TEXT: Introduction
  "In the end, there can be only one."
  —Juan Sanchez Villa Lobos Ramirez
  Think of it: immortality. Living forever. What would you do if you could live forever? Amass great wealth? Ponder 
  the mysteries of the universe? Lop a few heads and gain unimaginable power? Alas, all we mere mortals can do is 
  imagine what all these things are like, which is made a bit easier by role-playing. By creating characters—immortal 
  characters—and then pretending to be them (at least for a few hours), imagination can be more than just an 
  intellectual exercise. GURPS allows this to happen, in combination with the following rules. The genius of the 
  GURPS system allows players to run their own immortal campaign (which, understandably, might prove a little 
  difﬁ cult if you want to run a multi-immortal game) or to combine it with the World of Darkness books, like Vampire: 
  The Masquerade, Werewolf: The Apocalypse, or Mage: The Ascension (I am speaking of the GURPS versions of 
  these books, although the White Wolf originals provide essential reading and atmosphere—as does Hank Driskill 
  and Greg Gavigan’s Highlander: the Gathering, 2nd edition, the inspiration for these rules), and run a campaign 
  with vampire, mage, werewolf, and, of course, Immortal characters (in any combination you choose). Please note, 
  however, that the following rules were written from the point of view of playing immortals in the World of Darkness 
  (because we like it that way), but can be easily modiﬁ ed to ignore that viewpoint (see the Miscellaneous section).
  Immortals have a unique place in the World of Darkness (WoD) in that they are without clans, or tribes; in effect, 
  they are loners, wildcards, mavericks. They are also human, with all the emotional baggage that comes from being 
  human. They differ from humans in only really one way: they possess the Quickening, a life force which keeps them 
  alive and allows them to do some pretty amazing things.
  What follows are the basic rules to create and play an Immortal character in the GURPS format. A familiarity with 
  the GURPS system is highly recommended (or an afﬁ liation with those who do know).
  And remember, there can be only one.
  Disclaimers
  The material presented here is our original creation, intended for use with the GURPS system from Steve Jackson 
  Games. This material is not ofﬁ cial and is not endorsed by Steve Jackson Games. HIGHLANDER is a trademark 
  of Davis/Panzer Productions and Rysher Entertainment and used without their knowledge or consent. This is not 
  meant as an infringement of their copyright. The phrase “World of Darkness” as well as the accompanying ideas 
  are copyrighted by White Wolf and are used without their knowledge or consent. Again, this is not meant as an 
  infringement of their copyright. All else is copyrighted for Eric P. Isaacson and Travis L. Sparkman. This supplement 
  is non-commercial and non-proﬁ t. Distribute these rules freely, providing this disclaimer accompanies them.
  Highlander: A GURPS Supplement
  Version 2.5
  There can be only one!
  
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  GURPS Highlander Supplement V2.5
  Background
  "From the dawn of time we came; moving silently down 
  through the centuries. Living many secret lives, struggling to 
  reach the time of the gathering, when the few who remain 
  will battle to the last. No one has ever known we were among 
  you . . . until now."
  —Ramirez
  Immortality and the Prize
  "I know! I know everything! I am everything!"
  —Connor MacLeod
  There have always lived among normal humans those 
  who seemingly never became sick and could come 
  back from the brink of death. But these men and 
  women never stayed around long enough for interested 
  parties to delve into the mystery. They came to be 
  known as Immortals and became legend throughout 
  the centuries.
  What few know is that these Immortals are in a war 
  with their own kind. There exists another legend, one 
  perhaps that is even older than the oldest living Immor-
  tal—the Prize. When the last two Immortals face each 
  other, they will battle for each other’s Quickening, a 
  culmination of all other Immortals’ power and experi-
  ence. When only one Immortal remains, the Prize will 
  be theirs. No one really knows what the Prize is. Some 
  speculate it is ultimate power, others wisdom. But 
  either way, it is why all Immortals (with very few 
  exceptions) live by the sword, if for no other reason 
  than to stay alive—in that, they really do not differ 
  from us mortals.
  Pre-Immortals
  "You've the devil in you!"
  —Dougal MacLeod
  Pre-Immortals are just like normal humans, with one 
  exception: they will come back to life after their ﬁ rst 
  “death,” awakening to immortality. PCs wishing to 
  play a Pre-Immortal pay 2 points for the advantage, 
  which includes Rapid Healing (5) and Sterility (-3).
