Anachronism: (-10 pt Disadvantage) You have been an immortal for some time, and are unable (or unwilling) to keep up with the changing times. An Intelligence roll is needed whenever you have to deal with something from a later period than your own mortal days. If the roll is failed, total the net failures, and use this total as a negative modifier to your attempts. [_Hank Driskill & John Gavigan_]
Emotional Isolation: (-5 pt Disadvantage) You have seen too many friends die over the years, and now wish to spare yourself the pain by avoiding becoming close to anyone. You often seem cold and without feeling, but you are now safe from pain. You have a -2 modifier to all Social skill rolls involving emotions and interaction, and cannot spend experience points on the Empathy Advantage. [_Hank Driskill & John Gavigan_]
Ennui: (-10 pt Disadvantage) You are world weary; you have seen enough to know that nothing is ever truly new. You rarely pay attention to those around you and assume that you know all there is to know about them. This gives you a -2 modifier to any Perception rolls involving people you know. Due to belief in the predictability of others, you also have a -2 penalty to the first action/skill taken following a surprise (such as an ambush.) [_Hank Driskill & John Gavigan_]
Flinch: (-10 pt Disadvantage) Because your original death was fairly painless, you are afraid of pain and will go to great lengths to avoid it. Make a Willpower-2 roll to do anything which might involve a great deal of pain (like jumping off a building or running into a burning building). [_Erik Nielsen_]
Lifesaver: (-15pt Disadvantage) You believe that human life is sacred and will not take a person's life except under extreme circumstances. You may not ever willing endanger the lives of innocents or in any way participate in a killing. You have no problems with killing animals (for the right reasons) and will kill evil and inhuman creatures to protect others if necessary (be very careful however with you definition of evil...). You can defend yourself if attacked, although you will only kill the attacker if you have no other choice, even if they are another Immortal attacking you. Senseless death in all forms repulses you. [_Hank Driskill & John Gavigan_]
Technophobia: (-5/-25 pt Disadvantage) You are unable to comprehend or operate anything that was invented after your first "death". Subtract 5 from all skills or defaults used involving such items or devices. If you are under 60 years old, it's a -5 point Disadvantage; if you are under 150, it's -10 points; under 400, -15 points; and over 600, -25 points. (see page Basic book p36) [_LeeGarv_]
Routine: (-10 pt Disadvantage) Through the ages you have settled into Routine. You tend to go to same places at the same time of day, week, month, or year. If others have studied your behaviour the Storyteller may lower the difficulty for trying to surprise you by 2-6 points depending on the nature of the situation. [_Hank Driskill & John Gavigan_]
Pacifist: (-15 or -30 pt Disadvantage) Due to religious beliefs or just amazing morals, you are unable to take another's life. In any circumstance involving violence you must attempt to get away or simply accept the consequences of the violence; you are incapable of fighting. Should you commit a violent act, you will become violently ill, and will be almost unable to live with yourself. Characters with this Disadvantage tend to live exclusively on Holy Ground, or are very good at hiding. The fifteen point version of this Disadvantage allows you to defend yourself (or others) but only in life or death circumstances (i.e., against an Immortal out for your head). The thirty point version precludes violence of any sort, and you may not purchase fighting skills of any sort. (see basic Book p35) [_ Erik Nielsen_]
Paranoia (Training): (5 pt Advantage) You know that there are many people out to get you, Hunters, other Immortals, the Inquisition and who knows what else. You go out of your way to prepare contingency plans, vary your movements and habits, and otherwise make yourself a difficult target. As a result you are less likely to be attacked unawares. You have +2 bonus to vision roll to spot ambushes and the like; with an IQ-2 roll to know that you need to look. (a precursor to Danger Sense) [_Hank Driskill & John Gavigan_]
