Chapter One: Introduction
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		"In the end, there can be only one."
                	                            - Ramirez

        Immortals seem to appear at random from the human population.
   One in a million perhaps, maybe less.  They are born of humans, raised
   as human, and (to most) appear quite human.  They age, living a normal
   life, until they first are killed.  Then, they miraculously recover,
   and begin their lives as immortals. Immortals cannot have children.
   They do not age, and do not get sick. They cannot drown, or die from
   any conventional injury: they will always recover, no matter how
   severe the damage (in the series, it was mentioned that one immortal
   was burned at the stake, and recovered from it). The only way for them
   to die is to have their head removed from their body.
        Down through the ages, a legend has been passed from mouth to
   mouth - that of the Prize. The legend says that at a time when the
   number of immortals in the world grows small, the remaining immortals
   shall feel an urge to travel to a far-away land, where they shall
   fight until only one remains. The final survivor shall win the
   Prize. No one knows exactly what this Prize is, but to win it is the
   goal of every immortal, as it is assumed that the person who wins it
   would be, in effect, a god.
        The term Quickening refers to the lifeforce of an immortal.
   It is the sum of all his knowledge and power, all of his strength and
   experience. It is a life force so strong that it keeps the immortal
   from aging and heals his wounds at an advanced-speed. Quickening is
   what the immortals fight for: when they fight, they fight to literally
   absorb their opponent's lifeforce into themselves, thus making
   themselves more powerful.
        Before we can discuss the creation of immortals as characters,
   we must decide what Quickening means, and how to represent it in the
   Storyteller system. It shall be discussed in depth later on, but, for
   now, a simple explanation will suffice.


   Quickening in the World of Darkness:
   ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
   
	  "The sensation you're feeling, is the Quickening."
          	                                        - Ramirez

        Quickening is the power of an immortal.  In the Storyteller
   system, this "life force" is quite similar to the Pattern of any
   living thing; in immortals, this Pattern is more tightly woven than
   with other living beings.  The Quickening is therefore also similar to
   Quintessence, the magical "raw power" that fuels Patterns and also is
   used by Mages to do their magick.  Only when they die is their
   Quickening released (except in special circumstances, see Rules
   below).  Mages cannot pull Quickening from an immortal, nor can they
   alter an immortal's Pattern in any way. Without their Quickening, an
   immortal is nothing, It is what keeps them alive. The total loss of
   Quickening is directly related to death. When an immortal dies, it is
   not because his head is no longer attached to his shoulders - it is
   because he has lost his Quickening.
        Mages hold Quintessence within their bodies because of their
   Avatar. To the supernaturally-trained eye, immortals will often be
   confused with Mages: they have an excess of raw energy within them.
   The Garou likewise store mystical energy within them, according to
   their Gnosis. Immortals are therefore occasionally mistaken for Garou
   as well. Unlike Garou or Mages, however, immortals do not "spend"
   their Quickening, it is a permanent part of them.
        In the Storyteller system, we keep track of the "power" of an
   immortal with an attribute called (surprisingly enough) Quickening.
   Much like Vampiric disciplines, Garou gifts, or a Mage's spheres,
   Quickening allows immortals to perform superhuman feats.  The higher
   the immortal's Quickening, the more abilities he has and the more
   powerful he becomes. Quickening is a "catch-all" attribute, and has
   many powers associated with it, not all of which are related (except
   that they all are demonstrated in the movie or series).


   Gaining Quickening:
   ^^^^^^^^^^^^^^^^^^^

	 "If your head comes away from your neck, it's over."
                                                        - Ramirez

        Unlike Vampires, Garou, or Mages, there is only one way for an
   immortal to gain Quickening: through fighting and killing another
   immortal.  This makes it more difficult for them to increase in power,
   as time alone does not make them more powerful.  As you will see in
   Chapters Two and Three, they receive compensation for this limitation.
        When two immortals fight, their Quickening is mingled into an
   electrical lightshow around them, in direct proportion to the power of
   the two.  When one wins the battle (by removing the other's head), he
   absorbs the Quickening of the loser, gaining the loser's power and
   knowledge.  The rules for this are covered in Chapter Three.
        When an immortal emerges victorious, slaying another, he
   absorbs most, but not all of his opponent's Quickening. The excess
   Quickening is released into the ether, where it is, in effect, raw
   power. The most common manner in which power exists and is channeled
   on our planet is as electricity. Therefore, usually (but not always),
   the released Quickening will find that the easiest way for it to
   disperse is to transform into electricity, and disperse through
   conducting materials in the vicinity. This results in massive
   overloads, which cause the explosions, lightning, etc. associated with
   duels between immortals.
 

