Fate of the Nephilim: Skills

A quick note about the information presented below: I’m not going to be explaining all the ins and outs of the Nephilim game. If you’re really confused by stuff, I urge you to grab the pdf of the game to follow along. You can get it at the Chaosium site, and the entire line is available at RPGnow. It’s well worth the purchase. And Fate Core is available from Evil Hat Productions. Also very much worth it.

 

The next big piece of heavy lifting for the Nephilim conversion is solidifying the skill list. It also involves deciding which skills are available for which eras and for which types of past lives. And that requires looking at which types of past lives are available for which era. So, in this post, I’m going to take a look at all of that, and hopefully get the skills sorted for this conversion.

Past Lives

I’ve already decided1 to use a variant of the mode method of character creation that I had first seen done in the Atomic Robo RPG, and later saw discussed in more detail in the Fate System Toolkit.  The basic idea is that you choose a couple pre-defined sets of skills and add together the ranks in overlapping skills. I thought that would work very well to reflect things learned over a series of incarnations in different time periods.

The standard number of skills in a mode in ARRPG is three2, and that seems a good number of skills for one mode or lifetime. But to keep from having to create a whole bunch of different modes in order to give some variety to the characters and choices3, I decided that I should give each lifetime four or five skills4, and allow the player to choose three of them for the character.

One of the other things I’ve decided about skill numbers is that, in addition to the three skills from the main list for each lifetime, the characters will get to make one pick from the magic skills list available in that era. This is partially because it kind of mirrors the way magic skills are handled in Nephilim – each lifetime grants a certain number of points that you can spend on occult development – and partially because it emphasizes5 the idea that Nephilim are creatures of magic, and even the most mundane among them is still quite magically powerful. At least, compared to a mortal.

Now, some types of lifetime – scholars, for instance – may also have a magic skill as one of the skills on their main skill list, allowing the character to essentially double-dip. Again, this is by design, and I think the fact that the character is giving up a different6 skill to embrace magic is just a fine trade-off. That said, it’s one of the things I’ll have to keep thinking about and will watch carefully if I ever get to try the game out.

The Skill List

If you’ve taken a look at the work-in-progress manual I posted last time, you’ve already seen the overall skill list I came up with. If you haven’t, here it is:

  • Alchemy
  • Athletics
  • Burglary
  • Contacts
  • Crafts
  • Deceive
  • Drive
  • Empathy
  • Fight
  • Investigate
  • Ka Vision
  • Lore
  • Notice
  • Physique
  • Provoke
  • Rapport
  • Resources
  • Shoot
  • Sorcery
  • Solar Ka
  • Stealth
  • Summoning
  • Will

You’ll probably notice that there are a few new skills on that list. Here’s the basics on those:

  • Athletics, Sorcery, Summoning: These are the three magical styles of Nephilim. I’ve only got a rudimentary idea of exactly how I’m going to implement them, so right now, they’re pretty much placeholders. When I get to the post where I sort out the magic, I’ll talk more about them7.
  • Ka Vision: This is how the Nephilim view the magical flow of elements and the other occult aspects of the world. I figure it works just like the Investigate skill, except for magical things instead of mundane things.
  • Solar Ka: In Nephilim, Solar Ka is a measure of the power of humans. It mainly works as an obstacle that Nephilim have to deal with when trying to possess someone, or use magic on them, or something similar. So, I figure that there has to be some representation of it in the game, though I’m not entirely sure how it’s going to work, yet.

Eras

As mentioned back here, I’m dividing the past lives into four broad eras: Ancient, Medieval, Renaissance, Modern.

  • Ancient is era 1 (Predynastic Egypt c. 5000 BCE) to era 10 (Rome, Italy c. 350 CE).
  • Medieval is era 11 (Aachen, Germania c. 750 CE) to era 16 (Avignon, France c. 1378 CE).
  • Renaissance is era 17 (Florence, Italy c. 1480 CE) to era 22 (The Scottish Rebellion c. 1745 CE).
  • Modern is era 23 (Paris, France c. 1789 CE) to era 27 (Berlin, Germany c. 1933 CE).

I’ve said it before, but it bears repeating: these are simple benchmarks. A good argument from a player is all that’s required to switch a given incarnation period from Ancient to Medieval or vice versa. And, of course, the edge cases – periods that are right on the border of switching to a different era – could go either way.

The main point is that it allows me to not have to create new modes for each incarnation period. I can just create Ancient modes, and Medieval modes, etc. It also means that the modes are more generally useful if a player decides to create their own time period for incarnation: I can just look at which of the four eras it falls into.

