Nephilim: Difference between revisions

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Within Meranthe, when divinity and humanity appear in a person, they're known as a Nephilim, a catch all term for these unique and extremely rare mutations. These are descendants of the [[pantheon]], or in some way deeply related to them. This can express itself by the following:
Within Meranthe, when divinity and humanity appear in a person, they're known as a Nephilim, a catch all term for these unique and extremely rare mutations. These are descendants of the [[pantheon]], or in some way deeply related to them. This can express itself by the following:


* Most notable and obvious are the eyes, which gain a unique insignia during puberty (can happen before and even after, but rarely). Gala Nephilim have galaxy-like swirls around the iris; Pylae Nephilim have golden crosses over the iris; Mestra Nephilim have a multi-colored rainbow hue, etc.
* Most notable and obvious are the eyes, which gain a unique insignia if their Aether is realized. Gala Nephilim have galaxy-like swirls around the iris; Pylae Nephilim have golden crosses over the iris; Mestra Nephilim have a multi-colored rainbow hue, etc.
   
   
* A full manifestation appears when the Nephilim is able to freely control Aether Magic; not all can, even if they have the eyes. This is the natural ethereal mana of a person, but strengthened and styled towards the affinity of their awakening. It is effectively supercharged energy magic: it can form a defensive shield that deflects most attacks and offensively be cast out in the form of charged arcs and spiral beams. Once awakened, Aether becomes as instinctive and natural as wielding one's inner, pure mana, to devastating effect. The awakening of Aether also heightens a person's strength, agility, durability, and longevity, bringing them a step closer to divinity (though far from it all the same).
* A full manifestation occurs when the Nephilim is able to freely control Aether Magic; not all can, even if they have the eyes. This is the natural ethereal mana of a person, but strengthened and styled towards the affinity of their awakening. It is effectively supercharged energy magic: it can form a defensive shield that deflects most attacks and offensively be cast out in the form of charged arcs and spiral beams. Once awakened, Aether becomes as instinctive and natural as wielding one's inner, pure mana, to devastating effect. The awakening of Aether also heightens a person's strength, agility, durability, and longevity, bringing them a step closer to divinity (though far from it all the same).


* Sometimes an awakening may also appear physically beyond just the eyes. This could be an unusual set of wings, or something entirely unique to the person.  
* Sometimes an awakening may also appear physically beyond just the eyes. This could be an unusual set of wings, or something entirely unique to the person.  
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If you recently died as a high level character in a narratively satisfying way, then odds are your role application for Nephilim will be approved. Mechanically, however, you will be a human, and only through exceptional play is Aether itself unlocked, though you are free to roleplay the eye insignia on your own terms. This extends to families such as the child of a Nephilim or even the grandchild, as it doesn't always appear in children.  
If you recently died as a high level character in a narratively satisfying way, then odds are your role application for Nephilim will be approved. Mechanically, however, you will be a human, and only through exceptional play is Aether itself unlocked, though you are free to roleplay the eye insignia on your own terms. This extends to families such as the child of a Nephilim or even the grandchild, as it doesn't always appear in children.  


A fully fledged Nephilim (Level 220+) can choose to 'champion' someone they have a strong bond with to spread their Aether Magic to (their physical appearance, such as eyes, remain the same however). Existing racials are refunded.
'''Faith Radiant - Champion: Aether/Nephilim Ascension''': A Faith Radiant of the Pantheon may choose a Champion. This ritual costs 150 Faith and grants the target Aether Magic. A pantheon's deity may only have one active Champion at a time. If this is done on a member of a Nephilim bloodline with verifiable PC ancestry, this will instead transform them into a full fledged Nephilim.  
 
If a Nephilim is defeated and felled in battle, the victor may choose to gain an affinity for Aether Magic through the primordial blood. Existing racials are refunded. If this is consensual (or suicide) it's less likely to pass on, perhaps due to a lack of adrenaline.
If a Nephilim is defeated and felled in battle, the victor may choose to gain an affinity for Aether Magic through the primordial blood. Existing racials are refunded. If this is consensual (or suicide) it's less likely to pass on, perhaps due to a lack of adrenaline.


