hobbies
Nephilim Character Creation – Quick Checkpoint
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.
So far I’ve covered some very basics of Nephilim character creation by changing Incarnations into packages of Aspects, assigning a Stasis, changing the Nephilim Metamorphosis, and giving them Khaiba to prod them along. Yet they are still missing skills, wound meters, stunts, a good way to pick an Arcanum, and the crucial bit: magic. What good is a Nephilim who cannot summon the Things that Creep and Nibble to consume their neighbor’s car in a fit of pique? Or cannot walk through the Mall randomly casting Spleen on unsuspecting people? And where are the Templars? Yet, still, there are no Templars!
To show where the conversion is so far, I’ll give Elijah the Serpent Moon Nephilim a few Incarnations and some Aspects to get him off the ground, so to speak. This will change a bit as the rules get more fleshed out.
Character: Elijah the Serpent Moon Nephilim
Current Simulacrum: Matthew Bohm, Homeless Man
Stasis: Middle Kingdom Scarab with the Weighing of the Heart Ceremony written on one side.
First Metamorphosis: Deceitful, eyes turn to serpent when deceiving another person
First Incarnation: Religious Artist in Thebes 1350 BC
Aspects: Joined the Wheel of Fortune Arcana, Mystic Astrologer
Second Incarnation: Jewish Scholar, Judea 30 AD
Aspects: Witnessed the Fool, Initiate of Sorcery
Third Incarnation: High Noble Lord, Aachen 830
Aspects: Merovingian, Murdered by Paladins (omg)
Fourth Incarnation: Alchemist, London 1590
Aspects: Indulgent (everyone also imbibes around the Serpent), Kabbalistic Alchemy
Current Incarnation: Homeless Man, New York 2011
Aspects: Unemployed Physics Professor, Hunted by the Thule Brunderschaft
Khaiba Meter: OOOOxxxxxx
Elijah has had several full incarnations. He has a stasis. He has mastered two of his five Metamorphsis states, joined the Wheel of Fortune, and dug into Sorcery and Alchemy. He was there at the Incarnation of the Fool. He was murdered by Charlemagne’s thuggish Paladin Nephilim hunters and has a sworn enemy — surely some secret society is a descendant of them out there, somewhere. And he has incarnated into the body of a homeless man in New York City, a homeless man who, before he went mad, was a physics professor at a respected university. Perhaps he can tap into his Simulacrum to push forward an agenda of magic and vengeance. Meanwhile, the Thule Brunderschaft hunts any Nephilim alive during the era of the Merovingian Fisher Kings as they are the ticket to retrieving the Holy Grail and the Thule, still dreaming of world conquest, see it as their ticket to a new Reich….
Naturally, the next steps to building a complete character are skills and the skill Pyramid. Then some insight into the Arcana before digging seriously into FATE Refresh and magic.
Nephilim Character Creation – Khaiba and Khaiba Meter
2Note: 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.
A Nephilim, as a collection of warring elements of magic, occasionally falls apart and drops into a state of temporary emotional madness, or Khaiba. When this happens, the Nephilim goes into a state not until mania — he fights, he takes drugs, he screams, he yells, he buys shoes. Sometimes his physical Metamorphosis runs amok and his Simulacrum exhibits all of the physical changes at once, making him obvious as non-human to the most casual observer.
Nephilim fear and loathe Khaiba. It hangs over their heads like a knife. It distracts from their research, it makes them targets to Secret Societies dedicated to killing them, and it ruins perfectly good suits of clothes.
Mechanically, Khaiba is a meter much like a wounds meter. The size of the meter is 2x# Metamorphosis Aspects. If a Nephilim has only the first, free Metamorphosis Aspect, it has a Khaiba Meter size of 2. At maximum, if it has all five Metamorphosis, it has a Khaiba Meter size of 10. This reflects the Nephilim possessing higher levels of control over their emotions — but, at the same time, having more opportunities to move down the track toward madness.
Every time the GM compels a Metamorphosis Aspect, the player receives a Fate Point and checks off a box on the Khaiba Meter. When the GM compels over the end of the Khaiba Meter, the Nephilim enters Khaiba for a length “dramatically necessary,” to the end of the scene at shortest and the end of the session at maximum. After entering Khaiba, the player resets the Khaiba Meter to start over.
For example, Bob the Djinn Nephilim has only one Metamorphosis Aspect, Destruction. Twice the GM compels the Aspect to allow Bob’s Destructive Aspect to run amok and cause some small-scale destruction. Each time, Bob ticks off a box on his Khaiba Meter. The third time, the GM notices Bob is low on Fate points and offers to compel the Destructive Aspect one more time — in return for going into Khaiba. Bob decides he wants the Fate point so he agrees and the GM compels Bob’s Destructive Aspect. Bob goes absolutely berserk destroying the building he is in and lighting a few cars on fire outside. He is a handful to his compatriots for the rest of the session. Next session, Bob resets his Khaiba Meter and his character has learned another lesson about pushing Destruction too far on the way to Agartha.
When Bob gets an opportunity to buy a new Aspect, he buys the Metamorphosis Aspect Reckless. Now his Khaiba Meter goes to four and the GM will need to compel his emotional Metamorphosis Aspects five times for Bob to reenter Khaiba.
Nephilim Character Creation – Creating New Metamorphosis!
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.
