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 Système Highlanders

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Adam Reha (Storyteller)
Storyteller
Adam Reha (Storyteller)


Nombre de messages : 3601
Age : 42
Date d'inscription : 01/07/2006

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MessageSujet: Système Highlanders   Système Highlanders EmptyMer 22 Nov - 19:02

Backgrounds

An Immortal may purchase Background by using Freebie Traits, either due to their Age, or resulting from Negative Traits or Flaws.

* Arcane: One of the reasons that Immortals tend not to attract media attention is their ability to slip quietly past common notice. Your Arcane rating adds to your Trait total for any challenges involving detection or Awareness. It also adds to the difficulty rating of anyone trying to remember you or track you down; this includes pesky reporters, Watchers, and the Garou you pissed off last week. Unfortunately, it also includes the friend who needs your help, the bank you used to have an account at, and the person at the dry cleaners who seemed to have misplaced your clothes. Note that other Immortals are immune to this affect.

* Destiny: This is the Influence you have with the Universe itself; or more accurately, the Influence it has over you. A Destiny means that the Immortal is part of some historic future; this can be an advantage or a disadvantage in that future rarely will be a simple one. Remember the old Chinese curse: May you live in interesting Times. On the plus side, your Destiny helps you out, because you are the leading character in it. During any given night, you may recover Willpower Traits equal to half your Destiny rating (rounded up). On the down side, the Storyteller will make sure that your character is never bored.

* Mentor: This Background represents the relative power level and available help by the Immortal's teacher. A mentor is not a protector and will not solve all the character's problems; but might be available between games for instruction or other assistance. An Immortal may gain a number of Experience Points per month equal to half their Mentor rating; any other use must be played out with a Narrator.

* Past Life: This is the Immortal's ability to drift back into their memory and access knowledge that he or she used to know. A Simple Test is made to determine if the character had access to an appropriate situation; if the character wins or ties, then Past Life Trait may be used in place of an Ability Trait.
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http://www.votremedia.com/darkages
Adam Reha (Storyteller)
Storyteller
Adam Reha (Storyteller)


Nombre de messages : 3601
Age : 42
Date d'inscription : 01/07/2006

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MessageSujet: Re: Système Highlanders   Système Highlanders EmptyMer 22 Nov - 19:10

Quickening

Each Immortal has a pool of energy referred to as their Quickening. There are three type of Quickening Traits: Permanent Traits, referred to as the Quickening Level, which represent the Immortals total accumulated power; Transient Traits, which represent the power gained from other Immortals; and Temporary Traits, which start off equal to twice the Permanent Rating, and are used to fuel Immortal Gifts.

Recovering Temporary Quickening
Temporary Quickening is regained in the same manner as Attributes, either after rest, or though the expenditure of a Willpower Trait.

Beheading
When an Immortal dies, the Immortal that took his head (or closest immortal within line of sight if his head was lost some other way) gains a number of Transient Quickening Traits equal to Permanent rating of the now-dead Immortal.

In addition, they gain the same number of experience points; these points may only be used to purchase Abilities and Gifts that the opponent had. Note that any experience already earned but not applied may also be used at this time to purchase Gifts or Abilities known by the fallen.

On the down side, if the defeated Immortal possessed any Beast Traits or Derangements these may be picked up as well; the character must pass a Simple Test for each one. If the test is successful, no effect. In the case of a tie, the Derangement or Beast Trait is only gained for one hour. If the test fails, it is gained permanently; however, experience points (including those gained with the Quickening) may be used to buy them off.

As a final note, the transfer of Quickening is an arduous process. After a beheading, the surviving Immortal may not initiate any challenges or use any powers or Willpower for a duration of one minute per point of Transient Quickening gained; they may however passively defend themselves against incoming attacks.

Holy Ground
If an Immortal's head is taken on Holy Ground, not only does all of their Quickening get lost permanently, but any Immortals in the immediate area loose any Transient Quickening Traits they currently have; there are reasons for the Traditional Rules of Combat.
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http://www.votremedia.com/darkages
Adam Reha (Storyteller)
Storyteller
Adam Reha (Storyteller)


Nombre de messages : 3601
Age : 42
Date d'inscription : 01/07/2006

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MessageSujet: Re: Système Highlanders   Système Highlanders EmptyMer 22 Nov - 19:29

Quickening Chart

Système Highlanders Highlanderchartke5

Voila ma version officielle pour votre évolution.

