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No one has ever known we were among you... until now.

-Ramirez

Sit down, lad, and listen. I know that you has this force inside of them, and it ties them
have many questions about what has happened to together, heals their wounds, keeps them alive.
you, and, probably about me as well... However, it can be extinguished all too easily.
Aye, I know all about what happened - the When a mans life force dies, he dies with it.
car crash, and how you were pronounced dead When you were wounded in the car crash, your
by the paramedics... Multiple internal injuries, life force was pushed down to no more than a
eh? Yeah, nasty. And the worst thing is lying tiny spark. Then it exploded, and grew, until it
there, listening to them try to revive you, and was bigger than any mortal mans. A million
eventually give up... times more powerful. So powerful that it can
And, next day, your wounds are gone, as if heal wounds that would kill any mortal man. So
t h ey we re never there, and yo u re wa l k i n g powerful, it could bring you back from the very
around as if nothing happened. You did the smart brink of death.
thing, running away like that... If youd stayed, Aye, I said mortal man, son. Why? For
t h ey d never have left you alone, running tests the simple reason that you are not mort a l
and such stuff. As it is, you are officially dead. a ny m o re, son. Neither am I. The same thing
Tis better that way, son, both for you and those h appened to me as happened to you - I wa s
you knew... You see, were not like them. You killed and reawoke again.. Here, take this sword,
were, but youre not anymore. Yes, I know you and draw it across my arm. Go on! Do it! Good
dont understand! Just listen, and be still! This is and deep! Dont worry about me...
hard enough to explain without you interrupting N ow see this wound? Wh at would yo u
every second minute! normally do if you got a wound like this? Go to
Before you died, you were just like any the hospital or some such thing, and get stitches
other man... You could be wounded, you grew and a massive bandage. Am I right? We l l ,
older every year, you needed to go see the doctor watch... Already, the bloods stopped flowing. In
when you were sick. Just like any normal person. a few minutes, itll begin to heal, and before the
E x c ept for one thing. You had inside you a end of the day, youd never know Id been hurt at
s p a rk of life bigger and brighter that anyo n e all. Why? Its the Quickening! The same thing
elses. All thats changed now - when you died, would happen if I got shot, or if I was burnt. It
that spark burst into flame, and its power and wo rks the same way with you as well! Yo u r
strength cured your wounds, and brought you Quickening healed the wounds you sustained in
back to life. I know it sounds weird, but just trust the car crash...
me, ok? Who else you gonna listen to? I dont know why it happens. It just
The Quickening is the name given to that does... Im not an expert - Im just like you - I
flame that bu rns inside of you. It could be was living a normal life, until I was killed in
described as your life fo rc e. Every living thing battle against a raiding party of Vikings. Aye,
Vikings, son... No, Im not from Scandinavia, beheaded him. Th at s what happened to Liam
Im from Ireland. I was born at a place called Mac Dara. He was killed in France, by a German
Brugh na Boinne, near the Hill of Ta ra , in the immortal, who I killed two hundred years ago.
Kingdom of Midhe, in Ireland. I was taught all Whyd I kill him? Well, p a rt ly to avenge
this, just as I am teaching you, by a man called Liams death, but there is also another reason.
Liam Mac Dara... He was well over thre e There is a legend, passed down from mouth to
thousand years old by the time I met him. mouth over the ages which tells of a time when
N ow? Hes dead... Aye, I know I said all living immortals will feel drawn to a
were immortal, but there is one way we can die particular place, to fight for the Prize. We must
- If your head is removed from your body, youll fight until only two immortals remain. Th e n ,
die. Now, listen carefully, because this is the they shall duel for the Prize.
most important part. You asked me why I carry a I dont know precisely what it is... Some
sword. Ill tell you. When one immortal kills say that the winner of the Prize would become a
another, by beheading his opponent, the defeated God. Some say it would mean the end of the
immortals Quickening flows into the victor, and wo rl d. One thing that is certain - the winner of
he become more powerful. All the dead the Pri ze would have all of the immort a l
i m m o rt a l s stre n g t h , p owe r, k n ow l e d ge and Q u i ckening that ever ex i s t e d, and would be
ex p e rience tra n s fe rs itself into the one wh o powerful beyond belief. He would have all the
s t re n g t h , k n ow l e d ge and ex p e rience of eve ry in the course of your life. I have lived among the
immortal that ever lived. So, down through the Garou a lot - Werewolves, shapeshifters... Both
ages, immortals have been fighting each other, man and wo l f, or a mix of both.. Fe ro c i o u s
looking fo r wa rd to the day of the Gat h e ri n g, creatures... There are other shapeshifters as well
when a few of us shall remain, and well come - the Corax, who could be described as we re -
together in one place to fight each other for the rave n s , the Bag h e e ra , we re c at s , and many
Prize. The time of the Gathering draws near, and o t h e rs... None are as common as the Garo u ,
you must prep a re yo u rself to fight other t h o u g h , and all are mort a l , and age and die
immortals, many of whom will have hundreds of n at u ra l ly, although they are much more ro bu s t
years experience. than mortal men, and can heal faster then
How many of us? I dont know... Perhaps normal, though not as fast as we can. But there
one man in a million is born an immort a l , are others who can live for as long as we can; the
perhaps even less. We come from every race, K i n d re d, for instance - Va m p i re s , a re they,
c re e d, re l i gi o n , and region. The Quicke n i n g undead cre at u res who must drink the blood of
d o e s n t seem to discri m i n ate between bl a ck , m o rtals to surv ive. Th ey can live for many
white, or, indeed, any other skin-color. I have centuries. They do not age, but they can die from
fought and killed immortals from Europe, China, normal wounds, even though, like the Garou,
and South America. they heal at an advanced rate. There are Magi,
I have also fought other creatures. who wield Magi ck , twisting reality with their
We are not alone in being different from i n c a n t ations and spells. Th e re are Fa e ri e s ,
mortal man in this world of darkness. There are g h o s t s , S p i rits and ev i l , h o rri ble things fro m
other supernatural creatures, who you shall meet places other than this Earth of ours. You may
encounter them, as you travel, and you must be m a n aged to jerk my head back in time. If I
prepared to combat them, and cleanse them from hadnt, I wouldnt be here...
the face of the planet. It is tru ly a Wo rld of A h , wh i s h t , lad! So many questions!
Darkness we live in, with many secrets that are Youll get your answers in time... Youll have to
h i dden from mortal man. Of all thes e l e a rn all you can about this wo rl d, and the
supernatural creatures, we are the least common, c re at u res youll encounter. Youll have to learn
and, some would say, the most powerful, as all h ow to live without drawing attention to
the rest can either grow old, or die normally. A yourself. Youll have to learn how to hide your
two-thousand year old Vampire will still die if immortality from normal people. Ill teach you
you burn it, whereas I have heard of an immortal, everything I can, and then Ill have to leave you.
who, accused of being a witch, was burnt at the But the most important thing youll ever learn is
s t a ke, and surv ive d. Just remember that , n o how to fight. All immortals fight using swo rd s ,
matter how badly wounded you are, you will although I met one who uses an axe. Aye, uses.
a lways totally re c ove r, w ithout scars or Hes still alive, and is my friend. He saved me
permanent injury, but remember that if you are from a group of Hunters once. The Hunters are a
lying unconscious, or unable to move, it can be group of mortals who wish to kill us all off. They
very easy for someone to come along and take c ap t u re immortals and behead them, a l l ow i n g
your head. There is only one part of our bodies their Quickening to disperse into the ether.
which will not heal totally - our neck will retain Youll have to learn how to use a sword,
scars, if we are wounded there. This scar of mine for that is the only way you can defend yourself,
was caused by a lucky swing by another and its the only way you can defe at other
immortal, who tried to take my head by surprise immortals. You cant cut a mans head off with
in England, back in the middle ages. Luckily, I the barrel of a gun, you know. I was given this
swo rd by Liam Mac Dara. It is thousands of than just ch u rches and the like. The spiri t u a l
years old, crafted by blacksmith magicians over places of the Garo u , and the sites of Mage s
five thousand ye a rs ago. Its a silver Celtic magical sites have the same effect. Dont worry,
longsword, and is a part of me. Get that bundle though. Yo u ll be able to tell when you are
from over there. Bring it here, lad... standing on holy ground. Much the same way as
This is an English Broadsword, c ra f t e d yo u ll be able to know other immort a l s .
from steel in the middle ages. I took it from an Remember you were dizzy when you first saw
immortal I killed in London almost a hundred me? I call that the Buzz, and its something
years ago. Take it. Its yours. Make it part of thatll happen everytime you meet an immortal.
yo u rs e l f, an extension of your body. And extra Youre feeling it right now, are you not, ex c ep t
limb. When you do that, it will become part of that its been suppressed because of the amount
you to such an extent that your Quickening will of time weve spent together. Well, if another
embrace it as part of you and make it stro n ge r. immortal came near us, youd get another buzz,
Feel its weight. Swing it around a bit, get used and youd know that there was one nearby.
to the feel of the blade... Thats it... We l l , enough talk! Its time for you to
Before we start, there is one thing I must learn something other than theory. Come on, lets
tell you. We have certain traditions - laws, if you teach you the art of swordsmanship! Without it,
want to call them that... No immortal will ever you wont last long. Before long, youll have to
break them, for they are practical, and have a face immortals with hundreds, even thousands of
sound reason for existing. The Golden Rule is ye a rs ex p e ri e n c e. To surv ive, yo u ll have to
this: We must never fight on holy ground. If an d e fe at them in bat t l e. If you dont kill them,
i m m o rtal is beheaded on holy gro u n d, h i s theyll kill you. The Prize awaits one of us, and
Quickening will be drawn into the ground, and the Gathering draws near...
will be lost forever. and holy ground means more
With my sword and my head held high,
Got to pass the test first time...
-Queen

long as our names remain here. The use of the


H i g h l a n d e r name and quotes from the fi l m
Highlander in these rules is not a challenge to
the ownership of the rights to the Highlander
movie, nor of the ownership of the rights to the
Ever since the introduction of the World Highlander television series by Rysher
of Dark n e s s , the idea of incorp o rating the Entertainment.
i m m o rtals from the movie H i g h l a n d e r h a s The pictures in this supplement are from
seemed not only interesting and appropriate, but the film H i g h l a n d e r and the H i g h l a n d e r T V
almost necessary. The wo rld presented in s e ri e s , and are rep roduced here without the
Highlander (there should have been only one) consent of the owners of either the film or series.
and the series cl o s e ly mimics that of the The Storyteller series of Roleplaying games is
Storyteller system: a world slightly darker and published by White Wolf Inc. and the use of their
more menacing than our own, with supernatural t ra d e m a rks in these rules is without their
beings wandering among us. In fact, the movie permission.
H i g h l a n d e r is listed as an inspiration in the
c redits for the Storyteller ga m e s , so the
introduction of these characters seems vital.