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IGNITE: Activate to charge, gains effects, maxing out at 5s (cannot cast during). May cast mid-charge. Increases the number of projectiles, a base of 5 to 15 when fully charged (similar to Meteor Shower). 10 Spell Points, Basic.
IGNITE: Activate to charge, gains effects, maxing out at 5s (cannot cast during). May cast mid-charge. Increases the number of projectiles, a base of 5 to 15 when fully charged (similar to Meteor Shower). 10 Spell Points, Basic.


??: Sometimes at Level 210+ Nephilim get a bonus ability.
Passives: Most Nephilim at Level 210+ gain a bonus ability.
 
 
    NephilimRed: Mortyl, Ualdir
    NephilimBlue: Any
    NephilimGreen: Any
    NephilimPink: Chireus, Alacritas
    NephilimGold: Enarr, Pylae, Alacritas
    NephilimMestra: Mestra
    NephilimGala: Gala
    NephilimNull: Athelios

Revision as of 05:05, 9 December 2023

The propagator of Nephilim throughout Meranthe is believed to start with Amier.

Within Meranthe, when divinity and humanity appear in a person, they're known as a Nephilim, a catch all term for these unique and extremely rare mutations. These are descendants of the pantheon, or in some way deeply related to them. This can express itself by the following:

  • Most notable and obvious are the eyes, which gain a unique insignia if their Aether is realized. Gala Nephilim have galaxy-like swirls around the iris; Pylae Nephilim have golden crosses over the iris; Mestra Nephilim have a multi-colored rainbow hue, etc.
  • A full manifestation occurs when the Nephilim is able to freely control Aether Magic; not all can, even if they have the eyes. This is the natural ethereal mana of a person, but strengthened and styled towards the affinity of their awakening. It is effectively supercharged energy magic: it can form a defensive shield that deflects most attacks and offensively be cast out in the form of charged arcs and spiral beams. Once awakened, Aether becomes as instinctive and natural as wielding one's inner, pure mana, to devastating effect. The awakening of Aether also heightens a person's strength, agility, durability, and longevity, bringing them a step closer to divinity (though far from it all the same).
  • Sometimes an awakening may also appear physically beyond just the eyes. This could be an unusual set of wings, or something entirely unique to the person.

Becoming A Nephilim - OOC

If you recently died as a high level character in a narratively satisfying way, then odds are your role application for Nephilim will be approved. Mechanically, however, you will be a human, and only through exceptional play is Aether itself unlocked, though you are free to roleplay the eye insignia on your own terms. This extends to families such as the child of a Nephilim or even the grandchild, as it doesn't always appear in children.

Faith Radiant - Champion: Aether/Nephilim Ascension: A Faith Radiant of the Pantheon may choose a Champion. This ritual costs 150 Faith and grants the target Aether Magic. A pantheon's deity may only have one active Champion at a time. If this is done on a member of a Nephilim bloodline with verifiable PC ancestry, this will instead transform them into a full fledged Nephilim. If a Nephilim is defeated and felled in battle, the victor may choose to gain an affinity for Aether Magic through the primordial blood. Existing racials are refunded. If this is consensual (or suicide) it's less likely to pass on, perhaps due to a lack of adrenaline.

Mechanics - OOC

TRUE COUNTER: For 2s, the player is cast locked and absorbs all damage, then returns it back at the end in a massive homing blast. 10 Spell Points, Basic.

AETHER FLASH: Activate to charge, gains effects, maxing out at 3s (cannot cast during). May cast mid-charge. Increases damage and after 3s the beam can instantly form. 10 Spell Points, Basic.

IGNITE: Activate to charge, gains effects, maxing out at 5s (cannot cast during). May cast mid-charge. Increases the number of projectiles, a base of 5 to 15 when fully charged (similar to Meteor Shower). 10 Spell Points, Basic.

Passives: Most Nephilim at Level 210+ gain a bonus ability.


   NephilimRed: Mortyl, Ualdir
   NephilimBlue: Any
   NephilimGreen: Any
   NephilimPink: Chireus, Alacritas
   NephilimGold: Enarr, Pylae, Alacritas
   NephilimMestra: Mestra
   NephilimGala: Gala
   NephilimNull: Athelios