Chapter Four: Systems
       ^^^^^^^^^^^^^^^^^^^^^

			"You've the devil in you!"
                                                - Dougal


        This chapter details how immortals gain experience, and
   details the combat system for sword duels.

   Experience
   ^^^^^^^^^^

	"You've no knowledge whatsoever of your potential!"

                                                -Ramirez


        Immortals gain experience in the same way as the other
   characters in the Storyteller system, and so much of the chart given
   here is simply repetition.

     	Trait Cost

        New Ability  -   3
        Willpower    -   current rating
        Abilities    -   current rating x 2
        Attributes   -   current rating x 4
        Quickening   -   current rating x 6* 

   * Quickening can only be increased by an equal split of Quickening
     Experience and "normal" experience


   Healing
   ^^^^^^^

 		"Who wants to live forever?"
                                                - Queen


        Immortals recover from wounds much more rapidly than mortals.
   In Chapter Three, using Quickening to heal was discussed.  Without the
   use of Quickening, however, immortals still recover from crippling
   wounds in a short period.  Examples given in the series include
   immolation, falling from a cliff, being shot in the head, and
   others. Without the use of Quickening, immortals heal using the
   following chart.

	Health Level                         Time

 	  Bruised             -           One Round
	  Hurt                -           One Minute
 	  Injured             -           Five Minutes
	  Wounded             -           Thirty Minutes 
	  Mauled              -           One Hour
	  Crippled            -           One Hour
	  Incapacitated       -           One Hour



   Combat
   ^^^^^^

		    "Don't lose your head!"
                                                - Ramirez


        Combat is a fact of life for an immortal. Whether he or she
   likes it or not, unless they learn how to use a sword, and, more
   importantly, are prepared to use it, they will surely lose their
   head. You can't run forever, and if you try hiding, you'll eventually
   be found by another immortal. Only by killing your fellow immortals in
   combat can you hope to survive and have any chance of winning the
   Prize.
        When two immortals meet, they sense each other through the
   Quickening. They don't have to do battle, (we have seen in both the
   movie and the series how two immortals may become friends), but it is
   the time of the Gathering, and it is their destiny to battle until
   only one remains. They have no choice in the matter.
        The normal Storyteller combat rules are basically pretty
   useless when it comes to staging detailed sword duels. It is desirable
   to be able to play out duels between immortals as detailed fights,
   with each combatant able to choose different tactics, moves, etc. For
   immortal player characters, these duels are often the climax of the
   story, and just running a simple combat sequence can be frustrating
   for the player involved. Remember that, in these duels, the player is
   fighting to increase his power, in a battle where he has a very real
   chance of dying... The player is fighting for his knowledge and power,
   pitting it against another to the death. Thus, we recommend that the
   following combat system be used for duels between immortals.

   Stage One: Initiative
   ^^^^^^^^^^^^^^^^^^^^^

        In normal combat, the combatants will normally try to be the
   first to attack, in the hope of inflicting damage first. However, in
   sword combat, things work a little differently. Sometimes, one
   combatant may elect to try and surprise the other, by ambushing them
   and attacking them before they have a chance to draw their weapon. In
   such cases, use the normal rules for Initiative and Surprise, although
   note that an immortal can practically never be taken completely by
   surprise by another immortal. The Quickening sees to that.
        With sword-duels, the round takes on a new meaning -
   Basically, a sword combat round is the length of time it takes for one
   person to attack the other. This system splits sword combat up into a
   series of bouts. A bout is a series of rounds, during which there is
   no pause in combat. At the start of a round, both players roll for
   Initiative. Then they announce what their actions are going to
   be. Because sword combat is reactive - ie. you don't know what you're
   going to do until your opponent has done something - the player with
   the higher Initiative must announce what they intend to do first.
        Normally, the player with the higher Initiative will decide to
   attack, and, if so, his opponent must either defend or
   dodge. Alternatively, the character with the higher Initiative may
   decide to either do some other kind of action, such as leaping onto a 
   table, or they may decide to wait and see what their opponent is going
   to do. If they do either of these things, combat has basically
   stopped, and they must begin another bout.
        A bout begins with both combatants facing each other, weapons
   at the ready. It is up to the players themselves who actually moves
   first and initiates combat. Once one of the combatants announces theat
   they are attacking, both players make a standard Initiative roll -
   Wits + Alertness, against a target number of four. However, instead of
   deciding who acts first (as this has already been decided), the
   difference between the two combatants number of successes achieved is
   added to the dice pool of the player with the higher Initiative.
        Example: Connor and the Kurgan are facing off. They circle
   each other for a few minutes, before Connor makes an attack.  He rolls
   Wits (3) + Alertness (4), and gets 6 successes. The Kurgan rolls Wits
   (4) + Alertness (3), getting four successes. Thus, Connor gets an
   extra two dice to add to his Attack roll.
        After this initial round, Initiative is rolled as normal, but,
   its role during the bout is slightly different than the one it has in
   normal combat. The character with the higher Initiative gets to act
   first, presumably attacking, and the other person must defend. Both
   players make their respective attack and defense rolls and that combat
   round ends, and the combatants roll their Initiative for the next
   round. The following modifiers apply: 

