Thursday, July 16, 2015

So You Wanna Be Immortal, Huh?

Roll a d20; on a result of 1, your character is immortal. Immortal characters cannot die unless their brain is destroyed completely or removed from their body (decapitation works, as does any form of total obliteration). All other injuries are healed at a constant rate of d6 + level HP per hour. If taken below 0 HP negative damage will continue to accrue and need to be healed before consciousness can resume. Additionally, an immortal who is reduced to 0 HP or less is disoriented when they come to: roll a d3 to determine if it's for seconds, minutes, or hours, then roll a d6 to determine how long. While disoriented they behave at -2 to all rolls and can't really do much except try to deal with all the stimuli around them.

Poisons, toxins, and diseases effect immortals like normal, but their effects, no matter how severe, are nullified in the minimum amount of time, and otherwise permenant effects are reduced to d6 - level, minimum 1, hours.

Limbs cannot be regrown, but if re-attached and bound they will knit and heal within the first hour of healing.

Being immortal isn't all sunshine and roses, however; immortals can sense each other at a set distance of ten miles, including general direction, and when an immortal comes into range of another they must make a resistance check to stop themselves from pursuing, doggedly, the other immortal. Immortals who meet must make seperate resistance checks to resist the urge to relentlessly attack the other until the one is dead. If the resist check is successful, the immortals who succeed will never feel this urge towards the other again, and will recognize them at the ten-mile distance and feel no urge to pursue them.

When an immortal kills another, there is a transferance of energy between the two, and the living immortal receives experience equal to half the total xp of the dead immortal, as well as gaining d6 points to spend on their attributes, skills, or to use to learn a feat or ability the dead immortal used. There is no limit to the amount of power an immortal can obtain in this way. Multiple immortals present for the death of another all gain the benefit.

An immortal killed when no immortals are present simply dies.

Five Reasons for Immortality

1. The god Brugnugga has decided that her children must fight in order to determine who is worthy of taking her place in the pantheon.

2. The Dreen pathogen uses humans as hosts and wages an unending war with others of its kind for reasons only it can understand.

3. Nano-machines from beyond the ken of human understanding who see other hosts as threats and attempt to absorb them.

4. A magical geas placed by a long-dead wizard on the bloodlines of rival families, who forevermore will duel each other to the death.

5. Those afflicted are possessed by the warrior spirit of Kell Nagoth, who wishes to become whole again by rejoining his fractured soul.

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