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THE GATHERING
5TH EDITION
AHOMEBREWSOURCEBOOKFOR
Foreword
In this document, I have attempted to incorporate the 20th Anniversary Edition of Immortal: The Gathering
created by Outlander and many others into the updated setting introduced with the 5th Edition of Vampire:
The Masquerade. This incorporation involves both the rules changed in the new edition, but also the tone, feel
and spirit which were included in the latest instalment. This prompted me to go back to the first Highlander
films for some of the more tragic elements.
Immortal characters are hopefully less powerful than they were in earlier editions, in keeping with
the general lowering of power. They must also maintain their relationships with other people in order to
maintain their connection to the world and stave off isolation and ennui, in a manner reminiscent of vampires.
This takes the form of Desolation, Principles and Anchors. Many rules have also been stripped of complexity,
detail or specific numbers, in an attempt to emphasise the more narrative style of play embodied by v5.
In this way, playing an Immortal becomes a little more tragic than previous editions and harkens
back to the loneliness suffered by Connor MacLeod in the first Highlander film, and is in keeping with v5’s
attempt to avoid the Superheroes With Fangs take on Vampire: The Masquerade. Similarly, it also brings up
the timetable of the end of the world, making the Gathering an event and process happening right now with
the change of The First into the Urge to take heads.
A considerable amount of effort has gone into this, but even with that in mind, this remains only my
(re-)interpretation of the world of Highlander, the World of Darkness and the previous versions of the
Immortal rules. It only builds upon and in no way replaces the work of those who came before: Hank Driskill,
John Gavigan, Outlander and many others. Readers and players are encouraged to read the original
Highlander: The Gathering, Immortal: The Gathering 20th Anniversary Edition and associated fan works to
gain a greater appreciation for the history which went into this and the numerous ideas and creative writings,
which I have kept, tweaked or removed for this edition. Outlander is still updating the 20th Anniversary
Edition to this day, and it is obviously much better suited than this document for previous editions of the
rules.
At the time of writing, about 10 books have been released for the 5th Edition of Vampire: The
Masquerade, and no books for any other line which Immortals could learn or benefit from have been released,
either in terms of narrative or mechanical ideas. On top of that, the document you’re reading now is only the
first draft. As a result, this document should definitely be considered a temporary document. It is a
work-in-progress to an even greater degree than any fan work normally is and there are some mechanics which
I'm not entirely pleased with. Ideas and feedback are always welcome.
I hope you enjoy the ideas in this document and that you have fun playing an Immortal within the
World of Darkness.
- Alratan
credits
adaptation from 20th anniversary edition, design & development -
Alratan on the World of Darkness 5th Edition Discord | Email: alratan (at) gmail (dot) com
images
cover page - Foggy Woodland - Pexels
The use of the ‘Highlander’ name in these rules is not a challenge to the rights to the “Highlander” franchise,
created by Gregory Widen and owned by Davis-Panzer and/or Lionsgate Films, nor any other rights holders.
The use of the “Highlander” name in these rules is not a challenge to the rights of Thunder Castle Games, Inc.
publisher of the “Official Highlander Trading Card Game” and the “Official Highlander Role–Playing Game”,
nor any other Highlander media. The inclusion of Immortals in the “World of Darkness” is not a challenge to
the rights of Paradox Interactive, World of Darkness nor any other creator or rights owner. This is a work of
fan–fiction, written voluntarily and for no material profit.
TABLE OF CONTENTS
PROLOGUE 4 C
loak 22
M
ythic 23
INTRODUCTION 7
Playing Immortals 7 BACKGROUNDS 25
Storytelling for Immortals 7 F
ame 25
H
aven 26
WHAT IS AN IMMORTAL? 9
I nfluence 26
The Quickening 9
L
oresheet 26
Gaining Quickening 10
M
ask 26
The Rules 10
M
awla 27
The Gathering 11
R
etainer 28
The Prize 11
S tatus 28
The First Teacher 11
Theme & Mood 12 WHO WANTS TO LIVE FOREVER 29
Desolation: The Crushing Weight of Loneliness 29
Lexicon of the Lonely 13
Principles 30
CHARACTER CREATION 15 Convictions 31
Quick Guide 16 Chronicle Tenets 31
Core Character Concept 16 Anchors 32
Your Mortal Life 16 M
ortals 32
A
rchetypes 17 O
bjects 33
C
hoose Your Traits 17 A
nimals 33
D
etermine the Sea of Time 18 S upernaturals 33
S elect Derived Traits 19 L
osing Anchors 34
C
hoose Your Connections 19 G
aining Anchors 35
SKILLS 21 C
ultivating Anchors 35
New Specialties 21 T
ouchstones 35
Variant Rule: New Skill - Immortal Lore 21 Desolation’s Wax & Wane 36
1
IMMORTAL: THE GATHERING
2
W
raith Arcanoi 71 Rival Immortals 82
H
unters’ Edges 71 H
eadhunter 82
D
emonic Powers 72
THE WATCHERS 83
Demonic Lore 72
The Hunters 84
O
ther Abilities 72
Sanctuary 84
STORYTELLING FOR IMMORTALS 73 Origins of the Watchers 84
Basics 73 A
ge 84
At What Price Immortality? 73 P
urpose 84
B
ecoming Immortal 74 Relationships 85
One World 75 T
rue Name 85
K
indred 75 C
urrent State 85
G
arou 76 Example Watchers 85
M
ages 76 F
ield Watcher 85
Telling a Chronicle 77 H
unter 85
Conflict 78 EQUIPMENT 86
Game, Gathering and Prize 79 Supernatural Equipment 86
U
nknown 79 T
he Methusaleh’s Stone 86
A
liens 79
LORESHEETS 87
A
ncient Curse 79
Clan MacLeod 87
D
efenders Against the Impergium 80
The Horsemen 88
E
lohim 80
The Watchers 89
T
he First Imbued 80
N
ephilim 80 APPENDIX 91
P
art of Reality 81 Foreword from 20th Anniversary Edition 91
S hards of a Being 81
U
nknowable 81
3
IMMORTAL: THE GATHERING
Prologue
“Please, sit down. Yes, I know that you have questions about what is going on. I will do the best I can to
answer your questions.”
“I have been able to piece together what happened. The people around you thought you were dead. They
thought you had died with your husband. They buried you both together. Yes? At some point not long after
they closed the stones over you, you woke up. You found yourself in a cold and dark place next to a dead
body. I know what that is like. Really, I do.”
“Then, you just drifted off to a form of sleep.”
“Until last week, when you woke up again. The tomb had cracked open and you found yourself in this
strange world that you do not recognize, but that looks like it was laid over the one you come from. Believe
me, I understand that very well. After that you came out of the tomb, only to have a mob in Khulna try to
stone you to death.”
“No, this is not the afterlife. You did not fail to live a life of dharma — at least not the way you think you
did. This is not Hell or even a Hell. Well, not technically at any rate.”
“You are alive. You breathe, you eat, you sweat, you sleep. You are very alive. You are more alive than
the people walking the street outside. Yes, we are in Calcutta. You and I, we are not like them. I know you do
not understand. This is a lot to absorb all at once. You can give it time.”
“You have been given a legacy, a birthright. You and I are special people. Before you suffered your first
death, you were just like other women. You would grow old, get sick and, ah, bleed. The difference was this
legacy in you. It was like a spark or an ember.”
“That ember blazed into a fire with your death. The fire in you is called the Quickening. I have it too.
That is what you felt in the market place before you saw me.”
“Eh? Yes, all your wounds have healed quickly. That is part of what the fire in you means. You heal
quickly. You will never get sick. You will never get old. You will be stronger, quicker and more alive than
anyone else around you. So, no, the people in the market could not have killed you with the stoning.”
4
PROLOGUE
“Yes, I don’t have to worry about those things either.”
“How old am I? That is very perceptive of you. Yes. I stopped aging and I am much older than I look. I
told you to call me Juan Mendoza. My real name is Teopixquitletl. I am the last High Priest of the Feathered
Serpent God from a long-vanished empire. I am more than 500 years old.”
“Yes, we are very separate people. No, I have never worshipped Allah. Why are we both like this?”
“I have no idea. I wish I did know. I wish that I had a better answer for you. It is the mystery of our
existence. None of us knows why we are like this. There are others of us. Not many, though. Immortals have
always been few in numbers.”
“Yes, you are right; there is a downside to this. In addition to never growing old, you will never again,
ahem, bleed. You cannot have children. The choice was taken from all of us.”
“Moreover, saying we are Immortal is overstating it. We can and do die. If you - for any reason - lose
your head, you die. There is more. We Immortals strive to kill each other in this way - cutting off each other’s
heads - to take each other’s power. If another Immortal cuts off your head, he gets your power. Yes, that is
why I carry this sword. Swords are probably the best weapon to use to cut off someone’s head, if you know
how to use one. Once, a long time ago, this sword belonged to a Spaniard named Cortez.”
“Why didn’t I cut off your head? Well, for lack of a better term, it would have been rude. Someone taught
me the ways of life of Immortals. It is only right that I return the favor to the world. However, most
Immortals you meet will not be so kind. Most will simply want to kill you to take your power.”
“What power do you have? Besides our healing and freedom from aging, as you take the power of other
Immortals you will be able to run faster, be stronger, heal even more quickly. Those are just some of our
potential powers.”
“Immortals battle each other. It is just the fact of our existence. Someday, only one Immortal will be alive.
This Immortal will have all the power of all the Immortals who ever lived. This is The Prize. No one is
certain exactly what the Prize is, but it must mean great power.”
“Unfortunately, we are not alone in this world. There are other beings beyond humans. You will probably
meet some of them sooner-or-later.”
5
IMMORTAL: THE GATHERING
“There are vampires. There are werewolves and I’m even told that there are werecats. There are sorcerers
and shamans and people who practice a clockwork magic that only an accountant could love. There are
ghosts. There are strange creatures whose souls are dreams. There are hunters who want all of the above -
and that includes you and me - to die. They all have their societies and groups. They all have their own
battles and causes. You may even work and fight among them. But you will never really be a part of them. To
be Immortal is, for the most part, to be alone.”
“The only thing all of the supernatural beings have in common is that we all know that the end of the
world is at hand. It means different things to all of us. To us, to Immortals, it means we are now in the time
of the Gathering. The Gathering is when the last Immortals on Earth fight each other. The Gathering is when
we all kill each other off so that one of us will win the Prize. You came out of your grave just in time for the
Gathering. But do not worry too much, for I will train you to defend yourself.”
“This is a lot to absorb all at once. Let's go shopping. Calcutta has changed less than you might imagine
since your death. Along the way you can ask me any question about the last 150 years - ah, yes, the English
are long gone - and about being an Immortal. We’ll pick up a sword for you. In fact, I know just the place run
by this mortal death-cultist fellow. I’ll even teach you a little of how the local dialect has changed.”
“You know, your smile... it reminds me of something. There is this painting of Kali in Delhi and you smile
just like her.”
“Why are we Immortal? I told you, I do not know.”
“Ah, why do I think we are Immortal? Because some god wants it that way.”
6
INTRODUCTION
nature of the game played.
“In the end, there can be only one.” – Ramirez,
An Immortal can go out during the day, blend into
Highlander
mortal society and yet could one day wake up with a
sudden desire to chase after the head of another of their
nce upon a time, there was an interesting
kind. This may not work well in a game where the other
movie about a Scotsman who could not die
players wish to play a dark game about their constant
unless he was decapitated. There were
Hunger and the gradual descent into becoming nothing
others like him. They killed each other.
but a Beast.
They became more powerful amid a pyrotechnics display.
As always, the best games are products of mutual
It came down to the Scotsman and a man of evil.
effort for everyone’s enjoyment. The best games do not
The Scotsman won, because in the end there could be
revolve around one player and their experience of
only one.
godhood. It should go without saying, but this goes for
The movie was not a commercial success, but it
the story, too.
gained a cult following and several less good movies,
This supplement assumes the players and Storyteller
television shows, an animated series and other media
have access to the Core Rulebook for Vampire: The
later, some thought that there really should have been
Masquerade 5th Edition (referred to as just V
ampire: The
only one.
Masquerade f rom now on). This book contains all the
Maybe, however, there are other Immortals out there,
necessary information about character creation, combat
fighting to survive in a World of Darkness.
and rules mechanics and without it, this supplement will
This work is a fan-supplement to the World of
be fairly useless. It also tries to make as few assumptions
Darkness originally published by White Wolf and now
as possible about the reader’s knowledge of the
owned by Paradox Interactive, particularly revolving
Highlander media, although watching at least the first
around the rules and setting laid out in Vampire: The
film is recommended to understand the basics.
Masquerade 5th Edition.
7
IMMORTAL: THE GATHERING
Vampiric Disciplines and, when more lines receive for a reason and plays just as valuable and interesting a
published updates to 5th Edition, a Werewolf’s Rage and role in the group as any other character. “Because it’s
Gifts will undoubtedly bestow advantages that the cool” is not sufficient reason for an Immortal player
Quickening can only copy in small amounts. Similarly, character to aid the other player characters. It may be
the power wielded by Mages is very dangerous and best if the Immortal character has ties to other members
versatile, even if Immortals are personally immune to the of the group.
effects of the Spheres of Life and Prime. She might be “related” to a Garou - although as she
A Storyteller should also consider the aims and was a foundling, she cannot be Kinfolk. Alternatively, she
desires of the various characters in a group. Just as the might be the ally of a vampire or a mage, or she might
aims of a Garou are different from that of a Kindred, an just be a hired bodyguard. What is important is that she
Immortal has but one aim – to survive long enough to is not just an add–on but a part of the team, and a core
win the Prize. The only way to survive and win the Prize part of the story being told which everyone is happy with.
is to take the Quickening of other Immortals, which The last chapter of this document is solely dedicated
means that they must eventually kill another Immortal. to Storytelling Immortals, but this will make more sense
All players should work with the Storyteller to make if you are familiar with the rest of the document ◾
certain that the Immortal character is part of the group
8
WHAT IS AN IMMORTAL?
The Quickening
death from any conventional injury;
“A creature of legend...” – Nick, body, or for their head and torso to Without the Quickening, an
Highlander: The Raven be obliterated. Immortal is nothing, and losing it
Down through the ages, a legend means their permanent death. With a
mmortals seem to appear at has been passed from mouth to Quickening, however, they are
random amongst human mouth - that of the "Prize". The capable of more than any normal
societies, with no particular legend says that at a time when the human.
preference for location, number of Immortals in the world Quickening allows Immortals to
ethnicity, culture or other factors. grows small, the remaining immortals perform superhuman feats in a
They are thought to appear at a rate shall feel an urge to travel to a similar fashion to vampiric
of one in a million people at most, far-away land, where they shall fight Disciplines, a werewolf’s Gifts, or a
maybe even less. They are found as until only one remains. The final mage’s Spheres. A player keeps track
orphans resembling the local survivor shall win the Prize. No one of the “power” of their Immortal
population, are raised as human, and knows exactly what this Prize is, but character with a rating called
appear as human to all observers to win it is the underlying goal of Quickening. The more powerful an
except other Immortals. every Immortal, as it is assumed that Immortal becomes via the
They age, living a normal life, the person who wins it would be, in Quickening, the higher her
until they first die an unnatural effect, a god. Quickening rating.
death. This death is a normal death The term “Quickening” refers to Significantly, the Quickening and
suffered by all people, but not one the life-force of an Immortal. It is the the character’s nature as an Immortal
caused by aging or other inevitable sum of all his knowledge and power, is normally very hard to detect, which
breakdown of the body. Deaths from all of his strength and experience. It is is how they remain much more
violence, poison, plague, accidents, a life force so strong that it keeps the hidden than other supernatural
animal attacks and the like have all Immortal from aging and heals his creatures in the World of Darkness.
been known to lead to Immortals, but wounds at an advanced speed - it is No mundane means to detect or
different Immortals debate whether what makes an Immortal immortal. identify an Immortal are known to
longer-term ailments, such as some When two Immortals fight, they fight exist (except for direct observation of
cancers or genetic diseases, lead to to literally absorb their opponent's their power and healing) and even
Immortals rising after their First life force into themselves, thus supernatural means are less successful
Death. Violence - that is, murder and increasing their own Quickening and or potent than they normally are.
other deliberate killings - are often making themselves more powerful. Any and all supernatural powers
the cause of most Immortals’ First Before we can discuss the creation which would reveal the
Death. of Immortals as characters, we must Quickening/Immortal status require
Then, they miraculously recover, discuss what Quickening means, and a margin of at least 3 more than they
and begin their lives as Immortals. how to represent it in the Storyteller normally would, or require a critical
Immortals cannot have children, system. The rules behind it will be win. In an opposed role, this typically
even prior to their First Death. They discussed in depth later on, but a means that the Immortal gains 2
do not age, and do not get sick. They simple explanation will suffice for automatic successes to resist
cannot drown, or suffer a permanent now.
9
IMMORTAL: THE GATHERING
detection of their Immortal nature The only one way for an Immortal to The second rule is: “A duel is
and their Quickening. gain Quickening is by fighting and always between two.” Immortals
For instance, the Auspex power killing another Immortal. Time and always fight one on one. A pair of
Scry the Soul (Vampire: The experience alone do not make their Immortals with their centuries of
Masquerade, p. 250) is normally Quickening more potent, although it experience could work quite
opposed by a roll of Composure + certainly makes them a more effectively together to whittle down
Subterfuge, with successes indicating dangerous opponent. The Quickening the “surplus population”. However, if
the number of questions which may of two Immortals mingles around two Immortals are present the
be asked. A user of Scry the Soul can them when they fight, typically in Quickening transfers into the one
only find out if the Immortal is an proportion to the power of the two who actually took the dead
Immortal and not a regular human if fighting, and typically manifesting as Immortal’s head, along with a
they succeed with a margin of 3 or irregular flashes of electricity. fraction of their ally’s.
more. With a margin of less than 3, Inevitably, one wins the battle by These are the only two real rules
any questions about the supernatural removing the other’s head. and some Immortals will stop at
status of the Immortal instead suggest When an Immortal emerges nothing else to gain Quickening. To
that they are a normal human. A victorious, slaying another, she some, friends and loved ones are mere
similar thing occurs with A Taste of absorbs almost all of her opponent’s pawns in the battles; are are
Blood (Vampire: The Masquerade, Quickening. The excess Quickening bystanders who have nothing to do
pp. 272 - 273), which requires a releases as raw power, which usually, with the Gathering. No one is truly
critical win in order to identify an but not always, manifests as bursts of safe. The use of non-Immortals in a
Immortal as anything other than a electricity. It disperses through fight, guns, or other similar strategies
normal human. conducting materials in the vicinity, is generally a matter of ego and
Despite the difficulty in resulting in massive overloads, etiquette; with most choosing to use
identifying the nature of an explosions, lightning and exploding their blades, and that is what they
Immortal, their aura tends to glass. first reach for.
manifest emotions quite clearly, Immortals who shun their own
meaning that the emotional state of blade in favour of proxies or ranged
The Rules
the Immortal can be determined weapons are typically looked down
The Immortals have only a few rules
more easily. This typically leads to a upon by survivors and spectators.
of engagement and almost all
lesser margin being required to They can expect that the same tools
Immortals follow them.
determine emotional states through they used on their last opponent will
Each of these rules are based
such powers, so successfully Scrying be used on themselves. An Immortal’s
around the gain and loss of
the Soul or using a similar power First Teacher normally teaches to
Quickening. The first rule for
against an Immortal may gain that fight with only a sword and nothing
Immortals is: “Never fight on holy
basic information without using up else, since the duel should only be
ground.” No sane Immortal will
their available questions. between two Immortals and it is
violate this rule, as dire consequences
expected that Immortals follow the
are described for any who have ever
Rules of the Game. Thus, most duels
Gaining Quickening done so. As a result, holy ground can
are normally called out as a challenge.
“...if anyone kills with the sword, become a sanctuary for Immortals, a
The last major rule, which is
with the sword he must be killed...” – place they can retreat to when faced
more of a maxim than a rule proper,
Book of Revelations, 13:10b with an impossible opponent, or
is that in the end: “There can be only
simply when they grow world-weary.
one.” Every Immortal except the final
10
WHAT IS AN IMMORTAL?
victor must die for the Gathering to Gathering not as a specific event, but and possibly even Caine of vampire
conclude. What happens after that is simply as an inevitability. myth, or the Incarna or Celestines of
a mystery. With the growth in technological mage and werewolf tales.
surveillance, unified governments, The films and series have been
biometrics and related factors sometimes vague and mostly
The Gathering
making hiding amongst normal contradictory, leaving it up to the
“When only a few of us are left, we
people increasingly difficult, some Storyteller to decide the nature of the
will feel an irresistible pull towards a far
believe that the Gathering may be Prize. They may not need to entertain
away land, to fight for The Prize.” -
accelerating, lest Immortals be the question and can leave the Prize
Ramirez, H
ighlander
discovered and the Game frozen entirely mysterious, as no ultimate
before it has a time to end. victor may appear during a chronicle,
The prophesied “Gathering” was a
This growth in the urge to fight just as Gehenna might never occur
legend passed down for thousands of
also seems to have coincided with a during any given chronicle of
years. The Gathering is the name
reduction in new Immortals. Some Vampire: The Masquerade.
given to the time when only a few
widely travelled Immortals have This much is likely known for
Immortals remain. It is their destiny
realised that they have not sensed a sure, however: the winner of the Prize
to battle one another until a single
pre-Immortal whose age post-dates would possess all the Quickening
Immortal emerges victorious.
the new millennium, and most from almost every Immortal who
For most of history, Immortals
Immortals who suffer their First walked the earth. Millennia upon
believed that the Gathering was a
Death now enter the Game in a time millenia of experience and knowledge
single, literal event, where all
of great danger, even for the World of from Immortals of every culture and
Immortals would gather for one
Darkness. era would be hers.
triumphant battle (or series of duels).
