zenith
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Posts by zenith
[Book Review] The Blade Itself by Joe Abercrombie
0
The Blade Itself by Joe Abercrombie
My rating: 4 of 5 stars
My Dad foisted the Joe Abercrombie books on me as revenge for getting him hooked on Martin’s the Song of Ice and Fire. And, as for a book in the “tits, blood and scowling” genre of fiction, the first book in “the First Law” trilogy is surprisingly good.
I’m not a huge fantasy fan. If I’m going to read fantasy, I want it to be something more than the old Raymond E. Feist books. I want wars and politics and backstabbing and good stuff! Less magic, fewer fairies and unicorns, and more stabbings. More sweep of history with real people, less magic spells. The Abercrombie books fill that bill: not much in the way of sex (none in the first book) but plenty of battles, lots of blood, and tons of politics. We’ve have the fantasy tropes here: the barbarian/ranger, the mysterious Gandalf-like mage and his apprentice, the whiny handsome nobleman with the flashing sword, the evil kings and corrupt empires. But then we have the Inquisitor, once a jumped up nobleman himself but after being a POW not so jumped up any more, and the politics of the Throne, and wars, and the hard men of the North. Put together into a stew and churn and what comes out is a story with some cool characters and a story that moves along. The world is well realized with plenty of history and backstory and politics with the races being the races of men instead of guys with pointy ears.
The Blade Itself is clearly the first third of a book too big to publish as one standing novel. It is all setup with no conclusions or follow-through. As all setup, it’s a compelling read but again, the book just sort of ends with the expectation that the reader will go grab the next one. Sort of the way the Song of Ice and Fire books just sort of end — stuff and things happen but nothing gets wrapped.
It’s worth it to go for the next book. Recommend for people who like their fantasy books to read more like historical novels than fairy tales.
Bookhounds of Nephilim
0This an example of a full Nephilim campaign.
Out on the edge of town a small band of strange people run an eclectic bookstore. They show up to all the estate sales and pick over the booksellers searching for choice and rare books, the more occult-like the better. One or two of them are auction hounds known for sniping sales. And they are a bit creepy.
They’re Nephilim. And they’re Bookhounds. They have been Bookhounds for thousands of years. Now they’re awake and they crave knowledge.
1930s London is soaked in the Occult
It is the time of the Emperor Arcanum. Great powers grind together across Europe to slow inexorable destruction. A country falls to the forces of the occult. The Hermetic Order of the Golden Dawn is on the wane and their secrets published for the world to see. Aleister Crowley still lives — bloated, fat and drunk, but alive. Would-be occultists lounge in coffee shops and exclusive clubs to swap politics and gossip. Dark things stalk the alleyways of London and most of them inhabit human forms.
No one likes Occult books like Nephilim
Floating around among the detritus of the swiftly changing world of the 1930s is the hastily copied and poorly printed accumulated knowledge of the Occult Nephilim since the Dawn of Time, badly copied and handwritten and misprinted. One man’s Kabbalah scratchings in the frontspiece of a book is another man’s Greater Summoning. Occult tomes are like Pokemon to Nephilim — no matter how worthless one must catch them all. The Nephilim collect books with purpose. Those half-hearted confused rituals work for them, after all.
And Sometimes the Books Come With Bonuses
That book full of Theosophy and Dream-Magick has, buried in it, the ritual summoning of a horror from beyond time and space, ripped from some plane unexplored by Nephilim-kind. It’s a little unexpected but hey! It’s a new Summoning! We want to keep that one in case the Templars show up…
Everyone wants — and are dying for — occult books
In the meantime, something new and horrible grows. The rise of the Thule Society in Germany in the 1930s is deep and fertile ground for Nephilim Adventures stationed in London. The world’s first truly magickal human government is bent on world domination, and eliminating all Nephilim. Not those who stand in their way — all Nephilim.
