Nephilism
This powerful Aptitude is the most jealously-guarded secret of the latinus scholari, and is never ever taught, performed or even spoken of outside of the society. Nephilism was first developed some time in the 1920s, although its actual roots go back to almost as far as the time of Ba�ados. Since its inception, the Aptitude has been refined considerably over the decades, and is now potentially the most powerful sorcery in the World. Nephilism is a Common Aptitude, and while in theory any Nephilim could learn it, the Aptitude would never fall into the hands of anyone who would teach it to them. In addition, Nephilism differs to other Aptitudes in that each level of the power must be learned from someone, as opposed to only the first level. Storytellers should note that Nephilism is an extremely destructive and over-powered Aptitude, and a single use of one of its powers could irrevocably damage or alter an Initium Occasus game. Besides, the latinus scholari are not fools in the slightest, and they know that the best way to keep something secret is to never allow an opportunity for it to be discovered. It is for both of these reasons that uses of Nephilsim are best used to extremely rare occurrences to challenge, puzzle, and most often horrify your Player Characters.

� Vide et Crede
The building block of the Nephilism Aptitude is to be able to perceive a Nephilim for what they truly are, and to distinguish them from a Human. This power requires simply for the Scholar to be able to physically see the subject, although this power can be used on images recorded by photogrammators and the like. Success on a Perception + Quintessence roll (difficulty 7 � the character�s Essence rating [hence difficulty 7 for Humans]) indicates whether the target is a Vitabreed or not. Multiple successes might yield further information, such as details of Manifestations and Aptitude powers.

�� Nunquam Non Paratus
Due to the dangerous activities often carried out by Scholars when dealing with Nephilim, this power was developed as a means of protecting the minds of interrogators and spies. This power represents the result of mental discipline and training, and thus it is an innate, passive ability. Whenever a Nephilim attempts to use any mind-altering power on the Scholar, she may roll her Willpower (difficulty of the level of power being used if an Aptitude, otherwise difficulty 6). Success on this roll negates the effects of the mind-controlling power completely.

��� Pro Bono Publico
This potent power is used to protect places (and people) from the influence of Nephilim, and builds on the previous two powers. The means of doing this is by erecting a mystical ward. Erecting the ward grants two effects; the first is to alert the Scholar who erected it to the presence and location of any Nephilim within its expanse, as well as any Nephilim who enter or leave said area, and the second is to negate all Vita-based powers that affect the minds of multiple people, such as illusions, emotional control etc. To erect the ward, the Scholar must meditate for an hour, and then spend 1 Vita and roll Intelligence + Quintessence (difficulty 7). Each success makes the ward last an hour. Once established, this power can be employed further to lengthen the duration; one or more Scholars regularly maintain mostly the ward so that it is permanent. The ward created cannot exceed an area of (the Scholar�s Quintessence rating x 25) square feet.

���� Scientia Est Potentia
This mind-probing power is very frequently used on captive Nephilim, and has provided the source of much of the
latinus scholari�s information on the Vitabreeds. Using this power requires physical contact with the Nephilim, and almost always inflicts a modicum of pain onto them, hence it is not a particularly subtle power. Once contact is achieved, the Scholar may then spend 1 Vita and roll Manipulation + Quintessence (difficulty of the victim�s Willpower). Each success scored allows the Scholar to ask the Nephilim�s mind a specific question, which she must answer honestly. There is no limit (besides Vita expenditure) to how many times this power may be used against the unfortunate Nephilim, and it is quite conceivable that within just an hour or so of interrogation, everything she knows will also be known by the latinus scholari.

����� Contego
A fearsome power indeed, Contego allows the Scholar to combat any Nephilim power used against her, whether from an Aptitude or Manifestation. This can only be used against powers that are obviously being used against the Scholar. She must spend 1 Vita herself, and then make an Intelligence + Quintessence roll. The difficulty of this roll varies. For an Aptitude power, the difficulty is 4 + the level of the power that the character is trying to combat. If this exceeds 9, the difficulty remains at 9, and the extra �difficulty points� are transferred to success requisites. For example, a character trying to negate the effects of a level 4 power rolls at difficulty 8, needing only 1 success (however, see below), while a character trying to Undo the effects of a level 8 power rolls at difficulty 9, needing at least 4 successes. For Manifestation powers, the Storyteller should assign a difficulty, although it will generally be 7. The number of overall successes required may be increased or decreased at Storyteller�s discretion.
   In addition to the above, this power augments the effects of a Scholar�s use of Pro Bono Publico to include the effects detailed above, although each time the Scholar will need to spend the Vita and roll to negate the effects.

