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The afterlife has always been at a decisive stalemate: the armies of Heaven and
Hell forever glaring at each other across Purgatory, waiting to destroy the other so they
can swarm over the Earth. One wants to save humans, but take away their humanity, and
the other wants to set them free, but forever corrupt them into something less than
human. Purgatory has always been the silent middle man, simply directing souls into the
appropriate afterlife.
Then, not too long ago, Purgatory threw down the balance and said no more.
They viewed the only solution as being the total destruction of all humans; thus, they
could not be enslaved or turned bestial. Neither Heaven nor Hell expected this move,
which made Purgatorys assault unhindered.
The Purgons flooded the Earth, blasphemous and non-Euclidean creatures set out
to destroy man kind. Some attacked with full force, while many are still waiting in dark
corners for the appropriate time to strike. Humanity is doomed, for the most part.
Not wanting to lose Earth to the terrible Purgons, Heaven and Hell made an
uneasy truce; they were going to purge the Purgons from Earth. Demons and angels,
disguised as humans, were sent down to combat the threat. Though they both had slight
markings of their heritage (demons may have small horns, while angels could have a
slight glow about them), the disguises of these Nephilim were flawless. Their mission is
to investigate, interrogate and destroy any Purgon activity they may find, lest humanity
be wiped from Earth.
Setting questions
When does this game take place? Though I made Nephilim to be played during the
modern era, due to the generic nature of weapons and specialties, it can really be played
during any time period. The Crusades would be an interesting setting, or something like
an alternate World War 2. You could even do a sci-fi setting with a little elbow grease.
Are these angels and demons from Christian mythology? Yes and no. While they are
divided by Christian Sins and Virtues, this can easily be modified. Most religions brought
from the collective unconscious have an evil afterlife, a good afterlife, and a neutral
afterlife, with holy and unholy characters. The types of Nephilim can easily be modified
by choosing a Virtue/Sin they embody along with a racial specialization. These Virtues
and Sins dont even have to be Virtues or Sins, they could instead be dominions of gods
such as fire, war or storms. In this way, you could play as descendants of Greek gods.
You could also play as just exceptional humans involved in the conflict, with their racial
specialization relating to their former profession. They would still have a Sin or Virtue
they embody, but their True Form power would turn them into a Paragon of
Humanity(this would actually bolster the populace to fight, instead of flee in terror).
Can I modify the rules? Sure! Id encourage it, actually. These rules were written in
under 24 hours, so things will most likely be missing or not balanced. Keep rule zero in
mind, and just have fun with the game
Character Creation
1. Choose attributes
Your attributes, (Body, Mind and Soul), all start at 1. Distribute two points
between any of these three attributes, to get an array of 3-1-1 or 3-2-1
2. Choose skills
You have 6 points to distribute between all your skills. Skills can go over their
linked attribute. Linked attributes, and skills, are as follows:
Body- Strength, Dexterity and Stamina
Mind- Perception, Intelligence and Wits
Soul- Appearance, Manipulation and Charisma
3. Choose specializations
Roll 1d3 for amount of specializations. These can be placed on any skill, but what
the skill is specialized in must be made clear. A specialization allows you to reroll a failed
die on a linked skill roll. Specializations can stack, but a character can have no more than
3 per skill, and only 1 at creation. Below are some suggested specializations:
Strength- Brawl, Melee, Might, Lift
Dexterity- Athletics, Firearms, Stealth, Drive
Stamina- Endurance, Resistance
Perception- Awareness, Investigation
Intelligence- Science, Survival, Computers
Wits- Art, Business, Rapport
Appearance- Intimidation, Style
Manipulation- Interrogation, Streetwise, Subterfuge
Charisma- Command, Etiquette, Perform
4. Choose your Nephilim type
You are either an Angel that embodies one of the Seven Virtues, or a Demon that
embodies one of the Seven Sins. Each type gives a unique specialization that allows you
to reroll a failed die on a linked skill roll (in addition to ones from regular specializations)
Chastity- Stamina Lust-Appearance
Temperance- Perception Gluttony- Stamina
Charity- Wits Greed- Manipulation
Diligence- Intelligence Sloth- Perception
Patience- Dexterity Wrath- Strength
Kindness- Charisma Envy- Wits
Humility- Strength Pride- Intelligence
5. Calculate other stats (subject to change)
Health= Body x 3
Magic= Mind x 3
Spirit= Soul
6. Get equipment
You start with what is in your pockets in real life. You also start with one of the
following:
*Two Rank 1 weapons or one Rank 2 weapon
*One Rank 1 weapon and one Rank 1 armor
*One Rank 2 armor or two Rank 1 armors
Characters Continued
Health
If a non-player character ever reaches zero health, they die. If a player character
reaches zero health, they fall unconscious. Every turn after that, they lose an additional
health until they reach -5, upon which they die.
Another character can stabilize the dying character by making an Intelligence roll,
aiming to get a number of successes equal to the negative health of the character. This
keeps the dying character at unconscious.
All of a PCs health is restored if they have a good nights rest.
Magic
Magic in Nephilim is very freeform. When a character wants to cast a spell, he
describes the effects to the GM. Then, based on the effects described, the GM sets a
difficulty that must be beat. The character then spends a Magic, and if the difficulty is
beat, the spell goes off. If the difficulty is not beat, the spell fizzles away and the
character wasted a Magic. Magic restores to full after a good nights rest.
Magic is divided up into six schools: Blood, Bone, Skin, Bile, Nerves and Muscle.
The names arent just gruesome, the effects should be as well. Note, that even though the
effects may look painful, they do not hurt the caster.
Each school corresponds to both a type of magic that it does, and the skill you use
to cast the spell. Below is a list of the schools, their linked skills, the kind of effects they
can produce, and a few suggestions for effects.