, etc...), and the attacks of supernatural creatures. Energy weapons to 1/4 damage. However magic and psionic weapons, magic spells, and psionic attacks do double damage. Limitations: None. Cost: 12 P.P.E.(TM) to acquire, 10 per minute of use. Bodyblur Looking upon a Immortal using this power can be disturbing. While moving the creature will seem to have several shadowy ghost images trailing after it, and when still these images will vibrate and wrap around the Immortal . The effect is to create an unnerving, sometimes frightening illusion that will distract enemies. The user also gains the benefit of slightly enhanced speed and reflexes. The Immortal gains a +2 bonus to defend against attacks (parry, dodge, roll, etc...), +1 to Horror Factor, +1 on initiative, and +10% to Prowl. Duration: One minute per level of experience. Limitations: None. Cost: 8 P.P.E.(TM) to acquire, 4 to activate, +6 more to double the bonuses if so desired. Darkeyes The Immortal eyes (all that he might posess) turn an inky non-reflective black. While in use the Immortal gains superior nightvision. Anything that affects the ability to see are also ineffective, such as the Nightbringer Talent, Bio-Manipulation, Blinding Flash, Cloud of Smoke, See Aura, Eyes of Thoth, Second Sight, etc... By expending additional P.P.E.(TM), the Immortal can also see the invisible. Blindfolds are as effective against the Immortal using this talent as it would be against others not so blessed. Duration: Five minutes per level. Limitations: Nightvision has a range of 600 feet beyond his normal nightvision range, which can be increased by +100 feet per each additional 2 P.P.E.(TM) spent. Can be used by either the Facade or the Morphus. Cost: 6 P.P.E.(TM) to acquire, 4 to activate, and 2 per extra +100 feet as above. To see the invisible costs 4 P.P.E.(TM), same duration. Obscure This simple Talent allows a Immortal to hide it's nature! If a character is using the ability to sense Immortal (ability or spell), the user of this Talent is not sensed by it. The use of See Aura on the Nightbane(TM) will show the character as human, but has a strange magical disturbance. An experienced psychic might intuit the character is hiding something. The spell Bind Nightbane(TM) is also ineffective against the user of this Talent. Limitations: Useable by the Facade only. Cost:4 P.P.E.(TM) to acquire, 1 per minute it is activated.

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Shadow Matter A strange but very useful ability, this allows a Immortal to temporarily transform any inanimate object into an incorporeal shadow. The Immortal must be in physical contact with whatever his target is (it cannot, under any circumstances, be alive, though corpses and undead are fair game) for a full melee round while he uses the power. The object than fades into a cloud of pure, insubstantial shadow. It's visual appearance is very similar to a thick, black lace curtain, only bright lights can shine through it. It has no physical presence whatsoever, and can be easily walked through. While in shadow form, the material retains it's original general shape, and outstanding physical features may still be noticeable. Immortal can cause the object to move while it is shadow and it is virtually indestructible, seeing as how it is not truly there. The matter remains incorporeal for 2D10 melee rounds, after which it returns to it's original state. Anything that was inside the shadow when it reformed is pushed out to the nearest open space. Limitations: None. Cost: 14 PPE to acquire permanently. 5 PPE per cubic foot of matter transformed. Shadowy Allies Immortal can use this talent to summon up combat companions out of the very stuff of shadows. Horrific, 3-dimensional shadows that resemble the Immortal 's friend step out of whatever dark areas are present, no matter how small. The things have sketchy, indistinct appearances with jagged outlines that constantly arch and twist. They can do nothing but fight for the summoner. The allies can appear up to 50 yards away from the Immortal , and cannot move past that range once summoned. They have 2 attacks per round and do 3D6 points of damage with each successful hit. They have an effective speed of 25. Each ally has 60 SDC. They dissipate into nothingness once they are slain or when 3 minutes (12 rounds) have passed. The Immortal commands them mentally and need expend only 1 melee action per round to command all of them. If he fails to do so, they continue attacking whomever they were the round before. They stand still if their foe has been defeated. The exact nature of the entities summoned with this talent is unknown, even to it's users. It is believed that either they are magical manifestations of pure shadow, given shape by the will of their summoner, or that they are creatures that dwell in the Nightlands. Given the fact that they have never been encountered outside the presence of a Immortal using this talent, on any world, the former seems most likely. Limitations: Usable by Morphus only. Not available until 5th level. A maximum of 3 allies per 5 levels may be summoned. Cost: 20 PPE to acquire it permanently. 15 PPE per shadowy ally summoned Dark Flame A talent related in some ways to Dark Ice, it varies primarily in that it is better used to destroy, rather than to create. With this power, a Immortal can summon up raging fires that give heat and scorch whatever they touch, but shed no light or smoke, though they are easily be noticed even in pitch blackness by their glowing darkness, deeper than any natural shadow. Unlike Dark Ice, Dark Flame can be created away from the body, up to a distance of 75 feet. The fire simply explodes into midair or rises out of the ground, however the Immortal prefers it. If he has enough PPE, he can create a large inferno, as long as the entire blaze remains within range. The Immortal must careful however, for it can burn him as much as any. The fire does 5D6 points of damage per round to everything within it. The damage can be avoided easily enough by moving out the flames, but there is nothing to prevent the Immortal from creating more next round save for a lack of PPE. The only real way to escape a Dark Flame attack is to move out of range or kill the summoning nightspawn. Note that the fire disappears immediately when the Immortal stops paying PPE. It cannot cause anything else to catch fire, though the burns it leaves are evident upon whatever it touches. It can reduce flammable objects to ash at the same rate as a normal fire. Limitations: It cannot be acquired until 3rd level. Costs: 16 PPE to acquire permanently. 5 per round for every one foot cube of fire created or maintained. Dark Ice Mystical masses of jet-black ice can be created for various purposes with this talent. The matter created most of the normal properties of ice, including temperature, texture, weight, tensile strength and what have you. The only major differences are it's dark, opaque color and the fact that when it melts, it disappears utterly. The ice usually appears simply by exuding from the character's skin. Usually from the hands, though it can appear to condense from steam breathed from the nostrils or be belched from the mouth and so forth. The Immortal can create the ice in most any shape, though fine details for ice sculptures are impossible. Moving parts are also beyond the power of this talent. It can be used to make weapons like ice spears or really wicked snow balls. It can be made into shields. Armor would be difficult since the Immortal wouldn't be able to accommodate joints of any sort. A breast plate would be plausible, but the wearer (probably the spawn using the talent) would have to take 1D8 points of cold damage every round he wore it. The ice can be used to coat a victim, but only one that is immobile. The unfortunate would probably suffocate before freezing to death. The ice object can be made to virtually any size, but at a maximum rate of one kilogram of ice per round. If the ice does not melt first, it vanishes in an hour. How long it takes the ice to melt is left to the GM. Any objects made with Dark Ice are assumed to have 20 SDC per kilogram. All weapons do damage equal to the normal equivalent, to a maximum of 2D6. Add +2 for cold damage. At the GM's discretion, the damage done may decrease as the ice melts. Limitations:. Not available until 3rd level. Cost: 12 PPE to acquire permanently. 9 per kg of ice created. Shadow Walker (Teleport) Myth has held stories of monsters who appeared out of shadow, snatching their victims who didn't even know that they were there. Most of those stories were caused by predators that had the shadow meld spell or some similar power. However, some of those victims were attacked by Immortals with the Shadow

