(with thanks to Francesca, yet again. Next time, you bring the snacks and I bring the movies. I apologize for misspelling your name, and you WERE right about everything)
WARNING: The following contains ideas, words, and concepts that some may find offensive. These pages deal with mature themes and some WILL find them to be upsetting. Those seeking truly good Nephandi (as opposed to needed or sympathetic Nephandi), do not truly understand what a Nephandi is and will (most likely) be disappointed by the following. In addition, I've ignored some aspects of World of Darkness material.
Again, I repeat, this deals with MATURE concepts. In some instances the events and groups are based on REAL events and REAL groups. Also, I do not condone rape, child abuse, racism (of any sort), religious intolerance, or any other of numerous things turned into "recreational gaming material" within these pages.
You've been warned.
"What is light without dark? I am a part of you all. You can never defeat me; we are brothers eternal." -Darkness, "Legend"
The Nephandi. Dark mages symbolizing all that is corrupt, destructive, and evil. The Technocracy says that they have banished Dark Ones to beyond the Gauntlet (the Nephandi know the truth). The Traditions think that avoidance and conflict are the only ways to be safe from the Dark Ones (the Nephandi know the truth). Even the Marauders, at least those who ponder the Dark Ones at all, feel safe in their madness (the Nephandi know the truth). It's extremely ironic that in order to defend themselves from deception and deceit, the other factions create more deception and deceit as a shield. A joke the Nephandi relish in.
Many mages wonder why Nephandi exist, if they don't have some higher goal or purpose in the grand scheme. Perhaps the Nephandi have the best answers: rebuild the cosmos by tearing it down, and to provide a source of contrast against the "light of purity". But, by far, the largest group are those who simply relish the evil and pain they spread.
Many Nephandi support and believe in the Triat of the Wyld, Weaver, and Wyrm. These Nephandi (usually, but not always, Malfean) believe that the Wyrm serves a vital function in the cosmos, by providing a balance (albeit a balance based on destruction) between the Weaver and the Wyld. The current "madness of the Wyrm" (as so many like to call it) is the result of some other faction. It's been said that the Weaver went mad and tried to capture everything in an intricate pattern that drove the Wyrm insane. And, as any student of the Triat will admit, what other source for madness could exist but that of the Wyld? The Wyrm is truly innocent, entrapped in a flawed Tapestry trying to create a balance in a hideously flawed and chaotic cosmos which they call the "Flawed Design".
Those who serve the Weaver and Wyld are dupes, helping to protect and promote the growth of the Flawed Design. They seek to exist in a Tapestry without balance, without purpose or reason. A Tapestry that flip-flops between order and chaos, where balance can never hope to catch up and level the two out. Nephandi who support the Flawed Design seek only to make the Tapestry a better place.
But this is only half the truth.
Perhaps the Tapestry truly is flawed, perhaps these Nephandi are truly serving a better purpose, but they don't care either way. They rape and murder to, as one scholar of Nephandi put it, "send 'em all down the hole". They spread pain and anguish, seek to unleash their Nephandi Lords, seek an end to hope and joy, all to further speed the destruction of the Tapestry. But what makes these Nephandi truly vile is that they ENJOY what they do. A Nephandi might think that he's raping a woman to shatter her will to live, to spread fear among those who will hear the story, to broaden the gap between men and women, but in fact the Nephandi just gets off on feeling more powerful than the woman, taking what he wants, and making her hurt. Despite his lofty ideals and words, he knows he is just evil. Many other factions and beings believe in and support the Flawed Design by trying to tear it down, but they don't enjoy what they have to do. It is this factor that separates the Nephandi from others.
But a large percentage Nephandi scoff at the idea of the Wyrm and the Triat, and perceive their roles differently. They find the idea of the Triat to be too confining, too "neat", to be truly applicable to all of reality. Instead, they see themselves serving entropy and destruction in some form or another (with only the name of their cause truly differing).
Some few Nephandi claim that they provide a "Shadow" for goodness. They give mankind a source of conflict and struggle to further strengthen the entire race. Many Widderslaintes like to claim that since they were born evil, the Powers that Be (The One, The Pure Ones, The Triat, etc.) made them that way for a purpose, and by being evil they are fulfilling that purpose. They claim that fulfilling that purpose (whether as a killer or a victim) is the greatest good that can be done, as it complies with what the Powers that Be want.
The Shadows constantly test and challenge the goodness of others, tempting them in a thousand ways to succumb to some form of darkness or another. And should the Shadow be defeated by the good, than that is also willed. But, Shadows are some of the most vile and relentless of Nephandi, as they never question their actions: they were made evil, and so evil they will be. No act is too horrible, no act is questioned for even a second. Shadows would rape their own grandmothers as part of a ritual to condemn her soul to oblivion and say that it was a "good thing to do".
Finally, the vast majority of Nephandi just like to do whatever they want. They claim that they, unlike others, have true freedom. They can do whatever they want and not feel hampered with guilt or other emotions. They call themselves "Daimons", and claim no noble purpose or reason for what they do. They strive to be as vile as they can, always seeking to prove that they deserve the title "Nephandus".
When Daimons organize a group of black Muslims to preach about heaven being a place where white babies are killed by the thousands they aren't trying to unite and organize people, they just want to drive a wedge between both races and promote homicide, hatred, and distrust. Some Nephandi may actually mean well in cases such as these, but even then their influence can lead only to ruination for those they try to aid. However, the path of the Daimon is ultimately one of hedonism, and not enlightenment (even the twisted enlightenment these Nephandi pursue). A meager few Descend this way, but the majority become entrapped within their own sadistic pleasures.
It should also be pointed out that some mages are labeled "Nephandi", when in fact they are not. The Euthanatos have a long history of being branded as Nephandi, and the Celestial Chorus have labeled those of other Traditions as being Infernal from time to time. However, just because a mage calls another mage Nephandus does not truly mean anything. The falsely accused mage will not become more evil for instance. However, the accused Nephandus may turn to true Nephandi for the sake of survival, as former allies and friends try to hunt him down.
Before going any further, one should understand a crucial difference between the two largest "behavior patterns" among Nephandi, the Deviants (who deal out the more personal and small scale manipulations and pain) and the Diabolicals (who act in huge schemes affecting entire cities, nations, and sometimes the world).
Perhaps the best way to illustrate this schism is with a child raping. A Deviant Nephandus would rape a child to shatter the child's heart, break his will, and force him to live in fear and shame for the rest of his life. The Deviant knows that his actions, despite their small scale will not only have an immediate effect, but will also ripple throughout the entire child's life and the lives of those he comes into contact with. As the child grows he may become emotionally disturbed, and may turn to raping children himself, or abuse his wife, or any of a dozen other evils.
A Diabolical Nephandus will approach a child raping from a different angle, seeking to spread the most harm to the greatest number of people. Typically, the child raping will be only part of a grander scheme, with a combination of other evils, disguises, and manipulations, that culminate in a huge reworking of the entire social paradigm. This change may take decades to fully realize, and can be stopped early on, but the amount of damage it does in the end far exceeds the "small-scale" tactics of a Deviants. To further the example, perhaps the Diabolical raped the child while disguised as a devout Catholic priest. The Diabolicals then duplicate this rape with similar rapings across the country, leading to an ever-growing distrust of the Church, and an abandonment of the social unity and hope it might provide.
But despite the scale of the Nephandi's goals, he must always keep in mind his ultimate goal: Descent. When a Nephandi kills a man, rapes a woman, or sells crack to children, he must be careful. If he kills for pleasure, rapes for lust, or sells for money, he has left the road to Descent and instead merely fulfills his mundane urges. But if he kills, rapes, and sells out of a desire for destruction, and not just his own pleasure, then he may some day Descend. Just as any other mage, a Nephandi must make enlightenment (in whatever form he chooses) his first priority.
The Nephandi are much like other mages in that they will do anything in order to further their goals. However, while other Traditions seek to save the world, the Nephandi seek its destruction.
The Nephandi have numerous strengths over the other factions in the Ascension War. They use Mythic Threads to promote all manners of evil and darkness. Ouija boards are used as coincidental means to possess others, pornography allows the Nephandi to turn a person into a sex-crazed rapist and tormentor of women, "carbonated, fast-food, cheap munchies" allow a Nephandi to target a person with all manners of cancer, alcohol allows for drunken murders, and so on For some interesting examples of Mythic Threads employed by Nephandi a good example is the "Midnight Cabaret" (by me).
But whatever a Nephandi does, he ultimately seeks the destruction of all through the spreading of corruption and destruction. Hatred, fear, violence, selfishness, and every other "sin" spread through every man, woman, and child is the goal. A Nephandi won't just have a man rape a woman or child, he'll have a white man rape a black woman or a Hispanic child (or any of a hundred other ethnic combinations) in order to promote racial hatred and terror among both communities (usually by having "retaliatory crimes" committed by the victimized group). Once the cycle starts, the Nephandi need do nothing more. The ripples he started with his evil will spread and continue on their own.
Pain, suffering, and loss are other goals the Nephandi seek, to further detach people from their concerns or morals. People find it harder to care about anything or anyone when they feel that they have no reason left to live. Whether it's by huge natural disasters (such as volcanoes and hurricanes), or more personal ones (such as a murder or a brutal gang-rape), the Nephandi spreads the pain and loss and (most importantly) the feeling that the world is NOT just. Once people start thinking in these terms they are easy prey for the Nephandi's other manipulations. Many a Sleeper has been nearly killed by a Nephandi's attacks, Awakened, and subsequently joined the Nephandi due to feelings of anger and indifference towards the world.
There are perhaps five known types of factions among Nephandi: Infernalists, Malfeans, Outsiders, K'llasshaa, and Unclaimed. Each faction is different from the others, pursuing different (and yet similar) goals.
The Infernalists make pacts with demons, offering their souls (and the souls of others) in exchange for power. They usually have an intimate understanding of demonic hierarchies and power structures. They seek to spread moral corruption and evil, and to appease their masters. The souls of the good, and the souls of the innocent are their greatest offerings to their demonic overlords. Infernalists do not usually worship their masters, instead feigning devotion in return for favoritism and power. Many Infernalists grow to fear their masters as their time draws close and their souls soon become forfeit, but by then they have usually committed so much evil that they refuse to let themselves care and can't reclaim their souls anyway.
Malfeans are a specialized group of corrupters and destroyers serving the Incarna of Malfeas. They seek to spread both spiritual and worldly pollution, destroying and ruining everything forever. Their greatest dream is of a world bathed in the atomic glow of a million nuclear explosions, leaving nothing but a dead lump of rock, and then they plot to put out the very stars. The power their masters offer them is great, but corruptive, causing those who are rewarded with it immense pain and disfigurement. Unlike Infernalists however, Malfeans serve the Wyrm in a (comparatively) free and individualistic manner. Their servitude is fairly chaotic and random, as the madness of the Wyrm fills their minds and souls.
The Outsiders worship alien beings, beyond the comprehension of humanity. While other Nephandi serve beings that could be considered to be spiritual representations of human evil, the Outsiders can make no such claim; their masters have no connection with humanity. It is the utterly alien nature of these masters that drives many Outsiders to madness. What the Outsiders seek is uncertain, some claim that by destroying all of the Tapestry their masters will be set free, others claim that their masters seek only the flesh and souls of humanity to feed upon. While other factions plot against (and occasionally assassinate) one another, the Outsider are actively engaged in an "unholy war" amongst themselves, with each cabal of Outsider trying to kill all the other "unbelievers". However, Outsiders differ from other Nephandi not only in their worship of forces from beyond but also their (comparatively) genuine devotion to their masters. Whereas an Infernalist serves Moloch for power alone, an Outsider serves Zidros for power and Zidros' "love".
The Unclaimed are an interesting lot. They claim no master (and in return are not claimed themselves), and work for their own reasons and goals. While they can not call upon the power and resources of a master, like the other factions can, they can truly claim their soul as their own. Many Nephandi start out this way (only to join another faction later, and become "claimed"), while others defect from their masters and try to go solo (for an example, see the Jade Demon, in the "Book of Chantries"). However, even those that defect from their masters usually find their souls forfeit (as in the case of the Jade Demon).
The K'llasshaa are a fascinating group of Nephandi, for they are also Marauders. Even among the Nephandi, there are some mages who are too unstable, too dynamic, too touched in the head, to be JUST a Nephandi. While the Outsiders and Malfeans have the largest numbers of K'llasshaa (most likely due to the utterly alien nature of the Outsiders' masters and the Wyrm), these mad Dark Ones exist in every faction. K'llasshaa Infernalists, Malfeans, Outsiders, and Unclaimed all exist. Immune to Paradox and utterly insane, the K'llasshaa stand out even among other Nephandi, and are the source of at least some (but not all) of the terror and evil other mages attribute to Marauders as a whole. One example of a K'llasshaa would be Excratakali (see "The Marauder Papers" by me).
It is certain that other groups exist, but details of such remain sketchy. Several reports indicate a faction serving Oblivion, but most agree that such mages would just be Outsiders and not their own unique faction.