This is the revised and expanded edition


of Hanks original Highlander rules, including a
c o m b at system designed to support complex
sword duels. It is designed as a supplement to
White Wolfs World of Darkness series of games,
and is compat i ble with any of White Wo l f s
World of Darkness Storyteller games.
Thes e rules are copy right of Hank
Driskill and John Gavigan. They are in the public
domain and may be copied and distributed, as
In the end, there can be only one.
-Ramirez

Immortals seem to appear at random from B e fo re we can discuss the cre ation of
the human population. One in a million perhaps, immortals as ch a ra c t e rs , we must decide what
maybe less. They are born of humans, raised as Quickening means, and how to represent it in the
human, and (to most) appear quite human. They Storyteller system. It shall be discussed in depth
age, l iving a normal life, until they fi rst are later on, but, for now, a simple explanation will
ki l l ed. Th en, th ey mira c u lo u s ly re c ove r, a n d suffice.
begin their lives as immortals. Immortals cannot
have children. They do not age, and do not get
s i ck. Th ey cannot drow n , or die from any
conventional injury: they will always recover, no
matter how severe the damage (in the series, it
was mentioned that one immortal was burned at
the stake, and recovered from it). The only way The sensation yo u re fe e l i n g, is the
for them to die is to have their head removed Quickening.
from their body. -Ramirez
Down through the ages, a legend has been
passed from mouth to mouth - that of the Prize.
The legend says that at a time when the number Quickening is the power of an immortal.
of immortals in the wo rld grows small, t h e In the Storyteller system, this life force is quite
remaining immortals shall feel an urge to travel similar to the Pat t e rn of any living thing; in
to a fa r- away land, where they shall fight until i m m o rt a l s , this Pattern is more tightly woven
only one remains. The final survivor shall win than with other living beings. The Quickening is
the Prize. No one knows exactly what this Prize t h e re fo re also similar to Quintessence, t h e
is, but to win it is the goal of every immortal, as magical raw power that fuels Patterns and also
it is assumed that the person who wins it would is used by Mages to do their magick. Only when
be, in effect, a god. they die is their Quickening released (except in
The term Quickening refers to the lifeforce special circumstances, see Rules below). Mages
of an immortal. It is the sum of all his cannot pull Quickening from an immortal, nor
k n ow l e d ge and power, all of his strength and can they alter an immortals Pattern in any way.
ex p e ri e n c e. It is a life fo rce so strong that it Without their Quicke n i n g, an immortal is
ke eps the immortal from aging and heals his nothing, It is what keeps them alive. The total
wounds at an adva n c e d - s p e e d. Quickening is loss of Quickening is directly related to death.
what the immortals fight for: when they fight, When an immortal dies, it is not because his
they fight to literally absorb their opponents head is no longer attached to his shoulders - it is
l i fe fo rce into themselve s , thus making because he has lost his Quickening.
themselves more powerful.
M ages hold Quintessence within their
bodies because of their Avat a r. To the
s u p e rn at u ra l ly - t rained eye, immortals will often
be confused with Mages: they have an excess of
raw energy within them. The Garou likewise If your head comes away from your neck, its
store mystical energy within them, according to over.
their Gnosis . Immortals are there fo re -Ramirez
occasionally mistaken for Garou as well. Unlike
G a rou or Mage s , h oweve r, i m m o rtals do not
spend their Quickening, it is a permanent part Unlike Vampires, Garou, or Mages, there is
of them. o n ly one way for an immortal to ga i n
In the Storyteller system, we keep track of Quickening: through fighting and killing another
the power of an immortal with an at t ri bu t e immortal. This makes it more difficult for them
called (surprisingly enough) Quickening. Much to increase in powe r, as time alone does not
l i ke Va m p i ric disciplines, G a rou gi f t s , or a make them more powerful. As you will see in
Mages spheres, Quickening allows immortals to C h ap t e rs Two and Th re e, t h ey re c e ive
p e r fo rm superhuman fe ats. The higher the compensation for this limitation.
immortals Quickening, the more abilities he has When two immortals fi g h t , t h e i r
and the more powerful he becomes. Quickening Q u i ckening is mingled into an electri c a l
is a c at ch - a l l at t ri bu t e, and has many powers lightshow around them, in direct proportion to
associated with it, not all of which are re l at e d the power of the two. When one wins the battle
( ex c ept that they all are demonstrated in the (by removing the others head), he absorbs the
movie or series). Q u i ckening of the loser, gaining the losers
power and knowledge. The rules for this are sense, and all immortals follow them. These
covered in Chapter Three. rules are each based around Quickening, and the
When an immortal emerges victori o u s , gain and loss thereof.
slaying another, he absorbs most, but not all of The Golden Rule for immortals is that they
his opponents Quicke n i n g. The ex c e s s must never fight on holy gro u n d. None will
Quickening is released into the ether, where it is, violate this rule, for they have too much to lose.
in effect, raw power. The most common manner Th u s , h o ly ground can become a haven or
in which power exists and is channeled on our s a n c t u a ry for immortals; a place wh e re they
planet is as electricity. Th e re fo re, usually (but retreat when faced with an impossible opponent.
not always), the released Quickening will find The reason for this rule has to do with the flow
t h at the easiest way for it to disperse is to of Quickening.
t ra n s fo rm into electricity, and disperse through When two immortals battle on holy
conducting materials in the vicinity. This results ground, the site itself is always assumed to be
in massive ove rl o a d s , wh i ch cause the the victor. When the victor takes the losers
explosions, lightning, etc. associated with duels head, the losers Quickening flows into the site,
between immortals. as does a portion of the victors as well. This
loss of power and know l e d ge is sufficient to
dissuade even the most vicious of enemies from
attacking on holy ground.
What is holy ground? In Mage, there are
H o ly gro u n d, Highlander! Remember wh at
places called N o d e s, wh e re magi ckal powe r
Ramirez taught you!
converges. In Werewolf, these same locations
-Kurgan
a re called C a e rn s, and are viewed as holy
gro u n d. Its a simple stre t ch to assume that
The immortals have rules of engagement:
many churches and holy sites are likewise built
these rules are traditions, with a basis in common
on these locations of power: for this discussion,
these places of power will be called h o ly from the battle. Not only will they receive their
ground. Luckily, immortals automatically sense own Quickening, and that of the loser, but also a
whether they are standing on holy ground or not, fraction of their allys. This stealing of an allys
as they experience a sensation similar to the buzz knowledge and power is not a pleasant thing for
t h ey ex p e rience upon encountering another the ally, to s ay the least, and is there fo re
immortal. something that no immortal desires. Hence, the
The second of the two main rules is that the rule always fight one on one has developed.
immortals always fight one on one. Why is this? These are the only two real rules. Evil
A pair of immort a l s , with their centuries of i m m o rtals will stop at nothing else to ga i n
experience, could work quite effectively together Quickening: friends and loved ones are often
to whittle down the surplus population, as it pulled in as pawns in the battles, as are helpless
were. Why do they not team up? In the fi rs t innocents who have nothing to do with the
episode of the series, Connor and Duncan (who Gathering... no one is truly safe.
are friends and even Clansmen) refused to team
up to battle the decidedly evil Slan Quince...
The answer to this riddle comes from the
way the Quickening tra n s fe rs itself upon its From the dawn of time we came, moving silently
release - If two immortals are present, and there down through the centuries, leading many secret
are no other factors involved (such as being on
l ives . Stru ggling to re a ch the time of the
holy ground), the Quickening will transfer into Gathering, when the few who remain, will battle
the person who actually took the dead immortals to the last.
h e a d. In one episode in the seri e s , D u n c a n - Ramirez
duelled with another immort a l , but A m a n d a
stepped in at the last moment and took the other
immortals head, thus gaining the Quickening. The legend of the Gat h e ring has been
Thus, if two immortals battle an enemy, passed down from immortal to immort a l ,
only one of them will receive the Quickening
through the ages... The Gathering is the name film left the subject slightly vague, except to say
given to the time when but a few immort a l s that Connor could read peoples thoughts if he
remain. Th ey shall feel an irre s i s t i ble pull concentrated, and could also have children, grow
towards a far-away land... To fight for the Prize. old and die.
In this respect, immortals are doomed to fulfill a This much is for sure - the winner of the
pre-determined role. It is their destiny to battle P ri ze would possess all the Quickening fro m
one another until a single immortal emerge s eve ry immortal that ever wa l ked the eart h .
victorious. According to the series, the time of Millennia worth of experience and knowledge,
the Gathering is upon us, and the Prize is waiting from immortals of every race, all over the world
to be won. would be his. He could well be the mos t
powerful single being in the world.
On the other hand, it may well be that the
legend of the Prize is simply a tale, and that the
G at h e ring will never take place. Pe r h ap s , new
I know! I know everything! I am everything!
immortals will continue to be born forever, thus
-Connor
ensuring that there will never be a single victor.
In any case, for Immort a l s , the Gat h e ring is
similar in many ways to the Apocalypse for the
The immortals battle for The Pri ze :
Garou, or Gehenna for the Kindred - a fate that
either for themselves, or to keep it from falling
no one re a l ly believes in , or as some Garo u
into evil hands. Mankind would suffer an
might say, something that will never happen in
eternity of darkness, as the movie said, if the
our lifetime. The big difference for immortals
Prize came to an evil immortal.
is that a lifetime can last forever. To an immortal,
What is the Prize? Its not really necessary
it matters little whether the Prize is but a legend.
to define it in game terms, since the immortal
He must battle on, for if he stops, he will surely
who gains it will become in essence a god. The
lose his head.
I am immortal, I have inside me blood of kings...
-Queen

