W
o r l d o f D a r k n e s s :
N E
P H I L L I M
"The Nephillim
were on the earth in those days --
and also afterward
-- when the sons of God went
to the daughters
of men and had children by them.
They were the
heroes of old, men of renown."
--
The Holy Bible, Genesis 6:4
This is, essentially, the second edition of my first project -- Redemption:
the Fallen Ones, which I created a couple of years ago. I
wanted to make R:tFO a big thing, with the
same detail and depth as one of the five Storyteller installments.
But then recently, I started looking at it again, while making deeper studies
of angelic lore (so that I could come up with a system for angels my characters
might meet in the World of Darkness). I realized that I had included
powerful angels with the relatively weak half-breed Nephillim...such beings
as the Ophanim, massively powerful Thrones of the First Choir, with the
half-human angelborn. I made the rather common mistake of thinking
that, because the Nephillim were immortal and, in my opinion, really cool,
that they must then be really powerful. But vampires and faeries
are immortal, and no one's comparing their powers to the vast powers of
Methuselahs or the Faerie God-Kings. Well, no one sensible, anyway.
So anyway, here are the new WoD Nephillim, powered down a bit, more distinguishable
from their angelic progenitors, but still the brooding, mysterious heroes,
the living incarnations of the conflict between divinity and mundanity,
spirituality and physicality, and the paradox that ensues. To learn
more about the angelic beings from whom the Nephillim descended, see my
Treatise on Angels; but keep in mind that the
details there are known only by a handful of the most ancient and cunning
Nephillim, and by very few humans, even Awakened ones. To learn about
what may be the paradoxical middle-ground of the War in Heaven, see my
Changeling revision/addition, Faerie: the
Lost Kingdoms -- but keep in mind that nothing is what it seems with
the fae folk. To read about the Nephillim -- hated by many of the
angels, courted by most of the demons, a mystery to spirits and a legend
to mortals -- read on, MacDuff, read on.
S
K I P T O :
PRELUDE:
Endemoniada (The Tale
of a Nephil)
CHAPTER
ONE: What They Are
(History, Strains, Gifts and Paths)
CHAPTER
TWO: How They Live
(Lifestyles, Societies, Realms)
CHAPTER
THREE: Who They Know
(Allies, Enemies, Others)
CHAPTER
FOUR: Systems (Backgrounds,
Abilities, Character Creation)
The
Coming of the Watchers -- Ishur Ninku
CHAPTER
ONE:
What
They Are
HISTORY
AN
ANCIENT RACE
ORIGINS:
The Nephillim and their fellow "Angel-Born" came into being in the early
days of human existence. There are countless tales of Angels and
Fiery Serpents and other higher beings mating with mortals, and producing
strange and/or wondrous offspring. Some say the first Angel-Born
were born of Lilith, concieved by Demons and Bene-ha Elohim, others tell
differently...no matter.
THE WRATH:
Directly following the Great Flood, fearful hosts of Angels were sent from
the Astral Heavens to "purge" the world of its ill-begotten heroes and
monsters. This was called the Wrath, and was very effective, as very
few Angel-Born survived.
THE EXPULSION:
MYTHIC
ORIGINS
Most of the legends of the Nephillim are based in Judeo-Christian myths,
bible-stories and tales of angels. But they are known in many other
cultures, are described in many other myths. Here are some.
LEGENDS OF THE WYCK: In ancient times
there were many beings that were called gods by mortals, and they each
took unto them a land and a people. The Hebrews were one of these
many peoples, and they were nomads who initially had no land and no protecting
god. There were others, such as the agricultural, goddess-worshipping
Canaanites (whose land the Hebrews later invaded and stole under instructions
from their newfound god Yahweh), who were famed for their orgies and their
Horned God of the High Places. Many say that Adam's first wife Lilith
went to Canaan upon being exiled from Eden, and became a powerful sorceress
there, mating with gods and spirits and giving birth to strange children.
