Kylars
Below is a list of all the Kylars for which rules have currently been written and approved. This is by no means an exhaustive list, and if after reading all the Kylars listed below you find your desired Kylar power is not represented at all, write up the rules for it and email it to me for approval and inclusion. To find a specific Kylar in the list below please use your browser's Search function.
Additional Eye (1 point)
The Nephilim has an extra eye somewhere on her body, which enables separate vision. This eye is usually closed, and resembles a slit in the character�s skin, can be opened at will, but is best opened when her usual eyes (assuming she has any) are closed, to avoid confusing double imagery. If all eyes are open at the same time, the character suffers �1 to all Perception, Wits and Dexterity dice pools. While the Additional Eye is closed, her vision remains as normal. This Kylar may be bought/acquired multiple times, to represent numerous Additional Eyes in various places on the Nephilim�s body. However, the penalty is cumulative in instances when many eyes are open at the same time. Characters should be aware that Additional Eyes, when open, are a clear and obvious mark of the Initium Occasus.

Deviant Eyes (1 point)
Your character�s eyes are distinctly inhuman, and as such immediately they draw others� attention. If the Nephilim ever requires eye contact for any power or other purpose, she is guaranteed it, unless the target specifically spends a Willpower point to avoid looking her in the eyes. This Kylar must be accompanied with the
Feados: Aberrant Eyes.

Claws
(1 point)
The Nephilim has permanent Claws, which can be sheathed (unless combined with the Feados: Useless Claws or the Feados: Vestigial Part). All attacks made with these natural weapons cause Lethal damage, and require a Dexterity + Brawl roll at difficulty 6, causing Strength + 2 damage.

Demonic Aura (Beneficial) (1 point)
Often combined with the Feados: Demonic Aura (Detrimental), this Kylar grants the character +1 to all Intimidation rolls.

Enhanced Sense (1 point)
The Nephilim has one of her regular five senses (hearing, touch, taste, smell or sight) Enhanced, granting her �2 to all difficulties of Perception roll using the Enhanced Sense. This Kylar may be purchased multiple times, either for the same sense (benefits are cumulative) or for multiple senses.

Extra Health Level (1 point)
The Nephilim has preternatural resistance to injury, and gains an additional �Bruised� Health Level. This Kylar may be purchased multiple times.

Fangs (1 point)
The Nephilim has permanent Fangs, which can be retracted (unless combined with the
Feados: Useless Fangs or the Feados: Vestigial Part). All attacks made with these natural weapons cause Aggravated damage, and require a Dexterity + Brawl roll at difficulty 6, causing Strength + 2 damage. Attacks with Fangs can sometimes, at the discretion of the Storyteller, be made with Dexterity + Stealth instead, at difficulty 6.

Foot Pads (1 point)
The character has small pads on the bottom of her feet, allowing her to walk very quietly. All Stealth rolls have their difficulties lowered by 2.

Fur (1 point)
The Nephilim has a hide of fur, which grants her +1 to all soak dice pools. However, being covered from head to toe in shaggy fur is a definite sign of the Initium Occasus, hence this Kylar is often combined with an appropriate Feados, such as
Hideous Appearance or Bestial Appearance.

Horns (1 point)
The Nephilim has permanent Horns, which can be retracted (unless combined with the
Feados: Useless Horns or the Feados: Vestigial Part). All attacks made with these natural weapons cause Aggravated damage, and require a Dexterity + Brawl roll at difficulty 7, causing Strength + 2 damage. Attacks with Horns can lead to a lot of complications, such as charging at foes, goring attacks, and the Horns getting stuck. These are best left to the player and Storyteller to resolve on each occasion.

Mystical Tattoos (1 point)
The character�s entire body is covered in strange Mystical Tattoos, granting her an extraordinary talent in one area. Each time the character acquires this Kylar, she may select one dice pool combination (e.g. Dexterity + Brawl, Manipulation + Intimidation, Intelligence + Quintessence etc.), and from that point forwards she gains +1 to that particular dice pool. This Kylar may be bought/acquired multiple times, either for the same dice pool, or for different dice pools. The Storyteller may wish to restrict the benefit of this Kylar on certain dice pools combinations.

