Immortal Rules (Version 3)

By Coranth Gryphon (gryphon@msgi.com) (29 June 1995)

Character Creation

Use the rules for Mummies, with the following modifications:

The following Backgrounds are available to an Immortal:

Character Conversion

If a mortal dies, and wishes to begin play as an Immortal, these are the character generation rules.

Keep all current skill levels. If the character does not currently have at least one point in the talent "Awareness", they get one point.

Roll a number of d10 equal to 1/2 willpower, adding them together. This is the character's starting Sekhem (Quickening) score. If less than 10, make it equal to 10. Calculate Gnosis as normal.

The character gains one level 1 gift (not Empowering) automatically.

Using Quickening

As mentioned before, the Gnosis rating is equal to 1/10th of the character's normal (not current) Sekhem score. Any time a roll calls for Quickening, it is made using this rating. Any permanent gains or losses to Sekhem may result in a new rating.

Among other things, the Immortal gets a certain number of automatic benefits from his Gnosis Rating.

Gaining Quickening

When an Immortal takes the head of another Immortal, she gains Sekhem equal to one-half the defeated's normal score. This process takes a number of rounds equal to the amount of Sekhem gained. A willpower roll (or point) is required to perform any action during this time.

Note that this is the only means available to an Immortal for raising their Sekhem score; experience cannot be used.

The character also gains a number of study points (see Mage) equal to the amount of Sekhem gained. This can only be used to purchase gifts that the defeated Immortal had. In no case can a character have a gift of rank higher than their new permanent Gnosis rating.

Holy Ground

If an Immortal's head is taken on Holy Ground, not only does all of their Quickening get lost permanently, but any Immortals in the immediate area loose 1/10th of the defeated Immortal's Sekhem from their own Sekhem score. This loss is permanent, but cannot take the Immortal below zero Sekhem.

Immortal Gifts

Gifts which require X points of Rage require that many successes on a Quickening (Gnosis) roll. Note all rolls use the character's permanent (not current) score.

1) Aura of Confidence, Inspiration, Fatal Flaw, Open Seal, Persuasion, Empowering (**)

2) Snarl of the Predator, Power Surge, Sense the Unnatural, Jam Technology, Speak with the Wind Spirits (roll Perception + Gnosis), Summon Talisman (sword only)

3) Coup de Grace, Merciful Blow, Secrets, Weak Arm, Whispering Wind, Wisdom of the Ancient Ways

4) Body Wrack, Fool's Luck, Pointing the Bone (damage done is electrical), Preternatural Awareness, Questioning

5) Halo of the Sun, Invoke Spirits of the Storm, Wisdom of the Seer

6) Renew the Cycle (sekhem loss is permanent), The Whirlwind (**)

7) Force the Will (**)

Descriptions

1) Empowering

This ability allows the Immortal to infuse her dedicated weapon with her own life energy, allowing the weapon to do aggravated damage. Note that normal humans are not affected, though all supernatural beasts (Immortals, Garou, Kindred, Fey, or Ghosts) are. Cost 1 Sekhem/turn.

6) The Whirlwind

The character can focus his mind to hear the thoughts of any single person in the world. The target must be well known to the Immortal, or be within line of sight. The contact with a given person lasts as long as the character concentrates on that individual. If the person scanned is cooperating, then the target number is 2. Note that the information gained is regardless of language.

Cost: 2 Sekhem
Roll: Perception + Empathy
Target: Willpower + Obfuscate (or Arcane)

7) Force the Will

The Immortal can focus all of her Sekhem into a single burst to accomplish any one task in her immediate area. Storyteller's discretion as to how much Sekhem a given effect costs, and what the target number of the roll is. Once committed, the character must spend the required amount of Sekhem. If she does not have enough for the given task, then she dies (permanently), but the task is still accomplished.

Cost: varies, Sekhem spent is permanently lost
Roll: Gnosis + Willpower
Difficulty: varies