  Watchers
  "I am a Watcher. Part of a secret society of men and woman 
  who observe and record, but never interfere."
  —Joe Dawson
  No one knows what prompted this mysterious group of 
  men and women to ban together to watch Immortals 
  and their struggle. Whatever their reasons, the Watch-
  er’s edict is to watch and record, never interfere. 
  Mostly, this simple procedure has been kept intact over 
  the years, but occasionally, a watcher may become 
  friends with, and sometimes protector of, the Immortal 
  they watch. This benevolence has not always been the 
  case, however (see Hunters below).
  PCs who wish to play a Watcher certainly may. Keep 
  in mind that a Watcher should be heavy in, say, various 
  Professional, Scientiﬁ c, and Spy skills.
  Hunters
  "There is nothing greater than the power of man!"
  —James Horton
  Recently, a group of Watchers could no longer tolerate 
  the possibility of an (evil or otherwise) Immortal gain-
  ing the Prize and possibly plunge humanity into an era 
  of darkness. Led by James Horton, this renegade band 
  of Watchers began hunting Immortals. hough killed by 
  Duncan MacLeod, Horton’s legacy lives on and the 
  Hunters are still a threat to those Immortals who don’t 
  know that they’re being watched . . . and loathed.
  Characters
  "You've no knowledge whatsoever of your potential!"
  —Ramirez
  Character Creation
  "I am immortal, I have inside me blood of kings . . . "
  —Queen
  Immortal characters should be created as typical 100 
  point characters ﬁ rst, keeping in mind the time period 
  in which the Immortal ﬁ rst “died” (a detailed history 
  should be made at this time as well, to be given to 
  the GM). Keep in mind that an Immortal should have 
  picked up a lot of skills over the years, unless that’s 
  not part of her character concept (she lived on holy 
  ground for sixty years, contemplating God and picking 
  berries).
  To reﬂ ect the idea that “older” Immortals may have 
  “been around” and learned various skills (not to men-
  tion taken a few heads), the following table is used for 
  starting points: 
  0—100 (in years) = 500 points (up to 55 points in 
  Disadv.). No cost.
  101—250 = 550 (60 in Disadv.). 5 point advantage.
  251—500 = 600 (65 in Disadv.). 10 point advantage.
  501—750 = 650 (70 in Disadv.). IQ-1 to learn new 
  skills. 15 point advantage.
  751—1000 = 700 (75 in Disadv.). IQ-2 to learn new 
  skills. 25 point advantage.
  1001—1500 = 750 (80 in Disadv.). IQ-3 to learn new 
  skills. 50 point advantage.
  1501—2000 = 800 (85 in Disadv.). IQ-4 to learn new 
  skills. 75 point advantage.
  2001—3000 = 900 (90 in Disadv.). IQ-5 to learn new 
  skills. 100 point advantage.
  3001—4000 = 1000 (100 in Disadv.). IQ-6 to learn new 
  skills. 125 point advantage.
  
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  GURPS Highlander Supplement V2.5
  The remaining points go to attributes, advantages, and 
  skills. Also, if a character has been out of commission 
  for a long while (thus not hanging around, picking 
  up skills), but is created at a higher age bracket, an 
  Unusual Background cost will be applied to compen-
  sate, at GM discretion. A detailed history is required 
  of all PCs (this will help when choosing advantages, 
  disadvantages, and skills), with extremely detailed his-
  tories being awarded extra character points to spend.
  Note: The above table is offered as a suggestion only. 
  Feel free to disregard and use your own setup.
  Immortal Template
  To reﬂ ect that Immortals all seem to possess essen-
  tially the same immortal attributes, the following tem-
  plate is offered. The point cost is listed to the left of 
  the advantage, while the corresponding rule reference, 
  as listed in the Basic Set and Compendium I, is to the 
  right.
       15 Unaging (CI69)
       10 Immunity to Disease (B20)
       50 Fast Regeneration (1 HT/min.) (CI64)
       25 Rejuvenation (new)
  The ability to heal aggravated damage only 
  at a rate of 1 point per hour of uninterrupted 
  sleep, not to exceed 10 points in any given 
  sleep cycle.
