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		<title><![CDATA[Aurora Sky - Character Profiles]]></title>
		<link>https://aurorasky.udocoded.com/</link>
		<description><![CDATA[Aurora Sky - https://aurorasky.udocoded.com]]></description>
		<pubDate>Tue, 26 May 2026 13:38:20 +0000</pubDate>
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			<title><![CDATA[Szonja Lin Meszaros]]></title>
			<link>https://aurorasky.udocoded.com/showthread.php?tid=250</link>
			<pubDate>Tue, 10 Jul 2018 01:24:02 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://aurorasky.udocoded.com/member.php?action=profile&uid=100">Szonja</a>]]></dc:creator>
			<guid isPermaLink="false">https://aurorasky.udocoded.com/showthread.php?tid=250</guid>
			<description><![CDATA[<span style="font-weight: bold;" class="mycode_b">Szonja Lin Meszaros</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Race:</span> Shifter [Bearded Vulture]<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Gender:</span> Female<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Age:</span> 18<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Height:</span> 5‘ 8“<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Weight:</span> 120 lbs<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Strength:</span> Average<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Physical Description:</span> <br />
<br />
Human: Szonja has short black hair that frames her diamond shaped face. Her high cheek bones, long eye lashes and full lips are eye-catching and many would call her beautiful. She has a slender, toned build with olive-colored skin. <br />
<br />
Shifter: Szonja’s hair grows long and white, reaching past her shoulders. Her arms sprout long black feathers and a set of sharp claws grows from her toes. What seems to be heavy eye makeup appears around her eyes, completely surrounding them in a half-inch of black, stretching down her nose. <br />
<br />
-<span style="font-style: italic;" class="mycode_i">Wings</span> - Szonja’s wings are more functional than that of most bird shifters, allowing her greater range of movement through the air. Flapping her arms in strong motion allows her to double the height of her leaps in addition to any other effects. In addition, while in her shifted form, her instinct for the movement and placement of her wings aids in her command of storm magics. Every other post, so long as it is being used to aid her movement, Szonja may cast a storm spell without it costing her spell for the post. [2 Minors]<br />
<br />
-<span style="font-style: italic;" class="mycode_i">Claws</span> - When shifted, her feet change in structure to act like a birds grasping foot. Her toes fuse into three in the front and one in the back and sprout large claws. Her feet, assisted by the claws, can grab any foothold or make for a stable landing on most surfaces. The claws can be used as weapons as well. [Modifier 1]<br />
<br />
-<span style="font-style: italic;" class="mycode_i">Sense of Smell</span> - Szonja has the sense of smell of her spirit animal. Her nose is specifically tuned to locating rotting corpses from miles away. She can tell exactly what kind of creature she is smelling as long as she has identified the corpse to the smell in the past. So far, this includes all sorts of wild animals, Humans, Elves and Shifters. [1 Minor]<br />
<br />
-<span style="font-style: italic;" class="mycode_i">Appetite for Bone</span> - Her bond with her spirit animal, whose diet consists almost entirely of bone marrow, causes Szonja to have a similar appetite. She does not need to eat nearly as much as her spirit animal, but will feel symptoms of withdrawal or pika if she does not get enough bone marrow in her diet. Her teeth are stronger than normal and her stomach is quite acidic to accommodate this diet. <br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Apparel:</span> Szonja has found function and fashion in her royal garb. She wears a black corset over a white short sleeve shirt, dark brown pants under a black open-front skirt and knee-high black boots. <br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Backstory:</span> Szonja was born in Kuanepi to the Mistress of Duke Kristof Fan Farkas. Although born out of wedlock, she lived a privileged childhood. She was kept a secret from her half-siblings, living with her mother in a secluded vacation home high in the mountains. They posed as caretakers for the home, vacating to the guest house whenever the Duke brought his family on vacation. Duke Farkas encouraged all of his children to play together when they visited, giving Szonja an opportunity to get to know her siblings. After years of the Duke’s kind treatment and the children growing up together, Szonja became like a daughter and sister to the family. But only Szonja, her mother, and the Duke knew how true it was. <br />
<br />
When the family wasn’t visiting, Szonja had everything a young girl could ask for, thanks to her father. She had a full library of books on any imaginable subject. The Duke even sent tutors on occasion, including a royal propriety tutor and a martial artist who taught her a form of hand-to-hand combat. It was her father's goal for Szonja to receive as good of an education as his other children. When she wasn’t learning, she explored the huge house and the surrounding mountain forest. As she grew older, she found that she spent more and more time outside. She loved breathing in the chill mountain air and listening to the whispers of the wind. <br />
<br />
One day, when she was 13, she decided to climb a cliff face to see if she could look into a bird’s nest. She reached the nest and saw three large eggs. Before she knew what was happening, a huge bird slammed into her head, knocking her off the cliff. She fell from a height that should have killed her, but nevertheless, she woke up to the same bird standing over her. It was a vulture. A huge one with white and black feathering. When it realized she was awake, it flew away. Szonja couldn’t believe she was alive. She was shocked further when she saw that she now had long white hair, feathers on her arms and claws on her feet. She ran home to show her mother. Her mother’s initial shock quickly turned to an ecstatic smile. Then her mother changed too. She also had feathers but her coloring was different. It was then she learned that she was a Shifter.<br />
<br />
Her life didn’t change much with this revelation. Her studies and training continued. But in secret, Szonja began practicing her martial art while in shifted form, adding her own feathery flair. She also began developing the ability to control the wind around her, after listening to it and feeling it for so long. <br />
<br />
Shortly after her 18th birthday, her father came on a rare visit alone. Szonja could tell it wasn’t going to be a happy visit. He came to tell her that his wife had found out about Szonja and that she was threatening to expose the Duke, if he didn’t force her to leave Kuanepi. He had raised a reasonable daughter and Szonja understood and accepted her fate. She had known this day was coming. <br />
<br />
After a few months of preparation, Szonja left with her mother to one of the towns of Parjev and settled down. But Szonja had no intention of staying. She soon after set out on her own, not sure what to do with her life. <br />
<br />
<span style="font-weight: bold;" class="mycode_b">The Story Of Szonja:</span> Nothing yet. <br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Affiliations and Contacts:</span> Father: Duke Kristof Fan Farkas.<br />
Mother: Nora Lin Meszaros<br />
Half-Siblings: The Duke’s Children<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Skills and Abilities</span></span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Battle Vulture</span> - Vultures are scavengers, but they know how to fight for their claim. As long as Szonja is in her shifted form when fighting she gains a small bonus to her number of battle posts at the end of a fight, determined by the moderator of the event. This bonus is capped at double.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Aspect:</span> Storm Called<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Leveled Talent:</span> Tempest Knight<br />
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. <br />
<span style="font-weight: bold;" class="mycode_b">Lvl 0.</span> 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.<br />
<span style="font-weight: bold;" class="mycode_b">Lvl 1.</span> 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. <br />
<span style="font-weight: bold;" class="mycode_b">Lvl 2.</span> The strength of any winds your spells (not other abilities, like this talent) create is increased by one strength level (Strong-&gt;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).<br />
<span style="font-weight: bold;" class="mycode_b">Lvl 3.</span> 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).<br />
<span style="font-weight: bold;" class="mycode_b">Lvl 4.</span> 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.<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Spells</span></span><br />
<br />
Level 1<br />
<span style="font-weight: bold;" class="mycode_b">Drift</span> - Thicken the air beneath you just enough that if you are falling it slows your decent and allows for a soft landing. 30g<br />
<span style="font-weight: bold;" class="mycode_b">Whisper</span> - While speaking in a whisper, you can manipulate the air to carry it to the ear of anyone within your sight. 30g<br />
<br />
Level 2<br />
<span style="font-weight: bold;" class="mycode_b">Deafen</span> - Completely still the air around a target's ears preventing any sound from reaching them. Use will rarely go unnoticed. 60g<br />
<br />
Level 3<br />
<span style="font-weight: bold;" class="mycode_b">Gust</span> - 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. 90g<br />
<br />
Level 4<br />
<span style="font-weight: bold;" class="mycode_b">Blowback</span> - Create a spiraling whirlwind around one of your hands that amplify the force of your next blow by two strength levels (average -&gt; very strong) and spread out the force (turning a punch into a shove). If the hit creature/object is rendered airborn the winds might spin it around for a post as well. 120g<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Aspect:</span> Warrior Prodigy<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Leveled Talent:</span> Leaping Dervish<br />
It's harder to hit a moving target. You have learned the art of continuous movement while fighting.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Lvl 0.</span> The leaping dervish style relies heavily on the maneuverability of its practitioner. As such, novices of of the leaping dervish style first master basic acrobatics (superb balance, simple maneuvers, etc). You are no exception, and thus possess the equivalent of basic acrobatics training.<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Weapons and Armor</span></span> None<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Other Magical Possessions</span></span> None<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Other Mundane Possessions</span></span><br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Pets</span></span> None<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Gold:</span> 20g<br />
330g Spent on Spells<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Minors:</span><br />
Wings - 2 Minors<br />
Sense of Smell - 1 Minor<br />
Battle Vulture - 1 Minor]]></description>
			<content:encoded><![CDATA[<span style="font-weight: bold;" class="mycode_b">Szonja Lin Meszaros</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Race:</span> Shifter [Bearded Vulture]<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Gender:</span> Female<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Age:</span> 18<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Height:</span> 5‘ 8“<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Weight:</span> 120 lbs<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Strength:</span> Average<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Physical Description:</span> <br />
<br />
Human: Szonja has short black hair that frames her diamond shaped face. Her high cheek bones, long eye lashes and full lips are eye-catching and many would call her beautiful. She has a slender, toned build with olive-colored skin. <br />
<br />
Shifter: Szonja’s hair grows long and white, reaching past her shoulders. Her arms sprout long black feathers and a set of sharp claws grows from her toes. What seems to be heavy eye makeup appears around her eyes, completely surrounding them in a half-inch of black, stretching down her nose. <br />
<br />
-<span style="font-style: italic;" class="mycode_i">Wings</span> - Szonja’s wings are more functional than that of most bird shifters, allowing her greater range of movement through the air. Flapping her arms in strong motion allows her to double the height of her leaps in addition to any other effects. In addition, while in her shifted form, her instinct for the movement and placement of her wings aids in her command of storm magics. Every other post, so long as it is being used to aid her movement, Szonja may cast a storm spell without it costing her spell for the post. [2 Minors]<br />
<br />
-<span style="font-style: italic;" class="mycode_i">Claws</span> - When shifted, her feet change in structure to act like a birds grasping foot. Her toes fuse into three in the front and one in the back and sprout large claws. Her feet, assisted by the claws, can grab any foothold or make for a stable landing on most surfaces. The claws can be used as weapons as well. [Modifier 1]<br />
<br />
-<span style="font-style: italic;" class="mycode_i">Sense of Smell</span> - Szonja has the sense of smell of her spirit animal. Her nose is specifically tuned to locating rotting corpses from miles away. She can tell exactly what kind of creature she is smelling as long as she has identified the corpse to the smell in the past. So far, this includes all sorts of wild animals, Humans, Elves and Shifters. [1 Minor]<br />
<br />
-<span style="font-style: italic;" class="mycode_i">Appetite for Bone</span> - Her bond with her spirit animal, whose diet consists almost entirely of bone marrow, causes Szonja to have a similar appetite. She does not need to eat nearly as much as her spirit animal, but will feel symptoms of withdrawal or pika if she does not get enough bone marrow in her diet. Her teeth are stronger than normal and her stomach is quite acidic to accommodate this diet. <br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Apparel:</span> Szonja has found function and fashion in her royal garb. She wears a black corset over a white short sleeve shirt, dark brown pants under a black open-front skirt and knee-high black boots. <br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Backstory:</span> Szonja was born in Kuanepi to the Mistress of Duke Kristof Fan Farkas. Although born out of wedlock, she lived a privileged childhood. She was kept a secret from her half-siblings, living with her mother in a secluded vacation home high in the mountains. They posed as caretakers for the home, vacating to the guest house whenever the Duke brought his family on vacation. Duke Farkas encouraged all of his children to play together when they visited, giving Szonja an opportunity to get to know her siblings. After years of the Duke’s kind treatment and the children growing up together, Szonja became like a daughter and sister to the family. But only Szonja, her mother, and the Duke knew how true it was. <br />
<br />
When the family wasn’t visiting, Szonja had everything a young girl could ask for, thanks to her father. She had a full library of books on any imaginable subject. The Duke even sent tutors on occasion, including a royal propriety tutor and a martial artist who taught her a form of hand-to-hand combat. It was her father's goal for Szonja to receive as good of an education as his other children. When she wasn’t learning, she explored the huge house and the surrounding mountain forest. As she grew older, she found that she spent more and more time outside. She loved breathing in the chill mountain air and listening to the whispers of the wind. <br />
<br />
One day, when she was 13, she decided to climb a cliff face to see if she could look into a bird’s nest. She reached the nest and saw three large eggs. Before she knew what was happening, a huge bird slammed into her head, knocking her off the cliff. She fell from a height that should have killed her, but nevertheless, she woke up to the same bird standing over her. It was a vulture. A huge one with white and black feathering. When it realized she was awake, it flew away. Szonja couldn’t believe she was alive. She was shocked further when she saw that she now had long white hair, feathers on her arms and claws on her feet. She ran home to show her mother. Her mother’s initial shock quickly turned to an ecstatic smile. Then her mother changed too. She also had feathers but her coloring was different. It was then she learned that she was a Shifter.<br />
<br />
Her life didn’t change much with this revelation. Her studies and training continued. But in secret, Szonja began practicing her martial art while in shifted form, adding her own feathery flair. She also began developing the ability to control the wind around her, after listening to it and feeling it for so long. <br />
<br />
Shortly after her 18th birthday, her father came on a rare visit alone. Szonja could tell it wasn’t going to be a happy visit. He came to tell her that his wife had found out about Szonja and that she was threatening to expose the Duke, if he didn’t force her to leave Kuanepi. He had raised a reasonable daughter and Szonja understood and accepted her fate. She had known this day was coming. <br />
<br />
After a few months of preparation, Szonja left with her mother to one of the towns of Parjev and settled down. But Szonja had no intention of staying. She soon after set out on her own, not sure what to do with her life. <br />
<br />
<span style="font-weight: bold;" class="mycode_b">The Story Of Szonja:</span> Nothing yet. <br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Affiliations and Contacts:</span> Father: Duke Kristof Fan Farkas.<br />
Mother: Nora Lin Meszaros<br />
Half-Siblings: The Duke’s Children<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Skills and Abilities</span></span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Battle Vulture</span> - Vultures are scavengers, but they know how to fight for their claim. As long as Szonja is in her shifted form when fighting she gains a small bonus to her number of battle posts at the end of a fight, determined by the moderator of the event. This bonus is capped at double.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Aspect:</span> Storm Called<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Leveled Talent:</span> Tempest Knight<br />
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. <br />
<span style="font-weight: bold;" class="mycode_b">Lvl 0.</span> 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.<br />
<span style="font-weight: bold;" class="mycode_b">Lvl 1.</span> 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. <br />
<span style="font-weight: bold;" class="mycode_b">Lvl 2.</span> The strength of any winds your spells (not other abilities, like this talent) create is increased by one strength level (Strong-&gt;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).<br />
<span style="font-weight: bold;" class="mycode_b">Lvl 3.</span> 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).<br />
<span style="font-weight: bold;" class="mycode_b">Lvl 4.</span> 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.<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Spells</span></span><br />
<br />
Level 1<br />
<span style="font-weight: bold;" class="mycode_b">Drift</span> - Thicken the air beneath you just enough that if you are falling it slows your decent and allows for a soft landing. 30g<br />
<span style="font-weight: bold;" class="mycode_b">Whisper</span> - While speaking in a whisper, you can manipulate the air to carry it to the ear of anyone within your sight. 30g<br />
<br />
Level 2<br />
<span style="font-weight: bold;" class="mycode_b">Deafen</span> - Completely still the air around a target's ears preventing any sound from reaching them. Use will rarely go unnoticed. 60g<br />
<br />
Level 3<br />
<span style="font-weight: bold;" class="mycode_b">Gust</span> - 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. 90g<br />
<br />
Level 4<br />
<span style="font-weight: bold;" class="mycode_b">Blowback</span> - Create a spiraling whirlwind around one of your hands that amplify the force of your next blow by two strength levels (average -&gt; very strong) and spread out the force (turning a punch into a shove). If the hit creature/object is rendered airborn the winds might spin it around for a post as well. 120g<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Aspect:</span> Warrior Prodigy<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Leveled Talent:</span> Leaping Dervish<br />
It's harder to hit a moving target. You have learned the art of continuous movement while fighting.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Lvl 0.</span> The leaping dervish style relies heavily on the maneuverability of its practitioner. As such, novices of of the leaping dervish style first master basic acrobatics (superb balance, simple maneuvers, etc). You are no exception, and thus possess the equivalent of basic acrobatics training.<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Weapons and Armor</span></span> None<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Other Magical Possessions</span></span> None<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Other Mundane Possessions</span></span><br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Pets</span></span> None<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Gold:</span> 20g<br />
330g Spent on Spells<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Minors:</span><br />
Wings - 2 Minors<br />
Sense of Smell - 1 Minor<br />
Battle Vulture - 1 Minor]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Jones Alex]]></title>
			<link>https://aurorasky.udocoded.com/showthread.php?tid=241</link>
			<pubDate>Wed, 04 Jul 2018 09:05:40 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://aurorasky.udocoded.com/member.php?action=profile&uid=92">Jones Alex</a>]]></dc:creator>
			<guid isPermaLink="false">https://aurorasky.udocoded.com/showthread.php?tid=241</guid>
			<description><![CDATA[<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Jones Alex</span></span><br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Race:</span></span> Human<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Gender:</span></span> Male<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Age:</span></span> 45<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Height:</span></span> 5'11<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Weight:</span></span> 240<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Strength:</span></span> Strong<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Physical Description:</span></span> Barrel chested, hairy, round-faced, <br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Apparel:</span></span> Too often goes shirtless. Fond of expensive watches. Currently wearing a nice suit.<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Backstory:</span></span> Jones Alex has <br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">The Story Of Jones Alex: </span></span><br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Affiliations and Contacts:</span></span><br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Skills and Abilities:</span></span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Alchemical Production</span> - After making an alchemical creation three times, Jones may reduce the cost by 20g (minimum 0) as he masters the needed techniques and avenues of material acquisition. (0g effectively means it is no more expensive than feeding himself or other needs assumed to be covered with misc earnings outside of PC gold). (2 Minors)<br />
<br />
Jones Alex has the ability to craft Tinctures, Potions, Powders, and Solvents. Tinctures are applied like sunscreen, Potions are drinks, Powders are used like smoke bombs, and Solvents are poured on items or areas of wall or floor. They have magical properties. Jones Alex has the proper recipe to create one of each, the effects of which will be described below.<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Aspect: Vital Heart</span></span><br />
Life surrounds us, both in space and time. You feel this bond more strongly than most, diving into it and relishing the constant flow of existence.<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Leveled Talent:</span> WAKING DREAMER</span> - You posses a connection to the dreams and minds of others unheard of to most.<br />
Lvl 0 – You are always aware of when you are dreaming unless you desire otherwise (some tasks such as vision quests may require you play along to benefit). You also remain aware of your surroundings in the waking world while resting. Furthermore, you gain complete control over your sleep cycle, allowing you to begin or end dreaming at a moment’s notice. Finally, you gain a personal dream realm of sorts that you can enter while dreaming – this realm does not otherwise really exist. <br />
<div style="margin:20px; margin-top:5px"><div class="quotetitle"><input class="button2 btnlite" type="button" value="View Spoiler" style="text-align:center;width:115px;margin:0px;padding:0px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';      this.innerText = ''; this.value = 'Hide Spoiler'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'View Spoiler'; }" /></div><div class="quotecontent"><div style="display: none;">Lvl 1 – You can sense the presence of minds other than your own, allowing you tell roughly how many people are in an area (just you, a couple, a few dozen, etc). People actively trying to hide are not sensed by this ability. <br />
Lvl 2 – You gain the ability to send a visionary dream to another while resting or meditating. You must be at least somewhat familiar with the target. The exact nature of the dream depends on the target, but your general point will make itself known. If the target is awake, they will receive the dream when they next sleep. <br />
Lvl 3. - You learn to recognize thoughts related to you, and can pick out who and where they are coming from. The nature of those thoughts is still unclear to you, however (e.g, you know when someone is thinking about you but not what they are thinking). People actively trying to hide can still be sensed by this ability. Maximum range 1000'. <br />
Lvl 4 – Your visionary dreams may include some sort of method of entering your dream realm for less opaque communication, although the recipient(s) can decline entry. You may now send a number of simultaneous visionary dreams equal to twice your level in this LT (8 at level 4) whenever you rest or meditate, but all of them must share the same intent. Furthermore, if the recipient is awake you can choose to send a visionary daydream instead. <br />
Lvl 5 – In place of a spell per post you can begin overriding one of the senses (sight, hearing, touch, etc) of yourself and up to three other targets you can sense with a single hallucination. You can only add sensations in this way, not remove them (for example, you can't become invisible but you could make it look like there are three of you). Utilizing what is actually going on makes this ability more effective - such as bolstering the sound of your steps to sound like an army on the move. You can maintain this effect for up to three posts, after which you must wait twice as many posts before using this ability again.<br />
Lvl 6 – You may enter the dreams of others while resting or meditating, provided they are within 30ft of your body. You also develop a custom, staff-approved special ability that can only be used while in a dream. <br />
Lvl 7 – You can telepathically communicate with all nearby sapient creatures. Furthermore, you roughly know the location of every nearby sapient mind (“there are three people in the room to the left.. etc”). People actively trying to hide are not sensed by this ability unless they are within 15’ of you. <br />
Lvl 8 – Your connection to dreams and the world’s mindscape deepens, allowing you to learn something about whatever topic you wish once per encounter. If what you seek is a secret, this power might lead you to someone that can give you a few clues. You also gain the ability to sense major disasters and other scenarios that have suddenly effected a large number of people, sometimes from miles away or more. <br />
Lvl 9 – You develop a custom, staff-approved ability related to dreaming and your bonds with others. <br />
Lvl 10 – You can gain the ability to teach other creatures the Dream Calling spell (they can’t teach it to other creatures). Furthermore, if you die you may continue to exist in the dreams of any individual that deeply cares/cared about you (either positively or in a negative fashion). You may only inhabit one creature’s dreams at a time, but may freely switch between all possible candidates.</div></div></div>
<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Aspect: Warrior Prodigy</span></span><br />
You possess the equivalent of the Martial Stances and Techniques basic training (I.E. You already "completed" the training [no BP/Gold needed]).<br />
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).<br />
The number of times you need to use warrior techniques to master them is halved.<br />
Leveled Talent <br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Vital</span> – Enlightened Combat</span> –The art of fully perceiving and utilizing your environment in combat.<br />
Lvl 0. In order to fully take advantage of the environment, one must first master themselves. As such, novices of of the enlightened combat style first master basic acrobatics (superb balance, simple maneuvers, etc). You are no exception, and thus possess the equivalent of basic acrobatics training.<br />
<div style="margin:20px; margin-top:5px"><div class="quotetitle"><input class="button2 btnlite" type="button" value="View Spoiler" style="text-align:center;width:115px;margin:0px;padding:0px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';      this.innerText = ''; this.value = 'Hide Spoiler'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'View Spoiler'; }" /></div><div class="quotecontent"><div style="display: none;">Lvl 1 – 5BP – Your situational awareness increases, allowing you to easily note things with a glance and recall the specific details of everything that happened during a fight.<br />
Lvl 2 – 15BP – Your grip and leg strength are honed, allowing you to easily scale and bound around obstructions and landmarks.<br />
Lvl 3 – 30BP- Your mastery of self is further refined, granting you the benefits of mastering either advanced acrobatics OR the catapult grip and bear drills warrior techniques.<br />
Lvl 4 - 50BP – Your situational awareness increases again, allowing you to fight over and around obstacles seamlessly and improving your ability to dodge mindless hazards and adjust to their effect on the area (falling trees, undirected spells, etc).<br />
Lvl 5 – 75BP – Your coordination is enhanced, improving your aim and allowing you accurately strike or kick objects so they fly in any given direction.<br />
Lvl 6 – 105BP – Your awareness is further refined; you can use the motions around you to aid your own, like the gears in a clock. Anyone can take advantage of an opponent’s motions to power their own, but few do so as effortlessly and skillfully as you.<br />
Lvl 7 – 140BP – You intuitively grasp how things might be used together, enabling you to swiftly create improvised weapons and devices and expertly set up and initiate (or avoid) chain reactions. Others might be able to set up a multi-step door trap of falling objects and that thing you just made from string, a sandwich, and a hairpin... but few can do it in the time it takes the target to run down a hall.<br />
Lvl 8 – 180BP – You achieve a state of oneness with everything around you, making it almost impossible to catch you completely off-guard and granting you a sort of sixth sense for knowing when things are about to take an ill turn.<br />
Lvl 9 – 225BP – Once per encounter you can, with a moment of focus, enhance the unity between yourself and what is not yourself. This effectively allows you "see" in all directions, even through obscuring objects, and predict what is going to happen moments before it does. Lasts for two posts.<br />
Lvl 10 -275BP – You develop a custom, staff approved technique that represents your personal take on this style. </div></div></div>
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Spells</span></span><br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Weapons and Armor</span></span><br />
<br />
A metal helmet composed largely of tin.<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Other Magical Possessions</span></span><br />
<br />
"Truth Detector". A handheld device of Jones' own creation, it glows different colors, makes quiet noises of different types, all at different times and places. It reacts unpredictably to different circumstances. Jones believes he can use it's output to infer information about his surroundings.<br />
<br />
Powder of blinding: When thrown, creates a thick dusty smoke that impedes vision in an area of 10 from the area of impact. Stays in the air for about a minute if not blown away by not harmful to breathe but may cause a hearty cough.<br />
<br />
Potion of revelatory power: The drinker of this potion is unable to see or hear reality for 2 minutes, instead having powerful audio and visual hallucinations. Don't believe what you see when you drink this, or you'll end up like Jones.<br />
<br />
Tincture of ROCK HARD MANLY SKIN: When applied, makes the users skin more capable of healing quickly, causing skin-deep cuts to seal up almost immediately.<br />
<br />
Solvent of CONSPIRACY BREAKING: When applied to an item, causes that item to shed bright light for ten minutes.<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Other Mundane Possessions</span></span><br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Gold:</span></span> 0]]></description>
			<content:encoded><![CDATA[<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Jones Alex</span></span><br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Race:</span></span> Human<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Gender:</span></span> Male<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Age:</span></span> 45<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Height:</span></span> 5'11<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Weight:</span></span> 240<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Strength:</span></span> Strong<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Physical Description:</span></span> Barrel chested, hairy, round-faced, <br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Apparel:</span></span> Too often goes shirtless. Fond of expensive watches. Currently wearing a nice suit.<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Backstory:</span></span> Jones Alex has <br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">The Story Of Jones Alex: </span></span><br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Affiliations and Contacts:</span></span><br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Skills and Abilities:</span></span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Alchemical Production</span> - After making an alchemical creation three times, Jones may reduce the cost by 20g (minimum 0) as he masters the needed techniques and avenues of material acquisition. (0g effectively means it is no more expensive than feeding himself or other needs assumed to be covered with misc earnings outside of PC gold). (2 Minors)<br />
<br />
Jones Alex has the ability to craft Tinctures, Potions, Powders, and Solvents. Tinctures are applied like sunscreen, Potions are drinks, Powders are used like smoke bombs, and Solvents are poured on items or areas of wall or floor. They have magical properties. Jones Alex has the proper recipe to create one of each, the effects of which will be described below.<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Aspect: Vital Heart</span></span><br />
Life surrounds us, both in space and time. You feel this bond more strongly than most, diving into it and relishing the constant flow of existence.<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Leveled Talent:</span> WAKING DREAMER</span> - You posses a connection to the dreams and minds of others unheard of to most.<br />
Lvl 0 – You are always aware of when you are dreaming unless you desire otherwise (some tasks such as vision quests may require you play along to benefit). You also remain aware of your surroundings in the waking world while resting. Furthermore, you gain complete control over your sleep cycle, allowing you to begin or end dreaming at a moment’s notice. Finally, you gain a personal dream realm of sorts that you can enter while dreaming – this realm does not otherwise really exist. <br />
<div style="margin:20px; margin-top:5px"><div class="quotetitle"><input class="button2 btnlite" type="button" value="View Spoiler" style="text-align:center;width:115px;margin:0px;padding:0px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';      this.innerText = ''; this.value = 'Hide Spoiler'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'View Spoiler'; }" /></div><div class="quotecontent"><div style="display: none;">Lvl 1 – You can sense the presence of minds other than your own, allowing you tell roughly how many people are in an area (just you, a couple, a few dozen, etc). People actively trying to hide are not sensed by this ability. <br />
Lvl 2 – You gain the ability to send a visionary dream to another while resting or meditating. You must be at least somewhat familiar with the target. The exact nature of the dream depends on the target, but your general point will make itself known. If the target is awake, they will receive the dream when they next sleep. <br />
Lvl 3. - You learn to recognize thoughts related to you, and can pick out who and where they are coming from. The nature of those thoughts is still unclear to you, however (e.g, you know when someone is thinking about you but not what they are thinking). People actively trying to hide can still be sensed by this ability. Maximum range 1000'. <br />
Lvl 4 – Your visionary dreams may include some sort of method of entering your dream realm for less opaque communication, although the recipient(s) can decline entry. You may now send a number of simultaneous visionary dreams equal to twice your level in this LT (8 at level 4) whenever you rest or meditate, but all of them must share the same intent. Furthermore, if the recipient is awake you can choose to send a visionary daydream instead. <br />
Lvl 5 – In place of a spell per post you can begin overriding one of the senses (sight, hearing, touch, etc) of yourself and up to three other targets you can sense with a single hallucination. You can only add sensations in this way, not remove them (for example, you can't become invisible but you could make it look like there are three of you). Utilizing what is actually going on makes this ability more effective - such as bolstering the sound of your steps to sound like an army on the move. You can maintain this effect for up to three posts, after which you must wait twice as many posts before using this ability again.<br />
Lvl 6 – You may enter the dreams of others while resting or meditating, provided they are within 30ft of your body. You also develop a custom, staff-approved special ability that can only be used while in a dream. <br />
Lvl 7 – You can telepathically communicate with all nearby sapient creatures. Furthermore, you roughly know the location of every nearby sapient mind (“there are three people in the room to the left.. etc”). People actively trying to hide are not sensed by this ability unless they are within 15’ of you. <br />
Lvl 8 – Your connection to dreams and the world’s mindscape deepens, allowing you to learn something about whatever topic you wish once per encounter. If what you seek is a secret, this power might lead you to someone that can give you a few clues. You also gain the ability to sense major disasters and other scenarios that have suddenly effected a large number of people, sometimes from miles away or more. <br />
Lvl 9 – You develop a custom, staff-approved ability related to dreaming and your bonds with others. <br />
Lvl 10 – You can gain the ability to teach other creatures the Dream Calling spell (they can’t teach it to other creatures). Furthermore, if you die you may continue to exist in the dreams of any individual that deeply cares/cared about you (either positively or in a negative fashion). You may only inhabit one creature’s dreams at a time, but may freely switch between all possible candidates.</div></div></div>
<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Aspect: Warrior Prodigy</span></span><br />
You possess the equivalent of the Martial Stances and Techniques basic training (I.E. You already "completed" the training [no BP/Gold needed]).<br />
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).<br />
The number of times you need to use warrior techniques to master them is halved.<br />
Leveled Talent <br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Vital</span> – Enlightened Combat</span> –The art of fully perceiving and utilizing your environment in combat.<br />
Lvl 0. In order to fully take advantage of the environment, one must first master themselves. As such, novices of of the enlightened combat style first master basic acrobatics (superb balance, simple maneuvers, etc). You are no exception, and thus possess the equivalent of basic acrobatics training.<br />
<div style="margin:20px; margin-top:5px"><div class="quotetitle"><input class="button2 btnlite" type="button" value="View Spoiler" style="text-align:center;width:115px;margin:0px;padding:0px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';      this.innerText = ''; this.value = 'Hide Spoiler'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'View Spoiler'; }" /></div><div class="quotecontent"><div style="display: none;">Lvl 1 – 5BP – Your situational awareness increases, allowing you to easily note things with a glance and recall the specific details of everything that happened during a fight.<br />
Lvl 2 – 15BP – Your grip and leg strength are honed, allowing you to easily scale and bound around obstructions and landmarks.<br />
Lvl 3 – 30BP- Your mastery of self is further refined, granting you the benefits of mastering either advanced acrobatics OR the catapult grip and bear drills warrior techniques.<br />
Lvl 4 - 50BP – Your situational awareness increases again, allowing you to fight over and around obstacles seamlessly and improving your ability to dodge mindless hazards and adjust to their effect on the area (falling trees, undirected spells, etc).<br />
Lvl 5 – 75BP – Your coordination is enhanced, improving your aim and allowing you accurately strike or kick objects so they fly in any given direction.<br />
Lvl 6 – 105BP – Your awareness is further refined; you can use the motions around you to aid your own, like the gears in a clock. Anyone can take advantage of an opponent’s motions to power their own, but few do so as effortlessly and skillfully as you.<br />
Lvl 7 – 140BP – You intuitively grasp how things might be used together, enabling you to swiftly create improvised weapons and devices and expertly set up and initiate (or avoid) chain reactions. Others might be able to set up a multi-step door trap of falling objects and that thing you just made from string, a sandwich, and a hairpin... but few can do it in the time it takes the target to run down a hall.<br />
Lvl 8 – 180BP – You achieve a state of oneness with everything around you, making it almost impossible to catch you completely off-guard and granting you a sort of sixth sense for knowing when things are about to take an ill turn.<br />
Lvl 9 – 225BP – Once per encounter you can, with a moment of focus, enhance the unity between yourself and what is not yourself. This effectively allows you "see" in all directions, even through obscuring objects, and predict what is going to happen moments before it does. Lasts for two posts.<br />
Lvl 10 -275BP – You develop a custom, staff approved technique that represents your personal take on this style. </div></div></div>
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Spells</span></span><br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Weapons and Armor</span></span><br />
<br />
A metal helmet composed largely of tin.<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Other Magical Possessions</span></span><br />
<br />
"Truth Detector". A handheld device of Jones' own creation, it glows different colors, makes quiet noises of different types, all at different times and places. It reacts unpredictably to different circumstances. Jones believes he can use it's output to infer information about his surroundings.<br />
<br />
Powder of blinding: When thrown, creates a thick dusty smoke that impedes vision in an area of 10 from the area of impact. Stays in the air for about a minute if not blown away by not harmful to breathe but may cause a hearty cough.<br />
<br />
Potion of revelatory power: The drinker of this potion is unable to see or hear reality for 2 minutes, instead having powerful audio and visual hallucinations. Don't believe what you see when you drink this, or you'll end up like Jones.<br />
<br />
Tincture of ROCK HARD MANLY SKIN: When applied, makes the users skin more capable of healing quickly, causing skin-deep cuts to seal up almost immediately.<br />
<br />
Solvent of CONSPIRACY BREAKING: When applied to an item, causes that item to shed bright light for ten minutes.<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Other Mundane Possessions</span></span><br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Gold:</span></span> 0]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Serena Noveau the Poison Princess]]></title>
			<link>https://aurorasky.udocoded.com/showthread.php?tid=239</link>
			<pubDate>Tue, 03 Jul 2018 20:25:14 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://aurorasky.udocoded.com/member.php?action=profile&uid=98">Serena Noveau</a>]]></dc:creator>
			<guid isPermaLink="false">https://aurorasky.udocoded.com/showthread.php?tid=239</guid>
			<description><![CDATA[<span style="font-weight: bold;" class="mycode_b">Serena Noveau</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Race:</span> Shifter/ White Rabbit<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Gender:</span> Female<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Age:</span> 18<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Height:</span> 5’5”<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Weight:</span> You NEVER ask that to a Lady.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Strength:</span> Average<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Physical Description/ Personality:</span> Long straight white hair that is either styled in a bun, braid or gorgeous up-do. She has piercing deep blue eyes and pale skin that looks similar to a doll. Her stunning facial features are covered in light make up, making her lashes black at night, her cheeks pink, and her lips a deep red. Her hourglass figure is lean in the right places, and curvy in others. She walks with confidence as one expects and her movements are nothing but feminine and graceful. At first glance she looks stuck up, yet she is simply acting what is appropriate of her sort of status. Serena is smart as a whip when it comes to books and knowledge. When comfortable and alone she burps, cackles and lets loose her true warm friendly nature.<br />