It may seem appealing to run an immortal Vampire, however, one is encouraged to begin
in a Storyteller Chronicle, especially as it is, in with a young vampire, so as not to unbalance the
ways, an ex t re m e ly powerful character type. game: elder vampires, while a curiosity, do not
However, in my opinion, it is more difficult to often adve n t u re with their younger bre t h re n ,
c re ate an immortal ch a racter than any of the but instead are embroiled in the politics of the
others created so far. When you are generating a C a m a rilla. Th ey also tend to be mu ch more
M age, G a rou or Va m p i re ch a ra c t e r, t h e re are p owe r f u l , and less human than their yo u n ge r
plenty of traits such as gi f t s , b a ck gro u n d s , Kin. Likewise, although Mummies are in many
disciplines, spheres and so on to play with, and ways human, their thoughts and desires are
the mythos is already set out in the rule-book. In nothing like the mortals around them.
effect, the whole thing is presented to the player Storytellers should make it a condition that,
in a neat little package, and all they have to do is for an immortal character to be accepted as a
follow the rules, write down a few figures and character in a Chro n i cl e, their background and
they can play their character. past should be at least summarily documented,
I m m o rtals are diffe rent. Each one is an their character should be developed. This will
unique. There is no pre-designed background for often deter players who wish to play an immortal
immortal characters. Their very nature prohibits simply because he is immortal. Immortals are a
the type of society that holds so much of the ve ry unique ch a racter cl a s s , due to their
ro l e - p l aying potential for Garo u , M ages and h u m a n i t y : despite the centuries behind them,
Kindred. Like these characters, the immortal is a they are still human... alone among the mortals,
n o rmal person who discove rs that he has a h i dd e n , but still human in mind and soul. This
special destiny. Howeve r, u n l i ke Garou and humanity makes them unique and intere s t i n g
Kindred, they can see no reason why they and characters to explore.
not someone else, h ave been chosen to be
i m m o rtal. In some way s , t h ey are similar to
M ages in this re s p e c t , but the one major
d i ffe rence between immortals and other To begin the creation process, settle on the
characters is time - often, immortals discove re d c o n c ept for the immortal. Why have they
their heri t age hundreds or even thousands of
s u rv ived? When were they born, where have
ye a rs ago. Deciding how this ch a racter spent they been and what have they seen throughout
those ye a rs , and wo rking out the beliefs, the centuries? Pick a strong nature, something
knowledge and outlook that he has brought with that drives them and makes them cling to life,
him from this time. rather than just let go. Th ey do not age, bu t
One might argue that this has already been
without a will to survive they most certainly will
ex p l o red with Va m p i re and Mummy. In lose their head...
ludicrous. Also, as they age, their maximum
ability score (5 for mortals) will incre a s e,
a l l owing scores of 6+ for va rious ab i l i t i e s .
Immortals are shown to be in superhuman Players should be allowed to choose Abilities
health, strong and fast, and also intelligent and from any of the games, but obviously, there are
p e rc ep t ive. Th ey are almost always fi t , restrictions. For example, it seems unlikely that
attractive, and charismatic... so, in the World of an immortal would have the Pri m a l - U rge or
Darkness, they are far superior to the mortals in Rituals Abilities from Werewolf.
all their at t ri butes. Give them 7 Pri m a ry, 6 Players should be encouraged to think up
S e c o n d a ry, and 5 Te rt i a ry at t ri bute points, their own ab i l i t i e s , thus helping make their
instead of the n o rm a l 7/5/3 split that Garou, character unique. For example, the Knowledge
Kindred and Mages all receive. H i s t o ry might be a common one among
i m m o rtals (and is in fact included on the
character sheet) - remember Connor relating the
significant events of 1798 to Brenda?
I m m o rtals s tart with 13 Pri m a ry, 9 Use the chart below for a reasonable split
Secondary, and 5 Tertiary abilities provided they of abilities based on age.
a re yo u n g (less than 100 ye a rs). O lder Age Primary Secondary Tertiary Max
immortals will have more abilities; fighting this 0-100 13 9 5 5
to achieve play balance is a wasted effort in 100-250 18 13 8 5
the Storyteller system. The storyteller is the 250-500 23 17 11 6
ultimate judge; if he doesnt want 2000 year old 500-1000 28 21 14 7
i m m o rtals ove rp owe ring his ga m e, then he 1000-1500 33 25 17 8
shouldnt allow 2000 year old immortals at all: and so on...
allowing them but restricting them to 13/9/5 is
Age Background Points
0-100 7
You cannot die, MacLeod... accept it! 100-250 9
-Ramirez 250-500 10
500-1000 11
1000-1500 12
The Quickening characteristic is the most and so on...
important to an immortal... it defines their power, The fo l l owing back grounds are
and is ve ry useful in battles with other possibilities for immortal ch a ra c t e rs. See
immortals. Beginning immortals begin with 1 Va m p i re for ex p l a n ations of most of these
Quickening; this may be increased by spending b a ck grounds (except for A rc a n e, which comes
Freebie points, as discussed below. from Mage).
I m m o rtals have no v i rt u e s in the Allies - Friends who can be counted on to help
Va m p i re / We rewolf sense. Like Mage s , t h e i r the character out. They probably know of his
only characteristic is Willpower, and like Mages, immortality.
they start with a base Willpower of 5. Contacts - The number of info rm ation sources
the character possesses.
Fa m e - The ch a ra c t e r s re n own in the mort a l
world.
Immortals begin the game with points in I n fl u e n c e - The ch a ra c t e r s political or social
Backgrounds, according to the chart below. See sway or power in the mortal world.
the section on Abilities to see the arguments Mentor - An older immortal who advises and, to
regarding age vs. play balance. a certain extent, looks after the character:
Mentor is less than a hundred years older than you. and the Storyteller system is designed so that
Mentor is between 100 and 300 years older than you.
Mentor is between 300 and 600 years older than you.
p l aye r s can immerse themselves in their
Mentor is between 600 and 1000 years older than you. ch a ra c t e r. However, you cannot do this if you
Mentor is between 1000 and 1200 years older than you. dont know your character.
Mentor is over 1500 years older than you.

S t o ry t e l l e rs should bear in mind the Background & History


possibility that an immortal characters mentor
might be killed, unless they have retired. Where was you character born? What was
R e s o u rc e s - Wealth, b e l o n gi n g s , and monthly his childhood like? How did he die? What was
income. the reaction to his miraculous revival? How did
Arcane - ( See Mage: the Ascension ) Immortals he find out about his immortality - Did a mentor
tend to have a tendency to scatter headless ( l i ke Ramirez) tell him about it, or did he
bodies around them, yet they dont seem to draw gradually find out for himself? Did he leave his
attention to this fact: hence the A rc a n e. Also, home and fa m i ly, or did he stay around and
isnt it strange how they manage to hide such watch them grow old and die? If so, how did it
large swords inside those trenchcoats of theirs? affect him? Where has he been in the intervening
years? Was he involved in any famous historical
incidents? In the present day, where does your
ch a racter live? Or is he a wa n d e re r, m ov i n g
around continuously?
Immortals get 18 freebie points to spend.
Again, this gives them more points in attributes Appearance
and abilities than their fellow players, but this is Who cut your hair? I am in disguise... this
balanced by their inability to raise Quickening way, no one will recognize me.
except through killing other immortals. Also, - MacLeod and Kurgan
their ve ry nat u re makes them hunted by the
Te ch n o c ra cy, fellow Immortals, and of course What does your immortal look like? How
the Wat ch e rs / H u n t e rs (these are outlined in does he dress? Is he a classic member of the
Chapter Five). t re n ch c o at bri ga d e , or has he s ettled on
another method of carrying his weapon (like the
Point Costs Ku rgan and his briefcase)? These sort of
Quickening 7 points per dot decisions help determine a look, and also are
Attributes 5 points per dot useful for game play later.
Abilities 2 points per dot
Willpower 1 point per dot Contacts
Backgrounds 1 point per dot Hi, Brenda. I did what you asked. I spent all
night going through the old deeds to Nashs
house on Hudson Stre e t , right back to the
original owner, Montague, in 1798...
Ya talk funny, Nash... where ya from? Lots - Rick
of different places...
-Garfield & Nash How long has your character been in his
c u rrent home? Wh at friends has he made?
This is a very important part of character Unlike Vampires, Garou, or Magi, immortals live
c re at i o n , and, u n fo rt u n at e ly, one that is skipped amongst the humans and (for the most part) treat
over far too often. This is a role-playing game, them as equals. Hence, they make connections
with the human race, which will come up during
game play (either for help or for hostage s ,
depending on Storyteller mood).

Outlook Va m p i re i n t roduced Pe rs o n a l i t y
Love is for poets. A rchetypes to help define ch a ra c t e rs
- MacLeod personalities. A character has two archetypes -
his Nature and his Demeanor, and the key to
Wh at kind of personality does yo u r using Archetypes effectively is understanding the
i m m o rtal have? Is he dark , m o o dy and difference between the two.
unfriendly, or bright and extrovert? What drives A characters Nature is her true personality
them, keeps them going? Is the ambition to win - that which she is, but will not necessarily reveal
the Prize the thing which consumes their lives, or to other ch a ra c t e rs in the Story. People do not
do they revel in life ge n e ra l ly? The things that bare their soul to everyone they meet, and thus
have happened to an immortal down through the they develop false fronts.
years can often affect his outlook on life - love A characters Demeanor is this false front.
and war are probably the most common ones, but While a characters Nature would only change in
other things can gre at ly influence the way a exceptional circumstances, her Demeanor can be
person views life. as consistent as their Nature, or it may change
f re q u e n t ly. A l s o , if the player so ch o o s e s , a
Quirks ch a ra c t e r s Nature and Demeanor may be the
I have something to say... Its better to burn out, same.
than to fade away! Personality archetypes are also a method of
- Kurgan ( re ) gaining Wi l l p owe r, as the Storyteller will
award Willpower when a character lives up to
Immortals are often unusual individuals. their Nature/Demeanor.
Note from the series: Gregors tendency to put
mortals into danger to get a secondary rush from
i t , or A m a n d a s tendency to doubl e c ross her
partners. These things help define the character, Vampire also introduced the Merits and
and yet arent shown in the characteristics above. F l aws system, wh i ch is a method of re a l ly
Perhaps your character has a phobia or a hatred making your character seem alive and individual.
of some particular thing. Perhaps your character Merits and Flaws are purchased just before you
is afraid of heights , and has a hat red of spend your fre ebie points. Th ey cost or give
Vampires... Pick interesting quirks, and write b e t ween one and five fre ebie points - ie.
them down; they will add gre at ly to the role- purchasing a five point merit would mean you
p l aying ex p e ri e n c e. See also the M e rits and had five less freebie points to spend, while taking
Flaws section below. a five point flaw would mean that you had an
One of the most important things to extra five freebie points to spend. Merits and
remember when writing up your ch a ra c t e r s Flaws are also tied to Willpower, but less so than
b a ck ground is that , u n l i ke the Garou and the the Natures and Demeanors.
K i n d re d, (and the Mages, to a certain extent), The full rules for Personality Archetypes,
i m m o rtals are human. Th ey may live fo r and Merits and Flaws can be found in the
ex t ra o rd i n a ry lengths of time, but they are still Vampire and Werewolf Players Guides.
very human, with the very same feelings and
thoughts as us.
Hey, its a kind of magic!
-Connor

Q u i ckening is the fo rce that makes the Sense Quickening


immortals special: that mystical energy within Some immortals gain this ability eve n
them, that makes them immortal and gives them before they suffer their first death, since they still
their powers. In this ch ap t e r, we will discuss are considered to have a Quickening of 1. This
what Quickening means in the rules, and how ability is similar to the level 1 Prime spell Sense
immortals increase in power. Quintessence (see Mage): using this ability, an
immortal will sense another immortal nearby.
No specific info rm ation on the immort a l s
identity is give n , nor is the location of the
Throughout the discussion of the va ri o u s immortal known, m e re ly that the immortal is
p owe rs , mention will be made of ro l l i n g near.
Quickening to perform some feat. This behaves Sense Quickening also allows the immortal
exactly as with Spheres of power in Mage: roll a to sense a Node (holy ground). Likewise, an
number of dice equal to your Quicke n i n g, immortal can sometimes sense other beings with
against a difficulty of six. Count successes to free quintessence in them (such as Mages and
find how much benefit has been gained. K i n d re d ) , although a perc eption roll may be
necessary for this. Usually, no roll is needed for
sensing holy gro u n d, and sensing other
i m m o rtals is usually left to Story t e l l e r s
discretion (to pick a dramatic moment.)