The shadowy, gigantic corporation known as "Pentex" (see "Book of the Wyrm"). This single company controls vast numbers of businesses, organizations, and (in a few cases, such as in South America and Africa) national governments. They buy, sell, and control any aspect of an industry or an economy they want. And the Syndicate lets them get away with it all.
Sort of.
While the Syndicate had been monitoring the entire growth and development of Pentex, the Technocracy was planning to install a communist state across the world. The Syndicate, for reasons not fully understood, united in anger against the other Conventions and allowed Pentex's power to grow unchallenged. Then, just as the New World Order began to install a series of events leading to a world-wide communist state, the Syndicate revealed "the Pentex nest of hornets", and warned that a communist society would anger "the Pentex nest" and send "the hornets on a rampage".
The Syndicate claimed that Pentex had used members of their Awakened allies as well as Nephandi spies within the Syndicate (actually, pro-communist Syndicate mages) to hide their spread and power. The Technocracy, distrustful of the Syndicate but not knowing what to do, turned to the Economancers for advice. Their advice: support Communism where it had already been established (which was just the USSR and China and a few smaller countries besides), but wait until Pentex could be stopped to allow Communism to spread. With a capitalist economy, Pentex could be watched, controlled, and eventually eradicated.
The Technocracy agreed, and began plotting the downfall of Pentex. But by then, the damage was done. The Syndicate was astounded by the size and power that Pentex had accumulated, and the effectiveness that Pentex kept its holdings. What was even more terrifying was the number of REAL Nephandi within the Syndicate itself. A secret "self-purging" began as the Syndicate tried to remove all the Nephandi within its ranks, without letting the other Conventions know what was going on. As the purge continued, the Syndicate was unable to devote it's energies towards defeating Pentex, and the Wyrm Corporation continued to grow.
By the time the Syndicate was able to recover, the damage had been done.
Pentex controlled vast amounts of the world's economy and industry, and their fomori and corruption were threatening to engulf the globe. The Technocracy had failed in their duty of protecting mankind. And so they tried to correct the situation.
The heads of the Syndicate, responsible for allowing Pentex to grow, were interrogated (and worse) for information. As the full picture began to form, many among the Syndicate fled for their very lives. None escaped. The Technocracy acknowledged that the time wasn't right for communism, but the Syndicate had gone too far. The damage had been done though', and the Syndicate was spared total destruction in order to compete with Pentex. But, a new problem was revealed.
Pentex had grown so big and absorbed so many companies (and small governments) that if it were simply destroyed in one (huge) battle, the entire economy of the world might collapse, plunging the planet into a state of chaos and anarchy that would allow the Nephandi (and Marauders) an even GREATER hold on the planet. And, as Pentex grew and its corruption spread, the number of Nephandi being encountered increased. Pentex was needed to support the very social/economic structure of the planet. So, in order to prevent the destruction of society, the Technocracy decided to wage the war in a different way.
They sent the Traditions after Pentex and the Nephandi.
By subtly planting clues and comments, the Technocracy manipulated Tradition mages to challenge the Nephandi. If the mage fails, most likely the Nephandi will still be softened up and/or his resources spent, giving the fresh Technocracy forces a chance to defeat the Dark Ones. And if the Tradition mage succeeds, send him against more Nephandi and repeat the cycle.
Also, the Syndicate (believed to be cleansed of Nephandi now) wages an occult corporate war, buying, absorbing, or even stealing enemy-held corporations in whatever way they can. Already, the Syndicate has discovered much of Pentex's "Omega Plan" (but not all of it), and managed to reclaim vast amounts of businesses and governments. The Syndicate hopes to soon be able to tackle Pentex's Board of Directors with tax fraud and dissolve their various assets (as well as more... shadowy attacks).
The New World Order is compiling lists of members of organizations and governments that are supported by Pentex and interrogating them for information, while planting undercover agents (with cosmetic alterations and special training) to impersonate the Nephandi sympathizers and gain further information. Iteration X and the Void Engineers work together to offset Pentex's subliminal messages, communications network, and even the ICS itself. The Progenitors work in finding cures for Pentex corruptions, and are currently using captured Pentex fomori to create a viral organism that "re-writes" the DNA of fomori to return them to a human state (so far, all such experiments have proven fatal for the test subjects).
However, this fanatical approach to Pentex and not towards other Nephandi is quite simple to explain: Pentex is a stain in the image of the Technocracy, and whether or not other mage factions know of their failure isn't important because the Technocracy knows. While the Technocracy is every bit as vehement towards other Nephandi, they see Pentex as a priority due to their self-blame (and the fact that Pentex IS the largest and most powerful manifestation of Nephandi/Wyrm on the planet).
The Nephandi do not fight their battles alone. They have many allies among the Awakened. Fomori are found (and created) as expendable assistants, Black Spiral Dancers are brought in for their power, Sabbat and other Kindred are viewed as useful aids, Unseelie fae and those of the Shadow Court occasionally assist a Nephandi's plans, and even Spectres have their uses. However, there is NOT a happy unity between these differing groups. Each would just as soon see all the others destroyed as help them. And yet, from time to time, they do unite. And then all of Hell threatens to bust forth.
The physically and spiritually warped and twisted servants of the Wyrm, the Fomori were once humans who have since been exposed to dark forces and been turned into super-human freaks, condemned to a hellish existence. Two methods are known to turn a person into a fomori: Bane possession, or Mind and Qlippothic Life magicks.
Bane possession is detailed at length in "Freak Legion", but one further addition should be made. Certain Nephandi have been known to summon Banes and (through Mind and Spirit magicks) weaken a person's will so that the person becomes an easy target for the Bane to possess. Such Fomori are usually torn in a great inner battle as the person loathes the Nephandi for this violation, while the Bane feels great gratitude (and gives its host agony for refusing to obey the Nephandi).
The second method of Mind, and Qlippothic Life, is very similar to Bane possession, and yet totally different. By using Qlippothic Life, the Nephandi alters the target's body in various horrible ways of the Nephandi's choice. Mind magicks are used for "mental" powers and flaws (and to ensure that the Fomori created is controllable by the Nephandi). However, for every Power the Nephandi makes, he must also choose a Taint for the target, due to the dark nature of the Qlippothic magick. Fomori created in this manner are usually chosen for their loyalty to the Nephandi, and seen as being expendable by the same Nephandi. While Fomori created in this manner are exempt from Paradox (for reasons unknown even by Nephandi), they are also more free-willed than other Fomori, and their Nephandi creators often make them addicted to some substance only the Nephandi can provide or else use powerful Mind magicks as well.
Fomori can be found serving every faction of Nephandi. Demon-possessed humans among the Infernalists, Bane possessed among Malfeans, all manner of Fomori among Unclaimed, and... entity possessed among Outsiders (as a side note, Outsider Fomori are often "gifted" with the most horrible and bizarre Powers and Taints). K'llasshaa Fomori are rumored to exist, but such creatures are considered the stuff of nightmares and not real, even by the Nephandi themselves.
[Systems Note: When designing Fomori created by Qlippothic Life only physical Powers and Taints may be given (like "Stomach Pumper" and "Second Head". Powerful Mind magicks can be used to create mental Powers and Taints (such as "Nightmare Command" and "Brainwashing"). Spiritual Powers and Flaws (like "Umbral Passage", "Garou Gifts", and "the Fading") are not normally available, as Fomori with such powers require spiritual possession.]
The Garou known as Black Spiral Dancers (or BSDs) seek to further the cause of the Wyrm and the forces of Malfeas. What this means is that these werewolves will serve any force if it will further the cause of the masters. Of course, the BSDs are insane and don't fully understand what the Wyrm wants, and so are capable of doing anything.
Many BSDs have become Fomori over the years. In fact, every time they walk the Black Spiral, they become more and more deformed and empowered (a "blessing" from the Wyrm). However, no BSD Fomori has ever been "Doomed". Garou scholars believe that (in this one case) the Wyrm protects it own, not wanting to see such a useful servant be destroyed quickly. The true reason remains unknown, and even the BSDs don't know (but they believe it's because they are the "Favored Children" of the Wyrm).
BSDs have been found working with Spectres in the Underworld and in Gaia (and elsewhere). They've long been known to work with the Sabbat (a few becoming Abominations, a process that only non-Fomori Garou can hope to succeed at). Even demons have been seen with Dancers. A few BSDs have even been seen serving Nephandi as "muscle" and "shamanistic assistance". The dark faeries are usually seen as useless, but some BSD theurges and ragabashes know better. Of course, such alliances are tenuous at best, as the Dancer may decide at any moment that its allies are actually enemies.
Nephandi find BSDs as brute force and guides. Nephandi see themselves as being better able to deal with spirits and Banes, but acknowledge the amount of skill these Garou have with crafting dark fetishes and their knowledge of the Umbra. Nephandi will occasionally be sought out by BSDs for some sort of occult aid, or at the commands of their corrupted spirits (of course, such mages are almost always Malfeans).
There are those among the Restless Dead who serve a force known as Oblivion, seeking nothing less than the destruction of all. They relish in the sharing of their pain, enjoying the torment and anguish they spread. They will serve any cause that seeks to obliterate and destroy others.
While Spectre Fomori do not exist, there are creatures known as "Veezgom" (see below), a Bane-Spectre hybrid of immense evil. Also, Spectres can NOT possess Fomori (the mortal "car" only seats one driver in this case).
Spectres seek to further destruction of all, and aid any who would destroy. Sometimes, the aid is unknown, as the Spectre helps secretly and from the Underworld. Other time the Spectre takes a more active role, possessing individuals and forcing them to do as it and its allies will. While Spectres will work with Black Spiral Dancers, they are very cautious, fearing entrapment in a Dancer fetish (and they are right to fear such). However, they will aid Dancers and Demons and even Nephandi in return for their own destruction (after some service is performed, the Spectre is destroyed).
Nephandi (especially Euthanatos barabbi) find Spectres to be fascinating allies. Their burning hatred for all of creation is nearly unique among all supernaturals. While Euthanatos barabbi have the most knowledge of Spectres, many Nephandi study these Restless Dead, learning ways to control and empower them. In fact, some Nephandi claim credit for creating the first Veezgom (but many refuse to believe these claims). Spectres see the power these Dark Ones wield as being perfect for the destruction of all, and will often do anything a Nephandi requests, knowing that the mage's ultimate goal is the destruction of everything.
The Sabbat don't actively promote destruction and evil, claiming only to desire power and freedom. But, the Sabbat is also secretly led by followers of "The Path of Evil Revelations", and many common Sabbat members turn to the darkness for increased power and freedom. While not all of the Sabbat would serve the forces of darkness and entropy, many do nonetheless.
Sabbat fomori are rare, but growing in number as more Sabbat see demonic/Bane possession as an "easy power fix". Many Sabbat also have ties with Black Spiral Dancers, calling on them for aid in their wars against the Camarilla and other enemies. Sabbat tend to avoid Spectres (except for those Sabbat on the Path of Death the Soul), but Spectres see their antics as worthy of support. Many Sabbat (mainly among the Path of Evil Revelations) deal with demons in exchange for further power. Unseelie fae are seen as something of kindred souls (no pun intended), and occasionally both factions will work together. However, all Sabbat who seek or receive aid from one of these sources is likely to come under attack by the Sabbat's Inquisitors, who desperately try to stop the spread of evil among the sect.
Other Kindred tend to avoid the forces of darkness, and denounce those who do. However, the Giovanni have extensive dealings with, and knowledge of, Spectres. The Tremere are rumored to have countless rituals and Paths dealing with demons and demonology. Setites actively seek alliances with Fomori, Spectres, Demons, and the like. And even other members of the clans have been known to fall into darkness; many a Malkavian has been found to be Bane-ridden as any Fomori, and many a Ventrue has sold his soul in return for fleeting power.
Nephandi view Kindred as useful allies. Many have vast amounts of occult materials and knowledge, as well as numerous contacts and influence among Sleepers. Despite the Sabbat's more "assertive" philosophy, Nephandi are just as likely to seek assistance among the Camarilla as well. Setites and those on the Path of Evil Revelations are often sought out by Nephandi (and vice-versa) when the Dark Ones have need for vampiric aid. Kindred also see in Nephandi the same thing, these mages are a great source for increased power and occult information.
The Unseelie fae are the dark side of the Dreaming. They embody nightmares and fear of the dark. Their Shadow Court teaches that Ravaging the Glamour of a mortal, raping the mortal's imagination for quick power, is acceptable and that the destruction of another's creations for the same quick Glamour fix is equally approved. And the plots of the Shadow Court are even darker....
While some fae (mainly those of the Shadow Court) will occasionally work with Fomori, even the majority of these dark Changelings view these damned souls as threats to be avoided. Similar to Fomori in the opinion of the Unseelie, BSDs are seen as even greater threats, both in terms of brute form and in terms of mystical might. Sabbat are seen as brothers by the Unseelie, and groups of both will often interact with each other and work together. While some Unseelie know of Spectres, most find the damned souls of the dead to be a bit too... intense for the dark fae (of course, the Shadow Court have different views of their own).
The Nephandi occasionally take on Unseelie allies, especially those Unseelie who seek the utter destruction of the Dreaming. Unseelie view their magick as being a quick and easy way to gain Glamour (provided they can get the Nephandi to cooperate), while Nephandi view the Unseelie and Shadow Court as (relatively) stable allies with more use than some of the other Dark Awakened.
