Nephilim
"If you cut deep enough, the blood runs the same." The Nephilim are the descendants of heaven and hell, but the mixing with mortal kind is chaotic. A devil could see an offspring with traits of the angel it was, while a divine servant could see the fallen it could potentially become.
As a result, Nephilim are dichotomies - neither angel nor devil nor mortal but with potential strengths and weaknesses related to all three.
Physically, they most typically take after there mortal parent, if they have such a thing, but with there unusual heritage writ large for anyone who knows the signs.
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Statistics
The Nephilim automatically gain one of the following heritages.
Nephilim also gain two of the following racial abilities.
Wrathful - Gain the Berserker Style Talent.
Patient - Add +2 AP to add an additional +2 damage to any attack or spell.
Prideful - Once per day reroll a d100 once. You may choose which result you use.
Humility - Once per day, during combat when an ability affects the character and at least one other character, the Nephilim can willingly fail the test so one of the other targets can automatically succeed. This must be done before a roll is made.
Lust - Gain a +5 bonus to any one stat for the day if the character engages in sexual relations with another, or simply enjoys themselves in private.
Chastity - The character gains a +10 bonus to Willpower or Fellowship if they engage in no sexual activity, or with someone with who they are in a committed relationship with - typically marriage or an equivalently serious relationship.
Envy - Once per day, after one attack, select one target - heal an amount equal to the damage inflicted.
Kindness - At the cost of 3 AP, heal a number of creatures up to a total of half your HP, losing that amount yourself. This counts as magical healing.
Sloth - Select one target within 10m. The target must make a Physical Prowess test or suffer a -2 to AP. This ability costs 2AP to do and adds +1 AP to maintain each round.
Diligence - Once per day choose yourself or one ally. This target gains two Additional Action Points which must be spent within 1 minute.
Greed - For every silver piece the Nephilim gains they gain an additional 1sp. These coins cannot be given to another creature, and cap at an additional 10sp per level per pay.
Charity - Grant a target within 15m a boost to their armour equal to 100sp per Armour, and lasting a number of rounds equal to the user's Fellowship modifier. The coins, items or anything else used in the ability are destroyed when it ends.
Gluttony - Gain the Craft Food talent
Abstinence - Each potion or Alchemical brew the character consumes counts as two of the item, for them and them alone, granting twice as many doses as normal. A 'half drunk' potion typically cannot be sold, and the dosage is too low to affect another creature.
Bloodline
Finally, the character selects one of the below abilities;
Messenger - Gain an additional Diplomacy Talent.
Slanderous - Gain an additional Deception talent.
Commanding - Gain an additional Intimidate Talent.
Human Blood - Gain +5% to one attribute.
Dwarf Blood - Gain +5 to Willpower.
Elf Blood - Gain +5 to Intelligence.
Orc Blood - Gain the Berserker Talent.
Gnome Blood - Gain a talent from the Alchemy or Artificery
Halfling Blood - Gain +1 luck every 2 levels.
Kobold Blood - Choose a Heritage, and gain +2 armour to the same damage type.
Goblin Blood - Gain a talent from the Alchemy or Artificery.
Kitsune Blood - Gain a Natural Attack talent.
Shifter Blood - Gain the Warform Talent
Giant Blood - Add +1 to melee weapon damage, +1 every 6 levels.
Simulacrum Enhancement - Gain +10 to dodge a magical attack, +10 on a test to resist magical or +3 armour against a magical attack. This can be used once per battle at the cost of 5 Luck.
Undead Taint - reduce the effects of the Exposure condition by 1.
Dryda Kin - A small plant companion, that feeds its ally nutrients allowing them to survive without food and use the Cure talent on themselves for 2AP less.
Orestiad Infusion - Add 1 to Armour
Ifriya Infusion - Reduce fire damage by half.
Nokken Infusion - Reduce cold and water damage by half.
Anemoi Infusion - Reduce lightning damage by half.
Umbresk Infusion - Gain a Umbrmancy magic talent
Chalkydri Infusion - Gain a Luxomancy talent.
Elf Blood - Gain +5 to Intelligence.
Orc Blood - Gain the Berserker Talent.
Gnome Blood - Gain a talent from the Alchemy or Artificery
Halfling Blood - Gain +1 luck every 2 levels.
Kobold Blood - Choose a Heritage, and gain +2 armour to the same damage type.
Goblin Blood - Gain a talent from the Alchemy or Artificery.
Kitsune Blood - Gain a Natural Attack talent.
Shifter Blood - Gain the Warform Talent
Giant Blood - Add +1 to melee weapon damage, +1 every 6 levels.
Simulacrum Enhancement - Gain +10 to dodge a magical attack, +10 on a test to resist magical or +3 armour against a magical attack. This can be used once per battle at the cost of 5 Luck.
Undead Taint - reduce the effects of the Exposure condition by 1.
Dryda Kin - A small plant companion, that feeds its ally nutrients allowing them to survive without food and use the Cure talent on themselves for 2AP less.
Orestiad Infusion - Add 1 to Armour
Ifriya Infusion - Reduce fire damage by half.
Nokken Infusion - Reduce cold and water damage by half.
Anemoi Infusion - Reduce lightning damage by half.
Umbresk Infusion - Gain a Umbrmancy magic talent
Chalkydri Infusion - Gain a Luxomancy talent.