The Third Pentacle of Angels

Nephalim

Nephalim Orders of Hierarchy

1st Order; Meridian Nephalim: The offspring of a Malezar or Malkas Angel and a Nephalim; rapid aging of one year per month. 10 inborn abilities, 2 elemental paths, 3 arcane paths.

2nd Order; Sharr (dark) Meridian Nephalim: The offspring of a Khorumal or Sephiroth and a Nephalim; rapid aging of one year per month. 10 inborn abilities, 2 elemental paths, 3 arcane paths.

3rd Order; Zion Nephalim: Offspring of a Malkas Angel and a human, normal aging. 8 inborn abilities, 2 elemental paths, 2 arcane paths.

4th Order; Sharr (or dark) Nephalim: Nephalim born out of a Khorumal or Sephiroth (Angels of Acheron) and a human, normal aging. 8 inborn abilities, 2 elemental paths, 2 arcane paths.

5th Order; Nephalim: Offspring of a Malezar Angel and a human, normal aging. 10 inborn abilities, 1 elemental path, 2 arcane paths.

6th Order; Aedronus Nephalim: Offspring of a Tsetar and an immortal (non angel), rapid aging, varies. 4 inborn abilities, 4 inborn abilities of non-angel parent, 1 elemental path, 1 arcane path, +2 paths of non-angel parent.

7th Order; Archaius Nephalim: Offspring of a Khorumal or Sephiroth and an immortal (non-angel), rapid aging, varies. 4 inborn abilities, 4 inborn abilities of non-angel parent, 1 elemental path, 1 arcane path, +2 paths of non-angel parent.

8th Order; Feresai Nephalim: Born out of a Tsetar, Khorumal, or Sephiroth and a beast kin, aging of the beast kin. 4 inborn abilities, 7 inborn abilities of beastkin, 2 chosen paths from any spell book, full path of the lycanthrope.

9th Order; Mhaedror Nephalim: Born out of a Tsetar, Khorumal, or Sephiroth and a sentient beast, shape shift between angelic and beast forms, aging of the beast. 4 inborn abilities, 6 tappable abilities of the beast, 2 paths of any kind.