And, of course, location is a big determining factor. Some areas may be in one era and some in another during the same time. For example, England in 1600 CE is Renaissance, but northern Canada8 probably counts as Ancient during the same year. So, yeah, benchmarks.

Types of Life

Each time period that’s written up in Nephilim or Chronicle of the Awakenings includes a list of who your simulacrum could be. Again, in order to make my life simpler, I’ve created five broad categories of mode for each era. So, if you decide that you were incarnated as a Paladin of Charlemagne, you’d take the Medieval Warrior mode for that incarnation. If you were a galley slave in a Greek trireme during the Trojan war, you’d take Ancient Farmer/Labourer.

I also think that deciding which category your character falls into based on your incarnation is a judgment call. Some9 will be pretty obvious, while others10 will require discussion to determine. That is, in my mind, a feature, not a bug; it lets the player and GM sort things out and flesh out some of the back story for the character, as the player answers questions or makes claims to justify their choice. All good stuff.

So, here are the categories:

  • Ancient: Farmer/Labourer, Craftsman, Warrior, Priest, Ruler
  • Medieval: Farmer/Labourer, Merchant/Craftsman, Warrior, Priest, Ruler
  • Renaissance: Farmer/Labourer, Merchant/Artist, Soldier, Priest/Scholar, Ruler
  • Modern: Farmer/Labourer, Businessman/Artist, Soldier, Priest/Scientist, Politician

Modes

And now we come to the meat. Here’s my preliminary list of skills for each of the modes. These are obviously subject to change as I keep working on the project. But it’s a start.

  • Ancient Farmer/Labourer: Crafts, Drive, Empathy, Notice, Stealth Will. Magic: Sorcery, Ka Vision.
  • Ancient Craftsman: Contacts, Crafts, Empathy, Lore, Notice, Rapport. Magic: Sorcery, Ka Vision.
  • Ancient Warrior: Fight, Ka Vision11, Notice, Provoke, Shoot, Stealth. Magic: Sorcery, Ka Vision.
  • Ancient Priest: Deceive, Empathy, Lore, Rapport, Sorcery, Will. Magic: Sorcery, Ka Vision.
  • Ancient Ruler: Contacts, Empathy, Fight, Notice, Provoke, Rapport. Magic: Sorcery, Ka Vision.
  • Medieval Farmer/Labourer: Crafts, Drive, Empathy, Notice, Stealth, Will. Magic: Sorcery, Ka Vision12.
  • Medieval Merchant/Craftsman: Burglary, Contacts, Crafts, Empathy, Notice, Rapport. Magic: Sorcery, Summoning13, Ka Vision.
  • Medieval Warrior: Fight, Notice, Provoke, Shoot, Stealth, Will. Magic: Sorcery, Summoning, Ka Vision.
  • Medieval Priest: Empathy, Investigate, Lore, Rapport, Summoning14, Will. Magic: Sorcery, Summoning, Ka Vision.
  • Medieval Ruler: Contacts, Empathy, Fight, Ka Vision15, Provoke, Rapport. Magic: Sorcery, Summoning, Ka Vision.
  • Renaissance Farmer/Labourer: Contacts, Drive, Empathy, Notice, Stealth, Will. Magic: Sorcery, Ka Vision.
  • Renaissance Merchant/Artist: Burglary, Contacts, Crafts, Deceive, Notice, Rapport. Magic: Sorcery, Summoning, Alchemy, Ka Vision.
  • Renaissance Soldier: Fight, Notice, Provoke, Shoot, Stealth, Will. Magic: Sorcery, Ka Vision.
  • Renaissance Priest/Scholar: Alchemy, Investigate, Lore, Notice, Rapport, Will. Magic: Sorcery, Summoning, Alchemy, Ka Vision.
  • Renaissance Ruler: Contacts, Deceive, Empathy, Fight, Provoke, Rapport. Magic: Sorcery, Summoning, Alchemy, Ka Vision.
  • Modern Farmer/Labourer: Burglary, Contacts, Drive, Empathy, Notice, Stealth. Magic: Sorcery, Ka Vision.
  • Modern Businessman/Artist: Contacts, Crafts, Deceive, Empathy, Notice, Rapport. Magic: Sorcery, Alchemy, Ka Vision.
  • Modern Soldier: Drive, Fight, Notice, Provoke, Shoot, Stealth. Magic: Sorcery, Ka Vision.
  • Modern Priest/Scientist: Investigate, Empathy, Lore, Notice, Rapport, Will. Magic: Sorcery, Summoning, Alchemy, Ka Vision.
  • Modern Politician: Contacts, Deceive, Empathy, Provoke, Rapport, Will. Magic: Sorcery, Summoning, Alchemy, Ka Vision.

