IMMORTAL: THE QUICKENING 20TH ANNIVERSARY EDITION Foreword

Highlander: The Gathering was written back possible, and to clear up some things about in 1993 and is one of the most loved fan Immortals. I also choose to ignore the bad supplements. Unfortunately for us some 20 Highlander movies, and to keep the good fluff in years have passed since edition 2.5 was made, check, while preserving the original game's and 3rd edition never came out. With the rise of concepts. This means the game's Immortals are the 20th anniversary editions of Vampire, slightly different than the ones in series and Werewolf, and Mage, I thought it would be a movies. good idea to redo the rules for modern times. "Immortal: The Gathering 20th Anniversary Some of the things changed in this are the Edition” is compiled from Hank Driskill and John virtues system. Originally Immortals didn't have Gavigan’s “Highlander: The Gathering” and virtues like humans, however with the creation Mark Antill’s “The Highlander Players Guide.", of new editions of Vampire, this changed, and R's Revised Edition. This net supplement Highlander didn't. So I have introduced the would not be possible without their hard work. concept of Dark Quickening, which functions This version brings together the best similarly to Torment from Demon, but transfers elements of the work of these gentlemen into between Immortals after a death. This has one sourcebook. It also places the supplement added a sense of morality that is well known to in step with the 20th Anniversary Edition books, the , and now Immortals are both mechanically and thematically. This not excluded from this. version is somewhat darker than the previous While writing this I tried to preserve as much versions. as the original concepts (and wonderful text) as

Prologue

Calcutta, not so long ago… very well. So after that you came out of the tomb, only to have a mob in Khulna try to stone “Please, sit down. Yes, I know that you have you to death. questions about what is going on. I will do the “No, this is not the afterlife. You did not fail best I can to answer your questions. your karma — at least not the way you think “I have been able to piece together what you did. This is not a hell. Well, not technically happened. The people around you thought you at any rate. were dead. They thought you had died with “You are alive. You breathe, you eat, you your husband. They buried you both together. sweat, you sleep. You are very alive. You are Yes? At some point not long after they closed more alive than the people walking the street the stones over you, you woke up. You found outside. Yes, we are in Calcutta. You, and I, we yourself in a cold and dark place next to a dead are not like them. I know you do not body. I know what that is like. Really, I do. understand. This is a lot to absorb all at once. “So then you just drifted off, you fell asleep You can give it time. as it were. “You have been given a legacy, a birth right. “Until last week, when you woke up again. You and I are special people. Before you ‘died’, The tomb had cracked open and you found you were just like other women. You would yourself in this strange world that you do not grow old, get sick and...ah...bleed. The recognize that looks like it was laid over the one difference was this legacy in you. It was like a you come from. Believe me, I understand that spark or an ember. “That ember blazed into a fire with your will not be so kind. Most will simply want to kill death. The fire in you is called the Quickening. I you to take your power. have too. That is what you felt in the market “What power do you have? Besides our place before you saw me. healing and no longer aging, as you take the “Eh? Yes, all your wounds have healed power of other Immortals you will be able to quickly. That is part of what the fire in you run faster, be stronger, heal even more quickly. means. You heal quickly. You will never get sick. Those are just some of our potential powers. You will never get old. You will be stronger, “Immortals battle each other. It is just the quicker and more alive than anyone else around fact of our existence. Someday, only one you. So, no, the people in the market could not Immortal will be alive. This Immortal will have have killed you with the stoning. all the power of all the Immortals who ever “Yes, I don’t have to worry about those lived. This is ‘the Prize.’ No one is certain exactly things either. what the Prize is, but it means great power. “How old am I? That is very perceptive of “Unfortunately, we are not alone on this you. Yes. I stopped aging and I am much older world. There are other supernatural beings. You than I look. I told you to call me Juan Mendoza. will probably meet some of them sooner-or- My real name is Teopixquitletl. I am the last later. High Priest the Feathered Serpent God from a “There are vampires. There are werewolves vanished empire. I am more than 500 years old. and werecats. There are sorcerers and shamans “Yes, we are very separate people. No, I have and people who practice a clockwork magic that never worshipped Allah. So why are we both only an accountant could love. There are like this? ghosts. There are strange creatures whose souls “I have no idea. I wish I did know. I wish had are dreams. There are hunters who want all of a better answer for you. It is the mystery of our the above - and that includes you and me - to existence. None of us knows why we are like die. They all have their societies and groups. this. There are others of us. Not many, though. They all have their own battles and causes. You Immortals have always been few in numbers. may even work and fight among them. But you “Yes, your right. There is a down side to this. will never really be a part of them. The way of In addition to never growing old, you will never the Immortal is the way of the lonely warrior. again...ahem...bleed. You cannot have children. “The only thing all the supernatural beings The choice was taken from all of us. have in common is the belief that the end of the world is at hand. It means different things to “Moreover, saying we are Immortal is over each of them. To us, to Immortals, it means we stating it. We can and do die. If - for any reason are now in the time of the Gathering. The - lose your head, you die. There is more. Gathering is when the last Immortals on Earth Immortals kill each other - cut off each other’s fight each other. The last Immortals in the heads - to take each other’s power. If another world kill each other off so that one of them will Immortal cuts off you head, he gets your power. win the Prize. You came out of you tomb in time Yes, that is why I carry this sword. Swords are for the Gathering. But do not worry too much. I probably the best weapon to use to cut off will help train you to defend yourself. someone head, if you know how to use one. “This is a lot to absorb all at once. Let's go Once, a long time ago, this sword belonged to a shopping. Calcutta has changed less than you Spaniard named Cortez.” might image sense your death. Along the way “Why didn’t I cut off your head? Well, for you can ask me any question about the last 150 lack of a better term, it would have been rude. years - ah, yes, the English are long gone - and Someone taught me the ways of life of about being an Immortal. We’ll pick you up a Immortals. It is only right I return the favor to sword. In fact, I know just the place run by this the world. However, most Immortals you meet mortal death-cultist fellow.” “You know, your smile, it reminds me of something. There is this painting of Kali is Delhi. You smile just like her. “Why are we Immortal? I told you, I do not know. “Ah, why do I think we are Immortal? Because some god wants it that way.”

Chapter 1: Introduction “In the end, there can be only one.” – Ramirez, Highlander, the Movie.

Immortals. The Storyteller should make certain Once upon a time, there was an interesting that the Immortal character is part of the group movie. This movie was about a Scotsman who for a reason. “Because it’s cool” is not sufficient could not – unless decapitated – die. There reason for an Immortal player character to aid were others like him. They killed each other. the other player characters. It is best if the They became more powerful amid a Immortal character has ties to other members pyrotechnics display. It came down to the of the group. She might be “related” to a Garou. Scotsman and a creature of evil. Alternatively, she might be the ally of a Vampire The Scotsman won. Because – in the end – or a Mage, or she might just be a hired there could be only one. Several poor movies, a bodyguard. What is important is that she is not TV show and an animated series later, it looked just an add–on but a part of the team. like there really should have only been one. Maybe. However, maybe there are other Players and Storytellers Immortals out there, fighting to survive in a It bears reiterating that the Immortals this world of the darkest powers. book covers are only included in a campaign at the Storytellers discretion. As a net supplement Storytelling – written and compiled by fans – it is arguably This book is an Internet supplement to the more voluntarily than the books actually World of Darkness published by White Wolf. published by White Wolf. Highlander–style Players may take on the role of an Immortal – Immortals fit reasonably well into the World of battling other Immortals until only one remains Darkness. The movie “Highlander” is one of the in the world entire. inspirations for the World of Darkness. It is Running a Chronicle where an Immortal is contingent upon both the player of an Immortal part of a group is a challenge. Immortals are and the Storyteller to make certain the very powerful characters in the Storytelling Immortal player character does not run rough system. Their relative lack of vulnerabilities shod over the other player characters. The best alone makes them dangerous. To keep things games are product of mutual effort for balanced, a Storyteller should remember the everyone’s enjoyment. By contrast, the best disadvantages to playing an Immortal. Most games are do not revolve around one player other supernatural groups possess powers that and a vicarious quest for godhead. an Immortal cannot match. Vampire disciplines This supplement assumes the players and and werewolf rage bestow advantages that the Storyteller have access to at least one of the Quickening does not match. The magic wielded main core books for the World of Darkness, by Mages is very dangerous even if Immortals such as Vampire: The Masquerade 20th are largely immune to the effects of the Life and Anniversary Edition. These books contain all Prime. necessary information about character creation, A Storyteller should keep in mind the aims combat and rules mechanics. This supplement is and desires of the various characters in a group. mostly useless without at least one of them. The aims of a Garou are different from that of a Vampire. An Immortal has but one aim – to survive to win the Prize. The only way to survive What is an Immortal? and win the Prize is to take the Quickening of “A creature of legend...” other Immortals. This necessitates killing other Nick, Highlander: The Raven Quickening is the power of an Immortal. This Immortals seem to appear at random from “life force” is the Pattern of any living thing in the human population. One in a million the Storyteller system. This Pattern is more perhaps, maybe less. They are born of humans, tightly woven than with any other living being in raised as human, and (to most) appear quite Immortals. The Quickening is also similar to human. They age, living a normal life, until they Quintessence or the magical “raw power” that first are killed, in a violent non-natural death. fuels Patterns. An Immortal is nothing without Then, they miraculously recover, and begin their Quickening. It is what keeps them alive. their lives as immortals. Immortals cannot have The total loss of Quickening occurs only upon children. They do not age, and do not get sick. death. They cannot drown, or die from any The Immortal player and the chronicle conventional injury: they will always recover, no Storyteller keep track of the “power” of the matter how severe the damage. The only way Immortal player characters with an attribute for them to die is to have their head removed called Quickening in the Storyteller system. from their body, or to obliterate them all at Quickening allows Immortals to perform once.. superhuman feats in a similar fashion to Down through the ages, a legend has been vampire disciplines, werewolf Gifts or a Mage’s passed from mouth to mouth - that of the spheres. The more powerful she becomes the "Prize". The legend says that at a time when the higher her Quickening rating. number of Immortals in the world grows small, the remaining immortals shall feel an urge to Gaining Quickening travel to a far-away land, where they shall fight “...if anyone kills with the sword, with the until only one remains. The final survivor shall sword he must be killed...” win the Prize. No one knows exactly what this –Book of Revelations, 13:10b Prize is, but to win it is the goal of every Immortal, as it is assumed that the person who The only one way for an Immortal to gain wins it would be, in effect, a god. Quickening is by fighting and killing another The term Quickening refers to the life-force Immortal. Time and experience alone do not of an Immortal. It is the sum of all his make them more powerful. This makes it more knowledge and power, all of his strength and difficult for them to increase in power. Their experience. It is a life force so strong that it Quickening mingles in an electrical “lights– keeps the immortal from aging and heals his show” around them when Immortals fight. The wounds at an advanced-speed. Quickening is “lights–show” is in proportion to the power of what the immortals fight for: when they fight, the two fighting. One wins the battle by they fight to literally absorb their opponent's removing the other’s head. She then absorbs life force into themselves, thus making the Quickening of the loser. themselves more powerful. When an Immortal emerges victorious – Before we can discuss the creation of slaying another – she absorbs almost all of her immortals as characters, we must decide what opponent’s Quickening. The excess Quickening Quickening means, and how to represent it in releases as raw power. Usually – but not always the Storyteller system. It shall be discussed in – the released Quickening will find that the depth later on, but, for now, a simple easiest way for it to disperse is to transform explanation will suffice. into electricity. It disperses through conducting materials in the vicinity. This results in massive Quickening in the World of Darkness overloads, which cause the explosions, "The sensation you're feeling, is the lightning, etc. associated with duels between Quickening." – Ramirez, Highlander, the Movie. Immortals.