       10 Recovery (CI64)
       10 Gills (CI56)
  Immortals really don’t have gills, but they can 
  seem to extract enough oxygen from water to 
  sustain life.
     185 Immortal Resurrection (new)
  Similar to Resurrection (CI64), but allows an 
  Immortal to begin healing immediately after 
  “death,” unless he is beheaded or sustained 
  enough damage (-HT x 10) that resurrection 
  is impossible. The Immortal regains conscious-
  ness after regaining a positive HT and meeting 
  the necessary roll. The -25 point rule per resur-
  rection does not apply.
       75 The Last (new)
  A catch-all advantage which includes The Buzz 
  as well as providing almost psychic powers—
  see description.
        -5 Sterility (CI84)
  The extra 2 points is for the emotional burden 
  an Immortal carries for not being able to ever 
  bear children (and to round out the cost).
      -15 Potent Blood (new)
  The corollary to Efﬁ cient Digestion (VC15). All 
  Immortals’ blood is rich because of the Quick-
  ening in it. This can become a nuisance (or 
  worse) because vampires and blood mages 
  may want to take the Immortal’s blood for their 
  own uses. For every 2 Blood Points taken, they 
  are worth 3.
        -5 Immortal Code (new)
  All Immortals follow this code: No ﬁ ghting on 
  Holy Ground and only one-on-one ﬁ ghting. If 
  the PC wishes to do away with this “limitation,” 
  s/he should discuss it with the GM.
      -20 Secret (CI78)
  If the Immortal’s Secret is made public, the 
  PC must take on appropriate disadvantages 
  whose point values equal twice that of the 
  Secret, e.g., Enemy, Bad Reputation, Social 
  Stigmas, Status, or even Wealth.
     335 Total
  In addition to the above template, PCs and GMs should 
  decide upon the frequency in which other Immortals 
  will appear in the adventure to take the PCs head. A 
  standard disadvantage of this type was not included in 
  the template to allow for more campaign control, how-
  ever -30 points for other Immortals showing up on a 9 
  or less seems a good starting point. This disadvantage 
  does not count towards any limit on disadvantages (see 
  Character Creation above).
  Advantages, 
  Disadvantages, and Skills
  Here are some typical Advantages, Disadvantages, and 
  Skills a typical Immortal may have. They are provided 
  as suggestions only.
  Ally (B23) (Watcher or Immortal)
  Alternate Identity (CI20)
  Combat Reﬂ exes (B20)
  Contact (Watcher or another Immortal) (B234)
  High Pain Threshold (B20)
  Hit Location (CI168)
  Zeroed (CI32)
  Code of Honor (B31)
  Duty (B39)
  Enemy (B39) (Hunters or speciﬁ c Immortals)
  Flashbacks (CI90)
  Loner (CI91)
  Area Knowledge (CI146)
  Hidden Lore (CI147): Immortal, Vampire, etc.
  Stealth (B67)
  Survival (B57)
  New Advantages, 
  Disadvantages, and Skills
  Low Proﬁ le (5/level)
  Similar to Arcane (MTA44), but this is more the ability 
  to slip away unnoticed when, say, curious reporters 
  want an interview. Or not to be the focus of attention in 
  
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  GURPS Highlander Supplement V2.5
  a group. You become, more or less, hardly noticeable. 
  However, if someone is actively seeking you out (by 
  sight or recording device), that person must make a 
  Will roll at a penalty equal to your level.
  Emotional Isolation (-5)
  Due to so many dying around you as you lived on was 
  too much to bear and now you have cut yourself off 
  (or try to) emotionally from others. You come across 
  as cold and unfeeling. A -2 to all Social skills and you 
  cannot have Empathy. A +2 bonus to resist attempts to 
  manipulate you emotionally. 
  World-Weary (-10)
  You have seen enough to know that nothing is ever 
  truly new under the sun. You rarely pay much attention 
  to those around you and assume you know all there is 
  to know about them once you have determined what 
  part they play on the world stage. -2 to all Perception 
  tests, as well as Psychology and Detect Lies involving 
  people you know. Also, a -2 on the ﬁ rst action taken 
  following a surprise. 
  Cloak Weapon (new; MVH)
  Similar to Holdout (B66), but applies only to an 
  Immortal’s sword and gives a +4 to conceal. A long 
  coat (duster, trench coat) adds an additional +4. A short 
  coat provides an additional +2. This is a fairly recent 
  skill (within the last hundred years or so).