She originally did not look so pale, after she merged with a white rabbit, her skin paled, and her hair changed color. In her shifter form she has long white rabbit ears that stand straight up and allow her to hear VERY well, her muscles in her legs change, allowing her to jump a lot higher and move very quickly. The skin on her nose turns into a shade of pink and becomes more animated; it also allows her to smell better. Her eyes turn to a shade of deep red. and... she also develops a white fluff ball of a tail, DO NOT TOUCH IT. Or she may just end up killing you… for real. On her cheeks a few very fine almost practically through whiskers appear, allowing her to sense things. Like air or fine changes to the environment. She wears her mist from her mistkeeper aspect around her neck like a scarf.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Apparel:</span> Serena has many outfits, all showing her status of course, her parents would not have it any other way. Her fighting apparel though is a form fitting one consisting of black leather pants with laces on the side starting from the knee down, and an intricate black one shoulder leather bustier with a choker with the lacing in the back. She wore long leather gloves that went midway up her arms and leather boots that seemed quick to take off if necessary. Her “casual outfit” is a loose intricate white blouse with a black corset, tight cloth pants with a long skirt over them that is tied up on one side and calf high custom boots. She tends to wear gloves a lot. Serena also has a large black hooded cape to keep the rain off of her, and also to make herself a little less easily known. As for her formal outfits.... she has too many.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Backstory:</span> Serena was born to a poor shifter family that consisted of carnivorous shifters. A few weeks after her birth Serena merged with a white rabbit. Appalled by her choice in spirit her parents wanted to get rid of the child. Lady and Lord Noveau adopted her from the couple seeing as both of them were herbivore shifters and unable to produce a child of their own. Growing up Serena got the best education her parents could afford, which is a lot! She learned about many things, but one subject caught her eye. Serena was intensely curious about anything dealing with poisons, hallucinates, and any mind or body altering drug. While her parents worried about her like for things of that nature, they decided to hire someone to teach her about medicine. The teacher stunned by Serena’s intense interest decided to teach her everything she could about both poisons, hallucinogens, and other body/mind altering drugs. She made sure to teach her the antidotes for all of them of course. It was soon after that when Serena began developing her own strains and antidotes for them; Even going as far as covering herself in them to use as a weapon. She is known as the Poison Princess among those in the medical field and is looked up to as the youngest genius in this field. She is noted to be on the cutting edge of this subject and any free time she has is spent developing new potions and furthering her understanding of this subject. Her parents have since embraced her love for anything poison, especially since her brain is raking in a ludicrous amount of money for them. Since she is of wedding age Serena’s parents have set her up in an arranged marriage. Serena does not wish to get married, she is too young, and has the whole world to see! New species of poisonous mushrooms to find! She did not want to marry some stuck up man. She wanted to marry for love. She convinced her parents if she could prove herself that she could take care of herself then to at least allow her 5 years of traveling around the land for her “studies”. A messenger from Ariella appeared at their door asking for assistance in the Baron Games. Her parents decided a good way for her to prove herself would be in the Baron Games. If she could help Arielle win, then she may travel for five years before being wed. Serena agreed, and set off after preparation. She will help her best friend win, and then she will be free.. for a while at least. She plans on traveling with her best friend Annabeth. After all, they have been through a lot together.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">The Story Of (Character):</span> <br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Affiliations and Contacts:</span>  <br />
Annabeth- Best friend (will be joining her for travel after Baron's game)<br />
Arielle Cyprien- Good friend<br />
Lord and Lady Noveau- Adopted Parents<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Skills and Abilities</span></span><br />
Immunity from Profession- Due to Serena’s strange toxin abilities she has developed complete immunity to all poisons, toxins, and venom leaving her able to ingest, breathe in, or apply any of these on her skin no matter the level of toxicity. (1 Minor)<br />
<br />
Toxicologist Par Excellence - Serena's knowledge of poisons and antidotes is as deep as the sea. She can identify virtually any toxin and recall the proper counter-measure to boot! (Bought ability. Owe Magi 10 more gp)<br />
<br />
The Poison Princess - Serena has been helping the Delvina nobles better defend themselves from would-be assassins, acquiring favors she's spent on acquiring additional tomes, samples, and customers to further hone her knowledge. This has given her some renown, and there are usually a few nobles and studious physicians in any given major city that have heard of her name and skills. (2 Minor)<br />
<br />
Touching - Serena may exude a contact poison from her hands, allowing her paralyze her foes. Calm or unsuspecting targets absorb the poison quickly, immediately losing a level of strength until two posts after contact is broken. If contact is maintained the weakness will turn to paralysis in two more posts. In combat, the poison interacts with adrenaline to alter its effects, one post of contact causes tingling, another transforms the tingling into a painful burning sensation, a third post of contact paralyses the immediate area around the contact for three posts. (Forged Road 1 Minor)<br />
<br />
NO TOUCHING - When things are dire, Serena can tap into her sense of fear to amp up the toxins, making herself a fountain of paralysis. She exudes wave after wave of toxin from her body out into her mists. At the outer edges of the mist this effect causes a dangerous feeling tingling, this progresses to a painful burning sensations as the draw to 9 feet away, they lose a strength level at 5 feet and a further strength level is they draw to within 1 foot. This ability is emotional taxing, and fizzles away when Serena acts in an actively aggressive manner. When targets leave the mist or the effect is ended, they retain their level of poison for one post, then reduce it by one step every post thereafter. (Forged Road 1 Minor)<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Shifter Boost (Never missed leg day) </span> - Due to Serena being a shifter she is able to jump a lot higher, hear a lot more, smell more, and move very quickly. (1 Minor)<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Aspect:</span> Forged Road- Princess of Poison<br />
Serena wants to learn anything and everything about poisons, hallucinogens, and mind altering drugs. As well as learn the antidotes for each one of them. She is on the cutting edge of this line of work and since has developed permanent immunity to all poisons, hallucinogens and any kind of mind altering drug. She wishes to travel the lands in search of new ingredients for her recipes. <br />
<br />
<span style="font-weight: bold;" class="mycode_b">Leveled Talent</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Aspect: </span> Water Aspect: Mistkeeper<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Leveled Talent</span><br />
MISTKEEPER - Your innate water magics cause and pall of fine mist to passively form in a 10' radius around you. <span style="color: blue;" class="mycode_color"><br />
Lvl 0. You can control the shape and density of the mists within 10' of you. The more compacted it is, the more opaque. Can be shaped into intangible apparel if you want it out of the way.<br />
Lvl 1. The mists cannot be controlled/manipulated by anyone except you, and almost instantly reform if somehow dispersed.<br />
Lvl 2. You are able to sense disturbances in the mists, giving you early warning if someone is trying to sneak up on you.<br />
Lvl 3. You can thicken the mists and increase their opacity without compacting them, turning it into a cloud that totally obscures yourself from view.<br />
Lvl 4. You can raise the temperature of the/sections of the mists so rapidly they expand in a burst of steam that repels and scalds anything before it with average strength. Steam quickly cools and reverts to its regular state. Usable once every other post. </span><br />
Lvl 5. You can rapidly condense the mists around a target within its reach, extinguishing flames and choking living creatures. Usable once every three posts.<br />
Lvl 6. The mists pull in and condense the lingering magics of the world to gain a new ability. Choose an emotion, concept, or kind of liquid. The mists permanently gain a special ability based on that choice.<br />
Lvl 7. You gain fine control over the temperature or the mists, making portions of it anything from freezing to exhaustively hot. Hot mists expand to twice their normal size but cannot be used for any other purpose, freezing mists condense to half size but can flash freeze water. The mists keep your own body whatever temperature you desire.<br />
Lvl 8. You can convert portions of the mist within 5’ of you to water or even ice with enough speed to react to attacks (Barriers, weapons, etc). More complicated maneuvers than forming a simple barrier demands concentration (counts as a spell per post). Any of the ice or water formed this way reverts back to mist a post later. Usable once every other post.<br />
Lvl 9. The mists further refine their intrinsic magics to gain another ability based on the chosen emotion, concept, or liquid.<br />
Lvl 10. You develop a custom WM-approved mist technique/ability.<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Spells</span></span><br />
<span style="color: blue;" class="mycode_color"><br />
Water- Lvl 1- Filter - Wave your hand over up to a gallon of water to remove any minor impurities from it.<br />
<br />
Water-Lvl 2- Shards - Draw the water from the air around you and freeze it to form a trio of ice shards that can be thrown like blades.<br />
<br />
Water-Lvl 3- Flow - Passive. You can control and shape up to a gallon of liquid water/ gallon's worth of mist/snow at a time as though it were an extension of yourself. Control is limited to sight and guided by hand and arm movements.<br />
<br />
Water-Lvl 4- Gush - Stomp your foot to cause a spring of water to erupt from the ground in a nearby spot of your choosing with the force of an average strength punch. Lasts for a few seconds, generating several gallons of water.<br />
</span><br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Weapons and Armor</span></span><br />
A Ladies' Safety Dagger- Serena carries a intricate steel dagger with her family's crest engraved in the dagger near the hilt, it is very sharp. It is obvious that it was crafted by a master smith. It was given to Serena as a defense weapon. She prefers to use it as a letter opener, or mushroom harvester. Beautiful and deadly. <br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Other Magical Possessions</span></span><br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Other Mundane Possessions</span></span><br />
Quill, Ink, and Journals- For her scribbles, recipes, drawings of mushrooms and note taking.<br />
Backpack- For carrying everything of course. Serena insisted on just a normal plain looking backpack for her travels.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Gold:</span> <br />
-10 (In Debt. Granted permission from MK)]]></description>
			<content:encoded><![CDATA[<span style="font-weight: bold;" class="mycode_b">Serena Noveau</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Race:</span> Shifter/ White Rabbit<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Gender:</span> Female<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Age:</span> 18<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Height:</span> 5’5”<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Weight:</span> You NEVER ask that to a Lady.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Strength:</span> Average<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Physical Description/ Personality:</span> Long straight white hair that is either styled in a bun, braid or gorgeous up-do. She has piercing deep blue eyes and pale skin that looks similar to a doll. Her stunning facial features are covered in light make up, making her lashes black at night, her cheeks pink, and her lips a deep red. Her hourglass figure is lean in the right places, and curvy in others. She walks with confidence as one expects and her movements are nothing but feminine and graceful. At first glance she looks stuck up, yet she is simply acting what is appropriate of her sort of status. Serena is smart as a whip when it comes to books and knowledge. When comfortable and alone she burps, cackles and lets loose her true warm friendly nature.<br />
She originally did not look so pale, after she merged with a white rabbit, her skin paled, and her hair changed color. In her shifter form she has long white rabbit ears that stand straight up and allow her to hear VERY well, her muscles in her legs change, allowing her to jump a lot higher and move very quickly. The skin on her nose turns into a shade of pink and becomes more animated; it also allows her to smell better. Her eyes turn to a shade of deep red. and... she also develops a white fluff ball of a tail, DO NOT TOUCH IT. Or she may just end up killing you… for real. On her cheeks a few very fine almost practically through whiskers appear, allowing her to sense things. Like air or fine changes to the environment. She wears her mist from her mistkeeper aspect around her neck like a scarf.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Apparel:</span> Serena has many outfits, all showing her status of course, her parents would not have it any other way. Her fighting apparel though is a form fitting one consisting of black leather pants with laces on the side starting from the knee down, and an intricate black one shoulder leather bustier with a choker with the lacing in the back. She wore long leather gloves that went midway up her arms and leather boots that seemed quick to take off if necessary. Her “casual outfit” is a loose intricate white blouse with a black corset, tight cloth pants with a long skirt over them that is tied up on one side and calf high custom boots. She tends to wear gloves a lot. Serena also has a large black hooded cape to keep the rain off of her, and also to make herself a little less easily known. As for her formal outfits.... she has too many.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Backstory:</span> Serena was born to a poor shifter family that consisted of carnivorous shifters. A few weeks after her birth Serena merged with a white rabbit. Appalled by her choice in spirit her parents wanted to get rid of the child. Lady and Lord Noveau adopted her from the couple seeing as both of them were herbivore shifters and unable to produce a child of their own. Growing up Serena got the best education her parents could afford, which is a lot! She learned about many things, but one subject caught her eye. Serena was intensely curious about anything dealing with poisons, hallucinates, and any mind or body altering drug. While her parents worried about her like for things of that nature, they decided to hire someone to teach her about medicine. The teacher stunned by Serena’s intense interest decided to teach her everything she could about both poisons, hallucinogens, and other body/mind altering drugs. She made sure to teach her the antidotes for all of them of course. It was soon after that when Serena began developing her own strains and antidotes for them; Even going as far as covering herself in them to use as a weapon. She is known as the Poison Princess among those in the medical field and is looked up to as the youngest genius in this field. She is noted to be on the cutting edge of this subject and any free time she has is spent developing new potions and furthering her understanding of this subject. Her parents have since embraced her love for anything poison, especially since her brain is raking in a ludicrous amount of money for them. Since she is of wedding age Serena’s parents have set her up in an arranged marriage. Serena does not wish to get married, she is too young, and has the whole world to see! New species of poisonous mushrooms to find! She did not want to marry some stuck up man. She wanted to marry for love. She convinced her parents if she could prove herself that she could take care of herself then to at least allow her 5 years of traveling around the land for her “studies”. A messenger from Ariella appeared at their door asking for assistance in the Baron Games. Her parents decided a good way for her to prove herself would be in the Baron Games. If she could help Arielle win, then she may travel for five years before being wed. Serena agreed, and set off after preparation. She will help her best friend win, and then she will be free.. for a while at least. She plans on traveling with her best friend Annabeth. After all, they have been through a lot together.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">The Story Of (Character):</span> <br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Affiliations and Contacts:</span>  <br />
Annabeth- Best friend (will be joining her for travel after Baron's game)<br />
Arielle Cyprien- Good friend<br />
Lord and Lady Noveau- Adopted Parents<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Skills and Abilities</span></span><br />
Immunity from Profession- Due to Serena’s strange toxin abilities she has developed complete immunity to all poisons, toxins, and venom leaving her able to ingest, breathe in, or apply any of these on her skin no matter the level of toxicity. (1 Minor)<br />
<br />
Toxicologist Par Excellence - Serena's knowledge of poisons and antidotes is as deep as the sea. She can identify virtually any toxin and recall the proper counter-measure to boot! (Bought ability. Owe Magi 10 more gp)<br />
<br />
The Poison Princess - Serena has been helping the Delvina nobles better defend themselves from would-be assassins, acquiring favors she's spent on acquiring additional tomes, samples, and customers to further hone her knowledge. This has given her some renown, and there are usually a few nobles and studious physicians in any given major city that have heard of her name and skills. (2 Minor)<br />
<br />
Touching - Serena may exude a contact poison from her hands, allowing her paralyze her foes. Calm or unsuspecting targets absorb the poison quickly, immediately losing a level of strength until two posts after contact is broken. If contact is maintained the weakness will turn to paralysis in two more posts. In combat, the poison interacts with adrenaline to alter its effects, one post of contact causes tingling, another transforms the tingling into a painful burning sensation, a third post of contact paralyses the immediate area around the contact for three posts. (Forged Road 1 Minor)<br />
<br />
NO TOUCHING - When things are dire, Serena can tap into her sense of fear to amp up the toxins, making herself a fountain of paralysis. She exudes wave after wave of toxin from her body out into her mists. At the outer edges of the mist this effect causes a dangerous feeling tingling, this progresses to a painful burning sensations as the draw to 9 feet away, they lose a strength level at 5 feet and a further strength level is they draw to within 1 foot. This ability is emotional taxing, and fizzles away when Serena acts in an actively aggressive manner. When targets leave the mist or the effect is ended, they retain their level of poison for one post, then reduce it by one step every post thereafter. (Forged Road 1 Minor)<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Shifter Boost (Never missed leg day) </span> - Due to Serena being a shifter she is able to jump a lot higher, hear a lot more, smell more, and move very quickly. (1 Minor)<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Aspect:</span> Forged Road- Princess of Poison<br />
Serena wants to learn anything and everything about poisons, hallucinogens, and mind altering drugs. As well as learn the antidotes for each one of them. She is on the cutting edge of this line of work and since has developed permanent immunity to all poisons, hallucinogens and any kind of mind altering drug. She wishes to travel the lands in search of new ingredients for her recipes. <br />
<br />
<span style="font-weight: bold;" class="mycode_b">Leveled Talent</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Aspect: </span> Water Aspect: Mistkeeper<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Leveled Talent</span><br />
MISTKEEPER - Your innate water magics cause and pall of fine mist to passively form in a 10' radius around you. <span style="color: blue;" class="mycode_color"><br />
Lvl 0. You can control the shape and density of the mists within 10' of you. The more compacted it is, the more opaque. Can be shaped into intangible apparel if you want it out of the way.<br />
Lvl 1. The mists cannot be controlled/manipulated by anyone except you, and almost instantly reform if somehow dispersed.<br />
Lvl 2. You are able to sense disturbances in the mists, giving you early warning if someone is trying to sneak up on you.<br />
Lvl 3. You can thicken the mists and increase their opacity without compacting them, turning it into a cloud that totally obscures yourself from view.<br />
Lvl 4. You can raise the temperature of the/sections of the mists so rapidly they expand in a burst of steam that repels and scalds anything before it with average strength. Steam quickly cools and reverts to its regular state. Usable once every other post. </span><br />
Lvl 5. You can rapidly condense the mists around a target within its reach, extinguishing flames and choking living creatures. Usable once every three posts.<br />
Lvl 6. The mists pull in and condense the lingering magics of the world to gain a new ability. Choose an emotion, concept, or kind of liquid. The mists permanently gain a special ability based on that choice.<br />
Lvl 7. You gain fine control over the temperature or the mists, making portions of it anything from freezing to exhaustively hot. Hot mists expand to twice their normal size but cannot be used for any other purpose, freezing mists condense to half size but can flash freeze water. The mists keep your own body whatever temperature you desire.<br />
Lvl 8. You can convert portions of the mist within 5’ of you to water or even ice with enough speed to react to attacks (Barriers, weapons, etc). More complicated maneuvers than forming a simple barrier demands concentration (counts as a spell per post). Any of the ice or water formed this way reverts back to mist a post later. Usable once every other post.<br />
Lvl 9. The mists further refine their intrinsic magics to gain another ability based on the chosen emotion, concept, or liquid.<br />
Lvl 10. You develop a custom WM-approved mist technique/ability.<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Spells</span></span><br />
<span style="color: blue;" class="mycode_color"><br />
Water- Lvl 1- Filter - Wave your hand over up to a gallon of water to remove any minor impurities from it.<br />
<br />
Water-Lvl 2- Shards - Draw the water from the air around you and freeze it to form a trio of ice shards that can be thrown like blades.<br />
<br />
Water-Lvl 3- Flow - Passive. You can control and shape up to a gallon of liquid water/ gallon's worth of mist/snow at a time as though it were an extension of yourself. Control is limited to sight and guided by hand and arm movements.<br />
<br />
Water-Lvl 4- Gush - Stomp your foot to cause a spring of water to erupt from the ground in a nearby spot of your choosing with the force of an average strength punch. Lasts for a few seconds, generating several gallons of water.<br />
</span><br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Weapons and Armor</span></span><br />
A Ladies' Safety Dagger- Serena carries a intricate steel dagger with her family's crest engraved in the dagger near the hilt, it is very sharp. It is obvious that it was crafted by a master smith. It was given to Serena as a defense weapon. She prefers to use it as a letter opener, or mushroom harvester. Beautiful and deadly. <br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Other Magical Possessions</span></span><br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Other Mundane Possessions</span></span><br />
Quill, Ink, and Journals- For her scribbles, recipes, drawings of mushrooms and note taking.<br />
Backpack- For carrying everything of course. Serena insisted on just a normal plain looking backpack for her travels.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Gold:</span> <br />
-10 (In Debt. Granted permission from MK)]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Scherza DelCapo]]></title>
			<link>https://aurorasky.udocoded.com/showthread.php?tid=236</link>
			<pubDate>Mon, 02 Jul 2018 05:08:09 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://aurorasky.udocoded.com/member.php?action=profile&uid=97">Scherza</a>]]></dc:creator>
			<guid isPermaLink="false">https://aurorasky.udocoded.com/showthread.php?tid=236</guid>
			<description><![CDATA[[*Using JumpStart Bonus*]<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Scherza DelCapo (Spellweaver of Storms)</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Race:</span> Elf (descended from nature fey)<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Gender:</span> Female<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Age:</span> Adult<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Height:</span> 5'8"<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Weight:</span> 160lb<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Strength:</span> Average<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Physical Description:</span>  Her hair is a golden-red that falls to about mid-back in gentle waves and her eyes are bright green. She wears her hair all one length and it is very rarely restrained in any manner. Her ears are clearly long and pointed, and she has the fair skin of one with fey ancestry, clearly marking her as non-human. <br />
<br />
<span style="font-weight: bold;" class="mycode_b">Apparel:</span> She is often dressed in a seemingly eclectic manner. Her favored apparel includes a silken forest green blouse (short or long sleeved depending on the season), deep blue long skirt or pants (again seasonal/temperature depending), knee-high boots of black leather, dark brown leather gloves (with the tips of the fingers cut off), and when it is raining or chilly out, a deep purple cloak with dark blue runic embroidery along the edges. She is also always wearing a black hat with several long feathers sticking out of one side. This hat is a fairly prized possession, an "explorers" or "outback" hat of sorts and the feathers tend to change type depending on what she might find in her travels to put there. Typically the feathers are a combination of peacock and hawk feathers, but it really can depend on what she finds!<br />
<br />
Her silver flute, the favored instrument for her profession as a musician, is always 'sheathed' in a special sort of holster on her waist so that it can be brought out and played at a moment's notice.<br />
<br />
She also typically has an ocarina around her neck on a thick black cord that is clearly magical in nature. This ocarina is a 12 hole ocarina,  blue with silver swirls, made of fine ceramic and seems to be fairly hardy. This particular instrument she was given by her instructor years ago, prior to her leaving on her adventures.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Backstory:</span><br />
<br />
She was born in a small village within the Nerzak forest to parents that really didn't expect much out of her, due to being a female in a family where they had always strived for a male to take up the small family logging business. However, when she showed an aptitude for music in her early years, creating musical instruments out of random things found in the forests, they eagerly attempted to feed her desires, hoping she would become perhaps, a famous bard and bring them much more money and notice that they might get otherwise. Unfortunately for them, Scherza was more humble, interested rather in being kind to others and exploring rather than finding a craft to allow her to extort money and prowess from others. Fortunately, however, for her family, they finally birthed a son whom immediately took to the family business, and managed to find ways to improve their own meager stake in the larger company, bringing in much profit for them and the village. Scherza then was left mostly to her own devices, and when she became a young adult and well able to be off on her own, she left. <br />
<br />
Along her way, before she got too far away from the forests of her home, she met up with another, an older female elf whom called themselves a "Storm Sorceror", promising to train her in something called "Storm Magic" as well as several instruments, promising that she knew things that Scherza would not be able to learn on her own. Not wanting to waste the opportunity, Scherza took this strange woman's instruction and went to live with her in a small hut within the deep Erzak forest. She only ever knew her otherwise as "Gayle" and after spending a year under her tutelage, Scherza woke up one day to find that she was gone. With nothing else as a goal, she set off to find her own adventure. <br />
<br />
<span style="font-weight: bold;" class="mycode_b">The Story Of Scherza:</span> To be written as performed<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Affiliations and Contacts:</span> Old teacher, known as Gayle. Unknown whereabouts.<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Skills and Abilities</span></span><br />
<br />
&lt;b&gt;Perfect Pitch:&lt;/b&gt; Scherza is always playing or singing whatever note she intends and is always in tune with other musicians. This clearly aids her in her chosen profession &lt;i&gt;[0.5 Minor for Aspect]&lt;/i&gt;<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Aspect:</span><br />
Forged Road - musician - primary flute (all types of known flutes including bamboo/irish/etc.), ocarina (including ocarina type instruments such as the gemshorn), also voice<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Leveled Talent:</span><br />
---<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Aspect:</span><br />
Storm Called<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Leveled Talent:</span><br />
<span style="text-decoration: underline;" class="mycode_u">Sky Song</span> - You possess a powerful bond to the world around you, tuning your ears towards a majestic living song that is unheard by others.<br />
Lvl 0. There is a song only you can hear, one that is always playing. It changes fairly often – although some part of you identifies it as a singular being –, its tune constantly comforting and supporting you. Pain and emotional effects have a lessened effect on you.<br />
Lvl 1. The song is not wholly about you - by studying its underlying patterns you can discern information regarding regional weather and even predict oncoming storms, droughts, etc.<br />
Lvl 2. You can empower the song with your own spirit, allowing others to hear it and making it anything from very soft to painfully loud. This effect takes a spell per post to use/maintain.<br />
Lvl 3. The song can infuse a bit of itself into the sounds you make, giving them a more melodious quality and allowing them to echo for hundreds of feet should you will it.<br />
Lvl 4. You may cause the song to powerfully manifest at a point within sight, the noise becoming louder and louder until finally exploding outward at the end of your next post; the sonic boom has a radius of 10' and hits with the strength of a Mighty shove. This effect takes a spell per post to begin the effect.<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Spells</span></span><br />
<span style="font-weight: bold;" class="mycode_b">Storm:</span><br />
<br />
&lt;u&gt;LEVEL 1&lt;/u&gt;<br />
Drift - Thicken the air beneath you just enough that if you are falling it slows your decent and allows for a soft landing.<br />
Whisper - While speaking in a whisper, you can manipulate the air to carry it to the ear of anyone within your sight.<br />
<br />
&lt;u&gt;LEVEL 2&lt;/u&gt;<br />
Listen - Increase the sensitivity of the air around you, magnifying any sounds you hear. <br />
<br />
&lt;u&gt;LEVEL 3&lt;/u&gt;<br />
Modulate - Manipulate the air coming out of your mouth to alter the sound of your voice, possibly mimicking entirely different sounds. No louder than a lion's roar.<br />
<br />
&lt;u&gt;LEVEL 4&lt;/u&gt;<br />
Ball Lightning - Form an empty sphere of whirling winds, the size of a softball, in one of your hands. These winds generate an increasingly powerful electrical charge within the sphere. This sphere can be propelled with air pressure, dispersing on impact releasing a blast of electricity. Can be maintained for up to two posts, the size of the blast increasing with each post so spent.  <br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Weapons and Armor</span></span><br />
- no armor as of yet - <br />
<br />
&lt;b&gt;Tempest:&lt;/b&gt; A thin steel rapier that she is skilled in using. Not that she uses it much. (Ie. she tends to try and escape, rather!)<br />
&gt; Whistling Mirage - When wielded, the rapier plays a whistling tune that's quite musical in its own right. Once every seven posts this tune can be further infused with magic, causing all others within 3' of the blade, that can hear the noise, to be exposed to auditory and visual hallucinations for a post. The wielder can describe the gist (e.g. "swarm of bats is attacking!") but the afflicted minds create the exact illusion.<br />
&gt;Static Charge - The rapier can crackle with a mild electric charge that would give someone a very weak shock if touched like a shock one would get from touching metal after scuffing their bare feet on a fur. The wielder is unaffected by the charge.(She mostly uses this to make an escape, after!) &lt;i&gt;[Minor 1 for starting character (magical sword)]&lt;/i&gt;<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Other Magical Possessions</span></span><br />
<br />
&lt;b&gt;Flute "Holster":&lt;/b&gt; This particular item is magical in that it allows her to withdraw her instrument from it with ease, without causing any injury to the instrument itself. Any minor repairs that the instrument might need (minor pad repair, small alignments of keys, scratch or dent repair) will also fix themselves if left in it overnight. &lt;i&gt;[0.5 Minor for aspect (fancy, magical flute holster)]&lt;/i&gt;<br />
<br />
&lt;b&gt;"Calming" Ocarina:&lt;/b&gt; A ceramic 12 hole ocarina, colored with blue and silver swirls. This seems to have an added bonus of minorly calming those in her immediate area (10-foot radius around her) when she plays it.  It's also as durable as if it were made of iron. &lt;i&gt;[Minor #1/4 for starting character (extra-hardy slightly magical ocarina)]&lt;/i&gt;<br />
<br />
&lt;b&gt;Glow Chain:&lt;/b&gt; A silver chain with a diamond-shaped bluish-silvery gem in a silver setting upon it. With a thought, she can cause it to light up, giving a small radius of light to allow her or those immediately nearby to see. &lt;i&gt;[Minor #0.5/4 for starting character (magical lighting necklace)]&lt;/i&gt;<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Other Mundane Possessions</span></span><br />
Shoulder satchel that has pockets/areas for each of her other carried instruments so that they lay in one layer without banging together:<br />
&lt;i&gt;* 12 hole ocarina (green)<br />
* double ocarina (earthen brown)<br />
* two bamboo flutes (key of C and D, brown and white)<br />
* &lt;a href="https://en.wikipedia.org/wiki/Irish_flute"&gt;irish style flute&lt;/a&gt; (black) <br />
* &lt;a href="https://en.wikipedia.org/wiki/Gemshorn"&gt;Gemshorn&lt;/a&gt; made of a goat horn (black and white in coloration)<br />
* also some rags and cleaning solutions for said instruments and oils for them &lt;/i&gt;<br />
<br />
A pack that she generally wears on her back when traveling that contains:<br />
~ Several journals: blank ones and ones that she has penned down music or other notes in, a bottle of ink, quills to take said notes.<br />
~ Eating utensils, small bowl, and cup, all made of metal<br />
~ Rope (10 feet), flint &amp; steel, blanket, metal flask, some old rags, a small vial of oil, a few small empty bottles.<br />
~ Extra Change of clothes<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Pets</span></span><br />
<br />
&lt;b&gt;Kaleidoscope&lt;/b&gt; -  This creature, that is generally always nearby Scherza in some manner is definitely a rather large housecat, it's head coming up to the female's knee. She is a long-haired cat, with a ridiculously long, fluffy tail that's easily long enough to wrap around nearly her entire self when curled up. Usually, this feline is a calico coloration (black and orange blotches with white underside/chest/paws) with green eyes. However, this cat can change colors at will to become entirely the same color and pattern as it's surroundings as a form of camouflage.  Which means, of course, that if she doesn't want to be seen, she is very difficult to find. She also seems to be able to communicate into the elf's mind from any distance away, making her a rather decent spy . . . if she feels like it. After all, she IS a cat. This of course means that she is curious about things and tends to be attracted to boxes that she can get inside . . . ^^ &lt;i&gt;[Minor 1.5 for starting character (cat companion)]&lt;/i&gt;<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Gold:</span> [330/350 starting gold for spells] 20<br />
<br />
&lt;i&gt;**1 minor remaining - to be discovered later!**&lt;/i&gt;]]></description>
			<content:encoded><![CDATA[[*Using JumpStart Bonus*]<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Scherza DelCapo (Spellweaver of Storms)</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Race:</span> Elf (descended from nature fey)<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Gender:</span> Female<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Age:</span> Adult<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Height:</span> 5'8"<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Weight:</span> 160lb<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Strength:</span> Average<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Physical Description:</span>  Her hair is a golden-red that falls to about mid-back in gentle waves and her eyes are bright green. She wears her hair all one length and it is very rarely restrained in any manner. Her ears are clearly long and pointed, and she has the fair skin of one with fey ancestry, clearly marking her as non-human. <br />
<br />
<span style="font-weight: bold;" class="mycode_b">Apparel:</span> She is often dressed in a seemingly eclectic manner. Her favored apparel includes a silken forest green blouse (short or long sleeved depending on the season), deep blue long skirt or pants (again seasonal/temperature depending), knee-high boots of black leather, dark brown leather gloves (with the tips of the fingers cut off), and when it is raining or chilly out, a deep purple cloak with dark blue runic embroidery along the edges. She is also always wearing a black hat with several long feathers sticking out of one side. This hat is a fairly prized possession, an "explorers" or "outback" hat of sorts and the feathers tend to change type depending on what she might find in her travels to put there. Typically the feathers are a combination of peacock and hawk feathers, but it really can depend on what she finds!<br />
<br />
Her silver flute, the favored instrument for her profession as a musician, is always 'sheathed' in a special sort of holster on her waist so that it can be brought out and played at a moment's notice.<br />
<br />
She also typically has an ocarina around her neck on a thick black cord that is clearly magical in nature. This ocarina is a 12 hole ocarina,  blue with silver swirls, made of fine ceramic and seems to be fairly hardy. This particular instrument she was given by her instructor years ago, prior to her leaving on her adventures.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Backstory:</span><br />
<br />
She was born in a small village within the Nerzak forest to parents that really didn't expect much out of her, due to being a female in a family where they had always strived for a male to take up the small family logging business. However, when she showed an aptitude for music in her early years, creating musical instruments out of random things found in the forests, they eagerly attempted to feed her desires, hoping she would become perhaps, a famous bard and bring them much more money and notice that they might get otherwise. Unfortunately for them, Scherza was more humble, interested rather in being kind to others and exploring rather than finding a craft to allow her to extort money and prowess from others. Fortunately, however, for her family, they finally birthed a son whom immediately took to the family business, and managed to find ways to improve their own meager stake in the larger company, bringing in much profit for them and the village. Scherza then was left mostly to her own devices, and when she became a young adult and well able to be off on her own, she left. <br />
<br />
Along her way, before she got too far away from the forests of her home, she met up with another, an older female elf whom called themselves a "Storm Sorceror", promising to train her in something called "Storm Magic" as well as several instruments, promising that she knew things that Scherza would not be able to learn on her own. Not wanting to waste the opportunity, Scherza took this strange woman's instruction and went to live with her in a small hut within the deep Erzak forest. She only ever knew her otherwise as "Gayle" and after spending a year under her tutelage, Scherza woke up one day to find that she was gone. With nothing else as a goal, she set off to find her own adventure. <br />
<br />
<span style="font-weight: bold;" class="mycode_b">The Story Of Scherza:</span> To be written as performed<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Affiliations and Contacts:</span> Old teacher, known as Gayle. Unknown whereabouts.<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Skills and Abilities</span></span><br />
<br />
&lt;b&gt;Perfect Pitch:&lt;/b&gt; Scherza is always playing or singing whatever note she intends and is always in tune with other musicians. This clearly aids her in her chosen profession &lt;i&gt;[0.5 Minor for Aspect]&lt;/i&gt;<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Aspect:</span><br />
Forged Road - musician - primary flute (all types of known flutes including bamboo/irish/etc.), ocarina (including ocarina type instruments such as the gemshorn), also voice<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Leveled Talent:</span><br />
---<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Aspect:</span><br />
Storm Called<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Leveled Talent:</span><br />
<span style="text-decoration: underline;" class="mycode_u">Sky Song</span> - You possess a powerful bond to the world around you, tuning your ears towards a majestic living song that is unheard by others.<br />
Lvl 0. There is a song only you can hear, one that is always playing. It changes fairly often – although some part of you identifies it as a singular being –, its tune constantly comforting and supporting you. Pain and emotional effects have a lessened effect on you.<br />
Lvl 1. The song is not wholly about you - by studying its underlying patterns you can discern information regarding regional weather and even predict oncoming storms, droughts, etc.<br />
Lvl 2. You can empower the song with your own spirit, allowing others to hear it and making it anything from very soft to painfully loud. This effect takes a spell per post to use/maintain.<br />
Lvl 3. The song can infuse a bit of itself into the sounds you make, giving them a more melodious quality and allowing them to echo for hundreds of feet should you will it.<br />
Lvl 4. You may cause the song to powerfully manifest at a point within sight, the noise becoming louder and louder until finally exploding outward at the end of your next post; the sonic boom has a radius of 10' and hits with the strength of a Mighty shove. This effect takes a spell per post to begin the effect.<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Spells</span></span><br />
<span style="font-weight: bold;" class="mycode_b">Storm:</span><br />
<br />
&lt;u&gt;LEVEL 1&lt;/u&gt;<br />
Drift - Thicken the air beneath you just enough that if you are falling it slows your decent and allows for a soft landing.<br />
Whisper - While speaking in a whisper, you can manipulate the air to carry it to the ear of anyone within your sight.<br />
<br />
&lt;u&gt;LEVEL 2&lt;/u&gt;<br />
Listen - Increase the sensitivity of the air around you, magnifying any sounds you hear. <br />
<br />
&lt;u&gt;LEVEL 3&lt;/u&gt;<br />
Modulate - Manipulate the air coming out of your mouth to alter the sound of your voice, possibly mimicking entirely different sounds. No louder than a lion's roar.<br />
<br />
&lt;u&gt;LEVEL 4&lt;/u&gt;<br />
Ball Lightning - Form an empty sphere of whirling winds, the size of a softball, in one of your hands. These winds generate an increasingly powerful electrical charge within the sphere. This sphere can be propelled with air pressure, dispersing on impact releasing a blast of electricity. Can be maintained for up to two posts, the size of the blast increasing with each post so spent.  <br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Weapons and Armor</span></span><br />
- no armor as of yet - <br />
<br />
&lt;b&gt;Tempest:&lt;/b&gt; A thin steel rapier that she is skilled in using. Not that she uses it much. (Ie. she tends to try and escape, rather!)<br />
&gt; Whistling Mirage - When wielded, the rapier plays a whistling tune that's quite musical in its own right. Once every seven posts this tune can be further infused with magic, causing all others within 3' of the blade, that can hear the noise, to be exposed to auditory and visual hallucinations for a post. The wielder can describe the gist (e.g. "swarm of bats is attacking!") but the afflicted minds create the exact illusion.<br />
&gt;Static Charge - The rapier can crackle with a mild electric charge that would give someone a very weak shock if touched like a shock one would get from touching metal after scuffing their bare feet on a fur. The wielder is unaffected by the charge.(She mostly uses this to make an escape, after!) &lt;i&gt;[Minor 1 for starting character (magical sword)]&lt;/i&gt;<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Other Magical Possessions</span></span><br />