Nimbleness (1 point)
With supernatural agility, the character becomes extremely dextrous at jumping, climbing and balancing, and as such, all appropriate Dexterity dice pools are increased by 1.

Powerful Legs (1 point)
The character�s legs are enhanced with the strength of the Initium Occasus, doubling her movement rates and granting +1 to all Strength dice pools involving her legs.

Battlemaster (2 points)
The character is granted total strength of mind when in combat, and receives +2 to all Melee and Archery dice pools.

Blessing of the Initium Occasus (2 points)
The Nephilim is blessed with success at a particular feat. Every time the character acquires this Kylar, she may select any one Ability, and from then onwards, the player may re-roll any 9s rolled using that Ability, to attempt to score extra successes, just as Specialisms allow her to re-roll 10s. For example, a character with the Blessing of the Initium Occasus and a Specialism in Dodge rolls 6 dice, and rolls 3, 6, 7, 9, 9 and 10. She may re-roll her 10 for her Specialism, and also her 9s for her Blessing, for a possible extra three successes. If any of these come up 9s or 10s she may continue to re-roll them. This Kylar may be bought/acquired multiple times, but each time must be attached to a different Ability.

Bulging Muscles (2 points)
The character�s body literally bulges and ripples with visible muscles, giving her the appearance of being extremely strong; for female characters this is not quite so apparent, but still makes her look suitably muscular. The benefits of this are +1 to all Intimidation and Strength dice pools.

Cloud of Flies (2 points)
A swarm of pestilent insects continually buzzes around the character, causing difficulties for enemies trying to attack her; as such, all enemy attacks are made at +1 difficulty. This Kylar must be coupled with the
Feados: Halo of Flies.

Destiny of Ba�ados (2 points)
The character is granted better capability at sustaining injury, and receives +2 to all soak dice pools.

Exoskeleton (2 points)
The character has hard growths all over her flesh, giving her +1 to all Strength and Stamina dice pools, including combat rolls. This Gift must be coupled with an appropriate Feados, such as
Hideous Appearance.

Fortune of Ba�ados (2 points)
This Kylar allows the character to re-roll any one dice roll, once per game session.

Frog Tongue (2 points)
The character may elongate her tongue, flicking it out to grasp objects or inflict damage. Roll Dexterity + Athletics (difficulty 6) to attack targets; this may be used in addition to grappling manoeuvres. The damage inflicted is equal to the character�s Strength rating, and may pull a grabbed target towards her with a +2 bonus to her Strength dice pool.

Iron Hard Skin (2 points)
The character�s skin is unnaturally hard, giving her +1 to her Stamina (which also therefore increases her soak ability).

Lordly Mein (2 points)
The Nephilim exudes an aura of confidence and authority to those around her. The difficulty of all Leadership and Intimidation rolls is lowered by 2.

Pincer (2 points)
One of the character�s hands is replaced by a pincer, which causes +2 Lethal damage in Brawling attacks. The Pincer may be a replacement hand for an Additional Limb. This Kylar may be bought multiple times (but only one for each hand the character has).

Savage Genitalia (2 points)
This is one of the most horrific Kylars a character can have; his/her genitals have some menacing feature that causes severe damage. For males, this can be something like excessive length (14�+), hardness, thorns, sandpaper texture or curved barbs. Female variations include teeth, ripping suction or even an internal meat grinder. Obviously this Kylar requires sexual contact, therefore making the regaining of Vita very difficult. Once the victim is ensnared, he/she is at the mercy of the character. The victim suffers 1 unsoakable health level of Lethal damage for every turn he/she is engaged in sexual activity with the character, but even when they eventually escape the horror, the emotional scars are likely to remain for long after.