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Walker power. With this power, a Immortal can travel anywhere that he knows about that has a shadow. To use this power, the Immortal must be near a shadow that is at least as large as him The Immortal must also have seen the place where s/he wishes to travel to, and there must be a shadow there that is as large as the Immortal . Within those limitations, the Immortal can travel almost anywhere, except within an circle of protection or a magic Sanctum. Prerequisite: The Immortal must have the Doorway and Shadow Slide powers. Limitations: The Shadow Walker power cannot be selected until 7th level. Cost: 20 PPE to acquire permanently, 20 PPE to activate. Shadow Emulate: The Immortal , can create a shadow weapon that has the same effects as the weapon known and desired. But only if the weapon has been wielded and studied by the Immortal . Ie. If George the Bane used a Lawgiver from Judge Dredd, then tried to duplicate it, it wouldn't work, but if he, George, used the weapon and then took it apart and studied all(even the ammo) it's components and then successfully makes an Intelligence check with 3%,per point of intelligence being the case and only does it ONCE with the weapon,Ie..a 20 Int would give 60% chance of success. If the Bane succeeds on his roll, then the Bane can emulate it. If he fails, then he cannot ever duplicate the one he has, but can try another, new weapon, of same design that he has not touched. Cost: to acquire the emulate of the weapon requires a permanent expenditure of 2 ppe points at moment of success with Int check. (if too harsh, I disagree, for it would keep the arsenal down to a minimum.) Limitations: This ability can only be acquired upon Level 4. Cost to buy: 15 ppe Cost to create item: 15 ppe Cost to maintain created items:5 ppe/round + 2ppe/1 SDC of damage if any to duplicate weapon ie. 200 sdc LAW round would require 400 ppe(kinda keeps the weapons created minimized don't you think?) In a Rifts environment the weapon would not do MDC, since the weapons known to the Bane were SDC weapons, but if the Bane got a hold of an MDC Weapon say, a Wilks laser, it would not get out of hand. The 2ppe/1 SDC still applies("oh damn, that 2 MDC shot took all 400 ppe out of me!"-hehe:), it makes it so that they would instead turn to other weapons, say their Supernatural Strength, but they sure wouldn't be out of an SDC weapon anytime soon. Flash Pack This is a talent that seems to be seen more in those Immortal who work commonly with Guardians. It allows them to create small, glowing balls, that can be thrown and "detonated" on command. When detonated, these packs create a blinding light for one full melee, nothing within 30ft will be able to see. They will be blinded for 1D4 melees afterwards (hounds, hunters, and other natives of the Nightlands are blinded for 2D4 melees). During the flash, everyone is reduced to half their normal number of attacks, no combat bonuses, and are -7 to strike, parry, and dodge. Characters blinded afterwards are (actually, they're not really blind, it's more or less just recovering from the shock), are -4 to strike, parry, and dodge. These balls are similar to natural sunlight, and does 5D6 damage to any vampire. These packs can be generated as often as once a minute (4 melees). Guardians, Immortal and the Nightbane using the talent are immune to the effects, as are people wearing specially darkened goggles or visors (normal sun glasses don't cut it). can be thrown 10 feet for every point of PS and detonated mentally. (10 balls created per level of experience per pack. Limitations: one pack can be generated every four melees. Cost: 12 PPE to acquire permanently, 9 PPE to create a flash pack (detonating costs nothing) Anti-Arcane When activating this talent, the Immortal is surrounded by an aura of black light (easily confused with the Shadow Shield described below). While this aura is in effect the Immortal is utterly invulnerable to the effects of MAGIC! Any magical spells that can be resisted with a save will have absoloutly no effect what so ever on the character. The same for all other spells except those which pick up and object and huirl them at the character which must be dodged as per normal. The Anti-Arcane will last 1 minute/lv, at which time it must be reactivated. Limitation: None Cost: 15 PPE to permanently acquire it and 20 are needed every time to activate it. Shadow Shield Creates a force field of dark energy around the Immortal, providing 200 SDC/MDC per 2 PPE spent (PPE cannot exceed 400 per lv of experience). The Shadow Shield completely surrounds the character, protecting him form toxic gases, disease, punches ,bullets ,heat ,fire ,cold ,and similar dangers as long as it remains in force; it is the shield that takes the damage inflicted by such attacks Duration: 30 minutes per level of experience or until all the SDC/MDC is used up Limitations: 400 PPE or 800 SDC/MDC per level Cost: 7 PPE to acquire it permanently; 2 PPE to activate it with 20 SDC/MDC plus additional PPE to increase the level of protection. Soul Shield Protects against mental attacks/probes and the See Aura/See Truth Talent. The Soul Shield acts like a psychic mind block, preventing almost all means of magical or psionic probes from intruding into the Immortals mind. More importantly, while the Soul Shield is up, any spell or power that tries to control or dominate the Immortals mind will automatically Fail. Those who attempt to read the protected characters mind will only see a pool of utter darkness. The reader/psychic will find it difficult to pry himself from that darkness (a save versus psionics is necessary; roll every melee round), and until he does, he will be unable to do anything other than stare vacantly into space. Limitations: None Duration: 10 hours per level of experience

