The Immortals

A world of giftless, dying mortals who want to decide their own fates.


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The Immortals is a cell for terminally ill Newbies and Novices who will never live to see Seasoned. The contracts are highly dangerous with a high mortality rate. One of these contracts will end your life, if the cancer eating your brain or the untreated AIDS in your blood don't kill you first.

Whether they want to go out in a blaze of glory, or want to scrape together enough cash to leave behind for their loved ones, they all end up the same way.

The Immortals was created by BOMBSHELL2150 2 years, 11 months ago

BOMBSHELL2150
Playgroup Leader

Glutant
Playgroup Member

NPboom
Playgroup Member

The Immortals is a cell for terminally ill Newbies and Novices who will never live to see Seasoned. The contracts are highly dangerous with a high mortality rate. One of these contracts will end your life, if the cancer eating your brain or the untreated AIDS in your blood don't kill you first.

Whether they want to go out in a blaze of glory, or want to scrape together enough cash to leave behind for their loved ones, they all end up the same way.

House Rules

Contractors from The Immortals Are NOT portable, and may NOT visit other Playgroups to participate in Contracts.
The Immortals grants 6 Experience points to GMs who achieve the Golden Ratio.

All Contractors are Giftless and must take that drawback at character creation. This is a non-supernatural world, so concepts that depend on that are best reserved for other Contract worlds. Dark Fate background is subject to GM approval. The Giftless background also does not lead to death upon loss. The difficulty of this world is enough to not need added penalties.

Full Setting Description

You're dying.

 

The man in front of you, Jack, is not without sympathy for your predicament. But he has a job for you. One no other group will touch.

 

Because it's suicide.

 

The Immortals is a cell for terminally ill Newbies and Novices who will never live to see Seasoned. The contracts are highly dangerous with a high mortality rate. One of these contracts will end your life, if the cancer eating your brain or the untreated AIDS in your blood don't kill you first. Acceptable concepts are wide and varied, but they all share the same fate as well as the drawback: Giftless Contracts can range from impossible bank heists to fighting armies of PCP-infused child soldiers so the citizens of a nearby town can reach safety. Anyone can run a game in this cell, provided the player's concepts and the contract itself, are appropriately hopeless.

 

ALL CONTRACTORS ARE GIFTLESS. GMs DISCRETION ALLOWING DARK FATE BACKGROUNDS