In the Starfall Galaxy, where the veil between dimensions is thin and ancient powers stir, some individuals are born with an intrinsic connection to forces beyond the material plane. These are the Nephilim, individuals whose very essence is influenced by the raw energies of the Rift, the profound order of the Aether Synapse, or the benevolent (or malevolent) will of powerful Cosmic Entities. They are living conduits, bridging the mundane existence of mortals with the vast, supernatural realities of the cosmos.
Countless legends tell of mortal dealings with immortal beings, and of the children born from those encounters. These children, known as cosmic scions, are mortals who inherit the supernatural essence of another plane or powerful entity, which manifests through their distinctive physical features and otherworldly powers. This section presents rules for nephilim, cosmic scions who can trace their extra-dimensional heritage back to Cosmic Wanderers, Rift-Entities, ancient Aether-Dragons, or other beings whose energies influenced their bloodline.
A devoted Florin tending a Mana-rich bio-dome is visited by an ancient Aether-Dragon in their youth, and many years later they birth a child with shimmering scales and a birthmark shaped like a swirling nebula. A brilliant Cerebral Nexus prevents an incursion from a chaotic Rift-zone, but a sliver of chaotic energy infuses the developing consciousness they carry, who is born with glowing eyes and a subtle, unsettling aura. A starship crew travels the Frontier until its ranks are filled with children who possess metallic skin and a faint, ethereal glow. These children, known as nephilim, possess the ambition and capacity for growth and change inherent in their mortal forebears, while also possessing some portion of the power and appearance of an immortal entity or entities whose energies influenced their bloodline.
Nephilim are inherently difficult to categorize. Some possess both chaotic Rift-touched and orderly Aether-Synapse traits, while others possess abilities that defy the neat categories of scholars. Many nephilim do have traits that strongly point to their lineage, though. Nephilim who carry the power of beings of pure cosmic order, sometimes known as Lawbringers, may display golden eyes or auras of pure Mana-light, while nephilim descended from malevolent Rift-Entities, known as Chaos-Born, may have crimson skin and unsettling, shifting features.
If you want a character who is supernaturally infused with the power of the cosmos, whose appearance is striking and notable, and whose personal connections might extend beyond the known Starfall Galaxy, consider playing a nephilim.
YOU MIGHT...
Have a strong sense of self-confidence due to the power or influence of your extra-dimensional heritage.
Lean into or rebel against your perceived cosmic nature, embracing benevolent cosmic goodness or twisting chaotic Rift-energies towards destructive ends.
Find that building relationships with others is difficult, but treasure those who value you for who, and not what, you are.
OTHERS PROBABLY...
Assume you've faced numerous challenges or gained unfair advantages due to your heritage.
Mistake you for an agent of a powerful cosmic organization or a dangerous Rift-cult.
Think you have associations with powerful extra-dimensional creatures, potentially trying to bargain with you for power of their own.
Physical Description
The first nephilim appeared as perfectly identical humanoids with distinct cosmic features; modern nephilim are far removed from such rigid biological structures. Their size, shape, and features now vary, but they still visibly bear the influence of their cosmic heritage. Eyes, hair, and complexions with an otherworldly sheen are almost universal. These tones typically range from iridescent silver to shimmering gold and deep cobalt, although vibrant greens, fiery reds, and void-blacks aren't unheard of. Other manifestations include skin infused with glowing crystalline motes, subtle scales, or geometric symbols that appear across the body in a consistent rhythm, reflecting their connection to the Aether Synapse or raw Mana currents.
Society
While still relatively rare, nephilim are increasingly born into families with no direct nephilim ancestors and have thus spread across the Starfall Galaxy. They acculturate like any other mortal, picking up local customs and mannerisms over time. Most nephilim intuit an underlying sense of cosmic order or chaotic pattern that supersedes mortal law or custom. Some pursue this through cultural norms, while others balk at what they see as poorly constructed systems.
