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Sourcebook for Nephilim RPG

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Page 1: Chronicle of Awakenings

'I vp

Page 2: Chronicle of Awakenings

chrowick o f the AwakcniMss

Page 3: Chronicle of Awakenings

Chronicle of the Awaken!

Chronicle of the Awakenings IS

Nephilim is a registered

m is licensed from MULTIS

The English language version of Nephilim has been adapted by s copyright 0 1994 Chaosium Inc.

son Games Incorporated. The all-seeing eye in the pyramid is a registered tradema

Similarities between characters in Chronicle of the Awakenings an iving or dead are strictly coincidental.

Cover illustration i s c

All artwork is copyright 0 1995 by the original artists.

The reproduction of material from this book for purposes of personal or csrporate profit by photographic, electronic, or other meth- ods of retrieval is prohibited.

Address questions concerning this book as well as requests for free catalogs of Chaosium games to: Chaosium Inc, 950-A 56th Street, Oakland, CA 94608.

You can reach Chaosium on the internet at [email protected]. Chaosium’s catalog is available via ftp at ftp.csua.berkeley.edu/pub/chaosium/info. To subscribe to the Nephilim mailing list, send e-mail to [email protected]

containing the message “subscribe nephilim-digest” (no quotes) in the body of the message. Send e-mail to [email protected] to subscribe to the Chaosium Digest.

Chaosium Publication 3102. Published April 1995. ISBN 1-56882-035-6

Printed in the United States of America.

Page 4: Chronicle of Awakenings

CHRONICLE OFTHE

ENlNGS

Chaosium Inc.

Page 5: Chronicle of Awakenings

CONT€NTS 1NTRODVCTlON

PAST L l E fRAS Uruk, Sumeria, 2700 BC

Greek Ruins (illustration)

Mycenae, Greece, 1200 BC

The Kingdom of Carthage, 200 BC

Rome, Italy, 1000 AD

Roman Alchemist (illustration)

Jerusalem, 1 120 AD

5

6 6

8

9

The Siege of Paris, 1873 AD

Trench Wa$are (illustration)

The Great War, 1 9 16 AD

Berlin, Germany, 1933 AD

Hitler (illustration)

42

44

45

48

49

l1 1NTfR-MlLlfV SVRVlVAL 54 13

15

17

R€VlS€D MfTAMORPHOSfS 56 Personality Trait List 59

Templar Fighting a Saracen (illustration) 17 fMOTlONAL MfTAMORPHOSfS 65 Las Nava de Tolosa, Spain, 12 12 AD 20 Triton (illustration) 68

N f W MfTAMORPHOSfS Avignon, France, 1378 AD 22

Florence, Italy, 1480 AD

London, England, 1590 AD

John Dee (illustration)

The Americas, New England, 1650

Pamphlet from Cotton Mather (illust

A Witch Hanging (illustration)

London, England, 1730 AD CHARACTER SHffT

The Scottish Rebellion, 1745 AD

Paris, France, 1789 AD 39 SlMVLACRA SflffT 37

71 72

74

76

78

113

91

93

Who did what: Appel: 2700bc, 1 200bc, 200bc, 1000, 1 1 20, 121 2, 1378, development on 191 6, new Metamorphoses and Traits system. Filios: some simulacra. Hite: 1480, 1789, 1933, Inter Miliu Survival. Kubasak some simulacra, development on 191 6. Thornton: 1590, 1730. Tuckey: 1650, 1 745, 1873, 191 6, some simulacra, 4 new metamorphoses.

Page 6: Chronicle of Awakenings

1 This book contains several new resources for the player and gamemas- ter of Nephilim. At the front of the book are sixteen new Past Life eras for character generation. These eras also help fill in some of the time- line of Nephilim history.

Following the new Past Life eras is a section of new Metamorphosis rules which change the way in which the Transformations work, and introduce the idea of passionate emotions to the game. Nephilim are by nature passionate creatures, and now a system has been created whereby understanding and behaving in accordance with those emo- tions helps the Nephilim progress further down the path to Agartha.

New transformations are given for each Metamorphoses. Instead of the old system of describing the changes to head, hands, skin, odor, and voice, the new system details five identifying transformations spe- cific to the nature of each metamorphosis. Now Tritons can breath un- derwater and Angels can fly, for example.

After the explanation of the emotional traits comes the listing of the seven metamorphoses already given in the rulesbook, each with their listing of corresponding traits and new physical transformations.

Four new Metamorphoses come next, described using the new Pas- sions and Transformations system from earlier in the book.

Numerous pages of new Simulacra appear near the end of the book. These humans can be used when the Nephilim reincarnates, or the gamemaster can introduce them in play as non-player characters.

Finally, a revised two-page character sheet can be found at the end of the book. The Metamorphoses section of this sheet has been changed to represent the new Traits and Transformations system.

Page 7: Chronicle of Awakenings

The Epic of Gilgamesh

worship them as An, father of the gods, and Ki, the sacred earth.

Ki went to the raging river which ran through Mesopo- Once properly embodied you were able to see what was going on. Here is a synopses of critical events

tamia and broke it in two, creating the River of the UPFr Sky, which men now call the Euphrates, and the River of the Lower Sky, which men now call the Tigris. Thus were the lands of Mesopotamia made into a huge crescent of fer- tility. An called out to the wandering people of the world, and in the delta of the two new rivers, many settled. And so, Sumerian civilization began.

In ancient times, when civilization was just beginning in the Center of the World, the first NePhilh came to Meso- potamia. There were but two at first, and they bore the faces of Snake and Elf. One day, the Sumerian civilization would

ou awoke for unknown reasons, and had a very short time to find a Simu- Y lacrum. Roll dlOO on this table to

find what simulacrum you chose.

Simwlacmrm Selectiow dlOO 01 -05

06-20

21 -35

36-50

51-70

71 -90

91 -00

Simulacra

Priest-King, Male

High Priest, Male

Noble, Male

Herdsman, Male

Free Worker, Male or female

Enslaved Laborer, Male or female

Courtesan, Female

Priest-King, Male Fast Talk Law Life Experience (Gilgamesh’s Sumeria) ReaWrite (Cuneiform) Religion (Sumerian) Sorcery, Lower Magic Sorcery, Higher Magic Speak (Sumerian)

High Priest, Male Same as Priest-King

Noble, Male Bargain Business Fast Talk Law Life Experience (Gilgamesh’s Sumeria) Melee (2H Sword) Religion (Sumerian) Speak (Sumerian)

Herdsman, Male Climb Life Experience (Gilgamesh’s Sumeria) Listen Melee (Large Club) Natural Lore Scan Scrutinize Speak (Sumerian) Survival

Free Worker, Male or Female Bargain Business Craft (any) Dodge Fast Talk FisVPunch Life Experience (Gilgamesh’s Sumeria)

Speak (Sumerian)

Enslaved laborer, Male or Female Same as Free Worker

Courtesan, Female Art (Dancing) Conceal Craft (Courtesan) First Aid Life Experience (Gilgamesh’s Sumeria) Listen Melee (Knife) Speak (Sumerian)

Simulacrum Age * Roll 3d6 x5. This gives your Simula-

crum’s age before incarnation.

Simulacrum Skill Points * Multiply age times 4. This gives your

current simulacrum skill points. You can spend these points on the skills listed with your Simulacrum’s profes- sion, up to 50 points per skill in this past life, and to a maximum of 90 points. Add pre-incarnation age as value of Life Experience. Roll (2d6+6) x5. You can spend these points on any spoken language skills.

Page 8: Chronicle of Awakenings

While Egypt was often a place of fellowship and coop- eration between humans and Nephilim, in Sumeria, the Nephilim were absolute dictators. They ruled the cities of Sumeria, and the humans lived simply to toil so that their gods could freely live. Once, at the start of the third millen- nium BC, the humans of Sumeria tried to rebel, but the dis- united Nephilim of Sumeria joined together, and with their combined power, they made Ki's twin rivers flood until Mesopotamian civilization was nearly washed away.

The Nephilim of Sumeria were very factionalized. They cared for themselves and the other Nephilim of their city, but had little concem for the others who lived in Sumeria. Even the founders of Sumeria were accorded little respect. In time, An and Ki would be all but forgotten. Wars were constantly fought between the cities of Sumeria, but rarely did the Nephilim become involved; most battles were be- tween human pawns.

Gilgamesh, the fifth king in the city of Uruk after the flood, was born to the Nephilim Ninsun, and fathered by a

priest of the city. From a young age he realized the irony of his life. He was a mortal born of immortal, doomed to die the final death. For a time, Gilgamesh traveled Sumeria per- forming great deeds to ensure that at least his name would live on forever. He slew the last Selenim, Humbaba, and erected the great walls of Uruk, but nothing seemed enough.

When the beautiful Nephilim Inanna offered her love to Gilgamesh, he refused, thinking that she taunted him with her own immortality. Furious, Inanna struck out with great rage, and Gilgamesh's greatest friend and blood-brother, Enkidu, was killed in his place. Gilgamesh knew greater de- spair than any had ever known before, and he once more quested through the world, this time seeking not glory, but true eternal life. For twenty years he quested. Some Nephilim tried to aid the tragic king while others hindered him. In the end Gilgamesh came to Utnapishtim, the sole survivor of the flood. When all seemed darkest and Gil- gamesh was sure that he had failed, when Utnapishtim

*

i rc

5 $

Vow New Life ou undertook a new life of embodi- ment. Find out how long you lived Y in this new body, and what you

learned for that time.

Nephilim Age A Roll another 3d6. This number x5 is

the number of years you lived in the Simulacrum after incarnating.

Occult Development Points A Multiply the number of years your

Nephilim was incarnated by 2 to deter- mine how many occult development points you have to spend on occult skills. Distribute occult development points among available techniques, spells, or a specific Arcanum Lore, up to 50 points per technique in this past life, and to maximum of 90 points per technique.

Available Techniques Sorcery, Lower Magic

Sorcery, Higher Magic

What Did You Do? When Gilgamesh undertook his quest for unending life, some Nephilim were sympa- thetic to the plight of humans and tried to

aid him, while others feared the power that he could gain and worked to stop his quest. Which side, if any, did you take in this dis- pute?

The rule of Sumeria was a very tyran- nical one. Did you enjoy the power that you were given, or were you one of the Nephilim that spoke out against the harsh rulership, pointing to The Pact which had been successful in Egypt?

Stasis Event What events led to the death of your Simu- lacrum and your reimprisonment in your Stasis?

Modifiers: +20 if you tried to help Cil- gamesh, spoke out against the tyrannical rule, or otherwise tried to upset the conser- vative attitudes of the Nephilim of Sumeria.

Stasis €vent

d lOO Event 01 -85

86-90 Accidentally killed in inter-city

91 -1 20

Died peacefully of old age

fighting

Forced to leave Sumeria, and died in a foreign land

Stasis Form For Nephilim of the first incarnation

Stasis Form dl 00

01 -1 0

11 -20

21 -30

31 -40

41 -50

51 -60

61 -70

71 -80

81 -90

91 -00

Stasis

Stone greatsword

Copper spearhead

Stone axe

Golden scabbard

Silver scepter

Stone cylinder seal

Ceremonial bowl of carnelian

Copper brazier

Lead goblet

Golden tiara set with lapis lazuli

Page 9: Chronicle of Awakenings

turned Gilgamesh away and the hero had begun his long trek home, then, suddenly, Gilgamesh found the object of his desire, a plant he named “The Old Men Are Young Again,“ which promised to restore his youth.

But, as all men must, Gilgamesh slept, and in his sleep a Snake stole into his camp and ate the flower whole. Such power could never be given to mortal man. Gilgamesh awoke and he despaired. In sorrow he returned to Uruk, where he lived out the rest of his long life as king.

Secret Societies The Children of Utnapishtim At the funeral of Gilgamesh, the seven sages who were the king’s most trusted advisors made a solemn pact. They swore that they would learn the secret of Utnapishtim, the one man who had conquered death, and so free man for- ever from his most odious burden. The society still exists today in small, scattered sects throughout the world. Initi-

ates of the most inner circles are told that one of the seven sages still lives after all these millennia.

Dominant Arcana 111. The Empress Although not yet known as the Empress Arcanum, many of the Nephilim of Sumeria were great manipulators. They controlled the cities of Sumeria through the emotions of fear and love. Their hold upon the land was not broken until the Orichalka Man, Sargon, marched down from the North.

VI. The Lovers Sumeria was dominated by Nephilim of the Earth, many of whom who would later join the Lovers Arcanum. They reveled in the physical pleasures of their bodies, and the people of Sumeria became their playthings.

Page 10: Chronicle of Awakenings

MYC€NA€, GREECE, 1200BC I

9 ;).

c The Age of Discord 2

VI

final days of Egypt. Eventually, though, they found their place in the new, young civilization. The most favored wor- shippers of the Mycenaen gods, when admitted into the cir- cle of the highest secrets, might cast his W e upon a Nephilim incarnate.

No matter how carefully the Nephilim sought to hide their secrets, they were still discovered by humans who sought to deny them Agartha or steal their magical powers. In Mycenae, the worst of these were the Discordians, who worshipped the corrupt Nephilim, Eris.

Once properly embodied you were able to see what was going on. Here is a synopses of critical events

The death of Akhenaton in Egypt scattered the Arcanum across the whole world. Never would the families all meet again. Many Nephilim fled to the nearby Greek peninsula where the Mycenaen culture was already flourishing. They were more cautious here, for they remembered the awful,

ou awoke for unknown reasons, and had a very short time to find a Simu- Y lacrum. Roll dlOO on this table to

find what simulacrum you chose.

SimtrIacrtrm Sdection dlOO Simulacra 01 -20 Chariot Driver, Male

21 -40 Noble, Male

41 -60 Warrior, Male

61 -80 Engineer, Male

81 -00 Sailor, Male

Chariot Driver, Male Craft (Repair Chariots) Drive (Chariot) First Aid Life Experience (Mycenaen Greece) Melee (Spear) Melee (Sword) Speak (Mycenaen) Survival

Noble, Male Fast Talk Hunt Life Experience (Mycenaen Greece)

Melee (Spear) Melee (Sword) Scan Speak (Mycenaen) Survival

Warrior, male Climb Hide Life Experience (Mycenaen Greece) Melee (Bow) or Melee (Sling) Melee (Spear) Melee (Sword) Natural Lore Scan Speak (Mycenaen) Su rv iva I

Engineer, Male Build; Wood Conceal Craft (any) Life Experience (Mycenaen Greece) Melee (Spear) Scrutinize Speak (Mycenaen) Survival

Sailor, Male Build; Boats Fist/Punch Melee (Spear) Pilot (sailboat) Life Experience (Mycenaen Greece) Scan Speak (Mycenaen) Survival

Simulacrum Age Roll 3d6 x5. This gives your Simula- crum’s age before incarnation.

Simulacrum Skill Points Multiply age times 4. This gives your current simulacrum skill points. You can spend these points on the skills listed with your Simulacrum’s profes- sion, up to 50 points per skill in this past life, and to a maximum of 90 points.

Add pre-incarnation age as value of Life Experience.

Roll (2d6+6) x5. You can spend these points on any spoken language skills.

Page 11: Chronicle of Awakenings

The Discordians first approached the Nephilim as friends bearing the Golden Apple, an ancient focus of Ka ener- gies. They pledged it to the Most Enlight- ened One. And so discord was first sown among the Nephilim of Myce- nae, for they argued

and fought, each demanding the Golden Apple for their own, never realizing that the one who deserved it most was she who sought it not at all.

While Nephilim bickered over the Golden Apple, Paris of Troy, an initiate of the deepest Discordian secrets, slipped into the palace of King Agamemnon and stole away the stases of many of the greatest Nephilim of the land.

If the Nephilim had marched as one to the ancient city of Troy, they could have taken it in a day. But, instead they were divided, for the wounds that Ens had caused were deep. While most marched with Agamemnon, some sided with King Priam of Troy, never realizing that they were pawns in the Discordian plan. There was no Justice in Troy during the Great War.

The Mycenaens sieged the city of Troy for ten long years. In the end, their casualties were great. The invulner- able Nephilim Achilles was slain by an Orichalka arrow, and thus his secrets were not rediscovered for centuries more. Patroklos, Tlepolemos and many others fell too. Some have not been seen in the world since. It was only through the genius of the Chariot Arcana that the Trojan war was ended at all. Finally, the city was taken, the stases recovered, and Paris, Hector and many other Discordians slain.

Never did the wounds of the Mycenae Nephilim heal. Even with Troy destroyed, battles still continued on the Aegean sea and at home. The entire Mycenaen civilization

Your New Life ou undertook a new life of embodi- ment. Find out how long you lived Y in this new body, and what you

learned for that time.

Nephilim Age t Roll another 3d6. This number x5 is

the number of years you lived in the Simulacrum after incarnating.

Occult Development Points t Multiply the number of years your

Nephilim was incarnated by 2 to deter- mine how many occult development points you have to spend on occult skills. Distribute occult development points among available techniques, spells, or a specific Arcanum Lore, up to 50 points per technique in this past life, and to maximum of 90 points per technique.

Available Techniques Sorcery, Low Magic

Sorcery, High Magic

What Did you Do? The greatest event in Mycenaen times was the ten year battle of Troy. Were you one of

the Nephilim who bravely warred against the Trojans, or one of the rebels tricked into fighting your fellows? Did you revel in the discord of the period, or try and bring back the peace which Mycenae had once known?

Stasis Event What events led to the death of your Simu- lacrum, and your reimprisonment in your Stasis? Modifier: +60 if you fought on the Trojan side of the war

Stases fvmt d700 Event 01 -20

21 -40 41 -60 61 -80

81 -90

91 -1 00 101-120 121-1 30

131 -140

Slain in an attack on Troy

Slain by the Discordian, Hector Slain by the Discordian, Paris Murdered after the Trojan War Died alone after fleeing to a foreign land Died in bed. Murdered by Discordians. Slain by the Mycenaen King, Agamemnon Slain by Achilles

Stasis Form For Nephilim of the first incarnation

Stsis Form dl00

01 -1 0

11 -20

21-30

31-40

41 -50

51 -60

61 -70

71 -80

81 -90

91 -00

~~

Stasis

Minoan Religious Statuette

Bronze Warrior Statuette

Bronze Greaves

Bronze Spear Head

Silver Studded Sword

Painted Clay Vase

ivory Bust

Golden Mask

Ornate Silver Cup

Gold Diadem

141-ihn Slain during the sack of Troy

Page 12: Chronicle of Awakenings

fell before the end of the century, and all of Greece was plunged into a great dark age. In a secret stronghold, Dis- cordians worshipped the Golden Apple and celebrated.

Secret Societies The Discordian Society The Discordians first appeared in Mycenae as worshippers of the corrupt Nephilim, Eris. They learned great knowl- edge from Eris, and they also learned fear, and thus the Discordians swore to destroy all Nephilim no matter what the cost. They planned to do so by turning Nephilim might against itself. Soon it was clear that they were masters of this art. The entire civilization of Mycenae was vanquished as a result of the Discordians manipulations, but they still considered it a victory for their foes had been destroyed.

The Black Star While the Discordians brought chaos to Ancient Greece, to the East, the Kingdom of the Hittites, long controlled by

the Black Star dynasty, was shattered forever. Their tech- niques of smelting Orichalka were carried away by the invading barbarians, and thus was begun the Age of Iron. Later, the Assyrians and other Orichalka Men would use

5

i 3 v this knowledge to carve out empires in the Middle East.

Dominant Arcana VL

g V. The Hierophant The Hierophant clan rose again in ancient Mycenae, but in the end they were no more successful than they had been in Egypt.

VII. The Chariot The Trojan War was won through the Chariot’s clever con- structs. They would have been much revered if the Myce- naens had not turned upon themselves once the Trojans were destroyed.

THE KINGDOM OF CARTHAGE, 20013~

The Destruction of Carthage

Once properly embodied you were able to see what was going on. Here is a synopses of critical events

When Carthage was still a small Phoenician trading Colony, the first Nephilim came, determined to try and rec- reate the Great Compromise that had been lost millennia before in Egypt. They were worshipped by many names, in- cluding: Melgarth, the King of the City; Astarte, the Lady of the Stars; Eshmoun, the Divine Healer; Hadad, the Mounted Warrior; and Shadarpa, the Child God. The Nephilim reveled in their new guises, and alongside their human slaves, slowly walked the shining, Golden Path to Agartha.

Then came the Great Battle of Himera. The Greeks smashed the Carthaginian fleets and the entire region was thrown into Chaos. That was when the Selenim, long hid- den from the world, came to Carthage bearing gifts and promises. They said that they would make Carthage strong again, and the people listened to them and obeyed.

The cults of Baal Hammon and Tanit were the Yin and Yang of the Selenim. Baal Hammon, the Lord of the Altars of Incense, became the ruler and protector of the city, but he required fiery sacrifices to satiate his inhuman hunger. Tanit, the Mistress of the Black Moon, became the Source of all Life, but she too demanded blood. Every year, the Carthaginians would sacrifice hundreds of their Children to their terrible new gods.

Nephilim still lived in the empire of Carthage, but it was no longer theirs as it once had been. From Greece came De-

Page 13: Chronicle of Awakenings

meter and Kore, but not even they could break the Se- lenim’s dark hold on Carthage.

It was Rome that finally brought the evil dynasty of the Selenim to an end. Three times Carthage and Rome fought, and at the third, Carthage was destroyed utterly. Thousands were butchered and the survivors sold into slavery. The city was burned to the ground and then razed to the foundation. The lands were salted so that nothing could ever grow upon that defiled ground again.

Secret Societies The Cults of the Selenim

Of all the cults in Carthage, the strongest were the Cults of Baal Hammon and Tanit, founded shortly after the Greek victory at Himeria, circa 480 BC. These Cults practiced the ritualistic sacrifice of Carthaginian children by fire. Later, the followers of Tanit would soften their practices, slaying animals instead, but the Cult of Baal Hammon was a sanc- tuary for Selenim to the end. When the Romans destroyed

Carthage, their main goal was to wipe out any trace of the Selenim religions. Regrettably, they failed.

D o w i H m t A r c m a V. The Hierophant In Carthage, the Hierophant Arcana tried to recreate the Great Compromise. Nephilim incarnated as the Gods of the Phoenicians, and the Carthaginians were quick to accept them. However, after the failure of the Nephilim at Himeria, Carthage turned instead to the worship of the Selenim, and the power of the Hierophant in Carthage was greatly weakened, though not destroyed.

XIII. The Unnamed Arcanum After being released into the Center of the World in the time of Zoroastor, the Selenim began to look in envy towards their brothers who held power and respect in the human world. Finally, they saw an opportunity in Carthage, and they offered their own dark cults to the unsuspecting hu- mans. Broken by their loss to the Greeks, the Carthaginians accepted this offer, and indeed, things were better for a time.

Your Simulacrum ou awoke for unknown reasons, and had a very short time to find a Simu- Y lacrum. Roll dlOO on this table to

find what simulacrum you chose.

Simtrlacrmm Selection dlOO Simulacra

01 -20 High Priest

21 -40 High Priestess

41 -55

56-70 Sailor, Male

71 -85 Mercenary Warrior, Male

86-00

Trader, Male or Female

Slave Farmer, Male or Female

High Priest or High Priestess Astrological Lore Life Experience (Carthaginian Empire) Melee (Knife) Natural Lore Religion (Carthaginian) Speak (Phoenician) Sorcery, Lower Magic Sorcery, Higher Magic Sorcery, Grand Secret

Trader, Male or Female Bargain

Business Life Experience (Carthaginian Empire) Pilot (sailboat) Melee (knife) ReaWrite (Phoenician) Speak (Classical Greek) Speak (Egyptian) Speak (Latin) Speak (Phoenician)

Sailor, Male Build (Boats) F isVPu nch Life Experience (Carthaginian Empire) Melee (large club) Melee (knife) Pilot (sailboat) Speak (Phoenician) Scan Survival

Mercenary Warrior, Male Build (Camps) First Aid Life Experience (Carthaginian Empire) Melee (short sword) Melee (sling)

Ride Speak (Phoenician) Speak (Other); Egyptian, Classical Greek,

Aramaic, Etruscan or Latin Survival

Slave Farmer Same as Predynastic Egypt, but Change: Life Experience (Carthaginian Empire) Speak (Phoenician)

Simulacrum Age s$ Roll 3d6 x5. This gives your Simula-

crum’s age before incarnation.

Simulacrum Skill Points -br Multiply age times 4. This gives your

current simulacrum skill points. You can spend these points on the skills listed with your Simulacrum’s profes- sion, up to 50 points per skill in this past life, and to a maximum of 90 points.

+i Add pre-incarnation age as value of Life Experience.

s$ Roll (2d6+6) x5. You can spend these points on any spoken language skills.

Page 14: Chronicle of Awakenings

ou undertook a new life of embodi- ment. Find out how long you lived Y in .this new body, and what you

learned for that time.

Nephilim Age * Roll another 3d6. This number x5 is

the number of years you lived in the Simulacrum after incarnating.

Occult Development Points .Ba Multiply the number of years your

Nephilim was incarnated by 2 to deter- mine how many occult development points you have to spend on occult skills. Distribute occult development points among available techniques, spells, or a specific Arcanum Lore, up to 50 points per technique in this past life, and to maximum of 90 points per technique.

Summoning, Pentacles

What Did You Do? When the Romans attacked the Kingdom of Carthage, many Nephilim quietly accepted their fate, happy that the atrocities of the Selenim would finally end. Others fought against the Romans, some even marching with Hannibal to Italy itself. Did you defend your homeland? Did you march against the Romans?

Stasis Event What events led to the death of your Simu- lacrum and your reimprisonment in Stasis?

Modifiers: +20 if you defended Carthage

+20 if you also marched to Italy with Han- nibal

Stasis fvmt

Available Techniques Sorcery, Lower Magic

Sorcery, Higher Magic

Sorcery, Grand Secret

Summoning, Seals

dlOO Event

01-20 Died peacefully at home

21-40

41-70

Slain in by Roman Warriors

Sold into slavery, and killed in a foreign land

71-100 Slain while fighting Romans

101 -1 20 Slain by treacherous Romans

121-140 Slain in Italy at Hannibal's side

during the Punic Wars v while marching to Italy 6

2' VI

~~

Stasis Form For Nephilim of the first incarnation.