Creating a new Metamorphosis starts a Ka and a Chinese Portrait. PIck a mythological creature and match it with a Ka. Then ask:
If I were a natural phenomena, I would be…
If I were a metal, I would be…
If I were an animal, I would be…
If I was a mythological being, I would be…
If I was a famous human being, I would be…
If I was a human activity, I would be…
If I was a work of art, I would be…
If I was a weapon, I would be…
If I was an object, I would be…
Finally, pick five emotional Metamorphosis aspects. Either pick from the main list or add new ones. The main list of emotional aspects is:
Altruistic, Angry, Calm, Conservative, Creative, Cruel, Curious, Deceitful, Destructive, Energetic, Honorable, Indulgent, Joyous, Loyal, Manipulative, Misanthropic, Modest, Pragmatic, Private, Proud, Prudent, Rebellious, Reckless, Spiritual, Social, Stubborn, Suspicious, Trusting, Uncaring, Unpredictable, Vengeful and Warlike.
Pick five physical changes to match the Metamorphosis.
Play!
An Example
The Bean Sidhe is a female spirit of Irish Mythology who often appears at burial mounds. While she can appear as ugly, she usually appears beautiful. She shows up when it is time for someone to die. She has long, pale hair which she brushes with a silver comb. She makes a natural Moon Nephilim, a creature born of darkness and moonlight.
If I were a natural phenomena, I would be… A lover’s moon.
If I were a metal, I would be… Silver.
If I were an animal, I would be… A white horse.
If I was a mythological being, I would be… A vampire.
If I was a famous human being, I would be… Morgan le Fey.*
If I was a human activity, I would be… Seduction.
If I was a work of art, I would be… Dangerous Liasons by Christopher Hampton
If I was a weapon, I would be… The Lie.
If I was an object, I would be… An expensive piece of jewelry.
- Deceitful. When she lies, her skin glows like the moon and her hair turns silver.
- Indulgent. As she indulges, so does everyone around her in an orgy of gluttony.
- Manipulative. She smells of flowers, the fresh flowers placed on the grave.
- Modest. She fades into the background and she is easily forgotten when she doesn’t want to be found.
- Social. And when she talks to people, they love her, and her voice sounds like half-forgotten Dreams.
Nephilim Character Creation – Emotional Metamorphosis and FATE
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.
Emotional Aspect-Based Metamorphosis uses the REVISED METAMORPHOSIS rules in the Nephilim expansion, “Chronicles of the Awakening.”
Nephilim are creatures of pure magic. They aren’t human. They’re ruled by their passions as the Ka expresses itself. One of the routes to Agartha is by understanding and accepting these emotions as part of their core being. If Nephilim can understand their Metamorphosis, they can take a step on the Golden Path toward Enlightenment.
A Nephilim consists of five elements of Ka make up a Nephilim, so a Metamorphosis has five core emotions. While the five elements may always be the same, the five emotions may not: a Fire Ka-based Djinn is a creature of pure FIREY DESTRUCTION while a similar Fire Ka-based Phoenix is a creature of CREATIVE FIRES. Both Fire Ka, different applications, and different Metamorphoses.
Whenever a Nephilim revels in their emotions of their Metamorphosis, they physically manifest a sign of their True Selves. The more of their emotions they are trying to understand, the more they engage their passions and more of they reveal their true selves to all around them. Those emotions can easily be carried away, for good or for ill. And if a Nephilim engages enough of their Metamorphosis, even the least magical of humans around them are going to notice.
The emotional aspects of a Metamorphosis is raw and pure. Nothing complicates them. They get to the core of true Nephilim passion.
The Rules governing Nephilim are surprisingly simple:
- Every Nephilim has a Metamorphosis. This is their High Aspect.
- All Nephilim have their first Metamorphosis for free as part of their High Aspect.
- Nephilim may add more Metamorphosis Aspects to their sheets during their Incarnations, ie, their past lives.
- A Nephilim may have up to five Metamorphosis aspects. Invoked the Aspect for a bonus or be compelled by the GM for a Fate Point at any time during play. Whenever a player invokes a Metamorphosis or the GM compels, the Nephilim transforms into its true state for a short time.
- A Nephilim must have all five Metamorphosis aspects to start on the Road to Agartha.
- A Metamorphosis Aspect is a single word of an emotional state.
The Core Nephilim Metamorphosis:
These Metamorphosis builds are from Chronicle of the Awakening. A player can feel free to substitute for emotional aspects more suitable to their character as long as is in keeping with the flavor and tone of the Metamorphosis. A new Metamorphosis has an emotion and some physical change. Any Nephilim PC will have between one and all of these Metamorphosis but it is not required to have them all to make a complete character.
The Djinn is
- Destructive, and when he destroys his body turns into a weapon of war and his hands become hooks and claws;
- Energetic, and when he is full of energy he becomes hot to the touch;
- Proud, and he stands several feet taller than anyone else;
- Rebellious, and his face becomes angular, menacing and hard;
- Reckless, and his hair turns into pure flame.
- Creative, and those around her gain sudden new insights while she glows;
- Honorable, where she becomes lighter than air and floats above the fray;
- Loyal, where she begins to fade into the background and become like everyone else;
- Reckless, where her skin, lips, joints, and ears become red and her entire eye becomes as dark blood and her hair turns crimson;
- Stubborn, where her features become hard as stone.
- Calm, and his skin becomes transparent and his hair as white as the air;
- Pragmatic, and he becomes cold to the world and his skin likewise;
- Proud, as his voice becomes as the thunder and the storm;
- Rebellious, where even the winds will no longer obey and whip in a storm around him;
- Trusting, where the weights of the world no longer hold him to the ground.
- Calm, and his skin becomes as white as ivory and his hair as gold;
- Creative, and when he has creative thoughts his eyes sparkle and his skin glows;
- Curious, and he will infect everyone around him with boundless curiosity with his golden tongue;
- Honorable, where the lack of lies allows him to grow wings and fly;
- Spiritual, and his joining with the universe allows him to speak in music and he leaves the smell of honey on the air.
- Deceitful, where his pupils narrow to a slit and he smells of old rot;
- Destructive, and his teeth turn into daggers and his nails into sharp claws;
- Pragmatic, and as cold as the waves and as frigid as the icy ocean of the North;
- Private, when it hides in its scaly shell and it oozes like the algae of the deep;
- Unpredictable, as it deforms and grows strange lumps and growths like the deformations of the sea.