The Rules remain. They would feel “an irresistible pull The Immortals have only a few rules of towards a far–away land...to fight for the Prize.” engagement. Virtually all Immortals follow It is their destiny to battle one another until a them. These rules are each based around the single Immortal emerges victorious. gain and loss of Quickening. Immortals once believed the Gathering was a The first rule for Immortals is they never literal event. Now it believed to be a metaphor. fight on holy ground. No sane Immortal will Immortals have not all gathered in one place to violate this rule. They have too much to lose. battle each other. It s a matter of mystery and Holy ground can become a sanctuary for power. It is not an all day karate–match. Immortals. It is a place where they retreat when Immortals have not all gathered in – for faced with an impossible opponent or simply example – Manhattan. It is a process and not a grows world–weary. single event. The Gathering is here and now and The site itself is always the winner when two everywhere you go. Immortals battle on holy ground. Best case scenario: the site takes the loser’s and some of The Prize the victors Quickening. Worst case scenario: The Immortals battle for “the Prize.” there are stories of Immortals vanishing while Normally they want it for themselves. Rarely fighting upon holy ground – the sacred location they simply want to keep it from falling into evil having taken “all” of their Quickening. This loss hands. Mankind would suffer an “eternity of of power and knowledge is sufficient to darkness” if the Prize went to an evil Immortal. dissuade even the most vicious of enemies from What is “the Prize?” It is effectively attacking on holy ground. indefinable in game mechanics. The Immortal The second of the two main rules is that the who gains it would be a terribly powerful being. Immortals always fight one on one. A pair of The word “god” might be appropriate. The films Immortals – with their centuries of experience and series have been vague. could work quite effectively together to whittle This much is for sure – the winner of the down the “surplus population.” However, if two Prize would possess all the Quickening from Immortals are present the Quickening transfers every Immortal who walked the earth. into the one who actually took the dead Millennia worth of experience and knowledge Immortal’s head. They also take a fraction of from Immortals of every race and every era their ally’s. Hence, the rule “always fight one on world would be hers. She would rival the one.” terrible vampire Antediluvians. These are the only two real rules. Some The Gathering is similar to the Apocalypse Immortals will stop at nothing else to gain for the Garou, or Gehenna for the Kindred. Quickening – friends and loved ones are pawns Once, werewolves would say these things in the battles. So are bystanders who have would never happen “in our lifetime.” Many nothing to do with the Gathering. No one is vampires have spent centuries believing truly safe. The use of non–Immortals in a fight, Gehenna will never happen. Immortals have guns or other similar strategies is generally a never had either of these luxuries of disbelief. A matter of ego and etiquette, with most lifetime can last forever for Immortals. It choosing to use their blades, as that is what matters little whether “the Prize” is but a they first reach for. legend to an Immortal. She dies if she stops fighting. The Gathering The once prophesy – and now fact–of–life – The First Teacher of the “Gathering” was passed down for The First Teacher is the said to be the First thousands of years. The Gathering is the name Immortal a new Immortal meets who teaches given to the time when only a few Immortals them the traditions and rules of being an Immortal. As Immortals are drawn to one conflict and the promise can help focus the another it takes at most 50 years for an mind away from the nagging mystery that is Immortal to meet their First Teacher. The First their very existence. Teacher also teaches the new Immortal how to fight with a sword and how to deal with humans. Specifically that when you die in Lexicon public, you leave the area you are in and change Immortals do have enough of a pseudo– names. culture to have a handful of terms that mean Almost all Immortals but the first ones had a something to them even if they do not have First Teacher, it is a tradition passed down the societies in the sense of groups like the line, and considered one of the lesser rules of Camarilla. The Game to give them a sporting chance. It is Eternal: “An Eternal one” is a term used by called The Game after all and not The Slaughter, some other supernatural beings to describe or so sportsman like conduct is expected. New name Immortals. Most of these other Immortals are normally excused of this until supernatural beings usually only know enough they meet their First Teacher. If an Immortal about Immortals to misunderstand them. Their doesn’t find one after and continues to kill on use of the term is probably a corruption of the site, they are quickly found and killed by other phrase “the Eternal one” which is how Immortals. Celestines and Incarnea refer to Immortals both It is expected that any Immortal who hasn’t singularly and as a group. succumb to Dark Quickening will take up the Favored Weapon: A particular weapon that mantle of being the First Teacher for a new an Immortal uses with their Quickening power Immortal. to perform lethal feats. They cannot perform these Quickening–powered feats with just any Theme weapon. The theme of Immortal: The Gathering is the First Death: The death that transforms an Lonely Battle all Immortals face. They drift from individual from mortal to Immortal. place to place. Try drift from people to people. First Teacher, The: The first Immortal a new Try drift from war to war. They may even drift Immortal encounters, who teaches them The from supernatural click to supernatural click. Rules, what being an Immortal is about, and The only real constant in their existence is the how to survive. solitude of their quest for the Prize. There can Game, The: The eternal war of Immortals. be only one in the end – and one is the loneliest Only the final stage is called the Gathering. number. Gathering: The final days for Immortals. The time in which the last Immortals in the world kill Mood each other off until only one remains. The mood of Highlander: The Gathering is Holy Ground: Any graveyard, church, one of mystery. No one really knows from mosque, synagogue, cathedral, burial ground, where Immortals originate – though some may node, cairn or the like. Immortals may not fight theories. No one knows exactly what will be here. “the Prize” – though most assume it to be great Immortals: The subject of this net power. No one knows what will happen after supplement. These beings appear human but “the Prize” is won. Most other supernatural never age and recover from any wound but beings know little about Immortals. Immortals decapitation. They kill each other for the Prize. know little about other supernatural beings. This supplement refers to them as Immortals as Everyone is in the dark to one degree or compared to vampires, which are immortal. another. This is part of why Immortals pursue the Gathering and the Prize with such vigor. The Prize: The power that the final surviving Immortal will receive. Immortals believe it will be powers both vast and terrible. Rules, The: Three rules by which Immortals live their lives: Battle one–on–one; Never fight on holy ground; There can be only one in the end. Quickening: The vital life force of all Immortals. When one Immortal kills another she take the Quickening – they very souls and life force – of the one she has killed for her own.

Chapter 2: Character Creation “I am immortal, I have inside me blood of kings...” – Queen

It is appealing to run an Immortal. Immortals them cling to life. Without the will to survive are powerful beings. However, it can be more they will lose their head. difficult to create and run an Immortal character than any other. When you are Mortal Existence generating a Mage, Garou or Vampire An Immortals only become “Immortal” – i.e. character, there are plenty of traits – such as stop aging, etc – after the die for the first time. gifts, backgrounds, disciplines, spheres and so They are simply human beings with no special on – with which to play. The mythos is already powers or abilities before this event. What was set out in the rulebook. The entire thing is in a their life like during this time? More than neat package for the player. anything else, their “mortality” shapes them as Immortals are different. Each one is unique. an Immortal. Their nature prohibits the type of society that Storytellers and players are encouraged to holds so much of the role–playing potential for play through the characters first death at some Garou, Mages and Kindred. Immortals have no point. Supernatural powers will not normally Clans, Tribes or Traditions. They just are. detect any latent abilities in a “to be” Immortal. Another major difference between Immortals However, some kind of ability to read the future and other characters is time. An Immortal may may reveal that something special is in store for have discovered her heritage hundreds – or her. She counts as a witness for vulgar magic even thousands – of years ago. and is subject to the delirium and the fog before Vampire has already explored this subject in her first death. many ways. However, to preserve game balance a player is encouraged to begin with a Personality Archetypes young vampire. Elder vampires do not Vampire introduced Personality Archetypes to “adventure” with their younger brethren. They help define personalities of characters. This are embroiled in the politics of the jihad. technique is part of the main games. It also Mummies have also stopped being human. applies to Immortals. Their souls and goals are not like those of the mortals around them. The player must document the background of New Archetypes the character for an Immortal character to be Reluctant Immortal: You did not want eternal part of a chronicle. This should help to deter life. Yet, here you are living eternally. You yearn players who wish to play an Immortal simply for a small, circumscribed, safe little life, because they are powerful. Immortals are a ignorant of the greater things to which your unique character class. It is vital for players and eyes were open forcibly. A life without having storytellers to remember this fact. to watch over your shoulder for another sword– wielding maniac looking for your head. You know you can never go back to being mortal. Concept You do not want to die. However, you cannot The player and the Storyteller must settle on shake the yearning to be normal. Your moods the concept for the Immortal. Why has the will often swing between denial and depression. character survived? When were they born? Gain one permanent point of Willpower when Where have they been? Why have they lived you realize and accept the truth about what you through over the centuries? A strong nature is have become. This should occur only after long best. Something that drives them and makes soul–searching and some excellent role– below. Fighting this to achieve “play balance” is playing. After this, choose another Nature. a wasted effort. The Storyteller is always final Masquerader: You feel that life is complex judge. If she does not want a 2000 year old enough for those who only have one lifetime. It Immortal overpowering her game, then she can dissolve into chaos if too many things from should not allow a 2000 year old Immortal at the past all come home to roost at once for an all. Immortal. You leave as little trace of yourself as Allowing them but restricting them to 13/9/5 possible to avoid this. You must not leave is unreasonable. As they age and win battles footprints in the sands of time. Mortals are far with other Immortals, their maximum ability better off never knowing that creatures like you score – 5 for mortals – increases. This allows walk among them. This secrecy also protects scores of 6+ for various abilities. Players may you from the unwelcome attention of other choose abilities from nearly any of the games. supernatural beings and your fellow Immortals. There are restrictions. It is unlikely that an Regain one Willpower point whenever you Immortal would have the primal–urge or rituals resolve a situation without anyone finding out abilities from Werewolf. that you are more than just an ordinary mortal. Immortals are strange in that they have two max stat limits, always choose the higher one Attributes for determining stat max. Immortals possess superhuman health. They are strong, quick, intelligent and perceptive. Age Stat Max They are usually fit, attractive and charismatic. 0-250 5 They are superior to the mortals in their 250-500 6 attributes. Immortals take seven primary, six 500-1000 7 secondary and five tertiary attribute points, 1000-2000 8 written as 7/6/5 instead of the 7/5/3 split other 2000-4000 9 supernatural being receive. 4000+ 10 Immortals may increase their attributes with time. However, an Immortals Quickening score – see chapter three – determines her maximum New Knowledge: Immortal Lore attributes. This places the higher levels of This knowledge is hard to come by for those attributes and abilities within the reach of all people not belonging to the group in question. player characters although they will have to Namely, Immortals frequently have at least one work to get it. dot while vampires rarely have any dots. Occult isn’t enough to replace this knowledge. Quickening Stat Max ● You know that Immortals exists and a 1-5 5 beheading them kills them, and the Quickening 6 6 exists. You also know of the Prize and the 7 7 Gathering. 8 8 ●● You know the name of a single famous 9 9 Immortal. 10 10 ●●● You have heard of some of the more famous Immortals. Abilities ●●●● You know of many Immortals, the Immortals start with 13 primary, nine deeds of the more famous ones and a good secondary and five tertiary abilities if they are chunk of Immortal “history.” less than 100–years old at character creation. ●●●●● You know who killed whom, age modifies this – see the age background where, when and with what. Possessed by: Immortals and Watchers. for explanations of allies, contacts, fame, Specialties: Specific Immortal – i.e. Duncan influence, resources and retainers. See V20: The McCloud, Methos, etc. Hunters Hunted II for Armory. Arcane, dream Note: Each known Immortal is assigned a and library are in Mage 20. Immortal characters specific Watcher whom possess at least a rating are discouraged from taking destiny as a of four and is specialized in their subject. background as that would suggest they might Example: Joe Dawson possessed Lore – be “destined” to win the Gathering rather than Immortal 4 with the specialization of Duncan winning it by their own virtues as a killing McCloud. machine. Arcane: Immortals tend to scatter headless Advantages bodies around them. Yet, they do not draw Immortals get 18 freebie points to spend. This much attention to this fact. Is it not also strange gives them more points than their fellow how they manage to hide such large swords players to balanced the fact they cannot raise inside those long coats of theirs? Hence the their Quickening except through killing other Arcane. Immortals. Their very nature makes them Age: You have – so far – survived the test of hunted by their fellow Immortals and outsiders time and the Gathering. A character takes Age to the established groups like the Traditions and at the discretion of the Storyteller. the Garou. ● 100-250 years old, 36 freebie points, 1 extra Permanent Dark Quickening, and Point Cost Quickening Max of 6 at character creation Quickening 7 points per dot ●● 251-500 years old, 57 freebie points, 2 Attributes 5 points per dot extra Permanent Dark Quickening, and Abilities 2 points per dot Quickening Max of 7 at character creation Willpower 1 point per dot ●●● 501-1000 years old, 78 freebie points, 3 Background 1 point per dot extra Permanent Dark Quickening, and Quickening Max of 8 at character creation Virtue 2 points per dot ●●●● 1001-2000 years old, 99 freebie points, Dark Quickening* 10 points per dot 4 extra Permanent Dark Quickening, and Hedge Magic 7 points per dot Quickening Max of 9 at character creation *Decrease permanent Dark Quickening by 1 ●●●●● 2000-4000 years old, 115 freebie

