Aurora Sky
Nashota - Printable Version

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Nashota - Keeks - 12-04-2016

Nashota
Race: Shifter (Wolf Full anthro)
Gender: Female
Age: 22
Height: 6'
Weight: Average
Strength: Strong
Physical Description: The color of midnight at its darkest hour, tailbone length hair stops at her rear. Though it's typically tied back in a tight, uniform ponytail, it gleams in both the moonlight and sunlight -- Nashota keeps her hair well-groomed and free of debris and dandruff. Bronze skin stretches over the expanse of her body, and almond shaped eyes, slanted just so, are the deepest of blues. Her nose, like the straight edge of a blade, is long and thin, leading to her lips: horizontally asymmetrical, with her upper lip being somewhat flat and her bottom lip being just the least bit plumper. Nashota is tall and thin, but her muscles are well-toned and well-worked from her time working on her family's farm and taking mercenary jobs to help put food on that table.
Apparel: Nashota's apparel is typically of the simplest variety. Most commonly, she dons clothing of the darker sort: a dark, sleeveless cotton tee (long-sleeved during the colder months); equally dark cotton pants; and leather boots that stop mid-shin. When needed, she dons sturdier clothing and simple leather armor: a dark long-sleeved cotton top, arm guards that stretch from her wrists to her elbows; a leather bustier top that has wide straps and stops at her hips; two leather blade straps clench both her thighs; and shin guards stretch from her kneed to her ankles.
Backstory: Nashota's story is a simple one. She's an only child, born to a mother and father that had been trying for a child for years. The pregnancy and birth were both tough because her mother was slightly older than was considered appropriate for bearing children, but Nashota grew up well-loved, and though she was an only child, she was the center of her parents' world. She grew up working -- hard work became customary to expect of her day, and as her parents aged, she took on more and more of it. Wake at dawn, work the day, stop for lunch, work some more, head in at sun down.

When an illness felled her father, she and her mother were forced to take on his work, too. But watching her near-elderly mother work so hard each day was a torture all its own, so Nashota explored other avenues. Mercenary work was less common where they lived, a town too small to be considered a town, so every morning, she traveled to the city in search of work. Any city-goer worth their salt would be able to recognize the green on her -- but that didn't stop the work from pouring in. It wasn't what she expected; the initial work consisted of small odd jobs that people of the city needed help with, and while she wasn't paid what she'd expected, she was still able to feed her parents and pay the few bills and taxes they had. Will Add more soon.

The Story Of Nashota: Optional, nothing to put here at start anyway. Its a thread tracker.
Affiliations and Contacts:None yet.

Skills and Abilities
Endurance Training

Aspect: Earth Bound - Sturdy as the mountain, strong as steel. You are tied to the earth and it to you, providing a sense of patience and sturdiness unmatched by others.
Your natural talent has the following benefits:

You gain one of the following Leveled Talents: Monolith, Quakelord, Pet Rock. Your level in this talent is equal to the highest level Earth spell you know.
Once per post you can cast a 2nd level or lower Earth spell without it counting towards your spells per post. You cannot use this to cast more than two spells in a post, even if you have other abilities that let you cast extra spells (e.g. If you have both Storm Called and Earth Bound you can't cast a spell, a bonus storm spell, and a bonus earth spell in the same post because 3 > 2).
The size/volume/etc your earth spells with limitations measured in feet is increased by 50%. For example, the maximum length of your stoneblade spell would be 6' instead of 4' and your sandstorm spell would have a 75' radius instead of 50'.
It takes far less effort than normal for you to learn earth magic - you need only spend 30g per spell level to learn new earth spells.
You can learn the highest level spells (8+) of the earth art.
Leveled Talent: Quakelord - Your mastery of earthen materials (dirt, sand, stone, metal, glass, crystal) causes them to calm and quake at your command, allowing you to perform feats that others cannot.
Level 0: Spinning, trembling, etc do not bother you and your body is somewhat resistant to attacks that rely on sound or vibrations.