- The High Priestess Arcana will do anything to collect the now-scattered secret Occult knowledge before the now highly trained occult societies of humans do and they will kill to defend their libraries;
- The Emperor wishes to preserver his power from the rise of the Thule in Europe and expects those who dwell in his Domain to do his bidding and collect the Occult knowledge and shoot Nazis for him;
- The Tower scours the Auction halls and bookseller tables to pull forbidden knowledge from the hands of humans, knowledge leaked out by the rise of Occult Societies in Victorian London;
- The Magician wants to put magic into the hands of mankind to help them combat the rising tide of Occult Evil and sponsors more than a few post-Golden Dawn Occult Circles and is getting into all kinds of trouble;
- The Templars, via Secret Governmental Organizations, consider working — maybe, in an enemy of my enemy is my frenemy — with the Nephilim Arcanum JUST THIS ONCE to combat the rising horror of the Thule but they still will pull Occult books out of the grasping hands of Nephilim Bookhounds at estate sales;
- Meanwhile, the Thule Society may already have their hands on the Spear of Destiny and, worse, are establishing Occult bases from Berlin to Alexandria to Tibet and they are hunting Nephilim;
- The race is on for the Thule, the Nephilim, the Templars, and any opportunistic secret societies — ancient Nephilim-worshipping groups and Black Moon Selenim and horrible cults — to collect all the Occult tomes floating around on the streets of London and use the magic contained within to win the upcoming World War. That 15th century grimoire is more than a book full of dark evils; it may be the key to winning the World.
Bookhounds of Nephilim is a heady stew of Occultists who can actually practice the occult, London, Nephilim Major Arcana jocking for position in the morning hours of WWII, Templars making backroom deals, Nazis, trips through the snows of Tibet, chases through the desert for ancient artifacts of power, guns, car chases, book auctions, and more Nazis. And maybe the Ark of the Covenant. Or Cthulhu. It all starts with a couple of Nephilim, friends throughout their Incarnations through time, putting up shop in a bookstore. Who would ever suspect eccentric book collectors in a book store in London?
Start with the Nazis and Occultism resource and work from there. It’s a fertile ground for great stuff. Also some high quality crazy. Simply read through the Internet and assume every rumor about the Nazis and the Occult are true. Now, stir.
You can get Bookhounds of London from Pelgrane Press. But I assume you already own a copy. Setting is “Extreme pulp.” It’s not the right system but it’s full of the right flavor.
The 1930s Nephilim Bookhounds vs the Thule vs the Templars game is high on my list of games to run.
The Nephilim Job
0There you are, all popped out of your stasis, in your spiffy new body, in some city newer than your last incarnation, living out some insane science fiction dream. One minute you were being skewered by Templars in the late 15th century and next thing you know, you’re standing on the streets of New York (or Atlanta or LA or San Francisco or Seattle…) Things are weird but it’s better than being held in suspended animation in your Babylonian sword. Speaking of your stasis…
… where is it, exactly?
You didn’t think you were waking up in a new Simulacrum with it in your hand, did you?
Right off the bat, you have yourself a problem. Or, more to the point, a set of problems.
1. Your Stasis is not sitting around in a convenient, low security location.
Babylonian swords don’t hang around waiting for Babylonians to come along and sword with them. That sword is a precious cultural relic that goes for millions at auction. It’s either sitting in a museum, in a private collection, or in an archeological dig. And if you didn’t just wake in a Simulacrum in Iraq — which would have it’s own fascinating set of problems — it’s in a museum or a collection. And you’ve got to find out which one it is, in the middle of an unfamiliar city, in an unfamiliar century, full of unfamiliar stuff.
You’re going to need some serious help.
2. You’ve got to get the crew together.
You cannot possibly be the only Nephilim in this God forsaken century and in this stinking, loud, insane city. There must be other Nephilim wandering through the dark, strange, and Starbucky places, those places where the occult and the hobo codes meet. And interesting enough, other Nephilim do wander the same occulty gatherings hoping to bump into other Nephilim. Wouldn’t it be fortuitous if you happened to meet Nephilim you knew?