StAsis F o m dlOO Stasis

1-10 11 -20 Sacrificial Knife 21-30 Copper Oil Flask 31-40 Citron Dining Table

41-50 51 -60 Golden Plate 61 -70 Iron Short Sword

71-80

81-90

91-00 Plundered Mycenaen Items, roll

Brazen Statue of Baal Hammon

Terra Cotta Statuette of Tanit

Plundered Egyptian Items, roll on Akhenaton Era* Plundered Greek Items, roll on Alexander Era

on Troian Era

*See Nephilim Rulebook.

ROME, ITALY 1333 AD The Millennium

A Sufi in Cordova predicted the end of the Caliphate. Nephilim stalked the continent, their Metamorphoses fully apparent. The grad was lost and found again. A feeling of despair and of hope hung upon all the world. Into this envi- ronment came Gerbert of Aurillac.

Once properly embodied you were able to see what was going on. Here is a synopses of critical events

As the millennium approached, occult activity through- out Europe increased. Fools preached the end of the world.

Gerbert was trained in the arts of sorcery from his youth. He learned and gleefully practiced the arts of the

Page 15: Chronicle of Awakenings

bleeding and the elixir. But it was not enough, so he trav- eled to the lands of the Moors where he learned the Al- chemical arts of the Sufi before betraying them. Through study, Gerbert discovered how to twist the art of alchemy against the hated Nephilim.

When Gerbert located The Brazen Head, the stasis of a powerful Nephilim that had slept for ages, he was elated. Practicing his corrupt alchemy, he made the first homuncu- lus. Moving to Rheims, Gerbert began to teach his new arts to numerous students, among them, Emperor Otto III. After corrupting the Holy Roman Emperor, Gerbert ensured that he was named Pope.

As Pope Sylvester II, Gerbert felt that he had the power to finally destroy the Nephilim threat once and for all. He communicated with the occult of the world, exchanging messages with the far reaches of Russia. In the ancient cata- combs beneath Rome, Gerbert formed a new circle of power and began work upon his Plan. Gerbert had predicted that the Greatest Enthronement in a Millennium would come in 1004. In the heart of the Vatican, a powerful Agart-

han Nexus would form. Gerbert would use that Nexus, and the souls of twenty-five damned Nephilim, to cause a pow- erful alchemical change that would alter the essence of all Nephilim.

The Nephilim of Italy discovered the mad Pope's Plan and had him killed the year bcfore it was to be carried out. Gerbert's followers were ruthlessly slain, but the corrupted art of homunculus construction was not totally wiped out, and still torments Nephilim to this day.

Secret Societies The Cult of the Head

Gerbert's closest followers joined with him in the ancient catacombs that lie below Rome. There, they worshipped a Golden Head that could impart ancient occult knowledge, bring great riches and engender a corrupt fertility. The members of the Cult of the Head each wore a sacred cord which was touched to the Golden Head during their secret ceremonies. Gerbert taught the Art of the Homunculus, and

ou awoke for unknown reasons, and had a very short time to find a Simu- Y lacrum. Roll dlOO on this Table to

find what simulacrum you chose.

Simtrlrrctwm Selection dlOO Simulacra

01 -05 Moorish Scholar, Male

06-30 Papal Librarian, Male

31-55 Papal Notary, Male

56-70 Roman Clergyman, Male

71 -00 Italian Farmer. Male or Female

Moorish Scholar, Male Astrological Lore Astronomy Hermetic Lore Life Experience (Millennial Rome) Medicine Reamri te (1 1 c. Arabic) Religion (Islam) Research Speak ( I lc . Arabic) Speak (Latin)

Papal Librarian, Male Life Experience (Millennial Rome) ReadWrite (Latin) Religion (Catholic) Research Scrutinize Speak ( I lc . Italian) Speak (Latin)

Papal Notary, Male Law Life Experience (Millennial Rome) Readwrite (Latin) Religion (Catholic) Research Speak ( l l c . Italian) Speak (Latin)

Roman Clergyman, Male Bargain Business First Aid Life Experience (Millennial Rome) Readwr ite (Latin) Religion (Catholic)

Speak (1 1 c. Italian) Speak (Latin)

Italian Farmer, Male or Female Same as Predynastic Egypt farmer, but

Life Experience (Millennial Rome) Speak ( l l c . Italian)

change:

Simulacrum Age mb Roll 3d6 x5. This gives your Simula-

crum's age before incarnation.

Simulacrum Skill Points sk Multiply age times 4. This gives your

current simulacrum skill points. You can spend these points on the skills listed with your Simulacrum's profes- sion, up to 50 points per skill in this past life, and to a maximum of 90 points.

mb Add pre-incarnation age as value of Life Experience.

sk Roll (2d6+6) x5. You can spend these points on any spoken language skills.

Page 16: Chronicle of Awakenings
Page 17: Chronicle of Awakenings

after his death they secretly departed Rome and spread the knowledge throughout the land.

D m i w a w t Arcam X. The Wheel of Fortune The Wheel of Fortune was the first to learn of Gerbert’s plotting. They predicted when his Plan would come to pass. Without the Wheel of Fortune’s constant studies of the celestial cycles, the Nephilim would have been oblivi- ous of their impending doom.

XVI. The Tower The Tower gained the praise of many Nephilim when they slew the Grand Master Gerbert and killed his followers. Although Gerbert took many horrible secrets to his grave, The Tower was unable to prevent the secret of the Homun- culus from spreading across Europe.

XX. Judgment Nephilim of the Judgment Arcana saw the chaos of the Millennium as proof of the coming destruction of Civiliza- tion. They tried to warn their fellows, but were ignored until it was nearly too late.

ou undertook a new life of embodi- ment. Find out how long you lived Y in this new body, and what you

learned for that time.

Nephilim Age rb Roll another 3d6. This number x5 is

the number of years you lived in the Simulacrum after incarnating.

Occult Development Points rb Multiply the number of years your

Nephilim was incarnated by 2 to deter- mine how many occult development points you have to spend on occult skills. Distribute occult development points among available techniques, spells, or a specific Arcanum Lore, up to 50 points per technique in this past life, and to maximum of 90 points per technique.

Available Techniques Sorcery, Lower Magic

Sorcery, Higher Magic

Sorcery, Grand Secret

Summoning, Seals

Summoning, Pentacles

Alchemy, Black Stone

What Did You Do? Some Nephilim feared the approaching Millennium and went into hiding or began preaching the end of the world. What was your reaction to the Millennium? When Pope Sylvester I1 rose to power, the bravest Nephilim combated him. Did you aid them?

Stasis Event What events led to the death of your Simu- lacrum, and your reimprisonment Stasis? Modifiers: If you went into hiding, -10 If you fought against Gerbert, + I O

If you are Tower Arcanum, +10

stasis €volt d100 Event -1 0 to 30 Died Peacefully when your simu-

lacrum wore out

31 -60 Driven from Italy by Gerbert and later slain

61-80 Killed by a Secret Society maddened by Millennia1 Fever

81 -1 00 Killed by the Cult of the Head

101 -1 20 Slain by Gerbert of Aurillac

Stasis Form For Nephilim of the first incarnation

Stsis Form dlOO

01 -1 0 11 -20

21-35

36-40

41-45

46-55

56-70

71 -80

81 -90

91 -00

Stasis Terra-cotta Lamp

Silver Necklace

Brass Bell

Papal Seal

Saintly Relic

Statue of an Apostle

Silver and wood crucifix

Arabic Abacus

Iron-Bound Arabic Science Text

Roman Antique, roll on Constantine Era*

*See Nephilim rulebook.

Page 18: Chronicle of Awakenings

J€RVSAL€M, 1120 AD T h e Crusader States

Once properly embodied you were able to see what was going on. Here is a synopses of critical events

The Christian world was shocked by the invasion. In their secret strongholds, the Templars schemed. Certain items of power and tomes of knowledge had been lost to the Turks, and without them, The Great Plan was doomed to In the middle ofthe eleventh CentW, a new tribe of men

named the Turks invaded the Holy Lands at the Center of

Page 19: Chronicle of Awakenings

failure. They worked with their allies in Constantinople, the fathers of the Eastern Church, and soon a new plan began to take shape. Pope Urban 11, a pawn of the corrupted Catholic church, called a great pilgrimage to Jerusalem, and soon warriors from France, Germany and Italy came to his side.

Even the Nephilim joined in the battle for the Holy Lands, oblivious to the true purpose behind it. The Tower saw a chance for battle and The High Priestess saw an op- portunity to regain ancient books once thought lost. A Her- mit, Peter, was one of the first to venture into the Holy Lands. The great war had begun.

Within five years, Jerusalem was recovered and the Holy Lands conquered. Moslems and Jews were slain by the thousands and driven from the cities so that only the church of the Templars could study the ancient mysteries of the Middle East.

Although the Nephilim had ignored their better senses when allying with the Catholic Church, they could not ig- nore the signs that came to them in the two decades follow- ing the sack of Jerusalem. Auroras lit the night sky; comets

and shooting stars whirled through the heavens on a daily basis. Then, in 11 18, the Templars announced themselves to the world. Their grand master, Hugh of Payns, seemed to mock all of the others who had once sought the Holy Lands. He declared that the lands would be forever safe for his peo- ple, for the worshippers of his Catholic Church.

Hugh’s arrogance would be his downfall. Across the for- mer Kingdom of David, groups met to plan vengeance against the Templars. Moorish Sufi supplemented their knowledge of Alchemy with secrets of magic stolen from their former allies. The Assassins turned against the Chris- tians and began to slay them in the streets. Kabbalistic magi- cians admonished the Templars with kindness and wisdom.

But, it was the Nephilim who had the greatest victories in this new war against the Templars. The Empress Ar- canum rose to dominance in the Holy Lands and began to manipulate all, as the Templars had once done. Through Empress intervention, Islamic warriors were able to defeat the formerly victorious Templars. The Crusader state of

ou awoke for unknown reasons, and had a very short time to find a Simu- Y lacrum. Roll dlOO on this table to

find what simulacrum you chose.

Simtrlmww Selection dlOO Simulacra

01 -20 Catholic Priest, Male 21-40 Crusading Knight, Male

41-60 Crusading Warrior, Male

61 -80 Frankish Noble, Male

81 -00 Pilgrim, Female or Male

Catholic Priest, Male Fast Talk First Aid Life Experience (The Early Crusades) Listen Readwrite (12c. French or German) Readwr ite (Latin) Religion (Catholic) Speak (12c. French or German) Speak (Latin)

Crusading Knight, Male First Aid Hunt Life Experience (The Early Crusades)

Melee (1 H Sword) Melee (Knife) Religion (Catholic) Ride Speak (12c. French or German)

Crusading Warrior, Male Dodge Life Experience (The Early Crusades) Listen Melee (1 H Sword) or (1 H Axe) Melee (Knife) Religion (Catholic or Greek Orthodox) Scan Speak (Any One); 12c. French, 12c. Ger-

man, 12c. Italian, 12c. Greek Survival

Frankish Noble, Male Art (Poetry) Bargain Life Experience (The Early Crusades) Melee (1 H Sword) or (2H Sword) Melee (Knife) Readwrite (1 2c. French) Re1 igion (Catholic) Ride Speak (1 2c. French)

Pilgrim, Male or Female Art (Religious Paintings) Climb Conceal Dodge First Aid Hide Life Experience (The Early Crusades) Religion (Catholic) Speak (Any One); 12c. French, 12c. Ger-

man, 12c. Italian, 12c. Greek

Simulacrum Age t Roll 3d6 x5. This gives your Simula-

crum’s age before incarnation.

Simulacrum Skill Points t Multiply age times 4. This gives your

current simulacrum skill points. You can spend these points on the skills listed with your Simulacrum’s profes- sion, up to 50 points per skill in this past life, and to a maximum of 90 points.

sb Add pre-incarnation age as value of Life Experience. Roll (2d6+6) x5. You can spend these points on any spoken language skills.

Page 20: Chronicle of Awakenings

Edessa fell in 1 144. In 1187, Jerusalem itself was lost to the great leader Saladin, who was an Empress incarnated.

With their conquest of the Holy Lands turned to ashes, the Templars were uncertain of the future. Some joined the crusades against the Moors in Spain, hoping to gain venge- ance against the Moslems which practiced new magics that had been stolen from the Templars. Others returned to Italy and the church, and continued their subtle manipulations using the knowledge that they had gained during their years at the Center of the World to advance the Great Plan. Many, however, never gave up, and crusaded to the Holy Lands again and again. By 1270, there had been seven Crusades, but it was too late. The opportunity was gone, the Great Plan destroyed.

Secret Societies The Templars After retaking the Holy Lands, Hugh of Payns, with eight of his closest companions, announced the existence of The

Templars to the world. Within a few short years, the Tem- plar-influenced Catholic church had officially named them an order of fighting monks. Hugh’s publicity brought much unwanted attention, and the Templars were soon under at- tack from all sides.

i r+- c s The Assassins VL

Hasan as-Sabah, the first leaders of the Assassins, surfaced in 1090 when he created his citadel, Alamut (the Eagle’s Nest) in Khorassan. When the Templars came to the Holy Lands, they convinced the Assassins that their goals were as one, and thus many Emirs fell to the Assassins’ wicked knives and poisoned goblets. But this alliance was short- lived, and when the great announcement came in 1 11 8, the Assassins turned against their former allies, now realizing that their alleged friends would never help them to find the Nephilim of Wisdom.

V o w New Life ou undertook a new life of embodi- ment. Find out how long you lived Y in this new body, and what you

learned for that time.

Nephilim Age #T Roll another 3d6. This number x5 is

the number of years you lived in the Simulacrum after incarnating.

Occult Development Points #T Multiply the number of years your

Nephilim was incarnated by 2 to deter- mine how many occult development points you have to spend on occult skills. Distribute occult development points among available techniques, spells, or a specific Arcanum Lore, up to 50 points per technique in this past life, and to maximum of 90 points per technique.

Available Techniques Sorcery, Lower Magic

Sorcery, Higher Magic

Sorcery, Grand Secret

Summoning, Seals

Summoning, Pentacles

Alchemy, Black Stone

What Did You Do? When the enormity of the Templar’s plans became obvious, the Nephilim of Europe united against them. What place did you have in this war? Were you a subtle ma- nipulator or a brave warrior?

Stasis Event What events led to the death of your Simu- lacrum, and your reimprisonment in your Stasis?

Modifiers: +20 if you physically fought against the Templars

Sthsis fvmt dlOO Event

01-30 Died peacefully in bed

31-60 Killed by European crusaders

61 -80 Killed by the Assassins, when they learned you were not Mohammed’s Nephilim

81-110 Slain in battle with the Templars

111-120 Slain bv Hugh of Pavns

Stasis Form For Nephilim of the first incarnation

Sthsis Form d100

01 -1 0

11 -20

21-30

31-40

41-50

51-60

61 -70

71 -80

81 -90

91 -00

Stasis

Iron sword

Iron chainmail

Iron plate helm

Crusader’s silver cross

Reliquary cross of wood and gold

Golden knife

Copper plate

Carved ivory box

Carved stone angel statue

Burnished copper bracelet

Page 21: Chronicle of Awakenings

The Sufi The greatest Moslem magicians stole secrets of magic from the Templars and used them to continue their advancement to Agartha. They transmitted this new knowledge to their fellows in Egypt, Spain and the East.

The Kabbalists The Kabbalists, Children of the Nephilim of air, were greatly distressed by the wrongs done to their people by the invading Templars. After the Templars announced them- selves in 1118, the Kabbalists called upon the 10,000 names of God and summoned back the ancient spirits which had aided them in the days before the Exile. Through beauty, law and kindness, they helped to drive the Templars from the Holy Lands.

Domiwwt Arc~ncr 11. The High Priestess The High Priestess Arcanum came to the Center of the World seeking knowledge. They were very successful in this endeavor, but did great damage to their Nephilim fel- lows by inadvertently aiding the Templars in their twisted schemes.

III. The Empress When the Nephilim learned of the Templar’s hidden plans, it was the Empress Arcanum who turned defeat into victory by turning the Templar’s allies against them.

XVI. The Tower The Tower was played for a fool during the early Crusades. Not considering the consequences, they rode across the Holy Lands, helping to reclaim Jerusalem and other holy sites for the Templars.

LAS NAVAs DE TOLOSA, SPAlN, 1212 AD

The Reconquista

Once properly embodied you were able to see what was going on. Here is a synopses of critical events

For decades, the Iberian Peninsula endured a state of constant war. Ever since the Moors had invaded the penin- sula, Christians had sworn to take back their lands. How- ever, only when the Templars joined the battles did the Reconquista truly begin to move successfully. Angered by the Moorish theft of their sorcerous secrets, the Templars fought with a vengeance, driving the Islamics before them. Even when El Cid, a secret Master of the Templars, was slain, the crusade was not slowed.

Nephilim were unfortunately divided during the Recon- quista. While the Magicians worked closely with the Sufi, trying to find their own way to Agartha amid the conflict, the Tower sought to destroy all that was Occult on the Ibe- rian peninsula. Justice was forced to step in.

The greatest battle in Spain occurred at Las Navas de Tolosa. Despite the departure of the French, who went to Toledo to kill the Jewish citizenry, the Crusaders emerged victorious. They appeared by magic at Las Navas de Tolosa, and they fought like men possessed. In the end, sixty thou- sand Moors were killed, while only fifty Christians fell. The Bloody Cross had helped to win the day.

After the Battle of Las Navas de Tolosa, the Recon- quista continued slowly, but the ending was no longer in doubt. The peninsula was abandoned to the blood-thirsty

Page 22: Chronicle of Awakenings

Templars and the like-minded Tower Arcana, while scholars and intellectuals moved to other centers of learning.

Sccrct Societies The Knights Templar The largest impetus in the Reconquista were the Knights Templar, who sought to destroy Moorish mystics who had stolen their occult secrets. They attacked their foes with a vengeance which was soon reflected by the other crusaders of Spain. Many new knightly organizations emerged, in- cluding the Order of Calatrava, who discovered ancient secrets in a castle which even the Templars could not take; the Order of Mountjoy, who first found their purpose in the holy lands; and the Order of Santiago, which was created by thirteen enlightened individuals. The greatest of these organizations were members of the Templar conspiracy and given full knowledge of the ancient cult’s secrets.

The Sufi The most mystical of the Moors are the Sufi, the Islamic mystics. They defy logic and even deny the law of cause

and effect, holding that anything is possible at any time. The Sufi seek their understanding from within, at their mystic core, the Solar Ka. The Magician Arcana success- fully worked with the Sufi for quite some time before the Templars and the Tower brought that enterprise to an abrupt end.

3

ii +

c z v)

Dominant A r c m ~ I. The Magician Magicians worked closely with the Sufi, and once saw the Iberian peninsula as a haven.

XI. Justice When the Tower began to conflict directly with other Nephilim, Justice was forced to create a new balance.

XVI. Tower The Tower helped to ignite the wars on the Iberian Penin- sula, and then used them to help destroy the Nephilim magic which the humans of the peninsula had learned.

ou awoke for unknown reasons, and had a very short time to find a Simu- Y lacrum. Roll dlOO on this Table to

find what simulacrum you chose.

Siww1,xrtrm Sdection d l 00 Simulacra

01 -20 Mercenary Warrior, Male

21 -40

41 -60 Spanish Crusader, Male

61 -80

81 -00

Moorish Warrior, Male or Female

Toledo Scholar, Male or Female

Peasant Farmer, Male or Female

Mercenary Warrior, Male First Aid Life Experience (1 3c. Spain) Listen Melee (Spear) Melee (Sword) Scan Scrutinize Speak (1 3c. Spanish) Survival

Moorish Warrior, Male or Female First Aid Life Experience (1 3c. Spain)

Listen Melee (Spear) Melee (Sword) Scan Scrutinize Speak (1 3c. Arabic) Survival

Spanish Crusader, Male First Aid Hermetic Lore Life Experience (1 3c. Spain) Listen Melee (Sword) Ride Scan Speak (13c. Spanish) Survival

Toledo Scholar, Male or Female Astronomy Life Experience (1 3c. Spain) Medicine Pharmacy Religion (Islam) Research Speak (1 3c. Arabic) Speak (1 3c. Spanish)

Readwrite (1 3c. Arabic) Readwrite (Latin)

Peasant Farmer, Male or Female Same as Predynastic Egypt farmer, but

change: Life Experience (1 3c. Spain) Speak (1 3c. Spanish)

Simulacrum Age 4 Roll 3d6 x5. This gives your Simula-

crum’s age before incarnation.

Simulacrum Skill Points -bc Multiply age times 4. This gives your

current simulacrum skill points. You can spend these points on the skills listed with your Simulacrum‘s profes- sion, up to 50 points per skill in this past life, and to a maximum of 90 points.

4 Add pre-incarnation age as value of Life Experience.

4 Roll (2d6+6) x5. You can spend these points on any spoken language skills.

Page 23: Chronicle of Awakenings

ou undertook a new life of embodi- ment. Find out how long you lived Y in this new body, and what you

learned for that time.

Nephilim Age * Roll another 3d6. This number x5 is

the number of years you lived in the Simulacrum after incarnating.

Occult Development Points * Multiply the number of years your

Nephilim was incarnated by 2 to deter- mine how many occult development points you have to spend on occult skills. Distribute occult development points among available techniques, spells, or a specific Arcanum Lore, up to 50 points per technique in this past life, and to maximum of 90 points per technique.

Available Techniques Sorcery, Lower Magic

Sorcery, Higher Magic

sorcery, Grand Secret

Summoning, Seals

Summoning, Pentacles

Alchemy, Black Stone

What Did you Do? Thirteenth century Iberia was a center of mysticism and war. Did you revel in the learning and avoid the battles? Or, did you join in the war, either helping the Magicians to protect the Moorish learning, or aiding the Tower in destroying it?

St&s fvmt What events led to the death of your Simu- lacrum and your reimprisonment in your Stasis?

Modifier: -10 for Magician Trump Nephilim and allies

+10 for Tower Trump Nephilim and allies

Stasis fvmt d100 Event

-1 0 to 10 Accidentally slain by Tower Trump

11 -30 Killed by Knights Templars

31-60 Killed by Spanish Crusaders

61-65 Died peacefully in bed

65-95 Killed by Moors

96-1 10 Killed bv lustice Trump

Stasis Form For Nephilim of the first incarnation

Stasis Form dlOO

01-15

16-30

31-35

36-40

41 -50

51 -60

61 -70

71 -80

81 -90

Stasis

Ivory box

Silver casket

Copper kettle

Stone hewn wash basin

Mosque lamp

Bronze statuette

Golden necklace

Colored clay bowl

Iron crusader’s sword

91-00 Scabbard with embedded garnets

The Great Papal Schism

Catholic Church, the center of the Templar’s spiritual and economic power. Through clever manipulations, the mysti- cal heart of the Church was spirited off to Avignon, one of

Once properly embodied you were able to see what was going on. Here is a synopses of critical events

When the Pope and the King of France conspired to de- stroy the might of the Templaw they began by attacking the

the last sanctuaries of the CathXS, and the TemPlars were destroyed shortly thereafter.

For a time, the center of the Nephilim-hating religion became a haven, but it was to be short-lived. Pope Gregory XI was forced to move the papacy back to Rome, and when

Page 24: Chronicle of Awakenings

he seemed ready to reverse his decision, he was assassi- nated. In 1378, two popes were elected, one in Rome and one in Avignon. The great battle for the Catholic Church had begun.

For forty years, a war was waged between the Nephilim-supported French Church and the Otto Santi-con- trolled Church of Rome. Although the majority of Europe saw merely a war of words, the secret battles between the Nephilim and the Otto Santi were fierce. Through raids and assassinations, many were destroyed forever. At the Council of Pisa, the Otto Santi again tried to gain an advantage. They had a third Pope elected, but he was no more success- ful than their previous choice.

The entire matter was finally ended by the Holy Roman Emperor. At the request of Pope John XXII, the Pisan Pope, he called the Council of Constance, planning to name one True Pope and depose all pretenders.

Many Nephilim ambassadors were killed on their way to Constance. John Hus was burned at the stake at the Council itself. Pope John XXII was deposed after the most horrendous charges of piracy, murder and rape were read against him. With the Emperor's most powerful opponents gone, there was no hope. A single new Pope was elected, and he returned to Rome, ready to reaffirm the Church's goal of destroying all Nephilim forever.

5

ii 2 W

Secret Societies Otto Santi (The Eight Saints) The world saw the Eight Saints merely as a group of Flor- entine generals who wished to expand the Florence Do- main into the land of the Papacy. In truth, they were a group of Templat-influenced occultists determined to bring the Catholic Church back under human control. By ending

ou awoke for unknown reasons, and had a very short time to find a Simu- Y lacrum. Roll dlOO on this Table to

find what simulacrum you chose.

d100

01 -05

06-1 5

16-25

26-40

41 -55

56-70

71 -00

Simulacra

Cardinal, Male

French Noble, Male

French Noble, Female

Papal Clerk, Male

Papal Guard, Male

Scholar, Male

Urban Priest, Male

Cardinal, Male Business Fast Talk Law Life Experience (Avignon Papacy) ReaWrite (Latin) Religion (Catholic) Speak (14c. French) Speak (Latin)

French Noble, Male Business Hunt Law Life Experience (Avignon Papacy) Melee (Sword)

Ride Speak (14c. French) Speak (Latin)

French Noble, Female Bargain Business Craft (Sewing) First Aid Life Experience (Avignon Papacy) Medicine Speak (14c. French) Speak (Latin)

Papal Clerk, Male Life Experience (Avignon Papacy) Readwrite (14c. French) Readwrite (Latin) Religion (Catholic) Research Speak (14c. French) Speak (Latin)

Papal Guard, Male Dodge Fistmunch Life Experience (Avignon Papacy) Listen Melee (Knife) Melee (Sword) Scan Scrutinize

Speak (14c. French) Speak (Latin)

Scholar, Male History Law Life Experience (Avignon Papacy) Readwrite (1 4c. French) Readwrite (Latin) Religion (Catholic) Research Speak (14c. French) Speak (Latin)

Urban Priest, Male See Cardinal

Simulacrum Age s$ Roll 3d6 x5. This gives your Simula-

crum's age before incarnation.

Simulacrum Skill Points 1$ Multiply age times 4. This gives your

current simulacrum skill points. You can spend these points on the skills listed with your Simulacrum's profes- sion, up to 50 points per skill in this past life, and to a maximum of 90 points. Add pre-incarnation age as value of Life Experience.

s$ Roll (2d6+6) x5. You can spend these points on any spoken language skills.

Page 25: Chronicle of Awakenings

the Hundred Years war and staging an invasion of the Papal States, the Eight Saints forced Pope Gregory XI to move the papacy back to Rome, and then poisoned him before he could reverse his decision.

