Celestials

Celestials are perhaps the least known race showing up only briefly (brief being a comparative term) before the Great Exile. While this does limit the folklore surrounding them, the consistency of that folklore in all nations is quite remarkable. As such, they are paradoxically the easiest of all myths to study.

Celestials seem to appear near the end of demonic rule. Legends (Calakmel excluded) all seem to confirm that the Celestials came in direct response to the horrific enslavement of humanity and were a driving force of humanity’s liberation. Their role as shackle-breakers ensure that they are well thought of in the valid histories of the world. Most myths concede that once the Great Exile was finished and the demons were driven into other worlds, the Celestials left on their own accord to follow in pursuit of their cosmic adversary.

In the interest of academic thought, the dissenting view of Calakmel should be noted. In the distorted mythos of Calakmel, the Celestials are seen as vengeful beings attacking demons with no care as to who or what else would be in the way. They are seen as elements of chaos who were actively trying to destabilize and destroy a thriving society. The totality of evidence against this view of history in any academic mind is more than enough to remove it from serious consideration.

Celestials are often described as beings of light and who fly on brilliant wings of vibrant colors of pure energy or pure white feathers. Their skin, much like their clothes, tend mirror the precious metals that are so prized by humans. They are often described as beings of bronze, silver, gold, or pure alabaster white. Celestials are said to be the origins of the Mathurada belief in personal responsibility, as well as the Larana freedom of spirit. As cultures have developed, so have the names of these bright guardians. Much like Dragons, it is difficult to tell if these are proper names or names of categories of Celestials, but I have attempted to compile a list for future research.

  • Altera: Celestials
  • Calakmel: Amesha
  • Larana: L’ange
  • Mathuradu: Deva
  • Moragon: Gamayun
  • Others: Nephilim

Restricted Attribute: Ingenuity
Difficult Attribute: Resilience

Celestial Character Modifications

Upon purchasing each racial tier, the player must choose one Behavioral or Makeup modification for their character.  You may not choose additional modifications beyond your racial tier.

Behavior
  • Never use binding effects
  • Never back from a fight unless outnumbered 3 to 1
  • Never use poison effects
  • Always killing blow an enemy combatant if you were physically struck three or more times by that enemy
  • Spend at least 5 minutes each day recounting the glory of personal deeds
  • Never take from a fallen adversary
Makeup
  • Cheek and eye highlights of gold, bronze, or silver
  • Ornate patterns of gold, silver, or bronze on the face
Cost Summary
TierPre-ReqsXPDescription
150XP8Illumination or Healing Touch
2100XP8Shining Light or Resist Contagion
3150XP8Revealing Light or Sustained by Light
4200XP8Freed Mind or Freed Body
5250XP8Divine Retribution or Wings of Hope
6300XP8Righteous Fury or Unfettered
Celestial Racial Powers

Illumination
Character may, at will, create a single in play light source with one minute of concentration. Player must provide their own out-of-play light phys-rep. This is called as “Celestial Natural Generate Light”

OR

Healing Touch
Character may, once per combat, use a single Rapid Recovery effect on another character. This is called as “Celestial Natural Rapid Recovery”.

Shining Light
Character may, at will, spend one minute of concentration and grant a weapon a “Light” descriptor tagline. There may be specific creatures especially vulnerable to light-based attacks however it provides no other immediate effect. What creatures are vulnerable to light-based attacks must be discovered in-play.  Shining Light ends when: 1) You reset per-combat abilities (30 min of non-strenuous activity), 2) You are no longer holding the weapon (sheathed, disarmed, dropped, set down, etc). 3) Subjected to an appropriate Drain effect (Enchantments, Protectives, Racial, etc”, 4) You loose concentration or consciousness.

OR

Resist Contagion
Character may, once per day, resist *any* disease effect including Contagions. This resist takes no activation time to prepare.

Revealing Light
Character may, once per day, reveal a concealed person or object. The character must be first aware that a conceal effect is being used. This is called as “Celestial Natural Reveal”.

OR

Sustained by Light
Character gains the passive ability that between sunrise and sunset, the character does not advance their Bleed Out time while in a Critical state.

Freed Mind
Character may, once per combat, use a point or packet to deliver an Awaken effect to another character. This is called as “Celestial Natural Awaken”.

OR

Freed Body
Character may, once per combat resist any one Snare effect. This ability requires no activation or concentration time to use. This is called as “Resist”.

Divine Retribution
Character may, once per combat, use an Absorb Magic effect and then immediately throw the spell at a new target. This is called as “Celestial Absorb Magic” “Celestial Magic [spell name]”.

OR

Wings of Hope
Character may, once per combat, use a Flying effect for up to 10 steps or 10 seconds whichever comes first.

Righteous Fury
Character gains a passive +1 damage to all non-combat abilities attacks that have a “Light” descriptor enhancement.

OR

Unfettered
Character gains use of an additional per combat “Resist Snare” and may permanently call “Spell Flux” on all Foot Snare effects taking only one point of damage instead of the snare effect.

Inspiration Images

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