Level 1: You may command the earthen materials beneath your feet to either soften or magnify your footfalls, allowing for a stealthy or intimidating approach.

Level 2: You may cause any earthen object you alone are holding to vibrate at a specific frequency, effectively increasing its modifier by one in clashes with other materials.

Lvl 3. Your sense of touch and hearing are merged together. This allows you to discern things about your environment that others would not, especially when it comes to movement or vibration. This sense allows you to tell what materials are in an area or item by tuning them with a light tap.
Lvl 4. You can control the vibrations in unattended, non-magical earthen materials and any such materials created or manipulated by your spells. This allows you to treat up to 30 cubic feet of such material within 30' as a held object for the purposes of your Quakelord abilities. You may use a spell per post to instead effect up to 1000 cubic feet of material.
Lvl 5. You may temporarily extend your vibration ability to larger areas of earthen material in the environment, causing them to match your own personal frequency. Twice per encounter you may use this ability to phase quickly through 10 feet of solid stone or 5 feet of solid metal. When this effect ends you ejected from the material at the nearest possible exit.
Lvl 6. Your ability to manipulate vibrations improves, allowing you to increase the effective modifier of earthen objects by another level and/or cause them to crack and/or explode into a cloud of dust and shrapnel on impact. Using this ability counts against your spells per post, larger items are less likely to explode.
Lvl 7. You may choose one additional solid material to consider earthen for the purposes of Quakelord abilities (e.g., wood, bone or glass).
Lvl 8. You may harmonize earthen objects with any others, allowing you to increase their modifier by another level and/or grant them the ability to pass through up to 3' worth of other non-magical earthen material. Items that would get stuck are shunted to the nearest available space. Using this ability counts against your spells per post.
Lvl 9. The power of your spells echo into the world around you. Whenever you cast a spell you may use one of your 8th level or lower Quakelord abilities without it counting against your spells per post.
Lvl 10. You develop a custom WM-approved vibration-based technique/ability.

Aspect: Umbral Soul - Transient, mesmerizing. You feel a kinship to light and shadow, the stars in the sky and the unlit depths.
Your natural talent has the following benefits:

You gain the following Leveled Talent: Shadowtwin. Your level in this talent is equal to the highest level umbral spell you know.
Whenever you use your spell per post to cast an umbral spell, you may simultaneously cast that spell twice instead. For example, you could cast blind on two different targets. Any other restrictions, like needed summon slots, do not change (you do not gain the ability to maintain more summons).
It takes far less effort than normal for you to learn umbral magic - you need only spend 30g per spell level to learn new umbral spells.
You can learn the highest level spells (8+) of the umbral art.
Leveled Talent: Shadowtwin - Your affinity for umbral magics has granted your shadow its own sentience. As familiarity with darkness increases, your shadow becomes much much more.
Level 0: You have never cast any shadow except for your "true shadow", a shadow which always exists - no matter how bright or how dark it is - and cannot be illuminated. This shadow has a mind and senses of its own, and moves of its own will. Although it has a mind and personality of its own (OOC: usually defined/played by player of PC) its life is tied to yours, thus making your well being is its top concern.

Level 1: Your shadow can separate itself from you, traveling across any kind of surface. It may flow back to its regular – attached – location in an instant, and does so automatically if any part of it would travel farther than 50ft from your person.

Level 2: You and your shadow may communicate telepathically with each other. Furthermore, while two dimensional, your shadow may change its size and/or shape at will. Max triple size, min half size. If it would gain a third dimension any changes in shape and size are reverted back to their initial state.

Level 3: While attached to you, your shadow may reverse the connection between you and it; controlling part or all of your body like a puppet. This is not telekinesis, and any movements made have to be physically possible for your body to perform. If you and your shadow move as one your strength is effectively increased by a level. You may resist your shadow’s control if you so desire.

