Nephilim is a rol game, where the player interprets a spirit reincarnated in a human host (symulacrum), and is going to try to remember his previews reincarnations and his conscious as a Nephilim.
In this game, the players are going to interpret a symulacrum who doesn’t know about his previews life’s or his conscious as a Nephilim (he haven’t awake) , but is going to by trapped in a series of events in a summer in the city of Paris, France (how you get there, how you live in here, etc. Its all depend of the player).
-To know how many reincarnations and how these reincarnations have lived. You need to throw a 1d10, being the result the amounts of years multiply by 10, example: Pitrax roll dices and get a 5, this mean he have 50 years he can use in his reincarnations. Pitrax live first as a silly goose in Rome, but only for 30 years, and the other 20, he live as a thief in the Viking times. So Pitrax have live 3 reincarnations counting the one you are playing.
-But the player have also a knowledge acquired in his previews life’s, to know the knowledge, you need to use the amount of years used in that reincarnation and multiply by 3. Every 10 points used in some knowledge or skill its going to represent a 10% in that skill. Example: Pitrax lived for 30 years in Rome as silly goose, he have 90 points to administrate (30x3), so he use 20 points in the Cultural Knowledge (20%) and 30 points in language (30%) this make a 50 points in total to know the language (because culture is part of the language). 20 points in Art, 10 in dance and 10 in sing (this made 30% for dance and 30% for sing, because dance and sing are inside of Art). And he still have 20 years for another reincarnation.
-History Moment you can choose:
Tebas; Akenaton, 1350 b.c.
Jerusalén, 30 a.c.
Imperial Rome; Neron, 60 a.c.
King Arthur, 415 a.c.
Viking; Rollo of Rouen, 911a.c.
Fell of Montségur, 1243 a.c.
Prague of Juan Hus, 1410 a.c.
Jeanne D’arc, 1431 a.c.
Siege of Müster, 1534-1536 a.c.
London; Shakespear, 1609 a.c.
Paris; Musketeers, 1630 a.c.
Venecia of Shelley and Byron, 1816 a.c.
London; Jack the Riper, 1890 a.c.
-Ka is the magic power and represents the Nephilim vitality. There are 5 elemental Ka, these are: Moon, Water, Air, Fire and Earth, and they are related in a pentagram. The player must choose which elemental Ka is going to be the dominant, which are going to be neutral (good neutral and neutral), and the opposite (higher opposite, lower opposite). If you choose Fire as your dominant Ka, then your both Neutrals are going to be the closest element: Air and Earth, you need to choose one to be the Benefit Neutral, and of course the both that are further of your dominant are the opposite, and you must choose one to be the highest opposite.
-The amount of Ka you have is 20 less time you reincarnate multiply by 2.
-Example: Pitrax choose as dominant Ka the Moon, his benefit neutral is water, his neutral is earth, his lowest opposite is air and his highest opposite is fire. Pitrax have live 3 lifes (2 previews reincarnations and the one you are playing), this mean he have a Ka of 14. This mean he have Moon Ka 14, Water Ka 11, Earth Ka 08, Air Ka 06 and Fire Ka 03.
-There are 3 secret experiences, these are: WitchCrafting, Cabala and Alchemy.
-For every 10 years of reincarnation, you can add a 10% of domain in one of these 3 secrets. This first 10% are going in the first circle of that secret, every secret have 3 circles and you can only pass to the next one when you reach a 90% of domain in the previews circle.
-To know a spell you need to use the 10 years of reincarnation, that is equal to know one basic spell.
-Example: Pitrax lived in his first reincarnation for 30 years, he choose Witchcrafting, this gave to him a 20% of domain, and also +30% for the years he put in this reincarnation. And he lives a second one for 20 years, so he use this to learn 2 spells of Witchcrafting.
This is the material form of the Nephilim, there are 2 form for every elemental Ka (with the exception of the Moon).
The phoenix is a dry choleric.
Natural phenomen: lighting
Mythic creature: I'm a mythic being!!!
Artistic work: Electric chair by Andy Warhol
Weapon: katana (executioner sword)
Object: mace of a Judge
Voice: reverberating (like the roar of a tiger)
Skin: red (especially in articulations, ears and lips)
Hands: longs and black nails.
Face: red eyes
The Phoenix is the metamorphosis of spiritual Fire ka. It is swift and judgmental, terrible in its administration of that which is just. Fire is the element of destruction; Phoenix destroys, but like its mythological namesake, its destruction serves a "higher good." Phoenix, unlike its counterpart
Is a warm choleric
A Natural Phenomenon: Volcanic Eruption.
