Prologue
"No one has ever known we were among you... Until now..."
- Ramirez
"Sit down, lad, and listen. I know that you have many
questions about what has happened to you, and, probably about me as
well...
"Aye, I know all about what happened - the car crash, and how
you were pronounced dead by the paramedics... Multiple internal
injuries, eh? Yeah, nasty. And the worst thing is lying there,
listening to them try to revive you, and eventually give up...
"And, next day, your wounds are gone, as if they were never
there, and you're walking around as if nothing happened. You did the
smart thing, running away like that... If you'd stayed, they'd never
have left you alone, running tests and such stuff. As it is, you are
officially dead. 'Tis better that way, son, both for you and those
you knew... You see, we're not like them. You were, but you're not
anymore. Yes, I know you don't understand! Just listen, and be still!
This is hard enough to explain without you interrupting every second
minute!
"Before you 'died', you were just like any other man... You
could be wounded, you grew older every year, you needed to go see the
doctor when you were sick. Just like any normal person. Except for one
thing. You had inside you a spark of life bigger and brighter that
anyone else's. All that's changed now - when you 'died', that spark
burst into flame, and it's power and strength cured your wounds, and
brought you back to life. I know it sounds weird, but just trust me,
ok? Who else you gonna listen to?
"The Quickening is the name given to that flame that burns
inside of you. It could be described as your life force. Every living
thing has this force inside of them, and it ties them together, heals
their wounds, keeps them alive. However, it can be extinguished all
too easily. When a man's life force dies, he dies with it. When you
were wounded in the car crash, your life force was pushed down to no
more than a tiny spark. Then it exploded, and grew, until it was
bigger than any mortal man's. A million times more powerful. So
powerful that it can heal wounds that would kill any mortal man. So
powerful, it could bring you back from the very brink of death.
"Aye, I said 'mortal man', son. Why? For the simple reason
that you are not mortal anymore, son. Neither am I. The same thing
happened to me as happened to you - I was killed and reawoke
again.. Here, take this sword, and draw it across my arm. Go on! Do
it! Good and deep! Don't worry about me...
"Now see this wound? What would you normally do if you got a
wound like this? Go to the hospital or some such thing, and get
stitches and a massive bandage. Am I right? Well, watch... Already,
the blood's stopped flowing. In a few minutes, it'll begin to heal,
and before the end of the day, you'd never know I'd been hurt at all.
Why? It's the Quickening! The same thing would happen if I got shot,
or if I was burnt. It works the same way with you as well! Your
Quickening healed the wounds you sustained in the car crash...
"I don't know why it happens. It just does... I'm not an
expert - I'm just like you - I was living a normal life, until I was
killed in battle against a raiding party of Vikings. Aye, Vikings,
son... No, I'm not from Scandinavia, I'm from Ireland. I was born at a
place called Brugh na Boinne, near the Hill of Tara, in the Kingdom of
Midhe, in Ireland. I was taught all this, just as I am teaching you,
by a man called Liam Mac Dara... He was well over three thousand years
old by the time I met him.
"Now? He's dead... Aye, I know I said we're immortal, but
there is one way we can die - If your head is removed from your body,
you'll die. Now, listen carefully, because this is the most important
part. You asked me why I carry a sword. I'll tell you. When one
immortal kills another, by beheading his opponent, the defeated
immortal's Quickening flows into the victor, and he become more
powerful. All the dead immortal's strength, power, knowledge and
experience transfers itself into the one who beheaded him. That's what
happened to Liam Mac Dara. He was killed in France, by a German
immortal, who I killed two hundred years ago.
"Why'd I kill him? Well, partly to avenge Liam's death, but
there is also another reason. There is a legend, passed down from
mouth to mouth over the ages which tells of a time when all living
immortals will feel drawn to a particular place, to fight for the
Prize. We must fight until only two immortals remain. Then, they shall
duel for the Prize.
"I don't know precisely what it is... Some say that the winner
of the Prize would become a God. Some say it would mean the end of the
world. One thing that is certain - the winner of the Prize would have
all of the immortal Quickening that ever existed, and would be
powerful beyond belief. He would have all the strength, knowledge and
experience of every immortal that ever lived. So, down through the
ages, immortals have been fighting each other, looking forward to the
day of the Gathering, when a few of us shall remain, and we'll come
together in one place to fight each other for the Prize. The time of
the Gathering draws near, and you must prepare yourself to fight other
immortals, many of whom will have hundreds of years experience.
"How many of us? I don't know... Perhaps one man in a million
is born an immortal, perhaps even less. We come from every race,
creed, religion, and region. The Quickening doesn't seem to
discriminate between black, white, or, indeed, any other skin-color. I
have fought and killed immortals from Europe, China, and South
America.