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Cost: 6 PPE to acquire it permanently; 4 to activate. The Shroud This powerful talent enables a Immortal to become invisible superior and noiseless to both normal vision as well as to electronic devices like cameras, motion detectors, heat sensors, ect. This ability can be used selectively, enabling some people to see the Character while others cant. Vengeful Immortals have been known to drive a human insane by pursuing him in plain sight, invisible to everyone else. The victims cries for help would be useless, for nobody else could see the person threatening him! The power is very expensive to maintain for long periods of time (10 PPE per 100 Minutes). Also the moment the Immortal attacks anybody (he can threaten, scream or make gestures all he wants), the talent stops working and he becomes visible for all to see. Likewise a Immortal actively engaged in combat or other activity, or standing in plain sight, cannot activate this talent to disappear. First he must get out of sight. Limitations: None Duration: 100 Minutes per level of experience Cost: 12 PPE to acquire it permanently; 10 PPE to activate it per each 100 minutes/ lv in effect Doorway Creates a door of dark energy that leads to a specific location desired by the creator of it. Takes one melee round of concentration to create it. Range 1mile per 2 PPE spent. The Immortal must have been to the destination at least once in his life, or he must have a line of sight. It is a one way door that closes as soon as the creator passes thru it. Limitations: Not available until 3rd level. Cost: 15 PPE to permantly acquire it, and a minimum of 2 PPE to activate it (see above). This power can also open a doorway to the Nightlands, or Astral Plane or to a totally different dimension or back, but this costs 40 PPE plus 5 PPE per mile. Lord/Lady of the Wild (Animal Control) The Immortal gains mastery over any animal species he/she is associated with; thus, a wolf-life Immortal will be able to control wolves and any canine animal, while a bird-like character would gain powers over all birds. The power has variable range and effects, depending on the amount of P.P.E. the Night- spawn spends. Simple commands like Come here, Attack this man, Go, or Make a lot of noise will be readily heeded. A character with this power can also make animals behave in unnatural ways, like attacking armed men, something most animals will never do, dance in circles, leap through a wall of fire, etc., but this will cost more P.P.E. Some guidelines are described below: Calling animals: Any animals of the appropriate species will come from up to a one mile (1.6 km) radius per level of experience: Costs 2 P.P.E. Once they get there, the animals will revert to normal unless new commands are given. Minor, non-dangerous actions: Like making noise, hiding, fluttering about, or acting in fairly normal ways: Costs 1 P.P.E. per large animal or per group of up to ten small animals (rat, pigeon-sized or smaller). Dangerous actions: Threatening humans, bite/attack, leap at, block or otherwise hindering armed humans, or behavior that goes against the animals normal behavior (asking a nocturnal animal to operate in the daytime, etc.): Costs 5 P.P.E. per large animal or per group of up to ten small animals. Suicidal actions: Recklessly attacking humans or supernatural beings, intercepting vehicles (a flock of birds can bring down a plane by flying into its engines), fight to the death, and other suicidal or utterly unnatural acts: Costs 10 P.P.E. per large animal or per group of up to ten small animals. Prerequisite: At least one characteristic from the Animal Form Table. Limitations: Not available until fourth level. Range:One mile (1.6 km) to summon, 500 feet (152 m) to control/command. Duration: 15 minutes. Cost: 15 to acquire permanently; activation varies as described above.

