Immortal rules are designed to provide some guidelines for truly powerful characters, NPCs, and Gods that preside over various parts of the fantasy multiverse. Though characters can be generated as immortals, it is recommended that players progress into the immortal ranks from mortal characters.
Immortal – a powerful being that can potentially live forever, never dying or subject to decay. These beings also possess a distinct power that allows them to alter, shape, or create reality in ways mortals cannot accomplish, even with the most powerful magic or psionic abilities.
Power Point – a single unit of immortal energy. The only way to measure the potency of this power is by equating it with experience points. 1 Power Point = 1,000,000 experience points. Thus, an immortal with a single power point is equal to a mortal character that possesses 1,000,000 experience points.
Temporary use of Power Points – power points can be expended temporarily, their most common use to provide access to any mortal ability for 24 hours. This includes the extreme ranks of magic, psionic grand arts, combat skills, and virtually anything else available to mortals including enhancements, talents, or skills.
Example: An immortal that expends a temporary power point to gain magical ability would have 7 ranks in a chosen magical school, 6 in a secondary school, 5 in a tertiary, etc. In addition, the immortal would also gain a D12 MMM and up to three skills (D10 rating) focused on magic ability such as spellcraft. Once gained, these powers would remain for 24 hours allowing the immortal to function as a mortal in all respects that possesses these abilities. After the 24-hour period expires, these abilities are lost but can be regained by another temporary power point expenditure. Also, spending multiple power points can grant two or more schools at 7, adding corresponding skills and a choice of enhancements. Expanding a total of 5 temporary power points grants rank-7 access to ALL ten magical schools. It also provides a D12+5 in MMM, 7 magic-based skills at D12 skill rank, and three enhancements and talents (focused on magic) for a 24-hour period.
Permanent use of Power Points – power points expended in his manner are lost permanently but the abilities created by them are permanent. This can apply to any mortal enhancement, talent, skill, magic, or psionic ability as described above. Permanent power points can make permanent alterations to the physical bodies of immortals, allowing them to exceed human limitations in all areas. Additionally, permanent power points can be expended to cause immortal-level damage to other immortal beings, objects, or creatures. Such expenditure is always a one for one exchange. A single power point used in this manner destroys a single power point in the target. Often, however, such expenditures are used to augment already damaging mundane abilities such as spells, psionic abilities, or combat skills. Thus, a fireball spell laced with immortal magic would do ten times the normal damage a mortal fireball spell can produce. A fireball laced with 1000 power points could do 10000 times more damage. Such an effect can destroy a small moon or cause cataclysmic effects on a given world. These events can tilt a plane off its axis, vaporize an atmosphere, or melt away a portion of the planet’s crust. Mortals, if any actually survive such a calamity, will experience extreme survival conditions, often for thousands of years.
Immortal Ranks – like all creatures, immortals come in varied power levels with a host of abilities which are often gained due to an extremely long lifespan. Though power is a hallmark of immortal abilities, knowledge regarding the use of immortal power is equally important. Listed below is a loose description of immortal ranks to help categorize relative power levels.
Unrefined Immortal (tier 1) – these are creatures that live forever and often do not need food or water to survive. Typically, they do not need sleep, and their bodies do not decay or become less powerful over time. Creatures that fall into this category include Demons, Devils, Daemons, Angels, Elementals (all types), some Undead, Faeries, and the like. These creatures typically do not know how to employ Power Points (5 or lower), though they often possess them as superhuman stats, abilities, resistances, regeneration, and the like. This tier of immortality is the weakest tier and encompasses the largest number of immortal creatures.
Apprentice Immortals (tier 2) – these immortal creatures are slightly more powerful than Unrefined Immortals in raw power (4-7) but also possess knowledge on how to use power points on a temporary or permanent basis. These creatures are often, but not always, under the tutelage of a more powerful immortal. The rank of Apprentice Immortals includes those mortals that have successfully completed their immortal quest and entered the rank of immortals. Creatures like Noble Devils, Demon Lords, Planetars, and Noble Elementals (all types) are good examples.
Demi-gods (tier 3) – these immortals have accumulated a greater amount of power points and have a good understanding of their use. They understand the immortal rank structure and etiquette and have traveled the multiverse to some extent. These creatures typically possess 8-20 power points. Demi-gods are often focused on establishing a mortal following and a wellspring of energy produced from their worship. Demi-Gods have the knowledge and power to create Unrefined Immortals. Arch-devils, Demon Princes, and Solars are good examples.