<br />
&lt;b&gt;Flute "Holster":&lt;/b&gt; This particular item is magical in that it allows her to withdraw her instrument from it with ease, without causing any injury to the instrument itself. Any minor repairs that the instrument might need (minor pad repair, small alignments of keys, scratch or dent repair) will also fix themselves if left in it overnight. &lt;i&gt;[0.5 Minor for aspect (fancy, magical flute holster)]&lt;/i&gt;<br />
<br />
&lt;b&gt;"Calming" Ocarina:&lt;/b&gt; A ceramic 12 hole ocarina, colored with blue and silver swirls. This seems to have an added bonus of minorly calming those in her immediate area (10-foot radius around her) when she plays it.  It's also as durable as if it were made of iron. &lt;i&gt;[Minor #1/4 for starting character (extra-hardy slightly magical ocarina)]&lt;/i&gt;<br />
<br />
&lt;b&gt;Glow Chain:&lt;/b&gt; A silver chain with a diamond-shaped bluish-silvery gem in a silver setting upon it. With a thought, she can cause it to light up, giving a small radius of light to allow her or those immediately nearby to see. &lt;i&gt;[Minor #0.5/4 for starting character (magical lighting necklace)]&lt;/i&gt;<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Other Mundane Possessions</span></span><br />
Shoulder satchel that has pockets/areas for each of her other carried instruments so that they lay in one layer without banging together:<br />
&lt;i&gt;* 12 hole ocarina (green)<br />
* double ocarina (earthen brown)<br />
* two bamboo flutes (key of C and D, brown and white)<br />
* &lt;a href="https://en.wikipedia.org/wiki/Irish_flute"&gt;irish style flute&lt;/a&gt; (black) <br />
* &lt;a href="https://en.wikipedia.org/wiki/Gemshorn"&gt;Gemshorn&lt;/a&gt; made of a goat horn (black and white in coloration)<br />
* also some rags and cleaning solutions for said instruments and oils for them &lt;/i&gt;<br />
<br />
A pack that she generally wears on her back when traveling that contains:<br />
~ Several journals: blank ones and ones that she has penned down music or other notes in, a bottle of ink, quills to take said notes.<br />
~ Eating utensils, small bowl, and cup, all made of metal<br />
~ Rope (10 feet), flint &amp; steel, blanket, metal flask, some old rags, a small vial of oil, a few small empty bottles.<br />
~ Extra Change of clothes<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Pets</span></span><br />
<br />
&lt;b&gt;Kaleidoscope&lt;/b&gt; -  This creature, that is generally always nearby Scherza in some manner is definitely a rather large housecat, it's head coming up to the female's knee. She is a long-haired cat, with a ridiculously long, fluffy tail that's easily long enough to wrap around nearly her entire self when curled up. Usually, this feline is a calico coloration (black and orange blotches with white underside/chest/paws) with green eyes. However, this cat can change colors at will to become entirely the same color and pattern as it's surroundings as a form of camouflage.  Which means, of course, that if she doesn't want to be seen, she is very difficult to find. She also seems to be able to communicate into the elf's mind from any distance away, making her a rather decent spy . . . if she feels like it. After all, she IS a cat. This of course means that she is curious about things and tends to be attracted to boxes that she can get inside . . . ^^ &lt;i&gt;[Minor 1.5 for starting character (cat companion)]&lt;/i&gt;<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Gold:</span> [330/350 starting gold for spells] 20<br />
<br />
&lt;i&gt;**1 minor remaining - to be discovered later!**&lt;/i&gt;]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Oolla]]></title>
			<link>https://aurorasky.udocoded.com/showthread.php?tid=233</link>
			<pubDate>Sat, 30 Jun 2018 05:31:43 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://aurorasky.udocoded.com/member.php?action=profile&uid=93">Oolla</a>]]></dc:creator>
			<guid isPermaLink="false">https://aurorasky.udocoded.com/showthread.php?tid=233</guid>
			<description><![CDATA[<span style="font-size: 15pt;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Oolla</span></span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Race:</span> Shifter/False Dryad<br />
 <br />
<span style="font-weight: bold;" class="mycode_b">Gender:</span> Female<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Age:</span> Appears to be in her teens<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Height:</span> 5' 4"<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Weight:</span> 100 lbs<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Strength:</span> Below Average<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Physical Description:</span> Oola probably still has a human form but she can't remember the last time that she used it. The short girl's skin looks like it was carved from white polished wood. Irregular swirls can be seen in the grain that shift too slowly for most to see. Large gray eyes fill her round childlike face. Thick black hair hangs around her loosely to the waist with strands of it sticking out here and there in spots that have started to dread. <br />
<br />
<span style="font-weight: bold;" class="mycode_b">Apparel:</span> Oolla is barefoot and wears a plain black dress tied at the waist with a braided material.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Backstory:</span> Oolla was born in small village of all wolf shifters who lived communally near a massive tree that kept them magically hidden and protected from predators and other dangers. Oolla was never quite the same as other children.  Her parents couldn't understand why she was constantly humming and insisting they dance.  The small girl always seemed to be paying attention to something nothing the rest of them could grasp. Most of the village viewed her as harmless and possibly a little touched in the head but there were some among them who thought she was too strange and a little dangerous.  The year that Oolla turned 14 the winter was especially harsh outside the magical protection of the tree.  The song was getting constantly more restless in those leading months.  Oolla tried desperately to warn her parents that something bad was going to happen soon but without more to go on they just passed it off as more of her "strangeness."  One night when the storms were raging outside the dome, the song startled Oolla awake with its panicked staccato more rapid then the raindrops on her roof. She could hear where the music was leading her. The young girl sprinted blindly, thinking of nothing but calming the song that had always guided her.  Just as she couldn't run anymore she found herself looking at the tree that gave them protection.  The girl collapsed gasping as the song suddenly went completely silent.  That moment of silence seemed to last forever before there was a blinding flash followed by an explosion that sent her tumbling backwards in shock.  When she could see again the scene before her didn't feel real. Their tree lay split in two bleeding sap from the blasted stump. The music started again, a haunting melancholy that led Oolla to her feet and pulled her slowly towards the stump.  With tears streaming down her face she lay her body across the cracked and dying stump and hugged it. She just thought that it shouldn't be alone when it dies.  As she lay there she heard a new call. Not so much a voice as an expression of desire. She could feel the spirit of the tree reaching out to her and she reached back.  When Oolla came to she had assumed her shifted form. Her initial twinge of sadness was washed away by the joy that she had been able to save the tree. Unfortunately the other members of her tribe didn't see it that way.  Many of them, including some of her own family blamed her for the death of the tree in the first place saying they only trusted wolves.  Eventually Oolla was forced to leave the village.  Oolla Doesn't really process the passing of time the same way that most people do as she's been alive for a very long time mostly keeping to the wilds, until the day that the song led her towards people once again.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">The Story Of Oolla:</span> Oolla hasn't interacted with others much to date.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Affiliations and Contacts:</span> She knows some really nice trees.<br />
<br />
<span style="font-size: 15pt;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Skills and Abilities</span></span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Wooden Doll- </span>The bonding has left Oolla's body more like a magical object that's being possessed by two spirits than flesh.  Oolla Doesn't interpret pain the same as other people do. Pain is more of a clear indicator of damage than a feeling and her skin is treated as modifier 1 armor. Oolla's blood is very thick and flows like sap making it difficult for her to be caused serious harm by blood loss.  Over the course of several months Oolla may regrow any lost limbs.(At level 4 AM this reduces to 1 - 2 weeks)<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Naturalist Beauty - </span>Oolla's body is a magical ecosystem that works together to keep itself pure and clean.  Any poisons, toxins or general dirtiness that gets on her or in her system will be magically cleansed over the course of up to three posts. (Yes that means no yucky mud)<br />
<br />
<span style="font-size: 15pt;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Aspect:</span> <span style="color: Grey;" class="mycode_color">Storm Called</span></span><br />
<br />
<span style="color: grey;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">SKY SONG -</span> You possess a powerful bond to the world around you, tuning your ears towards a majestic living song that is unheard by others.<br />
Lvl 0. There is a song only you can hear, one that is always playing. It changes fairly often – although some part of you identifies it as a singular being –, its tune constantly comforting and supporting you. Pain and emotional effects have a lessened effect on you.<br />
Lvl 1. The song is not wholly about you - by studying its underlying patterns you can discern information regarding regional weather and even predict oncoming storms, droughts, etc.<br />
Lvl 2. You can empower the song with your own spirit, allowing others to hear it and making it anything from very soft to painfully loud. This effect takes a spell per post to use/maintain.<br />
Lvl 3. The song can infuse a bit of itself into the sounds you make, giving them a more melodious quality and allowing them to echo for hundreds of feet should you will it.<br />
<div style="margin:20px; margin-top:5px"><div class="quotetitle"><input class="button2 btnlite" type="button" value = 'Songs to Come' style="text-align:center;width:215px;margin:0px;padding:0px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';      this.innerText = ''; this.value = 'Hide \'\'Songs to Come\'\''; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value ='Songs to Come'; }" /></div><div class="quotecontent"><div style="display: none;">Lvl 4. You may cause the song to powerfully manifest at a point within sight, the noise becoming louder and louder until finally exploding outward at the end of your next post; the sonic boom has a radius of 10' and hits with the strength of a Mighty shove. This effect takes a spell per post to begin the effect.<br />
Lvl 5. Every motion, every flap of a bird's wings effects the weather. Through a deeper understanding of the song you effectively gain the ability to quickly sense large movements within 1000' (group movements, large beasts, wagons, falling trees, etc).<br />
Lvl 6. Your bond with the song deepens; the melody can now take its own actions within 50' of you, using any of its abilities to aid you - as though it could cast one spell per post - whether or not you are conscious. The song is aware of anything in that area that could be discerned via echolocation or the ability to sense air/weather patterns.<br />
Lvl 7. Choose a specific kind of melody, weather pattern, etc. Your connection to the song grants it a new capability based on your choice.<br />
Lvl 8. You can reach out through the song, subtly tweaking the tune to alter the local weather (within 5-10 miles) over time. Nudge storm clouds, convert a high-humidity day to raining day, etc. This ability can take a half hour or more, and cannot dramatically change the weather (you can’t end droughts if there isn’t any water-heavy weather nearby)<br />
Lvl 9. . The song may take its own actions within 100' of you. Its range of awareness likewise increases, and your ability to glean info from the song becomes second-nature to the extent that you can learn whatever the song is aware of in seconds.<br />
Lvl 10. The song gains a custom, staff-approved ability based on your personality and the storm art.</div></div></div></span><br />
<br />
<span style="font-size: 15pt;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Aspect:</span> <span style="color: green;" class="mycode_color">Vital Heart</span></span><br />
<br />
<span style="color: green;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">ANCESTRAL MASS -</span> When Oolla bonded with the tree she inherited its ancestral mass. Oolla has become one with her tree spirit and through time and meditation she becomes more skilled at communing with its ancestors. The mass that now rested inside her felt large and powerful, mysterious and ancient to Oolla.  When she tried to visualize the mass in her head she just saw an image of a tree with massive boughs that disappeared into the clouds.<br />
Lvl 0. Oolla can feel a deep power within herself. Through meditation she can increase the rate at which she heals – healing in hours what would take days – and can even slow or even completely halt your rate of aging. If you have children the power might pass on, in which case you begin aging at an accelerated pace but retain all other abilities.<br />
Lvl 1. You can draw upon the power within you and share it with someone in close proximity, allowing them to likewise benefit from the healing effect. Living things that travel with you age far more slowly as well.<br />
Lvl 2. Your bond with the ancestral mass deepens. Your senses sometimes reflect the will of your ancestors (or possibly a single, especially strong-willed ancestor) – temporarily suppressing some sensations while focusing on others. For example, all sounds might suddenly be diminished except for a whimpering around the corner or an object partially obscured in shadow might suddenly be more easily identified. Your senses are not improved when this happens – anyone COULD focus on that whimpering – they are merely filtered in your ancestor’s favor.<br />
<div style="margin:20px; margin-top:5px"><div class="quotetitle"><input class="button2 btnlite" type="button" value = 'Thoughts to Come' style="text-align:center;width:215px;margin:0px;padding:0px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';      this.innerText = ''; this.value = 'Hide \'\'Thoughts to Come\'\''; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value ='Thoughts to Come'; }" /></div><div class="quotecontent"><div style="display: none;">Lvl 3. You gain the ability to suddenly “remember” obscure facts and opinions that makes sense for your ancestors to have known/had. These bits and pieces of memories feel much like eavesdropping on the past for the briefest of moments.<br />
Lvl 4. You can amplify the healing effects of the mass by spending a spell per post, curing most illnesses, poisons, and healing open wounds with the effectiveness of the Heal spell.<br />
Lvl 5. The mass is thought to be a collection of memories, emotions and traces of the spirits of your lineage. That seems to bare out when you suddenly remember an ancestral skill you don't recall learning, based on your lineage. (Skill must be staff approved)<br />
Lvl 6. Your amplified healing ability is now more comparable to the Restore spell than Heal, those healed in this way gain knowledge of your ancestral skill for the duration of their next or current quest. If you know the Restore spell you may heal two people with a single spell per post.<br />
Lvl 7. You recall an additional new skill, this one also based on your lineage. (Skill must be staff approved)<br />
Lvl 8. Your resonance with the power within you allows you to cast an additional vital spell per post whenever your use of that spell would be approved by your ancestor(s). Staff Note: Yeah, it’s fine if this is “most of the time”.<br />
Lvl 9. You recall an additional new skill, this one also based on your lineage. (Skill must be staff approved)<br />
Lvl 10. You draw forth and physically manifest the mass, creating a golden iridescent cloud that detaches from you. Follow it to find one of the hidden corners of the world, master what awaits you without the aid of the mass in order to reclaim it and more. (Personal quest, either ran by staff or approved by staff)</div></div></div></span><br />
<br />
<span style="font-size: 15pt;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Spells</span></span></span><br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Level 1</span></span><br />
<span style="color: grey;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">Drift -</span> Thicken the air beneath you just enough that if you are falling it slows your decent and allows for a soft landing.</span><br />
<span style="color: green;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">Grow -</span>Rapidly accelerate the growth of a plant or seed by the equivalent of several months.</span><br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Level 2</span></span><br />
<span style="color: grey;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">Channel -</span> Aid electricity in passing though you, granting you protection from electrical charges and allowing you to redirect the blast. Usable once every five posts.</span><br />
<span style="color: green;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">Trellis -</span> With a touch, cause vines to erupt from the ground and crawl up the side of a vertical surface, creating a climbable surface.</span><br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Level 3</span></span><br />
<span style="color: grey;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">Charged Grasp -</span> Rapidly vibrate the air around your hands to generate a field of damaging electricity around them. Electricity will channel into any metal weapons you are holding.</span><br />
<br />
<span style="font-size: 15pt;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Weapons and Armor</span></span></span><br />
<span style="font-weight: bold;" class="mycode_b">Forgewood Heart -</span> A thin 5' wooden staff with a small diamond shaped green gem with flecks of silver embedded in it towards the top. This staff is modifier 3 but the gem takes up a slot. This staff counts as either a living plant or the ground for the purposes of casting your vital spells and conducts electricity as well as if it were metal.<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Other Magical Possessions</span></span> <br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Other Mundane Possessions</span></span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Gold:</span>80]]></description>
			<content:encoded><![CDATA[<span style="font-size: 15pt;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Oolla</span></span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Race:</span> Shifter/False Dryad<br />
 <br />
<span style="font-weight: bold;" class="mycode_b">Gender:</span> Female<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Age:</span> Appears to be in her teens<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Height:</span> 5' 4"<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Weight:</span> 100 lbs<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Strength:</span> Below Average<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Physical Description:</span> Oola probably still has a human form but she can't remember the last time that she used it. The short girl's skin looks like it was carved from white polished wood. Irregular swirls can be seen in the grain that shift too slowly for most to see. Large gray eyes fill her round childlike face. Thick black hair hangs around her loosely to the waist with strands of it sticking out here and there in spots that have started to dread. <br />
<br />
<span style="font-weight: bold;" class="mycode_b">Apparel:</span> Oolla is barefoot and wears a plain black dress tied at the waist with a braided material.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Backstory:</span> Oolla was born in small village of all wolf shifters who lived communally near a massive tree that kept them magically hidden and protected from predators and other dangers. Oolla was never quite the same as other children.  Her parents couldn't understand why she was constantly humming and insisting they dance.  The small girl always seemed to be paying attention to something nothing the rest of them could grasp. Most of the village viewed her as harmless and possibly a little touched in the head but there were some among them who thought she was too strange and a little dangerous.  The year that Oolla turned 14 the winter was especially harsh outside the magical protection of the tree.  The song was getting constantly more restless in those leading months.  Oolla tried desperately to warn her parents that something bad was going to happen soon but without more to go on they just passed it off as more of her "strangeness."  One night when the storms were raging outside the dome, the song startled Oolla awake with its panicked staccato more rapid then the raindrops on her roof. She could hear where the music was leading her. The young girl sprinted blindly, thinking of nothing but calming the song that had always guided her.  Just as she couldn't run anymore she found herself looking at the tree that gave them protection.  The girl collapsed gasping as the song suddenly went completely silent.  That moment of silence seemed to last forever before there was a blinding flash followed by an explosion that sent her tumbling backwards in shock.  When she could see again the scene before her didn't feel real. Their tree lay split in two bleeding sap from the blasted stump. The music started again, a haunting melancholy that led Oolla to her feet and pulled her slowly towards the stump.  With tears streaming down her face she lay her body across the cracked and dying stump and hugged it. She just thought that it shouldn't be alone when it dies.  As she lay there she heard a new call. Not so much a voice as an expression of desire. She could feel the spirit of the tree reaching out to her and she reached back.  When Oolla came to she had assumed her shifted form. Her initial twinge of sadness was washed away by the joy that she had been able to save the tree. Unfortunately the other members of her tribe didn't see it that way.  Many of them, including some of her own family blamed her for the death of the tree in the first place saying they only trusted wolves.  Eventually Oolla was forced to leave the village.  Oolla Doesn't really process the passing of time the same way that most people do as she's been alive for a very long time mostly keeping to the wilds, until the day that the song led her towards people once again.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">The Story Of Oolla:</span> Oolla hasn't interacted with others much to date.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Affiliations and Contacts:</span> She knows some really nice trees.<br />
<br />
<span style="font-size: 15pt;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Skills and Abilities</span></span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Wooden Doll- </span>The bonding has left Oolla's body more like a magical object that's being possessed by two spirits than flesh.  Oolla Doesn't interpret pain the same as other people do. Pain is more of a clear indicator of damage than a feeling and her skin is treated as modifier 1 armor. Oolla's blood is very thick and flows like sap making it difficult for her to be caused serious harm by blood loss.  Over the course of several months Oolla may regrow any lost limbs.(At level 4 AM this reduces to 1 - 2 weeks)<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Naturalist Beauty - </span>Oolla's body is a magical ecosystem that works together to keep itself pure and clean.  Any poisons, toxins or general dirtiness that gets on her or in her system will be magically cleansed over the course of up to three posts. (Yes that means no yucky mud)<br />
<br />
<span style="font-size: 15pt;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Aspect:</span> <span style="color: Grey;" class="mycode_color">Storm Called</span></span><br />
<br />
<span style="color: grey;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">SKY SONG -</span> You possess a powerful bond to the world around you, tuning your ears towards a majestic living song that is unheard by others.<br />
Lvl 0. There is a song only you can hear, one that is always playing. It changes fairly often – although some part of you identifies it as a singular being –, its tune constantly comforting and supporting you. Pain and emotional effects have a lessened effect on you.<br />
Lvl 1. The song is not wholly about you - by studying its underlying patterns you can discern information regarding regional weather and even predict oncoming storms, droughts, etc.<br />
Lvl 2. You can empower the song with your own spirit, allowing others to hear it and making it anything from very soft to painfully loud. This effect takes a spell per post to use/maintain.<br />
Lvl 3. The song can infuse a bit of itself into the sounds you make, giving them a more melodious quality and allowing them to echo for hundreds of feet should you will it.<br />
<div style="margin:20px; margin-top:5px"><div class="quotetitle"><input class="button2 btnlite" type="button" value = 'Songs to Come' style="text-align:center;width:215px;margin:0px;padding:0px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';      this.innerText = ''; this.value = 'Hide \'\'Songs to Come\'\''; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value ='Songs to Come'; }" /></div><div class="quotecontent"><div style="display: none;">Lvl 4. You may cause the song to powerfully manifest at a point within sight, the noise becoming louder and louder until finally exploding outward at the end of your next post; the sonic boom has a radius of 10' and hits with the strength of a Mighty shove. This effect takes a spell per post to begin the effect.<br />
Lvl 5. Every motion, every flap of a bird's wings effects the weather. Through a deeper understanding of the song you effectively gain the ability to quickly sense large movements within 1000' (group movements, large beasts, wagons, falling trees, etc).<br />
Lvl 6. Your bond with the song deepens; the melody can now take its own actions within 50' of you, using any of its abilities to aid you - as though it could cast one spell per post - whether or not you are conscious. The song is aware of anything in that area that could be discerned via echolocation or the ability to sense air/weather patterns.<br />
Lvl 7. Choose a specific kind of melody, weather pattern, etc. Your connection to the song grants it a new capability based on your choice.<br />
Lvl 8. You can reach out through the song, subtly tweaking the tune to alter the local weather (within 5-10 miles) over time. Nudge storm clouds, convert a high-humidity day to raining day, etc. This ability can take a half hour or more, and cannot dramatically change the weather (you can’t end droughts if there isn’t any water-heavy weather nearby)<br />
Lvl 9. . The song may take its own actions within 100' of you. Its range of awareness likewise increases, and your ability to glean info from the song becomes second-nature to the extent that you can learn whatever the song is aware of in seconds.<br />
Lvl 10. The song gains a custom, staff-approved ability based on your personality and the storm art.</div></div></div></span><br />
<br />
<span style="font-size: 15pt;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Aspect:</span> <span style="color: green;" class="mycode_color">Vital Heart</span></span><br />
<br />
<span style="color: green;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">ANCESTRAL MASS -</span> When Oolla bonded with the tree she inherited its ancestral mass. Oolla has become one with her tree spirit and through time and meditation she becomes more skilled at communing with its ancestors. The mass that now rested inside her felt large and powerful, mysterious and ancient to Oolla.  When she tried to visualize the mass in her head she just saw an image of a tree with massive boughs that disappeared into the clouds.<br />
Lvl 0. Oolla can feel a deep power within herself. Through meditation she can increase the rate at which she heals – healing in hours what would take days – and can even slow or even completely halt your rate of aging. If you have children the power might pass on, in which case you begin aging at an accelerated pace but retain all other abilities.<br />
Lvl 1. You can draw upon the power within you and share it with someone in close proximity, allowing them to likewise benefit from the healing effect. Living things that travel with you age far more slowly as well.<br />
Lvl 2. Your bond with the ancestral mass deepens. Your senses sometimes reflect the will of your ancestors (or possibly a single, especially strong-willed ancestor) – temporarily suppressing some sensations while focusing on others. For example, all sounds might suddenly be diminished except for a whimpering around the corner or an object partially obscured in shadow might suddenly be more easily identified. Your senses are not improved when this happens – anyone COULD focus on that whimpering – they are merely filtered in your ancestor’s favor.<br />
<div style="margin:20px; margin-top:5px"><div class="quotetitle"><input class="button2 btnlite" type="button" value = 'Thoughts to Come' style="text-align:center;width:215px;margin:0px;padding:0px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';      this.innerText = ''; this.value = 'Hide \'\'Thoughts to Come\'\''; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value ='Thoughts to Come'; }" /></div><div class="quotecontent"><div style="display: none;">Lvl 3. You gain the ability to suddenly “remember” obscure facts and opinions that makes sense for your ancestors to have known/had. These bits and pieces of memories feel much like eavesdropping on the past for the briefest of moments.<br />
Lvl 4. You can amplify the healing effects of the mass by spending a spell per post, curing most illnesses, poisons, and healing open wounds with the effectiveness of the Heal spell.<br />
Lvl 5. The mass is thought to be a collection of memories, emotions and traces of the spirits of your lineage. That seems to bare out when you suddenly remember an ancestral skill you don't recall learning, based on your lineage. (Skill must be staff approved)<br />
Lvl 6. Your amplified healing ability is now more comparable to the Restore spell than Heal, those healed in this way gain knowledge of your ancestral skill for the duration of their next or current quest. If you know the Restore spell you may heal two people with a single spell per post.<br />
Lvl 7. You recall an additional new skill, this one also based on your lineage. (Skill must be staff approved)<br />
Lvl 8. Your resonance with the power within you allows you to cast an additional vital spell per post whenever your use of that spell would be approved by your ancestor(s). Staff Note: Yeah, it’s fine if this is “most of the time”.<br />
Lvl 9. You recall an additional new skill, this one also based on your lineage. (Skill must be staff approved)<br />
Lvl 10. You draw forth and physically manifest the mass, creating a golden iridescent cloud that detaches from you. Follow it to find one of the hidden corners of the world, master what awaits you without the aid of the mass in order to reclaim it and more. (Personal quest, either ran by staff or approved by staff)</div></div></div></span><br />
<br />
<span style="font-size: 15pt;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Spells</span></span></span><br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Level 1</span></span><br />
<span style="color: grey;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">Drift -</span> Thicken the air beneath you just enough that if you are falling it slows your decent and allows for a soft landing.</span><br />
<span style="color: green;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">Grow -</span>Rapidly accelerate the growth of a plant or seed by the equivalent of several months.</span><br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Level 2</span></span><br />
<span style="color: grey;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">Channel -</span> Aid electricity in passing though you, granting you protection from electrical charges and allowing you to redirect the blast. Usable once every five posts.</span><br />
<span style="color: green;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">Trellis -</span> With a touch, cause vines to erupt from the ground and crawl up the side of a vertical surface, creating a climbable surface.</span><br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Level 3</span></span><br />
<span style="color: grey;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">Charged Grasp -</span> Rapidly vibrate the air around your hands to generate a field of damaging electricity around them. Electricity will channel into any metal weapons you are holding.</span><br />
<br />
<span style="font-size: 15pt;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Weapons and Armor</span></span></span><br />
<span style="font-weight: bold;" class="mycode_b">Forgewood Heart -</span> A thin 5' wooden staff with a small diamond shaped green gem with flecks of silver embedded in it towards the top. This staff is modifier 3 but the gem takes up a slot. This staff counts as either a living plant or the ground for the purposes of casting your vital spells and conducts electricity as well as if it were metal.<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Other Magical Possessions</span></span> <br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Other Mundane Possessions</span></span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Gold:</span>80]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Annabeth]]></title>
			<link>https://aurorasky.udocoded.com/showthread.php?tid=223</link>
			<pubDate>Mon, 25 Jun 2018 01:41:56 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://aurorasky.udocoded.com/member.php?action=profile&uid=99">Annabeth</a>]]></dc:creator>
			<guid isPermaLink="false">https://aurorasky.udocoded.com/showthread.php?tid=223</guid>
			<description><![CDATA[<span style="font-weight: bold;" class="mycode_b">Annabeth</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Race:</span> Felvad<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Gender:</span> Female<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Age:</span> Burgeoning Adult<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Height:</span> 4'6"<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Weight:</span> Petite<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Strength:</span> Average<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Physical Description:</span> Her face takes on the features of her fey parent. Such that she appears doll like in her features. She has smooth porcelain colored skin studded with flakes of glass, when in the sun too long it darkens to a nearly pitch black with the glass flakes seeming to glow iridescently. The glass pieces have an internal yellow glow and arcing electricity between them beneath the surface. She doesn't emote well, so her features are generally in a resting pleasant state to avoid typical social faux pas. Her eyes are the most striking feature on her face, as they appear to be in a glowing yellow crystalline pattern with electricity arcs in the irises. Her hair is a mix of blues and yellows in a wild pixie cut style.<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Apparel:</span>Layers of thin satin like sheets creating a flowing gown that flatters her form.<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Backstory:</span><br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b">The Story Of Annandale:</span> <br />
&lt;a href="https://aurorasky.udocoded.com/showthread.php?tid=249"&gt;Made some friends&lt;/a&gt;<br />
&lt;a href="https://aurorasky.udocoded.com/showthread.php?tid=247"&gt;Stabbed some bugs&lt;/a&gt;<br />
&lt;a href=""&gt;&lt;/a&gt;<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Affiliations and Contacts:</span> <br />
&lt;a href="https://aurorasky.udocoded.com/showthread.php?tid=236"&gt;Scherza&lt;/a&gt; - Friend<br />
&lt;a href="https://aurorasky.udocoded.com/showthread.php?tid=239"&gt;Serena&lt;/a&gt; - Friend<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Skills and Abilities</span></span><br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Aspect:</span> Umbral Soul<br />
Transient, mesmerizing. You feel a kinship to light and shadow, the stars in the sky and the unlit depths.<br />
<br />
    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).<br />
    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.<br />
    You can learn the highest level spells (8+) of the umbral art.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Leveled Talent:</span> GLASSWEAVER - Your attunement to umbral magic manifests as a deep connection to a special glass unique to you and other glassweavers.<br />
Lvl 0. Bits of embedded glass adorn your skin in some pattern. This glass is about as tough as leather, and slowly repairs itself if shattered like a healing wound. Furthermore, your skin tans more deeply than most when exposed to the sun, becoming an unnatural black after a few hours.<br />
Lvl 1. You can secrete a semi-solid glass from your hand and/or fingertips, and have a natural talent for forming simple objects out of it. You may will this liquid to harden, creating a fragile glass object out of it (no larger than 1 cubic foot in volume). The glass can be of any color, and as cloudy or clear as you like. Any unused liquid dissolves at the end of your post. Hardening the liquid takes one of your spells per post.<br />
Lvl 2. You develop an innate understanding of how light moves through glass, allowing you to swiftly craft lenses and mirrors out of your liquid glass with great skill and speed.<br />
Lvl 3. You can bind glass objects to your flesh, fastening yourself to large objects or embedding smaller ones into your body. Furthermore, all glass within 1’ of your body is passively hardened over time, becoming as tough as iron after about ten minutes (unless already tougher). Such glass weakens over time after it leaves your presence, becoming as tough as wood (unless it was originally tougher) after another 10 minutes.<br />
<div style="margin:20px; margin-top:5px"><div class="quotetitle"><input class="button2 btnlite" type="button" value = 'Next Levels' style="text-align:center;width:215px;margin:0px;padding:0px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';      this.innerText = ''; this.value = 'Hide \'\'Next Levels\'\''; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value ='Next Levels'; }" /></div><div class="quotecontent"><div style="display: none;">Lvl 4. You can change glass objects (or parts of them) into your semi-solid weaving material while in contact with them, manipulating such objects like they were clay and allowing you to meld the object with additional glass secretions. The object hardens instantly after you cease to touch it. You can manipulate up to 8 cubic feet of glass at a time in this way. Magic items altered this way return to their original state over time, as normal, and glass objects wielded by others are not effected unless their wielder desires it.<br />
Lvl 5. Your blood turns silver in color, and you gain the ability to secrete glass from any part of your body. The total amount of glass you can secrete and harden in one post remains the same, however.<br />
Lvl 6. Whenever you weave and harden a new glass object you can choose to charge it with power. Such an object faintly glows, is warm to the touch, and explodes in a flash of blinding light if broken. Alternately, you may choose to infuse a glass object with darkness, creating a shadowy, cold to the touch object that engulfs all light within 10’ of it for a few seconds when broken. Light magic projectiles disperse this darkness, but are greatly weakened in the process. Both kinds of glassbomb lose their charge after 6 hours, and stay fragile even if kept near you.<br />
Lvl 7. Your semi-solid glass secretions can stick to inorganic objects as well as your flesh, and last for 10 minutes instead of until end of post. You can freely change the stickiness of your glass, to the maximum of Mighty strength. This allows you to scale walls and the like.<br />
Lvl 8. You develop a custom, staff-approved ability or technique involving glass and Umbral magic.<br />
Lvl 9. You can infuse up to two of your created glassbombs at a time with an Umbral spell you know (it does not need to be the same spell). The spell is released when the object is destroyed. If the spell requires a target, the closest possible target is effected. If it would need to be aimed, it instead fires in any direction the objects was already moving (so if you smash it against the wall, the spell fires into the wall). Furthermore, you may, instead of one of your spells per post, will any number of your glassbombs within 50’ of you to shatter.<br />
Lvl 10. You develop another custom, staff-approved ability or technique involving glass, or enhance your previous custom ability/technique.</div></div></div>
<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Aspect:</span> Storm Called<br />
The winds themselves seem to whisper to you, thunder over the horizon beckons you. The power of the storm lies within you and when the hairs on the back of your neck raise, lightning is sure to follow.<br />
<br />
    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 &gt; 2).<br />
    You can substitute any similar motions to the ones required by your storm spells - such as thrusting out a sword instead of your palm.<br />
    It takes far less effort than normal for you to learn storm magic - you need only spend 30g per spell level to learn new storm spells.<br />
    You can learn the highest level spells (8+) of the storm art.<br />
<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Leveled Talent:</span> DYNAMO - Your attunement to storm magics passively alters your body, awakening your inner power and turning you into an embodiment of thunderous wrath. You can suppress some or all of these changes whenever you desire, although you cannot cast spells while doing so.<br />
<br />
Lvl 0. Electricity passes through you without harming you, although the heat generated by natural lightning bolts is still a concern.<br />
Lvl 1. Your skin has a very faint glow. You can passively create a magnetic bond between yourself and any metal items you hold, making your grip on them unbreakable.<br />
Lvl 2. Your irises glow yellow. You can sense magnetic fields within 6 feet of your body (such as those generated by most brains). More potent fields and electrical discharges can be felt from much farther away (up to 100’ unless truly immense).<br />
Lvl 3. Tiny electrical sparks flicker at random beneath your skin. If skin is broken, electricity will course into the implement.<br />
<div style="margin:20px; margin-top:5px"><div class="quotetitle"><input class="button2 btnlite" type="button" value = 'Next Levels' style="text-align:center;width:215px;margin:0px;padding:0px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';      this.innerText = ''; this.value = 'Hide \'\'Next Levels\'\''; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value ='Next Levels'; }" /></div><div class="quotecontent"><div style="display: none;">Lvl 4. You can, once per post, generate a magnetic field around your hand and target metallic object, pulling it towards you or pushing it away with up to 10 lbs per Dynamo level of force (40LB at level 4). This force is halved if the object is more than 10’ away (maximum range 50’)<br />
Lvl 5. You are able to absorb electricity to accelerate your own healing by several hours. Using this ability takes a spell per post. More potent electricity sources, such as natural lightning bolts, dramatically amplify this self healing.<br />
Lvl 6. Your hair stands on end. Your inner electricity generates a static field that weakens strikes from metal implements by a strength level, and a mild electric charge courses through your nails and any metallic weapons/armor in contact with your skin. Furthermore, you can passively cancel out magnetic forces effecting metallic objects you are wearing / wielding (including your own).<br />
Lvl 7. Your ability to shape and direct electricity improves. Your static field strengthens your grip and allows your hands and feet to adhere to any objects and surfaces strong enough to support your weight.<br />
Lvl 8. You can use magnetism to roughly control the movements of a metallic object whose weight is no more than what you can push/pull instead of pushing/pulling it, but doing so takes up a spell per post.<br />
Lvl 9. You can magnetize yourself, causing all nearby (~20ft) metals to either be pushed away or pulled towards you with great force. Very large, secured, etc objects may cause you to be pushed away or pulled towards them instead. Using this ability takes up a spell per post and can only be done once every seven posts.<br />
Lvl 10. You learn to harness your attunement for a custom ability based on your personality and the electrical aspects of the Storm art.</div></div></div>
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<span style="text-decoration: underline;" class="mycode_u">Frozen Lightning</span> - Lightning has been creating glass since long before humans figured out how to mix sand and fire. Annabeth's naturally propensity towards electricity makes her a uniquely talented glass-weaver. Whenever she produces glass she can do so as though by the savage forces of nature, creating a rough, sparkling and crystalline version of whatever she was making. This fulgurite glass is capable of channeling electricity (and electromagnetic forces) as well as Annabeth's own body. As well as increasing the modifier of all glass created this way by +1. [1 Minor]<br />
<br />
Alright, combining them both into one power:<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Reality Reflections</span></span> - Annabeth can wield the power of planar translocation to transform, shift, copy, and otherwise manipulate the magic of her woven glass.<br />
<br />
<span style="text-decoration: underline;" class="mycode_u">Glassificate</span> - She may use her lenses to make a small window to the fey realm. This window looks at random parts of the nature fey lands, and grants her some aid. If she uses her lenses to focus this light on an object for a while and charges it with some of her inherent electricity, the item will shift. It becomes made of her type of glass, held solid by the current.<br />
<br />