The Last (Quickening Cost: 30) This is not any one ability and is left up to the GM's discretion as to whether it will be used or not. This represents the abilities that certain immortals have possessed that has defied all explanation. (Even by the oldest of immortals) Some examples that have shown up in the television show and in the movies are as follows. A) Hayoka: This ability was possessed by James Koltec. With it he was able to absorb the evil of others into himself and thus cleanse others of much of their pain. (Something Wicked and Deliverance) i) Calm Minds-Range:120ft, Duration:3 min, Saving Throw: 16 or Better. The user can calm an enraged opponent or a group of enraged people. Everyone who fails the save cannot act aggressively for the duration listed. The user of this ability absorbs 1 Dark Quickening Point from every immortal this is used on and/or 1 Dark Quickening Point from every 5 mortals this is used on. Costs 5 Quickening to use. ii) Heal Minds-Range: Touch, Duration: Varies, Saving Throw: Save vs Psionics without any bonuses. With this ability an the Hayoka can cure mental damage or manipulation. Damage that has been induced or is temporary in nature can be cured permanently with this ability. Madness/insanity that is permanent in nature can be calmed for the duration of 1d4 hrs per level of experience. After the allotted time the symptoms of the madness will resurface. Each of the Heal mind Abilities costs 10 Quickening to use. The user absorbs 1d6 Dark Quickening points from Immortals and 1d4 Dark Quickening points from mortals that this power is successfully used on. iii) Transfer Darkness and Light Range: Touch, Duration: Instant, Saving Throw: Standard save vs magic without bonuses. This ability allows a Hayoka to transfer Light and Dark Quickening Points between himself, other immortals, and mortals. (Note: Mortals maintain a maximum of their M.E.'s in Light or Dark

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Quickening Points depending on their alignment.) It costs the Hayoka 1 Quickening Point per point of Light or Dark Quickening that is transferred. iv) Exorcism: Range:30ft, Duration:3 Minutes to cast, Saving Throw; Standard This is the ability of a Hayoka to drive a dark spirit from the bodies of others. This can also be used to cure an immortal that is suffering from a Dark Quickening. If the spell is successful than the possessed person gets a +12 to save vs possession or a +9 to save vs Dark Quickenings. The hayoka that uses this power gets a +6 to save vs possession and +5 to save vs Dark Quickenings. This ability will absorb all of the Dark Quickening Points from an immortals and 1d6 Dark Quickening Points from a mortal. It costs 30 Quickening to use this ability. B) Power of Illusion: This ability was possessed by Nakano and later Kane. With it they where able to create visual and audio illusions. Multiple images, illusory disguises, and certain other visual tricks where pulled off by these immortals. (Highlander III: The Final Dimension) i) Multiple Images: Range: Self, Duration:1 minute per level of experience, Saving Throw: Roll vs Magic at -4 This allows the immortal to create 3 copies of himself. they will all look, act and sound the same. This gives the user +2 initiative, +2 dodge, and +1 strike bonuses. Piercing a duplicate with iron dispels it. It costs 7 Quickening to use this ability. ii) Horrific Illusion: Range:30ft, Duration:2 minutes per level of experience, Saving Throw: Save vs Horror Factor of 14 This allows an immortal to create some terrifying illusion. These illusions are limited to natural things such as hundreds of snakes or raging fires. Costs the immortal 10 Quickening points to use. iii) Mask of Deceit: Range: Self, Duration:10 minutes per level of experience Saving Throw: Standard save vs magic at -4 This allows an immortal to create an illusory disguise about himself. With it the immortal can appear to be anyone of any race, sex, or size. This also allows an immortal to imitate people at 20% +5% per level of experience. It costs the immortal 15 Quickening to use this power. iv) Apparition: Range:30ft, Duration:1 minute per level of experience Saving Throw: Standard. This allows the immortal to create a realistic illusion of some monster or other threat. The apparition will have 3 to 6 attacks per melee, +2 to strike, +3 to parry, +6 to dodge, and a Horror Factor of 10. The apparition will only be dispelled when the duration of the magic elapses or when the image is impaled with an iron rod. All damage that the apparition inflicts is not real; yet, any victims will seem to suffer damage. An apparition can send a character into shock and unconsciousness with this illusory damage. It costs 20 Quickening to cast an apparition. C) Spectral Sight: The Immortal Garrick was able to project the mental illusion of a spectral figure into the mind of Duncan MacLeod (of the clan MacLeod :->). While Duncan thought it was real no one else was able to see what he was seeing. Garrick was also credited with having the ability to see occurrences that were happening miles away. He was burnt at the stake for witchcraft when he used this remote sensing ability.(Shadows) i) Specter: Range: Same as Sense Quickening, Duration:4 minutes per level of experience, Saving Throw: Standard. This power is a combination of the Hallucination and Apparition spells. With it an immortal can project an apparition directly into the mind of another character. This apparition will have the same abilities as the ones listed above. Anyone watching a character effected by this ability will see the character interact with empty air. In extreme cases the character may attack friends thinking they are the Specter. This power costs 25 Quickening points to use. ii) Second Sight: Range:5 miles per level of experience, Duration 2 melees. With this ability the immortal can see through the eyes of another. This ability will work as long as the subject stays with the range of this power. It costs the immortal 20 Quickening to use this power. D) The Gift: The Immortals Cassandra and her former student, Roland Kantos both possessed the ability to command others with there voices. With it they could make a mortal kill themselves or sap an immortals strength. Cassandra seemed able to stun from a distance with her scream. Cassandra also claimed to be able to see certain aspects of the future. While this was never confirmed, you never know....Interestingly enough this power had no effect on the far more powerful Immortal, Kronos. (The Prophecy and Comes A Horseman) i) Hypnotic Voice: Range:60ft and line of sight, Duration: Depends situation, Saving Throw: Standard save vs magic. This is the power of an immortal to use his voice to compel others to do his bidding. Anyone who fails to resist this ability will have to do what is told of them. Victims of this ability will even kill themselves if told to.(Although they will receive an extra roll to save) Characters who are deaf, or for whatever reason cannot hear, are immune to this power. This power cost 5 points per suggestion, with an additional point for every person past the first if used on a group of people.

