An Immortal Player's Guide for Highlander: the Gathering
Compiled by Mark Antill
Introduction
Of all the net supplements that have been written for the World of Darkness
one of the oldest and the best is Highlander: the Gathering by Hank
Driskill and John Gavigan. Many people have had much enjoyment from adding
Immortals into the World of Darkness.
Despite some talk of there being a 3rd edition of these rules, it hasn't
happened, and it does not seem likely that it will. So I have collected
together rules from the net that people have written for Highlander plus
the extra information in the 2.1 edition and put them together with my own
rules and ideas. This is therefore an unofficial supplement to an
unofficial supplement, and all of its contents are presented simply as
ideas to enhance the use of Immortals in your game.
Merits and Flaws
Most Merits and Flaws described in the various books are available to
Immortals. Obviously those that apply to a specific type of supernatural
and their society are not, but in general those available to mortals are
available to Immortals too. In addition, some Merits and Flaws are
presented here specifically for Immortals. The maximum that can be spent
or gained from Merits and Flaws is 10 Freebie Points.
Psychological
- Adrenaline Junkie: (1-2 pt Flaw) Although all Immortals
are, well, basically Immortal, you feel you constantly have to prove it.
Given the choice between the safe and possibly dangerous ways of attaining
a goal, you inevitably take the dangerous path. Examples: never climb down
from a tree or building when you can jump; jump into burning buildings even
if there aren't any people in there to rescue; drink absinthe (wormwood) on
a regular basis; carve ritual tattoos all over your body and watch them
heal; always play chicken with other cars. Unlike certain daredevils who
do this for a thrill, you are addicted to these experiences, and could not
stop if you wanted to.
- Anachronism: (2 pt Flaw) You have been an immortal for
some time, and are unable (or unwilling) to keep up with the changing
times. An Intelligence roll is needed whenever you have to deal with
something from a later period than your own mortal days. If the roll is
failed, total the net failures, and use this total as a negative modifier
to your attempts.
- Code of Honour: (1pt Merit) You have a personal code of
ethics to which you strongly adhere. You can automatically resist most
temptations that would bring you into conflict with your code. When
battling supernatural persuasion that would make you violate your code, you
either gain three extra dice to resist the supernatural persuasion, or the
opponent's difficulties are increased by two (Storyteller's choice). You
must construct your own personal code of honour in as much detail as you
can, outlining the general rules of conduct by which you abide.
- Curiosity: (2pt Flaw) Even all the years of life, the lure
of something new or unknown still calls to you. In most circumstances your
curiosity easily overrides your common sense. To resist the temptation,
make a Wits roll verses difficulty 5 for simple things like "I wonder
what's in that drawer?" Increase the difficulty to things like 9 for "I
wonder what's inside that vampire's haven?".
- Emotional Isolation: (1 pt Flaw) You have seen too many
friends die over the years, and now wish to spare yourself the pain by
avoiding becoming close to anyone. You often seem cold and without
feeling, but you are now safe from pain. You have a +1 modifier to all
Social rolls involving emotions, and cannot spend experience points on the
Empathy Talent.
- Ennui: (2 pt Flaw) You are world weary; you have seen
enough to know that nothing is ever truly new. You rarely pay attention to
those around you and assume that you know all there is to know about them.
This gives you a +1 modifier to any Perception rolls involving people you
know. Due to belief in the predictability of others, you also a +1
modifier to the difficulty level of the first action taken following a
surprise (such as an ambush).
- Flinch: (2 pt Flaw) Because your original death was fairly
painless, you are afraid of pain and will go to great lengths to avoid it.
Make a Willpower roll to do anything which might involve a great deal of
pain (like jumping off a building or running into a burning
building).
- Lifesaver: (3pt Flaw) You believe that human life is
sacred and will not take a person's life except under extreme
circumstances. You may not ever willing endanger the lives of innocents or
in any way participate in a killing. You have no problems with killing
animals (for the right reasons) and will kill evil and inhuman creatures to
protect others if necessary (be very careful however with you definition of
evil...). You can defend yourself if attacked, although you will only kill
the attacker if you have no other choice, even if they are another Immortal
attacking you. Senseless death in all forms repulses you.
- Technophobia: (1-5 pt Flaw) You are unable to comprehend
or operate anything that was invented after your first "death". Add +3 to
difficulties involving such items or devices. If you are under 60 years
old, it's a 1 point flaw; if you are under 150, it's 2 points; under 400, 3
points; and over 600, 5 points.
- Routine: (2 pt Flaw) Through the ages you have settled
into Routine. You tend to go to same places at the same time of day, week,
month, or year. If others have studied you behaviour the Storyteller may
lower the difficulty for trying to surprise you by 1-3 points depending on
the nature of the situation.
- Pacifist: (5 or 7 pt Flaw) Due to religious beliefs or
just amazing morals, you are unable to take another's life. In any
circumstance involving violence you must attempt to get away or simply
accept the consequences of the violence; you are incapable of fighting.
Should you commit a violent act, you will become violently ill, and will be
almost unable to live with yourself. Characters with this flaw tend to
live exclusively on Holy Ground, or are very good at hiding. The five
point version of this flaw allows you to defend yourself (or others) but
only in life or death circumstances (i.e., against an Immortal out for your
head). The seven point version precludes violence of any sort, and you may
not purchase fighting skills of any sort.
- Paranoia: (2 pt Merit) You know that there are many people
out to get you, Hunters, other Immortals, the Inquisition and who knows
what else. You go out of your way to prepare contingency plans, vary your
movements and habits, and otherwise make yourself a difficult target. As a
result you are less likely to be attacked unawares. You have -1 difficulty
to spot ambushes and the like.
