Manipulation designed Bio-Engineered were created to be attentive, talented, and patient companions capable of using their abilities to relax, entertain, or manipulate anyone of their employ-er’s choosing. They have a natural aptitude for learning all Skills involv-ing the arts, fine arts, manipulation, seduction and placation.
STATISTICS
STAT MALE FEMALE
AVERAGE HEIGHT 243.8 cm (8') 213.4 cm (7') HEIGHT RANGE 182.2–304.8 cm (6–10')
AVERAGE WEIGHT 149.7 kg (330 lb) 127 kg (280 lb) WEIGHT RANGE 90.7–362.9 kg (200–800 lb) RECOMMENDED
STARTING AGE 18–2500 years depending on background. (Consult your GM.) SPECIES STRENGTHS
Bonus Genetic Deviations and Abilities Highest Wielding Rank Maximum
High Base Core Quality Scores SPECIES LIMITATIONS Low Skill Rank Maximums
ALPHA OMEGA 6.2.5 NEPHILIM
NEPHILIM ..
THE NEPHILIM ARE the result of both natural and unnatural breeding, between any of the Terran Species, and a Seraph or Ophanum.
Although the physical appear-ance of a Nephilim is not as other-worldly as their Seraph or Ophanum parentage, they have at least one, if not several, visible signs of their heritage. These traits can include glow-ing eyes, tglow-inged skin color, wings, horns, or a lack of hair. Additionally, aver-age Nephilim are usually extremely tall, averag-ing 2.4 m (8 ft) in height.
Most player character Nephilim are the bio-logical off-spring of either Seraph or Ophanum and Human parents. However, other Terran parents are possible.
When a Seraph or Ophanum falls in battle or is captured alive, the body is usually whisked away to secure labo-ratories, where it is studied in great detail. Furthermore, genetic material is extracted for experimentation. To date, the
bioengineering of Nephilim has failed, but research continues to be undertaken by numerous syndicates and corporations.
Competition and bloodletting over Nephilim, Seraph, and Ophanum genetic material remains high and huge bounties are often paid out to mercenaries who can secure plentiful supplies of evolutionary genetic material.
HISTORY
Throughout history, the Seraph and Ophanum have respected human potential and have even been will-ing to engage humans, occasionally establishwill-ing relationships that have produced off-spring. Over the millennia, a handful of Seraph and Ophanum have assumed god-like status among ancient peoples, 6.0
6.1 6.2 6.3 6.4 6.5 6.6 6.7 6.8 6.9 6.10 6.11 6.12 6.13
GAME ELEMENTS
ABILITIES, DRAWBACKS AND GENETIC DEVIATIONS Nephilim can purchase Abilities and select Drawbacks.
Nephilim begin the game at Ascension Level 1, receive all associated bonuses at no additional CDP cost and must not stray from the prerequisites found in section 8.4—Ascension.
Nephilim can purchase Terran and Elim Genetic Deviations.
Nephilim receive 80 bonus CDPs that must be spent on Elim Genetic Deviations.
Bonus Genetic Deviation: Ultravision FIELD AND SKILL RANKS
Nephilim can purchase up to Rank 4 for any Field or Skill during Character Creation.
Nephilim have Maximum Field Rank levels of 7 and Skill Rank levels of 15.
WIELDING
Nephilim can access both Innate and Spiritual Wielding.
Nephilim cannot access Arcane Wielding.
Nephilim can purchase up to Rank 4 for any Spiritual Source or Intention Rank during Character Creation.
Nephilim have Maximum Source Ranks of 30 and Maximum Intention Ranks of 30.
Nephilim who pay the CDP required to become Innate Wielders receive 1 Innate Source and 2 Innate Intentions all at Rank 4 at no cost.
Nephilim can only have 1 Innate Source and 2 Innate Intentions.
Nephilim receive Spiritual Wielding at no cost.
GEAR AND THE MARVELS OF SCIENCE Nephilim cannot use Cybernetic, Necrotic, or Biological Augmentations.
Nephilim can use Mesh.
NEPHILIM CORE QUALITIES
CORE
QUALITIES MIN BASE MAX
STRENGTH 10 17 24
AGILITY 10 17 24
CONDITIONING 10 17 24
VITALITY 8 16 24
DISCIPLINE 12 18 24
INTELLIGENCE 12 18 24
CHARISMA 8 16 24
FIGURE --D
CORE RULEBOOK 6.2.5 NEPHILIM
becoming objects of worship.
Interaction with humans was inevitable. Some became attracted to humans and tried to form loving relationships, and others created rela-tionships for much more self-serving purposes, using their power to draw humans into servitude.
Nephilim have been spawned since the earliest days of interaction between Seraph, Ophanum and humans. Human history is riddled with legends of giants and gods walking amongst us, whether these characters were Nephilim will most likely never be known.
CULTURE
Nephilim culture is a great mystery. Although their roots on Earth are extremely deep, they rarely assem-bled in groups of their own, instead remaining with, or at least close to, their Terran parents.
Through the ages, Nephilim played important roles in the development of human culture around the globe.
However, the extent of this role is shrouded by a veil of myth and mystery.
INTEGRATION
Nephilim face two chal-lenges in the New World; on one hand, they have a very real human side and fit well within human groups,
making them weak in the eyes of many Seraph, Ophanum, and Grigori; on the
other hand, they are one-half derived from the most powerful and advanced
species ever known, presenting dif-ficulties when trying to integrate with
human society.
Like all other Evolutionaries, Nephilim who want to be a part of the human world must find a way to overcome or mask their non-human heritage or make themselves extremely
useful. Fortunately, Nephilim are blessed with incredible innate gifts,
from fantastic strength to devilish charm, all of which goes a long way when finding or making one’s place
in any society.
STATISTICS
STAT MALE FEMALE
AVERAGE HEIGHT 198.1 cm (6'6") 188 cm (6'2") HEIGHT RANGE 121.9–274.3 cm (4–9')
AVERAGE WEIGHT 113.4 kg (250 lb) 86.2 kg (190 lb) WEIGHT RANGE 29.5–362.9 kg (65–800 lb)
RECOMMENDED
STARTING AGE 18–500 years depending on background. (Consult your GM.) SPECIES STRENGTHS
High Source and Intention Maximum Have the most diversity in Character Creation
SPECIES LIMITATIONS Low Base Quality scores
ALPHA OMEGA
6.2.6 LESSER NEPHILIM