- Curious when her eyes light up with blue sparks when something catches her interest;
- Indulgent in her senses of taste, smell and hearing and she it tortured by the smells of the modern-day;
- Pragmatic in her dealings and she hides under the waves where she breathes with gills;
- Prudent which allows her become so indistinct she fades into the background;
- Social and she surfs the relationships of humanity until her skin becomes as silk and her fingers grow membranes.
- Angry when his face becomes fearsome, horns grow on his head, and his eyes glow with Satanic light;
- Destructive as his hands turn to claws and his feet into hooves;
- Indulgent where he can eat and drink many times more than any human being at a single sitting;
- Unpredictable where he runs like a wild beast, grows hair all over his body, and smells of wood musk.
- Vengeful as he has a horrible aura of terror and menace.
- Altruistic and everyone around him becomes calm and trusting;
- Joyous and he is physically warm like a Spring day;
- Private as it hides from the world in its hard bark shell;
- Proud and it stands as tall as the trees and its ears become long and thin;
- Stubborn enough its features harden like wood and no emotion flashes on its face.
- Cruel and its teeth become pointed and it spits poison;
- Deceitful as its eyes shows its evil as they become the large eyes of the snake;
- Indulgent where the senses overwhelm and it can remember tastes and sensations so well it occasionally recalls them from previous lives;
- Private when its skin turns to dry, soft scale;
- Unpredictable as it becomes double jointed and is still until it lashes out.
For example…
In the midst of a bar fight on the very bad side of town with the Templars’ paid-for Mafia Thugs, Nemamiah the Djinn Nephilim gives in to Destruction’s passion. He pays a FATE point to invoke the Aspect of Destruction. His skin turns to a leathery covering and his hands turn into hooks. He uses the aspect to bump the shift of his combat roll up by one — from Good to Great, with predictable results.
Elijah the Serpent Nephilim negotiates a delicate business deal. The GM compels the aspect of Deceit and Elijah gives in to his true nature to try to cheat the opposing party. His eyes turn into serpent eyes as the he twists the deal to the advantage of no one but himself, causing himself trouble later on. The GM gives Elijah a FATE point to use later.
Nephilim Terminology Cheat Sheet
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 following is a list of common game terms found in Nephilim –
Nephilim: A creature of pure magic made of a combination of five different types of Ka (Fire, Air, Water, Earth, Moon). The dominant Ka determines a Nephilim’s metamorphosis. Nephilim need Simulacra to wander in human society.
Ka: The magic inherent in the universe. It comes in five main colors (Fire, Air, Water, Earth, Moon) and several other optional flavors (Solar-Ka, Black Moon Ka, Orikulka). The main Ka is influenced by the planets — Mercury (Air), Venus (Water), the Moon (Moon), Mars (Fire) and Jupiter (Earth). The five main Ka combine to create a Nephilim.
Metamorphosis: The Nephilim’s true form, as defined by the dominant Ka characteristic. For example, a Nephilim with a dominant Fire Ka may Metamorphosize into a phoenix over time. The stronger the Ka, the more obvious the Nephilim’s transformation to human beings.
Simulacrum: The body the Nephilim wears like a fleshsuit. The simulacrum was once a person but now a Nephilim lives there.
Statis: An object containing the Ka forces of a Nephilim until it incarnates.
Incarnation: The time a Nephilim rides inside a Simulacra. These extend across all human history.
Arcanum: The Nephilim secret societies created by Akhenaton in the 14th Century BC Egypt. The Nephilim have 22 secret societies that encompass all Nephilim philosophy. They are represented by the 22 Major Arcana of the Tarot deck.
Solar Ka: Ka from the sun and inherent in varying amounts in all humans. The more Solar Ka a human has, the more powerful its will and the more sensitive it is to magic. Nephilim possess no Solar Ka.
Orikulka: In early pre-history, a Moon of Saturn crashed into the Earth. The remnants of this Moon are called “orikulka.” Orikulka destroys Ka energies on contact. The remnants of the meeting of Orikulka and Ka is litharge. Orikulka is considered a type of Ka of its own — a “void” Ka or “negative” Ka.
Selenim: Nephilim made of Black Moon Ka, Ka influenced by the rays of the Dark Side of the Moon. Black Moon Ka resists Orikulka but at the price of losing contact with the other fields of magic and changing from Nephilim to Selenim. They can pull Solar-Ka right from the flesh and blood of humans like Ka vampires.
Shouit: When a Nephilim loses control of its Simulacrum and the Simulacrum consciousness re-emerges, the Nephilim goes into a stasis state within the body.
Narcosis: When a Nephilim loses its Simulacrum and cannot return to its Stasis in time, but the Stasis still exists, it drifts around in a Ka-ghost state.
Khaiba: When a Nephilim loses control of the Ka forces or fails utterly at a complicated occult ritual, it may fall into derangement and madness. Khaiba often has a physical transformation component.
Enthronement/Grand Enthronement: A day when the magical fields for a Ka is stronger than any others as determined by the arcane position of the planets. An Orikulka Enthronement causes all other Ka, including Solar Ka, to suffer. A Grand Enthronement is when one Ka is ascendant and particularly powerful.*
Plexus: A mystical physical node where two lines of the same Ka cross. The Ka in that Plexus is greatly increased. A plexus appears naturally during the day of the Ka’s enthronement but in random places.
Nexus:A place where all five mystical Ka fields cross. All Ka in the nexus is greatly increased. A new Nephilim may be born in a Nexus. Orikulku plexi are rare but do occur naturally. They occur randomly and in remote areas of the world.