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ii) Oracle: Range: Self, Duration:1 minute, Saving Throw: None. An immortal with this power is able to enter short trance like states to get flashes of possible futures. This ability is performed at 58%+2% per level of experience. The GM should workout what information is gained when the power is used. This costs the immortal 30 Quickening points to use. (Note: A GM may skip the skill roll and let the character have the information in a dream. This will still cost the character Quickening points. This type of use is involuntarily by the player and is usually used as a plot device by devious GM's) E) The Link: This ability was used in the second movie. It was a mystical bond formed between Connor and Ramirez when they where still on Zeist. In the movie it was able to bring Ramirez back form the dead. (Highlander II: The Quickening) (Note: When purchasing this ability the rules for cost are different. When two immortals form the Link then they each spend 15 points of Quickening to pay for the 30 point price. After this these immortals can, in turn, bond to other immortals. Those who bond to the original Link holders must pay a point of Quickening back to the immortal that they bonded with. Any immortal who was not part of the original bond cannot extend the link to another immortal. One Link can hold a maximum of 30 immortals. For game purposes this ability cannot bring dead immortals back. It does however allow for the following abilities) i) Calling: Range: Megaverse, Duration:1 minutes per level of experience, Saving Throw: Standard save vs magic An immortal with this power can send the briefest of telepathic messages to the other immortal(s) that he is bonded with. This message can be anything within the length of the duration listed. This message will be received anywhere in the megaverse. It costs 20 Quickening to send a message. ii) Locate: Range: Megaverse, Duration: Instant, Saving Throw: None When invoked, this ability will allow an immortal to track another within the Link. This ability is unerring and will even lead an immortal to an active Rift if necessary. It costs 30 Quickening to use this power. F) Wyrm: This ability has never actually appeared within the Highlander Series or Movies. This is an original ability that was devised as a balance against Hayoka. This should be the rarest of rare when it comes to powers. Only characters of Diabolical Alignments can possess this ability. With it, an immortal can infect those about him with evil. i) Inflame Mind: Range:60ft, Duration:2d6 minutes, Saving Throw: Standard vs magic The immortal with this power projects dark emotions into those about him. Anyone who fails to save will feel an overwhelming surge of rage and other negative emotions. All those effected gain a point of Dark Quickening. ii) Poison Mind: Range: Touch, Duration: Special, Saving Throw: Standard without bonuses This power allows the Wyrm, for a brief moment, stun another with a flood of dark and negative imagery. Those who succeed the roll to save are merely stunned as per the Mental Assault power listed above. Those who fail the save must roll to see if they develop one of the following temporary insanities. 1-40 No Insanity 41-80 Phobia 81-90 Affective Disorder 91-00 Neurosis Even if no insanity is incurred, 1d6 Dark Quickening Points are transferred to the victim. iii) Transfer Darkness and Light: Range: Touch, Duration: Instant, Saving Throw: Standard save vs magic without bonuses. This ability allows a Wyrm to transfer Light and Dark Quickening Points between himself, other immortals, and mortals. (Note: Mortals maintain a maximum of their M.E.'s in Light or Dark Quickening Points depending on their alignment.) It costs the Wyrm 1 Quickening Point per point of Light or Dark Quickening that is transferred. iv) Dark Quickening: This ability is the very heart of the Wyrm's power. An immortal that has the Wyrm power is a constant source of Dark Quickening points. Their Quickening Score itself should be considered to be Dark Quickening. This makes a wyrm immune to the effects of light Quickening. Wyrm's recover Dark Quickening points at the regular rate of Quickening regeneration. Any Quickening points absorbed from a Wyrm after a beheading should be considered to be Dark Quickening points. G) Focus: During the second movie (Okay, Okay, I know this movie sucked; but, what Ramirez did near the end was really cool so I thought to include it) Ramirez was able to Focus all of his power into a single point and repel the descending fan blade long enough for Connor and the girl to escape the death trap. (Highlander II: The Quickening) H) Animal Powers: In the first movie Connor and Ramirez seemed to absorb some of the stag's speed into themselves. In the series, the Immortal Kanis claimed that all he had to do was think it and his dogs would attack. Also in the series, the Immortal John Durgan seemed to possess the ability to roar like a lion or a

