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Immortals
“From the dawn of time we came, moving silently down through the centuries. Living many secret
lives, struggling to reach the time of the Gathering, when the few who remain will battle to the
last. No one has ever known we were among you...
...until now.”
- Juan Sánchez Villa-Lobos Ramírez, Highlander (1986)
Immortals are a group of beings that are immune to disease and stop aging after becoming
Immortal. They can live forever, and can only die if they are beheaded.
The origin of the Immortals is unknown. Immortals themselves do not know where they come
from, or for what purpose they exist. When asked by newly Immortal Connor MacLeod about
their origins, ancient immortal Ramírez answers, “Why does the sun come up? Or are the stars
just pinholes in the curtain of night, who knows?”
Centuries later, Connor MacLeod says, “We are the seeds of legend, but our true origins are
unknown. We simply are.” Connor’s student and clanmate Duncan MacLeod expresses the same
ignorance when he tells Caleb Cole, a fellow Immortal, “Whatever gods made you and me... made
us different. They're just having a little fun.”
The Game
The Game is the term used to the ongoing battle between Immortals who fight and behead each
other until only one of them remains. As Ramírez reminded Connor MacLeod, "If your head
comes away from your neck, it's over”. This concept of Immortals beheading each other to be the
last is summarized in the signature tag line known to all Immortals: "There can be only one."
As a result, Immortals who live long enough, develop strong fighting skills, usually passed from
teacher to student. Many Immortals can fight with all sorts of weapons like axes, sickles,
machetes, spears, but the most common is the sword. Consequently, Immortals are usually very
fond of their weapons, and almost always have them handy.
Immortals play the Game in accordance with their personalities. Some go head hunting full-time.
Others only fight when they are challenged, to defend their head. Immortals are free to play the
Game or not and some chose to "retire" for various reasons. Some retired Immortals chose to get
on with their lives without carrying a sword, but they are in particular danger of losing their heads.
A safe option for Immortals who wish to retire from the Game is to live on Holy Ground. This
provides safety from other immortals (but not necessarily from mortals).
The Rules
The Immortals do not live as a united people, but are scattered around the world and across
history. The only bond between them are the oral traditions called the Rules that are transmitted
from teacher to student. Where the Rules came from and who determined their scope is unknown.
The Rules are never enumerated, like a body of laws, but they are quoted according to the
circumstances. They are taught to new Immortals by Immortal mentors (see below). The main
Rules are:
The Rules also dictate that when one challenged another to combat, the two Immortals were
supposed to duel one-on-one. This does not always happen and battles may be unfair. Examples
of cheating include the group of Immortals who served under a more powerful, ancient, Immortal
mentor (very similarly to a cult structure). Other cheats may include modified weapons, the use
of poison or keeping a gun to slow down his adversaries.
If the Rules are interpreted strictly, once two Immortals begin dueling, no outside interference is
permitted, even to save a friend or innocent.
Holy Ground
“Holy ground, Highlander! Remember what Ramirez taught you!”
- The Kurgan, Highlander (1986)
The Rules forbid Immortals from fighting on holy ground. Holy ground is defined as any land or
building held sacred by any people or any culture. Examples of holy ground include; Native
American sacred lands, cathedrals, churches, chapels, cemeteries, monasteries, temples, and
mosques. The interpretation of this rule has changed as the centuries progressed. It is constantly
said by Immortals, “Even the most evil of us wouldn't desecrate Holy Ground.”
Mortals, however, are not bound by the Rules; the Hunters (see below) can behead Immortals in
holy ground. A practical result of this rule is that Immortals use holy ground as neutral territory
on which they can meet each other without risking losing their heads.
The Quickening
When an Immortal is beheaded, there is a powerful energy release from their body which is called
a Quickening. The Quickening is the receiving of all the power and knowledge another immortal
has obtained throughout his/her life. It is like the receiving of a sacrament or a massive orgasm.
The power of the Quickening is the equivalent to a major electrical storm hitting – windows
explode, lights short circuit, it is almost as if the victorious Immortal is in the center of a lightning
storm.
This energy is absorbed by the Immortal who triumphed. If an Immortal is beheaded and there is
no Immortal nearby to receive the Quickening (in an accident or if the beheader is a mortal, for
example), then the Quickening dissipates. An Immortal knows when a Quickening happens
nearby.
Becoming an Immortal
Immortals can be found in any time era and in any place around the world. They can be of any
race, ethnicity, or gender. Immortals are raised in the societies to which they were born or adopted
into, and often retain their personality, customs and habits most of their life.
Immortals carry within them the seed of their immortality which is triggered by a violent death.
After this they come back to life, fully healed. This is called the First Death. Without guidance,
many Immortals may feel their resurrection is a miracle or attribute it to otherworldly or other
supernatural powers (what is certainly a hit to Sanity and can lead to interesting disorders, such
as an immortal who believes to be an angel, god, or vampire).
Newborn Immortals are vulnerable because they do not know about the Game and they can get
beheaded before they learn what they are. The new Immortal usually does not learn about their
situation until they meet another Immortal willing to teach them. This Immortal is referred to as
the mentor or First Teacher. The First Teacher teaches the new Immortal the Rules of the Game,
how to use a sword and the tactics needed to win.
The First Teacher can become an important figure in an Immortal's life or it can be that teacher
and student eventually fight each other.
After their First Death, Immortals can theoretically live forever, but in practice, it depends on
their ability to defend their heads against an opponent. They do not age after their first death and
retain forever the appearance they had when they died for the first time.
