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Ryker Torrento
#1
Ryker Torrento
Race: Human
Gender: Male
Age: 20's
Height: 5'9"
Weight:
Strength: Average
Physical Description: Ryker has olive colored skin and short black hair. Light blue eyes and a rough stubble adorn his face. His body is thin, but relatively muscular.
Apparel: Ryker usually wears dark, well fitting clothing. Often there are leather sheaths, pouches, or basic armoring strapped to his chest and limbs, but this provides little protection. A black hood falls loosely from his shoulders, and a black cloth dangles from his neck, ready to be pulled to conceal his face at any moment.
Backstory: Ryker was raised in luxury. The son of the head of the Torrento family, a powerful criminal organization, he was trained from birth to be the perfect agent of his family. Taught tactics in stealth, swordplay, and other general skills by his large "family". His life was enjoyable. That is, until the recent execution of nearly everyone he had ever considered a friend, including his father. After it was revealed that the family had been aiding pirates in their war with Ballena, the authorities were quick to exterminate the family. Ryker had very few options once his family was gone. He was an enemy of nearly every other criminal organization in Ballena, he was wanted by the authorities, and he had little experience in the way of honest work. But there's one thing he did have, extensive knowledge of both the pirates warring with Ballena, and the criminal underground. That's what the authorities wanted when they finally caught him. Ryker was young, dangerous, and intelligent, just what they needed to keep their territory safe. The authorities told Ryker he had two options, help them stop this war and end the fighting between criminal organizations, or join his family to rot in the ground. The decision was easy.


Affiliations and Contacts: *Authorities of Ballena as job-providers. Other than providing Ryker with missions, the authorities want little to do with him, so long as he keeps out of trouble with their people.


Skills and Abilities:
Aspect: Warrior Prodigy (Stealth Tactics)
Provides Martial Stances and Techniques, 1 additional minor, and a reduction in martial mastery time.
Lvl 0. Wielding stealth and misdirection in battle benefits from a more general understanding of deception, and it is common for those who follow this path to be rather surreptitious. You are no exception, and thus possess the equivalent of basic stealth training.


Aspect: Forged Road (Agent)
Provides 2 additional minors and a discount to certain costs.

Human Resilience- Ryker can quickly shrug off magical effects.

*Catapult Grip- You develop the precision, balance and speed to throw almost any weapon, regardless of its weighting. This also allows you to better improvise ranged projectiles and improves your accuracy with properly balanced weapons.


*Quiet Combat - You learn how to fight while making very little sound as well as a precise throat striking technique that will render your opponent temporarily unable to make a sound. Requires both a previous understanding of martial stances and past stealth training.



*Lockpicking- Using tools to pick through locks. 20g per level.
Lvl 1. Trained in the use of lockpicks.



Weapons and Armor:
*Thief- A magical rapier that muffles all noise it would otherwise create.
*Magic Chest Strap- A leather strap wrapped around Ryker's chest with a single, dagger-sized holster at the center. It allows him to summon and maintain up to 5 throwing knives capable of either creating a 4' cloud of smoke, or showering sparks when thrown. (2 minors)
*Bat Cloak - A black cloak. Once per five posts the cloak can be used to blind a target for 1 post. The victim's vision continues to be somewhat blurry after the effect ends, rendering the target extremely nearsighted for 2 additional posts. This slightly blurs their vision in general, and makes it nearly impossible for them to identify things farther than 15' away. (1 minor)


Other Mundane Possessions:
Leather Sheath for Thief


Gold: 400

The * show what items or skills took up minor slots.
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#2
Suggestions for the bat cloak:

Bat Cloak - A black cloak. Once per five posts the cloak can be used to blind a target for 1 post. The victim's vision continues to be somewhat blurry after the effect ends, rendering the target extremely nearsighted for 2 additional posts. This slightly blurs their vision in general, and makes it nearly impossible for them to identify things farther than 15' away. [1 minor]

^This wouldn't be that useful against humans though, given their ability to shrug off direct magical effects (so they could shrug off continued blinding but it wouldn't help them against being hurt by a flaming ball). Alternate suggestion:

Bat Cloak - A black cloak. Once per seven posts the cloak can create a large cloud of black smoke around itself, up to 20' in radius, that obscures the surrounding area for 2 posts before fading away. [1 minor]

--

I also felt I should qualify my statement on posts and combat (since I don't want to give the wrong impression): IME, A lot of combat involves small groups VS other small groups, and those tend to be short (maybe 3-6 posts per person involved). Evenly matched duals/spars can be pretty long (10+ posts per person), but are less common. Massive combats.. vary wildly.
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