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Immortal: The Invisible War

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Immortal:The Invisible War
DesignersBrianna Von Gries; Ran Valerhon; Rick Don
PublishersPrecedence Entertainment, Jikkarro Enterprises
PublicationDecember 31, 1993; 30 years ago (1993-12-31)
Years active1993-present
GenresModern fantasy, horror
SystemsImmortal
Playing timeVaries
ChanceDice rolling
SkillsRole-playing, improvisation,
Websitewww.invisiblewar.com

Immortal: The Invisible War is a role-playing game created by artist and writer Ran Valerhon. Characters discover that they are part of an ancient race of shape-shifters with the power to alter reality itself. Immortals have the ability to literally reinvent themselves through a special form of reincarnation-like evolution. Characters may have been an ancient god, mythical creature, or legendary hero in a former incarnation. As the characters struggle to remember who and what they truly are these past-lives continue to inform, empower, and confound the character's current incarnation; They also must re-acclimate to a millennia old war against dark forces to save their last bastion in the universe, Earth.

The game is set in modern-day earth, but makes extensive use of world mythology, high fantasy elements, and an original alternative earth history.

Background

Millions of years ago the dragon immortals known as the Abzulim enslaved nearly all other immortal creatures. They created an empire spanning the cosmos and made war with the Primals: elemental entities older than the universe itself. When the war ended, the Abzulim fled this world and the Primals all but vanished from existence. Now freed, the various himsati species of slave immortals wandered in groups called Prides until the coming of humanity. Both blessed and cursed by mortal faith, the immortals were transformed into human-like guises; they were exalted as gods, monsters and supernatural heroes by the infant human race. But internal strife and hatred between the Pantheons led to their own wars and the end of their stewardship over humanity. The immortals went into seclusion for eons until they eventually filtered back out amongst humanity, in secret, several thousand years ago.

Upon their return, they fought against other immortals who served dark ancient powers from before the dawn of time. After many bitter defeats, and with scar-laden souls, they beat back their enemies and thought they had finally won; it was only the beginning. Somewhere out there the Deepwalkers, mightiest of the Abzulim, have returned to Earth and evolved beyond the ability of normal immortals to see them for their true selves. Now the Twelve Tribes of the himsati race—descendants of their own mythical past—wage war against the Droves, groups of dark twisted mortal creatures and their immortal leaders known as the Progeny. Possessed of supernatural powers and the ability to shapeshift into primordial forms of animal, plant, and element, the immortals must wield their awesome powers in order to save their last refuge, Earth. All the while the mortal world continues on close to what we have always known, unaware of the invisible war that transpires around and within.

The players discover that their characters are part of an ancient race of immortal, shapeshifters known as the Himsati that have the power to alter reality with the power of their voice. The weight of immortality causes these beings to literally reinvent themselves through a special form of reincarnation-like evolution called Lethe. You may have been an ancient god, a mythical creature or legendary hero in ages past but reborn into the modern world. You and other immortals wage war against to save your last bastion in the universe, Earth. The Immortals battle each other immortals and mortal agents both normal and twisted by the dark powers of the mighty Abzulim. The Abzulim are a draconian race known to be the first immortals; former masters of all the other immortals who they enslaved for millions of year. But the end of the modern world draws near as the facade of the myths humanity holds dear begin to crumble; ancient gods, myths and legends are rising from their secret places to fight this final war against the forces of darkness. A new age of legend is dawning, terrible, magical and breathtaking. Centuries ago, a small handful of immortals were chosen; to be the last salvation, or damnation, of the immortal race.

The Twelve Tribes

  • Arachne (The Fates) - These spider himsati embody fate, destiny and luck.
  • Eremites (The Seekers) - Dedicated to humility, service and devotion. They frequently have primate himsati.
  • Hemari (The Muses) - Made up of the remains of tribe Anopheles, they embody desire, emotion and artistic expression.
  • Magdalen (The Whisperers) - knowledge, scholarly pursuits and intellectualism.
  • Morrigan (The Paladins) - warriors devoted to honor valor and duty.
  • Osiri (The Necromancers) - They seek to penetrate the mysteries of dying and existence beyond death.
  • Peri (Bearers of Justice) - they embody justice and purity and seek to right the wrongs of the world.
  • Phoenix (The Shining Ones) - bright immortals devoted to self-knowledge.
  • Protean (The Changers) - shape shifters who hear the call of the primal wilds.
  • Sharakai (The Dragons) - are devoted to balance and self-enlightenment.
  • Terat (Dreamwalkers) - populate the collective dreams of humanity guiding them away from dark forces.
  • Tuatha - (The Fae) - are in harmony with nature and seek to protect the natural world.

