Immortals

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Page Revision: 14/03/2008 20:34


Welcome

This is a place to put rules, scribe notes, character profiles and general information about the game.

At the moment, Joe Public can edit any page. We'll see how this goes, but at some point it might be better to have people register. This will also allow private character pages.

Who are the Immortals?

Appearance

They don't age particularly, except as a result of curses or similar kinds of harm, but they aren't immune to death. All other things being equal, however, they continue living until other events stop them.

They can be divided in many ways. For example, some Immortals are capable of learning almost any kind of spell, but with a limited ability to improvise spells on the fly. Others are bound to a particular element, but they can improvise their magic.

Anything Powers vs Elementalists

For example, Florian, the Lord of the Dancing Flame may learn and cast a spell that manipulates fire without spending any real time learning it. On the other hand, Judecca, the Lord of Rings would have to spend some time learning a fireball spell before he could cast it. He couldn't develop the spell on the fly.

Florian, however, couldn't ever learn a snowball spell. It is outside of the range of his element. The advantage that anything powers have is that they can learn to cast almost anything.

Most of them have a hole, however, something that they can't do. For example,the Prince of Demons can't ever learn spells that annihilate. He can still learn spells that tear things apart, but he cannot deny something's existence.

Questors

Some Immortals are Questors, and these are either anything powers or elementalists who serve some great universal principle. Masquerade, the Lord of the Masque, for example, would be a questor for 'beauty'. The Dark Hunt is a Questor who serves the idea of cruelty.

These Immortals have access to a Miracle Pool. Miracle Pools are a reservoir of power that increases the efficiency of the Questor's normal abilities, casts spells on behalf of the Questor and, in extremis, alters reality.

The Miracle Pool has limited omniscience, and uses the Questor and his abilities as efficiently as possible. However, the Pool can only be triggered to further the aims of the Quest. And any points used (to cast a spell, for example) reduce the Pool by that amount.

Miracle points may be earned when the Questor successfully pursures their quest. It is important to note that the Questor earns no more power than a wizard or sorceror. If the Questor successfully pursues their quest, then all of the power they gained might be added to their Miracle Pool.

Cosmic vs Astral

Some Immortals are cosmic in nature, and some are astral. Those that are cosmic draw their magic from the Abyss and beyond. Those that are astral draw their power from the Astral plane. Cosmic powers wane as they approach the core of a plane. Astral powers wane as they approach the Outer Darkness.

Initiation

As Immortals progress, they ascend to higher levels of 'initiation'. They may focus this understanding in a specific way.

For example, they may choose to understand the properties of Feralie as it relates to their magic. This means that all of their spells become a little more efficient in that realm. The Immortal chooses how they will focus this new understanding.

At another level, they may choose to reduce the casting costs of some or all of their spells, or to increase their effectiveness. They may advance a skill or proficiency that they know, or they may work on magical devices or instruments.
 Immortals is a role-playing game developed and run by Jim Arona.
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