Ka is the vital energy of the Nephilim, without which it cannot exist. It is neither energy, matter nor spirit, but rather all of those in one substance. It is the life force of the Nephilim which enables it to act towards its long destiny.
Ka is more, too. Ka is also the
measure of the Nephilim's wisdom. It shows its growing comprehension of the
universe and measures its progression on the path of Agartha (or Ascendance).
Finally, Ka is the magical strength of the Nephilim which links it to the
magic fields, which permeate and surround the earth, and which enables it
to act upon them.
In the game, whenever the term Ka is used without any modifier, such as Earth-Ka, then the Nephilim's dominant Ka is meant. This is your highest elemental Ka score.
Nephilim must raise their dominant Ka to 90 points in order to reach the ascendance known as Agartha. Thus a Nephilim's spiritual progress is measured by its Ka. Methods of increasing Ka are varied and complex, and are of course a major objective of many players.
The Ka characteristic, can be used for a task roll called "the Ka roll."
Its value is equal to dominant Ka. Success indicates the Nephilim is using
its Ka-Vision. Ka-Vision is Nephilim magical sight unconnected to any normal
human senses. Ka-Vision reveals magic fields which surround and permeate all
things. With experience a Nephilim can thus analyse anything according to
its magical strengths. Ka-Vision allows all Nephilim to distinguish the Ka-elements
of all other Nephilim. Nephilim cannot disguise themselves from other Nephilim.
Ka-Vision is more than perception, however, for it is also the vehicle for
Nephilim "language," which humans now call Enochian. A successful
Ka-roll allows your Nephilim to send messages to other Nephilim, which are
beyond human hearing or understanding.
Ka can also be reduced. During combat the Nephilim's Ka may be damaged if it is struck by a weapon of Orichalka. Orichalka thus constitutes a mortal danger for the Nephilim. Ka may also be drained if the Nephilim is captured by hostile secret societies.
The Ka characteristic for beginning
player character Nephilim ranges on a scale from 2 to 20, although through
play it may be raised to a maximum of 100 points. When Ka varies, other scores
will change too. When a Nephilim takes possession of a Simulacrum (Human host),
its different Ka-elements physically modify the body of the human.
This is shown by the increase to the characteristics of the Simulacrum. Each
of the Ka-elements affects your House totals. The number added to the House
ability score is equal to the Ka Element score divided by 20. That means a
Ka score of 20 adds +1 to some House ability levels, a Ka score of 80 adds
+4.
Fire Ka adds to all Physical House scores
Air Ka adds to all Mental House scores
Water adds to all Emotional House scores
Earth Ka adds to all Spiritual House scores
Moon Ka does not add to any House scores.
Ka Elements
The Three Magics
The Metamorphosis
The Magic Character Sheet
Everyone in Age of Aquarius is defined by characteristics, which help us roleplay characters other than ourselves. The Houses define your character by twelve Ability scores. Other scores are used to handle magic. Ka is the name of the characteristic that defines a Nephilim. Most players in the campaign will be playing a Nephilim spirit.
Ka is an Egyptian word. The ancient Egyptian texts provided us with our earliest
useful information on the nature of the Nephilim. As a result, we have taken
some our basic Magic vocabulary from those ancient texts. We have found that
those Egyptian words are the most appropriate, due to their mystical overtones
and accumulated symbolic power. The most important component for the Nephilim
is called Ka.