Lesser Gods (tier 4) – this group of immortals have successfully established a small mortal following and can obtain a small amount of energy from their worship. These immortals often create secondary immortal bodies because they have the awareness and ability to control two avatars at once. Lesser gods often possess from 18-60 power points. Lesser Gods have the knowledge and power to create apprentice-level Immortals, though this endeavor is costly.
Intermediate Gods (tier 5) – this group of immortals have established a large mortal following, possibly on multiple worlds. They have the awareness to control four avatars at once and often possess multiple physical bodies. Intermediate Gods have the power and knowledge needed to teach Apprentice immortals. These immortals can create new species of mortals to populate new worlds. They can make a wholesale changes to the typography of this world and create moons if needed. These gods often possess 50-200 power points. Intermediate Gods have the knowledge and power to create Demigods, though this is a costly endeavor.
Greater Gods (tier 6) – this group of immortals are the most powerful and can create other immortals of lesser god status and lower on a whim. These immortals have sufficient power to develop new solar systems that include stars, planets, moons, asteroids, and the like. Greater Gods often lead a pantheon of gods. Examples of Greater Gods include Zeus, Oden, Rasfer, etc. Greater Gods often possess power points in excess of 200 but less than 5000 thousand. Greater Gods have the knowledge and power to control eight avatars at once, often on multiple worlds, planes, and even temporally.
Primals (tier 7) – these creatures are concepts more than entities. They are all powerful in their chosen domain. Currently, six primal exist: Time, Fate, Chaos, Law, Matter, and Entropy. These Primals possess countless power points and have existed from the beginning. The Primals can create immortal races that number in the thousands with a thought. Often, two or more work together to enact these creations. Primals can create new timelines, dimensions, and planes, all with mortal or immortal populations as desired. They can control over a hundred avatars at once, but rarely have a need to do so. Primals can control entire races of immortals across the multiverse with a thought.
See detailed information regarding the Primals in a separate document. The only limitation placed upon these entities comes in the form of venturing into the domain of the other Primals. Thus, fate can create and control magic, but her abilities pale compared to Chaos, which rules over magic. Time can create items, but Matter can create indestructible items. While Law can place conditions on virtually anything, Entropy’s power to erode, corrupt, and destroy is unmatched.
Accumulation of Power Points: There are four basic ways to obtain immortal power points.
1. Siphon power points from another immortal, typically of less power, though it can also be accomplished upon more powerful immortals if they have been subdued.
2. Unmaking of an Artifact. This is akin to siphoning power points from another immortal, but it also destroys the artifact in question. Sometimes artifacts have specific rules that must be followed to bring about their destruction.
3. Wellspring of worshipers can also provide power points. This process requires that the immortal establish a location where such devotion is accumulated and over time transformed into power points. The number of worshipers, level of devotion, and time determine how much power points a wellspring can produce. It is possible, though rare, that immortals can have multiple wellsprings.
4. Accumulation of spirits/souls, individually collecting souls is a time consuming endeavor and most immortals do not have the time to spend collecting individual souls. Minions, of the unrefined immortal tier, can be used for this purpose. Angles, demons, and devils are the best examples, though each use different methods to extract spirits/souls. Often the souls of multiple mortals must be obtained to equal a single power point. Exceptionally powerful mortals (1,000,000 exps +) can provide a single power points for every multiple of a million experience points possessed in life.
a. Some immortals that live on the outer planes and have access to gates can benefit from spirits/souls that make the journey to the afterlife. The rules that govern these aspects vary greatly and are largely based on the outlook of a given immortal. In the Nine Hells, souls that arrive take the form of Lemura which are virtually mindless spirits. In the seven heavens, however souls enjoy a peaceful afterlife and exist in a safe and joyful setting. These souls can be consumed, typically by the hundreds, to form power points. This is a difficult process and is typically unknown by the lower tiers of immortals.
As a general rule, the more powerful the creature or immortal being the greater amount of power points they provide. Conversely, more powerful creatures are harder to defeat or subdue.
Aside from the common ways to obtain power points, there are a few uncommon and obscure methods. This includes finding the bodies of immortals that have drifted out of memory and do not possess enough power to retain conscious thought. Often in the outer reaches of the outer planes, these creatures could be result of ancient battles between immortals, immortals that have gone mad, or those that have lost followers, fame, and/or a desire to exist.