points, 5 extra Permanent Dark Quickening, and Quickening Rating Quickening Max of 10 at character creation The Quickening characteristic is the most *Note: One option to consider if the important to an Immortal. It defines their Storyteller has concerns about game balance is power. It is fundamentally useful in battles with the character might be very old. However, they other Immortals. Beginning Immortals always passed most of their existence in the dreamless begin with one Quickening. Spending freebie death, see Chapter Three. This – while arguably points may increase this rating. However, it may cheesy – still allows the Immortal to come from not be any higher than five at character some lost culture or ancient time without having creation, the except is if the Storyteller lets you the character unbalance the campaign. take the Age background. Allies: Friends who help the character. They probably know of her Immortality. Backgrounds Armory: Friends who help the character. They Immortals begin the game with points in probably know of her Immortality. Backgrounds. The following backgrounds are Dream: Your character may meditate and tap possibilities for Immortal characters. See V20 into the universal mind. This may not be any higher than the player character’s Quickening There are two types of Dark Quickening, rating. temporary and permanent. Every 10 points of Contacts: The number of information sources temporary Dark Quickening is converted into a the character possesses. point of permanent Dark Quickening, and Fame: The player character’s renown in the temporary Dark Quickening falls to 0. If a mortal world. character loses a point of temporary Dark Influence: The player character’s political Quickening, then a point of permanent Dark power or social sway in the mortal world. Quickening is converted, and 9 temporary Dark Library: Your character has access to a great Quickening are gain. In effect 1 permanent Dark wealth of information. Quickening equals 10 points of temporary Dark Mentor: An older Immortal who advises and Quickening. may – to a certain extent – look after the A character starts with 5 minus the highest character. Storytellers should bear in mind that virtue in permanent Dark Quickening, along the mentor of an Immortal character could be with any age modifiers, and 0 in temporary Dark dead and their general potential as a plot Quickening. device. An Immortal must roll Willpower with ● Mentor is less than a hundred years older difficulty equal to their permanent Dark than you. Quickening, or else attempt to obtain the ●● Mentor is between 100 and 300 years source of power. This must be rolled even the older than you. First’s roll being passed. This can be ignored ●●● Mentor is between 300 and 600 years with the expenditure of a temporary Willpower, older than you. or taking an automatic success. At 10 Dark ●●●● Mentor is between 600 and 1000 years Quickening the character is lost to their own older than you. greed and becomes an NPC who does anything to gain the Prize. ●●●●● Mentor is between 1000+ years older When an Immortal acts in a way to satisfy than you. their immediate needs at the expense of their Resources: Wealth, belongings and monthly ethics, the player rolls Conscience at difficulty 8. income. When an Immortal violates their personal Retainers: Servants, assistants or other loyal beliefs, make a Conviction roll at difficulty 8. and steadfast companions. When an Immortal chooses a course of action

out of fear of safety at the expense of others, Virtues roll Courage at difficulty 8. If the roll is a failure, An Immortal has 7 points to spend between then the character gains a single temporary the 3 virtues of Conscience, Conviction, and Dark Quickening. If they get a single success, Courage. These 3 virtues function identically to nothing happens. You cannot spend Willpower the ones used in Demon: The Fallen, however on Virtue rolls. Dark Quickening is used in the place of When a character makes a selfless and kind Torment. The rules are resummarized below. act, make a resisted roll between permanent You cannot spend Willpower on Virtue rolls. Dark Quickening, and the appropriate Virtue. Use Conscience for situations in which he Dark Quickening makes a sacrifice or puts the needs of another Dark Quickening is how corrupted the soul of ahead of himself because he knows it's the right an Immortal has become. The more evil they thing to do. Use Conviction in situations where are, the more they come to caring only about the character performs an act at great personal the Prize. This brings power and destruction, cost to himself to remain true to his beliefs. And when presented to kill another Immortal or gain use Courage for situations where the character power in some way. displays gallantry and valor for sake of someone else. You cannot spend Willpower on Virtue carve ritual tattoos all over your body and rolls. watch them heal; always play chicken with For every point of permanent Dark other cars. Unlike certain daredevils who do this Quickening above 4, an Immortal gains for a thrill, you are addicted to these additional die on Quickening only rolls. experiences, and could not stop if you wanted However, once the character reaches 7 to. The level of daredevil determines how many permanent Dark Quickening, they begin to points this flaw gives. Extra daredevils would offset people with an aura of evil. Those who give 2 points, while weekend warrior would give try to interact with the Immortal must roll 1 point. Willpower with a difficulty at least equal to the Anachronism (2 pt Flaw): You have been an Immortal’s Dark Quickening. Should the person Immortal for some time, and are unable (or not like the Immortal already, this difficulty unwilling) to keep up with the changing times. increases. An Intelligence roll is needed whenever you Super naturals vary in reaction, vampires have to deal with something from a later period don’t care unless they’re at least at 8 Humanity. than your own mortal days. If the roll is failed, Werewolves react like they would to the Wyrm. total the net failures, and use this total as a Other super naturals react in like how they negative modifier to your attempts. would with an evil person. Curiosity (2pt Flaw): Even all the years of life, No person can get use to this unsettling the lure of something new or unknown still calls feeling, it always makes people feel frightened. to you. In most circumstances your curiosity The person obviously ignores it if they are easily overrides your common sense. To resist attacked. the temptation, make a Wits roll verses It is said that certain magical powers may difficulty 5 for simple things like "I wonder cleanse the soul of Dark Quickening, but very what's in that drawer?" Increase the difficulty few things can. Such things as magical springs or to things like 9 for "I wonder what's inside that lost relic might be able to. Killing a low Dark vampire's haven?" Quickening Immortal also removes Dark Emotional Isolation (2 pt Flaw): You have Quickening from an Immortal. seen too many friends die over the years, and now wish to spare yourself the pain by avoiding Merits and Flaws becoming close to anyone. You often seem cold You must purchase merits and flaws before and without feeling, but you are now safe from you spend your freebie points. The rules pain. You have a +1 modifier to all Social rolls detailing merits and flaws and a complete list of involving emotions, and cannot spend merits and flaws are in V20, W20 and M20. experience points on the Empathy Talent. Here are some for Immortals. Ennui (2 pt Flaw) You are world weary; you have seen enough to know that nothing is ever Psychological truly new. You rarely pay attention to those Adrenaline Junkie (1-2 pt Flaw): Although all around you and assume that you know all there Immortals are, well, basically Immortal, you feel is to know about them. This gives you a +1 you constantly have to prove it. Given the modifier to any Perception rolls involving choice between the safe and possibly people you know. Due to belief in the dangerous ways of attaining a goal, you predictability of others, you also a +1 modifier inevitably take the dangerous path. Examples: to the difficulty level of the first action taken never climb down from a tree or building when following a surprise (such as an ambush.) you can jump; jump into burning buildings even Flinch (2 pt Flaw): Because your original if there aren't any people in there to rescue; death was fairly painless, you are afraid of pain drink absinthe (wormwood) on a regular basis; 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 Code of Honor (1pt Merit): You have a building or running into a burning building). personal code of ethics to which you strongly Lifesaver (3pt Flaw): You believe that human adhere. You can automatically resist most life is sacred and will not take a person's life temptations that would bring you into conflict except under extreme circumstances. You may with your code. When battling supernatural not ever willing endanger the lives of innocents persuasion that would make you violate your or in any way participate in a killing. You have code, you either gain three extra dice to resist no problems with killing animals (for the right the supernatural persuasion, or the opponent's reasons) and will kill evil and inhuman creatures difficulties are increased by two (Storyteller's to protect others if necessary (be very careful choice). You must construct your own personal however with you definition of evil...). You can code of honor in as much detail as you can, defend yourself if attacked, although you will outlining the general rules of conduct by which only kill the attacker if you have no other you abide. choice, even if they are another Immortal Paranoia (2 pt Merit): You know that there attacking you. Senseless death in all forms are many people out to get you, Hunters, other repulses you. Immortals, the Inquisition and who knows what Weak Persona (4 pt Flaw): Your persona is else. You go out of your way to prepare strong enough for normal circumstances, but contingency plans, vary your movements and when you are infused with the knowledge and habits, and otherwise make yourself a difficult memories of another Immortal (by taking their target. As a result you are less likely to be heads) the conflict is just too much sometimes. attacked unawares. You have -1 difficulty to Your Willpower counts as 3 less for spot ambushes and the like. Overwhelming Quickening rolls. This cannot be taken along with Iron Will. Supernatural Technophobia (1-5 pt Flaw): You are unable Unbeating Heart (1 pt Flaw): After the to comprehend or operate anything that was Immortal's first death, her heart just never invented after your first "death". Add +3 to started beating again. This actually makes it difficulties involving such items or devices. If possible for her to pass as a Kindred, but you are under 60 years old, it's a 1 point flaw; if imagine what a vampire-hunter will do you are under 150, it's 2 points; under 400, 3 ("They're running around during the day, points; and over 600, 5 points. now?!"). Oblivious (6 pt Flaw): You are completely Holy Ground Aversion (2 pt Flaw): Similar to oblivious to the existence of other supernatural the painful detection flaw below except it only beings in the World of Darkness. This is not just applies to holy ground. a matter of not meeting any – you react as Painful Detection (3 pt Flaw): The Immortal’s mortals do. You are subject to Fog, Delirium and detect Immortal and sense holy ground are count as a witness for Vulgar magic. Further, accompanied by extreme pain. For example, the you justify any evidence presented to you. You pain of their first death, being kicked in the cannot take any knowledge about other groin; etc. The player character must make a supernatural beings from Immortals you have Stamina roll. The net failures are subtracted slain. Examples: A bloodless boy was not left by from all actions until the character is off the a vampire, it was left by an Immortal who was holy ground or out Immortal’s range. trying to trick people into thinking a vampire Distinctive Quickening (3 pt Flaw): Other was responsible for the murder; mutilated Immortals can tell who you are if they have ever bodies in the wilderness were not left by met you before by the “feel” of your Quickening werewolves by deeply deranged Immortal. The as you get near. only way to lose this flaw is to be presented by Unfortunate Quickening (3 pt Flaw): Luck just direct and incontrovertible evidence. is not with you for some reason. Weird events occur which generally cause you some damage gets a bonus of three dice to any roll involving any time you behead another Immortal and intimidation. An additional benefit is a vampire experience the Quickening. For example, will not be able to gaze into the Immortal's eyes lightning strikes the stone staircase you are on long enough to Dominate her unless the and you plummet to the ground, a survivalist Vampire scores three successes on a Courage nut with a Mac–10 uses you for target practice, roll (difficulty 7). a fireworks factory is standing nearby and lights Powerful Quickening (3 pt Merit): You absorb up, The cops hear the sprinklers in the more Quickening when you kill another underground parking lot go off and come to Immortal – less ‘leaks’ away. You receive 1.5 the investigate, you lose your footing and fall into normal amount of Quickening experience the river. points). Tasty Blood (3 pt Flaw): Vampires get no Quiet Quickening (3 pt Merit): Your benefit from drinking an Immortal's blood. Quickenings are short and quiet for some However, Kindred tasting the blood of an reason. Windows do not break, cars do not Immortal with this flaw will get an incredible explode and dogs do not run for cover. For rush. The vampire will seek out the Immortal on example, bright, holy light transfixes you for a future nights and may Frenzy if denied the minute or two; animals gather around and look blood. at you in wonder; gentle rain falls; etc. Strong Aura (5 pt Flaw): The Immortal Soft Touch (4 pt Merit): It is more difficult for radiates a particularly strong aura which is other Immortals to detect you. Immortals have automatically sensed by any supernatural to make a perception + Quickening rolls creature possessing Auspex or its equivalent. difficulty 7 or they will see you as simply mortal. Unless the vampire/mage/etc is familiar with Bonding Blood (5 pt Merit): An Immortal with Immortals, the Immortals presence will be this merit can Blood Bond others to her, using puzzling. They may cause trouble for her at the normal rules for Blood Bonds. Note: for a some point. A vampire that knows about character who takes the merit Bonding Blood, Immortals will cause problems for the the flaw Tasty Blood becomes a three point character. They will want to know what the merit. Immortal wants, who sent her, etc. Princes in Special Quickening Power (3–7 pt Merit): You particular become grumpy when numerous have some unique supernatural ability because decapitated bodies crop up in their cities. of your Quickening. The cost of the power Deduct 2 from the difficulties of all attempts to varies with how potent it is. The rough detect you as a supernatural. This gives other equivalent of a first level of a discipline or dift Immortals advanced warning when you are would be three. The equal of a second level near. would be four, and so on, up to a fifth level, No Sense of Quickening (7 pt Flaw): You which would be would be seven. Using such cannot sense when other Immortals are nearby. powers always requires a Quickening roll. You can still kill them and get the Quickening Examples include animal control, creating experience. However, you just cannot “feel” illusions and entering dreams. The power them coming. should always be in the nature of the Thousand-Yard Stare (3 pt Merit): When Quickening and of the character. Note, if an Immortals have died their first death, they get a Immortal takes your head, they may take your glimpse of what is beyond, and some take that power on a successful Quickening roll. This with them when they come back to life. An makes you a tempting target. The Storyteller is Immortal with this merit can unnerve any who always the final arbitrator of all such powers. meet her gaze, be they Vampire, Garou, Mage, Hidden Quickening (7 pt Merit): Although or human, although not Wraiths and Mummies, you can sense them, other Immortals cannot who know all about seeing death. The Immortal sense you. They can still get your gifts if they Quickening. In this case she may be old but should become aware of you and kill you. other Immortals are not aware of her. Duel Mentors (1 pt Merit): You have had the Immortal Society and Watchers fortune to study under more than one Immortal Estranged Mentor (3pt Flaw): You and your mentor although it is highly unlikely that you mentor have fallen out over something in the studied under them at the same time. As such past. Perhaps you didn't live up to his you may purchase the Mentor background expectations, or maybe he didn't live up to more than once. Keep track of the background yours. Whatever the reason, your former points spent on your Mentor's separately. Mentor is out there somewhere, and should Remember that both of them may ask things of you meet up again he will have no hesitation in you, and it is possible this could cause a conflict taking your head. Remember your Mentor will of loyalties. know a great deal about you, including your Immortal Friend (1–5 pt Merit): You have an habits and your fighting style. You may not Immortal friend whom you can trust. This friend spend any points on the Mentor Background. understands you predicament. They will watch Immortal Enemy (1–5pt Flaw): All Immortals your back and will not take your head. The cost have many enemies; each other, the hunters, of the merit depends upon the power of your vampires, etc. However, a specific Immortal out comrade as with the flaw Immortal enemy. You there looking for you for some reason. It is likely can do little to protect each other against the that you two have fought before. Maybe you greatest threat to either of you – other have killed someone for whom she cared. This Immortals – since Immortals must fight one on Immortal does not just have a grudge, she is out one. This Merit may be taken several times to there looking to do harm to you and those represent several friends. The Storyteller should about whom you care. The value of the flaw also remember that even if the friends are less depends upon the age and power of the powerful than the player character, the friends Immortal. Although she can still be dangerous, a are not retainers or stooges. They are not 1–point enemy is not a powerful as you. 2– always around. Two Immortal friends may not points is an enemy of about your age and meet each other for decades, even centuries. power. Your enemy is older and more Sanctuary (4 pt Merit): You have access to a dangerous for more points. For 5–points, she is place of Holy Ground where you can stay if likely to have no trouble at all slicing you up necessary. Maybe the local priest is your friend, should you fight face to face. or you own property built on an ancient burial Rogue Watcher (5 pt Flaw): Your Watcher has site. However, other supernatural entities may turned Hunter. Think of having a really diligent have an interest in it if the location is a node or vampire hunter after you who knows your bank caern. You will not be safe from them, while account, your job, where you live, etc. even if you are safe from Immortals there. Ignorant (5 pt Flaw): You realize that Mummy Companion (5 pt Merit): You have a somehow, you cannot die, age, become sick, Mummy as a companion or close associate. etc. However, nobody has educated you on Your relationship is one of relative equality. You what it means to be an Immortal. You probably are both one of the few creatures that can do not know that you will die if you lose your understand each other. The Reborn will help head. You certainly do not know that a bunch of and advise you from time to time. However, other Immortals exist who are out to kill you they will expect the same treatment in return. and are well trained in swordsmanship. An They are neither a constant companion nor a Immortal with this flaw tends to be young so no source of free amulets or alchemical potions. In other Immortal has yet sought her out yet. addition, recent events have been complicated Alternatively, she might have the merit hidden for Mummy. The Mummy may need help from the Immortal. Vampire Companion (1-5 pt Merit): You have penalties on her dice pool by three. If the a Vampire friend/wife/husband/relative that Immortal is reduced to "Incapacitated", she can you’ve known for quite some time and you still take actions with a penalty of four on her consider an associate, and they do for you as pool (unless, for example, her limbs are well. You should know what clan they are, and physically cut off -- the Storyteller is the final their status in vampiric affairs. You both judge). Note: Immortals with this merit are consider each other equals and may call upon pretty much immune to the effects of the Dark the assistance of each other from time to time. Thaumaturgy Path of Torture (Storyteller's This is expected to be repaid in kind though as Guide to the Sabbat), and anything similar, with everything in Vampire society. 1 point is a along with normal torture. Neonate, 2 points is an experienced Neonate, 3 points is an Ancilla, 4 points is an Elder, and 5 Weapons points is a Methuselah. Clan/Bloodline status The sword is the oldest weapon with which might affect how many points are allowed, and you could efficiently decapitate someone. It is the Storyteller may always veto certain groups. only within the last few hundred years that the Friendly Watcher (5 pt Merit): The Watcher gun has been available. It remains difficult to and Immortal are good friends – i.e. Duncan decapitate someone with a gun. There is no and Joe. However, the Watcher will still keep to other practical weapon – aside from the battle– the rules. They will rarely give away information axe – which can decapitate someone in a duel. on other Immortals. However, he may just drop An Immortal often has a weapon that she has the odd hint if someone is coming after you. used for centuries. A sword is more than just a Too Friendly Watcher (7 pt Merit): The piece of steel to an Immortal. It becomes an Watcher will betray other Immortals to you. extension of their body, mind and soul. They This will risk the Watchers expelling him. keep it with them most of the time. Describe Further, it will may mean the other Watchers your weapon in detail to flesh out your will try to “set up” your character in an attempt character. Try to get hold of a weapons catalog. to balance to books. Noble Collection sells a variety of swords and axes. Pick a weapon from the catalog. The Physical player does not have to buy one. The choice of Neck Injury (2 pt Flaw): The Immortal has a weapon helps define the Immortal. sustained an injury to their throat at some The V20 core rulebook and the W20 core point. This was likely a near decapitation by rulebook contain a list of most weapons that another Immortal. She speaks in a grating voice you could need. with a nasty scar on her throat. All Social rolls suffer a penalty of two dice. The Immortal gets Hedge Magic a bonus of two dice on intimidation rolls. Immortals who had hedge magic before their Pain Tolerance (5 pt Merit): Although "death" do not lose it afterwards. She may also Immortals cannot die, they can still feel pain, increase her hedge magic rating through and they do not particularly enjoy it. Immortals standard expenditure of experience points. normally have a high tolerance for pain, hedge magic is more common among older because little compares to the agony of their Immortals. They often come from a time when First Death when they become fully Immortal. the practice was not a lost art. However, those with this pain are virtually An Immortal may try to power such abilities insensitive to painful stimuli. Thus, the through their Quickening rather than force of Immortal would not hesitate to jump off the will. To do this, a Quickening roll is required. World Trade Center, or stick a knife in his heart The Immortal must score as many successes as to prove to someone she cannot die. In game the level of the power they are trying to use. If terms, the Immortal reduces the wound she succeeds, the power works with no Willpower expenditure. If she fails, she spends the Willpower as normal. If the roll botches, the power automatically fails and the Willpower point is lost. Any normal attribute + ability roll must still be made and the required foci must still be used. If an Immortal with hedge magic is slain, the victor may take points in it in the same manner as abilities. An Immortal may also learn Hedge Magic, and can continue to even after their First Death. Immortals with such powers are tempting targets. Such an Immortal is a terrifying opponent and should be feared for a just reason. However, learning Hedge Magic as an Immortal is quite difficult since, like humans, they must find some way of learning it, such as books or a teacher. The former of the two however will take far longer though this time can vary based on the quality of the books and how many. Also based on how much risk taking the Immortal is.