   * The use of the Quickening power, Speed of the Stag confers an extra
     three Initiative dice upon the immortal using it.  

   * The person who Attacked during the last combat round gains an extra
     die to add to their Initiative roll for this round.  

   * If a combatant successfully repelled an attack by his opponent in
     the last round (ie. by getting an equal or greater amount of successes
     on his defense roll than his opponent got on his attack roll), then he
     also gets an extra Initiative die.  

   * For every three successes by which a combatant's attack/defense roll
     exceeds his opponents roll, they gain an extra Initiative die.

        These rules may seem very complicated right now, but will
   become clearer later on.


   Stage Two: Attack
   ^^^^^^^^^^^^^^^^^

        To reflect the complexity of sword combat, and the fact that
   it's not just a case of hacking at the other person until one of you
   dies, I have adopted the following list of standard sword-fighting
   maneuvers from the rules for Klaive-duelling in the Werewolf Players
   Guide. They are split up into two types - Attack maneuvers and Defense
   maneuvers. Normally, the attacker will choose an Attacking maneuver,
   and his opponent will choose a Defense maneuver, in an attempt to
   counter it, but in some cases, the nature of the Attack maneuver will
   only allow the defender one option. For example, if an attacker
   decides to try and disarm his opponent, his opponent must decide to
   try to hang on to his weapon. He has no other choice.

   - Normal Attack
        The attacker attempts to wound his/her opponent, rolling
     Dexterity + Melee, with the Difficulty specified by the weapon used.
          Type: Attack          Difficulty: Weapon Difficulty 
     Image: The warrior simply tries to wound his opponent by dint of 
            speed and skill. 

   - Feint
        The attacker rolls Manipulation + Melee for his attack roll,
     with a difficulty modifier of +3. This attack may not be parried - 
     it may only be dodged.  
          Type: Attack          Difficulty: Weapon Difficulty + 3
     Image: With a lightning-quick motion, the swordsman attacks first
            high, then low, slipping around his opponent's guard, and 
            moving to hit a vulnerable spot.

   - Disarm
        The attacker rolls Dexterity + Melee, resisted by Dexterity +
     Melee from their opponent, both rolls difficulty six. If either
     combatant rolls three successes or more above their opponents
     successes, they disarm their opponent, and their weapon falls to 
     the ground. If you botch this roll, you automatically drop your own
     weapon!  
          Type: Attack         Difficulty: 6 
     Image: With a quick movement, you catch your opponents sword and it
            drops out of his nerveless hand, onto the ground.

   - Great Blow
        The attacker commits themselves completely to a devastating
     blow (but not a blow to decapitate their opponent). They roll a normal
     attack roll, with a +2 to difficulty. Although a Great Blow cannot be
     parried, it can be dodged. If the attack succeeds, the attack dice are
     doubled. However, the attacker's difficulty for their Initiative the
     next round is 5, not 4, and they have a +2 to all Defense difficulties
     during the next round also.  
          Type: Attack         Difficulty: Weapon Difficulty +2 
     Image: You bring your sword back and fall forward, lunging at your
            opponent. Heedless of the danger, you throw your body forward,  
            your sword serving as the tip of a monstrous battering ram - 
            you.

   - Target Blow
        Roll Perception + Melee, the difficulty number is your
     opponents Dex + Dodge. If successful, the number of successes add to
     the number of damage dice done by your weapon. Optionally, you may
     elect to target a specific area - See the table below for details of 
     Difficulties and effects. This blow can be parried or dodged as normal
     and is often used to start off a bout.  
          Type: Attack         Difficulty: Opp. Dex + Dodge 
     Image: You try to hit a specific part of your opponent's body. You
            hold your blade up, and strike, attempting to bypass you 
            opponent's defense to strike your target. 