<span style="text-decoration: underline;" class="mycode_u">Absorb</span> - She may absorb these items into herself, creating an internal blueprint by doing so. The limits for size and time are based on what she can make with her Glassweaver Talent, thus larger items take a fairly long time and small ones can usually be done in a turn.<br />
<br />
<span style="text-decoration: underline;" class="mycode_u">Replicate</span> - Annabeth can weave together a glass copy of any stored object that possess all of its powers and abilities.  If the powers included a haunting spirit / sapience, the spirit is not copied but rather possess the item remotely from within Annabeth. Only one copy of any given item can be created at a time, and it loses its powers in the hands of others or if the original is released.<br />
<br />
<span style="text-decoration: underline;" class="mycode_u">Strip</span> - Annabeth may strip away the runes of any objects she absorbs, sealing their power within herself to be distributed later. She can hold up to 5 runes at a time in this way. Master Runes cannot be moved in this way against a possessing spirit's will.<br />
<br />
<span style="text-decoration: underline;" class="mycode_u">Scribe</span> - Whenever she weaves an object from her glass, she may shift any number of her held runes into the glass, removing them from her pool.  She must list the order of the runes - any runes beyond the item's modifier remain inactive until that modifier changes, at which point the rune completes and activates.<br />
<br />
<span style="text-decoration: underline;" class="mycode_u">Release</span> - Anabeth can secrete raw liquid glass that, through a second application of her window power, returns to its previous non-glass (or different glass) state. She cannot use Scribe to add any runes to this object it did not originally possess.<br />
(3 Minors)<br />
<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Spells</span></span><br />
Umbral <br />
<br />
Level - 1<br />
Lantern - Create a floating ball of light before yourself or another that moves with the target, glowing with the intensity of a large candle.<br />
<br />
Level - 2<br />
Blind - Scatter the light before a target's eyes, blinding them for the briefest of moments.<br />
<br />
Level - 3<br />
Paint – Create a two dimensional image on a surface, no more than 4 square feet in area. Incredibly complex images are unlikely to be very convincing. Can go over small cracks and the like.<br />
<br />
Storm<br />
Level - 1<br />
Drift - Thicken the air beneath you just enough that if you are falling it slows your decent and allows for a soft landing.<br />
<br />
Level - 2<br />
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.<br />
<br />
Level - 3<br />
Charged Grasp - Rapidly vibrate the air around your hands to generate a field of damaging electricity around them. Electricity will channel into any metal weapons you are holding.<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Weapons and Armor</span></span><br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Other Magical Possessions</span></span><br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Other Mundane Possessions</span></span><br />
Absorbed forms of various basic weapons, ammunition, and simple tools.<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Pets</span></span><br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Gold:</span> -10 (will be giving some of my OOC gold to them on creation.)<br />
<br />
<br />
<hr class="mycode_hr" />
<br />
So, her two abilities are basically a void space based on absorbing items, and an ability to shuffle around runes/enchantments. Thoughts?]]></description>
			<content:encoded><![CDATA[<span style="font-weight: bold;" class="mycode_b">Annabeth</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Race:</span> Felvad<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Gender:</span> Female<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Age:</span> Burgeoning Adult<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Height:</span> 4'6"<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Weight:</span> Petite<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Strength:</span> Average<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Physical Description:</span> Her face takes on the features of her fey parent. Such that she appears doll like in her features. She has smooth porcelain colored skin studded with flakes of glass, when in the sun too long it darkens to a nearly pitch black with the glass flakes seeming to glow iridescently. The glass pieces have an internal yellow glow and arcing electricity between them beneath the surface. She doesn't emote well, so her features are generally in a resting pleasant state to avoid typical social faux pas. Her eyes are the most striking feature on her face, as they appear to be in a glowing yellow crystalline pattern with electricity arcs in the irises. Her hair is a mix of blues and yellows in a wild pixie cut style.<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Apparel:</span>Layers of thin satin like sheets creating a flowing gown that flatters her form.<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Backstory:</span><br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b">The Story Of Annandale:</span> <br />
&lt;a href="https://aurorasky.udocoded.com/showthread.php?tid=249"&gt;Made some friends&lt;/a&gt;<br />
&lt;a href="https://aurorasky.udocoded.com/showthread.php?tid=247"&gt;Stabbed some bugs&lt;/a&gt;<br />
&lt;a href=""&gt;&lt;/a&gt;<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Affiliations and Contacts:</span> <br />
&lt;a href="https://aurorasky.udocoded.com/showthread.php?tid=236"&gt;Scherza&lt;/a&gt; - Friend<br />
&lt;a href="https://aurorasky.udocoded.com/showthread.php?tid=239"&gt;Serena&lt;/a&gt; - Friend<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Skills and Abilities</span></span><br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Aspect:</span> Umbral Soul<br />
Transient, mesmerizing. You feel a kinship to light and shadow, the stars in the sky and the unlit depths.<br />
<br />
    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).<br />
    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.<br />
    You can learn the highest level spells (8+) of the umbral art.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Leveled Talent:</span> GLASSWEAVER - Your attunement to umbral magic manifests as a deep connection to a special glass unique to you and other glassweavers.<br />
Lvl 0. Bits of embedded glass adorn your skin in some pattern. This glass is about as tough as leather, and slowly repairs itself if shattered like a healing wound. Furthermore, your skin tans more deeply than most when exposed to the sun, becoming an unnatural black after a few hours.<br />
Lvl 1. You can secrete a semi-solid glass from your hand and/or fingertips, and have a natural talent for forming simple objects out of it. You may will this liquid to harden, creating a fragile glass object out of it (no larger than 1 cubic foot in volume). The glass can be of any color, and as cloudy or clear as you like. Any unused liquid dissolves at the end of your post. Hardening the liquid takes one of your spells per post.<br />
Lvl 2. You develop an innate understanding of how light moves through glass, allowing you to swiftly craft lenses and mirrors out of your liquid glass with great skill and speed.<br />
Lvl 3. You can bind glass objects to your flesh, fastening yourself to large objects or embedding smaller ones into your body. Furthermore, all glass within 1’ of your body is passively hardened over time, becoming as tough as iron after about ten minutes (unless already tougher). Such glass weakens over time after it leaves your presence, becoming as tough as wood (unless it was originally tougher) after another 10 minutes.<br />
<div style="margin:20px; margin-top:5px"><div class="quotetitle"><input class="button2 btnlite" type="button" value = 'Next Levels' style="text-align:center;width:215px;margin:0px;padding:0px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';      this.innerText = ''; this.value = 'Hide \'\'Next Levels\'\''; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value ='Next Levels'; }" /></div><div class="quotecontent"><div style="display: none;">Lvl 4. You can change glass objects (or parts of them) into your semi-solid weaving material while in contact with them, manipulating such objects like they were clay and allowing you to meld the object with additional glass secretions. The object hardens instantly after you cease to touch it. You can manipulate up to 8 cubic feet of glass at a time in this way. Magic items altered this way return to their original state over time, as normal, and glass objects wielded by others are not effected unless their wielder desires it.<br />
Lvl 5. Your blood turns silver in color, and you gain the ability to secrete glass from any part of your body. The total amount of glass you can secrete and harden in one post remains the same, however.<br />
Lvl 6. Whenever you weave and harden a new glass object you can choose to charge it with power. Such an object faintly glows, is warm to the touch, and explodes in a flash of blinding light if broken. Alternately, you may choose to infuse a glass object with darkness, creating a shadowy, cold to the touch object that engulfs all light within 10’ of it for a few seconds when broken. Light magic projectiles disperse this darkness, but are greatly weakened in the process. Both kinds of glassbomb lose their charge after 6 hours, and stay fragile even if kept near you.<br />
Lvl 7. Your semi-solid glass secretions can stick to inorganic objects as well as your flesh, and last for 10 minutes instead of until end of post. You can freely change the stickiness of your glass, to the maximum of Mighty strength. This allows you to scale walls and the like.<br />
Lvl 8. You develop a custom, staff-approved ability or technique involving glass and Umbral magic.<br />
Lvl 9. You can infuse up to two of your created glassbombs at a time with an Umbral spell you know (it does not need to be the same spell). The spell is released when the object is destroyed. If the spell requires a target, the closest possible target is effected. If it would need to be aimed, it instead fires in any direction the objects was already moving (so if you smash it against the wall, the spell fires into the wall). Furthermore, you may, instead of one of your spells per post, will any number of your glassbombs within 50’ of you to shatter.<br />
Lvl 10. You develop another custom, staff-approved ability or technique involving glass, or enhance your previous custom ability/technique.</div></div></div>
<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Aspect:</span> Storm Called<br />
The winds themselves seem to whisper to you, thunder over the horizon beckons you. The power of the storm lies within you and when the hairs on the back of your neck raise, lightning is sure to follow.<br />
<br />
    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 &gt; 2).<br />
    You can substitute any similar motions to the ones required by your storm spells - such as thrusting out a sword instead of your palm.<br />
    It takes far less effort than normal for you to learn storm magic - you need only spend 30g per spell level to learn new storm spells.<br />
    You can learn the highest level spells (8+) of the storm art.<br />
<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Leveled Talent:</span> DYNAMO - Your attunement to storm magics passively alters your body, awakening your inner power and turning you into an embodiment of thunderous wrath. You can suppress some or all of these changes whenever you desire, although you cannot cast spells while doing so.<br />
<br />
Lvl 0. Electricity passes through you without harming you, although the heat generated by natural lightning bolts is still a concern.<br />
Lvl 1. Your skin has a very faint glow. You can passively create a magnetic bond between yourself and any metal items you hold, making your grip on them unbreakable.<br />
Lvl 2. Your irises glow yellow. You can sense magnetic fields within 6 feet of your body (such as those generated by most brains). More potent fields and electrical discharges can be felt from much farther away (up to 100’ unless truly immense).<br />
Lvl 3. Tiny electrical sparks flicker at random beneath your skin. If skin is broken, electricity will course into the implement.<br />
<div style="margin:20px; margin-top:5px"><div class="quotetitle"><input class="button2 btnlite" type="button" value = 'Next Levels' style="text-align:center;width:215px;margin:0px;padding:0px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';      this.innerText = ''; this.value = 'Hide \'\'Next Levels\'\''; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value ='Next Levels'; }" /></div><div class="quotecontent"><div style="display: none;">Lvl 4. You can, once per post, generate a magnetic field around your hand and target metallic object, pulling it towards you or pushing it away with up to 10 lbs per Dynamo level of force (40LB at level 4). This force is halved if the object is more than 10’ away (maximum range 50’)<br />
Lvl 5. You are able to absorb electricity to accelerate your own healing by several hours. Using this ability takes a spell per post. More potent electricity sources, such as natural lightning bolts, dramatically amplify this self healing.<br />
Lvl 6. Your hair stands on end. Your inner electricity generates a static field that weakens strikes from metal implements by a strength level, and a mild electric charge courses through your nails and any metallic weapons/armor in contact with your skin. Furthermore, you can passively cancel out magnetic forces effecting metallic objects you are wearing / wielding (including your own).<br />
Lvl 7. Your ability to shape and direct electricity improves. Your static field strengthens your grip and allows your hands and feet to adhere to any objects and surfaces strong enough to support your weight.<br />
Lvl 8. You can use magnetism to roughly control the movements of a metallic object whose weight is no more than what you can push/pull instead of pushing/pulling it, but doing so takes up a spell per post.<br />
Lvl 9. You can magnetize yourself, causing all nearby (~20ft) metals to either be pushed away or pulled towards you with great force. Very large, secured, etc objects may cause you to be pushed away or pulled towards them instead. Using this ability takes up a spell per post and can only be done once every seven posts.<br />
Lvl 10. You learn to harness your attunement for a custom ability based on your personality and the electrical aspects of the Storm art.</div></div></div>
<br />
<br />
<span style="text-decoration: underline;" class="mycode_u">Frozen Lightning</span> - Lightning has been creating glass since long before humans figured out how to mix sand and fire. Annabeth's naturally propensity towards electricity makes her a uniquely talented glass-weaver. Whenever she produces glass she can do so as though by the savage forces of nature, creating a rough, sparkling and crystalline version of whatever she was making. This fulgurite glass is capable of channeling electricity (and electromagnetic forces) as well as Annabeth's own body. As well as increasing the modifier of all glass created this way by +1. [1 Minor]<br />
<br />
Alright, combining them both into one power:<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Reality Reflections</span></span> - Annabeth can wield the power of planar translocation to transform, shift, copy, and otherwise manipulate the magic of her woven glass.<br />
<br />
<span style="text-decoration: underline;" class="mycode_u">Glassificate</span> - She may use her lenses to make a small window to the fey realm. This window looks at random parts of the nature fey lands, and grants her some aid. If she uses her lenses to focus this light on an object for a while and charges it with some of her inherent electricity, the item will shift. It becomes made of her type of glass, held solid by the current.<br />
<br />
<span style="text-decoration: underline;" class="mycode_u">Absorb</span> - She may absorb these items into herself, creating an internal blueprint by doing so. The limits for size and time are based on what she can make with her Glassweaver Talent, thus larger items take a fairly long time and small ones can usually be done in a turn.<br />
<br />
<span style="text-decoration: underline;" class="mycode_u">Replicate</span> - Annabeth can weave together a glass copy of any stored object that possess all of its powers and abilities.  If the powers included a haunting spirit / sapience, the spirit is not copied but rather possess the item remotely from within Annabeth. Only one copy of any given item can be created at a time, and it loses its powers in the hands of others or if the original is released.<br />
<br />
<span style="text-decoration: underline;" class="mycode_u">Strip</span> - Annabeth may strip away the runes of any objects she absorbs, sealing their power within herself to be distributed later. She can hold up to 5 runes at a time in this way. Master Runes cannot be moved in this way against a possessing spirit's will.<br />
<br />
<span style="text-decoration: underline;" class="mycode_u">Scribe</span> - Whenever she weaves an object from her glass, she may shift any number of her held runes into the glass, removing them from her pool.  She must list the order of the runes - any runes beyond the item's modifier remain inactive until that modifier changes, at which point the rune completes and activates.<br />
<br />
<span style="text-decoration: underline;" class="mycode_u">Release</span> - Anabeth can secrete raw liquid glass that, through a second application of her window power, returns to its previous non-glass (or different glass) state. She cannot use Scribe to add any runes to this object it did not originally possess.<br />
(3 Minors)<br />
<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Spells</span></span><br />
Umbral <br />
<br />
Level - 1<br />
Lantern - Create a floating ball of light before yourself or another that moves with the target, glowing with the intensity of a large candle.<br />
<br />
Level - 2<br />
Blind - Scatter the light before a target's eyes, blinding them for the briefest of moments.<br />
<br />
Level - 3<br />
Paint – Create a two dimensional image on a surface, no more than 4 square feet in area. Incredibly complex images are unlikely to be very convincing. Can go over small cracks and the like.<br />
<br />
Storm<br />
Level - 1<br />
Drift - Thicken the air beneath you just enough that if you are falling it slows your decent and allows for a soft landing.<br />
<br />
Level - 2<br />
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.<br />
<br />
Level - 3<br />
Charged Grasp - Rapidly vibrate the air around your hands to generate a field of damaging electricity around them. Electricity will channel into any metal weapons you are holding.<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Weapons and Armor</span></span><br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Other Magical Possessions</span></span><br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Other Mundane Possessions</span></span><br />
Absorbed forms of various basic weapons, ammunition, and simple tools.<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Pets</span></span><br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Gold:</span> -10 (will be giving some of my OOC gold to them on creation.)<br />
<br />
<br />
<hr class="mycode_hr" />
<br />
So, her two abilities are basically a void space based on absorbing items, and an ability to shuffle around runes/enchantments. Thoughts?]]></content:encoded>
		</item>
		<item>
			<title><![CDATA["Alex Jones" Name TBD]]></title>
			<link>https://aurorasky.udocoded.com/showthread.php?tid=215</link>
			<pubDate>Sun, 24 Jun 2018 11:53:35 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://aurorasky.udocoded.com/member.php?action=profile&uid=6">Supermouse</a>]]></dc:creator>
			<guid isPermaLink="false">https://aurorasky.udocoded.com/showthread.php?tid=215</guid>
			<description><![CDATA[<span style="color: #0f0f10;" class="mycode_color"><span style="font-size: small;" class="mycode_size"><span style="font-family: Monaco, Consolas, Courier, monospace;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Jones Alex</span></span></span></span><br />
<br />
<span style="color: #0f0f10;" class="mycode_color"><span style="font-size: small;" class="mycode_size"><span style="font-family: Monaco, Consolas, Courier, monospace;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Race: Human</span></span></span></span><br />
<br />
<span style="color: #0f0f10;" class="mycode_color"><span style="font-size: small;" class="mycode_size"><span style="font-family: Monaco, Consolas, Courier, monospace;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Gender: Male</span></span></span></span><br />
<br />
<span style="color: #0f0f10;" class="mycode_color"><span style="font-size: small;" class="mycode_size"><span style="font-family: Monaco, Consolas, Courier, monospace;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Age: 45</span></span></span></span><br />
<br />
<span style="color: #0f0f10;" class="mycode_color"><span style="font-size: small;" class="mycode_size"><span style="font-family: Monaco, Consolas, Courier, monospace;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Height: </span></span></span></span><br />
<br />
<span style="color: #0f0f10;" class="mycode_color"><span style="font-size: small;" class="mycode_size"><span style="font-family: Monaco, Consolas, Courier, monospace;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Weight:</span></span></span></span><br />
<br />
<span style="color: #0f0f10;" class="mycode_color"><span style="font-size: small;" class="mycode_size"><span style="font-family: Monaco, Consolas, Courier, monospace;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Strength: Average</span></span></span></span><br />
<br />
<span style="color: #0f0f10;" class="mycode_color"><span style="font-size: small;" class="mycode_size"><span style="font-family: Monaco, Consolas, Courier, monospace;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Physical Description: Barrel chested, hairy, </span></span></span></span><br />
<br />
<span style="color: #0f0f10;" class="mycode_color"><span style="font-size: small;" class="mycode_size"><span style="font-family: Monaco, Consolas, Courier, monospace;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Apparel: Too often goes shirtless. Fond of expensive watches.</span></span></span></span><br />
<br />
<span style="color: #0f0f10;" class="mycode_color"><span style="font-size: small;" class="mycode_size"><span style="font-family: Monaco, Consolas, Courier, monospace;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Backstory: TBD</span></span></span></span><br />
<br />
<span style="color: #0f0f10;" class="mycode_color"><span style="font-size: small;" class="mycode_size"><span style="font-family: Monaco, Consolas, Courier, monospace;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">The Story Of (Character):</span> </span></span></span><br />
<br />
<br />
<span style="color: #0f0f10;" class="mycode_color"><span style="font-size: small;" class="mycode_size"><span style="font-family: Monaco, Consolas, Courier, monospace;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Affiliations and Contacts:</span></span></span></span><br />
<br />
<span style="color: #0f0f10;" class="mycode_color"><span style="font-size: small;" class="mycode_size"><span style="font-family: Monaco, Consolas, Courier, monospace;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Skills and Abilities</span></span></span></span></span><br />
Alchemical Production - After making an alchemical creation three times, Jones may reduce the cost by 20g (minimum 0) as he masters the needed techniques and avenues of material acquisition. (0g effectively means it is no more expensive than feeding himself or other needs assumed to be covered with misc earnings outside of PC gold). (2 Minors)<br />
<br />
Jones Alex has the ability to craft Tinctures, Potions, Powders, and Solvents. Tinctures are applied like sunscreen, Potions are drinks, Powders are used like smoke bombs, and Solvents are poured on items or areas of wall or floor. They have magical properties. Jones Alex has the proper recipe to create one of each, the effects of which will be described below.<br />
<br />
<span style="color: #0f0f10;" class="mycode_color"><span style="font-size: small;" class="mycode_size"><span style="font-family: Monaco, Consolas, Courier, monospace;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Aspect: Vital Heart<br />
Life surrounds us, both in space and time. You feel this bond more strongly than most, diving into it and relishing the constant flow of existence.<br />
<br />
<div style="margin:20px; margin-top:5px"><div class="quotetitle"><input class="button2 btnlite" type="button" value="View Spoiler" style="text-align:center;width:115px;margin:0px;padding:0px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';      this.innerText = ''; this.value = 'Hide Spoiler'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'View Spoiler'; }" /></div><div class="quotecontent"><div style="display: none;">Your natural talent has the following benefits:<br />
You gain one of the following Leveled Talents: Harmonic Weapon, Waking Dreamer, Ancestral Mass. Your level in this talent is equal to the highest level Vital spell you know.<br />
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.<br />
You may treat any living thing within 5' of you (including yourself), as being "touched" for the purpose of casting vital spells on them.<br />
It takes far less effort than normal for you to learn vital magic - you need only spend 30g per spell level to learn new vital spells.<br />
You can learn the highest level spells (8+) of the vital art.</div></div></div></span></span></span></span><br />
<br />
<span style="color: #0f0f10;" class="mycode_color"><span style="font-size: small;" class="mycode_size"><span style="font-family: Monaco, Consolas, Courier, monospace;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Leveled Talent WAKING DREAMER - You posses a connection to the dreams and minds of others unheard of to most.<br />
Lvl 0 – You are always aware of when you are dreaming unless you desire otherwise (some tasks such as vision quests may require you play along to benefit). You also remain aware of your surroundings in the waking world while resting. Furthermore, you gain complete control over your sleep cycle, allowing you to begin or end dreaming at a moment’s notice. Finally, you gain a personal dream realm of sorts that you can enter while dreaming – this realm does not otherwise really exist. <br />
<br />
<div style="margin:20px; margin-top:5px"><div class="quotetitle"><input class="button2 btnlite" type="button" value="View Spoiler" style="text-align:center;width:115px;margin:0px;padding:0px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';      this.innerText = ''; this.value = 'Hide Spoiler'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'View Spoiler'; }" /></div><div class="quotecontent"><div style="display: none;">Lvl 1 – You can sense the presence of minds other than your own, allowing you tell roughly how many people are in an area (just you, a couple, a few dozen, etc). People actively trying to hide are not sensed by this ability. <br />
Lvl 2 – You gain the ability to send a visionary dream to another while resting or meditating. You must be at least somewhat familiar with the target. The exact nature of the dream depends on the target, but your general point will make itself known. If the target is awake, they will receive the dream when they next sleep. <br />
Lvl 3. - You learn to recognize thoughts related to you, and can pick out who and where they are coming from. The nature of those thoughts is still unclear to you, however (e.g, you know when someone is thinking about you but not what they are thinking). People actively trying to hide can still be sensed by this ability. Maximum range 1000'. <br />
Lvl 4 – Your visionary dreams may include some sort of method of entering your dream realm for less opaque communication, although the recipient(s) can decline entry. You may now send a number of simultaneous visionary dreams equal to twice your level in this LT (8 at level 4) whenever you rest or meditate, but all of them must share the same intent. Furthermore, if the recipient is awake you can choose to send a visionary daydream instead. <br />
Lvl 5 – In place of a spell per post you can begin overriding one of the senses (sight, hearing, touch, etc) of yourself and up to three other targets you can sense with a single hallucination. You can only add sensations in this way, not remove them (for example, you can't become invisible but you could make it look like there are three of you). Utilizing what is actually going on makes this ability more effective - such as bolstering the sound of your steps to sound like an army on the move. You can maintain this effect for up to three posts, after which you must wait twice as many posts before using this ability again.<br />
Lvl 6 – You may enter the dreams of others while resting or meditating, provided they are within 30ft of your body. You also develop a custom, staff-approved special ability that can only be used while in a dream. <br />
Lvl 7 – You can telepathically communicate with all nearby sapient creatures. Furthermore, you roughly know the location of every nearby sapient mind (“there are three people in the room to the left.. etc”). People actively trying to hide are not sensed by this ability unless they are within 15’ of you. <br />
Lvl 8 – Your connection to dreams and the world’s mindscape deepens, allowing you to learn something about whatever topic you wish once per encounter. If what you seek is a secret, this power might lead you to someone that can give you a few clues. You also gain the ability to sense major disasters and other scenarios that have suddenly effected a large number of people, sometimes from miles away or more. <br />
Lvl 9 – You develop a custom, staff-approved ability related to dreaming and your bonds with others. <br />
Lvl 10 – You can gain the ability to teach other creatures the Dream Calling spell (they can’t teach it to other creatures). Furthermore, if you die you may continue to exist in the dreams of any individual that deeply cares/cared about you (either positively or in a negative fashion). You may only inhabit one creature’s dreams at a time, but may freely switch between all possible candidates.</div></div></div></span></span></span></span><br />
<br />
<span style="color: #0f0f10;" class="mycode_color"><span style="font-size: small;" class="mycode_size"><span style="font-family: Monaco, Consolas, Courier, monospace;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Aspect: Warrior Prodigy<div style="margin:20px; margin-top:5px"><div class="quotetitle"><input class="button2 btnlite" type="button" value="View Spoiler" style="text-align:center;width:115px;margin:0px;padding:0px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';      this.innerText = ''; this.value = 'Hide Spoiler'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'View Spoiler'; }" /></div><div class="quotecontent"><div style="display: none;">
<br />
Your natural talent has the following benefits:<br />
You learn one of the following Leveled Talents: 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 LTs granted by other aspects (I.E. without having to learn spells), with each talent tied to a different art (For example, Enlightened Combat is tied to Vital)<br />
You possess the equivalent of the Martial Stances and Techniques basic training (I.E. You already "completed" the training [no BP/Gold needed]).<br />
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).<br />
The number of times you need to use warrior techniques to master them is halved</div></div></div>.</span></span></span></span><br />
<br />
<span style="color: #0f0f10;" class="mycode_color"><span style="font-size: small;" class="mycode_size"><span style="font-family: Monaco, Consolas, Courier, monospace;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Leveled Talent <br />
<br />
Vital – Enlightened Combat –The art of fully perceiving and utilizing your environment in combat.<br />
Lvl 0. In order to fully take advantage of the environment, one must first master themselves. As such, novices of of the enlightened combat style first master basic acrobatics (superb balance, simple maneuvers, etc). You are no exception, and thus possess the equivalent of basic acrobatics training.<br />
<div style="margin:20px; margin-top:5px"><div class="quotetitle"><input class="button2 btnlite" type="button" value="View Spoiler" style="text-align:center;width:115px;margin:0px;padding:0px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';      this.innerText = ''; this.value = 'Hide Spoiler'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'View Spoiler'; }" /></div><div class="quotecontent"><div style="display: none;">Lvl 1 – 5BP – Your situational awareness increases, allowing you to easily note things with a glance and recall the specific details of everything that happened during a fight.<br />
Lvl 2 – 15BP – Your grip and leg strength are honed, allowing you to easily scale and bound around obstructions and landmarks.<br />
Lvl 3 – 30BP- Your mastery of self is further refined, granting you the benefits of mastering either advanced acrobatics OR the catapult grip and bear drills warrior techniques.<br />
Lvl 4 - 50BP – Your situational awareness increases again, allowing you to fight over and around obstacles seamlessly and improving your ability to dodge mindless hazards and adjust to their effect on the area (falling trees, undirected spells, etc).<br />
Lvl 5 – 75BP – Your coordination is enhanced, improving your aim and allowing you accurately strike or kick objects so they fly in any given direction.<br />
Lvl 6 – 105BP – Your awareness is further refined; you can use the motions around you to aid your own, like the gears in a clock. Anyone can take advantage of an opponent’s motions to power their own, but few do so as effortlessly and skillfully as you.<br />
Lvl 7 – 140BP – You intuitively grasp how things might be used together, enabling you to swiftly create improvised weapons and devices and expertly set up and initiate (or avoid) chain reactions. Others might be able to set up a multi-step door trap of falling objects and that thing you just made from string, a sandwich, and a hairpin... but few can do it in the time it takes the target to run down a hall.<br />
Lvl 8 – 180BP – You achieve a state of oneness with everything around you, making it almost impossible to catch you completely off-guard and granting you a sort of sixth sense for knowing when things are about to take an ill turn.<br />
Lvl 9 – 225BP – Once per encounter you can, with a moment of focus, enhance the unity between yourself and what is not yourself. This effectively allows you "see" in all directions, even through obscuring objects, and predict what is going to happen moments before it does. Lasts for two posts.<br />
Lvl 10 -275BP – You develop a custom, staff approved technique that represents your personal take on this style. </div></div></div></span></span></span></span><br />
<br />
<span style="color: #0f0f10;" class="mycode_color"><span style="font-size: small;" class="mycode_size"><span style="font-family: Monaco, Consolas, Courier, monospace;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Spells</span></span></span></span></span><br />
<br />
<span style="color: #0f0f10;" class="mycode_color"><span style="font-size: small;" class="mycode_size"><span style="font-family: Monaco, Consolas, Courier, monospace;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Weapons and Armor</span></span></span></span></span><br />
<br />
A metal helmet composed largely of tin.<br />
<br />
<span style="color: #0f0f10;" class="mycode_color"><span style="font-size: small;" class="mycode_size"><span style="font-family: Monaco, Consolas, Courier, monospace;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Other Magical Possessions</span></span></span></span></span><br />
<br />
"Truth Detector". A handheld device of Jones' own creation, it glows different colors, makes quiet noises of different types, all at different times and places. It reacts unpredictably to different circumstances. Jones believes he can use it's output to infer information about his surroundings.<br />
<br />
Powder of blinding: When thrown, creates a thick dusty smoke that impedes vision in an area of 10 from the area of impact. not harmful to breathe but may cause a hearty cough.<br />
<br />
Potion of revelatory power: The drinker of this potion is unable to see or hear reality for 2 minutes, instead having powerful audio and visual hallucinations. Don't believe what you see when you drink this, or you'll end up like Jones.<br />
<br />
Tincture of ROCK HARD MANLY SKIN: When applied, makes the users skin more capable of healing quickly, causing skin-deep cuts to seal up almost immediately.<br />
<br />
Solvent of CONSPIRACY BREAKING: When applied to an item, causes that item to shed bright light for ten minutes.<br />
<br />
<span style="color: #0f0f10;" class="mycode_color"><span style="font-size: small;" class="mycode_size"><span style="font-family: Monaco, Consolas, Courier, monospace;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Other Mundane Possessions</span></span></span></span></span><br />
<br />
<br />
<span style="color: #0f0f10;" class="mycode_color"><span style="font-size: small;" class="mycode_size"><span style="font-family: Monaco, Consolas, Courier, monospace;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Pets</span></span></span></span></span><br />
<br />
<br />
<span style="color: #0f0f10;" class="mycode_color"><span style="font-size: small;" class="mycode_size"><span style="font-family: Monaco, Consolas, Courier, monospace;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Gold:</span> 200g</span></span></span>]]></description>
			<content:encoded><![CDATA[<span style="color: #0f0f10;" class="mycode_color"><span style="font-size: small;" class="mycode_size"><span style="font-family: Monaco, Consolas, Courier, monospace;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Jones Alex</span></span></span></span><br />
<br />
<span style="color: #0f0f10;" class="mycode_color"><span style="font-size: small;" class="mycode_size"><span style="font-family: Monaco, Consolas, Courier, monospace;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Race: Human</span></span></span></span><br />
<br />
<span style="color: #0f0f10;" class="mycode_color"><span style="font-size: small;" class="mycode_size"><span style="font-family: Monaco, Consolas, Courier, monospace;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Gender: Male</span></span></span></span><br />
<br />
<span style="color: #0f0f10;" class="mycode_color"><span style="font-size: small;" class="mycode_size"><span style="font-family: Monaco, Consolas, Courier, monospace;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Age: 45</span></span></span></span><br />
<br />
<span style="color: #0f0f10;" class="mycode_color"><span style="font-size: small;" class="mycode_size"><span style="font-family: Monaco, Consolas, Courier, monospace;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Height: </span></span></span></span><br />
<br />
<span style="color: #0f0f10;" class="mycode_color"><span style="font-size: small;" class="mycode_size"><span style="font-family: Monaco, Consolas, Courier, monospace;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Weight:</span></span></span></span><br />
<br />
<span style="color: #0f0f10;" class="mycode_color"><span style="font-size: small;" class="mycode_size"><span style="font-family: Monaco, Consolas, Courier, monospace;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Strength: Average</span></span></span></span><br />
<br />
<span style="color: #0f0f10;" class="mycode_color"><span style="font-size: small;" class="mycode_size"><span style="font-family: Monaco, Consolas, Courier, monospace;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Physical Description: Barrel chested, hairy, </span></span></span></span><br />
<br />
<span style="color: #0f0f10;" class="mycode_color"><span style="font-size: small;" class="mycode_size"><span style="font-family: Monaco, Consolas, Courier, monospace;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Apparel: Too often goes shirtless. Fond of expensive watches.</span></span></span></span><br />
<br />
<span style="color: #0f0f10;" class="mycode_color"><span style="font-size: small;" class="mycode_size"><span style="font-family: Monaco, Consolas, Courier, monospace;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Backstory: TBD</span></span></span></span><br />
<br />
<span style="color: #0f0f10;" class="mycode_color"><span style="font-size: small;" class="mycode_size"><span style="font-family: Monaco, Consolas, Courier, monospace;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">The Story Of (Character):</span> </span></span></span><br />
<br />
<br />
<span style="color: #0f0f10;" class="mycode_color"><span style="font-size: small;" class="mycode_size"><span style="font-family: Monaco, Consolas, Courier, monospace;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Affiliations and Contacts:</span></span></span></span><br />
<br />
<span style="color: #0f0f10;" class="mycode_color"><span style="font-size: small;" class="mycode_size"><span style="font-family: Monaco, Consolas, Courier, monospace;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Skills and Abilities</span></span></span></span></span><br />
Alchemical Production - After making an alchemical creation three times, Jones may reduce the cost by 20g (minimum 0) as he masters the needed techniques and avenues of material acquisition. (0g effectively means it is no more expensive than feeding himself or other needs assumed to be covered with misc earnings outside of PC gold). (2 Minors)<br />
<br />
Jones Alex has the ability to craft Tinctures, Potions, Powders, and Solvents. Tinctures are applied like sunscreen, Potions are drinks, Powders are used like smoke bombs, and Solvents are poured on items or areas of wall or floor. They have magical properties. Jones Alex has the proper recipe to create one of each, the effects of which will be described below.<br />
<br />
<span style="color: #0f0f10;" class="mycode_color"><span style="font-size: small;" class="mycode_size"><span style="font-family: Monaco, Consolas, Courier, monospace;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Aspect: Vital Heart<br />
Life surrounds us, both in space and time. You feel this bond more strongly than most, diving into it and relishing the constant flow of existence.<br />
<br />
<div style="margin:20px; margin-top:5px"><div class="quotetitle"><input class="button2 btnlite" type="button" value="View Spoiler" style="text-align:center;width:115px;margin:0px;padding:0px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';      this.innerText = ''; this.value = 'Hide Spoiler'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'View Spoiler'; }" /></div><div class="quotecontent"><div style="display: none;">Your natural talent has the following benefits:<br />
You gain one of the following Leveled Talents: Harmonic Weapon, Waking Dreamer, Ancestral Mass. Your level in this talent is equal to the highest level Vital spell you know.<br />
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.<br />
You may treat any living thing within 5' of you (including yourself), as being "touched" for the purpose of casting vital spells on them.<br />
It takes far less effort than normal for you to learn vital magic - you need only spend 30g per spell level to learn new vital spells.<br />
You can learn the highest level spells (8+) of the vital art.</div></div></div></span></span></span></span><br />
<br />
<span style="color: #0f0f10;" class="mycode_color"><span style="font-size: small;" class="mycode_size"><span style="font-family: Monaco, Consolas, Courier, monospace;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Leveled Talent WAKING DREAMER - You posses a connection to the dreams and minds of others unheard of to most.<br />
Lvl 0 – You are always aware of when you are dreaming unless you desire otherwise (some tasks such as vision quests may require you play along to benefit). You also remain aware of your surroundings in the waking world while resting. Furthermore, you gain complete control over your sleep cycle, allowing you to begin or end dreaming at a moment’s notice. Finally, you gain a personal dream realm of sorts that you can enter while dreaming – this realm does not otherwise really exist. <br />
<br />
<div style="margin:20px; margin-top:5px"><div class="quotetitle"><input class="button2 btnlite" type="button" value="View Spoiler" style="text-align:center;width:115px;margin:0px;padding:0px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';      this.innerText = ''; this.value = 'Hide Spoiler'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'View Spoiler'; }" /></div><div class="quotecontent"><div style="display: none;">Lvl 1 – You can sense the presence of minds other than your own, allowing you tell roughly how many people are in an area (just you, a couple, a few dozen, etc). People actively trying to hide are not sensed by this ability. <br />
Lvl 2 – You gain the ability to send a visionary dream to another while resting or meditating. You must be at least somewhat familiar with the target. The exact nature of the dream depends on the target, but your general point will make itself known. If the target is awake, they will receive the dream when they next sleep. <br />
Lvl 3. - You learn to recognize thoughts related to you, and can pick out who and where they are coming from. The nature of those thoughts is still unclear to you, however (e.g, you know when someone is thinking about you but not what they are thinking). People actively trying to hide can still be sensed by this ability. Maximum range 1000'. <br />
Lvl 4 – Your visionary dreams may include some sort of method of entering your dream realm for less opaque communication, although the recipient(s) can decline entry. You may now send a number of simultaneous visionary dreams equal to twice your level in this LT (8 at level 4) whenever you rest or meditate, but all of them must share the same intent. Furthermore, if the recipient is awake you can choose to send a visionary daydream instead. <br />
Lvl 5 – In place of a spell per post you can begin overriding one of the senses (sight, hearing, touch, etc) of yourself and up to three other targets you can sense with a single hallucination. You can only add sensations in this way, not remove them (for example, you can't become invisible but you could make it look like there are three of you). Utilizing what is actually going on makes this ability more effective - such as bolstering the sound of your steps to sound like an army on the move. You can maintain this effect for up to three posts, after which you must wait twice as many posts before using this ability again.<br />
Lvl 6 – You may enter the dreams of others while resting or meditating, provided they are within 30ft of your body. You also develop a custom, staff-approved special ability that can only be used while in a dream. <br />
Lvl 7 – You can telepathically communicate with all nearby sapient creatures. Furthermore, you roughly know the location of every nearby sapient mind (“there are three people in the room to the left.. etc”). People actively trying to hide are not sensed by this ability unless they are within 15’ of you. <br />