Sometimes an immortal that has been destroyed has left behind wellsprings that still contain power points. Further, it is possible that the dead immortal’s worships simply do not know the immortal has been destroyed and still continue to offer devotion. In either case, raiding the wellspring of another immortal destroys the wellspring. The amount of power points varies as some of the energy will always escape. Wellsprings cannot be transferred from one immortal to another. All wellsprings will produce power points with a set resonance, which may not be of a flavor raiding immortals my like.
Transforming the void or maelstrom can sometimes yield power points. Reclaiming the void is a difficult and dangerous process. Immortals have to expel power points to reclaim and define it. Sometimes (1 of 10) attempts will produce lost power points locked away and forgotten in the void can be obtained.
Similarly subduing a maelstrom, pure chaotic energy and matter, can also produce unexpected power points. Simply touching the maelstrom can be dangerous for immortals as it can transform their immortal bodies and minds in unexpected chaotic ways. Some creatures, such as the Hordes of Hades and Demons embrace this method which always results in malformed bodies and minds. They freely give up control for chaos and sometimes benefit by gaining power points in the process.
Finally, power points can be given as gifts between immortals. Virtually unknown in the lower planes, it is much more common in the upper planes.
Power points obtained from other immortal creatures will have a specific resonance. A taste that somehow defines the source immortal. This is not something the immortal can control but a product of their general philosophy, emotional energy, and deeds. A good immortal will generally have a positive resonance corresponding to its chief aspect (A goddess of life would have a health resonance, one of diseases would provide one of bodily dysfunction/decay). Changing the resonance of immortal energy is almost impossible. The resulting creations made from power points will have some aspect of the given resonance. Thus, an immortal of death that creates an artifact rod would find that powers that cause death are easier to access, while the powers of healing are nearly impossible.
It is possible to delude the effects of resonance by using power points of different resonance types for a given project. This practice will produce unexpected results in the creations infused by such power points, and inevitably, some aspects of the resonance types will surface given time. Creating creatures with such power points will produce unexpected variances in offspring from time to time. Some immortals desire such diversity, while others see it as a bane.
Note: It should be noted that some immortals can mimic the resonance of other immortals, but even with such ability, the power points produced by a given immortal, even though they can mimic the resonance of others, will stay true to their own philosophy.
These objects come in varied sizes, colors, textures, materials, and power levels. In all cases, artifacts are created and contain immortal power points. Weaker artifacts contain less, while those that are more powerful contain more. Artifacts are designed for immortal use, though they can be used by mortals. Properly channeling immortal energy is something that immortals understand, but this knowledge is not available to mortals. The greater the power of an artifact, the higher level of understanding is needed to wield it without side effects. Mortals, regardless of how powerful they may be, will ALWAYS suffer negative effects when wielding artifacts. Some immortals, mostly in the lower tiers, who also do not have sufficient training in the use of power points will also suffer negative effects when wielding artifacts. Artifacts come in 7 tier levels, where a tier one artifact would be the weakest, possessing a single PowerPoint. Each tier above one doubles the number of power points possessed. Thus, a tier 7 artifact would possess at least 64 power points.
As a general rule, a tier-1 artifact can be used by a tier-1 immortal without any negative effects. A tier-1 immortal using a higher tier artifact often suffers some negative effects, though these effects are not necessarily as severe as those applied to mortals.
Artifact Creation: Virtually any godly power can be imbued into an artifact. The amount of immortal energy that a physical object can contain is of chief importance. More powerful artifacts require tougher and sometimes indestructible materials, while tier-1 artifacts can be made of superior mundane materials. The monetary value of an artifact, though often substantial, is not of importance. Listed below are some materials and the amount of immortal energy they can support.
Note 1: It should be noted that mundane materials modified/fortified by psionic or magical ability can jump up one or possibly two tiers in durability. Thus, Asmodeus’ Ruby Rod, which is made of a single piece of ruby, would normally fall in the Tier-1 category. However, it has been modified by magic to increase its durability and make it shatterproof. This places that item’s durability at tier 3, allowing it to support up to 4 power points than the base 2, which would be possible without the magical alterations.
