Nephilim Character Creation — (More) Skills

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.

Purchasing skills for Nephilim is almost exactly like outlined on page 65 of Dresden Files RPG, under Character Creation.  Skills and their common trappings start on page 120.  Stress Tracks are affected as dictated on page 201 of DFRPG.  A quick overview of DFRPG version Skill Pyramid as used in Nephilim FATE:

– Characters have 35 points to play with after picking Incarnations and Aspects.

– Skills cost:

Superb  – 5 Points

Great  – 4 Points

Good – 3 Points

Fair  – 2 Points

Average – 1 points

– All unpurchased skills default to Mediocre (+0).

– All skills at a level must have at least one skill on all levels below that.  For example: if a Nephilim has a +5 Superb Skill, a Nephilim must then have, at bare minimum, a +4 Great skill, a +3 Good skill, a +2 Fair skill, and a +1 Average skill.

– The Pyramid does not need precise balancing but it must have supporting skills.  A Nephilim can have 1 +5, 2 +4, 3 +3, 4 +2 and 5 +5.  It can also have 5 +3, 6 +2 and 8 +1.  And any other combination that works out to 35 points and satisfies the condition that the Nephilim has more skills on the lower levels than on the higher.  This does lend itself to more average skills and fewer “awesome” skills.

– Throughout a Nephilim’s many Incarnations, it may have a few great and amazing skills but plenty of little day-to-day ones… that may or may not be terribly applicable to the modern day.

For purchasing skills, an example:

During every cycle of Incarnation, when choosing Aspects, write down 3-5 skills.  For example, Bob the Djinn was a Roman Soldier during the Waking of the Fool in Judea 30AD.  Bon learned how to use Weapons to better kill people, he Intimidiated the poor Jews around him in the Levant, and he spent time being Alert to being jumped by locals who weren’t thrilled with Roman rule.  He may have shown off his Might in periods of rage and destruction and punched people with his meaty Djinn fists.  It was great being a Legionnaire — if you were a Djinn.  Bob’s player considers buying Weapons, Intimidating, Alertness and Might for Bob the Djinn.  When he finishes all his Incarnations, he finds he has picked Might and Intimidation several times during his Incarnations.  He decides he is going to build a 35 point pyramid with 3 Great (+4) skills, 3 Good (+3) skills, 3 Fair (+2) skills and 8 Average (+1) skills.  He assigns Might and Intimidation to two of his 3 Great slots and starts to distribute the rest of his skills.

During the same time period, Elijah the Serpent Moon Nephilim was a Jewish Scholar who worked quietly in Jerusalem until all hell broke loose.  He focused mainly on his Sorcery and Wheel of Fortune* Lore and his Jewish Scholarship.  He focused his mind and taught himself to be Disciplined in his research and to push out everything else to focus on the path to Agartha, something private Serpents excel at.  After the coming of the Fool, he, like many others, put himself forward as a False Prophet of the Fool and picked up a bit of snaky Presence – a skill that serves him well later.  After his Incarnations, he finds he uses the same skills over and over so he decides on a less balanced 2 Superb (+5), 2 Great (+4), 2 Good (+3), 3 Fair (+2) and 5 Average (+1) skills.  The Lore will go into one of the Superb slots — Elijah has spent many lives studying magic and its ways — and Scholarship into a Great slot.  Presence goes into one of the Good slots.  He assigns Discipline into a Fair slots.

I am not listing all the skills and their trappings.  If you have interest in the complete DFRPG skill list and the trappings, I urge you to go buy a copy of the Dresden Files RPG.  It’s won 2 Origin Awards, it is up for nearly a gazillion Ennies, and it was written by awesome people.  The link is up top; make with the clicky.

* These are both Trappings of the same skill (Lore) so they are both just considered Lore.

Nephilim Character Creation — Skills

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 BRP version of Nephilim has lots of skills.  Lots and lots and lots of skills.  Some of the skills have sub-skills.  Some of those skills have sub-skills pertinent to only certain time periods.  Most of the character sheet comprises of lines of skills with numbers by them to define if they are nephilim skills or simulacrum skills and much hand-waving between using one or the other.

DFRPG has a concise list of skills with trappings.  Trappings are instances where the skill is used.  Skills are augmented with Stunts.  The skills are simple things like Guns or Intimidation.  Nice and clean.

For Nephilim, we make a few changes:

* Magic skills (sorcery, summoning, alchemy) are part of Lore.  They are highly augmented by Stunts.

* Arcanum lore is also under Lore.  If one has joined the Arcanum (an Aspect) and has a Lore skill, one can roll their Lore skill to get information in that Aspect.

* Languages (Spoken) are free for living in that time period.  It’s sort of silly to believe if you lived in Ancient Greece and your Simulacrum lived for 100 years you somehow don’t know how to speak Ancient Greek.  Although you’ll have a heck of a time ordering a gyro in modern Athens…

* Languages (Written) require a Scholarship roll and having lived in that time period. If you were in Judea in 30AD during the Fool in an Incarnation that could read and write, a Scholarship roll covers your ability to read and write Latin.  Although Medieval Latin will look strange to your eyes.

* General knowledge for living in a time period you lived in is free.  Specific knowledge of that time period also comes under Scholarship.   

* You can Drive a car and Drive a Chariot and a high speed chase is a high speed chase.

* Working with boats also comes under Drive.  It is a bit of a conceptual stretch — while fly planes and pilot boats and drive cars all should come under one skill, it is ultimately “Drive Craft.”

* Some skills cannot be bought during an Incarnation if the physical invention did not exist.  For example, no one can buy Guns before Guns exist.

* While an Intimidation skill is timeless, some skills don’t apply so well to the modern day if they were learned in the past.  If a Nephilim tries to, say, make a Craftsmanship roll on a skill he picked up in the 1700s to fix a modern clock radio, the GM is free to lift the target for the roll appropriately.

* If a Nephilim truly has a Farming Incarnation, he can put farming under Craftsmanship.

* The GM can place appropriately high target numbers on a Nephilim trying to use the skills bought in their current incarnation — their Simulacrum skills.  As a rule of thumb, all target numbers for skills on the Simulacrum are one level higher than they would be normally as the Nephilim must go through their Simulacrum to puzzle out how this new gee-gaw or gadget works.  This includes driving cars, using computers, or any other trappings of modernity.

Next up, buying skills through incarnations to build a skill pyramid…

Nephilim Character Creation – Quick Checkpoint

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.

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

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.

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!

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.

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.

Her Metamorphosis are:
  • 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.
And so…
Use this to make any kind of Metamorphosis, from a mermaid (water) to a muse (air) to a dryad (earth) to efreet (fire) to a morlock (earth).  The original set of Metamorphosis are cool, but new templates make the game grow fonder.
* We’re sort of stretching the definition of “Famous human being.”  Why not just say the Morrigan?  No reason.  Go ahead.  Maybe a historical Bean Sidhe Nephilim was the Morrigan in an Incarnation in Bronze Age Ireland among the Celts!

Nephilim Character Creation – Emotional Metamorphosis and FATE

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.

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.
The Phoenix is:
  • 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.
The Sylph is:
  • 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.
The Angel is:
  • 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.
The Triton is:
  • 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.
The Undine is:
  • 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.
The Satyr is:
  • 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.
The Elf is:
  • 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.
The Snake is:
  • 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 Character Creation – Aspects

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.

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!