Weak Persona: (-15 pt Disadvantage) Your persona is strong enough for normal circumstances, but when you are infused with the knowledge and memories of another Immortal (by taking their heads) the conflict is just too much sometimes. You must test for Overpowering Quickening everytime you kill another Immortal, no matter what their Quickening was. This cannot be taken along with Iron Will. [_LeeGarv_]
Supernatural/Occult
Endurance: (50 pt Advantage) Immortals do not die, but they do weaken if they go for prolonged periods of time with food, water, sleep, or air. An Immortal with this benefit never needs to eat, drink, sleep, or breath. However, most still enjoy food and drink -- it makes them feel human.(see "Doesn't Breathe [20],Doesn't Eat or Drink [10], Doesn't Sleep [20] page CI_53 [_ Marco_]
Holy Ground Aversion: (-10 pt Disadvantage) This is similar to the Painful Detection Disadvantage, but only applies to holy ground. The Immortal must make a Willpower roll at -5 to enter holy ground. [_ CharlesFreel_]
Hidden Quickening: (30 pt Advantage) Other Immortals cannot sense you, although you can sense them. If they should become aware of you, however, and kill you, they can still get your gifts. [_ Marco_]
No Sense of Quickening: (-25 pt Disadvantage) You can not sense when other Immortals are nearby. You can still kill them and get the Quickening Experience, but you just can not 'feel' them coming. [_ J. Clayton_]
Painful Detection: (-15 pt Disadvantage) The Immortal's Detect Immortal and Sense Holy Ground are accompanied by extreme pain, sometimes the pain of their first death, or maybe just the kicked in the groin/really bad cramps pain. The Character must make a Health check at -6.. The net failures are subtracted from all actions until the character is off the holy ground or out Immortals range; check each time the power is activated. [_TheLivewire_]
Powerful Quickening: (20 pt Advantage) You absorb more ambient quintessence (Quickening) when you kill another Immortal, and there is less 'leakage' of their Quickening. (1.5 the normal amount of Quickening experience points). [_ Erik Nielsen_]
Quiet Quickening: (15 pt Advantage) For some reason, your Quickening are short and quiet. Windows don't break, cars don't explode, and dogs don't run for cover. General replacement effects are: Bright, holy light transfixes you for a minute or two; animals gather around and look at you in wonder; gentle rain falls; rainbows cross the sky over head; you simply have a quick orgasm and get it over with. [_ Erik Nielsen_]
Slow Healing: (-10 pt Disadvantage) An Immortal with this Disadvantage heals her wounds at a normal rate (e.g., a paper-cut on her finger will take a couple days to heal). However, she can still use her Quickening to heal wounds. [_ CharlesFreel_]
Soft Touch: (10 pt Advantage) Your change from mortal to Immortal life was gentle, and so it is more difficult for other Immortals to detect you. Immortals have to make a minus 4 "The Last" skill roll, or will see you as simply mortal. (This is the Immortal equivalent of Baby Face.) [_Erik Nielsen_]
Strong Aura: (-15 pt Disadvantage) The Immortal radiates a particularly strong, unique aura which is automatically sensed by any supernatural creature possessing Auspex or its equivalent. Unless the vampire/mage/etc is familiar with Immortals (not very likely) he will be puzzled by the immortal's presence, and will probably cause trouble for her at some point. Even a vampire who knows about Immortals will most likely cause problems for the character -- such kindred are most likely Elders and Methuselahs who are jealous of their territory and very paranoid: they will want to know what the Immortal wants and who sent her.... Princes in particular are not too enthusiastic about the prospect of decapitated bodies cropping up in their cities. Add +4 to the Skill level of all attempts to detect you as a supernatural; other Immortals will get advanced warning if you are near. [_CharlesFreel_]
Supernatural Metabolism: (15 pt Advantage) Immortals do feel the symptoms of any drugs/poisons/etc that enter their system, although they cannot die from an overdose. An Immortal with this Advantage is completely immune to the effects of any drug or poison that is inhaled, injected, or consumed. The Immortal could drink a gallon of pure alcohol without becoming slightly intoxicated. However, the alcohol is still in her system, and while the Immortal could walk in a straight line or touch her nose without a problem, she would still utterly fail a breath test. Note that this Advantage only applies to poisons and drugs that have specific biological targets in the body, not to corrosive substances. For example, if the Immortal drinks battery acid she would still have a bad case of heartburn, or if she inhales vescicants like chlorine or mustard gas, her lungs are history until she heals them. But the Immortal will be pretty much immune to the effects of most other substances, including nerve gases, biological toxins like snake venom or botulism toxin, general anaesthetics, heavy metals like lead, arsenic or mercury, and of course any narcotic.(See Immune to Poisons pCI_58, SU41) [_CharlesFreel_]