A Metal: Iron.
An Animal: Tiger.
A Mythological Being: Hephaestus.
A Famous Person: Emperor Nero
A Weapon: Cannon (gun).
A Work of Art: Francis F. Coppola's "Apocalypse Now."
An Object: A Molotov silly goose.
Human activity: War (this is like the badass)
Hands: claws (the fingers bend inside and the nails become long claws)
Face: Bright hair
The Djinn is the metamorphosis of material Fire ka. It is harsh and violent, prone to explosions of destructive fury. They are large, strong, and powerful. The Djinn is nearly always in motion. It is impatient. Its destruction is sometimes wanton, and always through. Djinn are often warriors, assassins, policemen, and arsonists.
The sylph is a phlegmatic wet.
A Natural Phenomenon: Electrical Storm.
A Metal: Brass.
An Animal: Eagle.
A Mythological Being: Aeolus, the Wind God.
Celebrity: Icaro, but without his end.
Human activity: travel
Color: Blue celestial
A Weapon: Bow and Arrows.
A Work of Art: Shakespeare's The Tempest.
An Object: Airplane.
Face: Blue eyes (complete blue)
The Sylph is the metamorphosis of material Air ka. It is a wind that harries and scatters; an intellectual, yet frequently absentminded and disorganized. Sylphs are untidy, chaotic, and brilliant. They are movement and energy, quick to seize on new ideas and just as quick to leave them behind. It can also be carelessly destructive, like a strike of lightning. Sylphs are often inventors, writers, poets, and pilots.
The angel is a dry phlegmatic.
A Natural Phenomenon: Cumulus Clouds.
A Metal: Aluminum.
An Animal: Dove.
A Mythological Being: Archangel Gabriel.
A Famous Person: Leonardo daVinci.
Human activity: Phylosophi.
A Weapon: Sword.
A Work of Art: Euchlid's Geometry
An Object: crystal glasses
Hand: white and thin fingers.
Face: golden hair.
The Angel is the metamorphosis of spiritual Air ka. It is cerebral, cherishing knowledge for its own sake. Angels seek out new ideas and experiences for the purpose of recording and analyzing them; in some ways they are the most methodical of Nephilim, unlike their chaotic cousins the Sylphs. Where the Sylph is a tornado, the Angel is a cold, keen wind cutting straight to the heart of an issue. Angels are often librarians, philosophers, kings, and priests.
The triton is a cold sanguineous.
A Natural Phenomenon: Tsunami.
A Metal: Mercury.
An Animal: Shark.
A Mythological Being: Leviathan/kraken.
A Famous Person: Blackbeard.
Human activity: Fishering.
A Weapon: Depth Charge.
A Work of Art: "The Wreck of the Medusa."
An Object: An Anchor.
Voice: Deep and grave.
Face: short ears.
The Triton is the metamorphosis of material Water ka. Seemingly calm on the surface, the Triton conceals a violent nature to rival that of the Djinn. It is a mistake to underestimate a Triton. At times it may seem weak-willed, but its very malleability is its strength. While the Undine is a gentle forest stream, the Triton is the sea. Tritons are often businessmen, ship captains, fishermen, and hit men.
The undine is a wet sanguineous.
A Natural Phenomenon: Sea Foam.
A Metal: Quicksilver.
An Animal: Dolphin.
A Mythological Being: Siren.
A Famous Person: Jacques Cousteau.
Human activity: Trades,
A Weapon: Net.
A Work of Art: Boticelli's "The Birth of Venus."
An Object: A Seashell.
Voice: Liquid (the words are very flowed and mixed, like all the lips words are accentuated).
Face: blue hair.
The Undine is the metamorphosis of Spiritual Water ka. It is emotional, changeable, and moody. Undines are insatiably curious, and very adaptable to new and unexpected situations. The Undine moves gracefully, its motions quick and flowing.
Undines are often artists, entertainers, and prostitutes.
The satyr is a hot melancholic.
A Natural Phenomenon: Earthquake.
A Metal: Copper.
An Animal: Ram.
Color: earth brown
A Mythological Being: Pan.
A Famous Person: Angus Young of AC/DC
Human activity: Sex
A Weapon: Whip.
A Work of Art: Rubens' "The Garden of Love."
An Object: A Hot Tub
Hands: 3 fingers.