- Weak Persona: (4 pt Flaw) Your persona is strong enough
for normal circumstances, but when you are infused with the knowledge and
memories of another Immortal (by taking their heads) the conflict is just
too much sometimes. You must test for Overpowering Quickening everytime
you kill another Immortal, no matter what their Quickening was. This
cannot be taken along with Iron Will.
Supernatural
"It's good to be a myth"
-- Methos
- Bonding Blood: (5 pt Merit) An Immortal with this merit
can Blood Bond others to her, using the normal rules for Blood Bonds.
Note: for a character who takes the merit Bonding Blood, the flaw Tasty
Blood becomes a three point merit.
- Distinctive Quickening: (3 pt Flaw) Other Immortals can
tell who you are (if they have ever met you before) by the "taste" of your
Quickening as you get near. Methos has something like this, and I'm not
sure, but I think Kalas had it too.
- Endurance: (1 pt Merit) Immortals do not die, but they do
weaken if they go for prolonged periods of time with food, water, sleep, or
air. An Immortal with this benefit never needs to eat, drink, sleep, or
breath. However, most still enjoy food and drink -- it makes them feel
human.
- Holy Ground Aversion: (2 pt Flaw) Thisis similar to the
Painful Detection Flaw, but only applies to holy ground. The Immortal must
spend a Willpower point to enter holy ground.
- Hidden Quickening: (6 pt Merit) Other Immortals cannot
sense you, although you can sense them. If they should become aware of
you, however, and kill you, they can still get your gifts.
- No Sense of Quickening: (6 pt Flaw) You can not sense when
other Immortals are nearby. You can still kill them and get the Quickening
Experience, but you just can not 'feel' them coming.
- Painful Detection: (3 pt Flaw) The Immortal's Detect
Immortal and Sense Holy Ground are accompanied by extreme pain, sometimes
the pain of their first death, or maybe just the kicked in the groin/really
bad cramps pain. The Character must make a Stamina check vs. difficulty 6
The net failures are subtracted from all actions until the character is off
the holy ground or out Immortals range; check each time the power is
activated.
- Powerful Quickening: (3 pt Merit) You absorb more ambient
quintessence (Quickening) when you kill another Immortal, and there is less
'leakage' of their Quickening. (1.5 the normal amount of Quickening
experience points).
- Quiet Quickening: (3 pt Merit) For some reason, your
Quickening are short and quiet. Windows don't break, cars don't explode,
and dogs don't run for cover. General replacement effects are: Bright,
holy light transfixes you for a minute or two; animals gather around and
look at you in wonder; gentle rain falls; rainbows cross the sky over head;
you simply have a quick orgasm and get it over with.
- Slow Healing: (2 pt Flaw) An Immortal with this flaw heals
her wounds at a normal rate (e.g., a paper-cut on her finger will take a
couple days to heal). However, she can still use her Quickening to heal
wounds.
- Soft Touch: (2 pt Merit) Your change from mortal to
Immortal life was gentle, and so it is more difficult for other Immortals
to detect you. Immortals have to make a Perception + Quickening roll
against difficulty 7, or will see you as simply mortal. (This is the
Immortal equivalent of Baby Face.)
- Strong Aura: (5 pt Flaw) The Immortal radiates a
particularly strong, unique aura which is automatically sensed by any
supernatural creature possessing Auspex or its equivalent. Unless the
vampire/mage/etc is familiar with Immortals (not very likely) he will be
puzzled by the immortal's presence, and will probably cause trouble for her
at some point. Even a vampire who knows about Immortals will most likely
cause problems for the character -- such kindred are most likely Elders and
Methuselahs who are jealous of their territory and very paranoid: they will
want to know what the Immortal wants and who sent her.... Princes in
particular are not too enthusiastic about the prospect of decapitated
bodies cropping up in their cities. Deduct 2 from the difficulties of all
attempts to detect you as a supernatural; other Immortals will get advanced
warning if you are near.
- Supernatural Metabolism: (2 pt Merit) Immortals do feel
the symptoms of any drugs/poisons/etc that enter their system, although
they cannot die from an overdose. An Immortal with this merit is
completely immune to the effects of any drug or poison that is inhaled,
injected, or consumed. The Immortal could drink a gallon of pure alcohol
without becoming slightly intoxicated. However, the alcohol is still in
her system, and while the Immortal could walk in a straight line or touch
her nose without a problem, she would still utterly fail a breath test.
Note that this merit only applies to poisons and drugs that have specific
biological targets in the body, not to corrosive substances. For example,
if the Immortal drinks battery acid she would still have a bad case of
heartburn, or if she inhales vescicants like chlorine or mustard gas, her
lungs are history until she heals them. But the Immortal will be pretty
much immune to the effects of most other substances, including nerve gases,
biological toxins like snake venom or botulism toxin, general anaesthetics,
heavy metals like lead, arsenic or mercury, and of course any
narcotic.
- Tasty Blood: (3 pt Flaw) Vampires get no benefit from
drinking an immortal's blood. However, kindred tasting the blood of an
Immortal with this flaw will get an incredible rush. The vampire will seek
out the Immortal on future nights and may Frenzy if denied the blood.
Incidentally, for the Immortal, the Kiss is not enjoyable at all.
- "Thousand-Yard Stare": (2 pt Merit) When Immortals have
died their first death, they get a glimpse of what is beyond, and some take
that with them when they come back to life. An Immortal with this merit
can unnerve any who meet her gaze, be they vampire, Garou, mage, or human,
although not Wraiths and Mummies, who know all about seeing death. The
Immortal gets a bonus of three dice to any roll involving intimidation. An
additional benefit is a vampire will not be able to gaze into the
immortal's eyes long enough to Dominate her unless the vampire scores three
successes on a Courage roll (difficulty 7).