Inborn Abilities and Advantages

These powers are dormant until Nephalim undergoes their immortal death transition.
Mental Joining: a type of telepathy; mind speak and ability to read minds, share thoughts and dreams, and visualized mental images. Nephalim must either make physical contact with subject, or with something that belongs to the subject.
Haste: Up to level 10, +1 mvm per success, or +1 AR per ace.
Form Shift: shift between nephalim and subrace form.
Danger Sense: within radius of up to +10 yards per success.
Acheron's Gift: (dark nephalim only) nephalim form not only has wings, but fangs and sharp teeth (+8), and large claws (+10) as well.
Danger Sense: sense threats and danger within a radius of up to +2 yards per level.
Retractable Wings: without this ability, Nephalim is reborn from death transition with wings it cannot retract.
Mental Presence: influence emotions and will as called by power of roll. Boosted with WP when opposed by WP.
Giantism: morph height and size proportionately by up to +1 foot per ace. Adds +1 strength per foot, and +1 AR, or +5 movement per two aces.
Visonary: random visions of the future, past or present. +1% chance per day of a vision per level. Gain 1 called advantage. Wisdom checks subject to loss and gains according to character's response to visions. Wisdom check required to decipher vision and gain advantage.
Arcane Resistance: +1% resistance per level against any attacks from arcane spell book. Passive power, always active.
Elemental Resistance: +1% resistance per level against one elemental path. Passive power, always active.
Spirit Sense: sense moods, alignments, and intentions of others. Those with strong or high constitution have blocks against this sense. Sense the presence of spirit types. See and commune with spirits at levels 15+.
Epic Riposte: +2% percent chance per level of damaging opponents on successful blocks with a telekinetic burst of piercing impact energy. Damage is +10 per level. Passive power, always active.
Telekinic Blow: strike at someone to knock them down or damage them. +1 damage per level.
Levitation: height of up to +1 foot per level as called. Reverse elevation can be swift or gradual, but landing can be impact free if called. Called duration. Others can be targeted with this ability as well.
Telekinetic Shield: duration of +1 turn, +1 turn per ace. Strength of +1 per success vs. weapon strength or power. Deflects weapons and energies. +2% chance per level that weapon or energy will rebound off of shield on attacker for half damage.
Elemental Touch: +10 damage per level.
1-2: lightning touch: stuns for -1 AR per ace, aggravated damage.
3-4: fire touch: aggravated damage, fire burst on a crit, doubling damage.
5-6: or ice touch: -1 AR per ace, -1 movement per success, and damages.
Armor of Arcadia: (dark nephalim cannot take) morphing armor which allows for wing protraction and retraction, +40 AC, +2 AC per level. This magical armour is summoned at will and negates arcane and elemental as well as weapon damage. Armour appearance is defined by the invoker, but like all armour, it has chinks at the joints where movement must be free.
Heritage Weapon or Item: an item they will find by apparent happenstance, which was left for them to find by their divine or dark divine parent. Each has power of recall, and 3 called enchantments at level 3, +1 level with each successful use. If no damage, an item has 4 powers. Damage of any weapon or item which harms is 30, +2 per level. Weapon or item strength is 350, +1 HB craftsmanship.
Armour of the Pit: (dark nephalim only) morphing armour which allows for wing protraction and retraction, +30 AC, +1 AC per level, draining aura in 1 foot, +1 foot per five levels radius. Drains stamina, willpower and health by -1, -1 per ace. This abyssal armour is summoned at will. AC negates all damage.
Immunity: one immunity as called, such as Mental Bastion, an immunity to mental powers and infiltration, or Forced Transport immunity, one path of power, one elemental path, etc.
Summon Familiar: familiar is a called animal, spirit, or creature that will defend and obey the Nephalim; choose from bestiary and record key stats. If killed, another familiar of same type and level can be summoned. Level of familiar is 1, +1 per level until maximum allowed level is reached.
Resistance: any one called field or path of resistance
Regeneration: 10, +1 per level, after immortal transition.
Inhuman Strength: +5, add to subrace strength.
Blind Eye Step: ability to achieve blurring or faster than the eye speed (on crits) for short bursts, which cover more ground as ability is improved, +2 feet covered per level.
Touch of the Abyss: (dark nephalim only) Touch drains -1 stamina and strength per ace, and damages +10 per level.
Passive Defense: +2% chance per level that Nephalim will go unnoticed by hostiles. If any aggressive, threatening, or attention provoking gesture is made, this ability fails completely. Hiding improves this ability by +10%.
Aggressive Action: +2% chance per level that nephalim will come off as very dangerous, intimidating, and threatening. If successful, Nephalim gains init, +1 HB for +1 action, +1 per ace, with 0 defense to target for first attack (no death blows).
Flesh of Heros: fortitude +10, +1 per level.
Vitality of the Gods: +1 stamina per level, +1 strength per five levels, +2 health per level.
Touch of Serenity: places someone in a deep state of sleep or in a tranquil state of mesmerization which they rouse feeling refreshed from.
Healing Shower of Light: requires one turn per roll, +1 HP per success, +5 per ace, heals all wounds with critical power.
Sixth Sense: pick up physical and mental impressions by touching an object, by scents in the air, even by taste to figure out what just happened in an area recently. 2% chance per level of gaining vivid knowledge. At levels 20+, gain impressions of the distant past as well.
Tower of Resolve: +1 willpower per level
Unshakable Heart: +1 constitution per level
Physical Impressionism: use mental visualization with physical gestures to command what Telekinetic affects comes about, even at at a distance, such as a choke hold and throw, where punches land and how, how someone is lifted and what happens afterwards, etc. +1 damage, power and or strength per level, range of up +1 yard radius per level.
Water Wings: allows a nephalim to swim with wings equipped. Feathers shed water instead of soaking it up and making the nephalim sink. Wings can be used to aid in propelling the nephalim through the water.
Geis (WoD): (way of death) only one way of death, as called by GM or player, all other deaths transient. Transient deaths get free resurrections which do not subtract from pool of 3 resurrections.
Examples
Removal of all vital Organs after transient death.
Imprisonment for duration of 1 week per level.
Entrapment in (name place) for duration of 1 week per level.
Public display of body or head after death.
Public Execution
Public Execution by burning
Poisoning by the hand of someone who is trusted.
etc.
Excellence: +1 point per level to add to any one check point.
Combat Talent: +1 additional point to add to any one combat skill during a level up. +1 enhanced damage to any weapon.
Arcane Talent: +1 additional point to add to any one path or magic skill during a level up. +1 enhanced damage to one path.
Improved Critical: +1% chance of critical damage per level.
Aptitude of the Divine: nephalim can replace any nephalim advantage with an inborn power commanded by their angelic parent.
Physical Equality: nephalim can match speed, strength, reflexes, and any other physical aspect of an opponent, barring those disadvantages which cancel out an aspect.

