Yea, I was not to sure about the 'specific' part of the catch, so that is out. I agree, -4 minimum is not bad at all.
Not sure about cutting the Indefatigable, have we seen an immortal tire(also as a way to do the not drowning), if not, the whole running on the beach scene does at least imply some extra reserves.
Both of those are good points. I found no mention of any sleep differences from normal humans, but if someone can provide a source in the first movie or series that could be addressed again. However, with it catched out, it keeps the healing factor high while still keeping the cost low, so I think it works.
...I adjusted "Ha, you call that a hit," to reflect that immortals seem essentially immune to things like drowning, starvation, dehydration, and exposure. They don't ever drown, they don't starve to "death," they don't "die" of dehydration, and they never "die" of anything like hypothermia, frostbite or any other such environmental condition....
The not drowning is another thing I thought hard about. It has loose canon support at best, but in fanon it is pretty standard. So I think leaving it unmentioned and allowing players to buy that on their own, or GMs to rule that the recovery power handles it since it isn't excluded, is an acceptable solution.
As for the hypothermia, etc, I can't remember any source supporting that, though I do think I remember an Immortal in the series that was stranded on a desert island or something that kept dieing over and over from something like that and it drove him crazy. From a mechanics stand-point I would handle them like I suggested for drowning and just not mention them.
Hmm...how about this modified version of Mythic Recovery
I like it. Assuming there are no objections to more then one custom powers, I think it would make a good addition.
I would suggest the name 'Immortal Recovery'. Keep it simple and descriptive, while at the same time clearly placing in the Recovery branch of the power tree.
I especially dig the mention that only Immortal Templates can take the power. I think that would be good to add to the Immortal power.
The catch should probably stick with +3. Everyone seems to agree that is a resonable refund. Personally, I can see some reasons for the second +2, that part describes how hard it is to find out what the catch is, and that would require some research beyound the equivalent of a world-famous novel. So, change the second part of the catch to 'knowledge discoverable through research (+1)' and I would say it works. Also, the catch needs to mention that damage to the neck is uneffected by the power and, at best, heals at the noraml rate.
Characters with this power may NOT take any other Toughness powers. This I don't know about. I see your point, but it could be handle by stating something about Immortal Recovery replacing all other Recovery powers (and maybe Physical Immunity, either in general or specificly to death). That should stop the problem of headless Immortals still being alive, while not restricting super strong or uber tough Immortals.
I would also tend to agree that almost any amputation would count as an extreme consequence, but I'm curious if others also agree. Either way, it is a very elegant way to handle it mechanics-wise.
Total Recovery. Probably just a typo, but I'm assuming it should be "any consequence (excluding extreme physical ones)", the word physical being what I added. Also, I don't think the non-aging part should be tied to the recovery ability. Short of putting the Immortal power and the Immortal Healing power together as one, I think the end of aging effect should stay on the Immortal power.
EDIT: My bad, I reread Inhuman Recovery's Total Recovery Effect and it does say "(excluding extreme ones)" so, what was there is fine and it was me that was messed up.
Ha! You Call That a Hit. As I said above, remove the part about 'Drowning, starvation, dehydration, and exposure' being mild consequences and I'm on board.
Other then the things covered and refunded by the catch, the only thing remove from Mythic Recovery is the sleep thing (which like not ageing probably won't come up much) and the Endurance doesn't restrict part (which arguably has some mechanical relevance). Overall, I think -6 with a +3 catch balances well and what was taken away doesn't really need a reduction in cost, but I would like to hear what other who know the whole system better then me think.
And yea, it is cool how everyone is together on the good stuff of the franchise. The same people that would fight to the death over Star Trek or Star Wars prequels would all agree that Highlander sequals are iffy at best and horrible most of the time. But movies aside, taking all the franchise into account would lead to a very bloated template with most of the bloat having maybe one or two vague references in the canon. For those reasons and many more that may be personal and irrational, 99% of the movie and show seqeals aren't worth considering for what we want to make and it rocks that we're all on board with that.
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Below is the text I've been working on for the Template. I'm am not a great writer unless a rare moment of inspiration strikes me, but its better to have something then it is to have nothing. If anyone wants to make it better or write up one of their own, that would be sweet.
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ImmortalImmortals are a breed apart. Their power flows from the Quickening, healing their wounds, halting passage of years, and raising them from the dead. Only with the removal of their head will they know the eternal sleep of the grave and pass their power and knowledge on to the victor.
Unless a person destined to be an Immortal is killed by non-natural means, they will live and die a normal life, never manifesting any abilities. However, after the person meets that first death - usually a violent and bloody one - their Immortal powers will be awakened. Indeed, it is believed by many learned scholars that hundreds, if not thousands, of "Immortals" may live completely normal lives and die of old-age without a single soul ever knowing of their potential power.
To speak of 'Immortals' as a cohesive group is no less misleading then lumping all 'Humans' together in one general category. Immortals come from every conceivable background, rich to poor, young to old, royalty to peasant, soldier to scientist, and individuals are as unique as any given mortal human. Though Immortals are each unique, most tend to keep to themselves and avoid other supernaturals when possible. However, the circumstances of their lives, and the driving force of The Game, offer opportunities for many interesting and dangerous situations.
While an Immortal doesn't bring much direct supernatural strength to the table, a knack for the long-haul, and their relative ease at interacting with everyday society, give them an edge that few other non-mundane beings possess. Add in the accumulation of skills and stunts - as well as the possibility of other powers - and Immortals become a force that can hold their own in the world of supernaturals.
Musts: ... and then the rules stuff goes from here.