As humanity approached the end of
The Gathering is similar to the
the second millenium of the common The Prize
Apocalypse for the Garou, or
era, it was increasingly believed by Immortals battle for something
Gehenna for the Kindred. Once,
most to be a metaphor: Immortals known as “the Prize”. Many want it
werewolves would say these things
had not all gathered in one place to for themselves, whilst many more
would never happen in their lifetime.
battle each other in an all-day karate simply want to keep it from falling
Many vampires have spent centuries
match, or a few dangerous last nights into evil hands, believing that
believing Gehenna would never
in Manhattan. Instead, it was mankind would suffer an “eternity of
happen at all. Immortals have never
considered a process and not a lone darkness” if the Prize went to an evil
had either of these luxuries of
event. The Gathering was thought to Immortal.
disbelief, for a lifetime can last
be here and now and everywhere one What is the Prize? Most believe
forever for Immortals. It matters
wanders. that the Immortal who gains it could
little whether the Prize is a legend,
Since the turn of the millennium, be a terribly powerful being. The
myth or fairy tale to an Immortal, for
however, many Immortals have begun word ‘god’ might be appropriate. Or
they die all the same if they stop
to feel a pull not to a single location, they could just regain their mortality
fighting in the Game.
but to each other. An urge to hunt and end the cycle of Immortals
down one’s fellow Immortals and take forever. Or just for now. If the power
their heads, something at once of the Quickening was maintained, The First Teacher
instinctive and yet forced upon them. perhaps the victor would rival, if not By tradition, the First Teacher is the
Immortals now think of the exceed, the terrible Antediluvians first Immortal which a new Immortal
11
IMMORTAL: THE GATHERING
meets and who teaches them the simply leaving them be, aimless in the some may theorize. No-one knows
traditions and rules of being an world and without the knowledge of exactly what the Prize will be, though
Immortal. As Immortals are drawn to what they are. most assume it to be great power, and
one another by some unknown means Even those who have no interest no-one knows what will happen next.
it takes at most 50 years for a new in teaching will rarely leave a new Even most other supernatural beings
Immortal to meet their First Teacher, Immortal be - if they do not become know little about Immortals.
with the majority meeting another the First Teacher themselves, they For their part, most Immortals
Immortal in less than 5 years after will drag them to someone who will also tend to know little about other
their First Death through some quirk be, or else kill them. An Immortal supernatural beings. Everyone is in
of fate. The First Teacher teaches the who has never been taught of the the dark to one degree or another.
new Immortal about the Game, how Game, the Prize and of the Rules is a This is part of why Immortals pursue
to fight with a sword and how to deal liability to everyone - to say nothing the Gathering and the Prize with
with humans - including that when of the even more lonely existence they such vigor: the conflict and the
you die in public, you play dead, leave would face. promise it represents can help focus
the area, change your Identity and Since the new millennium and the mind, away from the nagging
move on. the increasing urge faced by all mystery that is their very existence
All Immortals, save the first ones, Immortals, the tradition of the First and the loneliness which otherwise
whoever they were, had a First Teacher has become somewhat consumes them ◾
Teacher. It is a tradition passed down frayed. First Teachers must now
the line of almost all those who have exercise great restraint with their
come since, and is considered one of pupils, or may require frequent long
the lesser rules of the Game, to give breaks in tutelage in order to avoid
all Immortals a sporting chance. It is temptation.
called The Game and not The
Slaughter, after all, so sportsman-like
Theme & Mood
conduct is expected. New Immortals
The theme of I mmortal: The Gathering
are normally excused of some slights
is the lonely battle all Immortals face.
until they meet their First Teacher. If
They drift from place to place. They
an Immortal manages to kill others
drift from people to people. They
without a First Teacher, they will
drift from war to war. Some rare few
often learn the basics of the Game
may even drift from supernatural
simply as a result of absorbing the
clique to supernatural clique. The
Quickening of their opponent and
only real constants in their existence
gaining some of their knowledge.
is the solitude of their existence and
Immortals who kill those who
the quest for the Prize. There can be
have recently experienced their First
only one in the end, and one is the
Death are often shunned by more
loneliest number.
civilised Immortals, as are those who
The mood of I mmortal: The
act even more cruelly and grant
Gathering is one of mystery and
pre-Immortals their First Death only
loneliness, of being apart from
to behead them shortly thereafter.
humanity. No one really knows from
Still, killing a young Immortal is
where Immortals originate, though
often considered better form than
12
LEXICON OF THE LONELY
13
IMMORTAL: THE GATHERING
Another key difference is that the LAST DEATH: the last death an unnatural one. They are utterly
Illusion has no unified enforcement, Immortal experiences, which causes indistinguishable from other humans
although Immortals will try to avoid their Quickening to be absorbed by to all except other Immortals.
shattering the Illusion, except with another, either due to beheading or
some select loved ones. Individual destruction of the body. This is THE PRIZE: the vast power that the
Immortals may step in if they happen almost always accompanied by a final surviving Immortal will receive
to see other Immortals at risk of Quickening event. containing the sum of all
ruining it for everyone, potentially Quickenings of every Immortal who
even helping them significantly to LOST… HEAD: an Immortal who loses or ever lived.
avoid an issue, but there is no group has lost their head is normally one
of Immortals who actively attempt to who has met their Last Death and lost QUICKENING: i) The vital life force of
maintain it. See Magic. their Quickening. See Last Death. all Immortals. When one Immortal
kills another, she takes their
IMMORTALS: the subject of this MAGIC: despite what some might call Quickening, their very soul and life
supplement inspired by Highlander; the advent of reason, science and force, for her own. ii) The process or
these beings appear human, but never technology, Immortals, particularly event as an Immortal’s Quickening
age and are able to recover from any in the West, increasingly lean on (first definition) leaves their body,
wound save decapitation. They kill concepts loosely based on New Age typically transferring to the nearest
each other for the Prize. This mysticism or modern occultism to Immortal, manifesting as a significant
supplement refers to Immortals with disguise themselves. The term is electrical storm (typically known as a
a proper noun, differentiated from sometimes used by Immortals to Quickening).
vampires or mummies which may be justify minor demonstrations of the
effectively immortal, but are not Quickening, or even just skills gained THE RULES: three rules by which
Immortals. See Eternal (One). from long centuries of experience. Immortals live their lives: Never fight
This is not to be confused with actual on holy ground; A duel is always
KILLED: a state resulting in the normal magic, sorcery or hedge magic. See between two; There can be only one.
or medical death of the Immortal, but Illusion.
which does not deprive them of their URGE: a sensation which drives
head and is therefore not their Last PRE-IMMORTAL: a seemingly normal Immortals to seek out and duel
Death. See Death. human who will become an Immortal others, even if they do not otherwise
should their First Death be an care about the Game ◾
14
CHARACTER CREATION
balance a player is encouraged to to cling to. It can also liberate them,
Creation
15
IMMORTAL: THE GATHERING
16
CHARACTER CREATION
17
IMMORTAL: THE GATHERING
18
CHARACTER CREATION
19
IMMORTAL: THE GATHERING
■ Who are the mortals in your life existence which remind you of
contribute to relationship map
aside from your Anchors? Do good times or your First Life
In addition to any SPCs required by you play an active part in any which you could, at some point,
Anchors or Backgrounds, players and specific communities, societies use as Anchors?
Storytellers should work together to or social groups?
flesh out their Relationship Map ■ What is your job or source of
ambition and desire
(Vampire: The Masquerade, pp. 142 - income? Who are your important Like vampires, Immortals have
144) further in a similar manner to co-workers? Ambitions and Desires (Vampire:
any other player character. Topics ■ What other Immortals have you The Masquerade, pp. 173 - 175). These
they are encouraged to think about met aside from your First function in the same way and have
include: Teacher and any Mawali, the same purpose, allowing the
■ Who was your First Teacher? Adversaries or Challengers and Immortal to recover Willpower
Are they still alive? What is or what do you think of each other? damage when achieved or worked
was your relationship? ■ What other objects have you towards ◾
picked up over the course of your
20
SKILLS
Skills
VARIANT RULE:
NEW SKILL - IMMORTAL LORE
New Specialties Knowledge of Immortals is typically hard to
The below new specialties are suggested for games come by and occult studies cannot always
involving Immortals: replace this knowledge, even for an Immortal.
■ Melee: Empowered Blade, Parry This skill represents an additional skill which
could be used to better differentiate between
■ Survival: Hide Body
Occult understanding and knowledge of
■ Streetwise: Body Disposal
Immortals. If used in the game, it will rarely be
■ Subterfuge: Feign Death, Feign Ghouldom, Feign
possessed by anyone who is not an Immortal.
Undeath, Social Chameleon
■ Finance: Structure Inheritance • You know that Immortals exist and that a
■ Occult: Immortals beheading kills them. You may even know
that the Quickening exists, of the Prize and of
occult (immortals) the Gathering.
It is recommended that Occult skill tests relevant to •• You know the name of a single famous
Immortals are made much more difficult than other Immortal.
checks, particularly if the character does not have a ••• You have heard of some of the more
specialty in Immortals. Immortals are mysterious in the famous Immortals.
World of Darkness, even when compared with other •••• You know of many Immortals, the
supernatural creatures. deeds of the more famous ones and have a
On the other hand, if Immortals are the primary good feeling for Immortals’ presence
supernatural present in the game, Occult might only throughout history.
include knowledge of Immortals, in addition to some ••••• You know who killed whom, where,
hearth wisdom ◾ when, with what and why.
Specialties: The Gathering, the Quickening, or
specific Immortals, e.g. Connor MacLeod or The
Four Horsemen of the Apocalypse
21
IMMORTAL: THE GATHERING
Advantages
blood
skin and could easily be mistaken
Left to their own devices, many
for a vampire by anyone who
Immortals may never realise that knows what to look for.
he following Advantages their blood is of significant At the Storyteller’s
from V
ampire: The importance, but any who encounter discretion, you suffer a one-die
Masquerade ( pp. 179 - vampires will quickly discover any penalty to any social interactions
194) and the v5 latent properties. which would be made more
Companion (p. 60) are available for difficult due to these issues, such
Immortal characters: ■ Flaw: (•) Delicious Blood. Your as seduction.
■ LINGUISTICS - specific languages blood relieves vampires of their
and Flaw: (••) Illiterate Hunger, unlike the blood of ••••• Sanguine Geas. Your blood
■ ARCHAIC - Archaic - Flaw: (••) other immortals, and always has can create Blood Bonds just like
Archaic, Flaw: (•) Living in the a Resonance (or even as a vampire’s vitae, although you
Past Dyscrasia) relevant to your may not create ghouls, nor
■ LOOKS - Flaw: (•) Ugly, Flaw: (••) mental state. It is also delicious Embrace childer.
Repulsive, Beautiful, Stunning and potentially addictive. A If you also have the Flaw: (•)
■ - Flaw: (••) Living vampire who feeds on you must
PSYCHOLOGICAL Delicious Blood, any Kindred
test their Willpower against a
on the Edge who taste your blood likely gain
difficulty of half of your
In addition to those merits and flaws, a twisted sense of dependency
Quickening rating, rounded up,
Immortal characters may take any in and desire for you as a
plus the amount of Hunger
this section during character creation manifestation of the blood bond,
slated when drinking from you.
as normal, but it is also likely that and you may end up lovingly
A win indicates that your
they may acquire them over the chained to a pedestal, to be fed
blood is only distinctly delicious,
course of the chronicle, particularly whilst a failure means that they from for all eternity in elaborate
after taking a Quickening. are drawn to you, wanting to rites of adoration and worship.
feed from you again whenever
22
ADVANTAGES
identity (although not as a specific will be noticed, although witnesses difficulty of 1, as described under
person). You also add your bonus as will probably disagree about his exact Cloak.
extra difficulty for someone attempt- description after the event has passed. ■ Flaw: (••) Exposed. Your
ing to perform some form of magical The Cloak effect does not conceal Quickening makes you stand out
scrying against you to find you, or particularly memorable features, but in the crowd and people take
when they do not already know you may blur them somewhat. A large, instinctive notice of you and
are there. purple-haired man with facial tattoos your actions. Instead of gaining a
Cloak bonus, your Cloak penalty
This includes Auspex powers such is going to get noticed, although folks
is two, meaning that you gain a
as Clairvoyance, or Spirit’s Touch may disagree about the shade of
two-dice penalty to all relevant
when attempting to positively purple or the patterns of his tattoos.
checks or tests, or others
identify you in a memory, but not The one exception to this is an
experience a decrease in
directed powers such as Scry the Soul Immortal’s Empowered Blade, which
difficulty of 2, as described under
or Telepathy (Vampire: The can be hidden or forgotten as a result
Cloak.
Masquerade, pp. 248 - 252). It does, of Cloak as if it was an otherwise
however, impede people attempting normal feature, as long as it is not mythic merits and flaws
to ascertain your Immortal nature actively used or brandished. The Quickening is a powerful force,
using such powers, to an even greater As discussed under Urge, Cloak and whilst its powers normally
degree than normal Immortals. For may not always work against other supplement an Immortal’s
instance, in order to determine for a Immortals. capabilities, it is not unheard of for
user of Scry the Soul to determine some unpleasant side-effects to afflict
that you are not a normal human, •• Minor Cloak. Your Cloak the eternal.
they must succeed their check by a bonus is one, meaning that you
margin greater than two plus your gain a one-die bonus to all ■ Flaw: (•) Amnesia. From the
Cloak bonus. relevant checks or tests, or others moment you woke from your
Your opponents reduce their suffer an increase in difficulty of First Death, you had no memory
Awareness, Investigation, Streetwise, 1, as described under Cloak. of your First Life except perhaps
Survival or other relevant dice pools •••• Major Cloak. Your Cloak a single name, face or image of
by that same amount whenever they bonus is two, meaning that you your home. Whilst you have
managed to create a new
try to track you down specifically. gain a two-dice bonus to all
Identity, your first one is forever
This benefit lasts for as long as you relevant checks or tests, or others
lost to you. If you are a younger
remain inconspicuous. In combat, suffer an increase in difficulty of
Immortal born in a highly
others can see you normally, although 2, as described under Cloak.
developed, industrial nation, you
videos or pictures of that fight may
may be able to eventually piece
be blurred or suffer minor visual or ■ Flaw: (•) Distinctive. Your
together the bare facts from
auditory glitches or recording errors Quickening makes you stand out
public records, but if not, you
which makes identifying you more in the crowd and people take
may never recover or know what
difficult. instinctive notice of you and
you have lost.
If you also benefit from a power your actions. Instead of gaining a
As a result of this Amnesia,
resembling Obfuscate, you may add Cloak bonus, your Cloak penalty
people occasionally come out of
your Cloak bonus to your Obfuscate is one, meaning that you gain a
the woodwork claiming to have
one-die penalty to all relevant
roll where appropriate. known you and there is a limit to
checks or tests, or others
A Cloaked character who runs how good any Mask can be, as
experience a decrease in
around shouting and being obvious you do not know pitfalls,
23
IMMORTAL: THE GATHERING
locations, topics, professions etc. Willpower simply from resting you sense the Quickening of
to avoid when creating a new or waking up every day, and another Immortal is not a mere
Identity. being unable to actively use any bell ringing in your mind, hairs
You suffer a two-dice Lesser or Greater Quickening prickling at the back of your
penalty on all rolls to avoid feats. neck or similar sensation, but is
detection by someone who knew Severe penalties for being instead painful and uncomf-
you from your First Life, and if on holy ground you count as ortable. The pseudo-sound of the
an opposed test is not being impaired on both Physical, bell is loud, or unpleasantly
appropriate, people aware of Mentally and Social rolls, high-pitched, the prickling at
your first life gain a two-die suffering a two-dice penalty to your neck is like a nasty rash and
bonus when attempting to track all Attribute-based rolls, as well any buzzing sensation feels like
you down, in spite of any Mask. as taking one point of Superficial being stuck inside an industrial
Note that this Flaw becomes Willpower damage for every day paint-mixer. When you sense
less and less important for older that you remain on the holy another Immortal with the Sense
Immortals. As an Immortal ages, ground. Quickening feat, you are
this Flaw may cease being a All penalties disappear immediately Fatigued as if you
mechanical Flaw rather than a within one scene of leaving, had previously failed a Focus
simple character detail, and although Willpower damage Check for Quickening feats. This
should be replaced by another remains. typically lasts for the remainder
Flaw. ■ Flaw: (•) Mortal Mind. Whilst of the scene.
■ Flaw: (•) Holy Ground Aversion. the Quickening has enhanced ■ Flaw: (•) Painful Taking. Whilst
Holy Ground may provide your body and sustains your life, the taking of another Immortal’s
sanctuary to you, but it is it does nothing for your mental Quickening is always painful, it
unpleasant and uncomfortable. fortitude. You do not gain the is normally mixed in with an
Even entering any holy ground is normal automatic protections ecstasy and sense of a rush of
as difficult for you as entering a against mental effects for being a power, but for you this is absent.
site of True Faith is for a supernatural creature, e.g. Instead, not only is it painful,
vampire. You must test your Compel (Vampire: The but jarring and uncomfortable,
Willpower at a difficulty of at 3 Masquerade, p. 256) and can only with your body aching and not
to enter holy ground (potentially benefit from the Greater responding correctly for some
more if it is a site of True Faith). Quickening feat Shield Mind by time afterwards. After absorbing
You may stay in the holy ground spending a Willpower point. You a Quickening, you do not restore
for one day, plus an additional also suffer from Delirium any Health or Willpower damage
day per margin of success, but (Werewolf: The Apocalypse), Fog and are considered Fatigued
you still suffer mild penalties (Wraith: The Oblivion), count as a until you next have a significant
whilst there and both mild and Sleeper for the purposes of rest, such as a peaceful night’s
severe penalties if you exceed magical effects (Mage: The sleep ◾
this time. If you fail, you may Ascension) and have the same
still enter, but suffer both mild Banality as if you were a human
and severe penalties whilst there. (Changeling: The Dreaming).
Mild penalties for being on Note that depending on the
holy ground are being unable to chronicle, this Flaw may not be
voluntarily spend Willpower appropriate or relevant.
points (e.g. to re-roll dice), being ■ Flaw: (•) Painful Sense. The
unable to passively recover sensation you experience when
24
ADVANTAGES
25
IMMORTAL: THE GATHERING
• Known. You’ve made your merit, add one die to any dice the Storyteller’s discretion. Those
mark and your name might at pool to resist theft of or damage which deal with vampire-specific
least give a casual opportunist to precious objects (e.g. from topics - such as granting Herd,
pause for thought before arson), including Anchors, affecting Hunger or requiring a Clan
challenging you to a duel. objects you wish to be Anchors - will always be unavailable, whereas
•• R
espected. You have been or simply mementos from past those which simply relate to
around for a while or have done lives. knowledge or connections may be
something impressive or •• H
oly Ground: Your Haven judged by the Storyteller. Likewise,
entertaining. located upon or is itself holy vampires may have access to some of
••• Renowned. You’ve gained ground, giving you (and any the new loresheets at the end of this
significant prestige amongst Immortals there) all of the document at the Storyteller’s
Immortals, for good or ill. You normal problems associated with discretion.
might be a feared headhunter, a taking Quickening within your Note that unlike Loresheets
respected mediator, or have been Haven. This can be a profound presented so far in the Core
a powerful King in a mortal deterrent for Headhunters and Rulebook or related books for
realm. opportunists. Vampire: The Masquerade, the
•••• V
aunted. Your name and Loresheet(s) in Immortal: The
influence
actions cast a large shadow and Gathering include Flaws as part of
every Immortal has heard at least Immortals may take dots in the them. Such Flaws may be taken as any
one tale which gives them chills Influence Background as normal, but other Flaw at character creation or
or makes them wish they had for official organisations it often during the chronicle, at the discretion
your Quickening - either literally indicates that their current Identity of the Storyteller.
or metaphorically. possesses or possessed a rank or
••••• Great. You are marked as position of authority within the mask
one of the greatest of all group in question. Mask follows fundamentally the same
Immortals alive, be it due to age, For instance, if you have rules for Immortals as it does for
skill with a blade, powerful Influence 1 (Police), you are likely to Kindred, except that it is typically far
Quickening or due to be or have recently been a police more important. Immortals almost
significantly nudging mortal Sergeant or similar rank as part of always live amongst human society
events. your current Identity. and require the Mask to function in
In virtue of their long lives and most heavily industrialised developed
haven ability to pick up many skills, nations of the modern era, due to
Below are two new Merits for the Immortals often have an easier time more efficient record-keeping and
Haven background which are acquiring these ranks, although they more entrenched bureaucracy.
available for Immortals. The Haven have trended towards more Many of an Immortal’s other
background can be found in V
ampire: consultative positions in recent years Backgrounds (Allies, Contacts, Fame
The Masquerade, p. 188. in order to keep their identities out and Resources, possibly also Haven
of the public eye. and Retainers), are typically
• Gallery: You have a dedicated specifically associated with an
area to display and protect loresheet
Identity tied to a Mask and may be
artifacts, keepsakes and relics Immortals may have access to lost if it needs to change. Immortals,
from your past lives and Loresheets presented in V
ampire: especially experienced Immortals,
Identities. For each dot of this The Masquerade or other books at normally have at least one ‘spare’
26
ADVANTAGES
27
IMMORTAL: THE GATHERING
Adversaries is the Flaw variant of bunch of Kindred to all know and always lost when an Identity is
Mawla and count as being one dot support an Immortal. changed. The Retainers background
greater than the equivalent dots in A Mawla or Adversary who is a may be found in V
ampire: The
Mawla, so a two dot Adversary would Kindred is likely to know that you are Masquerade, p. 194.
be an Immortal between 300 and 600 Immortal, but is unlikely to have a
status
years old. Like Mawla, they can deep understanding of what that
You may not take Status amongst
represent groups of lower- ranking entails. If they are not aware that you
Immortals as they do not have any
Immortals at a rating of one dot are an Immortal, then they either
sophisticated or organised society to
higher, so a group of Adversaries who have not known you for very long and
speak of. For a similar effect, Fame
are between 300 and 600 years old believe you are a useful human or
(Immortals) is recommended instead.
would be a three-dot Adversary. believe that you are a Ghoul or Mage
You may take the Status Flaw
For Immortals, the Adversary - both of which have their own
variants (Flaw: (•) Suspect and Flaw:
may represent a headhunter or implications or consequences.