Skittersight (2 points)
The character may pull out her eyes, twist the optic nerves into feet, and send them scurrying down hallways and around corners, seeing everything that they see, as though they were still attached to her. If the eyes get squashed, the character will be blinded (but use of
Entropic Force 2: Regenerate can restore sight after a month). Using Skittersight requires a Willpower roll (difficulty 8, or 7 for frequent users of the Kylar). Pulling out the eyes does no actual damage, but it still hurts a great deal. The eyes can stay separated from the body for up to one hours, before they begin to decay over the next two hours (the character�s vision slowly fades until she is blind, as above).

Tentacles (2 points)
The character has Tentacles that she can control, to a degree. Each time she acquires this Kylar, the player must roll a single dice; the number rolled is the maximum number of Tentacles the character acquires from the Kylar. A roll of a 1 may be re-rolled, but only once. The player may choose to have less than those rolled; however, once chosen the number is permanent. Each turn the character may use her Tentacles to make additional attacks or actions; however, the Tentacles act with a quarter (round up) of the character�s own dice pool for the action they are performing, and always at +2 difficulty. This Kylar may only be purchased once at character creation, but can be acquired further times during the course of play. In the first instance, this Kylar must be accompanied with an appropriate Feados, such as
Vestigial Limb or Useless Tentacles.

Additional Limb (3 points)
The character has an extra arm or leg, either in the traditional place, or elsewhere on her body. With practice, this limb can be used for an extra attack (at �2 to the attack dice pool); otherwise the character simply has a bonus +1 to all Intimidation dice pools. It is inadvisable to have an odd number of legs, and characters that do so are at �3 to all Dexterity rolls. This Kylar must be coupled with the Feados:
Vestigial Limb. This Kylar may be purchased multiple times.

Allure (3 points)
The character has a natural grace (even when considering any relevant Feadoses), and others get on with her very well. All Social dice pools are increase by 2.

Apportation (3 points)
The character can enchant a single inanimate object, and then summon it from anywhere at will. The object must be small and light enough to fit in one hand, but can be anything, magical or mundane. In addition, by investing 1 point of permanent Willpower (which returns when the power fades) into the object, it will cause 1 level of unsoakable Aggravated damage to any other that touches it. Apportation may only be used on one object at a time, and once recalled, the power fades from the object. This Kylar may be purchased multiple times (each purchase allows an extra use of Apportation at the same time).

Body Barbs (3 points)
The character has sharp, bladelike bone growths on her wrists, elbows, knees or feet, which add 2 to all relevant Brawl damage, which is considered Aggravated. The Kylar must be defined at conception, and declared each time the character intends to use it. This Kylar must be coupled with a relevant Feados; the usual choice is
Hideous Appearance.

Breathe Fire (3 points)
Instead of making a normal attack, the character may elect instead to breathe fire at her opponents. The benefit of Breathe Fire is that it may affect more than one victim, if there is a group of them standing together. The Breathe Fire attack is made with a Dexterity + Athletics roll (difficulty 7), and causes Lethal damage (as it is unnatural fire), calculated as normal. The fire covers a range of (the character�s Stamina rating) feet, as a 15-degree cone.

Cause Insanity (3 points)
This Kylar allows the character to inflict a temporary Derangement on a victim. It requires that the character spend 1 Willpower point, and then roll Intelligence + Empathy (difficulty of the victim�s Willpower), opposed by the victim who may make a Willpower roll (difficulty 6). If the character using the Kylar scores more successes, a Derangement (determined by the Storyteller) is inflicted on the victim for 24 hours.

Centaur (3 points)
The character�s lower torso is that of a four-legged animal, such as a horse, bull or even dragon. As well as granting her +1 to all Intimidation rolls, the character has increased speed, and can make additional attacks (at �1 to her damage dice pool) with either the front two or the back two legs (but not both sets at the same time). This Kylar must be coupled with the
Feados: Centaur.

Dread Howl (3 points)
The character can emit a terrifying wail that strikes terror into the hearts of all those that hear it. Having emitted the Dread Howl, all other characters in the vicinity must succeed on a Courage roll (difficulty 6), or be forced to flee the scene.