Chapter 3: The Quickening “Hey, it’s a kind of magic!” – Connor, Highlander, the Movie

Quickening is the force that makes the will reduce the Immortal to Incapacitated after Immortals “special.” It is the mystical energy a certain length of time causing the Dreamless within them, making them Immortal and giving sleep. She will not recover until she can them their powers breathe. ●● Empower Weapon: Electrical discharge Quickening Dice accompanies the clash of swords during a Mention will be made of rolling Quickening to combat between Immortals. Immortals can perform some feat throughout the discussion of infuse their favored weapon with raw power the various powers. This behaves exactly as using their Quickening. This means they to do with Arete in Mage. Against a difficulty of 6, roll more damage and cause the discharges shown. a number of dice equal to your Quickening. Each success scored contributes additional Count successes to find how much benefit the damage. An Immortal can empower any edged Immortal gained. melee weapon that is “favored” – see below. The extra damage done by empower weapon is Quickening Powers aggravated. The normal damage done by the The powers listed below are mostly based on weapon is not. those demonstrated by Immortals in the Example: Duncan swings his katana – Highlander movies and television series. difficulty 6, Strength + 4 damage. He hits. He Quickening powers are seldom showy. rolls 8 dice for damage at difficulty 6. He rolls an Next to each power is a mark of what level of additional 7 dice for his 7 Quickening – against Quickening is necessary to exhibit this power. difficulty 6 – because his katana is empowered. Any successes scored on this roll count as ● Sense Quickening – An Immortal will sense aggravated damage. The defender gets one another Immortal nearby with this automatic soak roll against both damages and soaks ability. No specific information on the aggravated first. Immortal’s identity is given. Nor is the location of the Immortal known. Merely that the ●● Heal Self: The “normal” healing chart for Immortal is near. This will wake a sleeping Immortals is in chapter four. An Immortal may Immortal. When one Immortals senses another choose to heal more quickly by using their is at the Storyteller’s discretion – she should Quickening. An Immortal may heal a number of pick a dramatic moment. Sensing holy ground wound levels equal to the successes rolled by requires no roll. taking a turn to roll Quickening. Heal self only This will let an Immortal get a vague sense of works from the lowest wound level upward, so the others moral integrity. This means one the lowest wound level is always healed from Immortal knows approximately the Dark the total wound levels. An Immortal must first Quickening rating of the other – i.e. very low, heal to Crippled if she is sent to Incapacitated – humane, saintly, etc. Such perception will affect or beyond – before she has a chance to heal. how Immortals react to each other. She may then roll her dice to heal self once awake. This ability will not heal aggravated ● Breathe in Water: Immortals may survive wounds. They must heal according to the chart. indefinitely underwater with this ability. They Example: Richie gets in a fight with a group of draw oxygen from the water. The Immortals is gang thugs. After finishing them off, he begins not breathing water. Immortals do breathe and to recover from his wounds. Three wounds for a poison gas will affect them. Total absence of air total of six wound levels (crippled). He rolls his Quickening of 3 over a period of three rounds. For the first roll he gets a single success, going Greater Powers to 5 wound levels. For the second roll he gets 3 The powers of Quickening above 5 are not successes. For the third roll he gets 2 successes, fixed. Their nature depends on the Immortal and now back to full health. who develops them. ●●● Empower Self: An Immortal may They receive a primary power at the new increase her physical attributes – using her levels when the Immortal reaches Quickening Quickening – by one for every success rolled. levels above five. Characters may purchase The effect lasts for an entire scene. This additional powers at the same level. These cost typically done during challenges. An Immortal power level * 6 experience points. They do not will feel weak, –3 to all dice pools, 1 hour for require standard experience and Quickening every 5 minutes that Empower Self is used. This experience. Roll Quickening if a roll is required. may be rolled once per round and stacks to stat These abilities are not available to starting maximum. Every extra roll inflicts an hour of characters. If player characters wish to gain fatigue. Having this active removes the fatigue, them, they attain these powers only through though a Willpower, difficulty 9, roll is required hard work, time and effort. Even so, players for every 30 minutes to keep it active. Turning it should only use these if the campaign is a high off and on again doesn’t avoid this penalty. powered one. Example: Connor squares off with Fasil. The Powers of nine and above are left to the battle begins. Connor rolls his Quickening of 7. discretion of the Storyteller. Some suggestions He has four successes. He puts two points into include that Quickening counts as automatic – stamina and two in dexterity. rather than rolled – success against attempts to ●●●● Speed of the Stag: Similar to empower mentally subjugate an Immortal with the mind, self, an Immortal may use her Quickening to dominate, etc. They may be able to divide their increase her actions in a turn – much like the Quickening score and add it to any dice pool vampire discipline Celerity. Each success grants they must roll. In addition, do not forget an extra action. This allows extra Quickening teleportation and flight. based powers to be used. The extra actions last for the round. As with Empower Self, the Primary Powers Immortal will feel weak after using this power, ●●●●● ● Power Strike: A large electrical only the duration stacks. discharge occurs when the Immortal strikes ●●●●● Ignore Wounds: The Immortal’s with her blade. This power functions as the recuperative powers are to the point that she Empower Weapon ability, except all of the no longer needs to spend time to heal at this damage done in the attack is aggravated. level. One wound level is healed each round, ●●●●● ● Eternal: The Immortal has moved with no roll required – although an Immortal beyond the needs of mortals. They no longer may still take a turn to heal more, using the require sleep, food, water, or breath. However, level 2 power heal self. An Immortal may heal they can still partake in the enjoyments of aggravated wounds as if they were normal these. An Immortal doesn’t realize he has this wounds using Heal Self above at this level. power until he lacks one of these. They also do Example: The Kurgan has defeated Ramirez. not recover a Willpower every night unless they Ramirez had one swing that nearly took the rest. Kurgan’s head. This inflicts four normal wounds ●●●●● ● Super Human Senses: The and one aggravated. The four normal wound Immortal gains the equivalent of Auspex 1. levels healed over the next four rounds. The Kurgan takes a turn to heal the aggravated Additional Powers wound after the battle is over. ●●●●● ● Shield the Mind: The Immortal can Immortals cannot recognize something they protect his mind from any outside interference. do not know of, or have not seen before. This includes mind control – i.e., dominate, Recognizing a power is not the same as knowing obedience – emotional control – i.e., presence, the power’s name. Immortals who score five true fear – illusions, invisibility and mind successes with this power can sense pre– reading. In the case of illusions and invisibility, it Immortals if they are in the immediate vicinity. will only work if they are mental in nature. It would work against “physical illusions” – i.e. it Additional Powers protects against Chimestry, obfuscate or the ●●●●● ●● Warriors Spirit: This power can mind sphere, but not a forces rote that bends allow an Immortal to enter the Umbra. The the light. Immortal makes a Quickening roll. With one This requires a Quickening roll. Each success success on the roll, a door opens into an umbra. deducts from the opponents. This roll comes in Which umbra – the dark umbra, the spirit addition to any other resistance the player may umbra or the high umbra – the Storyteller have. Note that the roll will only protect the chooses. With three or more success, a door is Immortal. A 10 on this roll counts as 2 open to the umbra of the Immortals choosing. successes. Each additional success after two allows the ●●●●● ● Quickening Throe: The Immortal Immortal to take one other being into the may use their Quickening to inflict debilitating umbra, if she is in physical contact with them. pain upon a target. To leave the umbra, the Immortal must again The player of the Immortal roles their make this roll. Quickening rating against a difficulty of six. For Example: Kane is in Japan. He wants to get to every success, the Immortal may cause one Manhattan to kill Conner. He rolls his phantom level of damage to a target entity. The Quickening, getting four successes. These are Immortal must successfully touch or strike the enough success for him to choose the high target with their hands or with a favored umbra. Once there, he overacts his way to weapon. They target is allowed a Soak roll and Manhattan. each success cancel one success the Immortal ●●●●● ●● Anonymous: This power allows rolled. an Immortal to replicate the first 2 levels of Obfuscate. Primary Power ●●●●● ●● Sense of Quickening’s Form: The Primary Powers Immortal may sense the presence of other ●●●●● ●●● Swiftness of the Steel: By supernatural beings close–at–hand with this channeling his Quickening through the blade, superior version of the level one power. It the Immortal becomes one with his weapon further allows the Immortal to sense the use of and a terrifying opponent. The Immortal makes any supernatural power. The more successes a Quickening roll. Providing she scores at least scored the more information in gained. One one success she may add her Quickening to her success tells the Immortal the general type of dexterity + melee dice pool for the rest of the creature – i.e., werecreature, vampire, etc. Two scene. If she takes multiple actions in the turn – successes tell the type of power – true magic, i.e., using Speed of the Stag – the play may split discipline, etc. Three or more success reveals a the dice or add them to one action. Do not add specific detail – werewolf as compared to just a them to every action. shapeshifter. Four will reveals more specifics ●●●●● ●●● Blur of Speed: The Immortal about what they are doing. Five reveals whom – can react with amazing swiftness. Add the if they are in line–of–sight – is doing what. Immortal’s Quickening to their initiative.

