*
*
Home
Help
Login
Register
Welcome, Guest. Please login or register.
March 05, 2014, 01:39:39 PM

Login with username, password and session length
Forum changes: Editing of posts has been turned off until further notice.
Search:     Advanced search
275647 Posts in 27717 Topics by 4283 Members Latest Member: - otto Most online today: 55 - most online ever: 429 (November 03, 2007, 04:35:43 AM)
Pages: [1]
Print
Author Topic: Highlander TRoS  (Read 1018 times)
Emiricol
Member

Posts: 64


« on: April 17, 2004, 04:22:28 PM »

Going through every scrap of information I can get my hands on regarding TRoS until my book arrives (however long shipping is from when it gets mailed off, Monday according to the Web site).  One thing that kept coming up was just how cool TRoS would be for Highlander.

So I did a quick search and found an old thread that details some ideas for Highlander TRoS, but that was from a couple years ago.  The game has been played a lot longer now than it had been then!

Has anyone played a campaign of Highlander using TRoS since then?  How did you do it, mechanically, and how did it work out?

Thanks!

-Emiricol
Logged
bergh
Member

Posts: 266


« Reply #1 on: April 18, 2004, 05:25:16 AM »

i can't see why not a campaign of the type would be great!

seems that the combat system in TRoS will give a nice feeling to those swordbattles.
Logged

Kind regards....

-Brian Bergh
brianbbj@hotmail.com
TRoS .pdf files: http://fflr.dk/tabletop/TROS/
Caz
Member

Posts: 272


« Reply #2 on: April 18, 2004, 10:04:26 AM »

I have, and still do occasionally.  It makes for interesting, long campaigns through several time periods.
    Most of it is special effects, without much need for new mechanics.  When immortals sense each other, sometimes I'll have them do a Per roll as a 6th sense, but it's usually automatic.
    When they kill another immortal, I have them absorb up to their own WP in the other guy's SA's.  These they can keep as SA's or immediately spend on skills or proficiencies, usually related to those of the deceased.
    Of course they're sterile and immune to disease and infection.  If you're playing around the time of the gathering I hve them make weekly WP rolls at increasing difficulty to resist.
    If injured or "killed", they revive when fully healed, healing one wound level every BL-HT minutes or so for the current wound level, but usually it's just "you wake up a little while later" or something.
    In character creation, sometimes I'll have them make characters normally, only to find out they're immortal when they "die".  If beginning as immortals, I might make them take the gifted human priority.
    Character philosophies and SA's can be interesting.  "There can be only one" "don't lose your head" or destiny "win the prize" etc.
Logged
bergh
Member

Posts: 266


« Reply #3 on: April 18, 2004, 02:02:41 PM »

Anyway i think the SA concept seems great for the Highlandercampaign, but i think that they REALLY should get more powerfull when they kill another imortal.

but i can't remeber the movies, so maybe there are something i forgot.

anyway THE KURGAN rocks!
Logged

Kind regards....

-Brian Bergh
brianbbj@hotmail.com
TRoS .pdf files: http://fflr.dk/tabletop/TROS/
Bob McNamee
Member

Posts: 685


« Reply #4 on: April 18, 2004, 03:03:38 PM »

If they also gain the SA categories from their opponent it (perhaps allowing a temporary number of SAs or higher than 5 numbers?) they could burn off the SA types gained from the opponent to boost the abilities as normal.

Killing just gives them expendable SA categories, making it easier to up attributes etc...don't have to give up what you believe in.

Alternately, getting those extra SA categories also allows you to play up the whole 'tainted by their evil' concept from some of the shows.
Logged

Bob McNamee
Indie-netgaming- Out of the ordinary on-line gaming!
Lxndr
Acts of Evil Playtesters
Member

Posts: 1113

Master of the Inkstained Robes


WWW
« Reply #5 on: April 18, 2004, 03:16:03 PM »

I like the idea of the anti-conscience that was suggested on the older thread, for the Dark Quickening.  Take in too much darkness without, y'know, enough Black Conscience, and wham, you're evil.  Alternatively, just treat it as GM's fiat.

As for the rest of the stuff - immortals always know when an another immortal is near, but that Per test could help them, perhaps, know (a) how many, (b) direction, or (c) extend range.  Just a thought.  Normally, from what I remember in the show, immortals figured out who other immortals were by feeling that sense, and then looking to see who else was looking around stupidly.
Logged

Alexander Cherry, Twisted Confessions Game Design
Maker of many fine story-games!
Moderator of Indie Netgaming
Brian Leybourne
Member

Posts: 1793


« Reply #6 on: April 18, 2004, 10:54:42 PM »

Why not just have a special SA: The Quickening.

This SA can never be decreased manually, and it also has no upper limit. The only way to increase it is by killing another immortal, at which time you gain 1 point if he had the same or lower Quickening as you, or 2 points if he was higher.

Quickening dice can be added to CP in all battles against other immortals, and also used as bonus dice whener it makes sense that the immortal is using his quickening (Per rolls to detect other immortals, Move rolls when "feeling the stag", and so on).

That's completely off the top of my head of course. The biggest problem I can see with a highlander campaign is that it doesn't lend itself to group play unless you're playing watchers or only one PC is an immortal.

Brian.
Logged

Brian Leybourne
bleybourne@gmail.com

RPG Books: Of Beasts and Men, The Flower of Battle, The TROS Companion
Edge
Member

Posts: 112


« Reply #7 on: April 19, 2004, 03:30:56 PM »

Or you can play a group of imortals but keep throwing other immortals at them so they don't kill each other :)
Sean Connery and Christopher Lambert got on fine (until Connery died of course)
Logged
Pages: [1]
Print
Jump to:  

Powered by MySQL Powered by PHP Powered by SMF 1.1.11 | SMF © 2006-2009, Simple Machines LLC
Oxygen design by Bloc
Valid XHTML 1.0! Valid CSS!