Ka-Vision: Nephilim “spooky vision” which allows the Nephilim to see all the Ka around them. They can see summoned creatures, other Nephilim, Orikulka, Plexi and Nexi, and other mystical waves in the world around them.
Athanor: The athanor is an alchemical oven containing an egg-shaped glass vessel in a sandbath. It is used for performing alchemy.
Promethius: The Nephilim who granted consciousness to mankind. He also learned to create stasis for Nephilim.
Agartha: Nephilim Enlightenment. All Nephilim spend their multiple lives searching for information that opens the way for them to Agartha. Nephilim in Agartha no longer need Simalcra or Stasis.
The Golden Path: The way to Agartha. Each Nephilim has their own Golden Path.
Elixers: Nephilim in liquid form. Humans have learned to capture Nephilim, dissolve them into their component Ka, put them in bottles, and use the bottled Ka in their own rituals.
Homonculus:Enslaved Nephilim mystically bound into a vessel and forced to obey the commands of its human master. A Nephilim in this form is small and twisted and can only be set free though death and reincarnation. A freed Nephilim from its homonculus state is a very angry Nephilim indeed.
The terms above are slowly being turned into usable game mechanics greatly simplified and streamlined from the original BRP implementation.
A few original Nephilim terms have been left off the list due to being fancy terms for pure game mechanics. Notably Ch’awe and Sekhmet.
* There are long runs of tables in Nephilim to determine Enthronements and Grand Enthronements that will be simplified away.
Nephilim Character Creation – Stasis
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.
Nephilim aren’t human. They aren’t even human-like. They are Aristotelean creatures born from the fluctuations of mystical fields. When the mystical field grows big enough, out pops a Nephilim, sort of like magic-focused muon out of a super collider. Except even a sentient mystical field of pure force doesn’t exist for long. It needs a vessel. Luckily, the planet is crawling with walking, talking fleshy meatbags.
The fleshy meatbag solution works only until the meatbag wears out and dies. Sure, the Nephilim can keep it going for far beyond its sell-by date, but meatbags are ultimately made of meat, and they wear out. Theoretically a Nephilim can surf meatbags like a sort of meatbag slurry but that’s not always possible. The Nephilim needs to go somewhere while it waits for the next meatbag to come along. The solution is a stasis. The Nephilim binds itself to this object and, when its meatbag wears out, it pops into the stasis like a mystical freezer and it waits for the mystical fields of its particular kind to rise enough so it can pop out again long enough to take over a new meatbag until that one wears out. Rinse and repeat. Sometimes things got real interesting, the stars would align, and a huge number of Nephilim would all pop out of their stasis all at once and then things got weird.*
And if the stasis was destroyed, so was the Nephilim. For reasons utterly unclear and covered in handwaving, the Nephilim only got one shot at this stasis-binding thing.
The original BRP rules for stasis were hilariously bad. During the first incarnation, usually during some dismal point in Egypt’s far past, in a past that the great New Kingdom Pharoahs called “the ancient times,” the Nephilim would die for the first time and bind to a stasis. The problem was when the player rolled on the stasis object table and found it included such helpful things as ARCHITECTURE. It’s unclear what that meant except it was big and heavy and likely ended up buried under 20′ of sand. Or a PAPYRUS BOAT which would certainly not survive the ensuing millennia. Or a random piece of parchment.
Stasis rules are simple:
A stasis is an aspect.
The stasis aspect may be invoked to make the Nephilim’s life incredibly complicated.
The stasis should reflect the character’s first incarnation.
The stasis should make sense for the character and the game.
The stasis should be able to survive the millennia in a passably logical manner.
The stasis should also have a bit of fun color.
When I mean “make sense” I mean it should be somewhere that makes sense the Nephilim would pop out in that place at that time. Since Nephilim have a short duration once they leave their stasis, they are not going to travel the globe to find themselves a meatbag. They will incarnate in the body of the PC where the game is set. If the game is set in a major metropolitan area, the stasis could be in a museum or a private collection. Or buried underground. Or just unearthed from a famous dig and is now sitting in a university lab. It probably doesn’t make sense for the stasis to be an ancient Chinese military rampart if the game is set in Rome. But an ancient Chinese vase from Beijing would make sense in Rome — if it was recently stolen in a heist and now being sold on the black market!
So perhaps Elijah the Moon Serpent, who lived during the reign of Ahkenaten and worshiped the great Sun Disc and learned the way of the Solar Ka** has the stasis of a small scarab with the Aten disc. And the stasis is currently in the Egyptian collection in a local museum in a dusty corner where no one looks at it. It was buried since Early Christian times, but now our friend the Moon Serpent is free to go take over a curator and his first order of business is figuring out how to swipe the stasis…
I personally believe a destroyed stasis can be replaced but only after a great adventure and some serious ritual magick. I can find no reason it cannot be except to drive some player motivation to “keep it secret keep it safe.” But a big adventure to replace a destroyed stasis while the Nephilim clings to its meatbag body is much more interesting.
I have received several very interesting comments! I am working on only talking about 1 topic/post right now but everything I see goes into the hopper of MY MIND. Thanks!
* The Incarnation of the Fool! Really, this might be a good time to mention this, even though it is in a footnote, that Nephilim tend not to be famous people in history because that brings the Knights Templar to their door. But the KT is another topic.
** And yet another topic.
Nephilim Character Creation – High Concept
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 High Concept in DFRPG is a nice bit of gaming wizardry. It’s a character’s ur-Aspect, the One Aspect to Rule them All, at least in the context of a character sheet. It’s a job, it’s a template, it’s a mashup of job and template, it’s a family, it slices and dices. It says what a character is in a nice concise single title.
Nephilim break down into three concise bits: the Ka, the Metamorphosis and the Arcanum or the splat, the sub-splat, and a collection of splats into a faction. These aren’t as loose as they are in the DFRPG world. They’re clearly defined and a player needs to pick from menu a, menu b, and menu c to combine into a High Concept.
