Chapter 2 - Rules

Retrato de LadyEntropy

Chapter Two: Rules


Gold leaves spiral to the ground as I walk out of my sanctuary, disoriented. A car horn yells as I stop in the middle of the street, get my bearings and continue walking. The sun is feeble now, overcome with clouds as evening speeds toward Los Angeles like an angel. The smoky scent of autumn reeks in the chilly air as I wrap my scarf around the collar that traps my throat. Imbedded in its metal is my vox, my magic voice disembodied. Sometimes I long to have a mortal whose spirit is strong enough to unlock my potential. I could alter the face of the world if I could find such a man.

Or woman.

Or child.

The sun is feeble now, overcome with clouds as evening speeds toward Los Angeles like an angel. The smoky scent of autumn reeks in the chilly air as I wrap a scarf around my throat. Small tremors in my stomach. I feel terrified that the gold maybe is coming up again, but it is just a stirring in the air of his presence. He was mortal and that was half a millennium ago. He must be dead.

He must be!

And I remember him, a man who caused such sorrow to me, hiding lies behind eyes made of liquid…

Gold…. is important to you, isn’t it, Traitor?” The King asks from on top of his dark horse. Its eyes are also black, black polished stones plugging sockets in its skull. I get the sensation that it's more than what it seems. That it, like its rider, studies me. I feel an urge to pluck the black stones out and see what supernatural creature comes spilling out.

Traitor. The word pricks me. I ignore it. “My lord, I have fulfilled your wish. The castle is yours. The rebels yours. I give them to you and ask only to continue serving you.”

He laughs, throwing his head back. The horse is not startled by his outburst. It just watches. “You remove potential allies from the High King and gain a lot of money to pay a mercenary army against him,” the king says. “You have done far more for yourself than for me, and I know it. Perhaps one day, after his defeat, you will think to challenge me.”

I really hate this worm of a Man. All that power and no nobility. Looking at him, I feel only contempt.

He is dwarfed by his own armor, like a child dreaming to one day be a knight. I smile as the thought occurs to me. “I would never challenge you, my lord.” I declare. My eyes flick a glance at a large bag sagging from the saddle of his young squire. I whisper to the shadows inside that bag to identify its contents, and they tell me it gleams.

“Sensuous little beast,” he laughs. “My blood tells me that is not the case. Still, you will have your reward. I am a man of my word, even to traitors. You will have all the gold…

Introduction

This chapter will add new information to both the world of WitchCraft as will give you enough background to run an “Immortal: Millennium” with the Unisystem™.



New Character Concepts

Although an Immortals may have any Concept, these new Character Concepts can give a particularly depth to a Character. On the other hand, these Concepts can be easily adapted to serve for any denizen of the world of WitchCraft.

Eternal Hero

There is no better use of your powers than heroism. It is your duty to help the oppressed, to do good deeds, to bring hope to the world where it’s in short supply. Heroes have their dark sides as well, usually a physical or psychic would take sometime in the past that cannot be healed.

Defining Questions: What made you want to protect people? Did someone you loved die because of your inability to protect him/her? Did you wish to emulate someone you admired or you act out of a sense of duty? What is your great flaw? Does it have to do with a failed mission?

Qualities and Drawbacks: You are most than likely Honourable, and most probably Humourless,

since your sense of duty takes quite a toll out of you. Some Heroes show Emotional Problems quite often, whereas Nerves of Steel and Hard to Kill are not uncommon.

Professions: If you are not working for the Perpetual Society itself, than you are most likely than not working in functions that imply protecting something or someone, such as police officer, bodyguard or even teacher.

Legend

You’re the best of the best in your area of expertise, whether it is fencing or lovemaking (or both). Your lives have been spent honing your form and technique, discovering plateaus of mastery unimaginable by mere mortals. Of course, there’s rarely just one Immortal holding the title: Do you have what it takes to hold or retake your legendary status?