When Florentine power was destroyed, the Eight Saints continued their work in secret. With many new followers, they worked to first name a Pope in Rome, and later in Pisa. Unfortunately, none of these elections were truly success- ful, and thus the Eight Saints were finally forced to turn to the treacherous Holy Roman Emperor for aid. After the Council of Constance, a Nephilim-hating Pope was named, but he was a pawn of the Holy Roman Emperor, not the Eight Saints.

The Holy Vehm Charlemagne’s secret assassins gained new power in this era. When the papal schism deepened after the Council of Pisa, the Otto Santi turned to the Holy Roman Emperor for aid. At the advising of the Holy Vehm he took up their

cause only to betray them later, denouncing their Pope and naming his own.

Dowinmt AVCAMA IV. Emperor Until the time of the Schism, the Emperor Arcana ruled the Avignon church. They created a haven for Nephilim, and used it as a basis for their own games of continental domi- nance. Throughout the Schism, their power slowly deterio- rated until it was totally destroyed at the Council of Constance.

XVI. Tower When the members of the Tower Arcana saw that the end was near, they flocked to the banner of John Hus, a Czech who preached the end of all Churches. This did not save them, for John Hus was burned at the Council of Constance before the warring Churches were brought once more to- gether.

Yotrr New Life ou undertook a new life of embodi- ment. Find out how long you lived Y in this new body, and what you

learned for that time.

Nephilim Age * Roll another 3d6. This number x5 is

the number of years you lived in the Simulacrum after incarnating.

Occult Development Points * Multiply the number of years your

Nephilim was incarnated by 2 to deter- mine how many occult development points you have to spend on occult skills. Distribute occult development points among available techniques, spells, or a specific Arcanum Lore, up to 50 points per technique in this past life, and to maximum of 90 points per technique.

Available Techniques Sorcery, Lower Magic Sorcery, Higher Magic

Sorcery, Grand Secret Summoning, Seals Summoning, Pentacles

Alchemy, Black Stone

What Did you Do? All of Europe was engaged in a great battle for the heart of the Church. Did you ac- tively fight to save the French Church as a haven for Nephilim, or did you try and avoid the war? Many Tower Arcanum gave up on the French Church and joined John Hus, who was trying to destroy all of the Popes. Were you among the devotees of Hus?

Stasis Event What events led to the death of your Simu- lacrum, and your reimprisonment in your Stasis?

Modifiers: If you fled France to avoid the battles surrounding the French Church, -20 If you fought to retain the French Church as a Sanctuary, +20

If you joined the Hussites and defied all Churches, +40

Stasis fvmt dJOO Event

-20 to-1 0 Slain while fleeing from France 11 to 50 60-95

Died old in hiding Killed by Otto Santi Assassins

96-1 35 Slain by the Holy Vehm

136-140 Slain by Sigismund, the Holy Ro- man Emperor

Stasis Form For Nephilim of the first incarnation

Stasis f o r m

d100

01-10

11-20

21-30

31-40

41 -50

51-60

61 -70

71 -80

81 -90

91 -00

Stasis

Finely crafted silver bell

Iron-bound book of canon law

Silver candle holder

Polished silver crucifix

Stone statue of a pope

Golden ring with inset diamond

Ornamental silver dagger

Golden reliquary set with rubies

Loot from Cathari conquest, roll on Cathar Era * Items taken from Rome, roll on Constantine Era *

* See Nephilim rulesbook

Page 26: Chronicle of Awakenings

N

FLOR€NC€, ITALY, 14-80 AD 5: 8 The Renaissance VI

Once properly embodied you were able to see what was going on. Here is a synopses of critical events

The destruction of the feudal order by plague, warfare, and the ambitions of kings left Europe open to new things of every kind: new philosophies, new religions, new art and architecture, and new patterns of economic development. The richest, most advanced places in Europe were the northern Italian city-states, which had made vast profits from the Crusades, and combined advantageous locations for trade with political and economic sophistication. These city-states, run by the great families of Italy (Florence’s Medicis, Milan’s Sforzas, Ferrara’s d’Estes, Rome’s Bor- gias, Colonnas and Orsinis) were the breeding ground for everything that flourished in the end of the Middle Ages: art, politics, science, treachery, magic and heresy.

The Italian cities fought endless wars using mercenary troops which were more interested in living to collect their pay than in winning a decisive victory for their employers. Often, if the pay was short or the city weak, the mercenary captain would take control of the city that employed him and become another of the petty despots that schemed and intrigued against each other, against rival factions in their own cities, and against members of their own court. Ma- chiavelli flourished here, as did Lucrezia Borgia.

However, with the end of the medieval culture, the arts and sciences also flourished, inspired by the awakening of the Nephilim, who found an ideal arena for their machina- tions in the Italian Renaissance. The Chariot Arcanum, led by Leonardo da Vinci, began the first of its attempts to gain primacy as the weakened Emperor and Hierophant Arcana struggled to retain their position. The Chariot was opposed by the Empress Arcanum, which saw its own chance for paramountcy in the disintegration of the medieval order and the rebirth of humanistic passions. Both were opposed by the Wheel, which felt the time was right for neither Ar-

canum to ascend. The other Arcana were drawn into these mystical duels, although the Sun, Magician and Tower Ar- cana continued to bide their time, waiting for a more posi- tive alignment of forces.

The humans, due in part to the ceaseless activity of the Nephilim in their midst, began their own magical experi- ments using the Corpus Hermeticum, translated in 1471 by the Mithradite Marsilio Ficino at Florence. Medici Florence was the center of this occult Renaissance, harboring the Prieure de Sion’s Sandro Botticelli, the Mithradites’ Ficino, the Chariot Nephilim Leonardo da Vinci, the Wheel of For- tune Nephilim Pic0 della Mirandola, the Golden Fleece’s Amerigo Vespucci and the Templar Machiavelli. The first human Tarot decks were created for the Viscontis and Sfor- zas, the ephemeris was created for astrologers, and the al- chemical work of Bernard of Treves, Trithemius, and others foreshadowed the alchemical explosion of the next century.

The 1490s saw two major developments. The first was the discovery of America by Christopher Columbus, an agent of the Golden Fleece aided by the Wheel of Fortune Arcanum (who wished to see the New World opened for their own occult purposes). This discovery led to the inter- action of the European Nephilim with the American Nephilim, who had followed a far different track, leading to the distraction of many Nephilim from European affairs for approximately a century.

The second was the rise of anti-Nephilim and anti- magical sentiment among humans. This took the form of the Great Witch Hunt, in which hundreds of thousands of people were sentenced to death over the next 150 years for practicing witchcraft or sorcery. Most of these people were innocent victims, and many were Nephilim Simulacra or members of secret societies turned in to the Inquisition by their rivals or by other Nephilim. In 1494, the Templars put Girolamo Savonarola, a fanatical priest, into power in Florence, driving out the occult and Nephilim-sympathetic Medici. Savonarola captured many Nephilim and drove many more into exile. Savonarola held Florence in an iron grip until the Pope had him excommunicated, seized and

Page 27: Chronicle of Awakenings

. . .,

ou awoke for unknown reasons, and had a very short time to find a Simu- Y lacrum. Roll dlOO on this Table to

find what Simulacrum you chose.

Simcrlacrww d l 00

01 -1 5

16-20

21 -30

31 -45

46-50

51 -60

61 -64

65-75

76-00

Simulacra

Courtier, Male

Courtier, Female

Priest

Condottiere

Poet

Artist

Court Magician

Merchant

Farmer

Courtier, Male Court Politics/lntrigue Fast Talk History (Classical, Italian) Law Life Experience (Renaissance Italy) Listen Melee (Rapier and Dagger) Readwrite (Italian, Latin) Religion (Catholic) Ride (Horse) Speak (Italian, Latin)

Courtier, Female Art (MusidSinging) Court Politics/lntrigue Craft (Needlework) Fast Talk Life Experience (Renaissance Italy) Listen Pharmacy (Poisons) Readwrite (Italian, Latin) Religion (Catholic) Speak (Italian, Latin)

Priest Court Politicshntrigue History (Biblical) Law Life Experience (Renaissance Italy) Psychology

Readwrite (Latin, Greek, Italian) Re1 igion (Catholic) Speak (Latin, Italian)

Condottiere Bargain Build (Fortifications) Business Court Politics/lntrigue Craft (Weaponry) Dodge FistPunch Grapple History (Military, Classical) Hunt Life Experience (Renaissance Italy) Melee (Rapier, Broadsword, Polearm) Ride Scan

Poet Art (Poetry) Astrological Lore Court Politics/lntrigue Fast Talk (Flattery) History (Classical) Life Experience (Renaissance Italy) Listen Natural Lore Psychology Readwrite (Italian, Latin, French, Greek) Speak (Italian, French, Latin)

Artist Art (Painting, Sculpture) Bargain Business Court Politics/lntrigue Craft (Bronze working, Stonemasonry) Life Experience (Renaissance Italy) Readwrite (Latin, Italian) Scan Scrutinize Speak (Italian, Latin)

Court Magician Astrological Lore Court Politicshntrigue Craft (Magical Tools)

Fast Talk Hermetic Lore History (Classical, Biblical) Kabbalistic Lore Life Experience (Renaissance Italy) Natural Lore Readwrite (Latin, Greek, Hebrew, Italian) Research Religion (Catholic, heresies) Scrutinize Speak (Latin, Italian) Tarot Lore

Merchant Bargain Business Drive (Wagons) Evaluate Item Fast Talk Life Experience (Renaissance Italy) Listen Psychology Readwrite (Latin, Italian) Ride (Horse) Speak (Italian, Latin)

Farmer Same as Predynastic Egypt, except change: Life Experience (Renaissance Italy) Speak (Italian)

Simulacrum Age rb Roll 3d6 x5. This gives your Simula-

crum’s age before incarnation.

Simulacrum Skill Points Multiply age times 4. This gives your current simulacrum skill points. You can spend these points on the skills listed with your Simulacrum’s profes- sion, up to 50 points per skill in this past life, and to a maximum of 90 points.

Add pre-incarnation age as value of Life Experience.

Roll (2d6+6) x5. You can spend these points on any spoken language skills.

Page 28: Chronicle of Awakenings

burned at the stake in 1498, although the Templars retained power in Florence until the Medici were restored in 1512. By then, the great powers of Spain, France and Austria were interested in conquering Italy, and the city-states began their decline. The Renaissance moved north, and the Nephilim fell silent to wait out the Great Witch Hunt and the rising power of the kings.

Secret Societies The Templars The Templars took a long time to recover from their near- destruction in 1314, but by the beginnings of the Renais- sance they felt strong enough to begin to rebuild their power. Their first targets were the Papacy (which was easy to obtain in corrupt Renaissance Italy, but hard to hold), and the Nephilim. They regained control of the Papacy through the Borgias, beginning the Great Witch Hunt to decimate Nephilim and their human rivals. They attempted numerous times to unify Italy under their control, but were defeated by the Chariot and the French kings. Machiavelli

was a powerful Templar Commander who was only pre- vented from becoming Grand Master by the sudden return of the Medici to power (aided by the Empress and their

3

i allies the Prieure de Sion). * c

The Prieure de Sion $ v4 The Prieure attempted to foster the Renaissance’s humanis- tic side, actively helping in the recovery of ancient texts from monasteries and the Moslems, and sparking the growth of humanistic art through patronage and influence. Their Nautonnier in the Renaissance, Sandro Botticelli, was one of the great Renaissance artists, and his school was tremendously influential in artistic circles. Botticelli also was responsible for designing one of the first Tarot decks, which would imply that the Prieure was working closely with the Nephilim at this time. The Prieure was out-maneu- vered by the Temple in Florence, but maintained its pres- ence in Mantua, and in Milan after the French invasions. Finally, it was instrumental in defeating Machiavelli’s bid to become Grand Master of the Temple.

V o w New Life ou undertook a new life of embodi- ment. Find out how long you lived Y in this new body, and what you

learned for that time.

Nephilim Age A Roll another 3d6. This number x5 is

the number of years you lived in the Simulacrum after incarnating.

Occult Development Points A Multiply the number of years your

Nephilim was incarnated by 2 to deter- mine how many occult development points you have to spend on occult skills. Distribute occult development points among available techniques, spells, or a specific Arcanum Lore, up to 50 points per technique in this past life, and to maximum of 90 points per technique.

Available Techniques Sorcery, Lower Magic

Sorcery, Higher Magic

Sorcery, Grand Secret

Summoning, Seals

Summoning, Pentacles

Alchemy, Black Stone

Alchemy, White Stone

What Did You Do? The Empress, Chariot, and Wheel of For- tune were active in this age. Do you belong to one of them?

Stasis Event What events led to the death of your Simu- lacrum, and your reimprisonment in your Stasis?

Modifiers: If you were of the Wheel of For- tune Arcanum, add +25

If you were of the Chariot or Empress, sub- tract 20

Stsis fvmt d 100 Event

-20 - 40

41 - 55

55 - 65

Burned as a witch or heretic

Killed in warfare, or by a secret society Died of the plague

65 - 90 Died peacefully in bed 90 - 125 Died far from home of disease or

unfriendly natives

Stasis Form For Nephilim of the First incarnation

Stiwis f o r m dlOO

01 -1 0

11 -25

26-35

36-50

51 -65

66-75

76-80

81 -90

91 -00

Stasis

Gem of the first water

Toledo-steel stiletto

Crystal flask with brass stopper

Gold medallion on chain

Rapier or shortsword

Gold signet ring

Family Heirloom, roll on Papal Schism Era (1 378 AD)

Roman artifact, roll on Constantine Era * Greek artifact, roll on Alexandrian Era

*See Nephilim rulebook

Page 29: Chronicle of Awakenings

The Order of the Golden Fleece The Order of the Golden Fleece was beginning its great ascension as its agents Columbus, da Gama, Corte-Real, Cabot, and Vespucci continue the exploration and occult mapping of the Earth. The new lands produced great wealth for the Order, and its alliance with the Templars gave both societies great advantages. It was in constant competition with the Wheel of Fortune Arcanum, with agents of both groups working feverishly to expand knowl- edge of the surface of the Earth and its occult energies.

Dominant Arcma 111: The Empress In the vacuum left by the failure of the Emperor Arcanum at Constance, the Empress Arcanum saw its chance at lead- ership. It and the Prieure de Sion worked in tandem, if not quite in alliance, to mystically “sensitize” humanity to the true order of things. The Empress Arcanum’s skill at ma- nipulation meant it had a great natural advantage in the political courts of the Renaissance. Most of the Empress

Nephilim, however, were caught in the Great Witch Hunt and forced to return to Stasis or discorporated.

VII: The Chariot The Chariot Nephilim attempted to create an occult scien- tific method during the Renaissance that would enable the Chariot to recreate Atlantean technology, giving it an over- whelming advantage in the search for Agartha over the other Arcana. Leonard0 da Vinci designed notebooks full of magical technology for the Chariot’s use, but its devel- opment was stifled by the French invasion, the machina- tions of Machiavelli’s Templars, and by the still too-primitive methods of human science.

X: The Wheel of Fortune The Wheel of Fortune Arcanum noticed a pattern in the cosmic energy flows that could, if harnessed at the proper time, re-orient the psychic outlook of humanity to allow for more open Nephilim activity and speed the path to Agartha. They competed with the Golden Fleece to map the newly discovered continents, and with the Chariot and Empress to create the new vision of Europe.

LONDON, €NGLAND, 1590 AD The New Camelot?

Once properly embodied you were able to see what was going on. Here is a synopsis of critical events.

This era sees the beginnings of exoteric magic; England secured its place as the dominant world power in 1588 with the defeat of the Spanish Armada. This defeat was made possible only through the sorcery of a number of powerful Nephilim in Elizabeth’s court, the foremost of whom was John Dee of the Magician Arcanum.

Dee and his circle attempted to cast Elizabeth’s court in the mold of the semi-mythical Camelot, with Queen Eliza-

beth as, simultaneously, Arthur and Galahad, and Dee in the role of Merlin. Like Arthur, Elizabeth-a human extremely high in Solar-Ka-was to have been forced into becoming Nephilim, and would lead a new, universal Protestantism to dominance over a united Europe.

Many of the scholars and scientists of Elizabethan Eng- land were Magician Arcanum Nephilim; the publication and popularization of alchemical secrets and even the Eno- chian Language occurred during this period. Ties between the Rosicross and the Nephilim were more friendly during Elizabeth’s reign and the next century than ever before or since. Dee was, in large part, successful in promoting the image of Nephilim as “angelic intelligences” rather than in- stances of demonic possession.

Page 30: Chronicle of Awakenings

,

However, Dee’s ultimate plan, to found the New Came- lot with Elizabeth as the New Arthur, failed, due to Eliza- beth’s skillful playing off of the Rosicrucian and the Scottish-and, not coincidentally, TemplarStuart factions for her own gain and that of England. The Arthunans’ plans

were ultimately thwarted when Elizabeth passed the throne to James Stuart upon her death in 1603. At this point, the English Rosicrucian faction threw its support behind Frederick, Elector Palatine and King of Bohemia, only to have its hopes once again dashed at Frederick’s crushing

$

i rc

Page 31: Chronicle of Awakenings

defeat in 1620 at the Battle of White Mountain, a defeat due in no small part to James’s refusal to send troops to assist the Protestant armies. The Thirty Years’ War, supported by the Templars and the Tower Arcanum, destroyed all imme- diate hope of the creation of the New Camelot.

Literature during this time blossomed, due in large part to what can only be described as Humanistic Nephilim: Shakespeare, Marlowe, and Spenser were all Hanged Man Simulacra. They cooperated for the most part with Dee’s faction in promulgating Elizabeth’s Arthurian myth. Ben Jonson, on the other hand, allied himself with the Stuarts and the Templars: The Alchemist is a vitriolic attack on Dee and the Nephilim court.

Secret Societies The Rosicross The Brethren of the Rosy Cross began to “go public“ at this time; they and many Magician Nephilim freely exchanged techniques and knowledge in a mutual effort to attain Agartha more quickly. The Invisible College was formed in England from the Rosicrucians. Additionally, all manner of alchemical and Kabbalistic knowledge was distributed un- der the aegis of any of the rapidly multiplying Rosicrucian societies.

ou awoke for unknown reasons, and had a very short time to find a Simu- Y lacrum. Roll dlOO on this table to

find what simulacrum you chose.

Simrrlacmrm Selection dlOO Simulacra 01 -20 Male Courtier

21 -40 Female Courtier

41 -50 Alchemist 51-60 Author

61 -75 Merchant

76-00 Farmer

Male Courtier Business Fast Talk History (English) Hunt Law Life Experience (Elizabethan England) Melee (Rapier) Readwrite (English) Readwr i te (Latin) Ride Speak (English)

Female Courtier Art(. . .) Craft( ... ) Fast Talk Life Experience (Elizabethan England) Readwrite (English) Reamri te (Latin) Ride Speak (English)

Alchemist Astrological Lore Astronomy Build Hermetic Lore History (any) Kabbalistic Lore Life Experience (Elizabethan England) Medicine Pharmacy Readwrite (any) Scrutinize Research Speak (English) Speak (Hebrew) Speak (any contemporary European) Tarot Lore

Author Art (Prose) Art (Poetry) Fast Talk History (English) History (Roman) Life Experience (Elizabethan England) Research Readwrite (English) Readwrite (Latin) Speak (English) Speak (any contemporary European)

Merchant Bargain Business Conceal Craft(.. .)

Law Life Experience (Elizabethan England) Readwrite (English) Scrutinize Speak (English) Speak (any contemporary European)

Farmer Build Craft (...) Drive Wagon Farming First Aid Hunt Life Experience (Elizabethan England) Natural Lore Scrutinize Speak (English) Survival

Simulacrum Age * Roll 3d6 x5. This gives your Simula-

crum’s age before incarnation.

Simulacrum Skill Points * Multiply age times 4. This gives your

current simulacrum skill points. You can spend these points on the skills listed with your Simulacrum’s profes- sion, up to 50 points per skill in this past life, and to a maximum of 90 points.

fi Add pre-incarnation age as value of Life Experience.

* Roll (2d6+6) x5. You can spend these points on any spoken language skills.

Page 32: Chronicle of Awakenings

The Templars The Templars could trace their involvement with the Stu- arts back to Robert the Bruce. They were acutely aware that Elizabeth was struggling to maintain the balance of power between their faction and Dee’s; the Earl of Leices- ter, one of Elizabeth’s favorites, was a Templar.

D o w i w m t AVCAMA I: Magician The relatively small circle of actual, practicing magicians in Elizabeth’s reign were nearly all Magician Nephilim; they actively promoted the spread of magical knowledge and the belief in Nephilim as “Angelic Intelligences.“

XII: The Hanged Man Human creative potential was raised to new heights in the literary tradition of the period by Nephilim augmenting already stupendous talents with their deeply sublimated, but nevertheless superior, wisdom.

ou undertook a new life of embodi- ment. Find out how long you lived v in this new body, and what you

learned for that time.

Nephilim Age sb Roll another 3d6. This number x5 is

the number of years you lived in the Simulacrum after incarnating.

Occult Development Points sb Multiply the number of years your

Nephilim was incarnated by 2 to deter- mine how many occult development points you have to spend on occult skills. Distribute occult development points among available techniques, spells, or a specific Arcanum Lore, up to 50 points per technique in this past life, and to maximum of 90 points per technique.

Available Techniques Sorcery, Lower Magic

Sorcery, Higher Magic

Sorcery, Grand Secret

Summoning, Seals

Summoning, Pentacles

Alchemy, Black Stone

Alchemy, White Stone

What Did You Do? Were you a Magician or a Hanged Man Arcanum?

Stasis Event What Events led to the death of your Sirnu- lacrum, and your imprisonment in your Sta- sis?

Modifiers: if you were of the Magician Ar- canum, add 25.

If you were a Hanged Man, subtract 15.

stasis fvmt d100 Event

-15 - 35

36 - 60

61 - 75

Died peacefully at home.

Exiled on suspicion of witchcraft, died peacefully abroad.

Exiled for suspected witchcraft, killed by the Inquisition abroad.

76 - 85 Assassinated by Templars or other secret society.

86 - 125 Burned as a witch. ~~ ~

Stasis Form For Nephilim of the first incarnation.

stasis Form dlOO

01 -1 0

11 -20

21 -30

31 -40

41 -50

51-60

61 -70

71 -80

81 -90

91 -00

Stasis

Ruby and Emerald Brooch

Oil Painting

Brass Astrolabe

Cold Signet Ring

Steel Rapier

Marble Neoclassical Bust

Silver Bracelet

Ceremonial Suit of Armor

Leather-bound Occult Tome

Roman find, roll on Constantine Era *

*See the Nephilim Rulebook

Page 33: Chronicle of Awakenings

THEAMERICAS, NEW IZNGLAND, 1650 AD

For the fear of the devil

New York. The Godly community consisted of Protestant dissenters from the Anglican church of England, settled in the new world to form a new Jerusalem. The settlements where close knit with a strong community sense and strong moral codes, enforced by town constables.

Such was the severity of these codes that fining and hu- miliation where standard punishments for swearing (even within the home) and slander. More serious crimes, such as adultery and blasphemy, struck at the very heart of the com- munity and where treated in a much more serious manner.

Once properly embodied you were able to see what was going on. Here is a synopsis of critical events.

Once awake you found a world of scattered colonies and godly intent. New England is the major ‘Godly’ settle- ment of the new world, covering Connecticut, Massachu- setts, B o d e Island, New Hampshire, New Haven, and later,

ou awoke for unknown reasons and had little time to search for a Simula- Y crum Roll dlOO on this table to find

what simulacrum you chose.

dl 00 Simulacra

01-40 Farmer

41 -65 Fisherman

66-80 Constable

81 -00 Select man

Farmer Build Dodge F i st/Pu nc h Hide Life Experience (Colonies 17th c.) Listen Farm Religious Lore (puritan) Speak (English) Scan

Fisherman Build (boat) Dodge Fist/Punch Hide Life Experience (Colonies 17th c.) Craft (fishing) Pilot (boat) Religious Lore (puritan) Speak (English) Swim

Constable Build Dodge Fist/Punch Hide Life Experience (Colonies 17th c.) Law Listen Religious Lore (puritan) Speak (English) Scrutinize

Select man Art (public speech)

Build Life Experience (Colonies 17th c.) Law Listen Farm Religious Lore (puritan) Speak (English) Scan Scrutinize

Simulacrum Age t Roll 3d6 x5. This gives your Simula-

crum’s age before incarnation.

Simulacrum Skill Points t Multiply age times 4. This gives your

current simulacrum skill points. You can spend these points on the skills listed with your Simulacrum’s profes- sion, up to 50 points per skill in this past life, and to a maximum of 90 points.

t Add pre-incarnation age as value of Life Experience.

1 Roll (2d6+6) x5. You can spend these points on any spoken language skills.

Page 34: Chronicle of Awakenings

The tensions in these communities could run so high that many found no other outlet other than the slander of accus- ing their neighbors of witch craft.

The fear of the power of Satan was so strong that a per- son could be indicted for witchcraft on the strength of “commerce with devils” rather than proof of a crime. One Plymouth colony indictment read “ ... you have had solemn compaction or converse with the devil ... “

There where no witch hunters in the colonies; witch ac- cusations came from within the community. The most likely accusers were either vulnerable young men struggling to as- sert themselves in a harsh environment, or adolescent girls having fits of possession in order to challenge authority, court fame and become the focus of the community’s atten- tion. The persecution for ‘truck with the devil’ where much less severe than those found in mainland Europe; there where only 13 executions during the 17th century within the colonies, excluding the Salem incident where nineteen individuals where hung for witchcraft between 1647 to 1688.

The Templars used the cover of the witch hunts to spread their influence or eliminate or discredit rivals. Their influence was not yet as strong as it had been in Europe, so

Your New Life ou undertook a new life of embodi- ment. Find out how long you lived in Y this new body, and what you learned

for that time.

Nephilim Age * Roll another 3d6. This number x5 is

the number of years you lived in the Simulacrum after incarnating.

Occult Development Points t Multiply the number of years your

Nephilim was incarnated by 2 to find how many occult development points you have to spend on occult skills. Dis- tribute occult development points among available techniques, spells, or a specific Arcanum Lore, up to 50 points per technique in this past life, and to a maximum of 90 points per technique

Available Techniques Sorcery, Low M: ’

Sorcery, High Magic

Sorcery, Grand Secret

Summoning, Seals

Summoning, Pentacles

Alchemy, Black Stone

Alchemy, White Stone

Stasis Event What events led to the death of your simu- lacrum, and your reimprisonment in your Stasis?

