It may seem appealing to run an immortal in a Storyteller Chronicle, especially as it is, in ways, an extremely powerful character type. However, in my opinion, it is more difficult to create an immortal character than any of the others created so far. When you are generating a Mage, Garou or Vampire character, there are plenty of traits such as gifts, backgrounds, disciplines, spheres and so on to play with, and the mythos is already set out in the rule-book. In effect, the whole thing is presented to the player in a neat little package, and all they have to do is follow the rules, write down a few figures and they can play their character."I am immortal, I have inside me blood of kings..."
- Queen
Immortals are different. Each one is unique. There is no pre-designed background for immortal characters. Their very nature prohibits the type of society that holds so much of the role-playing potential for Garou, Mages and Kindred. Like these characters, the immortal is a normal person who discovers that he has a special destiny. However, unlike Garou and Kindred, they can see no reason why they and not someone else, have been chosen to be immortal. In some ways, they are similar to Mages in this respect, but the one major difference between immortals and other characters is time - often, immortals discovered their heritage hundreds or even thousands of years ago. Deciding how this character spent those years, and working out the beliefs, knowledge and outlook that he has brought with him from this time, is a task the player must carry out before he should be allowed to roleplay an immortal in a Chronicle.
One might argue that this has already been explored with Vampire and Mummy. In Vampire, however, one is encouraged to begin with a young vampire, so as not to unbalance the game: elder vampires, while a curiosity, do not often "adventure" with their younger brethren, but instead are embroiled in the politics of the Camarilla. They also tend to be much more powerful, and less human than their younger Kin. Likewise, although Mummies are in many ways human, their thoughts and desires are nothing like the mortals around them.
There are other disadvantages to playing an immortal - like vampires, they cannot enter the spirit world under their own steam, but must use a portal or be "pulled" in by another supernatural. Their supernatural powers are often less powerful than those of vampires and other supernatural creatures. Also, every immortal must be on his guard at all times, lest another immortal come searching for him, something which few other supernaturals have to do. And, finally, immortals must labour to conceal their true nature from mortals without an organisation such as the Camarilla or the Sabbatt to aid them. Thus, we feels that the advantages associated with playing an immortal are balanced out by the disadvantages.
Immortals are a very unique character class, due to their humanity: despite the centuries behind them, they are still human... along amongst mortals; hidden; but still human in mind and soul unlike most of the other supernatural creatures. This humanity makes them unique and interesting characters to explore and roleplay. As in Vampire, we reccomend that players new to Storytelling or Highlander play a 'new immortal' character - ie. one who only discovered his true nature quite recently, in game terms. However, we do not want to discourage experienced roleplayers from playing older immortals, and have included rules to allow players to generate immortal characters up to one and a half millenia in age. However, in order to prevent munchkinous or 'twink' characters, we reccomend that Storytellers should make it a condition for any immortal character, no matter what age he is, that the player fully flesh out the character by givinghim a full background, and documenting their entire life. This will generally deter players who wish to play an immortal simply because he is immortal, mainly because most munchkins will baulk at having to document a 1,500 year long life.
Players should be encouraged to think up their own abilities, thus helping make their character unique. For example, the Knowledge History might be a common one among immortals (and is in fact included on the character sheet) - remember Connor relating the significant events of 1798 to Brenda?
Use the chart below for a reasonable split of abilities based on age.
Age Primary Secondary Tertiary Max 0-100 13 9 5 5 100-250 18 13 8 5 250-500 23 17 11 6 500-1000 28 21 14 7 1000-1500 33 25 17 8 and so on...
The Quickening characteristic is the most important to an immortal... it defines their power, and is very useful in battles with other immortals. Beginning immortals begin with 1 Quickening; this may be increased by spending Freebie points, as discussed below.
Immortals have no "virtues" in the Vampire/Werewolf sense. Like Mages, their only characteristic is Willpower, and like Mages, they start with a base Willpower of 5.
Age Background Points 0-100 7 100-250 9 250-500 10 500-1000 11 1000-1500 12
The following backgrounds are possibilities for immortal characters. See Vampire for explanations of most of these backgrounds (except for Arcane, which comes from Mage).
* Mentor is less than a hundred years older than you. ** Mentor is between 100 and 300 years older than you. *** Mentor is between 300 and 600 years older than you. **** Mentor is between 600 and 1000 years older than you. ***** Mentor is between 1000 and 1200 years older than you. ****** Mentor is over 1500 years older than you.
Storytellers should bear in mind the possibility that an immortal character's mentor might be killed, unless they have "retired".
Quickening ......... 7 points per dot
Attributes ........... 5 points per dot
Abilities .............. 2 points per dot
Willpower .......... 1 point per dot
Backgrounds ...... 1 point per dot
This is a very important part of character creation, and, unfortunately, one that is skipped over far too often. This is a role-playing game, and the Storyteller system is designed so that players can immerse themselves in their character. However, you cannot do this if you don't know your character."Ya talk funny, Nash... where ya from?" "Lots of different places..."
- Garfield & Nash
What does your immortal look like? How does he dress? Is he a classic member of the "trenchcoat brigade", or has he settled on another method of carrying his weapon (like the Kurgan and his briefcase)? These sort of decisions help determine a look, and also are useful for game play later."Who cut your hair?" "I am in disguise... this way, noone will recognize me."
- Connor MacLeod and Kurgan
How long has your character been in his current home? What friends has he made? Unlike Vampires, Garou, or Magi, immortals live amongst the humans and (for the most part) treat them as equals. Hence, they make connections with the human race, which will come up during game play (either for help or for hostages, depending on Storyteller mood)."Hi, Brenda. I did what you asked. I spent all night going through the old deeds to Nash's house on Hudson Street, right back to the original owner, Montague, in 1798..."
- Rick
What kind of personality does your immortal have? Is he dark, moody and unfriendly, or bright and extrovert? What drives them, keeps them going? Is the ambition to win the Prize the thing which consumes their lives, or do they revel in life generally? The things that have happened to an immortal down through the years can often affect his outlook on life - love and war are probably the most common ones, but other things can greatly influence the way a person views life."Love is for poets."
- Connor MacLeod
Immortals are often unusual individuals. Note from the series: Gregor's tendency to put mortals into danger to get a secondary rush from it, or Amanda's tendency to doublecross her partners. These things help define the character, and yet aren't shown in the characteristics above. Perhaps your character has a phobia or a hatred of some particular thing. Perhaps your character is afraid of heights, and has a hatred of Vampires... Pick interesting quirks, and write them down; they will add greatly to the role-playing experience. See also the Merits and Flaws section below."I have something to say... It's better to burn out, than to fade away!"
- Kurgan
One of the most important things to remember when writing up your character's background is that, unlike the Garou and the Kindred, (and the Mages, to a certain extent), immortals are human. They may live for extraordinary lengths of time, but they are still very human, with the very same feelings and thoughts as us.
A character's Nature is her true personality - that which she is, but will not necessarily reveal to other characters in the Story. People do not bare their soul to everyone they meet, and thus they develop false fronts.
A character's Demeanor is this false front. While a character's Nature would only change in exceptional circumstances, her Demeanor can be as consistent as their Nature, or it may change frequently. Also, if the player so chooses, a character's Nature and Demeanor may be the same.
Personality archetypes are also a method of (re)gaining Willpower, as the Storyteller will award Willpower when a character lives up to their Nature/Demeanor.
The full rules for Personality Archetypes, and Merits and Flaws can be found in the Vampire, Werewolf and Mage Players Guides but here are some Merits and Flaws from Elysium, White Wolf's elder vampire sourcebook, which adapt well to ancient immortals.