N A V I G A T I O N
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Perturbations are "traits" or "characteristics" associated with Phelions that are exclusively or primarily available via Quests.
The Aphel-touched are those who have survived a brief connection to the Aphel hivemind. Those who do often have an instinctive sense of approaching Aphel attacks, but also may be influenced by the Aphel hivemind on occasion with generally weak effects: they may be put into a brief defenseless daze during an Aphel invasion as the will presses on them, and they may occasionally experience episodes of something like dissociation as they feel the echoes of the hivemind. There is special mental training that some might go through to turn the effect on Aphels, using their connection to briefly paralyze those nearby. This is difficult and can easily result in the opposite happening, however.
To become Aphel-touched, an Aphel must attempt to absorb the Phelion's fragments, which usually occurs after severe incapacitation, leaving them unconscious or nearly so. The Aphel could fail, which usually requires the intervention of another, or they could succeed and the former Phelion is left hanging by a thread to life. They will then usually only recover by reintegrating with new fragments, but it can leave them changed.
Aphel Encounter Quest or Main Story Quest Part 1: The Invasion (involving an encounter with an Aphel).
No effects, but required to unlock Aphelion trait, Chromatic trait, Volatile trait, and Aphelids.
The Fallen are those who have had all their Phelion fragments extracted by an Aphel. Immediately after extraction, they will be extremely vulnerable and unwell, requiring immediate life support to save them, even if they are not in space. If another Phelion is nearby, they can hold a Fallen within their blackbody and provide life support that way. If the rescuer is able to bring them back to a Periapsis base, the technology there can stabilize them. After a week of intensive medical care at a Periapsis base, a Fallen will be conscious and able to walk. However, their thoughts are often scattered, they are very forgetful, and they tire easily. Some may have trouble retrieving knowledge; they may not recognize details, they might forget the year, etc. This state persists unless they reintegrate with new fragments.
Arisen Phelions are those who were Fallen, but were able to achieve mergence once more. On their own, this can take any amount of time longer than a year. If another Phelion assists by infusing their fragments into the Fallen, then the Fallen will gain all of the other Phelion's memories, and both will have a lasting strong connection with each other. In better cases, this is just a strong telepathic bond, with thoughts leaking to each other unintentionally at times. However, there are some rare cases: a few will lose their boundaries of identity and physicality with the Phelion that infuses them. For instance, they could perceive their body as part of the other Phelion's and the other Phelion's as part of theirs, and/or they could come to think of themself and the other Phelion as a single unit.
Note: The Fallen and Arisen are not considered Aphel-touched, as all of their fragments would have been taken and there would be nothing to sustain a connection to the Aphel hivemind.
See more lore here.
Fallen: Aphel Extraction Part 1; or, you can create a Fallen character as a non-Phelion character so long as their Phelion form is not depicted. If you wish to make such a character official, you will need an official Phelion design and complete the Aphel Extraction Quest with them.
Arisen: Aphel Extraction Part 2.
The Fallen can only be depicted in their base form for any events in their story occurring after the date of their extraction.
The Arisen can have two designs: one before extraction, and their Arisen design.
If the Arisen achieved mergence on their own, their design can be exactly the same if you want. Or, they can have some minor changes that reflect changes in their identity and self-image, while having the same Lightcore color.
If another Phelion infused them, then their Lightcore color becomes that of the Phelion that infused them. Other elements of their design can be the same or different.
The Arisen design is used for their primary ML image, with their other design linked on the ML as a "past form." The Arisen should be depicted in their correct form (past, base, or Arisen) for events occurring at set times in their story.
Cobalt's creature form.
Phelions with creature forms are Phelions who are able to maintain a creature form for an extended period of time without discomfort. Their creature form can be used for official activities such as Quests and Prompts.
Note that Phelions can take temporary creature forms without training; they are generally quite uncomfortable, like holding a difficult stretch, and only last for a few minutes. Through training with a particular form by remaining in that form as long as possible and getting used to living in that form, they can extend the amount of time they can remain in that form.
The creature form is a shapeshifted Phelion form. It should use the same color palette as the Phelion, and the array and tendrils must be present. It can closely resemble their main form, or you can have more freedom with the shapes. See the Creature Forms gallery for examples.
An Aphelion is a Phelion that has been subsumed and integrated into the Aphel Hivemind. They significantly lose their sense of individuality during the integration, acting as a part of the whole. For some, it is a dreamlike state. They feel the commands and compulsions of the hive, and they must follow, but there is still some freedom in the in-between.
Main Story Quest Part 2: The Hive (Hive route). Will convert to a Chromatic trait after a certain point in the quest line.
All armor becomes gray with no hue, with the primary color always being the same as Aphels and the secondary color(s) generally being on the darker side. The highlight color becomes supersaturated red.
Chromatic Phelions are those who were once Aphelions. Their experience of being part of two different hiveminds has allowed them some modulation of their personal signal frequency, which changes the hue of their highlight color.
Main Story Quest Finale: Metamorphosis—from Hive route.
A Chromatic Phelion can have multiple color palettes—as many as you like, but each one must follow the general scheme of up to two armor hues (additional shades with same hue allowed) and one Lightcore color.
A volatile or rampant Phelion is one who had their mind destabilized through the warring forces of two hiveminds. This occurs when the Aphel hivemind attempts to convert an Aphel-touched Phelion, but the Phelion resists the conversion and is unable to fight off the attempt unscathed. These Phelions have a volatile form, a state in which they revert to base instincts and their form becomes destabilized. Their actions are often dominated by fear-driven hostility, though they may be docile even when in a volatile state.
Volatile Phelions are those who have been able to stabilize, and can fluctuate between a fairly stable mental/physical state and their volatile form.
Rampant Phelions are indefinitely stuck in their volatile form.
Rampant status is acquired though Main Story Quest Part 2, and can be converted to the Volatile perturbation in Main Story Quest Part 3.
The volatile form is more unstable, fluid, and "monstrous." Armor can be fluidly shifting as well. Their fluid body will often drip, and circuit lines become more "organic." They often have a more feral or creature-like appearance that resembles their original Phelion form. The number of tendrils they have increases vastly.
Their Apsid, if applicable, will also be affected.
An Apsid is an entity representing the Phelion hivemind aspect of a Phelion. An Apsid is much closer to the hivemind psyche than a Phelion is in whole, and one can reveal much within a Phelion's subconsciousness.
They are discovered by the Academy after Kaluin achieves a deeper connection with the Phelion hivemind. They begin with little personality and are incapable of speech, only metallic, alien sounds; they convey meaning through the hivemind connection. However, with the efforts of Phelions to better understand their Apsid parts, many can develop personalities and learn to speak telepathically with human language.
Main Story Quest Part 3: Interim (Academy route).
All Phelions who complete the Main Story Quests can partake in another smaller quest to gain an Apsid.
Apsids are visually similar to Aphels, though their wings do not need to be connected to their bodies, they can have markings on their bodies, and they can have variations of their shape so long as they generally have a serpentine appearance with tendrils from their head and "tail."
An Aphelid is a term used to refer to Aphels that gain a degree of independence from the Aphel hivemind. They are the result of an Aphelion spreading their individuality into an Aphel by interfacing with it; slowly, the Aphel begins to gain independence.
They remain incapable of human speech and tend to communicate via abstract meaning alone.
Main Story Quest Part 3: Unity (Hive route).
All Phelions who complete the Main Story Quests can partake in another smaller quest to gain an Aphelid.
Aphelids are visually identical to Aphels. Note that their "wings" must have some connection to the body, though some smaller pieces can float separately.