There were also the people from the High Places, herdsmen known as the
Sons of El. The Sons of El were wise in the ways of health and healing,
they were tall and beautiful, and their faces and ways were bright as the
sun; their god El was a sun-god as well as a bull-god, and thus was later
confused for the solar Yahweh when the other gods of the lands were renamed
as demons. These Sons of El descended sometimes from their home in
the High Places, among the clouds and stars, to the valleys where the nomad
Hebrews wandered, and they sometimes gave their wisdom told their tales
to the Hebrews. The Grigori (guardians of the borders of the High
Places) were considered servants of the Sons of El, and it was they who
disobeyed the leaders of the Sons and mated with Hebrew women. The
children of these unions were tall, wise, and strange to the squat and
dark nomads, and many of them were either adored or killed.
STRAINS
The Nephillim are born into various breeds or lineages, known as Strains
or Phylons (Gr. race or tribe). These strains determine the nature
of a Nephil's "angelic inheritance" -- the powers and capabilities he or
she comes by naturally.
ANAKIM: (The Singers) long-necked,
mostly loyal to heaven, high Grace score, Soldiers of God;
Sphere-able? Mycenaean/Phoenician/Greek,
attracted to the sea and sailing
ARALIM: (The Riddlers) women
in white robes with emerald belts, can take the form of white doves
or lioness sphinxes, mostly live
in certain Mayas in the Dreaming, turn to stone if they debate with a
Wyrm-being. Strain Effect:
AWWIM: (The Devastators) usually
take the form of dragons, were mostly destroyed in The Wrath,
the few who still exist live deep
under the sea, under the mountains, or with dark masters in the Void beyond
the world. Strain Effect:
unstable human form (cannot stay in human form long, constantly mutating),
also
the ability to take draconic form.
ENIM: (The Terrifying) surrounded
by an aura of panic and terror, can dampen it at will, but always
intimidating; often go mad or wander
lost, becoming bestial monsters. Strain Effect: remnant
of Fear of God
Gift -- Social actions at +3 diff.
unless trying to terrify someone, in which case it's -2 diff.; can
dampen to
+1 diff. with a WP roll, one round
per success.
GIBBORIM: (The Heroes) huge,
hungry, hero/warrior, possible deformities, some are vampiric
(vitae sustains better)
Strain Effect: +3 Strength; also a Great Hunger, a need to
consume massive amounts of food...Tass, vitae, or other Quintessence-laden
substances allow for normal consumption, but are difficult to find.
GRIGORI: (The Watchers) though
the true Grigori are the bene-ha Elohim, the shining Sons of God who are
the lowest of the angels, those
of their descendants that are the most like them are also called Grigori;
they do not
sleep, and protect certain portals
as well as the curtain Wilos.
LILIM: (The Witches) seductive,
powerful Social traits, can take the forms of owls, mind-pleasures;
Sphere-able (Mind, Life, Spirit).
Strain Effect: +1 Appearance, start with natural ability
for Seduction (3 dots);
can take the form of an owl by concentrating
and spending 1 Gnosis. Allied with certain mages.
NAPHAIM: (The Weakeners) also
called the Rephaim; surrounded by a cloud of entropic energy, weakens others'
wills, breaks objects down, destroys mental or physical resistance...sometimes
sell their services for the
purposes of theft, sabotage, or
corruption. Strain Effect: Weakener's Aura --
faint if not concentrating
(computers fritz, lights flicker,
flowers wilt slightly, people hesitate), but stronger with WP roll (crash
a system,
blackout a block, ruin a garden,
seduce or bribe a congressman).
NEPHIL
AVATARS (SHARDS)
Awakening? Sorcery? Diabolism? Ghoulism & Disciplines?
nature of Nephil Avatars
ELEMENTS
& SOUND
Elemental association? Sound, vibrations...
NEW
NEPHILLIM
how... ?
INNATE
ABILITIES
All Nephillim have certain basic abilities that are inherent, unnecessary
for them to learn. This includes the Strain Effect, as listed in
the descriptions of the Strains, in addition to the following.
-
Quickspeech -- the Nephillim can speak
a sort of "secret language", though many new Nephillim have not learned
how. This language consists of an alternatingly low-pitched and high-pitched
humming produced in the back of the throat, and is beyond the hearing-range
of most humans, though some animals can pick it up. This language
conveys concepts very quickly -- entire dialogues in seconds -- but requires
a Manipulation + Expression roll at difficulty 8.
