Wizards, vampires and mutants: my take on “contemporary occult roleplaying”

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Archemy

(Archemy originally appeared in the French fanzine Vision-Ka #2–3)

Archemy, not to be confused with Alchemy, is a recently discovered occult science. It was discovered in the mid 20th century by a fraternity of Ar-Ka’im named the Sons if Astraea, who were studying telluric energy.

Telluric energy is the energy of the Earth, of the magic fields. It is to some extent alive and contains archetypes and symbols (“Archemy” being derived etymologically from “archetype”). The Nephilim have known for millennia that the magic fields are alive and receptive to emotions and archetypes, as shown by the generation and emotional natures of elemental beasts and metamorphosis archetypes, but the Sons of Astraea and their students refined this facet into its own occult science.

By performing simple rituals using the magical principles of resemblance and sympathy, an archemist can cast spells granting benefits based the sympathy tapped. However, archemy spells must be cast in places with conducive telluric energy (i.e. the more “archetypal” or “mythical” a place feels, the more powerful spells may be cast) and using an appropriate catalyzer (i.e. a ritual component).

Ar-Ka’im can potentially practice any of the occult sciences of the Nephilim and Selenim, provided they have the requisite Ka. Conversely, Archemy may only be cast by Ar-Ka’im, as it relies on the functional resemblance between the Earth’s Graal and the Ar-Ka’im’s Heart. Indeed, Archemists find that their House modifies their ability to cast spells based on the spells’ correspondences, similarly to Talents. As Archemy propagates its effects through the magic fields to cast spells, it doesn't require the Archemist to spend Essence points. However, unlike Talents it requires Ka-element rolls: thus, the Archemist may only cast spells if he has the associated Ka in his Heart.

Some have noted the resemblance between Archemy and Qiyas. Both rely on archetypal symbols (animals, plants, minerals, maiden, mother, crone, etc) and both propagate their effects through specific receptors (spectators in the case of Qiyas, telluric outpourings in the case of Archemy). A key difference is that Archemy is an occult science of the twelve zodiacal signs and the eight Ka, whereas Qiyas is an occult science of the Solar-Ka and the Platonic noösphere.

As with other occult sciences, Archemy is divided into three circles. The first circle is the Living World, the second is the Fairytale World, and the third is the Divine World. As with Qiyas, the third circle has yet to be discovered…

From a gameplay perspective, Archemy provides Ar-Ka’im PCs with an occult science that is specifically suited to their role. While they might practice the occult sciences of the Nephilim, Selenim, or even the Saturnian spells of the Fraternitas Saturni, none of these make use of all the Essences available to Ar-Ka’im.

More information will be provided in future posts...
 
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(In)Visibility of Metamorphoses

Taking a cue from the 5th edition, Transformations are normally Very Hidden except when the Immortal practices Occult Sciences, uses Approaches, or otherwise uses his Ka to produce effects. This display lasts for a short time: anywhere from one round to 10 minutes of concrete time (depending on the power of the effect) or no more than one scene of dramatic time.

This preserves the secret history. Various historical figures were Immortals, but nobody in accounts described them looking deformed, like magical creatures or mutated monsters. So this is the explanation.

The same applies to Ar-Ka’im Manifestations and to Anamorphs while they are manifesting Aspects.
 
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Downfalls

I haven’t explained every step of character creation because it’s spread across multiple books, so I’m skipping to flaws for this post.

In the third edition, Nephilim: Revelation, character creation was balanced by the introduction of Downfalls, what other games call disadvantages or flaws. For each step you noted at Apprentice, Journeyman or Master, you took a downfall at the same level. You could note each step of creation at Apprentice to indicate a character who was young and inexperienced or had lost much of their occult development over the millennia, and have manageable downfalls. You could note every step at Master, indicating the character is a famous figure in the occult scene, and have comparatively debilitating downfalls.

There are two broad types of Downfalls: Injuries and Enemies, with several subtypes. Injuries include Alterations (magical disabilities, visible in Ka-Vision), Incarnations (problems with the current incarnation), and Misalliances (social problems with the occult scene). Enemies include the Minor Arcana (Wand, Sword, Cup, and Coin) and Immortals.

Each step of character creation, including any substeps, only allows you to choose particular types. Only one Downfall may be taken per step or substep, and cannot be taken more than once.
  1. Enlightenment: Injuries of Alterations, or Enemies in the Wand Suit (Templars, Assassins, et al).
  2. Aspect: Injuries of Incarnations, or Enemies in the Sword Suit (Mysteries of Isis, Mithradites, et al).
  3. Occult Way(s): Injuries of Alterations or Misalliances, or Enemies in the Cup or Coin Suits.
  4. Past(s): Injuries of Incarnations or Misalliances, or Enemies in categories that haven’t been taken yet.
Furthermore, some Downfalls are reserved for specific Immortal roles and origins.