The beings known as "entities" are a vast, and poorly understood, legion of evil lurking in the depths of the Umbra and even on Gaia. Demons, Banes, Spectres, and vile Umbrood beings all form the masses of entities. No one truly knows what entities are, if they are spirit beings from beyond, or manifestations of human evils, or some manifestation of a corrupted soul.
What is known about entities is that they are universal. Every culture has some form of entity. Many are based on the actions of Garou, Kindred, Wraiths, Mages, and others, but still there are beings that defy such a simple explanation. The most powerful groupings of entities are those of the Western and Eastern Infernal Courts. The number of demons among the European and Chinese cultures is truly staggering, almost as staggering as the buearacracies these beings use to coordinate their actions.
Nephandi tend to either view entities as allies (usually minor beings, with minimum to moderate amounts of power) or as masters (the very powerful and those that are nearly equal to a god). However, Nephandi will always try to usurp the power of the entity for themselves (in one form or another). Many Nephandi who have just discovered darkness will serve a minor entity in exchange for some power or tuition. As the Nephandi grows in power, he becomes resentful of his servitude and will try to either claim freedom or else control the entity that he once served. The stakes that both sides deal with can raise very high, very quickly, as neither side will give way.
Many Nephandi keep some sort of familiar around. Such creatures are always a reflection of the faction the mage serves: Malfeans have oozing blobs of acidic evil, Infernalists keep imps for company, K'llasshaa have beings impossible to describe eating their Paradox. Nephandi familiars tend to be highly loyal to their masters, a fact that surprises many among the various other mage factions. But, this is actually quite logical, as Nephandi often bind their familiar's fate to their own in a one-way manner, so that while the familiar may live or die the Nephandi is safe, but if the Nephandi dies so does the familiar, his essence scattered across the Tapestry.
Nephandi often have Acolytes serving them in several ways. While their Dupes and Slaves (see "Ascension's Right Hand") further their plans and serve their mundane needs. Many Nephandi also have Acolytes known as "Greedies", Sleepers with large amounts of power and influence among Sleepers, who (like Dupes) work for the Nephandi. But Greedies knowingly try to change the static paradigm to better suit the Nephandi, in exchange for personal power, and unlike Dupes, Greedies have the connections, the power, and the drive to do so. Many Greedies are made into Consors, or even Awaken.
Consors of Nephandi are typically drawn from among Nephandi Acolytes or else are "found" by the Dark One and agree to serve him. Nephandi Acolytes are often gifted with supernatural power, occasionally becoming Fomori, but usually just a moderate gifting (such as a armored carapace hidden under the skin, or increased physical abilities). Also, Nephandi will recruit psychics and hedge magicians with promises of power and wealth and anything else desired, in exchange for loyalty.
Of course, a Nephandi will sacrifice any "friend" it has if it feels the need (or desire).
Most, but not all, Nephandi serve some higher power. Malfeans serve the powers that reside in the far off realm known as Malfeas. Infernalists serve one (or more) Demon Lords. Outsiders serve one of the (possibly countless) Things From Beyond. Even the Unclaimed will offer their services (on a one-shot, or trial basis), in return for limited power (the full rewards of the Dark Lords are saved for those who serve fully).
This servitude grants the Nephandi some level of power. While all Nephandi want to serve the greatest lords (and receive the most power), they know that the greatest lords only want the most powerful mages to serve them (some Nephandi Disciples have been approached by some of the most powerful of the Nephandi Lords, but such Disciples always had great Destinies to fulfill). So, the Nephandi will often pledge allegiance to the best offer they can get, and then start looking for ways out. It is this awareness that keeps many among the Unclaimed from looking for a Lord to serve. Instead, the Unclaimed will approach a Lord and offer some minor service (such as the assassination of a devout priest trying to stop Satanistic cults, or a similar "problem case"), in return for a Talisman, or some piece of information.
However, whenever a Nephandi "approaches" a Dark Lord, he actually will go through a series of underlings (usually) and not go directly to the Lord himself. The more powerful and important the Nephandi, the more influential the underling he deals with. For example, a Nephandi Infernalist who knows zilch will contact a Imp or even a damned soul, who will send the Nephandi's request to his superior, who will send it to his superior, and so on, until the request is ignored, or it reaches some superior who approves it and sends the Nephandi aid (a VERY lengthy and slow process whether successful or not). A powerful and important Malfean on the other hand, makes his requests directly to Maeljin Incarna of Pain, Lady Aife, and she immediately either aids him or does not.
Of course, in the end, it is the Nephandi who gives all to his Lord. Any boons the Lord grants are minor trinkets, and the cost for them is hardly ever worth taking. Nephandi find their lives, their wills, and of course their souls to be forfeited to their Lords. Such is the price of damnation.
More so than other faction of mages (even Marauders), the Nephandi are at war with themselves. While the Conventions of the Technocracy distrust and resent one another, they stand united nonetheless. The numerous paradigms of the Traditions will some day prove to be its downfall, but for now they cooperate (more or less). And even the Marauders are able to let one another live without conflict (of course, their are always exceptions whenever a Marauder is generalized).
The Nephandi aren't like that. Not a bit.
Malfeans fight Infernalists for the right to corrupt an important leader. Outsiders war endlessly against "false believers", in support of their Lords. Unclaimed work for whoever interests them the most. And K'llasshaa... K'llasshaa do whatever they want to whoever gets in their way.
The Nephandi as a whole is almost as disunited and individualistic as the Marauders. The various Nephandi factions war against one another, against other followers of the Wyrm, and occasionally against their non-corrupted enemies. Perhaps the only thing saving the world from total annihilation is the schism within the Nephandi. Some among the Nephandi realize this and seek to forge some sort of unity, but they are a small minority. Most Nephandi crave individual pleasures and power, and wouldn't care a thing for the Ascension War if it wasn't for the interests of their Lords. And so the Nephandi fight on, and the other mages seek to destroy them all.
Nephandi are evil, vile and thoroughly without remorse. And yet, it does happen that a Nephandi will have a change of heart. While many Nephandi seek to escape the clutches of those they serve, a rare few will actually seek to amend the horrible damage they have caused. They see and understand what they have done and what they are, and they found themselves shamed.
But how do you turn back on a lifetime of causing pain and spreading destruction? Nephandi who seek salvation also seek a way to either atone for their past, or else escape it (usually escape is sought before atonement). They may blot out their memories of what they've done, they may work to stop others from repeating their mistakes, they may do a thousand different things. Every day they remember every act they ever committed, and their inner guilt won't be easily silenced. But many Nephandi have lived for centuries, and they have a LOT to make up for.
But many Technomancers, Traditionals, and Marauders believe "once Nephandi, always Nephandi." Such mages don't care that the Nephandi is trying to redeem himself, all they care is to end the "threat he causes". When the Nephandus tries to explain himself and his sincere desire for salvation, other merely scoff and try to destroy him, fearing a deception or attempt at corruption (and in many cases the Nephandi IS only claiming an interest in salvation so as to corrupt others who try to aid him). Combine this with the challenge of redeeming oneself, and the fact that only their fellow Nephandi accept them and what they've done, and you have many Nephandi dreaming of salvation and redemption, but few actively pursuing it.
Not all evil mages are Nephandi, but all Nephandi are evil. Even those few Nephandi sincerely seeking to atone for their past, not to escape their bonds to their Lords but as a sincere "awakening" of what they've done, are not TRUE Nephandi. And, despite what may have been said above, even Nephandi can't be stereotyped so easily. While they are all evil, their motivations, behavior, personality, and every other factor of their existence should be unique.
"You can't feel it, but it's there. It's a tumor growing inside your head. It's pressing your brains against the sides of your skull. It's currently growing inside your Temporal Lobe. Pretty soon you won't be able to think a coherent though, and be little more than a vegetable. Of course, before that the other tumors will have taken your vision, your speech, even your emotions. By the time their done, you won't even care they exist. And then, if you're really lucky, you'll die. But don't worry, I can stop that all from happening, if you do me a little favor."
Specialties: Cancer, Fomori creation, Viruses, destroying Life patterns
While the traditional sphere of Life allows for the creation, healing, and even destruction of life, the Qlippothic reflection is more limited and yet more powerful within those limitations. Qlippothic Life (here after referred to as QL) deals exclusively with the darker aspects of life. Disciples learn to detect things such as tumors, and to alter simple creatures and do minor damage, Adepts discover the means to create greater changes and effect humans, and Masters gain immense powers to twist and destroy life.
QL is also used by Nephandi to create Fomori (as described above), and at high levels can even turn mortals into vampires. But QL is not a beneficial sphere. While it may give great strength to a target, it also twists and warps his body in hideous ways. And while it can create new life forms, such life forms live solely to destroy and corrupt (such as diseases). Even normal life can be created with QL, but the creations are always twisted and deformed (such as insects which thrive off of human bone marrow and are able to emit poisonous gas).
* | SENSE LIFE |
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ATTACK SIMPLE PATTERNS |
The Nephandus can sense physical corruption and ailments within an individual. He can tell if a target is a Fomori and the nature of it's abilities, or if a target's a vampire or ghoul. While the Nephandus can sense cancer and the like, he can not use this as a "life detector". It WILL sense those who are "diseased" (like Fomori and Kindred, and AIDS victims), but it won't detect a target unless it has (or is) some sort of destructive manifestation of life.
Also, as QL focuses on the destructive, warping aspects of Life magicks, the Nephandus begins experiments with these destructive effects and can cause damage to simple patterns. However, this damage isn't a disease (see below) but more a matter of Life pattern destruction.
** | MUTATE SIMPLE PATTERNS |
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CREATE SIMPLE DISEASES | |
ATTACK COMPLEX PATTERNS |
The Nephandus may turn plants and simple animals (up to invertebrates) into Fomori (again, as described above). The more successful the magick, the more the alterations the Nephandi may make to its target.
Also, at this stage, the Nephandus may make limited diseases and infuse them into a target. Such diseases are never fatal or very contagious, but can leave scars and reduce a target to several days of bedrest and physical discomfort.
Finally, the Nephandus may attack complex patterns using QL, using the same guidelines as given above.
*** | MUTATE COMPLEX PATTERNS |
---|---|
CREATE COMPLEX DISEASES | |
CREATE SIMPLE MUTANT PATTERNS | |
TRANSFORM SIMPLE MUTANT PATTERNS |
The Nephandus may mutate more complex forms of life, even including humans, turning them into Fomori. Nephandi turning individuals into Fomori this way, allows the target to escape Paradox, but MUST be given Taints to balance out the Powers. Of course, the Nephandi may give a target JUST Fomori Taints and no Powers, if the Nephandus so desires.
Also, at this stage of power, the Nephandus may create more powerful diseases, that while not directly fatal, can be quite crippling and contagious. While these diseases can drive a target blind, give him severe asthma, or destroy parts of his motor control system, these diseases can be treated if caught early.
In addition, the Nephandi can use QL and Prime 2 to create simple mutant patterns such as giant rotting beetles, and carnivorous poisoned vines.
Finally, the Nephandus may use this stage of power to create simple mutant patterns from Matter or Forces patterns, or turn such patterns into Forces or Matter patterns (either effect requires Forces or Matter of course).
**** | CREATE COMPLEX MUTANT PATTERNS |
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TRANSFORM COMPLEX MUTANT PATTERNS | |
CREATE SUPERIOR DISEASES PATTERNS |
At this stage of power the Nephandus may create more complex mutant patterns (with Prime 2). Rabid canines bristling with tentacles, cats able to spit corrosive bile, and numerous other creatures are possible.
Also, at this level of power the Nephandus may transform complex mutant patterns as he would simple mutant patterns above.
Finally, the Nephandus may use this level to create highly contagious and difficult to treat (perhaps even incurable) diseases, such as AIDS and diseases that attack the nervous system. However, despite the immense power of these diseases, they are still plausible within the realm of medicine to exist.
***** | PERFECT MUTATION |
---|---|
CREATE ULTIMATE DISEASES |
This final, and greatest manifestation of Qlippothic Life (at least among non-Aswid) is greatly feared and desired.
It grants the user to create monstrous predatorial life-forms immune to paradox, such as Vampires, from other Life Patterns. While Vampires are the most common example, other creatures (such as the Bolga, below) have been created by the use of this sphere.
Also, this level of QL allows the user to create truly horrible diseases of any kind. Even diseases unthinkable to modern science can be created, such as air-born rabies and diseases that utterly consume their hosts.
The Heart's Seduction (Correspondence 5, Entropy 5, Life 1, or Correspondence 2, Entropy 5, Life 5)
This rote allows the caster to remove the heart from a target, while keeping both heart and target alive. Should the heart be destroyed, so to is the target, instantly and without any attempt to resist. The heart, once removed, is kept in a copper jar covered in faint Nephandi runes. The runes are carved into the surface of the jar, and then painted over with the blood of an unbaptised baby. Once the heart is placed in the jar, the target slowly becomes enraptured with the jar-holder, and begins to mimic his evils and take on his personality as the target's mind is slowly corrupted to accept and embrace the ways of his tormentor.