- Unbeating Heart: (1 pt Flaw) After the immortal's first
death, her heart just never started beating again. This actually makes it
possible for her to pass as a Kindred, but imagine what a vampire-hunter
will do ("They're running around during the day, now?!").
- Unfortunate Quickening: (3 pt Flaw) For some reason, luck
just isn't with you. Any time you behead another Immortal and experience
the Quickening, weird events occur which generally cause you some damage.
Examples: Lightning strikes the stone staircase you're on, plummet to the
ground; a survivalist nut with a Mac-10 uses you for target practice; a
fireworks factory is standing nearby and lights up; the cops hear the
sprinklers in the underground parking lot go off and come to investigate;
you lose your footing and fall into the river.
- Quickening Power: (3-7 pt Merit) You have some unique
supernatural ability as a result of you Quickening. The cost of the power
varies with how potent it is. The rough equivalent of a first level of a
Discipline or Gift would be three. The equal of a second level would be
four, and so on, up to a fifth level, which would be would be seven. Using
such powers always requires a Quickening roll. Example powers include
animal control, creating illusions and entering dreams. The power should
always be in the nature of the Quickening, and of the character. Note that
if an Immortal takes your head, they may take your power to on a successful
Quickening roll, this can make you a tempting target. The Storyteller is
always the final arbitrator of all such powers.
Immortal Society, Watchers and Hunters
"I don't care if he's a damned cop, it'll be self-defense, man!"
"Yeah, and what are you gonna tell 'em? That you're an Immortal and he's a
member of a secret organisation and they're trying to kill you?"
-- Carl and Duncan
- Duel Mentors: (1pt Merit) You have had the fortune to
study under more than one Immortal mentor although it is highly unlikely
that you studied under them at the same time. As such you may purchase the
Mentor background more than once. Keep track of the background points
spent on your Mentor's separately. Remember that both of them may ask
thongs of you, and it is possible this could cause a conflict of
loyalties.
- Estranged Mentor: (3pt Flaw) You and your mentor have
fallen out over something in the past. Perhaps you didn't live up to his
expectations, or maybe he didn't live up to yours. Whatever the reason,
your former Mentor is out there somewhere, and should you meet up again he
will have no hesitation in taking your head. Remember your Mentor will
know a great deal about you, including your habits and your fighting style.
You may not spend any points on the Mentor Background.
- Friendly Watcher: (5 pt Merit) The Watcher and Immortal
are good friends (e.g. Duncan and Joe). However, the Watcher will still
keep to the rules, and will rarely give away information on other
Immortals. However, if someone is coming after you, he may just drop the
odd hint.
- Ignorant: (5 pt Flaw) You know you're special -- you
realise that somehow, you cannot die, age, become sick, etc. However,
nobody has ever really educated you on what it means to be an Immortal.
You probably do not even know that you will die if you lose your head, and
you certainly do not know that there's a bunch of other Immortals
well-trained in swordsmanship who are out to relieve you of your head.
Note that an Immortal with this flaw either tends to be very young (no
other Immortal has got around to seeking her out yet) or she might have the
above merit - Hidden Quickening (she's old, but other Immortals are not
aware of her existence).
- Immortal Enemy: (1-5pt Flaw) All Immortals have many
enemies, each other, the Hunters, the Inquisition. However there is an
Immortal out there specifically looking for you for some reason. Its
likely you have fought each other before, and maybe you have killed someone
he cared about. This Immortal doesn't just have a grudge, he is out there
looking to do harm to you and those you care about. The value of the Flaw
depends upon how old the Immortal is, a 1 point enemy is not a powerful as
you, although she can still be dangerous, 2 points is another of about your
age and power, while for more points, your enemy is older or more dangerous
and for 5 he is likely to have no trouble at all slicing you up should you
fight face to face.
- Immortal Friend: (1-5pt Merit) You have an Immortal friend
you can trust. In the dangers of your existence you have a firm friendship
with one of your own kind. Someone who understands you predicament, will
watch your back and won't take your head. As with the Flaw Immortal Enemy,
the cost of the Merit depends upon the power of your comrade.
Unfortunately, since Immortals must fight one on one, there is little you
can do to protect each other against the greatest threat to either of you,
other Immortals. This Merit can be taken several times to represent
several friends. The Storyteller should also remember that friends are not
retainers or stooges, even if they are less powerful than the player, and
they are not always around. Two Immortal friends may not meet each other
for decades, even centuries.
- Known Watcher: (1 pt Merit) The Immortal knows that the
Watchers exist, and that there is a person watching him/her, just taking
notes. However, she does not know who this person is.
- Mummy Companion: (5pt Merit) You have one of the world's
few mummies as a companion or close associate. Your relationship is one of
relative equality, as you are both one of the few creatures that can
understand each other. The Reborn will help and advise you from time to
time, but will expect the same treatment in return, such as minding their
affairs while they are dead, and they are neither a constant companion nor
a source of free Amulets or Alchemical potions.
- Really Friendly Watcher: (7 pt Merit) The Watcher will
betray other Immortals to you. Note this will risk him being expelled from
the Watchers. If this happens obviously this merit is lost, and said jaded
Watcher may become a Hunter (Storytellers discretion)
- Rogue Watcher: (5 pt Flaw) Your Watcher has turned Hunter.
Think of having a really diligent Vampire Hunter after you who knows your
bank account, your job, where you live, etc.
- Sanctuary: (4 pt Merit) You have access to a place of Holy
Ground where you can stay if necessary. Maybe the local priest is your
friend, or you own property built on an ancient burial sight. However, if
the location is a node or caern, other supernaturals may have an interest
in it, and while you may be safe from Immortals there, you may not be safe
from them.