On the lists below, the levels of Downfalls are presented as numbered lists: 1 indicates Apprentice level, 2 = Journeyman, and 3 = Master. The effects are not cumulative unless noted.

At the finishes touches of character creation, the player should decide the circumstances that each Downfall was originally suffered and note the historical intrigue afterward in parenthesis. The character need not remember the particular past life involved.

Injuries: Alterations

Alteration Injuries are visible in active Ka-Vision and when using appropriate perception spells in passive vision, with some exceptions where noted. The appropriate perception spells are required to determine the exact severity of visible Injuries or the nature of invisible Injuries.

Ka-Imbalance

Reserved for: Nephilim.

Known as Dragonization by Strength and The Devil, Ka-Imbalance is when the branches of the Pentacle disobey the rule of cardinal balance as given on the Table of Pentacle Stability. This has deleterious consequences and strains the character’s reputation with Arcana like Strength (who may try to preemptively hunt or imprison him), Temperance (who will try zealously to treat him), and The Devil (who will try to recruit him).

There are 3 Downfalls of this type: Distorted Pentacle, Unstable Pentacle, and Dangerous Pentacle.

Distorted Pentacle

  1. The character’s Major Opposed Ka-Element receives a +1 level bonus. (This may seem like a benefit, but it’s counterbalanced by the aforementioned social problems.)
  2. As Apprentice. Additionally: his Khaiba level receives a persistent +1 level bonus, and his Dominant Ka receives a persistent −1 level penalty, regardless of the actual levels.
  3. As Journeyman, but these modifiers are doubled.

Unstable Pentacle

Prerequisite: Distorted Pentacle at any level.

The character gains one or more Khaiba points any time he uses a distorted Ka-Element. The number of points is equal to the level noted in this Downfall: 1 point at Apprentice, 2 at Journeyman, 3 at Master.

At the GMs discretion, the player may be entitled to Khaiba checks to resist gaining points or this may provoke checks to resist Khaiba seizure.

Dangerous Pentacle

One or more of the character’s Ka-Elements generate Elemental Beasts instead of progressing. The afflicted Ka-Elements are fixed at the levels they have at the end of character creation, regardless of what their levels should be as a result of spending AP in play. Rather than increasing the Enlightened level of the Ka-Element concerned, the surplus detaches and spawns an Elemental Beast!

The number of afflicted Ka-Elements is equal to the level noted in this Downfall: 1 Ka-Element at Apprentice, 2 at Journeyman, 3 at Master.

The time and location of the spawning, how debilitating or noticeable it is, and the nature of the resulting Elemental is entirely up to the GM’s discretion. The character may not even be aware of the spawning!

Narcosis

Narcosis Injuries remain generally invisible to Ka-Vision unless they cause obvious effects on the Immortal’s body or the location where the Narcosis is anchored.


Narcosis Phobia

Reserved for: Nephilim.
The character’s Paredrus developed a phobia of Narcosis shock after a particularly traumatic episode of disembodiment. It refuses to partake in perilous situations that could harm the mortal body, demanding the character avoid these situations. But if he forces the issue, then:
  1. The character cannot use Approaches in combat, nor other situations the GM considers perilous.
  2. The difficulties of actions in combat, and other situations the GM considers perilous, suffer a −3 circumstance penalty.
  3. The character suffers both drawbacks outlined above.

Reminiscent Narcosis

Reserved for: Nephilim and Selenim (Ex-Nephilim).
The character’s Paredrus was trapped in Narcosis shock between incarnations for some time before other Immortals happened upon it and freed it.

If the character is Nephilim: since reincarnating, the Paredrus retains a sweet memory of Narcosis shock and tries to reproduce it after bodily death. During disembodiment, the Paredrus suffers 1 point of magic damage, per level in this Downfall, per hour searching for a new bearer.

If the character is Selenim (Ex-Nephilim): his transformation into a Selenim renders Narcosis shock a non-issue, but the trauma remains in his magical aura.
  1. He is sensitive to disembodied Paredri in Narcosis shock. If he is within 100m of one, all his actions suffer a −3 circumstance penalty.
  2. Whenever he discovers a Paredri in Narcosis shock, he becomes obsessed with freeing and incarnating it. If the player refuses to pursue that goal, then the character suffers a −6 penalty to all actions.
  3. Part of his Pentacle detached during Narcosis, and remained trapped in the magic fields after his healing. This lost Ka has since spawned an Elemental Beast that retains a permanent magical link to the character, even after his transformation into Selenim. Someone has found the Beast and turned it against the character: he suffers from Ahasverus blackouts but doesn’t remember these episodes when he regains consciousness. What did he do? Who is manipulating him and why?