Stasis €vmt d l 00 Result

01-30 Died peacefully in bed

31-40 Killed by Native Americans

41 -46 Hung as a witch

47-55 Drowned at sea

56-80 Died of fever

81-00 Died of starvation

Stasis Form For Nephilim of the first incarnation

stasis Form d l 00

01 -1 0

11 -20

21-30

31-40

41 -50

51-60

61 -70

71 -80

81 -90

91 -00

Stasis

James I bible

Dog lock

Felling axe

Mirror

Judges’ wig

Stolen Native American artifact

Stolen Native American weapon

Ships compass

Ornamental clock

Snuff Box

Page 35: Chronicle of Awakenings

the witch hysteria never reached the horrifying propor- tions it had there.

Throughout the period, the colonies were a frontier re- gion, highly vulnerable to attack, famine and disease. In coastal communities the first American industry started with furriers, textiles, shipwrights, whalers and expanding fishing fleets.

Secret Societies The Templars The Templars, by misinformation and character screening, almost managed to cleanse the new world of Nephilim influence. Eight out of ten witch trials in this era where instigated by Templar efforts. Fortunately the courts were not under Templar control and where often reluctant to convict. The Templars found their task more difficult within the new world; there was no inquisition to hide their actions, the local judges where reluctant to convict and the communities themselves where subject to a grow- ing skepticism in the power of witchcraft, an instrument of fear at the beginning of the century.

The Templars strategy within the new world was one of mis-information and rumor mongering. The Templars met with little true success. In the 13 known executions of the era (excluding the Salem incident) only 7 where ac- tual Nephilim, or Nephilim sympathizers. The Salem in- cident was to be the Temple’s greatest purge. Instead Salem became their greatest mistake. At Salem the Tem- plar Reverend Samuel Parris brought over 100 suspects to trial and hung 19 suspected Nephilim. Although the rev- erend could not have known for sure, all of his victims where innocent.

Dominant Arcam XII: The Hanged Man The Arcanum traveled with humanity across the Atlantic to find peace from the catholic persecution of Nephilim and humans on mainland Europe. Unfortunately for the hanged men they did not fully realize the threat of the Templars intervention in the colonies. Fortunately for the Arcanum the Templar plot was ill fated, and the Hanged man’s own philosophy of self denial and withdrawal hid them well among humanity.

Page 36: Chronicle of Awakenings

The Mechanization of the Universe

exoteric, macroscopic and microscopic knowledge in a mathematically-determined universe was in large part sub- verted by the Chariot tribe; their efforts to cast his alchemi- cal and theological researches into shadow, thus promoting a mechanical and less spiritual view of the universe - and preventing humans from understanding the occult under- pinnings of Newton’s mathematical systems - were suc- cessful.

Alchemy fell into disrepute as science and religion were systematically separated. Human occult interest was once

Once properly embodied you were able to see what was going on. Here is a synopsis of critical events.

Sir Isaac Newton’s creation of a calculus supporting a mathematical physics led to an explosion of secular science in this age. Newton himself was a Nephilim of the Wheel Of Fortune Arcanum. His attempt to unify esoteric and

ou awoke for unknown reasons, and had a very short time to find a Simu- Y lacrum. Roll dlOO on this table to

find what Simulacrum you chose.

Simrtlacmrm Sdedion dlOO Simulacra

01-20 Natural Philosopher

21 -40 Deep-sea Sailor

41 -60 Merchant

61 -75 Textile Factory Worker

76-85 Soldier

86-00 Farmer

Natural Philosopher Astronomy Biology Chemistry History (English) Life Experience (1 8c. England) Natural Lore Readwrite (English) ReaWrite (any) Speak (English) Speak (any contemporary European)

Deep-sea Sailor Astronomy

Climb FisVPunch Life Experience (1 8c. England) Melee (Saber or knife) Pilot (Ship) Speak (English)

Merchant Bargain Business Fast Talk Life Experience (1 8c. England) Readwrite (English) Speak (English) Speak (any contemporary European Ian

guage)

Textile Factory Worker Bargain FisVPunch Life Experience (1 8c. England) Mechanics Scrutinize Speak (English)

Soldier Bui Id (mi litary-related structures) Dodge First Aid

Fistmunch Life Experience (1 8c. England) Melee (knife, sword, or polearm) Ride Rifle Speak (English) Survival

Farmer The same as Predynastic Egypt, but change: Life Experience (1 8c. England) Speak (English)

Simulacrum Age t Roll 3d6 x5. This gives your Simula-

crum’s age before incarnation.

Simulacrum Skill Points $r Multiply age times 4. This gives your

current simulacrum skill points. You can spend these points on the skills listed with your Simulacrum’s profes- sion, up to 50 points per skill in this past life, and to a maximum of 90 points.

t Add pre-incarnation age as value of Life Experience. Roll (2d6+6) x5. You can spend these points on any spoCPen language skills.

Page 37: Chronicle of Awakenings

again forced underground; many organized themselves into Speculative Freemasonic societies, using Nephilim tech- niques against the Nephilim. By this time, the Invisible Col- lege had rendered itself visible, declared itself the Royal Society, and dedicated itself to the pursuit of secular sci- ence.

England, after recovering from its Civil War, continued to be the dominant European country; it had avoided in- volvement in the Thirty Years’ War and had put much of its energy into colonization and exploitation of the New World. Mercantilism and exploration went hand-in-hand with the technical advances made possible by science under the di- rection of the Chariot.

Chocolate, cheap sugar, and coffee became available in Europe for the first time with the use of New World re- sources. Power came to mean economic rather than just so- cial or political power. England was rapidly becoming urbanized as crafts became centralized in the cities; the stage was being set for the Industrial Revolution. The con- centration of population in cities led to frequent plague out- breaks and epidemics.

Secret Societies Freemasonry The first Speculative Freemasons’ Lodge is organized in 1717. Lodges differ greatly in emphasis. Some are merely gentlemen’s social clubs; some are organizations for re- search into the occult workings of the universe; many exist to seize political power through magical means. Almost all lodges with any occult interest whatsoever rely on stolen Nephilim magical techniques and artifacts; many actively hunt Nephilim to make Elixirs and Homonculi. Usually knowledge of the existence of Nephilim and the techniques for capturing them is restricted to the higher degrees of the lodge; most members typically have no inkling of the lodge’s true function.

Dominant Arcam VU: Chariot The Mechanical Age is “gathering steam” by 1730, and only grows more powerful through the Industrial Revolu- tion. Technology is used to better exploit humans while

ou undertook a new life of embodi- ment. Find out how long you lived in Y this new body, and what you learned

for that time.

Nephilim Age Roll another 3d6. This number x5 is the number of years you lived in the Simula- crum after incarnating.

Occult Development Points Multiply the number of years your Nephilim was incarnated by 2 to determine how many occult development points you have to spend on occult skills. Distribute occult development points among available techniques, spells, or a specific Arcanum Lore, up to 50 points per technique in this past life, and to a maximum of 90 points per technique.

Available Techniques Sorcery, Lower Magic

Sorcery, Higher Magic

Sorcery, Grand Secret

V o w New Life

Summoning, Seals

Summoning, Pentacles

Alchemy, Black Stone

Alchemy, White Stone

What Did You Do? Did you live in a city in this era? Were you a member of the Tower Arcanum?

Stasis Event What Events led to the death of your Simu- lacrum, and your imprisonment in your Sta- sis?

Modifiers: if you lived in a city, -1 5. If you belonged to the Tower Arcanum, +25.

stasis €vmt dlOO Event

-1 5 - 45 46 - 60 61 - 75

Died of the plague.

Died from an accident on the job.

Died peacefully of old age.

76 - 95 Assassinated by Templars or other secret society.

96 - 125 Killed in battle.

Stasis Form For Nephilim of the first incarnation.

Stasis Form dlOO

01-10 11 -20 21 -30 31-40 41 -50 51-60 61-70 71 -80 81 -90

91 -00

Stasis

Ruby Ring

Glass Telescope Lens

Brass Astrolabe

Brass Nautical Compass

Steel Cavalry Saber

Small Bronze Statue

Silver Tobacco Case

Mathematics Text

Family heirloom, roll on Cathar Era*

Roman find, roll on Constantine Era*

*See Nephilirn rulebook.

Page 38: Chronicle of Awakenings

diverting attention from spiritual and occult concerns. Many of the leading figures of the Royal Society are Char- iot Nephilim, as are a great many of the scientists through- out Europe.

Other lntercstins Arcma II: the High Priestess As the overtly magical experimentation of the secret socie- ties is forced back underground, the Priestess Arcanum sees many new opportunities to consolidate Nephilim magic

into its repositories. This is what the Priestess Arcanum excels at.

X: Wheel of Fortune Those few who read and understand Newton’s alchemical and theological works, as well as his more accepted scien- tific works, follow the path of the Wheel, which for the first time marries a powerful mathematical framework to the large and small scale workings of the magical fields and the interactions between those fields and the material universe.

1745 AD The Bonnie Prince Charlie Wars for His Throne

Once properly embodied you were able to see what was going on. Here is a synopsis of critical events.

Once awake you found a land in dissent and oppressed with injustice As early as the 1650s, during the Cromwel- lian occupation of Scotland, the highlanders bred resent- ment of the “civilizing”’ English and lowland Scots’ influence, who viewed highlanders as criminals and sav- ages. In 1692 an entire Jacobite clan community was mas- sacred at Glencoe by British troops so they could clear land required by the crown. The bloody massacre earned all English troops the names of ‘red coat’ and ‘bloody back’.

The king of Britain was George I1 of Hanover, of the established royal line as dictated by an Emperor Arcanum- backed Parliament at the death of Queen Anne in 1714. The ruling was hard for the Scottish people as James Edward Stuart was the rightful heir to the throne by blood succes- sion, but he was deemed uncontrollable by the powers that controlled Parliament, and suspected of being a Templar sympathizer as his predecessors had been. Seeing the possi-

bility to regain influence in Scotland, the Templars covertly gave their support to Stuart.

In 1689, 1715 and 1719 the Highland clans were used by the followers of James Edward, “the Jacobites,” in sev- eral rebellions against government rule, often with feeble foreign Catholic backing. At each battle they were crushed with by red coats with bloody excess.

In 1745 Charles Edward Stuart, or ‘Bonnie Prince Char- lie’ set sail from his parent’s adopted homeland of Italy, ar- riving on the shores of Loch nan Uamh to declare his birthright as king of England. He planted his standard at Glenfinnan. Charles soon gathered an army of Jacobites and Scottish patriots to fight the Nephilim-backed govern- ment forces. Charles led the highlanders through two spec- tacular years of rebellion, leading the clansmen down the west coast of England as far as Derby before the anxious clan chiefs forced Charles to turn back. They retreated be- cause of the absence of any English support and the pres- ence of escalating government forces. After the massacre of his army at Culloden Moor in 1746, Charles fled Scotland, returning to Italy. He abandoned the Jacobite Highlanders to a war that he had started, proving himself, even to his

Page 39: Chronicle of Awakenings

gallant followers, to be nothing more than a pretender, and deserting them to a terrible retribution from a vengeful Brit- ish government.

For the remainder of his forty two years Charles trav- eled Europe falling further and further from grace, until eventually he disappeared completely. The monarchy of England continued uninterrupted to the Hanover family. The Highland clansmen where reduced in number. Demor- alized at their acceptance of a pretender as king, they even- tually regained their honor with a blood rent of troops to fight American Indians, the French and finally American Patriots in the American wars. Their greatest presence was possibly at Fort Pitt, later to be known as Pittsburgh.

Secret Societies The Jacobi tes A movement of Catholics dedicated to the restoration of the Stuart line on the throne of Britain. The Jacobites re-

ceived backing from the Templars in their attempts to re- gain the throne from a hostile Protestant government.

Dominant Arcma IV: The Emperor The Emperor Arcanum was the power behind Parliament. They where opposed to the Templar-backed Scot’s rebels, and applied full support to the governmental forces crush- ing them in order to unify and strengthen the British em- pire. With the Emperor Arcanum’s support, the British Empire continued to grow.

VI: The Lovers The Lovers were passive Jacobite supporters, driven to ac- tion by a wish to return to the heady days of Stuart rule and merry England.

Vow Simulacrum ou awoke for unknown reasons and had only a limited time to find a

this table to find what simulacrum you chose.

Y suitable simulacrum. Roll d l O O on

Simvlacrrrm Selection d 100 Simulacra

01 -30 Government Soldier

31-46 Highland Clansman

47-51 Clan Chief

52-70 Lowland Scot

81 -00 Peasant

Government Soldier Dodge F ispunch Life Experience (Britain 18th c.) Melee (bayonet, Sword) Ride Rifle Scan Speak (English) Survival

Highland Clansman Dodge

FisVPunch Grapple Life Experience (Scots Highlands 18th c.) Melee (axe, Sword) Rifle Scan Speak (Scots Gaelic) Survival

Clan Chief Art (public speech) Dodge Fispunch Grapple Life Experience (Scots Highlands 18th c.) Melee (sword) Rifle Speak (Scots Gaelic) Survival

lowland Scot Build Conceal Dodge FisVPunch Hide Life Experience (Britain 18th c.) Listen

Melee (club) Speak (English, 18th c.) Speak (Scots Gaelic)

British Farmer Same as Predynastic Egypt, except change: Life Experience (Britain 18th c.) Speak (English)

Simulacrum Age sk Roll 3d6 x5. This gives your Simula-

crum’s age before incarnation.

Simulacrum Skill Points -h Multiply age times 4. This gives your

current simulacrum skill points. You can spend these points on the skills listed with your Simulacrum’s profes- sion, up to 50 points per skill in this past life, and to a maximum of 90 points.

+Y Add pre-incarnation age as value of Life Experience. Roll (2d6+6) x5. You can spend these points on any spoken language skills.

Page 40: Chronicle of Awakenings

%

3 I Your New Life

u undertook a new life of embodi- ment. Find out how long you lived in v" this new body, and what you learned

for that time.

Nephilim Age sb Roll another 3d6. This number x5 is

the number of years you lived in the Simulacrum after incarnating.

Occult Development Points sb Multiply the number of years your

Nephilim was incarnated by 2 to deter- mine how many occult development points you have to spend on occult skills. Distribute occult development points among available techniques, spells, or a specific Arcanum Lore, up to 50 points per technique in this past life, and to maximum of 90 points per technique.

Available Techniques Sorcery, Lower Magic

Sorcery, Higher Magic

Sorcery, Grand Secret

Summoning, Seals

Summoning, Pentacles

Alchemy, Black Stone

Alchemy, White Stone

Stasis Event What events led to the death of your simu- lacrum, and your reimprisonment in your Stasis?

Modifiers: A Highland clansman or clan chief -20

Stasis €vmt dlOO Result

-20-20 Killed in highland clearances

21-40

41 -75 Died of disease

76-00 Died Deacefullv in bed

Killed in battle of Culloden

Stasis Form 3 For Nephilim of the first incarnation

Stasis f o r m 5 6 w

dlOO Stasis

01 -1 0 Basket Hiked Broadsword

11 -20 Heirloom: Clan Claymore

21 -30 Crucifix

31-40 Silver Candlestick

41 -50 Keep Cornerstone, Scots highlands

51 -60 Artillery Mortar

61 -70 Government army standard

71 -80

81 -90 Ornamental Snuff Box

91 -00 Ceremonial Gorget

Clock (1 8th Century)

PARK FRANCE, 1789 AD The Best of Times; the Worst of Times

Once properly embodied you were able to see what was going on. Here is a synopsis of critical events.

The excesses of the decadent monarchy, the authoritar- ian regime of Church and State, the example of the Ameri- can colonists, and the machinations of the Templars combined to overthrow the French Kingdom in 1789. On July 14 an angry mob stormed the Bastille, the decrepit royal prison in the heart of Paris, and from that moment the

French monarchy was doomed. The revolutionaries insti- tuted a constitution and forced King Louis XVI to swear al- legiance to it, but the radicals and Templars were not satisfied with a constitutional monarchy.

In 1793, the King was guillotined, and the radicals im- posed a Reign of Terror upon France, slaughtering their own population en masse in Paris, Lyon and the Vendee. The radi- cal leader, Robespierre, was finally overthrown and guillo- tined in 1794, and a five-man Directory of more conservative forces took control. Their most successful general, a Corsi- can artillerist named Napoleon Bonaparte, after conquering Italy, made himself dictator in 1799 and Emperor in 1804.

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The other nations of Europe, horrified at the execution of the King, and egged on by the Nephilim and rival secret societies, allied against France and fought a series of wars against the revolution and against Napoleon for over twenty years. Even Napoleon’s genius and the Emperor Arcanum with which he had allied could not save him from the com- bined might of England, Russia, h s s i a and Austria. He was defeated at Waterloo in 18 15 and exiled to the island of St. Helena, at that time the site of an Orichalka Plexus in the South Atlantic Ocean.

Secrct Socicties The Bavarian Illuminati Although there were no doubt contributing social forces, it is not too great an exaggeration to say that the Bavarian Illuminati, a Templar offshoot, orchestrated and carried out the French Revolution. Mirabeau was a founding member of the Illuminati, and guided the Revolution until his mys- terious death in 1791. The exact levels of Illumination of Danton, Marat, Robespierre and the other Revolutionary leaders may never be known for certain - the Illuminati

Your simulacrum 1789

ou awoke for unknown reasons, and had a very short time to find a Simu- Y lacrum. Roll d100 on this Table to

find what Simulacrum you chose.

Simwlacrwm Selection d100 01 -1 5

1 6-25

26-35

36-50

51-70

71 -86

87-00

Simulacra

Natural Philosopher

Aristocrat

Conspirator

Merchant

Soldier

Urban Rabble

Farmer

Natural Philosopher Astronomy Biology Chemistry Life Experience (Revolutionary France) Medicine Physics (Newtonian) Readwrite (French, English, Latin) Research Speak (French, English, other)

Aristocrat Court Politics Handgun (Flintlock Pistol) History (French) Hunt Law Life Experience (Revolutionary France) Melee (Saber) ReaWrite (French, Latin) Religion (Catholic) Ride (Horse) Speak (French, English)

Conspirator Conceal Drive (Coach) Fast Talk FisVPunch Handgun (Flintlock Pistol) Hide History (French) Life Experience (Revolutionary France) Listen Psychology Readwrite (French) Speak (French)

Merchant Bargain Business Conceal Drive (Wagon) Evaluate Item Fast Talk Life Experience (Revolutionary France) Readwrite (English, French) Religion (Protestant) Ride (Horse) Speak (English, French, Italian)

Soldier Bui Id (Fortifications) Cannon Climb Dodge First Aid Fi sVPunch Handgun (Flintlock Pistol) Life Experience (Revolutionary France) Melee (Saber) Musket Ride (Horse)

Scan Speak (French or other) Survival (Northern Europe)

Urban Rabble Bargain Climb Conceal Dodge Fast Talk Fistmunch Hide Life Experience (Revolutionary France) Melee (Club, Blackjack, Dagger) PickpockeVCutpurse Speak (French, Paris criminal argot) Survival (Urban)

Farmer Same as Predynastic Egypt, except change: Life Experience (Revolutionary France) Speak (French or regional dialect)

Simulacrum Age t Roll 3d6 x5. This gives your Simula-

crum’s age before incarnation.

Simulacrum Skill Points t Multiply age times 4. This gives your

current simulacrum skill points. You can spend these points on the skills listed with your Simulacrum’s profes- sion, up to 50 points per skill in this past life, and to a maximum of 90 points.

t Add pre-incarnation age as value of Life Experience.

t Roll (2d6+6) x5. You can spend these points on any spoken language skills.

Page 42: Chronicle of Awakenings

does not advertise. The Illuminati had their power tempo- rarily eclipsed by the rise of Napoleon, but maintained a powerful position in France.

The Prieure de Sion The F’rieure de Sion opposed the French Revolution from the first, and was instrumental in smuggling many Nephilim and aristocrats of the oldest bloodlines out of France to safety. The F’rieure continued to oppose Napo- leon and worked steadily behind the scenes to weaken his power and strengthen his enemies at home and abroad.

The Carbonari The Carbonari Grand Master, the Abbe Sieyes, saw a great opportunity in the Revolution. The new leader of France would be open to the proper enlightenment and guidance, as the stubborn Bourbons had not been. Sieyes selected Napoleon and groomed him for power, choosing him as the Protector of the Carbonari in 1796. Napoleon, unfortu- nately, was seduced by the powers offered him by the Em- peror Arcanum, and eventually joined them in 1802, causing the Carbonari to join the ranks of his opponents.

Dowivmnt Arcma f Iv: The Emperor The Emperor Arcanum saw its chance in the tumult, and attempted to recreate the Empire of the Center of the World in Napoleon, who often consulted with Emperor Nephilim after 1799. The Emperor Arcanum used Napoleon to settle some old scores with other secret societies in addition to their rivalry with the Carbonari. Napoleon weakened the Vehm, the Knights of Malta and the Teutonic Order, among others. He became an Emperor Simulacrum in 1812, but the Nephilim who Incarnated into him did not share his military genius. The Emperor was defeated, and so was the Emperor Arcanum.

rc

4 w

VII: The Chariot The French Revolution and the Industrial Revolution oc- curred nearly hand in hand, and the Chariot (with their human allies, the Ordre des Neuf Soeurs) grew in influence throughout the era. The Chariot mostly opposed Napoleon and aided the Prieure de Sion in a covert manner on occa- sion. The Chariot and the Prieure spent the next forty years or so in an informal alliance, but their essential tensions led to an amicable break by the middle of the 19th century.

Your New Life 1789

ou undertook a new life of embodi- ment. Find out how long you lived Y in this new body, and what you

learned for that time.

Nephilim Age t Roll another 3d6. This number x5 is

the number of years you lived in the Simulacrum after incarnating.

Occult Development Points * Multiply the number of years your

Nephilim was incarnated by 2 to deter- mine how many occult development points you have to spend on occult skills. Distribute occult development points among available techniques, spells, or a specific Arcanum Lore, up to 50 points per technique in this past life, and to maximum of 90 points per technique.

Available Techniques Sorcery, Lower Magic

Sorcery, Higher Magic

Sorcery, Grand Secret

Summoning, Seals

Summoning, Pentacles

Alchemy, Black Stone

Alchemy, White Stone

Stasis Event What events led to the death of your Simu- lacrum, and your reimprisonment in your Stasis?

Stasis €vmt dlOO Event

01-35 Died peacefully in bed 36-45 Guillotinedhung for criminality

46-55 Guillotinedhung for treason, political reasons

56-75 Killed in battle

76-90 Died of disease (such as typhus) spread by war

91-00 Killed by Illuminati or other secret society

Stasis Form For Nephilim of the First incarnation

StAsis Form ~

dlOO

01 -1 0

11 -20

21-30

31-40

41 -50

51 -60

61 -69

71 -79

81 -89

91 -00

Stasis

Diamond with one tiny flaw

Jeweled brooch

Ring with semi-precious stone

Neoclassical marble bust

One of a pair of dueling pistols

Hand mirror of brass and silver

Family heirloom, roll on Cathar Era

Seizedktolen family heirloom, roll on Richelieu Era*

Loot from Napoleon in Italy, roll on Renaissance Era

Loot from Napoleon in Egypt, roll on Akhenaton Era*

*See Nephilim rulebook.

Page 43: Chronicle of Awakenings

TtlE Sl€G€ OFPARlS, Its73 AD The Insurgent Uprising

sailed the seas; and telegraph systems became common with a cable spanning the width of the Atlantic. The nations of Europe traveled the world with banners of conquest and

Once awake you found a world of scientijk wonders, wal; social and political chaos.

trade. The English Victorian h F r i u m was without a doubt the most powerful military and political force of this era, with an empire over which the sun never set.

The industrial revolution was well underway for hu- manity: sciences and inventions were mastered at a rate pre- viously unknown in human history; the locomotive train became common throughout Europe; metal hulled ships

France was shattered from the ambitions of Napoleon Bonaparte at the turn of the nineteenth century. Emperor Napoleon the third vowed to rebuild Paris as a modem

ou awoke for unknown reasons, and had a very short time to find a simu- Y lacrum. Roll a dlOO on this table to

find what simulacrum you chose.

Lovers -20 Modifiers: Tower or Arcanum +20,

~ _ _ _ _ _ _ _

SGwIacrwm Sclectim dl 00 Simulacra

-20 to 20 Parisian Elitist

21 - 30 ActodActress

31 - 60 Parisian Citizen

61 - 80 French Infantryman

81 - 120 Insurgent Revolutionary

Insurgent Revolutionary Art (Public Speech) Disguise Fast Talk Fistmunch Life Experience (France 19th c.) ReaWrite (French) Rifle Speak (French) Throw

Parisian Citizen Build Conceal

Dodge Fist/Punch Hide Life Experience (France 19th c.) Listen Melee (club) Speak (French) Swim

Parisian Elitist Art (... ) Business Drive Carriage Fast Talk Hermetic Lore Life Experience (France 19th c.) Melee (sword) ReadWr ite (French) Ride Speak (French)

ActorIActress Art (acting) Art (music hall) Art (singing) Craft (costumes) Fast Talk Life Experience (France 19th c.) Listen Scan

Speak (French)

French Infantryman Dodge Fist/Punch Life Experience (France 19th c.) Melee (sword) Ride Rifle Scan Speak (French) Survival

Simulacrum Age * Roll 3d6 x5. This gives your Simula-

crum’s age before incarnation.

Simulacrum Skill Points * Multiply age times 4. This gives your

current simulacrum skill points. You can spend these points on the skills listed with your Simulacrum’s profes- sion, up to 50 points per skill in this past life, and to a maximum of 90 points.

* Add pre-incarnation age as value of Life Experience.

* Roll (2d6+6) x5. You can spend these points on any spoken language skills.

Page 44: Chronicle of Awakenings

jewel among cities and restore the glory of France. He dreamed of the same glory as his great uncle Napoleon Bonaparte. Napoleon III’s dream made good progress as the architects of his new plans, all members of the Obedient Rosicrucian Cross of the Temple (ORCT) secret society, wove powerful spells for the Grand Plan into the new build- ings of Paris. Among other things, they calculated and en- hanced many magically void points within the new city so that they would have many places to place captured Stases objects.

