These rules are primarily designed for use with the excellent net-supplement by Hank Driskoll. This supplement can be found at BJ Zanzibar�s, as well as a players guide etc. Much as this supplement was excellent, I feel that it failed to address some of the major themes of the movie appropriately - the first of these was the �good Vs evil� battle. Essentially the reason that the prize was so important was that it would make the Kurgen (a being of pure malevolence) all powerful. The second theme, was that of �ennui� - McCloud spent centuries, with little to live for, mourning his dead life. Indeed perhaps without Brenda�s intervention - regalvanising him- McCloud would have lost the battle. On a more minor note the �series� threw up a few bits and bobs, such as dark quickening and possession, which interested me and so I adapted �diablorie� rules to achieve this, also I have added �face-off� rules for dueling. By and large they are pilferings from other storyteller games, and probably say nothing new, so don�t expect to be impressed. First addition. - Humanity. Immortals have virtues as vampires. Consequently they gain Humanity, (worked out as vampire rules), and start with 5 willpower irrespective of courage. Although Immortals may follow amended �vampiric� paths, the vast majority follow Humanity, or Harmony. Consequently Immortals may gain derangement�s, as vampires do. Immortals need not start with any derangement�s if they have traits above five. Second Addition - Dark Quickening & Possession. When an immortal takes anthers soul he takes part of the personality of that immortal as well. For a brief moment during the quickening, an immortal may become lost, either to the soul he has taken over, or to a soul whose head he took earlier. When the immortal takes the head of the other, the victor rolls his self-control Vs permanent willpower of opponent. If the victor is successful he only gains the normal benefit. If he merely fails then he feels the soul of his victim clearly, he may suffer mild flashbacks for a period of time, and he gains the highest passion of his opponent at half its rating. If he botches woe betide him - for each botch he gains a soul fragment, the feelings are similar to a fail, he gains the passion etc. He also gains his opponents highest fetter at half value. His opponents soul also makes an attempt to control him. There is a resisted willpower roll, the difficulty being the opponents willpower. The soul attempting possession also gets to roll 1 additional dice on the first roll, for each botch. The first to 10 successes takes control. If the �victim� is successful then the victim can assume control. The victim then completely takes over the soul of the victor. Dark Quickening: Each Immortal has a �cup� into which they can absorb the evil of their opponents. This cup is generated by multiplying the initial humanity of the immortal by 10. Every time the immortal gains quickening, from an immortal with a lower rating in humanity, he gains diff in humanity * diff in quickening. If at any time the immortal gains more dp points than his total �capacity�, he rolls self-control target 7, when he quickens someone. If the immortal fails the roll, he falls into a dark quickening. Whilst in a dark quickening he loses all fetters, and passions and is solely concerned with gaining the prize. He may solve a problem of dark quickening points by remaining on holy ground, here he loses DP pints at the rate of 1 per day, that he spends in meditation. Use your commonsense for comparing paths - Harmony is close enough to Humanity to be direct, Path of Cathari (mod.) would equal 1 on the path of Humanity etc. As can be seen the odds of a dark quickening are enhanced the �more human an immortal is. A cold blooded killer like St. Cloud, is unlikely ever to undergo a dark quickening. See the end of the article for merits/ flaws. See the end of the article Third Addition - Ennui. Immortals, like wraiths, have passions that sustain them through their life, and fetters that bind them to the world. Just like wraiths, immortals gain 10 points of fetter and passions. Immortals also gain the trait ennui - which is similar to angst or renown. An immortal�s ennui is rated from 0 to 10, and there is permanent and temporary. When an immortal reaches 11 points of temporary ennui, 10 of these points are converted into 1 point of permanent ennui. Immortals gain a point of permanent ennui for each dot of age they possess, and roll 1d10 to determine their beginning temporary ennui (10=0). Ennui represents an immortals desire to continue fighting, as well as his ability to remain �vital�. A low score in ennui is may be represented in character terms, by the �distinct� Kurgen, who embraces modern life, and is obsessed