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Cassie Vultur

Posts: 41
Gold: 65 gp
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Cassie
Character Sheet
Gender: Female
Player Character
Race: Shifter
© Magikeeper
Age: ~7
First Talent:
Flesh Golem [Transcendent Body]
Second Talent:
None [True Mage]


(This post was last modified: 06-29-2018, 07:53 AM by Magikeeper. Edited 2 times in total.)
Drawback: Feeble Strength
Minor 1/2/3 – Eohwstlm Yack
Minor 4 – Internal Sludge (+makes up for strength? And any weakness of first 3 minors…)
Minor 5 – The Lantern Mace (Grand Opening Bonus)
 
Name: Cassie Vultur (& Yack the Haunted Flesh Golem / Papa)
Race: Shifter (Pre-Spirit)
Age: ~7
Height: 3’6”
Strength: Feeble
Appearance: A small red-haired child with a smiling face and more rune-like scars and stitches than anyone should have. Some of her teeth have been replaced with metal. Cassie ALWAYS travels with Eohwstlm Yack (“Papa”), the haunted metal left eye of her flesh golem companion.  The flesh golem itself is about 5’8”, with natural crab-like shell plating covering most of its body.
Apparel: Cassie wears a raggedy brown serape with numerous red stains.  Her brown shirt, pants, and shoes look like they have been haphazardly repaired countless times by someone who barely knew what they were doing. An equally worn-out belt beneath her serape bears a medium-size pouch and a holster for a surprisingly clean looking butcher's knife.
 
A harness on the golem supports the metal-barred carrying platform/rope ladder Cassie uses to ride the golem’s back when she’s tired or they need to go fast or she just feels like it. Aside from the harness, the golem wears a raggedy brown kilt and wields the 6’ long distinctive-looking Lantern Mace (See below).
 
Backstory: It hurt when she woke up.  It hurt a lot. It hurt even more when she slipped and fell on the red stuff while trying to get off the altar.  She remembers being mad at all the sleeping people, mostly because none of them woke up when she cried (she’ll tell you she didn’t cry at all, though, should you ask).  But then she heard him! A metallic ball eye (he insists he is an eye, but Cassie is pretty sure he has to be at least part ball cause’ eyes don’t bounce like that) that whispered to her, telling her everything was right.  The world was right.  She would make it right.  This confused the child, but the eye had proof!  Under its instruction Cassie took one of the sleeping persons corpses and inserted the eye into their left eye socket. Cassie was supposed to put it in the right one but left turned out to be okay so everything was good. Then they eye told her to do some things, and hum some other things, and wave her arms around and dance a bit (okay, maybe it didn't tell her to do that one), and the person moved again! Papa (the eye let her call him that!) seemed pleased, and it rewarded her by telling her amazing stories of voices, spirits and gods until her cuts healed away on their own. The other corpses never moved again, papa says that’s how it normally works.
 
Since then Cassie and Pappa Yack have traveled the continent together!
 
The Story of Cassie:
> Somehow made it to age 7 (Backstory)

Affiliations
> Papa!
> PC: Castor
> NPC: None
 
Abilities
Experimental Strength: Cassie has Feeble strength! Not bad for a little girl.

Nature Empathy: Cassie is too young to have a hybrid form. Like other shifter children, however, Cassie is capable of hearing faint whispers from the natural world. This ability helps her with interacting with animals and makes her very sensitive to changes in the local environment that affect* animals (pollution, invasive species, nature/dark fey rings,etc).
*Not a typo

Blacks Out Sometimes: Cassie isn’t sure why this happens, but things are usually better when she wakes up again? (See "The Eye Awakens")
 