- Well Known Watcher: (2 pt Merit) The Immortal knows about
the Watchers, and knows who her watcher is. The Watcher himself may or may
not know that his Immortal knows about her.
Physical
- Neck Injury: (2 pt Flaw) At some point, the Immortal has
sustained a vicious injury to the throat (most likely a near decapitation
by another immortal). There is a nasty scar on the immortal's throat, and
he speaks in a horrible, grating voice. All social rolls suffer a penalty
of two dice. On the plus side of this, the Immortal gets a bonus of two
dice on intimidation rolls.
- Pain Tolerance: (5 pt Merit) Although Immortals cannot
die, they can still feel pain, and they do not particularly enjoy it.
Immortals normally have a high tolerance for pain, because little compares
to the agony of their first death when they become fully Immortal.
However, those with this pain are virtually insensitive to painful stimuli.
Thus, the Immortal would not hesitate to jump off the World Trade Center,
or stick a knife in his heart to prove to someone she cannot die. In game
terms, the Immortal reduces the wound penalties on her dice pool by three.
If the Immortal is reduced to "incapacitated", she can still take actions
with a penalty of four on her pool (unless, for example, her limbs are
physically cut off -- the Storyteller is the final judge). Note: Immortals
with this merit are pretty much immune to the effects of the Dark
Thaumaturgy Path of Torture (Storyteller's Guide to the Sabbat).
New Advantages
New Combat Manoeuvres
"You're better with a blade than her, yes. You're stronger than her,
yes. But if you keep letting her walk away, one day she gets lucky and
takes your head - yes!"
-- Methos
- Steel Wall: The warrior rolls as his attack roll Dexterity + Melee, difficulty 7. Any
success on this roll add to the number of parry dice he has on any defence
roll he makes during the turn. Any attempt made to Brawl from the front
by any attackers results in automatic damage on whoever tries to attack him
hand-to-hand, as if a successful attack roll had been made. The warrior
may attempt only parries in this turn.
- Type: Defence
- Difficulty: 7
- Image: The warrior begins to swing to his weapon in a complex flowing pattern, weaving a wall of steel in front and around him, moving forward slightly with each pass.
- Tendon Slice: Skilled if somewhat unscrupulous warriors can attempt to slice the tendon's
of a foe's wrists and ankles. Doing this requires Melee 4, Dexterity 2 and
a bladed weapon. If two or more Health Levels are taken by the victim, the
tendons are cut. Wrists become useless, and a successful tendon slice to
the ankle can cripple a mortal opponent for life unless excellent health
care or magical aid can be rendered.
- Type: Attack
- Difficulty: 9
- Damage: As weapon
- Image: With deadly precision, the warrior quickly strikes, whipping his blade across his opponents vulnerable wrist or ankle.
- Jab: This quick strike serves to test an opponent's defences.
- Type: Attack
- Difficulty: Weapon Difficulty -1
- Damage: Strength -2
- Image: With a quick, fast strike the warrior tries to pierce his opponents defences.
- Head Wound: Different from the normal aimed attack, the purpose of this strike
is to slash the opponent's head causing him to bleed. The blood will then
obstruct his vision in subsequent rounds adding +1 to the difficulties of
their strikes on the following turn. This lasts for one turn per Health Level
done by the attack, or as long as it takes to heal the wound, which ever is
less, although there is a minimum of one turn's effect, even if the wound is
healed the blood does not instantly disappear.
- Type: Attack
- Difficulty: Weapon Difficulty +2
- Damage: Strength -2
- Image: The warrior swings his blade at his opponent's head, cutting him on
the forehead and causing blood to spill down his face and into his
eyes.
- Paired Weapons: A character needs to have a Dexterity + Melee dice pool of at least five to
use paired weapons, although is unlikely to present much of a problem to
most Immortal characters. A character with two weapons can choose to
either attack with both or use one to defend. If attacking the character
must split her dice pool, but gains an extra dice to the pool. If
defending the difficulty of Melee and Brawl attacks against the character
are increased by one.
New Knowledge
Immortal Lore:Like all Lores the knowledge is hard to come by, and for those people not
belong to the groups that normally possess it a good reason is required to
have it a character creation.
- You know that Immortals exists, and beheading them kills them;
- You know of the Quickening, and the Prize;
- You have heard of some of the more famous Immortals;
- You know of many Immortals, and the deeds of the more famous;
- You know who killed who, where, when and with what.
Possessed by: Immortals, Watchers, Hunters
New Archetypes
Reluctant Immortal
Eternal life was thrust upon you, and you didn't want it. You yearn for a
normal life -- a small circumscribed, safe little life, blissfully ignorant
of the greater things to which your eyes were forcibly opened. A life
without having to watch over your shoulder for another sword-wielding
maniac looking for your head. You know you can never go back to being
mortal, and you don't want to die just yet, but you can't shake the
yearning to be normal. Your moods will often swing between denial and
depression.
Gain one permanent point of Willpower when you realise and accept the truth
about what you have become. This should occur only after long
soul-searching and some excellent role-playing. After this choose another
Nature, perhaps one related to the catalyst for change.
Masquerader
No, this doesn't mean you like vampires. Rather you feel that life is
complex enough for those who only have one lifetime. For Immortals it can
dissolve into chaos if too many things from the past all come home to roost
at once. The only way to avoid this is to leave as little trace of
yourself as possible -- to leave no footprints in the sands of time.
Mortals are far better off never knowing that creatures like yourself walk
among them -- and secrecy protects you from the unwelcome attention of
Hunters and other Immortals.
Regain one Willpower point whenever you resolve a situation without anyone
finding out, or even suspecting, that you are more than just an ordinary
mortal.