Beliefs
The gift of free will means nephilim alignment is frequently shaped through experience rather than ancestral directives. Good and evil hold no particular sway over nephilim souls, but many do bend toward a worldview influenced by their lineage.
Many nephilim revere philosophies that recognize the benefits of a stable society, such as the teachings of a Cosmic Architect or those who find order in the Creation's Forge. The concept of the Cosmic Wanderer appeals to some nephilim's desire to break from tradition and explore new patterns. For nephilim artisans and engineers, the precision of advanced technology and the aesthetic of perfectly balanced Mana-structures prove attractive.
Adventurers
Many nephilim share backgrounds in the trades and sciences. Artisans and tinkers all find fulfillment in the intricacies of their work, whether designing a new Dei component or repairing a complex starship system. Some nephilim instead navigate laws and other social structures; these might work within the legal system as barristers or emissaries for the Commission. Acrobat and scout nephilim enjoy the interplay of mind and muscle, as do hunters, martial disciples, and warriors who find patterns in combat. The nephilim eye for detail leads many to become investigators or rangers, seeking out logical solutions to complex problems. Similar faculties lead them to become alchemists, oracles attuned to cosmic patterns, or Mana-weavers.
Nephilim Mechanics
Nephilim Heritage
Cosmic Entities, Rift-Entities, or entities of the Aether Synapse influence your nature. This manifests as a combination of features that belie your heritage, such as golden eyes, a faint cosmic aura, subtle horns, or a prehensile tail. You gain the nephilim trait, in addition to the traits from your ancestry. You gain low-light vision, or you gain darkvision if your ancestry already has low-light vision. You can choose from nephilim feats and feats from your ancestry whenever you gain an ancestry feat.
Nephilim Lineages
Nephilim can select any of the following lineages at 1st level.
Synapse-Bound (Feat 1)
Lineage, Nephilim
Your lineage is influenced or directly tied to the supernatural inhabitants of the Aether Synapse, a realm of pure and absolute cosmic order. You gain a +1 circumstance bonus to saving throws against effects that would make you confused or controlled.
Cosmic-Touched (Feat 1)
Lineage, Nephilim
You descend from a benevolent Cosmic Wanderer, an Aether-Dragon, or another enlightened cosmic entity. You gain a +1 circumstance bonus to Diplomacy checks.
Echo-Blooded (Feat 1)
Lineage, Nephilim
You descend from those whose lives were touched by legendary Cosmic Echoes – powerful warrior spirits or ancient heroes whose essence lingers in the cosmos. You gain a +1 circumstance bonus to saving throws against fear effects.
Rift-Spawn (Feat 1)
Lineage, Nephilim
You bear a grudge, inherited from a blasphemous Rift-Entity forebear in your bloodline, against a particular cosmic order or system. You gain a +1 circumstance bonus to Intimidation checks against creatures of lawful alignment.
Void-Born (Feat 1)
Lineage, Nephilim
Your lineage traces back to a Void-Entity, one of the manifestations of horrific forms of cosmic death that devour souls. You gain resistance 1 to void damage.
Chaos-Born (Feat 1)
Lineage, Nephilim
Your blood bubbles with the roiling quintessence of the Rift, the infinite sea of primal chaos. You gain a +1 circumstance bonus to saving throws against effects that would make you stupefied or sickened.
Nephilim Ancestry Feats (1st Level)
The following feats are available to nephilim characters.
Bestial Manifestation (Feat 1)
Nephilim
Part of your body has an animalistic influence from a planar creature. You gain an unarmed attack that deals 1d4 damage (e.g., claw, bite, horn). This unarmed attack is in the brawling weapon group and has the agile and finesse traits.
Creative Prodigy (Feat 1)
Nephilim
Prerequisites: Chaos-Born
You have a powerful creative drive that is clear to any who interact with you, often manifesting in unpredictable ways. You gain a +1 circumstance bonus to Crafting checks when attempting to create something truly unique or experimental.