-
Large Size -- All Nephillim (with the
exception of the Lilim, who are not quite the same kind of Nephillim) are
larger than most humans. In ancient times, they were regarded as
giants, but as humans have been getting taller over the millennia, the
Nephillim are now little more than abnormally large. Each Nephil
has an additional Bruised Health Level, and is either large in height or
mass. This makes it somewhat easier for them to be remembered.
-
Spirit Sight -- All Nephillim, including
the Lilim, can look into the Primal World or the Astral World by Spending
a Gnosis and Rolling Perception + Occult or Awareness.
SORCEROUS
PATHS
Many Nephillim choose to pursue the sorcerous Paths instead of kissing
up to angels or demons for Gifts; because many of the new Nephillim don't
really know what they are, much less know about the possibility of gaining
Angelic or Demonic Gifts, they are far more likely to stumble onto sorcery
anyway, since many Nephillim are attracted to the occult. Diabolism
is, of course, always quite easy, and though any of the Paths can be taught
by demons for a price, the three Demonic Paths are specifically infernal,
and often a demon-mentor will offer "boons" or "investitures" in addition
to the paths -- these are usually demonic Gifts that the Nephil has little
or no control over. Nephillim use sorcery in the same way that humans
do, except that, while first learning, they learn quickly indeed.
All Nephillim can, at creation, start with four dots in any number of Paths
instead of the beginning number of Gifts. (Book
of Madness p.137-141, WoD: Sorcerors)
Path of Hellfire (Demonic) -- The power to
create and throw balls and streams of terrible balefire
Path of Summoning (Demonic) -- The power to summon, bind, and ward
against spirits and astral beings
Path of Lust and Torment (Demonic) -- The power to manipulate mortal
bodies, to stir desire or cause pain
Path of Alchemy -- The art of chemical and spiritual transformation, the
making of magical items
Path of Conveyance -- The power to travel great distances quickly through
various supernatural means
Path of Cursing -- The power to hex or harm someone
Path of Divination -- The power of foreseeing the future and gaining likely
answers to questions about the future
Path of Enchantment -- The power to create talismans and enchanted objects
Path of Ephemera -- The power to see, interact with, and control the denizens
of Shadow, the primal spirit-world
Path of Fascination -- The power to charm and influence mortals
Path of Healing -- The power to heal the wounds of living beings
Path of Elements -- The power to command earth, air, water, and fire --
torms, earthquakes, great winds, terrible blazes
Path of Herbalism -- The knowledge of how to mix herbs and other natural
ingredients for magic potions
Path of Shadows -- The power to control darkness and spirits of shadow
Path of Shapeshifting -- The power to take other forms
GIFTS
Most Nephillim choose to either pursue sorcerous Paths or spiritual Gifts.
Gifts are granted by angelics if a Nephil's Grace is high enough (6 or
higher), or by demons if the Nephil accepts certain bargains. These
gifts are purchased much in the same way that Garou purchase their Gifts;
through both role-playing and spending XP. The level of Gift a Nephil
is able to learn is limited by his Grace (if the Gifts are Angelic) or
by his Taint (if Demonic). Some Gifts are counted in both categories.
At Creation, a Nephil with a Grace of 6 or higher may start with four Level
One Gifts; if the Grace score is lower than 6, the only Gifts available
are Demonic Gifts, of which he may choose four.
These are the old First-Edition Nephil
powers; in parenthesis is the replacement(s) for that power in this edition.
Hellfire (Demonic Path of Hellfire,
Demonic Gift: Balefire)
Wings (Angelic Gift: Celestial Flight)
Dreamwalking (General Gift: Dream-Journey)
Worldwalking (General Gift: Walk
the Savage World)
Pleasure (Demonic Path of Lust &
Torment)
The Voice (Path of Fascination)
Elemental Sorcery (Path of Elements)
ANGELIC
GIFTS
WALK the SAVAGE WORLD (Water 3) --
Allows the Nephil to enter the Primal Umbra
of the nature-spirits, and the Underworld
where wraiths dwell. Nephillim with this gift can sense the thickness
of the Savage Gauntlet or the Shroud as they would sense the Astral Gauntlet
naturally, and are best-off entering where the Veil Between Worlds is thinnest;
Gnosis diff.6 to sense the Veil, then Willpower diff.=Shroud to enter (Nephillim
entering the Savage World enter at +1 difficulty). Most angel-born
are not able to enter Faerie except
by being led there (which few faeries will do willingly), or by finding
and assaulting the River of Blood. The means of entering the Dreaming
is another Charm entirely, called Dream-Journey (see below).