   The Rules:
   ^^^^^^^^^^

     "Holy ground, Highlander!  Remember what Ramirez taught you!"
                                                        - Kurgan

        The immortals have rules of engagement: these rules are
   traditions, with a basis in common sense, and all immortals follow
   them.  These rules are each based around Quickening, and the gain and
   loss thereof.
        The Golden Rule for immortals is that they must never fight on
   holy ground. None will violate this rule, for they have too much to
   lose. Thus, holy ground can become a haven or sanctuary for immortals;
   a place where they retreat when faced with an impossible opponent. The
   reason for this rule has to do with the flow of Quickening.
        When two immortals battle on holy ground, the site itself is
   always assumed to be the victor.  When the victor takes the loser's
   head, the loser's Quickening flows into the site, as does a portion of
   the victor's as well.  This loss of power and knowledge is sufficient
   to dissuade even the most vicious of enemies from attacking on holy
   ground.
        What is "holy ground"?  In Mage, there are places called
   Nodes, where magickal power converges.  In Werewolf, these same
   locations are called Caerns, and are viewed as holy ground.  It's a
   simple stretch to assume that many churches and "holy sites" are
   likewise built on these locations of power: for this discussion, these
   places of power will be called "holy ground". Luckily, immortals
   automatically sense whether they are standing on holy ground or not,
   as they experience a sensation similar to the buzz they experience
   upon encountering another immortal.
        The second of the two main rules is that the immortals always
   fight one on one.  Why is this?  A pair of immortals, with their
   centuries of experience, could work quite effectively together to
   whittle down the "surplus population", as it were.  Why do they not
   team up?  In the first episode of the series, Connor and Duncan (who
   are friends and even Clansmen) refused to team up to battle the
   decidedly evil Slan Quince...
        The answer to this riddle comes from the way the Quickening
   transfers itself upon it's release - If two immortals are present, and
   there are no other factors involved (such as being on holy ground),
   the Quickening will transfer into the person who actually took the
   dead immortal's head. In one episode in the series, Duncan duelled
   with another immortal, but Amanda stepped in at the last moment and
   took the other immortal's head, thus gaining the Quickening.
        Thus, if two immortals battle an enemy, only one of them will
   receive the Quickening from the battle. Not only will they receive
   their own Quickening, and that of the loser, but also a fraction of
   their ally's. This stealing of an ally's knowledge and power is not a
   pleasant thing for the ally, to say the least, and is therefore
   something that no immortal desires. Hence, the rule "always fight one
   on one" has developed.
        These are the only two real rules.  Evil immortals will stop
   at nothing else to gain Quickening: friends and loved ones are often
   pulled in as pawns in the battles, as are helpless innocents who have
   nothing to do with the Gathering... no one is truly safe.


   The Gathering:
   ^^^^^^^^^^^^^^

     "From the dawn of time we came, moving silently down through the
   centuries, leading many secret lives.  Struggling to reach the time of
     the Gathering, when the few who remain, will battle to the last."
                                                	- Ramirez

        The legend of the Gathering has been passed down from immortal
   to immortal, through the ages... The Gathering is the name given to
   the time when but a few immortals remain. They shall feel "an
   irresistible pull towards a far-away land... To fight for the Prize."
   In this respect, immortals are doomed to fulfill a pre-determined
   role. It is their destiny to battle one another until a single
   immortal emerges victorious. According to the series, the time of the
   Gathering is upon us, and the Prize is waiting to be won.


   The Prize:
   ^^^^^^^^^^

	  "I know!  I know everything!  I am everything!"
                                                     - Connor

        The immortals battle for "The Prize": either for themselves,
   or to keep it from falling into evil hands.  Mankind would suffer an
   "eternity of darkness", as the movie said, if the Prize came to an   
   evil immortal.
        What is the Prize?  It's not really necessary to define it in
   game terms, since the immortal who gains it will become in essence a
   god. The film left the subject slightly vague, except to say that
   Connor could read people's thoughts if he concentrated, and could also
   have children, grow old and die.
        This much is for sure - the winner of the Prize would possess
   all the Quickening from every immortal that ever walked the earth.
   Millennia worth of experience and knowledge, from immortals of every
   race, all over the world would be his. He could well be the most
   powerful single being in the world.
        On the other hand, it may well be that the legend of the Prize
   is simply a tale, and that the Gathering will never take
   place. Perhaps, new immortals will continue to be born forever, thus
   ensuring that there will never be a single victor. In any case, for
   Immortals, the Gathering is similar in many ways to the Apocalypse for
   the Garou, or Gehenna for the Kindred - a fate that no one really
   believes in , or as some Garou might say, something that will never
   happen "in our lifetime". The big difference for immortals is that a
   lifetime can last forever. To an immortal, it matters little whether
   the Prize is but a legend. He must battle on, for if he stops, he will
   surely lose his head.

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There Can Be Only One! . . . . . . © 1994 by Hank Driskill & John Gavigan