181 lines
6.8 KiB
Plaintext
181 lines
6.8 KiB
Plaintext
Chapter 5 - The World of Darkness
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Fighting to survive, in a war with the darkest powers...
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-Queen
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Immortals bring an interesting new facet to the World of Darkness.
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How do they fit in, however? Each of the Storyteller facets (Vampire,
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Werewolf, and Mage) has introduced a new set of heroes and villains,
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locked in battle over cosmic concerns. The immortals from Highlander
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fit quite nicely into this world, and will find themselves quite busy
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fending off both their own enemies and those of the others.
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Antagonists
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'How do you fight such a savage?' 'With heart, faith, and steel...'
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-Connor, Ramirez
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Immortals vs. Kindred
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Immortals are quite apt to run up against the Kindred of a given city:
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Kindred feed off the mortals, immortals protect them. Kindred seek to
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control or destroy, immortals are an unknown force that don't fit into
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their schemes. They're dangerous. However, immortals have their
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uses, and getting one on your side is definitely helpful.
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Immortals vs. Garou
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Immortals are more likely to join the Garou than anything else. The
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Garou fight for a simpler time, a time the immortal (possibly) still
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remembers. On the other hand, many immortals have amassed great
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fortunes and (possibly) control portions of man's world that the Garou
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don't appreciate. Also, PC immortals are likely to follow in the hero
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mold of Duncan and Connor MacLeod, which will put them strongly with
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the Garou and against the evils of Pentex...
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Immortals vs. Magi
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Immortals and Magi just don't mix well. Not that they can't, just
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that often magi will eventually decapitate the immortal just to
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empower their Node. Also, Magi (like Kindred) will often distrust
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what they can't control, and the immortal's immunity to both Prime and
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Life makes them a danger. On the other hand, immortals make useful
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companions, powerful and yet not beholden to a Clan or Tribe.
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Immortals vs. Arcanum
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The Arcanum has a specific branch that studies the immortals, a branch
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which has in recent years developed (in some instances) a decidedly
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negative reaction to them.
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The Watchers
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The Watchers are a perfect fit with the Arcanum (the Watchers have
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been detailed in the series, and one of the main characters starting
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with the second season is a member of this group). The Watchers have
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spent centuries studying the immortals, chronicling their exploits,
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but not interfering. They keep accurate records of all new immortals,
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who has taken who's head, and (like the immortals themselves) wonder
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as to who will gain the Prize, and what this Prize is.
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Watchers are mortals, and are chosen for their "normalness". They
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don't stand out in a crowd, they blend. They don't trigger the
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immortal's senses, and are trained to observe. Their only
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distinguishing feature is a tattoo on their wrists, a circle with a
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holy symbol of their order within. This allows them to easily
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recognize one another, and to remind them of their mission.
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The Hunters
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In recent years, a rogue branch of the Watchers has formed. This
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group, fueled by paranoia, has decided that they cannot wait and hope
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that the immortal who gains the Prize is a good person. They actively
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hunt and kill immortals, removing their heads and allowing their
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knowledge and power to be lost to the Ether. In this way, they seek
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to stop any immortal from achieving the power of the Prize. These
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"Hunters" view immortals as the greatest danger ever to face
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mankind... in the World of Darkness, however, their mission may have
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expanded to include Vampires, Magi, and any other beings they perceive
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to be a danger.
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Characters
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These are simply the author's interpretations of the immortals from
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the movie and series. If you disagree with part or all of it, change
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it.
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Connor MacLeod (circa 1985)
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I am Connor MacLeod of the Clan MacLeod. I was born in 1518 in the village
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of Glenfinnan on the shores of Loch Shiel. And I am immortal.
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-Connor
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Strength 3, Dexterity 4, Stamina 4
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Charisma 4, Manipulation 4, Appearance 3
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Perception 4, Intelligence 4, Wits 4
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Talents: Alertness 3, Awareness 4, Athletics 3, Brawl 3, Dodge 4,
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Intimidation 3, Intuition 3, Leadership 1, Streetwise 2, Subterfuge 4
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Skills: Drive 1, Etiquette 3, Firearms 2, Melee 6, Stealth 4, Survival 3
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Knowledges: Bureaucracy 2, Computer 1, Finance 3, Investigation 2,
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Law 3, Linguistics 3, Medicine 2, Occult 1, Politics 2,
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Science 2
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Backgrounds: Allies 1, Arcane 1, Contacts 2, Resources 5
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Quickening 7
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Willpower 7
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Weapon Katana (difficulty 6, Str+5=8 dice)
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Duncan MacLeod (circa 1993)
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I am Duncan MacLeod born 400 years ago in the Highlands of Scotland. I am
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immortal, and I am not alone.
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-Duncan
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Strength 3, Dexterity 5, Stamina 4
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Charisma 4, Manipulation 3, Appearance 4
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Perception 4, Intelligence 3, Wits 4
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Talents: Alertness 1, Awareness 3, Athletics 4, Brawl 6, Dodge 3,
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Intimidation 2, Intuition 2, Leadership 2, Streetwise 2, Subterfuge 3
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Skills: Drive 3, Etiquette 1, Firearms 3, Melee 6, Repair 1, Stealth
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3, Survival 4
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Knowledges: Computer 2, Finance 2, Investigation 3, Law 1, Linguistics
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4, Medicine 1, Occult 1, Politics 1, Science 1
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Backgrounds: Allies 2, Arcane 2, Contacts 1, Mentor 4, Resources 4
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Quickening 5
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Willpower 8
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Weapon Katana (difficulty 6, Str+5=8 dice)
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Ramirez (circa 1541)
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I am Juan Sanchez Villa Lobos Ramirez, chief metallurgist to King Charles V
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of Spain. And I am at your service.
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-Ramirez
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Strength 3, Dexterity 3, Stamina 4
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Charisma 5, Manipulation 4, Appearance 3
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Perception 5, Intelligence 5, Wits 4
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Talents: Alertness 4, Awareness 5, Athletics 2, Brawl 3, Dodge 3,
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Empathy 2, Intimidation 3, Intuition 4, Leadership 4, Streetwise 3,
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Subterfuge 4
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Skills: Etiquette 4, Melee 7, Music 3, Repair 2, Stealth 3,
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Survival 5
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Knowledges: Finance 4, Investigation 5, Law 4, Linguistics
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6, Medicine 4, Occult 3, Politics 4, Science 3
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Backgrounds: Arcane 3, Resources 5
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Quickening 6
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Willpower 9
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Weapon Katana (difficulty 6, Str+5=8 dice)
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The Kurgan (circa 1985)
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The Kurgans were an ancient people from the steppes of Russia. For amusement
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they tossed children into pits with hungry dogs to fight for meat. Ah, the
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Kurgan... he is the strongest of all the immortals. He is the perfect
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warrior.
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-Ramirez
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Strength 5, Dexterity 4, Stamina 5
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Charisma 2, Manipulation 4, Appearance 2
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Perception 4, Intelligence 3, Wits 4
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Talents: Alertness 3, Awareness 4, Athletics 3, Brawl 7, Dodge 5,
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Intimidation 6, Leadership 4, Streetwise 5, Subterfuge 2
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Skills: Drive 4, Firearms 5, Melee 8, Repair 4, Stealth 2,
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Survival 6
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Knowledges: Computer 1, Finance 3, Investigation 2, Law 3, Linguistics
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5, Medicine 2, Occult 4, Politics 3, Science 2
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Backgrounds: Arcane 3, Contacts 2, Fame 1, Resources 3
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Quickening 8
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Willpower 8
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Weapon Two Handed Sword (difficulty 7, Str+6=11 dice)
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