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Highlander PDF

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Decapitation, as described above. However, fordramatic effect, the Director should encourage theplayer to be as descriptive and detailed aspossible when stating which maneuver she’susing. Don’t be afraid to award a Drama Point for awell-fought battle, if and only if the player wasextra descriptive. Also, since the battle betweenImmortals is the event around which everyImmortal’s life revolves, Directors are encouragedto use full (not Quick) character sheets forImmortal nemeses, and play out the combat withall die rolls involved. It may drag out the battle, butit will be more dramatic and satisfying in the end.Yielding the BattleDuncan: You can walk away, if it ends here.Clay: It’s what we do.Duncan and Clay, 5:2, End of InnocenceWhen engaged in a swordfight with another,it is highly unusual that an Immortal will actuallylose consciousness. Rather, when reduced to zeroLife Points or below, the Immortal falls to theirknees and is unable to act any further. At this pointshe is at the mercy of her better, who may utterthose famous words, “There can be only one,” andperform the coup de grace, or who may offer mercy(though the latter is unusual at absolute best).Note that this rule is in place only for dramaticpurposes, and applies only to single combat withswords. It allows the defeated to make a finalspeech before the end, or to beg for their life, andis similar to the final moment rule in the CoreRulebook.There Can Be Only OneKronos: You still don’t understand, do you? Iam the end of time!Duncan: You’re history.Kronos and Duncan, 5:12, Revelation 6:8This is the part you’ve been waiting for. Thebattle is over, your opponent is on his knees. Heslowly raises his head to look you in the eyes, andsays, “Do it.” Your sword flashes in the sun, swingsdown in a blur of motion, and it’s over. The calmbefore the storm.Slowly, gently, a breeze sweeps in, ticklingyour hair. Then it builds to an almost gale forcewind. The body of your opponent glows, rises offthe ground. Electricity arcs from the neck, leapingto whatever minor or major conductors arenearby. It’s coming for you. Everything stops, forone split second, then it hits you like a millionhammers, flashing into you, through you, lifting youoff the ground, then dropping you to your knees.All around you, explosions erupt, windowsimplode, fires leap into existence. It lasts aneternity of seconds. Then, it’s over. You’re weak,exhausted, and filled with new powers andmemories to integrate. You stagger away,knowing that the knowledge and power you’vejust absorbed must soon be defended and used,when the next challenger arrives at your doorstep.But for now…you need a drink.Killing another of his kind in combat is the onlyway an Immortal can increase his own power andstrength. In game, when an Immortal emerges fromcombat victorious, several things happen. First, theImmortal takes Bashing damage from theQuickening, equal to the sum total of all of hisopponent’s attributes. This damage can neverresult in unconsciousness, although it is possible toalready be unconscious when the Quickening hits.When the bashing damage occurs, the Immortalmust succeed at a Constitution (doubled) roll at -3or fall to his knees under the onslaught. Thisdamage heals normally, and can be healedthrough the use of the Quickening Healing power ifthe Immortal possesses the ability.16

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