Farsight (3 points)
The character can see across vast distances with ease. For each time she acquires this Kylar, the Nephilim�s visual range increases fivefold. The benefits of this Kylar only work for seeing across far distances, and thus it is not useful to see close-up objects in great detail � for that, the Enhanced Sense Kylar is required. This Kylar may only be purchased once at character creation, but can be acquired further times during the course of play.

Flight (3 points)
The character has the ability to fly. If the Nephilim couples this Kylar with the
Feados: Wings (or another suitable Feados), this Flight ability derives from actual wings, otherwise, it is more like fast moving levitation. The character may fly at up to normal jogging speed, but can increase this speed with a successful Dexterity + Athletics roll (difficulty 6).

Foul Odour (3 points)
A Foul Odour emanates from the character, causing all nearby characters (i.e. those close enough to smell the strong odour) to be at +1 difficulty on all rolls, with the exception of damage and soak dice pools. However, all of her own Social rolls are also made at +1 difficulty.

Gaze of the Initium Occasus (3 points)
This Kylar requires eye contact with an opponent; once this is established, the Kylar may be used. A victim of the Kylar is instantly at a �5 Initiative penalty for the rest of the scene. This power is subtle, and so may be used in conversation etc. if desired.

Gift of the Initium Occasus (3 points)
With this Kylar, the Nephilim may raise all her Attributes (with Experience/Freebie Points) to +1 to her usual limit (so in most cases, 6 rather than 5, in the first instance). This Kylar may be bought/acquired multiple times, but under no circumstances may an Attribute ever permanently exceed 10.

Grip of Iron (3 points)
The Nephilim is able to grip things � including people � extremely tightly, and with such deadly force that it can often lead to fatal injury. All attacks made in this manner cause Aggravated damage, and require a Dexterity + Brawl roll at difficulty 6, causing Strength + 2 damage. In addition, the character gains a +1 bonus to all dice pools involving holding, clinching and gripping (including relevant combat manoeuvres). Of course, this power has many other useful applications besides combat. Only characters with a Strength + Might rating of 5 or higher may make use of this Kylar.

Mace Tail (3 points)
The character has a large spiked tail, which she may use to make an additional attack at the end of each turn, at an opponent who is behind her. To do so, she must roll Dexterity (difficulty 6, with no modifiers or bonuses). Regardless of successes, the attack causes 2 Lethal damage on the victim, which can be soaked as normal. This Kylar must be coupled with the
Feados: Vestigial Limb or the Feados: Lizard�s Tail.

Massive Horns (3 points)
The character�s head is adorned with two very large (larger than her head itself) horns. These horns cause an extra +4 Lethal damage to all head-butting attacks, but the Gift must be coupled with an appropriate Feados, such as
Vestigial Limb or Demonic Appearance.

Mouth of the Initium Occasus (3 points)
The character is able to swallow objects as large as a medium-sized dog, or a child. The victim of this Gift must be in the grasp of the character using it. The victim or object will be digested, with all indigestible parts eliminated normally. If �lunch� is not dead, it will suffocate if it cannot get out. Using this Kylar requires the expenditure of 1 Willpower, and a successful Stamina + Athletics roll. An alternate version of this power, as a 4-point Kylar, allows the character to restore her Power pool to its maximum after the victim has been digested, so long as the �victim� was not an inanimate object.

Nature of the Initium Occasus (3 points)
This strange Kylar can be both a blessing and a curse. A character with this Kylar no longer has any need for statistics for Attributes and Abilities (although all bonuses and penalties can still apply); for every dice roll needed, she must instead roll just one die. The score is the size of the dice pool for the roll. A new dice pool must be rolled for every roll, even if it is the same roll as the last one. Hence, a character with the Nature of the Initium Occasus might have a dice pool of 1 at one point, and then 10 at another.

Night Vision (3 points)
The Nephilim can see without penalty in all natural darkness.

Numb (3 points)
The Nephilim is completely numb and has no physical feeling; she is immune to pain, but also to any other sensation. As a result she also has trouble talking properly (the character gains all the drawbacks of the
Feados: Cleft Lip), and she may sustain injury without even realising � injuries which could thus become infected or gangrenous without her being any the wiser. The Numb character permanently suffers no wound penalties.

