162 lines
7.7 KiB
Plaintext
162 lines
7.7 KiB
Plaintext
Chapter 1 - The Gathering
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In the end, there can be only one.
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-Ramirez
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Immortals seem to appear at random from the human population. One in
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a million perhaps, maybe less. They are born of humans, raised as
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human, and (to most) appear quite human. They age, living a normal
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life, until they first are killed. Then, they miraculously recover,
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and begin their lives as immortals.
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Immortals cannot have children. They do not age, and do not get sick.
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They cannot drown, or die from any conventional injury: they will
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always recover, no matter how severe the damage (in the series, it was
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mentioned that one immortal was burned at the stake, and recovered from it).
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The only way for them to die is to have their head removed from their body.
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Immortals have a legend passed among them, that they will eventually
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feel a call to battle, and will be forced to fight one another until
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only one remains. This one will get "The Prize", some power that none
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of them know or understand. Down through the ages, awaiting "The
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Gathering", immortals fight, kill one another, and absorb each other's
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Quickening.
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The term Quickening refers to the lifeforce of an immortal. It is the
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sum of all his knowledge and power, and is what makes him different
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from the mortals around him. Quickening is what the immortals fight
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for: when they fight, they fight to literally absorb their opponent's
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lifeforce into themselves.
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Before we can discuss the creation of immortals as characters, we must
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decide what Quickening means, and how to represent it in the
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Storyteller system.
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Quickening in the World of Darkness
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The sensation you're feeling, is the Quickening.
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-Ramirez
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Quickening is the power of an immortal. In the Storyteller system,
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this "inner power" is quite similar to the Pattern of any living
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thing; in immortals, this Pattern is more tightly woven than with
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other living beings. The Quickening is therefore also similar to
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Quintessence, the magical "raw power" that fuels Patterns and also is
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used by Magi to do their magic. Only when they die is their
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Quickening released (except in special circumstances, see Rules
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below). Magi cannot pull Quickening from an immortal, nor can they
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alter an immortal's Pattern in any way.
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Magi hold Quintessence within their bodies, because of their Avatar.
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To the supernaturally-trained eye, immortals will often be confused
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with Magi: they have an excess of raw energy within them. The Garou
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likewise store mystical energy within them, according to their Gnosis.
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Immortals are therefore occasionally mistaken for Garou as well.
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Unlike Garou or Magi, however, immortals do not "spend" their
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Quickening, it is a permanent part of them.
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In the Storyteller system, we keep track of the "power" of an immortal
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with an attribute called (surprisingly enough) Quickening. Much like
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vampiric disciplines, garou gifts, or a mage's spheres, Quickening
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allows immortals to perform superhuman feats. The higher the
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immortal's Quickening, the more abilities he has and the more powerful
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he becomes. Quickening is a "catch-all" attribute, and has many
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powers associated with it, not all of which are related (except that
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they all are demonstrated in the movie or series).
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Gaining Quickening
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If your head comes away from your neck, it's over.
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-Ramirez
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Unlike vampires, garou, or mages, there is only one way for an
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immortal to gain Quickening: through fighting and killing another
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immortal. This makes it more difficult for them to increase in power,
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as time alone does not make them more powerful. As you will see in
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Chapters Two and Three, they receive compensation for this limitation.
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When two immortals fight, their Quickening is mingled into an
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electrical lightshow around them, in direct proportion to the power of
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the two. When one wins the battle (by removing the other's head), he
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absorbs the Quickening of the loser, gaining the loser's power and
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knowledge. The rules for this are covered in Chapter Three.
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When an immortal emerges victorious, slaying another, he absorbs only
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a fraction of the energy flowing around them. The excess energy from
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the battle discharges into the environment, causing glass to shatter,
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electrical devices to explode, and in general making a mess.
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The Rules
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Holy ground, Highlander! Remember what Ramirez taught you!
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-Kurgan
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The immortals have rules of engagement: these rules are traditions,
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with a basis in common sense, and all immortals follow them. These
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rules are each based around Quickening, and the gaining and losing
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thereof.
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The first of the two main rules is that the immortals always fight one
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on one. Why is this? A pair of immortals, with their centuries of
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experience, could work quite effectively together to whittle down the
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"surplus population", as it were. Why do they not team up? In the
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first episode of the series, Connor and Duncan (who are friends and
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even Clansmen) refused to team up to battle the decidedly evil Slan
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Quince...
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The answer to this riddle comes from the way immortals fight. When
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they battle, the Quickening begins to flow between them, mingling and
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flowing around them. When one of them defeats the other, the
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Quickening flows into the nearest receptacle: because of the mixing,
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and the natural tendency of an immortal's Quickening to return to him,
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his Quickening and that of his opponent flow into him.
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If two immortals battle an enemy, only one of them (most likely the
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one who actually removed the head) will receive the Quickening from
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the battle. Not only will they receive their own Quickening, and that
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of the loser, but also a fraction of their ally's. This stealing of
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an ally's knowledge and power is not a pleasant thing for the ally, to
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say the least, and is therefore something that no immortal desires.
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Hence, the rule "always fight one on one" has developed.
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The other main rule of the immortals is in regard to holy ground.
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Immortals will not battle on holy ground, and in fact retreat to holy
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ground whenever they are faced with an impossible enemy. This rule is
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similarly based on the flow of Quickening.
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What is "holy ground"? In Mage, there are places called Nodes, where
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magickal power converges. In Werewolf, these same locations are
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called Caerns, and are viewed as holy ground. It's a simple stretch
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to assume that many churches and "holy sites" are likewise built on
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these locations of power: for this discussion, these places of power
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will be called "holy ground".
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When two immortals battle on holy ground, the site itself is always
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assumed to be the victor. When the victor takes the loser's head, the
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loser's Quickening flows into the site, as does a portion of the
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victor's as well. This loss of power and knowledge is sufficient to
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dissuade even the most vicious of enemies from attacking on holy
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ground.
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These are the only two real rules. Evil immortals will stop at
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nothing else to gain Quickening: friends and loved ones are often
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pulled in as pawns in the battles, as are helpless innocents who have
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nothing to do with the Gathering... no one is truly safe.
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The Prize
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I know! I know everything! I am everything!
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-Connor
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The immortals battle for "The Prize": either for themselves, or to
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keep it from falling into evil hands. Mankind would suffer an
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"eternity of darkness", as the movie said, if the Prize came to an
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evil immortal.
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What is the Prize? It's not really necessary to define it in game
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terms, since the immortal who gains it will become in essence a god.
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The movie left it deliberately vague, and in keeping with that
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tradition no specific rules will be given for it. Suffice it to say
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that an evil immortal gaining it would pose a danger to kine and kin,
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garou and mage alike.
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