Narcotic Companion

Reserved for: Nephilim and Selenim. Ar-Kaïm are usually too young to have it, but it is not impossible.

One of the Immortal’s companions has been trapped in Narcosis shock for some time, despite the character’s best efforts. The character continues to regularly visit the Narcotic Paredri and tell it about his adventures. The player and GM should set aside time to roleplay these visits.
  1. The character’s failure to rescue his companion is a persistent weight on his soul. He suffers a −3 penalty to practicing the Occult Sciences.
  2. The Templars have a built a base around the site of Narcosis. The character must exercise extreme caution to avoid capture. Even if visitation proves infeasible, he will resort to other means of communication.
  3. A Black Star master noticed the character’s interest and decided to use the Narcosis as bait for a trap. He intends to use Orichalc to destroy the magic fields sustaining Narcosis.

More to come…
 
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Downfalls

Injuries: Alterations

Cruxim

Reserved for: Nephilim.
In Ka-Vision, Cruxim have a Cross and not a Pentacle.

Second Downfall

Following a magical accident or attack, the character lost one of his Ka-Elements. The player must choose which.

The afflicted character is considered to only have a Dominant Ka, Major Neutral, Minor Neutral, and Opposed Ka-Element. When calculating the levels of the character’s Ka-Elements, use the following modified Pentacle Stability Table:
EnlightenedNotLi'lEnough"…"Very
Dominant KaNotLi'lEnough"…"Very
Major NeutralNotNotLi'lEnough"…"
Minor NeutralN/ANotNotLi'lLi'l
OpposedN/ANotNotNotLi'l

At all levels in this Downfall, he cannot use the lost Ka-Element to practice the Occult Sciences or its Approach.
  1. One of the branches of his Pentacle atrophied following a magical attack. While not absent, its level is negligible. He isn’t considered a full-fledged Cruxim. It may be possible for him to boost his atrophied branch temporarily.
  2. His Paredrus was born with poor cohesion and became Cruxim upon the death of the first incarnation. The lost Ka-Element is rated 0 and his magical aura is a Cross in Ka-Vision. Other Nephilim may perceive him as deformed, and extremists may try to kill him.
  3. He was victim to anti-lunar extremists who forcibly amputated his Moon-Ka. He cannot spend AP on secondary Occult Sciences if he didn’t note their Occult Way at Apprentice or higher during character creation (other Arcane Techniques may still be learnable at the GM’s discretion). The extremists he escaped from are still looking for him, lest he reveal their identity. On the upside, he cannot be corrupted by the Black Moon.

666 Reject

The character consorted, willingly or unwillingly, with a cult of the Black Moon that used mysterious experiments to turn his lunar branch into a Black Moon Core without dissociating his Pentacle. Other Nephilim may regard him with pity, reject him, or even attempt to destroy him.
  1. The PC escaped from the cultists, who seem content to ignore him for now… (no special effect aside from that mentioned above).
  2. The PC was a promising subject. During character creation, he replaces one of his Nephilim Occult Sciences with a Selenim Occult Science.
  3. As Journeyman. Additionally, the cult had big plans for him—but he decided otherwise and betrayed them for his own interest. The cultists are now on his trail and will use all means to destroy him.
Note: This Downfall is only presented in passing. Nephilim/Selenim hybrids are much more complicated and will require their own section to explain.

Khaiba

Reserved for: Nephilim and Ar-Ka’im, usually.

The influence of Khaiba is generally invisible to Ka-Vision except when the character suffers a Khaiba Seizure. Nonetheless, the affliction will result in social complications with Strength, Temperance and The Devil in particular.

Inkhaibated

The character suffered a wound inflicted by a Khaiban, and since then his Pentacle has borne a festering scar that renders him prone to Khaiba Seizures. The character begins the game Li’l Inkhaibated at Apprentice, Enough Inkhaibated at Journeyman, Inkhaibated at Master. Regardless of how many Khaiba seizures he suffers, his Khaiba Total will not fall below that level.

Reminiscent Khaiba

The character suffered a major Khaiba Seizure and spent a significant amount of time as a Khaiban Beast. He was captured by Knights of Strength and then treated by the healers of Temperance. He remains haunted and weakened by his memories of this period.
  1. Whenever the character gains Khaiba point(s), make a Khaiba check. A Fumble means he gains an additional Khaiba point.
  2. As above, but Failure and Fumble bring 1 and 2 points, respectively.
  3. As above, but Failure and Fumble bring 2 and 3 points, respectively.