De plus lorsque vous tuer un autre Highlander vous gagner un nombre de pts d'exp equivalent a son ratting de permanent Quickening, c'est également ce ratting qui est utilisé pour déterminé le nombre de point Transient gagné.
Les pts d'expérience gagné lorsqu'un Highlander est éliminé ne peuvent être utilisé que dans les skills et les pouvoirs que celui-ci possèdais, donc s'il étais moi puissant que vous et que vous possèdiez tout ces pouvoir et facultés...c'est point la disparaisse dans le néant.

PS: Un point de Quickening Temporaire = 3 exp.
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http://www.votremedia.com/darkages
Adam Reha (Storyteller)
Storyteller
Adam Reha (Storyteller)


Nombre de messages : 3601
Age : 42
Date d'inscription : 01/07/2006

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MessageSujet: Re: Système Highlanders   Système Highlanders EmptyMer 22 Nov - 19:35

Immortal Healing

Foremost among the Immortal powers is their ability to heal. Aside from loosing their head, an Immortal will eventually recover from any injury.

Immortals heal at a rate of one normal wound level per minute, or one Aggravated wound level per five minutes. Note that the total number of wounds taken at any given time must be kept track of: for example, an Immortal takes a plunge off a sky-scraper doing 15 normal wound levels; this would take 15 minutes before they were all better.

As a side effect of their healing ability, Immortals are immune to most diseases, and can even breath underwater. Note that poisons, viral agents, and chemical substances would still affect them; they simply recover very quickly.

Other Notes
* All Immortals are considered to have the merit Faerie Affinity.

* Immortals are not affected by the Delirium, the Mists, the Shroud, or any equivalent effect.

* Vampires gain no sustenance from Immortal blood, although it does taste wonderful. In addition, Immortals may not be Blood Bound, nor may they become Ghouls.

* An Immortal registers as human (or Mage if such can be determined) to any detection method except Sense Prime or Sense Life; the former would verify that they did not have an Awakened Avatar, while either would detect that the character had active Raw Quintessence within them, rather than the normal Quintessence that is bound into their pattern. An Aura Reading would not reveal this, but would sense a special depth to the character, similar to a resonance echo.

* An Immortal automatically adds their Quickening Rating to their Trait totals for resisting any powers which would directly affect their bodies, including Mages using the Sphere of Life.

* Quickening is in effect Raw Quintessence, hence can be affected by a Mage using the Sphere of Prime. During a beheading, Prime 3 may be used to steal the Transient Quickening before it finds it's target, but once there it requires Prime 5. It is also a Prime 5 effect to steal Permanent Quickening from an Immortal, or Prime 4 to drain Temporary Quickening.

Temporary or Transient Quickening converts to Quintessence one-for-one.
Revenir en haut Aller en bas
http://www.votremedia.com/darkages
Adam Reha (Storyteller)
Storyteller
Adam Reha (Storyteller)


Nombre de messages : 3601
Age : 42
Date d'inscription : 01/07/2006

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MessageSujet: Re: Système Highlanders   Système Highlanders EmptyMer 22 Nov - 19:45

Immortal Powers

The Immortal has a number of inherent abilities, based upon their Quickening Rating. These are learned in order, as the Immortal acquires permanent Quickening Traits. Thus a beginning Immortal (Quickening = 1) could only use the initial power listed, while a seasoned veteran (Quickening = 4) would have the first four.

1. Sense of the True Form : An Immortal will automatically detect the presence of other Immortals in the area; the mechanics of this are left up to individual games, but in general if one Immortal can see the other, both know about. A side effect of this is that one Immortal can never surprise another. Proto-Immortals, those who have not suffered their first death, will also be recognized by a full Immortal immediately upon their first meeting.

2. Summon Sword : This is the ability of an Immortal to pull a great sword out of a dinner jacket. Note that for this will only work on the Immortal's personal weapon, and only if the sword could reasonably be in their possession; thus is the weapon was stolen, or the Immortal deliberately left it in their car, they are out of luck.
(1 Quickening)

3. Empower Weapon : When using their personal weapon, the Immortal is able to inflict Aggravated wounds; other Immortals, and those with magical perceptions, will be able to notice the glow of power around the weapon when this power is being used.
(1 Quickening / Scene)

4. Attunement : The Immortal gains a sense about the surrounding area; by passing a Static Mental test, the character may garner basic information about the surroundings: what type of beings are resident, the presence (but not location) of other immortals, rough population, etc. Note that only general (non-detailed) facts may be gained this way.

