THE QUICKENED
By Douglas Yee (eaterofsouls@hotmail.com)
Author's note
Okay, yeah, this must be about the quadribillionth version of rules for the
Highlander-style immortals in the WoD, but I'm doing it again because I
don't really like any of the other rules very much. Don't get me wrong;
many of the Immortal and Highlander games created so far have a great deal
of merit and are quite good, but I don't believe they maintain the spirit
of the Highlander movies. In most of these games, the Immortals have all
sorts of preternatural abilities. This is fine and all, because it helps
to integrate them into the World of Darkness and puts them on an equal
playing field with other supernaturals. However, in the Highlander movies
and the few Highlander television shows which I have seen, the Immortals
displayed few, if any, sort of obvious supernatural powers, with the
notable exception of Nakano and Kane in The Final Gathering. So I have
endeavored to create a new set of rules that stays more true to these
sources, and most especially to the first film (which, in my opinion,
should have been the only one - pun intended). Okay, that aside, on to the
meat of the matter.
The World of Darkness
The Immortals or as they are sometimes known, The Quickened, of the World
of Darkness are, for the most part, mortals who have a special gift.
Imbued in them is the spiritual force known as The Quickening. The nature
of the Quickening is an enigma. Vampires who drink the blood of an
Immortal experience a rush almost as powerful as when they share blood with
another Kindred. Garou are intuitively aware of some innate connection
that they have with the Umbra. The very few mages who have studied or met
Immortals note that the very flesh and blood of the Immortals sings with
Quintessence. Wraiths can see their presence pulsing through the Shroud.
Changelings know that these are powerful Dreamers indeed. The most
important thing to remember about Immortals is that they are alone. More
than any other supernatural being, they are outcasts, without even their
own subculture or society to call their own. Immortals do not often
associate with each other, except to find and occasionally act as mentors
for the newly Quickened. They are forced to live outside mortal society or
else be cursed to watch their friends and lovers slowly grow old and
die.
The Quickening
The Quickening vitalizes the Immortal and gives her the gift and curse of
eternal life on earth. It enhances her physically and mentally. It gives
her the ability to recover from nearly any wound in a fraction of the time
it would take a mortal to. The only exception is decapitation; some few
Immortals or other supernaturals theorize that there is a powerful mystical
and symbolic importance to the heart and brain involved. The only way to
slay an Immortal, short of complete bodily destruction, is by
decapitation.
Strangely enough, though, there is only one thing that is not enhanced by
the power of the Quickening: reproduction. All Immortals are, without
fail, sterile and barren. One hypothesis is that the Quickening fills the
Immortal with life until she is overflowing, and their virility and
fertility flow up, over and out. There are others as well.
No one knows where the Quickening comes from. One day, the mortal is
normal, just going about their daily business, and the next, they are
Quickened. Often this occurs during a near-death experience, but not
always. Once they are Quickened, they are drawn invariably into the
eternal Game that the Immortals play.
The Game
Though they are granted the boon of eternal life, the Quickened, like the
Kindred, cannot truly enjoy it. The existence of the Immortals is not a
peaceful one; they are at war. Like the vampiric Jyhad, they maneuver and
battle amongst one another to be the last of their kind. They call this
war The Game. When an Immortal is killed by another Immortal, his
Quickening rushes out of them in a flash of light, electricity and sound.
It immediately flows into the nearest strong source of Quickening, most
often, his killer. The killer absorbs the Quickening of the slain -- and
more. This is the heart of The Game: the Immortals fight each other for
the power of the Quickening. The very souls of the slain Immortals are
bound into the Quickening and they come along, too. The life experience
and memories are integrated into the minds of the slayers. Even the pain
of their deaths comes with it. Not only this, but the souls of all that
the slain have taken go into the killers as well, with all of their
memories and pain. For the Immortal with a sense of compassion and
humanity this is an extremely painful thing, carrying along all those
deaths inside of him. It causes many to go mad. Other become addicted to
the pain and death and turn twisted and evil.
If there is no other Immortal nearby when an Immortal dies, then the
Quickening quietly slips into the Umbra and disperses.
Like any Game, the Game of the Quickened has rules. These rules are not
formal, but in their current form, have been circulated among the surviving
Quickened since the time of Christ. Tradition, sometimes, is more powerful
than law. The first is that battle shall be one on one. The second is
that there shall be no fighting upon holy ground. The last is that in the
end, there can be only one.
The first rule is almost always followed out of practicality. Immortals
generally follow the Rule of Shadow (see below), so outside help is rare.
Two or more Immortals will not often gang up to take down one Immortal,
because the power of the Quickening can only go to one of them.
Inevitably, arguments will erupt over who gets to be Quickened when and
betrayal is always the end result of alliances such as these. It should
also be noted that most Immortals take this last rule to mean hand-to-hand
combat. Swords are the favored weapons, although anything that can
decapitate will do.