  Traditions
  Because Immortals come from such various back-
  grounds, cultures, and times, Immortal traditions are 
  few and far between. They live by only a few rules. 
  The ﬁ rst and foremost is that There Can Be Only One, 
  meaning that they must ﬁ ght each other until only one 
  remains and claims the Prize. Another primary rule is 
  no ﬁ ghting on Holy Ground. Holy Ground is a sanctu-
  ary for even those Immortals who abide by no rules, 
  mortal or otherwise. Finally, Immortals ﬁ ght one-to-
  one; there is no double teaming. With very few excep-
  tions, Immortals are loners—not that they do not asso-
  ciate with other Immortals, but they usually keep to 
  themselves and do not “pal around” with other Immor-
  tals for too long.
  Quickening
  "The sensation you're feeling . . . is the Quickening."
  —Ramirez
  No one knows for sure just what the Quickening is. 
  Some say it is a life force that ﬂ ows through every 
  living things and just happens to be stronger in Immor-
  tals. Others claim that it is unique to Immortals and 
  what really separates them from the rest of humanity. 
  In any case, it is a power to be reckoned with.
  Powers of the Quickening
  From the outside, Immortals appear to be normal 
  humans, but at times they can call on the Quickening 
  they have gained to do extraordinary things. The fol-
  lowing “powers” are representative of this, thus the 
  PC is allowed to customize his or her character with 
  these powers, reﬂ ecting the speculation that Immortals 
  are able to somehow manipulate their Quickening, 
  depending on their personality and experience.
  The cost per level is shown in the tables and the skill 
  level, where applicable, is noted next to the title. All 
  Quickening Powers can only be increased by gaining 
  Quickening Points (QP). Also, one point fatigue per 
  use of a power (regardless of level) is applied, whether 
  the roll was successful or not. Ex: Duncan uses Level 2 
  of Charge Sword and Level 3 of Augmentation: Speed, 
  which costs him 2 points of fatigue.
  Charge Sword (MVH)
  An Immortal is able to channel some of his Quicken-
  ing into his sword, causing aggravated damage. The 
  visible effect of this is shown in the ﬁ lms and tv series 
  by the arcing electricity when two Immortals’ swords 
  clash.
  Level 1 (5) = 1d 
  Level 6 (75) 
  = 2d+1
  Level 2 (10) = 1d+1 
  Level 7 (100) = 2d+2
  Level 3 (15) = 1d+2 
  Level 8 (125) = 3d-1
  Level 4 (25) = 2d-1 
  Level 9 (150) = 3d
  Level 5 (50) = 2d 
  Level 10 (200) = 3d+1
  Qualiﬁ cations
  • After character creation, this ability can only be 
  increased by using QP, paying double the cost 
  between levels.
  • Can use any level below that which is possessed. 
  • If an Immortal’s Power Level is higher than the 
  Power Level he is using, he adds the difference 
  between those levels to his skill roll when deter-
  mining success or failure. Ex.: Connor has Level 
  9 but decides to use Level 5 against Richie, thus 
  giving Connor a +4 to his skill roll. 
  • For each point of success rolled, the power lasts 
  one minute. 
  Augmentation (MVH)
  This allows an Immortal to temporarily increase his 
  Strength and/or Basic Speed. Use the same table for 
  both advantages, but buy them separately, i.e., a PC 
  may elect to buy Level 1 in Augmentation: ST and 
  Level 3 in Augmentation: Speed at a total cost of 20 
  points. The PC must also buy a separate skill level for 
  each category of Augmentation.
  
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  GURPS Highlander Supplement V2.5
  ST 
  Level 
   
  Basic Speed
  +1 
  Level 1 (5) 
  +0.5
  +2 
  Level 2 (10) 
  +1
  +3 
  Level 3 (15) 
  +1.5
  +4 
  Level 4 (25) 
  +2
  +5 
  Level 5 (50) 
  +2.5 (+1 Attack)
  +6 
  Level 6 (75) 
  +3 (+1 Attack)
  +7 
  Level 7 (100) 
  +3.5 (+1 Attack)
  +8 
  Level 8 (125) 
  +4 (+1 Attack)
  +9 
  Level 9 (150) 
  +4.5 (+2 Attacks)
  +10 
  Level 10 (200) 
  +5 (+2 Attacks)
  Qualiﬁ cations
  • After character creation, this ability can only be 
  increased by using QP, paying double the cost 
  between levels.
