1. Abilities

Nephilim Abilities

  • Innate MagicYou have innate magic in your blood. Choose between Magery 0+Sorcery or Power Investiture 1. 
  • Language TalentYou have a knack for languages. When you learn a language at a comprehension level above None, you automatically function at the next higher level.
  • VoiceYou have a naturally clear, resonant, and attractive voice. This gives you +2 with the following skills: Diplomacy, Fast-Talk, Mimicry, Performance, Politics, Public Speaking, Sex Appeal, and Singing. You also get +2 on any reaction roll made by someone who can hear your voice.
  • Aura of Apparently GoodFunctions and detects as Good, regardless of true morality, whether this helps (“Only the truly Good can wieldthis sword.”) or hinders (“Triple damage to beings of true Good”).
  • Spirit EmpathyYou are in tune with spirits, and receive the benefits of Empathy when dealing with them. You can get a feeling for the general intentions of any spirit you encounter by making a successful IQ roll. As well, your Influence skills (Diplomacy, Sex Appeal, etc.) work normally on spirits, which sets you aside from most mortals. Spirit Empathy does not prevent evil or mischievous spirits from seeking to harm you, but at the GM’s option, it might make it easier to detect and counter their plots.
  • FitYou get +1 to all HT rolls (to stay conscious, avoid death, resist disease or poison, etc.). This does not improve your HT attribute or HT based skills! You also recover FP at twice the normal rate.
  • LargeYou're very tall, noticeably above average height. You get -2 to Disguise and Shadowing. however, you get +3 to Swimming and +2 to ST for the purpose of resisting knockback. Your HT may not be above 15.
  • Supernatural FeaturesYour body temperature runs high, and you're always warm to the touch. Other than that, the look of your supernatural features is up to you, but it should be subtle, and you should be able to pass for human unless someone takes a closer look. Perhaps you have a subtle glow to your eyes, or a halo, that can only be seen in darkness or very dim light. If you want to appear more supernatural than that, you may take an additional Supernatural Features disadvantage.
  • OverconfidenceYou believe that you are far more powerful, intelligent, or competent than you really are. You may be proud and boastful or just quietly determined, but you must roleplay this trait. You must make a self-control roll any time the GM feels you show an unreasonable degree of caution. If you fail, you must go ahead as though you were able to handle the situation! Caution is not an option. You receive +2 on all reaction rolls from young or naive individuals (who believe you are as good as you say you are), but -2 on reactions from experienced NPCs.
  • Weakness (cursed areas)If you ever find yourself in an area that is cursed or of high sanctity to Evil gods, you take 1d damage per minute.
  • Divine CurseDemons go after you first and worst, no matter who else is nearby.
  • NumbersDR+1, HT+1, ST+1
  • Compelled by True Name

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