[This rote consists of two parts, the removal of the heart and the corruption of the heart. In order to remove the heart, the caster rolls his Arete against a target number of 8. The target may resist with countermagick, but should the caster succeed the heart is removed from the target.
Then, once removed, the heart is exposed to Nephandic influences on a constant basis, due to the jar. At the end of every day, roll the caster's Arete against a difficulty equal to the target's Willpower. While only one success can be earned in a day, and the target may resist with a Willpower roll, once the jar earns a total of 10 successes, the target is corrupted to the ways of the caster (if the caster is an Outsider priest of Zidros, the target becomes an Outsider worshipper of Zidros as well).
Should the roll to steal the heart botch, the jar shatters. If the roll to corrupt the heart botches, the jar loses all successes it had previously earned and must start again. Most mages with their hearts removed will do anything to gain it back, a fact the Nephandi caster is all too well aware of.]
Create Fomori (Qlippothic Life 2 or 3, or Spirit 4, and usually at least Mind 2)
This rote is used by Nephandi to create Fomori servants. It can also be used to further empower existing Nephandi, or even (in desperate circumstances) themselves. However, no matter what kind of Nephandi created, it will have some sort of problems and usually a short life span.
[Qlippothic Life 2 (for simple patterns) or 3 (for complex patterns) can be used to create Fomori of a "fleshy" nature (i.e.. normal people who have abnormal bodies). Also, Spirit 4 can be used to bind Bane spirits into a target, turning him into a Fomori as well. However, most Nephandi will use at least Mind 2 magicks to gain some sort of control over their creations. Also, any Nephandi created will have at least as many Taints as they have Powers (sometimes they will be cursed with even more Taints than Powers (see "Freak Legion" for more details)).
By rolling Arete against a difficulty (as determined by Sphere used), this rote creates a Fomori. The Nephandi may select specific Powers and Taints (Tongue of the Wyrm, Rotting) by gaining three successes, or just a general type (combat, stealth, mental), or just create a random Fomori with only one success.]
The Crawling Belly (Correspondence 2, Prime 2, Qlippothic Life 5)
This hideous rote was created by a Nephandi known as the Harvester of Rats. It creates a few dozen "zygotes" within a target. The zygotes attach themselves to the intestines of the host, and begin feeding from the host's blood vessels. Within a matter of a few days the zygotes grow into skinless rats the size of a quarter.
By this point the host is racked with unbelievable pains and is usually hospitalized. Doctors will notice small "tumor-like" growths, but be unable to do anything. After two weeks the rats grow to maturity, bursting free of the host by eating their way out of his bowels. The skinless rats soon flee into the Umbra, leaving nothing but a horribly mauled corpse and terrified physicians.
[By rolling Arete against a difficulty of 9, the caster infects the target with the zygotes. The target may resist with stamina or countermagick, but once the zygotes are implanted, only a Correspondence 2, Life 1 ritual can remove them.]
The Embrace (Mind 5, Spirit 5)
This rote is almost legendary among the Celestial Chorus. Created in the 12th century by a devout Catholic Chorister, this rote was developed to test the sincerity of a Nephandi who claimed to desire redemption and salvation. The Chorus claims that it transports the soul of the target to "the home of the One", and the One judges the honesty of the soul's desire to be saved. Those who return screaming and cursing were found unworthy and are either repelled or destroyed, while those who return retching and crying at their past are helped along the path of redemption.
However, the secrets of this Celestial Chorus are all but lost, and only three Choristers still know how to cast it. Also, in order for this rote to be cast, all three must cooperate in a week long ritual with the target, who must be willing to undergo the (emotionally painful) ritual. But despite (or perhaps because of) its rarity, this rote is 100% accurate. And while those who are saved may scoff at the idea that it was truly the One, even they confess to the power and love of the being and find this love to be a great aid on their path to redemption.
[First of all, there are no rules for this spell. Either the Nephandi is found worthy, or he is found damned. However, even worthy Nephandi must still find salvation, and while this rote makes the path easier but it does not complete it.
Secondly, there is NO way for "the One" or the Choristers casting this rote to be deceived. During all attempts at any deception, the Nephandi involved has always been revealed after exposure to "the One", and is banished. If the Nephandi tries to seek retribution against the Choristers involved, it will be targeted for destroyed for the betterment of all (the Choristers dislike this task, but see it as a duty they must perform).
Thirdly, while you can play it differently if you want, "the One" that is contacted is quite likely not the true One, but it is also not an Antediluvian, Aswid, or Wyrm Incarna in disguise. Whatever it is it is a TRUE force of goodness and love. Even in the World of Darkness, in the vast spaces of the Umbra, there is bound to be some source of true love and compassion, able to see through the deceptions of mere mortal mages.]
The Long Days (Correspondence 5, Entropy 5, Life 4, Spirit 5, Time 5 and occasionally Mind 4)
This powerful rote is used by Nephandi masters (and some whisper other mages as well) as a form of immense punishment. Those who have suffered this rote have inevitably been turned into screaming, gibbering wrecks, their minds shattered across a millennia of madness.
[Spirit 5 is used to temporarily "remove" the Avatar of the target, so that he may not cast any magickal effects (in a way similar to Gilgul). Then, Correspondence is used to banish the target to deep within the earth, entombed in solid stone. Time is used to compress the instant the target spends into millennia, and Life is used to keep the target alive over the millennia. Entropy is used to whittle away even the strongest of wills (combine this with the removal of the Avatar, and the mage is left defenseless).
At the end of the rote's duration the target returns to his starting point with his Avatar returned intact, and no physical harm.
This rote is always cast as a ritual, with 10 successes needed per dot of Avatar the target possesses. The target will be able to sense that powerful magicks are being worked against as the ritual starts, but will not be able to sense the exact source (he can guess within 10 miles). If the ritual can be disrupted before completion it will be ruined. Also, the target may try to counter the attack with countermagick.
Some Nephandi will use Mind magicks as well, to strengthen the willpower of the target, in order to allow him to withstand the imprisonment without going insane. Nephandi do this so that once the rote's duration ends, the target is more willing to enter the Caul and be reborn as a Nephandi, or comply with any other request the Nephandi might make.]
Lustful Glance (Mind 3, and occasionally Life 4)
This rote allows the Nephandi to force a target to experience a very real and vivid rape. Nephandi tend to use this on individuals surrounded by crowds, to force them to experience the rape and the feeling of utter helplessness. Occasionally Life 4 is used as well to create physical manifestations of the rape as well.
[This vulgar rote allows the caster to force both the target (as a victim) and the caster (as a rapist) to experience a rape. Such rapings should be role-played as if they were real, only after the experience has ended is it revealed to have been a momentary illusion. The target can resist the rote with Willpower, which manifests as struggles against the rapist.]
The Fun Wagon *** (Arete 4, Quintessence 20)
This green van was created by an Orphan widderslainte to aid him with his spree of serial rape, murder, and terror. The van was gifted with several minor powers, all designed to better conceal and protect the Nephandus from detection. The Orphan's favorite tactic is to kidnap a woman as she is leaving work, throw her into the van, and rape her in the parking lot. Usually in a crowded area like a mall or near a city's "club scene." Currently, a van matching the description of the Fun Wagon was seen prowling the streets of Seattle.
[The van has a few powers, all of which are coincidental. Firstly, it is soundproofed, so that no matter how loud things get, no one can hear (Forces 2). The windows are naturally tinted dark enough to block any attempts to look inside. Also, the van can create any music the owner desires (Forces 3, Prime 2, again, coincidental). The Nephandus enjoys playing "My Sharona" while engaging in sodomistic rape. Finally, it can boost the strength of its owner, while he's "busy" in the van (Life 3).]
The Keyholes ??? (Arete ??, Quintessence ??)
This legendary Nephandi Talisman (Artifact?) was created by an unknown Aswid. Similar to the tattoos of the Akashic Brotherhood, or the Cybernetics of Iteration X, the Keyholes are a pair of literal keyholes "implanted" within a person's eyes; the keyholes replace the person's pupils, and slightly alter the shape of his iris as well. By placing a key (any key will do) in each of the eyes, the power of the Keyholes is activated. While no one knows exactly what the keyholes can do, it is known that anyone (even a Sleeper) can activate the Keyholes. Also, while a key must be inserted into each eye to activate the Talisman, no damage occurs to the "implantee" (however, he still experiences excruciating pain and profuse bleeding from his eyes).
[The actual power of the Keyholes is great. The Keyholes can be used to summon all manner of devastation and destruction. Earthquakes, floods, famine, pestilence, volcanoes, and all other forms of destruction occur as the very pattern of Gaia itself is attacked. The exact effects of the Keyholes vary from use to use, but are always catastrophic.
The Keyholes also "gift" the owner with supernatural abilities of survival.]
The Ring of the Rooster ** (Arete 3, Quintessence 15)
Created by a Cult of Ecstasy mage turned K'llasshaa, this ring is worn on a mage's finger. It grants its owner the power to impregnate women with Fomori zygotes, but the exact nature of such Fomori is purely random. Also, the ring may not be used by women, only men can activate its powers.
[The ring creates Fomori zygotes with a Qlippothic Life 3, Prime 2 effect. This effect is almost always vulgar (certain inbred families and those living near toxic waste allow exceptions). Note, the mage does not actually have to have sex with the target, just be able to make eye contact.]
The Tome of Whispers *** (Arete 6, Quintessence 30)
This ancient book possesses one power, but it is truly great. Created in the 327 BC, this Greek tome numbers only 12 pages in length. But when read aloud from beginning to end in one setting, this book will transform all Spirits in the area into dark and twisted parodies of their former selves.
[The Tome can reform the very essence of nearby spirits (Spirit 5). The more times the Tome is read in a given area, the darker the Spirits become and the larger the area effected by the magicks. Also, those reading the book will find it quite easy, even if they know nothing of Greek (2 additional dice of Language (Greek) for reading the Tome).]
Slika *** (Arete 7, Quintessence 35)
This dagger was created by a Dreamspeaker barabbi during the American/Indian conflicts. Given to a small band of Cherokee, the dagger, named Slika, was able to grant any soldier the power of "vengeful spirits." Of course, while the men were gifted with great power, they soon fell ill and died.
[This dagger uses vulgar magicks to turn willing individuals into Nephandi. It infuses the target with a Bane Spirit (Spirit 4), turning him into a Nephandi with heavy combat Powers as well as damaging Taints to insure a short life-expectancy.]
The Left Hand of Destiny *** (Arete 5, Quintessence 25)
This necklace consists of a thin strand of silver, supporting a small desiccated "hand" of some sort (perhaps the hand of a baby monkey, perhaps actually just a highly skilled piece of leather work). Crafted by a forgotten Infernalist during the Mythic Age, the necklace enhanced the attractiveness of its wearer, gave the user the ability to ensorcer others, and it allowed the user to escape the anger of those she had deceived.
[The necklace warns its owner of plots against her with vague feelings of danger (coincidental Time 2). It also allows her to rewrite the target's mind with feelings of absolute love for the owner (Mind 4). Finally, it enhances the wearers Appearance (Life 3).]
Within the realm of Nephandi Fetishes exists a special sub-category of sorts, that of Cursed Objects. Cursed Objects are special Fetishes designed to spread misery and suffering among Sleepers, and as such can be used by them. All Cursed Objects have a small number of powers to seduce a Sleeper with. In all cases the Object will either require the user to commit some act of evil (such as murder) or corrupt the users mind (with feelings of megalomania for instance) every time the powers of the Object are used.
In game mechanics, every time the Object is used the item rolls it's Arete against the target's Willpower in a resisted roll (difficulty 6). If the Object wins the user is corrupted one step further, if the target resists he may try to discard the Object altogether; of course, some Objects react violently when their target tries to discard them. As if this wasn't enough, every time the object ruins a life, its Quintessence pool is recharged to original capacity (listed with each object).
Pentex makes great use of cursed objects, mass-producing many of the more minor ones and selling them to a world-wide market. However, while Pentex's Cursed Objects often target only one person, or one family, at a time, the Cursed Objects of Nephandi are (usually) designed to effect vast numbers of people.
Hellping Needle ** (Arete 3, Quintessence 15)
This little hypodermic needle appears normal at first glance, but it has the ability to cure any ailment, even AIDS and Alzheimers. All it takes is to fill the needle with freshly drawn "heart's blood" (i.e.. blood drawn from the heart of a dying person). Once the needle is filled (one person will fill the needle), the blood is changed to any cure needed. However, the cure only lasts for 48 hours before the ailment returns, with a vengeance. Every time the needle "cures" an ailment, it returns with double its normal effect, and the damage of the ailment doubles again after a second injection, and so on.
The current owner of the needle is a man with Alzheimers who attacks homeless people without remorse. He can feel his mind being restored by the needle, only to quickly slide away, leading to a cycle of murder and madness.
[The Hellping Needle has two abilities. It can inform its "owner" with the knowledge that it can cure any ailment with "heart's blood" (Mind 2). It also can create a "recessive version" of any user's ailment (Qlippothic Life 4). This disease is identical to the original except for two things: first, it is MUCH more painful than the original problem, and secondly, it goes into remission whenever a new injection of heart's blood is introduced into the host. The "cure" the needle creates is just a delayed super version of the original problem.]