Germany, at the order of Bismarck, the German presi- dent and agent of the Emperor Arcanum, invaded France’s borders. As the French countryside was trampled underfoot and the French upper class indulged themselves in Paris, the Tower Arcanum saw a chance to rally the dissatisfied peo- ple against the Parisian elite and the plans of the Templars as implemented by the ORCT. The insurgents rebelled, tak- ing the city center and the artisans quarter, and starting a civil war within the city. They defiled and set blaze to huge sections of the new city, ruining much of the work, then de- clared Paris an independent communist city state. The French government had to spare needed troops from the front to quell the Paris rebellion.

Eventually the insurgents were overwhelmed and exe- cuted, but not until the German invaders neared Paris itself. After some fighting the Germans were pushed back to the Netherlands, which remained in contest until the turn of the century.

u undertook a new life of embodi- ment. Find out how long you lived in v this new body, and what you learned

for that time.

Nephilim Age t Roll another 3d6. This number x5 is

the number of years you lived in the Simulacrum after incarnating.

Occult Development Points t Multiply the number of years your

Nephilim was incarnated by 2 to find how many occult development points you have to spend on occult skills. Dis- tribute occult development points among available techniques, spells, or a specific Arcanum Lore, up to 50 points per technique in this past life, and to a maximum of 90 points per technique

Available Techniques Sorcery, Low Magic

Sorcery, High Magic Sorcery, Grand Secret

Summoning, Seals

Summoning, Pentacles

Alchemy, Black Stone

Alchemy, White Stone

Stasis Event What events led to the death of your simu- lacrum, and your reimprisonment in your Stasis?

Modifiers: Tower +30, Lovers -1 0

stasis fvmt d100 Result -10-35 Died Peacefully in bed 36-84 Killed by German invaders 85-106 Killed by insurgent petrol spreading 107-1 30 Killed in the taking of the Paris

commune -

Stasis Form For Nephilim of the first incarnation

Stasis F o m d100

01 -1 0

11 -20

21 -30

31 -40

41 -50

51-60

61 -70

71 -80

81-90

91 -00

Stasis

Cavalry saber

Ivory cameo

Marshall’s baton

Engraved ornamental musket

Priceless work of art,

Classical statue from 1630’s

Officers imperial medallion

Gargoyle, from the Paris Bridge over Seine

Impressionist painting

Building cornerstone plaque, now removed

Page 45: Chronicle of Awakenings

Secret Societies The Obedient Rosicrucian Cross of the Temple The ORCT was formed by a small group of Academics in 1852. The core members were well versed in the Rosicru- cian mysteries, and frequently experimented with magic, but with little success. In 1864 the Templars incorporated the ORCT as an obedience. Using the knowledge the Tem- plars gave them of Elixirs, Sacrifice, and Homunculi, the ORCT became a small but powerful society within France and Switzerland. They ORCT was given the task of re- building Paris with more plexuses that would naturally oc- cur, but also with enough magical null-pockets to keep Nephilim hidden prisoners within their stasis. The original ORCT plan placed the museum and ornate seine bridges as the stasis prisons. Because of Tower intervention and short- age of material due to the German war the Parisian plans where never completed. The order never died out and is still active today as an obedience. Their primary purpose is to research and construct Nexus, Plexus, wards and null points within buildings and landmarks, away from prying eyes.

The Templars The agents of the Temple main were trying to halt the advance of German troops into French territory, an invasion that was not catered for in the Plan. To the Templars, hav- ing the majority of western Europe under the control of the Nephilim was anathema. The temple spared no resource to halt the German advance. Slowly they succeeded among the French military and stood the line.

DomimMt Arcam VI: The Lovers The nobility of Europe and the elite of France lived a life of degeneracy and debauchery behind a veneer of respect- ability and piety. Some of these socialites where Nephilim Lovers. The Arcanum had no real goals other than to try and stop the progression of technology in Paris. Although they did not play an active part, the Lovers were delighted with the effects of the insurgent’s commune.

XVI: The Tower The Tower took it upon themselves to destroy the magic being woven into the new Paris. They started the insurgent uprising under the guise of political communism, and de- stroyed every work of art and learning that they could find. Among the prominent Tower Arcanum personalities were the commissars and heroes of the Paris insurgents.

Page 46: Chronicle of Awakenings

c. *

i rc TtlE GREAT WAR, 1916 AD

c Anathema to lqe, and bane of lovers c

Once awake you found a world buried in suspicion and locked in pointless, futile war

The Great war started on August lst, 1914, when Ger- many declared war on Russia, and ended in 1922 when Greece and Turkey, the last combatants, finally made peace. The reasons for the war are still unclear to most, for the Tower Arcanum have done their best to hide their involve- ment in the war which raged across Europe for nearly a dec- ade.

At the start of the twentieth century, the Tower Arcanum had begun to build a powerful stronghold in Eastern Europe. They had taken control of many people of power within Austria, brought about an alliance between Austria- Hungary, Germany and Italy, and were slowly extending their control into the Serbian lands that lay to their East. The Tower’s aggressive attempts to spread their domain, aug- mented by their cries for a Cleansing War which would strengthen their peoples with blood and steel, created an era of tension throughout all of Europe. When the first spark was struck in 1914, the situation quickly grew beyond any imagined proportions as all sides jumped into the volatile mix.

The Great war was instigated by the assassination, on June 28th, 1914, of two highly placed Tower Arcanum, the Archduke Franz Ferdinand, heir apparent to the Hapsburg empire, and his bride. They were killed in Sarajevo, the capital of the recently annexed provinces of Bosnia and Herzegovina.

The Tower soon realised that the HIOTES were the plot- ters behind the assassination. They had infiltrated the Tower-controlled lands of the Hapsburg empire as well as the lands of the Eastern Serbs. However, they had shown their hand too early. With a minimal loss of power, the Tower was able to destroy the traitors within its own lands.

6 VI

It then moved to innitiate the Cleansing War that it had so long spoken of.

Although the Nephilim of the Tower Arcanum initially maintained control of the situation in Europe, it very quickly grew beyond them. All throughout Europe, secret societies had been preparing for the inevitable war. After the Tower made the first move, many other players examined their own strategies.

The Russians, who had accepted a dominion over Ser- bia, mobilized in their defense due to HIOTES manipula- tions. At the same time the Thule Bruderschaft ensured that Germany would support the Tower. Even the Holy Vehm became active, apparently ignorant to the fact that they fought alongside hated Nephilim. From Italy, the Carbonari attempted to manipulate all sides, hoping to increase their own influence. The Bavarian Illuminati took advantage of the increasing chaos to take positions of power in both Great Britain and Russia.

Sides where taken and the lines where drawn. Eventu- ally every political power in the world was drawn in to the war, even the United States, who intervened on April 6, 1917, shortly after Great Britain intercepted a forged tele- gram alledgedly inviting Mexico to join Germany in the War.

The Great War was a time of huge leaps in military technology, primarily due to Chariot aid for the Tower cause. With this aid, the Tower-allied Central Powers devel- oped submarines and poison gas, and learned to make ef- fective use of airplanes in warfare. Moved by desperation, humans too invented new weapons of warfare. Great Brit- ain still benefitted from the spiritual awakening of the early twentieth century, and thus they were a major source of creativity and invention. The tank was the greatest weapon the humans of Great Britain produced, but their huge ad- vances in cryptography were no less important.

The humans and Nephilim serving at the front lived a daily hell in the trenches. The trenches would commonly be filled with mud to a man’s knees. Fleas, lice and rodents

Page 47: Chronicle of Awakenings

where a constant sight. Every night and every day the artil- lery pieces of both sides pounded the enemy positions, cre- ating an impossible amount of noise. The greatest wony to a human fighting in this era was the grim knowledge that only a few thousand feet away, the enemy lay in their trenches, behind their machine-guns, ready with their gas shells. The no-mans land between the trenches was the ulti- mate testament to the folly of the war effort. Between 200 feet and 3 miles wide, no mans land was dead. No plants survived the charges back and forth; no man survived the offensives. No mans land was a mass grave to the loyal, a dead sea of craters, corpses and choking mists.

By 1916, the conflict had cut Europe in half in a muddy and cadaverous swathe of no-mans land between the trenches of the armies. The fighting had no visible end in

sight. The European armies doggedly tried to apply century old tactics to a modem war, charging machine guns with cavalry lancers, among other acts of lunacy.

By 1918, the Tower Arcanum had come to realize that their war could not be won, and that the many secret socie- ties, all enemies of the Nephilim, were deriving greater benefit from the conflict then they. As a result, the Tower set out to destroy their own governments from within, and thus decisively end the conflict. Quickly, the Hapsburg empire and Germany fell to revolution. The Thule and the Holy Vehm were both nearly destroyed by this betrayal. For sev- eral years, the Tower Arcanum continued their quest to de- stroy the societies that they had inadvertantly strengthened due to their ill-conceived war. In 1922, they would cause the overthrow of the Carbonari government of Italy, de-

u awoke for unknown reasons and did not have much time to search for v" a simulacrum. Roll dlOO on this ta-

ble to find what simulacrum you chose.

Sirnwl.mwrn Selection d l 00 Simulacra 01 -40 Red Cross Aide 41 -50 Citizen

51-56 Infantryman 57-60 Officer

81 -1 00 Revolutionary

Not all Nephilim fought on the side of the Tower-allied Central Powers. Select a native country for this incarnation, or roll on the table below:

ld lO County 1 USA

2 Austria

3 Britain

4 France

5 Germany 6 Greece 7 Italy

8 Russia

9 Serbia 10 Turkey

Red Cross Aide Biology Drive (car)

First Aid Fast Talk Medicine Pharmacy Life Experience (Great War 191 6) Readwrite (native language) Scrutinize Speak (native language)

Citizen Build Conceal Dodge Fi st/Punc h Hide Life Experience (Great War 191 6.) Listen Drive (carriage) Speak (native language) Swim

Infantryman Build (trench camp) Fi st/Punch Life Experience (Great War 191 6) Melee (bayonet) Readwrite (native language) Rifle Scan Speak (native language) Survival

Officer Business Craft (tactics) Fi st/Punc h

Law Life Experience (Great War 191 6) Melee (sword) Pistol Readwrite (native language) Scan Speak (native language)

Revolutionary Art (Public Speech) Disguise Fast Talk F i spun c h Life Experience (Great War 191 6) Politics Readwrite (native language) Rifle Speak (native language) Throw

Simulacrum Age k Roll 3d6 x5. This gives your Simula-

crum's age before incarnation.

Simulacrum Skill Points * Multiply age times 4. This gives your

current simulacrum skill points. You can spend these points on the skills listed with your Simulacrum's profes- sion, up to 50 points per skill in this past life, and to a maximum of 90 points.

* Add pre-incarnation age as value of Life Experience.

* Roll (2d6+6) x5. You can spend these points on any spoken language skills.

Page 48: Chronicle of Awakenings

stroying the last of the three nations whose secret agree- ment had caused the war to begin.

Unfortunately, despite the Tower's best efforts, the dam- age had already been done. The Bavarian Illuminati used the chaos of the war to install a communist government in Russia and a socialist government in Great Britain. The Thule went deep underground, determined to unite the mys- tical organizations of Germany into an even more powerful whole. Except for a few organizations specifically perse- cuted by the Tower, the secret societies of Europe greatly benefitted from the Great War, and they would use this power very shortly in an attempt to gain domination at a scope beyond all previous conception.

!jccrct Societies The Bavarian Illuminati During the First World War, the Bavarian Illuminati worked in the shadows, determined to increase their domain. They were highly successful, managing to take control of the governments of both Great Britain and Russia. The Illumi- nati also secretly campaigned for a League of Nations,

which they would control. Although the League was cre- ated, it was ultimately unsuccessful.

3

The Carbonari i rc

Like the Illumanati, the Carbonari tried to remain above the

stronghold in Italy, they casually courted the various na- tions of Europe. Before the end of the war, they had signed treaties with nearly every nation in Europe. They gained enormous rewards at nearly no cost to themselves. How- ever, despite all their best plans, the Carbonari were the victims of the vengeful Tower arcanum in 1922, and their government was toppled.

war, and thus gain the maximum benefit from it. From their 6 c w

The HIOTES As the Tower Arcanum gained power in Austria, the HIOTES slowly intiltrated them, determined to destroy them from within. When the HIOTES acted, Tower retribu- tion was both quick and brutal. However, the HIO'TES was able to scatter once more to the winds, and as a result, they were largely unhurt by the War, a irony that was lost to the enraged Tower.

Vow New Life u undertook a new life of embodi-

ment. Find out how long you lived in v" this new body, and what you learned for that time.

Nephilim Age A Roll another 3d6. This number x5 is

the number of years you lived in the Simulacrum after incarnating.

Occult Development Points * Multiply the number of years your

Nephilim was incarnated by 2 to find how many occult development points you have to spend on occult skills. Dis- tribute occult development points among available techniques, spells, or a specific Arcanum Lore, up to 50 points per technique in this past life, and to a maximum of 90 points per technique.

Available Techniques Sorcery, Low Magic

Sorcery, High Magic

Sorcery, Grand Secret

Summoning, Seals

Summoning, Pentacles

Summoning, Keys

Alchemy, Black Stone

Alchemy, White Stone

Stasis Event What events led to the death of your simu- lacrum, and your reimprisonment in your Stasis?

Modifiers: Any military career or Nephilim of the Tower Arcanum +20

Stsis €vent dlOO Result 01-20

21-30

31-50

51-80 Killed by artillery shelling

Died in dirigible bombing raid

Died in U-boat attack at sea

Died peacefully of old age in bed

81 -90

91 -1 20

Died attacking over no-mans land

Died from a mustard gas attack in the trenches

Stasis Form For Nephilim of the first incarnation

Sthsis Form dlOO Stasis

01-40 A war monument

41-50

51-60 A deactivated pistol

61-70 A German officer's helmet

71-80 A deactivated grenade

81 -00 A war medal

A souvenir artillery shell casing

Page 49: Chronicle of Awakenings

The Thule Bruderschaft At the start of the war, the Thule Briderschaft was a small organization in Germany, eager to support the Tower in an attempt to increase their own power. Through the war, the Thule gained much arcane knowledge which would allow them to gain a much greater position of power in the years to come.

Dowinmt Arcma Too few Nephilim where awakened in this era for a domi- nant Arcanum to be established, but the most telling actions were initiated by ...

Iv: The Emperor Emperor Arcana initially helped the Tower to spread dis- content throughout Europe, but when the situation blew out of control, they quickly fled the scene.

VII: The Chariot Awakened Chariot members created many new weapons of warfare for their Tower allies. Some of the most daring C h ~ o t members even fought aside the Tower in U-boats and bi-planes. One of the most noted Chariot arcana was the Red Baron. Not only was he a noted aerialist, but whenever he shot down an enemy, he promptly plundered their technology for his own usage.

XVI: The Tower The Nephilim of the Tower were instrumental in the start of the first world war. Unfortunately, they were not politically savvy enough to control the situation, and thus their Cleansing War quickly became a tool for the secret socie- ties. In the end, the Tower tried to set things right by crip- pling the societies that they were aware of, but it was too little too late.

D€RLlN, GERMANY, 1933 AD The Spear and the Swastika

Once properly embodied, you were able to see what was going on. Here is a synopsis of critical events.

After Germany’s defeat in the First World War, the Thule group, an offshoot of the Bavarian Illuminati, formed the various German mystical and occult political orders into one, the Thule Bruderschaft. Among these orders was the National Socialist German Workers’ Party, known as the NSDAP, or the Nazis. The Thule and the Illuminati worked hard to destabilize the German inter-war democratic gov- ernment, the Weimar regime, and replace it with a Thule dictatorship.

In 1933, following a long period of street fighting, at- tempted rebellions, and economic collapse, the Nazis were voted into power with their leader, Adolf Hitler, elected the

Chancellor of Germany. He moved rapidly to centralize all power in himself and in the Nazi Party. He planned to rearm Germany, avenge its defeat in the First World War, and con- quer a new empire in the East for the expansion of the “pure” Germanic race at the expense of all others. Hitler was an evil pawn, kept in a state of drugged hysteria and compulsion by the inner circle of the Thule Bruderschaft under its Overman, Rudolf Hess. However, the Thule en- dorsed and in some cases created his evil ideology and his vicious programs of extermination and war.

The western powers, paralyzed by their own weakness and by Illuminati and Templar meddling, appeased the Na- zis, acceding to their annexation of Austria and Czechoslo- vakia. By taking Austria, the Thule acquired the Spear of Destiny, a powerful mystical artifact. The Soviets, Illumi- nati pawns, actively conspired with the Thule to divide Eastern Europe. Finally, in 1939, the Rosicrucians were

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ance was the blow that stopped the Thule’s Reich. The Illuminati’s hand was forced when Hitler ordered the invasion of Russia, and they moved from actively aiding the Thule to working purely in their own inter- ests. Between the Templars, the Rosicru- cians, and the Nephilim, the Thule Bruderschaft was stopped, Hitler was killed on Walpurgisnacht, 1945, and the Thule’s leadership escaped to their Refuge to plan for revenge.

The Temple and the Illuminati reaped most of the gains from the peace. The Tem- plars absorbed many smaller groups and in- filtrated many others. Also, the Templars learned quite a bit about the Nephilim during their forced alliance, knowledge that they turned against the Nephilim almost immedi- ately upon the end of the war. The Illuminati, forced out of their Thule alliance, expanded their power and influence in both the Allied and Axis nations, and was able to take a ma- jor role in postwar political and economic

able to force England to go to war against the Nazis, bring- ing their allies in France in as well. Hitler and the Thule quickly conquered Poland, bullied the Balkans into alli- ance, and reduced Scandinavia and the Low Countries to vassalage. Finally, in June of 1940, the German armies con- quered France, leaving England alone to resist the on- slaught of the Thule.

The Rosicrucians and Mithradites continued the strug- gle against the Thule, Illuminati, Teutonic Order and the Vehm, but seemed to be losing the war. The Thule’s slaughter of the Nephilim, carried out alongside the Holocaust of the Jews, drove many Nephilim into alliance with the Rosicross. This increase in mystical might was barely able to block a German invasion of England. It looked as if the Thule would conquer Europe, and even- tually, the world.

The Templars, who had been using the con- flict to gain power, suddenly realized that a Thule victory would derail the Plan. The Thule was driving for the Egyptian Pyramids, had taken the Spear of Destiny, and was excavating the ruins of Montsegur. The Templars were forced to ally with the Nephilim to stop the Thule from gaining total victory, and this alli-

developments. The stage was set for the three-cornered duel between Temple, Illuminati, and Nephilim.

Secret Societies The Templars The Templars vastly expanded their power during the Nazi era. They began by using the chaos of the Thule’s rise to fatten their own coffers and swell their ranks. Then, when

Page 51: Chronicle of Awakenings

they were forced to oppose Thule for their own good, they were able to turn the alliances with other secret societies and with the Nephilim into opportunities for infiltration, subversion, and co-option. By the end of the war, the Tem- plars were ready to begin the final stages of the Plan as the dominant force of the secret world.

The Thule Bruderschaft The Thule Bruderschaft came within an ace of global domination, and during this period demonstrated conclu-

sively what can be done by a secret society which stakes everything on a throw of the dice. Only the betrayal of Rudolf Hess by Martin Bormann and the unprecedented Nephilim-Templar alliance stopped the Thule from estab- lishing esoteric and exoteric dominion over three conti- nents. At the end of this period, the Thule were shattered, but by no means destroyed.

~~

ou awoke for unknown reasons, and had a very short time to find a Simu- Y lacrum. Roll d100 on this Table to

find what simulacrum you chose.

Simulacrum Selectiow d 100 01 -1 0 11 -30 31 -35

36-45 46-50 51 -60 61 -70 71 -80 81 -87 88-95 96-00

Simulacrum Mi I itary Intel I igence Agent

Soldier

Elite Soldier (Waffen SS, Ranger, Commando, Red Guard) Pilot

Weapons Designer

Smuggler Diplomat

Government Official Doctor Archaeologist

Occultist

Roll on the Nationality Table - This wi l l affect your Simulacrum’s longevity.

Nationality dlOO Nationality

01-33 German 34-50 Russian 51-65 French 66-80 British 81 -90 American

91-00 Other

Military Intelligence Agent Chemistry (Explosives) Conceal Craft (Lockpicking) Dodge Drive (Auto)

Fast Talk First Aid Fistmunch Grapple Handgun (Automatic Pistol) Hide Kick Law Life Experience (WWII Era) Listen Psychology Readwrite (own, English, German, other) Research (Intelligence Analysis) Scan Speak (own, English, German, other) Survival (Behind the Lines) Swim

Soldier Build (Fortifications) Climb Conceal Dodge Drive (Auto, Truck, Tank) First Aid Fistmunch Grapple Handgun (Automatic Pistol) Hide Life Experience (WWII Era) Mechanics (Auto Engines) Melee (Bayonet) Readwrite (own) Rifle Scan Speak (own) Survival (Battlefield) Swim

Elite Soldier All Soldier, plus: Build (Booby Traps) Chemistry (Explosives) Kick Mechanics (Radios) Melee (Thrown Knife, Garrotte) Parachute Survival (Behind the Lines)

Pilot Astronomy Drive (Auto) First Aid FisVPunch Life Experience (WWII Era) Mechanics (Aircraft Engines, Radios) Parachute Pilot (Prop Plane) Readwrite (own) Scan Speak (own, English) Swim

Weapons Designer Build Chemistry Craft (Metalworking) Drive (Auto) FisVPunch Life Experience (WWII Era) Mechanics Physics (Einsteinian) Readwrite (own, English, German) Research Scrutinize Speak (own, English, German)

Page 52: Chronicle of Awakenings

The Bavarian Illuminati The Bavarian Illuminati began as allies of the Thule in the quest for world dominion. However, they were outmaneu- vered in England and Japan by the Rosicrucians, and their quarrel with Thule over Russia came at the wrong moment for both sides. They were able to vastly strengthen their position at the end of the war, especially in the United States and Western Europe, simply by having avoided most of the risks and accepted most of the benefits involved in opposing Thule.

The Rosicrucians Y The Rosicrucian groups opposed Thule from the begin- ning, and were able to lead England into war against Ger- many after a long occult battle against the Illuminati (the Rosicrucians engineered the abdication of the pro-Nazi Ed- ward VIII and aided Churchill against the Illuminati pawn Chamberlain). By arranging the Japanese attack on Pearl Harbor, the Rosicrucians brought America into the war, despite the entrenched opposition of the Illuminati in Washington. However, the long struggle left them weak-

ii rc 2 a

Smuggler Archaeology Bargain Business Conceal Drive (Auto, Truck) Evaluate Item Fast Talk Handgun (Revolver) Hide Law Life Experience (WWll Era) Pharmacy (Narcotics) Pilot (Small Prop Plane, Motorboat) Psychology Readwrite (own, German) Scan Speak (own, any)

Diplomat Anthropology Bargain Drive (Auto) Fast Talk History Intrigue Law Life Experience (WWII Era) Psychology Readwrite (own, English, German, other) Speak (own, English, German, other)

Government Official Bargain Bureaucratic Intrigue Drive (Auto) Fast Talk Law Life Experience (WWII Era)

Psychology Readwrite (own) Research (Law, Regulations) Scrutinize Speak (own)

Doctor Biology Chemistry Drive (Auto) First Aid Life Experience (WWII Era) Medicine Pharmacy Psychology Readwrite (own) Research (Medica I) Scrutinize Speak (own)

Archaeologist Anthropology ’

Archaeology Climb Drive (Auto, Truck) First Aid

Hermetic Lore History Life Experience (WWII Era) Melee (Bullwhip optional) Readwrite (own, German, Latin, Greek,

Research Religion (own, area of specialty (Egyptian,

Ride (Horse) Scan Scrutinize

Geology

other)

Roman))

Speak (own, others) Survival (Desert, Jungle) Swim

Occultist Archaeology Art (Poetry, Painting) Astrological Lore Craft (Occultists’ Tools) Drive (Auto) Fast Talk Hermetic Lore History (Obscure) Kabbalistic Lore Life Experience (WWII Era) Pharmacy ReaWrite (own, Latin, other) Research (Occult) Religion (Gnosticism, Neopaganism) Scrutinize Speak (own, Latin, other) Tarot Lore

Simulacrum Age t Roll 3d6 x5. This gives your Simula-

crum’s age before incarnation.

Simulacrum Skill Points k Multiply age times 4. This gives your

current simulacrum skill points. You can spend these points on the skills listed with your Simulacrum’s profes- sion, up to 50 points per skill in this past life, and to a maximum of 90 points.

t Add pre-incarnation age as value of Life Experience.

Roll (2d6+6) x5. You can spend these points on any spoken language skills.

t

Page 53: Chronicle of Awakenings

ened, and in some cases, easy prey for Templar absorption. Only the diffuse nature of the Rosicrucian groups saved them from being totally cast into the Templars’ shadow after the fall of Thule.

The Hunting Lodge

An obscure group of female occultists in England, perhaps an offshoot of the Mysteries of Isis, the Hunting Lodge served as a staunch ally of the Rosicrucians, opposing Thule throughout Europe. The Hunting Lodge, along with some High Priestess Nephilim, raised the “cone of power“ that prevented the Germans from launching their invasion of England in 1941. After the war the Hunting Lodge van- ished, either destroyed by the Templars or concealing itself well until it was needed again.

ou undertook a new life of embodi- ment. Find out how long you lived in Y this new body, and what you learned

for that time.

Nephilim Age Roll another 3d6. This number x5 is the number of years you lived in the Simula- crum after incarnating. German and Russian Simulacra only live that long on triples - otherwise they live only 3d6 years after in- carnating. 0 For Example: Yotik has Incar- nated as a German Diplomat. Yotik rolls a 9 on 3d6 by rolling three threes. Yotik is clever enough to stay out of the way of the Gestapo and escape to Brazil during the war, and wil l therefore survive 45 years af- ter incarnating (9 x 5). Had Yotik rolled a 9 by rolling a 6, 2, and 1 on three dice, she would have lived only nine years before her Simulacrum was killed by the Nazis, Rus- sians, or the USAir Force.

Occult Development Points Multiply the number of years your Nephilim was incarnated by 2 to determine how many occult development points you have to spend on occult skills. Distribute occult development points among available techniques, spells, or a specific Arcanum Lore, up to 50 points per technique in this past life, and to a maximum of 90 points per technique.

Available Techniques Sorcery, Lower Magic

Sorcery, Higher Magic

Sorcery, Grand Secret

Summoning, Seals

Summoning, Pentacles

Alchemy, Black Stone

Alchemy, White Stone

Stasis Event What events led to the death of your Simu- lacrum, and your reimprisonment in your Stasis?

