[X1] Immortals Rules


[X1.1] Multipliers

Each creature and object has a single "multiplier" rating indicating it's level of power.
Typical ranges of levels/ability scores for multipliers are given below.
 
Mult. Title Typical
Level
Typical
Ability Scores
Notes
x0 Soulless 0 0-2 Animals, Insects, "Barney'd" Gods
x1 Normal 0-36 3-49 Normal characters
x2 Hero 37-72 50-74 Concordant / Epic characters; weak Immortals
x3 Demigod 73-108 75-99 weak Gods
x4 Lesser God 108-144 100-124
x5 Intermediate God 145-180 125-149
x6 Greater God 181-216 150-174
x7 Former Ruler 217-252 175-199
x8 Ruler of Pantheon 253-288 200-224
x9 Creator of Universe 289-324 225-249 Created his "universe" (crystal sphere or plane)
x10-19 Ultraplanar 325-684 250-499 Int. Spheres x10, Cows x11, Bulls x12
x20-22 Originator 685-792 500-549

[X1] Immortals Rules


[X1.2] Assumptions

This is a listing of assumptions under which we operate with these rules. It is irrelevant whether or not your character has all of the properties given below, it is just to give a feel as to when "normal" Collective rules should be abandoned and these rules take precedence (decided by the DM).
If these rules are adopted, *all* PCs are assumed to somehow have these properties, regardless of whether or not they can individually generate them.
 
1. Immune to all x0 and x1 multiplier effects. Immune to 0th-10th Spell Level effects of any multiplier.
2. Infinite hit points. Immortal combat uses "Immortal hit points" (ihp) as defined in [XC3].
3. Infinite damage. Damage based on hit points is ignored. Such combat does actually occur, but has no real effect in the grand scheme of things, as the Immortal is assumed to have been immune or instantly recovered.
4. Permanent Lady's Smile. There are still die rolls, however, as this effect is not powerful enough for these rules.
5. Negative infinite Armor Class. Not used with these rules anyway.
6. Continuous (or as a 0 action) Reset every segment. Does not apply to Immortal powers.
7. Continuous (or as a 0 action) Mental Fury every segment. Again, does not apply to Immortal powers.
8. 36th level in every non-Concordant class, with multiples if desired. This costs 0 XP under these rules.
9. Immunity to Crapped, Set, Slain, Annihilated, Erased Truename, Down a Hole, Time Erased, Zero MF, etc.
10. Every Normal/Superior/Ultra Familiar. The effects of these are ignored, even those that affect Concordant classes and multipliers. They are simply too easy to destroy/remove under these rules to be effective.
11. Can use an infinite number of actions each (normal game) segment. All non-Immortal actions (the old M, P, V, F, O, and S action system) are 0 actions under this system.
12. Infinite (and at same time evade) all forms of normal and irreducible BlahR (MR, PsiR, etc.), except GR (the only one used in these rules). Sources of GR that do not come from these rules do not function.
 
As a basic rule of thumb: If the effect you are generating is 10th Spell Level or less, comes from a x0/x1 source, or comes from a non-Concordant class, the effect does absolutely nothing under these rules. You can still use them, and they actually do have a (visual) effect, but the Immortal opponent is assumed to have recovered instantly (at no cost) or he was simply immune.

[X1] Immortals Rules


[X1.3] How to Create an Immortal Player Character

Reference the following sections to create an immortal character. If you are converting a "normal" Collective character to this system, you can skip steps 8, 9 and 10.
 
1. [X1.4] Immortal Ability Scores
2. [X1.5] Immortal Races
3. [X1.6] Class(es)
4. [X1.7] Maximum Spell Level and Number of Powers for each of the 6 power types.
5. [X2] Power Lists
6. [X1.8] Immortal Hit Points
7. [X1.8] Immortal Saves
8. [A1] Alignment
9. [P1.14] "normal" Magic/Psionic Items, see also [X1.21] Artifacts/Relics/Omens
10. [P1.19] Last check and Name
 
The following "normal" aspects of character creation are not used:
Age, Weapon/Nonweapon Proficiencies*, Martial Arts, Kits*, Normal Equipment, Spellbooks, THAC0, AC.
(* means these theoretically exist but are not developed here)