Tasty Blood: (-15 pt Disadvantage) Vampires get no benefit from drinking an immortal's blood. However, kindred tasting the blood of an Immortal with this Disadvantage will get an incredible rush. The vampire will seek out the Immortal on future nights and may Frenzy if denied the blood. Incidentally, for the Immortal, the Kiss is not enjoyable at all. [_Marco_]
"Thousand-Yard Stare": (10 pt Advantage) When Immortals have died their first death, they get a glimpse of what is beyond, and some take that with them when they come back to life. An Immortal with this Advantage can unnerve any who meet her gaze, be they vampire, Garou, mage, or human, although not Wraiths and Mummies, who know all about seeing death. The Immortal gets a bonus of +4 to any roll involving intimidation. An additional benefit is a vampire will not be able to gaze into the immortal's eyes long enough to Dominate her unless the vampire succeeds on a Courage roll at -5). [_CharlesFreel_]
Unbeating Heart: (-2 pt Disadvantage) After the immortal's first death, her heart just never started beating again. This actually makes it possible for her to pass as a Kindred, but imagine what a vampire-hunter will do ("They're running around during the day, now?!"). [_CharlesFreel_]
Unfortunate Quickening: (-15 pt Disadvantage) For some reason, luck just isn't with you. Any time you behead another Immortal and experience the Quickening, weird events occur which generally cause you some damage. Examples: Lightning strikes the stone staircase you're on, & you plummet to the ground; a survivalist nut with a Mac-10 uses you for target practice; a fireworks factory is standing nearby and lights up; the cops hear the sprinklers in the underground parking lot go off and come to investigate; you lose your footing and fall into the river. [_Erik Nielsen_]
Quickening Power: (15/35 pt Advantage) You have some unique supernatural ability as a result of your Quickening. The cost of the power varies with how potent it is. The rough equivalent of a first level of a Discipline or Gift would be 15. The equal of a second level would be 20, and so on, up to a fifth level, which would be would be 35. Using such powers always requires a Quickening roll. Example powers include animal control, creating illusions and entering dreams. The power should always be in the nature of the Quickening, and of the character. Note that if an Immortal takes your head, they may take your power to on a successful Quickening roll, this can make you a tempting target. The Storyteller is always the final arbitrator of all such powers. [_Mark Antill ([email protected])_]
Immortal Society, Watchers and Hunters
Estranged Mentor: (-15pt Disadvantage) You and your mentor have fallen out over something in the past. Perhaps you didn't live up to his expectations, or maybe he didn't live up to yours. Whatever the reason, your former Mentor is out there somewhere, and should you meet up again he will have no hesitation in taking your head. Remember your Mentor will know a great deal about you, including your habits and your fighting style. You may not spend any points on the Mentor Background. [_Mark Antill ([email protected])_]
Friendly Watcher: (15 pt Advantage) The Watcher and Immortal are good friends (e.g. Duncan and Joe). However, the Watcher will still keep to the rules, and will rarely give away information on other Immortals. However, if someone is coming after you, he may just drop the odd hint. [_TheLivewire_]
Ignorant: (5 pt Disadvantage) You know you're special -- you realise that somehow, you cannot die, age, become sick, etc. However, nobody has ever really educated you on what it means to be an Immortal. You probably do not even know that you will die if you lose your head, and you certainly do not know that there's a bunch of other Immortals well-trained in swordsmanship who are out to relieve you of your head. Note that an Immortal with this Disadvantage either tends to be very young (no other Immortal has got around to seeking her out yet) or she might have the above Advantage - Hidden Quickening (she's old, but other Immortals are not aware of her existence). [_CharlesFreel_]
