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Drevin Kaari

Posts: 40
Gold: 37 gp
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Drevin
Character Sheet
Gender: Male
Player Character
Race: Half-Fey
© Trabant180
Age: Unknown
First Talent:
Rush-Down [Warrior Prodigy]
Second Talent:
Harmonic Weapon [Vital Heart]


(This post was last modified: 06-12-2018, 01:09 PM by Drevin.)
Drevin Kaari
Race:  Borzalom
Gender:  Male
Age:  Unknown but he appears to be in his early thirties.
Height:  5' 5"
Weight: 160 lbs

Strength: Very Strong

Physical Description:  Drevin is thin and hard with muscles that are clearly defined if not bulging.  He has a road-worn appearance and although he seems to be in his early thirties creases of experience have already traced his roguishly handsome face. His jaw is perpetually dusted with a black five o'clock shadow.  Both his lightly curly hair and eyes at first glance appear jet black but there is a slight undertone of red that isn't immediately noticeable.

Apparel:  Drevin is adorned in pitch black supple leather armors that are designed to allow full ranges of motion.  A wicked axe is slung over his shoulder and two six inch daggers are sheathed on his hips.

Backstory:  Drevin recently found himself in a field with no memory of anything aside his name.  He doesn't know what caused his amnesia but he doesn't much care either. He figures that if he finds whoever stole his memory then he'd likely kill them... Or not he hasn't decided yet. Suppose it would depend on his mood but then again he's very nearly always on the precipice of rage.

The Story Of Drevin: It's quite possible that something might go here at some point.

Affiliations and Contacts: None 

Skills and Abilities

Aspect:  Warrior Prodigy

Martial Stances and Techniques :  Anyone can swing a sword, but a true warrior cultivates an intrinsic understanding of the underlying motions.

Leveled Talent:  Fire - Rush-Down - Learn to attack with explosive starts and raging ferocity

Lvl 0 – Unleashing explosive force is ill-advised for those who tire easily - novices of Rush-Down diligently build up their endurance before moving on to more difficult maneuvers. You are no exception, and thus possess the equivalent of endurance training.
[b]Lvl 1. You learn how to expertly maintain your footing while in motion, allowing you to more easily fight on the move.[/b]
Lvl 2. Uneven or shifting terrain barely slows you down, your feet naturally fall where they need to in order to compensate for instability. 
Lvl 3. You gain the benefits of having mastered the Flash Step and Pillar Training Warrior techniques OR basic acrobatics/parkour training.
Lvl 4. You learn how to perform diving tackles which knock the breath from your opponents, rendering them shocked and unable to speak for their next post.
Lvl 5. Your unstoppable momentum overrides any abilities that make people sure-footed or unmovable. You also become an expert at quickly recovering from prone positions.
Lvl 6. As long as you are moving forward, you gain an additional strength level.
Lvl 7. You have trained yourself to keep fighting through the most intense levels of fatigue, allowing you to undergo truly absurd amounts of physical exertion with relatively little drop in ability. (Injuries are just as much an impediment as ever.) 
Lvl 8. You learn how to temporarily block pain from your mind and wield your emotions to resist mental effects. This ability can be used every other post, although you are somewhat resistant to pain at all times.
Lvl 9. You may shrug off all but the deadliest blows while charging, allowing you to create an unexpected opening in your opponent's defense (you are still injured, it just doesn’t slow you down/hinder you until the post after the charge).
[size=x-small][b]Lvl 10. You develop a custom, staff approved technique that represents your personal take on this style.[/b]

Aspect:  Vital Heart

Levelled Talent:  HARMONIC WEAPON/THE ASPECT OF RAGE - This hand and a half weapon is a slightly longer than average one handed axe and has enough space on the hilt to be wielded with two hands as well.  The blade of the weapon is wide and deadly sharp. opposite the main blade is a wicked spike that can be used for backhand swings or puncturing armor. It is generally slung over Drevin's back on a hook.