You cant drown, you fool! Youre immortal! Breathe Water


With this ability, immortals may survive
-Ramirez i n d e fi n i t e ly underwater, drawing oxygen from
the water. This is not the same as not breathing:
The powers listed below are based off of it has been shown that immortals do breathe, and
various powers shown in the Highlander movie t h at poison gas will affect them (although it
and TV series. They are loosely based off of cannot kill them). Total absence of air will
va rious powe rs listed in the M age b o o k , a n d reduce the immortal to incap a c i t ated after a
occasionally make mention of the power they certain length of time, and he won recover until
were most similar to. he can, once more, breath.
Next to each power is a mark of what level
of Quickening is necessary to first exhibit this Empower Weapon
power. Often in both movie and series, the clash of
swords during a battle between two immortals is
accompanied by electrical discharge. Using their Heal Self
Quickening, immortals can enfuse their weapon In Chapter Four, the normal healing chart
with raw powe r, causing them to do more for immortals is given. Using their Quickening,
damage, and also causing the discharges shown. however, an immortal may choose to heal even
An immortal can empower any edged melee faster from wounds received. By taking a round
weapon in this way (axe, sword, knife). One and rolling Quickening, an immortal may heal a
additional damage success is scored per success number of wound levels equal to the successes
rolled (see Quickening Dice above for details). rolled. Note that this is done once per wound
Note: The extra damage done by Empower only, the rest must heal normally. Note also that
We apon is aggravat e d, although the norm a l if an immortal is taken to incap a c i t ated (or
damage done by the weapon is not. beyond) before he has a chance to heal, he must
Example: Duncan swings his trusty katana first heal to crippled, then roll his dice in Heal
(difficulty 6, Strength + 5 damage), and hits. He Self. Also, aggravated wounds may not be healed
rolls Str 3 + 5 = 8 dice for damage, difficulty 6 in this manner, and must heal according to the
(using the Va m p i re 2nd edition ru l e s ) , t o chart.
d e t e rmine damage. S ince his katana is Example: Richie the new immortal gets in
empowe re d, however, he rolls an additional 5 a fight with an unsuspecting group of ga n g
dice for his 5 Quickening, also against difficulty toughs, and after finishing them off he begins to
6. Any successes scored on this roll count as recover from his wounds. Three wounds (3/1/2
aggravated damage. The defender gets one soak levels) for a total of six wound levels (crippled).
roll against both damages, and soaks aggravated He rolls his Quickening of 2, healing 1 from the
first. fi rs t , healing the second, and getting no
successes on the third wound, over a period of
three rounds. The remaining four wound levels scene. As with Empower Self, the immortal will
must heal normally (which means hell be fully feel weak for some time after using this power.
healed in little over a half hour).
Ignore Wounds
Empower Self At this level, the immortals recuperative
Using his Quickening, an immortal may p owe rs have become so potent that they no
increase his physical attributes, by one for every l o n ger need spend time to heal. One wo u n d
success ro l l e d. The effect lasts for an entire level is healed each round, with no roll required
s c e n e, and is usually done only duri n g (although an immortal may still take a round to
ch a l l e n ges. After using Empow er Self, a n heal more, using the level 2 power Heal Self).
immortal will feel weak (-1 to dice pool) for an Also at this leve l , an immortal may heal
hour or more. aggravated wounds as if they we re norm a l
Example: Connor squares off with Fasil, wounds, using Heal Self above.
and the battle begins. Connor rolls his E x a m p l e : The Ku rga n , after ending the
Quickening of 7, gaining four successes, and pitiful Ramirezs life and taking his Quickening,
puts two points into Stamina and two in stops to rest. Ramirez had one lucky swing that
Dexterity. Fasil is in trouble. n e a rly took the Ku rga n s head, doing fo u r
normal wounds and one aggravated. The four
Speed of the Stag normal wound levels healed over the next four
Like Empower Self, an immortal may use rounds, and the Kurgan takes a round to heal the
his Quickening to increase his actions in a turn aggravated wound after the battle is over. A scar
( mu ch like the vampiric discipline of Celerity). is left on his thro at , however, to remind him of
One ex t ra action may be gained per success how close Ramirezs blade came...
rolled, and the extra actions last for an entire
animal, and, in this way, he can feel what the
animal feels, and, at higher levels of Quickening
( 5+ ), he may be able to catch glimpses of what
The Sense Quickening power is re l at e d
the animal is actually seeing and heari n g.
to another power, which has been dubbed the
However, the animal must be nearby.
Last. The massive amount of Quicke n i n g
This pow er is an unre l i able one, a n d
present in an immortal means that they are able
manifests itself irregularly and in strange ways.
to tune in to their surroundings, and to the life
This power is designed to help negate the
forces around them, effectively giving them a
advantage that Garou and Kindred have, through
sixth sense, similar to the Danger Sense gift
possessing Gifts and Disciplines, and is aimed at
from Vampire. This manifests itself in many
providing the immortal character with a useful,
ways. In the film, the examples we saw included
yet erratic source of information. The Storyteller
Mac Leod and Ramirez tuning in to the stags
should use her discretion in the dispensing of
life force on the sea shore, Kurgans ability to
such information.
guess Connors name, even though he had never
seen him befo re, C o n n o r s know l e d ge that
someone (Brenda) was following him, and the
way in which he knew of the gun and the tape
recorder in Brendas apartment. This power is
one that should be administrated at the Immortals can only increase Quickening by
S t o ry t e l l e r s discretion. At ap p ro p ri ate times - taking another immortals head. When they have
ie. when the Storyteller decides, not the player - successfully finished their opponent, they gain
the ST should do a Quickening ro l l , a n d,
the opponents level in Quickening x 2 in
depending on the amount of successes the player Quickening Experience. Like study points in
ge t s , he should reveal a certain amount of Mage, these are spent equally with experience to
information. Also, the player can decide that his increase an immortals Quickening. As outlined
ch a racter is going to tune in to a part i c u l a r in the Experience Chart (Chapter Four), it costs
Current Level x 6 to increase Quickening. This If two immortals fight a third and take his
is the only way to increase Quickening. The h e a d, then one of the immortals who has
victor also gains one point in an ability, for each e m e rged victorious will absorb all of the
point of Quickening the loser had. These ability Q u i ckening from the ex p e ri e n c e : all of the
points come from the knowledge of the loser, losers and one of his partners. Thus, he gains
and must be placed in abilities that the loser had (loser+1)x2 in Quickening Experience, and his
at a higher level than the victor. If the victor has partner loses one point in Quickening (if he only
higher scores in every ability of the loser, the has one, he dies from the ex p e rience). Th e
victor gains nothing. partner also loses one point in an ability, which
E x a m p l e : Frank Colt beheads Butra the also goes to the victor (the storyteller pick s
assassin, and takes his Quickening. Frank has a which ability, but it has to be one that the victor
Quickening of 2, and Butra had a Quickening of is inferior to his partner in). This loss of power
3. Frank gets 3x2 = 6 Quickening Experience, and know l e d ge ke eps even the friendliest of
which he uses with 6 n o rm a l experience to immortals from agreeing to be a partner...
raise his Quickening to 3 (wh i ch costs 12 Holy ground is a similar situation, and in
points). He also gains three points in abilities, fact counts as the victor in any contest. The
one each in three areas where Butra had more Node gains (loser+1)x2 in Quicke n i n g
skill than him. Experience toward increasing the power of the
There are two conditions under which an N o d e, and the winner of the battle loses one
immortal may lose Quickening: two on one, and point of Quickening, and also loses one point in
h o ly gro u n d, as discussed in Chapter One. an ability (again, the ability lost is chosen by the
These are handled in a very similar manner to storyteller). Since there is never a victor in a
the normal transfer of Quickening, but will result battle on holy ground, no immortal will fight
in more than one loser. there.
Example: If Frank had beheaded Butra the to incap a c i t ated). The blood is wo rthless to
assassin on holy ground (in this instance, a Node them.
with strength 2) the Node would gain (3+1)x2 = Mages cannot use Prime effects to remove
8 Quickening experience (almost enough to turn Quintessence from an immortal, or to destroy it
it into a Node of 3), and Frank would lose 1 (a la Flames of Puri fi c at i o n , P rime 4). A n
Q u i ckening (taking him to 1) and 1 point in immortals pattern is immutable. The immortal
some ability. Bad move for Frank. gains his Quickening in automat i c
c o u n t e rm agi ck successes to resist any Pri m e
effect directed against him. The one exception is
when an immortal loses his head: if a Mage with
talent in Prime is pre s e n t , he can in fa c t
p o t e n t i a l ly become the v i c t o r , stealing the
Quickening is the lifeforce of an immortal, losers Quickening as Quintessence (one point
and can only be taken by removing his head. In of Quintessence per point of Quickening), and
the Wo rld of Dark n e s s , t h e re are many other gaining a point of the winners as well. The
ways to remove someones power, none of which M age rolls his Prime ve rsus the winners
will easily succeed against an immortal. Some Quickening in a contested roll. The Mage gains
examples include: no ability from the experience, but the winner
still loses one point in some ability.
Vampires gain no sustenance from drinking Example: If Frank had beheaded Butra the
the blood of an immortal, and cannot kill him by assassin in the presence of a Mage with a score
doing so (although they can drive the immortal of 3 in his Prime sphere, Frank and she would
contest to see who actually absorbed Butra s Quickening in automatic successes, to resist any
Quickening. If Frank lost, the Mage would gain effect or counter any successes rolled against
four points of Quintessence (three for Butra and them.
one from Fra n k ) , while Frank would lose 1 An immortals mind, s p i ri t , and body are
Q u i ckening (taking him to 1) and 1 point in tightly held by their Quickening. Although mind
some ability. effects (the Mind sphere, Dominate, or Presence)
L i kew i s e, I m m o rtals are pra c t i c a l ly m ay affect the immort a l , his mind cannot be
immune to any effects of the Life sphere, or the pulled from his body, nor may his spirit be
healing discipline of Obeah (see Mage and the removed without his head being removed fi rs t .
Vampire Players Guide, respective ly ) , whether This is not a contested roll, this is automatic.
the effect is beneficial or not. Assume their
Youve the devil in you!
-Dougal

This chapter details how immortals gain immortals still recover from crippling wounds in
ex p e ri e n c e, and details the combat system for a short peri o d. Examples given in the seri e s
sword duels. include immolation, falling from a cliff, being
shot in the head, and others. Without the use of
Quickening, immortals heal using the following
chart.
Yo u ve no know l e d ge wh at s o ever of yo u r
Health Level Time
potential!
Bruised One Round
-Ramirez
Hurt One Minute
Injured Five Minutes
Wounded Thirty Minutes
Immortals gain experience in the same way
Mauled One Hour
as the other characters in the Storyteller system,
Crippled One Hour
and so much of the chart given here is simply
Incapacitated One Hour
repetition.

