The Immortal R.C.C. by Gabriel
Note: This character class is based solely on the various movies, not on the TV Series or animated series

"From the Dawn of time We came; moving silently down through the centuries, living many secret lives, struggling to reach the time of the Gathering; when the few who remain will battle to the last. No one has ever known we were among you... until now."

- Ramirez, born 896 B.C. in Egypt

For millenia, Immortals have walked among humans, leading many lives, honing their skills in preparation for the Gathering. The Gathering is upon us, those who remain do battle until only one remains. For there can be only one.

The Immortals are a sub-breed of humans, totally human in appearance, but akin to demigods in power. Their numbers are few, perhaps one in a million or less. They are born as normal humans are, able to be hurt, to grow, to die. But at the moment of their death, their Quickening blossoms inside them, healing them of what killed them and returning them to life. Once Awakened, they cannot die except by the loss of their head. No matter what injury is done to them, they will heal, as long as their head remains attached to their body. However, all Immortals are sterile and cannot have children.

The Gathering is the final battle between the Immortals, where all of the Immortals will journey to a far-away land and battle to the last, contending for the Prize. The story of the Prize has been passed down for centuries. The last remaining Immortal will supposedly become akin to a god in power. Because such power would be inappropriate for a character, I'm not going to even attempt to address it.

Immortals contend for the Prize their entires lives, and this contention has come to be called the Game. The rules of the game are fairly simple. You cannot fight on Holy Ground. No Immortal, even the most evil and greedy one will break this rule. Holy ground counts as an area that is sacred to a people, whether it be a cathedral in France or a pyramid in the Yucatan. This also includes megaliths, fairy rings, mounds and circles, etc. The second rule is that combat between Immortals is always one on one, no double teaming. Why? Because when two Immortals fight their Quickening charges the air around them, and all of that Quickening flows into the winner. Thus if two Immortals fight as a team, one will lose part of their powers, something that is never done.

The Immortal R.C.C.
Horror Factor: 13 when witnessing the Quickening after an Immortal's death.
Alignment: Any
Attributes: IQ: 3D6, ME: 3D6, MA: 3D6, PS: 3D6, PP: 3D6, PE: 3D6, PB: 3D6, Spd: 3D6. Strength is NOT considered supernatural.
Hit Points: PE + 1D4x5, higher than normal due to their supernatural aspect.
SDC: Higher than normal, base of 20 SDC
PPE (Quickening): 1D6x10+40, regenerate PPE at a rate of 10 PPE per hour of sleep or rest and 15 PPE per hour of meditation.
Natural Abilities:
1. An Immortal does not age after they are Awakened, nor do they need food and water, and they do not need to breath. They do need sleep however, just as a normal human would.
2. Natural Regeneration: Can bio-regenerate damage at a rate of 4D6 HP/SDC per minute.
3. Limited Immortality: Immortals can only die if their head is removed. Luckily, few people other than Immortals know of this fact. Make a Lore: Demons & Monster check at -40%. In order to remove an Immortal's head, the Immortal must be reduced to zero (or less) hit points. At this point they are unable to fight any longer, and are at the victor's mercy. Nuclear weapons WILL KILL Immortals! Permanently!
4. Recognize and Sense Immortals: Range - 100 feet, Immortals feel what they term the "Buzz", a tingling sensation that runs from the base of their spine and explodes in their brain when an Immortal comes within range.
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.
6. All Immortals are sterile.
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!
Magic Abilities: None unless a magic OCC is chosen.
Psionic Abilities: Standard, the same as humans.
Combat: As per skill. Often trained in a Martial Art form (See Ninjas & Superspies and Mystic China).
Bonuses: +2 to save vs. psionics, +4 to save vs. horror factor. In addition use the following chart:
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

Damage: As per combat form.
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%)
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
 
The Quickening and Beheadings
The Quickening is the life force of Immortals. It contains their essence, what some may term their soul. When two Immortals fight, the air around them becomes charged with Quickening, resulting in the sparks during fights. When an Immortal is beheaded, the Immortal that beheads the other gains the dead Immortal's Quickening, giving the victor more power. When an Immortal is beheaded the victor gains the following:
 
+1 to a random stat (Roll 1D8), +1D10 to hit points, +1D10 to SDC, +400 Experience (alterable by GM), and the loser's PPE. In addition, roll on the following table:
01-10% Gains +1 to any 1 stat (random)
11-20% Regeneration ability is increased by 1D6 per minute
21-30% Learns one skill known by slain Immortal at loser's percentage
31-40% Gains 1D10x3 SDC
41-50% Gains +1 to parry and dodge
51-60% Gains +1 to strike with melee weapons
61-70% Gains +3 to damage
71-80% Gains +10% to any skill common to both the Immortal and the loser.
81-95% Gains +1 level in WP Sword (or appropriate WP)
96-00% Roll twice on the above table and ignore any rolls of 96-00%.

Immortals have a 25% chance to gain one talent that the loser had at 1/2 the normal PPE cost. Activation costs are unchanged. Example: Bubba the Immortal beheads Leon the Immortal who happens to possess the talent of Primal Empathy. Bubba doesn't have this talent, but wants it so he rolls 1D100 and gets a 12. He therefore spends 5 PPE instead of 10 PPE and now has the talent. It still costs 8 PPE to use however.

Two Immortals will never attack another in unison. It simply doesn't happen. If a character does this, I leave it up to the GM to assign penalties. Same for fighting on Holy Ground. It ought to be something reeeealy bad though.

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 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.
 
Quickening Talents
Immortals are sustained by their Quickening, the force which keeps them alive and heals their injuries. Everyone has Quickening, however it is only noticable 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 one Talent at every other level (1, 3, 5...) in addition to the 25% chance when beheading an Immortal.
 
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 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
Duration: 10 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: 4 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: 4 melees (1 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.
 
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.
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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