Immortal Enemy: (-5/-25pt Disadvantage) All Immortals have many enemies, each other, the Hunters, the Inquisition. However there is an Immortal out there specifically looking for you for some reason. Its likely you have fought each other before, and maybe you have killed someone he cared about. This Immortal doesn't just have a grudge, he is out there looking to do harm to you and those you care about. The value of the Disadvantage depends upon how old the Immortal is, a -5 point enemy is not a powerful as you, although she can still be dangerous, -10 points is another of about your age and power, while for more points, your enemy is older or more dangerous and for -25 he is likely to have no trouble at all slicing you up should you fight face to face. [_Mark Antill ([email protected])_]
Immortal Friend: (+5/+25pt Advantage) You have an Immortal friend you can trust. In the dangers of your existence you have a firm friendship with one of your own kind. Someone who understands you predicament, will watch your back and won't take your head. As with the Disadvantage Immortal Enemy, the cost of the Advantage depends upon the power of your comrade. Unfortunately, since Immortals must fight one on one, there is little you can do to protect each other against the greatest threat to either of you, other Immortals. This Advantage can be taken several times to represent several friends. The Storyteller should also remember that friends are not retainers or stooges, even if they are less powerful than the player, and they are not always around. Two Immortal friends may not meet each other for decades, even centuries. [_Mark Antill ([email protected])_]
Known Watcher: (5 pt Advantage) The Immortal knows that the Watchers exist, and that there is a person watching him/her, just taking notes. However, she does not know who this person is. [_TheLivewire_]
Mummy Companion: (25pt Advantage) You have one of the world's few mummies as a companion or close associate. Your relationship is one of relative equality, as you are both one of the few creatures that can understand each other. The Reborn will help and advise you from time to time, but will expect the same treatment in return, such as minding their affairs while they are dead, and they are neither a constant companion nor a source of free Amulets or Alchemical potions. [_Hank Driskill & John Gavigan_]
Really Friendly Watcher: (35 pt Advantage) The Watcher will betray other Immortals to you. Note this will risk him being expelled from the Watchers. If this happens obviously this Advantage is lost, and said jaded Watcher may become a Hunter (Storytellers discretion) [_The Livewire_]
Rogue Watcher: (-25 pt Disadvantage) Your Watcher has turned Hunter. Think of having a really diligent Vampire Hunter after you who knows your bank account, your job, where you live, etc. [_The Livewire_]
Sanctuary: (20 pt Advantage) You have access to a place of Holy Ground where you can stay if necessary. Maybe the local priest is your friend, or you own property built on an ancient burial sight. However, if the location is a node or caern, other supernaturals may have an interest in it, and while you may be safe from Immortals there, you may not be safe from them. [_Mark Antill ([email protected]_]
Well Known Watcher: (10 pt Advantage) The Immortal knows about the Watchers, and knows who her watcher is. The Watcher himself may or may not know that his Immortal knows about her. [_The Livewire_]
Physical
Pain Tolerance: (25 pt Advantage) Although Immortals cannot die, they can still feel pain, and they do not particularly enjoy it. Immortals normally have a high tolerance for pain, because little compares to the agony of their first death when they become fully Immortal. However, those with this pain are virtually insensitive to painful stimuli. Thus, the Immortal would not hesitate to jump off the World Trade Center, or stick a knife in his heart to prove to someone she cannot die. The character has no movement/speed penalty until at negative 5 ht. Note: Immortals with this Advantage are pretty much immune to the effects of the Dark Thaumaturgy Path of Torture (Storyteller's Guide to the Sabbat). (this is a more powerful High Pain Threshold (10pt) Basic p20) [_Charles Freel_]
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