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