[X1] Immortals Rules


[X1.4] Immortal Ability Scores

Instead of numeric ratings, each of the six ability scores is given a multiplier rating such as x2.
For Concordant characters, you start with x2 in all ability scores. Godly characters start with xN in all ability scores, where N is the multiplier of the class they are in (i.e., N=3 for the Demigod class).
You can then do "1 for 1" trading as you like, stats cannot go below x0; above x9 is expensive (see below).
Regardless of what class you are, you get 1 "ability score multiplier point" (hereafter written as +x1) per 6 levels of the highest class in your current multiplier.
Multipliers above x9 each cost 10 multiplier points, unless you are located in the Ultraplanes (this is why the gods had a huge war over the Ultraplanes after the x14 Gun destroyed the Ultraplanar Beings for a short time).
If you are modifying a "normal" PC, try to make your ability scores seem similar to the original feel of the character, using the criteria below. It is not important to have a high Int if the normal version of your character has a high Int; the idea here is to partially capture "what the character does".
 
STRENGTH modifies Warrior-like abilities [X1.11] and also affects your Immortal Damage [X1.8].
DEXTERITY modifies Rogue-like abilities [X1.14] and also affects your Physical Saving Throws [X1.8].
CONSTITUTION modifies Physical Psionics [X1.15] and also affects your Immortal Hit Points [X1.8].
INTELLIGENCE modifies Wizard-like abilities [X1.12] and also affects the number of spells you can have running.
WISDOM modifies Priest-like abilities [X1.13] and also affects your Mental Saving Throws [X1.8].
CHARISMA modifies Mental Psionics [X1.16] and also affects Spheres of Influence/Followers (not covered here).
 
If this is a new character, take the final multiplier for each ability score and multiply it by 25. Then apply 36 stat points anywhere. This is your "normal" ability score (for purposes of translating back to the normal game).
There are no subability scores. Astral Projection (and it's inverse) does not affect Immortal stats.

[X1] Immortals Rules


[X1.5] Immortal Races

Most Immortals are the "normal race", which covers almost every normal Collective race and has no modifiers.
XP Divisor does not go away with high level, unlike the normal Collective.
 
Race Str Dex Con Int Wis Chr ihp iTH PhysSave MentSave XP Div
Absorb Planet Particle -x2 -x2 -x1 +x2 +x2 +x1 -1 -15 -2 +2 2
Blue Bugbear +x2 +x1 +x1 -x1 -x2 -x1 +1 +15 +2 -2 1.5
Bug, Land of Black Ice +x1 +x1 0 -x1 0 -x1 -1 +10 +1 -1 1
Giant Space Hamster +x1 +x1 +x1 -x2 -x1 0 +1 +10 +1 -2 1
Int Sphere/Annihilation 0 +x2 0 -x1 0 -x1 0 0 0 -1 1
Kobold -x1 +x1 0 -x1 0 -x1 -2 -5 0 -1 0.9
MachiGolem of Skarn3 +x1 +x1 +x1 +x1 -x2 -x2 +2 +5 +1 -2 1
Mediator -x1 -x2 +x1 +x2 -x1 +x1 +3 -10 +2 +1 1.5
Nevet (Species 8472A) 0 -x1 -x2 +x1 +x1 +x1 0 0 -1 0 1
Normal Collective Race 0 0 0 0 0 0 0 0 0 0 1

[X1] Immortals Rules


[X1.6] Immortal Classes

Req is Ability Score Requirements; you must have at least a x2 in each of the relevant ability scores.
ihp, "iTH", "P Save", "M Save" are modifiers to Immortal Hit Points, To Hit, Physical Saves, and Mental Saves.
War, "Rog", "PPsi", "Wiz", "Pri", and "MPsi" modify [X1.7] Max Spell Level. Note they are in stat order.
XP amounts are in millions (MXP).
 