Defining Questions: What is your passion and why did you bring yourself to commit to it in such a way? What lengths have you went in order to improve yourself? What lengths are you capable of going to reach the perfection that you seek?

Qualities and Drawbacks: Your Qualities and Drawbacks vary, depending on your chosen area of expertise – a swordsmaster will probably have Fast Reaction Time and possibly Situational Awareness, while Obsession is a common Drawback to all Legends.

Professions: Obviously, you seek to improve yourself further, and that reflects in your choice of profession – an adept chess player will most probably try to find his place in professional championships, whereas a music virtuoso will (at least try to) make his living by playing in a group that reflects his choice of music – be it an orchestra or a heavy metal band.

Martyr

You must suffer, perhaps even die, so that others may live. There is no greater sacrifice that your own life. Your immortality itself may be a sort of curse, keeping you from truly giving your life over to your cause. What cause is worth your true and final death?

Defining Questions: Why have you decided to commit yourself in such a way? Do you do it for selflessness or for having discovered that only the ultimate sacrifice will be enough to destroy the enemy? Is everyone included in your sacrifice, or just a small group of people (maybe your loved ones) will benefit from it? Do you actually have a deathwish, or are you simply certain of what you must do?

Qualities and Drawbacks: Martyrs are often Reckless – although they seem to be so more than they really are. Their desire for self-sacrifice – and the need for it – makes them able to look Death in the face and not shudder, so it is also usual for them to have Nerves of Steel. Since many Martyrs sacrifice their personal lives (not necessarily their own lives), it’s not uncommon for them to have several types of Emotional Problems.

Professions: This is one of the few Character Concepts that can be found in nearly every job and position, although a few ones – such as nurses, doctors or even missionaries – demand a little more. Martyrs often seek such professions since it shows first hand that their sacrifice will save lives and souls.

Powerbroker

The time has come for you to resume your rightful place at the head of humanity’s table. Immortals are practically required to use their experience and power to save humanity from itself, to help it carve new kingdoms and save itself from the Sanguinary. And that’s what you will do.

Defining Questions: Why do you wish to rule mankind? Do you do so because you realized that they need your help, and that they will soon perish if you are not there to guide them, or do you secretly yearn for the days where you were worshipped like the god you were… and still are? Do you see mankind in a contemptuous manner, or as the innocent you must protect? Are you a defender or a tyrant?

Qualities and Drawbacks: Wealth, Social Level, Contacts and Influence are a Powerbroker’s best weapons, while one or two major Adversaries often come with it. Many Powerbrokers also have some mild Delusions, or are Cruel or Covetous to some degree.

Professions: Powerbrokers can be easily found in professions that relate with control of mankind – if they cannot do it as gods, at least they’ll do it as lawyers, bankers, or even some discreet places in government.

Romantic

As benefits the great Immortals, you are guided by a vision. You vision may sow you the path to a better world, a vision of the Age of Myth returned in the modern world, or the key to destroying the Sanguinary once and for all. You don’t require followers, but they’re attracted to you anyway, as Romantics lea by the force of their vision and their charisma.

Defining Questions: What is the dream that guides you? For how long have you been following your vision and for how long do you think you will you manage to follow suit? And what of your followers? Do they mean anything to you? Are they just an encumbrance, or do they seem to be the proof that your vision is more than a beautiful dream?

Qualities and Drawbacks: A Romantic can have nearly any Quality and Drawback. Charisma is extremely common, however.

Professions: In the end, it doesn’t really matter, does it? As long as you still can pursuit your vision, it affects you in no way. If it helps to further your goals, however, you’ll dedicate yourself to it body and soul.

 

New Character Type

The following new character type should be added to the ones existing already in the world of WitchCraft, unless you are playing a Unisystem™ “Immortal” campaign, where they are the only and main characters. Both character sheets and charts referring to all the generation points of this character type are included in Appendix 2.