Primary Power Favored Weapons ●●●●● ●●●● Fight the Tidal Wave: This Few Immortals would describe their favored allows the Immortal to slow kinetic energy – weapon as simply a piece of steel. Only rarely is namely, things in motion. The Immortal makes a there anything magical with the weapons. standard Quickening roll. For each success the However, some of the Immortal’s Quickening Immortal may half both the force and speed of enters the sword when the Immortal uses the object in motion. This includes – but is not empower weapon ability. This makes it more limited to – trains planes, automobiles, large “real.” The sword is more resistant to any engines, waterfalls and a moving individual. supernatural powers when empowered. The Each success cancels one point of Celerity. The Immortal may roll his Quickening to resist any effect lasts a turn. This power weakens the powers that affect the weapon – such as the Immortal like Empower Weapon, except that matter sphere or the heat metal gift. it’s on a per minute use basis instead of 5 Immortals may not do this with any bladed minutes. The larger the size the more stat loss weapons they handle. Immortals may only use also, with the largest objects giving a -5 to dice the empower weapon ability only on a weapon pool. This can affect multiple objects but, raises chosen by the player at the time of character the difficulty by ST determined amount. A hail creation. They may also use the favored of gunfire would be 8. Follow the rules of weapon of any Immortal they have killed. If Temporis 3 for use of this power involving Immortal loses their favored weapon – the damage. sword was broken or in some place where she Example: Ramirez and Connor find cannot recover it – then she should choose a themselves trapped in a room. Above them is a new favored weapon. However, this costs 10 large fan that is both descending towards their experience points heads and picking up speed. Ramirez rolls and Further, it is an Immortals favored weapons, gets 8 success – the fan slows to a virtual they may hide the sword under a garment one standstill. size smaller than would normally hide the Example: Methos is fighting a vampire. Bob weapon. the vampire has four celerity points. Methos An Immortals favored weapon is extremely roles his Quickening. The Immortal gets five durable, and never loses their edge. They can successes. He has not only canceled all of Bob’s survive being put into temperatures where the celerity and reduced Bob to half speed for the weapon would normally melt, including the turn, and any damage he inflects does half cloth. The weapon can also with stand extreme damage. punishment, and therefore may be used as a lever against even the most extreme weights. Additional Powers ●●●●● ●●●● Master of the Mind: This Dreamless Death power allows the Immortal to control the mind An Immortal enters a coma–like state if – for of targets through the use of the Quickening. whatever reason – they are buried alive. This Effectively giving them the equivalent of “dreamless death” is similar to a vampire’s Dominate 1-3, Presence 1-3, and Chimistry 1-3. torpor. The effect happens at will. It is better to The Immortal also gains Auspex 4’s telepathy. go to sleep than to go insane due to the Use is with a Quickening Roll to activate, confinement if the Immortal cannot dig their difficulties being the same as they are for way out of their grave. The effect ends if the Vampires. The Dominate equivalents may only Immortal is unearthed or if something changes affect those that the Immortal beats in a about their burial and they can now dig Willpower roll. Ignore the blood point cost. themselves out of the grave. Lack of air is

another cause of this state, which comes into itself irregularly and in strange ways. It provides play as soon as the Immortal asphyxiates. the Immortal character with a useful – yet erratic – source of information. The Storyteller The First should use his discretion in the dispensing of “The First” is related to Immortal ability to such information. sense one another. It is also one of the curses Alternately, the player can decide that his on Immortal existence. An Immortal must make character is going to tune in to a particular a Willpower roll – difficulty 5 – each time she animal. In this way, he can feel what the animal senses another Immortal. Failure means they feels. At higher levels of Quickening – 6+ – she must challenge the other Immortal to a fight. may be able to catch glimpses of what the Spending a point of temporary Willpower animal seeing and hearing. The animal must be defeats this compulsion. This roll must be once nearby. a day for each Immortal they sense. Example: MacLeod and Ramirez, on the A Dark Quickening roll may also be done the lakeshore, “tune in” to the stag’s life force. first time two Immortals meet should one have Examples: The Kurgan guesses Connor’s an advantage to seize power from the other name, though he had never seen him before; with relative ease. Connor knows someone – Brenda – is following Example: Duncan and Amanda enjoy each him. He also knows of the gun and the tape other. However, each morning they wake each recorder in Brenda’s apartment. must make a Willpower roll in order to not challenge the other. One morning Amanda fails. Overwhelming Quickening However, she spends a point of temporary When an Immortal takes another Immortal’s Willpower, so she does not have to challenge head, there is an exchange of power and Duncan. The two decide – sadly – to spend knowledge. An Immortal maybe overwhelmed some time apart. by this change in behavior and thus be affected Example: Richie meets Frank the Immortal for permanently. This is because Dark Quickening the first time. Each makes a Willpower roll. Both flows from one to another in the process of fail. Largely out of a subconscious compulsion gaining another’s Quickening. they do battle. Richie wins. They never really When an Immortal takes another’s had the chance to be friends. Quickening, both Immortals roll opposed Willpower tests. Should the living Immortal The Last succeed, they gain no Dark Quickening. Should The Sense Quickening power connects to they fail, they gain half the opponents another power called the “Last.” The massive permanent Dark Quickening, rounded down, as amount of Quickening present in an Immortal their soul becomes tainted. They also means that they are able to “tune in” to their temporarily gain the Nature and Demeanor of surroundings. This effectively gives them a sixth the defeated Immortal until 10 minus their sense. It is similar to the Danger Sense merit Willpower months have passed. This may be from Vampire. This manifests itself in several reduced by spending temporary Willpower only ways. after the rolls are performed. This can’t be done The Storyteller administrates this power. At at a later date. Each temporary Willpower appropriate times – i.e. The Storyteller and not reduces the length by 1 month. the player decides – the Storyteller should do a An Immortal who’s Nature and Demeanor Quickening roll. The Storyteller should reveal a have changed aren’t aware they are acting certain amount of information depending on differently until someone points this out to the amount of successes the player receives. them in a very obvious manner, several times. This power is an unreliable one. It manifests Light Quickening Should an Immortal kill another who has less experience if two Immortals fight a third and Dark Quickening than their own, their Dark take his head. This includes the loser’s power Quickening rating becomes that of the other’s and one point of her partner’s. Thus, she gains Dark Quickening. Willpower rolls, like above, x3+1 in Quickening experience. Her partner should also be done for changes in Nature and loses one point in Quickening. He dies from the Demeanor where 5 or more points of Dark experience if he only has one. The partner also Quickening is lost, though the change in loses one point in an ability. This ability goes to personality lasts until they gain back their the victor. The Storyteller picks which ability. It previous Dark Quickening rating. has to be one in which the victor is inferior to his partner. This loss of power and knowledge Gaining and Losing Quickening keeps even the friendliest of Immortals from Immortals only increase Quickening by taking agreeing to be a partners. another Immortal’s head. They gain the Holy ground is a similar situation. It always opponent’s level in Quickening x 3 in counts as the “victor” in any contest. The player Quickening experience when they have makes a Quickening roll in any such battle. The successfully killed their opponent. The player site gains all the Quickening experience with no must spend these equally with experience to successes or even with a success. Further, the increase the Immortal’s Quickening. It costs winner of the battle loses one point of current level x 6 to increase the Quickening Quickening and one point in Ability. The rating as outlined in the experience chart, see storyteller chooses the ability lost. The “victor” Chapter Four. The mystical power of an is utterly absorbed into the site with a botch on Immortal increases only in this method to the Quickening roll. This leaves the “defeated” maintain game balance. For each point of Immortal alive. No Immortal will fight on holy Quickening the loser had the victor also gains ground because they never win. Clever one point in ability. These ability points come Immortals seeking someone on holy ground from the abilities of the loser. They go in force their target out or have the ground abilities where the defeated Immortal unconsecrated somehow. possessed a higher level than did the victor. The Example: If Frank had beheaded Butra the victor gains nothing if they possess higher assassin on holy ground, the site would gain all scores in all their abilities than did the loser. the Quickening experience. Further, Frank Example: Frank Colt beheads Butra the would lose 1 Quickening – taking him to 1 – and assassin. He takes Butra’s Quickening. Frank has 1 point in some ability. That is even if he does a Quickening of 2. Butra had a Quickening of 3. not botch his Quickening roll. A single botch Frank gets 3x3 = 9 Quickening experience, would make Frank vanished as he was utterly which he uses with 9 “normal” experience to absorbed by the holy ground. increase his Quickening to 3 – which costs 18 points. He also gains three points in abilities – The Side Effects of Quickening one each in three areas where Butra had more Quickening is the life force of an Immortal. skill than Frank. Only by removing his head is his power taken. An Immortal may lose Quickening in two There are in other ways to remove someone’s situations. The first situation is if two Immortals power. None of which will easily succeed attacks one Immortal. The second situation is if against an Immortal. Immortals are battling on holy ground. Either Mages cannot use Prime effects to remove way the situation is similar to the normal Quintessence from an Immortal. Nor can Prime transfer of Quickening – but results in more destroy an Immortal’s Quintessence. An than one “loser.” Immortal’s pattern is immutable. The exception The one who struck the killing blow will is if an Immortal loses his head. A Mage with absorb all of the Quickening from the talent in Prime can in fact become the “victor.” She could steal the loser’s Quickening as develop True Faith after their first “death.” True Quintessence – one point of Quintessence per Faith has no effect on an Immortal. point of Quickening. She would gain a point of the winner’s as well. The Mage rolls her Prime Dark Powers versus the winner’s Quickening in a contested Immortals are as good or bad as other roll. The Mage gains no ability from the individual. Some seek power in places best left experience. However, the “winner” still loses alone. Immortals may practice the black arts –, one point in some ability. some practiced it before their death. However, Their Quickening tightly binds an Immortal’s they cannot take demonic investments or mind, spirit and body. Although mind effects – become fomori. the mind sphere, dominate or presence – may affect the Immortal, no one can pull her mind Magical Items from her body. Nor is it possible to remove her An Immortal who is lucky enough to get their spirit without the removal of her head. This roll hands on a talisman can use such an item. She is automatic and is not contested. cannot use a fetish. She can use a talisman by Example: Frank beheaded Butra the assassin rolling her Quickening. The difficulty is the in the presence Hank the Mage, who has a 3 in item’s Arete rating. Any paradox gained goes to his Prime sphere. Frank and Hank would contest the talisman. 10 or more paradox points to see who actually absorbed Butra’s accumulated will destroys the talisman. Quickening. If Hank won, he would gain four points of Quintessence – three for Butra and one from Frank – while Frank would lose 1 Healing and Damage Quickening and 1 point in some ability if Frank Many believe only decapitation can kill an lost. Immortal. However, that is not completely true. Demons may also attempt to absorb the An Immortal will perish with the destruction of Quickening of a dead Immortal. This is done her body. Examples of this would include being through as with a Mage, but the Demon uses at ground zero of a nuclear explosion. their Faith. Should the Demon succeed, they It is also possible for specific supernatural gain all the Quickening as permanent Faith, but powers to destroy them. Again it takes either also gain all the Immortals Dark Quickening as something that totally wipes them out or a Torment. This proves a Demon with a high power that somehow targets what they are. chance of power but at a hefty cost. Immortals can soak bashing, lethal and Another side effect of the Quickening is that aggravated damage with their stamina. They Immortals are immune to all diseases and are heal damage at the same rate, although heal sterile. They disease is immediately destroyed self will heal two levels of bashing damage per in their system so they may not breed children. success rather than one. They also have perfect teeth, but still DNA. An Immortal who loses their head when no other Immortal is within 500 meters of the Immortal isn’t out right killed. They have their True Faith Willpower in weeks to have their head placed True Faith is not part of what a victorious back, else they permanently die. If their head is Immortals takes from a defeated Immortal placed back on, they heal in normal time but along with his Quickening. It comes from belief, lose 1 Quickening, which lashes out to the area not knowledge. An Immortal who possesses when the head is removed. An Immortal may do True Faith cannot use it as counter magic this for another Immortal, but must make a against any power from which her Quickening Willpower roll with difficulty 9, and a Dark protects her. She may use it normally for Quickening roll to resist taking in the other anything else. Believing that they were restored Immortal’s Quickening. This obviously doesn’t to life to fulfill some holy cause some Immortals work on holy ground, and leaves a permanent that the Immortal is not human if the Garou scar. A Mage or Demon may also attempt to succeeds. However, she will not recognize what steal the power of an Immortal while in this it is, unless she knows an Immortal’s “scent.” state. Sense the Unnatural: This power will also Immortals can regrow lost limbs, but at an detect Immortals. Again, the Garou will need extremely slow rate. It takes 10 minus some experience of Immortals to know what Quickening rating weeks to regrow a lost limb. she is sensing. This is reduced to 2 days with the Quickening 5 Sense Weaver: An Immortal’s static nature power. This leaves no scar. Self Heal is of no use means that he will usually be detectable with to regrowing a limb other than stopping the this Gift. bleeding, which happens 1 turn after the limb is Fatal Flaw: Five or more successes on this Gift lost. will reveal an Immortal’s vulnerability to An Immortal may also reattach their limb by decapitation. placing the body part next to the removed Mother’s Touch, Whelp Body, Wither Limb, location, and waiting a single turn for the limb Open Wounds, Curse of Dionysis: The Immortal to reattach. A permanent scar is made through automatically resists this. doing this. Renew the Cycle: This awesome Gift will affect Immortals as it does with Mummies. The Permanent Wounds Immortal falls dead for 10 minus Quickening It is rare for an Immortal to take a wound that years. does not completely heal. However, there are some circumstances. Wounds to the throat or Spheres neck from an Empowered Blade will heal – Scanning with life or prime will reveal unusual providing they do not decapitate the Immortal – facts about an Immortal. Her body locks up her but frequently leaves a scar of some sort, this prime energies in interesting ways. Life patterns will fade away after a couple centuries. are not subject to age and restore themselves at an accelerated rate. The Quickening protects Other Supernatural Powers against entropy 4 targeted at the Immortal’s body as well. and Immortals Immortals are highly resistant to any power Charms that alters her body, whether the power is Possession: This charm has no effect at all on beneficial or not. Any power that affects them Immortals. Influence or suggestion charms in this way automatically fail. Remember also effect Immortals normally. that she cannot be possessed. It is not possible