Nephilim goes deep into what Ka is on a mystical sense and how Ka plugs into various magical fields in a pentacle and how it breaks down into the Classical Aristotelean elements. Essentially it’s an ur-splat that defines personality traits and interesting ways to invoke it as an Aspect (Water for dexterous tasks, Moon for talking to people, etc.) Ka is an element defined in the discrete set:
Ka => [Fire, Air, Water, Earth, Moon]
Or we can be fancy and use Latin:
Ka => [Pyrim, Eolim, Hydrim, Faerrim, Onirim]
The Ka have Metamorphosis. Nephilim aren’t people. They reincarnate each life time like a sort of astrological soul vampire and inhabit a perfectly good human body and destroy the soul inside. Metamorphosis is what a Nephilim truly is. The source material defines nine Metamorphosis that look like a hash:
Metamorphosis=> [Fire => [Djinn, Phoneix], Air=>[Sylph, Angel], Water=>[Triton, Undine], Earth=>[Satyr, Elf], Moon=>[Serpent, *]]
These are largely color but very interesting color. For example, an Earth Elf Nephilim will slowly take on green skin, pointed ears, and speak in the rustling tones of the trees. The slower moving Water Triton Nephilim is a swampy, scaly killer who embodies the deep sea.
The third is the Arcanum, or the Nephilim’s secret society tribe. These map to Major Arcana, but not all of them and each have their own properties and rules and governing bodies.
Arcanum=>[Magician, High Priestess, Emperor, Empress, Chariot, Hierophant, Lovers, Chariot, Strength, Hermit, Wheel of Fortune, Justice, Hanged Man, Temperance, Devil, Tower, Star, Moon, Sun, Judgment]
Creating a High Concept means picking from list A, list B and then finally list C and it creates a surprisingly expressive Nephilim concept:
A Fire Phoenix Nephilim of Justice who hunts Fallen Nephilim and destroys them.
A Serpent Moon Nephilim of Lovers who seeks through lives the most hedonistic of all lifestyles.
A Air Angel Nephilim of the High Priestess who practices secret true alchemy.
The Serpent does have a pair, but these are the “evil dudes” of Nephilim, the Selenium.
Fascinatingly, because Nephilim are inhuman creatures who lives immortal lives by corrupting human hosts and attempt to subjugate the world through their spells and search for Enlightenment, they fit neatly into the mold of Dresden Files villains. And that might prove useful later.
Nephilim Character Creation – Aspects
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.
Nephilim is both the best and worst game you have never heard of. It used everyone’s favorite system BRP in a tortured and hideous way to bring to life a neat occult game about immortal beings endlessly dying and reincarnating and fighting over trivial matters. I am in the mood to think about Nephilim because I am in the middle of Neal Stephenson’s Quicksilver, a very Nephilim novel indeed.
One of the most compelling parts of the old RPG was in the character creation. A player would pick several past lives in several interesting bits of history and pick skills/stats/magic/thingies gained from that period. This works much better in the Dresden Files FATE build than in BRP* and using the system for picking Aspects.
So let’s say you, a Nephilim dude, were around in the French Revolution. Well, you could pick up the aspect of Revolutionary! but how fun is that? It’s an occult game, after all, with magic and secret societies and rivals who chase you through multiple lifetimes and secrets of the universe and alchemy that Works Works Works!
There’s a ton of Nephilim background here that I’m not going to fill in right away but just assume that the main Nephilim secret societies are based on the Tarot and there is sorcery and alchemy and summoning all to master all the while busy living and turning slowly into some other… thing and having Templars trying to kill you.** And you, the player, want to define Aspects for that past life.
Instead of one aspect per section, you get two — you are, after all, super old and these might be very weird aspects (like CENTURION for Ancient Rome or PRIESTESS OF ISIS for Ptolemaic Egypt) that would come into play in super weird aspects. But for your past lives you pick two out of three: two of [Magic, Past Life, Secret Society]. For example:
In ANCIENT ROME, you lived as a CENTURION and developed your FIRST CIRCLE SORCERY but you neglected your contacts with JUSTICE and fell away from your circle.
In a later life you lived in PRE-REVOLUTIONARY FRANCE you schmoozed with ALCHEMISTS of the rankest order and hung out with the LOVERS (your new society after Justice kicked you to the curb) but you didn’t follow through on your role as a DRUNKEN ARISTOCRAT… with predictable results.
And so now you end up with this neat and eclectic set of aspects from just two life times. Three lifetimes you have alone, two lifetimes you have with other players. Ten aspects all which can be invoked at the very strangest times.
This would work for any HIGHLANDER-like game with immortals living the span of time.*** The should have an eclectic collection of aspects.
Anyway, eventually, I will have all of Nephilim FATE chargen cobbled together. But the aspects thing made me particularly happy because they worked so well.
* A smack to the head is better than Nephilim’s BRP implementation. And apologies out there to all smacks to the head.
** Like I said, it’s an awesome game with a terrible system.
*** You can’t drown, you fool, you’re immortal!
Planescape: Torment
6I upgraded my Parallels install from 4 to 6 and magically games started working in my Windows XP VM on my Mac. So naturally I wandered over to GOG (Good Old Games) and handed over $10 for a copy of Planescape: Torment. My copy has been lost — given away to someone — for the better half of a decade and $10 seemed worth it for a game I remember fondly so I gave them cash, and they torrented it down to my VM and it more or less works.
A few hours into Torment I realized:
- I was playing a 12 year old game and it was better written, better constructed, and more immersive than 90% of the games on the market today. I can spend a half hour in a conversation tree with an NPC and it’s not dull.