  • Can use any level below that which is possessed.
  • If an Immortal’s Power Level is higher than the 
  Power Level he is using, he adds the difference 
  between those levels to his skill roll when deter-
  mining success or failure. Ex.: Connor has Level 
  9 in Augmentation: Speed but decides to use 
  Level 5 against Richie, thus giving Connor a +4 
  to his skill roll.
  • For each point of success rolled, the power lasts 
  one minute.
  Note: Normally, new PCs can only buy up to Level 
  5 in Charge Sword and Augmentation, with 
  the additional levels purchased only by gaining 
  Quickening.
  Healing
  This increases an Immortal’s healing time. There are 
  several levels:
  Level 1: Instant Regeneration (50 pts.): 1 HT/turn
  This is the only additional level of regeneration 
  which can be bought at the time of character 
  creation. Succeeding levels can only be obtained 
  by gaining Quickening during play (and at a cost 
  of 50 points per level).
  Level 2: 2 HT/turn
  Level 3: 3 HT/turn
   etc. up to Level 10.
  The Last
  This ability bestows information to the Immortal to his 
  beneﬁ t, i.e., it allows an Immortal to “know” things 
  which he could not normally know. It is similar to 
  ESP and allows them to sense one another (called 
  The Buzz). Quickening also conveys some automatic 
  advantages, at least where vampires and mages are 
  concerned. Because of the powerful nature of the 
  Quickening, Immortals cannot be blood bound, nor be 
  turned to Ghouls, and they certainly cannot be turned 
  into Kindred. Mages, too, cannot affect an Immortal’s 
  Quickening—their Prime energy is considered immu-
  table. The only exception to this is if a mage is within 
  range when one Immortal takes the head of another; 
  then the mage, if he won a contest of skills (against the 
  victorious Immortal’s The Last skill), could steal the 
  escaping Quickening from the victor and stealing a bit 
  of the victor’s as well (see Two-on-One ﬁ ghts below). 
  Also, Immortals are not affected by the effects of the 
  Life sphere (beneﬁ cial or not), nor any other healing 
  ability (such as the Obeah discipline).
  The Last allows for some balance between the Immor-
  tal character and the other WoD inhabitants (vampires, 
  lupines, etc.), allowing, for example, the Immortal to 
  sense other supernatural creatures. It is to be used at 
  the GM’s discretion and rolled against an Immortal’s 
  IQ and the GM should never use this to intentionally 
  confuse or mislead the PC. An Immortal can increase 
  the value of The Last, as follows:
  Level 1 (base cost included in template) = IQ
  Level 2 (5 pts.) = IQ+1
  Level 3 (10 pts.) = IQ+2
  Level 4 (15 pts.) = IQ+3
  Level 5 (25 pts.) = IQ+4 
  not to exceed Level 5
  Qualiﬁ cations
  • After character creation, this ability can only be 
  increased by using QP, paying double the cost 
  between levels.
  • The Buzz: Immortals can automatically sense 
  each other (and Pre-Immortals) if they are within 
  a ten yard radius. If another Immortal is beyond 
  the ten yard radius, the GM should have the PC 
  role against his or her value of The Last for 
  detection, with the following modifyer: The Last 
  value - (distance in yards / 5). Ex.: Richie has 
  The Last of 14 with another Immortal twenty 
  yards distant. 14 - (20 / 5) = 10. The PC rolls 
  against 10 to sense the other Immortal.
  New Quickening Powers (Optional)
  To better reﬂ ect some of the abilities displayed in the 
  movies, television series, and original scripts, the fol-
  lowing advantages are provided to add a bit of ﬂ avor 
  to gaming and should not be looked upon as must-play 
  items. The cost is noted within the parenthesis, and the 
  appropriate skill level next to it.
  Disorientation (10; MVH)
  With a successful roll (vs. the target’s Will), an Immor-
  tal can distract a person (be they Immortal or not), 
  causing them to become confused and disoriented. 
  Duncan did this to Amanda while she was on the high 
  wire (see the episode “The Lady and the Tiger”). The 
  target must be within eyesight of the Immortal.