to remove her soul from her body. Disciplines Dominate: The power of possession and Aura Reading similar abilities do not work on Immortals. An Immortal’s aura appears quite bright. It is Blood Magic: Any blood magic involving very close to her body. Immortals also show removing or altering the soul of an Immortal electrical–type sparks in her aura. These flare automatically fail. brightly when a Quickening power is used. Obeah, Valaren: These disciplines will not

remove an Immortal’s soul from her body. Any Gifts attempt to do so simply fails. Quickening Scent of the True Form: This will detect automatically resists healing powers. Immortals against a difficulty of 7 – unless Quietus: The Quietus powers that reduce a modified by any Arcane rating. She will know victim’s physical attributes have their successes reduced by the Immortal’s Quickening. These count as an extra level of bruised per point missing. Should their Stamina be reduced down to 0 they fall into the dreamless death. All affects fade after one century as the Quickening slowly repairs the Immortal back to normal. Vicissitude: This Discipline automatically fails to affect the Immortal. This doesn’t stop a user from using their medical expertise from assisting in healing.

Arcanos Puppetry: Immortals are immune to this power.

Lore Demonic magics are not encumbered by an Immortal’s Quickening, though it does offer her some form of protection. An Immortal counts as a Demon for all Lore uses against them, though they may still not be possessed. An Immortal will not heal the Lore of the Flesh without the Ignore Wounds power and performing a Healing Self at difficulty 9 and spending 1 Willpower. The number of successes needed depends on the level of changes, with 10 being minor changes like hair color or eye color, and the Immortal may roll once every month, and partial reversal is apparent. Lore of Flesh may never kill and Immortal dead without removing his head. An Immortal will heal the Lore of Death if they survive it. Lore of Death is always healed at a rate of the normal Immortal Healing table no matter the Quickening Rating of the Immortal or their use of Healing powers. An Immortal also releases no spirit when they die, and their soul may not be torn from their body, so the Lore of Spirit is of limited use on them. Chapter 4: Systems “How do you fight such a savage?” “With heart, faith, and steel...” – Connor and Ramirez, Highlander, the Movie

This chapter details the special ways described in Chapter Three. The Healing table Immortals gain experience. It also details the works from top to bottom, so it always takes combat system for sword duels, and Immortals two hours to heal Incapacitated. The newest in normal combat. Immortals are subject to the wound is always the last to heal using this table, basic system mechanics of the Storytelling but not with Self Heal. system because this supplement injects Immortals into the World of Darkness. Healing Rate Highest Health Level Time Experience Bruised One Round Immortals gain experience in the same Hurt One Minute method as other characters in the Storyteller Injured Two Minutes system. All the World of Darkness core rule Wounded Five Minutes books detail the awarding and spending of Mauled Thirty Minutes experience points. The chart below is Crippled One Hour essentiality the same as appears in those books. Incapacitated Two Hours