- No one makes games like this any more. No one. Period. I’m not sure anyone used to make games like this either. Was Torment just an abherration of nature?
- Planescape was the best setting ever made for a fantasy world and it has not yet been defeated.
- I would happily fork over a subscription fee to play Sigil: the MMO. Factions! Politics! Places to wander and kill things! Random portals to places! An endless War outside the doors! Seriously. Although I would avoid the Sensates as they would be all TS all the time…
- Planescape would be better served by a system not AD&D 2nd Edition. I kept thinking about FATE this weekend — but while the Fate in Dresden works perfect for a Nephilim conversion* I’m not certain it works for something as insane as Planescape. Cortex? PDQ? I’m not sure.
I can completely recommended GOG for their catalog, the ease of use for the service, and being able to run old games in VMs. If you’re hemming and hawing I can say that it’s a pretty good, and cheap, service. And damn, buy Torment, replay it, and ask: why aren’t all the other games like this now a days?
* I am having serious Nephilim thoughts.
[RPG Review] Bookhounds of London (a Trail of Cthulhu Supplement)
0Bookhounds of London by Ken Hite
Available from Pelgrane Press
Bookhounds of London isn’t so much a hardcover supplement for Trail of Cthulhu as a tesseract, a sort of space-time aberrant tear where more information exists between the two covers than the physical space inhabited by the book. In no way could so much dense Cthulhu information exist in such small a space. But then again, this is not just some book. This is a Trail of Cthulhu supplement. It may be warping space time around it preparing for its flight to some far-off alien existence.
So that’s a good thing.
Books go naturally with Cthulhu. After all, Lovecraftian horror is full of fun tomes teaming with terrible ideas which worm their ways into the mind and rip it to shreds. Book selllers and buyers and owners of bookshoppes and librarians and occultists are, also, a natural fit. Who else has the books? Hordes the books? Handles the books? Presented is precisely that: new character templates for book sellers and book agents and book forgers to help the supply and the occasional occultist. But that’s not all! Rules for book stores. Libraries. Book auctions. Book sales. The actual books! Detail on the wear on the books. The bindings of books. Why, there are even more books.
About this time I’d be totally satisfied with the supplement. That’s enough to get up a Cthulhu game centered around the buying, selling, and underground trade in evil books but Bookhounds of London is a strange supplement black hole containing far more information than can be contained in a single supplement. The section on 30s London is thick with NPCs, places, rumors, descriptions, and color plates in the appendix. New cults! Expansions on current cults! New monsters! Even more NPCs for rivals and villains and…
And then a very lengthy adventure involving Gods and crazy city magic and German witch hunters and sacred ley lines and, oh hell, Jack the Ripper. Maybe. A book, perhaps, is involved. And murder. And creatures from beyond. And a race against time. And other good stuff. Unlike most supplement adventures, the Bookhounds of London adventure (Whitechapel Black-Letter) does not disappoint — it can be run, and it makes a great intro-adventure to a big Bookhounds campaign.
The sign of a decent supplement is one good character idea by the end. A great supplement is three character ideas. Bookhounds of London leaves one with ideas for complete Cthulhu variants, teams of rival book stores, and several complete campaign ideas. And this is from someone who doesn’t run all that many campaigns these days. It’s good stuff.
A few things in specific:
* The new skills are brilliant but the best is the Knowledge. Having a skill representing deep and precise geographical information is a great skill for Investigators. Also, claiming to have the Knowledge on a character sheet is damn awesome.
* Bookhounds allows for building a rivalry with NPCs. This cool game mechanic doesn’t exist in normal Cthulhu where the Investigators go and investigate without too much outside pressure beyond “bad guys wish to chew off their faces.” Rival bookstores and rival book auctions introduces a new and interesting pressure on the group without introducing more cackling evil cultist villains. (Although nothing is wrong with cackling evil cultist villains.)
* One can never have enough cults or monsters.
* The new play styles are interesting — Sordid, Arabesque and Technicolor. Yes, one can fill a game full of horrible relationships or trips to Deepest India or like a movie from the 60s.
* The boxes, callouts, rumors — as good as the original book in quality and variety.
* I love the bundle of PDF+Hard Cover. The bundles make me very happy from a customer perspective.
I heartily recommend Bookhounds of London to anyone who bought Trail of Cthulhu. It does require ToC, but if one has ToC sitting on a shelf, it needs a friend. The quality is spectacular. Buy it, cuddle it, read it, run the games for your friends. Definitely pick up a copy. And I still have no idea how all that information got crammed into 128 pages of text.
Meanwhile, I need to finish working up some notes on a Bookhounds of Leverage, a Bookhounds/Leverage crossover game….
New Garden Plots
0
This is mainly an experiment in phone blogging. This is a picture of my new 4×12 vegetable plot sans veggies. Does it post well? Let’s find out….
Apologizing to the Rice
1I realized late last night I had called the book “Trails of Cthulhu” with an s instead of “Trail of Cthulhu.” I chalk this up to my insidious Michigan accent which compels me to pluralize words regardless if they need to be pluralized or not. Meijers. Krogers. Kmarts. C’mon, Michigan people, you know you have said a sentence construction like this:
“So you wanna go down to Krogers, then?”
I am personally very concerned about the prospect of multiple trails of Cthulhu. Imagine enormous world-spanning trails of sticky slime. Like giant ants. With face tentacles. Ew. They look like this!
It was corrected in the post. And I hang my head in shame. It’s all Michigan’s fault.
[RPG Review] Trail of Cthulhu
2Trail of Cthulhu by Ken Hite from Pelgrane Press
In middle school I discovered horror fiction.