5. Untamable : The Immortal can resist any Mind Control affects, including the Vampiric Disciplines of Dominate and Presence, Garou Gifts that control behavior, any powers which cause Fear, etc.
(10 Minutes / 1 Temporary Quickening)

6. Wisdom of the Seer : The Immortal's may tap into specific knowledge of the world around them. By passing a Static Mental test, the character may ask a Narrator one short specific question about a relevant topic; difficult questions might require the character to risk more than a single Mental Trait. This ability may be used once per night.
(1 Quickning)

7. Pulse of the Invisible : The Immortal's senses now extend beyond the mundane into the supernatural. The character is aware of (though still cannot interact with) nearby Spirits and Wraiths.
(1 Quickening / Scene)

8. Whirlwind : By focusing their Awareness, the Immortal may tap into the surface thoughts of those around them. The target must be within line of sight, or well known to the character, and the Immortal must beat them in a Mental Challenge.

9. Seeking Harmony : Once an Immortal has become attuned to the world around them, they become aware of the inherent rhythms that all things have. By using this knowledge, the Immortal may find the best time to attempt certain feats, and may even anticipate another's actions. The Immortal gains one free retest for any challenge; this must be the last retest used.

10. Force the Will : Almost anything can be done if you put your mind to it; by focusing their Quickening power into an external expression, the Immortal is able to accomplish just about any feat. The Narrator will determine how many Permanent Quickening Traits are burned to accomplish any given task, after the Immortal has committed to doing it.

Keep in mind that if an Immortal ever loses all of their Permanent Quickening, through this or any other means, they die the final death.
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http://www.votremedia.com/darkages
Adam Reha (Storyteller)
Storyteller
Adam Reha (Storyteller)


Nombre de messages : 3601
Age : 42
Date d'inscription : 01/07/2006

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MessageSujet: Re: Système Highlanders   Système Highlanders EmptyMer 22 Nov - 20:03

Immortal Gifts

Immortals possess certain other powers, known as Gifts. It costs three experience or Freebie points to learn a Basic gift, six for Intermediate, and nine for advanced.

Gifts may be learned in three ways: during a beheading, from a teacher (costs one additional XP per gift), or on your own (costs double). Advanced gifts may not be learned on your own.

Immortals with a Quickening Rating of three or less may only learn Basic gifts; those with a Quickening Rating below seven may learn Basic or Intermediate gifts.

Because of their complexity, an Immortal must always know more Basic gifts than their number of Intermediate, and more Intermediate than their number of Advanced.

Basic Gifts
Aura of Confidence: The Immortal is immune to the effects of Fatal Flaw, Snarl of the Predator, or Distractions, as well as the Dementation powers of Mind Tricks and Confusion.
Danger Sense: The Immortal may not be surprised; in addition, they have twice as much time to respond to any Challenges as normal.
Distractions: By winning a Mental Challenge, the Immortal may cause an opponent to be down two Traits on any Challenge made against them. This lasts for ten minutes, and may not be combined with other uses of Distraction or Snarl of the Predator.
Fatal Flaw: By winning a Mental Challenge, the Immortal may learn one random Negative Trait, Derangement, or similar Flaw in their opponent.
Heightened Senses: This is equivalent to the Garou Gift or Auspex Discipline.
Inspiration: By spending a Temporary Quickening Trait, the Immortal may grant one extra free retest to a nearby ally.
Martial Prowess: Through the expenditure of a Temporary Quickening Trait, the character may regain all of her combat related Abilities.
Merciful Blow: During a Physical Challenge, the Immortal may spend a Temporary Quickening point to stun their opponent rather than inflicting a wound; for the next minute, the target may only passively defend.
Messenger's Fortitude: By expending an appropriate Physical Trait, the Immortal gains the ability to run non-stop for a single day. Traits spent in this manner may not be regained until the Immortal has rested for one day for each consecutive day of running.
Mind Block: When confronted by some form of mind affecting power, the Immortal may spend a Temporary Quickening Trait to gain three Mental or Social Traits which may be used for defense against such powers; these Traits last for a single scene.
Pain Tolerance: After so long, an Immortal can get used to being hurt. By spending a Temporary Quickening point, the character may act as if they were one wound level healthier than they are; this benefit lasts for one scene.
Persuasion: Once per scene, the Immortal may spend a point of Temporary Quickening to gain three Persuasive Social Traits; these Traits go away at the end of the scene.
Snarl of the Predator: By winning a Social Challenge, the Immortal may cause an opponent to be down two Traits on any Challenge made against them. This lasts for ten minutes, and may not be combined with other uses of Snarl of the Predator or Distraction.
Speed of Thought: After spending a Temporary Quickening Trait, they Immortal gains the Physical Traits Quickx2 and Tireless. If used in combat, these extra Traits last for a single scene, otherwise they remain for one hour.
Truth of Gaia: By winning a Mental Challenge, the Immortal may detect if an opponent is lying.
Alacrity: As Celerity First level.
Swiftness: As Celerity Second level.
Prowess: As Potence First level.
Might: As Potence Second level.
Endurence: As Fortitude First level.
Mettle: As Fortitude Second level.