(••) Shunned) as normal, however,
challenger and not just someone who Likewise, you may not know that
and the rules for the Status
wishes to cause your downfall your Mawla is a vampire, although
background and its flaws can be
through indirect means. you knowing their vampiric nature is
found in Vampire: The Masquerade,
far more likely than them knowing
p. 194.
vampiric mawlaAt the Storyteller’s your Immortal nature. You gain no
At the Storyteller’s discretion,
discretion, you may also take a automatic insights into Kindred
you may take Status amongst Kindred
vampire as a Mawla, rather than society, nor in-depth knowledge of
another Immortal. As Kindred have sects if you have somehow managed
their powers or capabilities from this
many powers beyond the capabilities to inveigle your way in. This is likely
Merit or Flaw, although it is possible
of an Immortal, taking it requires a to only be within a particular
you know the very basics.
sub-merit for your Mawla: domain, however, rather than more
At the Storyteller’s discretion,
widely, or may just be to the point
Kindred may also take Immortals as a
•• Kindred Mawla. Your Mawla that you can imitate a long-lived
Mawla, which would also require a
is not another Immortal, but a ghoul ◾
two-dot sub-merit, just as a vampire
vampire.
Mawla works for an Immortal.
Remember that vampires typically
You may also take a vampire as an
know far less about Immortals than
Adversary (although not a
the reverse, which has interesting
Challenger), which does not require
implications and complications for
this merit and is taken using the
any dedicated Immortal Adversary of
normal rules for Kindred Adversaries,
a vampire.
e.g. an Adversary who is an Elder
would be a two-dot Flaw.
retainer
You are unlikely to have multiple
Retainers and Stalkers for Immortals
Kindred as Mawali as part of a single
function much as they do for
rating, particularly at the start of a
Kindred, except that they cannot be
chronicle. Kindred go through their
ghouls. Unlike most other
nights quite apart from Immortals
mortal-related backgrounds, many
and it would be highly unusual for a
Retainers know what you are - at
least at a basic level - and are not
28
LIVING FOREVER
Who Wants to which interests them, and instead turn to the Game.
Live Forever?
Regardless of how an Immortal copes, this sensation
of separation from normal humanity is represented by
Desolation.
nlike vampires, Immortals are actually alive
and not a mere mockery of life, allowing Desolation: The Crushing
them to remain part of mortal society. They Weight of Loneliness
can have jobs, have friends, start a family,
Desolation is a measure of the loss, loneliness and
eat food, enjoy sex and see the Sun. This increased
isolation all Immortals feel. Desolation rating waxes and
closeness to humanity only serves to make the ways in
wanes over the course of eternity, but unlike a vampire’s
which they are separate from normal people all the more
Humanity, it can oscillate wildly over the course of a
devastating when they lose it.
chronicle or even a single Story.
As much as Immortals are part of human society, they
Like Humanity, Desolation is measured on a scale of 1
will never grow old and can never stay in one place. They
to 10. A character’s starting Desolation depends on the
are bound to always depart in the night, or fake their own
life-stage of their Identity, with Immortals who are
deaths before any suspicions fester. Indeed, any
embedded into mortal society having low Desolation and
Immortals who have somehow stayed in their first lives
those who stand apart from it having high Desolation.
are invariably convinced or forced away from this by
An Immortal’s Desolation rating governs two factors:
their First Teacher. Particularly in the modern days and
their ability to interact with others and their Base Urge
nights, one Immortal out-staying their welcome is a risk
rating. Of course, even an Immortal with a low
to the existence of all Immortals.
Desolation rating might still find interacting with
For older immortals, ennui also becomes a constant
humans difficult simply based on their personality (like
threat upon their days and nights. Once you have raised
any other social creature) or due to the weight of their
ten families, heard every variant of every kind of gossip,
age making it hard for them to relate to the buzzwords,
seen a sunset from every shore and been forced to fight
topics and ideas of the day.
deranged, sword-wielding psychopaths every time you let
your guard down, what is the point of it all? What else is desolation 0 - 5
there to do? Immortals with this level of Desolation are part of society
Over time, this isolation and ennui takes its toll and, as any human is, whether their society is a monastery in
unsurpris- ingly, some manage it better than others. Some the secluded British countryside, a bustling Indian city or
throw themselves back into life at full-force, some spend a simple life tending a farm.
a lifetime as a hermit or monk in order to rejuvenate
themselves and others find the most wildly different desolation 6 - 7
lifestyle from what they have done before and go into it Immortals with this level of Desolation feel disconnected
blindly. A rare few find some insight into the wider from humans, either because of a recent or sudden change
supernaturals of the World of Darkness and find a new in Identity, a loss of Anchors or just a dissatisfaction with
meaning there, either through higher learning, the current life they are leading.
conversation with spirits and other worlds or just the ■ You suffer a one-die penalty on all social dice rolls
ability to have conversations with others who are older other than Intimidation and feigning death,
than one tenth their age. ghouldom or undeath, except with Immortals at an
equal or higher Desolation rating, or with vampires
who have a Humanity rating of 6 or lower. Unlike
29
IMMORTAL: THE GATHERING
30
LIVING FOREVER
■ The best life is an ascetic one. stances, such as ‘Thou shalt not kill’, ‘Slavery is evil’ or
■ To each according to their caste. ‘Rob from the rich, give to the poor’. Even chronicle
■ Obey your superior. Tenets typically have moral elements, from ‘The guilty
Continuously upholding Principles or exemplifying them should suffer’ to ‘Never gaze into the abyss’.
in extraordinary actions reduce Desolation (see Some chronicle Tenets, however, along with the
Desolation’s Wax and Wane, below). As they are so tied Convictions of much older and more warped vampires,
to Desolation, Principles are based on the society, culture are more detached from conventional human morality,
or group that the Immortal is currently embedding
such as ‘Demand respect’ or ‘I am a god’.
themselves in, or rather, the one which they are
There are three core differences between a vampire’s
attempting to pass off their current Identity as belonging
Convictions and an Immortal’s Principles. The first is
to. As can be seen in the list above, the Principles need
that whilst a vampire’s Convictions typically represent a
not be the ones which the player necessarily deems
moral system to stave off the Beast, even if an inhuman
admirable aspects of the group (although they can be),
one, an Immortal’s Principles should represent the society
just ones which represent the society well. A society
normally has a great many relevant Principles which which they are adopting an Identity within, warts and all.
could be chosen to represent it, but the Immortal need The second is that a Conviction must be paired with a
only select up to three. Touchstone, whereas a Principle does not have such a
Note that if an Immortal adopts an Identity from one pairing. Whilst Immortals also have Anchors (discussed
society, culture or group and then travels or mixes with below), these are mechanically un-related to Principles.
another whilst still keeping that same Identity, they need The third difference is whilst violating Convictions,
not change their Principles. They often can and do so Tenets or other acts can incur Stains on a vampire’s
over time, however, potentially even Humanity, an Immortal just has Desolation rating,
mixing-and-matching as with any real life fusion of without any modifiers such as Stains, and violating a
cultures. Principle always incurs a rise in Desolation.
Immortals may replace Principles, lose Principles
without replacing them, or pick up additional Principles Chronicle Tenets
if they have fewer than three, but this should be a gradual
As with vampiric coteries, a group of Immortals who
process, happening alongside narrative developments and
travel together should adopt some chronicle Tenets
with the involvement of the Storyteller. In order to
(Vampire: The Masquerade, pp. 172 - 173), which act just
change to or adopt a new Principle, Immortals will
as Principles do.
typically need to practice it, in the time-honoured
In the more likely event that an Immortal travels with
tradition of “fake it until you make it”. Aside from simply
other supernatural creatures, such as a vampire coterie,
enacting this via roleplay, this can often take the form of
they should adopt the standards of the Coterie Tenets as
social rolls, such as Performance (Acting) or Subterfuge
if they were Principles, in addition to their
(Social Chameleon).
individually-chosen Principles. By banding together like
this, the Immortal has the unenviable job of not only
Convictions trying to blend in with human culture, but also with the
Principles and Convictions have already been discussed in standards of the inhuman Kindred around her.
some detail in V
ampire: The Masquerade (pp. 172 - 173), As with a vampire’s Convictions, an Immortal’s
but there are some subtle differences in theme. Vampires Principles are much more important to them than the
adopt Convictions which can mitigate Stains gained for Tenets of the group.
Tenets and can risk taking Stains if they violate them.
Convictions are typically presented as being moral
31
IMMORTAL: THE GATHERING
32
LIVING FOREVER
friends that the Immortal has made Anchors can even be extremely
supernaturals
in their present Identity or family large objects, such as a house or ship,
At the Storyteller’s discretion,
that they have adopted or become a but this might make it difficult to
supernatural anchors are also a
part of, but can also be colleagues, carry between Identities.
possibility, such as ghouls, vampires
employees or other individuals which
animals and werewolves, as long as they are in
they are slightly less emotionally close
Animals can be a good mid-point touch with the mortal and human
to. People who were part of the
between humans and objects, as they worlds around them. Other
Immortal’s First Life typically make
can be kept between Identities as Immortals and Pre-Immortals cannot
terrible Anchors, continually
they are highly unlikely to shatter the become Anchors, as the sensation of
reminding the Immortal of their
Illusion or tell others that you are the Quickening makes it impossible
death and immortality.
Immortal, whilst also offering more to associate them with human life.
objects interaction than objects do. That Older ghouls tend to be too
Objects also make good Anchors, and said, they do not typically live as long distanced from society, to say nothing
many older Immortals cart around a as human Anchors and are certainly of the peculiar personalities which
small collection of artifacts kept from less portable or survivable than tend to develop after spending
past lives, both as part of general objects. decades or centuries as a blood slave
remembrance and hoarding, but also Animals can only be Anchors if to an inhuman master. Likewise, the
ready to be used as Anchors if they are reasonably social and lower the Humanity rating of a
needed. Objects which are Anchors affectionate, and if the Immortal can Kindred, or the more warped its
must be part of a previous Identity, bestow or assume some degree of Convictions, the less likely it is to be
including items from an Immortal’s higher level intelligence - if not a good or sustainable Anchor.
first life, which remind them of outright anthropomorphisation - of Garou (Werewolf: The Apocalypse)
pleasant aspects of that Identity’s them. For this reason, pet dogs often who are older and those less involved
place in society, including reminding make the best Anchors, although in human society, such as Red Talons,
them of other mortals they knew. affectionate cats and horses can also Silent Striders, along with Lupus or
Object Anchors can be weapons be good choices. Particularly good Metis breeds, tend to make poor
or other instruments of harm, but animal handlers could even make Anchors, if they can even be Anchors
only if they are not used in the Game wilder animals their Anchors, such as at all. Young Homid Glass Walkers,
and were part of an Identity’s society big cats, wolves or elephants, but they on the other hands, could make
at the time. For instance, if an may have to work in a zoo or isolated plausible Anchors. The more a Garou
Immortal spent some time as a areas to get away with it, which is part of human society and available
soldier in one of their Identities or would make it tricky for the Anchor to interact with the Immortal, the
past lives, a pistol or sword could be to remind them of human society. On better an Anchor they make.
an Anchor if it reminds them of their the other hand, snakes, lizards, frogs, Mages (Mage: The Ascension) are
time in the army and the camaraderie ants, spiders and the like are not also possible Anchors in theory,
they shared. If they use that Anchor suitable as Anchors. however, they tend to be except-
to fight or kill another Immortal, It is recommended that players ionally poor ones. Mages tend to be
however, it is forever tainted with the and Storytellers are mindful of the quite separate from normal Sleepers,
association to the Game and they can effects of having a pet during their especially those who spend a lot of
no longer use it as an Anchor, and adventures before selecting one as an time in different realities. Even when
can likely never make it their Anchor Anchor. they are not, by either their topics of
again. conversation or even mere presence
33
IMMORTAL: THE GATHERING
and background activities, they tend romantic break-up) or because Anchors, often includes animal
to continually remind Immortals of an object Anchor no longer Anchors and may or may not
the Quickening and magic pervading reminds them of pleasant things include objects or supernaturals,
them. as they have begun to see old depending on the circumstances.
Changelings (Changeling: The memories in a new light. If an Unless they have already
Dreaming) are worse still, continually object Anchor is not kept visible been cultivating an Anchor to
avoiding the mortal world and or in pride of place, this also replace it with (see Gaining
society. It is highly unlikely that a counts - putting an Anchor in a Anchors, below), deliberately
Changeling could be an Anchor, box or in an out of the way place severing a connection with an
although it may not be strictly out of sight for a long period of Anchor, including when
impossible. time will also cause it to be lost changing Identity, causes the
It is not even worth as an Anchor. Immortal to suffer a point of
contemplating the other forms of ■ Destroying the Anchor’s Aggravated Willpower damage.
supernaturals for the purposes of innocence: T
he Anchor becomes Severing an Anchor in this
Anchors. actively involved in the Game or way requires an appropriate
Immortals in general, whether narrative reason and some level
losing anchors
they help with or are used to kill of premeditation, and cannot
Anchors can be lost in a myriad of another Immortal, they become a simply be done on a whim or to
ways, but typically include: frequent reminder of avoid greater gains in Desolation.
Immortality - this could be due e.g. if the player expects that the
■ Death or destruction: An to their own interest and Anchor will be destroyed in a
Anchor being destroyed constant mention of the subject, brutal fashion, they cannot
naturally means it cannot serve or due to their old physical/ preemptively sever the
as one any longer. apparent age making it difficult. connection.
■ Losing contact: The Immortal Once an Anchor is lost due to
not being in (in-person) contact being a reminder of Immortality Losing an Anchor should not be
with the Anchor for a prolonged or the Game, the Immortal may taken lightly, so a single short story
period, either in absolute time never select it as an Anchor where the character visits another
(typically a full year) or during again. city is unlikely to cause a player to
emotionally significant times ■ Intentionally severing contact lose an Anchor. That said, it should
(typically between one and three and connection: The connection take active participation and effort
Stories) - this includes losing an to the Anchor is sharply severed, on the part of the character to
Anchor, either literally or in the either fully or partly, as part of a maintain the relationship.
sense of losing track of them. conscious choice by the Note that this effort should
■ Souring relationship: The Immortal. The most likely cause explicitly be on the part of the
relationship with the Anchor of this is when an Immortal has character and not necessarily the
sours, either because they are no to change their Identity - doing player. The player may not wish to
longer on friendly terms for a so means admitting that their roleplay every interaction with the
prolonged period (as with being old life is gone, and in doing so Anchor, and doing so may distract
out of contact), because the they sever their connections to from the chronicle. As long as they
relationship becomes actively the Anchors which were tightly are not forgotten about or become an
antagonistic or the Anchor bound to this Identity. This afterthought, however, the player
rejects the relationship (such as a almost always includes all human
34
LIVING FOREVER
should be allowed to keep the or those who wish to exchange an Moreover, Anchors don’t embody
Anchor(s). object Anchor for a human one, may a specific Conviction or Principle,
choose to cultivate this Anchor and therefore a character could have
gaining anchors
connection in advance of the actual three Principles and no Anchors, or
The Storyteller should allow for new switching of Anchors. three Anchors and no Principles or
Anchors to be available whenever it is Once an Immortal has sufficiently anywhere in between - although both
narratively appropriate, although cultivated the new Anchor, they may extremes would be undesirable for
there is typically a period of swap out the old Anchor for the new the Immortal.
mourning after one Anchor is lost one without incurring any gain of Additionally, the Immortal does
and another is gained, typically either Desolation rating. The transition not have to have an opinion on the
a full year of time or between one and happens smoothly, typically in state of the Anchor. Whereas a
three Stories. downtime between Stories, and has vampire may wish to influence or
Animal and object Anchors are no other effects than the change in control their Touchstones so that
the easiest to gain. In the case of Anchor itself. If a character changes they do not change in a way that they
animals, the player could simply buy, Anchors very frequently, the disapprove of, all an Immortal has to
rescue, breed or otherwise obtain an Storyteller may rule that they are do is stay in frequent, in-person and
animal - or they might even have the unable to cultivate new Anchors for a pleasant contact with the Anchor. If
animal already, but simply start to while, or that they begin to incur the Anchor wishes to abandon their
associate it more with human society Aggravated Willpower damage or faith, marry someone that the
and imbue it with more importance. even Desolation when they do so, as Immortal disapproves of or resign
Similarly, as objects must be from the character lacks stability in their from their job, this does not
a previous Identity or life in order to human connections. necessarily have an impact on their
be Anchors, the Immortal likely Immortals may not begin status as an Anchor, as long as the
already has it in their possession cultivating an old Anchor to be an Immortal is able to maintain this
before it is made an Anchor. As Anchor once again until a full year or contact.
mentioned previously, older between one and three Stories have Finally, an Anchor coming to
Immortals carry a veritable treasure passed. If a current Anchor is lost harm does not necessarily cause any
trove of ancient artifacts from their whilst a player is cultivating a new problems for the Immortal, whereas a
past lives, so will likely have access to one, nothing changes about the Touchstone becoming damaged could
dozens of potential Anchors just process - they still require the same cause the vampire to gain Stains. If
inside their living room. amount of time, gain Desolation the damage to the Anchor renders
rating and experience any other them unable to be a link to human
cultivating anchors
relevant effects. society, however, such as by
Cultivating a connection with a
becoming a misanthropist hermit or
potential Anchor means treating the touchstones
falling into a coma, this could cause
would-be Anchor as if it is an Anchor As with Principles and Convictions,
the Anchor to be untenable.
for a full year of time or between one it is worth discussing the difference
and three Stories, which means between Anchors and Touchstones
engaging in a relationship with it or (Vampire: The Masquerade, p. 173,
putting it proudly on display. pp. 239 - 240). Most obviously, and as
Immortals who anticipate discussed above, Touchstones always
changing Anchors, such as those who have to be people, whereas Anchors
intend to change their Identity soon do not.