Trait Cost
New Ability 3
Willpower current rating Dont lose your head!
Abilities current rating x 2 -Ramirez
Attributes current rating x 4
Quickening current rating x 6*
* Quickening can only be increased by an equa l split of Combat is a fact of life for an immortal.
Quickening Experience and normal experience
Whether he or she likes it or not, unless they
learn how to use a sword, and, more importantly,
are prepared to use it, they will surely lose their
h e a d. You cant run fo reve r, and if you try
Who wants to live forever? hiding, youll eventually be found by another
-Queen immortal. Only by killing your fellow immortals
in combat can you hope to survive and have any
chance of winning the Prize.
I m m o rtals re c over from wounds mu ch When two immortals meet, they sense each
more rapidly than mortals. In Chapter Th re e, other through the Quickening. They dont have
using Quickening to heal was discussed. to do battle, (we have seen in both the movie and
Without the use of Quicke n i n g, h oweve r, the series how two immortals may become
friends), but it is the time of the Gathering, and it
is their destiny to battle until only one remains.
They have no choice in the matter. In normal combat , the combatants will
The normal Storyteller combat rules are normally try to be the first to attack, in the hope
basically pretty useless when it comes to staging of inflicting damage first. However, in sword
detailed sword duels. It is desirable to be able to c o m b at , things wo rk a little diffe re n t ly.
play out duels between immortals as detailed Sometimes, one combatant may elect to try and
fi g h t s , with each combatant able to ch o o s e s u rp rise the other, by ambushing them and
different tactics, moves, etc. For immortal player at t a cking them befo re they have a chance to
characters, these duels are often the climax of the draw their weapon. In such cases, use the normal
story, and just running a simple combat sequence rules for Initiative and Surp ri s e, although note
can be fru s t rating for the player invo l ve d. that an immortal can practically never be taken
Remember that , in these duels, the player is completely by surprise by another immortal. The
fighting to increase his power, in a battle where Quickening sees to that.
he has a very real chance of dying... The player With swo rd - d u e l s , the round takes on a
is fighting for his knowledge and power, pitting new meaning - Basically, a sword combat round
it against another to the death. Th u s , we is the length of time it takes for one person to
recommend that the following combat system be attack the other. This system splits sword combat
used for duels between immortals. up into a series of bouts. A bout is a series of
ro u n d s , d u ring wh i ch there is no pause in However, instead of deciding who acts first (as
combat. At the start of a round, both players roll this has already been decided), the diffe re n c e
for Initiat ive. Then they announce wh at their b e t ween the two combatants number of
actions are going to be. Because sword combat is successes achieved is added to the dice pool of
reactive - ie. you dont know what youre going the player with the higher Initiative.
to do until your opponent has done something - E x a m p l e : Connor and the Ku rgan are
the player with the higher Initiat ive mu s t facing off. Th ey circle each other for a few
announce what they intend to do first. m i nu t e s , b e fo re Connor makes an attack. He
N o rm a l ly, the player with the higher rolls Wits (3) + A l e rtness (4), and gets 6
I n i t i at ive will decide to at t a ck , and, if so, his successes. The Kurgan rolls Wits (4) + Alertness
opponent must either defend or dodge. (3), getting four successes. Thus, Connor gets an
A l t e rn at ive ly, the ch a racter with the higher extra two dice to add to his Attack roll.
I n i t i at ive may decide to either do some other After this initial round, Initiative is rolled
kind of action, such as leaping onto a table, or as normal, but, its role during the bout is slightly
t h ey may decide to wait and see wh at their different than the one it has in normal combat.
opponent is going to do. If they do either of these The character with the higher Initiative gets to
things, combat has basically stopped, and they act fi rs t , p re s u m ably at t a ck i n g, and the other
must begin another bout. p e rson must defe n d. Both playe rs make their
A bout begins with both combatants facing re s p e c t ive at t a ck and defense rolls and that
each other, weapons at the ready. It is up to the combat round ends, and the combatants roll their
players themselves who actually moves first and I n i t i at ive for the next ro u n d. The fo l l ow i n g
initiates combat. Once one of the combatants modifiers apply:
announces theat they are attacking, both players The use of the Quickening power, Speed of
m a ke a standard Initiat ive roll - Wits + the Stag confers an extra three Initiative dice
A l e rt n e s s , against a target number of fo u r. upon the immortal using it.
The person who Attacked during the last are split up into two types - Attack maneuvers
combat round gains an extra die to add to their and Defense maneuvers. Normally, the attacker
Initiative roll for this round. will choose an A t t a cking maneuve r, and his
If a combatant successfully repelled an opponent will choose a Defense maneuver, in an
attack by his opponent in the last round (ie. by attempt to counter it, but in some cases, t h e
getting an equal or greater amount of successes n at u re of the Attack maneuver will only allow
on his defense roll than his opponent got on his the defender one option. For ex a m p l e, if an
attack roll), then he also gets an extra Initiative attacker decides to try and disarm his opponent,
die. his opponent must decide to try to hang on to his
For eve ry three successes by wh i ch a weapon. He has no other choice.
c o m b at a n t s at t a ck / d e fense roll exceeds his
opponents roll, they gain an extra Initiative die. Normal Attack
These rules may seem very complicated The at t a cker attempts to wound his/her
right now, but will become clearer later on. opponent, rolling Dexterity + Melee, with the
Difficulty specified by the weapon used.
Type: Attack Difficulty: Weapon Difficulty
Image: The warrior simply tries to wound his
To reflect the complexity of sword combat, opponent by dint of speed and skill.
and the fact that its not just a case of hacking at
the other person until one of you dies, I have Feint
adopted the following list of standard swo rd - The attacker rolls Manipulation + Melee
fighting maneuvers from the rules for Klaive- for his attack roll, with a difficulty modifier of
duelling in the Werewolf Players Guide. They +3. This attack may not be parried - it may only
be dodged.
Type: Attack Difficulty: Weapon Difficulty + 3 or dodged as normal and is often used to start off
I m age : With a lightning-quick motion, t h e a bout.
swordsman attacks first high, then low, slipping Type: Attack Difficulty: Opp. Dex + Dodge
around his opponents guard, and moving to hit a I m age : You try to hit a specific part of yo u r
vulnerable spot. opponents body. You hold your blade up, and
s t ri ke, attempting to bypass you opponents
Disarm defense to strike your target.
The at t a cker rolls Dex t e rity + Melee,
resisted by Dex t e rity + Melee from their Aimed Attack
o p p o n e n t , both rolls difficulty six. If either H a n d s / A rm s - Difficulty +3/+2, D a m age: A
combatant rolls three successes or more above Wounded result means the hand/arm is bro ke n
their opponents successes, t h ey disarm their and any weapons in that hand cannot be used; if
opponent, and their weapon falls to the ground. the hand is holding a sword, it is dropped. A
If you botch this roll, you automatically drop Crippled result means that the limb is sheared
your own weapon! off. To reattach, the limb must be recovered and
Type: Attack Difficulty: 6 held to the wound while the immort a l
Image: With a quick movement, you catch your regenerates to restore himself to at least Mauled
opponents sword and it drops out of his nerveless level. The limb cannot be used until it fully heals
hand, onto the ground. (treat as if it has taken aggravated damage). The
immortal will have a scar thereafter, s h ow i n g
Great Blow where the limb was removed.
The at t a cker commits thems elve s
completely to a devastating blow (but not a blow Legs - Difficulty +1, Damage: A Wounded result
to decapitate their opponent). They roll a normal means that the limb is broken; the penalties to
attack roll, with a +2 to difficulty. Although a the Dice Pool apply to any activities re q u i ri n g
Great Blow cannot be parried, it can be dodged. running. An Incapacitated result with a sharp
If the at t a ck succeeds, the at t a ck dice are weapon means the limb is cut off, with the same
d o u bl e d. However, the attackers difficulty for results as severing a hand or arm.
their Initiative the next round is 5, not 4, and
they have a +2 to all Defense difficulties during C h e s t / To rso - Difficulty +1, D a m age: Th e
the next round also. character will have the air knocked out of his
Type: Attack Difficulty: Weapon Difficulty +2 lungs on a Wounded result (stunned for the turn),
I m age : You bring your swo rd back and fa l l and his ribs broken on a Mauled result (must
fo r wa rd, lunging at your opponent. Heedless of make a Willpower roll, difficulty 8, each turn to
the danger, you throw your body fo r wa rd, your keep acting). If the immortal is attacked from
sword serving as the tip of a monstrous battering behind, and the result is one more than needed to
ram - you. I n c ap a c i t at e, then the spine is bro ke n , and his
lower body is para ly zed until he regenerates to
Target Blow the Crippled level.
Roll Pe rc eption + Melee, the diffi c u l t y
number is your opponents Dex + Dodge. If Parry
successful, the number of successes add to the The combatant must roll Dexterity + Melee
number of damage dice done by your we ap o n . against their we ap o n s normal difficulty. Each
Optionally, you may elect to target a specific success on this roll subtracts from one attack
a rea - See the table below for details of success made against the parrying warrior.
Difficulties and effects. This blow can be parried Type: Defense Difficulty : Weapon Difficulty
I m age : The swo rdsman brings his we apon to i n t e rva l , d u ring wh i ch you stru ggle with him
bear, holding it steady and catches the force of before your blade and his can be freed (he can do
his opponents sword with his own. no damage this attack). If you receive more than
three successes on your roll, you manage to put
Riposte him off-balance for the following round, adding
This maneuver may only be used after the one to the difficulty of his Initiative roll.
one who wishes to use it has successfully parried Type: Defense Difficulty: Opp. Dex + Melee
a blow. This maneuver is a Strength + Melee roll, Image: You lock steel with your opponent. So,
the we ap o n s difficulty serves as an attack roll. Highlander, we meet again! You struggle for a
This sort of attack may not be dodged, though it moment, then the fight sparks again.
may be parried, and if successfully parried, this
attack may also be riposted. Decapitation
Type: Attack Difficulty: Weapon Difficulty This is an Aimed A t t a ck at the neck ,
Image: You parry your opponents strike. Klang! re q u i ring a Pe rc eption + Melee ve rsus a
With catlike speed and grace, you bring your difficulty of your opponents Dex + Dodge. To
sword around his arm, hoping to catch him off d e c ap i t at e, you must reduce your opponent to
guard. one level past Incapacitated.
Type: Attack Difficulty: Opp. Dex + Dodge
Caught Steel Image: With fluid-like agility, you swing your
Roll Strength + Melee versus a difficulty of sword around, and, b e fo re your opponent can
your opponents Dex t e rity + Melee. If block you, your blade slices through his neck,
successful, you lock swords with him for a short and his head falls to the ground.
Note that, quite often in the duels fought in A t t a cke r. If the at t a cker's succes ses are
Highlander, the two immortals fight until one of e l i m i n at e d, the target manages to dodge the
the combatants is disarmed and driven to their blow.
knees, admitting defeat. It is rarely a lucky shot
that chops off the head, but more often a defeat
of the spirit.)
This is by no means meant to be an
exhaustive list of all the possible maneuvers, but
m o re a guide to help Story t e l l e rs decide the D a m age is re s o l ved as normal - Th e
types of rolls and difficulties which should be at t a cker rolls the Damage dice pool for that
applied to various maneuvers. Ideally, combat we ap o n , against a target number of six, e a ch
should take the fo rm of a semi-live action success causing the target to lose a health level.
ro l ep l ay combat scene, with the playe rs The target makes a Soak roll, rolling his Stamina
d e s c ribing wh at their ch a racter does , a n d (difficulty 6) and subtracting his successes from
demonstrating (safely, of course) if necessary. his opponent's.
The Storyteller then decides what rolls should be
made and against what difficulties.