"I have also fought other creatures.
"We are not alone in being different from mortal man in this
world of darkness. There are other supernatural creatures, who you
shall meet in the course of your life. I have lived among the Garou a
lot - Werewolves, shapeshifters... Both man and wolf, or a mix of
both.. Ferocious creatures... There are other shapeshifters as well -
the Corax, who could be described as were-ravens, the Bagheera,
werecats, and many others... None are as common as the Garou, though,
and all are mortal, and age and die naturally, although they are much
more robust than mortal men, and can heal faster then normal, though
not as fast as we can. But there are others who can live for as long
as we can; the Kindred, for instance - Vampires, are they, undead
creatures who must drink the blood of mortals to survive. They can
live for many centuries. They do not age, but they can die from normal
wounds, even though, like the Garou, they heal at an advanced
rate. There are Magi, who wield Magick, twisting reality with their
incantations and spells. There are Faeries, ghosts, Spirits and evil,
horrible things from places other than this Earth of ours. You may
encounter them, as you travel, and you must be prepared to combat
them, and cleanse them from the face of the planet. It is truly a
World of Darkness we live in, with many secrets that are hidden from
mortal man. Of all these supernatural creatures, we are the least
common, and, some would say, the most powerful, as all the rest can
either grow old, or die normally. A two-thousand year old Vampire will
still die if you burn it, whereas I have heard of an immortal, who,
accused of being a witch, was burnt at the stake, and survived. Just
remember that, no matter how badly wounded you are, you will always
totally recover, without scars or permanent injury, but remember that
if you are lying unconscious, or unable to move, it can be very easy
for someone to come along and take your head. There is only one part
of our bodies which will not heal totally - our neck will retain
scars, if we are wounded there. This scar of mine was caused by a
lucky swing by another immortal, who tried to take my head by surprise
in England, back in the middle ages. Luckily, I managed to jerk my
head back in time. If I hadn't, I wouldn't be here...
"Ah, whisht, lad! So many questions! You'll get your answers
in time... You'll have to learn all you can about this world, and the
creatures you'll encounter. You'll have to learn how to live without
drawing attention to yourself. You'll have to learn how to hide your
immortality from normal people. I'll teach you everything I can, and
then I'll have to leave you. But the most important thing you'll ever
learn is how to fight. All immortals fight using swords, although I
met one who uses an axe. Aye, uses. He's still alive, and is my
friend. He saved me from a group of Hunters once. The Hunters are a
group of mortals who wish to kill us all off. They capture immortals
and behead them, allowing their Quickening to disperse into the ether.
"You'll have to learn how to use a sword, for that is the only
way you can defend yourself, and it's the only way you can defeat
other immortals. You can't cut a man's head off with the barrel of a
gun, you know. I was given this sword by Liam Mac Dara. It is
thousands of years old, crafted by blacksmith magicians over five
thousand years ago. It's a silver Celtic longsword, and is a part of
me. Get that bundle from over there. Bring it here, lad...
"This is an English Broadsword, crafted from steel in the
middle ages. I took it from an immortal I killed in London almost a
hundred years ago. Take it. It's yours. Make it part of yourself, an
extension of your body. And extra limb. When you do that, it will
become part of you to such an extent that your Quickening will embrace
it as part of you and make it stronger. Feel it's weight. Swing it
around a bit, get used to the feel of the blade... That's it...
"Before we start, there is one thing I must tell you. We have
certain traditions - laws, if you want to call them that... No
immortal will ever break them, for they are practical, and have a
sound reason for existing. The Golden Rule is this: We must never
fight on holy ground. If an immortal is beheaded on holy ground, his
Quickening will be drawn into the ground, and will be lost
forever. and holy ground means more than just churches and the
like. The spiritual places of the Garou, and the sites of Mage's
magical sites have the same effect. Don't worry, though. You'll be
able to tell when you are standing on holy ground. Much the same way
as you'll be able to know other immortals. Remember you were dizzy
when you first saw me? I call that the Buzz, and it's something
that'll happen everytime you meet an immortal. You're feeling it right
now, are you not, except that it's been suppressed because of the
amount of time we've spent together. Well, if another immortal came
near us, you'd get another buzz, and you'd know that there was one
nearby.
"Well, enough talk! It's time for you to learn something other
than theory. Come on, let's teach you the art of swordsmanship!
Without it, you won't last long. Before long, you'll have to face
immortals with hundreds, even thousands of years experience. To
survive, you'll have to defeat them in battle. If you don't kill them,
they'll kill you. The Prize awaits one of us, and the Gathering draws
near..."
Foreword
"With my sword and my head held high, Got to pass the test
first time..."