The Quickening
"People living forever running around cutting each others' heads off with
swords.... It'll be filed away with alien abductions and Elvis sightings"
-- Methos
Attribute Maximums
Rather than limit an Immortal's Attributes and Abilities by age, it makes
more sense to limit it by Quickening. It is the supernatural power of the
Quickening that allows an Immortal the superhuman prowess. This makes the
higher Quickening levels more useful and allows successful young Immortals
to progress to supernatural levels of power, providing an extra incentive,
as if one was needed, to take heads. It also places the higher levels of
Attributes and Abilities within the reach of all player characters,
although they will have to work hard to get it.
| Quickening | Stat Maximum |
| 1-5 | 5 |
| 6 | 6 |
| 7 | 7 |
| 8 | 8 |
| 9 | 9 |
| 10 | 10 |
Quickening and Numina
Hedge Magic and Psychic Phenomena
Immortals who had these powers in before their 'death' do not lose them
afterwards. During character creation an Immortal can purchase such powers
at a cost of 7 freebie points per dot. Hedge Magic is more common among
older Immortals, who often come from a time when it was practised more
widely. Psychic Phenomena are generally a more recent occurrence, and
tends to be possessed by newer Immortals, although both powers a rare even
among such an exceptional group.
An Immortal may try to power such abilities through their Quickening rather
than force of will. To do this a Quickening roll is required, and the
Immortal must score as many successes as the level of the power they are
trying to use. If she succeeds the power works with no Willpower
expenditure. If she fails, the Willpower point can be spent as normal. If
the roll botches, the power automatically fails, and the Willpower point is
lost. Note that any normal Attribute + Ability roll must still be made,
and required foci must still be used.
There is a price to pay for having such powers however. If an Immortal
with these powers is slain, the victor may take points in these Numina in
the same manner as Abilities (instead of, not as well as). This make
Immortals with such powers very tempting targets.
The only Numina that is forbidden to the is the Psychic Phenomena of Astral
Projection. Since an Immortal's spirit cannot leave her body while alive,
it is not possible to ever learn or use this power.
True Faith
Unlike other Numina, True Faith cannot be taken by another Immortal, as it
comes from belief, not knowledge. An Immortal who possesses True Faith
cannot use it as countermagick against any power which her Quickening
protects her, but may use it normally for anything else. Several Immortals
have developed True Faith after their first "death" believing that they
have been restored to life to fulfill some holy cause.
Dark Powers: The Infernal and the Wyrm
Immortals are as good or bad as the human populace from which they come.
Like humans, some seek power in places best left alone. Immortals may
practice the black arts, the Ritualis Infernal (see the Book of Madness and
WoD: Sorcerer). Some practised it before their death, others took it up
afterwards seeking any power that could help them in their quest for the
Prize. Unlike other Hedge Magic, points in Pit Craft cannot be taken from
a defeated Immortal as the power does not flow from themselves but from
Inferno. Such powers can still be fuelled by the Quickening. For those
who traffic with demons, Infernal Investments may still be gained.
For those who choose to deal with the Wyrm, they may also benefit from its
dark gifts. Since Immortals cannot be possessed, they cannot become
Fomori. However, like other servants they can be rewarded with similar
powers for loyal service. The Immortal's resistance to body altering
powers does nothing to stop the gifts of their dark patron, beneficial or
not, and Immortals who serves the Wyrm for too long may find themselves
with a Taint or two.
Magical Items
An Immortal who is lucky enough to get their hands on a Talisman or a
Fetish can use such an item, up to the third level of power. They can do
so by rolling their Quickening, difficulty the items Arete or Gnosis. In
the case of Fetishes, an initial roll must be made to attune themselves to
the item. For Talismans, any Paradox gained goes to the Talisman. 10 or
more points accumulated will destroy it.
Experience and Age
"You've no knowledge whatsoever of your potential!"
-- Ramirez
As with other traits, Numina become harder to learn as the Immortal grows older.
Trait Experience Costs
| Age | 100 - 250 | 251 - 500 | 501 - 1,000 | 1,001 - 1,500 | 1,501+
|
| New Ability | 3 | 4 | 5 | 6 | 7
|
| Ability | CRx2 | CRx2 | CRx2 | CRx3 | CRx3
|
| Attribute | CRx4 | CRx4 | CRx4 | CRx5 | CRx5
|
| New Hedge Magic Path | 10 | 11 | 12 | 13 | 14
|
| New Psychic Phenomenon | 10 | 11 | 12 | 13 | 14
|
| Hedge Magic Path | CRx7 | CRx8 | CRx8 | CRx9 | CRx9
|
| Hedge Magic Ritual | Levelx3 | Levelx3 | Levelx3 | Levelx4 | Levelx4
|
| Psychic Phenomenon | CRx7 | CRx8 | CRx8 | CRx9 | CRx9
|
It is up to the Storyteller if Faith can be raised by experience or just
through roleplaying. In either case an Immortal's Age does not affect
increasing their Faith.
An Immortal's Sword
"Choose your ground, choose your weapon, and face what
is to come."
-- Rebecca
Although few Immortals would describe their weapon as 'just' a piece of
steel, in few cases is there anything magical (or magickal) about it.
However, when the Immortal uses the Empower Weapon ability, some of his
Quickening enters the sword, making it more "real".
When empowered, the sword is more resistant to any supernatural powers.
The Immortal may roll his Quickening to resist any powers that affect the
weapon (such as the Matter Sphere or the Heat Metal Gift).
Immortals and the Umbra
Although Immortals have no natural power to enter the Umbra, it is possible
that they may find themselves there (Spirit Magick, Hand from Beyond).
When in the Umbra, an Immortal is capable of physically interacting with
spirits and ephemera. Any damage received in the Umbra from spirits and
attacks can be soaked by a Quickening roll. Also an empowered weapon may
inflict damage upon spirits.