Along the way, picking up some of the gossip about the various Arcana is helpful. Who is fighting with whom? And who has the Tower stabbed lately? How have things changed since you last walked the Earth?
But now you have a few… not so much friends as Nephilim with some plans in common (for now) so now it’s time to locate your Stasis.
3. Wouldn’t you know it, it’s being held by the damned Templars.
With the help of a crazed Chariot Angel with his head wired and plugged into the Internet while he does some strange ‘net-based Alchemy you hardly comprehend, you locate your stasis. You didn’t think it was far away: it’s in a swank expensive location owned, as you find out after some serious research and casing of the joint, a prominent Templar. A Templar who believes a Good Nephilim is a Dead Nephilim. The kind of Templar who has guards and security systems and friends.
Good thing you and your friends uncover an upcoming gala/an antiques auction/a huge benefit at a local museum where lots of people will be around the stasis. You and your friends can maybe sneak in with a few well-applied spells and summonings and waltz out with the Babylonian Sword in hand and a few other occult and highly mystical trinkets.
4. Getting it has some operational issues.
Not only is the Stasis well guarded, a Babylonian Sword doesn’t slip into a convenient pocket. Getting it out of the gala/benefit/giant well guarded fortress without riling up the Templar who owns it — and knows what it is — isn’t going to be easy. It will take planning, and prepping spells, and intelligence. And even then, something always goes wrong. Because that’s what happens. It goes wrong.
Even if the crew gets out of the Heist with the Stasis in hand and only a minimum of complete mayhem and a smallish body count, it will leave a pissed off Templar in their wake. A Templar who knows Nephilim are running around. And he wants them dead… before they interfere with his plans. Maybe for World Domination! But maybe also just for pie.
Nephilim can be run as a full on Occult Heist game. Stasis, Athanors, Focii, Secret Mystical Tomes, Freeing Homunculi, foiling ancient enemies… Nephilim, as an underground occult street species breaking reality for fun and profit, are natural thieves, hackers and grifters. The world is full of stuff to steal, enemies to rob, and marks to screw. Nephilim don’t turn to the temporal human authorities to follow through on their plans. Instead they break into houses, run savage burns on marks, and sneak off into the night with the new magic book full of the secrets of the Higher Planes of Summoning in hand.
A fantastic source for inspiration in running Heist games is the Leverage RPG. Sure, this is a direct plug of a pretty good game. Also, the chapter on running the game has a great flow for building Heists in general. Nephilim are made for Heist games. And for Nephilim, the Mark? He’s probably some god damned Templar.
(I could add much more on this subject but this post is already getting long.)
Nephilim FATE – Now What?
0After the lengthy buildup of system, the end chapters of the original Nephilim sourcebook doesn’t provide hints on what to do with the system. It offers a hodge-podge of secret societies, a bunch of colorless Nephilim NPCs and an unconnected bestiary. It’s a headscratcher. A cool magic system and a neat incarnation system dripping with history and the book shows no way forward. No wonder the game collapsed and the line was canceled; no one could play it because no one knew what to do with it. The sourcebook glossed over little things like setting and examples.
I’m not a huge fan of the canned adventures at the end of sourcebooks but, somewhere along the way, and I’m not certain when or where, we figured out a game needs all the game bits to be a complete product. It needs skill/combat resolution systems and character sheets and an example of what to do and where to go. I don’t run canned adventures (although that may change soon) but I read them. I like to know what the designers were thinking when they put the system together and use them as an example of how to apply the system.
Now that I’m at the end of converting the core rules in the core Nephilim sourcebook + a big chunk of Chronicles of the Awakening + scraping some stuff out of Major Arcana, it’s time to do something cool. So the next big chunk of posts will be everything I can think up, no matter how wacky or bizarre, of things to do with a pack of immortal, occult-obsessed, mystical beings who ride around in fleshy meatbags and chase some philosophical ideal they may never reach because they believe somewhere, out there, if they just are pretty enough, they will get delicious cake. And such delicious cake it is!