Experience Costs Trait Costs Duels Combat is the “fact–of–life” for an Immortal. Abilities Current Rating x 2 You cannot run forever. Another Immortal will Attributes Current Rating x 5 find you if you try to hide. Only by killing fellow Background Current Rating x 3 Immortals in combat can you hope to survive Hedge Magic Current Rating x 6 and have any chance of winning the Prize. Dark Quickening* 10 Immortals sense each other through the New Ability 3 Quickening when they meet. They do not have New Hedge Magic 7 to do battle – even though “the First” means Quickening Rating** New Rating x 6 they want to kill one another. It is their destiny Willpower Current Rating to battle until only one remains. They have no Quickening Power Power Rating x 6 choice in the end. * This reduces Dark Quickening by 1 permanent It is desirable to play out duels between point Immortals. Each combatant should be able to ** This must be paid for with half Quickening choose different tactics, moves, etc. These Experience, and half normal Experience duels are often the climax of the story for the Immortal character. The normal Combat rules Healing are better for fighting. However, they still have handicaps when it comes to staging detailed Immortals recover from wounds more rapidly sword duels. Just running a simple combat than mortals. Unlike other supernatural entities sequence can be frustrating for the player normal fire – i.e. fire that is not magical in involved. The player is fighting to survive in nature – does not cause Immortals aggravated these duels, to say nothing of increasing her damage. Immortals heal using the following power. Using the following combat system chart without the use of Quickening as when running a duel between Immortals should that combat turn has ended. The combatants help. then roll their initiative for the next round. The following modifiers apply: Stage One: Initiative • The use of the Quickening power Combatants normally try to be the first to Speed of the Stag confers an extra die attack in the hope of inflicting damage. Things per success on the Quickening roll may work differently in sword combat. One initiative dice upon the Immortal combatant may attempt to surprise the other using it. It does not provide extra by ambushing their opponent. This means actions. attacking them before they have a chance to • The person who attacked and did draw their weapon. Use the normal rules for damage during the last combat turn initiative and surprise in such cases. The gains an extra die to add to their Quickening means Immortal are rarely able to Initiative roll for this round. surprise each other. • If a combatant successfully repels an A turn is the time it takes one person to attack by her opponent in the last attack the other in sword combat. This system turn – she received an equal or splits sword combat up into a series of “bouts.” greater amount of successes on her A bout is a series of rounds, during which defense roll than her opponent got on combat does not pause. Both players roll for his attack roll – she gets an extra Initiative at the start of a round. Then they initiative die. announce what will be their actions. Sword • They gain an extra initiative die for combat is reactive – i.e. one person does not every three successes by which a always know what she is going to do until her combatant’s attack/defense roll opponent has acted. So the player with the exceeds his opponents roll. better initiative announces what they intend to Initiative is rolled for every round of the duel, do first. until the fight ends. Duels don’t allow extra If the player with the higher initiative decides actions from Speed of the Stag or similar to attack, her opponent must either defend or powers. Multiple actions are still allowed via a dodge. The character with the higher initiative dice pool split. may decide to do some other kind of action – i.e. leaping onto a table, hedge magic, etc. Stage Two: Attack Alternatively, they may decide to wait for their This list of standard sword–fighting opponent to act. Combat has stopped if they do maneuvers sprang from the rules for Klaive– either of these things. They must begin another dueling in the Werewolf Players Guide and the bout. combat rules in V20. The list divides maneuvers A bout begins with both combatants facing into two types, attacks and defense. Refer to each other, weapons at the ready. It is up to the V20 and W20 books for the main combat rules. combatants themselves who actually initiates This list should only be a guide to help combat. Both combatants make a standard Storytellers decide the types of rolls and Initiative roll, at difficulty 4, once one of the difficulties applied to various maneuvers. combatants announces they are attacking. The player with the higher initiative receives the Attacks difference between their number of successes Aimed Attack, Hands/Arms: A wounded to their own dice pool. result means the hand/arm is broken and the The character with the higher initiative gets to limb is useless. The victim drops any weapons act first – presumably attacking – and the other held in this hand. A crippled result severs the person must defend. Both players make their limb. The limb must be recovered and held to respective attack and defense rolls and then the wound while the Immortal regenerates to successful tendon slice to the ankle can cripple restore himself to reattach. The limb is a mortal opponent for life unless health care or unusable until it fully heals next turn. Treat it as magical aid is rendered. if it has taken Lethal damage. Traits: Dexterity + Melee Traits: Dexterity + Melee Difficulty: 8 Difficulty: +3/+2 Accuracy: –2 Accuracy: Normal Damage: As weapon Damage: Weapon Aimed Attack, Torso: The character will have Aimed Attack, Head Wound: The purpose of the air knocked out of his lungs – he is stunned this strike is to slash the opponent’s head for the turn – on a wounded result. His ribs are causing him to bleed. The blood will then broken – he must make a Willpower roll with a obstruct his vision in subsequent rounds adding difficulty of 8 each turn to keep acting – on a +1 to the difficulties of his strikes on the mauled result. The spine is broken if the following turn. This lasts for one turn per health Immortal is attacked from behind and the result level done by the attack or as long as it takes to is one more than needed to incapacitate. This heal the wound, whichever is less. Even if the paralyzes his lower body until he regenerates to wound is healed, the blood does not instantly the crippled level in this case. disappear so it has a minimum of one turn’s Traits: Dexterity + Melee effect. Difficulty: Weapon Difficulty + 1 Traits: Strength + Melee Accuracy: Normal Difficulty: +2 Damage: Special Accuracy: Normal Feint: This move attempts to trick the Damage: Strength –2 opponent into leaving an opening for attack. Aimed Attack, Legs: A wounded result means With a difficulty modifier of +3 the attacker rolls that the limb is broken; the penalties to the dice Manipulation + Melee for his attack roll. This pool apply to any activities requiring running. attack may only be dodged. An Incapacitated result with a sharp weapon Traits: Manipulation + Melee severs the limb. This has similar results as Difficulty: +3 severing a hand or arm, only the victim cannot Accuracy: Normal walk, run, kick or dance. Damage: Weapon Traits: Dexterity + Melee Great Blow: The attacker commits themselves Difficulty: +1 completely to a devastating blow, but not a Accuracy: Normal blow to decapitate their opponent. They roll as Damage: Weapon normal attack roll with a +2 to difficulty. It is Aimed Attack, Neck/Decapitation: This attack impossible to parry a great blow. It is possible requires a Perception + Melee. You must reduce to dodge a great blow. The attack dice double if your opponent to one level past Incapacitated the attack succeeds. However, the attacker’s to decapitate. difficulty for their initiative the next turn is 5 Traits: Perception + Melee rather than 4. They have a +2 to all defense Difficulty: 10 difficulties during the next turn also. Accuracy: –3 Traits: Strength + Melee Damage: Weapon Difficulty: Weapon Difficulty +2 Aimed Attack, Tendon Slice: Skilled warriors Accuracy: Normal may attempt to slice the tendons of a foe’s Damage: Special wrists and ankles. Doing this requires melee 4, Jab: This quick strike serves to test an dexterity 2 and a bladed weapon. The tendons opponent’s defenses. are cut if the victim receives two or more health Traits: Strength + Melee levels of damage. Wrists become useless, and a Difficulty:–1 Accuracy: Normal net successes. The target cannot dodge this Damage: Strength –2 sort of attack. However, it is possible to parry. This attack may be countered. This requires an action to perform. Should the Attacker fail his Defense attack roll, if difficulty falls to +0. If he botches, Caught Steel: Roll Strength + Melee versus a then it becomes a -2. If the Defender fails, then your opponent’s Strength + Melee. You lock nothing happens, if he botches, he is hit by the swords with him for a short interval if Attacker for damage equal to his weapon’s successful. You struggle with him before your damage. Requires an action to perform the blades can be freed during this period. He can counter. Can be stacked with Steel Wall. do no damage this attack. You manage to put Traits: Dexterity + Melee him off–balance for the following turn if you Difficulty: +2 receive more than three successes on your roll. Accuracy: Normal This adds one to the difficulty of his Initiative Damage: None roll. Traits: Strength + Melee Stage Three: Resolution Difficulty: 6 Damage is resolved as normal. The attacker Accuracy: Normal rolls the damage dice pool for that weapon, Damage: None – Special against a difficulty of six. Each success causes Steel Wall: The warrior rolls as his attack roll the target to lose a health level. Rolling his Dexterity + Melee, difficulty 8. Add success on Soak, unless armor is avoided then just Stamina, this roll to the number of parry dice he has on at difficulty 6 the target may attempt to soak. any defense roll he makes during the turn. Any Each success subtracts from his successes from attempt made by an attacker using Brawl from his opponent’s roll. the front will result in automatic damage, equal Example: Connor is squaring off against the to the successes, on the attacker. The warrior Kurgan. They circle each other for a few may attempt only parries in this turn. Each moments. The Kurgan makes his first move – a parry done in a turn reduces the next parry’s normal attack, Connor opts to parry. Both dice pool by 1. This doesn’t count as an action players roll for initiative. Connor gets six to perform. successes. The Kurgan gets five. The Kurgan Traits: Dexterity + Melee make his attack roll – Dex + Melee – getting five Difficulty: 8 successes. Connor tries to parry the Kurgan’s Accuracy: Normal attack. He makes his defense roll – Dex + Melee Damage: None plus an extra die, because he got more one Dodging: On some occasions, it may be more success on his initiative roll than the necessary to dodge a blow rather than parry it. Kurgan. Connor rolls five successes. He manages On these occasions, the target rolls his Dexterity to parry the Kurgan’s blade. + Athletics against a target number of six. The Both roll initiative for the next round. Both successes on this roll are subtracted from the have an extra die to add to their initiative pool, successes of the attacker. If the attacker's the Kurgan because he attacked last round and successes are eliminated, the target manages to Connor because he parried the Kurgan’s attack. dodge the blow. The Kurgan gets four successes. Connor wins Counter: A modified version of Parry, the the initiative with six success. This grants him Defender seeks to force an opening by Parrying, two dice to add to his dice pool. Connor decides and then immediately counter attacking. After to try a feint. He makes his roll – Manipulation + successfully breaking the attack, the Defender Melee plus his two initiative dice against a may make an attack with a dicepool equal to target number of nine – his weapon’s normal the successes he scored on the Counter, not the difficulty plus three. He gets two successes. The Kurgan cannot parry a feint so he tries to the passive but gaining 2 dice from having 2 dodge. He gets five successes rolling Dexterity + extra actions. The Werewolf decides to go balls Athletics against a difficulty of six. Connor’s to the wall and spend all 4 of his Rage, giving blade slices through thin air. him 4 extra actions which become 4 extra The third turn of their sword fight starts. Both Initiative dice. Both opt to attack, with the players roll for initiative. The Storyteller decides Werewolf winning with 6 successes to the that Connor will be slightly off–balance at the vampires 4, giving him 2 extra dice to his attack start of this turn because the Kurgan’s dodge pool to hit the Leech with. The Vampire opts to successes exceeded Connor’s attack successes abort and attempt a parry, passing his by three – Connor swung his sword through thin Willpower roll, he manages to. His joy is short air. To reflect this Connor’s difficulty is five lived as the Werewolf hits for 8 successes with instead of four. Connor decides that he needs his claws. The Vampire parries but only to get working and thus uses his Quickening to manages 3 successes, taking 5 off of the get the Speed of the Stag. This gives him an Werewolf’s. He’s about to be in for a bad time. extra three initiative dice. The Kurgan rolls his Wits + Dexterity and gets five successes. Connor Normal Combat follows suit and gets seven successes. This While Immortals have their own system for means he has two dice to add to his dice pool. duels, they will spend most of their time out of He decides to try to disarm the Kurgan. He rolls duels and in normal combat. This section gives Dexterity + Melee against a difficulty of six – not the differences for an Immortal when he’s out forgetting his extra two dice – and gets a of combat. massive seven successes. The Kurgan rolls An Immortal may attempt to use most of his Dexterity + Melee but can only manage three duel combat maneuvers, though they are successes. Connor flicks the Kurgan’s sword subject to ST choice. The effects may also be from his hand. slightly different. An Immortal rolls his Initiative at 4 normally. Non-Immortal Duels This is the side effect of the Quickening. An Should it be necessary, or for fun, the ST may Immortal’s body is always about to explode into call for a duel between an Immortal and a non- a combat fury at any given movement, Immortal, or possibly 2 non-Immortals (like with constantly keeping him on edge. Werewolf Klaive Duels). The rules are the same An Immortal is super human but only just. as the above except that for Celerity like Most tire and require food, they also require air powers, each action they have conforms an to breath normally, and actively avoid pain even extra Initiative die. Celerity’s passive Dexterity if they are immortal. bonus becomes an extra die for every 2 dots of Celerity that are not spent. Do not add the Disease Dexterity to the Initiative roll. These extra dice All Immortals are immune to disease except last the entirety of the Duel. Initiative is rolled magically inflicted ones. These only lasts a tenth at 4 for the duration of the duel. as long as the immune system and regenerative Should a Vampire with Celerity wish to duel a abilities of the Immortal is quick to destroy an Werewolf, or the likes, follow this simple infection, and revert any damage. Immortals example. cannot be carriers of non-magical diseases. The Vampire has 2 dots of Celerity passive giving an extra die to his Initiative, while the Fire Werewolf has 8 Rage giving none unless he Fire still hurts but only inflicts Lethal damage spends them. The Vampire spends 2 Blood to an Immortal unless it is magical. However, Points on his Celerity, losing the extra die from Immortals still dislike pain, and are still able to be tortured by it.

Electricity An Immortal is still affected by electricity like a normal person. However, since the natural form of the Quickening is Lightning, it provides a degree of protection against it. An Immortal soaks electricity damage with Stamina + Quickening. The difficulty to let go of a wire is 10-Quickening rating. The empowered blade of an Immortal is obviously not normal Lightning, and thus doesn’t count as electricity. This is true for any other source of non-aggravated magical electricity, such as enhanced Hellfire sorcery.

Poison and Drugs Unlike diseases, Immortals are affected by chemicals as anyone else is. However, these may not permanently kill an Immortal but will affect him as normal for the duration of the drug. Alcohol is the most commonly used, and while it is possible to drink so much that the liver stops working, this is but temporary.

Temperature Extremes Immortals are affected by temperature extremes just like a normal human.

Chapter Five: The World of Darkness “Fighting to survive, in a world with the darkest powers...” – Queen

