Setting
Nephilim is a game based on the idea that since ancient times there have been spirits without bodies who, given the right circumstances can take over the body of a human and use it until it dies, then try to find another body. These spirits are the Nephilim.
Players get to choose one of five types of Nephilim. Within each of these types are different species of Nephilim. Each type of element or "Ka" has different strong points. Fire Nephilim (Pyrim) tend to be aggressive, Earth Nephilim (Faërim) are caretakers and healers, Air Nephilim (Éolim) are intellectuals, Water Nephilim (Hydrim) relate to change and movement and Moon Nephilim (Onirim) are secretive and manipulative. They are also defined by the major Arcana they choose to follow.
The spirit of the Nephilim takes over the body of a human and tries to gain the skills and knowledge the human has, while avoiding the Immortals' enemies. The Nephilim's ultimate goal is to attain Agharta, a form of spiritual illumination. Other races have a similar goal.
Nephilim can be set in any times from ancient Egypt to present day or the future.
Besides the Nephilim (elementals of Fire, Earth, Air, Water and Moon), the players can play Selenim ("Vampires" of the Dark Moon, an element created by an ancient race that is unstable and corrupts Nephilim) or Ar-Kaïm (Astrological unstable mutants, introduced in the Third Edition).
Several human secret organizations know of the existence of the Nephilim. Most of these organizations oppose or hunt the Nephilim, but some are sympathetic to their cause. The Templars is one of the primary sources of antagonists for Nephilim, who along with the Rosicrucians supply the most organized opposition. The Order of the Black Star possess many magical secrets, but are fewer in numbers and less likely to team up against Nephilim.
Read more about this topic: Nephilim (role-playing Game)
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