Anatomy
Purgatory is steeped in enormous amounts of magical energy and though this would be fatal for a human, nephilim can endure a startling amount of exposure to magic. For the most part this is because they cannot utilise either SIN or LIFE energy, the two forms found in the Fall’s universe. This makes them capable of unforeseen usefulness when it comes to combating enemies rich in one type of energy or the other.
Human traits
Physically most nephilim are the same as humans, subject to all the same physical needs, eating, sleeping and so on with the simple alteration that they are capable of very slowly learning various supernatural skills and welding weapons found only in the possession of the celestial and demonic host. They are also physically stronger than average humans and capable of taking more punishment. Many nephilim only find out what they even are after surviving a terrible accident and finding themselves at the Facility.
In terms of humanoid aspects, nephilim range in the same way humans do so the general bulk of traits are glossed over as players should be familiar with these.
Nephilim eat human food, drink human drinks and need to sleep to survive. Though they have a higher than average resistance to poisons they can still get very very upset stomachs from them.
In terms of humanoid aspects, nephilim range in the same way humans do so the general bulk of traits are glossed over as players should be familiar with these.
Nephilim eat human food, drink human drinks and need to sleep to survive. Though they have a higher than average resistance to poisons they can still get very very upset stomachs from them.
Senses
All nephilim senses are heightened but only subtly at first
Regeneration and disease
Anything which requires regeneration of cells is expedited a great deal. A nephilim could easily survive the kind of injury which would be fatal to a normal human and it is often this trait which first alerts the facility to their existence.
They do not get sick from human illnesses at all but have their own plethora of strange illnesses they can fall foul of within Purgatory.
They do not get sick from human illnesses at all but have their own plethora of strange illnesses they can fall foul of within Purgatory.
Magic resistance
Nephilim are capable of enduring the kind of magic which might kill a human and their ability to touch all forms of energy make them also capable of enduring SIN and LIFE on near lethal levels. In their efforts to create a creature which could use both types of energy somehow they created creatures who resist all efforts to retrieve both.
Reproduction
Nephilim reproduce the same way as humans and if not brought to purgatory would simply live, breed and die alongside the general population with no idea of what they really are. The offspring of humans and nephilim are simply normal humans, the magical potential extinguished. There are records of these third generation nephilim possessing subtle abilities such as the odd prophetic dream or animals having a strong affinity for them but this needs further research.
Contraception is available to the Nephilim in the facility and sex is treated as something at the discretion of adults.
Contraception is available to the Nephilim in the facility and sex is treated as something at the discretion of adults.
Non-Human Traits
The most remarkable aspect of nephilim is the traits they manifest when initially brought to purgatory or created there, these can range as far as one might imagine, always drawing upon the natural world in some way. A nephilim might have something as subtle as a set of horns concealed in their hair, another might have an animal head and wings, the mixing of host energies has unpredictable results.
The main consistency of these features is that for the most part they function, even sometimes when - as in the case of any humanoid with wings for instance - they should not. Don’t create a nephilim with gills unless you want your play experience to be limited in that fashion. For the same reason it is recommended to retain a roughly humanoid shape and premade characters should reflect this. Anthros are fine.
Non human traits as a general rule begin subtle but grow as a nephilims power does. But with Nephilim everything is in flux at the best of times. If in doubt, ask!as unpredictable effects. Anthropomorphic shapes are fine.
The main thing to bear in mind with these traits is that they are functional, a nephilim with gills might be restricted to water and choosing one with these should take interactivity into account. Wings work in spite of the sort of limitations a humanoid form might predictably have and so on.
Most Nephilim have subtle non-human traits which grow as their powers do and pre-made designs should reflect more subtle expression of traits. However this is not a hard and fast rule, simply a recommendation to bear in mind. If you have any doubts, ask!
The main consistency of these features is that for the most part they function, even sometimes when - as in the case of any humanoid with wings for instance - they should not. Don’t create a nephilim with gills unless you want your play experience to be limited in that fashion. For the same reason it is recommended to retain a roughly humanoid shape and premade characters should reflect this. Anthros are fine.
Non human traits as a general rule begin subtle but grow as a nephilims power does. But with Nephilim everything is in flux at the best of times. If in doubt, ask!as unpredictable effects. Anthropomorphic shapes are fine.
The main thing to bear in mind with these traits is that they are functional, a nephilim with gills might be restricted to water and choosing one with these should take interactivity into account. Wings work in spite of the sort of limitations a humanoid form might predictably have and so on.
Most Nephilim have subtle non-human traits which grow as their powers do and pre-made designs should reflect more subtle expression of traits. However this is not a hard and fast rule, simply a recommendation to bear in mind. If you have any doubts, ask!