The second rule is one that is followed out of courtesy. During the height
of the Roman Empire, under the reign of Augustus Caesar, there was a
concentration of Immortals in Rome such as there was never seen, and has
never been since. All roads led to Rome, after all. But in the alleyways,
the blood of the Quickened flowed, and lightning erupted in the night.
They became seriously threatened when they were discovered by the Lasombra
and Malkavian vampires, who coveted their blood, and the Roman mages who
wished to harvest their Quickening for Quintessence. A meeting of
Immortals occurred, and they agreed not to war in the temples and leave
those as safe havens. This rule has lasted ever since.
The third rule is not a rule so much as a reminder and a warning. Until
the end, there will always be the threat of other Immortals hunting you for
your Quickening and even old friends may be driven mad by the weight of
centuries. The Quickened will never know peace until the rest of their
brethren are gone. It is said that near the end of The Game, the remaining
Immortals will feel pulled to a place and there they will battle, and the
one who wins will receive The Prize.
What's the Prize? Who knows? Certainly not the Immortals; for them it is
only an abstract sort of concept. Certainly, the Last Quickened will have
the memories and thoughts of all those who came before, making her truly a
power to be reckoned with, at least.
One Dreamspeaker Master, Calls-To-Light, has met many Immortals over his
long years and he says that the Avatars of the Quickened are fragments of a
greater spirit. This spirit, he continues, must have been shattered,
through desire or force, and the fragments float through the Umbra until
they find a soul to settle into. Slowly, through the long Game, these
fragments are pulling themselves together into a whole once more. When
asked about the nature of this spirit, Calls-To-Light merely shrugs as says
that it is powerful and that he knows nothing more. Perhaps, this then, is
the prize. Other theories run rampant.
The Rule of Shadow
Mortals will always seek to destroy that which they cannot understand or
that which they envy. Vampires turn all that they touch to death and ash,
like a dark Midas. The rage and strength of the Garou knows no bounds.
The power of the Mages is like unto that of the gods. The dead would be
especially envious of the ever-living. And the fae would bring them into a
wondrous world, but one that ultimately, the Immortals do not belong in.
For all of these reasons, the Immortals follow what is referred to as The
Rule of Shadow. Immortals will rarely, if ever, reveal their true natures.
They do not talk about their "condition." After living in one place for a
decade or two, they depart and change their identities so the natives don't
get suspicious about a man who does not age. The Quickened step from out
of the light of the normal world and hide in the deep shadows of the World
of Darkness.
Character Creation
In Storyteller system terms, the Quickened are basically mortals. The
statistics for a newly Quickened Immortal are as follows:
Attributes: 7/5/3
Abilities: 13/9/5
Backgrounds: 5
Willpower: 3
Memory: 10
Quickening: 1
Freebies: 15
If the Storyteller wishes his players to make older Immortals, they may
take the background Age from Elysium, a supplement to Vampire: the
Masquerade, in a slightly modified version, shown below.
Applicable Backgrounds: Age (new), Allies, Arcane,
Artifact (new), Contacts, Fame/Legend (new), Influence, Notoriety (new),
Resources
New Traits
Quickening
This is the essential energy that give the Immortal their power. Beginning
characters start with a Quickening rating of one which may not be raised
with freebies. Quickening comes in two varieties: permanent and temporary.
Just like Willpower. Temporary Quickening may be used to instantly heal a
wound level, even in the midst of combat. Any number of Quickening points
may be used this way per turn. They cannot be used to prevent damage that
causes decapitation. Quickening may also be used, like Willpower, to add
automatic successes to a roll. Also like Willpower, one Quickening per
turn may be spent to add one automatic success this way, but it may be
spent in addition to any Willpower spent on the same roll. Quickening can
also be used to power any Numina that require the expenditure of Willpower.
Finally, Quickening may be used to temporarily raise physical attributes.
For each point of Quickening spent in this fashion, a single dot is added
to any physical trait for the duration of the scene. Only one point per
turn can be spent this way. It is recovered at a rate of one temporary
Quickening per day (at sunrise). Important Note: There is no maximum for
Permanent Quickening! It may go much, much higher than 10, as described
below in the section "The Kill."
Memory
This trait represents the overall mental stability of the Immortal. It
starts at its highest possible rating, 10. It is similar to the Humanity
of vampires. As it diminishes, so does the mental health of the Immortal.
See the section on The Kill, below, for the first way to lose Memory. The
second way to lose Memory is through the passage of time. For every
century that passes, the Immortal must roll their Willpower, difficulty 6.