       Aimed Attack 

       * Hands/Arms - Difficulty +3/+2, Damage: A Wounded result means the
         hand/arm is broken and any weapons in that hand cannot be used; if 
         the hand is holding a sword, it is dropped. A Crippled result means 
         that the limb is sheared off. To reattach, the limb must be 
         recovered and held to the wound while the immortal regenerates to 
         restore himself to at least Mauled level. The limb cannot be used 
         until it fully heals (treat as if it has taken aggravated damage). 
         The immortal will have a scar thereafter, showing where the limb 
         was removed.

       * Legs - Difficulty +1, Damage: A Wounded result means that the limb 
         is broken; the penalties to the Dice Pool apply to any activities
          requiring running. An Incapacitated result with a sharp weapon means
         the limb is cut off, with the same results as severing a hand or arm.

        * Chest/Torso - Difficulty +1, Damage: The character will have the air 
         knocked out of his lungs on a Wounded result (stunned for the turn),
         and his ribs broken on a Mauled result (must make a Willpower roll,
         difficulty 8, each turn to keep acting). If the immortal is attacked
         from behind, and the result is one more than needed to Incapacitate,
         then the spine is broken, and his lower body is paralyzed until he
         regenerates to the Crippled level.

    
   - Parry
        The combatant must roll Dexterity + Melee against their
     weapon's normal difficulty. Each success on this roll subtracts from
     one attack success made against the parrying warrior.  
          Type: Defense         Difficulty : Weapon Difficulty 
     Image: The swordsman brings his weapon to bear, holding it steady and
            catches the force of his opponent's sword with his own.

   - Riposte
        This maneuver may only be used after the one who wishes to use
     it has successfully parried a blow. This maneuver is a Strength +
     Melee roll, the weapon's difficulty serves as an attack roll. This
     sort of attack may not be dodged, though it may be parried, and if
     successfully parried, this attack may also be riposted.  
          Type: Attack          Difficulty: Weapon Difficulty 
     Image: You parry your opponent's strike. Klang! With catlike speed and
            grace, you bring your sword around his arm, hoping to catch him 
            off guard. 

   - Caught Steel
        Roll Strength + Melee versus a difficulty of your opponent's
     Dexterity + Melee. If successful, you lock swords with him for a short
     interval, during which you struggle with him before your blade and his
     can be freed (he can do no damage this attack). If you receive more
     than three successes on your roll, you manage to put him off-balance
     for the following round, adding one to the difficulty of his
     Initiative roll.  
          Type: Defense        Difficulty: Opp. Dex + Melee 
     Image: You lock steel with your opponent. "So, Highlander, we meet
            again!" You struggle for a moment, then the fight sparks again. 

   - Decapitation
        This is an Aimed Attack at the neck, requiring a Perception +
     Melee versus a difficulty of your opponent's Dex + Dodge. To
     decapitate, you must reduce your opponent to one level past
     Incapacitated.  
          Type: Attack         Difficulty: Opp. Dex + Dodge 
     Image: With fluid-like agility, you swing your sword around, and, 
            before your opponent can block you, your blade slices through 
            his neck, and his head falls to the ground.

       (Note that, quite often in the duels fought in Highlander, the
        two immortals fight until one of the combatants is disarmed and 
        driven to their knees, admitting defeat. It is rarely a lucky 
        shot that chops off the head, but more often a defeat of the 
        spirit.)


        This is by no means meant to be an exhaustive list of all the
   possible maneuvers, but more a guide to help Storytellers decide the
   types of rolls and difficulties which should be applied to various
   maneuvers. Ideally, combat should take the form of a semi-live action
   roleplay combat scene, with the players describing what their
   character does, and demonstrating (safely, of course) if
   necessary. The Storyteller then decides what rolls should be made and
   against what difficulties.

   Dodging
   ^^^^^^^
        On some occasions, it may be necessary to dodge a blow rather
   than parry it. On these occasions, the target rolls his Dexterity +
   Dodge against a target number of six. The successes on this roll are
   subtracted from the successes of the Attacker. If the attacker's
   successes are eliminated, the target manages to dodge the blow.


   Stage Three: Resolution
   ^^^^^^^^^^^^^^^^^^^^^^^

        Damage is resolved as normal - The attacker rolls the Damage
   dice pool for that weapon, against a target number of six, each
   success causing the target to lose a health level. The target makes a
   Soak roll, rolling his Stamina (difficulty 6) and subtracting his
   successes from his opponent's.


