Set 5 - Immortals Rules Box Set.pdf

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Preface
"You have succeeded!"
The power of the Celestial voice rings
in the cool evening sky. Your character
has worked for many long years to hear
that simple phrase, and has now finally
achieved this most ambitious goal—
Immortality itself.
You have probably invested a respect-
able amount of time developing and
playing your character. And now you
decide your character's ultimate fate. Is
reaching this long-sought goal the trium-
phant conclusion of a glorious career? Or
is it just a beginning?
Step into character once again for a
look back—and ahead.
You met an Immortal long ago. You
accepted a challenge, and brought all
your skill and knowledge to use in many
long trials. You met, and even exceeded,
the stringent requirements you were
given. You finally faced this judgment,
standing tall in honest victory. Your feat
was examined, the results weighed and
found to be of full and true measure.
You now stand ready, your farewells
completed. At long last you have broken
the sticky web of mortal concerns. Under
the watchful eye and blessing of your
patron Immortal, your spirit turns in a
new direction, as the boundaries of mor-
tal life recede ever faster.
There lies your castle, town, province...
Your entire realm shrinks to a cloud-dotted
square in the patchwork blanket of a conti-
nent, its ragged edges trailing off into a sea-
blue horizon. The homeworld shrinks into
a blue marble on stellar black velvet. You
feel a passing twinge of regret as the world,
in all its vastness and complexity, becomes
a shrinking speck amidst the vast depths of
space. You have left the cradle; now look
ahead!
Welcome to Immortality. Transcend-
ing the limits and concerns of mere mor-
tals, your character has now entered the
realm of ultimate power. Your dynast,
paragon, polymath, or hero is now one of
a handful in the entire history of the
human and demi-human people to earn
this exalted privilege.
Your character can now explore new
worlds and revisit the old. A new home
and friends await, and much work lies
ahead.
Start by reviewing and changing the
game details for the character to reflect
the changes that have occurred. Observe
what lies ahead, and plan future goals.
New and great powers are explained;
examine them carefully, and develop
strategies for play.
And enjoy the game.
Fantasy Adventure Game
Players' Guide to Immortals
By Frank Mentzer
TABLE OF CONTENTS
Transition
Section 1: Changes
Experience Points
Form
Name
Race
Rank and Level
Alignment
Armor Class
Hit Dice and Hit Points
Movement Rate
Ability Scores
Saving Throws
Hit Rolls
Cash Total
Equipment
Section 2: New Character Information
Spheres
Options and Abilities
Senses
Defense and Repair
Movement
Order of Events in Combat
Attack Forms
Section 3: Immortal Magic
Power Cost
Explanation of Terms
Section 4: Character Advancement
Level Advancement
Rank Advancement
Section 5: The Home Plane
Starting Details
Development
Effects
Material Forms
Creating a Form
Assuming an Existing Form
TSR, Inc.
Editing: Anne Gray McCready
Development: Harold Johnson
Cover Art: Larry Elmore
Illustrations: Jeff Easley
Larry Elmore
Typesetting: Linda Bakk
Kim Lindau
®1986 TSR, Inc. All Rights Reserved.
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This book has been designed for use with the
DUNGEONS & DRAGONS® Basic, Expert,
Companion, and Master Sets. It does not explain
how to play the game. You must have the Basic,
Expert, Companion, and Masters rules before you
can use this set.
DUNGEONS & DRAGONS® and D&D® are registered
trademarks owned by TSR, Inc. ®1986 TSR, Inc. All
Rights Reserved.
This book is protected under the copyright laws of the
United States of America. Any reproduction or other
unauthorized use of the material or artwork contained
herein is prohibited without the express written consent of
TSR, Inc.
Distributed to the book trade in the United States by
Random House, Inc., and in Canada by Random House
of Canada, Ltd. Distributed to the toy and hobby trade by
regional distributors.
Printed in the U.S.A. First Printing —June, 1986
TSR, Inc.
PO Box 756
Lake Geneva, WI
53147
TSR UK, Ltd.
The Mill, Rathmore Road
Cambridge, UK
CB14AD
Section 6: Reference Tables
Transition
"But thou shalt flourish in immortal youth,
Unhurt amidst the wars of elements,
the wrecks of matter,
and the crash of worlds."
Joseph Addison (1672-1719)
When your character's spirit left the mortal
world, your character's mind and body
changed into pure Immortal power. The
character's material form was not destroyed,
but merely changed, and can be created
again.
The character's life force (which mortals
can rarely see, even magically) can assume
any form convenient to the time and place. It
can even exist on two or more planes of exist-
ence at once. The character thus has no single
"true" form.
The essence of your character remains the
same. Memories survive, and personality
will be the most useful of the character's
assets. All former possessions were props,
merely part of the setting for the character
role. The character can continue with differ-
ent props, or even with none; the mind
remains.
Don't change your mental picture of the
character just yet. For a smooth transition,
keep the familiar memory alive—that of a
mature, seasoned, famous adventurer. But
just as the character has transcended mortal
limits, learn as a player to widen your
imagination beyond past experience, as you
learn more of the game at Immortal levels of
Play-
Immortals are beings who are one step
beyond mortals. In this game, they oversee
and control all of the known multiverse. They
can appear as normal humans and demi-
humans, or may choose to use other forms.
They wield power beyond mortal compre-
hension, but are themselves dwarfed by
beings of even greater power. Immortals can
create things of all sorts—objects, beings,
and even entire planes of existence. But they
were not the original creators of the multi-
verse.
The structure of the organization of the
Immortals is divided into five areas, called
Spheres. Everything in the multiverse con-
tains part of one or more of these Spheres —
Matter, Energy, Time, Thought, and
Entropy. Every Immortal serves one Sphere
only. Player character Immortals can choose
to serve any Sphere except Entropy, which is
reserved for NPCs only.
Some beings of historical myth, such as the
"gods" of the ancient world, are included in
this set as Immortals. Some of the beings
once worshipped by the ancients are
described here with even greater powers. But
all are mere creatures, part of the game sys-
tem.
Modern beliefs have been avoided in creat-
ing this rule system. This is a game. It is not a
collection of religious beliefs, and should not
be taken as such. If you nevertheless find any
part of this game to be offensive to your per-
sonal beliefs, simply remove that element.
And please hold the beliefs of your fellow
players with as much respect as you hold your
own.
This book, the Players' Guide to Immor-
tals, starts with the basic information needed
to convert your mortal player character to
Immortal status. New game mechanics are
explained, as are many aspects of the charac-
ter's new existence. Dungeon Masters should
also read this book, as it will affect far more
than just player characters.
Book 2, the DM's Guide to Immortals,
details the rules for playing in the realms of
the Immortals. A large portion of Book 2
describes the Astral and Outer planes, and a
sampling of creatures found therein. It also
contains many other game details, along with
ideas for Immortal adventures.
But just as the original D&D game book-
lets merely offered a beginning, leaving
many details to your imagination, this work
also barely scratches the surface. The topic is
so vast that many thick volumes could not
exhaust it. Add to the basic system herein as
you see fit, but maintain the balance and con-
sistency you will find. And remember that
the purpose of the game is, as always, to have
fun.
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