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Immortal: Millennium (1999)
Precedence Publishing
Date Reviewed: 9-13-2002
Critical Kobold Rating:
(3 out of 5 Dice)
Oh, my god... Wait! That's me!
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Overview
NOTE:
This review covers only the core rulebook in the Millennium Edition.
(I swiped it for free at Origins a few years back.) There are
several aspects to the game that the authors stated will be covered
in forthcoming sourcebooks or editions. Precedence Publishing has
since gone out of business. The rights to the game now belong to the
original designers, under whom it’s been released in its third
edition, called
Invisible War.
In
Immortal, characters begin as seemingly regular guys going about
their regular business. But, as so often happens after a few
mocchaccinos, eventually they realize that they have powers far
beyond mortal ken.
They are actually the manifestations of immortal avatars who have
undergone a ritual in order to stave off the boredom of living
through unlimited years…. they’ve given themselves voluntary amnesia
and are living life as a human. Eventually, the PCs will discover
that they are faster, stronger, smarter, and sexier than the mortals
they walk with, and over time their latent memories will surface,
giving them spells, powers, abilities they never knew they harbored.
Cool, eh? |

“Immortal: Millennium is about
classic mythology set loose in a near-future vision of our own
world. The characters are the literal gods of past ages reawakened
to battle against ancient enemies.”
(Core rulebook, p. 14.) |
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But then
again, they’ll need those godlike powers. You see, many eons ago,
the naughty Sanguinary, a most evil beast, was cast out from its own
dimension of pure thought and into our material universe. While in a
mortal form, it was shattered into zillions of pieces, scattered
around the world. These pieces, called Voxes, are each sentient bits
of the Sanguinary’s consciousness. For 65 million years, the
Sanguinary has been trying to reform by uniting all the Voxes. When
this happens, whoa, baby! Nastiness is in store for the universe.
This is just a part of the milieu background. The short version is
that the PCs will have to realize their full godlike potential while
striving to find the agents of the Sanguinary and making sure the
Voxes don’t all get together. Now, the spice to the mix is that
anyone possessing a Vox (or more accurately, being possessed by one)
is an immortal, who may also have powers capable of controlling
humans, altering reality, or even kicking your omnipotent butt.
MECHANICS
The game uses
all the funny-shaped dice we gamers know and love. The three PC core
attributes are called Auras.
These are Body, Mind, and Spirit. Aura scores are dice
types, not specific numbers. For example, your Mind Aura may be the
die "d8", rather than the static number “6”. When performing any
task requiring smarts, you roll a d8 to determine your specific Mind
score for that task. The *fewer* sides your die type has, the
better your ability. So someone with a Body Aura of d8 is at the
height of human strength, while a sickly child may have a Body of
d20.
If the
difficulty (or Target number) of a task is simple, it may be a “14”.
You would have to roll the appropriate die and get lower than the
Target number to determine success. A mere mortal using a d20 would
have some chance of failure (rolling 15-20). But if your godling PC
has a d8 in the Aura in question, you can’t possibly roll more than
8, and therefore automatically succeed at the task. Simple, simple!
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"Yes, I am but a regular car wash
attendant, like any other mortal man! BEHOLD! We have a wax
application special this week!" |
PCs have
classes of sorts. Each godling must choose a Calling. These
correspond to Zodiac signs, and each is related to some basic
template for the PC, such as Empaths (Capricorns), Slayers
(Sagittarius), Tacticians (Leos), etc. These Callings determine your
primary skills (such as Blade Combat, Mathematics, or Business). In
PC creation you may choose other skills, or choose a specialized
"Focus" within skills (such as a Blade Combat Focus of "Fencing", or
maybe "Broadsword").
Oh, there’s
more! Each PC also has a Himsati , a Sanskrit word meaning
“form that injures”. This is usually an animal form, but it could be
almost anything. This is a shapeshift form that your PC might take
when fighting, or going about on Halloween, or what have you. Going
into Himsati form also engages even more powers inherent to
their spiritual forms, called 'Natures'. Natures can be spell-like
powers, or natural animal abilities, depending on your Himsati.
Since your PC
is immortal, you do have all those avatars of past lives in your
head. In fact, you get to choose how many lives you’ve lead! This
can give you important extra skills of knowledge during the game,
but it has a downside: the more avatars you’ve got rattling around
in your head, the greater the chance that you’ll freak out at an
inopportune moment as all the hundreds of thousands of years of
memories come crashing into your consciousness. That’s a bad thing,
if you’re not powerful enough to handle the sensory overload.
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The GOOD:
This is a very interesting idea.
The premise that PCs are truly gods is bold, and the material seems
to support the powers logically. The dice mechanics and the flow of
play seem well thought out, and very simple. Even combat and
contested actions are resolved quickly, so as not to get in the way
of the game play.
The book is
less than 100 pages long, and a good bit of that is devoted to such
things as explaining role playing games and LARPs to novices, giving
the Narrator (DM) tips for running games, and a sample PC sheet. For
its length, it’s surprisingly complete. Simple without lacking
useful info, which is a hard balance to reach.
One other especially good thing
to note about the book, though (and the reason it caught my eye at
the con), was that it's chock full of photos of a young
Claudia Christian, who is
Babe-0-Delic! She’s a fine actress, and looks damn sweet as an
immortal. (Chicks with weapons… Anyone who knows me knows I can’t
resist ‘em.)
The NEUTRAL:
As solid as the book is, I don’t care
for the “more info on this topic will be presented in another
book” scenario that pops up more than once here. I've gotten burned
with that line before from game publishers. There’s nothing missing
from this book that’s critical to play, but there are some
intriguing topics brought up that aren’t then addressed in this
volume. (I suppose it may be moot with the newer edition (Invisible
War), but Immortal: Millennium was published this way at
the time, and I honestly don’t know if the promised “future
sourcebooks” ever saw print before the former publisher went
under.)
It’s also unclear to me if this
would make a good long-running campaign. It seems like it could be a
clever diversion, but the scope of the setting and the very concept
make it seem prone to power slides. I mean, unlike most rpg’s,
characters here don’t just become god-like in power, they actually
start the friggin’ game as gods!
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The EVIL:
The PCs have serious
advantages over mere mortals, right from the start. I know they’re
godlings, but the Aura scores start off at levels most humans can’t
achieve in their entire lives. Plus, mortals don’t even get gnarly
abilities like "Wishgiving", "Terrible Countenance", or (my
favorite), "Spew". This means that the only real opponents worth
throwing at your immortals are other immortals; lesser beings simply
don’t stand much chance in a contest of any sort with PCs. I think
the climb to power should be a bit more gradual, the awakening of
the PCs’ godly might a bit more subdued than the game currently
encourages. If the first real opposition your group encounters is
Ra, it’s kinda’ hard to follow that up with a biker holding a knife.
The color commentary in
the book comes in the form of e-mail messages between immortals,
stuck in the margins near the relevant text. The font in these
things is eye-strainingly bad, and the white-text-on-black format
doesn’t help matters.
And
while there are some excellent cleavage shots of Claudia in a nice
sepia color, there certainly could have been more. |
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