I've been working on a full Immortal Template and here is what I've come up with. Let me know what you guys think.
Musts: A high concept that denotes status as an Immortal (e.g., Honorable Immortal or Immortal With a Death-wish) must be taken. In addition, Immortals are required to take the following supernatural powers:
* Marked by Power [–1]: Immortals are filled with great power. This can be sensed naturally by other Immortals and, with the proper abilities, it can also be perceived by non-Immortals, a Wizard's Sight being one example.
* Supernatural Sense [-2]: Can sense the presence of other Immortals. This is a passive ability that always succeeds at distances closer then thirty to fifty feet on average. The distance can be increased with shifts from an Alertness roll. The sense can not be blocked by non-magical means and any mystical obstruction is contested by an Alertness roll.
* Supernatural Recovery [-4 + 3 = -1]: This applies to the healing of wounds and doesn't include re-growing missing body parts, be it a finger, an ear, or your head.
* The Catch [+3]: Can be bypassed by removal of a body part (+2) and knowledge of the catch is discoverable through research (+1).
* The Quickening [-4]: When an Immortal looses their head, the nearest living Immortal receives a single fate point, one skill rank, and the benefits of a Minor Milestone. All three rewards can be used immediately and have no additional rules or restrictions. Optionally, the GM may limit the use of the skill rank and/or the acquisition of new skills and powers to those appropriate to the decapitated Immortal. Also, at the GM's discretion, certain Immortals may give more then one fate point or skill rank when are defeated, generally relating to how powerful the Immortal is based on the number of points currently in their fate pool.
Options: Every Immortal is unique. There are no specific restrictions on stunts, besides the normal refresh cut-off rules, and Supernatural Powers are possible, with GM approval.
Important Skills: Alertness
Minimum Refresh Cost: -8
It's all pretty obvious, but I will point out a few things.
I raised the cost of Supernatural Sense from -1 to -2 because of the automatic success at close distance.
I thought for awhile about how to do quickening. Off the top I knew that there shouldn't be any new record keeping, the strength of the DFRPG system the way it adds simple numbers to free-form role-playing. No new pools, counters, tracks, stats, or any other numbers that need to be referenced durning play. I like the idea of using the built-in mechanic of Milestones, and Minor Milestones are almost perfect, but don't portray the gain of new knoledge/abilities. The Significant Milestones may give a skill rank, but they limit to one item from the Minor Milestones and that seems to weak. Major Milestones are too good except for maybe finishing a really powerful Immortal, but how often does that happen and when it does GMs are free to use them. So I settled on the rewards mentioned above, 1 fate point, 1 skill rank, and a Minor Milestone.
That leaves me with two questions. First, does the Quickening power seem acceptable? Second, how would one go about adding the ability to breath under water?