Unless the Immortal has some points in Cosmology or Spirit Lore it is
unlikely that she is even aware that the spirit world exists.
Pre-Immortals
A Pre-Immortal is someone who has the potential to become an Immortal, but
has not yet experienced her "death". To all normal intents and purposes
they are simply human beings with no special powers or abilities. Even
supernatural powers cannot normally detect their latent abilities, although
anything that reads their future or fate may reveal that something special
is in store for them. Pre-Immortals have no special advantages or powers
granted by their status, and generally count as Witness for Vulgar magic
and are subject to the Delirium and the Fog.
If a Pre-Immortal is beheaded or subject to complete destruction (e.g.,
reduced to a pulp in a car crusher) they simply die. There is no release
of Quickening and no power that can be gained.
New Quickening Powers
Like the Kindred's Disciplines, the powers of Quickening above 5 are not
fixed. Rather their nature depends on the nature of the Immortal who
develops them. Keep in mind that Quickening powers are rarely very flashy.
They are often more subtle in nature, effecting the Immortal themselves, or
the minds of those around them.
When an Immortal reaches Quickening levels above five, they receive one
power at the new levels. Additional powers at the same level may be
purchased. These cost level x5 experience points, but do not require and
Quickening experience, just time and practice. Like the lower level
powers, they all use a Quickening roll if any roll is required.
Level Six
- Sense of Quickening's Form: This is a superior version of the level one power. The Immortal can sense
the mystic energies around them, the different forms they take, and when
that energy is being manipulated. This allows the Immortal to sense the
presence of the types of supernaturals nearby, and the use of any
supernatural power. The more successes scored, the more information
gained. One would tell the general type of creature (e.g., shapeshifter,
vampire) or the type of power (Sphere, Gift etc.). Three or more will
reveal more specific detail (e.g., Bone Gnawer Garou, Setite vampire,
Forces sphere). Five will reveal an exact power (e.g. Life 3, Blissful
Ignorance). Note that Immortals cannot recognise something they do not
know of, or have not seen before, and while they may recognise a power it
does not mean they know what it is called. Immortals who score five
successes with this power can sense Pre-Immortals if they are in the
immediate vicinity.
- Shield of the Mind: The Immortal can protect his mind from any outside interference. This
includes mind control (e.g., Dominate, Obedience), emotion control (e.g.,
Presence, True Fear) illusions, invisibility and mindreading. In the case
of illusions and invisibility, it will only work if they are mental in
nature, and not physical (e.g., it would protect against Chimestry,
Obfuscate or the Mind Sphere, but not a Forces rote that bends the
light).
This requires a Quickening roll, with each success deducting from the
opponents. This roll is in addition to any other resistance allowed by the
power. Note that the roll will only protect the Immortal, not others
influenced by the power.
- Power Strike: When the Immortal strikes with her blade, there is a large electrical
discharge. This power functions as the Empower Weapon ability, except all
of the damage done in the attack is aggravated.
Level Seven
- Swiftness of the Steel: By channelling his Quickening through the blade, the Immortal becomes one
with his weapon, a truly terrifying opponent. The Immortal makes a
Quickening roll, and providing he scores at least one success he may add
his Quickening to his Dexterity + Melee dice pool for the rest of the
scene. If he is taking several actions in the turn (e.g., using Speed of
the Stag) the dice can be added to one action, or split over several, but
it is not added to every action.
- Blur of Speed: The Immortal can react with amazing swiftness. Add the Immortal's
Quickening to any initiative dice pool.
- Tap the World Mind: The Immortal can tap into the collective unconscious of the human race,
rather like a Mage using the Dream background. For every success on the
Quickening roll the Immortal gains one point in a desired ability. This
new rating does not add to the Immortal's own, but rather replaces it for
the scene. This power can only be used once per scene.
Level Eight
- Read the Soul: Using this ability the Immortal may 'tune in' to a person and know her
mind. The target must be either visible to the Immortal, or close by and
the Immortal is aware of her presence. The Immortal must make a Quickening
roll, resisted by the target's Willpower (difficulty 7). The more
successes the Immortal gains, the more he know about the target.
| Successes | Knowledge Gained |
| 1 | Target's current thoughts and emotions. |
| 2 | Basic knowledge about the target (occupation, close family, etc.), and short term plans. |
| 3 | The target's long term plans, and rough detail of her history. |
| 4 | The target's dreams, hopes and desires, and exact details of her life history. |
| 5 | Knowledge of the target's most deeply buried secrets, that even he does not acknowledge. |
With three or more successes, the Immortal may even see through the persons
eyes. While doing this, he cannot see through his own however.
Overwhelming Quickening
Sometimes when a very powerful Immortal is killed, absorbing her Quickening
can have a profound affect upon the victor of the duel. The accumulated
weight of possibly centuries of memories and knowledge cannot but have a
strong influence on her killer as they flow into him. An example of this
would be when Darius killed the Good Immortal in Paris and was forever
changed by it.
In game terms this only happens when an Immortal beheads an opponent whose
Quickening rating is higher than both the victor's Quickening and his
Willpower. When this happens roll the loser's Quickening resisted by the
victor's Willpower, both at difficulty 6. If the victor wins the roll, or
it is a draw then nothing happens. If he loses by one or two success then
he has become overwhelmed with thoughts and memories of the Immortal he has
slain; in this case he assumes the Nature of the defeated Immortal. He can
opt to spend a Willpower point and return to his previous nature for one
scene, however he can only spend Willpower that he either had either before
the Nature change, or that he gained while acting under his original Nature
to do this.
Once he has spent as many Willpower points as his victim's Quickening score
he may resume his old nature. If he runs out of Willpower points that can
he can spend to act under his original Nature, the Nature change becomes
permanent. If he loses the roll by three or more successes then again the
Nature change is permanent. The only way for him to regain his old nature
is through extensive role-playing.
