- (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. 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). 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. 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." ReviewsWhite Wolf #49 (Nov.,