Intermediate Gifts
Aura Perception: By winning a Mental Challenge, the Immortal may detect an opponent's mood, whether they are a Vampire, or even if they are lying.
Circular Attack: The Immortal may always bid only a single Trait in Challenges, regardless of the number of opponents involved.
Coup de Grace: By spending a Temporary Quickening point during a Physical Challenge, the Immortal may always inflict a single non-specific wound upon their opponent, regardless of who wins the Challenge.
Detect Spirit: By winning a Static Mental test, the Immortal gains an awareness of any Spirits or Wraiths in the immediate area.
Falling Touch: By winning a Physical Challenge, the Immortal may force an opponent to fall prone; they target must spend the entire next round getting up, and may not initiate any challenges during this time.
Preternatural Awareness: Once per scene, the Immortal may call for a Simple Mental test; if successful, she may ignore one attack completely.
Secrets: By winning a Social Challenge, the Immortal may learn one secret personal to the opponent; any given target may be subjected to this gift only once per scene.
Sense Magic: By winning a Static Mental test, the Immortal may be aware of any magic powers (Vampiric Disciplines, Sphere or Hedge Magic, Numina, etc.) being used in their immediate area.
Sight from Beyond: The Immortal begins to receive random visions and premonitions of events to come. The effects of this are entirely up to a Narrator.
Spirit Touch: If the Immortal wins a Static Mental test, they may pick up impressions left upon an object.
Weak Arm: If the Immortal has a chance to witness an opponent in a combat situation, she may gain valuable insights into their fighting style. A Mental Challenge must be made while the Immortal is watching the target; if successful, the Immortal gains three Physical Traits which may be used against that opponent during the next hour.
Vigor: As Potence Third level.
Intensity: As Potence Fourth level.
Resilience: As Fortitude Third level.
Resistance: As Fortitude Fourth level.
Rapidity: As Celerity Third level.
Legerity: As Celerity Fourth level.

Advanced Gifts
Bridge Walker: The Immortal may step out of reality, and reappear a heartbeat later a short distance away; by spending a point of Temporary Quickening, the character may teleport up to fifteen paces in any direction during a single round.
Complex Illusion: By spending a point of Temporary Quickening and winning a Mental or Social Challenge, the Immortal may cause an opponent to perceive a multi-sensory illusion that lasts for ten minutes.
Doppleganger: The Immortal may spend one Temporary Quickening to take the form of anyone known to them; however, personal items are not copied. Anyone who knows the copied person well may make a Mental Challenge to detect the imposter.
Madness: If the Immortal wins a Social Challenge, they may spend a point of Temporary Quickening to inflict a random derangement upon their opponent; this insanity lasts for one day.
Mesmerize: By winning a Mental Challenge, the Immortal may implant a suggestion in an opponent. This power is equivalent to the Dominate Discipline or the Garou Gift Geas.
Mother's Touch: The Immortal may spend a Temporary Quickening to heal a single wound on another person; a character may one benefit from this Gift once per day, but multiple wound levels may be healed at one time.
Obedience: If the Immortal wins a Mental or Social Challenge, they may force an opponent to carry out a single command. The Immortal may have to bid more than one Trait (possibly as many as seven) if the action to be performed is one that the target would be opposed to.
Shadow of the Beast: The Immortal may take the form of a natural creature, such as a wolf or owl, gaining all normal abilities of the form. Using this power costs one Temporary Quickening, and the Immortal may remain in this form for up to one hour.
Violation: By winning a Social Challenge, the Immortal may so demoralize an opponent that they may not call for a retest or spend any Willpower during the next round. Each successive Social Challenge extends the duration of this effect: the second win causes it to last for one scene, the third for one hour, and four or more successive wins leaves the opponent despondent for a full day.
Puissance: As Potence Fifth level.
Fleetness: As Celerity Fifth level.
Aegis: As Fortitude Fifth level.

PS: Les pouvoir relatif aux disciplines vampirique comme Celerity, remplacé ''Blood'' par ''Quickening''.
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