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

Supernatural

"It's good to be a myth"
-- Methos

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

Physical

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

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 - 250251 - 500501 - 1,0001,001 - 1,5001,501+
New Ability 34567
Ability CRx2CRx2CRx2CRx3CRx3
Attribute CRx4CRx4CRx4CRx5CRx5
New Hedge Magic Path 1011121314
New Psychic Phenomenon 1011121314
Hedge Magic Path CRx7CRx8CRx8CRx9CRx9
Hedge Magic Ritual Levelx3Levelx3Levelx3Levelx4Levelx4
Psychic Phenomenon CRx7CRx8CRx8CRx9CRx9

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

Level Seven

Level Eight

Other Supernaturals

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

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

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:

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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