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MoonRightRomantic

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  1. Honestly, I think frontloading players with a secret history about elementals creating humanity was probably a bad idea.
  2. Interesting. He describes the elemental spirit as lacking an ego, but the current life and past lives having their own egos. This is basically the "symbiote" perspective discussed on the mailing list. The only notable difference between Montgomery's take and the "awakened" perspective that I recall (I wasn't around for the original discussions and the Ex Oculis netbook doesn't shed light on matters) is that the symbiote seek out new simulacra to bond with whereas the awakened is predestined, but I don't think most players will appreciate the distinction. Using this symbiote perspective ba
  3. I think that misunderstands the cosmological constraints that Nephilim setup. All of the elements are derived from Solar-Ka, each representing a fraction of its infinite possibility. This is a key conceit of the setting from which other aspects follow.
  4. So combat currently requires three rolls in normal situations. One percentile roll to attack, one percentile roll to defend (parry or dodge), and one non-percentile roll to inflict damage. Are there any optional rules to reduce this further? For example, reducing combat rounds to just the players rolling defense rolls to determine how much damage they suffer?
  5. At this point, you're making an entirely new game. I have been entertaining the idea of devising an urban fantasy game myself. I'm not married to any particular system, so I suppose I'd be okay with doing a systemless setting or compatible with multiple types of OGC systems like d20, GORE, or Action!. There are just so many different subgenres. Gothic horror soap opera, paranormal political thriller, splatterpunk, mystery investigations, monster hunters, occult revelation... Speaking of The Everlasting, I thought their Osirian character option was an interesting riff on Mage: Th
  6. You mean the immortals that battle to the death with katanas in order to consume each others' souls until the last survivor becomes a god? If so, then I don't think that's a good fit at all. Nephilim isn't about narcissistic demigods violently duking it out for control of the world like in World of Darkness. It's about revelation and transcendence. The characters are reincarnating immortals. They've lived many human lives. They've been monarchs, peasants, prophets and more. They know humanity more intimately than it knows itself. Eventually, all immortals decide to pursue the Golden
  7. I found discussion of nephilim/simulacrum relations in part two very interesting. However, I feel there are two problems with the way Andrew explains this. Firstly, the game itself actually does a fairly poor job of explaining how a nephilim character actually thinks. The nephilim aren't explained as human beings married with an elemental power, they're explained as reincarnating elemental spirits. The very usage of the term simulacrum ("an image or representation of someone or something. an unsatisfactory imitation or substitute.") is inherently dehumanizing. While this sort of alchemica
  8. The secret societies are more concrete antagonists than the Seers of the Throne. They have concrete goals relevant to the nephilim themselves: hunt down nephilim in order to drain their blood or transform nephilim into homunculus slaves. Fair enough. I still think it would be interesting to explore the concept of immortals who (potentially) have all eight elements or otherwise non-standard arrangements.
  9. Right. In the French version, the KaIm started to deteriorate due to the presence of the magic field of Orichalc brought by the meteor. They discovered that by discarding their physical forms and possessing human bodies they could avoid this deterioration, as human bodies were not poisoned by Orichalc. Thus they became the Nephilim, i.e. all Nephilim are former KaIm who lived since at least 10,000 years ago when the meteor fell. The secret societies created the stasis objects as traps for the Nephilim, but then it was discovered that the Nephilim's spirits would be expelled from the stasi
  10. I disagree. I wouldn’t be interested in a faithful translation of the French version. I read a let’s read on rpgnet and the immortals come across as huge jerks. I prefer the English mailing list’s take on the immortals as human beings with past lives rather than body-stealing parasites.
  11. Yes. That is bizarre. You would think they would update it before releasing the BRP SRD. The current SRD is adapted from the BGB 4e. It doesn't include any revisions made since 2007.
  12. I thought Legend, OpenQuest, GORE, etc already had OGL magic systems?
  13. Is there going to be BRP 5th edition that will include innovations from Call of Cthulhu 7th edition and other rules released since the publication of BRP 4th edition?
  14. I’m currently trying to adapt the past life rules from Nephilim to generic BRP, using Enlightened Magic as a basis. I’m wondering if anyone else already did so or if there is already a past life mechanic scattered among the many d100-compatible books. The simplest method would be to simply generate a whole character for each past life, but I’d like to simplify that so that it isn’t unwieldy in play. I’d like to include additional sub-mechanics like measuring how well the PC recalls the past life, any legacy of the past life that survives to the present (basically like the perks/flaws
  15. I've been hanging around the nephilim mailing list, and Shannon Patrick recently uploaded "Ex Oculis" (ExO), an abandoned attempt from ~2010 to try writing a new edition of the game. I've been working through some homebrew ideas for a new edition myself, based on the Enlightened Magic supplement for general BRP. I did plan on taking ideas from ExO, tho. I'd just call the result "Nephilim: Ex Oculis" since I'm not really doing all that much new with it besides general revisions and additions. The biggest change compared to Chaosium's first edition is that the immortals would be written as
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