Nebulae

== Biology ==
This section contains all information about this subspecies of nymphs physical aspects.
=== Appearance ===
They’re entire bodies are made of solid(ish) clouds. Yes everything, skin hair, and eyeballs. They can be made of any type of cloud, and even be made of multiple types of clouds. 
Their personalities usually correspond to the type(s) of cloud they are made out of, with passive and happy nymphs being white and fluffy, aggressive storm nymphs as gray and shifting, and shy nymphs being light and wispy. Of course there’s exceptions to this so don’t go assuming everyone fluffy nymph you meet will be a happy go lucky gal. 
=== Aging ===
Lifespan: about 600 years so they age much slower than mortals 
Age formula: Their apparent age as a decimal multiplied by 600. You may lower by half if you want. For example, if they have apparent age is 13 than you would type .13 times 600 in the calculator. You get 78 and you can lower by half so that makes their age range 39 to 78
=== Anatomy ===
Nebulea only need a few body systems to survive. They have a vascular system, a nervous system and a digestive system. Their nervous system is made out of electric clouds, which is where they get their electricity powers form. They also have an outer cloud layer which acts as a protective layer to prevent pollutants from getting into their body and making them sick. 
=== Source ===
These nymphs do not have two biological parents. They come form their source or are created by a deity. 
They are sourced form the skies, this means that they are free to travel around and aren’t bound to a specific point. However this comes with the side effect of pollution hurting them greatly if it gets past their first layer of clouds. 
Possibly godly parents: being created by any of these gods does not mean anything special. You don’t get extra powers or abilities just a cool addition to your backstory and siblings 
* Aether - he was known to make Nebulea in the Greek myths
* Zeus - While there isn’t any myths about him making nymphs, his domain involves the sky and clouds so it makes sense
== Culture ==
Godly connections 
Unlike other nymphs Nebulea are not protected by the goddess Demeter and instead are under the rule of Zeus, Lord of the Skies. They are also apart of Pans kingdom so they often refer to him as “Lord Pan” and you’ll hear Nebulea say things like “what in Pan’s wild” and “Thank Pan” 
Family bonds 
They are all formed separately from each other so them having any family is rare. Sometimes when two or more are formed together by some miracle they’ll call them selfs twins. If they are created by a god and know it they might see that gods children as their siblings but that’s up to the nymph. 
Language 
Their version of storm speak is pretty straight forward, it can be gentle, it can rough, it’s a very expressive language either way. 
The arts 
They have traditional dances which take place up in the air and to us mortals would seem more like gymnastics but while flying. Some of their more tame traditional dances are dances where they make things like flower petals float around themself as they preform. 
Their songs are almost always group numbers, with everyone’s voice contributing in its own special way, yet all the voices working together to make one lovely sound. Sometimes nymphs play wind instruments to accompany them. Also their songs don’t have a specific subject, expect for duets, duets always tend to be about love. 
Traditional medicine 
They have discovered a way to bring back entire limbs. They take substitute cloud material, make a prosthetic, and stitch it on. Then over time the Nebulae’s Bosh will slowly take over the foreign cloud material and adapt it into its own body. This can be a very painful process, but the pain will come in waves rather than being constant. It can take a couple months for a hand, an year or two for half a leg or arm, and about half a decade for a full limb. 
== Powers ==
Please refer to the power-sets on the godrent page when choosing their powers
=== Majors ===
Aerokinesis (Major/Moderate/Minor) 
* Control over air and wind generation. Can generate wind blasts and gusts, sometimes able to suspend someone in air for a short amount of time. Also gives the ability to turn air into solid objects. This can be used to create miniature shields or even weapons, or other various useful objects. Creating objects takes a lot out of nymph however, and should only be used sparingly
** 1-3: able to create small gusts of wind able to knock someone over, as well as manipulate these gusts. Can suspend small objects in the air for a short amount of time. They can summon air to make small objects with the strength of glass Can only make 1 object per day.
** 4-6: create medium sized gusts of wind to knock 2-3 people over. They can suspend objects the size of a medium sized dog or cat in the air for a short amount of time. Their summoned objects now have the strength of wood and can be made 3 times per day.
** 7: large enough gusts of wind to knock 5 people over, suspend an unwilling person in air for a short time or to cushion their landing or can produce amounts of lift that can make themselves (or others) effectively fly for very brief periods of time (1 or 2 turns). Summoned objects also now reach the consistency of metal and can be made 5 times a day.
** 8: As a spirit of the winds that has mastered their natural control over the winds you’ve unlocked the ability of flight. You can float a couple of inches off of the ground indefinitely. You can also fly for about an hour before needing to rest for ten minutes. (In turn heavy rps like combat this will be 6 turns on 1 turn off).
Electrokinesis (Major/Minor)
* Control over electricity, lightning generation and manipulation, static electrical shocks, significant electrical immunity, and the ability to sense electrical signals such as those present in living beings.
** 1-3: able to create static electrical shocks as well as create small arcs of lightning between their hands or an object 10 feet away and can faintly sense electrical signals within 5 feet of them.
** 4-6: able to create significant electrical shocks, equivalent to that of a taser and arc lightning up to 15 feet away. Can also sense electrical signals within 15 feet
** 7-8: do all of the above and call down small sized lightning bolts from the sky. Can kill a monster instantly upon contact. Not intended for use in combat with other demigods. Arc distance is also upped to 20 feet and can sense electrical signals within a radius of 30 feet
Atmokinesis (Major/Moderate/Minor)
* The ability to create small storms in a localized area. The storms are always centered on the user and follow them until the power ends. The storms are localized on the user but are at sky level, meaning they can’t be used underground or in enclosed spaces.
