The Quickening

Character Creation Outline


Step One: Character Concept

Who are you? Choose Age

Step Two: Select Attributes

What are your basic capabilities? Prioritize your three Categories; Physical, Social & Mental

Step Three: Select Abilities

What do you know? Prioritize your three Categories; Talents, Skills & Knowledge

Step Four: Select Advantages

In what ways are you unique? Choose Backgrounds Choose Influences

Step Five: Last Touches

Filling in the all-important details Record Accumulated Experience Record Base Willpower Spend your Freebie points to raise any Trait Create your Enemies


Step One: Character Concept

Before you start to think of numbers, you need to develop a concept for your character. This concept does not need to be detailed. You only need a general idea to start with. This concept will probably change during the character creation process, but at least it is something to start with. The concept could be something like; "I'm an English knight who fought the Crusades. I'm proud, chivalric and strong in the faith, but seclusive since immortality doesn't spread to one's friends." The concept needs to be unique and should be approved by the Storyteller. The concept usually gives one thing away; the character's Age. The Age is important, since it is from this Age you draw your experience. The older you are, the more experienced you get. On the other hand, the longer you live, the more enemies you make. There are five choices of Age; Modern, Renaissance, Medieval, Dark Ages and Primeval times. A Modern Immortal has not lived very long; a century or two at the most. Thus, they have not had the time to make enemies with other Immortals. A Renaissance Immortal are more experienced, but has had the time to gather an enemy. Medieval Immortals have even more experience, but do not only have two enemies but also have difficulties to learn modern sciences. Dark Age Immortals have three Immortal enemies, and Primeval Immortals have four enemies of the Immortal kind.


Step Two: Choosing Attributes

This is done in the same way as in any other part of the Storyteller-system. The Immortal may place points like any other mortal. Attributes: 6/4/3


Step Three: Choosing Abilities

The amount of dots you have depends on your age. The older you are, the more experience you gather. However, there is a limitation to this. If you are of another age than the present one, you may have difficulties in 'keeping up' with the present. This is called a 'Limitation'. If you wish to have an ability and you are of an age that makes that ability limited, you may not have more than three dots in it, from the beginning, not even with Freebie-points. The Limitations are listed with the age, along with the number of dots you get to place on abilities. This is worked out just like in any other part of the Storyteller-system. Abilities: varies with age Age Dots Limitations (cumulative) Modern 11/7/4 None Renaissance 12/8/5 Streetwise, Repair, Security, Computer, Politics, Science Middle Ages 13/9/7 Bureaucracy, Subterfuge, Medicine Dark Ages 15/10/8 Firearms, Drive, Finance, Law Primeval 17/11/9 Etiquette Example: If you are an Immortal born during the Middle Ages, you get to spend 13/9/7 points on abilities, but may not start the game with more than three dots in any ability listed as Limited for the Middle Ages, the Renaissance, or the Modern Age. (If you were born during the Primeval times, the Dawn of Time, you would get 17/11/9 dots to place, but with even more limitations.)


Step Four: Advantages

Backgrounds: 5 Influences: 3
Backgrounds This is the history of the character. The Backgrounds may be taken from the other Storyteller-systems, or you may choose one or more from the ones below. Some Background-traits from some of the other parts of the systems may not work for an Immortal, like the Generation-, or Status-trait of the vampires, for example. Lineage There are different Lineages among Immortals, different ways of approaching the Game, the Gathering, and the Immortal life. A character may spend Background-, or Freebie-points on his or her Lineage. The lineage tells you how much is known about the characters Lineage, and how it is viewed by other Immortals. The Lineage depends on your Mentor, and his or her Mentor, and the one before that, and so on, in addition to what they, you, and others of this Lineage have done, or haven't done. - Unknown. · Few but solid facts. Your lineage is almost unheard of. ·· Somewhat known -- other Immortals sometimes mention your lineage. ··· Known -- most Immortals know about your lineage. ···· Wellknown -- your lineage is respected among the Immortals. ····· Famous -- no facts are known about your lineage, only rumors. However, other Immortals parts to let you pass. Mentor You can also spend some of your Background-, and/or Freebie-points on your Mentor, the one who taught you about the Immortal life, the Game, and the Gathering. If you spend points on this, you get a Mentor that might be known to other Immortals, and perhaps even feared. If you do not spend any time at all, you have still had a Mentor, but he or she is insignificant in the Game. · MacLeod 1537 ·· Fasil ··· Raměrez ···· Kurgan ····· MacLeod 1984 Wisdom As many abilities as you have dots in this trait are excepted from the Limitations of Age. This could be useful if you want to create, for example, a civilized Roman Immortal with sense of law and bureaucracy. If you do not spend anything on Wisdom as Background, you are at the mercy of the Limitations of Age.