All Are Equal

Reserved for: no Immortal in particular.
One of the Immortal’s companions became a Khaiban Beast. He was forced to vanquish it utterly after a terrible confrontation. This traumatic memory is a source of immense guilt that overtakes the Immortal when he encounters Khaibans.
  1. The PC generally attempts to help a Khaiban Beast if this doesn’t directly endanger him.
  2. The PC always tries to help a Khaiban Beast, even putting his own safety at risk.
  3. If a Khaiban Beast is threatened, the PC is overcome with anger and attacks those responsible—even killing them if they harm the Khaiban!

Malediction

Reserved for: Selenim.

Deliquescence

The PC is particularly sensitive to the weakness of the Black Moon fields. His Core is less stable and prone to Entropy.
  1. When he is prey to Entropy, the loss is increased by 1 point.
  2. Entropy losses are doubled.
  3. Entropy losses are tripled.
Losses are subject to GM’s discretion. For Entropy of the Pool, these loses may occur at any time during the course of the astrological and not necessarily only at midnight. For Entropy of the Core, the hourly rate is probably too rapid to space it out anyway.

Corruption

It is tempting for Selenim to study the Saturnian-Ka. It was exhilarating for some Ex-Nephilim to work with the Orichalc that previously inspired the deepest terror. Unfortunately, Saturn holds dangers even for Selenim…
  1. The PC is fascinated by manifestations of Saturnian-Ka and studies its properties on occasion. Unfortunately, this causes faintness, dizziness, or hallucinations every time he rolls a Failure or a Fumble on the Occult Sciences.
  2. The PC is obsessed to the point of endangering himself, and one of his quests tainted his Core. His maximum Black Moon Pool is reduced by 5 points.
  3. As Journeyman, but the maximum Pool is reduced by 10 points.

Instability

Reserved for: Ar-Ka’im.

These injuries are not limited to their technical effects. Multiple causes can explain them, and it may be an interesting plot hook to find out what. Nonetheless, these Downfalls are dangerous and condemn the character to destruction one day.

Explosive tendency

When the character’s Heart was born, the stars were not quite right… unless a cursed wind blows across his destiny. When an Instability check is called after fumbling a Talent, his Heart is prone to exploding!
  1. When the Instability check fails, then the loss is worsened: the Talent exercised is considered a level higher or, if already exercised at Master, the Heart is considered to have 1 more Ka than it has.
  2. When the Instability check fails, the loss must be distributed only between the Solar-Ka and Saturnian-Ka.
  3. When the Instability check fails, the loss must be taken only from the Solar-Ka or Saturnian-Ka.

Chronic instability

The PC’s Heart is more unstable than normal. Perhaps his Saturnian-Ka fails to soften the Ka properly, or perhaps his body rejects its presence? Instability checks are called for when a Talent Fumbles, but each level in this Downfall increases that threshold by 1 pip: 19–20 at Apprentice, 18–20 at Journeyman, and 17–20 at Master.

Charge

Reserved for: Ar-Ka'im.

Uncontrollable overload

The PC’s Heart doesn’t cope with overload. It tends to violently expel the surplus.
  1. When overloaded, the Instability check suffers a −3 penalty.
  2. When overloaded, the Instability check suffers a −6 penalty.
  3. When overloaded, the Instability check automatically fails.

Low spontaneous charge

The PC has trouble charging his heart spontaneously. The stars do not favor him. For each level in this Downfall, spontaneous charging gives 1 less point.

Low analogous charge

The PC never took the time to learn analogous charge. Now it is too late to train his Heart how to properly handle it. For each level in this Downfall, analogous charging gives 1 less point.

Forgotten by the Stars

Reserved for: Ar-Ka'im.

These Downfalls can provoke pity, fear and revulsion from other Ar-Ka’im.

Misunderstood Zodiac

The PC has difficulty exercising the Talents of Houses other than his own. This is more costly. For each level in this Downfall, he spends 1 additional point to use these Talents.

Zodiac Phobia

Reserved for: Ar-Ka’im of all Houses except Serpentarius.

The PC fears using the Talents of other houses.
  1. He can only use the Talents of his House, the House opposite his, and the two Houses adjacent to it.
  2. He can only use the Talents of his House, the House opposite his, and one of the Houses adjacent to it. The latter must chosen, and is fixed, at character creation.
  3. He can only use the Talents of his House and the House opposite his.
More to come…
 
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