Chapter 4 - Systems You've the devil in you! -Dougal This chapter details how immortals advance, and also how combat involving immortals is done (namely, how does one remove a head anyway?). Experience You've no knowledge whatsoever of your potential! -Ramirez Immortals gain experience in the same way as the other characters in the Storyteller system, and so much of the chart given here is simply repetition. Trait Cost New Ability 3 Willpower current rating Abilities current rating x 2 Attributes current rating x 4 Quickening current rating x 6* * Quickening can only be increased by an equal split of Quickening Experience and "normal" experience Healing Who wants to live forever? -Queen Immortals recover from wounds much more rapidly than mortals. In Chapter Three, using Quickening to heal was discussed. Without the use of Quickening, however, immortals still recover from crippling wounds in a short period. Examples given in the series include immolation, falling from a cliff, being shot in the head, and others. Without the use of Quickening, immortals heal using the following chart. Health Level Time Bruised One Round Hurt One Minute Injured Five Minutes Wounded Thirty Minutes Mauled One Hour Crippled One Hour Incapacitated One Hour Rules for Combat Don't lose your head! -Ramirez How does one remove a head? Well, in the Storyteller system (specifically, in the Anarch's Cookbook), a head shot is Difficulty +3, and damage that renders the opponent one level past incapacitated is enough to decapitate them. Often in the duels fought in Highlander, however, the two fight until one loses his weapon and is driven to the ground, admitting defeat. It is rarely a lucky shot that chops off the head, but more often a defeat of the spirit... One of the failings in the Storyteller system is that the combat system lacks the detail that the Highlander movie shows in the duels for Quickening. Hence, the storyteller is encouraged to embellish the combat greatly... a combat between two immortals will often be only a few dice rolls (no more than four or five rounds, most likely), but the importance of the combat deserves as much attention as possible. Remember that the player is fighting to increase his power, in a battle where he has a decent chance of dying... the player is fighting for his knowledge and power, pitting it against another to the death.