The Himsati Immortals

“We are immortal.
We were born naked but for the halo that burns beneath our skin, the cloak of eternity itself.
We have surpassed all other creatures in this mortal world with our beauty and savagery and power.
We have eaten at the table of every war, every conflict of weapon and word.
We burnish our hearts with the cold gleam of ancient furies or melt them in an alembic of hot lust.
And the final war is coming like a storm, winds riding with our laughter, with our rage, with our songs.
Some voices should have eternity only in silence.
Some beasts should never have drawn breath.
Some words should have stayed buried forever.”

-- Jonathon of Masada, Scribe

“Don’t dazzle me with your arrogance and strength, or the power you suppose you possess. I am the creature you always dreamt of being but were afraid to dare.”

-- Shade, Scourge of the Court of Shadows

Like Vampyres, Ghosts, Phantasms or the Rentless Dead, Himsati Immortals began their lives as humans. However, at some point in their existence they were possessed by a crystallized shard of the Mad God known as the Sanguinary, which crashed into our planet millions of years ago. This shard, both a blessing and a curse, gives them suprahuman abilities, capacities and powers – there is no limit for an Immortal – literally. The mightiest among them would be able of wrestling a Mad God hand-to-hand… and, very possibly, winning – there is a reason why in ancient times mankind called them Gods. For centuries, they lived with the worship of mankind, altering themselves to fulfil their worshipers’ beliefs – as they evolved from elemental and animal gods to the anthropomorphic deities. With the loss of belief and the destruction of the Old Gods, they abandoned the Great Cycle seeking for refuge in reincarnation. But in their very souls, the beasts and elements they once were still wait to break free.

In a regular WitchCraft campaign this character type would fit better in a Legendary game (see Witchcraft, p. 293), but the character creation has been set so that it does not unbalance your Heroic game – no more than a Rentless Dead or a Vampyre, that is.

 

New Association

In this book, only a new association shall be described – the Perpetual Society, the official and most powerful organization of Himsati Immortals. Although there are some Solitary Himsati Immortals, there are not enough to actually consider them a new association.

More information on the Perpetual Society is on Chapter Four: Perpetual Society, which enables both players and Chroniclers to bring it into their Chronicles.

 

Perpetual Society

“Minds black with blind hate,
Souls running with rage,
We’re animals trapped
In the depths of our cage.
When the sun is too high
And the moon is too cold,
Our shadows converse
With the things that are old.”

-- Graffiti in Ninevah 1991, unknown

"Are we not glorious creatures? WAR has made us brutal, DESIRE has made us weak. TECHNOLOGY has made us dependant, LIFE has made us hungry. FATE has doomed us to despair and DREAMS have filled us with terror. DEATH has made us envious and SECRETS have made us untrustworthy. Yet the Callings still show us that, despite all this, we can still be heroes."

-- Blood, Court of War

Description: The Society is almost entirely comprised of Himsati Immortals, the hosts of the shards of the Sanguinary, and whose powers made them been seen as Gods by mankind. This Society’s prime directive is hiding its presence – firstly from the mortals, in whose subconscious lies the Sanguinary, and secondly from the Sanguinary’s minions, who hunt them in an effort to reassemble and bring forth their master once again. However, there is also a place here for gifted humans, be they Bright Blooded, Makers or simply lovers or companions.

Many of the Himsati, however, tend to start feel bored with their unending life, so they undergo the Lethe ritual, which enables them to seal their memories up and begin life anew.


Perpetuals come from all walks of life, and you can find nearly everything sitting at the meetings held by the Society – fear brought them together, and now keeps them together. Despite the infighting and the political manoeuvring, they tend to aid one another. This is especially true for the younger Immortals – those recently awakened from Lethe: in a hostile world, where many are far older, and the Enemy is too powerful to imagine, the only thing that can help them is the strength that lies in numbers.