I’m thinking that I may need to allow characters to swap out one skill for another, based on the concept of their incarnation. For example, someone who incarnates as a police officer in 1900 CE may take the Modern Soldier mode, but want to swap out Stealth for Investigate. I think that would be okay, though I’m a little worried I’m making the modes a little too loose. I’m going to have to think about it, and reread the modes stuff in the Fate System Toolkit.

Simulacrum Skills

There are certain other skills that the Nephilim don’t get, because they’re based on the abilities of the simulacrum. These include Athletics and Physique, because they’re purely physical; Resources, because that’s purely social; and Solar Ka, because that’s purely human.

What that means is that I need to add a character creation step: creating the current simulacrum. In addition to those skills, I figure it would be good to give the simulacrum an aspect to identify it16. This could, in some cases, act almost like a second Trouble aspect, reflecting how the history, role, or submerged personality of the simulacrum makes things difficult.

Updated Manual

And here‘s the work-in-progress manual, updated with the material from above.

  1. In fact, it was the seminal idea for this hack. []
  2. Though the Science mode is different. []
  3. Well, I still have to create a number of different modes, but not such an overwhelming number, I think. []
  4. When I sat down to actually do this, I wound up giving each mode six skills. I may need to change that. []
  5. Like the Nephilim system does. []
  6. More mundane, more mortal, more human. []
  7. Hopefully, I’ll have figured out something cool with them by that time. []
  8. Well, it wouldn’t be Canada, yet, but you get the idea. []
  9. Like the Paladin of Charlemagne. []
  10. Like the galley slave – maybe that’s an Ancient Warrior? []
  11. Why? Because stories of ancient warriors with preternatural senses are not uncommon. And I liked the idea. []
  12. This list makes some magic skills unavailable, based on the mode. So, Medieval Farmer/Labourers don’t get access to Summoning. Not sure if this is a good idea, yet. []
  13. So, there are canon dates when the more advanced magical skills (Summoning and Alchemy) are discovered. I’m roughing them in by period. When I get to the magic conversion, I may change that. []
  14. Why? Because of the prevalence of saints and their almost-cults during the middle ages. Sure, that’s pretty Christian-centric, but there ya go. []
  15. Why? Because it fits with medieval ideas of kingship for the ruler to be touched by the mystical world. []
  16. Could wind up with a total of eight aspects, in that case, which is a lot. []

Fate of the Nephilim: Documentation

A quick note about the information presented below: I’m not going to be explaining all the ins and outs of the Nephilim game. If you’re really confused by stuff, I urge you to grab the pdf of the game to follow along. You can get it at the Chaosium site, and the entire line is available at RPGnow. It’s well worth the purchase. And Fate Core is available from Evil Hat Productions. Also very much worth it.

Well, I’ve spent the last couple of days trying to get my head around where I left off on this project of converting Nephilim to a Fate Core game. It became readily apparent to me that I had lost a lot of momentum due to my long blogging hiatus, and had a fair bit of trouble remembering what I had planned to do next.

And so I fell back on my old stand-bys.

I’m a technical writer by day, and that means I’ve got a fair bit of practice with organizing and planning documentation. So, I decided to start actually writing the Fate of the Nephilim manual. That would document some of my ideas, show me what I had already done, cement some of the decisions, and give me a plan for what needs to come next.

The current version of the document doesn’t really advance things over the blog posts, but it does codify my thinking and planning. There are one or two new bits, decisions made either as I was putting the document together or sometime since the last post as the ideas have been brewing in my brain. But really, it just covers the basics of the character creation phases.

There’s still a lot to do.

It’s not a super-pretty document, either. I’ve given it a very simple cover page, a table of contents, and am using a pretty standard Word them to help with the organization. There are lots of pages that are blank except for the headings I’ve dropped in to use as an outline. And then, because I decided that I would share it with folks online, I spent an hour or so this evening tracking down the proper copyright and licensing notices for Fate Core and Nephilim1.

Yeah, I’m going to share the incomplete document with you folks.

If you find it interesting, let me know. If you spot any typos2, let me know. If you have any suggestions, comments, or complaints3, let me know.

Next step will be coming up with the skill lists for the various eras. You’ll see what I mean when you look at the document.

Okay, so here’s the link.

