Stasis items across the editions
The basic rules for Stasis items have changed dramatically across different editions and adaptations. For reference and inspiration, I am recapping those in this post as well as offering ideas of my own.
French version 1-4e
In the French version editions first to third, Stasis items generally followed a consistent set of rules aside from minor differences between different editions.
- Stasis items could store charges of the five chromatic Ka-elements that composed the Nephilim's Pentacle. In some editions this could be in any distribution (e.g. the Stasis could be charged with a single element), but in others each element had a separate pool that couldn't overflow so a Nexus was required.
- To release a Nephilim from Stasis, the Stasis item had to be charged until it was full and expelled the Nephilim. Depending on the edition, this either required a Nexus specifically or could be fully charged by a Plexus.
- Upon disembodiment, the Stasis item would try to vacuum the Nephilim regardless of distance if it wasn't already full. If it was empty, then the Nephilim was automatically sucked in. If it wasn't full or empty, then the Nephilim had to make Stasis tests until he found a new Simulacrum. If it was full, then the Nephilim would enter Narcosis if he couldn't find a new Simulacrum.
- The Nephilim could tap the charges for various benefits. A bonus to spellcasting rolls, a bonus to magic resistance, additional HP against magic damage, creating an alchemy lab, etc. Exact details varied by edition.
- The Stasis item was normally charged by placing it within a Plexus or Nexus. In some editions, the Nephilim could donate their own Ka to charge it (treated as magic damage).
- The Nephilim had to be touching the Stasis item to tap it, but in some editions could do so at range. Without contact, the Nephilim had to roll and take a penalty based on the distance.
- The Nephilim could sense the general distance and direction of their Stasis item by concentrating. This test was penalized by the distance.
- If the Stasis item was destroyed, then the Nephilim's Pentacle would immediately dissolve whether incarnate or not. So Nephilim took great care to protect it.
- A Nephilim could be bound to a new Stasis item by placing an ownerless Stasis item (either abandoned from a dispersed owner or created fresh) within ten meters of a discarnate Nephilim and it would vacuum them inside. This severed the link with the previous Stasis item.
- Stasis items were invented by the Promethean Glaives to imprison the Nephilim after the fall of Atlantis, using a ritual to meld Rare Earths (what the US version called Litharge) into a chosen object.
- Stasis items were unusually durable compared to mundane objects of the same type. They were insensitive to the wear and tear of time.
- The Stasis item was needed to transform an Immortal into a Homunculus. This presented difficulties when secret societies tried to turn Selenim or Ar-Kaim into Homunculi, as they normally lacked functioning Stasis items. However, the secret societies developed rituals to link them to the abandoned Stasis item of a dispersed Nephilim. PCs with a new Stasis obviously escaped. In both cases they could track it, would disperse if it was destroyed, and experienced useless (but potentially maddening) Mnemos Effects (flashbacks) of the previous owner's final hours.
- Stasis items worked ineffectively for Selenim. An Ex-Nephilim couldn't use their old Stasis item, although it would store their severed Ka branches regardless of distance. With a new stasis, the Selenim couldn't tap any charges and if sucked in upon death couldn't be released through any known means and would continue to suffer Entropy until dispersed (although Death and Temperance were working on a ritual of deliverance).
- The exception were the obsidian stasis items invented by the Yohual-Tecuhtlin, described in Exils and Codex des Selenim. A Yohual-Tecuhtlin sucked into one didn't suffer Entropy, but as with Nephs it required special conjunctions to be released.
- Stasis items worked for Ar-Kaim identically to how they worked for Nephilim. The Ar-Kaim could only charge and tap the same five elements as Nephilim. Upon being sucked in upon death, then they could only be released by a descendant of their bloodline who the Heart could transmigrate too.
US version
In the US version based on the 1e French rulebook, many of these rules weren't included because they were introduced in later supplements and editions. Furthermore, some changes were made compared to the original French. To recap the US version's rules:
- Stasis items could store charges of Ka in any combination, charged at a Nexus or Plexus.
- Nephilim could tap their Stasis through touch to use charges to boost Ka tests for casting or resisting magic. It was also used to create the alchemy lab.
- Nephilim couldn't track their Stasis item by themselves, but had to use a tracking spell (such a spell is included in Liber Ka).
- If a Nephilim's Stasis item was destroyed, then they didn't suffer any personal consequences. However, they had to serially reincarnate because they had no Stasis to return to and thus would dissolve if disembodied for too long.
- It was not possible to bind a new Stasis item, although Temperance was rumored to have spells to restore a Stasis item (no such rules were given, however).
- Stasis items were invented by the Nephilim Hern in order to preserve their souls after they lost the KaIm's ability to create their own elemental bodies.
- This was reverse-engineered from the Selenim's sarcophagus/tomb device, which served to rejuvenate the Selenim and protect their Black Moon-Ka against decay in the absence of prey. One passage says the Stasis item was an inferior replica.
- Another device created using these principles of esoteric architecture was the Egyptian tombs that, in concert with elaborate funerary rites and Solar-Ka sacrifices, allowed mummified Nephilim to retain consciousness in death and continue progressing toward Agartha in silent contemplation.