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bear. Possibly this was indicative of super human strength. (Highlander The Movie, The Cross of St. Antoine, and Leader of the Pack) I) Knowledge of Names: This is the ability of many immortals to know each others names without actually meeting. This is seen in the first movie when The Kurgan knew who Connor was before ever meeting him. (Highlander The Movie) LIGHT AND DARK QUICKENINGS The following rules are for the phenomenon of Light and Dark Quickenings that have been mentioned in the Highlander television series. GMs do not have to include these rules in their campaign if they don't want too. During the course of the Highlander TV series there have been mention and incidents of Quickenings that have drastically changed the personalities of immortals who received them. The first mention of this phenomenon was linked to Darius. Before he became a monk, Darius was a great and ruthless general. It was after he took the head of the "Good Immortal" that he gave up his warrior ways and became a man of the cloth. Later in the series we saw both Duncan and his friend Koltec overcome by Dark Quickenings during the episodes Something Wicked and Deliverance. Koltec had, as stated earlier, been a Hayoka. He had absorbed enough evil from the world and from other immortals that he was eventually turned evil. When Duncan took his head he received the Dark Quickening and became evil himself. It was only through the intervention of Methos and the use of a magic spring that Duncan was able to escape the effects of the Dark Quickening. Light and Dark Quickenings are a phenomenon that take place when a good immortal takes the head of an evil immortal or vice versa. Sometimes, when an immortal takes a head, more than just power is transferred. Sometimes a small piece of the losers personality is brought along for the ride. Normally this small fragment of a personality has no real effect on the winner. When enough small fragments are absorbed, however, there can be problems. Eventually, enough Light or Darkness can build up in an immortal till they can do nothing but surrender to the change. In game terms, immortals run the risk of gaining Light or Dark Quickening points whenever they take the head of another immortal. If the losing immortal had the alignment of Principled, Scrupulous, or Unprincipled then the winner could gain a Light Quickening Point. If the loser had an alignment of Aberrant, Miscreant, or Diabolical then the winner could gain a Dark Quickening Point. Also any Dark or Light Quickening points that the loser had already accumulated will be absorbed automatically. To determine whether an immortal gains a point of Dark Quickening or Light Quickening the player must roll a save vs possession. If they fail the roll then they gain a point of Light or Dark Quickening based on the loser's alignment. This point is in addition to those automatically absorbed from the loser. Light and Dark Quickening points are mutually destructive. Therefore an immortal with 1 Dark Quickening point that absorbs 2 Light Quickening points from another immortal will end up with 1 light Quickening point in the end. Light and Dark Quickening Points also have a half life of sorts. For every month an immortal goes without taking heads, they will lose 1d4 points of LIGHT QUICKENING or DARK QUICKENING. Once an immortal has accumulated enough Dark or Light Quickening points to total more that their M.E. score, then they are in trouble. For each day that their Dark or Light Quickening Points exceed their M.E.'s, the immortal must make a saving throw vs a Dark or Light Quickening. This roll is done with bonuses. The roll must be (Dark or Light Quickening score -M.E.) or better. For a Hayoka this formula is ( Dark or Light Quickening Score-M.E.) or better. If the immortal fails the roll, then they are taken over by the Dark Quickening. The immortal's alignment will then change to either Principled or Diabolical depending on the type of Quickening. Immortals effected in this way will act out their new alignment to extremes. Those who become Principled will, many times, turn pacifist; while, those who become Diabolical will become sadistic and bloodthirsty. Once changed, the immortal will not lose Light Quickening or Dark Quickening points to half life as listed above. There are precious few cures to the effect of Dark Quickening. The easiest way to cure a Dark Quickening is to find a Hayoka. They have the ability to cleanse an immortal of the Darkness. The next way isn't as nice; but, gets the job done just the same. Any Light Quickening points absorbed by an immortal under the influence of a Dark Quickening will destroy, point for point any Dark points the immortal has. Once all the Dark Quickening points are removed from the immortal, he or she can make a save vs possession (15 or better) to see if he or she is cured. Every excess Light Quickening Point acts as a +1 to this roll. The final cure is by far the riskiest of all. As was the case in the series, There exists certain places about the planet that are rich in magical energy. For game purposes these act as a Ley Line Nexus. An immortal that submerges himself within one has a chance to cure himself. Once immersed the immortal will enter a

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trance like state. In this state, the dark and light versions of the immortal will fight a duel for dominance. Treat the versions as identical copies of the character. One copy is controlled by the GM while the others controlled by the player. The winning version of the duel will be showered in a Quickening. If the player character fails to win, then they are now permanently evil. If they win then they are cleansed of the Dark Quickening points and are filled with an equal amount of Light Quickening points. When creating NPC's the GM can determine the number of Light or Dark Quickening points that they will have by rolling 1d4 per century that the immortal was alive, Rolls of 1 or 2 are Light while rolls of 3 or 4 are Dark. The difference between the two values is the NPC's Light/Dark Quickening Pool. GMs can also make this rule for PC's if they wish. If not then just assume the immortal has a total of zero.

The Effects of Age


Once an Immortal reaches 15th level in his or her respective OCC, he or she may select another OCC. This new OCC starts at zero experience and with none of the special abilities of that OCC. Once the character reaches 1000 experience, roll 1D6 for each OCC skill. A roll of 1-3 means that the character has failed to master that skill and must continue practicing. A roll of 4-6 means that the character gains that skill. Continue this for each 1000 experience that the character gets. Once the character has gained all of their OCC skills, do the same for OCC related and secondary skills. For each skill slot allowed, roll as above. If the roll is successful, choose a skill for that slot. Once all of the skills are received then any special abilities of that OCC will be added. The Age of Immortals gives them the advantage of having amassed great wealth over the centuries. While it is not unheard of for an immortal to be poor; most immortals will learn to amass large sums of money over the years. Immortals should roll once on each of the following charts for every century of life. Chart One: "Life" Savings 1-12 $1000 13-26 $2000 27-38 $3000 39-50 $4000 51-63 $6000 64-76 $8000 77-88 $10000 89-100 $12000 Chart Two: Inheritance (Wealth that an immortal has "bequeathed" to himself) 1-10 Cash 2D6 x $10000 11-20 Rare Books 4D6 x $10000 21-30 Cash 4D6 x $10000 31-40 Stock 2D4 x 100 at $100 each 41-50 Home 2D6 x $100000 51-60 Trust Fund 3D4 x $100000. Can draw 10% of the total per year 61-70 Rare Coins 2D4 x $100000 71-80 Cash 6D6 x $100000 81-90 Antiques 2D4 x $100000 91-100 Bonds 1D6 x $100000 Chart Three: Treasures (Roll on this chart only if the immortal is over 100 years old. If over 100 years old then only roll once) Note: These usually come in the form of precious stones and metals. 1-14 1D4 x $10000 15-29 1D6 x $10000 30-44 2D4 x $10000 45-59 3D4 x $10000

