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Long-time readers of this blog may remember that I have previously posted a Nephilim race for use with the Castles & Crusades RPG (also included in the free PDF “Races and Classes of Lore“). The original test sessions of Ghastly Affair in fact included such things as Nephilim and Changelings as playable options. They were eliminated in the interests of simplicity, and a tighter focus on the historical 18th century setting. Along with the previously posted Chivalric Knight Class, the Nephilim Class expands the scope of Ghastly Affair further into the realm of Dark Fantasy.
NEPHIL WARRIOR
You are the descendant of a fallen angel and their human lover. Perhaps you had a human mother and an angelic father. Or, you may be the scion of a long line of Nephilim like yourself, all (or most) of your ancestors having the mingled blood of humanity and angel-kind. Either way, you are far taller, stronger, and more passionate than ordinary people – whom your kind often regard with contempt.
The typical Nephil (singular) cuts an impressive and intimidating figure, standing between seven and eight feet tall, with a well-formed body and intense eyes. Nephilim (plural) tend to dress in as grand and eye-catching a manner as possible, often wearing large amounts of the most expensive perfume they can obtain. Indeed, everything they do tends to grandiosity, excess and ostentation. They live in overly large houses, eat excessive portions of overly-spiced food, drink enormous quantities of alcohol, and take prodigious amounts of strange drugs. They often love to hunt – the larger and more dangerous the game, the better. Some even develop reputations as great heroes. A Nephil in love may literally attempt to move mountains for their beloved. On the other hand, Nephilim are known to murder entire families over the slightest insults. Most recognize few (if any) limits to their own behavior, shamelessly taking whatever they want from “lesser” humanity.
Once, the Nephilim ruled a great empire built on the labor of enslaved people. But, one by one their cities fell to incessant war, infighting, and ecological collapse brought on by the over-exploitation of resources. Now most of the once mighty Nephil Empire is wasteland and dust. It is said that the powers of Heaven had a hand in the fall of the ancient Nephilim – sending prophets to inspire their slaves to rebellion, and striking down their grand palaces with pillars of celestial flame. Indeed, the Angels bear no love whatsoever for the Nephilim – even for those few who are not as vain, arrogant, and immoderate as the rest of their kin.
Since the souls of Nephilim are not welcome in Heaven, they tend to linger on Earth. Dead Nephilim often become Vampyres, Phantoms, Wraiths, and Restless Specters, and the ruins of the Nephilim’s ancient cities are haunted by the unquiet spirits of their former rulers. Living Nephilim whose Perversity become Prodigious (a rating of 20) may degrade into Ogres, or mutate into true Giants.
Use the Nephil Warrior Class to create characters inspired by such legendary figures as Goliath, Nimrod (“a mighty hunter in the face of The Lord”), and the Anakim. A Nephil in the Ghastly Age might be inspired by such figures as Minski (from “Juliette, or the Prosperities of Vice”), or the so-called “Potsdam Giants” regiment of Frederick the Great’s army.
Nephil Special Abilities
Berserk Rage
Any time after suffering damage in a Fight, you may enter a Berserk Rage, with the following benefits and drawbacks:
- You gain a +3 Bonus on all Attack Checks with hand-to-hand weapons (but not artillery weapons).
- You gain a +3 to your Damage Bonus with hand-to-hand weapons (but not artillery weapons).
- Your opponents get a +3 Bonus on Attack Checks if they attack you hand-to-hand.
- You must continue attacking until all of your opponents are dead or out of reach.
Danger Bonus (+1)
You get a +1 Bonus on all Ability Checks and Saving Throws in times of Danger, such as Fights, Chases, and Escapes.
Feat of Strength
Once per day you can can increase your effective Strength by 3 points, for one Round per character Level.
Intimidate (+1)
You get a +1 Bonus on all attempts to intimidate others into a desired course of action.
- You may attempt to Intimidate any kind of non-Undead creature, including Animals, Monsters, Fairies, and Spirits.
Supernatural Nature
Your character’s unique ancestry grants you many of the benefits (and some of the drawbacks) of being a Spirit.
- You can use any weapon to attack creatures which are normally damaged only by silver and/or enchanted weapons.
- You can touch, grab, and hold Incorporeal and Ethereal creatures.
- You can use any weapon to kill creatures that normally require special conditions to kill (such as Vampyres).
- You can freely and safely use weapons and items normally usable only by Spirits (such as an Angel’s sword).
- You are subject to all Preternatural Effects which target Spirits (including Bind Spirit, Banish Spirit, and Summon Spirit).
- If your Perversity is 15 or higher, you are subject to the Power of Faith.
Nephil Weaknesses
Enmity of Heaven
To the powers of Heaven you are a revolting abomination, a degradation and perversion of angelic grace.