35
IMMORTAL: THE GATHERING
36
LIVING FOREVER
More Lives Than relative ease and may even have several masks associated
with different properties or companies, Immortals must
a Cat live in the world every day. The Identity they currently
adopt will also be tied to a Mask, complete with fictional
“From the dawn of time we came; moving silently down history, parents, family, working pattern, personality and
through the centuries, living many secret lives...” – Ramirez, persona and every other detail the Immortal needs. This
Highlander goes beyond just fitting in legally, but appearing as a full
person in their own right, attracting no suspicion or
An Immortal must live many lives, be many people, alarm from people around them.
cultivate many friends and Anchors, adopt many Because of this, the external aspects of an Immortal
Identities and learn to shed and flee them all at a character, those tied to an Identity, may be in jeopardy
moment’s notice. At various points, they may think of when they must shed an Identity and adopt a new one. As
themselves as blessed, cursed, or simply take everything discussed under the Gaining Desolation, losing an
for granted. Identity invariable leads to losing Anchors. Losing an
Regardless of their thoughts on the matter, very few Identity may also lead to a loss in Backgrounds - both
have shared their secret openly, shattered the Illusion and Advantages and Flaws - related to the mortal world, such
proclaimed themselves as Immortals for many to know. as Allies, Contacts, Enemies, Fame, Infamy, Influence and
Those who have done either did so in ancient times, or Stalkers, but even Haven and Resources.
only to a small cult or group who were selective to their Whilst many are lost, some of these may be retained
members. legally - such as by inheriting the Haven or Resources, or
Even when with loved ones, Immortals are not always the Fame being passed on to a “long-lost twin” or child or
free with the information. Whilst many do share their other descendant who looks remarkably similar. Others
secret with a child or lover, many more do not, instead may be retained with a bit of convincing, such as Allies,
moving on when the time has come. The secret is one Contacts or Influence passing on due to the relevant
which could upend their lives for years or even centuries people honouring debts, or even by a bit of feigning a
to come, along with that of all other Immortals around faked death - the Immortal could let people in on the
the world. In the modern centuries of nations with strong “secret” that they didn’t really die, but had to fake their
bureaucracy and record-keeping this is even more crucial, death for some reason. Of course, this could also lead to
with the technological strides of the past few decades its own problems down the line.
ramming this home without subtlety. Finally, in cases where the Backgrounds or Flaws
cannot be sensibly passed on, they may find new
Identities & Masks problems or possibilities emerging, leading to the
In most highly developed, industrialised nations, an experience points not being lost, but instead re-allocated,
Immortal almost always has a Mask, and therefore should as per the Gaining and Losing Advantages description in
have dots in the Mask background, in order to allow Vampire: The Masquerade (p. 180).
them to safely blend in with the rest of society. Whereas An experienced Immortal will often have at least one
vampires may rely on mortal instruments to do things for Mask ready in case of an emergency, which will likely
them, Immortals stay a part of the world, and must have a include the elements of an Identity that they will adopt
Mask in order to do basic things like have a job, hold a along with it. Some Immortals’ Identities are little more
driving licence and rent or buy a place to live. than Masks; their personality remains fundamentally the
same regardless of their name. Sometimes this goes
further still, with their assumed Identity’s entire life story
37
IMMORTAL: THE GATHERING
keeping the same beats from one to the other, with the may also have Flaw: Known Corpse if their last Identity
only things changing being the dates or locations. Others ended messily.
try something different every time, so that each Identity
is a chance to invent themselves anew. ■ Immortals in Rebirth begin with a Desolation rating
Regardless of how the Immortal prefers to do it, a of 4.
sudden crisis without a backup Mask may put them in ■ Immortals in Rebirth have two temporary dots in
jeopardy, whilst having spare Masks laying dormant may Backgrounds which they can distribute amongst any
also begin to raise suspicions if a particularly thorough Background, as long as it is narratively appropriate.
opponent investigates. Such Backgrounds typically being inheritances from
their past lives, or contingencies they put in place to
help them settle down. This dot should be treated as
Stage of Life
any other temporary Background dots (Vampire:
When an Immortal character is created, the player should
The Masquerade, p. 180) and should be lost shortly
choose the stage of life that their current Identity
after settling into their Identity, typically during the
occupies. Stages of life are an optional - but encouraged -
first few Stories and as they lower their Desolation.
part of character creation, meant to guide a player into
■ Immortals in Rebirth may choose to be curating at
creating an Immortal in medias res during their long,
least one human or animal Anchor at the start of
long life. If players do not wish to engage with these rules
play. These proto-Anchors should be added to the
or complications at character creation, it is recommended
Relationship Map and fleshed out at the start of play,
that they start in the Stability stage, which has no
ready to become full Anchors within one and three
mechanical impact other than setting Desolation to zero.
Stories. Other Anchors of the Immortal are likely
None of the bonuses or penalties determined by the
objects, or possibly animals if they have been kept
Immortal’s stage of life are permanent.
(with appropriate paperwork) since their last
rebirth Identity.
An Immortal in the stage of Rebirth has only recently
stability
created a new Identity, likely in the last year or two, or
An Immortal in the stage of Stability is in the prime of
even as recently as yesterday. They know the persona they
their Identity’s life, having integrated fully into the
are adopting, they have a history worked out and likely
mortal world and found their Identity’s place in the
have a Mask in place, but do not have many connections
world.
to mortal society.
They have Principles and Anchors, typically human
Immortals are likely to have Principles ready for this
ones and almost certainly have a Mask if in a highly
recently-adopted Identity and may have at most one
developed, industrial nation.
human Anchor.
They may easily have any combination of Advantages,
If they are in a highly developed industrial nation,
having been embedded in mortal life for some time.
they almost certainly have a Mask, but may not have a
■ Immortals in Stability begin with a Desolation rating
spare ready (yet).
of 0.
Immortals in Rebirth are unlikely to have dots in
Allies, Enemies, Fame, Infamy, Influence or Stalkers, subsidence
unless the relationship has been inherited from their last The stage of Subsidence is full of both joy and sorrow, for
Identity. They may well have several dots in Resources if they are still involved in the mortal life, but can see the
they set themselves up to start well in their new life, but time approaching when they must abandon it and may
have recently experienced some loss. They try to make the
38
LIVING FOREVER
pleasures last and freeze their companions in their Immortals in Moratorium should expect to shed and
memory before they inevitably depart. replace their current Mask quite soon, in order to assume
They have Principles and Anchors, typically human a new Identity, and may also have to work quite hard in
ones, and almost certainly have a Mask if in a highly order to shake off or ignore a Compulsion resulting from
developed, industrial nation. their high Temporary Urge rating.
They may easily have any combination of Advantages, Immortals in Moratorium are unlikely to have dots in
having been embedded in mortal life for some time. Allies, Enemies, Fame, Infamy or Influence, unless the
relationship has transferred despite the death of their last
■ Immortals in Subsidence begin with a Desolation Identity. They are very likely to have a Haven, and are
rating of 2. more likely than most other stages of life to have Flaw:
■ Immortals in Subsidence have one temporary dot in Known Corpse or Flaw: Stalker.
a Background, which is typically reserved for a dot in
Mask for the next Identity they will adopt (or ■ Immortals in Moratorium begin with a Desolation
persona in between Identities). This dot should be rating of 6 and may not have human Anchors.
treated as any other temporary Background dots ■ Immortals in Moratorium have three temporary dots
(Vampire: The Masquerade, p. 180) and should be in Backgrounds which they can distribute amongst
lost shortly after shedding their current Identity, any Background, as long as it is narratively
typically during the first few Stories and as they appropriate. Such Backgrounds are normally those
lower their Desolation. they are preparing ready for their next Identity,
spare Masks to help them manage the transition or
moratorium
favours they called in as part of their will. These
During the stage of Moratorium, an Immortal has no should be treated as any other temporary
fixed Identity, having just abandoned an old one. They Backgrounds (Vampire: The Masquerade, p. 180) and
may have chosen to kill their last Identity, ending it in should be lost shortly after settling into a new
apparent natural causes or as part of an ‘accident’ or Identity, typically during the first few Stories as they
disaster. Or, they may have simply moved on and away, lower their Desolation.
abandoning their last Identity, having had no more ties to
it. Their hand may also have been forced, due to an
unexpected accident causing them to die or be severely
injured rather publically. Finally, they may have
experienced something in between, where they were
suddenly forced to abandon their identity - such as by
staging an accident - because questions were being asked
or a rival was getting close.
Regardless of the reason, the Immortal has not yet
settled into a new Identity, has no lasting connection to
their society and no human Anchors. If the player selects
Principles, they are likely either ones they have adopted
in preparation of an Identity which will use them, or as
remnants from their last Identity. They may not choose
any human Anchors and are unlikely to have animal
Anchors.
39
IMMORTAL: THE GATHERING
40
LIVING FOREVER
spending a point of Willpower, as the Urge is an holy ground. They will also wait for the event of a
incredible force to stand against. As a result, if the Quickening to pass rather than charging into the
character is impaired due to Willpower damage, they after-effects, although whether they will wait for the
cannot spend Willpower. This sensation can be victorious Immortal to recover from the after-effects of a
overridden just with a point of Superficial Willpower Quickening is largely dependent on their personal code of
damage if they sensed a Pre-Immortal. ethics.
If they fail a roll and do not or cannot spend The Storyteller may also require those suffering from
Willpower to fight past it, then they are immediately a Headhunting Compulsion to make Willpower tests or
driven to play the Game and challenge an Immortal, to spend Willpower when faced with great temptation.
gaining the Headhunting Compulsion. For instance, if an Immortal with this Compulsion
Finally, if an Immortal has not fought another encounters an incapacitated Immortal outside of holy
Immortal in a combat intended to take their head and ground, they may be required to test or spend Willpower
absorb their Quickening for a number of months (or to resist immediately decapitating them.
Stories, at the Storyteller’s discretion) equal to 10 minus Unlike a vampire’s Compulsion (Vampire: The
their Temporary Urge rating, they will suffer a Masquerade, p. 208), which can only be relieved by
Headhunting Compulsion for this reason as well. meeting the condition of the Compulsion, a Headhunting
Compulsion which results from not having hunted
compulsion: headhunting
recently enough can fade if the Immortal’s Temporary
The Immortal retains control over their faculties, but Urge drops below the relevant threshold. A Headhunting
their greatest desire is now to take the Quickening of an Compulsion resulting from failing a Willpower check,
Immortal. Depending on their moral code or presence of however, has no such easy escape.
onlookers, they may challenge an Immortal to a duel
immediately or try to get them in private before issuing a
challenge. Until the Immortal has satisfied this Temporary Urge Fluctuations
Compulsion and fought an Immortal with the intention Temporary Urge is typically reduced by killing another
of taking their Quickening (whether successfully or not), Immortal (see Absorbing Quickening), reducing
they suffer a two-dice penalty to all dice rolls not related Temporary Urge by twice the Quickening rating of the
to accomplishing this goal. slain Immortal. It is typically increased by failing to resist
An enemy Immortal fleeing from the duel does not the Urge firmly when sensing another Immortal (one
satisfy this compulsion, but if the Immortal suffering point), spectating a Quickening event (normally one
from the Compulsion is killed or otherwise incapacitated point) or by trespassing in a fight (normally three points).
whilst attempting to satisfy it, the Compulsion will be It can also be increased further by witnessing a
lifted, and they will lose one level of Temporary Urge Quickening event which carries emotional significance,
rating due to their attempts. However, they may still such as if they had strong feelings for the Immortal who
suffer the Compulsion anew as soon as they revive if it was just slain (whether love or hate), or if they greatly
has still been too long since they hunted, or if they sense dislike the victor.
another Immortal when they revive and immediately fail In addition, every thematically appropriate period of
the test. time - typically a month or a Story, at the Storyteller’s
Note that even whilst experiencing this Compulsion, discretion - an Immortal’s Temporary Urge rating
Immortals are not compelled to violate the Rules, nor do changes by one point to be closer to their Base Urge. e.g.
they have any special suggestion that they should do so. if their Temporary Urge is 7 and their Base Urge is 5,
They will still likely duel one-on-one, are likely to avoid their Temporary Urge will reduce by one to 6 after a
shattering the Illusion and will not attempt to fight on month; if their Temporary Urge was 7 and their Base
41
IMMORTAL: THE GATHERING
Urge 8, their Temporary Urge would increase by one to 8 Immortal with Major Cloak gains no benefit against an
after a month. Immortal with a Temporary Urge of 4.
At the Storyteller’s discretion, particularly significant An Immortal with 6 or more Temporary Urge may go
or dramatic situations or events could affect Temporary further, as the Quickening, the call of the Gathering and
Urge in either direction. This could include tense the force behind the Game grant them a supernatural
stand-offs with a rival who gets away, or the serene instinct for identifying and tracking other Immortals. At
presence of a particularly wise monk using guided a Temporary Urge rating of 6, an Immortal may not only
meditation in a secluded mountain monastery with pierce Cloaks as above, but even gains a bonus to their
calming views. Whilst vampires may struggle with their ability to identify and find any other Immortal as if all
Beast every day, an Immortal may only face the Urge at other Immortals have Flaw: (•) Distinctive. If a rival
particular points in the chronicle. Equally, when Immortal already has Flaw: (•) Distinctive, then they are
Immortals do face the Urge, it is incredibly powerful. instead considered to have Flaw: (••) Exposed against the
Players and Storytellers are encouraged to ride this wave, Immortal with the Urge.
as it is one of the defining factors of Immortal existence. At a Temporary Urge rating of 8, this extends to the
point that all other Immortals are considered to have
Flaw: (••) Exposed against them. If another Immortal
VARIANT RULE: already has Flaw: (••) Exposed, this has no additional
URGE EQUALS DESOLATION effect, whilst Flaw: (•) Distinctive is effectively worsened
Urge rating is equal to Desolation rating. to Flaw: (••) Exposed.
Desolation rating grants the same bonuses At a Temporary Urge rating of 10, the Immortal can
regarding hunting other Immortals as Urge (see pierce any and all magical powers used by another
below), but Urge does not have its own tracker or Immortal to hide themselves. For instance, if another
rating. This reduces the number of things to keep
Immortal has powers resembling vampiric Obfuscation,
track of, but removes some nuances about the
the Immortal with Temporary Urge 10 can be considered
nature of headhunting, the Gathering and the
to have Sense the Unseen (Vampire: The Masquerade, p.
Game as a whole. It also means that Immortals
will have a harder time resisting the Urge, 249) permanently active against them, with an effective
particularly those with a higher Quickening Auspex rating of 5 for relevant rolls.
rating. Note that Urge grants no particular bonus when in
combat with another Immortal, nor when hunting any
other creature, nor does it affect social checks (which may
be harmed by the high Desolation rating which often
Benefits of the Urge accompanies high Urge rating). The benefits from the
Urge are simply a reflection of uncanny instincts, pattern
Whilst the Urge forces Immortals to fight each other, it
recognition, shifts of fate and unconscious low-level
does have some slight bonuses when it comes to playing
psychic abilities which an Immortal benefits from when
the Game. An Immortal may pierce or ignore another
attempting to pursue the Game, but does not affect
Immortal’s dots in Cloak up to an amount equal to their
beings or activities outside of the Game, nor make them
Temporary Urge. As a result, an Immortal with the
more likely to actually win the Game by defeating their
Minor Cloak Merit effectively gains no benefit when
opponents ◾
facing an Immortal with a Temporary Urge of 2, whilst an
Immortal with Major Cloak is effectively reduced to
Minor Cloak against that same Immortal. Similarly, an
42
THE QUICKENING
43
IMMORTAL: THE GATHERING
Quickening often manifests as lightning, metal will help less strong - they typically do not lose memories, but
ground much of it, but can also conduct it. certainly lose an indefinable part of themselves.
The size is up to the Storyteller, but the typical radius When absorbing Quickening, the victor gains
of a Quickening should be a number of metres roughly Quickening experience points (QXP) equal to the
equal to the Quickening rating of the deceased, plus 5. e.g. Quickening rating of the slain Immortal whose essence
if an Immortal with a Quickening rating of 4 meets the they have absorbed. This is all of their Quickening rating
Last Death, the Quickening event around them will have in the case of a loser, as well as one Quickening
a radius of 9 metres. This light show could be visible at a experience point per trespasser. QXP is tracked
great distance and at the highest levels of Quickening separately to normal experience, can only be gained from
rating could result in significant areas of destruction. killing other Immortals and absorbing their Quickening,
As this happens, a light mist emerges from the body and can only be spent on raising Quickening rating. It
of the slain Immortal and moves over to the victor, costs QXP equal to the new level squared to raise
eventually merging with them. Any trespassers who lose Quickening rating, and Quickening rating can only be
Quickening rating will likewise have mist rising from increased with QXP.
their necks and heads which likewise merges with the
victor.
During the Quickening itself, the victor and any VARIANT RULE:
trespassers are frozen and unable to make any substantial ABSORBING KNOWLEDGE
acts, whilst energy and potentially lightning is conducted Alongside gaining Quickening experience
through them. The trespassers may speak guttural words points, if the slain Immortal or trespassers have
or stumble about slightly, whilst the victor herself will be substantial experience in transferable Merits,
frozen in a mix of ecstasy and pain, potentially even Attributes, Skills or Specialties that the victor does
not possess, absorbing an opponent’s
raised into the air by a particularly powerful Quickening.
Quickening also grants three experience points
multiple quickenings per dot of Quickening rating absorbed, which
may be spent on Linguistics Merits, Attributes,
Whilst exceedingly rare due to how uncommon
Skills or Specialties the loser had. This tends to
Immortals are, incidents where multiple Immortals are
mean that older or more powerful Immortals do
beheaded at once cause even more impressive
not gain much, if any, experience from fallen
Quickenings. If multiple Immortals meet their Last Death foes who are weaker or younger than them.
in close proximity and span of time, the Quickening Victors against trespassers also gain these
ratings of all dying Immortals are added together to three experience points for every Quickening
determine the radius and damage caused. In addition, if rating absorbed, with the trespassers themselves
there are multiple victors, the Quickening rating of all potentially losing spare experience points, or
slain Immortals is added together and then divided even dots in Skills, as a result.
Note that if this method is followed, Immortals
equally amongst the victors, with the slayers of the more
will experience bursts of experience irregularly,
powerful Immortals gaining larger/spare shares if it
which may not suit the chronicle, especially a
cannot be divided evenly.
mixed one. If duels are treated as an occasional
or end-of-story climax, it can function as bonus
absorbing quickening
experience which might be delivered at
Alongside a lightshow, when an Immortal takes another
narratively appropriate moments anyway. Care
Immortal’s head there is an exchange of power and must be taken to not make other players of
knowledge as the victor gains all of the memories and non-Immortals feel left out - although balance
knowledge of the loser. For trespassers, this is similar, but between character types may not be a concern.
44
THE QUICKENING
urge reduction
As the new Quickening settles upon an Immortal when
Effects of Taking Quickening they kill another, they reduce their Temporary Urge
rating by an amount equal to twice the Quickening of the
experience
slain Immortal, but not including any Quickening rating
If the victor has enough QXP to gain a new level in
gained from trespassers.
Quickening rating, these points are spent immediately to
If an Immortal did not manage to gain the
increase their rating and gain a Quickening feat, else they
Quickening from killing another, either because holy
are added to the pool of points available.
ground absorbed the Quickening or because they were a
At the Storyteller’s discretion, the victor may also
trespasser, they instead gain three points of Temporary
immediately spend experience points on Attributes,
Urge rating - or potentially more if the fight had
Skills, Specialties, the Linguistics Merit, the Cloak Merit,
particular emotional significance. Immortal spectators to
eligible Quickening feats or other abilities possessed by
a Quickening also gain a single point of Temporary Urge
the slain (or trespassers), representing the knowledge,
rating. Both trespassers and Spectators have the potential
skill and power they took from their opponent.
to gain more points if they had a particular emotional
In some cases, this experience may also be spent on
intensity towards the fight (e.g. wishing that the victor
Allies, Contacts, Haven, Influence or Resources possessed
had lost).
by the loser, as they gain enough knowledge of their
The victor in any Immortal duel who absorbs their
personal life to understand their connections, hiding
opponent always restores all of their Health damage as a
places or bank account details. Any Backgrounds gained
result of the Quickening. Unless they suffered an
in this manner may not become available immediately,
Overwhelming Quickening, they also heal a single level of
likely taking some time (such as downtime between
Aggravated Willpower damage. Trespassers, meanwhile,
Stories) to fully pin down.
suffer a level of Aggravated Willpower damage.
Over time, players may wish to invest experience
Both victors and trespassers are also Fatigued for the
points in things which their defeated enemies were good
remainder of the scene, or for the first few turns or
at. In particular, an Immortal with a low Melee skill who
minutes in the next scene if the Quickening was the final
takes the Quickening of several others may find
event of that scene.
themselves becoming better at Melee without needing a
teacher, simply by absorbing the talent of those they have numina
slain. If a slain Immortal has access to Numina, special abilities
Whilst the victor gains the knowledge of the loser, it such as Hedge Magic or Psychic Phenomena (The
does not become integrated fully within their minds and Hunters Hunted II (v20), pp. 70 - 85), the victor also has a
is not as accessible as their own memories. They may chance to spend experience on those at the Storyteller’s
typically access the memories of any Immortal whose discretion. Note that as no rules for such special abilities
Quickening they have taken using Recall, and sometimes have been released for the 5th Edition lines of World of
snippets may occur to them unbidden at the discretion of Darkness at the time of writing, aside from True Faith,
the Storyteller, but it is normally present in the back of how this could work is left to the Storyteller.
their minds. Spending points on Knowledge Skills which True Faith (Vampire: The Masquerade, p. 222) or
the loser had is a good way to simulate getting closer to other abilities which require belief or personality states of
any knowledge they had, if only at a general level rather the Immortal are not transferred, except potentially in
than necessarily remembering specific events. the cases of an Overwhelming Quickening.