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60-74 75-88 89-100 4D4 x $10000 4D6 x $10000 6D6 x $10000

Personal Swords and Weapons of Beheading


All Immortals have a favorite weapon that they use for fighting other Immortals. Most use swords, some (rarely) use axes. All Immortals must get their hands on one of these weapons if they wish to survive. For gaming purposes, all Immortals ( not Pre-Immortals) will start with a superior weapon with the following bonuses: +2 to parry, +2 to strike, +5 to damage. These weapons are very expensive and in many cases are very old. A weapon is considered "personal" if it is the weapon used exclusively for a period of 1 year or more.

Duel Combat
It is almost inevitable that when more than one immortal interacts there will be swords drawn. The sword and the duel are as much apart of any immortals life as living forever is. The following section is for those who would like to add a new dimension to their role playing of duels. The basic premise to the combat system is still left intact from the Palladium system. Initiative is still rolled, followed by the players attacking and defending in order of the initiative rolls. The difference comes in what you can do during those attacks and defenses. There are 10 standard maneuvers that can be preformed during sword combat. Strike: This is a basic attack (slash, thrust, jab, etc) and is rolled normally. (Any roll of 4 or less after bonuses and penalties misses). Parry: This is a basic defense and is rolled normally. This will be your primary defense against attacks. (Any roll that is equal or higher than your opponents roll is successful). Dodge: This is the same as the basic maneuver listed in the Palladium combat system with a few adjustments. A combatant may; however, opt to jump back or back away from combat to avoid an attack. If so they may be pulled out of range of combat and either they, their opponent, or both must spend actions to close the gap. Entangle: When using entangle the attacker has caused the blades to lock. If the defense against this attack was not a successful dodge or parry then both combatants roll 1d20 and add their damage bonuses due to P.S.. After the roll, the winner gets automatic initiative the next melee round. The current melee round ends regardless of the remaining number if attacks each combatant may have left. Charge: Roll a basic strike roll. A successful roll which is not defended against will do double damage. If the defender is still able to attack then they get a free attack on the attacker.Disarm: This is a called shot (14 or better to succeed) if the defender cannot successfully defend against this attack then he loses his weapon. Feint: This attack works like a bluff. Roll the first strike normally. If the defender fails to properly defend against this attack then the attacker gets to make a second roll. This is the actual to strike roll and must be made without any bonuses. This second roll cannot be defended against. This second attack is a basic strike. Trip: This attack forces the defender onto uneven ground or into a situation where he will lose his balance. If the defender does not execute a successful dodge (and/or a Maintain Balance roll if they have Gymnastics or Acrobatics) then they lose their next attack. Riposte: This is a special defense that utilizes speed to make a quick strike after a parry. This defense and the following attack are done without the benefit of bonuses. The player using riposte rolls a parry against an incoming attack. If this roll is successful then the defense is successful and the attack is successful. The parry roll is also the strike roll. This will only count as one attack. Attack Weapon: This special attack is handled like a regular called shot. If the attack is successful then the damage dealt by the blow is done to the opponents weapon and not the opponent. Most swords will have an S.D.C. of 100. The tactic is a favorite for immortals with the

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empower weapon ability.(Note: In M.D.C. worlds Empower Weapon will make this value 100 M.D.C.) Power Blow: Ignore critical strike rules when using Power Blows in duel combat. (Critical strikes still apply in HTH combat.) The attacker completely commits himself to the attack. Roll as if a called shot. If the attacks is successful then it does double damage. The attacker now has no bonuses to defend against the next attack directed against him. (Those without bonuses to begin with suffer a -2 to their next parry or dodge roll) Head Shot: The ultimate called shot. The attacker must roll an 18 or better. If the opponent fails to defend properly against this attack; then the attacker deals his damage directly to the defenders hit points. If the opponent is reduced to zero hit points in this manner, then the have been beheaded. Natural Rolls of 19 or 20 do double damage.

Pre-Immortals
It may be the wish of the player to start the game with a Pre-Immortal, an Immortal who has not had his or her first violent death. If this is the case then use the rules for creating immortals listed above with the following modifications. 1) While Pre-Immortals have a Quickening score, they are unaware of it and cannot tap into it. 2) Pre-Immortals do not have any of the immortal powers yet. 3) Pre-Immortals use the apparent age role as their actual age. 4) Pre-Immortals age and heal at normal human rates. 5) Vampires and other P.P.E consumers do gain sustenance from pre-immortals. However, the pre-immortal won't rise again as a vampire after they are drained, rather the will awaken as an immortal. Also, the P.P.E gained from a pre-immortal is equal to the pre-immortals Quickening Score. The lost Quickening will replenish as normal. 6) Pre-Immortals, like immortals, are completely sterile.