Lvl 8 – Your connection to dreams and the world’s mindscape deepens, allowing you to learn something about whatever topic you wish once per encounter. If what you seek is a secret, this power might lead you to someone that can give you a few clues. You also gain the ability to sense major disasters and other scenarios that have suddenly effected a large number of people, sometimes from miles away or more. <br />
Lvl 9 – You develop a custom, staff-approved ability related to dreaming and your bonds with others. <br />
Lvl 10 – You can gain the ability to teach other creatures the Dream Calling spell (they can’t teach it to other creatures). Furthermore, if you die you may continue to exist in the dreams of any individual that deeply cares/cared about you (either positively or in a negative fashion). You may only inhabit one creature’s dreams at a time, but may freely switch between all possible candidates.</div></div></div></span></span></span></span><br />
<br />
<span style="color: #0f0f10;" class="mycode_color"><span style="font-size: small;" class="mycode_size"><span style="font-family: Monaco, Consolas, Courier, monospace;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Aspect: Warrior Prodigy<div style="margin:20px; margin-top:5px"><div class="quotetitle"><input class="button2 btnlite" type="button" value="View Spoiler" style="text-align:center;width:115px;margin:0px;padding:0px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';      this.innerText = ''; this.value = 'Hide Spoiler'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'View Spoiler'; }" /></div><div class="quotecontent"><div style="display: none;">
<br />
Your natural talent has the following benefits:<br />
You learn one of the following Leveled Talents: 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 LTs granted by other aspects (I.E. without having to learn spells), with each talent tied to a different art (For example, Enlightened Combat is tied to Vital)<br />
You possess the equivalent of the Martial Stances and Techniques basic training (I.E. You already "completed" the training [no BP/Gold needed]).<br />
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).<br />
The number of times you need to use warrior techniques to master them is halved</div></div></div>.</span></span></span></span><br />
<br />
<span style="color: #0f0f10;" class="mycode_color"><span style="font-size: small;" class="mycode_size"><span style="font-family: Monaco, Consolas, Courier, monospace;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Leveled Talent <br />
<br />
Vital – Enlightened Combat –The art of fully perceiving and utilizing your environment in combat.<br />
Lvl 0. In order to fully take advantage of the environment, one must first master themselves. As such, novices of of the enlightened combat style first master basic acrobatics (superb balance, simple maneuvers, etc). You are no exception, and thus possess the equivalent of basic acrobatics training.<br />
<div style="margin:20px; margin-top:5px"><div class="quotetitle"><input class="button2 btnlite" type="button" value="View Spoiler" style="text-align:center;width:115px;margin:0px;padding:0px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';      this.innerText = ''; this.value = 'Hide Spoiler'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'View Spoiler'; }" /></div><div class="quotecontent"><div style="display: none;">Lvl 1 – 5BP – Your situational awareness increases, allowing you to easily note things with a glance and recall the specific details of everything that happened during a fight.<br />
Lvl 2 – 15BP – Your grip and leg strength are honed, allowing you to easily scale and bound around obstructions and landmarks.<br />
Lvl 3 – 30BP- Your mastery of self is further refined, granting you the benefits of mastering either advanced acrobatics OR the catapult grip and bear drills warrior techniques.<br />
Lvl 4 - 50BP – Your situational awareness increases again, allowing you to fight over and around obstacles seamlessly and improving your ability to dodge mindless hazards and adjust to their effect on the area (falling trees, undirected spells, etc).<br />
Lvl 5 – 75BP – Your coordination is enhanced, improving your aim and allowing you accurately strike or kick objects so they fly in any given direction.<br />
Lvl 6 – 105BP – Your awareness is further refined; you can use the motions around you to aid your own, like the gears in a clock. Anyone can take advantage of an opponent’s motions to power their own, but few do so as effortlessly and skillfully as you.<br />
Lvl 7 – 140BP – You intuitively grasp how things might be used together, enabling you to swiftly create improvised weapons and devices and expertly set up and initiate (or avoid) chain reactions. Others might be able to set up a multi-step door trap of falling objects and that thing you just made from string, a sandwich, and a hairpin... but few can do it in the time it takes the target to run down a hall.<br />
Lvl 8 – 180BP – You achieve a state of oneness with everything around you, making it almost impossible to catch you completely off-guard and granting you a sort of sixth sense for knowing when things are about to take an ill turn.<br />
Lvl 9 – 225BP – Once per encounter you can, with a moment of focus, enhance the unity between yourself and what is not yourself. This effectively allows you "see" in all directions, even through obscuring objects, and predict what is going to happen moments before it does. Lasts for two posts.<br />
Lvl 10 -275BP – You develop a custom, staff approved technique that represents your personal take on this style. </div></div></div></span></span></span></span><br />
<br />
<span style="color: #0f0f10;" class="mycode_color"><span style="font-size: small;" class="mycode_size"><span style="font-family: Monaco, Consolas, Courier, monospace;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Spells</span></span></span></span></span><br />
<br />
<span style="color: #0f0f10;" class="mycode_color"><span style="font-size: small;" class="mycode_size"><span style="font-family: Monaco, Consolas, Courier, monospace;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Weapons and Armor</span></span></span></span></span><br />
<br />
A metal helmet composed largely of tin.<br />
<br />
<span style="color: #0f0f10;" class="mycode_color"><span style="font-size: small;" class="mycode_size"><span style="font-family: Monaco, Consolas, Courier, monospace;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Other Magical Possessions</span></span></span></span></span><br />
<br />
"Truth Detector". A handheld device of Jones' own creation, it glows different colors, makes quiet noises of different types, all at different times and places. It reacts unpredictably to different circumstances. Jones believes he can use it's output to infer information about his surroundings.<br />
<br />
Powder of blinding: When thrown, creates a thick dusty smoke that impedes vision in an area of 10 from the area of impact. not harmful to breathe but may cause a hearty cough.<br />
<br />
Potion of revelatory power: The drinker of this potion is unable to see or hear reality for 2 minutes, instead having powerful audio and visual hallucinations. Don't believe what you see when you drink this, or you'll end up like Jones.<br />
<br />
Tincture of ROCK HARD MANLY SKIN: When applied, makes the users skin more capable of healing quickly, causing skin-deep cuts to seal up almost immediately.<br />
<br />
Solvent of CONSPIRACY BREAKING: When applied to an item, causes that item to shed bright light for ten minutes.<br />
<br />
<span style="color: #0f0f10;" class="mycode_color"><span style="font-size: small;" class="mycode_size"><span style="font-family: Monaco, Consolas, Courier, monospace;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Other Mundane Possessions</span></span></span></span></span><br />
<br />
<br />
<span style="color: #0f0f10;" class="mycode_color"><span style="font-size: small;" class="mycode_size"><span style="font-family: Monaco, Consolas, Courier, monospace;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Pets</span></span></span></span></span><br />
<br />
<br />
<span style="color: #0f0f10;" class="mycode_color"><span style="font-size: small;" class="mycode_size"><span style="font-family: Monaco, Consolas, Courier, monospace;" class="mycode_font"><span style="font-weight: bold;" class="mycode_b">Gold:</span> 200g</span></span></span>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Havarti Osedion]]></title>
			<link>https://aurorasky.udocoded.com/showthread.php?tid=212</link>
			<pubDate>Fri, 22 Jun 2018 12:38:14 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://aurorasky.udocoded.com/member.php?action=profile&uid=91">Havarti</a>]]></dc:creator>
			<guid isPermaLink="false">https://aurorasky.udocoded.com/showthread.php?tid=212</guid>
			<description><![CDATA[<span style="font-weight: bold;" class="mycode_b">Havarti Osedion</span><br />
 <br />
<span style="font-weight: bold;" class="mycode_b">Race:</span> Shifter/ Mountain Deer<br />
 <br />
<span style="font-weight: bold;" class="mycode_b">Gender:</span> Male<br />
 <br />
<span style="font-weight: bold;" class="mycode_b">Age:</span> 35 but with a body of a 24 year old (Ancestral Mass)<br />
 <br />
<span style="font-weight: bold;" class="mycode_b">Height:</span> 5’ 10<br />
 <br />
<span style="font-weight: bold;" class="mycode_b">Weight:</span> 178 pounds full of lean muscle<br />
 <br />
<span style="font-weight: bold;" class="mycode_b">Strength:</span> Strong<br />
 <br />
<span style="font-weight: bold;" class="mycode_b">Physical Description/Personality:</span> Havarti is a very handsome man. He has alluring hazel eyes that flicker with a red glow. He is lean yet muscular in every sense of the word due to his form. He has tan skin that has large red tribal designs painted and stained all over parts of his chest arms, and back. He has an angular chiseled face with a single freckle on his left temple and a small scar on his right cheek. Large hanging gauges made of antler hang from his ears. He has unruly shoulder length thick chestnut brown hair that is buzzed down to a quarter inch on the left side of his head. Havarti is a smooth talker with a deep creamy voice and would much rather talk himself out of a fight than participate in one. He is cunning and resourceful. Unbeknownst to him he has a bit of a heartbreaker streak in him since his new found freedom. He just thought it was a fling. He is sweetheart to both women and men, but has predatory eyes that tell exactly what he wants. He is very informal with those he perceives as family and can be childlike. (Like the annoying older brother) He tends to be a bit territorial over what he views is his home and or “his” due to merging with his buck form. He prefers vegetables over meat if you ask… and before you ask… yes… he does like cheese…. and oats. His shifter form has made him very intuitive.<br />
In his shifter form his eyes become an intense shade of hazel brown and he grows large antlers and his has brown deer like ears. His feet form into hooves and his muscle tone changes more to enhance his speed and his strength. Havarti prefers his human form over his shifter form… mostly because of doorways.<br />
 <br />
 <br />
<span style="font-weight: bold;" class="mycode_b">Apparel:</span> Havarti dislikes shirts because of his tribal paint but wears them… most of the time. He wears baggy pants that are dyed a vivid blue and a plain white shirt or no shirt when he is relaxing. He wears carefully crafted leather armor with strategically placed pieces of steel for protection on certain parts of the body specifically the chest. His formal wear is a layered outfit of colorful hand dyed fabrics with a fur cape draped on his shoulders and feathers pinned into the fabric and cape.<br />
 <br />
<span style="font-weight: bold;" class="mycode_b">Backstory:</span><br />
Havarti is one of 5 children and is from the Osedion tribe that live in harmony with the earth hidden deep in the mountains along the cliff side and down in the valley. His family has founded tribe that is now 70 strong. His tribe are involved with fey kind on a daily basis, they live from the earth… and the respond to the call of the wild. His tribe is the only one that has a long and very strong history of Cervidae Shifters. They help breed and raise different kinds in the area surrounding the village. All of Havarti’s tribe is gifted with better strength and abilities due to the uniqueness of their breed animals. Havarti and his brother were both a rare case in which his and his brother’s animal spirits chose them on the day they were born. Havarti’s spirit happened to be a mountain deer. Havarti is quite fond of this because deer happen to be a symbol of intuition, and a symbol of grace. Deers are also strong, powerful, and silent observers. Havarti has fond memories of his father Vishal, his father left as the head of the tribe when he was young to take revenge on this death of Havarti’s older sister Niala. He… never came back… His village assumed the worst for Vishal and his mother is now the leader of the tribe. The only members left of his family are his mother, twin brother, younger sister and younger brother. Those of the Osedion tribe are very secretive upon the location of their village due to the amount of faeries and creatures that call it home. Havarti began getting restless in that village… it was destined that him or one of his siblings took up the mantle of tribe leader. Havarti didn’t want that, he wanted adventure, freedom to roam, freedom to love. The thought of staying in that village, marrying his arranged wife, becoming leader, growing old, and never leaving the safety of the surrounding mountain sounded so…… boring. He and his mother argued for weeks upon weeks about him leaving. His mother did not want anyone else to die. No one was allowed to leave the safety of the mountains unless given a vision from the faeries or was the tribal leader. Until one night, four years ago… the local faeries granted him a vision. In the vision there was smoke filling the air, fire burned everywhere, loud booming sounds, and a woman’s scream. A call to the wild… it had to be... this vision was the key to his escape. Within the next week he left, taking with him his most valuable possessions, his trusted weapons, some camping gear, and his mount Beau. He is now on the search to find out what the vision meant and how to stop it from coming true. Havarti is also looking into what happen to his father after he left the village. The only lead he had about his father was that Vishal’s first stop was to visit his old friends Avorianna and Titanius  Crouxius in Ballena. Havarti learned about Titanius’ passing from the local innkeeper in Ballena but he got a lead. Now he is on the hunt for some short ass redhead woman with a traveling house…. What!?<br />
 <br />
 <br />
<span style="font-weight: bold;" class="mycode_b">The Story Of Havarti:</span> Optional, nothing to put here at start anyway.<br />
 <br />
 <br />
<span style="font-weight: bold;" class="mycode_b">Affiliations and Contacts:</span><br />
Osedion Family and Tribe- Knows from birth until.. well now. <br />
Avorianna and her Father Titanius- Met them when he was like.. 2 and doesn’t remember them. But his mother remembers Ria and her father and has told her son to find them if he needs assistance. They are also the last people known to see his father alive.<br />
 <br />
 <br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Skills and Abilities</span></span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Honeyed Words-</span> Due to how he talks and how he sounds people and most animals around him are more willing to go with what he says. It more often than not gets him out of fights. What can you say? He just has a really nice voice! It has broken a few hearts.. (by accident) before. Just.. don’t ask him to calm down a dragon. (.5 Minor)<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Symbolism-</span> Deers happen to be a symbol of intuition, and a symbol of grace. Deers are also strong, powerful, and silent observers. Havarti is just like a deer in certain ways. He is naturally fast, can jump high, strong and is agile, as well as very intuitive. He just does things because of instinct. (No minors, ability from shifter genes)<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Expert Archer-</span> Due to all the hunting Havarti has done he has become an expert archer as has great precision when using the bow. He can use it anywhere, on or off his mount, while balancing on things… etc. (1 Minor)<br />
He is strong- Due to his lifestyle he is strong.. yeah. Numbers: Bench: 200, Deadlift: 400 Examples: Bench Press an adult human, Lift a pony. RL Equivalent: Buff, physically fit human. (1 Minor)<br />
 <br />
<span style="font-weight: bold;" class="mycode_b">Aspect:</span><span style="font-weight: bold;" class="mycode_b"> </span><br />
<span style="font-weight: bold;" class="mycode_b">Fire- Mantle- </span>Your attunement to fire magic 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. <br />
 <br />
<span style="font-weight: bold;" class="mycode_b">Leveled Talent:</span><br />
<br />
<span style="color: #cc3333;" class="mycode_color">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).</span><br />
<br />
<span style="color: #cc3333;" class="mycode_color">Lvl 1. Your skin becomes ruddy and feverish. Your body quickly burns away poisons and you can breathe carbon monoxide and methane.</span><br />
<br />
<span style="color: #cc3333;" class="mycode_color">Lvl 2. Your irises gain a flickering red glow. You are able to shift your perception to see heat.</span><br />
<br />
Yet to learn:<br />
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.<br />
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.<br />
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.<br />
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. <br />
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'.<br />
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.<br />
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.<br />
Lvl 10. Once ever, upon death or by your will, the fire magic within you erupts, unleashing a 20' wave of smoky 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).<br />
 <br />
 <br />
<span style="font-weight: bold;" class="mycode_b">Aspect:</span> <br />
<span style="font-weight: bold;" class="mycode_b">Vital- Ancestral Mass - </span>There are those in Avarka who inherit from their ancestors more than eye colours and skin tones. Bloodlines possessing great, if sometimes dormant, power. Every now and those with an aspect of vitality will be able to tap into this ancient well, manifesting a shroud of vital energy that grants life and light. <br />
Havarti comes from a very long linage of Cervidae shifters. His ancestors founded the isolated village his family currently lives in hundreds of years ago protecting them from the Ghaslette plague that devastated northern shifter tribes. Due to living near the fey and with the land for such a long time the leader of the tribe was granted a gift. The leaders of the tribe were able to see the present of others. This gift was deemed necessary to keep the village safe from outsiders. Havarti can see someone from anywhere. It is limited to seeing current activities and surrounding area of those he has met, this takes 2 posts of “focus” to see and takes 5 posts before reuse. He can see those he deeply cares about much easier taking only moments to hone in and needing a rest period of 3 posts. (Altered from lvl 5 ability)<br />
Unsure of what his future lvl 10 ability is at this time.<br />
 <br />
<span style="font-weight: bold;" class="mycode_b">[b]Leveled Talent:</span>[/b] <br />
<span style="color: #66cc66;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">Lvl 0.</span> You can feel a deep power within yourself. Through meditation you can increase the rate at which you heal – healing in hours what would take days – and can even slow or even completely halt your rate of aging. If you have children the power might pass on, in which case you begin aging at an accelerated pace but retain all other abilities.</span><br />
<br />
<span style="color: #66cc66;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">Lvl 1.</span> You can draw upon the power within you and share it with someone in close proximity, allowing them to likewise benefit from the healing effect. Living things that travel with you age far more slowly as well.</span><br />
<br />
<span style="color: #66cc66;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">Lvl 2.</span> Your bond with the ancestral mass deepens. Your senses sometimes reflect the will of your ancestors (or possibly a single, especially strong-willed ancestor) – temporarily suppressing some sensations while focusing on others. For example, all sounds might suddenly be diminished except for a whimpering around the corner or an object partially obscured in shadow might suddenly be more easily identified. Your senses are not improved when this happens – anyone COULD focus on that whimpering – they are merely filtered in your ancestor’s favor.</span><br />
<br />
<span style="color: #66cc66;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">Lvl 3.</span> You gain the ability to suddenly “remember” obscure facts and opinions that makes sense for your ancestors to have known/had. These bits and pieces of memories feel much like eavesdropping on the past for the briefest of moments.</span><br />
<br />
Yet to learn:<br />
Lvl 4. You can amplify the healing effects of the mass by spending a spell per post, curing most illnesses, poisons, and healing open wounds with the effectiveness of the Heal spell.<br />
Lvl 5. The mass is thought to be a collection of memories, emotions and traces of the spirits of your lineage. That seems to bare out when you suddenly remember an ancestral skill you don't recall learning, based on your lineage. (Skill must be staff approved)<br />
Lvl 6. Your amplified healing ability is now more comparable to the Restore spell than Heal, those healed in this way gain knowledge of your ancestral skill for the duration of their next or current quest. If you know the Restore spell you may heal two people with a single spell per post.<br />
Lvl 7. You recall an additional new skill, this one also based on your lineage. (Skill must be staff approved)<br />
Lvl 8. Your resonance with the power within you allows you to cast an additional vital spell per post whenever your use of that spell would be approved by your ancestor(s). Staff Note: Yeah, it’s fine if this is “most of the time”.<br />
Lvl 9. You recall an additional new skill, this one also based on your lineage. (Skill must be staff approved)<br />
Lvl 10. You draw forth and physically manifest the mass, creating a golden iridescent cloud that detaches from you. Follow it to find one of the hidden corners of the world, master what awaits you without the aid of the mass in order to reclaim it and more. (Personal quest, either ran by staff or approved by staff)<br />
 <br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Spells</span></span><br />
<span style="color: #cc3333;" class="mycode_color">Fire- lvl 1- Char - Release a small burst of red hot cinders from your hand.</span><br />
<span style="color: #cc3333;" class="mycode_color">Fire- lvl 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.</span><br />
<span style="color: #66cc66;" class="mycode_color">Vital lvl 1- Divine - Sense the presence of any fey or spirits around you and get a sense of their mood.</span><br />
<span style="color: #66cc66;" class="mycode_color">Vital lvl 2- Peer - You are able to see and decipher other people's auras, revealing their emotions.</span><br />
<span style="color: #66cc66;" class="mycode_color">Vital lvl 3- Weave - Grow from the earth an intertangled mass of leafy vines and other plant life that knit themselves into any sort of simple woven object (A natural-looking mat to hide under, a basket, etc). The object can remain weakly attached to the earth, and lasts about a day if detached.</span><br />
 <br />
 <br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Weapons and Armor</span></span><br />
<span style="font-weight: bold;" class="mycode_b">Just a plain Iron Bow-</span> Due to a lifetime of hunting and traveling Havarti uses the bow both for hunting prey and for battle. He has deadly aim.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Tall spear of pokiness-</span> Ever the hunter that he is Havarti enjoys the spear as his weapon. He can throw it; wield it upon his mount and of course use in battle. He enjoys launching himself with it. It is 8ft 6 inches tall.<br />
 <br />
 <br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Other Magical Possessions</span></span><br />
<span style="font-weight: bold;" class="mycode_b">Bag of Enveloping -</span> Traditionally sewn into bags or garments with coated silver threads, enveloping runes use a combination of umbral and vital magics to expand the space available within an item. Most often used on bags to provide far greater storage with minimal weight increase, enveloping runes can also be employed to make small abodes more spacious on the inside. The space must be closable. Larger spaces require additional runes. (Minor .5)<br />
 <br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Other Mundane Possessions</span></span><br />
<span style="font-weight: bold;" class="mycode_b">Handmade Paper, Charcoal and Ink set-</span> Believe it or not. Pretty boy can draw, really well! He draws and sketches things from his travels, people he has met, landscapes, and of course his visions. He hopes to make sense of these nonsense visions.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Beautiful hand carved wooden whistle-</span> Carved by his mother, it serves to call his mount with from far distances, no need to cover your ears, the sound cannot be heard by normal ears. Those with elevated hearing however….sorry..<br />
 <br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Pets</span></span><br />
<span style="font-weight: bold;" class="mycode_b">Beau-</span> Beau is a male caribou and serves as Havarti’s mount. He weighs over 1000 lbs and is over 5ft tall. Beau was specifically breed by Havarti’s tribe to not only be big but to be able to carry people long distances. He can run from 37 mph to 50 mph. Beau is temperamental in that he doesn't like to be touched certain ways by just anyone. Beau is wearing handcrafted leather armor made by the blacksmith in Havarti’s village. There is a crest on it, a lily of the valley surrounded on either side by antlers, a symbol of his father. (Minor 1)<br />
 <br />
<span style="font-weight: bold;" class="mycode_b">Gold:</span> 80]]></description>
			<content:encoded><![CDATA[<span style="font-weight: bold;" class="mycode_b">Havarti Osedion</span><br />
 <br />
<span style="font-weight: bold;" class="mycode_b">Race:</span> Shifter/ Mountain Deer<br />
 <br />
<span style="font-weight: bold;" class="mycode_b">Gender:</span> Male<br />
 <br />
<span style="font-weight: bold;" class="mycode_b">Age:</span> 35 but with a body of a 24 year old (Ancestral Mass)<br />
 <br />
<span style="font-weight: bold;" class="mycode_b">Height:</span> 5’ 10<br />
 <br />
<span style="font-weight: bold;" class="mycode_b">Weight:</span> 178 pounds full of lean muscle<br />
 <br />
<span style="font-weight: bold;" class="mycode_b">Strength:</span> Strong<br />
 <br />
<span style="font-weight: bold;" class="mycode_b">Physical Description/Personality:</span> Havarti is a very handsome man. He has alluring hazel eyes that flicker with a red glow. He is lean yet muscular in every sense of the word due to his form. He has tan skin that has large red tribal designs painted and stained all over parts of his chest arms, and back. He has an angular chiseled face with a single freckle on his left temple and a small scar on his right cheek. Large hanging gauges made of antler hang from his ears. He has unruly shoulder length thick chestnut brown hair that is buzzed down to a quarter inch on the left side of his head. Havarti is a smooth talker with a deep creamy voice and would much rather talk himself out of a fight than participate in one. He is cunning and resourceful. Unbeknownst to him he has a bit of a heartbreaker streak in him since his new found freedom. He just thought it was a fling. He is sweetheart to both women and men, but has predatory eyes that tell exactly what he wants. He is very informal with those he perceives as family and can be childlike. (Like the annoying older brother) He tends to be a bit territorial over what he views is his home and or “his” due to merging with his buck form. He prefers vegetables over meat if you ask… and before you ask… yes… he does like cheese…. and oats. His shifter form has made him very intuitive.<br />
In his shifter form his eyes become an intense shade of hazel brown and he grows large antlers and his has brown deer like ears. His feet form into hooves and his muscle tone changes more to enhance his speed and his strength. Havarti prefers his human form over his shifter form… mostly because of doorways.<br />
 <br />
 <br />
<span style="font-weight: bold;" class="mycode_b">Apparel:</span> Havarti dislikes shirts because of his tribal paint but wears them… most of the time. He wears baggy pants that are dyed a vivid blue and a plain white shirt or no shirt when he is relaxing. He wears carefully crafted leather armor with strategically placed pieces of steel for protection on certain parts of the body specifically the chest. His formal wear is a layered outfit of colorful hand dyed fabrics with a fur cape draped on his shoulders and feathers pinned into the fabric and cape.<br />
 <br />
<span style="font-weight: bold;" class="mycode_b">Backstory:</span><br />
Havarti is one of 5 children and is from the Osedion tribe that live in harmony with the earth hidden deep in the mountains along the cliff side and down in the valley. His family has founded tribe that is now 70 strong. His tribe are involved with fey kind on a daily basis, they live from the earth… and the respond to the call of the wild. His tribe is the only one that has a long and very strong history of Cervidae Shifters. They help breed and raise different kinds in the area surrounding the village. All of Havarti’s tribe is gifted with better strength and abilities due to the uniqueness of their breed animals. Havarti and his brother were both a rare case in which his and his brother’s animal spirits chose them on the day they were born. Havarti’s spirit happened to be a mountain deer. Havarti is quite fond of this because deer happen to be a symbol of intuition, and a symbol of grace. Deers are also strong, powerful, and silent observers. Havarti has fond memories of his father Vishal, his father left as the head of the tribe when he was young to take revenge on this death of Havarti’s older sister Niala. He… never came back… His village assumed the worst for Vishal and his mother is now the leader of the tribe. The only members left of his family are his mother, twin brother, younger sister and younger brother. Those of the Osedion tribe are very secretive upon the location of their village due to the amount of faeries and creatures that call it home. Havarti began getting restless in that village… it was destined that him or one of his siblings took up the mantle of tribe leader. Havarti didn’t want that, he wanted adventure, freedom to roam, freedom to love. The thought of staying in that village, marrying his arranged wife, becoming leader, growing old, and never leaving the safety of the surrounding mountain sounded so…… boring. He and his mother argued for weeks upon weeks about him leaving. His mother did not want anyone else to die. No one was allowed to leave the safety of the mountains unless given a vision from the faeries or was the tribal leader. Until one night, four years ago… the local faeries granted him a vision. In the vision there was smoke filling the air, fire burned everywhere, loud booming sounds, and a woman’s scream. A call to the wild… it had to be... this vision was the key to his escape. Within the next week he left, taking with him his most valuable possessions, his trusted weapons, some camping gear, and his mount Beau. He is now on the search to find out what the vision meant and how to stop it from coming true. Havarti is also looking into what happen to his father after he left the village. The only lead he had about his father was that Vishal’s first stop was to visit his old friends Avorianna and Titanius  Crouxius in Ballena. Havarti learned about Titanius’ passing from the local innkeeper in Ballena but he got a lead. Now he is on the hunt for some short ass redhead woman with a traveling house…. What!?<br />
 <br />
 <br />
<span style="font-weight: bold;" class="mycode_b">The Story Of Havarti:</span> Optional, nothing to put here at start anyway.<br />
 <br />
 <br />
<span style="font-weight: bold;" class="mycode_b">Affiliations and Contacts:</span><br />
Osedion Family and Tribe- Knows from birth until.. well now. <br />
Avorianna and her Father Titanius- Met them when he was like.. 2 and doesn’t remember them. But his mother remembers Ria and her father and has told her son to find them if he needs assistance. They are also the last people known to see his father alive.<br />
 <br />
 <br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Skills and Abilities</span></span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Honeyed Words-</span> Due to how he talks and how he sounds people and most animals around him are more willing to go with what he says. It more often than not gets him out of fights. What can you say? He just has a really nice voice! It has broken a few hearts.. (by accident) before. Just.. don’t ask him to calm down a dragon. (.5 Minor)<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Symbolism-</span> Deers happen to be a symbol of intuition, and a symbol of grace. Deers are also strong, powerful, and silent observers. Havarti is just like a deer in certain ways. He is naturally fast, can jump high, strong and is agile, as well as very intuitive. He just does things because of instinct. (No minors, ability from shifter genes)<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Expert Archer-</span> Due to all the hunting Havarti has done he has become an expert archer as has great precision when using the bow. He can use it anywhere, on or off his mount, while balancing on things… etc. (1 Minor)<br />
He is strong- Due to his lifestyle he is strong.. yeah. Numbers: Bench: 200, Deadlift: 400 Examples: Bench Press an adult human, Lift a pony. RL Equivalent: Buff, physically fit human. (1 Minor)<br />
 <br />
<span style="font-weight: bold;" class="mycode_b">Aspect:</span><span style="font-weight: bold;" class="mycode_b"> </span><br />
<span style="font-weight: bold;" class="mycode_b">Fire- Mantle- </span>Your attunement to fire magic 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. <br />
 <br />
<span style="font-weight: bold;" class="mycode_b">Leveled Talent:</span><br />
<br />
<span style="color: #cc3333;" class="mycode_color">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).</span><br />
<br />
<span style="color: #cc3333;" class="mycode_color">Lvl 1. Your skin becomes ruddy and feverish. Your body quickly burns away poisons and you can breathe carbon monoxide and methane.</span><br />
<br />
<span style="color: #cc3333;" class="mycode_color">Lvl 2. Your irises gain a flickering red glow. You are able to shift your perception to see heat.</span><br />
<br />
Yet to learn:<br />
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.<br />
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.<br />
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.<br />
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. <br />
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'.<br />
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.<br />
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.<br />
Lvl 10. Once ever, upon death or by your will, the fire magic within you erupts, unleashing a 20' wave of smoky 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).<br />
 <br />
 <br />
<span style="font-weight: bold;" class="mycode_b">Aspect:</span> <br />
<span style="font-weight: bold;" class="mycode_b">Vital- Ancestral Mass - </span>There are those in Avarka who inherit from their ancestors more than eye colours and skin tones. Bloodlines possessing great, if sometimes dormant, power. Every now and those with an aspect of vitality will be able to tap into this ancient well, manifesting a shroud of vital energy that grants life and light. <br />
Havarti comes from a very long linage of Cervidae shifters. His ancestors founded the isolated village his family currently lives in hundreds of years ago protecting them from the Ghaslette plague that devastated northern shifter tribes. Due to living near the fey and with the land for such a long time the leader of the tribe was granted a gift. The leaders of the tribe were able to see the present of others. This gift was deemed necessary to keep the village safe from outsiders. Havarti can see someone from anywhere. It is limited to seeing current activities and surrounding area of those he has met, this takes 2 posts of “focus” to see and takes 5 posts before reuse. He can see those he deeply cares about much easier taking only moments to hone in and needing a rest period of 3 posts. (Altered from lvl 5 ability)<br />
Unsure of what his future lvl 10 ability is at this time.<br />
 <br />
<span style="font-weight: bold;" class="mycode_b">[b]Leveled Talent:</span>[/b] <br />
<span style="color: #66cc66;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">Lvl 0.</span> You can feel a deep power within yourself. Through meditation you can increase the rate at which you heal – healing in hours what would take days – and can even slow or even completely halt your rate of aging. If you have children the power might pass on, in which case you begin aging at an accelerated pace but retain all other abilities.</span><br />
<br />
<span style="color: #66cc66;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">Lvl 1.</span> You can draw upon the power within you and share it with someone in close proximity, allowing them to likewise benefit from the healing effect. Living things that travel with you age far more slowly as well.</span><br />
<br />
<span style="color: #66cc66;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">Lvl 2.</span> Your bond with the ancestral mass deepens. Your senses sometimes reflect the will of your ancestors (or possibly a single, especially strong-willed ancestor) – temporarily suppressing some sensations while focusing on others. For example, all sounds might suddenly be diminished except for a whimpering around the corner or an object partially obscured in shadow might suddenly be more easily identified. Your senses are not improved when this happens – anyone COULD focus on that whimpering – they are merely filtered in your ancestor’s favor.</span><br />
<br />
<span style="color: #66cc66;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">Lvl 3.</span> You gain the ability to suddenly “remember” obscure facts and opinions that makes sense for your ancestors to have known/had. These bits and pieces of memories feel much like eavesdropping on the past for the briefest of moments.</span><br />
<br />
Yet to learn:<br />
Lvl 4. You can amplify the healing effects of the mass by spending a spell per post, curing most illnesses, poisons, and healing open wounds with the effectiveness of the Heal spell.<br />
Lvl 5. The mass is thought to be a collection of memories, emotions and traces of the spirits of your lineage. That seems to bare out when you suddenly remember an ancestral skill you don't recall learning, based on your lineage. (Skill must be staff approved)<br />
Lvl 6. Your amplified healing ability is now more comparable to the Restore spell than Heal, those healed in this way gain knowledge of your ancestral skill for the duration of their next or current quest. If you know the Restore spell you may heal two people with a single spell per post.<br />
Lvl 7. You recall an additional new skill, this one also based on your lineage. (Skill must be staff approved)<br />
Lvl 8. Your resonance with the power within you allows you to cast an additional vital spell per post whenever your use of that spell would be approved by your ancestor(s). Staff Note: Yeah, it’s fine if this is “most of the time”.<br />
Lvl 9. You recall an additional new skill, this one also based on your lineage. (Skill must be staff approved)<br />
Lvl 10. You draw forth and physically manifest the mass, creating a golden iridescent cloud that detaches from you. Follow it to find one of the hidden corners of the world, master what awaits you without the aid of the mass in order to reclaim it and more. (Personal quest, either ran by staff or approved by staff)<br />
 <br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Spells</span></span><br />
<span style="color: #cc3333;" class="mycode_color">Fire- lvl 1- Char - Release a small burst of red hot cinders from your hand.</span><br />
<span style="color: #cc3333;" class="mycode_color">Fire- lvl 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.</span><br />
<span style="color: #66cc66;" class="mycode_color">Vital lvl 1- Divine - Sense the presence of any fey or spirits around you and get a sense of their mood.</span><br />
<span style="color: #66cc66;" class="mycode_color">Vital lvl 2- Peer - You are able to see and decipher other people's auras, revealing their emotions.</span><br />
<span style="color: #66cc66;" class="mycode_color">Vital lvl 3- Weave - Grow from the earth an intertangled mass of leafy vines and other plant life that knit themselves into any sort of simple woven object (A natural-looking mat to hide under, a basket, etc). The object can remain weakly attached to the earth, and lasts about a day if detached.</span><br />
 <br />
 <br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Weapons and Armor</span></span><br />
<span style="font-weight: bold;" class="mycode_b">Just a plain Iron Bow-</span> Due to a lifetime of hunting and traveling Havarti uses the bow both for hunting prey and for battle. He has deadly aim.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Tall spear of pokiness-</span> Ever the hunter that he is Havarti enjoys the spear as his weapon. He can throw it; wield it upon his mount and of course use in battle. He enjoys launching himself with it. It is 8ft 6 inches tall.<br />
 <br />
 <br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Other Magical Possessions</span></span><br />
<span style="font-weight: bold;" class="mycode_b">Bag of Enveloping -</span> Traditionally sewn into bags or garments with coated silver threads, enveloping runes use a combination of umbral and vital magics to expand the space available within an item. Most often used on bags to provide far greater storage with minimal weight increase, enveloping runes can also be employed to make small abodes more spacious on the inside. The space must be closable. Larger spaces require additional runes. (Minor .5)<br />
 <br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Other Mundane Possessions</span></span><br />
<span style="font-weight: bold;" class="mycode_b">Handmade Paper, Charcoal and Ink set-</span> Believe it or not. Pretty boy can draw, really well! He draws and sketches things from his travels, people he has met, landscapes, and of course his visions. He hopes to make sense of these nonsense visions.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Beautiful hand carved wooden whistle-</span> Carved by his mother, it serves to call his mount with from far distances, no need to cover your ears, the sound cannot be heard by normal ears. Those with elevated hearing however….sorry..<br />
 <br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Pets</span></span><br />
<span style="font-weight: bold;" class="mycode_b">Beau-</span> Beau is a male caribou and serves as Havarti’s mount. He weighs over 1000 lbs and is over 5ft tall. Beau was specifically breed by Havarti’s tribe to not only be big but to be able to carry people long distances. He can run from 37 mph to 50 mph. Beau is temperamental in that he doesn't like to be touched certain ways by just anyone. Beau is wearing handcrafted leather armor made by the blacksmith in Havarti’s village. There is a crest on it, a lily of the valley surrounded on either side by antlers, a symbol of his father. (Minor 1)<br />
 <br />
<span style="font-weight: bold;" class="mycode_b">Gold:</span> 80]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Noah Griggan]]></title>
			<link>https://aurorasky.udocoded.com/showthread.php?tid=211</link>
			<pubDate>Fri, 22 Jun 2018 10:04:55 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://aurorasky.udocoded.com/member.php?action=profile&uid=90">Noah</a>]]></dc:creator>
			<guid isPermaLink="false">https://aurorasky.udocoded.com/showthread.php?tid=211</guid>
			<description><![CDATA[<span style="font-weight: bold;" class="mycode_b"> Everett Baxbury a.k.a. Noah Griggan </span><br />
 <br />
<span style="font-weight: bold;" class="mycode_b">Race: </span>Elf descendent from Dream and Nature Fey<br />
 <br />
<span style="font-weight: bold;" class="mycode_b">Gender: </span>Male<br />
 <br />
<span style="font-weight: bold;" class="mycode_b">Age: </span>Looks like he is 12<br />
 <br />
<span style="font-weight: bold;" class="mycode_b">Height: </span>4’ 3”<br />
 <br />
<span style="font-weight: bold;" class="mycode_b">Weight: </span>63 lbs.<br />
 <br />
<span style="font-weight: bold;" class="mycode_b">Strength: </span>Strong<br />
 <br />
<span style="font-weight: bold;" class="mycode_b">Physical Description/Personality: </span>Take a first look at Noah and you think he would break. But behind his child like size he is fit and strong. Noah has cream colored skin, white hair and soft misty green eyes that eerily glow in the dark. His short pointed ears are pierced once on either side. Adorning each of his ears is an extravagant crystal earring with a chain that cuffs back up to his ear. He tends to go with the flow, putting his trust in his twin and Finnigan. He is very intelligent and acts much older for his age. (Sometimes his childish side shows but it’s rare.) He tries to hide any emotion that he may be having, happy or sad or any in between, but sometimes he can’t help but smile. He is kind and acts friendly to those he meets. Noah seems to almost always be present… and not. His eyes almost always look like they are looking through anything as if trying to search for something. His body is littered with scars from the shipwreck many years ago there is only one noticeable scar on his face, it is located on the right side of his forehead. On his chest are three large imbedded fragments of a purple and black crystal. On the right side of his ribcage is a large brand of the Baxbury’s crest. His twin takes over and it seems like night and day as Noah and him are concerned. His twin acts as a shield when it comes to Noah’s more... stressful emotions, he seems very knowledgeable about things and tends to show more emotion than Noah when he takes over.<br />
 <br />
<span style="font-weight: bold;" class="mycode_b">Apparel: </span>Noah is dressed in plain clothing that clearly hasn’t been washed in a while. He wears a pair of threaded pants, a shirt that seems a little too big for him. Worn leather armor that is stained with blood and has gashes in it, it seems to have been pulled from a dead body, it again is a tad too big for him. He wears plain shoes and his feet are covered in bandages.<br />