Also, Templars.
The ideas trotted out are just that — ideas. And they may be exceptionally lame. But I’ll try to show off what one can do with Nephilim if one thinks about it super duper hard. If any of these are GOOD or USEFUL or should be EXPANDED, leave a comment and I’ll work them up past the original 500 words.
Meanwhile, I am slowly shoving webpages into my CMS. It’s taking me forever, though, but I’m hoping that activity picks up soon.
Couple Days Off
0We’re going through a big transition period right now. Katie just started her fancy new school with the new teachers in the new classrooms. Eric is heading back to his school to do mysterious University of Maryland things. I am still undergoing some changes at work that take some mild adjustment. Also, football season started, and football tends to occupy a good 90% of my brain.
I tried blogging last night and by 9pm all that came out was “bleh bleh bladdity blah.” It was hardly English.
I’ve got a ton of half thought out “fun things to do with ancient aliens who go around possessing humans for fun and profit” but it will need to wait until we get past this transition period and my brain comes fully online again.
Damn you school schedules and… and things!
Labor Day Garden Roundup
0It’s that time of year again — the time to ask “so how did the vegetable garden do?”
Bigger Plot
I moved the garden out of its cute but useless 3×3 “one foot gardening” plot and into a real 4×8 plot along the side of the house. I was a little worried it wouldn’t get enough sun in that spot but it turns out the fears were unfounded. The soil drains pretty well and as long as the plants are in raised beds with well fertilized soil, they grow well. Too well. Jungle-level well.
The Plants
2 grape tomatoes — No more cherry or grape tomatoes. The smallest tomato I will ever grow again is a roma because otherwise the fruit has all kinds of problems at this scale. First, the plants with plenty of room and plenty of support go absolutely berzerk. I started cutting them back gently, then cutting them back aggressively, and then hacking at them and they still created an insane mound of tomatoes. Second, once they start growing they grow so fast they explode. I was losing half my harvests to overgrowth. Third, no one eats the grape tomatoes, at least not at the rate they were growing. I ended up ceasing harvest halfway through the season due to madness. They are being replaced by two pole bean plants next year.
Grade: D
2 cucumbers — On the other hand, once the cucumbers had running room and plenty of sun, they produced about 70 pickling cucumbers between two vines. This is an amazing amount of fruit. We pickled them! They have come out uniformly delicious. Next year, they get special fertilizer and their own special trellis to make them even more productive. The trick is to pick them before they get too huge and seedy. I was very happy with these plants once they got going.
Grade: A
2 Cherry Bombs — They had plenty of sunlight so they produced and produced and produced and produced. In fact, they survived the Labor Day takedown of the garden and they are still flowering. 3 straight months of hot peppers. The only problem — the heat from a cherry bomb requires concentrated cherry bomb action. One pepper is not enough. It takes a village. Eric did make a hot sauce out of them, though. They’ll be aside the Jalapeños (with a third joining — enough room for 3) next year and kept going from May until first fall freeze. I know jalapenos grow pretty well and fresh ones right off the plant have a good bite so we’ll have a variety of heat.
Grade: B+
1 Zucchini — The zucchini experiment was a disappointment. One must grow a minimum of 2 zucchini plants because they do not self-pollinate! At all! Who knew, except for the entire Internet? Will add a second zucchini because I greatly desire pickled zucchini relish. The plants get pretty big and the number of flowers on the plant tells me if it could have pollinated it would have produced so many zucchinis I would have been breaking into people’s cars and leaving them baskets. This is a state I greatly desire — overenthusiastic zucchinis.
Grade: B
1 Medium Yellow Sweet Pepper — An experiment. Didn’t produce until late August and then was uprooted by the hurricane. The few peppers we got off it were uninspired. Will not repeat.