ARMOR (Earth 2) -- Causes a radiant armoring to form
over the subject, visible in the Celestial (Astral) World. Provides
one soak die per Power spent.
CELESTIAL FLIGHT (Air 3) -- Allows flight when in
the Celestial (Astral) World
HEALING (Water 2) -- Allows
a Nephil to heal a mortal being
FLOOD (Water 4) -- Causes a
flood, from an overflowing bathtub to a near-biblical deluge, in the mortal
world. All waters in an area rise rapidly, costs 5 Power per one-mile
radius.
OPEN PORTAL (Air 5) -- Opens a personal gateway to
a Celestial Realm, costs 20 power (10 if the Realm is the spirit's personal
Realm). The spirit must be able to get to the Realm and enter it
through normal means, and only the Nephil using the Charm is allowed passage,
though spending 10 more Power will allow the Nephil to "spirit" a human-sized
mortal creature away. This Charm can be easily blocked by rulers
of the Realms, if they do not want the Nephil to enter.
TELEPATHY (Air 3) -- Nephillim with this Charm can
speak directly into the minds of humans, and roll their Mana vs. the mortal's
Willpower to attempt to influence the mortal subtly.
DREAM-JOURNEY (Water 3) -- allows
a Nephil to fully enter the Ethereal Marches (which are two large but very
specific Maya, or Dream-Realms, beyond which the Nephillim can travel if
they can find the proper portals)
TRACKING (Earth 3) -- Allows
a Nephil to follow a mortal being unerringly. Cost is 5 Power.
UPDRAFT (Air 3) -- Allows the
Nephil to lift a human-sized creature into the air; costs 3 Power.
GABRIEL'S TRUMPET (Mana 4) --
summons Angelic beings
FEAR OF GOD (Fire 3) --
Very few Nephillim have this gift, aside from the Enim strain-effect which
is nearly identical, and always in effect. Certain Anakim are known
to have this gift.
EASE PAIN (Water 1) -- Does
not heal any damage, but takes away much or all of the pain caused from
normal wounds
INSIGHT (Air 2) -- Allows an Nephil to understand
a human's emotions or motives
IRON WILL (Earth 4) --
OPEN SKY-BRIDGE (Air 5) -- Allows
an Nephil to travel across the heavens in a flash of light or fire.
When using this gift, the Nephil technically enters the Celestial (Astral)
World, and is immediately transformed into an arc of fire and/or light.
The Nephil then travels swiftly to his destination, returning to the physical
world upon arrival.
DEMONIC
GIFTS
DEMONIC PROTECTOR (Water 1) --
SENSE DEMONS (Air 1) --
DEVIL'S HIDE (Earth 2)
--
BALEFIRE (Fire 4) --
A THOUSAND VOICES (Air 2) --
IMPALING HORNS (Earth 2) --
LIGHTNING SPEED (Air 1-3) --
DEMONIC STRENGTH (Earth 1-4) --
EYES OF THE ABYSS (Mana 2) --
IMP FAMILIAR (Water 3) --
BESTIAL FORM (Earth 3) --
FLAME IMMUNITY (Fire 3)
--
ROTTING HAND (Earth 3) --
REGENERATION (Earth 4) --
GENERAL
(Both)
CHAPTER
TWO:
How
They Live
(Lifestyles, Societies, Realms)
REDEMPTION
THE PATH OF STONES:
THE EVEN PATH:
THE PATH OF THORNS:
THE
QUINTESSENTIAL HUNGER
When / if one of the Angel-Born is exiled beyond the Horizon, it eventually
suffers from a terrible hunger, similar to that of the Gibborim. Without
a connection to the physical world, it cannot easily keep up its existence...many
enter a state similar to the Torpor of the Kindred, and others seek to
feast on the souls of mortals.
SOULJARS
It is said that some of the Angel-Born keeps an item (or items) close at
all times; the item is called a Souljar. It is said to hold the body and
soul of the being together, and if it is stolen, the being will be powerless,
perhaps even zombielike.
Realms
SUMERLANDS
--
GEHENNA -- The
Fourfold Furnaces: Sheol, Perdition, The Bilge, and The Dead Furnaces.