Scaly Skin (3 points)
The character�s flesh is chitonous and scaly, giving her +3 to all soak dice pools. This Kylar must be taken with the
Feados: Chitonous Skin or the Feados: Solid Substance.

Scorpion Tail (3 points)
The character has a large scorpion tail that secretes poison, which she may use to make an additional attack at the end of each turn, at an opponent who is behind her. To do so, she must roll Dexterity (difficulty 6, with no modifiers or bonuses). Regardless of successes, the attack causes 1 Lethal damage on the victim, as well as Poison damage. The Lethal damage can be soaked as normal. This Kylar must be coupled with the
Feados: Vestigial Limb or the Feados: Lizard�s Tail.

Thousand Eyes (3 points)
The character�s head is covered with eyes, giving her full 360� vision. However, this clearly gives her a distinct and rather repulsive appearance, particularly since all the Thousand Eyes blink at different times. Therefore this Kylar must be coupled with the
Feados: Hideous Appearance, or any other suitable Feados. Note that players desiring the benefits of this Kylar without the drawbacks should note the Kylar: Omnivision.

Unearthly Beauty (3 points)
The Nephilim has a shocking, unnatural quality to her beauty, which ensnares some, but causes mistrust and suspicion amongst others. All Charisma and Appearance rolls are made at �1 difficulty, but only characters with an Appearance of 3 or higher may make use of this Kylar.

Venomous Bite (3 points)
The character�s saliva has a pustulent blue, poisonous form. Using the Kylar successfully requires that the character inflict at least one health level of damage (after the victim has soaked) from a bite attack. The venom inflicts (the character�s Stamina + 2 Lethal damage, on top of all other damage caused that turn).

Extra Speed (3+ points)
Nephilim with this Kylar can move faster than humans and normal Nephilim. This Extra Speed can take many forms. Initially the player must spend 3 points on the Kylar, but can spend more if she wishes. Refer to the table below.
  Movement     Normal Human        3 points               +1 points
  Walk                  7 yds/turn              11                     +1
  Jog                  13 yds/turn              20                      +2
  Run                  20 yds/turn             30                      +3
For example, a Nephilim with 5 points of Extra Speed walks at up to a pace of 13 yds/turn, jogs at up to a pace of 24 yds/turn, and runs at a pace of up to 36 yds/turn. If a Nephilm with this Kylar acquires it again, take 3 points away from its value and add the remaining points to her current rating; e.g. a Nephilm with Extra Speed 4 Absorbs another Nephilim, who has Extra Speed 5. The character now is able to purchase an extra 2 levels of Extra Speed at a cost of 2 Experience Points, taking her Extra Speed to 6.

All-Seeing Eye (4 points)
A character with this Kylar can glean the knowledge of another character�s abilities, strength and weaknesses, including Aptitude powers, Merits and Flaws. Using the Kylar requires a successful Intelligence + Empathy roll (difficulty of the target�s Willpower), and the number of successes scored indicates how much information the Nephilim acquires (as determined by the Storyteller).

Aquatic Affinity (4 points)
The Nephilim has tiny, hidden gills which enable her to breathe normally underwater. In addition to this, she also suffers no penalties for making any actions while underwater that would otherwise normally be harder while submerged.

Ba�ados� Gift (4 points)
A Nephilim with this Kylar has the difficulty for all rolls for Manifestations and Aptitudes permanently reduced by 1.

Brain Eater (4 points)
The character may �chew up� a victim�s mind, reducing their Mental Attributes and replacing them as Experience Points for the character�s own use. Spend 1 Willpower point and roll Intelligence + Occult (difficulty 6), opposed by the victim�s Willpower (difficulty 6). If the character scores more successes, the victim loses 1 in a Mental Attribute (decided by the Brain Eater). This power requires physical contact with the victim to work.

Chameleon Coloration (4 points)
The character may change the colour of her flesh and hair (but not armour or clothing) to fit in with any background. Any character attempting to perceive her must succeed on a Wits + Alertness roll (difficulty 7).