Note 2: Some materials, specific to often dangerous places, can also allow the material to store more immortal energy than their ‘mundane’ counterparts. For example, Sunstone, which is only found in the Nine Hells, is tougher than any stone found on the prime material planes. Further, it is naturally resistant to toxins and acid, making it a superior material. Although natural mundane stone, regardless of hardness, cannot be used to support immortal energy. Sunstone, without any magical alterations, can support immortal power at tier-1. Sinstone further hardened with magic, can support tier-2 or even tier-3 immortal power. Magically altered sunstone is the chief material used in the construction of the Main Gate on Avernus, the first plane of Hell.
Note 3: Mixing materials can allow artifacts to also support more immortal energy. The amount of superior material mixed with inferior material is a mathematical function. Thus, Sintone (tier-1, 40%) mixed with Adamantine (tier-3, 60%) and treated by magic to improve durability can be much stronger (tier-4).
Note 4: Immortal material components, such as blood, commonly bone, or scales, which possess superior durability, can also function as raw materials for artifacts. As a general rule, such materials are rated based on the immortal from which they have been obtained reduced by one level. Thus, a dragon scale obtained from Tiamat (a Lesser Immortal (tier-4)) would support immortal energy to tier-3. These items, already of a superior magical nature, typically cannot be enhanced by magic. These items used in the construction of an artifact will also affect the overall resonance of the item.
Artifact Imbuing Process – This varies greatly based on the immortal and items used. However, an immortal cannot imbue an item with a power he does not possess either on a temporary or permanent basis. It is possible for a group of immortals to contribute to the creation of a single artifact. These instances are extremely rare and often produce artifacts with multiple abilities and often unexpected disadvantages.
An immortal can imbue an artifact with a given power and then obtain an item/component that would boost that power. Thus, an immortal (tier-3) could imbue an artifact with a tier-3 power and then obtain an item from a tier-5 immortal, boosting that specific power to tier-4 or 5. Again, such instances would have to contend with resonance issues as stated above.
Imbuing an artifact always removes power points from the creator or an alternate source of power points at the creator’s disposal on a permanent basis. The transfer is always on a one-for-one basis. Again, resonance from the source of the power points will ‘color’ the final product.
Artifacts, regardless of power level, automatically succeed in the enchantment process, no rolls are required. However, disadvantages the artifact can impose are assigned by the Game Master and should be congruent with the resonance of the item.
Artifacts and Intelligence – some artifacts also possess a mind or a living will. These items vary in power but always have hidden objectives. They will most often mimic the alignment/philosophy of the creator, modified by the resonance of the materials and imbuing process used. Because artifacts cannot normally be destroyed, they can exist for a very long time. During such an extended lifespan, these intelligent items can learn and accumulate a vast amount of knowledge, making them quite clever and manipulative with respect to their hidden objectives.
Spiritual Body - all immortals possess a spiritual/incorporeal form—a combination of their spirit, mind, and power points. Though the spiritual form can take a humanoid shape, it is not required. Spiritual forms can vary in size, luminescence, transparency, and/or color. They can pass through mundane objects and mortal magical or psionic obstructions/creations but cannot travel through immortal wards, barriers, or obstruction. Spiritual bodies can inhabit physical bodies (avatars), possess other creatures, and sometimes occupy inanimate items.
Avatars – are physical manifestations of power points, often in the form of creatures with superhuman abilities. The construction of Avatars is a specialized process. There are a few rules that govern the development process. Those rules are listed below;
Overview – though not required, nearly all immortals have avatars at one time or another. With an avatar, they can interact with the physical world(s), people, creatures, and items. Without an avatar, an immortal is limited to a spiritual form. Sometimes, a spiritual form is preferred because it is harder to detect, locate, or manipulate. Traveling in spiritual form is also advantageous as the spiritual form is not subjected to physical laws and limitations. Further, in spiritual form, immortals are allowed to observe mortals often without being detected. The spiritual form also has its drawbacks. Though it is not physical in nature, it can still be harmed. Commonly this is done through the direct projection of power points, though some artifacts can also inflect such damage. Destroying the spiritual form of an immortal effectively destroys the immortal. It should also be noted that any spiritual wellsprings (from mortal worshipers) are connected to the spiritual form, not the physical body (avatar). Though it is possible for an immortal to ‘split’ his spiritual form, this effectively creates two immortals of lesser power. Though the resulting immortals would likely have the same goals and desires, over time, they will develop different thoughts, ideas, and different ways to achieve those same goals.