Seraphic Stigmata


Seraphic Stylized.jpg

Image by Nicco Salonga

Also known as Cambions, Nephalem or, simply, Neffs, those with the Seraphic Stigmata are well known for the strange, otherworldly pallor of their flesh and their supernatural powers. As for the former, they are possessed of an unnatural biology, seemingly capable of withstanding the lightless oceanic depths or perhaps the void between the stars. Even untrained, these individuals can manipulate etheric and warping energies to harm and destroy. With instruction and discipline however, they can be accomplished Arcanists and are favored in that regard.

Although some claim them to be the descendants of mythical angels or infernal devils, they are as varied as the rest of humanity and driven by much of the same desires and dreams. And like humanity in the “world that was”, they are no stranger to prejudice and discrimination. Sometimes, they are feared for their strange origins and visages. Other times, they are favored and sought after by big and small governments to be used as weapons of the state.

Choose this Stigmata if:

  • You want to play an angelic or devilish character with a cosmic horror facet

  • You want to play a Stigmata marked by its eldritch origins with gills, wings, or minor teleportation.

  • You want to play a fish-like or dragon-like character

  • Many are the myths of the old world where the angelic servants of the gods descended unto the mortal planes to do their gods work, enacting great miracles or terrifying disasters unto humanity. It is canon among the Templars and dogma in several faiths that Seraphs themselves trace their ancestries to such divine servitors.

    However, there are other myths, other rumors that point to the genesis of these folk as the spawn of the strange and eldritch entities that ravaged and ended the world that was. Their servitors arose from the deep places of the world and descended from the void between the stars to sup upon the ruins of humanity. Their rampage left scars upon the world and Stigmata upon some of those yet to be born. Many of these individuals suffer from hallucinations of whispers and of madness that point to this dark myth.

    Scientists claim that these “Seraphs” are not the descendants of angels, but instead, are the result of mutations that result in a proximity or an overwhelming exposure to etheric energies. They hold that different energy signatures manifest different “Subtypes”, to explain the different bloodlines amongst Seraphs.

  • Seraphic individuals are possessed of organs that are not usually found in humans, such as gills and wings. Additionally, they appear to have organs that are dissimilar to those found in typical human biology -- for example, their skin may have an alternative coloration or even have scales. Some scientists posit the existence of certain etheric-organic structures that occupy a quasi space within the body of a Seraph but fulfill some kind of function. Some organs may well be as vestigial as the appendix. It may be a sign of an extraterrestrial ancestor, in all likelihood.

    Unlike the oceanic lifeforms that they resemble, reproduction among the Nephalem resembles their human counterparts. There are rumors that some Neff children have to chew their way out of wombs or that they eat their twins in the womb. However, these have been largely unsubstantiated or explained. There is more “blood” than normal, due to a strange red-yolk like substance that nourishes and protects the fetus, which is born blind and with relatively sharp scales and fingers -- these fall away soon after a few days. However, Seraph children born with this red-yolk are believed to progress and learn more quickly in their youth than their counterparts.

    Children with a Seraph mother are three times more likely to be born with that Stigmata rather than any other (or none at all). Strangely, location might also play a hand in this -- being near the ocean or in high altitudes also increases the likelihood of Seraph over other Stigmata (or none), provided at least one parent is a Seraph. Their Subtypes usually follow the Subtype of the mother, but those with multiple Subtypes are not uncommon.

    Based on some biological studies, more than a few scholars theorize that Seraphs have a longer lifespan, perhaps even going into their hundredth year before entering twilight and dying fifty years later. Considering that the Long Fall was only a hundred or so years ago, there are no concrete pieces of evidence to support this.

    In other matters of reproduction, the Seraphic Stigmata is most likely to manifest (70%) in children of mixed parentage.

  • Seraphs are able to become Arcanists and able to take the Etheric Arcana skill. They are closely associated with the arcane as there are many Seraphic individuals in history known for their powerful sorcery. The Archon-Saints of Templar lore are a few such folk, their reign is marked with fury and flame.

    Influenced by the eldritch and the unknown, many Seraphs tend toward dark and destructive powers such as Projection or Obfuscation. Some rebel against this and embrace the angelic myths of old, choosing to become healers and protectors of their allies and families -- menders of a broken world.

  • These are simple role-play notes that you may choose to add to your character that reflect the influence of the Seraphic Stigmata upon their personality. You may pick any or none of them for your character.

    — Curious: The strangeness of their origins may bring some Seraphs and Neffs into the realms of exploration or study. For some, solving external mysteries makes up for their internal puzzles. For others, particularly the Stygian or Pelagic Seraphs, they feel a summons to the wild, isolated, and dangerous fringes of the world.

    — Detached: Seraphs are not a tiny minority in the World Beyond the Fall and their numbers grow every year. However, many feel displaced from the mundanes of the world. This may manifest in a callousness for others beyond one’s selfish needs or a driving force to discover something that could hold their interest. A rare few go in the other direction, becoming busy-bodies that interfere and help in everyone else’s lives to quell their own doubts and silences.

    Protective: Many Seraphs tend to be protective of their charges, attempting to persuade them from dangerous activities or doggedly going with them when said persuasion does not succeed. For some, it may be because they see others are precious while others may do it out of a subconscious need to prove themselves. For a rare few, this may even stray unto perilous obsession or possessiveness, though such individuals are easily disabused of the notion when informed accordingly.

  • There are three different Seraphic Subtypes, each reflecting the outer-worldly nature of Seraphs and Cambions. Characters may have Traits from one of the Seraphic Subtypes. Once per character, expend a Milestone and get the Unique Subtype Milestone to get access to a new Subtype. You may not have more than two Subtypes.

    — Netherworldly: Seraphs of this Subtype display strange powers over warping energies and dimensional travel. This Subtype suggests a bloodline from beyond our own plane of existence and viewframe, which sometimes affects their capacity to perceive things on this dimension.

    — Pelagic: The Seraphs of this Subtype have fish-like or mollusc-like qualities, being able to withstand the rigors of the ocean and remain just as powerful on land. Finding the sun irritating to bear, they tend toward blue or teal skin, similar to the oceanic depths.

    — Stygian: The Seraphs of this Subtype tend toward grey, scaly skin and feature feathered or diaphanous wings. They occasionally feel a pull to the dark beyond the skies, which suggests a bloodline among the beshadowed cosmos.