Death�s Oblivion (4 points)
This Kylar does not provide any benefit to the Nephilim in life, but upon her death, she cannot be Absorbed in any way, and all her Manifestations will go to the grave with her.

Freefaller (4 points)
The Nephilim is immune to damage caused by falling, and is free to step off high cliffs and leap into chasms, with no fear of injury. However, this Kylar does not protect her from damage caused by landing on damage-inflicting features or objects, such as lava or jagged rocks. In such cases, she will only however take the damage she would have if she had fallen onto the object from standing height.

Fungal Touch (4 points)
The inside of the Nephilim�s body is a foul-smelling fungal substance, and she is able to infect others by touch. Victims of the Nephilim�s power must succeed on a Stamina (+ Endurance if he has it) roll at difficulty 7, or he begins to lose 1 point from all Physical Attributes, as well as Appearance, per day, as the fungus slowly eats away at him. This condition can only be cured through the force of Vita, in any suitable application (
Mystic Touch being the most obvious). Fungal Touch is often coupled with the Kylar: Foul Odour.

Fury of the Initium Occasus (4 points)
The character has a permanent +10 bonus to her Initiative when in combat.

Massive Stature (4 points)
The character is abnormally large, and as such gains the benefit of two additional Bruised Health Levels. She also gains +1 to all Strength and Stamina dice pools. However, she also suffers a �1 penalty to all Stealth dice pools. This Gift must be coupled with an appropriate Feados, such as
Hideous Appearance or even Demonic Appearance.

Prolonged Life (4 points)
The character�s natural lifespan is increased by fifty years per dot of Stamina that the character has at the time of developing this Gift. This Gift obviously does not protect against death caused by anything other than natural means.

Rat Head (4 points)
The character can squeeze through holes as small as 1/20th of her former circumference; hence a human-sized character can squeeze through holes smaller than a Gold Crown. Using this Gift requires a successful Dexterity + Athletics roll (difficulty 6). The character can only take her body through such holes, not rigid items such as armour, weapons, and most clothes.

Empath (5 points)
The Nephilim is incredibly adept at reading others� emotions, which can be used in a range of situations. To use this Kylar, the player must roll Perception + Empathy (difficulty 7). The number of successes scored dictates how well the character is able to read the emotions of the target, which is extremely useful unto itself. For the rest of the scene, these successes are also added to any Social roll the Nephilim makes against the target.

Incorporeality (5 points)
The Nephilim is incorporeal, and cannot affect the physical environment, nor can she be affected by it. This means she is able to walk through walls and other solid, mundane barriers, and is invulnerable to all physical harm. However, this can be both a blessing and a curse, as it means she is unable to touch or hold anything, and simple things such as climbing a hill or descending into a cellar are impossible. This can be overcome by spending 1 Willpower point to become corporeal for a scene, but after that she will become incorporeal again, and any physical interaction ceases (e.g. clothes fall through her). In addition, if she has changed altitude at all while corporeal, the new altitude becomes the �default� (e.g. climbing a mountain while corporeal means that the mountain top becomes the character�s new flat level to walk on/through). At the cost of 1 permanent Willpower point, the character may for one turn touch and interact with objects that will, at the end of the turn, become incorporeal with her, e.g. putting on clothing, picking up a sword etc. However, as soon as she loses contact with the object it becomes corporeal again. It is assumed that any starting characters who are Incorporeal have already spent the Willpower to �assimilate� clothing and personal items (should she so wish).

Invisibility (5 points)
The Nephilim may turn invisible at will, although doing so requires one full turn of concentration. While invisible, she remains completely undetectable through mundane means, although certain Aptitude and Kylar powers may help in seeing the Nephilim, or even null the effects of this Kylar completely. Such powers are rare, however, and for the most part a Nephilim with Invisibility may move unseen anywhere she goes. Speaking or interacting with the physical environment or other people has no effect on this power. Becoming visible again is a passive and instantaneous action. There are cautionary tales of Nephilim who spend all of their time Invisible, and could be anywhere, at any time � such horror stories are prime propaganda for organisations like the latinus scholari.