Cosmic Aura (Feat 1)
Nephilim
You have an aura of cosmic energy that sheds light with the effects of a divine light cantrip. This light can be any color you choose, reflecting your lineage.
Intuitive Crafting (Feat 1)
Nephilim
Prerequisites: Synapse-Bound
Your affinity with process and order makes you a natural artisan. You become trained in Crafting. If you would automatically become trained in Crafting (from your background or class, for example), you instead become trained in a skill of your choice.
Irrepressible (Feat 1)
Nephilim
Your slight otherworldly nature allows you to easily brush off emotional manipulation. You gain a +1 circumstance bonus to Will saves against emotion effects.
Nephilim Eyes (Feat 1)
Nephilim, Low-Light Vision
Your eyes can see through darkness with visual acuity akin to that possessed by most extra-dimensional beings. You gain darkvision. If your ancestry already has darkvision, you gain a +1 circumstance bonus to Perception checks in dim light or darkness.
Nephilim Lore (Feat 1)
Nephilim
You know the secrets of the Starfall Galaxy's extra-dimensional realities. You become trained in Occultism and Cosmic Lore. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice.
You also gain the Additional Lore general feat for Nephilim Lore.
Swift Adaptation (Feat 1)
Nephilim
You possess features (such as subtle ankle wings, specialized footpads, or a prehensile tail) that hasten your movement. Your Speed increases by 5 feet.
Sublime Mobility (Feat 1)
Nephilim
Your heritage has granted you either impressive athletic skill or a physical feature that aids in traversal. You become trained in Acrobatics. If you would automatically become trained in Acrobatics (from your background or class, for example), you instead become trained in a skill of your choice.
Nephilim Ancestry Feats (5th Level)
Amorphous Aspect (Feat 5)
Nephilim
Prerequisites: Chaos-Born
Your body is supremely flexible, subtly influenced by the roiling chaos of the Rift. You gain a +1 circumstance bonus to your Fortitude saves against effects that would make you restrained or immobilized.
Bestial Brutality (Feat 5)
Nephilim
Prerequisites: Bestial Manifestation
Your animalistic unarmed attack grows more dangerous. The damage die of your Bestial Manifestation unarmed attack increases by one step (e.g., 1d4 becomes 1d6).
Mana-Infused Blood (Feat 5)
Nephilim
Your spilled blood is sanctified by cosmic energies, with effects similar to those of pure Mana. When you take piercing or slashing damage, you can choose to have a burst of Mana-light erupt from your wound. Creatures adjacent to you take 1d4 positive energy damage. You can use this once per round.
Call to Battle (Feat 5)
Nephilim
Prerequisites: Echo-Blooded
You channel the undying spirit of ancient warriors to join the fight. As a 1-action activity, you can let out a rallying cry. Allies within 30 feet who can hear you gain a +1 status bonus to their next attack roll before the end of their next turn. You can use this once per encounter.
Cosmic Haze (Feat 5)
Nephilim
Your body emits tiny particles of extra-dimensional matter, such as crystalline motes or smoky Mana-vapor, that surround you in a haze. You gain a +1 circumstance bonus to Stealth checks to Hide in dim light or darkness.
Cosmic Supplication (Feat 5)
Nephilim
You call upon cosmic power to place a benediction upon your allies or a malediction upon your foes. You gain bless or bane as a 1st-rank innate divine spell. You can cast this spell once per day.
Nephilim Resistance (Feat 5)
Nephilim
You resist energy like your extra-dimensional predecessors. You gain resistance 5 to one energy type of your choice (acid, cold, electricity, fire, or sonic).
Resilient Physiology (Feat 5)
Nephilim
Prerequisites: Synapse-Bound
Your ordered physiology rejects unwelcome elements, allowing you to reject the negative effects of poisons and diseases or shrug off other lasting negative effects. You gain a +1 circumstance bonus to Fortitude saves against diseases and poisons.
