Seraphic Stigmata

Seraphs, Cambion, Nephalem, Neffs

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.

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

  • 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.

  • Character Creation: You may gain this Stigmata by starting your character with it and choosing the “Marked” Background Perk.

    Milestone: You may choose the “Awakened Heritage” Milestone to gain this Stigmata after character creation. The total bonuses to damage that one can get from Traits may not exceed +2. Milestones are awarded for every 100 XP a character possesses

  • All Seraphs must have their forehead, nose and the area beneath the eyes painted grey and/or blue scales.

    Alternatively, scale prosthetics upon those areas may be used.

  • Pick at least two options below:

    • All exposed skin is painted grey or blue -- or as above, but with scales

    • Face Tentacles (at least three), usually hanging from one’s chin or jaw.

    • 3 or more Horns and/or body spikes

    • Gills, represented by prosthetic slits on the side of the neck

    • Webbed hands and/or webbed ears

    • Additional eyes (no sclera black eyes)

    • Black-sclera contact lenses

    • Frilled Neck

    • Dark feathered or diaphanous wings

  • 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.

  • Traits are a special type of Skill that is more costly than most Skills and more powerful. As opposed to being tied to a Class, Skills are tied to one’s Stigmata and cannot be gained unless one is of the correct Stigmata. Below are the ways to gain more Traits from the Seraphic Stigmata. Unless otherwise stated, you cannot pick a Trait more than once.

    — Background Perk: Use a Background Perk to choose the Seraphic Stigmata, you get one Trait at character creation

    — Experience Points: Expend 30 XP and three Rare components (Abyssal, Shadow, or Wind) to gain a Seraphic Trait, which appears and is usable immediately if you have the necessary props or prosthetics. The components represent remedies required for the recovery process after the Trait painfully manifests.

    Milestone: You may expend a Milestone to gain another Seraphic Trait this has no other costs.

  • Netherworldly : Seraphs of this Subtype, sometimes called Tindalos/Tindaloi, display strange powers over warping energies and dimensional travel

    • Alien Psyche: Those who attempt to understand you or attack your mind are punished for their trespasses.

    • Baleful Grasp: You are able to unravel basic locks, traps, and similar devices.  

    • Tindalos Exodus: You are able to escape danger by slipping through dimensions.

    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.

    • Frozen Blood: Your frozen breath can be weaponized.

    • Oceanic Might: You thrive in and around water

    • Scaled Recovery: Regenerate your limbs and cure your wounds.

    Stygian: The Seraphs of this Subtype tend toward grey, scaly skin and feature feathered or diaphanous wings.

    • Gibbous Veil: With eldritch power, you and an ally can swiftly fade from view. 

    • Sunless Surge: Darkness brings you strength instead of fear.

    • Winged Agility: Your wings grant you a flying leap


Seraphic Trait Description

Alien Psyche

Those who attempt to understand you or attack your mind are punished for their trespasses.

  • Subtype: Netherworldly

  • Effect 1: You gain one of the following skills below. Furthermore, you are able to use them even if you lack their Skill Prerequisites. If the spell is chosen, it renders a person vulnerable to Eldritch Corruption.

  • Effect 2: Whenever you are subject to an Inquiry skill or a ranged Psychic/Frenzy/Dominate attack, you can respond with one of the Aftereffects below. You can also use these if you negate the Inquiry or attack.

    • Aftereffect: “Vocal Blind” against the Inquiry’s source, if they can be identified.

    • Aftereffect: “Piercing Blind” via packet/foam dart vs. the Psychic/Frenzy/Dominate attack’s source.

  • Drawback: Slow-footed -- Your sense of time sometimes betrays you or your body moves slower than normal. You are unable to use the Dodge defense. Also, you are unable to benefit from Pursuit or Escape effects unless it is from a spell. 


Baleful Grasp

You are able to unravel basic locks, traps, and similar devices. 