Omnivision (5 points)
The Nephilim has full 360� vision, but unlike those with the
Kylar: Thousand Eyes, there is no physical evidence of this on her body.

Plasmic Form (5 points)
The character may turn into a thick reddish-brown liquid at will, and thus move around in the form of a puddle, flowing into extremely tight spaces and becoming immune to kinetic attacks except lightning and fire. Most mental and mystical attacks work normally, as long as they do not require eye contact. Using this Kylar requires one full turn to change form, and another full turn to change back.

Regeneration (5 points)
This Kylar allows the Nephilim to heal even the most grievous of wounds naturally. As long as the character does nothing else for a turn, she may regenerate any one health level of damage, no matter what caused the damage. In addition, a full night�s (or day�s) sleep will restore all health levels, and all spent Willpower.

Wrath of the Initium Occasus (5 points)
The character with this Kylar may destroy any magical item that is used against her, even if the item does not make physical contact with her. Doing so costs 1 Willpower point and requires a successful Intelligence + Quintessence (difficulty 8). If the character is successful, the item is destroyed beyond repair.

Acid Blood (6 points)
Acid courses through the Nephilim�s body in place of blood, causing particular problems to enemies who manage to cut her in the midst of combat. Anyone but the Nephilim herself (including others who have Acid Blood) are subjected to Aggravated damage, the amount depending on the quantity of blood in question.

Fatal Breath (6 points)
The Nephilim is able to exude a fatal substance just by breathing. The substance in question must be decided on when the Nephilim first acquires this Kylar, but common examples are toxic fumes, fire, acid, searing smoke, and pure Vita, and once decided upon, the effect is permanent, unless the Nephilim acquires this Kylar again. Using Fatal Breath is considered as a melee attack and is resolved as usual, causing Aggravated damage.

Fire Blood (6 points)
Fire courses through the Nephilim�s body in place of blood, causing particular problems to enemies who manage to cut her in the midst of combat, as the flames leap out just as the blood would. Anyone but the Nephilim herself (including others who have Fire Blood) are subjected to Aggravated damage, the amount depending on the quantity of blood in question.

Shroud of Flames (6 points)
The Nephilim is permanently surrounded by flames, which cause Aggravated damage to anyone who gets too close. She may choose to temporarily suppress these flames for up to a scene by spending a Willpower point, although even then her body will feel abnormally hot in temperature to the touch. Nephilim may not possess both this Kylar and the
Feados: Deathly Cold.

Aggravated Immunity (7 points)
The Nephilim is immune to suffering Aggravated damage. All damage caused to her that is considered as Aggravated is instead considered as Lethal damage.

Aptitude Diversity (7 points)
With this Kylar, the Nephilim may learn specific individual Aptitude power without learning the prior levels. For example, a character wishing to learn
True Motive (level 4 Mindsight), she may do so with this Kylar, without learning levels 1-3. The cost of learning such powers is the same as it usually be, so in the case of the above example it would cost the character 18 Experience Points to purchase the power. However, the downside to this is that all rolls made for powers purchased in this fashion must be made at +1 difficulty for levels 1-5, +2 for levels 6-8 and +3 for levels 9-10. This is due to the unstable way in which the character has learned the power. Powers purchased in this way should be recorded as usual in the Aptitudes section of the Character Sheet, but should be recorded with only the appropriate dot shaded in, rather than all dots up to that point shaded in.

Deception (7 points)
The Nephilim may hide all evidence of her true being, allowing her to appear as a normal human, as all physical taints vanish, and she takes on the visage of an average human being (Appearance 2). This Kylar has no effect on the
Feados: Non-Human Form. To use Deception, the Nephilim must succeed on a Wits + Subterfuge (difficulty 7) roll, after which she will appear normal until the end of the scene. All supernatural attempts to detect her true nature must score more successes than the Deception roll. This power may alternatively be used on other characters, at the cost of 1 Willpower point, and at difficulty 8.

Immortality (7 points)
The character�s natural lifespan is increased infinitely, rendering her completely invulnerable to the throes of old age. Although she will visibly age, she suffers no detrimental effects from it, including loss of appearance. This Kylar does not protect against death caused by anything other than natural means.