45
IMMORTAL: THE GATHERING
46
THE QUICKENING
47
IMMORTAL: THE GATHERING
spectator Immortals on the holy damage equal to their total lose any Quickening rating nor suffer
ground) is absorbed by the holy Willpower, entirely impairing them Willpower damage. Players and
ground itself. Very few Immortals mentally and socially. An Immortal Storytellers alike should bear in mind
know this, however, simply having who merely deals enough Health the slight intent and will behind the
the rule drilled into them by their damage to another Immortal that Game, however, and somehow
First Teacher. That said, all they experience a normal, human convincing another being to mind
Immortals instinctively suspect that death from which they can later control you so that you can safely kill
there must be some truth to such revive instead suffers a single point of another Immortal will not work.
teachings, given that they are able to Aggravated Willpower damage. In addition, Immortals can still
sense the holy ground itself (see Sense Even if they do not kill each fight mortals, vampires, werewolves,
Quickening). other, for every turn during which an and other supernatural creatures on
A Quickening on holy ground Immortal fights another on holy holy ground without any
works very much like one with ground, all involved Immortals take complications.
trespassers, except that the holy one point of Superficial Willpower In extreme cases - especially those
ground itself always counts as the damage. This might even include a which involve particularly sacred
victor in the case of every Immortal’s social contest if it is particularly ground, many participants, or an
death, regardless of whether an aggressive or includes attempts to Immortal with a high Quickening
Immortal actually makes the killing provoke another into a fight then and rating - more astonishing, potentially
blow. This means that no-one gains there, at the Storyteller’s discretion. world-changing events are said to
QXP or the associated memories or As a result, everyone who fights have resulted from an Immortal’s Last
power. on holy ground or is even simply Death on holy ground. Rumours of
In addition, all nearby Immortals present at such a fight ends up losing. such cataclysms are passed along by
count as trespassers against the holy Clever Immortals seeking Immortals, and include tales of the
ground for these purposes, including someone on holy ground force their eruption of Vesuvius and the
the victor, actual trespassers and any target out or have the ground destruction of Pompeii, the Tunguska
mere spectators who have the unconsecrated somehow. Most, event, an unusual storm off the coast
misfortune of standing on the holy however, refuse to be aggressive on of England in 1703 which resulted in
ground. This causes all such such land - aside from dire rumours the destruction of hundreds of Royal
Immortals to lose a level of (see below), very few Immortals have Navy ships, the 1518 Dancing Plague
Quickening rating as if they were any idea what actually happens when of Strasbourg, the 1556 Shaanxi
normal trespassers, and even causes they fight in holy ground and instead earthquake, the Lost Colony of
them to lose experience points if the avoid the prospect entirely. Roanoke, the sinking of Atlantis, the
Absorbing Knowledge variant rule is The only exception to these losses many earthquakes of Antioch during
being used. They also gain three is a lack of free will. Being mind Byzantine rule, the destruction of the
points of Temporary Urge and suffer controlled, possessed, compelled or Library of Alexandria and many
a point of each of Aggravated Health otherwise forced through more.
and Willpower damage, as per normal supernatural means to kill another Finally, some Immortals -
trespassers. Immortal will still cause the dead particularly those who were suffering
Furthermore, any Immortal who Immortal’s Quickening (and any some form of supernatural
decapitates another on holy ground trespassers) to be absorbed by the compulsion or mind control - have
experiences a profound sense of holy ground. The controlled reported simply being unable to take
dread, doom and weakness, causing Immortal themselves, however, will the head of another of their kind on
them to suffer Aggravated Willpower not count as a trespasser and will not holy ground. Swords have shattered
48
THE QUICKENING
in mid air or struck true, but caused A person with True Faith of 3 or manner to a normal Quickening
not even the slightest cut, or else more (Vampire: The Masquerade, p. event. If losing this dot would reduce
strange twists of fate have caused 222) may attempt to bless new holy them to a Quickening rating of zero,
ceilings to collapse around them, ground through a religious ceremony, then they meet their Last Death
prematurely ending the fight. and Mummies may also be able to regardless, as their body seemingly
Whatever happens in holy create new holy ground (Mummy: The evaporates away.
ground, it will surely not be forgotten Resurrection or World of Darkness: If their head is placed back on
by any who experience it. Mummy). their body before a number of weeks
Some methods of defiling holy have passed equal to the Immortal’s
◾What is Holy Ground? ground do exist. These range from undamaged Willpower, the head will
The nature of holy ground varies rites of (pseudo-)devil worship, re-attach and they will eventually
depending on the people who live or sacrifices, murders or other profane revive. Whilst the head remains
lived there. It may be a church, a activities. It can also be caused - at severed, both head and body decay as
graveyard, a mosque, a temple, a least temporarily - by some Blood if they were any normal, mortal body.
shrine, the area under the branches of Sorcery Rituals (Vampire: The One Immortal may do this for
a calming tree or all manner of other Masquerade, p. 274) and almost all another, but they must make a
locations. The ultimate decision is up Oblivion Ceremonies (Cult of the Willpower test against a difficulty of
to the Storyteller, but is typically Blood Gods). their Temporary Urge, or else take a
influenced by the intensity of belief Regardless, Immortals always point of Aggravated Willpower
and how wide-spread it is or was, know if they are in holy ground or if damage in order to resist immediately
along with how recently the belief it is nearby as a side-effect of the decapitating them once they revive,
was held. Sense Quickening feat and can never absorbing their Quickening as
The more people who believe it be tricked about this if they are of normal. As with other Urge tests, this
(which can include Immortals, but sound mind. test is not necessary if the head is
does not include supernaturals who reattached on holy ground.
stand aside from mortal society, death without a quickening
Should an Immortal survive this
particularly vampires), the more As rare as it is, an Immortal who loses ordeal, they gain a permanent scar
recently they believed it and the more their head when no other Immortal is that takes hundreds of years to fade,
fervent their belief, the more likely it nearby (such as up to 500 metres if ever ◾
is that a place is holy ground. Even away) does not necessarily meet their
those who lack the relevant faith may Last Death.
still have some latent belief in holy If they suffer what should be their
ground, particularly those who Last Death with no other Immortal
respect or fear other religions - this nearby, but whilst they are on holy
can include, for instance, the holy ground, then there is no violent
grounds of indigenous peoples who Quickening event (i.e. lightning
were (relatively) recently storm), but a mist rises from their
exterminated, or modern revivals of neck and sinks into the ground as the
neo-paganism. A site with a True holy ground absorbs a single dot of
Faith rating is always considered holy Quickening rating. If this happens
ground, as are nodes (Mage: The whilst not on holy ground, however,
Awakening) and caerns (Werewolf: The they still lose one dot in Quickening
Apocalypse). rating, but it lashes out in a similar
49
IMMORTAL: THE GATHERING
Quickening Feats
All Lesser feats are known immediately upon
obtaining the prerequisite Quickening rating. Greater
feats function in a similar manner to a vampire learning a
Discipline power, in that when an Immortal gains a
he powers of the Quickening are mostly based
Quickening above 5 they immediately choose one power
on those demonstrated by Immortals in the
of the prerequisite Quickening rating or lower.
Highlander movies and television series’.
An Immortal may only activate one power which is
Quickening feats are seldom obvious, showy
Lesser or Greater at once (or per turn of conflict), except
or otherwise discernable to onlookers. The Basic feats of
for Powerful Strike, but may benefit from and use Basic
the Quickening are possessed by all Immortals and work
or passive powers at all times.
passively, whilst all Lesser and Greater feats require a
particular Quickening rating to learn and many require a
Focus Check to use.
quickening Focus dice pools urge
rating Check & bonus reduction powers
1 1 0 0 Known: All Basic Feats
5 3 2 1 Known: Restoration
8 4 4 2 Summon Blade
9 5 4 3 Absorb Life
10 5 5 3
Kindred’s Blood Surge, whilst also being able to
use it with relative impunity.
TWISTING THE DIAL: That said, aiming for a soft limit of 5, 7 or 8
LIMITS TO QUICKENING RATING Quickening rating is recommended for most
An Immortal becomes much less powerful as games. A rating of 5 provides an Immortal with
they grow in Quickening rating when compared all Lesser feats and the ability to mimic a fresh
with a Kindred gaining Blood Potency, but also neonate’s Blood Surge frequently, 7 allows them
suffers no weaknesses. to be at a comparable level to a powerful
There is no strict ceiling on Quickening rating neonate and grants access to two very powerful
for recommended play, although an Immortal Greater feats and 8 allows them to imitate a
with a Quickening Rating of 8 will have the same potent ancillae in raw power, if not versatility.
strength Vital Surge as a Blood Potency 5
50
THE QUICKENING
51
IMMORTAL: THE GATHERING
Immortals do not suffer Health damage like ordinary form as part of the revival process. Whether an Immortal
mortals and most normally lethal sources of Health is susceptible to non-damaging and voluntary physical
damage cause Superficial damage. Notable examples are transformations resulting from magic, such as or Profane
that slashing and piercing weapons, firearms, Lethal Body Hieros Gamos (Vampire: The Masquerade, p. 285, or
(Vampire: The Masquerade, p. 264) and Feral Weapons Vampire: The Masquerade, Errata, pp. 4 - 5), is up to the
(Vampire: The Masquerade, p. 270) all deal Superficial Storyteller.
Health damage.
sustenance
Fire, the draining of their blood by a vampire, Fists of
Caine (Vampire: The Masquerade, p. 266) and any other Immortals are basically human, both anatomically and
supernatural effects which normally deal Aggravated physiologically, even though their Quickening grants
Health damage to supernatural creatures all deal them advantages over normal mortals. They are normally
Aggravated Health damage to Immortals. Any lightning perfect specimens of health aside from any disabilities or
or other electrical effects which would deal Aggravated impairments they had before their First Death. They also
Health damage is reduced to Superficial before being have DNA, blood, and all other things humans normally
applied to an Immortal, which also applies to damage have.
resulting from being too close to a Quickening. Aside from their other powers, Immortals are barely
Once an Immortal fills their Health tracker with superhuman in day-to-day life. They tire, hunger, breathe,
Aggravated Health damage, they are medically dead and and actively avoid pain. They are affected by drugs and
are incapacitated, entering the rules for Revival. poisons, including alcohol or hazardous gases.
Immortals suffer Willpower damage as normal, although Poisons continue to affect Immortals as normal,
they are resistant to magical effects which force although they may be able to heal it with Advanced
permanent insanity upon them, such as Dementation Quickening feats. Immortals can become drunk or
(Vampire: The Masquerade, pp. 256 - 257), suffering a otherwise impaired from alcohol or other drugs, but they
relevant Compulsion or other more temporary malady cannot cause permanent damage to their internal organs.
instead, as if a vampire or other supernatural. They are immune to addiction based purely on physical
Note that despite being unable to permanently die dependency, but may suffer addictions from conditioning
from it, Immortals still feel and dislike pain and will or psychological effects.
instinctively avoid it if possible, just like normal people. Immortals are affected by temperature extremes just
The longer one lives, however, the more fleeting like a normal human, though if they die of hypothermia
everything is and the less of a bother it becomes. or heat stroke, they will eventually awaken again from
Immortals are also immune to permanent bodily their death unless they are fortunate enough to enter the
changes such as from Fleshcrafting (v5 Companion, pp. 27 dreamless death.
- 28), unless the user is somehow able to continuously Despite this, they do not strictly need sustenance in
deal so much damage that it constantly exceeds their the same way a normal mortal does. Whilst they grow
self-healing — a terrifying prospect. Immortals may still hungry and can become weak from hunger, they will not
apply temporary and voluntary magical changes to their die from it, and there is a floor below which they will still
form however, such as if they somehow learn to feel great discomfort, but will not wither away entirely.
Shapechange (Vampire: The Masquerade, pp. 270 - 271), Likewise, they require less oxygen than a normal human,
but they cannot ever be locked into a new form, nor perhaps as low as 1% the normal intake, although they will
change into a form without a head such as the form of still instinctively breathe a normal amount.
mist or a shadowy presence. Should they suffer enough A peculiarity to this is that Immortals may survive
damage to kill them whilst in this new form, the indefinitely underwater, drawing oxygen from the water
Quickening will force their bodies to revert to their true in some unknown way. Note that Immortals do not
52
THE QUICKENING
breathe water as a fish does and this process is entirely afterwards, at the discretion of the Bonded Immortal. In
magical. If the waters are very deep, however, such as if it addition, Immortals cannot become ghouls.
is so deep that light cannot reach the Immortal, they will Immortals gain no particular benefit to passive
not gain enough oxygen and will drown as a normal Willpower regeneration from being Immortal, healing
human. Superficial Willpower damage every day based on their
Total absence of oxygen will cause the Immortal to be Composure or Resolve in a similar manner to vampires,
incapacitated as any other mortal, and after a certain and relying on Ambitions, Desires and other narrative
length of time they will enter the dreamless death. They actions to recover Aggravated Willpower damage.
will not recover until they can breathe once again. Internal wounds, bruises and so on all simply appear
Finally, the blood of an Immortal does not slake a to heal at an accelerated rate, but the healing of external
vampire’s Hunger unless they have Flaw: (•) Delicious injuries, such as large wounds, are almost always
Blood. Once ingested, an Immortal’s blood has such a accompanied by slight bolts of electricity over the
fleeting Resonance that it cannot be used for any wounds’ opening as the Quickening knits everything
purpose, no matter how strong the Immortal’s emotional together. This is even more pronounced if the Immortal
state actually is. Even draining an Immortal entirely will uses any active feats to restore themselves to health, but is
not restore a vampire’s Hunger, unless the Immortal always obvious to anyone closely observing the process.
possesses the aforementioned flaw. A vampire may still
absorb Immortal blood normally, treating it as if they had ◾ Regrowth
a high Blood Potency and drank insufficient blood from a Unless lost during or immediately prior to a death,
single vessel to slake any Hunger. Immortals cannot passively regrow lost body parts or
limbs, except for internal organs which are loosely
regeneration necessary for the continuing life of the Immortal. For
◾ Healing instance, the lungs, kidney, spleen, heart, stomach and
Immortals recover from wounds more rapidly than skin will all re-grow, whilst an arm, eye or ear will not.
mortals, restoring one point of Superficial Health damage Somewhat bizarrely, the teeth will also regrow. All body
per turn of combat (or after several seconds) when not parts which would regrow normally also regrow after the
Fatigued. In addition, they heal one point of Aggravated First Death, even if they were lost during their first life.
Health damage per (short) Scene, whether Fatigued or An Immortal may re-attach a relatively newly severed
not, which heals Superficial damage if no Aggravated (within the last scene) body part by placing the body part
Health damage remains. next to the removed location, and waiting a single
This healing extends to more than just obvious turn/several seconds for it to reattach. If the Immortal
wounds; diseases and forced changes to the body (such as uses Knit Wounds, they may instead re-attach a body part
surgery or magical powers) are all healed rapidly, before which has been severed for a number of scenes equal to
manifesting any serious effects (as discussed under Bodily their Focus Check + 1. Unless Restoration is used, a scar
Stability). Immortals cannot be carriers for disease. normally results from any method of re-attaching or
Similarly, whilst Immortals are superficially re-growing a body part, which typically lasts several years.
susceptible to the Blood Bond (Vampire: The A more common way to avoid this problem is to die
Masquerade, pp. 233 - 234), the Quickening will reject the as soon as possible after losing a body part (within one
changes (physical and magical) which vampiric vitae has short scene), in which case it is considered a wound
upon them. Each step towards or level of Blood Bond is suffered during death and is healed like any other wound.
considered a level of Aggravated Health damage for the Likewise, body parts removed from an Immortal whilst
purposes of healing (i.e. healing at a rate of one per short they are medically dead are also regrown during the
Scene), and can either be healed before actual damage or Revival process.
53
IMMORTAL: THE GATHERING
54
THE QUICKENING
reminders of things the player has forgotten, but the localised around the Immortal’s head and neck. Sensing a
character has not. Quickening will always wake a sleeping Immortal no
As noted, this has no effect prior to the First Death, matter how deeply asleep they are, although any form of
however. Older Immortals often experience a fading of magical or medically- induced sleep may require a roll to
these memories over time, to the point that true ancients awaken at a reduced difficulty. Note that whilst medically
can barely remember more than fleeting images, their dead, incapacitated or experiencing the dreamless death,
name or facts from their first life. an Immortal does not sense Quickenings (or indeed,
In addition, Immortals gain the memories of all much of anything else), although they can be sensed by
whose Quickening they fully absorb, although these others.
memories are not as clear as their own. An Immortal may The initial sensing of an Immortal’s Quickening is
undergo Memoriam (Vampire: The Masquerade, pp. 311 - always distracting, potentially impairing the next action
314) as if they were a vampire, but only for memories or requiring a Composure + Subterfuge test to prevent
possessed by or questions they wish to ask of the others from noticing that something is wrong. Once
memories of another Immortal whose Quickening they sensed, they retain awareness of the presence of another
have absorbed. This includes the Quickening of all they as long as they stay within range.
had in turn absorbed, and the ones before them, and so When one Immortal senses another is at the
on, growing progressively harder the further the target Storyteller’s discretion and should likely happen at the
memories are removed from them. Note that the First best moment of dramatic tension, but is typically a
Lives of other Immortals are at least as shrouded as their distance measured in metres rather than hundreds of
own and cannot be accessed in this fashion, nor any metres. It should not allow an Immortal to be sneaked up
other. Naturally, the contents and extent of these upon by another, especially as two Immortals will always
memories are down to the whims of the Storyteller, but sense each other at the same time. This power triggers a
the more ancient or supernaturally-intertwined an event, test of the Urge, possibly forcing the Immortals into a
the less likely anything relevant will be available. fight.
Pre-Immortals can also be sensed with this feat, but
sense quickening
they have a noticeably different sensation, such that an
An Immortal can always sense when another Immortal or Immortal is never in any doubt as to whether they are
holy ground is nearby with this ability, with no roll encountering an Immortal or a Pre-Immortal. Some
required. No specific information on the other Immortal’s Pre-Immortals possess this ability before they suffer their
identity is given, nor is the location of the Immortal first death at the Storytellers discretion.
known, merely that the Immortal is near. They also do Finally, an Immortal is also aware of when an
not know if they are sensing multiple Immortals, or just Immortal is slain and a Quickening event occurs within
one (although they can typically assume the latter). the same range at which they may sense another
An Immortal always knows the extent of holy ground Immortal.
with this ability, however this is often rough - e.g. they Like other Basic feats, the ability to Sense Quickening
may know that the church is holy ground, but will only is intrinsic to an Immortal, but as it relies on their own
have a fuzzy idea of exactly what the boundaries are. That awareness, attention and super- natural senses, it may be
said, they will always be certain whether they are possible to suppress, dampen or confuse the Immortal. It
currently within holy ground or not. may also be possible to cloak a Quickening via some
This sensation manifests in a variety of ways, but super- natural abilities, at the discretion of the
when it comes to sensing another Immortal it is typically Storyteller, although this should be limited to rare or
a vibration, tensing, electrical buzzing sound or other powerful powers. That said, the ability can never truly be
intuitive sensation which defies specific senses, typically taken from an Immortal, and they can never be tricked
55
IMMORTAL: THE GATHERING
into breaking the Rules and fighting on holy ground or additional points of Superficial Health damage equal to
interfering in a one-on-one duel because of such powers. half Quickening rating, rounded down. If using the Lesser
feat Powerful Strike, this extra damage is not halved by
empower blade
vampires, Immortals or other supernatural creatures.
Few Immortals would describe their favored weapon as This ability is used passively with no cost, and is
simply a piece of steel (or iron, or bronze), but it is very typically only dampened when the Immortal is
rare that there is anything magical inherent within it. attempting to disguise their nature. When an empowered
Over a period of association, however, an Immortal’s blade strikes a particularly hard surface, or when two
Quickening imbues their favoured blade, grounding it empowered blades strike one another, electrical
within reality, causing it to resist supernatural powers discharges and sparks typically accompany the clash due
and strike more truly than a weapon otherwise should. to the visible manifestation of the Quickening.
The Immortal may add his Quickening rating to any
attempt to resist any supernatural powers which affect ◾ Empowering A Blade
the weapon, such as the Matter sphere (Mage: The An empowered weapon must be a melee, bladed,
Ascension), and it is effectively immune to lesser magical slashing weapon such as a knife or sword, and must
effects which attempt to destroy it such as the Shatter typically be made out of metal or a similar material which
power (Cult of the Blood Gods, p. 104). Difficulties to is durable and can be made sharp. Weapons which are
destroy an empowered blade or separate it from the more non-bladed than bladed, such as axes or polearms,
Immortal with magic (whether by teleportation or are not eligible for empowerment, through some
telekinesis) are always rolled at a higher difficulty. peculiarity of the Game and/or the Quickening.