  • Subtype: Netherworldly

  • Effect 1: You gain one of the following spells below. Furthermore, you are able to use them even if you lack their Skill Prerequisites. This Trait renders a person vulnerable to Eldritch Corruption as though they were an Arcanist.

  • Effect 2: You may augment one of the skills above and prefix its invocation with “Baleful”. This has the effect of lowering its required count to 20-counts, improving its output to a “Greater Disarm”. This also allows Disarm Device to be used without a Scrap Kit. 

    • If you successfully disarm a Device/Hazard or Disrupt a conjuration with this, the destruction grants you a mild euphoria. Gain “Heal 1” as an Aftereffect.

  • Drawback: Slow-footed -- Your sense of time sometimes betrays you or your body moves slower than normal. You are unable to use the Dodge defense. Also, you are unable to benefit from Pursuit or Escape effects unless it is from a spell. 


Frozen Blood

You are literally cold blooded and can use it in your defense. 

Subtype: Pelagic

  • Effect 1: You gain one ability from the choices below, though choosing the spell allows you to use it even without its required skills but opens you up to Eldritch Corruption.:

    • Project Agony spell: additional option: “2 Frost”

    • Obfuscate Senses spell: additional option: “2 Frost”

    • Frozen Breath: Freeze enemies with your breath. After Targ-7, invoke “Exhale” and launch a packet/foam dart at a target. This attack inflicts your choice of “2 Frost” or “Hobble”. Bonuses that improve spell damage can improve “Exhale”.

  • Effect 2: Invoke “Frozen Blood; Master, 7 Frost” to inflict that effect unto someone who completes their Scavenge or melee Death Blow count upon you. If this brings them to 0 HP, their action is negated. You may perform this action even while Downed or Critical. “Superior Disarm” will render this function unusable for 1 minute.

  • Drawback: Pelagic Flesh --  Extreme heat and dryness are your enemies. Flame and Lightning damage are considered to be Bane damage to you. Also, receiving them inflicts “Hobble” on you, which slows your movement.


Gibbous Veil

With eldritch power, you and an ally can swiftly fade from view. 

  • Subtype: Stygian

  • Effect 1: You gain the Obfuscate Presence spell and may use it regardless of its Skill Prerequisite or you may get the Camouflage skill instead. These Skills allow you to become hidden. If the spell is learned, this Trait renders a person vulnerable to Eldritch Corruption.

  • Effect 2: You may augment either skill above with the prefix “Gibbous”. This allows you to extend its effects to 1 ally within arm’s reach of you that fulfills the position, equipment, and gesture requirements, except that they can be wearing Heavy or Ultraheavy Armor.

    • If you choose to conceal no allies, you may use the Shadow Walk feature of the Expert Shadower skill

  • Drawback: Brittle Boned -- you may not have more than 7 HP.

  • Phys-rep requirement: You must be wearing at least two or more wing props to use this Trait -- feathered or diaphanous wings only. 


Oceanic Might

The waters are your second home -- you thrive within them and can use their depths’ power.

Subtype: Pelagic

  • Effect 1: You gain the Athletics skill, owing to your Pelagic anatomy rather than training. Furthermore, when you use Focused Athletics, you may opt to gain “Resolve 3” as an Aftereffect.

  • Effect 2: On the rare occasion that you are underwater, you will not suffocate so long as it is saltwater or freshwater. This will allow you to cast spells and speak underwater.

  • Effect 3: You become “Hyperhydrated” if you are within 50 feet of a body of water, it has rained within 24 hours, or you have drunk water (at least 8 oz) within the current Period. While Hyperhydrated and receiving “Resolve 3”, you have one of the two Aftereffects to choose from below.

    • Invoke “Hydrate” and gain “Resolve 5”

    • Invoke “Hydrate” and perform a melee attack for “3 Frost”.

  • Drawback: Pelagic Flesh --  Extreme heat and dryness are your enemies. Flame and Lightning damage are considered to be Bane damage to you. Also, receiving them inflicts “Hobble” on you, which slows your movement.