Connor is squaring off against the Kurgan


On some occasions, it may be necessary to (See the Appendix for their re s p e c t ive stat s ) .
d o d ge a bl ow rather than parry it. On these Th ey circle each other for a few moments,
occasions, the target rolls his Dexterity + Dodge Kurgan makes his first move - a normal attack.
against a target number of six. The successes on Both players roll for Initiative, Connor getting
this roll are subtracted from the successes of the
six successes, and the Kurgan gets five. Kurgan parried, Kurgan is left with no option but to try
make his attack roll - Dex+Melee - getting five and dodge. Rolling Dexterity + Dodge against a
successes. Connor tries to parry the Kurgan's difficulty of six, he gets five successes - Connor's
attack, and makes his Defense roll - Dex+Melee blade slices through thin air.
plus an ex t ra die, ass he got more one more The third round of combat starts, and both
success on his Initiat ive roll than Ku rga n . players roll for Initiative. The Storyteller decides
Connor also rolls five successes, and manages to t h at , seeing as Ku rgan's Dodge successes
parry the Kurgan's blade. exceeded Connor's Attack successes by three,
Both roll Initiative for the next round, and Connor will be slightly off-balance at the start of
both have an extra die to add to their Initiative this ro u n d, due to having swung his swo rd
pool - The Ku rgan because he at t a cked last through thin air. Thus, Connor's difficulty is five
ro u n d, and Connor because he managed to instead of four, to reflect this. Connor decides
successfully parry Kurgan's attack. Kurgan gets t h at he needs get wo rking and thus uses his
four successes, and Connor gets six, winning the Quickening to get the Speed of the Stag, which
Initiative, and getting two dice to add to his dice gives him an ex t ra three Initiat ive dice, i n
pool. Connor decides to try a Feint, and makes a ddition to the die he re c e ives for hav i n g
his roll - Manipulation + Melee plus his two attacked last round. The Kurgan rolls his Wits +
Initiative dice against a target number of nine - A l e rtness and gets five successes. Connor
his weapon's normal difficulty plus three. He fo l l ows suit and gets seven successes, wh i ch
gets two successes. Because a feint can't be means he has two dice to add to his dice pool.
He decides to try to disarm the Kurgan, and rolls h a rd and fast rules for we apons as rega rd s
Dexterity + Melee against a difficulty of six, not weapons difficulties and damage, etc. A rough
forgetting his extra two dice, and gets a massive guide is that the bigger and heavier sword is, the
seven successes. Kurgan rolls Dex + Melee but h a rder it is to use, but the more damage is
gets several botches, and can only manage three inflicts. The Katanas used by Connor, Duncan
successes. Connor manages to flick the Kurgan's and Ramirez are all Difficulty 6, D a m age :
sword from his hand. S t rength + 5. But the Ku rga n s two - h a n d e d
sword is Difficulty 7, Damage: Strength + 6,
Kurgan's in trouble. being, as it is, both heavier and more difficult to
u s e. Kastagi r s Saber is Difficulty 6 and
This is pri m a ri ly an arbitra ry combat D a m age : S t rength + 4, re flecting that it is
s y s t e m , designed to aid the Storyteller and normally used with only one hand.
players in Storytelling the duels which occur, Its a good idea to describe your weapon in
rather than restricting them to a framework of detail, as part of fleshing out your character. If
rules. As ever, if you dont like part of these possible, get hold of a weapons catalog, from a
rules, dont use them. We dont come around and company like Noble Collection, for example,
inspect how you play these games. Well, not too which sells a wide variety of swords and axes,
often, anyway... and pick a weapon (Noble Collection is one of
many distributors for Marto USA, the suppliers
for the Highlander movies and TV show). An
immortals choice of weapon helps define who
they are. Connors Katana reflects his honor and
The sword is the traditional weapon of an
values, and the way in which he uses skill, more
immortal. The reasons for this are fairly simple -
than brute strength to win duels, while the
the sword is the oldest weapon with which you
Ku rga n s two-handed swo rd re flects his
could efficiently decapitate someone, and the
harshness and brutality. Also, how do you carry
fi rst immortals would have used them. Th ey
your weapon? In a long coat, like Connor, or
would have passed the tradition on to the
h ave some other method, p e r h aps? All these
immortals who followed them. Until re l at ively
details help to flesh out your ch a ra c t e r, a n d
re c e n t ly, the swo rd was the main pers o n a l
enrich the role playing experience.
weapon. Its only within the last few hundred
years that we have begun using guns, and you
cant chop a mans head off with a gun. In fact,
not counting the battle axe, t h e re still is no
practical weapon which can be used to decapitate
someone in a duel, and because immort a l s
always learn their ways from other immortals, it
is only natural that the sword has become the
traditional weapon for immortals.
An immortal will often have a we ap o n
which he has used for many centuries. Ramirez,
for example had has his katana for over two
millennia by the time he met Connor. To an
immortal, a sword is more than just a piece of
steel. It becomes an extension of their body -
they keep it with them most of the time, and it
becomes an old friend, in effect. There are no
Fighting to survive, in a world with the darkest powers...
-Queen

Highlander-style immortals fit perfectly u n l i ke Quintessence. Howeve r, it will soon


into the Wo rld of Darkness. The mov i e become obvious that an immortal cannot
Highlander is listed as one of the inspirations manipulate magick, nor does he possess powers
for the Wo rld of Darkness - a wo rld wh e re l i ke that of a Fa e ri e. Norm a l ly, an immort a l
supernatural beings walk among us without our wont reveal his true nature to people, without a
k n ow l e d ge. Howeve r, i m m o rtals are ve ry very good reason, and it is very unlikely that he
different from other supernatural creatures in one will reveal the method by which he can be killed.
very important way - Unlike the Kindred, Garou Although immortals are, after all,
and Mage s , i m m o rtals dont have their ow n i m m o rt a l , and dont necessari ly n e e d to eat ,
s o c i e t y, for ve ry obvious reasons. In a wo rl d s l e ep , and so on, failure to do so will result in
where various groups such as the Sabbat and the them becoming weak, although they can never
Te ch n o c ra cy vie for powe r, i m m o rtals are die of hunger or exposure. However, hunger and
wildcards - powerful individuals; mavericks who cold make immortals as uncomfo rt able as they
can be useful allies or dangerous enemies. They do mortals, and therefore, it is desirable to have
have no clearly defined role, unlike the Garou, a roof over ones head, and money, in order to
for instance, and instead, fo l l ow their ow n make your life more comfo rt able. Unlike other
destiny, towards the Prize. s u p e rn at u ral beings, i m m o rtals dont have
Immortals dont go around in groups, for Caerns, Nodes or Crypts. Instead, they will most
ve ry obvious reasons. Th e re fo re, t h e re will probably live amongst mortals.
n o rm a l ly only be a single immortal playe r During their extended lifetimes, immortals
character in a Chronicle, and the other PCs will a re like ly to amass huge amounts of we a l t h .
presumably be one of the other character types H oweve r, l i ke Va m p i re s , i m m o rtals mu s t
detailed in the Storyteller games released so far - maintain a masquerade - the illusion that there is
Kindred, G a ro u , Mage or Wraith. This brings nothing strange about them. This can be difficult,
up the interesting topic of wh at the other and can involve having to leave wo rl d ly assets
ch a ra c t e rs actually k n ow about the immort a l behind. In the film, Connor used to leave his
character. Given that immortals are probably the goods to ch i l d ren who had died whilst ve ry
rarest of all the supern at u ral beings (excepting young, and die, only to return after a suitable
Mummies), its reasonable to assume that its not interval to assume the identity of the dead person
exactly common knowledge that these guys are and claim their inheritance. This is probably the
immortal, and can only be killed if their head is best way of ensuring that an immortal doesnt
chopped off. If assessed using supern at u ra l have to give up whatever worldly possessions he
powers, an immortals aura will look very similar has earned when he has to move on, in order to
to a Mage s , or perhaps a Changelings - They p revent his true nat u re being discove re d.
s t o re within them a large well of powe r, n o t D o u b t l e s s , t h e re are immortals who trave l
a round quite a bit, but its like ly that , a f t e r
several centuries of travelling, an immortal may
wish to stay in one place for a while. Immortals are quite likely to run up against
Obviously, if an immortal has settled down
the Kindred of any city they visit - Kindred feed
in one place, they will need to have some way of off mortals, while Immortals are more likely to
paying for their lifestyle on a day to day basis. try and protect the them. Kindred seek to control
D u n c a n , for instance, has ex t e n s ive stock and they will normally try to destroy that which
h o l d i n g s , but he is also an antique dealer, a s they are unable to control. Immortals dont often
Connor was. What better job for a man who was
fit into their sch e m e s , wh i ch makes them
a l ive when many antiques we re new? Other d a n ge rous. However, as much as an immortal
p ro fessions which require a knowledge of the can be a powerful enemy, t h ey can also be a
past may also attract immortals, like a history p owerful ally. It is possible that indiv i d u a l
p ro fe s s o r, for instance. Who better to describe immortals and vampires can become friends and
the Civil War than someone who was actually
allies, for both have one major trait in common -
there? Immortals s u p e rn at u ral abilities mean both have the potential to live for an inordinate
that they are practically perfect as soldiers, or length of time. Both understand what it is like to
something similar. What could be better than a live for much longer than mortals. Added to this
soldier who isnt just simply unafraid of dying, is the fact that, unlike mortals, immortals have
but is actually unable to die? Most immortals
nothing to fear from Va m p i res - as has been
will no doubt have been involved in some sort of s t ated befo re, i m m o rtal blood holds no
conflict at some point in their lives, unless they sustenance for Vampires, and immortals cannot
actively avoided it. be Embraced, nor made into Ghouls. However,
We re an immort a l s secret to become u n l i ke many Kindre d, I m m o rtals are still
k n ow n , the results could be potentially
innately human, and the bestial nature of many
disastrous. Imagine what would happen were a Kindred will repel them. If an immortal has a
c o m p a ny such as Development Neoge n e t i c s Vampire as a friend, it is likely that the Vampire
A m a l ga m ated or Pe n t ex Inc. to discover that will have a high Humanity.
immortals exist - they would stop at nothing in
an attempt to discover the secret of immortality.
Therefore, an immortal character must be careful
to guard his secret, and maintain the facade of
normality. Immortals are more likely to join the Garou
than the Kindred. The Garou fight for a simpler
time, a time the immortal may well remember.
The Garou also fight against the desecration of
Gaia, and, as PC immortals are likely to follow
How do you fight such a savage? With heart, in the hero mold of Connor and Duncan
faith, and steel...
MacLeod, it is extremely likely that Garou and
-Connor, Ramirez I m m o rtals would consider each other to be
b ro t h e rs , fighting on the same side, against the
In this section we will discuss how destruction of a mother earth the Immortals have
Immortals are likely to interact with the other wat ched being desecrated over the centuri e s .
supernatural beings in the World of Darkness, as
Add to this the fact that Garou Caerns are Holy
well as other individuals and organizations, such G ro u n d, and a re f u ge for immort a l s , and it
as the Inquisition. becomes obvious that the Garou and Immortals
are very likely allies.
However, there is a possibility that some
i m m o rtals may come up against the Garo u ,
especially if they have amassed great wealth, and
Its likely that Immortals and Wraiths do
control portions of mans world which the Garou not norm a l ly interact ve ry mu ch , due to the
do not ap p re c i at e. Such immortals may be simple fact that while Immortals inhabit the
c o n s i d e red by the Garou to be agents of the mundane wo rl d, W raiths dwell in the Deep
Wyrm. In general, however, Immortals are much Umbra and rarely manifest themselves on Earth.
more likely to form friendly relationships and
It should be noted, however, that because of the
allies the Garou than anything else. manner in wh i ch the Quickening binds an
immortals being together, Immortals cannot be
possessed.