The form of death in the Nazi Era de- pends on how long you lived in it. if you were Incarnated for 20 years or less, roll on this table:

Stasis fvmt (20 ana ywngcr) dlOO Event 01-50 51-65 66-00

Killed by Hitler or Stalin Killed in battle, bombing, or fire Killed by Thule, Templars or other secret society

If you were Incarnated for more than 20 years, roll on this table:

Modifiers: If you belonged to the Magician, Justice, Strength or High Priestess Arcanum, add +25

If you belonged to the Chariot or Wheel Arcanum, add +10

Stasis Event (21 ana olaer) dlOO Event

01-45 Died peacefully in bed

46-60 Died in accident or disaster

61-85 Died of crime or in brushfire war (Vietnam, Korea)

85-00 Killed by Templars

101-125 Killed by Thule, Vehm orTeuton- ics

Stasis Form For Nephilim of the First incarnation

Stasis Form d l 00 01 -1 0

11-20

21-30

31-40

41-50

51-65

66-75

76-85

86-00

Stasis

Opal ring

Zippo Lighter

SS Ceremonial Dagger

Japanese Samurai Sword

Loot from Italy, roll on Roman or Renaissance Era

Stolen museum piece, roll on Alexander or Akhenaton Era * Loot from France, roll on Richelieu Era or Cathar Era * Family Heirloom, roll on Elizabe- than Era or Newtonian Era * Occult claptrap, roll on Victorian Era

*See Nephilim rulebook

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The Prieure de Sion The Prieure de Sion was virtually the only se- cret society opposed to the Thule to emerge from the contest unscathed. Although it lost many men and magics during the struggle, it was able to gain a powerful position in French (and Eastern European) politics due to its work organizing the Resistance. Due to its long fa- miliarity with the Templars, it was not suborned by them, but rescued many Nephilim from the Templar clutches during the confused period at the end of the war. It may also have been re- sponsible for fanning the rivalry between the Templars and the Illuminati into outright con- flict in the postwar period.

Dowinant Arcam I. The Magician The Magician Arcanum maintained the leadership role it had developed during the Victorian era, although its coop- eration with human groups was limited to certain Rosicru- cian circles. The Magician Arcanum, along with the Wheel of Fortune, provided strategic guidance to the Nephilim who opposed Thule.

11. The High Priestess The High Priestess worked closely with the Hunting Lodge, and perhaps with other small covens of magicians in other countries. It had a large number of its members destroyed by Thule, and was tireless in its opposition to the Reich.

VII. The Chariot The Chariot Arcanum, and its human allies the Ordre des Neuf Soeurs, concentrated on aiding the Allied weapons- development effort, including the atomic bomb and radar projects (although they did not realize that the Templars had determined a method to make Orichalka Plexuses with the bomb). The rapid pace of technological expansion dur- ing and after the war made the Chariot still more influential in Nephilim circles.

X. The Wheel of Fortune The Wheel of Fortune Arcanum saw the possibility for wide-scale disruption of the mandala if the Thule won, and used its knowledge of magical patterns and flows to predict Thule actions and to aid its allies in striking at the Thule’s weak points.

Other Arcana VIII. Strength With the active presence of the Devil Arcanum on the side of Thule, the Strength Arcanum spent the war fighting the Devil and other pro-Thule Nephilim. It also put many Thule-created homunculi out of their misery in daring infil- trations.

XI. Justice The Justice Arcanum also passed and carried out sentences of discorporation on Nephilim who aided the Thule. How- ever, its primary task during this period was to counteract the forces of the Vehm, who were all over the globe strik- ing down influential Nephilim.

XV. The Devil The Devil Arcanum openly sided with Thule, for reasons known only to itself. Many of its members invited Khaiba on themselves and rampaged along the battlefront, slaying indiscriminately.

XVI. The Tower The Tower encouraged destruction and was active in the High Command of both sides, causing the bombings of Dresden and Rotterdam, as well as many other catastro- phes. The Tower’s Nephilim spent this period simply trying to prolong the war, and opposing Nephilim or secret socie- ties of either side who seemed likely to end it before all of Europe became a charnel house.

Page 55: Chronicle of Awakenings

... . . .._

INTER-MlLlfV

HOW to carrg characters over born W O P ~ war two to the present bag.

OME NEPHILIM survive from the Berlin Awakening to the present day. Statistically speaking, an average Nephilim from that awak- ening would have disincarnated in 1988 (as-

suming an average Incarnation of 55 years). However, an exceptional Nephilim could be only a little more than halfway through an Incarnation that began in the 1930s. While player characters usually don’t last that long, for gamemaster characters, it is even possible that a Nephilim incarnating in the Victorian awakening of circa 1900 could still be around.

There is one major reason why the mystic landscape is not full of experienced Nephilim and their Incarnations: the Thule Bruderschaft’s campaign of Nephilim slaughter. The Thule Bruderschaft systematically imprisoned and drained countless Nephilim between the end of World War One and the end of World War Two. During the period 1933-1945, when the Thule controlled Germany, its decimation of the Nephilim was tremendous, filling the occult reservoirs of the Third Reich with Elixirs and destroying thousands of Nephilim. Even more Nephilim escaped draining and per- manent destruction, but had their Simulacra killed by Hitler, Stalin, or the desolation of the Second World War. Finally, of course, those Nephilim who were unlucky enough to be too close to the Templars when the war ended seldom es- caped “accidental” death. As a result of this fearful swath of obliteration, it is perfectly justifiable for the gamemaster to

S rule that the only surviving Nephilim from earlier awaken- ings are non-player characters.

However, if the gamemaster wishes to allow players to begin with Nephilim who have been Incarnated since the 1930s, some adjustments to the player creation process are in order:

Dominant Ka Choosing Dominant Ka-Element remains the same.

Metamorphoses Choosing Metamorphosis and Major Arcanum also re- mains the same.

Past Lives Previous Past Lives are determined as before; subtract the 2 Ka for a 1930s Awakening, but do not subtract 2 Ka for a 1990s Awakening (since there hasn’t been one).

Determine your Simulacrum’s age upon Incarnation, but roll 2d6 rather than 3d6 as before, and multiply by five (2d6 x.5). Then, choose the year your Nephilim Incarnated in that Simulacrum (from 1930 to 1940). Add the elapsed time from the year you Incarnated to the present campaign year to your Simulacrum’s Age. 0 For example: Ezabael Incarnates into a 35 year-old British military intelligence agent in the year 1939 (rolling a 7 on two dice, multiplying

Page 56: Chronicle of Awakenings

by 5 to get 35). Since the campaign takes place in 1995, she must add 56 years to get a current Simulacrum age of 91.

Assign pre-Incarnation skill points by multiplying Age by 4 and dividing among available skills for that Incarna- tion. Then, add 3d6x10 points to any skills as Bonus Points. Raise nothing above 90. Life Experience is equal to Incar- nation Age +20 for the WWII Era, and to Current Age mi- nus WWII Life Experience for the modem era. 0 For example: Ezabael has 140 (35 x 4) skill points to distribute among the Military Intelligence skills, and 120 points for Bonus Points (she rolled a 12 on 3d6). Her Life Experience is equal to 55 (35+20) for the WWII Era, and 36 (91-55) for the modern era. Like so many WWII veterans, Ezabael still has trouble adjusting to our fast-paced modern world.

Education and Social Status for WWII Era characters is as follows:

EbucAtion AM^ Social StAtrrs fur W l Occupation EDU SOC Military Intelligence Agent: 2d6+4 2d6+9 Soldier EDU 2d6 3d6

(for American soldier, add +4 EDU due to GI Bill) Elite Soldier 2d6+4 3d6+2 Pilot 3d6 3d6 Weapons Designer 2d6+6 2d6+6 Smuggler 3d6 3d6 Diplomat 2d6+6 2d6+9 Government Official 3d6 2d6+4 Doctor 20 2d6+9 Archaeologist 2d6+6 3d6 Occultist 3d6+ 1 2d6

Multiply the number of years your Nephilim was incar- nated by 2 to get Occult Development points. Add these to Occult Skills, or use them in blocks of 10 points to perma- nently inscribe spells. Raise nothing above 90, and no more than 50 points can be put in any one area.

Elemental Ka Values Determine elemental Ka values. Begin with the Ka value you have from subtracting 2 Ka points for each Incarnation from the beginning 22. Then, add up to five Ka points to reflect your increased Ka over the last fifty years. For each added Ka point, add 7% to your Khaiba score (the stress of the Second World War drove many Nephilim toward Khaiba faster than normal). Once you have determined your dominant Ka, use the Ka distribution table on page 26 of the Nephilim rules to determine the value of each of your

elemental Ka. Next determine your Metamorphosis Points, Personality Traits and Transformations as described in this book. 0 For example: Ezabael had incarnated twice before the WWII Era, so her Ka had dropped from 22 to 16 (22 - 2 - 2 - 2). She adds three Ka points, and raises her dominant Ka (fire) to 19. She reluctantly increases her Khaiba to 21 %. She also distributes her 19 Metamorphosis points.

3

i +

c s VI

Simulacrum Determine your Simulacrum’s Characteristics. Roll 2d6+6 for the dominant Characteristic, 3d6 for the major neutral Characteristic, 2d6+3 for the minor neutral Characteristic, 2d6 for the major opposed Characteristic, and ld6 for the minor opposed Characteristic. Your long and (no doubt) hazirdous Incarnation has weakened your Simulacrum. 0 For example: Since Ezabael has Fire as her dominant Ka- element, her SimulacrumS STR is rolled on 2d6+6. She gets a 15, so her 91-year old man is still surprisingly strong. Her major neutral is Earth, so her Simulacrum’s CON is rolled on 3d6. A lucky 16 keeps her Sirnulacrum healthy and vigorous. Her minor neutral is Air, which cor- responds to Im and again she does fairly well, rolling 2d6+3 and getting 12. Her major opposed is Water; so her Simulacrum’s DEX will be rolled on 2d6. A 7 shows that he may have developed a touch of arthritis. Finally, her minor opposed element, Moon, drags the poor Simulacrum’s CHA down to ld6. A 2 shows that the ravages of time show all too clearly on her Simulacrum’s face, aided no doubt by the effects of Metamorphosis.

Gamemasters are warned that characters developed us- ing this system will have some advantage in early play over more conventional beginning characters. However, between the decrepitude of the Simulacrum and the increased chance of Khaiba, that advantage is reduced somewhat. When the gamemaster also takes into account that older Nephilim have had many more chances to leave traces and make enemies, the advantage of having lived among the hu- mans for fifty extra years begins to seem slight indeed!

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METAMORPHOSIS A new Metdmovpbosjs sgstem incorpomting emotion into the wovh of N e p b i h .

HIS SECTION revises the Metamorphosis rules that were presented in Nephilim. We have replaced the abstract Metamorphosis points of T the original system with a set of personality

Traits which better represent the emotions of the Nephilim and their Metamorphoses. At the back of the book you will find a revised character sheet reflecting the new system.

Nephilim are creatures of passion. A multitude of emotions rage through the hearts and souls of the ageless spirits, seething constantly below the surface, barely concealed and scarcely controlled. It is by understanding and accept- ing their emotions that Nephilim can become one with their Metamorphosis, and thus reach Agartha.

Just as five elements make up all Nephilim but the poor broken worshippers of the Black Moon, so do five emotions form the Metamorphosis. However, while the five elements which make all pure Nephilim are always the same, the five emotions that compose each Metamorphosis vary. Even within the realm of one element, the differences are quite noticeable. For example, while the Djinn and the Phoenix are both Reckless embodiments of the flame, the Djinn is a bringer of Destruction, while the Phoenix lives to Create. They are the Yin and the Yang, the two extremes of Fire Ka.

As Nephilim act in ways appropriate to their Metamor- phoses, they learn to better understand the emotions that form them. By accepting these emotions into their whole self, each Nephilim becomes more attuned with its ultimate Metamorphosis, and thus exhibits its Metamorphosis more strongly upon the world.

When a Nephilim’s understanding of its emotions in- creases, it becomes able to fulJiZZ them. By doing so, a Nephilim empties its soul of all emotions but one, and lets that one fill it totally. For an instant in time, it is a complete creature, drawn towards only one light.

T h e Personaliq Traits The heart of the new Metamorphosis system is a set of five personality Traits. Each of these Traits measures one of the emotions of a Metamorphosis. These Traits differ for the various Nephilim. Every individual Metamorphosis has a specific set. Like the old Metamorphosis points, the five personality Traits are measured from 0 to 20. The total of these five Traits measures the total Metamorphosis. When the score reaches 90%, and the Nephilim has a score of at least 16 in each personality Trait, then the Metamorphosis is complete. The Nephilim has completed one of the tasks required for reaching Agartha.

As a personality Trait increases, it has a gradually in- creasing physical manifestation upon the world. Each Trait is linked to a specific Transformation. As the Trait in- creases, the Transformation becomes further developed.

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When an individual Trait reaches 20, its corresponding Transformation is fully manifest. For a human, seeing a Metamorphosis is the same as explained on page 129 of the Nephilim rulebook.

The manifestations of certain Transformations (usually about 2 per Metamorphosis) have very direct game effects. When a game effect is associated with a Transformation, it is specifically mentioned in the Metamorphosis. The Nephilim can take full advantage of that effect when the ap- propriate personality Trait reaches 16. For example, as an Angel’s Honorable Trait increases, it is raised above the world. Its bones become hollow, it loses excess body weight and beautiful, full, white wings spring from its back. When the Angel’s Honorable Trait reaches 16, it is able to fly.

Direct& E&ts Nephilim may choose to focus their Traits in certain direc- tions. They do so by selecting an uncommon situation in which their understanding of a Trait is better. This situation should be a fairly rare one, and is always subject to ap- proval by the gamemaster. For example, a Djinn may choose to direct its Destructive Trait towards Templars, or a Phoenix may choose to direct its Creative Trait towards love poems.

In situations in which the Directed Trait does not apply, the personality Trait acts exactly as it normally would. However, in situations where the Directed Trait is appropn- ate, for example if the Djinn was killing Templars, or the Phoenix was writing love poems, the personality Trait acts as if it were 3 points higher. The physical manifestation of the Directed Trait grows more apparent-an Angel might suddenly become able to fly. If a Nephilim wishes to fulfill an emotion (see below), it becomes that much eas- ier to do so when a Directed Trait applies.

You may choose to direct your undirected Traits at the end of an adventure when experience is resolved. Perhaps you’ll learn while playing that you really like to take apart the US government, or that there is a certain woman with whom you’ve fallen deeply in love. Be sure of yourself before you direct a Trait, for you’re making a lifelong de- cision about your character. Each Nephilim can only have one direction per Trait, and that direc- tion cannot be changed during the current incama- tion.

The extra value for Directed Traits do not count toward the requirements for Agartha.

As you play your Nephilim, your personality Traits will increase. This is the path to Agartha. However, you may lose points in your personality Traits if you ignore your new found understanding.

A gamemaster should award a check in a personality Trait whenever a Nephilim shows a significant under- standing of that Trait. For example, if a Djinn were to de- stroy something just for the sheer love of it, it would probably gain a check in its Destructive Trait. Some ideas for awarding checks are given in the list of personality Traits below. If a Nephilim is acting in accordance with all of its Traits, it will probably receive at least one personality Trait check in an adventure, perhaps several.

Whenever a Nephilim successfully fulfills an emotion during the game, it should automatically check the appro- priate personality Trait.

Likewise, if a Nephilim acts in direct opposition to one of its Traits, the gamemaster should ask the player to imme- diately deduct a point from the Trait in question. For exam- ple, if a Nephilim with a Vengeful Trait decided to forgive a secret society which had wronged it, it could lose a point of Vengeful. If the Nephilim acts against a situation where a Directed Trait would apply, it loses 1 point from that Trait, and at the gamemaster’s option, it loses the direction as well, and the Trait cannot be redirected until the next incar- nation. Personality Trait losses should only occur in ex- treme situations.

At the end of adventure, or during any other situation in which you would roll for skill increases, you should also roll

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to see if your per- sonality Traits in- crease. For each personality Trait which you have checked, roll per- centile dice. If the result is equal to or greater than the personality Trait x5, increase the Trait by 1 point. A roll of 99 or 00 is always a success,

and thus personality Traits may be increased above 20. After you have rolled for your Trait increases, erase any check- marks from your personality Traits.

Directing ’JYaits Directing personality Traits is done when experience is re- solved. If the Nephilim has a check in a personality Trait, and succeeds in increasing that Trait as a result of resolving experience, the player may choose to direct the Trait to- ward the situation that gained the check. 0 For example, a Djinn who receives a check in Destructive while combating Templars, and then succeeds in increasing that Trait, may choose to direct that Trait towards Templars. Directed Traits can be redirected (once per Trait per incarnation only) after the Nephilim reincarnates, but only after suc- ceeding in an experience check.

During the game, Nephilim will encounter situations in which one of their emotions is especially appropriate. A Djinn might find itself engaged in an orgy of destruction, or a Phoenix might find itself defending a loyal friend. In these cases, the Nephilim may decide to fulfill its Trait by letting the emotion fill it totally.

When a Nephilim’s player declares that she wishes to fulfill one of its Traits, the gamemaster should first decide if doing so would be appropriate. Such an action can only oc- cur if a Nephilim is at the center of a situation dominated by the emotion that it wishes to fulfill. It should be a dramatic moment, perhaps one of the climatic moments in an adven-

ture. Finally, the situation should be personally important to the Nephilim. Perhaps a Nephilim will have one opportu- nity to fulfill a Trait during an adventure.

When fulfilling a Trait, a Nephilim allows that emotion to fill it completely. For a short moment, the Nephilim is not a creature of conflicting passions, but rather a complete en- tity with no internal dissension. As such, its power in the world is increased. When fulfilling a Trait, a player declares which of her Nephilim’s Ka Elements she will try to strengthen. After this declaration, the player rolls percentile dice, trying to roll under the personality Trait x5. In this at- tempt, 00 is always a fumble.

If the roll is a success (either a critical or normal suc- cess) the Nephilim adds the value of its personality Trait to the Ka element that it was seeking to boost. This will imme- diately boost characteristics and increase magic rolls, as ap- propriate. Suddenly, the Nephilim is subject to only one emotion. It may act against its other Traits without fearing that it will lose control of them (thus, the gamemaster should not deduct points for acting against Traits other than the one fulfilled). With a new found clarity, the Nephilim sees the world unobscured. It is the closest that some Nephilim will ever come to Agartha. These changes should last for the remainder of the scene, until the situation that caused the Nephilim to try to fulfill its emotions is resolved, abandoned, or otherwise concluded. During that period, the Nephilim may not attempt to fulfill any other Traits. After- wards, the Nephilim comes plummeting back to Earth, once more tom between its many wants and desires.

Whenever a Trait is successfully fulfilled, the personal- ity Trait should be checked.

If the roll is a failure, the Nephilim temporarily sub- tracts the value of its personality Trait from the Ka element that it was seeking to boost, reducing it to a minimum of 1. The Nephilim was unable to fulfill its emotion, and must exert extra effort to retain control of the passions that rage within. This loss remains in effect for the rest of that scene, and the player is unable to attempt to fulfill any other Traits during that time.

If a player fumbles her roll to fulfill a Trait, the passions that reside within her Nephilim run wild, nearly bursting it apart. Immediately, the Nephilim enters Khaiba (Nephilim, page 120). In addition, ld3 points of the personality Trait that the Nephilim was trying to fulfill are automatically lost. The duration of this Khaiba is variable (NephiZim, page 122).

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WHAT FOLLOWS is a list of all the personality Traits referred to in this book. This is not a complete list of emotions in general, for there are as many different per- sonality Traits as there are Nephilim Metamorphoses. Players who wish to create their own Metamorphosis should consider this list as a simple starting point, noth- ing more.

Each personality Trait listing includes a variety of infor- mation. To start with, there is a short explanation of the emotion. A section labeled Directions gives a few ideas for how to direct the personality Trait. By no means is it a com- plete listing, but rather a short set of ideas.

The Opposed Emotions section gives an list of personal- ity Traits which might be in opposition to the emotion being described. They are not meant to be direct opposites, and are only included to give gamemasters and players pointers to particularly inappropriate behavior for the emotion in question. Note that not all Traits listed as opposed emotions are included in this personality Trait list.

Finally, each personality Trait concludes with a section labeled Understanding. This provides three ideas for actions which might cause the gamemaster to award a check in the Trait. Again, this list is by no means complete, but simply included to provide some small amount of direction.

.” - “ . *

Al&iIi$tk Nephilim who are altruistic are will- ing to do good and help others without expecting any re- ward. They are often called benevolent, charitable or generous.

Directions: towards certain people (towards orphans), at certain times (on holidays), certain types of generosity (giving to the poor).

Opposed IIkaits: Cruel, Misanthropic, Uncaring.

Understanding: doing a good deed for no reward, con- vincing others to help you do good, putting yourself into danger to help others.

i;i 3: AMSV Mad, embittered or resentful Nephilim

might be considered Angry. They usually have a dark view of the world and try and force others to join in their anger. Angry Nephilim are often violent and destructive. They like to make other people unhappy.

Directions: at certain people (at Elves), at certain times (on

Opposed Traits: Joyous.

Understanding: making another sad in a time of joyous- ness, provoking your elder for no good reason, destroying something for which you harbor great anger.

0

s’ 4 2 holidays), at some organization (at the government). Fa v,

1 .~ C d W ’ C a l m Nephilim enjoy simple serenity. They are composed and collected, even aloof. They prefer no excitement, no surprises and nothing out of the ordinary. However, this is not to say that calm Nephilim are unwill- ing to take action. They are able to do so, but try to ap- proach it in the same way that they do everything else, with clear and rational thinking, detached from their emo- tions.

Directions: in certain situations (while leading), about cer- tain things (about death), while with certain people (while with trusted friends).

Opposed Traits: Reckless, Unpredictable.

Understanding: taking the time to fully comprehend something, helping to calm others, remaining composed in very upsetting circumstances.

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cow$mv&hx Nephilim who enjoy living in the past, and are loath to accept the society of the pre- sent, are considered conservative. Conservative Nephilim are often nostalgic, introspective and meditative. Some hate and resent the modem world. Others simply yearn for the golden age of their youth.

Directions: about certain things (hates technology), about certain people (resents modern-day politicians), with re- gard to certain time periods (yearns for predynastic Egypt).

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Opposed Traits: Rebellious.

Understanding: convincing people in power that things used to be better, preserving an ancient tradition, staying with the old ways even when new things are easier or more efficient.

, C" &,* .*,I. I" . c ~ & c A creative Nephilim enjoys making new things. These could be physical items, new concepts or just about anything else which can be created. Some crea- tive Nephilim, rather than making things themselves, act as sponsors to others. The end result is the same - new things are brought into the world.

Directions: a type of creation (poetry), a situation (when in great danger), sponsoring a certain type of person (sponsor- ing a homeless person).

Opposed Raits: Destructive.

Understanding: creating something truly new, protecting a unique item from destruction, helping another to under- stand their creative potential.

' I ' I " - - ' '

c&cfCruel indicates a disregard for the feelings and needs of others, or a lack of sympathy. In the extreme case, a cruel Nephilim can be sadistic and enjoy other's suffering.

Directions: towards certain things (towards dogs), towards certain people (towards Templars), at certain times (when angry).

Opposed Traits: Altruistic, Spiritual.

Understanding: being unmoved by the pain of others, go- ing out of your way to cause another pain, hurting friends or family.

, i "' I - * I * . c u f i o ~ s Curious Nephilim enjoy not only find- ing new things, but also discovering mysteries of the past. Their god is knowledge, and they seek to know everything that ever was, and everything that ever will be. To a curi- ous Nephilim, destroying knowledge is the greatest sin possible.

Directions: a science (astronomy), a time-period (ancient Egypt), an organization (the Sufi).

Opposed Raits: Stagnant.

Understanding: making an important new discovery, sav- ing old knowledge from being destroyed, discovering something that you're not supposed to know..

s $ a f l ,d?,iXrr+* **I 1 Deceitful means that a Nephilim is likely to distort truth. This may be done in an attempt to reach some goal, or simply as a reflexive action. Chroni- cally deceitful people are called liars, frauds and cheats.

Directions: about something (concerning a dark secret of the past), towards certain people (to Justice Arcana), at certain times (when caught doing something wrong),

Opposed Raits: Honest.

Understanding: succeeding at a complex con, deceiving a large organization, fooling people concerning your essen- tial nature.

To be destructive is to enjoy wanton ruination. It can involve the destruction not only of physical items, but also concepts, ideas and even govem- ments. Destructive Nephilim must constantly restrain their ruinous tendencies, lest they damn all their brothers to the scrutiny of the world. In order to do this, they tend to direct their destruction against those who would do harm to the Nephilim. The entire Tower Arcana is built upon this con- cept.

Directions: an organization (the Templars), a type of item (magical grimoires), a type of person (cultists who have bled Nephilim).

Opposed Raits: Creative.

Understanding: successfully destroying a large entity (the West Coast headquarters of the Templars), destroying something personally precious to you, engaging in destruc- tion even when it puts you in grave danger.

ho is energetic is vig- to sit idle, such a thing. The Energetic

Trait doesn't suggest that something useful is always ac- complished, simply that something is always being done.

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Directions: certain actions (fleeing from foes), certain situ- ations (while leading), certain times (during the grand en- thronement of Mars).

Opposed Traits: Lazy.

Understanding: convincing others to go out and do things despite extreme reluctance, avoiding extremely comfort- able traps of sloth (a large stipend to sit and protect a museum), doing something you dislike just to do some- thing.

For the Nephilim, honor is a combination of personal dignity, integrity and pride. A Nephilim who is honorable expects to be shown respect by his fellows, and in return shows them respect as well. All honorable Nephilim have a specific code of ethics which they follow. This code may vary from one Nephilim to another, but it usually centers around questions of fairness, propriety and justice.

Directions: to someone (to friends), in certain circum- stances (while at great gatherings of Nephilim), certain as- pects of honor (acts justly to foes).

Opposed Traits: Dishonorable.

Understanding: acting honorable even if doing so will cause you future problems, helping one who has been wronged to regain their honor, protecting the honor of your Arcana.

Nephilim who are indulgent revel in the joys of the human body. They are sensual. They eat and drink, acting either the glutton or the gourmet. They are unafraid to explore the sexual side of their human exist- ence. It is the Indulgent Nephilim who are the closest to the Simulacrum that they inhabit.

Directions: certain items (alcohol), at certain times (during grand enthronments), when with certain people (around young humans).

