Campaign of the Month: February 2022
Dresden Files Accelerated: Emerald City: Requiem
Mantle - Nephilim
NEPHILIM (Supernatural Scale)
The Nephilim are born from the union of human and Seraphim parents. They were among the heroes and giants of legend. Nearly immortal and very powerful, they were deemed Abominations by the Heavenly Host, and hunted down and murdered by the thousands. Because of their inherent immunity to mystic forces the Seraphim were forced to use crude weapons of iron and bronze to fight and kill them.
You were born with exceptional abilities but also have a mortal life. Create your character according to a Pure Mortal mantle of your choosing and then add the conditions and stunts below.
Mystic Invulnerability: [ x ]
This condition is always marked. The souls of the Nephilim act as a repelling force against all forms of mystical attack. Magical Evocations, rituals, psychic powers, and even Celestial Fire cannot affect the Nephilim; such attacks simply fail. Celestial Shields provide no protection from a Nephilim’s unarmed attacks. Neither illusions, spells of mind control, and the life-draining abilities of supernatural beings work against the Nephilim. One side effect to this is that beneficial supernatural powers cannot work on the Nephilim, either. Healing magical powers, for example, do not affect them. Another is that they cannot perform Magic, not even Thaumaturgy.
Hurt (sticky): [ 4 ]
Mark this condition to absorb four shifts of physical harm. Recovery requires at least one scene of downtime at full rest, obtaining medical attention, binding wounds, et cetera.
The Nephilim can see the flows of mystic energies, although they cannot manipulate them. These senses allow them to detect the presence of spirits and soul projecting astral travelers, as well as detect the use of magic. If the character Overcomes a target’s abilities (usually Focus vs Guile test) , he can uncover supernatural beings posing as humans. Their unique powers also render Nephilim immune to all forms of illusion and magical or psychic concealment.
Once per session, you may treat a sticky condition reflecting physical injury as if it were fleeting.
Gain +2 to use Haste to defend or create an advantage.
Once per scene, gain +2 to use Force to Attack or Overcome an obstacle that raw strength would effect. The GM may determine that your actions gain scale with or without invoking the bonus.
As a scholar of arcane lore and magical theory, once per session you may declare that you are able to read obscure text in a mysterious language or determine the specific nature of a ritual upon seeing the precise location where it was cast.
Injured (lasting): [ 6 ]
Mark this condition to absorb six shifts of physical harm. When Injured, as with the Doomed condition, death is a distinct possibility. Another character capable of seeing to your injury must overcome an obstacle at Great (+4) or higher, in quiet and ideal conditions, to help you begin recovery. You recover fully at the end of the next session after beginning recovery.
Created by: HumAnnoyd