Immortals and Mages dont mix well. This


isnt because of any direct conflict, but because
Mages will often wish to acquire the immortals L i ke the Garo u , the Sidhe are like ly to
Quickening, in order to empower their own node.
form strong alliances with Immortals, as they
A l s o , M age s , l i ke the Kindre d, a re often are, in many ways, kindred spirits - human, and
distrustful of that which they cant control, an yet wielding powe rs wh i ch no mortal can
immortals immunity to magic of both the Prime possess. Both Immortals and Changelings strive
and Life spheres makes them a danger. On the towards a goal which is their destiny to pursue -
other hand, i m m o rtals make useful allies,
I m m o rtals strive to win the Pri ze, while the
powerful and yet not beholden to any clan or Sidhe dream of returning to Arcadia, to join with
tribe. Also, the Mages nodes are Holy Ground, their faerie kin. The Sidhes relationship with the
l i ke the Caerns of the Garou. Howeve r, wh at Garou (especially the Fianna), is also likely to
immortal is likely to feel comfortable in a place result in Changelings and Immortals becoming
surrounded by people who could gain a lot of
friends and allies. Certain members of the Fey
power for themselves by beheading him? m ay als o hold clues to the ori gins of the
Immortals...
existence of Immortals. Howeve r, see the
information on the Watchers below.
Minions of the Wyrm, such as Fomori and
the Black Spiral Dancers are ve ry like ly to
attempt to kill any Immortals they come across,
as Immortals are likely to be considered to be of The Wat ch e rs are a group which pre d at e s
neither the Wyld nor the Weaver alone, but of the that Arcanum, and, although they have links
both - their role as wildcards and mavericks is a with the A rc a nu m , the A rc a num proper is
trait of the Wyld, yet the Weaver holds their body u n awa re of the existence of Immortals. Th e
and spirit together. Suffice to say that the Wyrm Watchers are. They have spent centuries studying
would consider Immortals to be enemies. the immortals, chronicling their exploits, but not
i n t e r fe ri n g. They keep accurate records of all
new immortals, who has taken whos head, and
(like the immortals themselves) wonder as to
who will gain the Prize, and what this Prize is.
It is highly unlikely that the Gove rn m e n t
Wat ch e rs are mortals, and are chosen for their
knows, or even suspects that there are immortals
normalness. They dont stand out in a crowd,
out there, although there may be a section of the
they blend. They dont trigger the immortals
FBI or some similar orga n i z ation wh i ch is
senses, and are trained to observe. Their only
carrying out an investigation into the possibility
distinguishing feature is a tattoo on their wrists, a
t h at there is a serial killer going aro u n d,
circle with a holy symbol of their order within.
chopping peoples heads off. Witnesses of
This allows them to eas ily re c og n i ze one
Immortal duels are likely to be given the same
another, and to remind them of their mission.
amount of credibility as the ex-Marine was in the
m ovie - ie. none at all. On the other hand,
Immortals are likely to have to tread carefully,
and take extra care, when trying to hide their
i m m o rtality from individuals in gove rn m e n t In recent ye a rs , a rogue bra n ch of the
departments, and so on. However, immortals are Watchers has formed. This group has links with
much more likely to run into trouble when trying the Inquisition. Fueled by paranoia, its members
to deal with the police. Particularly if they are have decided that they cannot wait and hope that
murder suspects, like Connor was in the film. An the immortal who gains the Pri ze is a go o d
immortal had better make sure that his cover is person. They actively hunt and kill immortals,
unshakable if he comes under investigation by re m oving their heads an d allowing their
the police or FBI. knowledge and power to be lost to the Ether. In
this way, they seek to stop any immortal from
a ch i eving the power of the Pri ze . Th e s e
Hunters view immortals as the greatest danger
ever to face mankind... both the Watchers and the
The Inquisition is like ly to have
Hunters are detailed in the series, and some of the
encountered immortals during the Dark A ge s ,
main characters in the second season are members
when they would have been considered to be
of these groups. Although the other supern at u ra l
w i t ch e s , or in league with Lucifer, as Kate
beings, such as Werewolves and Vampires arent
s a i d. The punishment for such heresy wa s
mentioned in the series, its possible that in the
burning at the stake, and at least one immortal in
Wo rld of Darkness their mission may have
the series has survived such an ordeal. Its very
expanded to include Va m p i re s , M agi , and any
u n l i ke ly that the Inquis ition knows of the
other beings they perceive to be a danger.
a reason for the Immortal characters presence in
the gro u p , and for him aiding the other
characters. The Mages and the Garou may have
teamed up to thwart the Technocracys plans, as
Running a Chronicle with a group with an
it is in both their interests, but, a player with an
immortal is something of a challenge. Physically,
Immortal character could quickly discover that
I m m o rtals are among the most powe r f u l
he is just riding along in this situation, with no
ch a ra c t e rs in the Storytelling system, but there
a d va n t age to his ch a racter being re a d i ly
are disadvantages to playing an immortal, when
ap p a rent. It is important to ensure that the
compared to a Vampire, a Werewolf, or a Mage.
actions of the group as a whole dont conflict
All three possess powe rs wh i ch an Immort a l
with the aims of any of its individual members.
cannot match. Many Vampiric Disciplines and
It can be adva n t ageous if the Immort a l
G a rou Gifts bestow adva n t ages wh i ch the
character has ties to other members of the group,
Quickening is unable to match, and the Magick
instead of just being an ex t ra member of the
wielded by Mages, while Immortals are immune
team, whom no one really knows. He might be
to the effects of the Life and Prime spheres, can
kin to a Garo u , or an ally of a Va m p i re or a
be ve ry dange rous indeed. Another major
Mage. What is important is that he is actually
difference is that Immortals are bound to the
part of the team, and not just an add-on.
mundane wo rl d, and cannot pierce the Gauntlet
H o p e f u l ly, this supplement will bring a
to travel to the Umbral Spirit World.
n ew dimension to your Wo rld of Dark n e s s
The Last is designed to help even out these
games, and will provide even more enjoyment
diffe re n c e s , and the Storyteller should actively
for both Storyteller and players.
be thinking about what an immortal may sense
through the Last throughout a Story. Note that an
immortal player character should not have to ask
whether he senses anything through the Last - it
is designed to be a random way of giving the
Immortal knowledge which he couldnt normally
k n ow, and isnt an ability or a Gift to be
activated at will. Consider the various instances
in the film where an immortal knew something
he re a l ly s houldnt have - Connor fi n d i n g
Brendas gun and tape recorder; Kurgan knowing
that there is one among them named Connor;
Connor sensing Rachels presence and asking
what she was looking at; and so on.
It is also necessary to ke ep in mind the
aims and desires of the various characters in a
group - obv i o u s ly, the aims of a Garo u , fo r
example are different from that of a Vampire.
The Werewolf may wish to increase his Renown
by combatting the Wy rm , while the Va m p i re
might want to extend his power and influence.
However, an immortal has but one aim - to win
the Prize. The only way of doing this is to kill
other immortals and take their Quickening. The
Storyteller should always make sure that there is
He is immortal, and he is not alone.
-Dawson

Thes e are simply the authors


interpretations of the immortals from the movie
and series. If you disagree with part or all of it,
change it. I am Connor MacLeod of the Clan MacLeod. I
was born in 1518 in the village of Glenfinnan on
the shores of Loch Shiel. And I am immortal.
-Connor, 1985
Nature: Reluctant Immortal
Demeanor: Autist
Born: 1518

Strength 3, Dexterity 4, Stamina 4


Charisma 4, Manipulation 4, Appearance 3
Perception 4, Intelligence 4, Wits 4

Talents: Alertness 3, Awareness 4, Athletics 3,


Brawl 3, Dodge 4, Intimidation 3, Intuition 3,
Streetwise 2, Subterfuge 4
S k i l l s : D rive 1, Etiquette 3, Fi re a rms 2,
Leadership 1, Melee 6, Stealth 4, Survival 3
K n ow l e d ge s : B u re a u c ra cy 2, Computer 1,
Finance 3, History 5, Investigation 2, Law 3,
Linguistics 3, Medicine 2, Occult 1, Politics 2,
Science 2

B a ck grounds: Allies 1, Arcane 1, Contacts 2,


Resources 5

Quickening 7
Willpower 7

Weapon Katana (difficulty 6, Str+5=8 dice)


The Kurgans were an ancient people from the
steppes of Russia. For amusement they tossed
children into pits with hungry dogs to fight for
meat. Ah, the Kurgan... he is the strongest of all
I am Juan Sanchez Villa Lobos Ramirez, chief
the immortals. He is the perfect warrior.
metallurgist to King Charles V of Spain. And I
-Ramirez
am at your service.
Nature: Deviant
-Ramirez, 1541
Demeanor: Bravo
Nature: Mentor
Born: ?
Demeanor: Gallant
Born: 896 BC
Strength 5, Dexterity 4, Stamina 5
Charisma 2, Manipulation 4, Appearance 2
Strength 3, Dexterity 3, Stamina 4
Perception 4, Intelligence 3, Wits 4
Charisma 5, Manipulation 4, Appearance 3
Perception 5, Intelligence 5, Wits 4
Talents: Alertness 3, Awareness 4, Athletics 3,
Ta l e n t s : Acting 3, A l e rtness 4, Awa reness 5,
Brawl 7, Dodge 5, Intimidation 6, Leadership 4,
Athletics 2, B rawl 3, D o d ge 3, E m p at hy 2,
Streetwise 5, Subterfuge 2
I n t i m i d ation 3, Intuition 4, S t reetw ise 3,
Skills: Drive 4, Fi re a rms 5, Melee 8, Repair 4,
Subterfuge 4
Stealth 2, Survival 6
Skills: Etiquette 4, Leadership 4, Melee 7, Music
K n ow l e d ge s : Computer 1, Finance 3,
3, Repair 2, Stealth 3, Survival 5
Investigation 2, Law 3, Linguistics 5, Medicine
Knowledges: Finance 4, Investigation 5, Law 4,
2, Occult 4, Politics 3, Science 2
Linguistics 6, Medicine 4, Occult 3, Politics 4,
Science 3
B a ck gro u n d s : A rcane 3, Contacts 2, Fame 1,
Resources 3
Backgrounds: Arcane 3, Resources 5
Quickening 8
Quickening 6
Willpower 8
Willpower 9
We apon Two Handed Swo rd (difficulty 7,
Weapon Katana (difficulty 6, Str+5=8 dice)
Str+6=11 dice)
I am Duncan MacLeod born 400 years ago in
the Highlands of Scotland. I am immortal, and I
am not alone. Youre one of us now.
-Duncan -Duncan
Nature: Judge Nature: Jester
Demeanor: Reluctant Immortal Demeanor: Child
Born: circa 1590 Born: circa 1973

Strength 3, Dexterity 5, Stamina 4 Strength 3, Dexterity 3, Stamina 4


Charisma 4, Manipulation 3, Appearance 4 Charisma 3, Manipulation 2, Appearance 3
Perception 4, Intelligence 3, Wits 4 Perception 4, Intelligence 3, Wits 2

Ta l e n t s : Acting 2, A l e rtness 1, Awa reness 3, Talents: Acting 2, Alertness 1, Athletics 2, Brawl