����� � Mandamus
Senior Scholars who reach this level of Nephilism are to be truly feared, for they wield a power that reflects, in a fashion, the Nephilim ability to make a Human into a
Zombi, by allowing him to command, and often completely control, a Nephilim. Worse still, truly accomplished Scholars using this power are able to manipulate the memories of the captive Nephilim, thus hiding all trace of the use of this power.
   First, the Scholar must, as with
Scientia Est Potentia, make physical contact with the Nephilim, which as before, causes pain. He must then spend 1 Vita, and roll Manipulation + Quintessence (difficulty of the Nephilim�s Willpower). The number of successes scored indicates the degree of successful control that the Scholar may exert over the Nephilim, and for how long. Exact consequences are best left in the hands of the Storyteller. Under no circumstances can a victim of this power be forced to do anything that either conflicts with her Nature, or anything that will directly cause her harm.
   The second application of this power is to manipulate the Nephilim�s memories. The mechanics of this are identical to above, and again, the effects are best left in the hands of the Storyteller based on total successes scored. This second application is frequently used to cover up the first. Nephilim who fall victim to memory alteration may, at Storyteller discretion, have a chance of regaining said memories should she fall into circumstances that might arouse the buried experiences. In this case, she may roll her
temporary Willpower (difficulty 7) and exceed the number of successes scored to alter her memories in the first place.

����� �� Tabula Rasa
Even more terrifying than the previous powers, Tabula Rasa can be used to actually remove Manifestations from a Nephilim. Doing so requires the usual physical contact and pain, plus the expenditure of a Vita point. The Scholar may then make an extended Intelligence + Quintessence roll (difficulty of the Nephilim�s Essence rating + 3), although each turn spent doing this requires more Vita expenditure. To remove a Manifestation (both Kylars and Feadoses), the Scholar must know about it (Vide et Crede is a good way of finding out), and must score enough successes to �buy off� the Manifestation, on a point-for-point basis. Manifestations lost in this way are lost permanently.

����� ��� Laqueum
Binding a Nephilim to an object, place or even a person is a terrible, yet exceptionally useful, thing to do. Doing so is not only very risky, but also quite tricky, and unstable. However, a Bound Nephilim does offer advantages. To Bind a Nephilim, the Scholar must make the usual physical contact (causing the usual pain), spend 1 Power, and then roll Willpower (difficulty of the Nephilim�s Willpower), opposed by the victim, who rolls Willpower (difficulty of the Scholar�s Willpower). The Scholar must score more successes than the Nephilim to successfully Bind it, and each net success Binds the Nephilim for a day, although subsequent uses of this power can lengthen this duration (theoretically, indefinitely). A Nephilim thus Bound is then imprisoned until another freed or released.
Binding a Nephilim to an item will grant it certain powers; the most popular method of this is to Bind a Nephilim to a weapon, which will grant it powers reflecting the Nephilim�s own abilities; such benefits and effects are best left to the Storyteller�s own fiendish devices. Binding a Nephilim to a place has may have similar effects, at Storyteller discretion.
Binding a Nephilim to a Human bestows upon them all the powers and abilities she normally possesses, aside from physical Manifestations, but the Human retains control. However, the Nephilim will begin to sink its claws into the soul of the character that it is bound to; she loses 1 permanent Willpower point per month, which cannot ever be regained with Experience or in any other manner (unless the Nephilim is released), effectively also reducing her maximum Willpower by 1 every month. If a character is reduced to zero Willpower, the Nephilim destroys the soul and takes over the body, giving it freedom in a manner of speaking. The conflict between Nephilim and Human should be roleplayed at all times, although either party may spend a Willpower point to gain complete authority over the body for a scene.
   Nephilim cannot be bound to any living creature other than a Human.

����� ���� Hostis Humani Generis
If the Nephilim knew of this power, they would do well to either seek to destroy the
latinus scholari completely, or otherwise flee from them, for use of this power can utterly annihilate a Nephilim, by careful manipulation of the Vita within their being. It can only be used when the Nephilim has been reduced to Crippled or lower in Health. The character then spends 1 Vita, and makes her attack as usual (such an attack may be of any means, mundane or mystical). If the attack hits, she need not roll for damage, as the Demon is completely annihilated, forever destroying the character. If the attack misses, the Vita is wasted, and nothing happens. If the character Botches her attack roll, she is instantly killed herself, as the Vita within her opponent consumes him instead.

����� ����� Arcanum Arcanorum
The pinnacle of Nephilism is uncharted, and is rumoured to only be known by the Archdeans. What it does is unknown, and nobody but the Archdeans are authorised to know.
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