If you have an immortal, pick a date of birth. Then start at age 18 and add an event every d20+5 years. Interpret these events for the setting and for your character’s general progression and personality. Figure out how to make sense of nonsensical developments, or generate an alternative.
- You stole the identity of a truly heinous monster.
- A lover fell ill (or got old) and died.
- You handled logistics in a distant war.
- You inherited wealth from a slain immortal.
- You fought bloody battles in a horrific war.
- You stole the identify of a reclusive celebrity.
- You raised a child.
- You were humiliated by another immortal.
- You were devastated by love gone wrong.
- You had to kill someone you loved.
- Your mentor was brutally slain, and you got revenge.
- You sank into depression and poverty.
- You were a fugitive, hunted and restless.
- An immortal taught you a special expertise.
- You became a member of a big family.
- You found peace on holy ground.
- You moved with a frontier.
- You discovered monsters were real, and hunted them.
- You lived among nomads.
- You smuggled drugs.
- A mortal taught you a special expertise.
- You got credentials from academia, and researched.
- You pursued a bloody vendetta against a whole group.
- You were a spy.
- You lived through the last days of a vanishing lifestyle.
- You got religion and took it very seriously.
- You were rich in a city.
- You ground out a lonely rural life.
- You were a vigilante/enforcer.
- You were poor in a city.
- You developed an expertise by connecting with your heritage.
- You hunted immortals.
- You gained a new mentor.
- You trained a protoge.
- You discovered a new purpose.
- You ran afoul of a vengeful cult.
- You very publicly died and had to start over.
- You lost all your wealth to theft or catastrophe.
- You fell in love with a new technology.
- You connected deeply with an art form.
- You barely survived a natural disaster.
- You served jail time.
- You championed a marginalized community.
- You were on the wrong side of a cultural conflict.
- You spent time sailing the oceans.
- You were trapped in water, ice, or rock (or marooned).
- You were law enforcement.
- You developed a criminal specialty.
- You were a teacher.
- You found and lost a close-knit community.
You did dumb things. Why?
- You were young and dumber.
- You were loyal to misguided friends or family.
- You had to keep a promise.
- You were bitter and despairing.
- You were forced to by someone with a hold over you.
- It was the only way to outmaneuver a foe.
- You did not realize the consequences until too late.
- You were blinded by prejudice.
- You were overwhelmed by the life force of a victim.
- You thought you could sabotage other villains.