By Krister Sundelin and Rasmus Hansson
The Storyteller System was created by Mark Rein*Hagen
Dedication: This game is dedicated to Gregory Widen, author of the script for Highlander, on which this game is more than obviously based.
This experience occurs to a lesser degree when a non-quickened Immortal meets another Immortal. Although it is not a pleasant experience, it is still something that one will survive. Unless, of course, the other Immortal takes your head. It is possible that a non-quickened Immortal never experiences the Quickening. In such cases, the Immortal grows older and eventually dies of extremely old age. Though he cannot bear any offspring, it is still possible to die of old age. This does seldom occur; if it does, it is seldom heard of. Most Immortals are not even aware that it is possible to age and die if you never experience the Quickening.
-- The Kurgan Man
The Immortals fight in a Game, fight for a Prize. They are powerful and dangerous, but still they do not involve themselves in matters of the mortal world. Some of respect, some of fear, and some because they understand the human ways. No one will understand the words of an Immortal, no one will follow his or here lead. The mortals are good allies, but an Immortal must always look over his or her shoulder to make sure that the ally do not turn to enemy in the blink of an eye. Mortals are dangerous, even to an Immortal. The mortals can destroy an Immortal, sometimes by accident (there was an Immortal present in Hiroshima at the time of the nuclear bomb-drop there) and sometimes on purpose (there are cults that hunt Immortals, hoping to absorb some of their knowledge and wisdom by killing him or her, just as another Immortal would). That is why most Immortals stay away from the mortals. That is the nature by which the Immortals live and die.
-- David Bowie, "Underground"
-- Conner MacLeod
No Immortal may ever have a child of his own flesh and blood. They are completely infertile. Some of them never realize this and keep trying to produce children, an impossible task, one of the few for an Immortal. It is said that the Last Immortal, the one to survive the Gathering, will be able to grow old and have children, like any mortal. Fascinating thought, but not a very likely one. Some Immortals find the infertility to be a blessing in disguise, while others see it quite the other way.
-- Juan Sánchez Villa-Lobos Ramírez
Faiths have resulted in the Sanctuary -- no violences on consecrated ground. The nature of the consecration matters not. A church is considered as holy as a mosque, a synagogue or a Buddhistic shrine. Few Immortals questions claims of consecration, since breaking this rules creates enemies and breaks the friendship with the few friends an Immortal gets.
Rapture: If the spinal column between the head and the heart becomes completely severed, the Immortal enters the Final Death. One tenth of the deceased Immortals Accumulated Experience passes to all nearby Immortals (line of sight) in an impressing pyrotechnic show.
Influences: These are supernatural powers gained after the Quickening. They may be of any nature; magic, extra-sensory, or other.
The Gathering: When only a few in a Game are left, the Gathering will call all the remaining Immortals to one place, and none may resist. There they will fight until only one is left, and this is the Last Immortal, holder of the Prize.
The Prize: The Prize is the thing that all Immortals strive for. It is first of all the ability to love, grow old, have children, be a mortal. Second of all the Last Immortal knows everything, knows every thought and dream of every mortal and Immortal, and can help them to understand each other. This makes him or her truly very powerful, and this Prize can be used for much good, and much evil, if it should fall into the wrong hands.
On the following pages there is described how you make an Immortal character, and how this character should work in his or her Game, until "(...) the time of the Gathering, when the strike of a sword and the fall of a head shall release the power of the Quickening. In the end, there can be only one."
Choose Age
Prioritize your three Categories; Physical, Social & Mental
Prioritize your three Categories; Talents, Skills & Knowledge
Choose Backgrounds
Choose Influences
Record Accumulated Experience
Record Base Willpower
Spend your Freebie points to raise any Trait
Create your Enemies
There are five choices of Age: Modern, Renaissance, Medieval, Dark Ages and Primeval times. A Modern Immortal has not lived very long; a century or two at the most. Thus, they have not had the time to make enemies with other Immortals. A Renaissance Immortal are more experienced, but has had the time to gather an enemy. Medieval Immortals have even more experience, only have two enemies but also have difficulties to learn modern sciences. Dark Age Immortals have three Immortal enemies, and Primeval Immortals have four enemies of the Immortal kind.
Attributes: 6/4/3
Abilities: varies with age
Age | Dots | Limitations (cumulative) |
Modern | 11/7/4 | None |
Renaissance | 12/8/5 | Streetwise, Repair, Security, Computer, Politics, Science |
Middle Ages | 13/9/7 | Bureaucracy, Subterfuge, Medicine |
Dark Ages | 15/10/8 | Firearms, Drive, Finance, Law |
Primeval | 17/11/9 | Etiquette |
Example: If you are an Immortal born during the Middle Ages, you get to spend 13/9/7 points on abilities, but may not start the game with more than three dots in any ability listed as Limited for the Middle Ages, the Renaissance, or the Modern Age. (If you were born during the Primeval times, the Dawn of Time, you would get 17/11/9 dots to place, but with even more limitations.)