Immortals are different from other have caerns, nodes, or crypts. They normally supernatural creatures in two important ways. live among mortals. This means even deviant First – unlike the Kindred, Garou, Mages, et all – Immortals usually identify more with humans Immortals do not have their own society. than with other supernatural beings. Immortals are “wildcards” in a world where Immortals may amass huge amounts of groups such as the Sabbat and the Technocracy wealth during their long lives. They maintain vie for power. Secondly, all the other creatures the illusion that nothing is strange about them. have some legends about where they come It can be difficult to maintain this illusion. from and some idea of where they are going. They need to have a way of paying for their Immortals seemingly just exist. They do not lifestyle on a day–to–day basis if an Immortal know where they come from. They do not know has settled down. Professions that require exactly what “the Prize” will entail. They are the knowledge of the past, like a history professor, ultimate outsiders. may attract Immortals. Immortals’ supernatural There are no groups of Immortals romping abilities mean that they are practically perfect around. There were two groups of Immortals at as soldiers. Most Immortals have been involved different times several thousand years ago. in some war at some point in their lives. Both groups came to a bad end. There should The results could be disastrous were an only be one Immortal player character in a Immortal’s secret widely exposed. Imagine chronicle. The other player characters will what would happen were a company such as presumably be one of the other character types Development Neogenetics Amalgamated to detailed in the main games, vampires, discover that Immortals exist. They would stop werewolves, etc. at nothing in an attempt to discover the secret This brings up the topic of what the other of Immortality. An Immortal character must be characters know about the Immortal character. careful to guard her secret and maintain the It is reasonable to assume that few others know facade of normality. about Immortals given that Immortals may be the rarest of all the supernatural beings. It is Crossovers also reasonable to assume that very few know Immortals may interact with the other that the way to kill an Immortals is by supernatural beings in the World of Darkness. decapitation. Fewer should know about the Immortals have always been and shall always Gathering and the Prize. be the quintessential outsiders. No group An Immortal’s aura resembles a Mage’s or a openly accepts Immortals. Some individual – Changeling’s. They store within them a large however – might. well of power. However, it quickly becomes obvious that an Immortal does not have the From the Inside Out powers of a Mage or Changeling. Few The statement in italics are from various Immortals reveal their true nature to people Immortals and are a reasonably good without a good reason. It is very unlikely that barometer of Immortal opinions on other she would reveal the only way to kill her. supernatural beings. Mechanic notes on Eternals of great power no longer need to eat, crossovers follow the dialogue. Not all of the drink or sleep. However, Immortals who do not crossover information is included in this section. possess this level of power still need shelter and The rest can be found under Chapter 3: the other necessities of life. Immortals do not Quickening. they consider unnatural and evil. This includes Vampires forces of death, decay and corruption. “These days, now that the spell has collapsed, Unfortunately, they count immortality as Immortals are likely to encounter the vampires something unnatural, evil and to be destroyed. of any city they visit. Vampires feed off mortals. The fact none of us asks for our condition does Some Immortals try to protect mortals. Even if not matter much. There are some exception, they do not, vampires may mistake an Immortal skinchangers forming a bond with an Immortal, for a mortal. This could prove to be a fatal but those are kept very secret.” mistake for a vampire. Nevertheless, vampires –Cassandra Donan are to Immortals what they are to all living Immortals are never werewolves – or any things – enemies. other werecreature for that matter – and vice “Kindred almost always seek to destroy that versa. Nor can Immortals use any werecreature which they are unable to control. Immortals gift, rite or fetish. Immortals are immune to the seldom fit into their schemes. However, as much Delirium. To Garou Immortals are unnatural – as an Immortal can be an enemy, an Immortal despite the fact that player character Immortals may also be an ally. It is possible that individual may follow in the hero mold of Duncan. It is Immortals and vampires can allies – but not highly unlikely that werewolves and Immortals friends, never friends. Unlike mortals, Immortals would “openly” be allies. However, secretly is have relatively little to fear from vampires. The an another matter. vampire leader of the London leeches has a It is impossible for an Immortal to be a pretty–boy Immortal that she uses as a gigolo. A werewolf Kinfolk. Their Kin must mate and have powerful vampire in Mexico City had an children. Immortals are all sterile even if they Immortal as a guard and advisor. Had.” are quite adept at copulation. However, an –Juan Mendoza Immortal may hide among the Kinfolk. Any attempt to embrace an Immortal automatically fails. The vampire that drank from Mages the Immortal would have unusable blood in her “Immortals and Mages are sometimes at system. The Immortals blood would only occupy cross–purposes. Mages often want an space in the vampire’s system – i.e. take up Immortal’s power. It would help power their Blood Pool space. The vampire may purge the magic. There aren’t many Immortals who are useless blood by vomiting. Vampires know by comfortable surrounded by people who could taste that it is not the blood of a mortal. A gain a lot of power by killing them. So Immortals vampire attempting to embrace an Immortal working with Mages lie – usually a lot.” before the first time they die would trigger her –Cassandra Donan “death” and transformation into an Immortal. Mages – often like vampires – are distrustful This has lead to confusion on part of both of that which they cannot control. Nevertheless, vampires and Immortals in the past. Immortals make useful allies. An Immortal’s If they are mortal – before they died for the Avatar is Awakened when they first die. They first time – they may be blood bound and cannot use the powers of true magic. An ghouled as normal. With their First Death, the Immortal who has not died yet cannot be transformation to Immortal painfully burns any Awakened in any manner except through death. vampire blood out of their system. It also An Immortal does not count as a witness for destroys the blood bound, and removes any vulgar magic. ghoulification. Wraiths Werewolves “Immortals and Wraiths rarely interact. “Immortals don’t usually to join the Immortals inhabit the mundane world. Wraiths skinchangers. The skinchangers battle what dwell in their dark spirit world. It is impossible for any ghost to possess an Immortal. However up. After all, the FBI has a special cross– – to the spirits on the underworld – an Immortal referenced set of files on all cases of death by stands out like a glowing beacon.” decapitation.” –Juan Mendoza –Duncan MacLeod Immortals never become any kind of Immortals are more likely to run into trouble incorporeal undead. Those who have had their when dealing with the police – particularly if Quickening stolen cannot become any kind of they are murder suspects. An Immortal had wraith or specter. They have had their soul better make sure that his cover is unshakable if consumed by the Immortal who took their he comes under investigation by the police or Quickening. The spirits of Immortals who die FBI. but do not have their Quickening taken – i.e. death by accidental decapitation – simply The Inquisition– dissipate. “The old Inquisition – the Inquisition of the middle mages and the Renaissance – did know Changelings about Immortals, but they confused us with “The sidhe have formed alliances with certain vampires. They did not know exactly how to kill Immortals. The sidhe see some, often European, an Immortal. The Inquisition normally tried to Immortals as kindred spirits. Both Immortals burn us at the stake – their favorite method of and Changelings strive towards a destiny – for killing supernatural beings. Over the centuries – Immortals it is to win the Prize, for the Sidhe is and with the decline of the Inquisition itself – to return to their mysterious home. This has this knowledge was largely lost. They are not been as much a failure as a success for both the threat they once were. parties.” –Methos –Methos Changelings may not be Immortals and vice The Watchers versa. At least they are not “immortal” in the The Watchers are a group that predates the sense of the beings detailed by this supplement. Arcanum by millennia. They have spent The Changelings must abscond with the soul of centuries–studying Immortals. Their purpose is the human to do that. It is impossible to remove to chronicle Immortal exploits. They attempt to an Immortals soul without decapitation. keep accurate records of all new Immortals; who has taken whose head, etc. They also try to The Wyrm anticipate who will win the Prize. Watchers are Minions of the Wyrm typically try to kill any mortals. Their only distinguishing feature is a Immortals they encounter. They are often tattoo on their wrists, a circle with the symbol wildcards in the battles between Wyld, Weaver of their order within. For a time, a rogue and Wyrm. As such, Wyrm minions consider element within the Watchers hunted and killed Eternals to be enemies. The evil spirits of Immortals. This faction has largely dissolved. madness and death that create the fomori cannot possess Immortals. So Immortals cannot The Hunters become fomori or wield any or fomori powers Do not confuse these hunters with the late or abilities. This applies even to an Immortal Watcher faction. These hunters are essentially who has not died yet. simple mortals. However, they display a variety of powers and abilities they make them adept Governments at killing supernatural creatures. This includes “I don’t believe that any single government Immortals. Generally, vampires and the like agency knows that Immortals exist. Or keep their attention. However, this could government. However, some different agencies change. or groups probably suspects that something is From the Outside In There are too few Immortals for any of the major powers – the Camarilla, Sabbat, the Hierarchy, etc – to be aware of Immortal existence, even after the collapse of the spell, let alone have formed an official party policy about them. However, certain individuals among the groups do know about Immortals. These individuals just reflect their opinions and not the groups as a whole. They are none the less insightful. Lady Anne Bowesley: “They are useful if you know how to use them. I helped one keep track of other of his ilk. He posed as my ghoul. However, he was so much more useful than any mere ghoul. You can kill a ghoul by shooting it. Shooting him just got his attention. He and I had reached an equitable agreement. Then some a Scottish eternal killed him.” Jonas Albrecht: “I’ve been told that a genuine, full–blown eternal sits on the Pentex Board of Directors and that he escaped when all the other board members vanished. So now he runs the company by himself. As if we don’t have enough enemies. Nothing is really ‘eternal.’ We’re going to find out what it takes to kill them.” “Sam Haine”: “Several years ago I came on this coven of Twisters of Fate. They had some sort of Bygone creature that looked like a person, but couldn’t die. The coven had gone Nephandi in everything but name. They had been sacrificing him repeatedly. I tried to talk to him, but he hung on them like so many abused people hang on their abusers. I went to get help from some other Verbena. By the time we got back he had snapped and killed the lot of them. I’m certain he’s still out there.” Ramses: “The Eternals seem to naturally have come by what we have had to struggle, fight and sacrifice for. The trade off is they battle each other. I worry about what will happen when only one of them left.” Appendix I: The Watchers and Tools Roleplaying Hints: Watchers take their job The Watchers quite seriously. It can be dangerous – Immortals The Watchers are an ancient organization to react poorly to stalkers. They do try to maintain keeping track of all Immortals. The more a normal, social life though they are dedicated. important the Immortal the more Watcher The Watchers leadership encourages this – it attention she receives. All Immortals have at helps prevent the Watcher from developing a least one Watcher agent keeping track of them. kind of hero worship towards the Immortal they The major contenders for the prize – i.e. study. They are akin to highly educated Duncan, Connor, Methos, etc. – had several. reporters or private detectives who are always The official party line is that the Watchers do on a case and always undercover. not interfere. However, they have been some noted exception. One the one hand high Item ~ The Methuselah Stone ranking Watcher Joe Dawson – now deceased – This is the only know Immortal magic device. gave a considerable amount of information to However, only a few Immortals know it exists. Duncan. On the other hand, James Horton – Even they do not know all of its properties. also deceased – killed a number of Immortals. When whole it appears as a polished crystal How the Watcher assigned to the Immortal sphere. The Biblical Methuselah created the player character respond is up to the Stone according to legends. It predates the Storyteller. However, what kind of individual Great Flood if this is true. the Immortal is has a strong influence. All It has two known properties. The first is to Watchers are college educated. They often hold make a mortal who possesses it Immortal. So masters' degrees if not doctorates. They take long as they possess the Methuselah Stone they photographs, keep track of who the Immortal may gain Quickening powers, do not age and fights so forth. The Watchers discover new have all the benefits and disadvantages of Immortals when their subjects train an Immortals. They revert to being a mortal and Immortal or fight an Immortal that the resume aging normally if they lose possession of Watchers have never heard of before. Then the the Stone. Watchers assign a new agent to this Immortal. Secondly, Immortals no longer operate under the First – or the compulsion to kill one another Watcher Agent: – if they are in possession of the Stone. This also Agents may be of any race, creed or religion. applies to any other Immortals if they regularly After all, the Immortals come in every race, work and interact with the Immortal in creed and religion. possession of the Stone. Immortals may Character Creation: Attributes 7/5/3. Abilities continue to kill each other – they just no longer 12/8/5, Backgrounds 5, Willpower 5. feel a psychological pressure to do so. Suggested Attributes: Str 2, Dex 2, Sta 2, Cha The first know appearance of the Methuselah 2, Man 4, App 2, Per 4, Int 4, Wits 2. Stone was Daryavahush's use of it to build his Suggested Abilities: Alertness 2, Expression 1, Immortal army. This fact is virtually unknown in Streetwise 1, Subterfuge 1, Crafts – Immortal circles. Photography 2, Firearms 1, Drive 2, Stealth 2, Survival 1, Academics 1, Computer 2, Enigmas 2, Investigation 3, Law 1, Linguistics 1, Politics 1, Science 1. Image: Whatever blends in best with the local population. Each Watcher strives to be a face in the crowd. Appendix XX: Credit Where Credit is Due

Outlander: Immortal 20th Anniversary Mike, John, Brent, and SirDakkalot: Assisting and play testing. R-: Revised Compilation, Quickening Throe, The First, Dreamless Death, Favored Weapon, Prologue, Epilogue, History, Watchers, Methuselah Stone, A Matter of Philosophy. Hank Driskill and John Gavigan: Mummy Companion, Taken from the version 2.1 of the rules and based on Merits and Flaws from the Vampire sourcebooks. Mark Antill: The Highalnder Players Guide. Erik Nielsen: Powerful Quickening, Quiet Quickening, Soft Touch, Unfortunate Quickening LeeGarv: Weak Persona, Distinctive Quickening, Marco: Bonding Blood, Endurance, Hidden Quickening Charlesfreel: Holy Ground Aversion, Slow Healing, Strong Aura, Supernatural Metabolism, Tasty Blood, “Thousand–Yard Stare”, Ignorant, Neck Injury. J. Clayton: No [Sense of] Quickening The Livewire: Painful Detection, Friendly Watcher, Well Known Watcher, Too Friendly Watcher. Excerpts from sourcebooks: “Steel Wall,” “Head Wound” and “Jab” are from the Werewolf Players Guide. “Tendon Slice” is from Changeling: the Dreaming. The archetypes “Reluctant Immortal” and “Masquerader” are from Mummy Second Edition.

Copyright Notice and Disclamer– The use of the “Highlander” name in these rules is not a challenge to the rights to the “Highlander” franchise, held by Rysher Entertainment. The use of the “Highlander” name in these rules is not a challenge to the rights of Thunder Castle Games, Inc. publisher of the “Official Highlander Trading Card Game” and the “Official Highlander Role–Playing Game.” The inclusion of Immortals in the “World of Darkness” is not a challenge to the rights of . This is a work of fan–fiction, written voluntarily for no material profit.

IMMORTAL Name: Nature: Race : Player: Demeanor: Age: Chronicle: Concept: First Teacher : Attributes Physical Social Mental Strength_____OOOOOOOOOO Charisma____OOOOOOOOOO Perception___OOOOOOOOOO Dexterity____OOOOOOOOOO Manipulation_OOOOOOOOOO Intelligence___OOOOOOOOOO Stamina_____OOOOOOOOOO Appearance___OOOOOOOOOO Wits______OOOOOOOOOO Abilities Talents Skills Knowledges Alertness_____OOOOOOOOOO Animal Ken__OOOOOOOOOO Academics____OOOOOOOOOO Athletics_____OOOOOOOOOO Crafts______OOOOOOOOOO Computer____OOOOOOOOOO Awareness____OOOOOOOOOO Drive______OOOOOOOOOO Finance_____OOOOOOOOOO Brawl______OOOOOOOOOO Etiquette _____OOOOOOOOOO Investigation__OOOOOOOOOO Empathy_____OOOOOOOOOO Firearms_____OOOOOOOOOO Law______OOOOOOOOOO Expression___OOOOOOOOOO Larceny_____OOOOOOOOOO Medicine____OOOOOOOOOO Intimidation__OOOOOOOOOO Melee______OOOOOOOOOO Occult______OOOOOOOOOO Leadership___OOOOOOOOOO Performance__OOOOOOOOOO Politics______OOOOOOOOOO Streetwise____OOOOOOOOOO Stealth ______OOOOOOOOOO Science______OOOOOOOOOO Subterfuge___OOOOOOOOOO Survival_____OOOOOOOOOO Technology___OOOOOOOOOO ______OOOOOOOOOO ______OOOOOOOOOO ______OOOOOOOOOO Advantages Quickening Powers Backgrounds Virtues ______OOOOOOOOOO ______OOOOOOOOOO Conscience__OOOOO ______OOOOOOOOOO ______OOOOOOOOOO ______OOOOOOOOOO ______OOOOOOOOOO Conviction___OOOOO ______OOOOOOOOOO ______OOOOOOOOOO ______OOOOOOOOOO ______OOOOOOOOOO Courage______OOOOO ______OOOOOOOOOO ______OOOOOOOOOO

Hedge Magic Quickening Health ______OOOOOO OOOO OOOOO O Bruised  ______OOOOOO Willpower Hurt - 1  ______OOOOOO Injured - 1  ______O OOOOO OOO O Wounded - 2  OOOOOO  Mauled - 2  Dark Quickening Crippled - 5  ______OOOOOOOO O O Incapacitated  ______ ______Weakness ______Experience ______Attributes: 7/6/5 • Abilities:13/9/5 • Quickening:1 • Backgrounds:5 • Virtues:7 • Freebie Points:18 (7/5/2/1/10/7)