Scion of Many Planes (Feat 5)
Nephilim
The long and complicated history of your bloodline manifests in your ability to draw power from more cosmic sources than most other nephilim. You can choose a second Nephilim Lineage feat. You must meet its prerequisites.
Skillful Tail (Feat 5)
Nephilim
Prerequisites: Possess a tail (from ancestry or Bestial Manifestation)
You've always had a tail, but with practice, you've learned to use it for more than signaling your mood. You can perform simple manipulate actions with your tail, such as opening an unlocked door or picking up an object weighing 1 Bulk or less within your reach.
Towering Presence (Feat 5)
Nephilim, Polymorph
Prerequisites: Rift-Spawn
You tap into your planar heritage and momentarily grow larger through force of will. As a 1-action activity, you can become Large size for 1 round. Your reach increases by 5 feet. You can use this once per encounter.
Nephilim Ancestry Feats (9th Level)
Anarchic Arcana (Feat 9)
Nephilim
Prerequisites: Chaos-Born
The magic in your blood is unpredictable. When you cast an innate spell, you can choose to gain a +1 status bonus to the spell's attack roll or DC, but the spell gains the unpredictable trait (GM's discretion for effect).
Cosmic Mana-Magic (Feat 9)
Nephilim
Prerequisites: Cosmic-Touched, Lawbringer, Musetouched, or another lineage feat associated with benevolent cosmic entities
You possess powerful cosmic Mana-magic. You gain heal and light as 2nd-rank innate divine spells. You can cast each of these divine innate spells once per day.
Cosmic Countermeasures (Feat 9)
Nephilim
You've studied your extra-dimensional heritage with the intent of better defending yourself, whether against creatures aligned with or opposed to your cosmic lineage, and you've found that your techniques are equally powerful against cosmic entities, void entities, and other extra-dimensional beings. You gain a +1 circumstance bonus to saving throws against abilities used by creatures with the cosmic or void trait.
Cosmic Wings (Feat 9)
Divine, Morph, Nephilim
With effort, you can call forth magical wings from your back, similar in appearance to those of your extra-dimensional forebear, whether they be elegantly feathered wings of light or ominous bat-like wings of shadow. You gain a fly Speed equal to your land Speed. These wings last for 1 minute. You can use this once per day.
Extra-Dimensional Cloud (Feat 9)
Nephilim
Prerequisites: Cosmic Haze
When you use Cosmic Haze, you can spend 1 additional action to disperse the particles as a 10-foot-radius cloud centered on you instead of as a haze; the activity gains the concentrate trait. Creatures in the cloud are concealed. The cloud lasts for 1 minute.
Void-Touched Magic (Feat 9)
Nephilim
Prerequisites: Void-Born, Rift-Spawn, or Chaos-Born, or another lineage feat associated with malevolent cosmic entities
You possess void-touched magic. You gain harm and darkness as 2nd-rank innate occult spells. You can cast each of these spells once per day.
Glory and Valor! (Feat 9)
Auditory, Divine, Healing, Nephilim
Prerequisites: Echo-Blooded
You call upon your ascendant blood with a mighty cry that fills you with a revitalizing energy for 1 minute or until you critically fail a Strike, whichever comes first. Once per round, when you hit a creature with a Strike, you regain 1d4 Hit Points.
Larcenous Tail (Feat 9)
Nephilim
Prerequisites: Skillful Tail
You can perform minor mischief with your tail. You can use your tail to attempt a Thievery check to Steal or Palm an Object within your reach.
Methodical Magic (Feat 9)
Nephilim
Prerequisites: Synapse-Bound
You can reorder the world with your magic. When you cast an innate spell, you can choose to change its damage type to force or vitality (if it deals damage) or change its area of effect to a 15-foot cone or 10-foot burst (if it has an area). You can use this once per spell.
Nephilim Ancestry Feats (13th Level)
Alter Resistance (Feat 13)
Nephilim
Prerequisites: Chaos-Born
You focus on your chaotic forebears to change your energy resistance. As a 1-action activity, you can change the energy type of your Nephilim Resistance feat to a different energy type. You can use this once per encounter.