 <br />
<span style="font-weight: bold;" class="mycode_b">Backstory: </span><br />
 Noah was born to a single mother named Loraine Griggan. Noah’s father was never in the picture. He was born with the aspect of waking dreamer, passed down from his unknown father. (So his mother told him) Back then he controlled his dreams and frequently dreamt of fishing on boats and seeing the world, and a … large deer? Everything seemed wonderful, his mother worked at the harbor as the harbor master, she was the one in charge of everyone who inspected ships coming in and going out. Noah frequently spent his time sitting and fishing on the docks for fun. One night when Noah was 8 his mother and him in the wee hours before the morning went out on a small fishing boat with a few other crew members so Noah could make one of his dreams come true and fish on the open water. Unfortunately the boat was caught in a strangely sudden and tragic storm, as Noah was the only person left “alive”. The last thing Noah remembers before the darkness was his mother holding him telling him she loved him. <br />
Noah awoke to the sight of iron bars as he lay on a cot in a cell. Why was he in so much pain? Why did everything look strange, the lights... they seemed to change… things looked darker. Noah chest was imbedded with some kind of large shiny crystals that had swirls of purple and black; and all over his body he had scars. Did he die? Is he dead? Is… his shadow moving!? What is going on!? Noah learned of his shadow twin’s existence in that moment. The twin was an unfamiliar being that seemed not of human nature as it seemed to scream and screech inside his head. What Noah didn’t know at the time was he had woken in the dungeon under the house of one of the top noble council members of Ballena Lord and Lady Baxbury. Lord and Lady Baxbury had a son called Everett that had died only days earlier and due to Lady Baxbury’s poor eyesight and illness Lord Baxbury was fearful of his wife passing due to trauma turned to dark magic to assist him in bringing his son’s soul back to the world and placing it into the nearly deceased Noah. Unfortunately none of that went according to plan, Noah survived, the only soul who “came back to this world” was NOT his son and now he is stuck here with this… elf boy. Thankfully due to Lady Baxbury’s extremely poor eyesight and delusional condition Lord Baxbury hatched a plan. For the next four years Noah lived as Everett Baxbury, he was forced to learn everything the previous Everett knew, such as the piano, and dancing, and fencing. He was made to dye his hair a dark brown and wear what Everett would have worn. He was subject to speaking like Everett and feigning memories, especially in front of Lady Baxbury.  Noah was forced to live in Everett’s old room for the first two years where his twin plagued him with visions... of the… past... no the future… who were the people he was seeing?... oh everything was so muddled. What was his twin trying to show him? After the second year he moved down the hall where the visions became more frantic and graphic as time passed.<br />
 After the anniversary of the 4th year of his new identity Lady Everett passed, and things went dark. That night Lord Baxbury turned his fury on young Noah by demoting him to nothing more than an object that he ordered around. Lord Baxbury branded Noah and banished him to his room to never come out unless ordered. One night during one of Lord Baxbury’s secret gatherings Noah took the opportunity to flee and run as far as his legs could take him. Noah managed to get outside of the city before visions began plaguing him. Noah’s world began to melt into a colorful warped world that looked only faintly like his own. His shadow began to move with purpose and a voice, sharp as day that shook his very soul, “Follow me youngling.” Noah’s feet moved on their own, running frantically after him, colorful moving lights passed him, giggling, talking… laughter? All of this made Noah want to vomit. Everything came to a sudden halt as if he walked through a doorway back to the real world. Noah looked down at his feet to get himself grounded. He stopped right in the middle of a fairy ring… did he just... travel via fairy rings? How?!...Noah couldn’t think. He took two steps out of the ring and passed out on the grass. The next time Noah woke he was on the back of a HUGE elk. He had only the strength to ask “Who... are you?”  A voice deep inside him replied ever so quietly “...Finnigan…”<br />
It has been a month since that day. Noah, his shadow and Finnigan now wander around the lands. They are ever on the move looking for a safe place to stay, hoping Lord Baxbury will never hunt him down. Although he has every reason to... Noah knows many secrets about Lord Baxbury and his secret meetings, and there is that thing about the crystal in his chest.<br />
 <br />
 <br />
<span style="font-weight: bold;" class="mycode_b">The Story Of NAME: </span>none yet.<br />
 <br />
 <br />
<span style="font-weight: bold;" class="mycode_b">Affiliations and Contacts: </span>Some of the people seem very familiar to him… like... maybe he once knew them? Or.. his shadow did? <br />
 <br />
 <br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Skills and Abilities </span></span><br />
Inner Ability – Whoever that twin is, he as seemed to alter Noah’s body when he entered. Noah's body act more like a 6ft tall buff man than his 4ft something body.<br />
 Strength Level: Strong<br />
Numbers: Bench: 200, Deadlift: 400<br />
Examples: Bench Press an adult human, Lift a pony.<br />
RL Equivalent: Buff, physically fit human.<br />
(Minor 1)<br />
Two Minds One Body - Due to the strange conditions on how he came to have a shadow twin, there are equally strange inconsistencies compared to “regular” shadow twins. The twin seems to be the dominate mind here being able to control Noah whenever he deems fit, even infiltrating and controlling his dreams and his waking visions. Noah being so young and inexperienced has no choice but to let him roam. In time with more practice having two minds will become a great benefit as it seems the twin knows a lot more than he is leading on. Noah is able to get information via visions about people he has never met as long as his twin has obtained that knowledge in the past. He knows skills that he otherwise would not have come across.<br />
 <br />
<span style="font-weight: bold;" class="mycode_b">Aspect: </span>Vital- Waking Dreamer<br />
 <br />
 <br />
<span style="font-weight: bold;" class="mycode_b">Leveled Talent: </span><br />
WAKING DREAMER- You possess a connection to the dreams and minds of others unheard of to most.<br />
Lvl 0 – You are always aware of when you are dreaming unless you desire otherwise (some tasks such as vision quests may require you play along to benefit). You also remain aware of your surroundings in the waking world while resting. Furthermore, you gain complete control over your sleep cycle, allowing you to begin or end dreaming at a moment’s notice. Finally, you gain a personal dream realm of sorts that you can enter while dreaming – this realm does not otherwise really exist. <br />
Lvl 1 – You can sense the presence of minds other than your own, allowing you tell roughly how many people are in an area (just you, a couple, a few dozen, etc.). People actively trying to hide are not sensed by this ability. <br />
Lvl 2 – You gain the ability to send a visionary dream to another while resting or meditating. You must be at least somewhat familiar with the target. The exact nature of the dream depends on the target, but your general point will make itself known. If the target is awake, they will receive the dream when they next sleep. <br />
Yet to Learn!:<br />
Lvl 3. - You learn to recognize thoughts related to you, and can pick out who and where they are coming from. The nature of those thoughts is still unclear to you, however (e.g, you know when someone is thinking about you but not what they are thinking). People actively trying to hide can still be sensed by this ability. Maximum range 1000'. <br />
Lvl 4 – Your visionary dreams may include some sort of method of entering your dream realm for less opaque communication, although the recipient(s) can decline entry. You may now send a number of simultaneous visionary dreams equal to twice your level in this LT (8 at level 4) whenever you rest or meditate, but all of them must share the same intent. Furthermore, if the recipient is awake you can choose to send a visionary daydream instead. <br />
Lvl 5 – In place of a spell per post you can begin overriding one of the senses (sight, hearing, touch, etc) of yourself and up to three other targets you can sense with a single hallucination. You can only add sensations in this way, not remove them (for example, you can't become invisible but you could make it look like there are three of you). Utilizing what is actually going on makes this ability more effective - such as bolstering the sound of your steps to sound like an army on the move. You can maintain this effect for up to three posts, after which you must wait twice as many posts before using this ability again.<br />
Lvl 6 – You may enter the dreams of others while resting or meditating, provided they are within 30ft of your body. You also develop a custom, staff-approved special ability that can only be used while in a dream. <br />
Lvl 7 – You can telepathically communicate with all nearby sapient creatures. Furthermore, you roughly know the location of every nearby sapient mind (“there are three people in the room to the left.. etc.”). People actively trying to hide are not sensed by this ability unless they are within 15’ of you. <br />
Lvl 8 – Your connection to dreams and the world’s mindscape deepens, allowing you to learn something about whatever topic you wish once per encounter. If what you seek is a secret, this power might lead you to someone that can give you a few clues. You also gain the ability to sense major disasters and other scenarios that have suddenly affected a large number of people, sometimes from miles away or more. <br />
Lvl 9 – You develop a custom, staff-approved ability related to dreaming and your bonds with others. <br />
Lvl 10 – You can gain the ability to teach other creatures the Dream Calling spell (they can’t teach it to other creatures). Furthermore, if you die you may continue to exist in the dreams of any individual that deeply cares/cared about you (either positively or in a negative fashion). You may only inhabit one creature’s dreams at a time, but may freely switch between all possible candidates.<br />
 <br />
<span style="font-weight: bold;" class="mycode_b">Aspect: </span>Umbral: Shadow twin<br />
 <br />
<span style="font-weight: bold;" class="mycode_b">Leveled Talent: </span><br />
 SHADOWTWIN - Your affinity for umbral magic has granted your shadow its own sentience. As familiarity with darkness increases, your shadow becomes much much more.<br />
Shadow Twin- Noah’s shadow twin appeared after his boat crashed along the coast near Ballena. His shadow twin seems to have an agenda of its own. Unfortunately for Noah, he has no clue what that would be. His twin rarely talks, and it when it does its almost no more than a few words. Maybe it will have more to say when something “interesting” happens. The shadow seems to forcibly take over Noah during times of destress or if he is caught in battle. Noah’s shadow twin seems to seep deep into his dream world and take it over. Due to Noah’s lack of training in the art of umbral magic and reserved nature he just lets him roam and take him on whatever nightmarish dream or obscure vision the twin comes up with. Noah’s knowledge of his twin is limited due to his twin’s dislike for personal questions. He knows that his twin was alive at some point, is a very skilled fighter and… he makes a very loud elk call.<br />
Lvl 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 wellbeing is its top concern.<br />
Lvl 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.<br />
Lvl 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.<br />
Lvl 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.<br />
Yet To Learn!<br />
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.).<br />
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.<br />
Staff note: On death any such objects are ejected. If you were wondering.<br />
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.<br />
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.<br />
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.<br />
Lvl 9. Your shadow twin 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.<br />
 <br />
 <br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Spells </span></span><br />
Vital- lvl 1- Divine - Sense the presence of any fey or spirits around you and get a sense of their mood.<br />
Vital- lvl 2- Peer - You are able to see and decipher other people's auras, revealing their emotions.<br />
Umbral- lvl 1- Stash - Quickly bring your hands together twice, fingers interlaced, and 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.<br />
Umbral- lvl 1- Visage - Manipulate the shadows on your face to trick the eye into misjudging your facial features.<br />
Umbral- lvl 2- Sunset Blade – Summon a dagger of hardened glass to your hand, modifier 2. The dagger can glow or darken with a thought. The dagger can be of any design no larger than 10” from hilt to tip, chosen when you first learn this spell.<br />
Umbral- lvl 3- Blur - Refract the light in a 10' radius around you, making everything indistinct and hazy, even to you.<br />
 <br />
 <br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Weapons and Armor </span></span><br />
Retribution Blades- Duel bladed tonfas made of rare obsidian. They look highly personalized by the previous owner. They were clearly made for someone bigger than Noah being that they are almost 4 feet long each, but Noah and his shadow have seemed to adapted to fighting with such large weapons and small body. Finnigan and the twin lead Noah straight to these blades showing that it probably belonged to the twin when he was alive. The tonfas are black with a shiny sharp blade and red accents adorning the weapon’s grips.<br />
 <br />
 <br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Other Magical Possessions </span></span><br />
 <br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Pets </span></span><br />
Finnigan the Elk: Finnigan or as Noah calls him Finn appeared when Noah awoke after running away and escaping his weird warped dream world. Noah happened to wake up on his back. Finnigan is a VERY large elk with a height of 7’3”, antler width of 12’ from tip to tip and weighing at a whopping 1,550 lbs. Finnigan can climb up mountainous terrain with ease and can run for very long periods of time at 30 mph with bursts of speed at 45mph. The elk has a custom thick leather armor on it with two side satchels that clearly looks like it had belonged to his previous owner. The armor bears a crest that looks like a stem of Lily in the Valley growing from between large antlers. Under each leather piece is a small logo of the craftsman who made this armor. The elk is full of mysteries... but Noah believes he was a gift from dream feys to watch over him as Finnigan is… possessed of sorts. Finnegan seems to be able to hone in on Noah’s feelings and appears commonly in Noah’s dreams to guide him awake. He seems to know where to go when traveling the land. Noah believes he is somehow linked to his shadow twin. Finnegan has a black colored mist coming off of him. He is intelligent and seems to show an understanding of several languages. Finnegan seems to be very familiar with the person that Noah refers to as his shadow twin. The elk seems to be the only other living thing able to hear the Shadow twin. Sometimes Finnigan is helpful and other times... he is just an elk.<br />
 <br />
 <br />
<span style="font-weight: bold;" class="mycode_b">Gold: </span><br />
50 gp<br />
<hr class="mycode_hr" />]]></description>
			<content:encoded><![CDATA[<span style="font-weight: bold;" class="mycode_b"> Everett Baxbury a.k.a. Noah Griggan </span><br />
 <br />
<span style="font-weight: bold;" class="mycode_b">Race: </span>Elf descendent from Dream and Nature Fey<br />
 <br />
<span style="font-weight: bold;" class="mycode_b">Gender: </span>Male<br />
 <br />
<span style="font-weight: bold;" class="mycode_b">Age: </span>Looks like he is 12<br />
 <br />
<span style="font-weight: bold;" class="mycode_b">Height: </span>4’ 3”<br />
 <br />
<span style="font-weight: bold;" class="mycode_b">Weight: </span>63 lbs.<br />
 <br />
<span style="font-weight: bold;" class="mycode_b">Strength: </span>Strong<br />
 <br />
<span style="font-weight: bold;" class="mycode_b">Physical Description/Personality: </span>Take a first look at Noah and you think he would break. But behind his child like size he is fit and strong. Noah has cream colored skin, white hair and soft misty green eyes that eerily glow in the dark. His short pointed ears are pierced once on either side. Adorning each of his ears is an extravagant crystal earring with a chain that cuffs back up to his ear. He tends to go with the flow, putting his trust in his twin and Finnigan. He is very intelligent and acts much older for his age. (Sometimes his childish side shows but it’s rare.) He tries to hide any emotion that he may be having, happy or sad or any in between, but sometimes he can’t help but smile. He is kind and acts friendly to those he meets. Noah seems to almost always be present… and not. His eyes almost always look like they are looking through anything as if trying to search for something. His body is littered with scars from the shipwreck many years ago there is only one noticeable scar on his face, it is located on the right side of his forehead. On his chest are three large imbedded fragments of a purple and black crystal. On the right side of his ribcage is a large brand of the Baxbury’s crest. His twin takes over and it seems like night and day as Noah and him are concerned. His twin acts as a shield when it comes to Noah’s more... stressful emotions, he seems very knowledgeable about things and tends to show more emotion than Noah when he takes over.<br />
 <br />
<span style="font-weight: bold;" class="mycode_b">Apparel: </span>Noah is dressed in plain clothing that clearly hasn’t been washed in a while. He wears a pair of threaded pants, a shirt that seems a little too big for him. Worn leather armor that is stained with blood and has gashes in it, it seems to have been pulled from a dead body, it again is a tad too big for him. He wears plain shoes and his feet are covered in bandages.<br />
 <br />
<span style="font-weight: bold;" class="mycode_b">Backstory: </span><br />
 Noah was born to a single mother named Loraine Griggan. Noah’s father was never in the picture. He was born with the aspect of waking dreamer, passed down from his unknown father. (So his mother told him) Back then he controlled his dreams and frequently dreamt of fishing on boats and seeing the world, and a … large deer? Everything seemed wonderful, his mother worked at the harbor as the harbor master, she was the one in charge of everyone who inspected ships coming in and going out. Noah frequently spent his time sitting and fishing on the docks for fun. One night when Noah was 8 his mother and him in the wee hours before the morning went out on a small fishing boat with a few other crew members so Noah could make one of his dreams come true and fish on the open water. Unfortunately the boat was caught in a strangely sudden and tragic storm, as Noah was the only person left “alive”. The last thing Noah remembers before the darkness was his mother holding him telling him she loved him. <br />
Noah awoke to the sight of iron bars as he lay on a cot in a cell. Why was he in so much pain? Why did everything look strange, the lights... they seemed to change… things looked darker. Noah chest was imbedded with some kind of large shiny crystals that had swirls of purple and black; and all over his body he had scars. Did he die? Is he dead? Is… his shadow moving!? What is going on!? Noah learned of his shadow twin’s existence in that moment. The twin was an unfamiliar being that seemed not of human nature as it seemed to scream and screech inside his head. What Noah didn’t know at the time was he had woken in the dungeon under the house of one of the top noble council members of Ballena Lord and Lady Baxbury. Lord and Lady Baxbury had a son called Everett that had died only days earlier and due to Lady Baxbury’s poor eyesight and illness Lord Baxbury was fearful of his wife passing due to trauma turned to dark magic to assist him in bringing his son’s soul back to the world and placing it into the nearly deceased Noah. Unfortunately none of that went according to plan, Noah survived, the only soul who “came back to this world” was NOT his son and now he is stuck here with this… elf boy. Thankfully due to Lady Baxbury’s extremely poor eyesight and delusional condition Lord Baxbury hatched a plan. For the next four years Noah lived as Everett Baxbury, he was forced to learn everything the previous Everett knew, such as the piano, and dancing, and fencing. He was made to dye his hair a dark brown and wear what Everett would have worn. He was subject to speaking like Everett and feigning memories, especially in front of Lady Baxbury.  Noah was forced to live in Everett’s old room for the first two years where his twin plagued him with visions... of the… past... no the future… who were the people he was seeing?... oh everything was so muddled. What was his twin trying to show him? After the second year he moved down the hall where the visions became more frantic and graphic as time passed.<br />
 After the anniversary of the 4th year of his new identity Lady Everett passed, and things went dark. That night Lord Baxbury turned his fury on young Noah by demoting him to nothing more than an object that he ordered around. Lord Baxbury branded Noah and banished him to his room to never come out unless ordered. One night during one of Lord Baxbury’s secret gatherings Noah took the opportunity to flee and run as far as his legs could take him. Noah managed to get outside of the city before visions began plaguing him. Noah’s world began to melt into a colorful warped world that looked only faintly like his own. His shadow began to move with purpose and a voice, sharp as day that shook his very soul, “Follow me youngling.” Noah’s feet moved on their own, running frantically after him, colorful moving lights passed him, giggling, talking… laughter? All of this made Noah want to vomit. Everything came to a sudden halt as if he walked through a doorway back to the real world. Noah looked down at his feet to get himself grounded. He stopped right in the middle of a fairy ring… did he just... travel via fairy rings? How?!...Noah couldn’t think. He took two steps out of the ring and passed out on the grass. The next time Noah woke he was on the back of a HUGE elk. He had only the strength to ask “Who... are you?”  A voice deep inside him replied ever so quietly “...Finnigan…”<br />
It has been a month since that day. Noah, his shadow and Finnigan now wander around the lands. They are ever on the move looking for a safe place to stay, hoping Lord Baxbury will never hunt him down. Although he has every reason to... Noah knows many secrets about Lord Baxbury and his secret meetings, and there is that thing about the crystal in his chest.<br />
 <br />
 <br />
<span style="font-weight: bold;" class="mycode_b">The Story Of NAME: </span>none yet.<br />
 <br />
 <br />
<span style="font-weight: bold;" class="mycode_b">Affiliations and Contacts: </span>Some of the people seem very familiar to him… like... maybe he once knew them? Or.. his shadow did? <br />
 <br />
 <br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Skills and Abilities </span></span><br />
Inner Ability – Whoever that twin is, he as seemed to alter Noah’s body when he entered. Noah's body act more like a 6ft tall buff man than his 4ft something body.<br />
 Strength Level: Strong<br />
Numbers: Bench: 200, Deadlift: 400<br />
Examples: Bench Press an adult human, Lift a pony.<br />
RL Equivalent: Buff, physically fit human.<br />
(Minor 1)<br />
Two Minds One Body - Due to the strange conditions on how he came to have a shadow twin, there are equally strange inconsistencies compared to “regular” shadow twins. The twin seems to be the dominate mind here being able to control Noah whenever he deems fit, even infiltrating and controlling his dreams and his waking visions. Noah being so young and inexperienced has no choice but to let him roam. In time with more practice having two minds will become a great benefit as it seems the twin knows a lot more than he is leading on. Noah is able to get information via visions about people he has never met as long as his twin has obtained that knowledge in the past. He knows skills that he otherwise would not have come across.<br />
 <br />
<span style="font-weight: bold;" class="mycode_b">Aspect: </span>Vital- Waking Dreamer<br />
 <br />
 <br />
<span style="font-weight: bold;" class="mycode_b">Leveled Talent: </span><br />
WAKING DREAMER- You possess a connection to the dreams and minds of others unheard of to most.<br />
Lvl 0 – You are always aware of when you are dreaming unless you desire otherwise (some tasks such as vision quests may require you play along to benefit). You also remain aware of your surroundings in the waking world while resting. Furthermore, you gain complete control over your sleep cycle, allowing you to begin or end dreaming at a moment’s notice. Finally, you gain a personal dream realm of sorts that you can enter while dreaming – this realm does not otherwise really exist. <br />
Lvl 1 – You can sense the presence of minds other than your own, allowing you tell roughly how many people are in an area (just you, a couple, a few dozen, etc.). People actively trying to hide are not sensed by this ability. <br />
Lvl 2 – You gain the ability to send a visionary dream to another while resting or meditating. You must be at least somewhat familiar with the target. The exact nature of the dream depends on the target, but your general point will make itself known. If the target is awake, they will receive the dream when they next sleep. <br />
Yet to Learn!:<br />
Lvl 3. - You learn to recognize thoughts related to you, and can pick out who and where they are coming from. The nature of those thoughts is still unclear to you, however (e.g, you know when someone is thinking about you but not what they are thinking). People actively trying to hide can still be sensed by this ability. Maximum range 1000'. <br />
Lvl 4 – Your visionary dreams may include some sort of method of entering your dream realm for less opaque communication, although the recipient(s) can decline entry. You may now send a number of simultaneous visionary dreams equal to twice your level in this LT (8 at level 4) whenever you rest or meditate, but all of them must share the same intent. Furthermore, if the recipient is awake you can choose to send a visionary daydream instead. <br />
Lvl 5 – In place of a spell per post you can begin overriding one of the senses (sight, hearing, touch, etc) of yourself and up to three other targets you can sense with a single hallucination. You can only add sensations in this way, not remove them (for example, you can't become invisible but you could make it look like there are three of you). Utilizing what is actually going on makes this ability more effective - such as bolstering the sound of your steps to sound like an army on the move. You can maintain this effect for up to three posts, after which you must wait twice as many posts before using this ability again.<br />
Lvl 6 – You may enter the dreams of others while resting or meditating, provided they are within 30ft of your body. You also develop a custom, staff-approved special ability that can only be used while in a dream. <br />
Lvl 7 – You can telepathically communicate with all nearby sapient creatures. Furthermore, you roughly know the location of every nearby sapient mind (“there are three people in the room to the left.. etc.”). People actively trying to hide are not sensed by this ability unless they are within 15’ of you. <br />
Lvl 8 – Your connection to dreams and the world’s mindscape deepens, allowing you to learn something about whatever topic you wish once per encounter. If what you seek is a secret, this power might lead you to someone that can give you a few clues. You also gain the ability to sense major disasters and other scenarios that have suddenly affected a large number of people, sometimes from miles away or more. <br />
Lvl 9 – You develop a custom, staff-approved ability related to dreaming and your bonds with others. <br />
Lvl 10 – You can gain the ability to teach other creatures the Dream Calling spell (they can’t teach it to other creatures). Furthermore, if you die you may continue to exist in the dreams of any individual that deeply cares/cared about you (either positively or in a negative fashion). You may only inhabit one creature’s dreams at a time, but may freely switch between all possible candidates.<br />
 <br />
<span style="font-weight: bold;" class="mycode_b">Aspect: </span>Umbral: Shadow twin<br />
 <br />
<span style="font-weight: bold;" class="mycode_b">Leveled Talent: </span><br />
 SHADOWTWIN - Your affinity for umbral magic has granted your shadow its own sentience. As familiarity with darkness increases, your shadow becomes much much more.<br />
Shadow Twin- Noah’s shadow twin appeared after his boat crashed along the coast near Ballena. His shadow twin seems to have an agenda of its own. Unfortunately for Noah, he has no clue what that would be. His twin rarely talks, and it when it does its almost no more than a few words. Maybe it will have more to say when something “interesting” happens. The shadow seems to forcibly take over Noah during times of destress or if he is caught in battle. Noah’s shadow twin seems to seep deep into his dream world and take it over. Due to Noah’s lack of training in the art of umbral magic and reserved nature he just lets him roam and take him on whatever nightmarish dream or obscure vision the twin comes up with. Noah’s knowledge of his twin is limited due to his twin’s dislike for personal questions. He knows that his twin was alive at some point, is a very skilled fighter and… he makes a very loud elk call.<br />
Lvl 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 wellbeing is its top concern.<br />
Lvl 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.<br />
Lvl 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.<br />
Lvl 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.<br />
Yet To Learn!<br />
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.).<br />
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.<br />
Staff note: On death any such objects are ejected. If you were wondering.<br />
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.<br />
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.<br />
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.<br />
Lvl 9. Your shadow twin 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.<br />
 <br />
 <br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Spells </span></span><br />
Vital- lvl 1- Divine - Sense the presence of any fey or spirits around you and get a sense of their mood.<br />
Vital- lvl 2- Peer - You are able to see and decipher other people's auras, revealing their emotions.<br />
Umbral- lvl 1- Stash - Quickly bring your hands together twice, fingers interlaced, and 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.<br />
Umbral- lvl 1- Visage - Manipulate the shadows on your face to trick the eye into misjudging your facial features.<br />
Umbral- lvl 2- Sunset Blade – Summon a dagger of hardened glass to your hand, modifier 2. The dagger can glow or darken with a thought. The dagger can be of any design no larger than 10” from hilt to tip, chosen when you first learn this spell.<br />
Umbral- lvl 3- Blur - Refract the light in a 10' radius around you, making everything indistinct and hazy, even to you.<br />
 <br />
 <br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Weapons and Armor </span></span><br />
Retribution Blades- Duel bladed tonfas made of rare obsidian. They look highly personalized by the previous owner. They were clearly made for someone bigger than Noah being that they are almost 4 feet long each, but Noah and his shadow have seemed to adapted to fighting with such large weapons and small body. Finnigan and the twin lead Noah straight to these blades showing that it probably belonged to the twin when he was alive. The tonfas are black with a shiny sharp blade and red accents adorning the weapon’s grips.<br />
 <br />
 <br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Other Magical Possessions </span></span><br />
 <br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Pets </span></span><br />
Finnigan the Elk: Finnigan or as Noah calls him Finn appeared when Noah awoke after running away and escaping his weird warped dream world. Noah happened to wake up on his back. Finnigan is a VERY large elk with a height of 7’3”, antler width of 12’ from tip to tip and weighing at a whopping 1,550 lbs. Finnigan can climb up mountainous terrain with ease and can run for very long periods of time at 30 mph with bursts of speed at 45mph. The elk has a custom thick leather armor on it with two side satchels that clearly looks like it had belonged to his previous owner. The armor bears a crest that looks like a stem of Lily in the Valley growing from between large antlers. Under each leather piece is a small logo of the craftsman who made this armor. The elk is full of mysteries... but Noah believes he was a gift from dream feys to watch over him as Finnigan is… possessed of sorts. Finnegan seems to be able to hone in on Noah’s feelings and appears commonly in Noah’s dreams to guide him awake. He seems to know where to go when traveling the land. Noah believes he is somehow linked to his shadow twin. Finnegan has a black colored mist coming off of him. He is intelligent and seems to show an understanding of several languages. Finnegan seems to be very familiar with the person that Noah refers to as his shadow twin. The elk seems to be the only other living thing able to hear the Shadow twin. Sometimes Finnigan is helpful and other times... he is just an elk.<br />
 <br />
 <br />
<span style="font-weight: bold;" class="mycode_b">Gold: </span><br />
50 gp<br />
<hr class="mycode_hr" />]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Jacob Eustace Aranthime]]></title>
			<link>https://aurorasky.udocoded.com/showthread.php?tid=203</link>
			<pubDate>Thu, 21 Jun 2018 15:45:26 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://aurorasky.udocoded.com/member.php?action=profile&uid=88">Jacob Aranthime</a>]]></dc:creator>
			<guid isPermaLink="false">https://aurorasky.udocoded.com/showthread.php?tid=203</guid>
			<description><![CDATA[<span style="font-weight: bold;" class="mycode_b"><span style="color: royalblue;" class="mycode_color">Jacob Eustace Aranthime</span></span><br />
<span style="font-weight: bold;" class="mycode_b">Race:</span> Felalom <br />
<span style="font-weight: bold;" class="mycode_b">Age:</span> Ardent<br />
<span style="font-weight: bold;" class="mycode_b">Height:</span> 5' 6"<br />
<span style="font-weight: bold;" class="mycode_b">Strength:</span> Average<br />
<span style="font-weight: bold;" class="mycode_b">Appearance:</span> Jacob is of a medium build and certainly doesn't tower over many people. Lightly tanned skin, round facial features and perfectly, almost unnaturally blue eyes. His navy hair falls to almost waist length, perpetually held back in a tight pony tail or a thick braid, usually with jet black ribbons. His attire is fairly pragmatic, well tailored cotton shirt, appropriately loose woven trousers in a dark grey. The parts of his ensemble that might stand out are the cloak and gloves that appear to be made from black silk.   <br />
<span style="font-weight: bold;" class="mycode_b">Background:</span> Jacob resides and has resided for almost half of his life in Verto, home to more researchers and scholars than almost any other place in Avarka. As soon as he was able to, he asked his father to arrange boarding within the city so that he might flit from one place to another and learn what he could. A family that seems to have more dalliances with the fey than summer banquets, the Aranthimes are nothing if not indulgent of their children.<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Aspects, Talents and Skills</span></span><br />
<span style="font-weight: bold;" class="mycode_b">Task Magery</span> - Jacob has been drawn to the magical arts for as long as he can remember, he learned his first magical spell before he could spell in common. He possesses the natural ability to tap into primal magics and can learn any of Avarka's spells. <span style="font-style: italic;" class="mycode_i">[True Mage (Water Focus)]</span><br />
<span style="font-weight: bold;" class="mycode_b">Arcane Invention</span> - Jacob spends more of his time studying and tinkering with magic than most people do talking. He is a researcher, an explorer and a spellwright. When funds are plentiful and conditions optimal, Jacob can craft his own spells. <span style="font-style: italic;" class="mycode_i">[Forged Road (Magical Research)]</span><br />
 - <span style="text-decoration: underline;" class="mycode_u">Aggressive Prototyping</span> - Once per encounter, at the expense of any other actions, Jacob can prototype a spell. Prototype spells are wildly inconsistent, just as likely to fail as function and rarely function as intended while still being studied. Exact effects of misfire and malfunction are determined by mod whims, but not exceeding the power of the prototype. The prototype cannot be higher level than Jacob has learned spells in the arts it contains. The spell must contain only elements found in spells he already knows. <span style="font-style: italic;" class="mycode_i">[Staff Note: Subject to Revision at Any Time]</span><br />
 - <span style="text-decoration: underline;" class="mycode_u">Diligent Study</span> - Jacob keeps notes on the spells he prototypes and the magic he encounters around him. These notes make it much easier for him learn or improve upon magic he has encountered. Jacob may keep notes on up to three spells he has either prototyped or seen cast by others. Notes on prototyped spells allow him to cast that spell (with all the associated risks) once per encounter, notes on observed spells reduce the cost of that spell by 5 gold per level. <br />
 -- <br />
 -- <br />
 --<br />
 - <span style="text-decoration: underline;" class="mycode_u">Proper Penmanship</span> - Documenting the results of his experimentation is the final step in crafting a coherent spell. Jacob may finalise the creation of spell by investing the equivalent amount of gold it would cost to buy in a spell shop.<br />
 - <span style="text-decoration: underline;" class="mycode_u">A Little Capitalism</span> - Partly as a result of his natural aptitude, and partly through leveraging some of his families prestige, Jacob pays 35 gold per level for spells. In addition he has an agreement with a small spell shop in the mountains to sell any of his creations they deem worthy of offering to the public, in exchange for a share in the profits (1 Gold per level, based on actual PC sales). <br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Spells and Magic</span></span><br />
<span style="font-style: italic;" class="mycode_i">Once per post, Jacob may cast a second or lower level Primal spell as a bonus.</span><br />
<span style="color: teal;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">Primal Spells</span></span><br />
 - 1 - <span style="text-decoration: underline;" class="mycode_u">Minor Telekinesis</span> - You can manipulate any unattended object in sight that weighs at most 5lb, or push/pull any target with just enough force to lift 5lb. Capable of fine and precise movements. If the object is later grabbed this spell does not end (if maintained).<br />
 - 1 - <span style="text-decoration: underline;" class="mycode_u">Shield</span> - Raise your hand, palm out, to generate a barely visible circular construct of applied force with a one foot radius inches from your palm. Acts as a suspended shield, tough as wood. It is frozen in place until you stop maintaining it or recast it elsewhere.<br />
 - 1 - <span style="text-decoration: underline;" class="mycode_u">Foothold</span> - The next step you take meets equal upward force, allowing that step to land on a surface level with the last step you took, granting you an extra step or two over open air or liquid.<br />
 - 2 - <span style="text-decoration: underline;" class="mycode_u">Hone</span> - By contact generate a film of force over a dull object, granting any dull edges sharpness and refining any already sharp edges.<br />
<span style="color: royalblue;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">Water Spells</span></span><br />
 - 1 - <span style="text-decoration: underline;" class="mycode_u">Dehydrate</span> - Remove much of the water from up to 10 cubic feet of air or a single non-living organic object that is no larger than 3 cubic feet in volume. This dries the air / dries out the object. If successful, the removed water condenses into a tiny ball of water at a location within sight.<br />
 - 2 - <span style="text-decoration: underline;" class="mycode_u">Soak</span> - Draw moisture from the air to soak a target in water.<br />
 - 2 - <span style="text-decoration: underline;" class="mycode_u">Surface Tension Exaggeration Pulse</span> - Water beneath your feet reacts to your stepping motions by pushing upwards with equal force, acting for all intents and purposes like a non-newtonian fluid. As long as you keep walking at a slow and steady pace, you can walk on water. <span style="font-style: italic;" class="mycode_i">[Passive]</span><br />
 - 3 - <span style="text-decoration: underline;" class="mycode_u">Flow</span> - You can control and shape up to a gallon of liquid water/ gallon's worth of mist/snow at a time as though it were an extension of yourself. Control is limited to sight and guided by hand and arm movements. <span style="font-style: italic;" class="mycode_i">[Passive.]</span><br />
<span style="color: firebrick;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">Fire Spells</span></span><br />
 - 1 - <span style="text-decoration: underline;" class="mycode_u">Ignite</span> - Snap your finger to cause a very small intense burst of heat in a spot you are looking at. Can be used to start a small fire if used on highly flammable materials.<br />
 - 2 - <span style="text-decoration: underline;" class="mycode_u">Fireball</span> - 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.<br />
<span style="color: darkslateblue;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">Storm Spells</span></span><br />
 - 1 - <span style="text-decoration: underline;" class="mycode_u">Drift</span> - Thicken the air beneath you just enough that if you are falling it slows your decent and allows for a soft landing.<br />
<span style="color: sienna;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">Earth Spells</span></span><br />
 - 1 - <span style="text-decoration: underline;" class="mycode_u">Sandblast</span> - Release a burst of rough, scouring sand from your hand. <br />
<span style="color: indigo;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">Umbral Spells</span></span><br />
 - 1 - <span style="text-decoration: underline;" class="mycode_u">Lantern</span> - Create a floating ball of light before yourself or another that moves with the target, glowing with the intensity of a large candle.<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Weapons, Tools and Other Sundries</span></span><br />
<span style="font-weight: bold;" class="mycode_b">Walk Softly</span> - Jacob carries around a simple wooden quarterstaff, which carries no special qualities or markings of any kind. [Modifier 2]<br />
<span style="font-weight: bold;" class="mycode_b">Umbral Glasses</span> - A gift from Jacob's favourite uncle. The umbral glasses are made from a silver glass framed with black metal in a half moon design. They grant the wearer the equivalent of Level 0 Visionary.<br />
 - <span style="text-decoration: underline;" class="mycode_u">A Trace of Magic</span> - With focus, you can see magic as though it were a faintly glowing light source.<br />
<span style="font-weight: bold;" class="mycode_b">The Essentials</span> - A black satchel that appears to be made of a silken material, usually slung over his back and hidden beneath Jacob's cloak. It contains, among other minor sundries, empty scrolls, parchments, sealed quills, his coin purse, chalks, charcoals and even some water colours and brushes.<br />
 <br />
<br />
Minors!<br />
+1 Umbral Glasses, +1 Proper Penmanship, +1 A Little Capitalism, Not sure if he should even use a minor for discount, since forged road gives a discount on skills and techniques related to your focus and his focus is literally spells. <img src="https://aurorasky.udocoded.com/images/smilies/tongue.png" alt="Tongue" title="Tongue" class="smilie smilie_5" /> Forged Road<br />
+1 Aggressive Prototyping, +1 Diligent Study, Moving Bonus +1? Plug into something else to justify power level? Hang onto for something silly later?]]></description>
			<content:encoded><![CDATA[<span style="font-weight: bold;" class="mycode_b"><span style="color: royalblue;" class="mycode_color">Jacob Eustace Aranthime</span></span><br />
<span style="font-weight: bold;" class="mycode_b">Race:</span> Felalom <br />
<span style="font-weight: bold;" class="mycode_b">Age:</span> Ardent<br />
<span style="font-weight: bold;" class="mycode_b">Height:</span> 5' 6"<br />
<span style="font-weight: bold;" class="mycode_b">Strength:</span> Average<br />
<span style="font-weight: bold;" class="mycode_b">Appearance:</span> Jacob is of a medium build and certainly doesn't tower over many people. Lightly tanned skin, round facial features and perfectly, almost unnaturally blue eyes. His navy hair falls to almost waist length, perpetually held back in a tight pony tail or a thick braid, usually with jet black ribbons. His attire is fairly pragmatic, well tailored cotton shirt, appropriately loose woven trousers in a dark grey. The parts of his ensemble that might stand out are the cloak and gloves that appear to be made from black silk.   <br />
<span style="font-weight: bold;" class="mycode_b">Background:</span> Jacob resides and has resided for almost half of his life in Verto, home to more researchers and scholars than almost any other place in Avarka. As soon as he was able to, he asked his father to arrange boarding within the city so that he might flit from one place to another and learn what he could. A family that seems to have more dalliances with the fey than summer banquets, the Aranthimes are nothing if not indulgent of their children.<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Aspects, Talents and Skills</span></span><br />
<span style="font-weight: bold;" class="mycode_b">Task Magery</span> - Jacob has been drawn to the magical arts for as long as he can remember, he learned his first magical spell before he could spell in common. He possesses the natural ability to tap into primal magics and can learn any of Avarka's spells. <span style="font-style: italic;" class="mycode_i">[True Mage (Water Focus)]</span><br />
<span style="font-weight: bold;" class="mycode_b">Arcane Invention</span> - Jacob spends more of his time studying and tinkering with magic than most people do talking. He is a researcher, an explorer and a spellwright. When funds are plentiful and conditions optimal, Jacob can craft his own spells. <span style="font-style: italic;" class="mycode_i">[Forged Road (Magical Research)]</span><br />