  
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  GURPS Highlander Supplement V2.5
  Sense Emotion (10; MVH)
  Immortals can sense true emotions of the target, as 
  Connor did when the Kurgan was trying to hide his 
  fear of Connor and losing the Prize (see the original 
  script). This should be treated as a crude “detection” 
  device, i.e., Immortals should be able to sense only 
  strong, simple emotions—anger, joy, sadness, etc. A 
  larger success margin will yield a more speciﬁ c “read-
  ing.”
  The Gaze (20; MVH)
  Immortals can make others feel more at ease around 
  them (how do you explain the attraction of women to 
  Connor?) or uneasy (as when Connor was “looking” at 
  Garﬁ eld at the police station). It requires eye contact 
  and affects only one person at a time. The PC must 
  announce which part of The Gaze s/he is using before 
  rolling. 
  Gaze of Tranquility
  Similar to the Awe power (see VTM106). Each success 
  gains a +1 Charisma bonus.
  Gaze of Agitation
  On a successful role, the target will attempt to remove 
  himself from the Immortal’s gaze. The more successes, 
  the more urgent the target will be to get away from the 
  Immortal. A success of +1 may only make the target 
  lower his eyes or look away. A success of +4 or +5 
  may make the target want to leave the room. A +8 
  may make the target run from the Immortal. A success-
  ful roll requires the affected character (or non-PC) to 
  make a Will Roll, at a penalty equal to the amount the 
  Immortal’s roll was made by.
  Optional: Allow The Gaze to work on animals as well. 
  This might explain Canus’ appeal to his dogs.
  Gaining (and Losing) Quickening
  "Don't lose your head."
  —Ramirez
  The only way for an Immortal to gain Quickening is 
  to behead another Immortal and absorb the escaping 
  Quickening. This is accomplished in game terms 
  by taking the total point value of the beheaded Immor-
  tal and multiplying by a percentage. Depending on 
  whether you want to slowly build up power or gain it 
  quickly (it’s the Gathering!), use 1–5% (rounding up). 
  Two percent has proven to be a good balance between 
  the two gaming extremes. These points can then be 
  spent by the victor on any of the Quickening powers 
  he chooses, remembering that the point cost for raising 
  levels is now doubled (with the exception of the Heal-
  ing power). Ex.:
  Immortal A takes Immortal B’s head: Immortal B has a 
  total of 550 pts. 550 x 2% = 11; Immortal A now has 11 
  points “banked” to spend on Quickening powers.
  Only these “banked” Quickening points can be used to 
  increase Quickening powers; character points awarded 
  by the GM cannot be used to do so.
  In the situation where an Immortal gains Quickening 
  and wants to buy a power he does not currently possess 
  but his foe did, he can do so (remembering that the 
  cost is now double) as well as receiving a skill level 
  equal to IQ - (20 - IQ)—for example, a PC with an IQ 
  of 14: 20 - 14 = 6; 14 - 6 = 8—and that skill level can 
  only be increased through the use of character points 
  (and the successful use of the power).
  Holy Ground and Two-on-One Fights
  "Holy ground, Highlander! Remember what Ramirez taught 
  you!"
  —Kurgan
  Because these traditions are part of the Rules of 
  Engagement presented in the Highlander franchise, the 
  following is used to explain and enforce these rules.
  Holy Ground
  Immortals do not ﬁ ght on Holy Ground (consecrated 
  places, Cairns, Nodes, etc., at GM’s discretion) 
  because the Holy Ground is considered the victor in 
  any such ﬁ ght. The beheaded Immortal’s Quickening is 
  automatically absorbed by the Holy Ground, while the 
  “victorious” Immortal loses one level in a randomly 
  selected Quickening power or attribute by rolling dice, 
  as follows:
  1—Subtract one from an Attribute 
  Roll two dice. With a result of 1–3, subtract one 
  from ST; if 4–6, subtract from HT; if 7–8, subtract 
  from IQ; if 9–12, subtract from DX. The PC must 
  recalculate all skills based on the diminished attri-
  bute.
  2—Healing
  3—Augmentation: Speed
  4—Augmentation: ST
  5—Charge Sword
  6—The Last
  And the Immortal must pay double points to regain the 
  lost level (with the exception of Healing).
