Welcome!
Current time: 05-15-2026, 11:42 PM Hello There, Guest! (LoginRegister)


Synopsis

Welcome to Aurora Sky. We are a Sword and Sorcery roleplay. Below you will find all the information you will need to create a new character. Feel free to ask us questions! Hope to RP with you soon!


Resources
Home
New? Click Here!
Site Rules
Roleplaying Tips
Character Creation
Races of the World
Aspects
Spell-Leveled Talents
Battle-Leveled Talents
Spells
Magical Objects and Runes
Skills and Techniques
Strength and Averages
Nations and Regions
Natural Phenomena
Timeline
FAQ

Chat Box

Map

Credits
Current Banner © Acelin
Content © Staff
Coding © Udo & Staff Team
Aurora Sky Map © Acelin
Characters © Their Writers
Extended Credits

Alphina
#1
Alphina Lusi Zalher
Race: Human
Gender: Female
Age: 24 years
Height: 6’0”
Weight: 186lbs
Strength: Prodigious
Physical Description: Alph is heavily-built and has a taller stature with dark tan skin and a dark reddish brown hair color. Since her hair is long, she often ties it into a ponytail. Her eyes are a vibrant silver.

Apparel: Alphina's apparel is separated into her battle attire and her casual. Her armor is a corset like piece of leather and iron covering her entire upper body and looping up around her shoulders. Underneath her armor is a bleached light cotton shirt that flairs out around her hips ending just below her knees. The armor that protects her legs is iron plates bound in thick leather with large leather and iron boots covering her feet. Her civilian wear is simple bleached light cotton pants, leather boots, and the shirt she normally wears underneath her upper body armor.

Backstory: Alphina lived in a barren wasteland of a town beyond the Western Sea. It was constantly plagued by sickness, famine, and bandits yet was very diverse. She was still young when the hero of the town came. They were strong and powerful, helping fight off the bandits and bringing trade and food to the town. They became Alphina's inspiration, but then the child soon had to move away from her hometown. Her parents wanted to find a new life in the Desert City of Verto. She left but not before silently promising to herself that one day she was going to become as strong as her hero. She and her parents left going to live in The Deserts of Avarka where she focused on building up her strength but also what she thinks as good deeds. She left her parents as a young adult to do her own thing.

Skills and Abilities
Aspects: Warrior Prodigy
Your natural talent has the following benefits:
You learn one of the following Leveled Skills: Rush Down, Drunken Style, Leaping Dervish, Mountain Style, Stealth Tactics, Needle Style, Enlightened Combat. This skill is leveled by the number of Battle Posts (BP) you have accrued. Each post spent acting in combat is a Battle post. Each of these skills offers an alternate way to level the art-based LSs granted by other aspects (I.E. without having to learn spells), with each skill tied to a different art (For example, Enlightened Combat is tied to Vital)
You possess the equivalent of the Martial Stances and Techniques basic training (I.E. You already "completed" the training [no BP/Gold needed]).
You gain an additional minor. This minor must be somehow related to your LS or otherwise be physical in nature (Acrobatic ability, increased starting strength, a fighting technique, etc).
The number of times you need to use warrior techniques to master them is halved.
Transcendent Body
Your natural talent has the following benefits:
You gain one of the following Leveled Skills: Adonis, ????, ????. Your level in this skill is equal to the highest level Body spell you know.
You gain an additional summon slot (2->3) that can only be used for body spells.
You can use your summon slots to maintain any physical alterations made to your own body via your 2nd level or lower body spells as though they were summons.
It takes far less effort than normal for you to learn body magic - you need only spend 30g per spell level to learn new body spells.
You can learn the highest level spells (8+) of the body art.