Nephalim Advantages

take all of these advantages unless a disadvantage cancels one out
Resist Disease: +2% resistance per level
Improved Strength: +2
Improved Movement: +3
Fortitude: +5
Improved Health: +50
Resist Charms: +2% chance per level.
Improved Hearing: +2
Improved Vision: +4
Night Vision: see as well in the dark as in the day as long as there is some kind of light source.

Disadvantages

choose no less than three
Prone to disease: 50% chance of contraction if exposed, take no disease resistance.
Cannot swim: when winged, wings get waterlogged and cause nephalim to sink
Born Cursed: as GM or player calls, curse is permanent.
Trapped in Elderly Body: nephalim reached old age as a mortal before transition occured, and has old age appearance and flaws; forgetfulness, -6 on all physical checks, -100 health, take no health bonuses. Wisdom +5, no penalty.
Trapped in Child's Body: immortal transition occured while nephalim was a child, and as such, they are trapped in a the form of a child forever, and hunted by those whose eradicate child immortals.
Permanent Wings: wings cannot be retracted making it impossible for Nephalim to blend in naturally with humans. Penalty; GM or player sets checks according to the child immortal's age by appearance.
Inadequate Wings: wings are either too small, too tattered, or lack the telekinetic force which allows a humanoid creature to fly.
Infertility: cannot conceive children.
Born without Wings: no wing shift or wings at all.
Permanent Sharr Form: (dark nephalim only) wings, claws, fangs all non-retractable in any form shift.
Normal way of Death: no geis, beheading, pierced heart, fatal slash to throat, fatal blood loss, and other fatal blows will kill.
Human Strength: no abilities with strength bonuses.
Human Stamina: no abilities with strength bonuses.
Normal Movement: cannot take haste abilities.
Unique Ineptitude: cannot command any arcane or elemental paths, but has great aptitude with inborn abilities, +1 inborn ability per level, and resist direct spells and elements +2% per level.
Unattractive: nephalim has an unbecoming appearance, they are not even plain; he or she is unsightly.
Forgetful: nephalim has a terrible memory and cannot be relied upon to remember anything.
Passive: nephalim is passive and will not fight no matter what. If threatened they may try to flee or cower in what may only appear to be abject terror.
Stupid Courage: this nephalim is afraid of nothing, and needs a friend to reel them in if faced with dangers that are out of their league. Their courage is very hard to shake.
Born Blind: the nephalim was born without eyesight and must adapt to a life without vision.
Emotionally Sensitive: nephalim feels things very deeply and as such is prone to depression and emotional outbursts. Constitution cannot exceed 18.
No Regeneration: normal subrace healing, no immortal regeneration allowed.
Extreme Height: nephalim is very tall with 9-10 foot tall stature at maturity. Watch those doorways and low ceilings!
Paternal Hatred: nephalim hates their Tsetar, Khorumal, or Sephiroth parent and has vowed to make an end of them one day.
Denial of Heritage: nephalim refuses to believe they are a nephalim, clinging to their subrace blood.
Logic Based Emotion: the nephalim bases their behavior and decisions on logic and spurns emotion as a poor way to respond and found decisions on. This makes them come off as apathetic and cold hearted.
Insanity: the nephalim has a mental screw loose and suffers from schitzophrenic hallucinations and emotional breakdowns. All mental checks but intelligence and courage take a -50% penalty during an episode. Level of insanity is 1 d45, 1-45. Roll 2% chance per level of nephalim having an episode per day.