  Two-on-One Fights
  In Two-on-One ﬁ ghts, the victorious Immortal (the 
  one who actually takes the head) takes the beheaded 
  Immortal’s Quickening and some of the remaining 
  Immortal’s as well. Ex.:
  Immortal A and Immortal C team up against Immortal 
  B. After a ﬁ ght, Immortal A takes B’s head, thus gaining 
  his Quickening as per the above rules. Also, Immortal 
  A gets some of his teammate’s Quickening. Immortal 
  C rolls a die as per the Holy Ground rules above, 
  losing one level. The difference in the point cost of 
  the lost level and the new level go directly to Immortal 
  
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  GURPS Highlander Supplement V2.5
  A. For example, Immortal C rolls a 6—The Last. He 
  had Level 3 in that power and must now reduce that to 
  Level 2: Level 3 = 10 points and Level 2 = 5 points—10 
  - 5 = 5 points going to Immortal A.
  Spending Quickening Points
  Points gained by beheading other Immortals can only 
  be used to increase the levels of Quickening, not the 
  skill required to use them (such as in Charge Sword 
  and Augmentation); the skill can only be increased 
  by character points, awarded by the GM. Nor can 
  Quickening points be used to increase “regular” skills, 
  or temporarily increase Quickening power skills, i.e., 
  they are not used like Blood Points in Vampire: The 
  Masquerade.
  Combat
  "If your head comes away from your neck, it's over."
  —Ramirez
  Combat between Immortals is the same as between 
  mortals, with one exception: when Immortals battle 
  they usually use swords (or other bladed instruments). 
  There are no special combat rules that apply to Immor-
  tals, but it is recommended that PCs have a decent 
  sword and skill to use it.
  There are some special rules that do apply, however, to 
  assessing damage.
  Fatigue after Gaining Quickening
  The absorbing of Quickening is an arduous ordeal. 
  Because of this, an automatic 5 points fatigue is 
  applied to the victor after the beheading, above any 
  incurred from the battle.
  Damage and Death
  Regeneration of non-essential body parts, i.e., those 
  which are not intrinsic for the body to survive (hands, 
  limbs, ears, etc.), does not occur in an Immortal, 
  although, say, a lost heart would regenerate. Also, 
  damage to the neck area, if severe enough (critical 
  success) or caused by aggravated damage, leaves a scar 
  (determined by failing a HT roll).
  An Immortal’s body is very much like a vampire’s in 
  that it is immortal, but there is only so much damage a 
  body can take before it simply falls apart, i.e., immor-
  tality is not invulnerability. An Immortal can take up 
  to -10 x HT before the body simply ceases to be a 
  body and the Immortal dies. If there is any Immortal 
  within range when this happens, they are considered 
  the “victor” and receive the escaping Quickening, oth-
  erwise, the Quickening simply dissipates into the ether.
  Miscellaneous
  This section is merely for those nagging and straggling 
  questions and concerns that crop up about the fran-
  chise in general and this game in speciﬁ c.
  What if you don’t want 
  to play in the World of Darkness?
  Easy. Merely take out any cost incurred for those 
  advantages/powers. In this case, the cost of the tem-
  plate is now 300 points (take away Potent Blood and 
  The Last is now just 25 points for The Buzz and the 
  ESP-like powers).
  And what about all 
  those headless bodies, anyway?
  You can choose to play this as you like. You can have 
  the authorities in the campaign simply ignore the head-
  less bodies, as if they weren’t even there (as in later 
  seasons of the series), or add some spice and have an 
  intrepid detective asking questions about the Immortal 
  PC (as in the movies and ﬁ rst season of the series), or 
  come up with some other explanation, such as when 
  the Immortal’s head is dislocated, then the retarded 
  aging process catches up with the Immortal and his 
  body slowly fades to dust (but what to do about those 
  “new” Immortals, eh?). It’s up to you.
  Afterwords
  These rules are a result of my and my partner’s desire 
  to take a highly imaginative concept (the movie High-
  lander) and combine it with the best role playing 
  system around, GURPS (while adding World of Dark-
  ness ﬂ avor). One of the best things about GURPS is its 
  ﬂ exibility—if you don’t like a rule or it doesn’t quite 
  ﬁ t, you can change it or throw it out. Of course, we’ve 
  had to play a little fast and loose with the “evidence,” 
  i.e., the information presented in the movies and televi-
  sion show, but I think the rules work, so far. If you 
  can come up with additional rules or improvements to 
  the existing ones, let me know—collaboration is what 
  makes GURPS, and RPGing fun.