Seven Pieces of Gold **** (Arete 6, Quintessence 30)
This book of short stories about pirates was printed in 1890 in a single print. After being printed, the author of the book was arrested for rape and robbery; while in prison, the author poisoned himself with the ink from a deck of playing cards. Its second owner also committed a series of rapes and burglaries before also killing himself. Since then it has passed from rare book collector to collector, as stories of it's "curse" increase the interest of potential buyers. That and the stories of madness.
[Once the book has found a new target, it seduces the target with its stories of piracy, bloodshed, and rape, pushing the target to recreate the escapades of the pirates (Mind 2). As the target comes to accept the whisperings of the book, the book further aids him, changing his form and clothing to that of a pirate, complete with saber (Life 4, Matter 4, Prime 2). Finally, when the target is fully corrupted, the book calls upon those who have succumbed to it in the past for aid, assembling a small horde of pirates (Spirit 2).]
The Dummy ***** (Arete 8, Quintessence 40)
The number of stories and versions of this marionette seem endless, but many Nephandi scholars agree that THIS dummy, crafted in 1905, was the source of the idea. Created by Peyotr Ivanschenko, the Dummy (affectionately referred to Igor by his creator) resembles a hideously deformed man, with eyes of silver and hair of copper wire, wearing an exquisite black suit (complete with jeweled lapel pin). Ivanschenko originally wanted to keep the Dummy, but it was stolen during a daring raid by rival Nephandi. Over the decades the Dummy has ruined scores of lives.
It's most thrilling moment came with a show it and its "keeper" were doing on the Titanic. In the middle of a ventriloquist act the call was sounded for everyone to evacuate the ship. As people began to panic, the Dummy leapt from the stage and began slaughtering people by the dozens. With the sinking of the Titanic, it was hoped that the Dummy was gone forever, but such hopes were soon dashed after a murder spree in New York.
[The Dummy is one of the most vile creations ever made by any Nephandi. It seeks nothing but to spread terror and destruction, it will grow attached to someone and pretend to be a doll or a ventriloquist's dummy. After learning the target's weaknesses and dreams, the Dummy will then try to destroy him. It can grow claws and fangs at will (Matter 4), repair damage to itself (Matter 4), see in the dark (Forces 1), and teleport near its chosen host (Correspondence 3). It is also immune to fire and heat (Forces 2) and can also create flames at will (Forces 3, Prime 2).
As if this wasn't enough, the Dummy is also a powerful physical specimen, with stats given below, under NPCs.]
Greenfield Estates
The Greenfield Estates are a retirement/rest home in the southern part of Virginia. Consisting of a three story mansion and surrounded by a small forest, the Estates are hidden away from civilization. 52 "residents" are served by 12 Resident Assistants (RAs), all overseen by Dr. Elizah Crowe.
However, the Estates are little more than a living hell. The residents are subjected to the most inhuman living conditions imaginable; the RAs are selected from amongst the most depraved and criminal people that Crowe can find. Crowe maintains their suffering and their lives, harvesting their pain (in the form of Quintessence) to fuel his Horizon Realm, The Defiled Eye.
As Elizah puts it, "down the hall, in room 134, we have Mrs. Lane. Her daughter brought her in here in 1986, and hasn't even called since. Last time one of the RAs checked on her, he found her lying on her bed, too weak to move. Her starved frame was so withered and wasted, she couldn't even shoo away the flies. The RA was going to "relieve" himself with her, until he noticed the maggots crawling in her vagina. That was three weeks ago. I wonder how Mrs. Lane is doing now?"
The Defiled Eye is rumored to be even worse, formed from the pain and anguish of the residents of the Estates. Some RAs suspect that Elizah has become so corrupted he can't even be considered human anymore; others say he never was.
The Brotherhood of Atonement and Salvation
This cabal of Celestial Chorus mages seeks to aid Nephandi in completing their quests for salvation (at least those who claim to seek). The Brotherhood makes every effort possible to redeem the souls of the corrupted. Surprisingly, the Brotherhood has had an astounding rate of success. Perhaps that is because the Brotherhood is actually a Nephandi Labyrinth.
The Brotherhood is an Outsider cult that seeks to redeem Nephandi, to turn them away from the dark, and then offer them as a sacrifice to Klagondal, Duke of Betrayal. They feel that the best offering they can make to their master is that of a Nephandi they have "corrupted" into following the light, only to sacrifice him once he has truly come to embrace the light he once sought. Corruption, betrayal, and ritualistic sacrifice are the gifts the Brotherhood give to their Duke.
Vanguard of Zidros
This European group of K'llasshaa seek to spread the power and influence of the master, Zidros the Butterfly God. Numbering an impressive three mages, 1 Eilondoi, 5 Blessed, 7 Acolytes, and 15 Sleepers, and the Vanguard is rapidly undergoing a pattern of growth as they convert dozens of homeless people (mainly young runaways) to the worship of Zidros in exchange for food and shelter.
The Vanguard has already begun creating plans for splinter cults in America and Asia, as well as contacting those followers of Zidros in Europe as well. The Vanguard is entirely vegetarian, promote mass orgies, and a violent reaction to other religions (they have already been involved in the destruction of two arson attacks on prominent churches).
In the presence of the Vanguard, a strange species of carnivorous butterfly appears. And, the longer the Vanguard stays in a single area the more of these butterflies that start to appear. Eventually the sky is filled with the insects, and the bugs descend as if they were locusts, devouring all plant and insect life they can find (the bugs are harmless to larger animals). By then however, the Vanguard will have moved on and the bugs will die within a day or two.
Wang Bai Gui (Kings/Bastards of the White Demons)
This Labyrinth of Chinese mages is (in)famous for their knowledge of the Asian demons and the Eastern Infernal Courts. The Wang Bai Gui is also renowned for their longevity, despite relentless attacks from Akashic Brothers, Hermetics seeking "exotic knowledge", and Chorister pilgrims, this Labyrinth has survived for almost 2000 years.
The reasons for this survival are many and varied. The Wang have perfected an alchemical elixir of immortality, they've managed to make many pacts with prominent rulers of the Eastern demons, and they take no direct role in the Ascension War. The Wang are scholars mainly, researching magickal and demonic lore, testing out new methods and procedures on "herds" of Sleeper slaves (a process some say the Chinese branch of the New World Order duplicated using American POWs during the Vietnam War).
As if this wasn't enough, despite their vast knowledge of their masters, the Wang are highly respected and valued by the Eastern Infernal Court. As such, they are protected more vigorously than other, more aggressive, Nephandi Labyrinths. In return, the Wang practice a strict form of servitude and loyalty to their demonic lords.
While the Wang ARE evil, and do engage in experiments on human prisoners, it should also be pointed out that are no more evil or violent than an average Hermetic or Euthanatos, and their experiments are equal in scope to those of the Progenitors and New World Order. The Wang are, comparatively speaking, even sociable. They aren't interested in corrupting and destroying everything, they just seek knowledge with which to give to their masters among the Eastern Infernal Court. As far as Nephandi go, the Wang are rather peaceable. Until they decide otherwise that is.
S.A.A.M.S. (Seperatist, African-American Muslim Society)
Formed in the 1960's, this American group of African-Americans originally sought equality and cultural awareness within American society. Then, in the 1969, the Ligath joined the group (in the form of Kareem Mustafah) and begin teaching its members a different message.
Currently the Ligath/Mustafah speaks across the nation (and world) about the need for African-Americans to achieve betterment of themselves and communities, and spreads a (twisted) version of Islam as well. However, once the crowds have achieved an almost zealous fervor, he then delivers messages of anti-semeticism, foundation of a separate nation with the United States, statements attacking the American government and promoting foreign countries hostile to the U.S., and so forth.
In some areas, even more radical chapters of S.A.A.M.S. preach open hostility towards other races, saying that heaven is "a place where white babies are killed every day", or that the time for the enslavement of whites, Hispanics, and others is soon. Kareem Mustafah's noble messages of betterment and self-improvement hide and support the Ligath's megalomania and hatred. And the S.A.A.M.S. grows stronger every day.
Five-Star Films
Five-Star Films specializes in hard core pornography and violence. Run by a small cabal of corrupt Virtual Adepts (with Black Spiral Dancer theurges), Five-Star is known in black markets world-wide for it's pornography. Bosnian "snuff-porn" made in the raping camps, secret tapes of sexual tortures in African and South American prisons, and more "common" forms of pornography are all distributed world-wide.
Five-Star already has a strong presence on the internet, and hopes to eventually gain a lion's share of phone-sex lines. But whatever Five-Star makes, they take every step possible to make their products as addictive as possible. The VAs underlay everything with subliminal impulses in films and phone-sex, and their internet pages are constructed using graphics containing hidden random-dot stereograms using the same effect as subliminal impulses. As if this wasn't enough, the BSDs also add Wyrm Banes whenever possible, to increase the addiction and instill "urges" in those who are exposed to it. They even occasionally plant Banes to form some of the more "kinky" Fomori.
"Well I was born an original sinner, I was born from original sin. And if I had a dollar bill for all the things I've done, there'd be a mountain of money piled under my chin. -"Missionary Man", Eurythmics
Tradition | Faction | Essence |
---|---|---|
N/A | Unknown | N/A |
Nature | Demeanor | |
Loner | Survivor |
STR | 3 | CHA | 1 | PER | 2 |
---|---|---|---|---|---|
DEX | 2 | MAN | 1 | INT | 2 |
STA | 3 | APP | 2 | WIT | 2 |
Talents: Alertness 3, Brawl 2, Dodge 2
Skills: Drive 2, Repair 3, Stealth 2, Survival 2
Knowledges: Nephandi Lore 3
Backgrounds: Arcane 2, Dream 3, Talisman ?? (The Keyholes)
Willpower: 6
Quote: "It all seemed so right at the time. The power, the obligation, to make them all pay. (bitter chuckle) And now that I can make them all pay, I'm scared shitless by the very idea."
Image: Davis is a normal, if creepy, looking man with oily, black hair and a perpetual 3 weeks of facial hair growth. He always seems to need a long bath and clean clothes, due to his never ending wanderings on the road. However, the strangest feature of Davis is the keyholes he has in place of his eye pupils.
Background: Sometimes all it takes is a moment of weakness to change one's life forever. Davis is such a case.
Who he is, or where he comes from is forgotten to him. His parents, his home town, all of it is a blank. All he remembers is the man who promised to help him, the pain the man gave him, and the man leaving him howling in fright and pain.
Occasionally, Davis wakes up screaming in the middle of the night, shouting names of people and places he can vaguely remember from the dream. But such places and people have never been heard of by others, and Davis soon forgets them.
Davis spends his days walking from town to town, hitchhiking when possible, with no purpose or driving goal. However, several cults of Outsiders worshipping Oblivion have heard of him, and have come seeking out this new Bearer of the Keyholes.
Role-Playing Notes: Bitter, jealous, whiny, you're little more than a human rodent. Everyone has it better than you, everyone thinks they're so much better than you. But you'll show them all someday, and make them pay.
Special Notes: The Keyholes have changed Davis' in numerous ways. So far, davis has discovered that he no longer feels the need to eat, drink, or sleep, and that doing any of the above makes him nauseous. Also, his anger seems intensified and out of his control (but even he admits that it may just be anger at his state and nothing directly caused by the keyholes). Finally, he seems able to regenerate from any wound; Davis found this out after blowing his brains out with a shotgun and healing completely in a matter of minutes.
Tradition | Faction | Essence |
---|---|---|
Orphan | Malfean | Pattern |
Nature | Demeanor | |
Architect | Caregiver |
STR | 2 | CHA | 5 | PER | 5 |
---|---|---|---|---|---|
DEX | 3 | MAN | 5 | INT | 5 |
STA | 3 | APP | 5 | WIT | 4 |
Talents: Alertness 3, Awareness 3, Brawl 1, Dodge 3, Expression 5, Seduction 4, Subterfuge 4
Skills: Meditation 3, Stealth 3
Knowledges: Cosmology 3, Culture 4, Enigmas 4, Nephandi Lore 3, Wyrm Lore 4
Backgrounds: Avatar 3, Destiny 4, Familiar 3
Spheres: Correspondence 2, Entropy 5, Forces 3, Life 4, Mind 4, Prime 2, Spirit 5, Time 2
Willpower: 7 Arete: 6
Quote: "Art comes from the soul. But what if the soul came from art? Well, in that case she who controls the art controls the soul. And baby, when I'm through I'll have a hell of a lot more than chalk and paints on paper."
Image: The word dazzling doesn't do justice. The Muse radiates charm and culture, her body promises pleasures beyond description and limit, but her most startling features are revealed when she approaches an artist at work. She becomes charged with a raw dynamism that spurs an artist to ever higher levels of work (which is perhaps more a part of her image than the clothes she wears or the features of her body).
An Italian woman in her late 20's, the Muse has hair as dark as a raven's wing, and eyes as black as night. Always dressed in tastefully revealing formal wear (be it an evening gown or a trenchcoat only partially buttoned up), her face radiates compassion and charm.