- You may never employ the Power of Faith, regardless of your Perversity.
- You may never benefit from any Preternatural Effects created by Angels, or resulting from Pacts with them.
- You may never benefit from a True Innocent’s Grace of Heaven or Inspiration of the Virtuous.
- All Angelic beings are automatically hostile to you.
- No Angelic being will aid you under any circumstances.
Extreme Emotions (-1)
The depth of your love, hate, envy, joy, panic, and melancholy far exceeds that of ordinary people.
- You suffer a -1 Penalty on any Ability Check to restrain or control your emotions.
- You suffer a –1 Penalty to all Saving Throws against Fascination effects.
- Any Penalties inflicted on you by Fascination effects are doubled in value, and all such effects affect you for double their normal duration.
Suggested Assets
Beautiful/Handsome, Brave, Fast, Good Shot, Intimidating, Lucky at Love, Musical, No Fear of … (something frightening), Resistant to Cold, Resistant to Disease, Sharp Eyes, Sharp Hearing, Skilled (a Profession or Avocation), Tracker
Suggested Afflictions
Addicted to… (substance), Bad Judge of Character, Bad Memory, Creepy Presence, Easily Fooled, Hated by Animals, Horrible Manners, Impatient, No Head For… (a common field of knowledge), Unlucky at Love
Initial Ability Adjustment
Strength +2 (No maximum rating), Constitution +2, Wisdom -2
Hit Points
- d12 Hit Points at 1st Level.
- You gain an additional d12 Hit Points every time you advance a Level.
Damage Bonus by Character Level
1st Level: +1
2nd Level: +2
3rd Level: +3
4th Level: +4
5th Level: +5
6th Level: +6
7th Level: +7
8th Level: +8
9th Level: +9
10th Level: +10
Typical Starting Equipment (Pre-modern Ages)
- “muscle” cuirass (steel breastplate formed to resemble a muscular chest and abdomen), or scale mail shirt.
- impressively plumed helmet.
- steel greaves (highly decorated with reliefs).
- large round shield (emblazoned with a colorful design).
- purple tunic.
- tiger (or lion) skin, worn as a cape.
- vial of musky perfume.
- golden necklace.
- gold and ruby signet ring.
- spear.
- colorful personal banner, to be attached to spear.
- sword.
- longbow.
- 20 arrows in a decorative quiver.
- net for catching game.
- blowing horn taken from an enormous bull.
- salted meat of a Giant Animal you have slain.
- wineskin, filled with strong wine or beer.
- smoking pipe, and ball of hashish.
- pouch of Datura seeds.
Typical Starting Equipment (Ghastly Age)
- jacket (or gown) of two-toned shot silk.
- breeches (or petticoat) of purple silk.
- neckcloth (or fichu) of scarlet silk.
- white wig with strands of silver woven in.
- black hat with peacock feathers.
- painted hand fan depicting the Tower of Babel.
- gloves embroidered with gold.
- vial of heavy perfume.
- golden necklace.
- gold and ruby signet ring.
- ornate dress-sword (or ornate parasol with a concealed sword blade)
- ornate dueling pistol.
- flask filled with brandy.
- vial of laudanum.
- smoking pipe, with hashish.
- pouch of Hallucinogenic Mushrooms from the New World.
- book of impious and atheistic philosophy, with numerous blasphemous annotations.
- journal detailing every slight and insult suffered, for later vengeance.
- pencil.
- invitation to the salon of a well-known collector of curiosities.
- small shaker filled with a personal spice blend.
- “Phaeton”-style carriage, with two pure-white horses.
- 500p in silver and gold coins.
Advancing in Levels
- 10 Experience Points to attain 2nd Level.
- 4 additional Experience Points needed to attain each Level after 2nd.
VARIATION: DEMIGOD WARRIOR
The children produced by the mating of humans and Pagan Gods are often similar to Nephilim. To replicate a classical Demigod Warrior (such as Hercules, Orion, or Gilgamesh), replace the Weakness “Enmity of Heaven” with the Demon Hunter’s Weakness “Nemesis”. A Demigod’s Nemesis is not necessarily a creature of supernatural Evil, however, but can be any powerful being (including an Incarnation) that both stalks, and is stalked by, the Demigod.
VARIATION: NEPHIL ARTIFICER
The Fallen Angels who fathered the first generation of Nephilim taught their children how to build many strange devices, the archetypal forms of which exist eternally in the Sixth Heaven (or Garden of Diligence). Those children became the original Nephil Artificers, and it was they who designed the legendary Tower of Perplexity (or Babel) as a way to storm Heaven.
- To make a Nephil Artificer, replace the Special Ability “Berserk Rage” with the Mad Scientist’s “Mad Inventions”.