 - <span style="text-decoration: underline;" class="mycode_u">Aggressive Prototyping</span> - Once per encounter, at the expense of any other actions, Jacob can prototype a spell. Prototype spells are wildly inconsistent, just as likely to fail as function and rarely function as intended while still being studied. Exact effects of misfire and malfunction are determined by mod whims, but not exceeding the power of the prototype. The prototype cannot be higher level than Jacob has learned spells in the arts it contains. The spell must contain only elements found in spells he already knows. <span style="font-style: italic;" class="mycode_i">[Staff Note: Subject to Revision at Any Time]</span><br />
 - <span style="text-decoration: underline;" class="mycode_u">Diligent Study</span> - Jacob keeps notes on the spells he prototypes and the magic he encounters around him. These notes make it much easier for him learn or improve upon magic he has encountered. Jacob may keep notes on up to three spells he has either prototyped or seen cast by others. Notes on prototyped spells allow him to cast that spell (with all the associated risks) once per encounter, notes on observed spells reduce the cost of that spell by 5 gold per level. <br />
 -- <br />
 -- <br />
 --<br />
 - <span style="text-decoration: underline;" class="mycode_u">Proper Penmanship</span> - Documenting the results of his experimentation is the final step in crafting a coherent spell. Jacob may finalise the creation of spell by investing the equivalent amount of gold it would cost to buy in a spell shop.<br />
 - <span style="text-decoration: underline;" class="mycode_u">A Little Capitalism</span> - Partly as a result of his natural aptitude, and partly through leveraging some of his families prestige, Jacob pays 35 gold per level for spells. In addition he has an agreement with a small spell shop in the mountains to sell any of his creations they deem worthy of offering to the public, in exchange for a share in the profits (1 Gold per level, based on actual PC sales). <br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Spells and Magic</span></span><br />
<span style="font-style: italic;" class="mycode_i">Once per post, Jacob may cast a second or lower level Primal spell as a bonus.</span><br />
<span style="color: teal;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">Primal Spells</span></span><br />
 - 1 - <span style="text-decoration: underline;" class="mycode_u">Minor Telekinesis</span> - You can manipulate any unattended object in sight that weighs at most 5lb, or push/pull any target with just enough force to lift 5lb. Capable of fine and precise movements. If the object is later grabbed this spell does not end (if maintained).<br />
 - 1 - <span style="text-decoration: underline;" class="mycode_u">Shield</span> - Raise your hand, palm out, to generate a barely visible circular construct of applied force with a one foot radius inches from your palm. Acts as a suspended shield, tough as wood. It is frozen in place until you stop maintaining it or recast it elsewhere.<br />
 - 1 - <span style="text-decoration: underline;" class="mycode_u">Foothold</span> - The next step you take meets equal upward force, allowing that step to land on a surface level with the last step you took, granting you an extra step or two over open air or liquid.<br />
 - 2 - <span style="text-decoration: underline;" class="mycode_u">Hone</span> - By contact generate a film of force over a dull object, granting any dull edges sharpness and refining any already sharp edges.<br />
<span style="color: royalblue;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">Water Spells</span></span><br />
 - 1 - <span style="text-decoration: underline;" class="mycode_u">Dehydrate</span> - Remove much of the water from up to 10 cubic feet of air or a single non-living organic object that is no larger than 3 cubic feet in volume. This dries the air / dries out the object. If successful, the removed water condenses into a tiny ball of water at a location within sight.<br />
 - 2 - <span style="text-decoration: underline;" class="mycode_u">Soak</span> - Draw moisture from the air to soak a target in water.<br />
 - 2 - <span style="text-decoration: underline;" class="mycode_u">Surface Tension Exaggeration Pulse</span> - Water beneath your feet reacts to your stepping motions by pushing upwards with equal force, acting for all intents and purposes like a non-newtonian fluid. As long as you keep walking at a slow and steady pace, you can walk on water. <span style="font-style: italic;" class="mycode_i">[Passive]</span><br />
 - 3 - <span style="text-decoration: underline;" class="mycode_u">Flow</span> - You can control and shape up to a gallon of liquid water/ gallon's worth of mist/snow at a time as though it were an extension of yourself. Control is limited to sight and guided by hand and arm movements. <span style="font-style: italic;" class="mycode_i">[Passive.]</span><br />
<span style="color: firebrick;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">Fire Spells</span></span><br />
 - 1 - <span style="text-decoration: underline;" class="mycode_u">Ignite</span> - Snap your finger to cause a very small intense burst of heat in a spot you are looking at. Can be used to start a small fire if used on highly flammable materials.<br />
 - 2 - <span style="text-decoration: underline;" class="mycode_u">Fireball</span> - 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.<br />
<span style="color: darkslateblue;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">Storm Spells</span></span><br />
 - 1 - <span style="text-decoration: underline;" class="mycode_u">Drift</span> - Thicken the air beneath you just enough that if you are falling it slows your decent and allows for a soft landing.<br />
<span style="color: sienna;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">Earth Spells</span></span><br />
 - 1 - <span style="text-decoration: underline;" class="mycode_u">Sandblast</span> - Release a burst of rough, scouring sand from your hand. <br />
<span style="color: indigo;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">Umbral Spells</span></span><br />
 - 1 - <span style="text-decoration: underline;" class="mycode_u">Lantern</span> - Create a floating ball of light before yourself or another that moves with the target, glowing with the intensity of a large candle.<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Weapons, Tools and Other Sundries</span></span><br />
<span style="font-weight: bold;" class="mycode_b">Walk Softly</span> - Jacob carries around a simple wooden quarterstaff, which carries no special qualities or markings of any kind. [Modifier 2]<br />
<span style="font-weight: bold;" class="mycode_b">Umbral Glasses</span> - A gift from Jacob's favourite uncle. The umbral glasses are made from a silver glass framed with black metal in a half moon design. They grant the wearer the equivalent of Level 0 Visionary.<br />
 - <span style="text-decoration: underline;" class="mycode_u">A Trace of Magic</span> - With focus, you can see magic as though it were a faintly glowing light source.<br />
<span style="font-weight: bold;" class="mycode_b">The Essentials</span> - A black satchel that appears to be made of a silken material, usually slung over his back and hidden beneath Jacob's cloak. It contains, among other minor sundries, empty scrolls, parchments, sealed quills, his coin purse, chalks, charcoals and even some water colours and brushes.<br />
 <br />
<br />
Minors!<br />
+1 Umbral Glasses, +1 Proper Penmanship, +1 A Little Capitalism, Not sure if he should even use a minor for discount, since forged road gives a discount on skills and techniques related to your focus and his focus is literally spells. <img src="https://aurorasky.udocoded.com/images/smilies/tongue.png" alt="Tongue" title="Tongue" class="smilie smilie_5" /> Forged Road<br />
+1 Aggressive Prototyping, +1 Diligent Study, Moving Bonus +1? Plug into something else to justify power level? Hang onto for something silly later?]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Avorianna "Ria" Crouxius]]></title>
			<link>https://aurorasky.udocoded.com/showthread.php?tid=201</link>
			<pubDate>Fri, 15 Jun 2018 06:54:33 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://aurorasky.udocoded.com/member.php?action=profile&uid=86">Avorianna</a>]]></dc:creator>
			<guid isPermaLink="false">https://aurorasky.udocoded.com/showthread.php?tid=201</guid>
			<description><![CDATA[<span style="font-weight: bold;" class="mycode_b">Avorianna “Ria” Crouxius</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Race:</span> Half-Fey: Felvad/ Elf<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Gender:</span> Female<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Age:</span> Currently around 19ish... so she says<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Height:</span> 4’ 8”<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Weight:</span> Won’t say but is slender<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Strength:</span> Average<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Physical Description/ Personality:</span> Just call her Ria, no need for formalities. Ria is a short, slender, pale skinned half-fey. Her skin seems to shimmer slightly if caught in the right light. She has striking sea green eyes that are slightly larger and rounder than humans and flame red curly hair that reaches down to her knees. Freckles are darted all around her hourglass figure most of them are located on her face; she refers to them as fire kisses. She is almost always seen wearing a smile. Do not cross her though because even though she has a small and seemingly weak figure due to the labor she puts towards her house, being half-fey, smithing and daily chores she has a fit body and good endurance… though… she is still small...  Her pointy ears are 3” longer than a human’s. On her right ear she has multiple piercings and on her left she has a gauge made of bone. She has a large scar located on her left arm, and a small scar on her right cheek. Ria is not in touch with her feminine side very much and dresses like a gypsy, in plain clothing, or in her blacksmithing gear. She dislikes shoes for some reason, so don’t ever wear shoes inside her house. Ria is a bit wild, very energetic and likes to tease people playfully. Since she has no family left she treats her customers and friends like family. She is opinionated and stubborn and is always fair with the price of her work. She knows she does good work and doesn’t want to be ripped off but is always up for trading or bargaining. She is also kind and is in love with food. She likes to read, dance, and play the violin and enjoys when people come to visit. Her face usually always has some sort of soot smear from metal working, dirt from the garden or ingredient of food on it (usually flour or dough). She has a tattoo of a strange symbol near the left side of her collarbone above her chest that sprawls across her shoulder and down to her sternum. Ria has a habit of humming or singing songs while doing chores or cooking. She also has a bit of a strange humor.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Apparel:</span> Ria has a few outfits for occasions. She dresses in leathers head to toe for smithing/weapon repairing. She also wears her “laundry day” clothing which is just a basic oversized long sleeve shirt with plain fabric pants wearing either foot wraps or no shoes at all. Her most common outfit is a white puffed sleeved peasant blouse with dark brown embroidered leather arm bracers with a light colored leather side button waistcoat, thick leather belt with a dagger holder, a colorful double layered sash skirt and tan baggy fabric pants that are tucked into her shin high leather shoes. With whatever outfit she wears she has a bandana in her pocket, to clean her face off, as well as wears her mother’s necklace and father’s ring. She usually wears her hair either down, pulled back by a bandana, up in a messy bun, or in a messy braid.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Backstory:</span> There are only three things Ria knows about her mother. The first being that her mother was a fey. The second being that her mother had a big heart and was kind to anyone she came across; and the third being that Ria is almost a spitting image of her mother (except for the curly hair; that was all her dad). Ria’s mother passed when she was born so she was raised by her elven father. Her and her father moved to Ballena in hopes of a better future and to leave their past behind them. Her father was a talented master blacksmith that was able to imbue weapons and armor with amazing magical properties. Due to Ria having no mother figure she became the cook of the house at a young age. She fell in love with making food. After learning her father’s trade she applied that to the food she made. She learned how to imbue food with magical properties to assist adventurers and has now become very adept in this skill. Due to the fights in Ballena between the city and the pirates Ria’s father was being pressured to make better and better weapons with stronger and stronger magical properties. Four days after a big battle began Ria’s father was murdered mysteriously after leaving the house one night. Warned by her neighbor that night Ria took any valuable belongings (magical door, mother’s necklace, father’s ring, father’s hammer and a few other items) and fled town. Ria has no clue who her father was helping in first place, and who murdered him. She travels the land helping adventurers (for a price) and has yet to step foot back into Ballena again. Ria’s dream now is to open up a traveling inn and be able to cook and share her space with any whom need it.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">The Story Of Ria:</span> None so far<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Affiliations and Contacts:</span> None so far.<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Skills and Abilities</span></span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Aspect:</span> Forged Road: Interdimensional Inn-Keeper<br />
<br />
Feywild Lodgings - Ria and Silkie are the only two creatures native to Avarka capable of using the orb that grants passage to their little home. However, being a fey creation, it seems to be accessible to other fey... at least some of the time, for some fey, for some reason... One large room on the ground floor of the house seems to be kitted out like an old fashioned saloon, including bar, stools and even a poker table. Currently only has two guest rooms but is currently being expanded upon.<br />
- Faerie Tip Jar - On a counter near the corner of the bar sits a glass jar that seems to flit in and out of existence. A note attached to the jar in an elegant, floral script reads 'Gratuities Accepted'. When a total of 375 Gold has been placed in the Tip Jar a denizen of the fey realm will either make improvements, make a deal, or make themselves welcome.<br />
- Rest Your Head - Sleeping in any of the beds in Ria's inn has a wonderful restorative effect, owing to the use of sheets threaded the from fibres harvested from the fantasmagoric prairies of the feywild. After sleeping at Ria's inn, people find they have the stamina of a nature fey, able to run, jump and climb without any rest for hours and still feel great. Dawn, midday, dusk or midnight all end this effect. <br />
- Play A Game - A pair of dream sprites named Aequum and Libratum have taken up residence in the Inn. Eight inch tall winged creatures, these dream sprites are almost certainly twins. One wearing an outfit or silver the other gold. Playing games with them might cost you a coin or two, but it is an activity that always brings joy, energy and revitalisation. Playing with the twins grants the ability to cast a single additional spell level 3 or lower at some point that day. Effect expires at midnight.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Aspect:</span> True Mage: Regardless of how you came to it, you were trained in the ways of a true mage and earned the right to call yourself such by manipulating the basest force of Avarka. You can learn primal magic, the art of raw force and direct manipulation of magic. Primal magic spells cost 30g per spell level to learn. You automatically learn the Minor Telekinesis and Shield spells. You can learn the highest level spells (8+) of every art. Chose a single non-primal magic art. This art is your "focus". <span style="font-weight: bold;" class="mycode_b">Focus: Vital Arts</span> Whenever you learn a 2nd level or higher spell of your focus art, you can learn any lower level primal spell for free (e.g., if your focus is Fire and you buy a level 3 fire spell you can learn a level 2 primal spell for free)  Once per post, you can cast a 2nd level or lower Primal spell without it counting against your spell per post (For example, you could cast shield and another spell in the same post).<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Spells</span></span> <br />
True Mage- lvl 1- Minor Telekinesis - You can manipulate any unattended object in sight that weighs at most 5lb, or push/pull any target with just enough force to lift 5lb. Capable of fine and precise movements. If the object is later grabbed this spell does not end (if maintained). (Comes with True mage)<br />
True Mage- lvl 1- Shield - Raise your hand, palm out, to generate a barely visible construct of applied force, circular with a 1ft radius, in the air inches from your palm. Acts as a suspended shield, tough as wood (modifier 1). It is frozen in place until you stop maintaining it or recast it elsewhere (is not a summon). (Comes with True Mage)<br />
True Mage: lvl 1- Recognize - Get the gist of how magical a nearby creature is within, the general strength of its spellcasting, and what art(s) it most closely aligned with. By focusing for a lengthy period of time, it may be possible to sense potential and other, more esoteric phenomena. Can be resisted, target feels a bit off.<br />
True Mage: lvl 2- Hone - By contact generate a film of force over a dull object, granting any dull edges sharpness and refining any already sharp edges. <br />
True Mage: lvl 3- Skein - Generate a paper-thin layer of force over your body. It is not strong enough to protect from slashes or blows but does prevent actual physical contact and can prevent burns and the like.<br />
Vital: lvl 1- Divine - Sense the presence of any fey or spirits around you and get a sense of their mood.<br />
Vital: lvl 1- Grow - Rapidly accelerate the growth of a plant or seed by the equivalent of several months.<br />
Vital: lvl 2- Peer - You are able to see and decipher other people's auras, revealing their emotions.<br />
Vital: lvl 3- Weave - Grow from the earth an intertangled mass of leafy vines and other plant life that knit themselves into any sort of simple woven object (A natural-looking mat to hide under, a basket, etc). The object can remain weakly attached to the earth, and lasts about a day if detached.<br />
Vital: lvl 4- Heal - By touch, accelerate a target's healing processes within a body part. Instantly heals bleeding and minor cuts. Will close more serious gashes over the next few posts. Will heal in a day what would normally take weeks. Once cast will keep healing that injury until done without requiring maintaining.<br />
330 G spent <br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Weapons and Armor</span></span><br />
<span style="font-weight: bold;" class="mycode_b">Rough Bow</span> - A faintly magical wooden bow reinforced with Chitin (modifier 3). To celebrate her choosing to follow his path as a master craftsman, Ria's father helped her (or rather she helped him) create this simple bow. Ria is a pretty good shot.<br />
&lt;ui&gt;&lt;li&gt;Unpolished - The Rough Bow was specially designed to be improved at a later date as Ria progressed in her training. Specifically, it can once ever absorb a recently created magical bow in order to gain the ability to instantly switch forms between it's current form and that bow's form. It's toughness in both forms becomes whichever form is more durable. Any runes on the bow effect all forms (each form doesn't get its own modifier slots).&lt;/li&gt; &lt;/ul&gt;<br />
<br />
 <span style="font-weight: bold;" class="mycode_b">The Meek</span> - A steel dagger made as a gift for Ria by her father. (1 Minor)<br />
 &lt;ui&gt;&lt;li&gt;Blood Aversion - Whenever the Meek comes into contact with blood, it will teleport both itself and its wielder to a safe location within 30’. The wielder can control the destination, but they cannot teleport to a spot that is obviously closer to a source of danger* than another spot. If the blood belonged to the dagger’s own wielder the dagger and wielder are not teleported together – the dagger dumps itself as far away from the wielder as it can while staying within the 30’ area of effect. *The dagger errs on the side of ridiculous paranoia when it comes to ‘sources of danger’. <br />
&lt;/li&gt; &lt;li&gt;Sleeping Courage – After teleporting, The Meek will not activate Blood Aversion again for 3 posts. Furthermore, any cuts made by it during this period will be vastly more painful than normal for a few moments.&lt;/li&gt; &lt;/ul&gt;<br />
<br />
<span style="font-weight: bold;" class="mycode_b">A homemade bola</span> - Ria has taught herself how to make bolas for both hunting purposes and to use if she ever got into a fight. She has mastered the use of the bola.<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Other Magical Possessions</span></span><br />
<br />
Magical Door- ( Warning: Lots of reading! For full effect and enjoyment read all or just skim for understanding.  I also made a mockup of the house in Sims 4. Provided photos. Sims 4 mock up is not exact but can give you an idea of layout and placement of most objects. For example... I was not able to place herbs hanging from the ceiling.) <div style="margin:20px; margin-top:5px"><div class="quotetitle"><input class="button2 btnlite" type="button" value = 'House Wall of Text' style="text-align:center;width:215px;margin:0px;padding:0px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';      this.innerText = ''; this.value = 'Hide \'\'House Wall of Text\'\''; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value ='House Wall of Text'; }" /></div><div class="quotecontent"><div style="display: none;">Her father’s finest creation, a smaller than baseball sized orb that projects a portal above it when placed on a surface. The sphere itself emits a high magical signal showing that many strong imbuements have been placed on it, two of which is protection from destruction and chosen wielding, making Ria and Silkie now the only ones is able to pick it up and hold it. The space tends to reflect the emotion of the wielder. Inside the magical door is a set space that has a house located inside it. The house has magical properties imbued in it (most likely from her mother).  The house itself is fireproof, and water seems to draw endlessly while inside the space. The space was originally made for Ria‘s family before she was born but after her mother died the space became just for Ria and her father. It was completely finished when she became old enough to travel from their home town (around 4 years old). It became her home on the go. They traveled the land visiting the cities before finally stopping in Ballena and calling it home. It is full of memories and stories and still contains some old toys and stuff of Ria’s.<br />
You first enter on top of a large symbol on the ground and are greeted to the sight of a two story cottage looking home. Outside of the house is a large garden for growing herbs and some vegetables, a clothes line that Ria also uses as an extra drying rack, a chicken coop, a pond with a bench near it, a fire pit, and the gravestones of her parents. Behind the house is fenced off area that has an unfinished extension added upon it as well as a soon to be extended flower garden. There is also a canopy area that is used to shelter horses and the like as well a large garden. There is a little courtyard that leads from the hallway down to the main inn area that has seating and lots of flowers everywhere.<br />
Inside the house it is worn and homey, the floors are basic and the walls are the same, the house is filled with things new and old, it is always messy somewhere in this house and is packed to the brim with good smells. When you enter there is a small foyer to wipe your shoes and hang your coat; then as you look forward you are greeted to the site of Ria’s pride and joy, her kitchen. Ria’s kitchen is filled to the brim with cooking tools, and hanging from the ceiling anywhere she can find space is a variety of different herbs, spices and fruit all which are in different stages of drying. On the floor is a large painting of some sort of symbol accompanied by other smaller symbols. To the left is a hutch with a small table and chair on top of it to the left. Ria made this table and chair for her Sylph friend Silkie. There is a two person kitchen table next to the hutch. In the corner next to the hutch is a large vase that is always full of water. Off to your right of the kitchen there is a butcher’s table for any fresh kill or piece of meat that ends up her way. On either side of the butcher’s table is two doors, to the left is the main washroom and to the right is Ria’s old room still full with some of her toys and her books. It now serves as a guest room, should she have anyone that needs a place to sleep.. just… mind the mess.. and Silkie. The dollhouse that is still located in the room serves as a home for Silkie.<br />
Off to the left of the foyer is the entryway to the upstairs, and downstairs as well as the living room and entrance to the Inn extension. In the living room there is a fireplace and a sofa, there is also a strange music player, chess table, and a bookshelf full of books collected over the years. The back wall of the living room leads you to the Inn area. Ria has been working very hard to create her dream inn. So far she only has a hallway with a bedroom with a queen sized bed off to the left side, a washroom off to the right, and a large room that serves as the dining room/ lounge area/ saloon area. In the rec room as Ria calls it has a large table that seats 8 with window seating, a couch, bookshelf, poker table and a bar with stools. Located on the corner of the bar is the Fey Tip Jar; Ria puts a few coins each payment towards her dream, and she hopes you do the same.<br />
Downstairs in the original house area you are greeted by three doors, the left door leads into the forge room. This space used to belong to Ria’s father and truly shows that a master craftsman used to use this space. On the floor there is a very large series of intricate black painted symbols that trails around the room and up the walls. Every corner, shelf space and chest space is full with materials of varying qualities as well as partially made weapons, armor and items, most of which is things that her father was working on. There are tools scattered around the room, it seems to be some sort of organized mess. In the middle of the room against the largest wall is a huge forge fire made by Ria’s father himself, and off to the left is the anvil, showing its age and well use. On the other side of the hall downstairs is a “cooler room” used for storing ice and things that need to be kept cold as well as any extra food that cannot fit in the cooler in the kitchen; as well as a storage room for dry items and any tools that a smith may need that should not be stored in the forge. (Tanning rack, any leather scraps, etc.) <br />
Upstairs on the second floor is the master bedroom and master washroom as well as a storage room. Ria never lets people upstairs due to the memories, and the mess… oh dear the mess… Ria hasn’t had the heart to sort through her father’s stuff so she shoved everything to one side of the room to sort through it “later”. Ria remembers her dad having a secret storage room next to his room but has lost the key to get inside. Inside the room unknown to her is items her father had stored away for safekeeping… or for other reasons. Her father put the family’s secrets in this home, unknown to Ria.</div></div></div>
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Other Mundane Possessions</span></span><br />
A Violin: A well-used but well maintained violin that Ria has taught herself to play over the years.<br />
Tambourine: A colorful tambourine Ria likes to play while dancing.<br />
Mother’s necklace: An expensive looking locket that Ria wears at all times. The locket seems to be stuck closed.<br />
Father’s ring: A ring laced with strange symbols in the inside written a language Ria cannot read. Ria placed the ring on her mother’s necklace.<br />
Father’s Hammer: A well-used blacksmith hammer that has sentimental value to Ria.<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Pets</span></span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Silkie</span> - Silkie is a Sylph that acts as Ria’s second set of eyes. Silkie has been around Ria’s family before Ria was born. Apparently Silkie was important to Ria’s mother. She seems to sometimes have a very childlike personality and at other’s very serious. She likes to play pranks on guests and generally be playful. She is also very protective over Ria. (2 Minor)<br />
Spirit Hand - Silkie is intangible, but can channel her presence through the air around her to both talk and temporarily interact with creatures and objects in a manner similar to using touch-range Minor Telekinesis (5lb of force). This does not, by itself, count as a spell.<br />
Invisibility – Silkie is invisible while inside the sphere realm. While outside of the sphere, Silkie appears as a barely perceptible shimmer in the air. This becomes more easily seen the farther she is from Ria and/or the sphere to a maximum of being blatantly obvious upon moving 30' away. This is not how Sylph invisibility normally works, suggesting there is something larger at play here...<br />
Air Heritage - Silkie can learn level 1-3 storm spells, but can only cast one per post and no more than two every five posts.<br />
Guardian - Silkie can sense the presence or absence of magical effects on those she's very familiar with. Furthermore, in place of casting a storm spell, she can suppress any one magical effect directly acting on the body/mind of another. This suppression lasts for a post and doesn't work if the target willingly accepted the effect in the first place.<br />
Traveler’s Tounge - Silkie speaks several contemporary languages, having traveled extensively with Ria's parents.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Gold:</span> 70<br />
<br />
<span style="font-weight: bold;" class="mycode_b"> Minors: </span><br />
1 Minor – The meek (weapon)<br />
2 Minors- Silkie the Sylph<br />
1 Minor - Magical door<br />
2 Minors - Forged road Inn abilities<br />
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<div style="margin:20px; margin-top:5px"><div class="quotetitle"><input class="button2 btnlite" type="button" value = 'House Visuals' style="text-align:center;width:215px;margin:0px;padding:0px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';      this.innerText = ''; this.value = 'Hide \'\'House Visuals\'\''; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value ='House Visuals'; }" /></div><div class="quotecontent"><div style="display: none;">
&lt;a href="https://imgur.com/rlagUn5"&gt;&lt;img src="https://i.imgur.com/rlagUn5.png" title="source: imgur.com" /&gt;&lt;/a&gt;<br />
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&lt;a href="https://imgur.com/F4qb95w"&gt;&lt;img src="https://i.imgur.com/F4qb95w.png" title="source: imgur.com" /&gt;&lt;/a&gt;<br />
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&lt;a href="https://imgur.com/iJ7Sc54"&gt;&lt;img src="https://i.imgur.com/iJ7Sc54.png" title="source: imgur.com" /&gt;&lt;/a&gt;<br />
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			<content:encoded><![CDATA[<span style="font-weight: bold;" class="mycode_b">Avorianna “Ria” Crouxius</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Race:</span> Half-Fey: Felvad/ Elf<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Gender:</span> Female<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Age:</span> Currently around 19ish... so she says<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Height:</span> 4’ 8”<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Weight:</span> Won’t say but is slender<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Strength:</span> Average<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Physical Description/ Personality:</span> Just call her Ria, no need for formalities. Ria is a short, slender, pale skinned half-fey. Her skin seems to shimmer slightly if caught in the right light. She has striking sea green eyes that are slightly larger and rounder than humans and flame red curly hair that reaches down to her knees. Freckles are darted all around her hourglass figure most of them are located on her face; she refers to them as fire kisses. She is almost always seen wearing a smile. Do not cross her though because even though she has a small and seemingly weak figure due to the labor she puts towards her house, being half-fey, smithing and daily chores she has a fit body and good endurance… though… she is still small...  Her pointy ears are 3” longer than a human’s. On her right ear she has multiple piercings and on her left she has a gauge made of bone. She has a large scar located on her left arm, and a small scar on her right cheek. Ria is not in touch with her feminine side very much and dresses like a gypsy, in plain clothing, or in her blacksmithing gear. She dislikes shoes for some reason, so don’t ever wear shoes inside her house. Ria is a bit wild, very energetic and likes to tease people playfully. Since she has no family left she treats her customers and friends like family. She is opinionated and stubborn and is always fair with the price of her work. She knows she does good work and doesn’t want to be ripped off but is always up for trading or bargaining. She is also kind and is in love with food. She likes to read, dance, and play the violin and enjoys when people come to visit. Her face usually always has some sort of soot smear from metal working, dirt from the garden or ingredient of food on it (usually flour or dough). She has a tattoo of a strange symbol near the left side of her collarbone above her chest that sprawls across her shoulder and down to her sternum. Ria has a habit of humming or singing songs while doing chores or cooking. She also has a bit of a strange humor.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Apparel:</span> Ria has a few outfits for occasions. She dresses in leathers head to toe for smithing/weapon repairing. She also wears her “laundry day” clothing which is just a basic oversized long sleeve shirt with plain fabric pants wearing either foot wraps or no shoes at all. Her most common outfit is a white puffed sleeved peasant blouse with dark brown embroidered leather arm bracers with a light colored leather side button waistcoat, thick leather belt with a dagger holder, a colorful double layered sash skirt and tan baggy fabric pants that are tucked into her shin high leather shoes. With whatever outfit she wears she has a bandana in her pocket, to clean her face off, as well as wears her mother’s necklace and father’s ring. She usually wears her hair either down, pulled back by a bandana, up in a messy bun, or in a messy braid.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Backstory:</span> There are only three things Ria knows about her mother. The first being that her mother was a fey. The second being that her mother had a big heart and was kind to anyone she came across; and the third being that Ria is almost a spitting image of her mother (except for the curly hair; that was all her dad). Ria’s mother passed when she was born so she was raised by her elven father. Her and her father moved to Ballena in hopes of a better future and to leave their past behind them. Her father was a talented master blacksmith that was able to imbue weapons and armor with amazing magical properties. Due to Ria having no mother figure she became the cook of the house at a young age. She fell in love with making food. After learning her father’s trade she applied that to the food she made. She learned how to imbue food with magical properties to assist adventurers and has now become very adept in this skill. Due to the fights in Ballena between the city and the pirates Ria’s father was being pressured to make better and better weapons with stronger and stronger magical properties. Four days after a big battle began Ria’s father was murdered mysteriously after leaving the house one night. Warned by her neighbor that night Ria took any valuable belongings (magical door, mother’s necklace, father’s ring, father’s hammer and a few other items) and fled town. Ria has no clue who her father was helping in first place, and who murdered him. She travels the land helping adventurers (for a price) and has yet to step foot back into Ballena again. Ria’s dream now is to open up a traveling inn and be able to cook and share her space with any whom need it.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">The Story Of Ria:</span> None so far<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Affiliations and Contacts:</span> None so far.<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Skills and Abilities</span></span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Aspect:</span> Forged Road: Interdimensional Inn-Keeper<br />
<br />
Feywild Lodgings - Ria and Silkie are the only two creatures native to Avarka capable of using the orb that grants passage to their little home. However, being a fey creation, it seems to be accessible to other fey... at least some of the time, for some fey, for some reason... One large room on the ground floor of the house seems to be kitted out like an old fashioned saloon, including bar, stools and even a poker table. Currently only has two guest rooms but is currently being expanded upon.<br />
- Faerie Tip Jar - On a counter near the corner of the bar sits a glass jar that seems to flit in and out of existence. A note attached to the jar in an elegant, floral script reads 'Gratuities Accepted'. When a total of 375 Gold has been placed in the Tip Jar a denizen of the fey realm will either make improvements, make a deal, or make themselves welcome.<br />
- Rest Your Head - Sleeping in any of the beds in Ria's inn has a wonderful restorative effect, owing to the use of sheets threaded the from fibres harvested from the fantasmagoric prairies of the feywild. After sleeping at Ria's inn, people find they have the stamina of a nature fey, able to run, jump and climb without any rest for hours and still feel great. Dawn, midday, dusk or midnight all end this effect. <br />
- Play A Game - A pair of dream sprites named Aequum and Libratum have taken up residence in the Inn. Eight inch tall winged creatures, these dream sprites are almost certainly twins. One wearing an outfit or silver the other gold. Playing games with them might cost you a coin or two, but it is an activity that always brings joy, energy and revitalisation. Playing with the twins grants the ability to cast a single additional spell level 3 or lower at some point that day. Effect expires at midnight.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Aspect:</span> True Mage: Regardless of how you came to it, you were trained in the ways of a true mage and earned the right to call yourself such by manipulating the basest force of Avarka. You can learn primal magic, the art of raw force and direct manipulation of magic. Primal magic spells cost 30g per spell level to learn. You automatically learn the Minor Telekinesis and Shield spells. You can learn the highest level spells (8+) of every art. Chose a single non-primal magic art. This art is your "focus". <span style="font-weight: bold;" class="mycode_b">Focus: Vital Arts</span> Whenever you learn a 2nd level or higher spell of your focus art, you can learn any lower level primal spell for free (e.g., if your focus is Fire and you buy a level 3 fire spell you can learn a level 2 primal spell for free)  Once per post, you can cast a 2nd level or lower Primal spell without it counting against your spell per post (For example, you could cast shield and another spell in the same post).<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Spells</span></span> <br />
True Mage- lvl 1- Minor Telekinesis - You can manipulate any unattended object in sight that weighs at most 5lb, or push/pull any target with just enough force to lift 5lb. Capable of fine and precise movements. If the object is later grabbed this spell does not end (if maintained). (Comes with True mage)<br />
True Mage- lvl 1- Shield - Raise your hand, palm out, to generate a barely visible construct of applied force, circular with a 1ft radius, in the air inches from your palm. Acts as a suspended shield, tough as wood (modifier 1). It is frozen in place until you stop maintaining it or recast it elsewhere (is not a summon). (Comes with True Mage)<br />
True Mage: lvl 1- Recognize - Get the gist of how magical a nearby creature is within, the general strength of its spellcasting, and what art(s) it most closely aligned with. By focusing for a lengthy period of time, it may be possible to sense potential and other, more esoteric phenomena. Can be resisted, target feels a bit off.<br />
True Mage: lvl 2- Hone - By contact generate a film of force over a dull object, granting any dull edges sharpness and refining any already sharp edges. <br />
True Mage: lvl 3- Skein - Generate a paper-thin layer of force over your body. It is not strong enough to protect from slashes or blows but does prevent actual physical contact and can prevent burns and the like.<br />
Vital: lvl 1- Divine - Sense the presence of any fey or spirits around you and get a sense of their mood.<br />
Vital: lvl 1- Grow - Rapidly accelerate the growth of a plant or seed by the equivalent of several months.<br />
Vital: lvl 2- Peer - You are able to see and decipher other people's auras, revealing their emotions.<br />
Vital: lvl 3- Weave - Grow from the earth an intertangled mass of leafy vines and other plant life that knit themselves into any sort of simple woven object (A natural-looking mat to hide under, a basket, etc). The object can remain weakly attached to the earth, and lasts about a day if detached.<br />
Vital: lvl 4- Heal - By touch, accelerate a target's healing processes within a body part. Instantly heals bleeding and minor cuts. Will close more serious gashes over the next few posts. Will heal in a day what would normally take weeks. Once cast will keep healing that injury until done without requiring maintaining.<br />
330 G spent <br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Weapons and Armor</span></span><br />
<span style="font-weight: bold;" class="mycode_b">Rough Bow</span> - A faintly magical wooden bow reinforced with Chitin (modifier 3). To celebrate her choosing to follow his path as a master craftsman, Ria's father helped her (or rather she helped him) create this simple bow. Ria is a pretty good shot.<br />
&lt;ui&gt;&lt;li&gt;Unpolished - The Rough Bow was specially designed to be improved at a later date as Ria progressed in her training. Specifically, it can once ever absorb a recently created magical bow in order to gain the ability to instantly switch forms between it's current form and that bow's form. It's toughness in both forms becomes whichever form is more durable. Any runes on the bow effect all forms (each form doesn't get its own modifier slots).&lt;/li&gt; &lt;/ul&gt;<br />
<br />
 <span style="font-weight: bold;" class="mycode_b">The Meek</span> - A steel dagger made as a gift for Ria by her father. (1 Minor)<br />
 &lt;ui&gt;&lt;li&gt;Blood Aversion - Whenever the Meek comes into contact with blood, it will teleport both itself and its wielder to a safe location within 30’. The wielder can control the destination, but they cannot teleport to a spot that is obviously closer to a source of danger* than another spot. If the blood belonged to the dagger’s own wielder the dagger and wielder are not teleported together – the dagger dumps itself as far away from the wielder as it can while staying within the 30’ area of effect. *The dagger errs on the side of ridiculous paranoia when it comes to ‘sources of danger’. <br />
&lt;/li&gt; &lt;li&gt;Sleeping Courage – After teleporting, The Meek will not activate Blood Aversion again for 3 posts. Furthermore, any cuts made by it during this period will be vastly more painful than normal for a few moments.&lt;/li&gt; &lt;/ul&gt;<br />
<br />
<span style="font-weight: bold;" class="mycode_b">A homemade bola</span> - Ria has taught herself how to make bolas for both hunting purposes and to use if she ever got into a fight. She has mastered the use of the bola.<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Other Magical Possessions</span></span><br />
<br />
Magical Door- ( Warning: Lots of reading! For full effect and enjoyment read all or just skim for understanding.  I also made a mockup of the house in Sims 4. Provided photos. Sims 4 mock up is not exact but can give you an idea of layout and placement of most objects. For example... I was not able to place herbs hanging from the ceiling.) <div style="margin:20px; margin-top:5px"><div class="quotetitle"><input class="button2 btnlite" type="button" value = 'House Wall of Text' style="text-align:center;width:215px;margin:0px;padding:0px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';      this.innerText = ''; this.value = 'Hide \'\'House Wall of Text\'\''; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value ='House Wall of Text'; }" /></div><div class="quotecontent"><div style="display: none;">Her father’s finest creation, a smaller than baseball sized orb that projects a portal above it when placed on a surface. The sphere itself emits a high magical signal showing that many strong imbuements have been placed on it, two of which is protection from destruction and chosen wielding, making Ria and Silkie now the only ones is able to pick it up and hold it. The space tends to reflect the emotion of the wielder. Inside the magical door is a set space that has a house located inside it. The house has magical properties imbued in it (most likely from her mother).  The house itself is fireproof, and water seems to draw endlessly while inside the space. The space was originally made for Ria‘s family before she was born but after her mother died the space became just for Ria and her father. It was completely finished when she became old enough to travel from their home town (around 4 years old). It became her home on the go. They traveled the land visiting the cities before finally stopping in Ballena and calling it home. It is full of memories and stories and still contains some old toys and stuff of Ria’s.<br />
You first enter on top of a large symbol on the ground and are greeted to the sight of a two story cottage looking home. Outside of the house is a large garden for growing herbs and some vegetables, a clothes line that Ria also uses as an extra drying rack, a chicken coop, a pond with a bench near it, a fire pit, and the gravestones of her parents. Behind the house is fenced off area that has an unfinished extension added upon it as well as a soon to be extended flower garden. There is also a canopy area that is used to shelter horses and the like as well a large garden. There is a little courtyard that leads from the hallway down to the main inn area that has seating and lots of flowers everywhere.<br />