Background: The Shadow Muse is quite possibly one of the most ancient Nephandi alive, or more likely the current Muse is only the latest in a long line of Nephandi to claim the title. Either way, the origins of the woman known as the Shadow Muse are shrouded in rumors and fragments.
Everywhere she goes, she finds gifted artists and becomes their patron. She goads them into newer and newer levels of art, exploration, and experimentation. As the artist comes to appreciate her aid and achieve celebrity status, he (or she) soon finds himself in love with her, with the Muse returns with feigned sincerity. The Muse guides her artist into new realities, showing him new sights and sounds that destroy his mind. As the artist begins a rapid spiral into madness, he creates new art, art that attacks the audience with what he has seen.
As the artist sinks ever deeper into his personal hell, dragging his admirers with him, the Muse seeks a new target, to start the cycle anew.
Role-Playing Notes: A friendly laugh here, a nod of approval there, a sigh of pleasure as needed. Make them love you, make them want you, make them need you more than God. Then, after you own their soul, after you've snapped their mind, take it all away.
But never let them know what's coming.
Tradition | Faction | Essence |
---|---|---|
Unknown | Outsider | Unknown |
Nature | Demeanor | |
Architect | Caregiver |
STR | 8 | CHA | 5 | PER | 5 |
---|---|---|---|---|---|
DEX | 5 | MAN | 5 | INT | 6 |
STA | 8 | APP | 3 | WIT | 5 |
Talents: all at 5
Skills: all at 5
Knowledges: all at 5
Backgrounds: Arcane 4, Avatar 4, Destiny 3, Dream 2, Sanctum 5
Spheres: Correspondence 3, Entropy 2, Forces 4, Life 5, Matter 4, Mind 4, Prime 5, Spirit 4, Time 2
Willpower: 10 Arete: 8
Quote: "There is no escape from suffering. There is no escape from damnation. There is no escape from me."
Image: An attractive man in his mid-50's, Dr. Crowe always has a warm smile and a healthy glow. Dressed in casual slacks and sweaters, Dr. Crowe looks more like someone's uncle or a well-off professor than the head administrator of a living hell.
Background: Dr. Crow has been rumored to be an inhuman monster by his employees, all crazed rapists and murderers in their own right. And the employees are correct. Elizah Crowe is not human.
Elizah Crow is a physical manifestation of the Umbrood Lord, Malit'zektor, Master of Suffering. After breaching the Gauntlet in 1982, Malit'zektor created Elizah Crowe and the Greenfield Estates as a means to better understand humanity and their weaknesses. The power he has accumulated from this nursing home has lead him to desire more, and as he looks at other nursing homes across the country he realizes that the horrors he has created are nothing new and his hunger for torment can grow to levels even he can't imagine.
Role-Playing Notes: You seek knowledge of suffering and humanity, and how the two interact over all. Even you desire for power is just a stepping stone for your goal of universal agony. However, you must stay hidden, and so you hide the horrors of the Estates from the Masses of humanity, and keep the staff under your tight control.
Tradition | Faction | Essence |
---|---|---|
Son of Ether widderslainte | Malfean | Unknown |
Nature | Demeanor | |
Loner | Caregiver |
STR | 2 | CHA | 2 | PER | 4 |
---|---|---|---|---|---|
DEX | 3 | MAN | 3 | INT | 3 |
STA | 3 | APP | 2 | WIT | 5 |
Talents: Alertness 3, Awareness 4, Brawl 2, Dodge 3, Intimidation 3, Streetwise 2, Subterfuge 3
Skills: Drive 3, Firearms 3, Melee 2, Stealth 4, Technology 5
Knowledges: Computer 4, Investigation 3, Medicine 3, Wyrm Lore 5
Backgrounds: Allies 2 (Bane Spirits), Arcane 3, Avatar 2, Contacts 3, Destiny 2, Dream 3, Fame 1, Influence 3, Resources 4
Spheres: Correspondence 4 (warp field generator), Forces 3 (EDY manipulator), Life 3 (cybernetic reknitters), Matter 4 (nanotech robots), Prime 3 (cables)
Willpower: 6 Arete: 4
Quote: "I've got an offer for you."
Image: A wildly erratic man in his early 20's, the Gunslinger is a scrawny and yet athletic man, standing 5' 11'. His greasy black hair nearly covers his eyes. Always dressed in a black trenchcoat, and black combat fatigues, one can easily see the odd assortment of shiny machines and high-tech devices he carries.
Background: Sometimes some people embrace the darkness. Peter Knowles is one such person. A promising student of the Sons of Ether, Peter grew bored and tired of wasting his life studying theories and concepts only to discover that they were outdated and replaced by other outdated and replaced theories. Peter wanted to work magicks, and he wanted to do it now.
Through a long series of drifting from group to group, facing ridicule and rejection from each, Peter finally encountered a group of Etherite Malfeans who welcomed him with open arms. Peter, hesitantly at first, joined the group and began learning practical (to him) applications for Science. With the assistance of the others he came to embrace both Science and the Wyrm.
Eventually however, the Labyrinth he had joined was discovered and attacked, and Peter fled in terror. Now he seeks atonement for his past by aiding people in need, by putting them into ever greater need. He lives on the streets, offering to help people in return for a "favor" in the future. Peter is well known for making sure his debts are paid, and only the most desperate come to him for aid.
Role-Playing Notes: You don't try to be liked. You don't want to be everyone's friend. You just want to burn them all. Make them dependent on you, then make them do your bidding. A woman needs help feeding her children? Pimp her, make her work in a beastiality flick, make her sell your cocaine. Or if she's smart enough, have her help you in the lab on your Quantum Field Disintegrator (turn it on her when it's working perfectly tho'!).
Tradition | Faction | Essence |
---|---|---|
Order of Hermes barabbi | Infernalist | Questing |
Nature | Demeanor | |
Penitent | Caregiver |
STR | 4 | CHA | 3 | PER | 4 |
---|---|---|---|---|---|
DEX | 3 | MAN | 3 | INT | 3 |
STA | 4 | APP | 4 | WIT | 4 |
Talents: Alertness 3, Awareness 4, Brawl 2, Dodge 2, Expression 3, Intimidation 3, Streetwise 2, Subterfuge 3
Skills: Drive 2, Meditation 2, Melee 3, Stealth 3, Survival 3
Knowledges: Cosmology 3, Medicine 3, Occult 4
Backgrounds: Allies 3 (Fomori animals), Arcane 3, Avatar 3, Dream 2
Spheres: Correspondence 3 (Pentacles), Entropy 2 (Incantations), Forces 4, Life 3, Matter 4 (Incantations), Mind 3, Spirit 4 (Pentacles), Prime 3
Willpower: 5 Arete: 6
Quote: "Nothing personal."
Image: A strangely saddened-looking man, Rook stands 6' 3" tall and has an athletic build. In his early 20's, Rook always dresses in worn-out clothes of the local style and has a weather-beaten look on his face due to his years of wandering. Rook appears as the local dominant ethnic group wherever he goes.
Background: The Rook is a lesson for every Hubris-ridden mage who deals with the Legions of the Infernal Courts. While his exact origin is unknown, those he has talked with on the matter all agree that once he was a loyal member of the Order of Hermes who sought to trick a Demon Lord in a deal where the Rook's soul and servitude were at stake. The Rook wasn't as clever as he thought he was. His soul forfeit to the Demon Lord he sought to trick, Rook was forced to into servitude. These are the only facts known about his origins.
Now the Rook wanders from place to place, wreaking havoc and shattering lives. Typically he will enter a small rural town and cause the locals to ruin their own lives by manipulating them into revealing their dark sides. Angry farmers begin beating their wives and neighbors, women who like to drink a little too much are found dead from a drunken drive, and so forth. But while the Rook faithfully (if regrettably) serves his Master, the Rook will not harm (or allow harm to come to) an innocent. He may destroy all those that innocent loves, but he will never directly seek to harm the innocent. It's not much, but it's the most he can get away with.
Role-Playing Notes: You serve your Master not out of love or for power but for the cause of your own personal honor. That and the pact's clause that makes betrayal of the pact even worse than what you currently do. You genuinely hate what you do, but you do it obediently and faithfully. You have NO choice but to be a Rook on a chess-board.
Tradition | Faction | Essence |
---|---|---|
Celestial Chorus barabbi | Infernalist | Primordial |
Nature | Demeanor | |
Architect | Fanatic |
STR | 3 | CHA | 5 | PER | 3 |
---|---|---|---|---|---|
DEX | 2 | MAN | 5 | INT | 4 |
STA | 5 | APP | 0/3 | WIT | 4 |
Talents: Expression 5, Intimidation 3, Subterfuge 5
Skills: Drive 1, Melee 2
Knowledges: Culture 5, History 5, Law 5, Psychology 5
Backgrounds: Avatar 2, Destiny 3, Dream 2, Influence 3, Resources 4
Spheres: Correspondence 3, Life 4, Mind 4, Spirit 3, Time 3
Willpower: 8 Arete: 9
Quote: (as Mustafah) "We will unite, and throw off the shackles of our oppression. We will control our destinies from this point on, and stand as truly free men." (as the Ligath) "May the world be washed in the blood of humanity, forever and ever. Amen."
Image: Mustafah is a tall (6' 4") African-American man who has the look of a learned intellectual about himself. He always dresses professionally, and carries himself with a slightly arrogant pride. Mustafah appears attractive and in his mid-50's.
The Ligath is a fiend from nightmare. Nothing so much as a greenish-gray blob composed of nothing but the changing faces of a multitude, actually the souls of those he has damned in his centuries of activity.
Background: The Ligath is ancient, promoting hatred wherever he goes. As a Catholic priest preaching against the Jews and Moors in medieval Europe, as a Potestant business man protesting the flood of immigrants into America in the 1800's, and most recently as Kareem Mustafah. In all its forms the Ligath never seeks actual advancement or "protection" of any of the groups it leads, only to spread mistrust, fear, and violent hatred. It is this narrow-minded focus that has lead the Ligath so far along its path of Descent.
Tradition | Faction | Essence |
---|---|---|
Orphan | K'llasshaa Infernalist | Primordial |
Nature | Demeanor | |
Visionary | Loner |
STR | 2 | CHA | 3 | PER | 2 |
---|---|---|---|---|---|
DEX | 2 | MAN | 1 | INT | 4 |
STA | 2 | APP | 2 | WIT | 2 |
Talents: Expression 3
Skills: Crafts 5, Meditation 1, Toy-Making 5
Knowledges: Cosmology 5, Demon Lore 5, Occult 4, Taxidermy 5 (humans)
Backgrounds: Avatar 4, Dream 5, Resources 4, Sanctum 5
Spheres: Correspondence 2, Forces 4, Life 4, Matter 4, Mind 3, Prime 4, Spirit 4, Time 2
Willpower: 8 Arete: 6
Quote: "To say I hate children is a lie. I only hate what they become. THAT is what I want to save them from."
Image: A fat, old man in his late 60's, Peyotr always wears a tool "apron" and a pair of wire-rimmed glasses. While he always seems perturbed and confused, Peyotr also always seems to have a smile on his face and a gift in his hand whenever he has company. In his presence shadows grow slightly darker and more brooding, while lights grow brighter and more glaring.
Background: In the Victorian Era, Peyotr Ivanschenko was making enchanted toys for the Czars and nobility of Russia. While he loved his work, Peyotr was also obsessed with the love of the daughter of a major business man he did work for. He showered the young girl with magickal dolls and other minor trinkets, and offered her father the gold he had earned from the Czar for her hand in marriage. While her father held respect for the toymaker, he grew more and more distrustful of Peyotr as Peyotr became more and more demanding and obsessive in demanding his daughter's hand.
Peyotr, refusing to wait a minute longer for the child, Peyotr used the magick he infused his toys with to call upon the Baron of Lust, the Prince of Deceit, and the Duke of Treachery. His rage piqued their interest, their combined presence snapped Peyotr's mind. While the Infernal nobles saw his madness they also felt his desire and power, and agreed to kill the business man and bring his daughter to Peyotr.
Within three days of having her, Peyotr grew bored with her, made her into one of his "private dolls", and set his sights on a frail orphan boy. This went on for decades, as Peyotr would discover a child, vent his "love" upon the youth, grow bored with the defiled innocent, and add the child to his collection of taxidermised children with which he'd later vent his lusts upon again.
Peyotr still lives in his beloved Russia, making toys for children and finding new "innocent ones". In his private workshop Peyotr keeps his past "loved ones", occasionally having them come back to keep him carnal company (via Spirit and Forces magicks).
Role-Playing Notes: You love children. Their happiness, their innocence, their ability to see a color in a thousand different ways. But they so quickly lose their youth, their purity, their vibrance of life. It saddens you to see them undergo such a death, and so you stop it from happening and make them one of your special dolls.