Class Avang Bug Clr-Ele Dr-Tyr Hero Imm0 Legnd Lich Pawn Psi7P Psi7M Sentin Villain
Req KIC SD KW SKI SI none SDKIW IWC none K C WC DI
ihp +2 -1 +4 +3 +3 0 +2 -1 -2 +1 -1 0 -3
iTH -10 +10 +10 +20 0 0 +10 -10 -10 +10 -10 0 +20
P Save +2 +2 +1 +1 +1 0 0 -1 -2 +2 -2 +1 -1
M Save +2 -1 +2 0 +1 0 0 +1 -3 -2 +2 +1 -2
Source DSDK DM DSDK DSDK DM 0D&D DM DM DM DM DM Sentin DMR#?
War -1 +1 0 +1 0 0 +1 -1 0 0 -1 0 -1
Rog -1 +1 0 -1 0 0 +1 +1 0 0 -1 -1 +1
PPsi +1 +1 +1 +1 -1 0 0 -1 0 +2 0 -1 0
Wiz +1 -1 0 +1 0 0 +1 +2 -1 -1 0 0 0
Pri +1 -1 +1 -1 +1 0 0 +1 +1 -1 0 +1 -1
MPsi 0 0 -1 0 0 0 -1 -1 -1 0 +2 0 +1
1 3.5 0 2.925 3.3 0 3 0 3.6 0 0 0 2 0
2 4 6 3.150 3.6 1 3.25 1 4.2 1 0.7 7 3 1
3 4.5 12 3.375 3.9 2 3.5 3 5.4 2 2.1 14 6 2
4 5 18 3.6 4.2 4 3.75 6 7.8 3 4.2 21 9 3
5 5.5 24 3.825 4.5 8 4 10 12.6 4 7 28 12 5
6 6 30 4.05 4.8 12 4.5 15 22.2 5 14 35 15 8
7 6.5 36 4.275 5.1 16 5 21 31.8 6 21 41 18 13
8 7 42 4.5 5.4 20 6 28 41.4 7 28 47 21 18
9 7.5 48 4.725 5.7 24 7 36 60.6 9 35 53 24 23
10 8 54 4.95 6 28 8 44 66.6 11 42 59 27 28
11 8.5 60 5.175 6.3 32 9 52 72.6 13 49 65 30 33
12 9 66 5.4 6.6 36 10 60 78.6 15 56 70 33 38
13 9.5 72 5.625 6.9 40 12 68 84.6 17 63 75 36 43
14 10 78 5.85 7.2 44 14 76 90.6 19 70 80 39 48
15 10.5 84 6.075 7.5 48 16 84 96.6 21 77 85 42 53
16 11 90 6.3 7.8 52 18 92 102.6 23 84 90 45 58
17 12 96 8 9 56 20 100 108.6 25 91 94 48 63
18 14 102 10 11 60 22 108 114.6 28 98 98 51 68
19 17 108 13 14 64 25 116 120.6 31 105 102 54 73
20 21 114 17 18 68 30 124 126.6 34 112 106 57 78
21 26 120 22 23 72 35 132 132.6 37 119 110 60 83
22 32 126 28 29 76 40 140 138.6 40 126 113 63 88
23 39 132 35 36 80 45 148 144.6 43 133 116 66 93
24 47 138 43 44 84 50 156 150.6 46 140 119 69 98
25 56 144 52 53 88 55 164 156.6 49 147 122 72 103
26 66 150 62 63 92 60 172 162.6 52 154 125 75 108
27 77 156 73 74 96 70 180 168.6 56 161 127 78 113
28 89 162 85 86 100 80 186 174.6 60 168 129 81 118
29 102 168 98 99 104 90 192 180.6 64 175 131 84 123
30 116 174 112 113 108 100 198 186.6 68 182 133 87 128
31 131 180 127 128 112 110 204 192.6 72 189 135 90 133
32 147 186 143 144 116 120 212 198.6 76 196 136 93 138
33 164 192 160 161 120 130 220 204.6 80 203 137 96 143
34 182 198 178 179 124 140 228 210.6 84 210 138 99 148
35 201 204 197 198 128 150 236 216.6 88 217 139 102 153
36 221 210 217 218 132 160 244 222.6 93 224 140 105 158
 
GODLY CLASSES
 
There is 1 class for each multiplier starting at x3. You must be 36th level in a class of the previous multiplier before you can advance to the next one. The XP requirements for each is 0 at level 1, then (Mult)x(Mult)x100 MXP per level thereafter; e.g. the x5 Godly class "Intermediate God" requires 2500 MXP per level.
They provide no adjustments, as they are the "simplest" class for each multiplier (similar to Imm0). Non-standard classes have existed (the x3 "Mortal-Hunter" class I mentioned once) like those for x2, but are fairly rare.