Experience Table: Immortals (This is from the Pantheons of the Megaverse sourcebook)
Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th Points 0,000-2,400 2,401-4,600 4,601-9,200 9,201-18,400 18,401-28,300 28,301-48,000 48,001-78,000 78,001-110,000 110,001-150,000 150,001-200,000 200,001-250,000 250,001-310,000 310,001-380,000 380,001-470,000 470,001-600,000

O.C.C. Skills: Language & Literacy: Native Language (98%) Mathematics: Basic (+30%) WP Sword (or other WP appropriate for beheading) Any Hand to Hand combat form, usually a form of martial arts OCC Related Skills: Select 15 other skills. All new skills start at level one proficiency. Communications: Any (+5%) Domestic: Any (+10%) Electrical: Any (+5%) Espionage: Any (+5%) Mechanical: Any (+5%) Medical: Any (+5%)

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Military: Any (+5%) Physical: Any (+10% when applicable) Pilot: Any (+10%) Pilot Related: Any (+5%) Rogue: Any (+10%) Science: Any (+5%) Technical: Any (+10%) WP: Any, usually ancient Wilderness: Any (+5%) Secondary Skills: The character also gets to select 4 secondary skills at level 1, plus 2 additional at levels 3, 6, and 9, and one additional at levels 12 and 15. These are additional areas of knowledge that do not get the advantage of the bonus listed in parentheses. All secondary skills start at the base skill level. Skill Note: An alternative to the above skills is allowing the character to select an OCC and use the skills from that class including and special bonuses granted by the class. If this alternative is used, add the following skills: WP Sword and a Martial Arts form as described under Combat. Use the Dragon Experience table instead of the class's normal table. This is entirely up to the GM. Experience Note: Use the Dragon Experience table for the RCC and any subsequent OCC's gained after 15th level. Equipment: Immortals start with a personal, high-quality sword (see below) and personal items that would fit the character. Some Immortals (usually older Immortals) are filthy rich while others lead a less material life. The amount of equipment available to the character is up to the GM. Habitat: Anywhere, anywhen. Enemies: Other Immortals, Hunters, Nightlords and their minions. Allies: Friendly Immortals, other supernatural creatures. Size: Standard human variables - 5' to 7' tall Weight: Standard human - 100lbs to 250lbs Conversion Notes: RIFTS: Immortals are MDC creatures in RIFTS Earth and other MD environments. An Immortal's MDC is equal to their SDC and HP added together. An Immortal's personal weapon does MDC, and Weapon Enhancement does additional MDC damage. The Immortal does not have supernatural strength in RIFTS Earth. Ninjas & Superspies & Mystic China: Immortals remain mostly unchanged in this game. You may wish to add Chi powers to the martial arts, and once an Immortal is beheaded their Chi goes to the winner. Tao (Immortal Form) Entrance Requirements: No attribute or alignment requirements Skill Cost: Must be 200 + years old and must spend 5 skills As immortals mature and learn more and more fighting techniques, they begin to combine them into a single form given the name Tao. After two hundred years of life immortals can opt to have this ability. This form will vary from immortal to immortal in all but one way. Immortals can use their sword with this form for full bonuses. At First level this skill appears to be HTH Martial Arts (Agent). As Levels increase, however, an immortal can pick 3 new combat skill per Category from any of the Martial Arts listed in Ninjas and Superspies And Mystic China. Costume: Variable (Although A trench coat is most likely to be worn) Stance: Variable Combat Skills: Attacks per Melee: 2 Escape Moves: Roll/Pull with Punch, fall, and Impact Basic Defense Moves: Dodge, Parry, Auto parry Advanced Defense: None at fist level

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Hand Attacks: Strike (Punch), Knife Hand, Power Punch Basic Foot Attacks: Kick Attack, Snap Kick, Roundhouse Kick, Drop Kick. Jumping Foot Attacks: Jump Kick Special Attacks: Deathblow, Leap Attack, Body Block/Tackle, Body Flip/Throw Weapons Katas: Sword Modifiers to Attack: Pull punch, Knockout/Stun, Critical Strike, Critical Strike Rear Holds/Locks: None at first level Skills Included in Training: Martial Arts Powers: 4 from each category Can learn any power from any category or Form at the cost of one Skill per power. Tao Level Advancement Bonuses 1st +2 Parry and Dodge; +2 Strikes 2nd +1 Attack per Melee 3rd +4 Roll/ Pull with Punch, fall, and Impact 4th +4 Damage 5th +2 Strike; +1 Attack per Melee 6th +3 Parry and Dodge 7th Knockout/Stun on Natural 18, 19, or 20 8th +2 to Thrown 9th +2 Damage to Kicks 10th Critical Strike on 18, 19, or 20 11th +2 Strike; +4 Damage 12th +2 Parry and Dodge; Deathblow on Natural 20 13th +1 Attack per Melee 14th +2 Damage 15th +2 Strike, +1 Attack per Melee Why Study Tao? Lets face it the best of everything.

Heroes Unlimited & After The Bomb: No changes that I can think of. Beyond the Supernatural: Same here, none that I can think of. Palladium Fantasy RPG, 2nd Ed: No changes, however they are rarely encountered on the world of Palladium. Some believe that the Old Ones conducted a war of genocide against the Immortals millenia ago which leaves Immortals with an uneasy feeling when they are on Palladium, a psychic imprint left from the Old One's rages. Thus most Immortals born or visiting on Palladium leave quickly if they can.

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