Grade: F
1 Small Red Pepper — See above. Will be replaced by hot pepper plants.
Grade: F
1 Asparagus — Who knows? It’s ENORMOUS. HOWEVER, one cannot harvest the shoots until the second year of growth so it’s just been sitting out there merrily growing. I had no idea an asparagus gets so huge. Doesn’t look like it needs a mate or anything. The plan right now is to carefully move it out of its corner to the original 3×3 box so it can just sort of grow and replace its spot with 2 zucchinis. I hope to know what home grown Asparagus tastes like.
Grade: I (for incomplete)
Next year, the tomatoes and miscellaneous peppers get replaced by pole beans and more hot peppers. The pole beans and the cucumbers will have dedicated climbing trellises. And we might plant hops (!) in a new box!
So, way better than last year, and will be much better next year.
Nephilim FATE – Judgment and the World
0Note: 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.
Every Arcanum has a guiding Philosophy, a Core Aspect, a set of Enemies and Allies, Nephilim and Human, and a Stunt offered to members of the Arcana for membership hath its privileges.
Nephilim FATE – The Tower, The Star, The Moon, The Sun
0Note: 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.
Every Arcanum has a guiding Philosophy, a Core Aspect, a set of Enemies and Allies, Nephilim and Human, and a Stunt offered to members of the Arcana for membership hath its privileges.
* Outer Gods?
Nephilim FATE — The Hanged Man, Death, Temperance, The Devil
0Note: 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.
Every Arcanum has a guiding Philosophy, a Core Aspect, a set of Enemies and Allies, Nephilim and Human, and a Stunt offered to members of the Arcana for membership hath its privileges.
Nephilim FATE — Strength, the Hermit, Wheel of Fortune and Justice
0Note: 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.
Every Arcanum has a guiding Philosophy, a Core Aspect, a set of Enemies and Allies, Nephilim and Human, and a Stunt offered to members of the Arcana for membership hath its privileges.
* Or, “This MEANS something!”
Nephilim FATE – the Emperor, the Hierophant, the Lovers and the Chariot
0Note: 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.
Every Arcanum has a guiding Philosophy, a Core Aspect, a set of Enemies and Allies, Nephilim and Human, and a Stunt offered to members of the Arcana for membership hath its privileges.
Nephilim FATE – the Fool, the Magician, the High Priestess and the Empress
0Note: 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.
Every Arcanum has a guiding Philosophy, a Core Aspect, a set of Enemies and Allies, Nephilim and Human, and a Stunt offered to members of the Arcana for membership hath its privileges.
*The Fool is a special Arcanum and will have his own full article later.
Nephilim FATE – Major Arcana
0Note: 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.
When a Nephilim took up residence in the then Amenhotep IVth in 1379BC, various competing traditions held the Nephilim together but they had no unifying vision of the Golden Path to Agartha. Amenhotep IVth left his Throne and Crown and went on a vision quest in the desert. He returned Akhenaton, the Living Spirit of the Sun’s Disc, the deliverer of the Way of Solar-Ka. Some say he attained Enlightenment and returned. Some say he was gifted visions from Nephilim from beyond.
The Nephilim, he knew, could not wander by themselves down the Golden Path. They needed a way forward. He gave the Nephilim different 22 Paths to Agartha, each embodied in an Pharoah from a time ancient by even Egypt’s standards. Bathed in the marvelous Solar-Ka Nexus of the Sun’s City, Akhet-Aton, the he inscribed the 22 paths on 22 tablets and imbued them with power. Nephilim came from all over the world to study at the Sun’s City at Akhenaton’s feet to learn the new paths and ways. The Nephilim grew in power. Soon they would all ascend to greatness and use humanity for cattle and slaves and rule the world as their own!
And then Akhenaten died and the Thebean Priests were mightily pissed off that some Nephilim jerk hijacked their entire religion. The Priests contracted out to the Black Star* to hunt down Nephilim, scatter them, burn the Sun’s City to the ground, and otherwise have tons of fun at Nephilim expense.