Although not all Immortals are actually members of the Society, seldom are those who willingly give up membership – those who do are most often than not, powerful elders. Any stray newborn is quickly brought into the fold and instructed – nonetheless, it is possible (although unlikely) for an Immortal to live and die thinking himself as being human – and once again the Great Wheel will spin and the Immortal will be reborn again and again until something awakes the power within him.

The Society is divided into nine Courts (Death, Desire, Dreams, Fate, Life, Making, Secrets, Shadows and War), which deal with particular aspects of both human and Immortal society. Within each Court there are twelve Callings (Chameleon, Emissary, Empath, Explorer, Guardian, Mentor, Merchant, Profiler, Scourge, Slayer, Tactician, Visionary), which represent the vocation and function from each Immortal within his Court.

Attributes: There were times when worshippers would select the best possible vessel for their God to inhabit, but those days are long gone, between vessels destroyed in combat and emergency possessions of new bodies. Nowadays, most vessels are normal humans, with attribute points distributed equally, therefore, any combination is likely. Their Himsati (i.e. Primordial Form) also grants them extra Attribute points (see p. xx).

Qualities and Drawbacks: Almost all members must have the Himsati Immortal Quality, for obvious reasons, but not forcefully, since exceptional humans, or even other long-lived creatures have been accepted into the Society at times. Should the Chronicler allow older beings (by default, the playing Himsati Immortals begin as having recently awoken from Lethe) several levels of Age are allowed, as well as high levels of Wealth, Influence and Status (see Abomination Codex, p. 23, for further ruling on Influence). Many have amassed more than a few Adversaries and Delusions throughout the centuries as well.

Skills: Any combination is possible, although usually the Immortal tends to feel the influence of his Avatar(s) – an Immortal who is the incarnation of Mars, the Greek God of War, will likely feel attracted to combat-related skills, whereas the modern representative of Merlin, in all likelihood, will rely much more on his scholarly side.

Metaphysics: Himsati Immortal Society members cannot have any of the normal Gifted powers, but they have instead their own array of unique powers (which includes Natures and Serenades – see p. xx). The non-Immortal can have any power.

Special Abilities: Whenever an Immortal is brought to the Society his Calling is determined at once. Depending on it, he will receive extensive training, which translates as a +3 bonus on the three “main” skills of his Calling. A beginning Solitaire Immortal (which includes most characters in a Unisystem “Immortal: Millennium” game) obviously does not have access to these bonus points, at least not until he has been properly trained by the Perpetual Society. Furthermore, a character’s Court also grants several bonuses (for, example a character of the Court of Death is at +1 in all tests made in places related deeply to death, such as graveyards, cemeteries, the room where a violent murder occurred, etc). Refer to p. xx for complete information on both Callings and Courts.

Common Professions: The younger Perpetuals can have any profession, and even they tend to be found in the jobs they are most skilled for, it is not uncommon to find them, like normal humans, stuck in jobs they don’t like. However, most of the time, the Society finds a way to place them where they can be useful or, at least, content. The elders either don’t need a job, or place themselves as spies, undercover agents, or in positions of control. This has often nearly brought them toe-to-toe with both the Combine and the Knights Templar.

Roleplaying the Perpetual: You are one of two things: either you’re a poor bastard who suddenly realized you’re the reincarnation of some god, mythical figure or beast, or you’re a warrior of a thousand battles and a hundred wars, who has been there and done that, over and over and over again. In either case, the Society is your home. They care for their own, and in these nights when the Sanguinary grows stronger, either you all stand together or you’ll fall into its clutches.

If you are too young to have even seen a century pass, you are scared. Yes, scared. Scared of the things out there – they can be anywhere, even behind the smile of your spouse, child or friends. And if they find you – they’ll get you. You might be innocent, and you might know very little of secrets, political ties, schemes hidden in shadows, but you’ve learned one thing: you may be immortal but you are not indestructible – and there are fates far, far worse than death. In the Society you can find a place to rest, to hide from the horrors at large. You can find people that listen to you, that teach you how to be strong enough to face the oncoming war.