Furthermore, an Immortal’s empowered weapon is If an Immortal wishes to empower a new blade,
somehow easier to hide from prying eyes, with the typically because they have lost their old one or due to its
Immortal gaining a two-dice bonus to any attempts to destruction, then she should choose a new favored
conceal it on their person, even if it should be obvious weapon. Empowering a new blade does not involve any
within a shorter coat or bag. In addition, it always mystical practice, and happens almost entirely uncon-
benefits from any bonuses associated with the Cloak sciously, with an Immortal simply training with a weapon
Merit if the Immortal possesses it, both in terms of being over the course of a story or downtime in between Stories
easier to hide in general, but also harder for onlookers to in order to empower it. At the Storyteller’s discretion,
remember specific features of it if they do notice it. when an Immortal absorbs the Quickening of a slain
An Immortal’s empowered blade is extremely Immortal they may replace any currently empowered
durable, and whilst it can lose its edge, it will wear more blade with that of the one they have just slain.
slowly than a normal weapon. It can survive being put An Immortal may have a set of blades in some
into temperatures where the weapon would normally circumstances, with two weapons wielded together
melt or shatter from freeze and can also withstand counting as a single weapon at the discretion of the
extreme punishment, such as being used to cleave through Storyteller. If one is destroyed or lost, the remaining
stone walls. The precise mechanics of this great member of the set slowly loses its empowerment until
survivability are normally narrative rather than having another blade is added back into that set, which follows
specific rules associated with them, and whilst it does not the normal rule.
make the weapon indestructible, it should be kept in
mind by the Storyteller.
In addition to these permanent benefits, Immortals
can infuse their empowered blade with raw power using
their Quickening. This causes successful attacks to cause
56
THE QUICKENING
57
IMMORTAL: THE GATHERING
58
THE QUICKENING
require three, which could be three at a rating of 8, four at a rating Players and Storytellers should
healed over several Scenes. The of 9 and five at a rating of 10. bear in mind that Quickening feats
final determination is down to which replicate the mechanical
a kind of magic
the Storyteller. effects of other powers will likely feel
Even the slightest use of this ■ Prerequisite: Quickening rating or appear different, as they are not
feat is accompanied by electrical 6 based on monstrous vitae, but the
surges around wounds or Quickening.
regrowing body parts, as the An Immortal with this feat has For instance, if a feat is taken
Quickening manifests with developed some kind of supernatural which mimics the Level Two
seemingly wild intensity. ability typically associated with Dominate power Dementation
This feat may only be used another creature. Upon choosing this (Vampire: The Masquerade, pp. 256 -
once per scene and cannot be fear, the Immortal learns one power 257), it might manifest as a slow
used whilst the Immortal is from a vampiric Discipline (Vampire: pressure on the target’s mind as a
suffering from Fatigue or The Masquerade, pp. 243 - 271), with result of the Immortal focusing their
engaged in any activity more a level up to half of the Immortal’s Quickening, sapping the victim’s
strenuous than slow walking or Quickening rating, rounded up. determination and focus, rather than
small talk. Any power chosen must be a bubbling of inner insanity.
■ Duration: N/A agreed with the Storyteller, and ■ System: When using Greater
should be in keeping with the nature feats adopted from Discipline
of the Quickening, the character in powers, they must make a Focus
Greater Powers question and the chronicle. Check as a Greater feat for each
As mentioned under Fatigue, all Immortals may not choose Discipline Rouse Check called for by the
Greater feats require a Focus Check powers from Blood Sorcery, Oblivion original Discipline power. e.g.
in order to use, with the Immortal or Thin-Blood Alchemy, nor any Majesty (Vampire: The
rolling half of their Quickening associated Rituals or Ceremonies. Masquerade, pp. 268 - 269)
rating, rounded up. Unlike for Lesser They may also not choose Mist Form would require two Focus Checks.
feats, a Focus Check for a Greater (Vampire: The Masquerade, p. 271), A failure on either check
feat requires at least two successes to nor any other power which makes Fatigues the Immortal in the
avoid gaining Fatigue in the next them incorporeal or otherwise means following scene. If the Discipline
scene. Many Greater feats also scale that they no longer have a head which power emulated does not require
in effect based on the number of can be removed from their body. The a Rouse Check, however, then
successes rolled as part of the Focus Storyteller may require Amalgam or the Immortal does not require
Check. other prerequisites to be taken, or any Focus Check to use the feat.
As long as the Immortal is not may allow some feats of the Willpower spent to allow the
Fatigued, they may spend a point of Quickening to function as Immortal to use their entire
Willpower to make their Focus equivalents, or waive them entirely, Quickening rating instead of
Check for a Greater feat with their at their discretion. For instance, a halving it is applied to all
entire Quickening pool, rather than Storyteller may allow the Level Four required Rouse Check, with half
halving it. Celerity power Unerring Aim of the successes added to the
A character may only have as (Vampire: The Masquerade, p. 254) to successes of the power’s roll.
many Greater feats as their be taken simply due to The Last, The Immortal also
Quickening rating - 5 - that is, one at instead of requiring a power substitutes half of their
a rating of 6, two at a rating of 7, equivalent to Auspex 2. Quickening rating, rounded
59
IMMORTAL: THE GATHERING
down, for the Discipline rating used again (e.g. to get a better with examples including the
called for in any check or result) until the following scene. rough number of living creatures
comparison. For instance, if an In a similar manner to nearby, roughly what kind of
Immortal with a Quickening Heightened Senses, the user may species they are (e.g. human, dog,
rating of 7 emulated the Level become overloaded in the case of wolf), whereabouts they are, how
One Presence Discipline power extreme emotions, although not far away they are, if any
Awe (Vampire: The Masquerade, physical stimulus. This feat particular group has intense
p. 267), they would add three manifests as instinct, lucky emotions, and so on.
dice to their relevant rolls. breaks or flashes of insight from An Obfuscated individual
This Greater feat may be the Quickening, in a similar may roll Wits + Obfuscate to
taken more than once, each time manner to The Last, rather than avoid detection or inclusion in
selecting a different power to necessarily improving the the answers given to the user.
emulate. Immortal’s sensory capabilities. Vampires with high
As additional 5th Edition ■ Duration: Passive Humanity (8+) may appear to be
books come out, an Immortal human, as do any benefitting
sense life
may be able to select other from the Blush of Life (Vampire:
supernatural abilities, such as ■ Prerequisite: Quickening rating The Masquerade, p. 218) and a
Gifts (Werewolf: The Apocalypse), 6 Humanity greater than 3,
at the discretion of the including. Werewolves or other
Storyteller. The Immortal’s ability to sense shapeshifters (including a
Quickenings has been honed vampire using shape-changing
eerie perception overtime, either due to practice or powers if they have Blush of Life
■ Prerequisite: Quickening rating simply a quirk of the Quickening. If active) will be detectable or
6 they concentrate, they may now sense understandable based on the
all life around them - or even voids in form they are currently in, e.g.
The Immortal’s perception and sense the world which simply mimic life. they would show up as wolves
of the world around them grants ■ System: The Immortal makes a rather than as humans if changed
them superhuman insight, to the Focus Check, and then rolls their into that form.
point of uncomfortably psychic and Resolve + Insight. Each success On a critical win, the
prescient instincts. allows them to gain information Immortal is able to pick out
■ System: The Immortal makes about the living creatures Kindred using this feat, and can
their Focus Check and then adds nearby, including numbers, detect that Kindred using Blush
the number of successes to all distance or even a rough of Life are not human. Kindred
rolls related to perception or indication of their attitudes - if noticed in this way feel distinctly
understanding mental states and any. This feat also provides different, cold, and unpleasant,
emotions (typically all information about nearby whether using Blush of Life or
Awareness or Insight rolls) made Immortals which have been not. At the Storyteller’s
that Scene. This may not be used sensed via Sense Quickening, discretion, they may also be able
in conjunction with abilities without the normal penalties to to identify magic users,
such as Heightened Senses scrying information about them. shapeshifters and even the active
(Vampire: The Masquerade, p. As a rough guide, each success use of supernatural powers.
218). Once a Focus Check for this should allow the user to ask a Note that this feat is never
feat is made, the feat cannot be single question of the Storyteller, as specific as using a power such
60
THE QUICKENING
as Scry the Soul (Vampire: The suppress the ability (e.g. in order
quickening throe
Masquerade, p. 250) against a to enter the dreamless death). An
■ Prerequisite: Quickening rating
single individual, as there are Immortal with this feat cannot
7
normally many forms of life be poisoned or suffer any other
around and the Immortal simply kind of inflicted illness, nor can
The Immortal forces tendrils of their
gains rough indications of each. they starve, nor can they suffer
life force to assault another person
Finally, an Immortal who the Blood Bond even for a
within their line of sight, afflicting
possesses this feat also gains the moment, and they do not even
them with a pain felt deep into their
passive ability to discern need to do any form of exercise
soul, should they have one, along with
differences in the Quickening of to maintain their physique.
an excruciating headache.
other Immortals, such that they Immortals with this feat may
■ Dice Pools: Resolve + Focus
are able to tell different have an easier time feigning
Check vs Stamina + Resolve
Immortals apart when Sense death, ghouldom and undeath in
■ System: The user concentrates
Quickening is triggered. some situations, giving them a
on an individual, making their
Immortals with a high one-dice bonus on such rolls, at
Focus Checks and then rolling
Desolation or Temporary Urge the Storyteller’s discretion.
Resolve, combining the successes
rating may feel particularly An Immortal may not
from the Resolve roll with that
uncomfortable, and those with a realise that they have this feat
of their highest Focus Check,
high Quickening rating will until they experience its effects.
which is resisted by the subject’s
trigger a stronger sensation. An Immortal with this feat may
Stamina + Resolve. A victim may
■ Duration: N/A or Passive still benefit from the dreamless
substitute their Fortitude rating
death if they have no hope of
eternal preservation or half of their Quickening
escape and must also still rest in
■ Prerequisite: Quickening rating rating for either of these two
some way in order to restore
7 Attributes if they choose. For
Willpower or recover from
each margin of success, the user
Fatigue.
The Immortal has moved beyond the inflicts a point of Superficial
An Immortal who gains this
needs of mortals and more fully lives Willpower damage to their
feat and uses Restoration is also
up to the epithet of ‘Eternal’. No target, which is not halved before
able to restore body parts which
Focus Check is required to make use being applied to the tracker. In
they lost before their First
of Eternal Preservation. addition, if the attack was
Death, or even never had in life,
■ System: If the Immortal does not successful, the target must also
as well as erasing any and all
benefit from Toughness make a test to resist a Terror
scars entirely, becoming perfect
(Vampire: The Masquerade, p. Frenzy against a difficulty equal
specimens of health. They may
258), they gain half of their to the margin of success.
find difficulty in relating to some
Quickening rating, rounded On a critical win, the target
human experiences as a result of
down, in Health levels. is Fatigued for the rest of the
this feat, making it more difficult
In addition, the Immortal Scene, suffering a two-dice
to reduce Desolation in some
no longer requires sleep, food, penalty to Physical rolls, as well
circumstances, at the discretion
water, or air, although they can as a two-dice penalty to Focus
of the Storyteller.
still partake out of enjoyment, Checks if they are an Immortal.
■ Duration: Passive
and are able to breathe perfectly A victim is never under any
■
normally unless they deliberately doubts as to who attacked them
61
IMMORTAL: THE GATHERING
with this feat, even if they do not This feat is reflexive and They may substitute the
know how it was done, typically triggered automatically when an successes rolled on the better of
sensing a great malice from the Immortal is affected, without their two Focus Checks instead
Immortal directed towards them. requiring a Focus Check. The of one of the Strength
An Immortal must concentrate benefits of this feat are not contributions, but this must be
hard to use this feat, acting as an cumulative with any similar declared before making the
action within combat. Using this abilities, e.g. Unswayable Mind. Focus Check. This roll may have
feat on holy ground may have ■ Duration: Passive a difficulty rating set by the
unfortunate consequences. Storyteller or be opposed by the
summon blade
■ Duration: N/A current holder’s Strength +
■ Prerequisite: Quickening rating Athletics. This ability does not
shield mind 8 give them any special ability to
■ Prerequisite: Quickening rating will their blade through solid
7 The Immortal is never without their objects, so a large object will
blade, able to pull it out of their likely still restrict the flight of
The Immortal can protect their mind jacket pocket or from behind a the weapon unless their
from any outside interference with dumpster, or even out of thin air. successful roll allows them to
the power of the Quickening. This feat lets the Immortal store their force a way through. A
■ System: As if benefiting the blade in a pocket dimension within summoned weapon always
Fortitude powers Unswayable their Quickening and bring it out follows a direct path, and always
Mind (Vampire: The whenever they need it. lands itself hilt-first in the
Masquerade, p. 258) and Fortify ■ Dice Pools: None, Strength + Immortal’s waiting hand.
the Inner Facade (Vampire: The Athletics or Strength + Focus Drawing an Empowered
Masquerade, p. 259), the Check vs Strength + Athletics Blade from elsewhere - or
Immortal may always roll to ■ System: The Immortal makes a nowhere - does not require an
resist mental effects, even if they Focus Check and may call their action, as the blade is already in
would otherwise not be eligible Empowered Blade from nowhere their hand when they need it to
to resist them. Where or stowing it away similarly, be, with the sheath likewise
appropriate, they add half of needing only to go through the placed where it also must be.
their Quickening rating, motion of drawing or sheathing This feat typically can’t be
rounded down, to any rolls to their weapon in the process. blocked by opposing magic.
resist, although this bonus is The Immortal may also call ■ Duration: N/A
reduce by two dice if the their Empowered Blade or its
Immortal is suffering from associated sheath to their hand absorb life
Fatigue. This includes mind from a short distance, typically ■ Prerequisite: Quickening rating
control such as Dominate, up to three times their 9
emotional control such as Quickening rating in
Presence, mental illusions such as yards/metres. If the weapon is The Immortal is able to transform
Obfuscate when it directly sheathed, this sheath will also be their Quickening to act like a magnet
affects the Immortal and mind pulled to the Immortal. If the or gravity well regarding other
or emotion-reading such as many weapon is restrained in some sources of magic or lifeforce. When
powers under Auspex or even way, they must roll Strength + used, this feat looks similar to a
Animalism. Strength to free the weapon. minor Quickening event, as if they
62
THE QUICKENING
had slain an exceptionally weak Bane (Vampire: The showing signs of being struck by
Immortal. Any lifeforce stolen Masquerade, p. 259) or similar lightning or other lethal
manifests as ghostly tendrils or bursts powers. electrical discharge.
of lightning leaving the afflicted and Each margin of success deals If the Immortal simply
entering the Immortal. Those who a single level of Aggravated chose to absorb lifeforce around
die from this feat leave corpses with Health damage, whilst also them, then the effect is split
no mark upon them, and medical healing a point of Aggravated amongst living creatures within
examination is only able to determine Health or Willpower damage of several metres at the Storyteller’s
that their bodies simply gave up and the user, at the user’s discretion. discretion, typically prioritising
stopped working. Vampires who are afflicted by those closest to the user if there
■ Dice Pools: Focus Check vs this feat must also make a Rouse are too many targets to damage
Fortitude or half-Quickening Check per point of Aggravated all of them. In this case, the
rating damage dealt, and other affected creatures may each
■ System: The Immortal makes a supernatural creatures may face a make a separate roll to resist, but
Focus Check and absorbs similar trial as their essence is must resist the entire Focus
life-force and magical energy stolen. An Immortal who suffers Check of the Immortal to avoid
from those around them, either damage must make a Focus damage.
targeting a particular being or Check with a difficulty equal to When targeting a single
just everyone around them, the damage dealt to them in creature, this feat may even be
choosing the higher of their order to avoid becoming used against incorporeal
Focus Checks to determine the Fatigued immediately, although creatures, such as vampires in a
damage they deal. This cannot be they can choose to suffer a level mist-like form, or even ghosts.
opposed by mere mortal of Aggravated Willpower An individual may only
resistance; a character may roll damage in order to defer being suffer the effect of this feat once
their Fortitude or half of their Fatigued until the next Scene. per full day and night, and an
Quickening rating, rounded If the Immortal targeted a Immortal may only use this feat
down, to resist, but does not single creature, all of this damage once per session. Using this feat
benefit from normal Attributes afflicts that one creature. If a on holy ground may have
such as Stamina or Resolve. mortal is chosen as the lone unfortunate consequences.
Damage sustained from Steal target, a margin of even one kills ■ Duration: N/A ◾
Life may also be resisted by Defy them outright, with their corpse
63
IMMORTAL: THE GATHERING
Immortals in the becomes obvious that an Immortal does not have the
powers of such beings. That said, few Immortals reveal
World of Darkness their true nature to people without a good reason and it
is particularly unlikely that she would reveal the only way
“Fighting to survive, in a world with the darkest powers” – to kill her.
Princes of the Universe, by Queen Eternals of great power no longer need to eat, drink
or sleep. However, Immortals who do not possess this
mmortals are different from other supernatural level of power still need shelter and the other necessities
creatures in two important ways. First, unlike of life. Immortals do not have caerns, nodes, or crypts,
Kindred, Garou, mages, etc., Immortals do not have instead living amongst mortals in order to stave off
their own society. They are wildcards in a world Desolation. Even those Immortals who eschew human
where groups such as the Anarchs, Camarilla and Sabbat society and risk this sensation tend to live alone, perhaps
vie for power. with animals for company. This means that even deviant
Second, all other creatures have some legends about Immortals usually identify more with humans than with
where they come from collectively, and they tend to other supernatural beings.
know their individual origins - birth, Embrace and so on. As previously noted, a pre-Immortal is almost
Immortals, on the other hand, are just here. They do not entirely impossible to identify prior to their First Death,
know where they come from. They do not know exactly and they are therefore not at much risk of discovery.
what the Prize will entail. They are the ultimate Pre-Immortals and Immortals who have only recently
outsiders, standing alone in the world. suffered their First Death also tend to naturally gravitate
Similarly, there are no groups of Immortals romping towards any nearby Immortals, which makes their
around - particularly in modern times. Whilst in the past discovery by a First Teacher that much easier. This
some Immortals did group together at various times, they reduces the risk of discovery by other creatures even
were always small bands who eventually met poor ends. further, as a recently risen Immortal is unlikely to make a
This section aims to explain the Immortal’s presence wild blunder before they are found by a teacher.
in the World of Darkness - both in the background and Amongst the mortal world, Immortals may amass
in-game. huge amounts of wealth during their long lives, all whilst
Aside from the sections regarding vampires, the maintaining the Illusion and keeping up the front that
descriptions of creatures and rules below are based on nothing is strange about them. This can be difficult to
understanding of the World of Darkness setting and rules from maintain - particularly whilst changing Identities.
the 20th Anniversary Edition and may not be valid or relevant Immortals need to pay for their lifestyle on a day-to-day
for any changes which occur as part of the shift to 5th Edition. basis, and need some level of plausibility. Professions that
require knowledge of the past, such as historians, teachers
Hiding Among Mortals and so on, often attract Immortals. Immortals’
As they can mix amongst humans with relative ease supernatural abilities mean that they are practically
compared with other supernatural creatures, many perfect as soldiers, although doing so carries great risk.
Immortals are fortunate enough to avoid notice. An Nevertheless, most older Immortals have been
Immortal’s aura, once detected, superficially resembles involved in some war at some point in their lives. In
that of a mage or fera, appearing bright, with the recent times, savvy Immortals seek to become consultants
Quickening manifesting as electrical pulses, particularly or engage in similar work at arms length from scrutiny,
for Immortals with more potent Quickenings. which allows them to use their knowledge and experience
without being exposed to the public eye.
64
IMMORTALS IN THE WORLD OF DARKNESS
It goes without saying that if an Immortal’s nature so the players and Storytellers must work together to
were ever exposed to the government or the world at ensure that no unenjoyable friction results from the
large, the results could be disastrous. One need only inherent imbalance.
imagine what would happen were a company such as
Development Neogenetics Amalgamated to discover that
Immortals And...
Immortals exist, as they would stop at nothing in an
Whilst Immortals may interact with the other
attempt to discover the secret of immortality. Similarly,
supernatural beings in the World of Darkness, they have
the Second Inquisition would label them as a form of
always been and shall always be the quintessential
parahuman, a threat akin to a blankbody.
outsiders. No group openly accepts Immortals. Some
An Immortal character must be careful to guard her
individuals might, however.
secret and maintain the facade of normality, although this
The statements below are from various Immortals
may be difficult if in the company of those who are so
and are a reasonably good barometer of an average
exposed, such as vampires.
Immortal’s opinion on other supernatural beings.