Although the player will be aware of the change in her character's Nature,
and consequently his behaviour, the character will not be aware that he is
acting differently until either someone actually points it out to him or he
performs an act so contrary to his old Nature that he cannot but help
realise that something has happened.
Healing and Damage
Its generally assumed that only decapitation can kill an Immortal, but that
is not completely true. Should an Immortal suffer such catastrophic
injuries that her body is destroyed or completely obliterated then she will
also perish. Examples of this would include being at ground zero of a
nuclear explosion, being pulped in a car crusher or explosive
decompression.
It is also possible for certain supernatural powers to destroy them. Again
it takes either something that totally wipes them out, like the Ren-Hekau
spell that wipes a person from existence, or a power that somehow targets
what they are, like the Renew the Cycle Gift that destroys creatures that
should be dead. If you are using the damage rules from Vampire Revised
Edition, then Immortals can soak Bashing, Lethal and Aggravated damage with
their Stamina. They heal all damage at the same rate, although Heal Self
will heal two levels of Bashing damage per success rather than one. If you
are using the World of Darkness: Combat rules than treat Stun damage in the
same way.
Permanent Wounds
It is very rare for an Immortal to take a wound that doesn't completely
heal, but there are some circumstances. Wounds to the throat or neck will
heal, providing they don't decapitate the Immortal, but always leave a scar
of some sort. Also its sometimes possible for Aggravated wounds to leave a
mark. Should the Immortal try to heal and Aggravated injury with
Quickening, rather than letting it heal "normally", and botch his
Quickening roll he will be left with a scar. In the case of extreme damage
like a severed limb, a botched roll indicates it does not regrow.
Immortals and... (Crossover)
"Leaving's no problem, but killing me . . . that's not as easy as it
looks."
-- Duncan
Other Supernaturals
- Vampires: Embracing an Immortal is simply a waste of good Vitae, although draining
their blood can drive them to Incapacitated. To make matters worse, the
vampire now has inert blood in her system. This blood will take up space
in the Vampire's system (i.e., fill up space in the Blood Pool) but cannot
actually do anything. The only solution is for the vampire to bleed this
blood out of her body. A vampire will realise that something is not right
with the blood the moment she starts to feed on it.
If a vampire embraces a Pre-Immortal then she will trigger his "death".
The Pre-Immortal drained of blood will not revive upon tasting the
Kindred's blood, leaving the Lick to wonder what went wrong. The new
Immortal will recover like any other after experiencing his first
"death".
- Ghouls: An Immortal cannot be Ghouled, as consuming vampire blood has no effect on
them. A Pre-Immortal can be Ghouled and Blood Bound as normal, and he may
even learn Disciplines. If he dies however, the stirring Quickening will
purge the Vitae from the System. This has the advantage of breaking the
Blood Bond, but he will also lose any Disciplines that he possessed. In
the stunningly unlikely event a Revenant becomes an Immortal she suffers
the same effects as a Ghoul; in addition her body will no longer
manufacture any Vitae.
- Garou: It is not possible for an Immortal to also be a Garou, or any other form of
shapeshifter. All shapeshifters have an intimate connection with Gaia
through their Gnosis. By contrast, an Immortal's spirit self is bound up
in his Quickening and incapable of experiencing this connection. For the
record, Immortals are not subject to the Delirium that the shapeshifters
induce. An Immortal cannot use any Garou Rites, even if he has the Rituals
Knowledge and knows how to perform them as the spirits will not recognise
and obey him.
- Kinfolk: It is quite possible for an Immortal to be a Kinfolk. In this case she
must purchase the Merit Kinfolk (see Kinfolk: Unsung Heroes for more
detail). An Immortal Kinfolk cannot learn Gifts or have any Gnosis; her
Quickening prevents the spiritual connection that would be required to have
such powers. She can however gain Renown in the same manner that other
Kinfolk can, providing that there is a Garou Sept that would accept
them.
A Pre-Immortal Kinfolk is indistinguishable from any normal Kinfolk.
Although his dormant Quickening will prevent him from learning any Gifts or
acquiring Gnosis, these are rare powers even among Kinfolk, and it is
highly unlikely that any significance would be attached to his lack of such
abilities.
- Mages: An Immortal's Avatar is already Awakened upon the moment that they first
die, but its nature is fixed and it cannot utilise the powers of True
Magick. Even a Pre-Immortal cannot be Awakened in any manner except
through killing her. An Immortal does not count as a Witness for Vulgar
Magick.
- Wraiths: A dead Immortal killed in a duel cannot become a Wraith; the only
possibility is that he died and no-one took his Quickening. In such
circumstance he might become one of the Restless, although he would not
have any of his old Quickening powers. Like other supernaturals Immortals
are not affected by the Fog. An ex-Immortal Wraith cannot become Risen, as
it seems whatever protects them from possession in life protects their
corpses from the Puppetry Arcanos in death.
- Changelings: It is not possible for a Fae soul to enter the body of even a Pre-Immortal.
Even latent the Quickening simply does not allow the space for it to enter.
Assigning an Immortal Banality can be rather tricky. On the one had some
of them are old enough to remember the times when the Fae walked the earth.
On the other, their long lived have left many of them jaded, and incapable
of experiencing wonder. In general the older an Immortal is, the higher
her Banality is likely to be. Immortals are affect normally by the
Mists.
- Kinain: An Immortal can be Kinain, but he may not posses Glamour, unless Enchanted,
or use any Arts. As with Kinfolk and Gnosis, the Quickening prevents such
powers and its internalised nature prevents an external connection, in this
case with the Dreaming. Even Pre-Immortals cannot enjoy such
powers.