If you stand as a witness of time, then you are tired. Years and centuries have gone by and you have become walking, living anachronism. You feel out of place, out of time. However, the battle still rages on, and they still keep coming. You cannot yield to the luxury of resting, of stopping for breath. This is more than a war for your own survival: this is a war for the survival of the entire planet – the entire reality, even. And the Society exists to organize the effort to bring the Sanguinary down. It is your last chance. It is your only chance. For this is a war you cannot afford to lose.

New Qualities and Drawbacks

Himsati Immortal

15-point Supernatural Quality

You are effectively immortal, and even if your body dies, you can reincorporate yourself in another. Players who wish to be Himsati Immortals must choose the Gifted Character Type, and then purchase this Quality. The Himsati Immortal Quality grants certain powers that are included in the cost of the Quality, as well as access to others that must be purchased separately. Further information on Himsati Immortals can be found on pp. xx-xx.

 

New Skills

Brainwashing (Special)

Although this skill seems to simply refer to the use of propaganda and conditioning, it can do much more than that. Although it is a long and morose process, it enables an Immortal to completely purge a human from the Sanguinary’s subconscious influence. For those Immortals who wish to protect their loved ones, and still keep them close, this skill is the ultimate protection – although never one hundred percent foolproof, it still give them enough assurance – and many are willing to take that risk, as many Immortals feel that if they cut all ties with the mortal world they’ll eventually become monsters themselves, or go insane. Neither perspective is an option.

Dreaming (Special)

This is an unusual skill, for it enables not only to interpreter dreams, but also to interfere with them, which make it a very dangerous skill as well. Most mystics and members of the Court of Dreaming have it, but very few are actually allowed to use it in someone else than oneself – for this skill allows to watch, participate and even alter dreams of someone else – but with the Sanguinary roaming free in the subconscious of mankind that is quite a risk to take. When used on oneself, it not only allows full control of the dreams, but it also to enter a state of meditation which ensures total rest (on a Constitution + Dreaming test double the recovered Endurance Points per each success level).

Myth and Legend (Immortals)

The knowledge included in this skill regards all the lore referring to Himsati Immortals, their history, enemies, tales, and so on. However, the higher the rank in this skill, the more the Immortal knows about the truth of certain events in the Immortal lore.

Shian-Rhi (Special)

This new Combat skill is in fact the martial art developed by the Himsati Immortals, which takes full advantage of their shape-shifting ability. For that reason, it has been listed as a Skill apart from the normal Martial Arts Skill. Shian-Rhi cannot be learned without the teachings of a master, and is only accessible to those capable of changing forms (rumour has it that Ferals can learn it, should they find a willing teacher) – but very few people outside Himsati society are taught. For more information on Shian-Rhi.

Strategy

This Skill includes both the academic and the practical side of strategy. Someone enough versed in it can effectively lead armies into battle, while a young dabbler is a rather good Wargames or Miniature Games player. With this skill, a Character can improve his defences or co-ordinate an attack with total effectiveness. Strategy is usually used with Intelligence, but also with Perception. For instances, when the Main Cast is being surrounded by advancing zombies, the Chronicler can make a hidden Strategy test – then inform the players with the skill what is the best way out, and what steps should they take in order to escape.

New Character Rules

In this section, new rules will be included to allow an increased range of playing possibilities. Obviously, the Chronicler has the last saying about the use or not of such ruling. The following rules are optional, of course, and while some may find it lends depth to the game, others might see it as a hindrance.

Courage

The world of WitchCraft is a dark, dangerous one, and if the average citizen saw the briefest glimpse of what lies behind the curtain, he would be driven surely mad. Or maybe not… Contrarily to what one might think at first, the human spirit is still a force to be reckoned with, even in a world populated by the creatures of the dark. That is proved by the Mundanes who take their place within the ranks of the several Associations: even without powers, they fight in the same battle as the Gifted and the Supernatural do. If not with fire and claw, at least, in their own special way. And when you don’t have magic to rely on, you must rely on yourself.