It’s been an awful long time since Akhenaton was around but the Major Arcana still endure. The Nephilim learned there’s nothing quite like being persecuted throughout all time to teach them to band together under common causes — and, oh look, common causes. And, more importantly, the Major Arcana give the Nephilim an anchor from one lifetime to the next. A thousand years pass and the world moves on but the Major Arcana stand.
When a Nephilim wakes from its Stasis, the first thing it does is look for signs of its Major Arcana drawn on sidewalks, hidden in graffiti, or hiding among billboards. On reading signs only it understands, it staggers around until it locates a gathering of its like kind who may give it food and shelter, access to Arcane Libraries, and a low-down of current events. The Major Arcana provide continuity for the Nephilim among a small community of like-minded creatures all bent on World Domination in the same fashion and under the same Aegis. Only 10,000 Nephilim worldwide may be awake at once under normal conditions and maybe three or four times that during a Great Awakening. These Nephilim sort themselves fairly evenly across 18 of the Major Arcana along the lines of common philosophy. A few hundred per Arcana operating world-wide at any time. The other Four Major Arcana — the Fool, the Hanged Man, Death, and the World — have special properties.
Secret Societies are a major part of a Nephilim’s existence. The following short summaries of the Major Arcana come from Ken Hite’s excellent Major Arcana sourcebook for Nephilim. Choosing a core philosophy is the final piece of Nephilim character generation.
* The Black Star will get their time, oh yes.
Nephilim FATE Magic – Non-Golem White Stone Formulae
0Note: 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 core Nephilim sourcebook doesn’t offer many White Stone non-Golem Formulae, as the practice of White Stone Alchemy is the practice of the sublimation of matter to the alchemist’s desires. Since Alchemy is so malleable, these work as examples of what an experienced Alchemist can do.
The Sublimation of the Drinkable Gold
Element: Fire
Duration: Instant
The caster sprinkles the powder on a liquid which it immediately drinks. It removes all boxes from mental and physical stress in return for smoke literally pouring from the caster’s ears, nose and mouth. Others can drink the liquid, including Simalacra. Drinker must be conscious.
The Adamantic Sign of the Resurrection of the Rose
Element: Earth
Duration: until next Thursday
The caster pre-prepares a copper plate with alchemical symbols. A charged plate can heal the wounds (clear all physical stress tracts) of any wound on any wounded person. The wounded person does not need to be conscious. Can dramatically bring people back from the very brink of death.
The Water of Life of the Sleepy Metal
Element: Earth
Duration: 1 Scene
The caster sprinkles the powder on the target’s clothes. The clothing becomes impervious to all physical damage, although it does not protect against magickal damage. Upon absorbing the glow, the clothing glows a dramatic silver because, hey, magick clothes.
The Ship of the Sacred Androgyny*
Element: Water
Duration: 1 Scene
The caster sprinkles the powder on a small statue and it transforms into a large, hollowed-out, metal structure that is, actually, a mobile Nephilim power-armor. It acquires an Armor rating equal to shifts of success when mixing the powder, protects against drowning and asphyxiation, and, if the caster wishes, it can develop wheels and move over 100mph. After the spell is completed, the Nephilim’s Simulacrum must rest for at least 10 hours.
The Sublimation of the Eye of Tar
Element: Air
Duration: until next Wednsday
Caster rubs its eyes with the powder and a third eye appears on its forehead. The eye opens on the caster’s command and allows the caster to see through all matter as if it was glass up to 500m.
Mutations of the Hellhound
Element: Moon
Duration: until next Monday
The alchemist tosses a dose of the powder on a four-legged mammal, like a dog. A second head sprouts from the shoulder. This new head takes control of the animal and obeys the caster. It looks about as terrible as one expects. When the spell wears off, the new head dissolves away.
Animal stats are not germane to DFRPG. For this spell, give the animal one great, two good, two fair and two average skills and set the stress tracks for the skills. It should have the High Aspect “Hideous Two Headed Animal.”
