Note: I am slowly converting Nephilim, an old Chaosium game, over to Dresden Files FATE. I am just flopping all the posts on my blog because I can tag and collect them all later. This stuff is in no particular order. You can buy Nephilim in PDF from DriveThruRPG for ~$17. You should also buy Dresden Files RPG.
The Nephilim sourcebook has far too many summonings to convert and post to the blog. If I did, the blog would be even worse than it is now. It would be all Nephilim Summonings, all the time. But here are a few…
Those Who Creep and Nibble
Duration: Until Next Thursday
Skills: Conviction (+1), Intimidation (+1), Athletics (+5), Dodge (+2), Weapons (Teeth) (+2)
Description: These little house-cat sized imps with razor claws and enormous teeth can climb anywhere. They only attack inanimate matter. They can eat anything given enough time. While chowing down, the air is full of the sounds of mastication, gurgling, chewing, mashing, and general enthusiastic eating.
The Dark Governors of the Powers of Pestilence
Rupture: Capture – only the Summoner will incur the attack
Duration: 14 minutes
Skills: Conviction (+2), Presence (+2), Weapon (Gas) (+4)
Description: a gas cloud appears in the pentacle and dissipates into the atmosphere. Everyone in the radius of the gas except the Summoner smells the most horrible, foul odor imaginable. Those afflicted by the smell must survive an Endurance contest vs. the Gas Weapon of the Governors. Failing the contest, the victim is overcome with nausea, convulsions and vomiting. Victims may faint after being overcome. If the contract ruptures, only the Summoner is overcome with nausea.
The Minister of Peace, Clothed with Beryl
Rupture: Capture — the Summoner will be the only one targeted by the Summoning
Duration: 30 minutes
Skills: Conviction (+3), Presence (+3), Rapport (+3), Empathy (+4)
Description: The Minister is a fully sentient Summoning. He’s also fairly difficult to control once he appears. Nonetheless, the Minister of Peace is a translucent man with a sweet, rich, deep voice. When he speaks, no one can fight, either physically or verbally. He dismisses Sorcery, Summonings and Alchemical Formulae hanging in the air. His presence creates a feeling of love and friendship between all human beings and with nature in general. Once he establishes peace, he pronounces a 15 minute long sermon on the futility of hatred and disappears in a puff of smoke.
Sandolphon, Princess of the Ashim, Queen of the Wind Rose, Countess of the Cardinal Points
Rupture: The Nephilim takes boxes of Mental Stress and the Summoning leaves.
Duration: The time to execute one task.
Skills: Conviction (+6), Presence (+5), Rapport (+4), Scholarship (+7), Lore (+7)
Description: Sandolphon is a very beautiful winged woman with bluish hair and eyes. She wears a javelin, a sword, winged sandals, and a toga. Her presence is majestic and sensual.
– Decipher any Air sorcery invocation and translate it for the caster into any language.
– Correct transcribed or otherwise partly ruined Summoning Rituals for other Summonings.
– Locate a Stasis, even if the owner is not Incarnate.
– Answer any question of human knowledge or history.
– Show the caster a one minute scene of anything happening anywhere at that time, but the Nephilim must stipulate the scene.
– Move objects through the air. She will move a human-sized object for free but she demands gifts of items of knowledge and wonder for greater weights.
Sandolphon will teach the caster “the Daughters of Lul of Faltenin,” the Summoning for her sword. It is a terrible instrument of destruction (Weapon: 6). She only teaches the Summoner the invocation of her sword if the Summoner is an Air Nephilim, has already concluded its pact with Sandolphon and agrees to never transcribe the Summoning for others.
The Summoner gains a +1 shift bonus to negotiating the Contract with Sandolphon if he offers her the gift of new written knowledge.
I’m not sure all my skills are working out great. They would need to be playtested a little. The rest seems to work, though.