Converting
Highlander to Lost
Worlds
Highlander is a perfect milieu for LW... the rules of the game ...
rather fit Lost Worlds.
Part of this is an effort to convert what can be converted from the
Highlander Collectible Card Game .. but some is just bringing ideas
from the series and movie.
Highlander Damage in the CCG has a basic damage for an attack is 2 or 3
corresponding to 4 to 6 in LW thus 1 Ability in Highlander corresponds
to 2 body in LW.
In a Raw Sense - The immortals you play in the CCG have 30 body in LW
terms. This could also be 20 body and 10 tactics or some other
combination, but only I think if tactics are reworked to actually be
well worth there money (so to speak) ... Quickened actions below
had better be worth the buck because well they cost at least 1
body
Quickened Actions generally cost 1 body pt.
They
correspond to exertions in HCCG, HCCG treats them as a form of
fatigue..
I am emphasizing their extremity and how it corresponds to things seen
in the mythos
Quickened Actions are basically a form of pushing ones
supernatural life force and so straining it to a degree. Hence the
depletion of HP i.e. Quickening Points
Quickened Might :
- Bonus of 4 bp on your next attack Picture the Kurgan
knocking down castle walls
- Reduce the damage you receive while parrying by 4.
Quickened Mobility :
- Do a maneuver you restricted by stance or injury against
doing, this move gets a +2 bonus to its modifier.
- Escape unimpeded (you may escape directly from any extended
range page or page 21, or page 1 unless your opponent quickens his own
mobility to prevent it - if he does you loose your position and are
returned to page 45)
- Prevent a non quickened escape even as its should be successful
and return the battle to page 57 or as above (45).
Quickened Healing: (this is not active actions it enables accelerated recovery of body)
- The highlander CCG doesn't give Immortals any real form of
regeneration
but this seems somewhat innapropriatem, as it doesn't jive with the
movies
or the series for that matter.. so on page 1 and page
57 I suggest giving
immortals 2 pt hit point recovery.
Quickened Perceptions (these are not active actions the do not cost
body pt to perform)
- Sensing of their kind - Battles between immortals of the
gathering always start on page 57
- Mentors gift this is the ability to sense pre-awakened immortals.
- The Last Gift - this ability corresponds to the Gift of the
Prophecy and allows one to predict the color of your opponents maneuvers
Beheading blows in mid battle
Technically for the immortals a beheading blow could be basically any dazed, result
which reduces your opponents hit points to-5, but the immortals
are especially training with this form of critical hit in mind ... One possibility is
to give immortals a targetting emphasis/redirect which mirrors that of the Samurai
in lost worlds... page 3 and page 9 get redirects .. if on page 53 go to page 7.
(if such a redirect already exists give an additional +2 damage)
This could reflect the supremacy of Katana use amongst the immortals of
the gathering.... Combined with quickened might this may be sufficient to bring
the beheading blow about more often. But a luck card that gives the quickened head shot attack
even more damage seems a possibility...as is just giving immortals
a bonus modifier if they hit page 7... or some combination of the above.
Gathering a Quickening.
Defeat of an immortal by another immortal gives them more extreme
experience points how much more is hard to estimate
but it certainly seems to allow them to allocate those experience
points into abilities they have never trained in or give them
mystical abilities.