Nephilim

 

Species Name: Nephilim, Half Demon

The Nephilim are humans of demonic descent, usually from fiends forcing themselves on humans, though not always. Nephilim are unaware of their powers until the cusp of adulthood and their laten powers kick in automatically. Although Nephilim offspring are usually destroyed at birth, some survive to become grotesque mockeries of their mortal parents. All too rarely though one learns from and takes on the characteristics of its human parent, turning from its evil heritage.

Type: Humanoid

Physical Traits: Tanned skin

Height: 5-6 ft

Weight: 90-200 lbs

Abilities: Winged flight

Mobility: Legs and wings

Sensory Organs: Visual

Communication: Vocal

Reproduction: Sexual

INT: 3D6, WIS: 3D6, STR: 3D6, DEX: 3D6, CON: 3D6, CHA: 3D6 +3, MR: 3D6, HPs: CON +D12

Orbit/Climate: See Earth

Feeding Habits: Omnivore

Lifespan: 190 years

Technology: 2

Culture: Xenophobic, fearful of others, harsh but still some redeeming features. Never truly fitting into any mortal society Nephilim are usually loners.

Government: None

Population: 70,000

 

Creating an Nephilim character

Step 1: Attributes
Roll attributes as normal but then add +3 to CHA. Mana = INT + WIS x3. Mana is recovered at a rate of 10 per hour if remain active (but not using magic) and 20 per hour if asleep. Mana can however be permanently traded for HPs at a rate of 1 for 1. Hit points = CON +12, +12 per level.
Step 3: Skills

Choose skills in the normal manner according to the character's class.

Step 4: Abilities

Nephilim gain all the following free;

Nephilim Body - Half Demons are extremely hardy, able to absorb an amazing amount of damage before they are hurt. Even then they can regenerate that damage very quickly depending on what made the wound. Only magical or supernatural damage can be truly fatal.

Nephilims also have intangible wings which can be rendered invisible when not in use. He can fly at at WIS x2kph, +5kph per level with a maximum ceiling height of one kilometre. The character can carry his normal weight carrying capacity without it affecting his speed. After that he loses 1kph for every 10 additional kilograms.

Additionally Nephilims start with 30 Points to spend on any of the following abilities. As they earns more experience they may buy or rebuy more abilities.

Ability Cost Notes
Demonic Aura 5 Immaculates can cause others to see their true aura having the following effects;
1) All enemies within line of sight suffer -1 per 2 CHA on all their rolls for WIS x1 round.
2) All enemies also become unnerved and prone to panic or being routed. Any saves against panic are at -1 per 5 CHA of the Nephilim. 
Demonic Hearing 10 Hearing increases by x1 normal range per 4 WIS with an additional x1 per level4. At 25% of radius hear as low as 1 decibel, at 50% of radius 10 decibels, at 75% 20 decibels, and at 100% cant hear below 39 decibels. +6 Initiative, +2 AC.
Demonic Smell 10 Smell increases to x1 normal range per 3 WIS with an additional x1 per level. Can identify the specific odour or scent of anyone that have previously met, and track by smell so long as know the scent.
Demonic Sight 5 The character can see the true image of any person or object regardless of any form of concealment, disguise, illusion or invisibility. This also includes the ability to detect whether it is magical, and whether it is harmful or helpful.
Demonic Tongues 5 Demons can speak and understand the language of whoever they are currently talking to.
Demonic Touch 5 This character can Banish Spirits, Destroy Undead and Exorcise a possessed lifeform. If the Spirit, Undead or Demon spell save at -1 (-1 per character level) they are not defeated but lose half their HPs.
Fortitude 5 +1 Sanity save at levels 2, 5, 9, 11, 13 and 17.
Greater Mana 10 +10 Mana at levels 2, 4, 6, 8, 10, 12, 14, 16, 18 and 20.
Intimidating 5 This character has greater presence, +1 CHA
Will 5 This ability gives the character +1 per 5 WIS to save vs any Possession, Mind Control, Paralysis, Sleep and Charm based attacks. 
Step 5: Classes
Any but mage classes come more naturally.
Step 6: Disadvantages

Many supernatural classes include Templars, Apostulates and spellcasters will recognise you for what you are. Their reactions will vary.

 

 

Earth Races