Arise, ye Worthy! (Feat 13)
Nephilim
Prerequisites: Echo-Blooded
A touch of ancient warrior magic in your blood lets you hold back death's grasp. When you are reduced to 0 Hit Points, you can choose to remain conscious and act normally for 1 round, even if you would normally be unconscious. You still gain the dying condition as normal. You can use this once per day.
Cosmic Mercy (Feat 13)
Nephilim
Prerequisites: Cosmic-Touched, Lawbringer, Musetouched, or another lineage feat associated with benevolent cosmic entities
Your celestial powers allow you to remove lesser afflictions with ease. You can cast remove affliction as a 3rd-rank innate divine spell. You can cast this spell once per day.
Impose Order (Feat 13)
Fortune, Nephilim
Prerequisites: Synapse-Bound
You shift the underlying fabric of reality to impose a baseline of order. As a 1-action activity, you can target one creature within 30 feet. That creature must succeed at a Will save against your class DC or spell DC (whichever is higher) or their next d20 roll before the end of their next turn is treated as if they rolled a 10. You can use this once per day.
Slip Sideways (Feat 13)
Nephilim
Prerequisites: Void-Born, Rift-Spawn, or Chaos-Born, or another lineage feat associated with malevolent cosmic entities
Like many void-entities, you have the supernatural ability to teleport yourself to safety. As a 1-action activity, you can teleport up to 30 feet to an unoccupied space you can see. You can use this once per minute.
Summon Nephilim Kin (Feat 13)
Nephilim
Prerequisites: Any nephilim lineage feat
You have a connection to the extra-dimensional planes, allowing you to summon a cosmic ally. You gain summon celestial or summon fiend as a 5th-rank innate divine spell. You can cast this spell once per day.
Nephilim Ancestry Feats (17th Level)
Channel the Aether Synapse (Feat 17)
Nephilim
Prerequisites: Synapse-Bound
You tap into the collective consciousness of the Aether Synapse, the governing entity of cosmic order, to rapidly parse near-infinite variables to read your surroundings. You gain a +4 circumstance bonus to Perception checks and Recall Knowledge checks for 1 minute. You can use this once per day.
Cosmic Declaration (Feat 17)
Nephilim
You can call forth a holy or unholy word from the realms beyond to punish your foes. As a 2-action activity, you can unleash a powerful cosmic word in a 30-foot emanation. Creatures in the emanation take 8d6 force or void damage (your choice) and are frightened 2 (basic Will save). You can use this once per day.
Eternal Wings (Feat 17)
Nephilim
Prerequisites: Cosmic Wings
Your wings are now a permanent part of your body. You gain a permanent fly Speed equal to your land Speed.
Rift Eruption (Feat 17)
Nephilim
Prerequisites: Chaos-Born
You unleash the pent-up chaos within you, becoming a nexus of unbridled destruction that wreaks unfettered havoc on everyone in your vicinity. As a 2-action activity, you can create a 30-foot burst of chaotic Rift energy centered on yourself. Creatures in the burst take 10d6 force damage and are stupefied 2 (basic Fortitude save). You can use this once per day.
Here are a few adventure hooks tailored to appeal specifically to a Nephilim player character, leveraging their intrinsic connection to cosmic forces, their unique blend of influences, and their often striking otherworldly powers within the Starfall Galaxy.