A First Death happening too early in life can be a hindrance at playing the Game; an Immortal
who died for the first time at the age of twelve and will retain the body of a 12-year-old forever.
He will never appear mature to the world despite his countess decades of experience, and he will
never be big or strong enough to go to toe to toe with most immortals.
Immortals are sterile but except for that face, are usually the pictures of physical health.
The Buzz
After their First Death, Immortals can feel the Buzz – in short, being able to sense each other's
presence from a reasonable distance. The Buzz is something felt, not heard.
Pre-Immortals do not feel the Buzz, but Immortals can sense and identify pre-Immortals (though
the Buzz is faint and easy to miss). Pre-Immortals start triggering the Buzz in Immortals when
they are dying for the first time. Immortals who are not yet aware of the meaning of the Buzz
often experience it as a headache.
Temporarily dead Immortals do not trigger a Buzz.
Although the Buzz allows Immortals to sense one another, they seem unable to pinpoint where
the Buzz originates from. As a result, Immortals sometimes mistake mortals for their own kind
while the real Immortal remains hidden.
Life as an Immortal
For the most part, Immortals are very much like ordinary people, and most of them do the same
things as mortals. Some make a lot of money. Some become terrorists. Some become policemen
because they like to fight. Some become recluses who remove themselves from society and live
in isolation. Some become great lovers. Some become righters of wrongs. In short, they can
pursue the same interests a mortal could.
Immortals have much more time than mortals to mature their skills and usually try to blend in,
making sure that after twenty years or twenty-five years they leave the place they are and change
their identity, because they’re not getting older and people are going to start to notice." It is worth
noting that immortals are proficient, out of necessity, in changing their identities and creating or
otherwise securing the needed paperwork to blend into society e.g. birth certificate and school
records. When not proficient in these activities, Immortals usually secure professionals to do it
for them, paying handsomely.
Relationships between Immortals are like those of mortals. They have Immortal friends that they
like, they have Immortals that they don't like, except from time to time they fight. And from time
to time Immortals run into each other, after twenty years, fifty years or hundred years. Immortals
can be friends, enemies, lovers, teachers, students or they can avoid their kind. The only difference
is that they are supposed to play the Game, and trusting another Immortal can result in a severed
head.
Immortals rarely tell mortals about their immortality and even more rarely about the Game.
Relationships between Immortals and mortals are difficult because while mortals grow old and
die, Immortals remain the same. Additionally, there can never be any children of such a
relationship. Mortals still chose sometimes to live with Immortals.
Playing Immortals in Modern Age
“Ya talk funny, Nash... where ya from?”
“Lots of different places.”
- Garfield & Nash, Highlander (1986)
Game Modes
As described in Modern Age (p. 6 and p. 31), the GM should customize the game mode for a
game based on the Highlander movies and TV series. Each GM will have a different opinion on
the matter, but these are our recommendations and the reasoning behind them.
Basic Modes (Core Rulebook, p. 31).
Health: Gritty. No improvement after level 1. With very few specific exceptions, in both the
movies and TV series, mortals and immortals alike are as vulnerable to damage as you’d expect
any other person being. A single shot from even low-caliber guns drops powerful immortals as
well as it would any other person – except that they come back.
Toughness and Defense Advancement. Pulpy/Cinematic. +1 to Defense (but not Toughness)
at level 4 and every 4 levels after. This is a mix of the pulpy and cinematic advancements.
Immortals and skilled mortals in the Highlander setting have great defensive capacities, but they
are still vulnerable to damage.
Toughness Applies To: Gritty. Stun damage (all forms). Keeping with the ideas above,
Toughness can stop stun damage but not wound damage.
Resources: Pulpy. Replenish 1 lost Resources point each level, and GM awards. Except as a
story hook, money isn’t really an important factor in most stories involving Immortals. As beings
literally able to live forever, they have an easy time amassing and renewing resources from
investments and even “inheritances”.
For any other mode not described above, assume the game plays on Gritty Mode.
Character Creation
Creating an Immortal character follows the same steps described in the Modern Age Core
Rulebook (p. 10-11).
The biggest difference comes to the character Concept (Step 1); spend as much time here as
needed to get it right. Immortals are profoundly complex figures and playing one should make
the player ask deep questions about the character: Why have they survived? When were they born,
where have they been and what have they seen throughout the centuries?
For Abilities (Step 2), we strongly recommend the Buying Abilities option (p. 12).
For Backgrounds (Step 3), remember to tie it in with your concept. Is your background inherited
from your mortal days or did you actually developed it as an immortal?
When selecting a Drive (Step 5) remember to pick something that drives them and makes them
cling to life, rather than just let go. Immortals do not age, but without a will to survive they most
certainly will lose their head when a strong opponent comes calling for a duel.
When selecting equipment (Step 6), remember to take some extra time to think about your
Immortal’s weapon of choice on the fight for the Prize. The sword is the traditional weapon of an
immortal. The reasons for this are fairly simple – the sword is the oldest weapon with which you
could efficiently decapitate someone, and the first immortals would have used them. An immortal
will often have a weapon which he has used for many centuries. An immortal’s choice of weapon
helps define who they are. Also, how do you carry your weapon? In a long coat, like Connor, or
do you have some other method, perhaps?
Equipment
Parry: Weapons grant a bonus to Parry equal to (3 - minimum Strength), with a maximum of +3.
So, parrying with a long sword (minimum Strength 1) gets a +2 bonus, while parrying with a
fencing sword (minimum Strength 0) gets a +3 bonus, while parrying with a two-handed sword
(minimum Strength 3) gains no bonus.