Immortals are first-and-foremost individuals, however, so
Immortals In Chronicles these opinions can still vary greatly. Notes on the
It is expected that there will be at most one Immortal mechanics and rules of such crossovers follow the
player character in a chronicle, even if the chronicle is set dialogue, which should be understood as adding to any
in an earlier age when the Urge is less of an all-powerful previously discussed information (e.g. the section on
sensation. The other player characters will presumably be Quickening feats).
one of the other character types detailed in the main
vampires
games - which at the time of writing is just vampires (for
5th Edition, at least). “Given enough time, all of us are likely to meet leeches
This is not a requirement, but is an intended and eventually, particularly if you’re a white knight or you can’t
expected form of play. This brings up the topic of what help but chase thrills. If you’re really unlucky, you won’t meet
the other characters know about the Immortal character. one under such friendly conditions. Maybe, like me, one’ll
It is reasonable to assume that few others know about mistake you for a normal human. Big mistake for that poor
Immortals given that Immortals may be the rarest of all suckhead. Unlike mortals, we ain’t got much to fear from most
the supernatural beings other than true Mummies. It is leeches. I learned later that it could have been worse for me if
also reasonable to assume that very few know that the it’d been some ancient fucker - they make the bad guys in
way to kill an Immortal is by decapitation. Fewer still vampire films look like wusses. Even if that don’t happen, I
should know about the Gathering and the Prize. The heard of some ancients who just hung around fancy nobles long
suggested tweaks to Occult or the introduction of enough in the old days and noticed that some people kept being
Immortal Lore only emphasises this from a rules point of there decade after decade, despite not having a Quickening.
view. “Leeches - or Kindred as they call themselves - almost
Mechanically, Immortals have a much easier time always want to control everything. Anything they can’t control,
gaining power than some other beings in some respects, they drain the life out of. As you can figure, we rarely fit nice
as they have no restrictions over their Quickening - e.g. into their schemes. While we can be enemies, we can also be
vampires can only raise their Blood Potency to a allies - at least for a bit. Not friends, though. Never friends.
particular cap without lowering their Generation. On the Sooner or later they all settle into part of the monsters they
other hand, raising Quickening rating becomes really are, and we’re too much like their food for them to ever
progressively harder and harder over time, and they can really not see us as a defective cow.
gain far fewer powers than other supernatural creatures,
65
IMMORTAL: THE GATHERING
66
IMMORTALS IN THE WORLD OF DARKNESS
Immortals can never become any kind of incorporeal Immortals cannot become fomori nor wield any fomori
undead and those who have had their Quickening stolen powers or abilities. This applies even to a pre-Immortal,
cannot become any kind of wraith or specter (Wraith: The although this normally manifests in the pre-Immortal
Oblivion). Instead, their soul has been absorbed and suffering their First Death as the fomori tries to possess
consumed by the Immortal who took their Quickening. them.
The spirits of Immortals who die without their Immortals make a potent enemy that fomori will try
Quickening being taken – if such a thing ever happens – to kill, which is the major cause of the few alliances
simply dissipate. between Immortals and fera which have be made.
Moreover, their Quickening is such a pure expression
the first inquisition
of life force that their body rejects and is rejected by
Oblivion and the Abyss. What happens should an “The old Inquisition – the Inquisition of the middle ages and
Immortal try to enter the Shadowlands directly is a the Renaissance – did know about Immortals, but they often
mystery. confused us with vampires or their minions. Fortunately, they
did not know how to kill us. The Inquisition normally tried to
changelings burn us at the stake, that being their favorite method of killing
“The sidhe have formed alliances with certain Immortals. The supernatural beings.
sidhe see some Immortals, especially European ones, as kindred “If you haven’t experienced this, I can assure you that this
spirits. Both Immortals and Changelings strive towards a is a most painful way to die, but as is the way of things for us,
destiny – for Immortals it is to win the Prize, for the sidhe it is time heals all wounds. Over the centuries – and with the
to return to their mysterious home. This has been as much a decline of the Inquisition itself – any knowledge the Inquisition
failure as a success for both parties.” may have gleaned on how to kill us is gone. They are not the
- “Doctor Afzhal” threat they once were.”
- Béatrice d'Arles
Changelings (Changeling: The Dreaming) may not be
Immortals and vice-versa - specifically, they are not The various tendrils and branches of the Inquisition
immortal in the sense of the beings detailed by this which survive to the modern days and nights have no
supplement. Changelings must abscond with the soul of information on the Immortals. Some Immortals say they
the human, and it is impossible to remove an Immortal’s have encountered an Immortal priest who spoke with an
soul without decapitation - even a pre-Immortal’s. Irish accent and worked for the Inquisition, but if this is
the case, it likely means that they have a friend amongst
servants of the wyrm
them should they be discovered.
“Yes, I know of what you speak. A foul, corrupted beast whose
stench was matched only by the horror I faced when I saw it. I the second inquisition
put it down and moved on. I suggest you do the same.” “I don’t believe that any single government agency knows that
- Jomo Immortals exist. Or any government, for that matter. However,
some different agencies or groups probably suspect that
Minions of the Wyrm (Werewolf: The Apocalypse) often try something is up. After all, the FBI has a special
to kill Immortals, although some rare Immortals who cross–referenced set of files on all cases of death by
have let themselves be consumed by Desolation have decapitation.”
advanced the Wyrm’s cause tremendously. Nevertheless, - Isabella Lopez Quiñones
they are often wildcards in the battles between the Triat.
The evil spirits of madness and death that create the
fomori cannot possess Immortals and therefore,
67
IMMORTAL: THE GATHERING
“I’ll tell you what I learnt from the first Inquisition: it may correspondence with him since, but I still do not know what to
start out as just a few, but the numbers build and build. Watch expect from one letter to the next.”
your head.” - Béatrice d'Arles
- Artakama
Perhaps the only supernatural creature more rare than
Due to the Game, Immortals are likely to run into trouble Immortals, Mummies (Mummy: The Resurrection or World
when dealing with the police. As databases become more of Darkness: Mummy) see Immortals as allies in a world
and more interlinked, it may only be a matter of time gone mad - if they know about them at all, that is. Most
before any Immortal is uncovered in the modern world. ancient Immortals and Reborn who meet each other
An Immortal had better make sure that their cover is under polite circumstances can get along much better
unshakable if they come under investigation by any than Immortals and any other group; they share notes
branch of the police or any intelligence organisation. and may even work together. Other times, the two go
As for independent hunters, Immortals are too rare their own ways, never actually knowing that the other is a
and disparate to be noticed by those who seek out things supernatural as long-lived as themselves.
which go bump in the night. Many of these hunters are
simply mortals who have seen too much. Some, however,
The Quickening & Other
display a variety of powers and abilities that make them
adept at killing supernatural creatures (Hunter: The Abilities
Reckoning) - which might include Immortals. Generally,
wellspring of power
vampires, ghosts and the like occupy their attention due
to their greater numbers and typically larger amounts of An Immortal is a wellspring of Quintessence according to
harm caused to normal people. mages, similar to that of a Node. By merely touching,
physically or metaphysically, an object, spell, etc., an
the fallen Immortal can channel his Quickening through it to give
Immortals have not run into the Fallen (Demon: The it Quintessence, making an activation roll and risking
Fallen) in great numbers, as these demons are relatively Fatigue as if activating a Greater feat.
new to the world. The few demons who have encountered Each success feeds the target one point of
Immortals have split opinions on their nature. One Quintessence or one point of mana from the Mana
faction speaks of them being the Malhim of the old days, background. One success may be used to substitute the
fighting with a great ferocity. The others call them a Willpower cost of a spell instead. A mage may absorb this
magical anomaly that was created by the Shattering. Quintessence with the use of the Prime Sphere. This
Either way, the Infernal Courts avoid the Eternals, power cannot be taken from them forcefully so long as
especially the more Ancient ones, though some Fallen their head is still attached to their body.
propose allying with the Immortals that are more
numina
accepting of other supernaturals.
For their part, the few Immortals who encounter any Immortals may access True Faith if they have a
demon will either not realise it, or will dispatch it sufficiently devout belief, and may even access other
quickly. Numina, such as Hedge Magic or Psychic powers,
although this is rare and occurs at about the same rate
reborn that it does amongst normal humans. Hedge Magic is
“I have only met one of the Reborn, which I assume is true of much more common among older Immortals, as they
you as well. I heard of him via some friends of mine, let’s say, often come from a time when the practice was not yet a
and he was a good conversation partner. I have kept in lost art.
68
IMMORTALS IN THE WORLD OF DARKNESS
Typically, an Immortal discovers that they are able to
magical items
access Numina prior to their First Death, only rarely
An Immortal who is lucky enough to get their hands on a
discovering afterwards that they have special abilities. If
Talisman, Artifact or Relic can use such an item as
an Immortal does have access to Numina, she may
normal. They may also use a Fetish as normal, but may
advance it through the expenditure of experience points
require the use of a Willpower roll to force the spirit to
as normal (at least, once there are rules published).
listen if it refuses to cooperate. She can use a Talisman or
As described under Absorbing Quickening, if an
Artifact by rolling her Quickening as if it was Arête
Immortal with Numina is slain, the victor may take
being used by a Mage, or can use its own Arête if a
points in it in the same manner as if they had learnt it
Talisman. Any paradox is accrued as normal, and can
themselves (except for True Faith, which still requires
bottle up or explode out instantly as if they are a mage.
devout belief). As a result, Immortals with such powers
An Immortal may also go into Quiet.
are tempting targets - if powerful and terrifying
opponents. Aside from this direct route, advancing dark powers
Numina as an Immortal is quite difficult. Like humans, Immortals are as good or bad as other individuals and
they must find some way of learning it, such as books or a some seek power in places best left alone. Immortals may
teacher, or else resort to intense practice. practice the black arts and some practiced it before their
True Faith normally has no effect on an Immortal. If death. However, Immortals cannot take demonic
they have 8 or more Desolation, they may be vulnerable investments, nor become fomori.
to some effects of True Faith at the discretion of the
Storyteller.
69
IMMORTAL: THE GATHERING
70
IMMORTALS IN THE WORLD OF DARKNESS
Immortal to fall ‘dead’, or perhaps into a dreamless don’t see it or even feel a breeze, only those that can be
death, for a number of months equal to 10 - affected by the storm are affected by it, apparently.
Quickening rating, to a minimum of 1 month. So, does an Immortal feel the effects of the storm?
No, but they can fully see it if someone else is being
true magic
affected by it. If a mage without Storm Warden crosses
At a basic level, the Quickening is a “life force” within the over with an Immortal, an Immortal will see the storm’s
Pattern of any living creature in the Storyteller system. effect and feel the winds, but won’t take any damage from
This Pattern is more tightly woven in Immortals than in them. If an Immortal were to cross over with a Fera, they
any other living being and is what makes them special. would not even see the storm, and certainly not feel it.
The Quickening is also similar to Quintessence or the
magical “raw power” that fuels Patterns. ◾ Mage Spheres
Mages cannot use Prime effects to remove Scanning with Life or Prime will reveal unusual facts
Quintessence from an Immortal, nor can Prime destroy about an Immortal; her body locks up her Prime energies
an Immortal’s Quintessence. Similarly, an Immortal’s in interesting ways, and generates Quintessence like a
Pattern is immutable. rating 10 Node, yet releases none of this unless channeling
The exception to all of this is if an Immortal loses his the Quickening. Life Patterns are not subject to age and
head. A mage with Prime 3 can attempt to become the restore themselves at an accelerated rate. The Quickening
victor if an Immortal is slain nearby, stealing the loser’s protects against Entropy 4, along with most uses of the
Quickening as Quintessence and gaining 100 points of Life Sphere that target the Immortal’s body. No amount
Quintessence per level of Quickening rating. of magic seems to be able to alter their body.
If a mage is close enough to a Quickening event and An Immortal is also unable to gain more Quickening
wishes to steal the Quickening of a slain Immortal from from Quintessence - in fact, the Quickening is a unique
the actual victor, they may roll their Prime versus the form of Quintessence. It is possible for a Prime Master to
winner’s Quickening rating or Willpower, whichever is tap an Immortal as a Node with a rating equal to their
higher, in a contested roll. The mage gains no experience Quickening rating, and this bleed off still has a finite
points of any kind from absorbing a Quickening. If the amount that can be tapped per normal duration.
mage does win, the normal victor gains nothing - the
Quickening is stolen from them. A mage who is able to wraith arcanoi
absorb Quickening from a loser also absorbs the ■ Puppetry: Immortals are immune to this power.
Quickening of any trespassers.
hunters’ edges
A mage is never able to steal Quickening on holy
The Second Sight of a Hunter and their Edges work on
ground, including at a node; holy ground always absorbs
Immortals to a degree. An Immortal counts as a Human
Quickening for itself.
for Second Sight and Edges as long as he has less than 8
◾ Avatar Storm Desolation, except whilst they use Advanced or Greater
While the Quickening is a lot like Quintessence, feats. If he does not, he shows up on Second Sight as
Immortals are not affected by the Avatar Storm when appropriate, and is hurt like a supernatural by Edges.
they cross the Gauntlet or Veil, at least, not entirely. An Immortal’s weakness is never revealed through
When a mage crosses over they feel the full effects of Edges or Second Sight; they just appear as not being
the Avatar Storm based on their Arête and permanent human, with a spark of lightning about them. Pinpoint
paradox in damage unless they have the Storm Warden reveals only character flaws of an Immortal which might
merit. Storm Wardens, however, don’t even see the storm be used against them. It is very rare that an Immortal is
per the Mage Storyteller Companion (Revised). As they permanently killed by an Imbued.
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IMMORTAL: THE GATHERING
72
STORYTELLING FOR IMMORTALS
Immortals play.
This section is meant to aid you
Masquerade is about slowly becoming
a monster and being overtaken by the
“Fairy tales are more than true: not in your quest for a good story, and
Beast. Werewolf: The Apocalypse i s
because they tell us that dragons exist, prepare you for dealing with an
about fighting a war you’ve already
but because they tell us that dragons can Immortal in the World of Darkness.
lost in a steadily decaying world.
be beaten.” ― Neil Gaiman It is important to read the chronicles
Mage: The Ascension i s about doing the
section from Vampire: The
impossible in the hopes of a better
his section is intended for Masquerade (pp. 337 - 368) to start
future.
Storytellers. Whilst it with, as without actually knowing
The theme of Immortals is laid
does not contain spoilers about the World of Darkness, this
out right in the first chapter of this
per se - a Storyteller is the chapter will be of limited use. In
document: loneliness. An Immortal
arbiter of what goes on in the addition, any Storyteller section from
cannot die or age, everyone they
background of the chronicle, after all one of the 20th Anniversary Edition
know will slowly begin to wither
- it may still give you too much books could also help, as well as the
away and crumble to dust, the only
information about the background several Storyteller-specific books
people like them want to kill you and
workings of their story. If you do not from earlier editions.
absorb their soul, and they have no
intend to act as a Storyteller for a On top of that, many fan
idea where they come from. I mmortal:
chronicle involving Immortals, you communities - from the
The Gathering is about trying to
may not wish to read this section and WhiteWolfRPG and vtm subreddits
survive the insanity that comes about
can instead safely skip to the to the official World of Darkness and
from the rigors of time against the
Appendix. Unofficial World of Darkness 5th
backdrop of mystery and a struggle
Edition Discords to the Onyx Path
for survival.
Basics Publishing forums - can be invaluable
Vampire: The Masquerade’s
resources for Storytelling, although
Being a Storyteller for the World of background theme is in some way
they are not substitutes for doing
Darkness is not always easy. This is similar, particularly as emphasised in
your own work.
particularly true for any game with 5th Edition. The players’ characters
Finally, also bear in mind that the
multiple kinds of supernatural slowly turn into inhuman monsters as
canon of the Highlander franchise
creatures, which is likely to be the their Touchstones die, Humanity
itself is entirely malleable for your
case for a Chronicle featuring fades and they require more and
stories and Chronicles. This
Immortals. The most important more human death to avoid the
document assumes that the first film
things to remember are that there is gnawing Hunger which follows them
and much of the content of the series
no one way to play and that the rules from night to night.
happens roughly as was portrayed,
presented in this supplement are At the same time, Immortal is the
except that the Gathering never
designed to aid you, not restrict you. opposite in many ways, for most
actually happened, but you are free to
Even more than with an official Immortals are very human in their
chop, change and ignore as much of
supplement, feel free to change the day-to-day lives. Whilst vampires
this as suits.
rules and themes to better suit the almost inevitably degenerate over
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IMMORTAL: THE GATHERING
74
STORYTELLING FOR IMMORTALS
everything they want, or growing into are expected to fall eventually, yet not Beast. The vampires and the
it through a story? all of them are inhuman. Immortal are likely to eventually
This theme repeats itself in the Fledglings and neonates are come into conflict, and conflict -
many game lines, such as a mortal typically humane; at least most of the when enjoyed by all - makes for a
prior to their Embrace or a hunter time. They’re young and still good story.
prior to their Imbuing (Hunter: The impressionable to the world they’ve If one were to think in terms of
Reckoning). been thrust into. Their sire might stereotypes, an Immortal would make
teach them about the world, but only for an excellent replacement for a
through experience will they learn Brujah or Gangrel in a coterie that
One World
what the world is truly like. A kind lacks one, acting as a physical
Unlike most other lines of World of
older Immortal would be a good combatant for them due to their
Darkness, I mmortal: The Gathering is
influence upon a vampire, acting as a incredible survivability. A member of
not truly designed to be played with
surrogate-First Teacher for a single or any clan might even hire them in such
several Immortals. Instead, it is
even a coterie of vampires. They a capacity, as it would give them an
intended to be merged with another
could guide the initiates through the incredible edge over any who mistake
setting to add another flavour to the
world with their experience, acting as them for a mere ghoul.
world. This section will talk about
an ally and confidante outside of It is worth bearing in mind that
the three major lines: Vampire: The
vampire society. the daytime can become a problem
Masquerade, W
erewolf: The Apocalypse,
Alternatively, an Immortal’s First for any game where an Immortal
and M
age: The Ascension, and how
Death could have happened recently, character runs with vampires. The
Immortal characters might change
possibly because of a vampire, and player of an Immortal character must
those games and worlds.
they are instead playing a (fellow) recognise that most of the activities
It likely goes without saying, but
student to the coterie, all of them they carry out will likely happen
the sections on Werewolves and
figuring out what’s going on together. during night-time, lest the other
Mages are largely unchanged from the
If paired with Thin-Blooded players be left to twiddle their
iteration of this supplement written
vampires, the themes of an Immortal thumbs. That said, if the Storyteller is
for the 20th Anniversary Editions of
may become even more pronounced, prepared to split the group for some
their respective lines. That said, they
with the Duskborn lacking any clear Scenes or play somewhat loose with
are still helpful and instructive, even
mentors or sympathetic ear amongst Scenes which are played
for someone Storytelling a game
Kindred, whilst also knowing almost consecutively, but actually quite
within the context of Vampire: The
nothing of what is going on - a dark disconnected in time, this need not
Masquerade.
mirror to any modern Immortal. be a problem.
kindred There are many ways that an Vignettes can also help with this
When considered intently, vampires Immortal can come into a coterie of situation to let the Immortal see the
are a contradiction. They are born of vampires, but there’s one very Sun every so often, as solo Scenes are
humans, yet they feed on humans, important thing to remember: to be expected during such sessions.
control humans, and they are Immortals are closer to humans than Finally, even if no actively-roleplayed
normally destroyed by - and greatly vampires. They will generally be a Scenes occur during the day, the
afraid of - humans. In every sense of very human influence upon vampires, Immortal can still make great use of
the word, they are parasites upon all acting as a counter-balance to the their freedom by describing the
humans and humanity itself. In the influence of ancient monsters who actions they take over the course of it,
World of Darkness, the protagonists force them into depravity to further giving the coterie an edge over their
the Jyhad, to say nothing of their own solely nocturnal rivals.
75
IMMORTAL: THE GATHERING
76
STORYTELLING FOR IMMORTALS
sorcerer as an apprentice. Such particularly striking, but there are It is also necessary to keep in
knowledge would never be lost or disadvantages to playing an Immortal mind the aims and desires of the
decay as long as the Immortal when compared with a vampire, various characters in a group. The
remains alive and they would make a werewolf or mage. aims of a Fera, for example, are
potent, useful and terrifying ally. All three possess a wide range of different from that of a vampire. A
Conversely, a mage who receives an powers which an Immortal cannot Garou may wish to increase her
ancient Immortal as a mentor could match. Many Disciplines and Gifts Renown by combating the Wyrm,
gain a potent leg up. bestow advantages in a wide variety while the vampire might want to
Other Traditions would take a of situations, physical, social and extend his power and influence.
variety of approaches to an Immortal, mental, and the Magick wielded by An Immortal may have one
with some just seeing them as a glitch mages is obviously unparalleled in the underlying aim - to win the Prize - or
in the universal machine, while others breadth and depth of its application. they may simply wish to survive for as
see them as some angel or demon sent If the game ends up in very long as possible and pretend at an
by God. The specifics would vary high-powered situations, which the idyllic life. In either case, the only
from mage to mage. 5th Edition of Vampire: The sure way to accomplish these is to kill
On the other hand, Technocrats Masquerade is already not designed to other Immortals and take their
would likely see the Immortal as deal with, these differences could be Quickening. The players and
being one of three possibilities. First quite striking. Storyteller should always work
one would be the next step in human In some situations, The Last can together to make sure that there is a
evolution, something that Iteration X significantly smooth out some of reason for the Immortal character's
and the Progenitors would invest a these differences, and the Storyteller presence in the group, and for the
great amount of resources to study should actively be thinking about group to work together.
and research. The second would be what an Immortal may sense through Mages and the Fera may have
that the Immortal is an anomaly that the Last throughout a Session, Story teamed up to thwart the
needs to be destroyed. The third and chronicle if there are concerns Technocracy's plans, as it is in both
would be that the Immortal is a about player characters feeling useful. their interests, but a player with an
potential tool to be used and Be aware that over-reliance on a Immortal character could quickly
controlled. Storyteller’s dictations to a player discover that she is just riding along
Despite these suggestions, may still strip them of their agency in this situation, with her character
opinions of mages can vary wildly, and feeling of their own contribution. not fulfilling a role in the group in
and all kinds of stances can be taken That said, consider the various terms of distinct powers or
to allow for a smooth integration of instances in Highlander where an capabilities, whether narratively or
mage and Immortal player characters. Immortal knew something he really socially. It is important to ensure that
shouldn't have - Connor finding the actions of the group as a whole
Brenda's gun and tape recorder, don't conflict with the aims of any of
Telling a Chronicle
Kurgan knowing that, "There is one its individual members and that they
Telling a chronicle with a group
among them named Connor,” Connor collectively weave an interesting
which includes an Immortal is
sensing Rachel's presence and asking story.
something of a challenge. Physically,
what she was looking at and so on. If the group struggles for
Immortals are among the most
This uncanny and impossible connections, an out might be if the
powerful and durable characters in
knowledge is not unreasonable for an Immortal character has inherent ties
the Storytelling system. At higher
Immortal. to other members of the group,
Quickening ratings this can be
instead of just being a tag-along. She
77
IMMORTAL: THE GATHERING
might be a distant (adopted) relative ■ One Immortal mixed with on can make for very cinematic fight
to any of their group - perhaps several humans, whose players scenes.
looking after descendants of relatives may have to play several Equally, as you might want these
until they eventually culminated in characters over time as their fights to feel emotional and
the First Change, Awakening or characters die character-driven as much as
Embrace of one of the other player ■ Several Immortals in a story rules-driven, the normal rules for
characters. before the Urge became conflict laid out in Vampire: The
Keeping the mood and theme will prevalent Masquerade ( pp. 123 - 125) can do just
also require a careful balance, as the ■ A historically varied chronicle fine with appropriate narration of the
Immortal does not suffer from where each story is set in a action by players and Storytellers.