Athletics 4, Brawl 6, Dodge 3, Intimidation 2, 2, Dodge 2, Streetwise 3, Subterfuge 1
Intuition 2, L e a d e rship 2, S t reetwise 2, Skills: Drive 4, Fi re a rms 1, Melee 3, Repair 2,
Subterfuge 3 Security 3, Stealth 1
Skills: Drive 3, Etiquette 1, Firearms 3, Melee 6, K n ow l e d ge s : Computer 1, Finance 1,
Repair 1, Stealth 3, Survival 4 Investigation 1, Law 2
K n ow l e d ge s : Computer 2, Finance 2,
Investigation 3, Law 1, Linguistics 4, Medicine Backgrounds: Contacts 2, Mentor 3, Resources 2
1, Occult 1, Politics 1, Science 1
Quickening 2
B a ck grounds: Allies 2, Arcane 2, Contacts 1, Willpower 6
Mentor 4, Resources 4
Weapon Saber (difficulty 6, Str+4=7 dice)
Quickening 5
Willpower 8

Weapon Katana (difficulty 6, Str+5=8 dice)


Now it ends.
-Kurgan

John: I loved Highlander from the first time I E ve n t u a l ly, as my ideas mounted up, I
saw it - It remains one of my favorite films to gave in to temptation, and embark on a revision
this day. Everything about it appealed to me, of Hanks rules. Not a complete re-writing, but
from the story to the music. When I discovered some additions, and a fair bit of editing. To my
Hanks rules for running a Highlander character relief, Hank liked the ideas I had, and we made it
in the Wo rld of Darkness one night wh i l e a joint effort. Thus, Highlander: The Gathering
b rowsing through the now - d e f u n c t Second Edition was born.
soda.berkeley.edu Storyteller ftp site, I pounced U n l i ke Hank, Im not ex a c t l y a
on them immediately. The prospect of playing an Highlander fa n at i c. Ive never really been that
immortal in the World of Darkness had never impressed by the series, preferring the film both
occurred to me, but I was sold from the start. for its mood and atmosphere, and because I like
Using Hanks ru l e s , I ran an immortal in a both Christopher Lambert and the character of
f ri e n d s Storyteller Chro n i cl e, in a fairly large Connor Mac Leod more than I do Adrian Paul or
group with Va m p i re s , Garou and Magi player Duncan. However, I am fanatical about the film,
characters. and Ive seen it more times than I can count.
Diarmuid Mac Aonghusa, as I called the My credentials as far as game design go
character, was an Irish immortal, and kin to the a re slightly better. As well as being a manic
G a rou Fianna tri b e. The other playe rs , roleplayer and a World of Darkness fanatic, Im
ex a s p e rated with the, in their opinion, also a freelance game designer, and Ive been
unpronounceable name I chose for the character, involved in the development of the Storyteller
dubbed him DeDannan, after the ancient Celtic series, particularly Werewolf: The Apocalypse.
race, the Tuatha De Dannan, and referred to him Just to reiterate - while these rules are
as The Celt. The first time DeDannan fought copyright of us, their authors, we do not dispute
another immortal, one of the major deficiencies the ownership of the rights to the Highlander
of both the Storyteller system and Hanks rules film and series by the writers and producers of
became quickly apparent - the lack of rules for the respective productions. This is not an official
Storytelling detailed sword-duels. I designed a Highlander roleplaying game. We do believe that
crude system of swo rd - fighting rules, and later E p i t aph studios are curre n t ly developing the
adopted the rules for Glaive duelling from the O fficial Highlander ro l ep l aying ga m e. Th e
Werewolf Players Guide. Storytelling roleplaying system and the World of
As time went by, other small deficiencies D a rkness setting we re developed by and are
cropped up, and various ideas occurred to me. c o py right of White Wolf Inc. By copy ri g h t i n g
Ive never really been happy simply as a player these rules, we do not dispute the ownership of
of ro l e - p l aying games; Ive always pre fe rre d any of these trademarks. We simply wish to see
designing games to actually playing or GMing... that our efforts in putting together these rules
arent exploited by anyone else. doing computer effects for Jim Camero n
Just one last thing - Always remember (yknow, the T2/Aliens/Abyss guy. He owns the
t h at , although there are plenty of rules to be company) and others. My life is changing so
found in these pages, there really is only one quickly... Id just like to thank John for having so
important rule to be considered when you are many things to contribute that it warranted a new
using the Storyteller system, no matter whether version, and my wife (of almost five years now...
yo u re playing a We rewo l f, an Immortal or a and she still likes me... another Wow!) fo r
Mage - There are no rules. What is contained in putting up with me staying up nights to bounce
these pages are mine and Hanks ideas - our e-mail ideas and editing/layout ideas with this
suggestions for playing an immortal in the World guy in the UK...
of Darkness. Admittedly, Id like to think that For awhile still, people can reach me at
Im a good enough game designer to have put driskill@cs.utah.edu. This address will
together something that will suit and appeal to fo r wa rd to my DD account in September... as
most people, but I doubt if Im that good... before, my only payment for these rules is that
At the moment, my email add ress of you send us mail, and tell us what you think:
csc086@cent1.lancs.ac.uk is looking as good or bad, ideas help. Who knows, we may
though it might ch a n ge, s o , if you have any make you write the third edition...{center smiley
comments on these rules, Hank would be the here}.
best person to send them to.
PS: To subscribe to the Highlander mailing list,
Dont lose your head, send mail to l i s t s e r v @ p s u v m . p s u . e d u
John with a message body that says s imply
sub highla-l yourname@yoursite.
Hank: Wow. When I sat down to write the first L i kew i s e, you can subscribe to the va m p i re
edition Highlander ru l e s , my hope was that mailing list, vampire-l, by sending mail to
someone out on the net would eventually read l i s t s e r v @ w i z a r d s . c o m, the same way.
them, and maybe even like what they read... There is also a werewolf-l and mage-l, at
I ve had over 300 people pers o n a l ly the same add ress. For more info on the
request the Highlander rules, independent of who Highlander mailing list, contact the list admin,
knows how many have gotten them off the ftp Debbie_Douglass@DL5000.bc.edu.
sites or mosaic pages they live on now. Like I
said, Wow... thanks!
I gave my credentials in the first edition Hank Driskill
rules, so this is just a recap. I started roleplaying June 1994.
when my dad bought D&D the week it came out,
in the mid-70s (I was 8). Ive since playe d
and/or ga m e m a s t e red in over a hundre d
campaigns, lasting from a few weeks to seve ra l
years. Ive always been a Highlander fan, and
between Duncans katana and the movie poster
on the wall most people who enter my home
guess that pretty quickly...
A lot has changed the past nine months,
since the first edition came out. Im finishing
my PhD this summer, and in September 1994 I
begin work at Digital Domain in Venice, CA,
Strength ______OOOOOOOO Charisma______OOOOOOOO Perception_____OOOOOOOO
Dexterity______OOOOOOOO Manipulation___OOOOOOOO Intelligence ____OOOOOOOO
Endurance_____OOOOOOOO Appearance____OOOOOOOO Wits__________OOOOOOOO

Acting ________OOOOOOOO Animal Ken____OOOOOOOO Bureaucracy ___OOOOOOOO


Alertness______OOOOOOOO Drive _________OOOOOOOO Computer _____OOOOOOOO
Athletics ______OOOOOOOO Etiquette ______OOOOOOOO Finance _______OOOOOOOO
Awareness_____OOOOOOOO Firearms_______OOOOOOOO History________OOOOOOOO
Brawl_________OOOOOOOO Leadership_____OOOOOOOO Investigation ___OOOOOOOO
Dodge ________OOOOOOOO Melee ________OOOOOOOO Law __________OOOOOOOO
Empathy ______OOOOOOOO Music ________OOOOOOOO Linguistics ____OOOOOOOO
Intimidation ___OOOOOOOO Repair ________OOOOOOOO Medicine______OOOOOOOO
Intuition ______OOOOOOOO Security_______OOOOOOOO Occult ________OOOOOOOO
Streetwise _____OOOOOOOO Stealth________OOOOOOOO Politics _______OOOOOOOO
Subterfuge ____OOOOOOOO Survival_______OOOOOOOO Science _______OOOOOOOO

Sense Quickening ______________OOOOOOOO


OOOOOOOOOO Breathe Water ______________OOOOOOOO
Empower Weapon ______________OOOOOOOO
Heal Self ______________OOOOOOOO
Quickening Empower Self ______________OOOOOOOO
Experience Speed of the Stag ______________OOOOOOOO
Ignore Wounds ______________OOOOOOOO

______________OOOOOOOO
______________OOOOOOOO OOOOOOOOOO Bruised [] One Round
______________OOOOOOOO [][][][][][][][][][] Hurt -1 [] One Minute
______________OOOOOOOO Injured -1 [] Five Minutes
______________OOOOOOOO Wounded -2 [] 30 Minutes
______________OOOOOOOO Mauled -2 [] One Hour
______________OOOOOOOO Crippled -5 [] One Hour
______________OOOOOOOO Incapacitated [] One Hour
______________OOOOOOOO
_________________ _____________ ______ _________________ _____________ ______
_________________ _____________ ______ _________________ _____________ ______
_________________ _____________ ______ _________________ _____________ ______
_________________ _____________ ______ _________________ _____________ ______
_________________ _____________ ______ _________________ _____________ ______
_________________ _____________ ______ _________________ _____________ ______
_________________ _____________ ______ _________________ _____________ ______
_________________ _____________ ______ _________________ _____________ ______

Initiative: Wits + Alertness, Difficulty 4 Attack:


Winner adds difference in successes to his dice Normal Attack: Dex + Melee, Wpn Diff
pool for that round. Feint: Manip + Melee, Wpn Diff + 3 (cant be
Modifiers: parried, only dodged)
Speed of the Stag adds 3 dice Disarm: Dex + Melee, Opponent also rolls Dex
Whoever attacked last round adds one die + Melee (diff 6). Need 3 successes more than
If defender successfully repelled an attack opponent to succeed, botch & drop own wpn.
last round, add one die Great Blow: Dex + Melee, Wpn Diff +2 (cant
For every three successes by which a be parried, only dodged). If succeed, double
combatants attack/defense roll exceeds his damage dice. Initiative next round is diff 5,
opponents roll, add one die +2 all defense difficulties next round also.
Target Blow: Per + Melee, vs Opp Dex + Dodge.
Defense: Attack successes add to damage dice, or can
Parry: Dex + Melee, Wpn Diff. Each success use hit locations...
counters one attack success. Hands/Arms: Difficulty +3/+2
Caught Steel: Str + Melee vs Dex + Melee. If Legs: Difficulty +1
successful, lock blades (opponent cannot Chest/Torso: Difficulty +1
attack). If more than 3 successes, put opponent Decapitation: Per + Melee vs Dex + Dodge.
off balance (+1 diff to initiative next round) Must put one level past incapacitated to
Dodge: Dex + Dodge, Diff 6. Each success actually decapitate.
counters one attack success. Riposte: After parry, Str + Melee vs Wpn Diff.
Cannot be dodged, only parried.

Weapon Difficulty Damage Conceal Range Rate Clip Brawling Table


Maneuver Accuracy Damage
Punch 6 Strength
Grapple 6 Strength
Kick 7 Strength+1
Body Slam 7 Special;
See Options

Armor
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Age________________________ ___________________________________________________
Apparent Age ________________ ___________________________________________________
Date of Birth ________________ ___________________________________________________
Age of Death_______________ ___________________________________________________
Hair________________________ ___________________________________________________
Eyes _______________________ ___________________________________________________
Race _______________________ ___________________________________________________
Nationality __________________ ___________________________________________________
Height______________________ ___________________________________________________
Weight _____________________ ___________________________________________________
Sex ________________________ ___________________________________________________

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