Lvl 0. Eyes are the window to the soul, and your soul is tied to the natural world and smoldering rage. This tie, known as your binding, has given a slight red tint to Drevin's eyes and hair. The axe is as much a part of Drevin as his own arm and he uses it as an extension of his own body while he's holding it for the purpose of wielding and the casting of spells. Drevin can will the weapon to fly to his hand from up to 150' away.
Lvl 1. Your vital magics call to the natural world around, pulling in and warping bits of plant material to create a unique modifier 3 weapon based on your binding. This enchantable living weapon is an extension of yourself - you always know its location and it effectively possess the Basic Art (Vital) and Homebound runes (in addition to its three slots).
Lvl 2. My Eyes are Hate - When Drevin explodes into battle, his rage fills him with a sense of brutal clarity. Everything he sees takes on a tint of red and enemies, weapons and anything else with ill intent seem to glow. This effect allows Drevin to fight in almost complete darkness, his rage allowing him to see what matters, the enemy.
Lvl 3. Burning Forest The axe inflicts pain upon those it cuts, where the degree of pain is inversely proportional to how angry the target is. Furthermore, whenever Drevin his injured the axe bursts into flames that harm neither itself nor Drevin. The heat of the flames are directly proportional to the severity of his injuries.
Lvl 4. My Blood is Spite - Drevin's veins become visible beneath his skin, his pulse visibly more rapid when angered, almost as if boiling. Drevin's blood is an irritant, causing itching and tingling, if it gets into anyone else's wounds it prevents them from being healed (even magically) until completely and thoroughly washed out.
[size=x-small][b]Lvl 5.[/b] Your tie to your binding deepens, improving one of your level 2-4 abilities and greatly increasing the rate at which your weapon repairs itself if damaged.
Lvl 6. Your weapon gains a custom special ability based on your binding.
Lvl 7. You gain a special ability related to your binding, and possibly some sort of related physical change as well.
Lvl 8. Your surroundings, if natural, change to increasingly reflect your binding the longer you are near them, slowly reverting back to their regular state once you leave. You gain an aura related to your binding.
Lvl 9. Your weapon can be willed to take a new form with a corresponding power. This new form can be a creature, area effect, etc. It may or may not have additional restrictions, and is based on your binding.
[b]Lvl 10. Your attunement to your binding deepens further, you may choose to become either the Garden or the Gardener. The Garden takes on physical changes and gains the ability to grow something useful. The Gardener remains physically the same but gains additional power over the natural world. Either of these changes is based on your binding.[/b]


Advanced Acrobatics - Although he's not sure how; Drevin seems to have a natural ability to perform amazing acrobatic feats without thinking about them.


Catapult Grip - Drevin has developed the precision, balance and speed to throw almost any weapon, regardless of its weighting. This also allows him to better improvise ranged projectiles and improves your accuracy with properly balanced weapons.


Steel Trap - Drevin is in a near state of rage at almost all times. As a mechanism to keep him alive his mind has developed a steel tight grip on his emotions only allowing the fury to be unleashed when the time is right. This makes Drevin aware of anything that might effect his emotional or mental state and gives him a natural resistance(not immunity) to these effects.

Spells

Level 1 
Divine - Sense the presence of any fey or spirits around you and get a sense of their mood.
Level 2
Trellis - With a touch, cause vines to erupt from the ground and crawl up the side of a vertical surface, creating a climbable surface.
Level 3
Anchor - Tether a target's life-force to their current location, causing them to feel a psychic pull towards that spot and weakening them the further they move from that location. Only lasts five posts and can only be cast on each target once per encounter.
Level 4
Heal - By touch, accelerate a target's healing processes within a body part. Instantly heals bleeding and minor cuts. Will close more serious gashes over the next few posts. Will heal in a day what would normally take weeks. Once cast will keep healing that injury until done without requiring maintaining.

Weapons and Armor

Leather armor
Two six inch balanced iron daggers sheathed on Drevin's hips
Iron banded wooden buckler

Other Magical Possessions
Rune enscribed Bag - A seemingly empty bag that has much more storage space then seemingly possible. Enveloping runes lined its mouth.

Other Mundane Possessions


Gold: 40







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Posts: 276
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Second Talent:



Alright! Drevin is basically approved! We do still need to work out a weapon ability for his level 3 harmonic, but that can be finalized later. *STAMP*

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Some weapon powers were suggested during chatting and such, but here's another one:

Burning Forest - The axe inflicts pain upon those it cuts, where the degree of pain is inversely proportional to how angry the target is. Furthermore, whenever Drevin his injured the axe bursts into flames that harm neither itself nor Drevin. The heat of the flames are directly proportional to the severity of his injuries.







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