Faction | K'llasshaa Infernalist | ||
---|---|---|---|
Nature | Bravo | Demeanor | Bravo |
STR | 4 | CHA | 1 | PER | 3 |
---|---|---|---|---|---|
DEX | 4 | MAN | 1 | INT | 2 |
STA | 5 | APP | 0 | WIT | 4 |
Talents: Alertness 4, Athletics 3, Awareness 5, Brawl 3, Dodge 3, Intimidate 4
Skills: Melee 2, Stealth 4
Knowledges: Infernal Lore 3, Medicine (anatomy, pressure points) 2, Occult 3
Backgrounds: Arcane 1 Willpower: 10
Quote: (Maniacal, high-pitched laughter) "I'll cut the eyes out of your head and fuck the sockets, all in the name of Makri, Dread Baron of Rape. So open them peepers mac!" (repeat laughter)
Image: The Dummy resembles a hideously deformed man, with eyes of silver and hair of copper wire, wearing an exquisite black suit (complete with jeweled lapel pin). When motionless the Dummy seems harmless, but still very ugly. But when in motion, the Dummy becomes even more hideous and twisted than he normally is.
Background: See "Cursed Objects", above.
Role-Playing Notes: You bide your time and wait. Maybe a child will find you and add you to her toys, maybe an entertainer will try to make you the star of a ventriloquist act. It doesn't matter. Slowly frame them for every manner of crime you can think of, and once they figure it out kill them. But until that time comes try and control your bloodlust.
Willpower | 8 | Rage | 8 | Gnosis | 8 | Power | 50 |
---|
Charms: Blighted Touch, Feed (regain full Power for every soul Spirited Away), Grow (for every 5 Power points spent, the Purgatory can cross 100 meters on Gaia), Hidden (treat as a Time 5, Spirit 3 effect. The Purgatory and its realm can not be perceived without some sort of Time effect, and the Gauntlet surrounding the realm is three times stronger than normal. Costs 10 power points for every use of Grow), Spirit Away (only those who have been corrupted with Blighted Touch), Torture (Costs 1 point. Allows the Purgatory to torture the psyche/flesh of those it's spirited away)
Image: These spirits manifest in the Low Umbra as the rooms they correspond to on Gaia. However, Purgatories differ in that while they look like the room on Gaia, the Purgatory is an abattoir of blood and bladed objects, filled with the moans of anguish and the smells of death and fear. In the center of every Purgatory is a person being tortured for all of eternity.
Background: Purgatories are powerful spirits (possibly serving the Wyrm, possibly serving some other master) that reside in the Low Umbra, but also outside of the normal Time and Space. Their very presence drives people to engage in their base and darkest appetites, until finally the Purgatory comes to claim their soul. Once claimed, the Purgatory moves the condemned person to a torturous realm outside of normal Time and Space, feeding off of his anguish. As the Purgatory feeds, it spreads its influence across more and more of Gaia, giving it a larger area with which to corrupt and feed in. Purgatories tend to target large areas of people, like projects, skyscrapers, and malls.
Role-Playing Notes: Watch. Corrupt. Wait. Steal. Torture. Grow. Watch. Corrupt.
Systems: The realm a purgatory creates corresponds to Gaia in dimensions and appearance, but exists outside of even the Umbra's "normal" Time and Space. While this means that the Purgatory can not be found just by entering the Umbra, it does mean that any mage with Time and Space (4 in each) can enter the realm of the Purgatory and try to destroy the spirit. Spirit magicks can also be used to strengthen the local Gauntlet to prevent the spirit from influencing Gaia.
Faction | Malfean/Outsider | ||
---|---|---|---|
Nature | Bravo | Demeanor | Bravo |
STR | 5 | CHA | 0 | PER | 4 |
---|---|---|---|---|---|
DEX | 5 | MAN | 1 | INT | 1 |
STA | 5 | APP | 0 | WIT | 1 |
Talents: Alertness 3, Athletics 4, Brawl 4, Dodge 4, Intimidate 4
Skills: Stealth 5
Knowledges: Cosmology 3
Backgrounds: N/A Willpower: 4
Arcanos: Keening 5, Pandemonium 5
Fomori Powers: Regenerate (Corpus), Procreation (affects Wraiths and Spectres only), Roar of the Wyrm
Fomori Taints: The Fading, Brainwashed (Fanatic of the Wyrm), Limited Mobility, Doomed (3 years), Ugly as Sin
Quote: (Ear-shattering screeching)
Image: Looking like an almost dissipated cloud of grayness, the Veezgom slowly moves across the Low Umbra, attacking Wraiths and Spectres alike without differentiation. It's wailings can even be heard across the Shroud from time to time.
Background: The first Veezgom was created by a powerful Malfean Master of Spirit in an attempt to craft a Fomori Spectre. The result wasn't exactly what she wanted. By using powerful Spirit magicks, the Malfean "molded" a Bane with a willing Spectre, knowing that the Bane could not possess the spirit itself. As the essences of the two began to merge, both began screaming in anguish, until finally all that was left was an insane, destructive, spectral "sludge". Where once there were two spirits, now there was only one.
Veezgoms roam the Low Umbra, trying to destroy all they come across. While of limited intellect (at best), the Veezgom do have an almost predatorial instinct, and seek to spread their state to others as well. While the Veezgoms are still very rare (partially due to the difficulty of changing others among the Restless Dead), their numbers are slowly growing. This is partially due to further experiments by the first Malfean who discovered the effect, and also due to Outsider cults who see the Veezgom as the ultimate weapons of Oblivion.
Role-Playing Notes: Feeding and breeding. That is all you exist for anymore.
Systems: Veezgoms have no Passions, no Fetters, no ties to the Shadowlands. However, the nature of their Bane/Spectre existence allows them to not only exist in the Shadowlands (and Tempest), but also regenerate their Corpus as needed. They gain no Angst or Pathos energy, instead using their willpower to fuel their Arcanos.
Faction | K'llasshaa Outsider | ||
---|---|---|---|
Nature | Caregiver | Demeanor | Caregiver |
STR | 2 | CHA | 4 | PER | 4 |
---|---|---|---|---|---|
DEX | 2 | MAN | 3 | INT | 3 |
STA | 2 | APP | 4 | WIT | 4 |
Talents: Alertness 3, Awareness 4, Brawl 2, Dodge 2, Expression 4, Seduction 5, Subterfuge 4
Skills: Stealth 5, Survival 2
Knowledges: Enigmas 3, Occult 4
Backgrounds: Dream 2 Willpower: 8
Powers: Teleport (Correspondence 3), Create Darkness (Forces 3, Prime 2), Control Darkness (Forces 2), Create the Maw (Life 3), Motherhood (Life 4, Prime 5, Spirit 5)
Health Levels: As a human
The Maw: The Maw of the Empty Ones can deliver a power bite attack, as well as consume the soul, of those who have been grasped by the Maw. (Difficulty: 3, Damage: 5 Aggravated. Only usable on those the Tendrils have Stunned. Once slain, the target becomes a fetal Empty One)
Tendrils: Four, three meter -long tentacles extend from the Maw of the Empty One, able to grab and paralyze targets. (Tendrils have 5 attack dice each. Difficulty: 6, Damage: Stunned (Special. For every success the Tentacle makes when rolling to hit, the target takes the corresponding wound penalties but no actual damage. The penalty levels heal at the rate of one level per ten minutes. The Stun may be Soaked as usual)).
Image: Always an attractive woman, the Empty Ones exude an aura of compassion and "motherliness". Empty Ones are usually either pregnant and indifferent, or without "child" and very seductive.
When using the Maw, the Empty One's stomach splits open from navel to anus and grows into a large sphincter of grinding, almost mechanical teeth from which several large intestine-like tentacles lash forth to grab.
Background: The Empty Ones were discovered by Excratakali during one of "her" journeys into the Deep Umbra. After being brought back to Gaia, the Empty Ones agreed to serve the Cult of Excratakali in return for being unleashed upon this new world.
The Empty Ones desperately want to have children, and in order to do this they must consume the flesh and souls of others. After decimating their home, these creatures nearly became extinct as they had no way to reproduce left to them. But with their arrival to earth, the Empty Ones see a wonderful potential for conquest. They hope to increase their numbers enough to be able to take over the globe, establish "breeding camps", and maybe even take over all of the Tapestry some day.
Fortunately, Excratakali only guided six Empty Ones to Gaia, and their plans are expected to take decades to be successful. There still is time for them to be stopped.
Role-Playing Notes: Humans are such an interesting and diverse lot. You truly enjoy learning about the wondrous lives they lead and things they do, before you feast upon their very being. Perhaps it's their uniqueness that makes them so delicious to consume.
Systems: The Empty Ones look exactly like normal human women, until they choose to attack. Then their pelvic regions mutate into the Maw. Once a target has been consumed by the Maw, his soul and flesh are transformed into a baby Empty One (which takes one month to be carried, and reaches maturity in one year). Empty Ones can teleport to their intended targets (who need not be male), as well as generate and control darkness. It is believed that the Maw of an Empty One is actually just a form of solid darkness, but this is unproved.
Faction: suspected Outsider
Special: The Bolga are little more than parasitic worms. As such, no stats are given.
Powers: Breed (Qlippothic Life 5, Prime 2), Fly (Forces 2), Infest (Life 3)
Weaknesses: Dies upon exposure to sunlight or being without a host for two minutes.
Image: Small worms only a inch long, the Bolga look like greenish maggots. When in motion, the Bolga wiggle endlessly back and forth, and when entering a host the Bolga can compress its body to crawl in through the host's nostrils and mouth.
Background: The Bolga were created in the 1920's by a Nephandi Master of Qlippothic Life. Since then they have spread throughout the world, killing thousands over the years. A few select Nephandi (rivals of the creator of the Bolga) have spent decades hunting the insidious worms for reasons of their own.
Systems: The Bolga tend to creep upon the helpless or the sleeping, using their Infest power to enter their nostrils or mouth, and work their way to the host's lungs. Once their they begin causing all manner of respiratory problems as the Bolga feeds and uses its Breed power to transform the lung tissue into more Bolga (an average human host can "provide" for 10 new Bolga). Once the new Bolga are grow the host will soon die, and the new batch of worms will leave using their Fly ability to find a new host. The entire process takes roughly one month.
Faction | Infernalist | ||
---|---|---|---|
Nature | Bon Vivant | Demeanor | Architect |
STR | 4 | CHA | 4 | PER | 4 |
---|---|---|---|---|---|
DEX | 2 | MAN | 5 | INT | 3 |
STA | 4 | APP | 4 | WIT | 5 |
Talents: Alertness 4, Awareness 4, Brawl 3, Dodge 3, Intimidation 5, Subterfuge 4,
Skills: Melee 3, Technology 3
Knowledges: Business 6, Chinese History 5, Computers 3, Culture 4, Economics 6, Law 5, Occult 4, Politics 5
Backgrounds: Arcane 1, Resources 7 Willpower: 10
Powers: Big Business (Prime 4, Spirit 4), Detect Trend (Entropy 2, Time 2), Pact (Mind 5, Entropy 5), Seller's Market (Entropy 5, Mind 3)
Health Levels: OK (x2), -1 (x2), -2 (x2), -3 (x2), Incapacitated, Destroyed
Image: The Feng Qian Mo appear as ancient, hunchbacked Asian men dressed in white leisure suits. They always seem to be grinning at some inner horror and behave in quite erratic ways. The Mo can always be distinguished by its eyes: it's eyes are a solid jade green color with no whites. Most Mo wear sunglasses to hide this feature.
Background: The Mo had been active in China for centuries, but were banished in the late 1400's by the combined efforts of Akashic Brothers and Chinese Alchemists. However, in the late 1950's, the Mo again appeared, this time shifting their attention towards Japan. As their influence spread, they made new contacts with old allies in China (notably the Wang Bai Gui, above). In the 1980's they even made a move into the Americas, taking several young business men and women (seen as inferior "partners") as servants and trainees in the arts of the Big Deal.
Many among the Mo have been trying to infiltrate the Giovanni, the Syndicate, and Pentex, seeing these groups as having the lion's share of power and funds in the world. Other Mo avoid these groups like a Buddhist priest, seeing the power these other beings wield as a direct threat to their own existence.
Role-Playing Notes: You live for money. Some demons feed off of souls, you feed off of stock exchanges and financial assets. In this age of international corporations and shadowy deals, you can force a thousand people into unemployment, destroy the ecosystem for centuries to come, and make a lovely profit. And that doesn't even include perks like corrupting souls with greed, and buying flesh by only mentioning how wealthy you are. It's amazing how desperate people will become to get a taste of what you have.
Systems: By using Big Business the Mo can capture the Spiritual power and Prime energy involved in a business or economic deal and "infuse" it into another, weakening one in order to strengthen a second. Mo can also Detect Trends among future economics, knowing what products will sell and what stocks will be valuable in the future. Mo can also sign a person into a Pact, that will enforce the person to obey the letter and spirit of the Pact (usually including a "serve the Mo with utmost loyalty" clause). Seller's Market allows the Mo to shape and control the economic behavior of others, forcing stockholders to sell their shares of Microsoft for 1 cent a share, and having others buy dirt for 300 dollars a grain (it is this power especially that earned the demons the title "Feng Qian").
Faction: Malfean
Willpower | 7 | Rage | 9 | Gnosis | 9 | Power | 20-100 |
---|
Charms: Informational Link (cost: 10. By rolling Gnosis against a difficulty of 9, the Geomid may answer any question by accessing both the Pattern Web and Spiral Labyrinth), Reform, Airt Sense, Solidify Reality, Sap Will, Blighted Touch
Image: Appearing as infinitely faceted polygons, Wyrm Geomids are patterns of swirling reds and darkness. They shift from "friendly" fonts of knowledge to homicidal wrecking balls without a moment's notice.