Eye of He who Served the Loving Masters, Yack (Eohwstlm Yack): A blackish eye made of solid steel with runic carvings in the iris.  Embedded in Cassie’s flesh golem. [3 minors, Haunted Rune]
> The Eye Is Dutiful: The eye controls Cassie’s flesh golem, although this control is currently very limited when not within 50’ of Cassie (this will change once she reaches level 6 in her LT, as the eye will then gain full control of the Golem instead of the Golem developing its own personality).
> The Eye Advises: The Eye can reverse Cassie’s control over the golem for very short periods of time (a post), stopping her from running up to tigers and the like.
> The Eye Awakens: The Eye can trigger Cassie’s blackouts*, during which she effectively completes whatever task she was about to set herself to with a cunning, almost emotionless efficiency. Lasts for an arbitrary number of posts (there is a limit, but it is completely up to the player (Magikeeper), so balance-wise just assume no limit). The eye usually does this during combat situations and other times it simply can’t deal with a small child.  Both Cassie’s eyes and The Eye glow a blackish gold while this ability is in use.
*On very rare occasions Cassie can trigger this effect herself, as it is actually her power rather than the eye’s.
> The Eye Sees: The golem can see through the eye, and the eye shares all Cassie’s flesh golem’s senses.  Furthermore, the eye can inherently sense whether whatever it is looking at is alive, in pain, dying, or dead.
> The Eye Proclaims: The eye can speak verbally, faintly glowing a greenish gold whenever it does so.
>The Eye..*sigh*..is Bouncy: It must have multiple layers with springs or something. Eohwstlm never talks about this.  Forget you read this. Just.. just forget you read this.
 
Internal Sludge: Cassie’s blood is a thick, black goo and her internal organs are likewise piles of flesh and goo.  The end result is that Cassie faints and gets dizzy from blows far more easily than normal creatures but is ludicrously hard to truly kill.  [Minor 4 + Hopefully making up for feeble strength drawback]
 
Aspect: True Mage (Chosen Focus: Body)Cassie is a spellcasting prodigy. She awoke already knowing several spells and has only grown from there. Whether she was born that way, or if this is a result of what ever made her.. how she is.. is unknown.[/b]
 
Aspect: Transcendent Body
Flesh Golem
Current State of Golem: The golem is a 5’8” tall, average strength, built like a teenage human with  crab-shell-like natural armor (touch as wood [mod 1]) covering its entire body like a red/white suit of plate. It wields the Lantern Mace and is controlled by Eohwstlm Yack when not controlled by Cassie.
 
Level 0 – The flesh golem is a weak strength, mindless creature that looks like a mostly featureless humanoid child. You can mentally control it with 50’ of you, if farther than that it will continue to repeat its last command (it can only handle simple, direct commands – “punch X” not “fight X”). The golem can only be farther than 50’ from you for about an hour before it stops moving.
Level 1 –If the flesh golem “dies”, you can revive it with a few hours of effort. You may remake any choices you made for this talent, provided you have new materials. You may also remake those choices without the golem “dying”, if you so desire.
Level 2 – You can add a pound of flesh taken from a humanoid, non-fey (half fey okay) creature to grant the golem strength. The golem's strength is one level weaker than that of the flesh. The donor flesh must be fairly fresh – either from a living volunteer or a recently dead subject. [Currently an Average Strength Donor]
Level 3 –Through nurture the golem grows into a form more akin to an adolescent humanoid, capable of strenuous and more complicated activity (“Fight X”, although it won’t be very smart about it if left on its own).
Level 4 – Add the flesh of a beast to grant the golem protection. The golem gains the protective skin or similar from the donated flesh. [Current Donor a pound of crab meat]
 
Spells
Body
Level 1 – Slash -- Thicken and elongate some/all of your nails into talon-like claws.
Level 2 – Mask -- Exert your will over the musculature and bone structure of your face, altering your facial appearance as you wish.
Level 3 – Harden -- Thicken and toughen your skin into a leathery armor, rendering you resistant to slashes and burns.
Level 4 – Dye -- Change the coloration of your skin, eyes, and/or hair.

