Nephilim 2 (6)

Mortal Fantasy - Ganza Gaming

In a time before the Divine Age's written history, the gods used the Nephilim as front line soldiers and bodyguards. They served faithfully for centuries, but they grew sentient over time and began to question some of the orders they were given. Eventually this precipitated into The Great Exchange, where numerous Nephilim changed their allegiances to masters who better matched their dispositions.

Many gods found this not to their liking and thus commissioned both mortal and divine forgers to create a new class of servitors. The end result were the Seraph who were tougher, more loyal, and could fly.

Motive: To serve a being that agrees with their own values

Environment: Ancient ruins (Urban)

Health: 8

Damage: 4 points

Armor: 1

Movement: Short

Modifications: Might and Speed Defense as level 4

Combat: Most Nephilim employ heavy weapons with a shield. They cannot be stunned or dazed. They are immune to most poisons and disease, and the 1 point of Armor protects against ambient damage.

A Nephilim regains health at a rate of 1 point per round if in the presence of a divine being (either a NPC demigod or PC) who is in command of it. Its parts are immune to corrosion and erosion. If it can be repaired, it will function despite its age.

Interactions: A scholar has a piece of a Nephilim in their collection. They offer to pay the party to find the other pieces.

Uses: A scattered Nephilim can be part of a MacGuffin that leads PCs across the scarred Afterworld to discover the wonders and terrors of a godless world.