with winning the prize. On the other hand a high ennui score would indicate a depressed, possibly insane immortal, who removed themselves from the fight, and was somehow anachronistic. An example might be Darius. Ennui is �burned off� when an immortal fulfills a �passion� - for example Duncan has the passion Protect Tessa (love) 4. AN Other - the immortal currently attacking her, is defeated by McCloud. Consequently he can role his passion against a base difficulty 6, (modified by degree of difficulty, degree of danger etc.), and for each success he loses a point of temporary ennui. If his temporary ennui were to fall to -1, then he loses a point of permanent ennui and gains 9 temporary. At the same time if an immortal fails to act along with his passions, then the storyteller roles the appropriate passion, again against a difficulty of 6 (modified by circumstance). Each success adds a point of temporary ennui. I.e. Duncan has the passion Train Ritchie (friendship) 3, when he decapitates the annoying one, the storyteller rolls 3 7�s, Duncan gains 3 points of temporary ennui. In this case the storyteller should also feel free to increase the �ennui� suffered, perhaps even double it, given the extreme nature of the situation. Fetters work in a similar way, If a fetter is lost for example Connor has the fetter Heather 5 - he gains twice the fetters value in temporary points. An immortal should only gain a fetter through roleplaying. More over these should normally relate to some passion of the player. An example would be Connor gaining Rachel. When an immortal gains a fetter, he loses the fetters value in temporary ennui. Ennui Effects. Temporary Ennui, The storyteller may use 1pt of temporary ennui to negate a success (like willpower). Permanent Ennui 0-4 No effect 5 ST May make the player reroll one roll a story. 7. ST may make the player reroll two rolls a story. 7. ST may make player reroll 3 rolls a story. 8. ST may make the player reroll four rolls a story, and the character suffers a +2 difficulty to all rolls involving �modern technology�. 9. As 8, and the player suffers a +2 difficulty to initiative rolls. 10. As 9. The player gains a derangement, and suffers a +3 dif to interaction with humans, this modifier doesn�t apply to creatures of same age, or primitives who share the same culture as the immortal was born into. As can be seen these rules act against the �good� immortals. If they get to close to humans, in the long run they will see them die. Over time this ennui presses down, many feel the urge of oblivion, and subconsciously give up, especially in battle. Merits & Flaws 3 pt Flaw - �Jimmeny Cricket� The immortal begins the game with a powerful soul fragment. This has similar properties to haunted, the soul fragment will force the immortal to perform an action against his will once a story, or can possess the immortal for a short period of time - 6 hours. The immortal also gains another 2 points of passion, and fetter at 1 - that are assigned by the storyteller. 3 pt Merit - �Vital� - the immortal starts the gain with half permanent ennui related to his age, when gaining ennui the difficulty for the ST�s roll is raised by one. 5 pt Flaw- �So tired� - The immortal starts the game with an extra point of permanent ennui, 1/2 the normal fetters and passions. In addition if he loses an existing fetter that loss is tripled. 6 pt Merit - �Soul Mug� - the immortal is less susceptible to Dark quickening - his initial humanity is multiplied by 100. To take this merit the character must be on the path of Humanity/ Harmony, at 7 or more. Also whilst on holy ground, the immortal may �take in� the evils of another - the soul mug rolls Per + meditation (or appropriate skill related to method/religion) dif of opponents humanity, for each success the soul mug may take 3 points of dark -quickening from the other immortal. Soul mugs burn up dark quickening at twice the normal rate. They intuitively know how close the target is to falling into a dark quickening. New Skill - Quickening sense. The immortal knows automatically when quickening is used near him, and when another immortal is in front of him. However many older immortals may learn far more, or sense quicker than others the presence of another immortal. Roll per + QS target 7. 1 Success - Can sense the approach of the immortal from approx. 50m. 2 Successes - Can sense when his opponent last quickened - can distinguish other immortals quickening, so can tell if a friend approaches. 3 successes - Can sense the age and quickening level of the opponent. 4 successes - Knows the last head the immortal took. 5 successes + - Knows how many heads the immortal has taken, can sense when the immortal last quickened, and the last five immortals the opponent met. |