 
Primal
Level 1 – Minor Telekinesis -- You can manipulate any unattended object in sight that weighs at most 5lb, or push/pull any target with just enough force to lift 5lb. Capable of fine and precise movements. If the object is later grabbed this spell does not end (if maintained).
Level 1 – Shield -- Raise your hand, palm out, to generate a barely visible construct of applied force, circular with a 1ft radius, in the air inches from your palm. Acts as a suspended shield, modifier 1. It is frozen in place until you stop maintaining it or recast it elsewhere (is not a summon).
Level 1 – Foothold -- The next step you take meets equal upward force, allowing that step to land on a surface level with the last step you took, granting you an extra step or two over open air or liquid.
Level 2 – Tip -- Generate short force constructs on your fingertips, be they claws, thick cushions, or any other short tool-like shape.
Level 3 – Repel --  Passive. You gain the ability to propel the force construct created by your Shield spell, launching the shield forward with average strength. You can have the shield expand when pushed, becoming up to 3' in radius but easier to break through. The shield dissipates after moving 6'.

 
 
Weapons
The Lantern Mace (Wielded by Golem) – A 6’ tall long mace made of an unnatural sickly-looking green glass whose strength rivals that of steel (mod 4).  The mace end has sharp edges but is otherwise a rectangular box. The box is somewhat transparent but very murky, and seems to hold within it a faintly glowing light that’s tinted green by the glass.  The staff section is a darker, completely opaque black-green glass. The other end of the mace is a simple spike.
>> Dying Light – By plunging the spike end into the heart of a still living creature, the wielder of the Lantern Mace can temporarily increase the Mace’s light into a brilliant glare.  The light temporarily bestows all objects it illuminates the Basic Art Rune ability of the sacrifice’s most dominant arted Aspect, if any, for 3 posts.  After this point only the mace itself retains the basic art rune effect (which does not take a modifier slot), which it retains until another victim is sacrificed.  If the victim did not have an arted aspect, the light instead bestows the rune ability of the last sacrifice who did have an arted aspect. [Current Art: None] (Minor 5)
 
Iron Knife – An iron butcher’s knife Cassie picked up.. somewhere.  She doesn’t really know how to use this thing in a fight but.. eh.. better than nothing?  At least it appears to be a high quality knife.
 
Non-Weapon Magic Items
Carrying Pouch – A pouch with enveloping runes to greatly increase its carrying capacity.  Cassie wears it to hold food supplies and the like.
 
Other Non-Magical Gear:
Harness: Basically a modified iron basket that allows Cassie to ride on the golem’s back a look out over its shoulder.  A rope ladder helps her get back down.
Food and Such (In Pouch): Cassie likes eating things! Although most of the stuff in the pouch is really dry.  Anyway, it also has the standard fire starting stuff, a waterproof tarp, and a pile of various medical tools. Cassie has a sixth sense for using these tools for repairing the golem.  It would be.. more than a little ill advised to let her operate on anything else...
 
Gold: 25





DISCLAIMER: Any lore spouted by Eohwstlm Yack is just that character's opinion.


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Very uncomfortable. Approved.







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(This post was last modified: 02-14-2016, 04:48 AM by Magikeeper.)
I feel like I should explain Internal Sludge more. I mean, DAK knew how I intended to run it, but if someone we didn't know wrote that exact ability we'd ask a few questions so...

Q: So, internal sludge might be fine, but how exactly do you intend to run it in practice?

A: Basically, Cassie is - physically - a non-combatant. She's not some sort of prodigal warrior, and if someone kicks her she's probably unconscious or at least too dizzy to counter. This ability just makes sure she survives fights (because otherwise her continued survival would strain any notion of credibility - mercenary work is no place of a little kid, particularly one as outgoing as Cassie, even if they do have mighty magical powers), it isn't going to allow her to tank anything.

All of her minors except the lantern are basically designed to explain her continued survival, when you get down to it. Tongue







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