 

  1. Pro tip: always take the time to do this. If you like something enough to want to use it like I am, you should like it enough to give the proper credit to the folks who worked to make it in the first place. And not doing it just makes you look… unprofessional. []
  2. I haven’t given it a real editing pass. And one of the rules I live by is that everything always needs another editing pass. []
  3. Though, to be honest, I will probably ignore complaints. Constructive criticism – now, that’s the way to get me to pay attention. []

Fate of the Nephilim: Phases and Aspects

Fate of the NephilimA quick note about the information presented below: I’m not going to be explaining all the ins and outs of the Nephilim game. If you’re really confused by stuff, I urge you to grab the pdf of the game to follow along. You can get it at the Chaosium site, and the entire line is available at RPGnow. It’s well worth the purchase. And Fate Core is available from Evil Hat Productions. Also very much worth it.

After my last post, I got a couple of comments that made me think I had better put some thought into the actual process of character creation, rather than just mapping them mechanical elements. Fair enough; my plan had been to do all the mechanical mapping of all the systems I wanted, then to use that to tell me what the process should be, but the comments made me reconsider that1.

So, let’s start talking about the phases of character creation, and the number and type of aspects the characters will have.

High Concept and Trouble Aspects

Obviously, the core of any Fate character is the aspect duo of High Concept and Trouble. Thus, the Nephilim will start with a High Concept and a Trouble.

For High Concept, I think it might be good to make the metamorphosis name required as part of the aspect, but also to require some modifiers. So, instead of a High Concept aspect of Djinn, or even Fiery Djinn2, I’d ask for something like Ageless Warrior Djinn, or Angel Esoteric Dancer, or Snake Astrologer to Alexander the Great or something. Use the metamorphosis name, but add some detail and colour.

For the Trouble aspect, I can’t think of any constraints I’d put on things. So, just the normal rules for choosing a Trouble aspect. Of course, the backstory and world of the Nephilim give some rich material for cool trouble aspects: Orichalka Scars, Hunted by the Holy Vehm, Touched by the Black Moon, etc.

One of the catches, though, is that I don’t think I would make picking High Concept and Trouble the first steps. I think I would save that until after the past lives are done. That’ll give a stronger foundation, and more shape to the character.

Past Lives

I’ve made a list of the past life periods from the Nephilim rulebook and Chronicle of the Awakenings. Here’s what I’ve got:

  1. Predynastic Egypt, c. 5000 BCE – The Great Compromise: What God Were You?
  2. Memphis, Egypt,  c. 3000 BCE – The Pact: Menes Creates Empire
  3. Uruk, Sumeria, c. 2700 BCE – The Epic of Gilgamesh
  4. Thebes, Egypt, c. 1350 BCE – Akhenaton: The Arcana Rebellion
  5. Mycenae, Greece, c. 1200 BCE – The Age of Discord
  6. Babylon, Persia, c. 600 BCE – Zoroaster and Ethical Religion
  7. Alexandria, Egypt, c. 350 BCE – Alexander and the Great Philosophers3
  8. The Kingdom of Carthage, c. 200 BCE – The Destruction of Carthage
  9. Jerusalem, Judea, c. 30 CE – The Jesus Incident: Birth of the Piscean Age
  10. Rome, Italy, c. 350 CE – Constantine and the New Church
  11. Aachen, Germania, c. 750 CE – Charlemagne Destroys Paganism
  12. Rome, Italy, c. 1000 CE – The Millennium
  13. Jerusalem, c. 1120 CE – The Crusader States
  14. Las Navas de Tolosa, Spain, c. 1212 CE – The Reconquista
  15. Montsegur, Toulouse, c. 1243 CE – The Cathars
  16. Avignon, France, c. 1378 CE – The Great Papal Schism
  17. Florence, Italy, c. 1480 CE – The Rennaissance
  18. London, England, c. 1590 CE – The New Camelot?
  19. Paris, France, c. 1630 CE – The Birth of the Age of Reason
  20. The Americas, New England, c. 1650 CE – For Fear of the Devil
  21. London, England, c. 1730 CE – The Mechanization of the Universe
  22. The Scottish Rebellion, c. 1745 CE – Bonnie Prince Charlie Wars for His Throne
  23. Paris, France, c. 1789 CE – The Best of Times; The Worst of Times
  24. The Siege of Paris, c. 1873 CE – The Insurgent Uprising
  25. London, England, c. 1900 CE – Return of the Magicians
  26. The Great War, c. 1916 CE – Anathema to Live, and Bane of Lovers
  27. Berlin, Germany, c. 1933 CE – The Spear and the Swastika

That gives a very broad range of periods for the players to choose from4. That said, I don’t think that it needs to be a restrictive list – it’s handy to have a list for folks to choose from, but the periods here also provide templates for building other periods.

