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Helia Fang
#1
Helia Fang
Race: Shifter (Wolf)
Gender: Female
Age: 26
Height: 5'9
Strength: Very Strong (Human) / Mighty (Shifter)

Physical Description: In human form, she is a rather plain-looking 26 year old woman. Brown hair, of average weight. Someone no one would look twice at. In wolf form, she is a fully anthropomorphic wolf, russet colored of varying shades. Her eyes are emerald green in both forms. In shifter form she is taller (by almost a foot) and more muscular.

Apparel: In human form, she wears a simple green shirt and brown pants.

Backstory: Bound with her wolf spirit almost immediately upon birth. Met Zeva as a teenager, and they've been traveling around together ever since.

The Story Of Helia:
Affiliations and Contacts: Zeva Shen (Friend)

Skills and Abilities

Claws: In shifter form, Helia is able to extend or retract a set of claws freely. These claws are as strong as steel (mod 4). Her unique physiology and bond to her shifter nature also allows her to have Basic Art Runes tattooed on her hands and have the effect transferred to her claws. [Minor 1]

Spirit Manifestation – Helia can will her wolf spirit into being as a ghostly, intangible wolf that can be seen but otherwise is unable to interact with the world. It cannot move through large objects (walking through grass is okay, but walls remain walls) The wolf must remain within 20’ of her. [Minor 1.5]

Spirit Embodiment – Helia can possess her manifestation if it is within 1’ of her, effectively becoming the wolf. When she does this her body dissolves into a radiant aura that fills the wolf, rendering it corporeal. Helia cannot access any items/abilities/etc that are specifically tied to her original form. The only exceptions are her leveled talents, any changes these talents make to her body carry over into the manifestation. Any damage taken in her wolf form transfers to her humanoid one and vice-versa. Her strength in this form is the same as in her shifter form. Helia can maintain her transformation for up to three posts before having to wait twice as long to enter it again (up to 6 posts). In peaceful, less stressful situations she can instead maintain this transformation for as long as an hour. [Minor 3]

Buff:Through working out, fighting for others, and otherwise living actively, Helia is far stronger than most. Her base strength is increased by 2 levels [Minors 4 + 5]

Shifter Traits: In Shifter form Helia takes on a full anthromorphic form. She gains the senses of a wolf, the physical endurance of a wolf, and an increase to her strength by one level.

Aspect:

Vital Heart
  • Whenever you use your spell per post to cast a vital spell, you can simultaneously cast a 3rd level or lower vital spell without it counting towards your spells per post.
  • You may treat any living thing within 5' of you (including yourself), as being "touched" for the purpose of casting vital spells on them

Leveled Talent:

Binding = Protectiveness
Weapon = Duom
HARMONIC WEAPON – Your spirit is more tightly bound to the world around you. Plant life lends you aid when you need it in the form of a weapon of your choosing.

Lvl 0. Eyes are the window to the soul, and your soul is tied to the natural world and some aspect of psychology. This tie, known as your binding, alters the appearance of your eyes and sometimes your hair to reflect it. Exact manifestation is effected by the natural surroundings / season of your birth. (Eyes are vivid, emerald green and have a flower shape on the outside of the iris in accordance to her spring birth.)
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. Your binding reaches into your senses and grants you an extra insight into the world around you (sensory ability). It also alters the appearance of your skin.
Lvl 3. Your weapon gains an ability based on its form and your binding.

Lvl 4. The colour and other properties of your blood change based on the nature of your binding. You gain a defensive ability related to this change.
Lvl 5. 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.
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.

Aspect:

Storm Called
  • Once per post you can cast a 3rd level or lower Storm 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).
  • You can substitute any similar motions to the ones required by your storm spells - such as thrusting out a sword instead of your palm.

Leveled Talent:

Tempest Knight - The wind is your blade. The wind is your steed. Each storm, a mighty patron waiting for one deserving of its favor. One like you.

Lvl 0. Non-magical winds pass through you, invigorating your body and lessening any fatigue instead of pushing you back. You’ve also noticed that the air aids you whenever you jump, doubling how far you can leap compared to others.
Lvl 1. Air continuously swirls around you in the form of a faint, barely noticeable breeze. Whenever you make a powerful motion (a punch, kick, etc), the wind moves with you in order to extend the force of the blow up to 1’. You can suppress this effect, but cannot cast storm spells while doing so.
Lvl 2. The strength of any winds your spells (not other abilities, like this talent) create is increased by one strength level (Strong->Very Stong, etc). With focus you can extend your senses into rustling wind, ignoring the noise of the raging currents and extending how far you can hear instead of reducing it (Louder storm= better hearing).
Lvl 3. You can shape the wind manipulated by your spells and/or abilities. For example, you could change a blunt gust of wind into a cutting spike of wind (but you could not change its momentum/direction). Using this ability takes your spell per post, unless the wind is already being manipulated by one of your spells (but not abilities).

Lvl 4. You can pull in and condense additional wind (making it hot and thick) or push out and thin it (making it icy cold) whenever you manipulate it with one of your spells/abilities.
Lvl 5. Once per five posts, you can convert some or all your body/possessions into a silvery, living wind. Blows that disrupt the wind cause you horrific pain but do not cause permanent damage.
Lvl 6. While converted into living wind you may rapidly fly up to 20’ in a straight line in any direction. Collisions knock back targets with the force of you tackling them, but cause you incredible pain as well. The range of this ability greatly increases during windy storms.
Lvl 7. Your leaping ability improves once more, allowing you to jump a total of three times the distance of a normal person. Any blows you make while leaping are considered to be one strength level greater than normal in force.
Lvl 8. Your Storm Called aspect improves – your extra storm spell can instead be as high as 5th level so long as it manipulated wind. The wind increases the reach of your blows by another 6” (total of 1’6”).
Lvl 9. Once per encounter, you can ignore the pain caused by something disrupting your living wind. Furthermore, you gain the ability to maintain gusts of wind and the like as though they were summons - turning a brief gust into a sustained wind.
Lvl 10. You develop a custom, staff-approved ability related to wind and your personality.

Spells

Vital

Level 1:

Divine - Sense the presence of any fey or spirits around you and get a sense of their mood.

Level 2:

Peer - You are able to see and decipher other people's auras, revealing their emotions.

Level 3:

Vitalize - Animate a small plant (or small area of plant life) under your control, such as a shrub, small bush, single branch or vine. This animation allows slow movement along ground for rooted plants.

Strmr.

Level 1:

Drift - Thicken the air beneath you just enough that if you are falling it slows your decent and allows for a soft landing.

Level 2:

Channel - Aid electricity in passing though you, granting you protection from electrical charges and allowing you to redirect the blast. Usable once every five posts.

Level 3:

Gust - With a thrust of your palm, channel the air into a gust of wind that will push back your target several feet or stop their forward momentum.

Weapons and Armor

Duom (Harminic Weapon): Shaft is made of wood, twisted in a braided pattern, and the blades are made out of green leaves as hard as metal.

Other Magical Possessions

None

Other Mundane Possessions

Backpack with bedroll, canteen, rope, notebook with pen, flint and steel.

Gold: 40
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#2
And approved! Being bonded at birth, as you know, is very unusual but she might have grown up in a village that just found it neat and nothing more (It'd be interesting to know a bit more about her childhood).

Also, do you an idea for the level 3 weapon ability or would you like me to suggest something? That can be decided later though, so...

*Stamp*

(Yeah, I copy pasted this post for both you and Koji's char. Tongue)
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