Hunger or Rage and therefore has a different time period, which can You should choose whichever system
completely different (and less blend any of the above game works for you and your group, but if
commonly felt) set of things to worry styles combat is a frequent occurrence in
about, especially when interacting ■ A solo game for a single your chronicle, Immortal duels
with mortals. Do not feel the need to Immortal, in the modern days should carry a little extra weight than
fight this, for an Immortal’s loneliness and nights or possibly over a normal skirmish.
is their own theme, and whilst at first different time periods, which can A rule worth bearing in mind for
it might be nice to avoid the likewise blend the above game duels between Immortals is that
problems which others face, they can styles combatants in close combat are able
never truly belong nor understand to parry or counter opponents attacks
what their fellows are going through. If setting a chronicle partly or wholly using their combat skill, typically
On the other hand, one could run in a different time period, I Melee, instead of relying solely on
an Immortal-centric Chronicle, recommend checking out my v5: dodging with their Athletics skill to
which would make for a very Dark Ages Fan Supplement for some avoid damage.
different experience. Some possible rule variants which may come in In keeping with the more
styles of game include: handy. complex and mechanically-driven
■ One Immortal mixed with other combat rules of earlier editions,
creatures of a single type, e.g. an Immortal: The Gathering 20th
Conflict
Immortal amongst a vampire Anniversary Edition h
ad a healthy
Duels between Immortals are likely
coterie - the default assumption section describing specific rules and
to be set pieces or climaxes of any
in this supplementAn entirely combat maneuvers for combat
Immortal player character’s arc
mixed group, with a variety of between Immortals.
within any appropriate Story. As a
supernatural creatures - a more If you wish to implement a far
result, the Additional Conflict
difficult option, particularly more rules-heavy combat for
Options (Vampire: The Masquerade,
until other supplements in 5th Immortal duels, these can be found
pp. 296 - 296) are recommended
Edition are released on pp. 32 - 36 of I mmortal: The
reading for such fights. Making use of
Gathering 20th Anniversary Edition.
advances, manoeuvres, blocks and so
78
STORYTELLING FOR IMMORTALS
79
IMMORTAL: THE GATHERING
80
STORYTELLING FOR IMMORTALS
81
IMMORTAL: THE GATHERING
82
STORYTELLING FOR IMMORTALS
situations. On the other hand, James world, along with many parties with a
83
IMMORTAL: THE GATHERING
As the Watchers need not impact ethos could be summed up by saying ■ 4,100 years - Gilgamesh was the
the actions of your Immortal player that, “There must always be two.” first Immortal recorded or
character at all, and almost certainly This group maintained a sanctuary witnessed
won’t affect other players, care must for Immortals who wished to seek ■ 2,500 - 4,000 years - The Four
be taken that they don’t take the peace and escape the Game. If none Horsemen of the Apocalypse are
limelight if that’s not what you want. volunteered, then some would be the earliest records, or the early
kidnapped to ensure that there are accounts of the first Immortals
some in the sanctuary at all times. in India were recorded by some
The Hunters
In the World of Darkness, this as avatars, and by others as
The existence of Watchers inevitably
concept could be retained in a Immortals
leads to those called Hunters, rogue
sanctuary (or several) built on holy ■ 3,000 years - The long-lived
or ex-Watchers who wish to eliminate
ground, where a few Immortals lie in peoples of the Old Testament
Immortals, either just particular
a dreamless death, entombed in were the first Immortals
individuals or the group as a whole.
concrete under a bunker and under recorded and witnessed
Whilst Watchers are driven by the
constant supervision. As long as this ■ 2,000 years - An Immortal
truth, Hunters see the real danger
sanctuary - or these sanctuaries - around Judea was the first
which Immortals pose and wish to
remain undisturbed, the Game can Immortal they recorded or
make sure that no evil Immortal wins
never be won. witnessed
the Prize. Of course, an easy way to
■ 1,800 years - Qin Shi Huang,
accomplish this is to make sure that
First Emperor of China, was the
no Immortal wins the Prize at all by Origins of the
first Immortal recorded
eliminating every Immortal whilst Watchers
there are no others around to take
The origins of the Watchers is never
their Quickening. purpose
really explained in H
ighlander: The
Hunters may be a useful foil in Observe Immortals and record
Series, and even the name may just be ■
any Chronicle, especially if humans’ the truth
a nickname rather than the official
collective ignorance is taken for ■ Ensure sure that only a good
name of any organisation. Just as was
granted or the Immortal player Immortal wins
done above for Immortals and the
character becomes a successful Ensure sure that a prophesied
Game in general, this section suggests ■
headhunter. Should a Hunter become hero wins
a few origins, purposes and present
attached to the Second Inquisition or ■ Prevent anyone winning
day incarnations to help with ideas.
even become allies with a ■ Created by an Immortal to keep
The below ideas can easily be
supernatural foe, there could be track of enemies
combined, especially if the Watchers
significant danger in store for the ■ Created by an Immortal to log
changed over the years, died out and
Immortal and their comrades who sit their own deeds
were reformed many times or formed
in the crosshair. ■ To catalogue immortals
from the combination of numerous
ancestor organisations. Alternatively, ■ To catalogue immortals by
another supernatural creature
Sanctuary it could just be one more mystery.
In H
ighlander: Endgame, a further
age
sub-group of Watchers were
■ 5,000 years - Osiris was the first
introduced who wish to ensure that
Immortal that they (thought that
the Game never wins, but by a
they) recorded
different method to Hunters. This
84
STORYTELLING FOR IMMORTALS
85
IMMORTAL: THE GATHERING
rather than strictly mechanical ones, have all the benefits and
86
l o r e s h e e t
clan from the Scottish Highlands, Clan MacLeod found
and raised two notable Immortals: Connor and Duncan.
Despite their youth, being born in the Sixteenth
Century, they have made their mark on the Game and
most Immortals alive today have heard of them.
Most famously, Connor defeated a powerful Immortal known only
as the Kurgan, who had been assumed by many to be the main
contender for the Prize prior to his Last Death. For a long time, Duncan
was thought to be less dangerous than his clansman, but his honourable conduct throughout the centuries brought him
admirers and adversaries alike.
⬤ Ride Pleats: You have met at least called, you lose this merit and any damage equal to the highest of either
one of the MacLeods before, possibly Advantages or XP are refunded. Composure or Resolve.
even on friendly terms, and can lean
on this association to get you out of ⬤ ⬤ ⬤ Camaraderie: You have ⬤ ⬤ ⬤ ⬤ ⬤ Kin: The MacLeods
sticky situations. You may mention heard of the many tales of the consider you a kin, perhaps due to
either Connor or Duncan MacLeod to MacLeods’ kinship and meetings with having one of them as a First Teacher,
gain a one-die bonus for the purposes each other and other Immortals. having saved one of them at great
of relevant Social checks with Once per Story you may ignore any peril, having also had Connor’s
Immortals, primarily ones related to effects associated with Temporary teacher, Juan Sánchez Villa-Lobos
coercing your way out of a fight or Urge for an entire scene, as you Ramírez. The MacLeods are rarely in
intimidating them to back down. You remember that camaraderie is the same place at the same time,
may do this once per Story without possible even in the darkest hour. This especially since the turn of the
any issue, but doing so more often includes both negative effects such millennium, but are both formidable
may cause word to get back to the as having to roll Willpower when and resolute allies. They are the
two MacLeods of what you are doing. Sensing another Immortal and being equivalent of a five-dot Mawla
temporarily immune to the effects of (•••••) encompassing both
⬤ ⬤ Oath: One of the MacLeods the Headhunting Compulsion, but MacLeods, except that you cannot
owes you a favour, likely for helping also means you do not gain the ability call upon the help of both within the
them out of a tight spot during a to see through Cloak or magical same story.
previous life. This grants you the obscurity of Immortals. Connor will likely only come to
equivalent of a Minor Boon from one your aid in the case of the worst of
of the MacLeods, which can be ⬤ ⬤ ⬤ ⬤ Fight On: The struggles of peril - although he is more involved in
called in at any time. As they are the MacLeods are legendary, from the Game and may even come
amongst the most dangerous their expulsion from their own mortal proactively if he has heard of a
swordsmen who walk the Earth, even clans to their efforts against the headhunter near you. Duncan, on the
a minor boon could still be an greatest of foes. Their fortitude inspires other hand, will come to your aid
incredible favour indeed, as most you, and once per story you may heal under less dire circumstances, but has
activities which would be a mortal either a single level of Aggravated
a firm moral code which makes him
danger to a lesser Immortal would not Willpower damage, or a number of
unlikely to lend a hand if he feels that
be for them. Once this favour is levels of Superficial Willpower
you are not in the right.
87
l o r e s h e e t
nbeknownst to most, mortals and Immortals alike, the Biblical
figures of the Four Horsemen of the Apocalypse were inspired by -
or incarnated by, depending on one’s beliefs - a group of four
Immortals who banded together during the Bronze Age and
rampaged across Europe, the Middle-East and Africa. Whilst this group
eventually evaporated, their impact upon the world at the time cannot be
understated. Although many have tried to live up to their legacy, none have ever
succeeded.
In the time of the Gathering, records and memories of this legacy have begun
to resurface, and the more determined and pragmatic of headhunters have even
begun to consider a temporary alliance to dwindle the number of opponents.
⬤ Tales of Carnage: You have their brutality. Once per story you may problem or just ask him to spin you a
studied enough stories of the Four ask your Storyteller a question or for yarn - or share with you his insights on
Horsemen to be able to recount some advice about a plan, tactic or beer. With the Gathering upon you,
of their legendary deeds, whether strategy which you are considering. this will more likely be a phone call or
apocryphal or real. When telling such They should answer this truthfully and a meeting in an extremely crowded
a tale, which may take several helpfully, and may even reveal secret area than a personal meeting.
minutes, you may tie in a moral, information as a result of the latent
parable or comparison to an psychic abilities and luck granted to
⬤ ⬤ ⬤ ⬤ ⬤ Comes a Horseman: The
on-going challenge facing you or you by the Quickening.
Gathering is nigh, and what better
your listeners. For the rest of the
way to ensure your own victory than
Scene, you gain a one-die bonus to ⬤ ⬤ ⬤ ⬤ Death: You have learnt the
to ensure that the Horsemen ride
Intimidate any listener by making truth of the last remaining Horsemen,
anew? Whether you have simply
comparison to deeds described in Death, and know that he is in fact
heard too many legends, recovered
your story. Methos, the eldest of all Immortals -
the sword of Caspian, Kronos or Silas
and you have even met him. Whilst
or have taken the Quickening of
⬤ ⬤ Survivor: You have learnt he now spends his life quietly, in an
someone who once survived an
important lessons about living a life of unassuming persona, and as firmly
encounter with them, you are sure
constant bloodshed, whether from away from the Game as possible in
that your destiny is to reform the
your own life, your First Teacher or the order to stay alive for yet another
Horsemen - and it seems that the
Quickening of your opponents. You 5,000 years, his mind remains sharp.
Game agrees. Fate and even the
gain a one-die bonus for any dice He enjoys can tell stories no other
Game itself seems to twist itself
pool to evade or escape surveillance living being is likely to have heard, is a
around you in order to help you finish
or enemies, which is additive to any brilliant strategist and likely has
the Gathering, although what form
bonus from a Haven’s dots in Postern. familiarity with every supernatural
this takes is up to the Storyteller.
creature in the World of Darkness.
⬤ ⬤ ⬤ Cunning Strategy: The Four Once per story you may arrange
Horsemen were known, in their time at to chat with the old man and either
least, for their cunning as much as pick his brain about a particular
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shadowy historians, stalkers, a secret society and a
library of chronicles, the Watchers observe, catalogue
and chronicle all Immortals they encounter. They keep
vast stores of knowledge about every one they have ever
encountered, driven by varying mixes of curiosity, obsession and envy.
Chasing information on immortality all across the world, every
Immortals, is almost certainly be under scrutiny and will have been for
some time - perhaps from the earliest days following their First Death,
but almost certainly since they were spotted with their First Teacher.
Watchers maintain a chronicle on almost every individual Immortal
and whilst they are typically unknown and invisible to their subjects,
they are only mortal - only human. And to err is human.
Some dots of this Loresheet relate to relationships which may be better left
unknown to the player or at least the player character. The Storyteller should work with the player of an Immortal character who
takes merits from this Loresheet to strike the right balance between knowing what they are signing up for, whilst keeping some
characters shrouded in mystery at character creation.
⬤ Ignorance is not Bliss: Through but only regarding Immortal matters, ⬤ ⬤ ⬤ Speculative Chronicle:
careful observation - or interrogation - and you may not request such aid. Despite their vast libraries and skilled
you have learned of the Watchers, You will find it exceptionally difficult - if operatives, the Watchers do not know
their modus operandi and the not impossible - to proactively draw your identity and do not have a field
information they record, although you information out of them, assuming you agent trailing you. It is likely that they
do not know your current Watcher. know them, and they will never betray know that someone exists, perhaps
This might give you leads to chase the oaths they took to preserve their piecing together unexplained
down, a useful distraction to throw at organisation or its secrecy. You may Immortal deaths, but they do not
an antagonist or it might end up know or even be friends with the have enough information to pin it to
leading the entire Chronicle to Watcher, but are highly unlikely to you specifically. If you have a high
uncovering the mysteries of the know who or what they are without Fame (Immortals), they will likely have
Watchers themselves. the relevant merit. a chronicle under a mythical name or
Once per story, you may gain pseudonym, but the details will be
⬤ ⬤ Sympathetic Watcher: Your two successes to a long-term spurious guesswork. You are unlikely to
Watcher is somewhat friendly or Investigation or Streetwise test or realise this without the relevant merit,
sympathetic towards you, and may Project to find information about and are simply very lucky.
tip you off if a notorious Headhunter another Immortal who has hostile
comes to town, or even lend direct intent, or two dice to notice danger ⬤ ⬤ ⬤ ⬤ Biased Invigilator: Your
aid in maintaining your current within your Haven. The information Watcher is very friendly towards you
Identity/Mask if other mortals suspect may come from scraps of paper left and is actively involved in your life,
something peculiar is happening. Your on a doorstep, anonymous phone perhaps even rooting for you to win
Watcher may treated as equivalent calls or similar sources. the Game. They are the equivalent of
to a two-dot Contact (••), in that a four-dot Contact (••••) with
they will provide information to you, specific knowledge of you and your
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l o r e s h e e t
life, the Watchers, any other Immortals ⬤ ⬤ ⬤ ⬤ ⬤ Wolf Amongst Sheep: particular Immortal or Immortal-
who reside near you and any You have successfully infiltrated the related topic and they will answer to
Immortals which prominently feature Watchers, to the point that you have the best of their knowledge. Likewise,
in your history. They in turn have their tattoo on your wrist (temporarily) you should expect to be given a task
contacts of their own, including from and are a researcher assigned to by the Watchers once per story,
amongst Watchers. dormant or speculative chronicles. which may include finding an old
You are likely to be acquainted You talk regularly with your colleagues artifact, journal, checking in on a
with your Watcher and may even and even peruse the chronicles of missing Watcher, filing an update on
know what they are - if not the full other Immortals on occasion. You
a chronicle which you have been
details of what that means. Your may even gain access to your own
assigned to or even tailing another
Watcher is unlikely to reveal details of chronicle so that you can hide some
Immortal whilst their Watcher is
the Watchers as a whole, but may do details under the guise of peer review,
out-of-action.
so in an emergency if doing so would or be the steward of it, if it is a
This Lore may be taken without
save your head. They will not betray speculative chronicle, although
interfering too much will blow your other merits from this Loresheet, but
the Watchers, and asking them to do
cover. the Storyteller is encouraged to make
so will jeopardise your relationship.
Once per story, you may the interaction - or lack of it - flavour
They may occasionally ask for favours
contact other Watchers for how this merit works within the story.
in return.
information on the movements of a
The Flaws in this section may be taken as normal Flaws ⬛ Flaw: (⬤ ⬤) Nothing is Hidden: A Watcher has
during character creation at the discretion of the decided that you are not worthy of winning the Game
Storyteller. The antagonistic Watchers described in this and will stop at very little to ensure that the Prize is never
Flaws will not shatter the Illusion, nor betray the Watchers yours. This takes one of two forms:
as a whole and they are unlikely to know of other
■ Rogue. The Watcher who hates you is your own and
supernatural creatures.
you cannot count on anything about you remaining
secret or safe. Opponents will frequently be led to
⬛ Flaw: (⬤) The Walls Have Ears: Your Watcher does convenient information about you and once per
not like you to such an extent that they will cause story the Storyteller should consider that one human
occasional difficulties for you in your regular life or let or Immortal opponent has access to relevant
things slip to those who mean you ill. These effects can information or resources, equivalent to them having a
lead to negative impacts on other Backgrounds or your three-dot Contact who specialises in you.
relationships. Examples of how this may harm you include:
■ Hunter. An (ex-)Watcher wants you killed away from
■ Your Haven becoming Compromised towards a
other Immortals in order for your Quickening to be
specific Enemy or Adversary for a story
forever lost, which may be due to a personal
■ Two dots of Resources being temporarily unavailable
vendetta or simply poor luck to land in their crosshairs.
due to leaks of dodgy financial dealings
You gain a three-dot Enemy (•••) in the form of a
■ One of your Anchors becoming distant and unwilling
group of Hunters, or a Hunter and a group of
to continue speaking with you due to rumours or
mercenaries, who know about Immortals -— and you
evidence reaching them that implicates you in a
in particular.
crime
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Appendix
Foreword from 20th Anniversary Edition
Highlander: The Gathering was written back in 1993 and is one of the most loved fan supplements.
Unfortunately for us, some 20 years have passed since edition 2.5 was made. With the rise of the 20th
anniversary editions of Vampire, Werewolf, and Mage, I thought it would be a good idea to redo the rules for
modern times.
Some of the things changed in this are the virtues system. Originally Immortals didn't have virtues
like humans, however with the creation of new editions of Vampire, this changed, Immortal didn't. So, I have
introduced the concept of Dark Quickening, which functions similarly to Torment from Demon, but transfers
between Immortals after a death. This has added a sense of morality that is well known to the World of
Darkness, and now Immortals are not excluded from this.
While writing this I tried to preserve as much as the original concepts (and wonderful text) as
possible, and to clear up some things about Immortals. I also choose to ignore the bad Highlander movies, and
to keep the good fluff in check, while preserving the original game's concepts. This means the game's
Immortals are slightly different than the ones in series and movies. Deal with it; we can’t get everything we
want.
"Immortal: The Gathering 20th Anniversary Edition” is compiled from Hank Driskill and John
Gavigan’s “Highlander: The Gathering” and Mark Antill’s “The Highlander Player’s Guide", and R's Revised
Edition. This net supplement would not be possible without their hard work.
This version brings together the best elements of the work of these gentlemen into one sourcebook.
It also places the supplement in step with the 20th Anniversary Edition books, both mechanically and
thematically. This version is somewhat darker than the previous versions.
Thank you and enjoy.
- Outlander
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THERE CAN BE ONLY ONE
AHOMEBREWSOURCEBOOKFOR