Opposed 'haits: Spiritual, Temperate.

Understanding: massively overindulging, eating an ex- pensive delicacy, experiencing a new sensation.

f unmoved by the mis- I

$ 2

find a good side to every disaster, and are able to spread their happiness to others. Joyous Nephilim often help out others who are un- $

3: 6

happy. 8 Directions: about certain things (about the new blooms of spring), around certain people (around current lover), at certain times (at dawn). B Opposed Traits: Angry. s

3 f Understanding: helping another to find joy in times of

sadness, finding some new aspect of personal happiness, doing something that makes a number of people happy. v)

i.'ir- * , * * un$.-yxh*ri a

Nephilim who place a great respect in friend- ship, and in the reqponsibilitiec aswciated with such bonds are considered loyal. They lire devoted and faithful, and would often rather die than betray the object of their loyal- ties.

Directions: to a person (to the Nephilim ruler of a city), to an organization (to the High Priestess Arcana), in certain circumstances (when with loyal friends).

Opposed Traits: Rebellious.

Understanding: risking your life to protect a friend, refus- ing to betray your loyalty despite threats or coercion, plac- ing a friend's goals above your own due to your loyalty.

T&+imlAtjvc- . *

Nephilim who enjoy con- trolling others are called manipulative. They use people like tool\. They are not utterly uncaring of those they use, for losing them would probably set back their plans. Nephilim who are manipulative are often called machiavel- lian, mercenary or scheming. The ends justify the means.

Directions: of certain people (of old and corrupt politi- cians), using certain methods (using threats), at certain times (when a victim is down on their luck).

Opposed Emotions: Malleable.

Understanding: gaining a hold on a powerful politician, convincing someone to do something that they really do not want to, tricking an enemy into doing your bidding.

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Mismthmpic A Nephilim who feels misanthropy has developed a hatred for all of humankind. They are antisocial, selfish and cynical. They see humans as cattle, and enjoy causing them pain and misery. Some Nephilim have refined the art of misanthropy, and simply hate Men rather than all of mankind.

Directions: certain people (rapists), certain organizations (fraternities), at certain times (when depressed).

Opposed Traits: Altruistic.

Understanding: destroying some relic important to the hu- man nations, going out of your way to cause pain and misery, causing humans to lose faith in themselves.

M0bcs.t Modest Nephilim do not seek excessive attention for their deeds. They are willing to quietly do their tasks, and do not seek recognition or glory. Some modest Nephilim are called humble, reserved, even shy. Nephilim who are modest sometimes fear that unwarranted attention will destroy their carefully laid plans.

Directions: about certain things (about deeds of valor), around certain people (around elder Nephilim), at certain times (at gatherings of Nephilim).

Opposed Traits: Proud.

Understanding: letting another take credit for your ac- complishments, doing great things in secrecy to prevent attention, being unmoved by others proudly declaring themselves better than you.

Praswmtic Pragmatists are very practical. They undentand the inevitsble, and are willing to bow to it. This I \ not to say that pragmatic Nephilim can not be rebel- lious, or that they always bow to power. However, they do understand when a cause is lost, and do not continue joust- ing at windmills when it is clear that doing so is useless.

Directions: about certain things (about death), towards cer- tain people (towards the Tower Arcana), in certain situ- ations (when dealing with the SRC).

Opposed Traits: Stubborn.

Understanding: giving up when a goal becomes impossi- ble, convincing others that their goals are impractical, be-

traying something (an ideal, an organization) due to practi- cality.

< *

PHvatC &ate Nephilim prefer to keep their own council. They usually abhor social situations. They believe that they can find the path to Agartha within themselves. While private Nephilim are willing to interact with others, they will usually choose a small group of friends and be unwilling to make new acquaintances beyond that group.

Directions: about certain things (concerning Agartha), around certain people (around the Justice Arcana), at cer- tain times (before voting).

Opposed Traits: Social.

Understanding: avoiding situations involving lots of peo- ple, avoiding talking about yourself during an inquisition, helping to protect another’s privacy.

of their greatness and . They are proud to be ir deeds and flaunting

their power. This may involve deeds as mundane as driving expensive cars, or as exceptional as openly casting spells in the middle of a crowded city.

Directions: a possession (car), an aspect of yourself (physical prowess), around a certain type of people (around powerful Nephilim).

Opposed Traits: Modest.

Understanding: openly exhibiting your power among hu- mans, bragging about yourself when it is dangerous to do so, spending time and resources to make yourself look bet- ter.

“**+r*-r- - w s 7- .<

h&emt Prudent meanc that a Nephilim gives thought to what it does before i t acts. Such a character is cautious. It often avoids problems so that it may learn of the opponents’ true nature before actually attacking.

Directions: in certain situations (when meeting new peo- ple), about certain things (Concerning Orichalka weapons), when with certain people (when with wounded Nephilim).

Opposed Traits: Reckless, Unpredictable.

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Understanding: doing research on a problem before con- fronting it, fleeing bad odds even when a situation is im- portant to you, trying to bargain with a hated foe before engaging in combat.

The rebels of the Nephilim have no respect for authority. Some hold it in contempt, believ- ing that they can mnkc btttcr dwisions themselves, while others openly defy it, preaching anarchy. Many rebels act in a way contrary to anything preached by authorities sim- ply as a gut reaction. Some rebels have no respect for order of any type, while others require authority to prove its va- lidity and worth before acquiescing.

Directions: to certain people (to respected and powerful Nephilim), at certain times (when impressing new people), around certain people (when with old friends)

Opposed Traits: Conservative, Loyal.

Understanding: speaking directly against one of your bet- ters, openly defying the orders of your superior, going against the desires of your Arcana.

R ~ C k I C S S A Reckless Nephilim acts before it thinks, without concern for the consequences of its actions. An extremely reckless Nephilim might be called careless, or a hot head. Often, reckless people find themselves (and their friends) in big trouble because of their actions. Reck- less Nephilim often have no fear of death.

Directions: in certain situations (in combat), about certain things (concerning the health and welfare of others), when with certain people (when with powerful Djinn).

Opposed Traits: Calm, Prudent.

Understanding: rushing into life-threatening situations, making promises without thinking, reacting quickly to dan- gerous commands.

4 II' * ,

sPb%&d Those Nephilim who seek some in- ner truth in the univcrse. one that is greater than them, and greater than the entire society, are spiritual. They often look to the stars and seek answers in meditation. They believe that they can only find Agartha by ascending above them- selves.

Directions: a certain religion (Zen), in certain circum- stances (when facing death), around certain people (around Satyrs).

Opposed Traits: Cruel, Indulgent.

Understanding: finding solace in spiritualism, introducing others to spiritualism, understanding a new spiritual lesson.

3 I

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f " . I .... % C i d Social Nephilim enjoy interacting with other people, both Nephilim and humans. Some seek

0

3, 5 Agartha through these interactions, believing that only by

understanding others can they reach spiritual fulfillment. Others simply enjoy the uncertainties that social interac- tions can bring to life.

Directions: a certain type of person (upper-class humans), a certain type of situation (raves), a certain place (the San Francisco scene).

Opposed Traits: Private.

Understanding: holding a tremendous gathering, learning something new due to social interactions, attending a very exclusive gathering (the Presidential inauguration party).

a

smbb& Stubborn Nephilim are those who refuse to change their ideas or views under any circum- stances. They make poor followers, for they often develop their own interpretations of situations. Even when they are proven wrong, stubborn Nephilim are reluctant to admit it.

Directions: about certain things (about weapon designs), in certain situations (while debating), around certain people (around lesser Nephilim).

Opposed Traits: Pragmatic.

Understanding: holding to a principle even when in the smallest minority, adhering to your beliefs despite extreme persecution, bringing others over to your way of thinking through continual work.

8 st e.*

s%6p$doHs Suspicious indicates that a Nephilim tends to not believe things unless it sees concrete evidence. Extremely suspicious people tend to be called skeptics or doubters. At the extreme level, a suspicious person might even be paranoid.

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Directions: of certain people (of Justice Arcana), concem- ing certain things (concerning other people's motives), in certain places (in the good side of town).

Opposed Paits: Trusting.

Understanding: withholding secrets even when under du- ress, refusing to reveal your plans even when it could be beneficial to do so, rejecting gifts from an alleged friend.

"TrwthS Nephilim w h believe information without considering at all that it might be false are trusting. They do not try to second-guess people, or look for false- hood in every truth, but simply accept things as they are. People who would take advantage of trusting people con- sider them gullible.

Directions: of certain people (of friends), concerning cer- tain things (concerning matters of extreme importance), in certain places (when at home).

Opposed Traits: Suspicious.

Understanding: trusting another with your Stasis without regret, believing another despite evidence to the contrary, telling others your deepest secrets.

VncAfiMs Nephilim who are uncaring are not truly cruel. Rather, they fail to feel any emotions for others. They consider people to be tools, and never stop to think about how those people might be effected by their actions. Uncaring Nephilim fail to respond to not only the pain and grief of others, but also their happiness and joy.

Directions: with regard to certain emotions (ioy), with re- gard to certain people (to orphans), at certain times (during War).

Opposed Traits: Altruistic.

Understanding: being unmoved by the pain of your friends, purposefully putting others into danger to move your agenda forward, ignoring pleas for help.

vnpm?bi cthtl e Unpredictabi lity is closely tied to the other emotions of a Nephilim. As it

increases, a Nephilim will be more likely to randomly fly first in one direction, and then in another, depending on how the muses strike it. Nephilim who are unpredictable are usually violent in the expression of their emotions, and nearby people can never tell which emotion might cause them to rage next. Unpredictable people are often wild, uncontrolled, chaotic and reckless.

Directions: a certain situation (at parties), a certain emo- tion (destructive), around certain people (around humans).

Opposed Traits: Calm, Prudent.

Understanding: expressing your emotions in a surprising manner, acting wildly and uncontrolled, rushing into situ- ations without thinking about them.

vc#gd&j Vengeil indicates a Nephilim's pro- pensity to seek revenge, perhaps petty, but possibly sweep- ing and grandiose, for wrong\ done or imagined done to it. This Trait also includes spitefulness.

Directions: about certain things (personal insults), towards certain people (towards Tritons), towards an organization (towards the Discordians).

Opposed Traits: Forgiving.

Understanding: taking vengeance upon someone who has wronged you, helping another to take vengeance, convinc- ing another that vengeance is necessary.

wh+lifw Nephilim who are warlike enjoy con- queqt and the power that it brings them. They are often aggrec\i\re, and territonal. Sometimes they actively lead

~~

their forces into battle, while other times they are more subtle, and through manipulation, convince their enemies to slay each other.

Directions: against certain people (against the Black Star), when leading certain people (when leading the Tower Ar- cana), under certain conditions (when righting a wrong).

Opposed Paits: Peaceful.

Understanding: entering a battle despite overwhelming odds, defeating an old enemy, gaining territorial expansion.

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tMOTlONAL METAMORPHOSES

HESE NEW TraitITransformation sets are in- tended to replace the physical transformations of Head, Hands, Skin, Odor, and Voice given T for each Metamorphosis in the Nephilim rule-

book. Each Metamorphosis is linked to five Traiflrans- formation pairs. As the value of the personality Trait increases, the corresponding Transformation grows more manifest. When the Trait reaches 16, any effects listed for the Trait become “real”, and affect the game world as described.

Destrl4ctive As a Djinn grows more destructive, its body becomes a weapon of war. The Djinn’s hands become thick, hooked claws and its skins hardens into a leathery covering.

When a Djinn’s Destructive Trait reaches 16, damage with its Fist/Punch melee attack increases to ld3+3+db, and its skin becomes worth 4 armor points.

fwersctic A Djinn becomes filled with energy as its Metamorphoses develops. Its skin radiates heat, and its body temperature

increases dramatically. A fully energetic (16 points in this trait) Djinn is actually uncomfortable for a human to touch. At this point, the heat coming off of a Djinn causes the air about it to shimmer.

R O l 4 8 When the pride of a Djinn grows, so does its physical stature. By the time a Djinn fully manifests its pride, its simulacrum has grown several additional feet in height. In addition, the Djinn becomes more imposing in its attitude, and the way that it holds itself. It stands out in a crowd, and people recognize it as a figure of power and awe.

Rebe11iotis When a Djinn begins to accept its rebellious nature, it starts to repel people who approach it. Its features become in- tense, angular and menacing. In addition, an aura of disin- terest begins to surround the Djinn, causing people to avoid, and perhaps fear it.

Reckless As the recklessness of a Djinn increases, it gradually re- veals its inner fire to the world. The hair of a Djinn be- comes a mass of coppery flames. Its irises grow bright red and seem to flicker and move. When a Djinn becomes one

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with its recklessness, flames dance across its skin, and any- thing but the most flame-retardant clothing bums away.

When a Djinn’s Reckless Trait reaches 16, it can con- centrate its inner flames to any part of its body (usually its hands). A flaming torch is formed, which can be used to light flammable objects. If this torch is kept in contact with something for a full round, it will do ld6 damage.

Creative An aura of inspiration surrounds a Phoenix as it grows in creativity. This aura is not visible to human eyes, but the effects are clearly seen. Those who are near the Phoenix are constantly gaining insights and new ideas. Creativity abounds in the Phoenix’s presence.

When a Phoenix’s Creative Trait reaches 16, humans in very close proximity to it are filled with new illumination. They may make all Idea rolls at Int x 4, as may the Phoenix.

+!on orable A Phoenix’s honor helps it to rise above its fellows. As honor increases, a Phoenix slowly becomes lighter, until it weighs no more than a small child. Eventually, the winds accept the Phoenix, and never again drop it too harshly to the ground. Although a Phoenix will never know the free- dom of the Nephilim of the air, it still stands well above its other fellows.

When a Phoenix’s Honorable Trait reaches 16, the winds welcome it. It will never take damage from falling, for the winds will ensure that it drops safely to the ground. At the same time, a Phoenix becomes capable of moving through the sky with a new grace. It can jump up to 10 me- ters in any direction, even straight up.

Loyal A Phoenix’s loyalty invariably ties it to those about it. As it increases, the Phoenix tends to become more physically like those who surround it. A Loyal Phoenix finds it easy to fade into crowds, noticeable only to Nephilim and those humans who are trained in the use of Solar Ka-Vision. However, no matter how Loyal a Phoenix is, it is always its own Nephilim.

Recld ess As the recklessness of a Phoenix increases, it begins to reveal its inner fire to the world. The skin of the Phoenix turns red at the joints, ears, lips and gums. The entire eye becomes blood red, starting with the iris. Finally, all of the Phoenix’s hair becomes crimson in coloration.

StMbbOrn When a Phoenix becomes set in its ways, its features begin to harden. Body movements become minimal and utilitar- ian.

CAlVVl All hint of excitement is bleached from the body of a Sylph as it delves further into its calm nature. Initially, the skin of the Sylph becomes opaque and transparent, and the hair turns an ivory white. An outside observer can see the bloodstream and the outline of the internal organs through the skin. As Calm increases further, the skin and organs of the Sylph become more and more transparent, finally leav- ing only its silhouette and a dim skeletal outline visible.

Pr asmatic As a Sylph’s pragmatism increases, it becomes cold and hardened to the ways of the world. Body temperature drops several degrees, until the Sylph is noticeably cold to the touch. In addition, emotions of disappointment and loss become much harder to see upon the Nephilim’s face.

Prou3 When the pride of a Sylph increases, it grows tall and thin. As it looms over its fellows, they can not help but look up at the Sylph. In addition, the Sylph’s voice becomes loud and thundering. It can scarcely be ignored.

Rebe11ious As the rebellious nature of a Sylph increases, the air about it becomes disobedient. Winds constantly whip about and an odor of ozone hangs in the air.

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When a Sylph’s Rebellious Trait reaches 16, it becomes able to control the winds that always surround it to a limited degree. They can be used to move small objects, open latches, carry quiet sounds away and help with other simple tasks. When a Sylph is not actively concentrating upon the winds, they become once more as rebellious as ever.

Trustins When a Sylph becomes truly trusting, it is able to free itself from the worries of the world. Unweighted by suspicions or doubts, a Sylph can eventually lift itself up into the air, away from the earth. As a Sylph’s trust grows, it becomes lighter, until it is no heavier than the the winds, and then it is able to move through the heavens at will.

When a Sylph’s Trusting Trait reaches 16, it can move through the air as easily as it walks upon the earth. On a calm day, the Sylph can move no faster than a slow jog, while when surrounded by storms and fierce winds, it can dash across the sky at a running pace.

rently seeking, and desire an answer to it herself. This com- pulsion can be resisted by succeeding at an Idea roll.

HOMrnAblC An Angel’s honor helps it to rise above its fellows. As honor increases, wings grow from the Angel’s back. At the same time, its bones become lighter, and, finally, hollow. Eventually, an Angel can use its wings to fly far above the earth.

When an Angel’s Honorable Trait reaches 16, it can use its fully grown wings to fly through the sky as rapidly as it once moved upon the earth.

Spiritrr a1 An angel’s spirituality helps to bring it into tune with the universe. As it increases, the angel is welcomed by all about it. Its voice becomes melodious to any ear, its odor becomes lightly fragrant and its features become softer and more pleasing to the eye.

CAlm As an Angel becomes calm, all hint of excitement is washed away from its body. Its skin becomes as white as ivory, and its hair becomes light gold.

Cwative When an Angel grows in creativity, its eyes literally begin to sparkle, and its skin glows softly. Emotions of enthusi- asm become very obvious upon the Angel’s face.

Cwious As an Angel becomes increasingly curious, that attitude begins to affect those about it. Simply by speaking with a human for a few moments, an Angel can cause that human to realize the benefits that it could gain by learning grand and new things.

When an Angel’s Curious Trait reaches 16, it can infect humans with its curiosity. If an Angel is given several peaceful moments to speak with a human, that human will begin to wonder about whatever secret the Angel is cur-

Deceitfbl The Triton’s emotion of deceit is scarcely manifested physically. The pupils of the eye narrow to a slit and the Triton’s breath takes on the smell of moldy, rotten plants, but besides that, there is no outward sign.

Dcstmt ctivc As a Triton becomes more destructive, its teeth become sharp pointed daggers, and its nails become sharp, black claws.

When a Triton’s Destructive Trait reaches 16, damage on its Fist/Punch melee attack increases to ld3+3+db, and it gains a Bite melee attack which also does ld3+3+db dam- age.

Pr asmatic As a Triton’s pragmatism increases, it grows as cold and uncaring as the Ocean waves. Its body temperature drops dramatically, until it reaches that of the frigid Ocean waters.

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At the same time, it develoy- “m” xxrh;rh

low it to breath beneath the s

----LL hrinu P r s t n w Taste, smell and hearing all be- :lea as well, so that a newly

When a Triton’s Pragrnal reaches 16, it is able to bi water as easily as air.

Private When a Triton becomes increasingly private, it hides from the world within a scaly shell. Its skin develops into large fish-like scales, which become oozy and sticky. Leathery membranes develop between the fingers and toes. These webs allow it to move through water as easily as it does on land.

ose can bring hours of de- while the smell of the city np can be a tremendous or- leal.

Praswatic As an Undine becomes increasingly prag- matic, it is forced to protect itself from the cold, uncaring world. A layer of fat devel- ops beneath the skin to insulate the Und- ine. At the same time, the Undine develops gills which allow it to

move quietly through- out the world, breathing

When an Undine’s Prag- latic Trait reaches 16, it can

air and water alike.

The Triton’s unpredictable na- ture is evidenced by deformations of its body. Strange lumps and growths appear upon the body. Some Tri-

breath water as easily as air.

tons develop a hunchback, a clubfoot or some other physical deformity.

Curious An Undine’s curiosity brings an exuberant energy which fills the Undine. As it increases, the Undine’s eyes glow pale blue, as if the energy were being released out into the world. When the Undine speaks of the knowledges that it seeks, people turn to listen, occasionally entranced.

ln3trlpt Sensations are increased when an Undine learns to better understand its indulgence. While pain becomes more dis- tinct to the Undine, at the same time the merest touch can

An Undine’s prudence is reflected by a gradually develop- ing anonymity. Features becomes soft and indistinct. Nota- ble features such as scars disappear. An extremely prudent Undine can fade into the background, so indistinct that it can not be seen.

When an Undine’s Prudent Trait reaches 16, it gains a +30% whenever using its hide skill, and even if it seen, it is hard to identify.

social As an Undine’s social skills increase, it becomes able to effortlessly glide through the maelstrom of societal func- tions. Social problems of all sorts slide off the Undine. This is physically reflected by a gradual sleekening of the Und- ine’s skin. It eventually becomes as smooth as silk, rippling whenever the Undine moves, just as water does when a pebble is thrown in. At the same time, thin membranes develop between the Undine’s fingers.

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AWW The anger of a Satyr manifests almost entirely in its face, which becomes fierce and fearsome, an external mask of the passions that seethe within. Sharp, bull-like horns grow from the Satyr’s forehead. The eyes become a dull red, and seem to glow. The faintest wisps of steam can be seen rising from the Satyr’s nose. It is clear that the first tales of the Christian devil came from the antics of an Angry Satyr.

Destructive A Satyr’s destructiveness manifests in its increased physi- cal weaponry. The fingers of the hand meld together into three sharply clawed fingers. Toes slowly shrivel away, and the bottoms of the feet harden into strong hooves.

When a Satyr’s Destructive Trait reaches 16, damage on its Fist/Punch melee attack increases to ld3+3+db and its Foot melee attack increases to ld6+3+db.

lvlbulsent As a Satyr becomes increasingly indulgent, its tolerance grows too. It becomes able to imbibe enough alcohol to kill a normal man and to eat a huge amount of food. In addi- tion, its sexual appetite is nearly insatiable.

When a Satyr’s Indulgent Trait reaches 16, treat its Con as 5 points higher in all situations relating to overindul- gence, such as drinking alcohol and gorging on food.

VM prCbictAblC A Satyr’s unpredictability makes it as wild as the beasts of the woods. It joins in their bestial nature, and physically it becomes like them as well. Its body is hidden by a heavy coat of hair which covers it from head to toe. A musky smell that humans find attractive and repulsive at the same time surrounds the Satyr.

vmscf.ul When a Satyr grows more vengeful, it becomes very dis- tinctive and easy to remember. This change is not physical. Rather, something about the Satyr’s nature changes, mak- ing it unforgettable. Those who have wronged a Vengeful

Satyr will retain a very precise image of it, always remem- bering the wrong that they have done.

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A1 truistic An aura of calm and trust surround an Elf as it grows in its altruism. At first, this effect is barely noticeably. However, a highly altruistic Elf can actually stop a riot simply by

When an Elf’s Altruistic Trait reaches 16, it can calm people with a few simple words. This calming can be re- sisted with an Idea roll. In addition, if a situation continues to be dangerous or confrontational, a person quickly loses the calm which an Elf has bestowed.

moving among the people and speaking with them.

VI

lO%ptrS The joyousness of an Elf creates a physical warmth about it. To nearby people, it is as if they have just walked into a warm Spring day. An extremely joyous Elf can even warm the bitter cold of a New York winter.

PriVAtC As an Elf becomes increasingly private, it hides from the world within a hard shell. Its skin develops into a hard bark, which serves to both protect and hide the Elf. Finger and Toenails become sharp slivers of wood.

When an Elf’s Private Trait reaches 16, the hard wood of its skin becomes worth 3 armor points.

mol43 As the pride of an Elf increases, so does its physical stat- ure. A Proud elf will be very tall and almost dangerously thin. As an Elf rises to the sky, so do its ears, which become long and pointed near the top.

stubborn When an Elf becomes set in its ways, its features begin to harden, like wood. Only in the most extreme cases can the flash of emotion be seen in an Elf‘s face. A stubborn Elf only moves when it is utterly necessary. At other times, it stands as still as a tree in the forest.

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Cruel The teeth of a Snake become sharp and pointed as it learns the nature of cruelty. In addition, poison glands develop in the rear of its mouth. The bite of an angered snake can be quite deadly.

When a Snake’s Cruel Trait reaches 16, it develops a Bite melee attack which does ld3 damage. If this damage penetrates armor, the Snake releases poison into the victim, which acts at a POT equal to the Snake’s Cruel Trait. The venom is very similar to a Cobra’s. It takes full effect in 15- 60 minutes, and causes convulsions and respiratory failure.

Deceitfid The snake’s deceitfulness is hidden entirely in its eyes, which become utterly reptilian. They grow larger, and the pupils fill the whole iris and narrow to take the shape of a slit. The iris turns a deep golden color. Finally, the eyelid grows a second membrane, which is transparent. Tales and myths warn of looking too deeply into the eyes of a Snake.

1VlbulseVlt As a Snake becomes more indulgent, it is able to vividly recall powerful sensations of the past, both pain and pleas-

ure. A very Indulgent Snake is able to tell the difference between two years of wines, if it has tasted them before, or recognize caviar by the merest nibble, or silk by the faintest touch. If it wishes, a Snake can lose itself in these vivid recollections.

When a Snake’s Indulgent Trait reaches 16, it becomes able to clearly remember most sensations which it has en- countered in the past. For easily recognizable sensations, no roll is necessary. For more difficult sensations, encountered for only a brief time, the gamemaster may require an Idea roll.

Private The snake hides from the world within a scaly shell as it becomes increasingly private. Its skin develops into large snake-like scales, dry and soft to the touch.

Vwprebictable The movements of a Snake become jerky and abrupt as it becomes more unpredictable. One moment, a Snake may not be moving at all, and the next it will have struck at something and caught it. A Snake becomes more flexible as its unpredictability increases. Eventually, it becomes fully double-jointed, nearly in complete control of its body.

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P " T a *s

This chapter contains four new Metamorphoses. Two of them, Baba Yaga and Baen Shide, are Moon aspected. The Fomorian is a Water Metamorphosis, and the Tecarian is an Earth Metamorphosis. These Metamorphoses, all based on Celtic mythology, are described using the new emotional Traits and Transformations system given earlier in this book, starting on page 56. If you wish to continue playing using the older system given in the Nephilim rulebook, it should be an easy task to determine transformations for head, hands, skin, odor, and voice from the descriptions given here.

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DADA YAGA 2 4 Fmm a paper by Professor Beskrit, PhD, University of New Mexico, 1987

wing my belving into the history of folklove ana the syw60lism of archetypal

u figtlves, I have fomd few figures wore fascinating than the Bda Yaga, or Black

*- Annjs as we know her in westem Ewope. The Yaga figwe i s one of fierce feminine t e bate, to the extreme of mwbevous femiMist tenbencies. she is ofteM founb in stories as

a vile witch or a beformeb o b crone. Her sole pleasures in life are to enslave pMng girls with spells a ~ b to young men with her sharp chws. Thozigh the Yaga has a specially hatveb for men, she trdy hates all mankind.