Lineage
There are different Lineages among Immortals, different ways of approaching the Game, the Gathering, and the Immortal life. A character may spend Background, or Freebie-points on his or her Lineage. The lineage tells you how much is known about the characters Lineage, and how it is viewed by other Immortals. The Lineage depends on your Mentor, and his or her Mentor, and the one before that, and so on, in addition to what they, you, and others of this Lineage have done, or haven't done.
- Unknown.
* Few but solid facts. Your lineage is almost unheard of.
** Somewhat known -- Other Immortals sometimes mention your lineage.
*** Known -- Most Immortals know about your lineage.
**** Well known -- Your lineage is respected among the Immortals.
***** Famous -- No facts are known about your lineage, only rumors.
However, other Immortals parts to let you pass.
Mentor
You can also spend some of your Background, and/or Freebie-points on your Mentor, the one who taught you about the Immortal life, the Game, and the Gathering. If you spend points on this, you get a Mentor that might be known to other Immortals, and perhaps even feared. If you do not spend any time at all, you have still had a Mentor, but he or she is insignificant in the Game.
* MacLeod 1537
** Fasil
*** Ramirez
**** Kurgan
***** MacLeod 1984
Wisdom
As many abilities as you have dots in this trait are excepted from the Limitations of Age. This could be useful if you want to create, for example, a civilized Roman Immortal with sense of law and bureaucracy. If you do not spend anything on Wisdom as Background, you are at the mercy of the Limitations of Age.
* Sense Immortal being
** Sense Supernatural being
*** Sense Mortal Presence
**** Sense Danger
***** (Know Everything) -- only available for the Last Immortal
Quickness
This works just like the vampires Celerity, giving you an extra action in a turn per dot in this trait.
ESP
Extra-Sensory Perception gives the character abilities beyond the human senses, power to read minds, move objects by thought alone, and seeing auras. For every dot the character possesses in this Influence, the more powers he or she can use. These are listed below.
* Tele-empathy: The character can read the mind of another from a distance in order to feel his or her emotions. This may be very painful for the ESP'er if the subject being read is under emotional stress or being harmed in some way.
System: The character rolls Perception + Empathy (difficulty 6) in order sense the emotions of a specified target within visual range.
** Pyrokinesis: This power gives the character the ability to set fire to an object within sight. Flames burst out of the object and, if it is naturally flammable, it catches fire. Otherwise, the fire trickles away. One can set fire to a person, but this is very hard.
System: If the character wishes to set fire to an inanimate object, then roll Manipulation + Occult against a difficulty of 7. At least two successes must be obtained in order to set the object on fire. If you wish to but fire to a being, natural or otherwise, the difficulty is 9 and you must obtain more successes than the targets current Willpower.
*** Aura-reading: With the use of this power, the character may see the aura of power that every thing, living or dead, creates. The color indicates what the being is, its mood, and its identity. There are many color an aura can have, and they tell you a lot about the being around you. For example; a person in love will have blue aura, an angry person a read aura, and an angry vampire a pale, red aura. If you do not have a list of the different colors, it won't matter, the mere fact that the character can see the aura will tell him or her a great deal about the person, just male up a color.
System: The player rolls Perception + Empathy against a difficulty of 7. The number of successes indicates how much of the aura can be seen.
1 success: Can only distinguish between pale or bright.
2 successes: Can also distinguish color
3 successes: Patterns can be seen (identity of subject)
4 successes: Subtle shifts in color or patterns can be seen (detailed
information)
5 successes: Can identify mixtures between colors and patterns (near-complete
information)
**** Telekinesis: With this power the Immortal may attempt to move object by sheer thought. The stronger your will, the heavier and bigger the objects you can move. The movement may be straight or curved, fast or slow, all according to the user's wishes.
System: Roll Manipulation + Occult. For each success beyond the first one, the speed may be increased by one hundred percent. The base-speed is ten meters per turn. The object must be within visual range. The character's current Willpower determines the weight of objects movable.
Current Willpower | Maximum Weight | |
* | One pound | |
** | 10 pounds | |
*** | 20 pounds | |
**** | 100 pounds | |
***** | 200 pounds | |
****** | 350 pounds | |
******* | 500 pounds | |
******** | 1/2 ton | |
********* | 1 ton | |
********** | 10 tons |
***** Telepathy: The power grants the character the possibility to read another's mind, and communicate with beings by thought. Messages may be thoughts, emotions or images. Only willing targets can normally be affected.