Using Courage

The trait “Courage” rates the strength of belief, the will to go further than your capabilities, to excel against all odds. All characters begin with a permanent Courage rating, which, throughout the game, can go below but never above that initial rating, unless the Chronicler allows that permanent rating to increase – (as a reward for stopping a Mad God from manifesting in our world, or something truly earth shattering). Any Cast Member with Courage may spend as many points as he wants (as long as he has points to spend) to give a +3 bonus to any one test, per Courage point spent. Courage points can be used to overcome fear or shock as well.

Regaining Courage

The human spirit burns bright but, unfortunately, not very long. Recovering lost Courage points is a morose and long process. As a norm, the Chronicler should allow the characters to recover all their Courage points at the end of each story – not game session. Of course, if the next story occurs the morning after the previous story, then the Chronicler should only let them recover one or two Courage points, if any at all. If the story unfolds throughout a long period of time – such as several weeks or a couple of months – the Chronicler might allow the Cast to recover 1 Courage Point per week (whether in game or downtime) if nothing too stressful happens. Recovering spent Courage points can be given as a reward as well, if the character used them in a selfless action – for instances, to push a friend out of harm’s way – or after heroic deeds.

Beginning Courage

As described above, the trait “Courage” is more closely related to Mundanes than to Supernatural types. Gifted tend to rely a little too much on their magic, and therefore have a slightly lower rating. Likewise, even those who where once fully human (such as Vampyres and some Ferals) lost someof its potency along with their loss of humanity. So, the starting scores for Courage are as follows:

Character Type Courage Rating

Unaware Mundane 2
Aware Mundane 4
Lesser Gifted 4
Gifted 3
Inhumans 3

New Combat Rules

For players who desire extended ruling on combat of every kind, from martial arts styles to hollow-point bullet damage, they should refer to the Mystery Codex, which lists increased rules for those in the WitchCraft core-book. The rules included here will regard solely the Himsati Immortals martial art: the Shian-Rhi.

New Martial Art – Shian-Rhi

Being creatures with a human body, but with a wide array of unsuspected abilities thanks to their true form, it did not take long for Immortals to realize that they could use them to their advantage in combat. That was the starting point for the development of the combat technique that would come to be known as “Shian-Rhi”. However, and more than just more than just being a way of trashing your enemies more effectively, it soon became something deeper, more philosophical, like most martial arts. The Shian-Rhi adepts defended (and still defend) that their Himsati form, albeit part of themselves, should be constantly kept in check, as a bestial, less evolved side: “Use it, do not let it use you”, they claimed. They were soon proved right when several Immortals were possessed by the Sanguinary, during their most vulnerable time: while trying to return to their human forms.

Thus, what they seek is a balance between Beast and Vox, Instinct and Mind. For that reason learning Shian-Rhi is a long, hard process and few are those who can claim to be a master. All Shian-Rhi adepts must spend at least a few minutes in meditation each night - that is the edge that allows them to keep the lure of the beast at bay when the need arises.

Combat advantages aside, Shian-Rhi brings a big benefit to Immortals – the Shian-Rhi Skill rating works as a bonus in any test made by an Immortal to attempt to resume his human form (for more on Shapeshifting, see p. xx). The rare Ferals who actually come to learn this art may use this same bonus to resist unwilling transformations, as well.

Shian-Rhi: This is an art developed by the Himsati Immortals, and although it has many usual manoeuvres, such as kicking and punching, its full potential is only revealed when used together with the Immortals’ shapeshifting abilities.