[X1] Immortals Rules


[X1.7] Maximum Spell Level and Number of Powers

As mentioned before, each of the 6 ability scores matches up with a group of powers, as follows:
STRENGTH modifies Warrior-like abilities [X1.11] and also affects your Immortal Damage [X1.8].
DEXTERITY modifies Rogue-like abilities [X1.14] and also affects your Physical Saving Throws [X1.8].
CONSTITUTION modifies Physical Psionics [X1.15] and also affects your Immortal Hit Points [X1.8].
INTELLIGENCE modifies Wizard-like abilities [X1.12] and also affects the number of spells you can have running.
WISDOM modifies Priest-like abilities [X1.13] and also affects your Mental Saving Throws [X1.8].
CHARISMA modifies Mental Psionics [X1.16] and also affects Spheres of Influence/Followers (not covered here).
 
For all 6 of the groups of powers (even the ones you seem weak in), and for each class, calculate the following:
 
Max Spell Level = 10 + (Relevant Ability Score) + (Class Modifier) with a minimum of 9 + (Your Multiplier), which you have an infinite number of powers of that level.
Number of Powers of that Level = (Experience Level in that Class) - (Spell Level) + 10 + (That Class's Multiplier) with a minimum of 1. By "That Class's Multiplier", I mean 2 for any Concordant, and N for Godly classes.
Then, for each spell level below that Spell Level, double the Number of Powers (e.g. if you have six 14th level powers, you would have twelve 13th level powers). When you get to Spell Level lower than 10+(Your Multiplier), then number of powers is infinite (e.g. all x2 beings have an infinite number of 11th level and lower powers).
 
Maximum number of effects running that last 1 turn = (Your Multiplier) x (Your Int). This is usually a low number.

[X1] Immortals Rules


[X1.8] Immortal Combat System

IMMORTAL HIT POINTS
ihp = (Level in Highest Multiplier Class) x (Con)
with a minimum of 1.
Each ihp is assumed to be an infinite number of hp's.
They are not healed by non-Concordant effects such as Heal or Reset, of course.
Note that ihp's are not based on your multiplier, so (for example) low level Intermediate Gods have few ihp's.
ihp's are identical to normal hp's for consciousness:
0 ihp = Alive but can't be offensive
-1 to -10 ihp = Unconscious, lose 1 ihp per round
-11 ihp and below = Dead on this plane for (-ihp-10) yrs
IMMORTAL DAMAGE
As 1G action, you can make a "Godly attack". This is a gross physical attack that damages ihp's.
This attack affects 1 target. There is no saving throw.
If used on a Mortal, apply 1 effect from step 9 of [X1.2] per point of damage.
idmg = (1d100 TH roll, adjusted by Race, Class, and Weapon) / 100 x (You or Your Weapon's Multiplier) x (Str)
rounded down, with a minimum of 0 damage.
The TH roll can be adjusted over 100, allowing you to do above "maximum" normal damage.
IMMORTAL SAVES AND GR
For any effect other than Godly attacks, you may first make a GR roll.
Reducible GR is adjusted 25% based on the difference in you and the opponents' multipliers.
If you make the GR roll, the part of the spell/effect that affects you is ignored.
There are 2 save categories: "P Save" (vs. War/Rog/PPsi) and "M Save" (vs. Wiz/Pri/MPsi).
Roll a d20, what you need to save = the spell level of the effect.
P Saves have an adjustment of Str+Dex*2+Con-10.
M Saves have an adjustment of Int+Wis*2+Chr-10.
Saves are also adjusted by Race, Class, and items. They are *not* adjusted by level either up or down.
A natural 20 automatically saves, a natural 1 automatically misses.
IMMORTAL COMBAT SYSTEM
1 segment per round, the "PC side" then the "MPC side".
Each character gets 1G (Godly) action per round and any number of non-Concordant actions per round.
You can make an attack ("Immortal Damage" above), cast a spell of one of 6 Power types, or use an Artifact/Relic/Omen.