  About the Authors
  Eric P. Isaacson claims he’s a writer of superhero and 
  dark ﬁ ction who enjoys living vicariously through his 
  modem.
  Travis L. Sparkman lives in a purple shoe box in 
  Clarkston, Washington, and one day hopes to make a 
  living selling maps to the stars.
  Last Updated April 7, 2001
  
  8
  GURPS Highlander Supplement V2.5
  Sample Character
  The following is an example character created with these rules. The output was created using GURPS Character 
  Assistant by Armin D. Sykes using a GDF ﬁ le created with GDF Editor by Marzo Junior. See the character history 
  here: <http://users.moscow.com/qayne/hl-char.html>.
  Name: Seth Dannon, 167 year-old Immortal from Boston
  Attributes                                                                                            Points
        12       ST             14   Will                                                       115       Attributes
        12       DX            12   Fatigue                                                  415       Advantages
        14       IQ             13   Hit Points                                                70       Powers
        13       HT                                                                                -135       Disadvantages
          6.25  Speed        14   Vision                                                      -5       Quirks
          6       Move        14   Hearing                                                   90       Skills
          7       Dodge       14   Taste/Smell                                                  
          1       Parry         16   Fright Check
          1       Block                                                                              550       Total
  Advantages                                                                                  Disadvantages
          5       Watcher Ally (6 or less)                                                  -10       Cannot Harm Innocents
        15       Combat Reﬂ exes                                                              -5       Enemy Immortal (6 or less)
        10       High Pain Threshold                                                      -15       Phobia: Claustrophobia
        10       Gills                                                                                  -5       Sense of Duty
        50       Fast Regeneration                                                           -15       Weirdness Magnet 
          5       Immortal Age 101-250                                                     -5       Sterility
      185       Immortal Resurrection                                                   -30       Enemy (Immortals)
        10       Immunity to Disease                                                        -5       Immortal Code
        10       Recovery                                                                        -15       Potent Blood
        75       The Last                                                                          -20       Secret (Immortal)
        15       Unaging                                                                          -10       World Weary
        25       Rejuvenation   
  Powers                                                                                         Quirks
          5       Augmentation: Speed                                                       -1       Dislikes Heights
          5       Augmentation: ST                                                            -1       Dislikes Tremere
        50       Healing                                                                             -1       Gives loose change to panhandlers
          5       Charge Sword                                                                   -1       Dislikes Lupines
          5       The Last                                                                            -1       Suspicious of Vampires
  Skills
        13    8.0    Acrobatics                        12     0.5    Acting                               11    0.5    Animal Handling 
               14    1.0    Area Knowledge              13     4.0    Augmentation: Speed       13    4.0    Augmentation: ST
        11    1.0    Axe/Mace                         16   16.0    Brawling                           10    0.5    Breath Control 
        16  24.0    Broadsword                      13     0.5    Carpentry                          13    4.0    Charge Sword 
        11    1.0    Climbing                          12     2.0    Cloak Weapon                  14    1.0    Computer Oper. 
               12    1.0    Detect Lies                       12     0.5    Disguise                            11    1.0    Driving
        10    1.0    Escape                              13     0.5    First Aid                            13    1.0    Gambling 
        12    0.5    Hidden Lore (Vampire)   11     0.5    Hiking                               11    0.5    Language  
   
                                                                                                                                                            (Arapaho)
        11    0.5    Language (Cheyenne)      12     0.5    Lockpicking                      11    0.5    Motorcycle 
        11    0.5    Musical Instrument          12     1.0    Naturalist                          10    0.0    Origami 
        11    0.5    Packing                            11     1.0    Riding                               13    1.0    Shadowing 
        12    2.0    Stealth                              11     0.5    Strategy                             13    1.0    Survival 
        11    0.5    Tactics                                9     0.0    Teamster                           12    4.0    Throwing 
        13    1.0    Tracking                           11     0.5    Woodworking                   12    0.5    Writing
  
SOURCE: textdata/thevault/GURPS [multi]/SETTING/Highlander/GURPS - Highlander.pdf