The Satyr is the metamorphosis of material Earth ka. It is destructive, sometimes violent, and unpredictable. In its quieter moments, Satyr is sensual and passionate. It values the physical pleasures life has to offer. It can be stubborn at times, unwilling to change or bend. Like its counterpart the Elf, it cares deeply about the natural world and its preservation. The Satyr is more likely to use cunning and brute force to achieve this end, however. Satyrs are often movie actors, bodybuilders, gourmet cooks, and ecoterrorists.
The elf is a wet melancholic
A Natural Phenomenon: The blooming of flowers. (silly goose)
A Metal: Copper.
An Animal: Fox.
A Mythological Being: Treebeard the Ent.
A Famous Person: John James Audubon
Hyman activity: Medicine
A Weapon: Club.
A Work of Art: A Grateful Dead Album Cover.
An Object: Greenpeace's Rainbow Warrior.
Voice: whispering (speak fast)
Hands: wooden nails (we are going to burn him)
Face: Pointing ears (wow that was unpredictable)
The Elf is the metamorphosis of Spiritual Earth ka. In some ways, the Elf is the least dangerous nephilim to humans; its connection with the earth and its creatures gives it certain affection for humanity. This should not be confused with true empathy, however. The Elf is introspective, philosphical, but eternally convinced of its own rightness on any issue. Healing and growing things are the Elf's natural talent, but it will not hesitate to destroy that which it feels threatens the natural order of things, in its own perception. Elves are often doctors, midwives, gardeners, and roadies.
The serpent is a lunatic.
A Natural Phenomenon: The Aurora Borealis.
A Metal: Silver.
An Animal: Snake.
A Mythological Being: Loki.
A Famous Person: Lucrecia Borgia.
Human activity: scam
A Weapon: Poison dagger.
A Work of Art: M.C. Escher's Treppenhaus.
An Object: Fake passport.
Voice: silybin (ssssss)
Smell: no smell.
Face: reptile eyes.
The Serpent is the metamorphosis of Lunar ka. During the Saurian Age, the magical field of Lunar Ka was badly damaged when the Black Moon was destroyed; as a result, Moon Nephilim has no "material" and "spiritual" metamorphosis. Their reputation as liars, illusionists, and madmen is well justified, for their connection with the Ka fields is by definition skewed and damaged. Serpents are self-concerned, highly intelligent, and quick to strike when challenged. While all Nephilim are dangerous, the Serpent is feared most by its fellow Nephilim for its cunning and unpredictable nature. Serpents are often private investigators, scam artists, and lunatics.
This is the host of the spirit, and is the physical body we are going to use.
-Name: name of the simulacrum (it have nothing to do with the name of the spirit).
-Sex: sex of the simulacrum.
-Age: Age of the simulacrum (it must be between 16 to 50).
-Social Level: Roll 3d6, 18 is a high social lvl, and 3 is a low one.
-Family: Family of the character is he a son, is he a father, is he a husband, etc. And how attached is he to his family (roll 3d6).
-Education: what the symulacrum know (roll a 3d6 +4).
-Rol of the symulacrum: what is his rol in the society.
-Characteristics: Strength, Constitution, Dexterity, Intelligence and Charisma. To know your value in these characteristics, you need to roll a 3d6, being 3 the lowest value and 18 the highest.
Strength: is the physical force and capacity.
Constitution: is the vitality.
Dexterity: is the skill with the hands and/or feet’s.
Intelligence: is the deductive intelligence.
Charisma: is the eloquence.
Other characteristics are: Reflex (equal the dexterity), Technique (dexterity + intelligence /2), Body (strength + constitution /2) and Movement (dexterity + constitution /2).
Reflex: is the skill to react to an event.
Technique: is a technical skill.
Body: corporeal appearance.
Movement: the movement per turn.
-Characteristics and Ka: Every elemental Ka have a influence in the characteristics, the Fire influence the Strength, the Water influence Dexterity and/or Reflex (you can choose), Earth influence Constitution and/or Body (you can choose), Air influence Intelligence and/or Technique (you can choose) and Moon influence the Presence (that is equal to the charisma).
Ka value/+to characteristic.
1-2 ------> +1
3-4 ------> +2
5-7 ------> +3
8-11 -----> +4
12-15 ----> +5
16-20 ----> +6
21-25 ----> +7
-Actions: The dexterity influence in the actions of a character. 01-05 it’s the same a 1 action, 06-09 is equal to 2 actions, 10-14 is equal to 3 actions, 15-19 is equal to 4 actions and 20-24 is equal to 5 actions.
Any question to PM.
This is the best signture that a person can have.