** Lvl 1-3: The storms are relatively light with rain, thunder, and dark clouds. They primarily serve as an annoyance for enemies and last for 4 turns. They also have a radius of about 5 feet. Can be done once per day
** Lvl 4-6: Storms now are much more annoying, with periodic lightning strikes and heavy rain. The thunder becomes more cacophonous and it is overall a “bad storm” The storms also have a radius of 10 feet lasting for 7 turns. Can be done twice a day
** Lvl 7-8: Storms are brutal with constant hail and frequent lightning. Fighting in this area becomes very difficult. The storms last for 10 turns with a radius of 15 feet. Can be done thrice a day.
=== Minors ===
Nephelokinesis (Minor)
* The ability to create clouds by condensing water from the air or water sources and then manipulate them. This includes solidifying them into semi-solid objects for temporary use. 
** 1: Can create clouds up to 1x2½ feet in dimension.
** 2: 2½x5 feet in dimension
** 3: 5x10 feet in dimension
Limited Thermokinesis (Minor)
* Nebulae can decrease the temperature of either an object they touch or a 5ft (1.5 meters) radius around themselves. The effect of this power always last for 4 turns and has a cool down of 4 turns. They do this by drawing on their own internally chilly temperature. Thus, repeated use will lead to overheating. 
** Level 1: They can decrease it by 5°F
** Level 2: 10°F
** Level 3: 15°F 
whispers of the wind (minor)
* Due to being a nymph thats connected to a cycle of reincarnation that all nature spirits go through, they have a connection to the spirits of nature in between reincarnation forms. These guys in particular are able to use their connection as a form of divination. If you want to use this to foreshadow your plans go ahead, however make sure to ask before using it to foreshadow other peoples stuff. Also they can only use this power again once their past telling has come to be. 
** Level 1: while they are connected to the network of spirits yet to reincarnate they can hear a multitude of whispers. It feels like all the spirits are trying to talk to them at once. Due to this, they’ll only be able to make out 3 words that’ll vaguely tell them what the future holds. 
** Level 2: While connected they can now decipher more form the mess of voices. They’ll get one short sentence that vaguely tells them about the future before connection is lost. 
** Level 3: While connected they are able to make out 2 sentences before they loose connection. 
** Level 4: If they are at the return to nature sight of a nymph that has yet to reincarnate they can get 3 sentences from them specifically before they loose their connection.Food Boost (minor) 
Food Boost (minor) 
* Nymphs don’t need to eat due to being powered by their source. However when these nymphs choose to eat they can draw on the extra energy from that food to power themselves up. This power can be used once per day since their digestive track isn’t prepared for more. To use this power they must eat food of 100 calories or more (so a large apple would work). Please keep in mind food with a lot of chemicals will harm them.
** Level 1: they draw on some extra power and gain a +1 to any attack/power-based rolls for the next 2 turns
** Level 2: they are able to draw on slightly more energy and get a +2 to any attack/power-based rolls for the next 3 turns
** Level 3: they are really able to push that extra energy throughout their body for +4 any attack/power-based rolls for the next 4 turns
=== Signature abilities ===
These are powers that are so closely tied to the species that they won’t count for the power total. These are always minors. If you want to make one of these keep in mind that they should be relatively weak, especially when compared to the minors of the species. Often times these are powers that are a bit too complicated or powerful to be a given but not strong enough that it should take a power slot.
Lovers Curse (Signature Minor)
* There are many stories in which nymphs are involved that relate to love, in one way or another. As a result, certain nymphs have developed curses that, while hard to detect, they place as inactive upon their beloved. Should the person cursed perform an act of romantic love (Kissing, Long hugs, Telling someone that you really love them.) to someone besides the nymph, the minor nature based curse activates, causing effects like sunflowers temporarily growing from the cursed person's skin, roots wrapping around their shoes whenever they stand still, or all flowers smelling like wet garbage. It takes a day after using this ability for the curse to be removed or placed on another. It usually requires a personal item related to the target, such as a lock of hair, or a beloved trinket.
** 1: The curse remains active on the target for 6 hours
** 2: 12 hours
** 3: A full day
=== Givens ===
Aura sensing (given)
* Wind nymphs can tell when someone is a child of Zeus based on the amount of power they can feel coming off of them. They can also tell when someone is a child of a different sky based god but they can’t tell which one
Cloud Pocket (given) 
* They can store anything that’s no bigger than a tennis ball, and doesn’t weigh more than a tennis ball inside themselves.
Storm speak (given)
* They can speak and understand a language that to everyone else just sounds like weird wind sounds. Venti, Sky gods, and a few demigods can also understand this language.
Weatherman on Channel 5 (Given)
* Wind spirits have an uncanny ability to predict the weather of the current day due to their connection to the winds themselves. They'd be able to suddenly know what the weather would be including temperature, humidity content, and even wind speeds.
Last Act (given)
* This is a once per lifetime power. It’s when a nymph draws on their life force and forces all of the energy out. This allows them to do crazy things. (Ex: land nymphs making entire mountains). However they will become one with nature right after using this ability.
=== Blessings ===
Blessings are given for temporary moments in role play. They are regulated by staff. 
Demeter wrath (blessing)
* In a temporary moment in battle (often one when nymphs are in danger) Demeter sends her rage at the enemy through her child or a nymph. This gives them boosts in all of their powers so they can use them a level higher than they should be able to.