First Leveled Talent: Mountain Style- Some seek to get out of the way. You seek to get in the way instead.
Learned levels:
Lvl 0. The first thing you need to be in the way is the ability to stay there. You possess the equivalent of strength training.
Lvl 1. You learn to be unmovable so long as both your feet are planted firmly on the ground.
Lvl 2. You master various blocking techniques that allow you to better utilize your strength; your blocking motions are effectively one strength level higher.
Lvl 3. You gain the benefits of mastering either Pillar Training and Bear Drills OR Grounding Grapple.
Lvl 4. Basic defensive techniques are second nature to you; attacking while blocking, cautious strikes, etc. do not strain on your concentration unless very elaborate blocking is involved.
Lvl 5. You become virtually impossible to knock unconscious with blows to the head and learn the correct technique for performing devastating headbutts.
Lvl 6. Learn to effectively redirect striking attacks safely towards the ground so long as they have no upwards momentum. This move grows less likely to succeed against a specific enemy the more often you use it against them.
Lvl 7. Your shoves, pulls and grapples gain yet another effective level of strength so long as you remain mostly stationary.
Lvl 8. Once per encounter you can channel all your strength and all the force of an opponent's attack/charge into one throw of incredible strength in the direction of your choice. Less likely to work against cautious foes, virtually certain to work against lunging/charging ones.
Lvl 9. You are a master of beating down your enemies, each impact from fist or foot induces a sense of increasing vertigo. You are able to effortlessly incorporate shoving, pulling and/or tripping into your attacks.
Lvl 10. You develop a custom, staff approved technique that represents your personal take on this style.
Second Leveled Talent: Adonis - Your attunement with body magics passively alters your body, awakening your inner potential turning you into a an embodiment of physical perfection.
Learned Levels:
Lvl 0. Your skin is clear and flawless, unscarred or marked by blemish or time. You can exercise complete control over your bodily functions (heartbeat and the like).
Lvl 1. Your immune system quickly deals with any illness, disease or pathogen.
Lvl 2. Your eyes are clear and piercing, your irises a brilliant shade of their color. A sense of your choice becomes enhanced.
Lvl 3. Your body rapidly burns excess fat and builds your musculature to maintain a perfect equilibrium. You can control the type of physical sensation for touch causes.
Lvl 4. Your strength level naturally increases by a level. Your leaping ability doubles.
Lvl 5. Your body seeks to maintain its perfection, shaping your flesh to superficially close any wounds or breaks while they heal.
Lvl 6. Your body's efficiency is optimized. Effects that would weaken or fatigue you do nothing. Your maximum potential running speed increases to 30 mph and can be maintained indefinitely.
Lvl 7. Your body automatically resists all attempts to harm it, reacting to attacks by reinforcing your flesh into a subdermal armor as tough as chitin.
Lvl 8. If you can observe the use of a physical ability on two separate instances during an encounter, you can mimic that technique for the remainder of the encounter. You may only mimic two abilities at a time and you must purge one from muscle memory before analyzing another.
Lvl 9. Should someone cleave away a part of your perfection, it will grow back in time as good as new. Time to regrow back missing parts depends on the level of dismemberment, and can take hours unless you hold the parts together. Your heart and brain need to be connected for the effect to trigger.
Lvl 10. You revert in age to your physical and mental peak, becoming ageless. You gain an ability based on your experiences until this point.
Spells
Body
[Lvl 1] Center - Passive. Strengthen your body's core muscles and shift your center of gravity, allowing you to keep your balance in most situations.
[Lvl 2] Numb - Cause a target to reduce blood flow to their extremities, soothing surface pain and bleeding but also reducing manual dexterity.
[Lvl 3] Harden - Thicken and toughen your skin into a leathery armor, rendering you resistant to slashes and burns.
[Lvl 4] Suppress - Through striking a part of a person's body in melee, you can partially paralyze that body part for a post. This can slow limbs, cause shortness of breath, etc.

Weapons and Armor
Magical:
Armored Scales: Iron (Modifier 3) armor that covers the arms and most of the neck. It’s sheets of metal that are layered like scales.
Powers:
Primal Basic Art Rune: The item is highly resistant to magical effects. Once every three posts the item can deflect an energy projectile it comes into contact with.

Ground Breaker: A large, wide steel (Modifer 4) sword. The top of the sword is rounded out yet the edge is very fine. There’s also two half circle grooves in the middle of it.
Powers:
Earth Pull - Can gather nearby shards of rock and loose earth (probably rocks she smashed herself), melding them around the edge(s) of the blade to create a jagged, duller edge of solid stone. These additions are weak and are easily shattered.
Shadow Anchor - When the sword is stabbed into the shadow of another (on solid flooring or something) it binds the shadow's source to blade. For the next three posts the effected target is incapable of pulling away from the blade, as though bound to it by an unbreakable rope. They can move the sword, however, although removing the massive stuck-in-the-ground blade (or held in Alphina's prodigious grip) can be a difficult proposition.

Other Possessions
A bag for when she travels.

Minors:
1- Starts as Very Strong
2- Armored Scales
3- Ground Breaker
4-
5-
6- Starting Strength increase

Gold: 100
-300 spent on Body spells
Reply
#2
Alphina looks good so far! She could spend a second minor to start with Very Strong (which would result in Prodigious). I felt I should note that is a possibility.

Edit: Idea for groundbreaker:

Ground Breaker: A large, wide steel (Modifer 4) sword. The top of the sword is rounded out yet the edge is very fine. There’s also two half circle grooves in the middle of it.
Powers:
>> Earth Pull - Can gather nearby shards of rock and loose earth (probably rocks she smashed herself), melding them around the edge(s) of the blade to create a jagged, duller edge of solid stone. These additions are weak and are easily shattered.
>> Shadow Anchor - When the sword is stabbed into the shadow of another (on solid flooring or something) it binds the shadow's source to blade. For the next three posts the effected target is incapable of moving away from the blade, as though bound to it by an unbreakable rope. They can pull the sword, however, although removing the massive stuck-in-the-ground blade (or held in Alphina's prodigious grip) can be a difficult proposition.
Reply


Forum Jump:


Users browsing this thread: 1 Guest(s)