System: The player rolls Charisma + Empathy against the difficulty of four for a willing target. The difficulty for a unwilling target is his or her current Willpower. The range is virtually unlimited, only the Storyteller's restriction. A mind can be scanned for information, poked in for details, or communicated with.
Abilities: If a ability has one dot it is worth 3 points.
Two dots: 5 points
Three: 9 points
Four: 15 points
Five: 23 points
Influences: If an Influence has one dot it is worth 7 points Two dots:
10 points
Three: 16 points
Four: 27 points
Five: 39 points
Willpower, Humanity, Virtues and True Faith:
One dot is worth 1 point
Two dots are: 3 points
Three: 5 points
Four: 8 points
Five: 12 points
Six: 17 points
Seven: 23 points
Eight: 30 points
Nine: 38 points
Ten: 47 points
Below is the list of the number of enemies. This table is not cumulative (thank God for that one, those of the Dark Ages or the Dawn of time!).
Age | Enemies |
Modern | 0 |
Renaissance | 1 |
Medieval | 2 |
Dark Ages | 3 |
Primeval | 4 |
Quick Draw: This is a swift maneuver in which the user draws his sword and attacks in one fluid motion.
Quick Draw Parry: This is another swift maneuver, used to draw and parry in the same action. If you use Quick Draw Parry, you can not use Riposte on that parry.
Parry: This is a block with ones weapon to avoid being struck. It is used the dame way as Dodge.
Dodge: This maneuver is described in the Rules of any of the other five parts of the Storyteller-system.
Shield Parry: If one does not wish to parry with ones weapon and has a shield, one can use that instead. It is worked out like a Parry. One can not Quick Draw a shield.
Shield Attack: If one has a shield he or she may use it for an attack in which the user smashes the shield into his or her opponent.
Thrust: Normally attacks with swords are cuts and slashes, this is a stab. It does less damage than a full swing, but is harder to Parry (but not harder to Dodge).
Riposte: When one has succeeded in parrying an attack from another, a attack may be launched using the attackers own, parried, attack. It doesn't do the full damage, but take up no action in a turn.
Disarm: This maneuver is used to dislodge the others weapon so that it leaves his or her hand and falls to the ground a few meters away.
Lock hilts: The opponents weapon is locked in position and cannot be used for attack or defence until the attacker chooses to release the opponents weapon, or if the opponent succeeds with an opposed roll vs. Strength.
Kick: If one does not wish to get ones sword blooded, one can choose to Kick ones opponent instead.
Punch: If one does not wish to get ones sword or shoes blooded, one can choose to Punch ones opponent instead.
Distract: This is not a maneuver used for attack, just to throw the opponent off balance for a second or two. If the maneuver is successful (throwing sand in opponents face, stomping his foot or something like that) he or she looses one action, the one closest to the Distract-maneuver.
Taunt: This is a very special maneuver, not really a combat move, used to enrage the opponent so that he or she becomes over-aggresive and makes a mistake of some sort. If the maneuver is successful, the opponent must make a Frenzy/Rage check in order not to be affected.
"Incapacitated" is not the same as "decapitated". However, an incapacitated Immortal is sort of simple to decapitate. One does not have to use the maneuver "Decapitate" to take the head off the opponent. If 7 successes are rolled on a normal attack the opponent becomes decapitated, and faces Final Death.
Roll | Difficulty | Damage | #A | |
Decapitate | Melee | 9-wound level | Final Death | 2 |
Quick Draw | Melee | 6 | wpn, no action to draw | 1 |
Quick Draw Parry | Melee | 6 | N/A, no action to draw | 1 |
Parry | Dex+Melee | 6 | N/A | 1 |
Dodge | Dex+Dodge | 6 | N/A | 1 |
Shield Parry | Str+Melee | 5 | N/A | 1 |
Shield Attack | Str+Brawl | 6 | Str | 1 |
Thrust | Dex+Melee | 8 | wpn, Diff. Parry +2 | 1 |
Riposte | Dex+Melee | Opp.# Succ. | wpn-1 | 0 |
Disarm | Melee | Opp. #Succ. | Dislodged | 1 |
Lock hilts | Str+Melee | Opp. Str+Melee | Special | 1 |
Kick | Str+Brawl | 6 | Str+1 | 1 |
Punch | Str+Brawl | 6 | Str | 1 |
Distract | Man+Alertness | Opp. Wit+Alertness | -1 Action | 1 |
Taunt | Man+Expression | Opp. Wit+Self Control | Rage/Frenzy check | 1-X |