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