The Purification of the Selene Water
Element: Moon
Duration: 1 Scene
The caster sprinkles the powder around itself. Everything acts like it is under water — wood floats, stones sink, people suddenly must swim through thin air. All people, objects and pets settles to their own density level. The radius extends from the caster up to a 50m radius. Great for birthdays!
* Originally this was one day. As the spell is written, it’s ridiculously overpowered. To try to rein it in a bit, I made the Nephilim Power Armor spell only good for 1 Scene. It should probably be adjusted downward further to have armor and speed == success shifts on originally preparing the powder.
Nephilim FATE Magic – Black Stone Alchemy Formulae
0Note: 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.
Black Stone Alchemy. Melanosis. The decomposition of matter. The Alchemist splits matter into simpler parts.
A big list of Black Stone Alchemical Formulae from Nephilim:
| Name | Element | Duration | Description |
|---|---|---|---|
| The Calcination of the Secret Fire | Fire | 1 hour | Sets fire to any kind of inanimate matter but only the target. |
| The Fire Dissolver | Fire | Instant | Cancels the effects of any Sorcerous or Alchemical fire. |
| The Double Igneous Man | Fire | 1 hour | Creates a burning silhouette of any one person, acquiring their skills and stress boxes. It obeys the caster. Immune to physical danger but dissolves in water. |
| The Gas of the Egg’s Concoction | Air | 15 minutes | Destroys breathable air 100m around a point chosen by the caster. Victims must overcome Endurance contests against caster’s shifts of success on casting or else pass out. |
| The Darkening of the Seven Shaded Walls | Air | 15 minutes | Creates thick smoke 30m radius around the caster and blocks sight. Smoke dissolves naturally. |
| The Air Dissolver | Air | Instant | Cancels Sorcerous or Alchemical Air Magic |
| The Freezing of the Living Stone | Earth | 15 minutes | Caster must touch a target. Target’s feet become has heavy as stone. Target must overcome Endurance contests against caster’s shifts of success on casting to move. |
| The Freezing of the G | Earth | 15 minutes | Caster reduces gravitational pull within a 5m radius around point of casting. The weight is 1/10th of original. |
| The Reduction of the Egg of Azoth | Earth | 15 minutes | Destroys any alien body in a living organism. May cure a disease or a poisoning. Must be mixed and drunk in a liquid. |
| The Earth Dissolver | Earth | Instant | Cancels the effects of any Sorcerous or Alchemical Earth magic. |
| The Dissolving of the Double Salt | Water | Instant | Allows the caster to dehydrate one person of the caster’s choice, giving that person a powerful thirst. Target must either drink or overcome Endurance contest against ??? to avoid passing out. |
| The Double Reduction of Emerald | Water | Special | Allows the caster to reduce the size of any living or non-living thing by half that already weighs 500kg. The object must be one entire thing. The reduction is maintained as long as the caster concentrates. |
| The Water Dissolver | Water | Instant | Cancels the effect of any Sorcerous or Alchemical water spells. |
| The Splitting of the Red Moon | Moon | 15 minutes | Allows the caster to drive the target mad. Target must make a challenge of Conviction against caster’s shifts of success on casting to regain sanity. May be used on animals. |
| The Transformation of the Black Claw | Moon | 15 minutes | Casting the powder on someone’s arm causes it to grow into a monstrous paw with claws. Acts as a Weapon: XXX for the duration. Claw is obvious and will burst out of shirts during transformation. |
| The Tear of the Black Moon | Moon | Until next Monday | Allows the caster to break the rational mind of the victim. Her walls of intellectual association break down mixing pieces of past dreams with present thoughts. She can resist the spell by rolling Conviction against a challenge of the caster’s shifts on casting, once per day, until succeeding. |
| The Moon Dissolver | Moon | Instant | Cancels the effects of any Sorcerous or Alchemical moon spells. |






















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