I cannot remember what was the first book — I suspect Stephen King’s the Shining in used book form — but I do distinctly remember reading anything that had a dismemberment. If it featured splatters of blood, I read it. Good writing, bad writing, schlock writing, I read it all, and in great spews. Somewhere in there I laid hands on a collection of horror short stories that contained the usual standbys of Shirley Jackson’s “The Lottery” and Faulkner’s “A Rose for Emily.”* It also had HP Lovecraft’s “Rats in the Walls.” And that one was my favorite. I read it over and over.
Later I read the rest of HP Lovecraft’s stuff. Some of it was good. Some of it was terrible. Some of it was incomprehensible. And some of it was the Dream-Quest of the Unknown Kadath.
My copy of Chaosium’s Call of Cthulhu 5th Edition** is actually the second copy as my first copy disintegrated from overuse. The glue binding did not hold up to the love and after a while the pages fell out. The second one is a used copy from somewhere or other. I know dimly there was a 6th edition but I only have the 5th; that was the version for me. Even reading the rules of the BRP version of CoC belied the obvious: the only way someone was going to get out of an adventure was by being an illiterate track star. The BRP rules were charming in their crappiness but they had that one beautiful sanity meter rule, and that was a permanent brain worm. For 20 years I have been rolling my SAN and I am pretty sure by now it’s pretty low.
BRP had a special lethal charm. I knew of Runemaster games ended in the first five minutes by the entire party failing swim rolls when crossing a river. Or another character killed by a highly dangerous glass of water. But BRP was what was in Chaosium’s books and Chaosium’s books were special so we played it, and made it work, and CoC got ran and played anyway. That’s the greatness of CoC.
That brings me around to Trail of Cthulhu, a game I read and fell fiercely in love with but for completely different reasons than the clunky charm of CoC 5th Edition. It’s CoC where you get to live until you get your head eaten by Azathoth in the end, and that’s the kind of CoC we want to be playing.
A bit about GUMSHOE
I talked about GUMSHOE in my review of the Esoterrorists, so for an overview of GUMSHOE it’s best to consult there. Trail runs with the core idea of getting to the end of the story and not being held up by the system. When we watch Law Dramas, we don’t want the Intrepid Cops to end the plot because they failed a “look for clue” roll. We don’t want House not figure out the disease in the last act because he failed to make some surgery roll halfway through. We do not want our Cthulhu hunters to be killed by a wayward glass of water.*** It’s no good to be blocked because of a botched roll, so GUMSHOE waves that part. The players always get the clue. The question is what do they do with it? That’s where the play is.
And that’s what Trail brings to the table. It feels less blatantly horror-focused as Esoterrorists, it adds some new skills, it goes in with Drives to give players motivation for why they are hunting down the terrors that go bump in the night. The SAN meter is now dual tracked: you can take a Stability hit or take actual Sanity damage but it takes a bit to shave off a little of the ol’ SAN. The focus is on episodes like a show: the point is not the bumbling around with skill checks; the point is to get to the end of the story — where no doubt everyone is turned into splatters.
GUMSHOE is a perfect fit for Cthulhu. You don’t need to be an illiterate track star. You can still be that uber college professor and run away. Run away! AIIII!
PURIST vs PULP
Trail is set in the 30s where, yes, there are Nazis. And where there are Nazis, there are guns and planes and tanks and Socialists and Swinging Archeologists and other such tropes. Trail provides two modes of play: PURIST and PULP.
I get people want to play Cthulhu in all its deadly, terrible, horror glory. And that is what PURIST is for — as close to a simulation of the old BRP system with high levels of DEATH. A great thing for those who love difficulty in their gaming and where a gun is going to kill you.
Then there is PULP. PULP is where you get to shoot Cthulhu. In the face. Or ram him with a boat — HP Lovecraft’s preferred Cthulhu Removal Device. But who doesn’t want to shoot a tentacle or two? It might seem a little silly but hoards of evil cults with dark books that cast horrible spells are also a little silly. So is Hitler on his quest for the Spear of Longinus. It’s all silly, but sometimes, horror calls for a little pulp horror.
Dark horror vs. the Mummy. I find I want to run the game in PULP mode. Who said Cthulhu wasn’t high adventure? When isn’t the dark spawn of the universe high adventure?
The Awesome of the Call-Out Boxes
RPGs almost always have these inset boxes with little bits of random information or skills or stats or tables or whatever in them. They tend to be a bit lame; I find them annoying and want to read around them. In Trail read the call-out boxes because they’re the best parts. Either about the 30s or how to build cults (please add cults!) or about Gods (please don’t add more Gods!) or creeping totalitarianism, they are all wonderful. The boxes are plentiful and worth the price of the book alone. They don’t contain any rules, per se, but they are so chock full of goodness that it is worth sitting there with the book and flipping from call-out box to call-out box.
I need to mention the call-out boxes because they are so deeply wonderful.
Oh, and while I am talking about the call-out boxes with all their wonder, the section on the Cthulhu Elder Gods/Outer Gods is superb and packed with so many incredibly insane ideas for running plots it is hard to talk about it without waving hands around incoherently. One small sentence about Elder Gods as meme loads was so compelling it was a hot topic in my house for three days. If you’re into CoC at all, this is worth getting to juice up campaigns and take them to 11.
And Overall…
I can gush about Trail of Cthulhu for a long time. Much of the original Call of Cthulhu (5th Edition) was preserved from one edition to the next. It’s all here: the Gods, the Monsters, the Cults, the Horrible Books, the Spells, the must and the rain, the horrible New England cities. The Cults section is wonderful**** and full of juicy goodness of evil. The GM section on how to build an adventure from the Horror to the Beginning and then through a list of clues is also very helpful — the advice is spot-on for crafting a horror based adventure.
Me? I am picky about my Cthulhu. I don’t like no d20 editions or LARP editions or Savage Realms. I don’t do Cthulhu card games. In my mind, it is the crumbling second copy of CoC 5th Edition. This is the only worthy successor and it’s glorious.