- Fomori: Since an Immortal cannot be possessed, it is impossible for him to become a
Fomori. A Pre-Immortal could, however become a Fomori but upon his "death"
the Bane is ejected from his body, causing them to lose all Powers and
Taints.
- Gypsy: A Pre-Immortal Gypsy can have a Blood Purity rating and enjoy the
advantages of the Blood Affinities. However when the Quickening stirs the
spiritual nature of her blood undergoes a radical change, and such powers
are lost. The Blood Purity rating can be retained, but only to determine
social bonuses and penalties.
Supernatural Powers
In general any Immortal is highly resistant to any power that alters her
body, whether the power is beneficial or not. The Immortal gets her
Quickening in automatic successes to resist such powers. Remember also
that she cannot be possessed, and her soul cannot be remover from her
body.
Aura Reading: An Immortal's aura appears quite bright, but is very close to his body.
Immortals with high Quickening show electrical type sparks in his aura;
these flare more brightly when a Quickening power is used. Note that
Immortals with Awareness 3+ can read auras.
Gifts
- Scent of the True Form: This will detect Immortals against
a difficulty of 7 (and remember any Arcane rating). If the Garou succeeds
she will know that the Immortal is not human, but she will not recognise
what he is unless she know an Immortal's 'scent'.
- Sense the Unnatural: This power will also detect
Immortals, again the Garou will need some experience of Immortals to know
what she is sensing.
- Sense Weaver: An Immortal's static nature means that he
will usually be detectable with this Gift.
- Fatal Flaw: Three or more successes on this Gift will
reveal an Immortal's vulnerability to decapitation.
- Mother's Touch, Whelp Body, Wither Limb, Open Wounds, Curse of
Dionysis: With all these Gifts, the Immortal gets his Quickening
as automatic successes to resist.
- Renew the Cycle: This awesome Gift will affect Immortals,
who after all have died and are still around. If the Gift succeeds then
the Immortal dies and his Quickening earths itself in the surroundings. A
nearby Mage with Prime may try to take this power as when an Immortal dies
in a duel, but no other Immortal can gain it.
Spheres
Life and Prime are covered in the main rules. Scanning with either of
these Spheres will also reveal that there is something unusual about an
Immortal: his Prime energies are tightly locked into his body and his Life
patterns are not subject to age and restore themselves at a vastly
accelerated rate. Note that the Quickening protects against Entropy 4 as
well, when targeted at the Immortal's body.
Charms
Possession: This charm has no effect at all on Immortals,
however they are effected normally by such charms as Influence or
Suggestion. Note that since Immortals cannot be possessed there is no such
thing as an Immortal Fomori. If an Immortal was possessed before he
'died' the spirit is ejected upon the Immortal's death.
Disciplines
- Dominate: The Dominate power of Possession and any similar
higher level abilities will not work on an Immortal.
- Obeah, Valaren and Chi'iu Muh: These Disciplines cannot be
used to remove an Immortal's soul from his body; any attempt to do so
will simply fail. Healing powers are resisted automatically with
Quickening.
- Quietus: The Quietus powers that reduce a victim's
physical attributes have their successes reduced by the Immortal's
Quickening.
- Vicissitude: As with other powers that affect an Immortals
body, his Quickening counts as automatic successes rolled against those
rolled by the Vicissitude user. Each success after that on the Vicissitude
roll is treated as one health level of aggravated damage for the purpose of
regenerating it, which an Immortal's body will begin to do
automatically.
Arcanos
Puppetry: Immortals are immune to this power.
Faith
Faith has no direct effect on an Immortal, although one with True Faith may
be able to bless an area so that it counts as holy ground. Obviously any
area that has a faith rating is holy ground, even if such a place is not a
node. An Immortal's Quickening will count against faith healing, as with
any other kinds.
Credits
Merits and Flaws by:
- Erik Nielsen: Adrenaline Junkie, Flinch, Pacifist, Powerful Quickening, Quiet Quickening, Soft Touch, Unfortunate Quickening
- LeeGarv: Weak Persona, Technophobia, Distinctive Quickening, Dream Projection
- Marco: Bonding Blood, Endurance, Hidden Quickening
- charlesfreel: Holyground Aversion, Slow Healing, Strong Aura, Supernatural Metabolism, Tasty Blood, "Thousand-Yard Stare", Unbeating Heart, Ignorant, Neck Injury, Pain Tolerance
- J. Clayton: No [Sense of] Quickening
- The Livewire : Painful Detection, Friendly Watcher, Known Watcher, Well Known Watcher, Really Friendly Watcher, Rogue Watcher
- Hank Driskill and John Gavigan: Mummy Companion, Paranoia, Code of Honour, Emotional Isolationism, Ennui, Anachronism, Routine, Curiosity and Life saver. Taken from the version 2.1 of the rules and based on Merits and Flaws from the Vampire sourcebooks.
Excerpts from sourcebooks: The combat manoeuvres Steel Wall, Head Wound and Jab are taken from the Werewolf Players Guide. The manoeuvre Tendon Slice and the paired weapon rules come from Changeling: the Dreaming. The Archetypes Reluctant Immortal and Masquerader are adapted from Mummy Second Edition.
Everything else and editing by:: Mark Antill
The use of the "Highlander" name and quotes from the series and film
Highlander in these Rules is not a challenge to the ownership of the rights
to the Highlander movie, nor of the ownership of the rights to the
Highlander television series by Rysher Entertainment. Nor is the use of
the name "Highlander" a challenge to the rights of Thunder Castle Games,
Inc. to publish the Official Highlander Trading Card Game and the Official
Highlander Role Playing Game.
Mis à jour le Thursday 14 April 2005, 23:39:39
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