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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!


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Zeva Shen
#1
Zeva Shen
Race: Shifter
Gender: Female
Age: 26
Height: 5'11"
Strength: Strong (Human) / Very Strong (Shifter)

Physical Description: <b>Human:</b> As a human, Zeva is olive toned with white-blond hair. She possess an orange twinge around her skin that travels to each of her forms because of the power that she possesses. Her eyes are blue with equal signs - a symbol to her harmonic weapon.

<b>Shifter:</b> As a shifter, she is a white tiger. She stands on two legs and her height does not change. Her arms turn into the paws but they are able to hold things. In her humaniod shape, she does have a tail. The orange twinge coats around her stripes as the most noticeable thing. She also has the equal signs still inside of her eyes as pupils.

<b>Tiger:</b> When in tiger form, she is the typical white tiger appearance. The orange twinge of her power goes to the tiger's form, in the same way it manifests in the way of her humanoid form. The equal signs do not disappear either in her blue eyes.

Apparel: In human form, she wears a simple gray shirt and jeans.

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


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

Skills and Abilities

Telepathy: Zeva is able to create a two way telepathic link with anyone that she can see. This link can be maintained with up to 5 individuals at a time. Before the connection is made, the one being contacted gets a sort of mental knock that they can chose to deny (which means no contact is made) or accept. This knock lets the person being contacted know that someone is trying to talk in their mind, but not who. [Minor 1]

Spirit Manifestation – Zeva can will her tiger spirit into being as a ghostly, intangible tiger 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 tiger must remain within 20’ of her. [Minor 1.5]

Spirit Embodiment – Zeva can possess her manifestation if it is within 1’ of her, effectively becoming the tiger. When she does this her body dissolves into a radiant aura that fills the tiger, rendering it corporeal. Zeva 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 tiger form transfers to her humanoid one and vice-versa. Her strength in this form is the same as in her shifter form. Zeva 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]

Muscular: Zeva has been fighting for a long time, this has resulted in an additional Strength level. [Minor 4]

Battle Jump: Once per two posts, Zeva can create a cushion of air beneath her feet. This cushion creates a solid surface for her to interact with that fades after a very brief moment (same post). This surface allows her to reposition herself mid air, effectively double jump, dodge an obstacle, or otherwise change her movement when not touching a solid surface. [Minor 5]

Racial: Zeva's shifter form is a fully anthromorphic white tiger. She has their senses, claws, and coloration in addition to gecoming one strength level higher.

Extreme Strength Training - BP = 0/50
As the name implies. Increases strength by one level.

Aspect:

Fire Branded
  • Once per post you can cast a 2nd level or lower fire 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 Fire Branded and Earth Bound you can't cast a spell, a bonus fire spell, and a bonus earth spell in the same post because 3 > 2).
  • Any of your fire spells that act with some level of effective strength (average, strong, etc), are one level stronger.

Leveled Talent:

MANTLE - Your attunement to fire magics passively alters your body, stoking your inner fire and turning you into an embodiment of molten heat. You can effortlessly suppress some or all of these changes whenever you desire, although you cannot cast spells while doing so.
lvl 0. Your skin is warm to the touch. High temperatures do not bother you, and your internal organs are almost incapable of overheating (you can still be burned).
Lvl 1. Your skin becomes ruddy and feverish. Your body quickly burns away poisons and you can breathe carbon monoxide and methane.
Lvl 2. Your irises gain a flickering red glow. You are able to shift your perception to see heat.

Lvl 3. Your veins glow orange beneath your skin. Your touch is painfully hot and your body becomes resistant to light burns. You can freely channel this protection (and later improvements) through your worn and carried non-living possessions as well.
Lvl 4. Your gaze can cause those who meet your eyes to become warm and flush or feverish. You can passively control this effect, anything from an intimidating heat to “why is my heart beating faster when I look at X?” is possible.
Lvl 5. Your breath becomes steam, your bodily fluids boiling hot. Wounds inflicted on you cauterize themselves. Your body becomes resistant to all but the most severe of burns.
Lvl 6. Your skin bakes and tans, becoming as tough as leather armor. Your nails blacken as well, becoming as sharp and tough as obsidian.
Lvl 7. You hair smolders but does not burn away, and can erupt with flames whenever you will it so (for as long as you desire). The temperature within 3’ of you quickly rises over time, increasing by about 60 degrees Fahrenheit per post to a maximum of 110 degrees Fahrenheit (unless already hotter). You can freely extend or contract this aura, to a minimum of 6" and a maximum of 6'.
Lvl 8. Your sweat and blood become similar to lava and your breath becomes a mildly toxic black smog. You gain the ability to freely breathe out 2' gouts of flame and become virtually impervious to burns and fire.
Lvl 9. Cuts dealt to you unleash a weak-strength blast of searing soot before cauterizing. You develop a custom, staff-approved attack utilizing your bizarre physiology.
Lvl 10. Once ever, upon death or by your will, the fire magic within you erupts, unleashing a 20' wave of smokey fire in all directions and engulfing your corpse in a bubble of magma that quickly cools and hardens into solid rock. Several minutes later the rock shatters, revealing a reborn you (along with any items you channeled your burn resistance through). This new you gains a custom, staff-approved ability based on the emotion, desire, situation, etc that led to your death/forced rebirth (rebirth may cause physical changes as well).

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 = Harmony
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.
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.


Spells

Vital

LEVEL 1
Divine - Sense the presence of any fey or spirits around you and get a sense of their mood.

LEVEL 2
Share – Share one of your senses with a touched individual. This effect works both ways, and can be disorienting. This effect lasts 5 posts or until you cast this spell again. Pain counts as a sense

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.

Fire

LEVEL 1
Char - Release a small burst of red hot cinders from your hand.

LEVEL 2
Fireball - Summon into your hand a semi-solid ball of flame that can be thrown. On impact it explodes with the force of an average punch.


Weapons and Armor

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

Other Magical Possessions None

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

Gold: 30
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#2
I know Udo is working with you and Helia's player. Looks fine so far! Feel free to ask me any questions~
Reply
#3
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*
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