"Fighting to survive, in a world with the darkest powers..."
- Queen
Highlander-style immortals fit perfectly into the World of Darkness. The movie Highlander is listed as one of the inspirations for the World of Darkness - a world where supernatural beings walk among us without our knowledge. However, immortals are very different from other supernatural creatures in one very important way - Unlike the Kindred, Garou and Mages, immortals don't have their own society, for very obvious reasons. In a world where various groups such as the Sabbat and the Technocracy vie for power, immortals are wildcards - powerful individuals; mavericks who can be useful allies or dangerous enemies. They have no clearly defined role, unlike the Garou, for instance, and instead, follow their own destiny, towards the Prize.
Immortals don't go around in groups, for very obvious reasons. Therefore, there will normally only be a single immortal player character in a Chronicle, and the other PCs will presumably be one of the other character types detailed in the Storyteller games released so far - Kindred, Garou, Mage or Wraith. This brings up the interesting topic of what the other characters actually know about the immortal character. Given that immortals are probably the rarest of all the supernatural beings (excepting Mummies), it's reasonable to assume that it's not exactly common knowledge that these guys are immortal, and can only be killed if their head is chopped off. If assessed using supernatural powers, an immortal's aura will look very similar to a Mage's, or perhaps a Changeling's - They store within them a large well of power, not unlike Quintessence. However, it will soon become obvious that an immortal cannot manipulate magick, nor does he possess powers like that of a Faerie. Normally, an immortal won't reveal his true nature to people, without a very good reason, and it is very unlikely that he will reveal the method by which he can be killed.
Although immortals are, after all, immortal, and don't necessarily need to eat, sleep, and so on, failure to do so will result in them becoming weak, although they can never die of hunger or exposure. However, hunger and cold make immortals as uncomfortable as they do mortals, and therefore, it is desirable to have a roof over one's head, and money, in order to make your life more comfortable. Unlike other supernatural beings, immortals don't have Caerns, Nodes or Crypts. Instead, they will most probably live amongst mortals.
During their extended lifetimes, immortals are likely to amass huge amounts of wealth. However, like Vampires, immortals must maintain a masquerade - the illusion that there is nothing strange about them. This can be difficult, and can involve having to leave worldly assets behind. In the film, Connor used to leave his goods to children who had died whilst very young, and "die", only to return after a suitable interval to assume the identity of the dead person and claim their inheritance. This is probably the best way of ensuring that an immortal doesn't have to give up whatever worldly possessions he has earned when he has to move on, in order to prevent his true nature being discovered. Doubtless, there are immortals who travel around quite a bit, but it's likely that, after several centuries of travelling, an immortal may wish to stay in one place for a while.
Obviously, if an immortal has settled down in one place, they will need to have some way of paying for their lifestyle on a day to day basis. Duncan, for instance, has extensive stock holdings, but he is also an antique dealer, as Connor was. What better job for a man who was alive when many antiques were new? Other professions which require a knowledge of the past may also attract immortals, like a history professor, for instance. Who better to describe the Civil War than someone who was actually there? Immortals' supernatural abilities mean that they are practically perfect as soldiers, or something similar. What could be better than a soldier who isn't just simply unafraid of dying, but is actually unable to die? Most immortals will no doubt have been involved in some sort of conflict at some point in their lives, unless they actively avoided it.
Were an immortal's secret to become known, the results could be potentially disastrous. Imagine what would happen were a company such as Development Neogenetics Amalgamated or Pentex Inc. to discover that immortals exist - they would stop at nothing in an attempt to discover the secret of immortality. Therefore, an immortal character must be careful to guard his secret, and maintain the facade of normality.
"How do you fight such a savage?" "With heart, faith, and steel..."
- Connor, Ramirez
In this section we will discuss how Immortals are likely to interact with the other supernatural beings in the World of Darkness, as well as other individuals and organizations, such as the Inquisition.
However, there is a possibility that some immortals may come up against the Garou, especially if they have amassed great wealth, and control portions of man's world which the Garou do not appreciate. Such immortals may be considered by the Garou to be agents of the Wyrm. In general, however, Immortals are much more likely to form friendly relationships and allies the Garou than anything else.
Running a Chronicle with a group with an immortal is something of a challenge. Physically, Immortals are among the most powerful characters in the Storytelling system, but there are disadvantages to playing an immortal, when compared to a Vampire, a Werewolf, or a Mage. All three possess powers which an Immortal cannot match. Many Vampiric Disciplines and Garou Gifts bestow advantages which the Quickening is unable to match, and the Magick wielded by Mages, while Immortals are immune to the effects of the Life and Prime spheres, can be very dangerous indeed. Another major difference is that Immortals are bound to the mundane world, and cannot pierce the Gauntlet to travel to the Umbral Spirit World.
The Last is designed to help even out these differences, and the Storyteller should actively be thinking about what an immortal may sense through the Last throughout a Story. Note that an immortal player character should not have to ask whether he senses anything through the Last - it is designed to be a random way of giving the Immortal knowledge which he couldn't normally know, and isn't an ability or a Gift to be activated at will. Consider the various instances in the film where an immortal knew something he really shouldn't have - Connor finding Brenda's gun and tape recorder; Kurgan knowing that "there is one among them named Connor"; Connor sensing Rachel's presence and asking what she was looking at; and so on.
It is also necessary to keep in mind the aims and desires of the various characters in a group - obviously, the aims of a Garou, for example are different from that of a Vampire. The Werewolf may wish to increase his Renown by combatting the Wyrm, while the Vampire might want to extend his power and influence. However, an immortal has but one aim - to win the Prize. The only way of doing this is to kill other immortals and take their Quickening. The Storyteller should always make sure that there is a reason for the Immortal character's presence in the group, and for him aiding the other characters. The Mages and the Garou may have teamed up to thwart the Technocracy's plans, as it is in both their interests, but, a player with an Immortal character could quickly discover that he is just riding along in this situation, with no advantage to his character being readily apparent. It is important to ensure that the actions of the group as a whole don't conflict with the aims of any of it's individual members.
It can be advantageous if the Immortal character has ties to other members of the group, instead of just being an extra member of the team, whom no one really knows. He might be kin to a Garou, or an ally of a Vampire or a Mage. What is important is that he is actually part of the team, and not just an add-on.
Hopefully, this supplement will bring a new dimension to your World of Darkness games, and will provide even more enjoyment for both Storyteller and players.