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Everything posted by MoonRightRomantic

  1. 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.
  2. 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?
  3. 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
  4. 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
  5. 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
  6. 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.
  7. 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
  8. 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.
  9. 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.
  10. I thought Legend, OpenQuest, GORE, etc already had OGL magic systems?
  11. 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?
  12. 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
  13. 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
  14. The rulebook mentioned eight elements, not six or seven. Sun/Solar, Air, Earth, Fire, Water, Moon/Lunar, Black Moon/Lunar, and Black Sun/Saturnian/Orichalka. Alien Ka is such a fascinating concept given Nephilim’s cosmology. In the French, the “shen” (Chinese nephilim, called “xian-ren” on the English mailing list) purified their Air Ka and Lunar Ka to create Wood Ka and Metal Ka (or Qi). Nephilim’s pentacle is identical to the Wu Xing pentacle except for that rename (Air=Wood, Lunar=Metal). IIRC from the archives of the old 90s mailing list discussions, you guys were
  15. Yep. Even today, what makes Nephilim stand out from World of Darkness is that the protagonists aren’t a*holes trying to conquer the world so they can enslave and/or eat humanity. The secret societies, the villains, are the ones trying to conquer the world and performing mass human sacrifice. That should be obvious from the fact that in the secret history of Nephilim the very mortal secret societies were responsible for the Holocaust. As for the second point, I think that making the game more accessible (e.g. starting as a normal person awakening to the occult underworld, recalling past li
  16. Highlander seems to have been a major inspiration for a lot of the urban fantasy roleplaying games of the 1990s. A lot of them were dismissed as knock-offs of White Wolf, but that is unfair. Incoming rant! I for one dislike White Wolf's virtual monopoly on the urban fantasy roleplaying game market for the last thirty-odd years. Whenever people tell me to play a White Wolf game or make reference to their games as some kind of game industry standard (as if no other games exist and White Wolf doesn't liberally steal all their ideas from elsewhere), I get peeved. Most of the reason I am inter
  17. I’m surprised I only discovered it recently, but apparently the French third edition introduced the idea of “natural” nephilim who are essentially awakened humans. More specifically, the ar-kaïm and “natural” selenim. In prior editions it was mentioned that new nephilim could be born from Nexuses (carried over in English adaptation), but this was later retconned: all nephilim were former KaIm that were imprisoned in stases (in the French stasis was a prison made by secret societies, not nephilim) and incarnated in human bodies. The ar-kaïm were humans awakened with elemental powers b
  18. The English adaptation was not a faithful translation. It made a bunch of changes to the lore and replaced core mechanics in supplements. About a decade ago some of the freelancers and other Nephilim fans from the mailing list drafted plans for a new edition tentatively named Ex Oculus. In this setting, the nephilim were changed to reincarnating human souls with elemental powers. It paid lip-service to the prior edition by claiming there was evidence to the contrary without ever showing any and letting PCs choose their own POV. The English adaptation’s awakened human concept appears loos
  19. I agree that a BRP Rules Companion would be useful. Things like potency vs severity for diseases/poisons, percentile characteristics, and other innovations from BRP products released since 4th edition. Not only that, but I would love it if forgotten rules from old supplements could be referenced and revised as well, like Nephilim's potency mechanics (expanded from disease/poison to apply libraries and other things) and changing Appearance to Charisma, or RuneQuest's various spirits that could do things like storing power points, healing, causing madness or disease, etc. At least if equivalents
  20. So the summoning system never received a revision like the sorcery and alchemy systems did. Sorcery was revised in the Liber Ka sourcebook. Alchemy was revised in the unpublished Slaying the Dragon sourcebook. Both systems were revised and reprinted in Enlightened Magic for BRP. The closest we have to a revision of summoning is the third circle spell "Summoning" on page 54 of Enlightened Magic. Could that be expanded into a whole enlightened summoning skill with three circles? Here are a couple extracts from the old mailing list:
  21. Version 1.0.0


    Original description: "Here are the Alchemy formulas from the rulebook, revised for the system presented in Slaying the Dragon. I'm attaching them to this email as a word document. If anyone has criticisms, feel free to reply." Originally uploaded as attachment to yahoo group 30 Nov, 2011
  22. Yes, Shannon Patrick from the nephilim mailing list. I have been thinking about possible alternatives. Removing the ka roll, and by extension the sacrifice mechanic, has a ripple effect on how casting works because mortal sorcerers rely on the sacrifice mechanic to cast spells. That may not be a bad thing, since the ka roll/sacrifice felt like a needless tax and the elixir holding multiple magic point pools was completely different from nephilim casting anyway. In the Ex Oculus rules, at least the 2010 draft I have, somebody apparently noticed this disparity since in
  23. Sorry I haven't responded, I've been busy lately. Yes, Enlightened Magic is the latest version of the sorcery and alchemy mechanics. It does have key divergences from Nephilim though, like characters not tracking multiple POW characteristics and not rolling twice to cast spells. There's no skills for summoning, either, since that never received a revision. (The most summoning got was additional spells for manipulating elemental creatures that spontaneously arose from plexus and nexus; ironically, this is very similar in concept to the selenim's conjuration skill from the French third edition.)
  24. I remember now. A long time ago Shannon sent me a copy of a planned Nephilim revision dated 2010. It explains concepts like fugue, parasite and so forth. Compared to the standard Nephilim lore, it is much more mysterious and unexplained. The backstory prior to the development of human civilization (e.g. saurians, kaim, atlantis) are not given, so PCs do not know where nephilim come from and generally behave as awakened reincarnating human beings. It has a number of innovations, such as scoring past lives by how well they are remembered and allowing nephilim to remember additional past liv
  25. I don't mean that it becomes a happy circumstance; it should definitely be a heavy burden and it shouldn't be some kind of conscious relationship between the simulacrum and elemental. What I mean is that critics call the nephilim body-stealing parasites, a la the horror trope. This was a popular topic of discussion on the mailing list back in the day. The way I heard it explained, the difference is that vampires generally don't pretend they aren't monsters. The nephilim are depicted as an unjustly persecuted minority by comparison, even though they steal the bodies of unsuspecting innocen
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