Aspect of Bio-luminescence
Base Abilities
Those who possess the Aspect of Bio-luminescence have the power to generate and manipulate the light that they radiate from the bio-electrically glowing parts of their bodies, using such manipulation to disorient, stun, or manipulate the perception of others as they go in to attack. Between this and their ability to sap energy from their opponents, the powers they wield can become incredibly potent with proper training.Celestial Imprint Ability
- Bio-lightning Mantle (Magnus/Void OOO): Wielders of this power, when over-charged with excess energy (Ambiance is greater than 5) create an electrical field around them that they can activate to induce a bio-electric attack upon physical contact with a person or weapon. The amount of damage this reactive attack does is equal to the player's Magnus + Intonation roll at a difficulty of 8-1 per point in Bio-lightning Mantle. If they instead are in a Hunger State (Ambience is lower than 5) The player rolls Void+Intonation at a difficulty of 9-1 per point in this field to immediately sap energy from their opponent, dealing damage both to HP and to the opponent's Ambiance and gaining 1 point per 2 damage dealt.
Background Abilities
- Increased skin durability (+1 basic soak) to allow for greater bio-electricity generation within the body, and to allow for the generation of Bioelectric Luminescence
- Greater ability to see in the dark
- Greater swim speed
- Greater lung capacity
- Nodes on the skin as focal points for bioluminescence generation
Celestial Cores
- Glow of Illusion
Glow of Illusion
- Name
- Glow of Illusion
- Description
- This core represents the ability for the wielder of this power to create 'glows', minor constructs of glowing, bioluminescent constructs of bioelectricity which they use as a base for the construction of greater illusions through the usage of Mirux. These illusions can dazzle, temporarily blind, fascinate, confuse or otherwise induce sensory disruptions on enemies that gaze upon them with focused intent. With enough collected glows, the wielder can also use the illusions themselves to apply other effects of bio-electricity upon their opponents.
- Core Requirements
- Magnus - Force of Magnetism and Polarity (OOO), Mirux - Force of Illusion and Bedazzlement (OOO)
- Core Type
- Linked 1
Outer Manifestation
Wielders of this power gain some of the physical properties of a Deep Sea Electric Oarfish: thick, leathery skin, bioluminescent dots or rings along their dark skin, glowing eyes, very sharp front teeth and a dorsal fin that extends from the crown of their head to the base of their tail. As they gained their powers to survive in the deepest part of the sea after the collapse of the waters upon them, these features also play out as to part of their survival mechanism.Node Locations
Aside from the main node at the base of their tail and the front-most part of their long dorsal fin, wielders of this power also have mini-nodes at every point where they generate their bio-luminescence, giving the wielders of this power the greatest resistance against power suppression.Elent Form & Abilities
Wielders of this Aspect with the Elent form are known as Allurists. Focused on shaping and wielding bio-electric constructs, Allurists nevertheless use their projections of bio-electricity for conduits of illusion, distraction, and sensory overload, inevitably drawing opponents into a compromised position where they come into contact with the damaging effects of the Allurist's Bioelectricity. Additional Core: Luminous ConstructLuminous Construct
Myst Form & Abilities
Wielders of this Aspect with the Myst form are known as Dazzlers. Dazzlers create small concentrated particulates of illusory bioelectricity, using this powder-like form to affect opponent's perception with a minor amount of powder, or dazzle them completely with a greater amount of it. The powder itself needs to be collected and concentrated to wield it as a focus for Aspectral Forms. Additional Core: Luminous PowderLuminous Powder
Flou Form & Abilities
Wielders of this Aspect with the Flou form are known as Flickerdancers. Flickerdancers, regardless of whether they are above or below the water, create trails of bioelectric mist that both disrupt the focus of enemies with their glow, and also damage enemies touched by them, a rare capability for those wielding this power. These trails are always under the wielder's control, and can be woven together to create more complex Aspectral forms. Additional Core: Luminous TrailsLuminous Trails
Fatu Form & Abilities
Wielders of this Aspect with the Fatu form are known as Enigmatists. With an inability to emit the biolightning within their body outside of it in any way beyond their Mantle, Engimatists instead heavily lean upon manipulating the illusions of the glow they emit within themselves. A strong Enigmatist always keeps their opponents on their toes, making them question their immediate environment as the elemental glows they emit, start to create powerful and potent illusions in a field around them, resulting in the revealing of weak points to exploit. Additional Core: Glow of the DeepGlow of the Deep
Paragonic Origin
Cataclysmic - Collapse of the Navel of the Sea
Control Schema
Multiplex en Simult - This occurs when the Aspect only allows the person to wield multiple elements simultaneously.
Associated Nations/Peoples
Wandering Tribe of the Exsillites
Associated Racial Categories
- Animaphra
- Forsaken
- Lacrimaphra
- Magnus - Force of Magnetism and Polarity (Bioelectricity only)
- Mirux - Force of Illusion and Bedazzlement
- Void Sphere (Nearly all suffer )
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