This list also gives me a nice chronological arrangement, and shows that I can probably get away with just four batches of skills, if I do it right:

  • Ancient – eras 1-10
  • Medieval – eras 11-16
  • Rennaissance – eras 17-22
  • Modern – eras 23-27

Yeah, the divisions are a little fuzzier than that, but close enough for our purposes, considering the broad skills in Fate Core. I’ve got some ideas about how to do the skills, but they’re not really solidified, yet, so I’m going to save them for their own post.

Past Life Phases

Character creation phases seem to fit nicely with past lives in Nephilim. I’m thinking give each character three “free” past lives, and let them buy more using fate (Ka) points. With the default starting refresh of 3, that means that characters can have from three to five past lives.

Rather than walk through each characters first, second, and third5 past lives in order, it will work better to get the characters to discuss which eras they’re interested in, and create a list for each character. This is mainly so that, if two or more characters are manifest in the same era, we can take the opportunity to talk about how those characters interacted, kind of like the Crossing Paths phases of Fate Core.

So, here’s a rough outline of how I see the Past Life Phases working:

  1. Players discuss and pick the desired eras for their characters.
  2. Starting with the earliest era:
    1. Pick simulacrum.
    2. Pick skills.
    3. For first incarnation, choose Arcanum and Stasis item.
    4. If other characters are incarnated here, discuss and note interaction between the characters.
    5. Determine death circumstances.
    6. Choose an aspect for this era.
  3. Repeat step 2 for each era wherein a character has chosen to incarnate.
  4. Total up skill ranks for all incarnations.

There may be something added to step 2, depending on how I finally sort out the magic system and where stunts fit in.

Past Life Aspects

So, the idea is that each character gets an aspect for each past life. That’s my default plan. With the High Concept and Trouble aspects, and the variable number of past lives, that gives each character 5-7 aspects. Now, I’m not completely convinced that allowing characters to have different numbers of aspects is a good idea – I don’t think it’s a game-breaker, but it does give that character a couple more options for using the fate point economy. On the other hand, those with more aspects will have fewer starting fate points, so that might balance out. I’ll have to think more about this. It’s eminently doable to just have the players come up with aspects for any three of the character’s past lives, but I think that undermines some of the cool flavour of the long-lived Nephilim, so I’m reluctant to go that way.

Anyway, there was some discussion on a previous post about the kind of aspects characters should have for past lives. The most obvious one is an aspect that denotes their role in that period – a sort of period-specific High Concept. I can see that as a simple, usable kind of aspect, but I worry that a) it will undermine/conflict with the actual High Concept, and b) it’ll make for a list of aspects like the character classes on a multiclass D&D character sheet.

Thus I have come up with a short list of ideas for Past Life aspects:

  • An aspect related to your Arcanum, especially if this is when you joined your Arcanum: Eminence Grise of the EmperorRight Hand of StrengthJustice Investigator
  • An aspect related to an important event in that era: Taught the First Farmers to Brew BeerFought Against the Reconquista, Cathar Perfect
  • An aspect related to an important person in that era: The Fourteenth Apostle, Paladin of Charlemagne, Confidant of Robespierre
  • An aspect related to interaction with a secret society in that era: Master MasonI HATE the Holy Vehm!, Hunted by Templars
  • An aspect related to a personal event in that era that left a mark: Hung as a Witch, Twelve Years a Homonculus, I Have Known True Love
  • Any other aspect, unrelated to the era, that shows off your character, goals, habits, or values: No Such Thing as Overprepared, I Will Unlock the Secrets of Solar Ka, The Selenim Are Abomination

 

Those are my thoughts on the phases and aspects for Fate of the Nephilim. Let me know what you think. Next time, I think I’ll talk about the skill packages for the various eras, and how they will fit together and work6

  1. So, thanks for that, Rob Rendell and Michael Duxbury! []
  2. Why not Fiery Djinn? Because all Djinn are fiery by definition. If you want to emphasize that you’re really fiery, maybe something like Djinn Inferno would work. []
  3. Sounds like a university band, doesn’t it? []
  4. Though I note that they are heavily weighted to Western European ideas of what’s important history. []
  5. …and possibly fourth and fifth. []
  6. I hope they’ll do both, anyway. []