So I’m fanboying a little bit. I do that on very rare occasions because I’m a curmudgeon and I hate everything. But this is truly, honestly a great version of Cthulhu. It is not Call — it’s a different system — but Trail is an excellent game with compulsively readable text that has ideas and stuff packed into every corner and page. Is it worth the $40? Yes. Would I run it? In pulp mode, yes. Would I play it? Definitely. Can I recommend it? Oh hell yes.
Go buy it. Stop reading blog posts! I bought my PDF+Hard cover bundle from Indie Press Revolution right here.
* The only work by Faulkner I ever liked. A tiny bit of excellent gothic horror.
** Always 5th Edition.
*** Okay, maybe we do. It’s Cthulhu. Those glasses of water are dangerous as hell.
**** And one section turned into a new supplement, the Booksellers of London.
RPGs as Data Driven Apps
0I meant to work on this post earlier this week but my week got real busy and I lost my time to write up posts.
I spent some time thinking about how pen-and-paper RPGs are best represented in an electronic medium. I don’t mean writing a full game like Neverwinter Nights; I mean representing the actual experience of the books, rules and dice in an app format. I realized that RPGs are by their very nature data driven: the character sheet, the rule set, the world setting, and the information that goes with it. Because everything is created whole-cloth — even those settings based on established properties — the game must be communicated with information for it to go. This is different than a card game or a board game which require a very small amount of fixed information (what’s on a card, say, or a die roll moves you 5 spaces, or you need to play this token) and a large set of rules. An RPG requires a large amount of information and an arguable amount of rules.
The devil is in the details with the amount and control of the information surrounding an RPG. This lies at the heart of many rules and design-based conflicts: how much information is needed for a person to interact with the world, how is the information manipulated to model the world, and how is this information communicated and stored. In the past, games often required a HIGH amount of information to interact with a HIGH number of system rules to determine a HIGHLY DETAILED piece of data after running the system — a simulationist system. Today, we have a huge number of styles from a low data with small ruleset games (like Fiasco) to moderate sized amount of data/character and data/world with moderate sized rule sets (like FATE or Cortex) to high information games with high detail (like D&D4).
This is all run on data. The nice thing about data is that data is about all a computer understands. It can hold data, process rulesets on data, and present data-driven results at the end of processing. So for example we have a large piece of data model in a character sheet. A character sheet possess stats in some form (d8 Wits, 18 Strength, 3 dots in Hawt, etc). The world may also possess similar unified stats — an NPC, a known test, a quantified piece of the world. Passing the world stats and the character stats through a known resolution engine generates a known result, which may also be stored and used to modify other data.
This is all basic game writing 101 and absolutely nothing new, but it’s important to lay out the basics before figuring out how to make it go. A character sheet is simply a line from a data model that has a paper-based persistence model representing a shared contract between player and game world. What becomes more interesting is in building up databases of world information. Pulling up, for example, cult information for Trail of Cthulhu with lists of cults (pick one) and integrated NPC and evil book lists, perhaps be able to cross-reference this with information either found online (automatically populate a database with reference information that auto-loads inline) and information in published material. Work against perhaps web services of a master repository that hosts a bigger centralized database and… but this is starting to get off the device and into web servers and databases and LAMP stacks and generally wandering off the reservation. But this is the idea — RPGs are data driven applications and more data makes them better.
This is where my mind is starting to go for RPG-based apps. There’s more to it than that, though:
* Core Data for storage, persistence, data modelling and all the CRUD facilities (create, read, update, delete).
* Cocos2D engine for dice rolling, card playing, and visual representations of game mechanics.
* WebKit for integrating web resources and maybe a shared repository
* Quartz for drawing really nice character sheets, game sheets, NPC sheets, and to generate PDFs on the fly.
* UIKit with Cocos2D for front end data management screens.
* Network stack for cross-communication between devices, communication with back end web services.
I think it would be nice to be able to have a database of NPCs whose sheets render nicely on the screen and then with a click be able to summon up world information around the NPC — their horrible organization, say, or, GOD FORBID, a RELATIONSHIP MAP… Computers are really good at knitting all this data together into a palm of the hand player, GM and gaming community set of tools. It’s what they do.
These are where my thoughts are sort of going for apps, but I also have lots of thought about an iFiasco app too which hasn’t been fleshed out yet.
And Man… iPad based Smallville Relationship Maps with integrated character sheets. Just…. damn. Can it be done? OF COURSE.
iPad App Ideas!
3Having finished reading Cocoa Programming by Daniel Steinberg and worked through all 27 (!) chapters with the hands-on projects, and now starting to delve heavily into specific topics (UIKit, CoreGraphics, Core Data and the network tools) I feel I have officially leveled up and gained a new feat: ability to craft small applications and possibly, eventually, try to get them through the Apple Doom Process.
I am looking for your ideas! I have some small ideas in mind but, after talking with many people, I know other people have other ideas about apps they would like to see! Now, the first few apps will be small, and free, so I am thinking things that I can wrap my arms around and come up with a plan and get done. Understand the first few apps will be a bit slow getting out the gate while I learn process.
How does one leave me an idea to discuss turning it into an actual piece of code?
1. Leave a comment on my blog.
2. Leave a comment on the blog on Livejournal.
3. Leave a comment for me on facebook.
4. Send me a direct message on twitter. (Name: multiplexer)
5. Email me at edresner@gmail.com.
6. Track me down in person. (GASP)
I will go back and forth about graphics and layout and user interaction — the stuff I don’t very well — and attempt to turn it into a real thing that runs — the stuff I do do well.
So! If you have something in mind or something you are envisioning, this is a head’s up that you should talk to me about your idea and I’ll try to figure out how hard it is and work to get it done!
And again, the first few are free to counterbalance my fumbling around a bit.
Recent Comments