Land of War and the End-Times...surrounds the Nine Pits. Also called
Malfeas? Linked most directly to Acheron, though Gehenna is
the most commonly-reached Hell (usually through summonings and portals).
The Valley of Hinnom, outside Jerusalem, was once called "Gehenna" -- a
place where the ancient Hebrews sacrificed their firstborn, then later
a place where filth was burned. Gehenna is located simultaneously
in three locations: north of the Orchard Eden in the Third Heaven, Shehaqim,
on a continent on the Third Earth Arqa
(Shard Saturn?), and in the middle depths of the Qlippothic Spires
of the Astra.
TARTERUS -- Where ancient monstrousities
best forgotten -- called Titans, and The Ancient Ones, and many other names
-- are imprisoned. Watched over by the Archangel Uriel.
NULL ZONES -- The Nephillim have a strange connection with
the ancient sub-Umbral pathways known variously as the Null Zone and the
Paths of the Wyck. They can reach these paths from the Astral/Celestial,
the Primal/Umbral, or the Dreaming/Ethereal, and for them, finding these
paths is far easier than it is for most mages.
CHAPTER
THREE:
Who
They Know
(Allies, Enemies, Others)
KARKADIM:
T'LIAMUD:
Angelic persecution -- Flood, Powers
& Malakim
"Watchers" -- Grigori, Nephillim,
mages. shifters (Corax, Stargazers, Uktena, Bastet)
THOSE
WHO HUNT THE HEROES
-
LUPINES:
Lupines can sense the taint of their eternal enemy, "the Wyrm", on some
of the Angel-Born. These creatures make for brutal and dangerous enemies.
-
DOMINIONS:
Though mostly rumor, this group of "Daemon-Hunters" are growing to be more
and more feared. They are angels, captains in the Heavenly Host, who are
seeking out the Angel-Born and destroying them, bringing the Wrath back
unto the earth. Many take this as a sign that Armageddon is close at hand,
and that the Angel-Born hold no hope of Redemption.
-
HERMETIC
LODGES: Certain groups of Hermetic magi, gathered in what they
call "Hunting Lodges" have dedicated themselves to stamping out demonic
influences; to some, this includes the Angel-Born. Some merely want to
learn more about these beings, while others seek to hunt and slay.
-
THE
INQUISITION: Like the more fanatical Hermetic Lodges, the tattered
remnants of the Inquisition will hear nothing of shades of grey. They seek
to destroy all demons,and will likely shoot first, ask questions later.
-
THE
ARCANUM: Always seeking to learn, those few Arcanists who know
of the existance of the Angel-Born are fascinated by them. Some of the
Angel-Born tolerate or even encourage them, though others -- mostly Grigori
-- will have nothing at all to do with these scholars.
-
THE
GOVERNMENT: Luckily, the government (even the SAD and the NSA)
has little or no idea that the Angel-Born exist, and would identify the
idea as "religious superstition". They do, however, investigate many supernatural
matters, and the Angel-Born must be wary of them. Some Grigori have allies
and contacts among the secret governmental departments.
CHAPTER
FOUR:
Systems
(Backgrounds, Abilities, Character
Creation)
BACKGROUNDS
SHARD:
MNEMOSYNE: 1: Sketchy memories of the
past; recent decades are fairly clear. 2: the last century is quite
clear. 3: the last millennium of your experiences is an open book
to you.
GRACE: 1: they will hear you out.
2: lesser angelics () might answer your summons. 3: some of the lowest
paradises are open to you (Summerlands). 4: 5: Redemption?
maybe you really can be redeemed... (Demonic is called TAINT)
AURA: 1: Magick within personal space
is coincidental. 2: Arcane 1, 10 foot radius. 3: -1diff.magick,
Arcane 2, within the room. 4: -2 diff., Arcane 3, within the house.
5: -3 diff., Arcane 4, within the city block.
TRAITS
WYCK / VETURNUS
MANA
WILLPOWER
NEW ABILITIES
GRACE
HEALING
AND DAMAGE
AGING
immortality, soul-transference, souljars
BACK
TO PATHS...
BACK
TO WoD:ANGELS
TO
FAERIE: THE LOST KINGDOMS
TO
AD ASTRA
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me e-mail...