Mimicry (7 points)
This Kylar allows the character to imitate any magical power other than that caused by a weapon or item (i.e. any Manifestation or Aptitude power) that is used in the same turn. She makes the same roll and spends the same amount of Vita as would normally be required of a character using the power. Once the turn is over, the character cannot use the power again unless she acquires it properly herself, or witnesses it being used again. Since this is a power requiring imitation, it can only be used if the character being imitated was successful in using the power that is the subject of the Kylar.

Telepath (7 points)
The character is capable of telepathic communication. Establishing communication requires mere concentration, and once accomplished, the target need only think what he wants to say, and the character will hear it in her own mind, and vice versa. The target may break off the connection at any time; hence this power only really works if the target is willing.

Colossal Stature (8 points)
The character is unbelievably huge, and as such gains the benefit of six additional Bruised Health Levels, and +2 to all Strength and Stamina dice pools. However, she also suffers a �3 penalty to all Stealth dice pools. This Kylar must be coupled with an appropriate Feados, such as
Demonic Appearance or even Horrific Appearance.

Apocalyptic Form (8 points)
You have an alternative visage, often with its own alternative personality. The Apocalyptic Form is usually very different to the character�s normal appearance and persona, such as a very violent or very intelligent Form. Upon acquisition of this Kylar, take a new copy of page 1 of the Character Sheet and compose a new set of statistics (Attributes and Abilities at the least, but also possibly alternative Nature, Demeanour, Aptitudes, Manifestations, Backgrounds, Moralities and Willpower). Attributes and Abilities for the Apocalyptic Form are rated 8/6/4 and 11/7/3 respectively.
   Upon first obtaining this Kylar, you must decide the trigger that sets the change off, such as becoming very stressed or angry. Every time this trigger occurs, the character transforms into her Apocalyptic Form. The character may attempt to stop this transformation by succeeding on a Willpower roll at difficulty 8. likewise, the character may force the change into Apocalyptic Form by also succeeding on a Willpower roll at difficulty 8. Experience earned must be split between the two character sheets, but with emphasis on the main character rather than her Apocalyptic Form.

Gargantuan Stature (15 points)
The character towers above cities, and walks between mountains. As such he gains the benefit of twelve additional Bruised Health Levels, and +4 to all Strength and Stamina dice pools. However, she automatically fails at all Stealth rolls unless she is using supernatural powers. In addition, the Nephilim gains the benefits of the
Kylar: Grip of Iron. This Kylar must be coupled with an appropriate Feados, such as Horrific Appearance. Needless to say this Kylar also presents a number of other problems in that there are many places that the Nephilim simply cannot go.

Shapeshifter (15 points)
The Nephilim is able to change shape at will, allowing her to resemble any person, animal, beast or object, taking on all of the new shape�s usual, natural abilities, such as flying, breathing underwater, fast running pace, claws, enhanced senses etc., granting her mechanical bonuses (and perhaps penalties) at the Storyteller's discretion. The only stricture on this is that the character has seen the target well enough to mimic it (requires a successful Intelligence + Alertness roll, difficulty ranging from 3 to 9 depending on the circumstances). Shapeshifting Nephilim often �collect� targets for later impersonation. Once the character has successfully studied a target, she may take its form without any roll or expenditure, although the transformation takes one action. A Shapeshifting Nephilim may also take the form of things from her own imagination, however, this is more difficult and requires a successful Intelligence + Performance (difficulty 8) each time she wishes to make the transformation, even if it is something she has shifted into before.The Nephilim remains in that shape until she changes again; even while sleeping or unconscious, she remains in the last shape she assumed, and when she dies, she will die as the last shape she assumed.

Invulnerability (20 points)
The Nephilim is completely invulnerable to damage from either mundane or mystical means. Upon first acquiring this Kylar, the player must decide which of the two the character is unaffected by. Of course, should a character manage to acquire this very rare Kylar twice, she would become utterly invincible to everything but natural death.
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