- Queen
Foreword to First Edition by Hank Driskill:
Ever since the introduction of the World of Darkness, the idea
of incorporating the immortals from the movie Highlander has seemed not
only interesting and appropriate, but almost necessary. The world
presented in Highlander (there should have been only one) and the
series closely mimics that of the Storyteller system: a world slightly
darker and more menacing than our own, with supernatural beings
wandering among us. In fact, the movie Highlander is listed as an
inspiration in the credits for the Storyteller games, so the
introduction of these characters seems vital.
Foreword to Second Edition by John Gavigan:
This is the revised and expanded edition of Hank's original
Highlander rules, including a combat system designed to support
complex sword duels. It is designed as a supplement to White Wolf's
World of Darkness series of games, and is compatible with any of White
Wolf's World of Darkness Storyteller games.
These rules are copyright of Hank Driskill and John
Gavigan. They are in the public domain and may be copied and
distributed, as long as our names remain here. The use of the
"Highlander" name and quotes from the 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.
The pictures in this supplement are from the film Highlander and
the Highlander TV series, and are reproduced here without the consent
of the owners of either the film or series. The Storyteller series of
Roleplaying games is published by White Wolf Inc. and the use of their
trademarks in these rules is without their permission.
Chapter One: Introduction
"In the end, there can be only one."
- Ramirez
Immortals seem to appear at random from the human population.
One in a million perhaps, maybe less. They are born of humans, raised
as human, and (to most) appear quite human. They age, living a normal
life, until they first are killed. Then, they miraculously recover,
and begin their lives as immortals. Immortals cannot have children.
They do not age, and do not get sick. They cannot drown, 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 for them
to die is to have their head removed from their body.
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 of immortals in the world grows small, the remaining immortals
shall feel an urge to travel to a far-away land, where they shall
fight until only one remains. The final survivor shall win the
Prize. No one knows exactly what this Prize is, but to win it is the
goal of every immortal, as it is assumed that the person who wins it
would be, in effect, a god.
The term Quickening refers to the lifeforce of an immortal.
It is the sum of all his knowledge and power, all of his strength and
experience. It is a life force so strong that it keeps the immortal
from aging and heals his wounds at an advanced-speed. Quickening is
what the immortals fight for: when they fight, they fight to literally
absorb their opponent's lifeforce into themselves, thus making
themselves more powerful.
Before we can discuss the creation of immortals as characters,
we must decide what Quickening means, and how to represent it in the
Storyteller system. It shall be discussed in depth later on, but, for
now, a simple explanation will suffice.
Quickening in the World of Darkness
"The sensation you're feeling, is the Quickening."
- Ramirez
Quickening is the power of an immortal. In the Storyteller
system, this "life force" is quite similar to the Pattern of any
living thing; in immortals, this Pattern is more tightly woven than
with other living beings. The Quickening is therefore also similar to
Quintessence, the magical "raw power" that fuels Patterns and also is
used by Mages to do their magick. Only when they die is their
Quickening released (except in special circumstances, see Rules
below). Mages cannot pull Quickening from an immortal, nor can they
alter an immortal's Pattern in any way. Without their Quickening, an
immortal is nothing, It is what keeps them alive. The total loss of
Quickening is directly related to death. When an immortal dies, it is
not because his head is no longer attached to his shoulders - it is
because he has lost his Quickening.
Mages hold Quintessence within their bodies because of their
Avatar. To the supernaturally-trained eye, immortals will often be
confused with Mages: they have an excess of raw energy within them.
The Garou likewise store mystical energy within them, according to
their Gnosis. Immortals are therefore occasionally mistaken for Garou
as well. Unlike Garou or Mages, however, immortals do not "spend"
their Quickening, it is a permanent part of them.
In the Storyteller system, we keep track of the "power" of an
immortal with an attribute called (surprisingly enough) Quickening.
Much like Vampiric disciplines, Garou gifts, or a Mage's spheres,
Quickening allows immortals to perform superhuman feats. The higher
the immortal's Quickening, the more abilities he has and the more
powerful he becomes. Quickening is a "catch-all" attribute, and has
many powers associated with it, not all of which are related (except
that they all are demonstrated in the movie or series).
Gaining Quickening
"If your head comes away from your neck, it's over."
- Ramirez
Unlike Vampires, Garou, or Mages, there is only one way for an
immortal to gain Quickening: through fighting and killing another
immortal. This makes it more difficult for them to increase in power,
as time alone does not make them more powerful. As you will see in
Chapters Two and Three, they receive compensation for this limitation.
When two immortals fight, their Quickening is mingled into an
electrical lightshow around them, in direct proportion to the power of
the two. When one wins the battle (by removing the other's head), he
absorbs the Quickening of the loser, gaining the loser's power and
knowledge. The rules for this are covered in Chapter Three.