Failure results in the loss of a Memory point. Botching results in the
loss of a permanent Willpower and a Memory point. If the Memory rating of
an Immortal drops to zero, then she eventually disappears from the world,
never to be seen again. No one is sure what happens to them. The relative
levels of sanity are rated here:
| Rank | Description | Derangements
|
| ********** | Completely
stable | 0
|
| ********* | Mostly
stable | 0
|
| ******** | An especially
creative artist | 0
|
| ******* | Slightly
neurotic | 0
|
| ****** | Sort of
eccentric | 0
|
| ***** | Pretty eccentric
| 1
|
| **** | Downright
mad/Extremely eccentric | 2
|
| *** | Mildly
delusional/schizophrenic | 3
|
| ** | Clinically insane:
schizophrenic and/or delusional, mildly psychotic | 4
|
| * | Totally psychotic
| 5
|
| 0 | Look at the purple
elephants | All
|
Age (new background)
This new background costs no points to purchase; instead I have already
counted the cost in the extra freebies which are gained. The Memory loss
which occurs may not be repurchased with freebie points; they are gone for
good and may only be regained through role-playing and the good graces of
the Storyteller. The Storyteller has the right to restrict this background
in his chronicles, limiting either the maximum amount this background may
be purchased, or banning it altogether.
| Rank | Age (years) | Memory loss | Additional Quickening | Extra
Freebies
|
| * | 50-100 | -1 | +1 | +15
|
| ** | 100-250 | -2 | +2 | +30
|
| *** | 250-400 | -3 | +3 | +45
|
| **** | 400-600 | -4 | +4 | +55
|
| ***** | 600-1000 | -5 | +5 | +60
|
Artifact (new background)
The Immortal in question owns a supernatural artifact of some sort. It may
be a form of magickal talisman, fetish, or something else entirely.
Regardless of its origins, it is very valuable and often powerful.
| * | Very Minor Artifact:
gives a very small bonus to traits.
|
| ** | Minor Artifact: gives a
small trait bonus.
|
| *** | Major Artifact:
seriously affects one trait or performs some miscellaneous effect
|
| **** | Powerful Artifact:
serious affects a number of traits or performs a number of miscellaneous
effects.
|
| ***** | Legendary Artifact:
Excalibur, The Holy Grail, Poseidon's Trident, stuff like that.
|
Fame/Legend (new background)
This background may be applied in one of two ways, from which the player
must choose one. Fame is being well known as a personality in the modern
world. It is just like the Fame background in the Storyteller books. The
Legend background represents the actions of the character in times past.
She has had some serious effect on human history and is well remember for
her actions.
| * | Obscure, recent or not
well-known: William Burroughs.
|
| ** | Fairly recent and
strong influence: Malcolm X.
|
| *** | Students study about
you in high school: Benjamin Franklin.
|
| **** | National hero: George
Washington
|
| ***** | A myth or god known
across the world: Hercules
|
Notoriety (new background)
You are well known and feared among other Immortals for your deeds. You
are not necessarily a bad person or have made a large number of kills, yet
the perception of you is one of a powerful Quickened.
| * | You are one to be
watched.
|
| ** | You are considered to
be an accomplished headhunter.
|
| *** | You are a truly
formidable adversary.
|
| **** | Your name strike fear
into the hearts of other Immortals.
|
| ***** | You are a legend
among the Immortals, feared and reviled.
|
Special Powers of the Quickened
- Immunity to Age: The Quickened cease to age from the
moment of their first Quickening. They will not visibly grow older as the
Quickening constantly regenerates the body.
- Immunity to Death: The only way in which a Quickened
will die is decapitation or total body destruction (e.g. being thrown into
the sun). However, they still feel pain and even when put through the
worst of tortures, they remain alive and mostly conscious (see
regeneration). Some fates can be worse than death. Please note that
Immortals still need to eat, drink and breathe if they want to stay mostly
healthy. Failure to eat and drink enough leads to all the normal symptoms
of starvation and dehydration, but will not die from this. Not breathing
causes damage, so see Regeneration below and the Drowning rules in any of
the main Storyteller books.
- Regeneration: The Quickened regenerate one Health
Level per turn so long as they are not engaged in strenuous physical
activity such as combat or running. Just like a mortal, there is no such
thing as an aggravated wound to a Quickened: wounds are wounds. Immortals
who take wounds past Incapacitated are knocked unconscious for a scene.
They continue to heal while unconscious. If they spend one Quickening
point, they may revive themselves immediately.
- Quickening: This is the essential energy that gives the
Immortal their power. Beginning characters start with a Quickening rating
of one, which may not be raised with freebies. There is no upper limit for
the permanent Quickening rating. For details on the use of Quickening, see
above.
- No Trait Limits: Over the course of time, Immortals
may raise their traits past the normal human limit of 5. The maximum
rating in any trait for an Immortal is 10.