  • Phys-rep requirement: Gills on the side of the neck


Scaled Recovery

Like the denizens of the depths, you are able to regenerate your limbs and cure your wounds.

Subtype: Pelagic

  • Effect 1: You gain the Grim Recovery skill, which allows you to concentrate your body’s functions toward shaking off Wound and Strike effects.

  • Effect 2: When you successfully receive a “Cure Wounds” or a Heal effect, you may regrow any severed limbs or imbue yourself with a “Cure Strike” as an Aftereffect

  • Drawback: Pelagic Flesh -- Whenever you receive Flame-type or Lightning-type damage, you take a Hobble strike from the crippling agony and they are Bane damage to you. Direct sunlight pains you, though your will is such that you can ignore it for some time.


Sunless Surge

Darkness brings you strength instead of fear.

Subtype: Stygian

  • Effect 1: You gain the Strength skill. This allows you to break free from constraints or single-handedly drag allies to safety.

  • Effect 2: Your inner darkness increases the damage of your Smites, Death Blows, and Spell attacks by +1, adhering to the damage cap.

  • Effect 3: After Sunset but before Sunrise or while you are in shade (including a wide-brimmed hat, hooded cloak, or an umbrella), you may choose for the damage of your melee/ranged Smites (metal weaponry), your Spells, and your Death Blows to inflict Frost-type damage instead of what they normally inflict.

    • Furthermore, your uses of Focused Strength during these times can imbue you with “Resolve 3” as an Aftereffect.

  • Drawback: Brittle Boned -- you may not have more than 7 HP.


Tindalos Exodus

You are able to shift dimensions and perspective to escape danger.

Subtype: Netherworldly

  • Effect 1: You gain your choice of the Obfuscate Exodus spell or the Flee the Scene skill, allowing you an elusive exit from danger. If a spell is chosen, this Trait renders a person vulnerable to Eldritch Corruption but allows its use even if you lack their Skill prerequisites.

  • Effect 2: If you are touching a building’s corner or at least an immovable 90-degree angle while using Obfuscate Exodus or Flee the Scene -- you may expend 1 Focus and invoke the effect as “Tindalos Exodus” or “Tindalos Escape”. This augments the Skill so it has no Focus cost, it counts as a Spell, and you can take one willing person with you.

  • Effect 3: If you are touching a building’s corner or at least an immovable 90-degree angle, you can distort space around you. This functions as per Duck and Cover, self-inflicting damage to negate non-Piercing Ranged attacks. In addition to the effects of Deflecting Cover, you also receive a self-inflict “Blind 10” effect as your perspective is also distorted.

  • Drawback: Slow-footed -- Your sense of time sometimes betrays you or your body moves slower than normal. You are unable to use the Dodge defense. Also, you are unable to benefit from Pursuit or Escape effects unless it is from a spell. 


Winged Agility

Your wings grant you a flying leap above the spears and claws of your foes.

  • Subtype: Stygian

  • Effect 1: While you are not wearing Heavy or UltraHeavy armor or performing the Carry skill, you may expend 1 Focus to perform a “Flying Leap” for 10 Flying counts or 10 seconds (whichever comes first). This is described further in the Modal effects section but its movement must be in a straight line. This renders you immune to melee attacks, though ranged attacks remain viable against you.

  • Effect 2: You can end “Flying” early by invoking “Diving Dodge” to gain the effects of a Dodge against an attack. Alternatively, you may invoke “Safe Landing, Resolve 3” to end Flying early or when you finish the count -- you gain ‘Resolve 3” instead.

  • Effect 3: As a Reaction to falling, expend 1 Focus and invoke “Safe Landing” to reduce fall damage by 3 points and prevent it from being a Death Blow if it was one. This can be used even while your wings are folded.

  • Drawback: Brittle Boned -- you may not have more than 7 HP. 

  • Phys-rep requirement: You must be wearing at least two or more wing props to use this Trait -- feathered or diaphanous wings only.