Adventure Hooks for Nephilim Player Characters
1. The Discordant Nexus of the Twin Mana-Wells
Hook: Deep within a newly charted asteroid field, two colossal Mana-wells have been discovered, pulsating with immense energy. However, they are in direct opposition: one radiates pure, structured Mana, resonating with the Aether Synapse and cosmic order, while the other churns with chaotic, raw Mana, echoing the unpredictable energies of a Rift-zone. The clash between these two wells is causing localized reality distortions, unpredictable energy surges, and even affecting the minds of nearby sentient beings, driving some to obsessive order and others to destructive madness. The Nephilim PC, whose own essence embodies a blend of cosmic influences, feels an intense, almost painful resonance with this discordant nexus – a reflection of their own internal duality. A Cerebral Nexus attempting to map the energy flows, or an Aphorite seeking to impose order on the chaos, seeks the PC's unique ability to withstand and potentially harmonize these conflicting forces. The mission: venture into the heart of the anomaly, understand the source of the discord, and find a way to stabilize or balance the Mana-wells, potentially requiring the Nephilim to choose which cosmic philosophy to empower.
Nephilim Appeal: This hook directly challenges the Nephilim's inherent duality. Their mixed heritage makes them uniquely suited to navigate and understand the conflicting energies. It offers a chance to either mediate between opposing cosmic forces or to assert their own will over them, influencing a significant galactic phenomenon. The visual spectacle of clashing Mana-wells and reality distortions would also appeal to their otherworldly nature.
2. The Fading Echo of a Cosmic Wanderer
Hook: An ancient, revered Cosmic Wanderer, a benevolent entity said to have guided souls through the Aether Synapse for millennia, has begun to fade. Its cosmic aura is dimming, and its influence over the Cycle of Souls is weakening, leading to restless spirits, fragmented soul-echoes, and a growing sense of cosmic despair among those attuned to the spiritual plane. The Nephilim PC, particularly if they have a lineage tied to benevolent cosmic entities, begins to receive faint, desperate psychic pleas from the fading Wanderer, or experiences visions of its glorious past and its current decline. A Borai who senses the disruption in the soul-cycle, or a Dracosmyr who feels the weakening of ancient cosmic bonds, seeks the PC's help. The mission: locate the reclusive Cosmic Wanderer, understand the cause of its fading – perhaps a parasitic Void-Entity or a malevolent Rift-Entity draining its essence, or a forgotten cosmic wound – and find a way to restore its power, a task that might require the Nephilim to channel their own innate cosmic energies.
Nephilim Appeal: This hook appeals to the Nephilim's sense of responsibility and their connection to powerful cosmic beings. It offers a chance to live up to the legacy of their benevolent forebears and to use their unique powers for a grand, spiritual purpose. The personal connection to the fading Wanderer would make the quest deeply emotional and significant.
3. The Unseen Citadel of the Rift-Scourge
Hook: Reports from deep-space explorers speak of a newly manifested Rift-Burg that is unusually stable and unnaturally silent. Unlike other chaotic Rift-zones, this one seems to be a deliberate, structured construction, a "citadel" built from warped reality and solidified void-energy. It's rumored to be the hidden fortress of a powerful, malevolent Rift-Scourge Aether-Dragon or a collective of destructive Rift-Entities that seek to expand the Rift's influence into the material plane. The Nephilim PC, especially if they have a lineage tied to chaotic or malevolent cosmic entities, feels an unsettling draw to this citadel – a sense of belonging mixed with revulsion. They might even experience faint, distorted "whispers" of the Rift-Scourge's grand, destructive plans. The Commission is alarmed by the unprecedented stability and potential threat of this Rift-Burg, and a Changeling who senses a powerful, kindred malevolence, or a Borai who recognizes the signs of reality being twisted, seeks the PC's unique insight and power. The mission: infiltrate the Unseen Citadel, uncover the Rift-Scourge's true objectives, and either disrupt its plans or confront the entity directly, potentially requiring the Nephilim to navigate a complex moral landscape and decide where their true loyalties lie.
Nephilim Appeal: This hook plays on the Nephilim's connection to malevolent cosmic forces and their capacity for both good and ill. The "unseen citadel" appeals to their desire for exploration of the unknown. It forces them to confront a powerful, dangerous "kin" and decide whether to embrace or reject the destructive path laid out by their lineage. The high stakes and the opportunity to use their formidable powers against a truly formidable foe would be highly appealing.
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