Influences The Influences are the supernatural powers that comes with an Immortal life. They are very similar to the Disciplines that the Vampires learn, and they work according to the same system. A Immortal get to spend three dots on Influences, and may spend Freebie-points on Influences as well, seven points per dot. Unworldly Senses This is the ability certain Immortals may develop to sense the world around them, all other Immortals, other supernatural (or over-natural) beings like vampires and werewolves. One can never get more than four dots in this Influence, the fifth dot is awarded the Last Immortal, the one to survive the Gathering. The effective range of this Influence is Perception multiplied with the amount of dots you have in this Influence. · Sense Immortal being ·· Sense Supernatural being ··· Sense Mortal Presence ···· Sense Danger ····· (Know Everything) -- only available for the Last Immortal Quickness This works just like the vampires Celerity, giving you an extra action in a turn per dot in this trait. ESP Extra-Sensory Perception gives the character abilities beyond the human senses, power to read minds, move objects by thought alone, and seeing auras. For ever dot the character possesses in this Influence, the more powers he or she can use. These are listed below. · Tele-empathy The character can read the mind of another from a distance in order to feel his or her emotions. This may be very painful for the ESP'er if the subject being read is under emotional stress or being harmed in some way. System: The character rolls Perception + Empathy (difficulty 6) in order sense the emotions of a specified target within visual range. ·· Pyrokinesis This power gives the character the ability to set fire to an object within sight. Flames burst out of the object and, if it is naturally flammable, it catches fire. Otherwise, the fire trickles away. One can set fire to a person, but this is very hard. System: If the character wishes to set fire to an inanimate object, then roll Manipulation + Occult against a difficulty of 7. At least two successes must be obtained in order to set the object on fire. If you wish to but fire to a being, natural or otherwise, the difficulty is 9 and you must obtain more successes than the targets current Willpower. ··· Aura-reading With the use of this power, the character may see the aura of power that every thing, living or dead, creates. The color indicates what the being is, its mood, and its identity. There are many color an aura can have, and they tell you a lot about the being around you. For example; a person in love will have blue aura, an angry person a read aura, and an angry vampire a pale, red aura. If you do not have a list of the different colors, it won't matter, the mere fact that the character can see the aura will tell him or her a great deal about the person, just male up a color. System: The player rolls Perception + Empathy against a difficulty of 7. The number of successes indicates how much of the aura can be seen. 1 success Can only distinguish between pale or bright. 2 successes Can also distinguish color 3 successes Patterns can be seen (identity of subject) 4 successes Subtle shifts in color or patterns can be seen (detailed information) 5 successes Can identify mixtures between colors and patterns (near-complete information) ···· Telekinesis With this power the Immortal may attempt to move object by sheer thought. The stronger your will, the heavier and bigger the objects you can move. The movement may be straight or curved, fast or slow, all according to the user's wishes. System: Roll Manipulation + Occult. For each success beyond the first one, the speed may be increased by one hundred percent. The base-speed is ten meters per turn. The object must be within visual range. The characters current Willpower determines the weight of objects movable. Willpower: · one pound ·· 10 pounds ··· 20 pounds ···· 100 pounds ····· 200 pounds ······ 350 pounds ······· 500 pounds ········ 1/2 ton ········· 1 ton ·········· 10 tons ····· Telepathy The power grants the character the possibility to read another's mind, and communicate with beings by thought. Messages may be thoughts, emotions or images. Only willing targets can normally be affected. System: The player rolls Charisma + Empathy against the difficulty of four for a willing target. The difficulty for a unwilling target is his or her current Willpower. The range is virtually unlimited, only the Storyteller's restriction. A mind can be scanned for information, poked in for details, or communicated with.


Step Five: Last Touches

Virtues: 7 Freebie Points: 21 Calculate Accumulated Experience Attributes: Only the sum of all used experience and/or freebie points. Abilities: If a ability has one dot it is worth 3 points two dots 5 points three 9 points four 15 points five 23 points Influences: If an Influence has one dot it is worth 7 points two dots 10 points three 16 points four 27 points five 39 points Willpower, Humanity, Virtues and True Faith: One dot is worth 1 point Two dots are 3 points Three 5 points Four 8 points Five 12 points Six 17 points Seven 23 points Eight 30 points Nine 38 points Ten 47 points Enemies: While being alive, you make others your enemies. If these are mortals, you can just avoid them and they will die of old age. If the enemy is another Immortal or another supernatural being, you might not be able to get rid of him or her as easily. Depending on what age you were born in, the amount of time you have been alive that is, you get a number of Immortal enemies. These should be outlined with a brief history and their strengths, working with the Storyteller. Below is the list of the number of enemies. This table is not cumulative (thank God for that one, those of the Dark Ages or the Dawn of time!). Age Enemies Modern 0 Renaissance 1 Medieval 2 Dark Ages 3 Primeval 4