-

The ~ a 6 a Yaga is a beceitfd spirit who hues peo- ple from their proper paths with illtlsion ana trickerp she vevels in their terror when she reveals her true face, for her heavt is saib to be as cola as iron. she never forgets a wrong, ana will track someone to the enas of the worlb to right one.

I woula sygest to stubents that a fear of feminism is respollsible for the imager3 of the Yaga figure, a wicked woman who bates men. she is powerftil ana to- tall2 self-sewing, evewthing that man feavs. she bows to no one.

cwcl Deceitfbl As a Baba Yaga gains in cruelty, its teeth become hard like iron and as sharp as needles. Its nails become quite lon and as tough and razor-sharp as knives.

it develops a Bite melee attack which does ld6 +db damage. At this point, the Baba Yaga’s teeth have become so tough and hard that it can eat straight through bone. In addition, damage on the Baba Yaga’s Fist melee attack increases to ld3+3+db.

As the Baba Yaga becomes increasingly Deceitful, it wrinkles and ages, its skin sagging and

knotting. However, at the same time, its speech becomes sensual and beckoning, a young When a Baba Yaga’s Cruel Trait reaches 16,

voice in an old body.

Malevolence and ill-fate begin to surround a Baba Yaga as it becomes increasing misanthropic. Small disasters

slowly increase in intensity. Milk spoils, babies cry and ulty wiring sparks fires. When a Baba Yaga be-

comes full of misanthropy, these disasters can be great. Old men fall down unsound

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VC#Sdtrl As a Baba Yaga becomes increasingly vengeful, its awareness of those who have wronged it is increased. It be- comes able to recognise a wrong-doer, even if it only saw them briefly, and can easily pick them out in a crowd. Even- tually, a Baba Yaga can even locate those that deserve its vengeance from a distance. People who have wronged a Baba Yaga feel uncomfortable in its presence, and sick to their stomach when the Baba Yaga is actively seeking them. As a Baba Yaga learns to pick out those who have wronged it, its eyes be- come intense, almost glowing.

When a Baba Yaga’s Vengeful Trait reaches 16, it is able to track down those that have wronged it. On any Grand En- thronement of Moon, a Baba Yaga may choose to divine the location of one who has earned its enmity. If the Baba Yaga makes a Ka x 1 roll, it learns the direc- tion and approximate distance of its prey. If the roll fails, the Baba Yaga will still learn something of use, perhaps a sense of its victim’s immediate sur- roundings, or an idea of what she might be doing at the time.

wooden stairs, children run into traffic and teens are beaten in alleys.

Strspiciotrs A Baba Yaga tends to become cold and with- drawn as its suspicions increase. People quickly begin to think of the Baba Yaga as unapproach- able. Any beauty which a Baba Yaga might once have had is slowly destroyed. At the extreme, it becomes hideous to look at. This is the way in

which the Baba Yaga keeps itself away from those that would betray it.

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DAfN SWD€ Excelpt from New Hemes, a human link to the Nephilim, “Sylune’s Confession ’’

am sglme, ana I mle OM all. I vde OM became OM desive me, and ~ O M Y desive gives I me power over gou There i s not a 6eing in this ~oom who does not wish to cowt either mg favow or mg fancg. The2 will receive it, at the Tight price. Mg pvices are not a h a ~ s

bgh. There aye those who amme me and those who are of use to me. The companjons that I tvdg covet are 60th. I expect nothing hit t o d bevotion fyom those aro~nb me and I

m d l y veceive it throw$ modal wealth OY sovcerg. I am the vivtuoso of beceit, plemuve, ana sophistication

bies, ana none suvass me, I feeb born p u r becaaence as a spiber ensnares flies in the web. I alwags prefer a host of obl le birth, such a 6acbounb supplies the comforts that I have become accus- tomea to wble in the wrovtal coil, S M C ~

a position also allows for greater bee- born of wovement ana access to more resources than a tgpical peasant. ~n ages pat, I W O M ~ prefer a female simulacrum, as such it was easier to t&e the position of power behinb

Politics, YMMZOMY ana suspicion are mg ho6- the throne. Howevev, in this modern, l$ erateb worh, I fjnb a male human to be jwt as

There are those who beb me anb trg to cross me, but tbeg bo not last. TC/~S i s because pou hu~lans are pathetic. YOM hrool at the thoqht of power, conquest 6~ the sworh. YOM bo not unberstanb true power. I bo. True power i s being a6le to maniplate someone till

their beath, without them ever knowing bow p~ have cmtrolleb them, u d it suits pow nx of 3014 disagree?

Deceitful lMbVlseMt A Baen Shide becomes increasingly tied to the moon as its deceitful nature increases. An unearthly light fills it, caus- ing its skin to glow and silver streaks to appear through its hair. This light is most obvious when the moon is full. At the same time, the Baen Shide becomes more cautious and thoughtful when the moon is new, and full of life and activ- ity when it is full.

As a Baen Shide’s indulgence increases, it tends to attract those nearby to the same excesses. People near an ex- tremely indulgent Baen Shide often find themselves over- eating or drinking themselves into a stupor.

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Mmipul ativc A most pleasant, flowery aroma arises from a Baen Shide as it becomes more manipulative. These smells can numb the senses or put people off guard. At the extreme, they totally entrance a nearby person, allowing the Baen Shide to bend her to its will.

When a Baen Shide’s Manipulative Trait reaches 16, it is able to manipulate humans through the smells that emanate from it. If a Baen Shide talks with a hu- man for several minutes and suceeds at overcoming the human’s Solar-Ka with its Moon-Ka, it may convince her to do one thing. This thing must be something that the human would have at least con- sidered doing before the Baen Shide spoke with her.

Mo3est A modest Baen Shide learns to fade into the background. People tend not to no- tice it unless the Baen Shide is speaking directly to them. Even after someone has seen a modest Baen Shide, they tend to forget their encounter as time passes. As a Baen Shide becomes increasingly modest, its body tends to change as well, becoming more indistinct. The skin takes on the color and texture of the finest porcelain.

When a Baen Shide’s Modest Trait reaches 16, it learns to fade into the world of humans. Its inhuman physical Metamorposes become visible to only the most powerful

people (humans or Nephilim with a Ka of 20 or more), and it becomes difficult to see with Ka- vision (it is only visible if a Ka x 2 roll is made by someone using Ka-vision).

Social Social Bane Shide become easily amiable and friendly. They tend not to upset people, and even if they make social mistakes, they are quickly forgiven and forgotten. People usually feel like a social Baen Shide is an old friend, even if they have never met it before. They are quick to trust it, and are able to overlook its shortcomings. A social Bane Shide’s voice is reminiscent of half-forgotten dreams.

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From the Diary of Professor Andre Heppor PhD in Mythology, at Boston Universig, 1927

hen I first reah of the ~omovians, I thotight them a marvelom legenh. It was w t h e Celts who t oh of how the sea bemons conqMereb the Ttlatha be Dam, evibencing an amazing begree of technology anb bestmctjve power. The tales in- vokeb visions in my heah, ana often I W O M ~ bream of the malforme3 ~omovjans marching to bestroy their enemies.

At the time, 1 never wodd have 6elieveb that I W O M ~ J one dag find the ~omorian legends to be based tlpon $e most gruesome reahg. Btlt then, a aging man's words lea me to a hidden town in the West of Wales. The town was rded b a tgrant with a will of 1'ron. He marched comtantlg, a general stlrveging his troops, and he talked of the tlpcomiq conqtlest. ~ c c a - sionalln he wotllb be seized b a burst of anger, and one of his troops, logal and fearfd to the end, W O M ~ fa[[. When alone, the tgrant wotlh slowlg pick apart his world, cmhing, killing and destroging for the sheer jo2 of it. I don't th id that the tgrant was t rdg cntel. Rather, be cared not at a[[ for those a6otlt him. The3 were like the marvel- OMS machines that he btlilt, tools to be used in his

conqtlest. still stalk the Earth?

A[[ of this could have 6een explainea awag as a matmmm risen to power, 6tlt I have not get written of the most hibeow revelation of a[[. The tgrant was not htlman. H ~ S skin was barb and gnarled. Hye, mis- shapen eges sat at the center of his face. His hands were pointed claws, his t ee4 jag@ baggers. I do not thid he breathed. once, when he passed too near mg

biding place, I noticed the smell of rotting /le&. If it i s not clear,

let me state it 6ltlntl3, the tgYant was a F O W O V ~ ~ ~ , a wicked spirit of $e

water, returned to once again drive the lers from the isle.

I fled ~ y l a n d at once, traveling as far awag as I cotllh, to a place where I wotllt~

never again see those leering feattires. But now, I w o n i ~ and I w o q . what other living wgths

Eyes become misshapen as they swell to enormous propor- tions, one commonly dwarfing the other. Even the Fo- morion's voice is destroyed, as it becomes harsh, gravelly and rasping.

AWml When a Fomorion learns to control the anger within, the pressure warps the body without. Skin knots, twists and toughens like a rhino's hide, increasing the size of the body.

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Destrtr ctive As the Fomorion’s destructive nature be- comes evident, its body twists into a ma- chine of war. Hands gnarl into claws, the nails becoming solid like talons. The mouth widens, stretching across the cheeks, and the teeth become sharp like needles.

When a Fomorion’s Destructive Trait reaches 16, damage on its Fist melee attack increases to ld3+3+db, and it gains a Bite melee attack which also does ld3+3+db damage.

A Fomorion does away with unnecesary body functions as it becomes increasingly pragmatic. It ceases having to eat. Its breathing becomes less and less regular be- fore it ends altogether. The heart stops beating, and the blood of the body is no longer circulated. Eventually, the organs of the body all become totally unused and at- rophy away. At this time, a stench con- stantly surrounds the Fomorion, like a corpse left in the sea to rot.

When a Fomorion’s Pragmatic Trait reaches 16, most of its bodily functions stop. It no longer needs to eat, drink or even breath.

VMCATiMS

As a Fomorion’s uncaring Trait increases, it be- comes haughty and aloof, totally apart from the rest of humanity. Humans become afraid to ap- proach the Fomorion, and a cold chill seems to hang about it, like the chill of the grave.

An aura of divisiveness surround a Fomorion as it becomes increasingly warlike. Nearby people are quicker to find fault with each other, and petty violence tends to escalate. An entirely warlike Fomorion can easily cause riots or re- bellions, sometimes to its benefit, sometimes to its detriment.

Page 79: Chronicle of Awakenings

TECARIAN Personal notes of Hans Kausmnn, explorer and occultist 1942

sought through the wild mountains of India for man3 months before I finallg I came upon the Oracle, a figwe bow the dimlp remewbereb depths of mg deep 60~nh jowneps. He is a statue, a solid lump of ram$ hewn granite, at a[[ times so ponderom it2 his actions that it i s as if time itself W O M ~ wait for him. The gears have weathered his features greatlg. When he moves, he i s like a wo~ntain slow[g risiylg.

we talk muc~), the oracle ana I, ana his voice i s smooth, bark, slow ana even, easilg mist4en for whis- pers OM the w i d . He spe&s bateb 6tlt fluent German ana French. A[[ things about him are oh, and be i s resistant to chaqe. The Oracle i s slow to move or be moved. I am stlre that if a gun where to 90 of in his presence, be wodb be tlnsuvprisea, as he had alwags known it would happen.

I knew from the first time that I oracle that he woda have preferreb to be [eft in SolitMae, sttlbging the mpsteries of the

ever, be was too polite to sag so, ana be never showeb me ang$iMg btlt kindness. It was as if he was a giant, bo lb i~g the most behate flower in his hand.

There i s no botlbt in mg mind that all the oracle sags i s tme.

The Thirb Reich wi[l eventmdg be befeateb, ana I will be able to vettlrn

home. But, the Oracle’s secret mtlst be kept, as I keep mg own kabbala. Besibes, it must be saib that were

ang that I had liveb with a sentient ~9 the wayI theg wotllb believe me

Altruistic As the Tecarian becomes increasingly altruistic, a sense of great trust surrounds it. Those who listen to the Tecarian believe what it says, no matter how ludicrous or outrageous it might seem. Others can sense the kindness that infuses the Tecarian, and this causes them to believe in it, and to lend it their faith.

CAlW The features of a Tecarian become weathered and smooth when its calm increases, just as a stone is smoothed by the

waters of a stream. Noticible blemishes or scars are erased, and angular or jagged features becomes rounded. When a Tecarian becomes fully calm, its eyes, ears, mouth and nose are barely noticible, visible as only faint slits upon the Tecarian’s face.

Co ~scrvativc A Tecarian begins to yearn for the past, for the ways that it once knew as it increases its conservatism. As it does so, an aura begins to surround it that causes others too to feel this sense of nolstalgia. People near a conservative Tecarian

Page 80: Chronicle of Awakenings

remember the greatness of their youth and wish that they could return to it.

Private As a Tecarian becomes increasingly private, it hides from the world in a shell of stone. Its skin becomes hard as rock, and takes on the texture and color of granite. Hands and feet become large, and fingers and toes thick.

When a Tecarian’s private Trait reaches 16, its skin becomes as pro- tective as granite, and it becomes worth 3 points of armor.

Spiritual A Tecarian gains foresight into the universe as its spiritual- ity increases. This sprituality can be seen primarily in the eyes of a Tecarian, which shine like brightly lit quartz.

When a Tecarian’s spiritual Trait reaches 16, it becomes able to prophesy the future. On any Grand Enthronement of Earth, it may choose to prophesy on one subject. The game- master should make a secret percentage roll against the character’s Earth-Ka. The lower the roll is, the better the vi- sion. If the roll is less than Earth-Ka x 1, the Nephilim

should receive a vision that accurately describes a possible future, while if the roll is Earth-Ka x 4 or worse, the vision should be very wrong.

Whether correct or not, visions can be clear or muddy, vague or startlingly precise. As quick a rule of thumb, add the digits on the two dice together. If the result is greater than 9, add those digits together as well so that you have a single-digit number on a scale of 1 to 9. The lower the number, the clearer the prophecy. The higher, the muddier

the prohpesy. 0 For example, the gamemaster rolls a 79 on ld100, indicating that the prophecy is wrong, but not profoundly so, or perhaps merely useless. Adding the digits 7 and 9 gives 16. Adding the 1 and 6 results in a 7, indicating that the prophecy is on the muddy side. Ifthe die roll had been an 11, the prophecy would be cor- rect (under Earth-Ka x 1) and (1+1 = 2 ) reason- ably cleal:

Visions are tools of the gamemaster to use as she wishes to further the plot, to aid or hinder. Also keep in mind that one should not ask a question to which one does not wish to to hear the answer. Often our ingorance of the future is more a mercy than a burden.

Page 81: Chronicle of Awakenings

31MVLACM

ESE NON-PLAYER characters can be brought out in the game as they are useful. They can also serve as Simulacrum in charac- ter generation, or at a later point when a

Nephilim reincarnates during an adventure.

As these are normal people, untrained in magic or So- lar-Ka, their Solar-Ka listings range up to 24. Exceptional

leaders, or people trained in using their Ka, can have it range much higher, even up to 90. If the gamemaster wishes to make such advanced people available for incarnation, she can simply raise the Solar-Ka of some of the people listed here, or she may want to design such individual people her-

Y

Female, Age 27 Social Status: 18 Education: 18 Life Experience: 57 '

Culture: American legal, upper,class Profession: legal representative ita a high profile cor-

Income: $300,000 per year, Residence: large apartment Family Relationship: 9, severaC abstract relationships

Appearance: conservative power dresser, skirt suits,

Possessions: brief ca5e and case papers, expensive

Male, Age 24

Social Status; 14 Opportunity pportunity Wc x 3 ) : 54 '$

Education: 12 I

5 Life Experience: 40

Culture: American middle cia%

Profession: proffesional football player poration Income: $1 70,000 per year

Residence: large suburhan family home

Family Relationship: 17, parents, wife & child, fans,

Appearance: casual, rugged, healthy. Very muscular,

Possessions: Sports car, expensive "sport" casuals

STR16 CON14 INT12 notepad computer DEX 16 CHA 14 Solar-Ka: 13

Skills: Craft (game rules) 60, Dodge 70, Grapple 70, DEX 9 CHA 16 Solar-Ka: 18

,

% *

team mates with colleagues

flat top haircut reserved jewellery

car, expensive clothes, jewellery, cellular phone,

STR10 CONI0 I N T I 9

Skills: Computer Use 20, Craft (bureaucracy) 70, Kick 65, Read/write (Modern American) 30, Scan 60, Speak (Modern American) 30, Throw 70 ' Craft (public speaking) 60, Drive (car) 40, Fast talk

TO, Law 85, Psychology 50, Read/write (Modern American) 80, Speak (Modern American) 80

.4 *

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Profession Solar- Ka Club Dancer 6 Gang Kid 6 Gambler 7 Cheap PI 8 Beautician 9 Brewer 9 Disk Jockey 9 Drifter 9 Night Club Socialite 9 Tattoo Artist 9 Teenager 9

Profession Solar- Ka Bodyguard 10 Coach 10 Lifeguard 10 Debutant 12 Model 12 Undertaker 12 Used Car Salesman 12 Athlete 13 Gang Kid (Street Fighter)l3 PhD Candidate 13 Auto Mechanic 14

Profession Plain Clothes Cop Con Artist Bookie Private Detective Librarian Attorney Musician Stage Magician Po I it ic i an Private Collector

Solar- Ka 14 15 16 16 17 18 18 18 20 24

Biker 10 Doctor 14 I

Page 83: Chronicle of Awakenings

4

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tn w I

Female, Age 22 Social Status: 5 Education: 8 J= Life Experience: 38 Culture: American urban poor Profession: Dancer Income: $50 per night &ncin& plus tips, plus prosti-

Residence: small apartment in a large, run down

Family Relationship: 2, pet cat and next door neigh-

Appearance: jaded, attractive but lonely. Possessions: provocative stage 'clathes', personal

clothes, shouldor bag, small cat, self loathing

f Opportunity (5oc x 3): 15

z- 3

tu tion.

apartment block

bour

S T R l O CON15 I W l O DEX 15 CHA 17 Solar-Ka: 6

Skills: Art (exotic dancing) 60, Conceal 30, Dodge 40, Fast talk SO, Kick 30, Readwrite (Modern American) 25, Speak (Modern American) 35, Sur- vival (urhan) 20

Weapons: Spray can oi mace

Page 85: Chronicle of Awakenings

B I

Female, Age 16

Education: 10, High School SQphornore

Culture: Modern American, Upper Class Profession: High School Student

p*$$ & Male, Age47 f Social Status: 9 @pportunity @oc x3): 27 Social Status: 1 0 Opportunity goc x3): 3 0

' Life Experience: 69 ~ Life Experience: 30

3 Culture: Modem American, Mf&le,Class 4 c) retired) *%g Income: Generous Allowance bb

5 Ineome: $33,000 iqg Residence Parents Home

% Residence: Home (mortgage) Family Relationship: 10, Over-ptective parents, an- noying younger brother

*P u bored

f Appearance: Beer belly, balding

e jewelery collection, largewardrobe, horse collection, .38 police special

*P

a ' ? Education: 13, some college %

-7 Profession: High School Football Q a c h [policeman,

v c, Family Relationship: 14, wife and teenage children Appearance: Designer clothes, expensive jewelery,

Possessions: BMW (1 6th birthday present), expensive Possessions: American car (station wagon), trophy

STR10 C O N 1 1 I N T 1 3

Skills: Biology 10, Chemistry 10, Conceal 60, Drive (Automobile) 20, Hide 40, History 30, Listen 65, Readwrite (Modern American) 30, Ride (Horse) SO, Scrutinize 50, Speak (Modern American) 45

STR14 CON12 I N f 1 3

DEX 11 CHA 9 Solar-Ka 10 DEX 14 CHA 17 Solar-Ka 12

Skills: Drive (Automobile) 35, First Aid 60, Handgun 35, History (Sports) 40, Law 40, Physics 20, Psy- chalogy 30, ReaWrite (Modern American) 60, Speak (Modem American) 60

6

, I

a

I

P

Female, 21 Social Status: 4 QppoPtunity x3): 12

Education: 14, some college

Life Experience: 43 Culture: Modem American, Akrn4ive Profession: Disk jockey (College Radio)

Income: $5000; Financial Aid "G Residence: Double in co-op ., Family Relationship: 7, promiscuous; parents distant

Appearance: Careful grunge

Possessions: Voluminous purse, CD colletion, Expen- sive audio/visual equipment, Small chemical lab, Small cult following

*

STR10 C O N 1 3 INT14 DEX 15 CHA 13 Solar-Ka 9

Skills: Alchemy (Black Stone) 1.5, Chemistry (Drugs) 50, Computer Use 25, Electronics 60, First Aid 40, History (Music) 30, Pharmacy 50, Readwrite (Modern American) 60, Speak (Modern American)

,

I

8,o

Page 86: Chronicle of Awakenings

crc * t

VI B 3'

2 ' Liie Experience: 41 %

Culture: Modern American, Urban t

Female, Age 2 5 Social Status: 6 Opportu~ity (Soc x3): 18 Education: 11, High Schobl Dmpodt

Profession: Con-Artist 8 1 I

Income : $S,O00-$5 0,000 Residence: Cheap Hotels '

Family Relationship: 2, can't afford relationships Appearance: Well-todo Possessions: Rental car, Several fake IDS, lockpicks,

small caliber handgun

STR10 CON11 I N T I 5 DEX 12 CHA 1.3 Solar-Ka 9

Skills: Art (Acting) 80, Drive (Automobile) 40, Fast Talk 75, Listen 40, Pyschology 60, ReaWrite $Mdern American) 40, Sleight 80, Speak (Modern American) 80, Survival (City) 80 ''

Page 87: Chronicle of Awakenings
Page 88: Chronicle of Awakenings

3 I

Male, Age 24 VI Social Status: 17 Education: 12 Life Experience: 48 Culture: American, showbuisness Profession: Chart toppingktub hit singer Income: $200,000 per year Residence: large condominium Family Relationship: 15, road crew, staff, band mem-

Appearance: outrageous, spiked hair, leathers, anach-

Possessions: instrument of choice, rooms full of

z 5 ?: 3

Opportunity (SOC x 3): 31

bers, although parents are estranged.

ronistic clothes, clashing colours

clothes, sports car, black book full of dates and groupies.

S T R l 2 C O Y 1 4 INTI0 DEX 1 5 CHA 18 Solar-Ka: 18

Skills: Art (compose) 30, Art (play instrument) 60, Art (sing) 80, Bargain 40, Business 30, Drive (car) GO, Fast Talk 70, ReadWrite (Modern American) 30, Speak (Modern American) 40

Page 89: Chronicle of Awakenings
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Page 92: Chronicle of Awakenings

SIMULAC BONUS CHARACTERISTIC TO TAL ROLLS (charactenstic ~ 3 % )

Ka Vision %

Constitution Resist. % Strength Effort %

Intelligence Idea % Dexterity Agility %

’% Charisma Persuade %

MELEE

N-Skill- 0 S-Skill- 0

Damage HP

MELEE

N-Skill- 0 S- skill^ 0

Damage ~ HP

MELEE

N-Skill- D S-Skill-

Damage HP

MELEE

N-Skill- 0 S-Skill-

Damage HP

MELEE

N-Skill- 0 S-Skill-

Damage HP

MELEE

N-Skill- 0 S-Skill-

Damage HP

MISSILE

N-Skill- 0 S-Skill-

Damage

Rounds Range -

MISSILE

N-Skill-O S-Skill-

Damage

Rounds Range-

MISSILE

N-Skill-O S-Skill-

Damage

Rounds Range-

01 02 03 04 OS 06 07 08 09 IO I I I2 13 14

IS 16 17 18 19 20 21 22 23 24 25 26 27 28

29 30 31 32 33 34 35 36 37 38 39 40

SKILL NAME NEPHlLlM SIMULAC.

Anthropology 0 0

Arcanum Lore

0

Archeology -0 - 0

Art -0 - P

-Q - 0

Astrological Lore 0 0

Astronomy -0 - 0

Bargain -0 - 0

Biology -0 - 0

Build -0 - 0

Business -0 - 0

Chemistry .-...-.a - 0

Climb -0 - 0

Computer Use 0 P

Conceal -Q - P

Craft -0 - 0

-0 - 0

Dodge -0 - 0

Drive -0 - P

-0 - 0

Electronics -0 - 0

Fast Talk -0 - 0

Farming -0 - 0

First Aid -0 - P

FisdPunch -0 - 0

Geology -0 - 0

SKILL NAME NEPHlLlM SIMUMC.

Grapple -0 - c;I

Hermetic Lore P D

Hide -0 - 0

History -0 - 0

Hunt -0 - 0

Kabbalistic Lore 0 0

Kick -0 - 0

Law -0 - 0

Life Experience

0

0

0

0

0

Listen -0 - 0

Mechanics -P ~ P

Medicine -0 ~ 0

Natural Lore -Q - 0

Pharmacy -0 ~ 0

Physics -0 - 0

Pilot -0 - 0

0 - 0

Psychology -0 - 0

Readwrite 0 P

-0 - P

-0 - 0

-0 - P

;KILL NAME NEPHlLlM SIMULAC.

Research -0 - 0

Religion -Q - i

Page 93: Chronicle of Awakenings

SORCERY

ALCHEMY BLACK STONE

WHITE STONE

PHILOSOPHERS STONE

LOWER MAGIC

HIGHER MAGIC

GRAND SECRET

spell circle threshold elements

---

SVMMONlNG SEALS

PENTACLES

KEYS ..................................................................................................................................................................................................................................................... !PSll circle ! w o l d !!!!!!E., ..................................................................................................................................................................... .............. ........... .....

---

FIRE

AIR

EARTH

WATER

MOON

LOCATION:

EPOCH & DESCRIPTION

FIRE

AIR

EARTH

WATER

MOON

Trait Tronsformation Points I I

I

I I

Name

Solar Ka Age

Gender Social Status

Opportunity (SOCIAL STATUS ~ 3 )

Education

Life Experience

Profession

Family Relationship

Culture

Description

Place Year Points Occupation

Page 94: Chronicle of Awakenings

OCCULT DEVELOPMENT POINTS

SKILLS LEARNED MAGIC TECHNIQUES

SKILLS LEARNED. MAGIC TECHNIQUES

Page 95: Chronicle of Awakenings

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