Background: Wyrm Geomids are normal Informational Geomids (see "Umbra the Velvet Shadow") that the Wyrm has corrupted with its madness. While still able to locate any source of information, any small fact, or any other bit of knowledge, the Geomids are also highly erratic and unpredictable. They are just as likely to try to devour a person as answer their questions. However, whenever a Wyrm Geomid does answer a question, it gives only the most depressing and horrible information it can find.
Role-Playing Notes: In a 1993 study of electro-convulsive therapy patients aged 80 and older, 27% DIED KILL MURDER RAPE were DEAD RAVAGED MAULED DEVOURED dead within one year. Die LEIDEN Leiden des jungen Werthers, by von Goethe, was PROHIBITED RESTRICTED CONTROLLED DOMINATED banned in several European countries for it SUICIDAL HOMICIDAL MURDEROUS suicidal influence on people.
The Cult of Zidros, the Butterfly God, is remarkably recent. Having formed only three years ago, the Cult is rapidly growing power among the Outsiders (making it a prime target for other Outsider Cults to destroy). It is known that Zidros is an utterly being, leading an equally alien "pantheon" of lesser creatures who serve Him in one form or another. Even his followers among the Nephandi are warped and twisted beyond normal human comprehension (and even beyond most Nephandi's).
The Cult of Zidros exists in small African tribes of nomads, Vietnamese villages, and the jungles of the Amazon. But the strongest grouping exists in England (see "Vanguard of Zidros", above). These worshippers are incessantly trying to bring Zidros from the Horizon Realm He resides in (created and powered by his worshippers) to Gaia. In order to do this, the Vanguard believes they must sacrifice 11 Awakened beings from 6 specific points on the globe, creating an 8-sided polyhedral "grid" across the planet which will allow Zidros to enter and His minions to live without fear of Paradox. Already the Vanguard has found two of the points, and have collected a total of 17 Awakened (held in stasis) for the sacrifice.
Also, any attempt to use Mind magicks on one of the beings below will result in a temporary Derangement (usually a Phobia of butterflies or an Obsession about killing insects) unless a Willpower roll against a difficulty of 6 is made. Additional effects listed under the description of the entity take precedence over this.
Faction | Outsider (Zidros) | Level | Incarna |
---|---|---|---|
Nature | Child | Demeanor | Visionary |
STR | 15 | CHA | 50 | PER | 25 |
---|---|---|---|---|---|
DEX | 35 | MAN | ?? | INT | ?? |
STA | 30 | APP | 50 | WIT | 30 |
Talents: Assume all at 10
Skills: Assume all at 2
Knowledges: Assume all at 10, except: Cosmology 17, Zidros Lore 20
Backgrounds: N/A
Health Levels: Unknown. Believed to be infinite or irrelevant
Arete: 10 Willpower: 10
Spheres: All at 5, even Qlippothic Spheres (be VERY afraid)
Quote: (Zidros communicates with mental images (or possibly even temporary alterations of reality). While Zidros does not use this to attack (as far as can be determined), all who are exposed to such communication must roll Willpower against a difficulty of 6 or else suffer a permanent Derangement (catatonic terror or fanatic worship of Zidros, player's choice) that can only be healed by intensive Mind magicks. Even then, the only message a person can recall is one of an infinite number of butterflies in motion.)
Image: Zidros is a giant butterfly, over 20 feet tall. His wings display all of the constantly changing Tapestry, and if one looks hard and long enough one can even see himself starring at a picture of himself starring at a picture himself.... This alone has driven many into deep states of Quiet.
However, Zidros is also one of the most beautiful beings in all of creation. While Zidros is a being of immense destruction and malevolence (of a different sort), He is also an iridescent vision of gorgeous order, blissful chaos, and breathtaking destruction. And yet this is only a small fraction of the beauty Zidros displays of his images of the entirety Tapestry.
Background: Even His most devout followers only know that He comes from the deepest reaches of the Deep Umbra, and that he wants to remake the Tapestry into His vision, a multiverse filled with an infinity of winged colors in flight. A multiverse filled with butterflies.
Currently, Zidros resides in a huge Horizon Realm, filled to overflowing with his minions and creations. While Zidros needs no Quintessence, his Umbrood followers do, and as such feed off of one another and the energies the Outsider cultists supply.
Role-Playing Notes: (Zidros is NOT human, and has NO humanity within Him. He will attack to defend Himself personally or if His plans (whatever they may be) are endangered, but would allow His most loyal followers to be slaughtered in front of Him or allow His most powerful and relentless enemy to gaze upon Him unharmed. Zidros seems to "enjoy" just hovering in his Horizon Realm, flying among the multitudes of his followers.)
Special Notes: Even looking at Zidros has a hypnotic effect, and must be resisted with a Willpower roll against a difficulty of 6 or else suffer a permanent Derangement (a fanatic worship of Zidros) that can only be healed by intensive Mind magicks. Also, point out to "combat-hungry" players that attacking Zidros is NOT a good idea. While Zidros is normally as active and menacing as a twig, He can utterly obliterate even the most powerful of mage cabals with little difficulty. Plus, He is always surrounded by his followers.
If the Horizon Realm Zidros resides in is destroyed before the Cults of Zidros can complete their "grid", He will return to the Deep Umbra, perhaps forever. However, in order to destroy the Realm, every cult dedicated to his worship on earth must be destroyed.
Talents: Alertness 3, Athletics 5, Awareness 3, Brawl 4, Dodge 4
Skills: Stealth 3, Survival 3
Knowledges: Cosmology 3, Zidros Lore 5
Spheres: Correspondence 3, Forces 4, Life 3, Spirit 4
Willpower: 10 Arete: 8
Health Levels: OK (x5), -1 (x5), -2 (x5), Destroyed
Wing Slash (Difficulty: 6, Damage: 10, Aggravated)
Quote: "GRINACK! GRINACK!"
Image: Scrants appear as beautiful, whirling patterns of colored wings, lashing out at all within reach. From within their spinning multitude of rainbow colored, bladed wings come bestial screams of rage and anger.
Background: Scrants embody the animalistic rage of Zidros, the mental processes He goes through in those rare moments of genuine aggression Zidros acts in. Perhaps it is the fact that so many Scrants exist that Zidros is so seldomly angered, perhaps there is some other reason, but whatever the cause Zidros is always surrounded by millions of the beings. And while they will not attack followers of Zidros, they will almost always attack those who do not embrace Zidros (occasionally, He will command them not to attack, but this is rare). Scrants are also used as assassins by the cultists on earth, as well as mystical "muscle" when needed.
Role-Playing Notes: (Scrants, like their Creator, are utterly alien beings. As such, their behavior seems totally without logic or reason. When summoned by a cultist of Zidros, the Scrant will obey the desires of the cultist and seeming act with a more human thinking (but this is not always the case).)
Systems: Scrants can only exist on Gaia for three hours before Paradox forces them back to Zidros to recuperate.
Eilondoi
Talents: Alertness 5, Awareness 5, Subterfuge 1
Skills: Stealth 5, Survival 5
Knowledges: Cosmology 4, Languages 1 (language of Cult joined), Zidros Lore 4
Spheres: Correspondence 4, Forces 2, Life 3, Mind 3, Spirit 4
Willpower: 4 Arete: 8
Quote: "Wwwwwe arrrrrre theeeeee voicccccce of Zzzzzziiiiiiddddrrrrrooooossss. Weeeeee wiiiiiiillllllll shoooooow youuuu ttttttthe wayyyyyyyy." (said twenty times simultaneously)
Image: A humanoid figure made out of a multitude of butterflies standing at six feet in height. The Eilondoi has no eyes or mouth or nose, only "sockets" formed by a slight movement in the insects' motion.
Background: The Eilondoi serve as Zidros' heralds among His followers, with one Eilondoi assigned as a member of each cult worshipping Him. The Eilondoi convey messages from Zidros, but are still hard to comprehend among mortals. The messages and thought patterns of Eilondoi are still very alien, despite their ability to interact with humanity.
Role-Playing Notes: (Eilondoi, like all in the "Pantheon" of Zidros, are utterly alien to human minds. However, they are among some of the most understandable and comprehensible of all beings that serve Zidros.)
Systems: Eilondoi can only exist on Gaia for 3 days before Paradox drives them to return to Zidros and His Horizon Realm.
Talents: Dodge 3, Expression 5
Skills: Survival 4
Knowledges: Zidros Lore 10 (at least!)
Spheres: Correspondence 3, Life 2, Spirit 4, Time 2
Willpower: 10 Arete: 6
Quote: (Leidet never speak, and are believed to only communicate to Zidros and others in the Pantheon.)
Image: Leidet appear as five-foot long butterflies, dancing in bizarre patterns of flight, leaving a trail of various colored dust in their wake.
Background: The Leidet are the prophets of Zidros, foretelling the future of the Cult and the actions of each and every mortal member. They know the entire history of the Cult, and the destiny of Zidros. And yet, their prophecies are never avoided or looked forward to, they are simply accepted and fulfilled. Leidet are never far from Zidros, dancing their prophecies of the future that only they can understand.
Role-Playing Notes: (Leidet just dance and spiral around Zidros. They will not attack, even in self-defense.)
Systems: No special notes.
Talents: Alertness 3, Brawl 3, Dodge 3
Skills: Firearms 3, Melee 2, Stealth 2
Knowledges: Zidros Lore 3
Fomori Powers: Mega-Attribute (Appearance, already factored in), Mesmerize (treat as Eyes of the Wyrm), Poisonous Bite, Wings
Fomori Taints: Rotting, Special Diet (human flesh), Worms (actually butterflies)
Willpower: 5
Quote: "There is only one God, and His name is Zidros. His essence, Beauty. His gift, an endless beauty through all of creation."
Image: Normally the Blessed appear to be normal humans, but when in combat or at gatherings of cultists of Zidros, the Blessed reveal a different form. They appear as iridescent figures with wings and no bodily features, in a noticeable state of decay. Despite their inevitable disintegration, they emanate utter devotion to their god and express only bliss no matter what.
Background: The Blessed are Fomori created by Zidros and His mages as foot soldiers for His cults. They are typically possessed with the spirit of a Swarm (see below). They are always chosen from among the most fanatical among the followers of Zidros, and becoming one of the Blessed is seen as a great reward (even among the mages who perform the act).
Role-Playing Notes: You live to spread the work of Zidros, fulfilling His wishes and the wishes of the various cults. You relish in your beauty, and the purity of your cause.
Systems: All of the Blessed have the Hidden Power Merit and the Scary Presence Flaw (see "Freak Legion" for more details).
Charms: Airt Sense, Appear, Influence, Reform
Quote: (None. Swarms never try to communicate)
Image: Swarms vary in size from only a few thousand (covering several feet) to millions (covering entire miles). The Swarms consist of butterflies with carnivorous jaws in place of feeding tubes. They feast on both plants and dead animals, consuming anything that won't brush them away.
Background: Swarms seek only to breed and feed. They are the true children of Zidros, for which He seeks only dominance of the multiverse. While they defy everything that entomology knows, they are even more beautiful than normal butterflies (which Swarms attack with seeming relish).
Role-Playing Notes: (You're a big swarm of bugs. Attack whatever doesn't move. Eat it. Shit. Fly away and repeat it again. Occasionally lay some eggs.)
Systems: Swarms can exist inside of Gaia for prolonged periods of time, seemingly immune to Paradox. They are roughly as annoying as mosquitoes, but with more attitude.
"I have a vision, and in that vision I'm standing on top of a building. God asks me "why do you love your Father", and I say "I do not know Lord." He offers me absolution and I thank him, and the shots ring out into the crowds below."
-D.J.B.
"Everything you do makes a ripple. Everyone's just a pebble in a stream, going with the flow and making ripples against the waves of others. Then there are others, the rocks. They knock the ripples out of the water, disturbing the entire flow of the stream. And then there's me. I'm a boulder and I stop the whole damn thing."
-F.dM.
Faction Outsider (Zidros) Level Preceptor/Gaffling Nature Bravo Demeanor Sycophant STR 6 CHA 0 PER 5 DEX 7 MAN 0 INT 1 STA 7 APP 7 WIT 3 Faction Outsider (Zidros) Level Preceptor/Gaffling Nature Architect Demeanor Fanatic STR 1 CHA 5 PER 5 DEX 3 MAN 3 INT 1 STA 2 APP 5 WIT 1 Leidet
Faction Outsider (Zidros) Level Gaffling Nature Fanatic Demeanor Fanatic STR 1 CHA 7 PER 1 DEX 1 MAN 7 INT ?? STA 1 APP 5 WIT ?? Faction Outsider (Zidros) Level Minion Nature Fanatic Demeanor Bravo STR 4 CHA 3 PER 3 DEX 3 MAN 3 INT 2 STA 4 APP 3/6 WIT 2 Swarms
Faction Outsider (Zidros) Level Minion Nature Bon Vivant Demeanor Bravo Willpower 5 Rage 3 Gnosis 3 Power 25-100
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