Lvl 4. Your shadow learns how to merge with the shadows of other creatures and objects. Merging in such a fashion gives the shadow knowledge of the physical capabilities of whatever is casting the shadow (strength, hardness, how good it is at jumping, if the door is locked, etc).
Lvl 5. You can store and retrieve non-living objects from your shadow while it is 2-dimensional, as though it were a portal to a space with 1000 cubic feet of space. Unattended objects can be slowly pulled/pushed into/out of the shadow.
Staff note: On death any such objects are ejected. If you were wondering.
Lvl 6. Your shadow can detach from a surface, gaining a third dimension and becoming partially solid as though a thick fog. It effectively has a strength level of Weak while in this state. It cannot be permanently harmed, but sufficient force will cause it revert to its two dimensional state and immediately flow back to its regular location. A forcibly reverted twin cannot use this ability again for the rest of the encounter. Your twin can otherwise switch between these forms once per post.
Lvl 7. You shadow can consume one of the objects stored within it, gaining power(s) based on what it consumed. If your shadow later consumes a different object the former gained power(s) are lost. Not all objects can be consumed.
Lvl 8. Once per encounter, while three dimensional, your shadow may further solidify into a being of jet black flesh. While so solidified the shadow’s strength rivals your own. If ‘fatally’ wounded the being reverts as normal.
Lvl 9. Your shadowtwin becomes capable of learning spells, warrior techniques, etc. It can cast a single spell per post, maintain a single summon, and can learn up to 4th level spells of any art. Your twin automatically knows/learns all 4th level or lower Umbral spells you can cast and benefits from any basic training (such as acrobatics) you possess. Any spells requiring physical motions can only be cast while the shadow is 3-dimensional.
Lvl 10. Your shadow gains a custom ability based on its personality and your true self.

Laborer: Having grown up with the rigors of fieldwork, Nashota is stronger than average (Strong). [1 Minor]

Spells

Earth:
Level 1: Sandblast - Release a burst of rough, scouring sand from your hand.
Level 2: Ferropathy - While maintained, you gain an awareness of metals within 10' of you and their movements.


Umbral:
Level 1: Stash - Quickly bring your hands together twice, fingers interlaced, then bring them apart, weaving a small bag of solid shadows to contain whatever you might need. This bag may contain up to twice the amount it appears to. The bag counts as a summon.
Level 2: Lurk - While maintained, any darkness you are in has just enough substance to act like a spider's web, alerting you to vibrations caused by movements through it within 20' of you.
Level 3: Shadowcrawler - Shape and animate your shadow into a summoned beast of living, solid darkness, icy and swirling, no larger than a large domestic cat. Species this beast takes the form of is chosen upon learning.


Weapons and Armor
Basic Leather Armor

Mountain Wraps - A pair of dirt stained cloths usable as handwraps/footwraps/etc.
>> The cloths are as durable as steel wire, protecting the wearer from cuts and scrapes and allowing up to four runes to be placed on the cloths.
>> The wielder can freely choose to have the dirt stains expand and thicken, summoning a pair of inflexible stone gauntlets (or boots, etc) around one or both of their hands. The cloths maintain these gauntlets. Any runes on the cloths effect the summoned coverings as well.
>> Once every five posts the wielder can will the cloths and/or summoned gauntlets to absorb concussive force, effectively reducing the force of a blocked blow by three strength levels.
[1.5 minors]

The Deadwell Heart - A nevermelt ice necklace with a pendant of magically reinforced glass in the center (modifier 4).
>> The glass is unnaturally dark inside, giving the impression the the heart of the necklace is of an immeasurable depth.
>> The wielder can will a hilt of inky blackness to surge forth from the heart of the necklace. If grabbed the necklace unclasps itself, the chains swiftly flowing into the necklace and wrapping around end of the dark hilt to form an icy guard for the empty hilt.
>>> While in empty-hilt form, the wielder may create various extensions of solid, steel-strength darkness. These extensions are: A 5' long spiked cat o' nine tails, a 15' long chain whip, a 3' blade and a 3' rod. The weapon can maintain one such extension at a time, the new addition flowing forth from the hilt in a small cloud of swirling darkness over the course of a post (not fast enough to surprise-stab people). The hilt can create smaller extensions (like a 5' whip) as well.
>>> Any runes on the necklace effect these extensions.
>>> By placing pressing empty hilt back upon their neck, the wielder can will the weapon to return to its necklace form once again.
[1.5 minors]


Other Magical Possessions


Other Mundane Possessions

Pets

Gold: 30


RE: Nashota - Udo - 12-04-2016

Ok, so you had said you were interested in hand wraps for fighting and a necklace weapon.

