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