Game system

Immortal uses its own custom system.

Publication history

The game was created in the 1980s, then published in 1994 as Immortal: Invisible War by Precedence Entertainment. The 295-page softcover book was designed by Ran Ackels, with artwork by Ackels, Dee Beckwith and Stephen Crompton. This was followed the same year with the supplement Immortal Pilot Pack. Several stand-alone adventures and supplements were published from 1995–1997.[1]

In 1999, Precedence Entertainment published a second edition, Immortal: Millennium, a much shorter 96-page softcover book, also designed by Ran Ackels, that featured simplified rules. This was followed by two supplements, The War Book (1999) and The Book of Banes (2000).[1]

Due to issues over Immortal: Millennium, the game's original creator took back control of the product. A third edition, using the original title Immortal: The Invisible War, was released in 2005 via the game's website as a free PDF.[1]

Reception

In the September 1996 edition of Dragon (Issue 233), Rick Swan wondered why this game had not received more recognition, saying, "Although it's been around for a while, Immortal has yet to attract the audience it deserves, this despite an aggressive ad campaign, a terrific concept, and stellar execution." Swan admitted that the game leaned heavily upon White Wolf Publishing's stable of modern horror role-playing games, and like those games, was similarly afflicted by "overwrought prose". But he called Immortal "as enticing as a daydream." He was fascinated by the ability of players to adjust the basic abilities of their characters, saying, "An Immortal PC is less a flesh-and-blood entity than a metaphysical chameleon [...] Immortal's take on the player character is so radical, it’s like having your skull unscrewed and your brains stirred up." Swan did have some issue with the task resolution system, which used "jargon-laden rules that border on the incomprehensible." He also noted that combat is even more complex, but found that "combat can be a jaw-dropping experience." Swan concluded by giving the game an above average rating of 4 out of 6, saying, "Playing a construct of wispy memories, navigating the spirit graveyards of the Blue Air, doing battle with rogue immortals in the Underworld... well, it’s an experience without parallel [...] Despite the steep learning curve and the mud field of jargon, Immortal deserves more attention."[2]

Reviews

  • White Wolf #49 (Nov., 1994)
  • Shadis #15 (Sept. 1994)[3]
  • Rollespilsmagasinet Fønix (Danish) (Issue 8 - May/June 1995)[4]

References

  1. ^ a b c "Immortal: The Invisible War". RPG Geek. Retrieved 2021-01-21.
  2. ^ Swan, Rick (September 1996). "Roleplaying Reviews". Dragon (233). TSR, Inc.: 110–112.
  3. ^ https://archive.org/details/shadismagazine/Shadis/Shadis%20Magazine%20%2315/page/n81/mode/2up
  4. ^ "Immortal | Article | RPGGeek".
  • Immortal: The Invisible War - RPGnet RPG Game Index." Game Overview - RPGnet RPG Game Index. Web. 11 Aug. 2011. <http://index.rpg.net/display-entry.phtml?mainid=128>. , Ran, and Rick Don.
  • Valerhon, Ran, and Rick Don. Immortal: Millenium. 2nd ed. Presedence Entertainment, 2000. Print.
  • Valerhon, Ran, and Rick Don. Immortal: The Invisible War. 1st ed. Presedence Entertainment, 1993. Print.
  • Valerhon, Ran, and Rick Don. Immortal: The Invisible War. 3rd ed. Jikkarro Enterprises, 2010. Print.
  • Valerhon, Ran, and Rick Don. "The Invisible War." What Is Immortal. Web. 11 Aug. 2011. <http://www.invisiblewar.com/whatis.html>.