Note: I am slowly converting Nephilim, an old Chaosium game, over to Dresden Files FATE. I am just flopping all the posts on my blog because I can tag and collect them all later. This stuff is in no particular order. You can buy Nephilim in PDF from DriveThruRPG for ~$17. You should also buy Dresden Files RPG.
Every Arcanum has a guiding Philosophy, a Core Aspect, a set of Enemies and Allies, Nephilim and Human, and a Stunt offered to members of the Arcana for membership hath its privileges.
Philosophy: “Humans are within the Gate; only when they are Destroyed will the gate be secure enough to open.”
Core Aspect: Vengence
Overview: The Arcanum of War, both Offensive and Defensive. All humans with knowledge of magic must be destroyed so Nephilim can once again rule in a Nephilim Golden Age. The Tower must destroy all Orichulka so Nephilim are immune to human weapons. We must build high walls to hide magic away from humans, hide our natures from humans, and build a fortress of Nephilim for Nephilim. Tainted humans must be destroyed.
Allies: The High Priestess, the Emperor, the Chariot.
Enemies: The Magician, the Devil, Death, the Fool. The Black Star, the Templars, the Rosicrucians, the Assassins, the Teutonics.
The Tower’s Initiate Stunt (-1): Tcheb. Retribution. The Nephilim detects any spell cast by a human using an Elixer, Sacrifice or a stolen Athanor and causes it to rebound back on that human.
Philosophy: “The Gate is the top of the Great Well, and the Key is on the rim. Let us rise to get it so that it must not be lowered down to us.”
Core Aspect: The Astronomers
Overview: The watchers of the skies. Once, long ago, the Stellar Ones* came from the skies and created the Nephilim. When the Stellar Ones return, all Nephilim will rise up to join them in Agartha. Thus, we must locate the Stellar Ones on distant star systems and summon them back to show off our progress. If we are judged worthy, they will bring us through the Gate. And there will be cookies.
Allies: The Wheel, the High Priestess. Sarmoung Brotherhood, Rosicrucians.
Enemies: The Magician, the Sun, the Chariot, Hierophant. The Black Star, the Templars.
The Star’s Initiate Stunt (-1): Adamic Language. The Star knows a primal version of Enochian. As a simplified version of the ancestor of all human languages, it registers in the human mind. When speaking Adamic, the Star can be understood in any human language.
Philosophy: “Humanity walks down the wrong Path; the Gate is in another direction.”
Core Aspect: Animism
Overview: Why be a human when one can incarnate into an animal? Everyone has tried to get to Agartha in a human form, and everyone fails, so the Moon tries a different tactic by incarnating into an animal Simulacrum. Only by experiencing the Five Fields in a pure, unfiltered form through animal senses can one master the Sun and reach Agartha.
Allies: The High Priestess, the Hermit, the Devil. Neo-Pagan groups.
Enemies: The Emperor, the Empress, the Chariot, the Sun.
The Moon’s Initiate Stunt (-1): Animal Communication. The Moon Nephilim can communicate with any animal in its “native tongue.”
Philosophy: “We built the Key once, could we but find it, the Gate would be in our sight.”
Core Aspect: The True Believer
Overview: Nephilim must capture and use Solar-Ka to progress. The Golden Path is unquestioned and humans are mobile Solar-Ka collectors. If Nephilim can figure out the relationship between the Four True Fields and Solar-Ka, Solar-Ka and humanity, humanity and Nephilim, and Nephilim and the Four True Fields, Nephilim would master the Elements and ascend to Agartha. After two thousand years, this is going “slowly.”
Allies: All Nephilim the Sun does not hate. Mithradites, Rosicrucians, Gypsies.
Enemies: The Magician. The Moon, the Devil, Death, the Fool, the Star, Lovers. Templars, Carbonari, Prieure de Sion, the HIOTES, Fraturnitas Saturnarii.
The Sun’s Initiate Stunt (-1): Khetchut. Radiance. The Sun Nephilim goes into a state similar to Shouit to allow Solar-Ka to pour through their bodies. While in this state, a single spell receives one extra shift of success per Scene. Meanwhile, the Simulacrum is in control of the body during the spell although the body retains all Nephilim Metamorphosis, Inscribed Spells and Stunts.