- Sense Quickening: The Quickened can sense the presence
of their brethren within a few hundred meters. This power is automatic: it
requires no roll. The Immortals cannot sense the exact location of the
other, only their presence. However, when an Immortal sees another
Immortal, she knows his true nature immediately. And when an Immortal is
slain by another Immortal and undergoes the Quickening, any Immortal within
a kilometer or so will be immediately alerted to the exact location of the
battle.
- Numina and Hedge Magic: A few very rare Immortals have
mortal Numina or learn Hedge Magic. These abilities may be purchased with
freebies or experience and are handled as they would be for a normal
mortal. See the Year of the Hunter and Year of the Ally series, as well as
WoD: Sorcerer for details. Storytellers may restrict the availability of
Numina and Hedge Magic for their Immortal Chronicles.
The Kill
A number of things happen in game terms when one Immortal kills another.
First of all, the killer gains any abilities that the loser had, at the
rating the loser had them at. If the killer already has an ability that
the loser had, the killer keeps the higher rating of the two. This
includes Hedge Magic Paths, but not Numina. So if Connor MacLeod and Kane
fought, and Connor won, Connor would absorb Kane's hedge magic abilities in
illusion, as well as Kane's abilities of Melee 6, Mage Lore 3 and Torture
2. Before he killed Kane, Connor had a Mage Lore of 1 and a Torture of 0,
so gains these abilities at the level at which Kane had them. However,
Connor's Melee skill was 7, so he keeps his own, superior rating.
Secondly, the killer adds the loser's permanent Quickening rating to her
own and keeps the sum. Then, the killer must roll his Willpower with a
difficulty equal to his opponent's permanent Quickening. Failure results
in the loss of 1 point of Memory. If the difficulty is higher than ten, it
is considered to be ten. Returning to the above example, Connor had a
permanent Quickening of 6. Kane had a permanent Quickening of 12, having
slain many opponents. Connor's new permanent Quickening is 18. Now he
must make a Willpower roll with a difficulty equal to Kane's Quickening, a
12. The difficulty is higher than 10, so it is considered 10. Connor
rolls his Willpower of 9 and fails, so he loses a point of Memory.
Third and last of all, the experience of the Quickening replenishes the
killer's temporary Quickening and Willpower pools and heals all
wounds.
Interaction With the Rest of the WoD
Immortals are not a well-known group among the other denizens of the World
of Darkness. The Rule of Shadow is very important to them, and plus, they
are relatively rare. However, complete non-contact is impossible, and so
some few know about the existence of the Quickened.
Vampires: Caught up in their eternal Jyhad, the Kindred
know next to nothing of the Quickened, but some few Elders know of their
existence. The blood of an Immortal is charged with power, so it is
strongly coveted by those who know its power. For this reason, Immortals
tend to steer clear of the Kindred, despite their relatively similar states
of being. In game terms, each blood point of an Immortal counts as 2 blood
points. Furthermore, a vampire drinking Immortal blood gains one level of
Potence, Celerity and Fortitude for every 5 points of permanent Quickening
that said Immortal has. This lasts so long as there is Immortal blood in
the vampire's system. Immortals cannot be Embraced. Period. In order for
mortals to be Embraced, they must die first. To kill an immortal,
decapitation is necessary. Unfortunately, headlessness is also a state
which prevents undeath.
Garou and Changelings: Except for the odd personal contact
or family member, these two groups have little to do with the
Quickened.
Wraiths: The vitality inherent in Immortals shines through
the Shroud like a miniature sun. Using Lifesight, Wraiths can immediately
recognize an Immortal as unusual though they may not understand exactly
what they are. On another note, Immortals never become wraiths; their
souls are absorbed and assimilated into the souls of their
murderers.
Mages: For the most part, Mages, in their hubris, dismiss
Immortals as hedge magicians or other sorts of unusual mortals. A few
mages know of the Immortals and covert their vaunted state, but most have
little success in attempting to duplicate or steal the power of the
Quickening.
Mummies: Mummies make ideal counterparts and companions
for the Quickened. Unlike other Immortals, one does not have to worry
about being immediately attacked when around them. They, too are beyond
the ravages of time and have some understanding how to deal with the
passing centuries. Unfortunately, they often leave for the Underworld for
long periods of time after their deaths in the physical world.
Demons: Any Demon in Hell would love to get their hands on
the soul of an Immortal. Those souls, besides having great power in their
own right, are like soul banks, containing the souls of many other deceased
Immortals. It would be like a buy-one-get-thirty-free sale. However, the
bizarre nature of Quickening prevents the soul-stealing and psychic
lobotomies that Demons need to perform in order to harvest souls.
Immortals may never sell their souls, but they may still become
infernalists by performing favors for demons and making deals to get the
souls of others for their demon masters.