Nephalim Paths

Any but those which they feel oppose their alignment, or which are restricted by genus.

Information - Meridian Nephalim

    Meridian and Sharr Meridian; these most powerful of all Nephalim are the result of a Tsetar angel in Malezar or Malkas form conceiving a child with a nephalim. The offspring age quickly and are born quasi-immortal, meaning they have no regeneration, no fortitude, or other defenses against normal wounds. But when they stop aging, between 15 (rare) and 30 in appearance, they cease to age. If struck down, they go through a death transition which resurrects them as immortals. Like other Nephalim, if this occurs while they are in an early stage of growth, they remain a child in appearance so long as they live. There are many who make it their occupation to kill immortals trapped in a child-like form, owed to the moral and emotional ramifications to the child-like being and others. All Meridian Nephalim mature to be very tall, 7-10 feet, and were considered giants in ancient times on Earth.

Zion, Sharr and Nephalim

    These Nephalim types are angelic beings that were procreated by an angel mating with a mortal woman. These Nephalim age like humans, and until their immortal transition, they can die from mortal injuries. They are immune to disease and can mate with mortals, which produces Crusader Bloods. When they die as mortals, their angelic flame is awakened, and they are reborn in resurrection 1-3 days later as immortal Nephalim. Immortal (Meridian) Nephalim can only produce children with specific knowledge and rites of fertility. Nephalim have the same traits and powers as other angels, inheriting the gifts of their alignments. If a Nephalim dies as a child, they are reborn into immortality as a child. There are immortals in the world that would kill such children if discovered, considering it in an act of mercy to the Nephalim and to the world. Aging stops when immortality is attained. Children born out of angelicans are born nine days after conception. Some, but not all Nephalim are prone to be very tall, 7-9 feet, and were considered giants in ancient times on Earth.

Aedronus and Archaius Nephalim

    The only Nephalim born as an immortal; these Nephalim come about when an angel produces offspring with a devil, elf, namas, vampire, demon, or other immortal or quasi-immortal female. They are rare, because a specific rite and arcanum is practiced to allow their birth. Few angels become aware of or learn this rite. These two Nephalim breeds age very rapidly, and that process of aging can vary between 1 year per week, and one year per month in their appearance. Those born from quasi-immortal females mature at the slower rate. Those born from powerful arch immortals may even mature at a stunning rate of attaining full maturity in a matter of days or a few weeks. These Nephalim begin soaking in knowledge from their parents even as they are born, and have the knowledge of an adult when they mature. All are born with telepathy, including mind reading and spirit sense. This makes these Nephalim particularly dangerous to anyone they might mark as an enemy. Because they are so rare, and their very existance went undiscovered for so long, they are counted as a lower order. If these Nephalim manage to have offspring with a mixed breed of immortal, a Deluvian child can occur.

Feresai Nephalim

    This rare breed of Nephalim occurs when an angel has offspring with a lycanthrope, therianthrope, or beast kin. They are born with the ability to shift between all forms manifested by their parents; animal, human, and angel. If born from one quasi-immortal or mortal parent, they age normally. If born from an immortal parent they age one year per month until they are killed and undergo their immortal transition. They inherit paths and abilities from both parents.

Mhaedror Nephalim

    This breed of Nephalim is perhaps rarer than even the Aedronis and Archaius, and far less common than the Feresai. Mhaedror occur when an angel produces offspring with a sentient animal of any kind. Sentient animals have no human form, and can rarely speak unless they do so telepathically. As such, these Nephalim are born as a feathery winged animal with telepathic speech. They age at the same rate as their animal parent, and can only achieve the ability to shift into nephalim form after they have died as mortal or quasi-immortal beings and achieved their immortal transition. Mhaedror have no human form, even if the angel which fathered or gave birth to them had a human form. They have the same angel form shift as the angelic form of their Tsetar, Khorumal, or Sephiroth parent. These animals cannot blend in because their wings separate them from normal animals.



Contents by JD and Sparky © Copyright 2008