- The Major Arcana knew how to link a Stasis item to a newborn Nephilim using a Third Circle Sorcery Spell. This required an amount of Litharge that was melded to the chosen object, usually a memento of the Nephilim's first incarnation.
- This spell generally wasn't known to the opposing secret societies aside from a few Black Star sorcerers, but it was largely useless to them anyway. The spell could only be cast to bind a newborn Nephilim to their first Stasis item, no other applications.
- In the unpublished revised Alchemy rules, a Third Circle Alchemy meditation could link a Stasis item to a newborn Nephilim in the same manner. It could replace the alchemist's own Stasis item if destroyed, but nobody else's.
- The Stasis item was required to turn a Nephilim into a Homunculus. The Stasis item was placed within the vessel gestating the Homunculus, where it was dissolved into uselessness.
Ex Oculis
The unpublished unfinished fanbook Ex Oculis, written by former freelancers, made a few changes to how Stasis items worked. Those I recap here for completeness:
- The amount of charges a Stasis item could stored was a factor of its physical size. However, larger Stasis items were harder to conceal and transport.
- The Stasis item's unusual durability extended to fate itself. Stasis items were known to survive natural disasters, sackings of cities, or find their way back to civilization after being lost in the wilderness.
- Stasis items could be replaced if destroyed, as easily as getting one in the first place. However, this came at a cost: the Stasis item contained the link to the Nephilim's past lives. The Nephilim couldn't recall their past lives any further than their current recall, and would forget all that they did recall when next they reincarnated.
French version 5e
The fifth edition of the French version made the most dramatic changes thus far. I will summarize these here:
- The Stasis item stores undifferentiated charges of Ka, up to a maximum pool equal to the Nephilim's dominant Ka. This Ka is undifferentiated and may come from any Nexus or Plexus. Unlike prior editions, this Ka isn't distinguished by element!
- To release the Nephilim from Stasis, the Stasis item must be charged until full. That is, it must be charged with an amount of Ka equal to the Nephilim's dominant Ka.
- When the Nephilim is released from Stasis and reincarnates, the Stasis item remains full. When tapped, this doesn't regenerate. It must be immersed in a source of Ka (Nexus or Plexus), and charges 1 point per day.
- The Nephilim may tap the charges from their Stasis item for several purposes
- Transfer magic damage, thus healing the consequences.
- Boost an Approach (i.e. a Meta-Characteristic) or Spellcasting roll.
- Generate a Mnemos Effect (i.e. a flashback) using forgotten memories in the Stasis item.
- Returning to Stasis is a bit different:
- When the Stasis is empty, it exerts a force on the Nephilim even when incarnate! Each day the Neph must pass a Ka test or suffer magical and physical consequences until death ensues for the Simulacrum. Charging the Stasis item with as little as 1 point escapes this pull.
- Rules for disembodiment are similar but different. If the Neph cannot return to stasis and cannot find a Simulacrum, then they continue to gain 1 Narcosis point per day disembodied. Once this reaches 8+ then the Neph becomes an NPC.
- The Neph may choose to enter Stasis voluntarily by emptying the charges and disposing of the Simulacrum. (This could be done in prior editions, but it's spelled out explicitly here.)
- A physically broken Stasis item still works, but is unstable!
- The Neph must pass a Ka test every week or accrue a Narcosis point. Unlike prior editions, Narcosis points affect the Neph even while incarnate!
- A broken Stasis item cannot charge Ka at all and continues to attract the Neph, as above. Returning to Stasis is torturous as the Pentacle is still preserved but divided between the pieces! (By extension, but not explicitly spelled out, returning to a broken stasis item traps the Neph forever until it is repaired!)
- To permanently destroy a Stasis item requires inflicting magic damage, particularly Orichalc. This damage reduces the Stasis item's maximum pool on a 1:1 basis. When the Max Pool is reduced to 0, then the Stasis item is physically and magically destroyed.
- If the Stasis item is destroyed while occupied by its Neph, then his Pentacle is irrevocably dissolved into the magic fields. If the Neph is incarnate when it is destroyed, then his Pentacle will be scattered at the next disembodiment.
- According to errata, the distance that the link between Neph and his stasis item is exercised depends on the charges and cannot exceed 100 km. It's not clear whether this applies to only tapping or all of the above.
Presumably replacing the Stasis items works as per prior editions (i.e. put an unlinked empty Stasis in proximity to the disembodied Neph), but I haven't confirmed that. Presumably a broken Stasis item can be repaired with magic, but I haven't confirmed that either.
Commentary and thoughts
The 5e brings a number of interesting changes, and I'm not sure what to think of them. In some ways the rules are more forgiving and lenient compared to prior editions: undifferentiated Ka makes charges much easier to use, and a broken Stasis item is no longer an instant death sentence. In other ways it is harsher (albeit very situational): now Nephs have to take care to ensure they keep their Stasis item filled not just to avoid returning to Stasis when disembodied but to avoid their Simulacrum dying while incarnate, and need it to be within 100 km.
The bit about using a Stasis item to trigger flashbacks is interesting and reminds me of ExO's ideas, which were conceived in isolation a decade earlier.
I think I'll try incorporating some of these ideas into my own campaigns as house rules. Maybe, maybe not. I need to think on it.
Hope you enjoyed!
Comments
Post a Comment