For the hand wraps:

These hand wraps appear to be dirt stained cloth. When both are worn, the user feels as though their hands are being weighed down. This doesn't effect them, but they always feel the weight. These have an effective modifier of 4 and are resilient enough to block a strike from a blade of equal modifier. For the cost of a spell per post they are able to solidify around the wearer's fists. While solidified they grant the wearer an additional strength level.
Modifiers used: 0/4
(Minor 1+2)

For the necklace:

This necklace has a chain link band of eternal ice with a pendant of magically reinforced glass in the center. When looking into the glass, it seems to have an infinite depth of black in the center. At the price of a summon slot, the user is able to pull the necklace off and have it change shape. The links of ice begin to flow outward and seemingly multiply while getting spikes on the outside. The pendant melts and forms a grip for the wielder. At its base, the chain links take the general size and shape of a short sword. With a flick though, the wielder is able to send the chain links flowing outwards creating a bladed whip out to a length of 15 feet. These effects are the result of a modified Umbral rune, and it possess the other abilities of the rune.

*Umbral - The object can glow/darken at will, anything from bright light to looking like a hole in reality is possible. The object can temporarily reduce its weight and size as well, becoming as much as 90% lighter and/or smaller (effect lasts as long as desired).
Modifiers used: 1/4
(Minor 3+4)

We could reduce the minor cost, if you have other ideas if you instead wanted to buy the rune itself for 150 gp. MK should weigh in on these as well.


RE: Nashota - Magikeeper - 12-04-2016

Mountain Wraps - A pair of dirt stained cloths usable as handwraps/footwraps/etc.
>> The cloths are as durable as steel wire, protecting the wearer from cuts and scrapes and allowing up to four runes to be placed on the cloths.
>> The wielder can freely choose to have the dirt stains expand and thicken, summoning a pair of inflexible stone gauntlets (or boots, etc) around one or both of their hands. The cloths maintain these gauntlets. Any runes on the cloths effect the summoned coverings as well.
>> Once every five posts the wielder can will the cloths and/or summoned gauntlets to absorb concussive force, effectively reducing the force of a blocked blow by three strength levels.
[1.5 minors]

The Deadwell Heart - A nevermelt ice necklace with a pendant of magically reinforced glass in the center (modifier 4).
>> The glass is unnaturally dark inside, giving the impression the the heart of the necklace is of an immeasurable depth.
>> The wielder can will a hilt of inky blackness to surge forth from the heart of the necklace. If grabbed the necklace unclasps itself, the chains swiftly flowing into the necklace and wrapping around end of the dark hilt to form an icy guard for the empty hilt.
>>> While in empty-hilt form, the wielder may create various extensions of solid, steel-strength darkness. These extensions are: A 5' long spiked cat o' nine tails, a 15' long chain whip, a 3' blade and a 3' rod. The weapon can maintain one such extension at a time, the new addition flowing forth from the hilt in a small cloud of swirling darkness over the course of a post (not fast enough to surprise-stab people). The hilt can create smaller extensions (like a 5' whip) as well.
>>> Any runes on the necklace effect these extensions.
>>> By placing pressing empty hilt back upon their neck, the wielder can will the weapon to return to its necklace form once again.
[1.5 minors]


RE: Nashota - Magikeeper - 12-07-2016

Approved!

It sounds like she either grew up somewhere in Ballena or somewhere in Casawek. If "Tiburon" is the city in question that'd be Ballena then - I think that works more for what you're going for as well. Even Casawek's largest trading town is still rather country.