Any student is instructed first on basic combat moves as well as self-control and discipline. Later, they are introduced to the use of the Natures and their Himsati forms in combat. To reflect this slow apprenticeship and concern with self-control of one’s Himsati form, an Immortal will only ascend to the next skill level of Shian-Rhi when he has attained at least the same level in all of the following skills: Trance, Martial Arts or Brawl and Dodge, besides paying for the normal skill cost – for example, if an Immortal wants to increase his Shian-Rhi skill from 1 to 2, he must first have Trance 2, Martial Arts/Brawl 2 and Dodge 2 before being allowed to do so. This works both during Character Creation and later, with Experience Points expenditure. Memory Points may be used to buy Shian-Rhi, if the requested skills levels are fulfilled.

Shian-Rhi was developed by Immortals with animal Himsatis, and in this art they are the most proficient of all, since for other kind of Himsatis the art needs to be slightly adapted – although that doesn’t make it less effective.

Opposite to most Martial Arts, Shian-Rhi Moves are seldomly based in the Art itself alone – that is the reason why all adepts are skilled in other combat methods as well – therefore, both the Basic and the Special moves have no rating. However, after the first level (where both Basic Moves are received for free), the adept can only choose one single Special Move per Shian-Rhi level. A Shian-Rhi master is able of combining several moves to create a truly devastating effect.

Basic Moves: Quick Change, Full Defence Technique

Special Moves: Change Strike, Escape Strike, Rollaway, Uncoiling Snake

Shian-Rhi: Combat Moves

Change Strike: The purpose of this move is to trick the opponent into hitting a specific part of the body – usually the head – then shrinking it (or making it intangible) out of harm’s way by fully shapeshifting (with the Quick Change move). This move will give the Immortal a +3 bonus to a Dexterity + Dodge Test to avoid the opponent’s attack. If he succeeds in avoiding the blow, then he’ll be able of making a counterattack with a +5 bonus (with an additional +1 bonus per each Success Level in the Dexterity + Dodge task).

Escape Strike: This move is used against grapples, pinches, locks, bear hugs, etc., by changing into a smaller form (or larger, depending on the case) through a full shapeshift. However, in order to work, it must be used in the same turn the Immortal was immobilized.

Full Defence Technique: Although their aim is to use the beast within to their favour, the Shian-Rhi adepts know better than to forget the need for instinct. When this move is used, the Immortal can sense and know from where danger will come from, even if he does not see it. For one turn and by spending 5 Essence points, the Immortal will be able of dodging, blocking or parrying the attacks of all opponents without incurring in the usual Multiple Actions penalties.

Rollaway: When the Immortal falls to the ground, he can use this move to fully shapeshift and roll to his feet back again, without having to spend a turn getting up. No tasks are made, it only requires the spending of the usual 3 Essence points. This move will not work, however, if the Immortal was already fully shapeshifted.

Quick Change: The Shian-Rhi adepts are fearsome fighters in action, blurring in and out of their Himsati amidst the fighting moves: whereas to most Immortals changing in and out of their primal forms can be a difficult and sometimes slow process, the Shian-Rhi adepts have surpassed that (although they are still subject to the same tests when leaving Himsati form). Instead of needing to spend an action to activate natures or to undergo a full shapeshift, an Immortal can simply spend 3 Essence points to full shapeshift, in order to change automatically (which means he will still have all his actions this turn). The same applies when reverting back to human form, although the Immortal will have to make the usual test as well – with the bonus given by his Shian-Rhi rating, of course. This technique is often used together with other moves, and can be used as often as desired (as long as there is enough Essence).

Uncoiling Snake: This is the ultimate surprise attack move: by spending 2 Essence points and simulating a normal attack (such as a punch or jab), the Immortal can activate at the last moment an adequate Nature (usually “Natural Weaponry” or “Charge”), which allows him to considerably increase the damage made to the unsuspecting target. Protective Natures, such as “Armour” (or even by completely shapeshifting in case of ethereal elementals), can be used in a similar manner as well, by allowing the Immortal to suddenly sustain much more damage than he would in his human form.