   Example of Combat
   ^^^^^^^^^^^^^^^^^
        Connor is squaring off against the Kurgan (See the Appendix
   for their respective stats). They circle each other for a few moments,
   Kurgan makes his first move - a normal attack. Both players roll for
   Initiative, Connor getting six successes, and the Kurgan gets
   five. Kurgan make his attack roll - Dex+Melee - getting five
   successes. Connor tries to parry the Kurgan's attack, and makes his
   Defense roll - Dex+Melee plus an extra die, ass he got more one more
   success on his Initiative roll than Kurgan. Connor also rolls five
   successes, and manages to parry the Kurgan's blade.
        Both roll Initiative for the next round, and both have an
   extra die to add to their Initiative pool - The Kurgan because he
   attacked last round, and Connor because he managed to successfully
   parry Kurgan's attack. Kurgan gets four successes, and Connor gets
   six, winning the Initiative, and getting two dice to add to his dice
   pool. Connor decides to try a Feint, and makes his roll - Manipulation
   + Melee plus his two Initiative dice against a target number of nine -
   his weapon's normal difficulty plus three. He gets two
   successes. Because a feint can't be parried, Kurgan is left with no
   option but to try and dodge. Rolling Dexterity + Dodge against a
   difficulty of six, he gets five successes - Connor's blade slices
   through thin air.
        The third round of combat starts, and both players roll for
   Initiative. The Storyteller decides that, seeing as Kurgan's Dodge
   successes exceeded Connor's Attack successes by three, Connor will be
   slightly off-balance at the start of this round, due to having swung
   his sword through thin air. Thus, Connor's difficulty is five instead
   of four, to reflect this. Connor decides that he needs get working and
   thus uses his Quickening to get the Speed of the Stag, which gives him
   an extra three Initiative dice, in addition to the die he receives for
   having attacked last round. The Kurgan rolls his Wits + Alertness and
   gets five successes. Connor follows suit and gets seven successes,
   which means he has two dice to add to his dice pool. He decides to try
   to disarm the Kurgan, and rolls Dexterity + Melee against a difficulty
   of six, not forgetting his extra two dice, and gets a massive seven
   successes. Kurgan rolls Dex + Melee but gets several botches, and can
   only manage three successes. Connor manages to flick the Kurgan's
   sword from his hand.

   Kurgan's in trouble.



        This is primarily an arbitrary combat system, designed to aid
   the Storyteller and players in Storytelling the duels which occur,
   rather than restricting them to a framework of rules. As ever, if you
   don't like part of these rules, don't use them. We don't come around
   and inspect how you play these games. Well, not too often, anyway...


   Weapons
   ^^^^^^^
        The sword is the traditional weapon of an immortal. The
   reasons for this are fairly simple - the sword is the oldest weapon
   with which you could efficiently decapitate someone, and the first
   immortals would have used them. They would have passed the tradition
   on to the immortals who followed them. Until relatively recently, the
   sword was the main personal weapon.  It's only within the last few
   hundred years that we have begun using guns, and you can't chop a
   man's head off with a gun. In fact, not counting the battle axe, there
   still is no practical weapon which can be used to decapitate someone
   in a duel, and because immortals always learn their ways from other
   immortals, it is only natural that the sword has become the
   traditional weapon for immortals.
        An immortal will often have a weapon which he has used for 
   many centuries. Ramirez, for example had has his katana for over two
   millennia by the time he met Connor. To an immortal, a sword is more
   than just a piece of steel. It becomes an extension of their body -
   they keep it with them most of the time, and it becomes an old friend,
   in effect. There are no hard and fast rules for weapons as regards
   weapons difficulties and damage, etc. A rough guide is that the bigger
   and heavier sword is, the harder it is to use, but the more damage is
   inflicts. The Katanas used by Connor, Duncan and Ramirez are all
   Difficulty 6, Damage: Strength + 5. But the Kurgan's two-handed sword
   is Difficulty 7, Damage: Strength + 6, being, as it is, both heavier
   and more difficult to use. Kastagir's Saber is Difficulty 6 and
   Damage: Strength + 4, reflecting that it is normally used with only
   one hand.
        It's a good idea to describe your weapon in detail, as part of
   fleshing out your character. If possible, get hold of a weapons
   catalog, from a company like Noble Collection, for example, which
   sells a wide variety of swords and axes, and pick a weapon (Noble
   Collection is one of many distributors for Marto USA, the suppliers
   for the Highlander movies and TV show). An immortal's choice of weapon
   helps define who they are. Connor's Katana reflects his honor and  
   values, and the way in which he uses skill, more than brute strength
   to win duels, while the Kurgan's two-handed sword reflects his
   harshness and brutality. Also, how do you carry your weapon? In a long
   coat, like Connor, or have some other method, perhaps? All these
   details help to flesh out your character, and enrich the role playing
   experience.
  
                           -----===*===-----   

There Can Be Only One! . . . . . . © 1994 by Hank Driskill & John Gavigan