When an immortal emerges victorious, slaying another, he
absorbs most, but not all of his opponent's Quickening. The excess
Quickening is released into the ether, where it is, in effect, raw
power. The most common manner in which power exists and is channeled
on our planet is as electricity. Therefore, usually (but not always),
the released Quickening will find that the easiest way for it to
disperse is to transform into electricity, and disperse through
conducting materials in the vicinity. This results in massive
overloads, which cause the explosions, lightning, etc. associated with
duels between immortals.
The Rules
"Holy ground, Highlander! Remember what Ramirez taught you!"
- Kurgan
The immortals have rules of engagement: these rules are
traditions, with a basis in common sense, and all immortals follow
them. These rules are each based around Quickening, and the gain and
loss thereof.
The Golden Rule for immortals is that they must never fight on
holy ground. None will violate this rule, for they have too much to
lose. Thus, holy ground can become a haven or sanctuary for immortals;
a place where they retreat when faced with an impossible opponent. The
reason for this rule has to do with the flow of Quickening.
When two immortals battle on holy ground, the site itself is
always assumed to be the victor. When the victor takes the loser's
head, the loser's Quickening flows into the site, as does a portion of
the victor's as well. This loss of power and knowledge is sufficient
to dissuade even the most vicious of enemies from attacking on holy
ground.
What is "holy ground"? In Mage, there are places called
Nodes, where magickal power converges. In Werewolf, these same
locations are called Caerns, and are viewed as holy ground. It's a
simple stretch to assume that many churches and "holy sites" are
likewise built on these locations of power: for this discussion, these
places of power will be called "holy ground". Luckily, immortals
automatically sense whether they are standing on holy ground or not,
as they experience a sensation similar to the buzz they experience
upon encountering another immortal.
The second of the two main rules is that the immortals always
fight one on one. Why is this? A pair of immortals, with their
centuries of experience, could work quite effectively together to
whittle down the "surplus population", as it were. Why do they not
team up? In the first episode of the series, Connor and Duncan (who
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
transfers itself upon it's release - If two immortals are present, and
there are no other factors involved (such as being on holy ground),
the Quickening will transfer into the person who actually took the
dead immortal's head. In one episode in the series, Duncan duelled
with another immortal, but Amanda stepped in at the last moment and
took the other immortal's head, thus gaining the Quickening.
Thus, if two immortals battle an enemy, only one of them will
receive the Quickening from the battle. Not only will they receive
their own Quickening, and that of the loser, but also a fraction of
their ally's. This stealing of an ally's knowledge and power is not a
pleasant thing for the ally, to say the least, and is therefore
something that no immortal desires. Hence, the rule "always fight one
on one" has developed.
These are the only two real rules. Evil immortals will stop
at nothing else to gain Quickening: friends and loved ones are often
pulled in as pawns in the battles, as are helpless innocents who have
nothing to do with the Gathering... no one is truly safe.
The Gathering
"From the dawn of time we came, moving silently down through the
centuries, leading many secret lives. Struggling to reach the time of
the Gathering, when the few who remain, will battle to the last."
- Ramirez
The legend of the Gathering has been passed down from immortal
to immortal, through the ages... The Gathering is the name given to
the time when but a few immortals remain. They shall feel "an
irresistible pull towards a far-away land... To fight for the Prize."
In this respect, immortals are doomed to fulfill a pre-determined
role. It is their destiny to battle one another until a single
immortal emerges victorious. According to the series, the time of the
Gathering is upon us, and the Prize is waiting to be won.
The Prize
"I know! I know everything! I am everything!"
- Connor
The immortals battle for "The Prize": either for themselves,
or to keep it from falling into evil hands. Mankind would suffer an
"eternity of darkness", as the movie said, if the Prize came to an
evil immortal.
What is the Prize? It's not really necessary to define it in
game terms, since the immortal who gains it will become in essence a
god. The film left the subject slightly vague, except to say that
Connor could read people's thoughts if he concentrated, and could also
have children, grow old and die.
This much is for sure - the winner of the Prize would possess
all the Quickening from every immortal that ever walked the earth.
Millennia worth of experience and knowledge, from immortals of every
race, all over the world would be his. He could well be the most
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 Gathering will never take
place. Perhaps, new immortals will continue to be born forever, thus
ensuring that there will never be a single victor. In any case, for
Immortals, the Gathering is similar in many ways to the Apocalypse for
the Garou, or Gehenna for the Kindred - a fate that no one really
believes in , or as some Garou might say, something that will never
happen "in our lifetime". The big difference for immortals is that a
lifetime can last forever. To an immortal, it matters little whether
the Prize is but a legend. He must battle on, for if he stops, he will
surely lose his head.
|