Inside the house it is worn and homey, the floors are basic and the walls are the same, the house is filled with things new and old, it is always messy somewhere in this house and is packed to the brim with good smells. When you enter there is a small foyer to wipe your shoes and hang your coat; then as you look forward you are greeted to the site of Ria’s pride and joy, her kitchen. Ria’s kitchen is filled to the brim with cooking tools, and hanging from the ceiling anywhere she can find space is a variety of different herbs, spices and fruit all which are in different stages of drying. On the floor is a large painting of some sort of symbol accompanied by other smaller symbols. To the left is a hutch with a small table and chair on top of it to the left. Ria made this table and chair for her Sylph friend Silkie. There is a two person kitchen table next to the hutch. In the corner next to the hutch is a large vase that is always full of water. Off to your right of the kitchen there is a butcher’s table for any fresh kill or piece of meat that ends up her way. On either side of the butcher’s table is two doors, to the left is the main washroom and to the right is Ria’s old room still full with some of her toys and her books. It now serves as a guest room, should she have anyone that needs a place to sleep.. just… mind the mess.. and Silkie. The dollhouse that is still located in the room serves as a home for Silkie.<br />
Off to the left of the foyer is the entryway to the upstairs, and downstairs as well as the living room and entrance to the Inn extension. In the living room there is a fireplace and a sofa, there is also a strange music player, chess table, and a bookshelf full of books collected over the years. The back wall of the living room leads you to the Inn area. Ria has been working very hard to create her dream inn. So far she only has a hallway with a bedroom with a queen sized bed off to the left side, a washroom off to the right, and a large room that serves as the dining room/ lounge area/ saloon area. In the rec room as Ria calls it has a large table that seats 8 with window seating, a couch, bookshelf, poker table and a bar with stools. Located on the corner of the bar is the Fey Tip Jar; Ria puts a few coins each payment towards her dream, and she hopes you do the same.<br />
Downstairs in the original house area you are greeted by three doors, the left door leads into the forge room. This space used to belong to Ria’s father and truly shows that a master craftsman used to use this space. On the floor there is a very large series of intricate black painted symbols that trails around the room and up the walls. Every corner, shelf space and chest space is full with materials of varying qualities as well as partially made weapons, armor and items, most of which is things that her father was working on. There are tools scattered around the room, it seems to be some sort of organized mess. In the middle of the room against the largest wall is a huge forge fire made by Ria’s father himself, and off to the left is the anvil, showing its age and well use. On the other side of the hall downstairs is a “cooler room” used for storing ice and things that need to be kept cold as well as any extra food that cannot fit in the cooler in the kitchen; as well as a storage room for dry items and any tools that a smith may need that should not be stored in the forge. (Tanning rack, any leather scraps, etc.) <br />
Upstairs on the second floor is the master bedroom and master washroom as well as a storage room. Ria never lets people upstairs due to the memories, and the mess… oh dear the mess… Ria hasn’t had the heart to sort through her father’s stuff so she shoved everything to one side of the room to sort through it “later”. Ria remembers her dad having a secret storage room next to his room but has lost the key to get inside. Inside the room unknown to her is items her father had stored away for safekeeping… or for other reasons. Her father put the family’s secrets in this home, unknown to Ria.</div></div></div>
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Other Mundane Possessions</span></span><br />
A Violin: A well-used but well maintained violin that Ria has taught herself to play over the years.<br />
Tambourine: A colorful tambourine Ria likes to play while dancing.<br />
Mother’s necklace: An expensive looking locket that Ria wears at all times. The locket seems to be stuck closed.<br />
Father’s ring: A ring laced with strange symbols in the inside written a language Ria cannot read. Ria placed the ring on her mother’s necklace.<br />
Father’s Hammer: A well-used blacksmith hammer that has sentimental value to Ria.<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Pets</span></span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Silkie</span> - Silkie is a Sylph that acts as Ria’s second set of eyes. Silkie has been around Ria’s family before Ria was born. Apparently Silkie was important to Ria’s mother. She seems to sometimes have a very childlike personality and at other’s very serious. She likes to play pranks on guests and generally be playful. She is also very protective over Ria. (2 Minor)<br />
Spirit Hand - Silkie is intangible, but can channel her presence through the air around her to both talk and temporarily interact with creatures and objects in a manner similar to using touch-range Minor Telekinesis (5lb of force). This does not, by itself, count as a spell.<br />
Invisibility – Silkie is invisible while inside the sphere realm. While outside of the sphere, Silkie appears as a barely perceptible shimmer in the air. This becomes more easily seen the farther she is from Ria and/or the sphere to a maximum of being blatantly obvious upon moving 30' away. This is not how Sylph invisibility normally works, suggesting there is something larger at play here...<br />
Air Heritage - Silkie can learn level 1-3 storm spells, but can only cast one per post and no more than two every five posts.<br />
Guardian - Silkie can sense the presence or absence of magical effects on those she's very familiar with. Furthermore, in place of casting a storm spell, she can suppress any one magical effect directly acting on the body/mind of another. This suppression lasts for a post and doesn't work if the target willingly accepted the effect in the first place.<br />
Traveler’s Tounge - Silkie speaks several contemporary languages, having traveled extensively with Ria's parents.<br />
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<span style="font-weight: bold;" class="mycode_b">Gold:</span> 70<br />
<br />
<span style="font-weight: bold;" class="mycode_b"> Minors: </span><br />
1 Minor – The meek (weapon)<br />
2 Minors- Silkie the Sylph<br />
1 Minor - Magical door<br />
2 Minors - Forged road Inn abilities<br />
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&lt;a href="https://imgur.com/3SbtMbK"&gt;&lt;img src="https://i.imgur.com/3SbtMbK.png" title="source: imgur.com" /&gt;&lt;/a&gt;<br />
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&lt;a href="https://imgur.com/kyGKsnl"&gt;&lt;img src="https://i.imgur.com/kyGKsnl.png" title="source: imgur.com" /&gt;&lt;/a&gt;<br />
<br />
&lt;a href="https://imgur.com/Ck1kJmo"&gt;&lt;img src="https://i.imgur.com/Ck1kJmo.png" title="source: imgur.com" /&gt;&lt;/a&gt;<br />
<br />
&lt;a href="https://imgur.com/UigRSYI"&gt;&lt;img src="https://i.imgur.com/UigRSYI.png" title="source: imgur.com" /&gt;&lt;/a&gt;<br />
<br />
&lt;a href="https://imgur.com/hirF5n6"&gt;&lt;img src="https://i.imgur.com/hirF5n6.png" title="source: imgur.com" /&gt;&lt;/a&gt;<br />
<br />
&lt;a href="https://imgur.com/m9hdeKL"&gt;&lt;img src="https://i.imgur.com/m9hdeKL.png" title="source: imgur.com" /&gt;&lt;/a&gt;<br />
<br />
&lt;a href="https://imgur.com/7UrV9dq"&gt;&lt;img src="https://i.imgur.com/7UrV9dq.png" title="source: imgur.com" /&gt;&lt;/a&gt;<br />
<br />
&lt;a href="https://imgur.com/iIlNuy7"&gt;&lt;img src="https://i.imgur.com/iIlNuy7.png" title="source: imgur.com" /&gt;&lt;/a&gt;<br />
<br />
&lt;a href="https://imgur.com/rgzsF4H"&gt;&lt;img src="https://i.imgur.com/rgzsF4H.png" title="source: imgur.com" /&gt;&lt;/a&gt;<br />
<br />
&lt;a href="https://imgur.com/dPW5vWF"&gt;&lt;img src="https://i.imgur.com/dPW5vWF.png" title="source: imgur.com" /&gt;&lt;/a&gt;<br />
<br />
&lt;a href="https://imgur.com/ZTkTkU3"&gt;&lt;img src="https://i.imgur.com/ZTkTkU3.png" title="source: imgur.com" /&gt;&lt;/a&gt;<br />
<br />
&lt;a href="https://imgur.com/YWofUoi"&gt;&lt;img src="https://i.imgur.com/YWofUoi.png" title="source: imgur.com" /&gt;&lt;/a&gt;<br />
<br />
&lt;a href="https://imgur.com/90VDBao"&gt;&lt;img src="https://i.imgur.com/90VDBao.png" title="source: imgur.com" /&gt;&lt;/a&gt;<br />
<br />
&lt;a href="https://imgur.com/YaPSjaq"&gt;&lt;img src="https://i.imgur.com/YaPSjaq.png" title="source: imgur.com" /&gt;&lt;/a&gt;<br />
<br />
&lt;a href="https://imgur.com/2c77znj"&gt;&lt;img src="https://i.imgur.com/2c77znj.png" title="source: imgur.com" /&gt;&lt;/a&gt;<br />
<br />
&lt;a href="https://imgur.com/ykFyor6"&gt;&lt;img src="https://i.imgur.com/ykFyor6.png" title="source: imgur.com" /&gt;&lt;/a&gt;<br />
<br />
&lt;a href="https://imgur.com/USj0Pu5"&gt;&lt;img src="https://i.imgur.com/USj0Pu5.png" title="source: imgur.com" /&gt;&lt;/a&gt;<br />
<br />
&lt;a href="https://imgur.com/DxIjksk"&gt;&lt;img src="https://i.imgur.com/DxIjksk.png" title="source: imgur.com" /&gt;&lt;/a&gt;<br />
<br />
&lt;a href="https://imgur.com/eGJZejC"&gt;&lt;img src="https://i.imgur.com/eGJZejC.png" title="source: imgur.com" /&gt;&lt;/a&gt;<br />
<br />
</div></div></div>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Fen]]></title>
			<link>https://aurorasky.udocoded.com/showthread.php?tid=195</link>
			<pubDate>Thu, 07 Jun 2018 16:57:34 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://aurorasky.udocoded.com/member.php?action=profile&uid=81">Fen</a>]]></dc:creator>
			<guid isPermaLink="false">https://aurorasky.udocoded.com/showthread.php?tid=195</guid>
			<description><![CDATA[<span style="font-weight: bold;" class="mycode_b">Fen(tus Venticious III)</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Race:</span> Human<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Gender:</span> Male<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Age:</span> 32<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Height:</span>5'10"<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Weight:</span> Around 180 lbs<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Strength:</span> Strong<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Physical Description:</span> Fen is 5'10" and covered in lean muscle.  His thick curly black hair is cropped to a medium length and constantly looks slightly messy. Fen has an easy air about him and a laid-back smile generally adorns the corners of his full lips. There is often a faint smell of alcohol hanging loosely around Fen.<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Apparel:</span> His worn leather armors are clearly made to accentuate function over form. Brown leather breeches are topped with a shirt that was probably white at some point but has since settled into a light shade of grey. The shirt is covered by a lightly padded leather vest that offers at least some meager protection. A steel sword hangs comfortably off his left hip.<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Backstory:</span> Fen was born into a very wealthy family in Ballena.  His family was heavily invested in the workings of the government when the crime families had their big fall from grace.  His father always had high expectations of his only son but Fen was enamored with the nightlife that was famously seedy in the capitol. No matter how many times he tried to reform his ways, Fen always found himself in some sort of trouble either with the authorities or with other criminals. Eventually Fen's father disowned him and kicked him out of the family home telling him not to come back until he decided to finally grow up.<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b">The Story Of Fen:</span> Nothing yet!<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Affiliations and Contacts:</span> He's definitely going to have contacts that will go here<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Tricks of the Trade(Skills and abilities)</span></span><br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Forged Road: Dirty Rotten Scoundrel</span>  - Fen has tried to play nice but he can't ignore the pull of his soul. He's drawn to the life of a rogue, gambler and gentleman thief. <br />
<br />
<span style="text-decoration: underline;" class="mycode_u">Sharpest Silver</span> -  Fen has a way with words, he's talked himself out of more bad situations than most people have even been in. He's well-versed at moving his hands and mouth at the same time, and by using a spell per post he can further mentally nudge those listening to him to keep their attention on his face rather than his fingers. Unlikely to be resisted by individuals that don't feel like they're in danger, but easily resisted by those that do<br />
<br />
<span style="text-decoration: underline;" class="mycode_u">The Old Fashioned Way</span> - Fen has an eye for things that need opening.  As long as Fen has some sort of bashing implement (like the hilt of a sword) he can identify the weak points in anything designed to be opened allowing them to be broken open without breaking what's inside. This skill works on doors but will fail against anything magically sealed.<br />
<br />
<span style="text-decoration: underline;" class="mycode_u">Street Rat</span> - Fen has a natural air about him and he feels at home in the seedy city streets.  In any city like area Fen can blend in and become extremely difficult to notice. This ability is non-magical Fen just seems to belong in these environments and takes advantage of it.(Cannot be used during combat but can be used to aid with fleeing.) [minor]<br />
<br />
<span style="text-decoration: underline;" class="mycode_u">Bar Game Bigshot</span> - Fen has spent a LOT of time in taverns. As a result of countless hours of practice throwing bar knives he is able to expertly throw any weapon that's not grossly unbalanced. [minor]<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Warrior Prodigy: Drunken Fist</span> - Two of Fen's favorite things are talking and drinking. As it turns out when these two things are combined more often than not it results in another of his favorite things... Fighting. <br />
<br />
<span style="text-decoration: underline;" class="mycode_u">Alley Cat</span> - Fen has always been a scrapper and he's learned to trust his instincts and capabilities. Fen understands the basics of how to use any weapon he sees, he usually can tell when someone is going to attack and he's stronger than the average adventurer.<br />
<br />
<span style="text-decoration: underline;" class="mycode_u">The Quick or the Dead</span> - Fen is used to every deal going sideways, as a result he's learned to be ready to draw his weapons at a moments notice and attack in a single fluid motion. [minor]<br />
<br />
<span style="color: blue;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">Water - Drunken Style -</span> The art of fighting through mimicry of inebriation, using feigned(<span style="font-style: italic;" class="mycode_i">Yeah... feigned...Totally</span>) unbalance and extremely fluid movements to fool, disorient, and surprise your opponents.<br />
<span style="font-weight: bold;" class="mycode_b">Lvl 0 -</span> Fighting as though drunk is not for those who have not even mastered regular motions -novices of drunken fist master basic acrobatics (superb balance, simple maneuvers, etc). You are no exception, and thus possess the equivalent of basic acrobatics training.<br />
<div style="margin:20px; margin-top:5px"><div class="quotetitle"><input class="button2 btnlite" type="button" value="View Spoiler" style="text-align:center;width:115px;margin:0px;padding:0px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';      this.innerText = ''; this.value = 'Hide Spoiler'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'View Spoiler'; }" /></div><div class="quotecontent"><div style="display: none;"><span style="font-weight: bold;" class="mycode_b">Lvl 1 -</span> Though practice you greatly enhance your balance, allowing you to more easily maintain it even when you appear to be on the verge of teetering over.<br />
<span style="font-weight: bold;" class="mycode_b">Lvl 2 -</span> If you do fall, you can either immediately go into a roll to your feet or land in a precisely aim where and how you land.<br />
<span style="font-weight: bold;" class="mycode_b">Lvl 3 -</span> You further refine your motions, granting yourself the benefits of mastering advanced acrobatics training AND the Unhinge warrior's technique.<br />
<span style="font-weight: bold;" class="mycode_b">Lvl 4 -</span> Your knowledge of bizarre stances deepens; you can accurately attack from all manner of odd positions, even against foes that are behind you.<br />
<span style="font-weight: bold;" class="mycode_b">Lvl 5 -</span> Your arms and legs become interchangeable for all acts of violence and locomotion. This allows you to walk on your hands, deliver fantastically dexterous kicks, etc. To a lesser extent every part of your body can be similarly substituted for others.<br />
<span style="font-weight: bold;" class="mycode_b">Lvl 6 -</span> You can seamlessly switch from one style/position to another, expertly chaining rolls, kicks, etc. <br />
<span style="font-weight: bold;" class="mycode_b">Lvl 7 -</span> While in close combat with an opponent, you can latch onto a limb or joint and then seem to pass out, dropping to the floor like a dead weight and throwing your foe with great strength in a random direction.<br />
<span style="font-weight: bold;" class="mycode_b">Lvl 8 -</span> You become so pliant and flexible that blunt attacks against you are reduced in their effective strength by two levels.<br />
<span style="font-weight: bold;" class="mycode_b">Lvl 9 -</span> Your motions defy understanding, confounding those who otherwise excel at predicting attacks and allowing you to easily hide your true skill and/or violent intentions. <br />
<span style="font-weight: bold;" class="mycode_b">Lvl 10 -</span> You develop a custom, staff approved technique that represents your personal take on this style.</div></div></div></span><br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Spells</span></span><br />
Fen has never been one for magic. Maybe he'll pick up a few tricks here and there eventually but for now he'd prefer to rely on the corporeal.<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Weapons and Armor</span></span><br />
<span style="text-decoration: underline;" class="mycode_u">Rune Cut Steel Sword</span> - A simple steel sword of average length. A Beast rune is etched into the blade at its base. Fen doesn't remember the poor sod who he won the sword off of but it must have been the only thing he won because he woke up with an empty coin purse after that bender.<br />
<br />
<span style="text-decoration: underline;" class="mycode_u"> Worn leathers</span> - Simple leather pants and a padded leather vest offer some meager protection against attack.<br />
<br />
<span style="text-decoration: underline;" class="mycode_u">Iron Dagger</span> - A wickedly curved iron dagger that is sheathed at the small of Fens back horizontally. The blade is well balanced for throwing if need be.<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Other Magical Possessions</span></span><br />
<span style="text-decoration: underline;" class="mycode_u">Silver Lining</span> - Silver runes line the breast pocket of Fens vest. When he wills it the pocket connects to a void realm which can be used to store anything that is nonliving. [minor]<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Other Mundane Possessions</span></span><br />
<span style="text-decoration: underline;" class="mycode_u">Flask</span> - An ornate flask <br />
<span style="text-decoration: underline;" class="mycode_u">Deck of Cards</span> - A dusty old deck of cards. Looks normal to the untrained eye but the worn creases are well known to Fen.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Gold:</span> 0]]></description>
			<content:encoded><![CDATA[<span style="font-weight: bold;" class="mycode_b">Fen(tus Venticious III)</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Race:</span> Human<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Gender:</span> Male<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Age:</span> 32<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Height:</span>5'10"<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Weight:</span> Around 180 lbs<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Strength:</span> Strong<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Physical Description:</span> Fen is 5'10" and covered in lean muscle.  His thick curly black hair is cropped to a medium length and constantly looks slightly messy. Fen has an easy air about him and a laid-back smile generally adorns the corners of his full lips. There is often a faint smell of alcohol hanging loosely around Fen.<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Apparel:</span> His worn leather armors are clearly made to accentuate function over form. Brown leather breeches are topped with a shirt that was probably white at some point but has since settled into a light shade of grey. The shirt is covered by a lightly padded leather vest that offers at least some meager protection. A steel sword hangs comfortably off his left hip.<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Backstory:</span> Fen was born into a very wealthy family in Ballena.  His family was heavily invested in the workings of the government when the crime families had their big fall from grace.  His father always had high expectations of his only son but Fen was enamored with the nightlife that was famously seedy in the capitol. No matter how many times he tried to reform his ways, Fen always found himself in some sort of trouble either with the authorities or with other criminals. Eventually Fen's father disowned him and kicked him out of the family home telling him not to come back until he decided to finally grow up.<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b">The Story Of Fen:</span> Nothing yet!<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Affiliations and Contacts:</span> He's definitely going to have contacts that will go here<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Tricks of the Trade(Skills and abilities)</span></span><br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Forged Road: Dirty Rotten Scoundrel</span>  - Fen has tried to play nice but he can't ignore the pull of his soul. He's drawn to the life of a rogue, gambler and gentleman thief. <br />
<br />
<span style="text-decoration: underline;" class="mycode_u">Sharpest Silver</span> -  Fen has a way with words, he's talked himself out of more bad situations than most people have even been in. He's well-versed at moving his hands and mouth at the same time, and by using a spell per post he can further mentally nudge those listening to him to keep their attention on his face rather than his fingers. Unlikely to be resisted by individuals that don't feel like they're in danger, but easily resisted by those that do<br />
<br />
<span style="text-decoration: underline;" class="mycode_u">The Old Fashioned Way</span> - Fen has an eye for things that need opening.  As long as Fen has some sort of bashing implement (like the hilt of a sword) he can identify the weak points in anything designed to be opened allowing them to be broken open without breaking what's inside. This skill works on doors but will fail against anything magically sealed.<br />
<br />
<span style="text-decoration: underline;" class="mycode_u">Street Rat</span> - Fen has a natural air about him and he feels at home in the seedy city streets.  In any city like area Fen can blend in and become extremely difficult to notice. This ability is non-magical Fen just seems to belong in these environments and takes advantage of it.(Cannot be used during combat but can be used to aid with fleeing.) [minor]<br />
<br />
<span style="text-decoration: underline;" class="mycode_u">Bar Game Bigshot</span> - Fen has spent a LOT of time in taverns. As a result of countless hours of practice throwing bar knives he is able to expertly throw any weapon that's not grossly unbalanced. [minor]<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Warrior Prodigy: Drunken Fist</span> - Two of Fen's favorite things are talking and drinking. As it turns out when these two things are combined more often than not it results in another of his favorite things... Fighting. <br />
<br />
<span style="text-decoration: underline;" class="mycode_u">Alley Cat</span> - Fen has always been a scrapper and he's learned to trust his instincts and capabilities. Fen understands the basics of how to use any weapon he sees, he usually can tell when someone is going to attack and he's stronger than the average adventurer.<br />
<br />
<span style="text-decoration: underline;" class="mycode_u">The Quick or the Dead</span> - Fen is used to every deal going sideways, as a result he's learned to be ready to draw his weapons at a moments notice and attack in a single fluid motion. [minor]<br />
<br />
<span style="color: blue;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">Water - Drunken Style -</span> The art of fighting through mimicry of inebriation, using feigned(<span style="font-style: italic;" class="mycode_i">Yeah... feigned...Totally</span>) unbalance and extremely fluid movements to fool, disorient, and surprise your opponents.<br />
<span style="font-weight: bold;" class="mycode_b">Lvl 0 -</span> Fighting as though drunk is not for those who have not even mastered regular motions -novices of drunken fist master basic acrobatics (superb balance, simple maneuvers, etc). You are no exception, and thus possess the equivalent of basic acrobatics training.<br />
<div style="margin:20px; margin-top:5px"><div class="quotetitle"><input class="button2 btnlite" type="button" value="View Spoiler" style="text-align:center;width:115px;margin:0px;padding:0px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';      this.innerText = ''; this.value = 'Hide Spoiler'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'View Spoiler'; }" /></div><div class="quotecontent"><div style="display: none;"><span style="font-weight: bold;" class="mycode_b">Lvl 1 -</span> Though practice you greatly enhance your balance, allowing you to more easily maintain it even when you appear to be on the verge of teetering over.<br />
<span style="font-weight: bold;" class="mycode_b">Lvl 2 -</span> If you do fall, you can either immediately go into a roll to your feet or land in a precisely aim where and how you land.<br />
<span style="font-weight: bold;" class="mycode_b">Lvl 3 -</span> You further refine your motions, granting yourself the benefits of mastering advanced acrobatics training AND the Unhinge warrior's technique.<br />
<span style="font-weight: bold;" class="mycode_b">Lvl 4 -</span> Your knowledge of bizarre stances deepens; you can accurately attack from all manner of odd positions, even against foes that are behind you.<br />
<span style="font-weight: bold;" class="mycode_b">Lvl 5 -</span> Your arms and legs become interchangeable for all acts of violence and locomotion. This allows you to walk on your hands, deliver fantastically dexterous kicks, etc. To a lesser extent every part of your body can be similarly substituted for others.<br />
<span style="font-weight: bold;" class="mycode_b">Lvl 6 -</span> You can seamlessly switch from one style/position to another, expertly chaining rolls, kicks, etc. <br />
<span style="font-weight: bold;" class="mycode_b">Lvl 7 -</span> While in close combat with an opponent, you can latch onto a limb or joint and then seem to pass out, dropping to the floor like a dead weight and throwing your foe with great strength in a random direction.<br />
<span style="font-weight: bold;" class="mycode_b">Lvl 8 -</span> You become so pliant and flexible that blunt attacks against you are reduced in their effective strength by two levels.<br />
<span style="font-weight: bold;" class="mycode_b">Lvl 9 -</span> Your motions defy understanding, confounding those who otherwise excel at predicting attacks and allowing you to easily hide your true skill and/or violent intentions. <br />
<span style="font-weight: bold;" class="mycode_b">Lvl 10 -</span> You develop a custom, staff approved technique that represents your personal take on this style.</div></div></div></span><br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Spells</span></span><br />
Fen has never been one for magic. Maybe he'll pick up a few tricks here and there eventually but for now he'd prefer to rely on the corporeal.<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Weapons and Armor</span></span><br />
<span style="text-decoration: underline;" class="mycode_u">Rune Cut Steel Sword</span> - A simple steel sword of average length. A Beast rune is etched into the blade at its base. Fen doesn't remember the poor sod who he won the sword off of but it must have been the only thing he won because he woke up with an empty coin purse after that bender.<br />
<br />
<span style="text-decoration: underline;" class="mycode_u"> Worn leathers</span> - Simple leather pants and a padded leather vest offer some meager protection against attack.<br />
<br />
<span style="text-decoration: underline;" class="mycode_u">Iron Dagger</span> - A wickedly curved iron dagger that is sheathed at the small of Fens back horizontally. The blade is well balanced for throwing if need be.<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Other Magical Possessions</span></span><br />
<span style="text-decoration: underline;" class="mycode_u">Silver Lining</span> - Silver runes line the breast pocket of Fens vest. When he wills it the pocket connects to a void realm which can be used to store anything that is nonliving. [minor]<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Other Mundane Possessions</span></span><br />
<span style="text-decoration: underline;" class="mycode_u">Flask</span> - An ornate flask <br />
<span style="text-decoration: underline;" class="mycode_u">Deck of Cards</span> - A dusty old deck of cards. Looks normal to the untrained eye but the worn creases are well known to Fen.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Gold:</span> 0]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Ian]]></title>
			<link>https://aurorasky.udocoded.com/showthread.php?tid=194</link>
			<pubDate>Thu, 07 Jun 2018 02:14:25 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://aurorasky.udocoded.com/member.php?action=profile&uid=23">Koji</a>]]></dc:creator>
			<guid isPermaLink="false">https://aurorasky.udocoded.com/showthread.php?tid=194</guid>
			<description><![CDATA[<span style="font-weight: bold;" class="mycode_b">Ian Nolan</span> <br />
<span style="font-weight: bold;" class="mycode_b">Race:</span> Human<br />
<span style="font-weight: bold;" class="mycode_b">Gender:</span> male<br />
<span style="font-weight: bold;" class="mycode_b">Age:</span> appears to be in his twenties<br />
<span style="font-weight: bold;" class="mycode_b">Height:</span> 6'0''<br />
<span style="font-weight: bold;" class="mycode_b">Weight:</span> Average - Lean<br />
<span style="font-weight: bold;" class="mycode_b">Strength:</span> ?<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Physical Description:</span> A little over average height for a human male (at six feet), he has a well-kept, short mustache, trimmed beard, and goatee. His brown hair is short, and his blue eyes seem to contrast with his dark features. He has a metal leg, but that's hidden well enough by his clothes. Confidence, borderline arrogance, is etched into expression and posture quite often.<br />
<span style="font-weight: bold;" class="mycode_b">Apparel:</span><br />
<span style="font-weight: bold;" class="mycode_b">Backstory:</span> <br />
<br />
<span style="font-weight: bold;" class="mycode_b">The Story Of Ian:</span> WIP<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Affiliations and Contacts:</span> <br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Skills and Abilities</span></span> <br />
<br />
<span style="font-weight: bold;" class="mycode_b">Aspect:</span> <br />
<br />
<span style="text-decoration: underline;" class="mycode_u">Earth Bound:</span><br />
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.<br />
<br />
Your natural talent has the following benefits:<br />
<br />
    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.<br />
    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 &gt; 2).<br />
    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'.<br />
    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.<br />
    You can learn the highest level spells (8+) of the earth art.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Leveled Talent:</span> <br />
<br />
(Pet rock)<br />
Homonculi - You posses a powerful connection with the metals in the earth that has shaped a part of it into a life-long companion of metal.<br />
<br />
Lvl 0. Upon arriving in Avarka, a piece of foreign metal that Ian was carrying began to absorb the magic around them (no more than 1 cubic feet in volume, modifier 2). If destroyed, he can feel the essence essence of your Homonculi flow into a new vessel after about a day, hardening dirt into solid metal if none was available. Your bond provides stability in this strange new world, making you hard to emotionally tamper with.<br />
Lvl 1. Your Homonculi transforms, taking any shape you desire (turtle, humanoid, armor, etc) within its size limit. It also gains the ability to slowly lumber across the ground, should it have limbs. The Homonculi obeys your commands, but may have its own personality as well. The Homonculi can transform once more whenever you learn a new earth spell and/or with an entire day of focus. Your Homonculi's strength is equal to your own, and you can share your senses with it. It otherwise only has a sense of touch and hearing.<br />
Lvl 2. Your Homonculi’s maximum size increases to 8 cubic feet, and it can no longer be effected by the earth magic of others unless you desire otherwise.<br />
Lvl 3. Your Homonculi gains the ability to harden itself once every five posts, temporarily becoming virtually indestructible but unable to move for one post.<br />
Lvl 4. Once per encounter your Homonculi can pull loose soil, sand, mud, etc onto itself to temporarily double in size. This temporary outer covering is only as tough as wood, but still benefits from any runes your Homonculi possesses. The covering lasts for 3 posts.<br />
<div style="margin:20px; margin-top:5px"><div class="quotetitle"><input class="button2 btnlite" type="button" value = 'Next Levels' style="text-align:center;width:215px;margin:0px;padding:0px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';      this.innerText = ''; this.value = 'Hide \'\'Next Levels\'\''; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value ='Next Levels'; }" /></div><div class="quotecontent"><div style="display: none;">Lvl 5. Once every three posts your Homonculi can move with a burst of speed. If you are within 5' your Homonculi they can instead use this ability every post.<br />
Lvl 6. Your Homonculi’s maximum size increases to 125 cubic feet, and its strength increases to be one level higher than your own.<br />
Lvl 7. You gain the ability to carve runes into your Homonculi, up to a maximum of its modifier. Such runes cost half as much as normal, although not all runes are possible/sane. If your Homonculi is forced to flow into a new vessel its new body will form already possessing any runes carved into its former body.<br />
Lvl 8. Your Homonculi gains a custom ability based on its form and any runes it possesses.<br />
Lvl 9. Your Homonculi becomes as tough as iron (Modifier 3). It can share some of this resilience with you, causing your own body to become as tough as wood (Modifier 1) when within 50' of it.<br />
Lvl 10. Your Homonculi gains a custom ability based on your connection to it and its personality (if it has one).</div></div></div>
<br />
<span style="font-weight: bold;" class="mycode_b">Forged Road:</span> Inventor<br />
<br />
<span style="text-decoration: underline;" class="mycode_u">Organic prosthetic:</span> Ian's bad leg is replaced with a prosthetic that was warped by the magic of Avarka. It is now a construct of bark and vines imbued with vital magic. It allows him to walk normally with it. Is enchantable as though it were mod 3. [1 minor]<br />
<br />
Metallic Affinity: Never one to care about the basic materials of earth, Ian's bond runs to the deeper minerals. Specifically metals.<br />
&gt; Metal Magic - Any non-metallic earthen materials under the effects of his earth magic are temporarily transmuted to a metal with equivalent toughness. Aside from toughness, the properties of this strange metal are similar to iron.<br />
&gt; Iron Ally - Ian's Homunculi transmutes itself into the same strange metal as his metal magic whenever it re-forms its body (See LT).<br />
[1 Minor]<br />
<br />
<span style="text-decoration: underline;" class="mycode_u">Purposeful Lumbering:</span> Ian's Homonculus is more adept at moving around. It can move at the same base speed as Ian as long as it is within 10' of him. Additionally the Level 5 ability become every 2 out of 5 posts for the speed burst.[1 Minor]<br />
<br />
<span style="text-decoration: underline;" class="mycode_u">Tethered Casting:</span> Ian's tie to magic in Avarka comes from his connection to his Homonculus. As such, all of his spells are either cast from it (His actions and spells per post, simply the origination point/actions taken to cast such as gesturing are the Homonculus), or are only usable on the Homonculus (such as his Stoneblade spell). He may only cast spells this way when within 50' of the Homonculus. [1 Minor]<br />
<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Spells</span></span> <br />
Earth:<br />
<br />
LEVEL 1<br />
Tread - The earth beneath your feet naturally shifts and shapes itself to give you solid, even footing in all the but most extreme terrain.<br />
<br />
LEVEL 2<br />
Ferropathy - While maintained, you gain an awareness of metals within 10' of you and their movements. <br />
<br />
LEVEL 3<br />
Metalblade (Stoneblade) - Drive your hand into the Homonculi as if it were water and pull out a sword of Metal (Still only mod 2 like stone). Maximum length is 4'. Style up to caster on learning. You can only wield one of these at once. This sword will be reabsorbed into the Homonculi on contact.<br />
<br />
LEVEL 4<br />
Armor - Liquid metal flows up from the ground around your body and transforms into a brittle metal armor as hard as stone. The exact form of this armor is chosen upon learning. The armor lasts for 10 posts.<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Weapons and Armor</span></span> <br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Other Magical Possessions</span></span> <br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Other Mundane Possessions</span></span> <br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Pets</span></span> <br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Gold:</span> 20]]></description>
			<content:encoded><![CDATA[<span style="font-weight: bold;" class="mycode_b">Ian Nolan</span> <br />
<span style="font-weight: bold;" class="mycode_b">Race:</span> Human<br />
<span style="font-weight: bold;" class="mycode_b">Gender:</span> male<br />
<span style="font-weight: bold;" class="mycode_b">Age:</span> appears to be in his twenties<br />
<span style="font-weight: bold;" class="mycode_b">Height:</span> 6'0''<br />
<span style="font-weight: bold;" class="mycode_b">Weight:</span> Average - Lean<br />
<span style="font-weight: bold;" class="mycode_b">Strength:</span> ?<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Physical Description:</span> A little over average height for a human male (at six feet), he has a well-kept, short mustache, trimmed beard, and goatee. His brown hair is short, and his blue eyes seem to contrast with his dark features. He has a metal leg, but that's hidden well enough by his clothes. Confidence, borderline arrogance, is etched into expression and posture quite often.<br />
<span style="font-weight: bold;" class="mycode_b">Apparel:</span><br />
<span style="font-weight: bold;" class="mycode_b">Backstory:</span> <br />
<br />
<span style="font-weight: bold;" class="mycode_b">The Story Of Ian:</span> WIP<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Affiliations and Contacts:</span> <br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Skills and Abilities</span></span> <br />
<br />
<span style="font-weight: bold;" class="mycode_b">Aspect:</span> <br />
<br />
<span style="text-decoration: underline;" class="mycode_u">Earth Bound:</span><br />
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.<br />
<br />
Your natural talent has the following benefits:<br />
<br />
    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.<br />
    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 &gt; 2).<br />
    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'.<br />
    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.<br />
    You can learn the highest level spells (8+) of the earth art.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Leveled Talent:</span> <br />
<br />
(Pet rock)<br />
Homonculi - You posses a powerful connection with the metals in the earth that has shaped a part of it into a life-long companion of metal.<br />
<br />
Lvl 0. Upon arriving in Avarka, a piece of foreign metal that Ian was carrying began to absorb the magic around them (no more than 1 cubic feet in volume, modifier 2). If destroyed, he can feel the essence essence of your Homonculi flow into a new vessel after about a day, hardening dirt into solid metal if none was available. Your bond provides stability in this strange new world, making you hard to emotionally tamper with.<br />
Lvl 1. Your Homonculi transforms, taking any shape you desire (turtle, humanoid, armor, etc) within its size limit. It also gains the ability to slowly lumber across the ground, should it have limbs. The Homonculi obeys your commands, but may have its own personality as well. The Homonculi can transform once more whenever you learn a new earth spell and/or with an entire day of focus. Your Homonculi's strength is equal to your own, and you can share your senses with it. It otherwise only has a sense of touch and hearing.<br />
Lvl 2. Your Homonculi’s maximum size increases to 8 cubic feet, and it can no longer be effected by the earth magic of others unless you desire otherwise.<br />
Lvl 3. Your Homonculi gains the ability to harden itself once every five posts, temporarily becoming virtually indestructible but unable to move for one post.<br />
Lvl 4. Once per encounter your Homonculi can pull loose soil, sand, mud, etc onto itself to temporarily double in size. This temporary outer covering is only as tough as wood, but still benefits from any runes your Homonculi possesses. The covering lasts for 3 posts.<br />
<div style="margin:20px; margin-top:5px"><div class="quotetitle"><input class="button2 btnlite" type="button" value = 'Next Levels' style="text-align:center;width:215px;margin:0px;padding:0px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';      this.innerText = ''; this.value = 'Hide \'\'Next Levels\'\''; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value ='Next Levels'; }" /></div><div class="quotecontent"><div style="display: none;">Lvl 5. Once every three posts your Homonculi can move with a burst of speed. If you are within 5' your Homonculi they can instead use this ability every post.<br />
Lvl 6. Your Homonculi’s maximum size increases to 125 cubic feet, and its strength increases to be one level higher than your own.<br />
Lvl 7. You gain the ability to carve runes into your Homonculi, up to a maximum of its modifier. Such runes cost half as much as normal, although not all runes are possible/sane. If your Homonculi is forced to flow into a new vessel its new body will form already possessing any runes carved into its former body.<br />
Lvl 8. Your Homonculi gains a custom ability based on its form and any runes it possesses.<br />
Lvl 9. Your Homonculi becomes as tough as iron (Modifier 3). It can share some of this resilience with you, causing your own body to become as tough as wood (Modifier 1) when within 50' of it.<br />
Lvl 10. Your Homonculi gains a custom ability based on your connection to it and its personality (if it has one).</div></div></div>
<br />
<span style="font-weight: bold;" class="mycode_b">Forged Road:</span> Inventor<br />
<br />
<span style="text-decoration: underline;" class="mycode_u">Organic prosthetic:</span> Ian's bad leg is replaced with a prosthetic that was warped by the magic of Avarka. It is now a construct of bark and vines imbued with vital magic. It allows him to walk normally with it. Is enchantable as though it were mod 3. [1 minor]<br />
<br />
Metallic Affinity: Never one to care about the basic materials of earth, Ian's bond runs to the deeper minerals. Specifically metals.<br />
&gt; Metal Magic - Any non-metallic earthen materials under the effects of his earth magic are temporarily transmuted to a metal with equivalent toughness. Aside from toughness, the properties of this strange metal are similar to iron.<br />
&gt; Iron Ally - Ian's Homunculi transmutes itself into the same strange metal as his metal magic whenever it re-forms its body (See LT).<br />
[1 Minor]<br />
<br />
<span style="text-decoration: underline;" class="mycode_u">Purposeful Lumbering:</span> Ian's Homonculus is more adept at moving around. It can move at the same base speed as Ian as long as it is within 10' of him. Additionally the Level 5 ability become every 2 out of 5 posts for the speed burst.[1 Minor]<br />
<br />
<span style="text-decoration: underline;" class="mycode_u">Tethered Casting:</span> Ian's tie to magic in Avarka comes from his connection to his Homonculus. As such, all of his spells are either cast from it (His actions and spells per post, simply the origination point/actions taken to cast such as gesturing are the Homonculus), or are only usable on the Homonculus (such as his Stoneblade spell). He may only cast spells this way when within 50' of the Homonculus. [1 Minor]<br />
<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Spells</span></span> <br />
Earth:<br />
<br />
LEVEL 1<br />
Tread - The earth beneath your feet naturally shifts and shapes itself to give you solid, even footing in all the but most extreme terrain.<br />
<br />
LEVEL 2<br />
Ferropathy - While maintained, you gain an awareness of metals within 10' of you and their movements. <br />
<br />
LEVEL 3<br />
Metalblade (Stoneblade) - Drive your hand into the Homonculi as if it were water and pull out a sword of Metal (Still only mod 2 like stone). Maximum length is 4'. Style up to caster on learning. You can only wield one of these at once. This sword will be reabsorbed into the Homonculi on contact.<br />
<br />
LEVEL 4<br />
Armor - Liquid metal flows up from the ground around your body and transforms into a brittle metal armor as hard as stone. The exact form of this armor is chosen upon learning. The armor lasts for 10 posts.<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Weapons and Armor</span></span> <br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Other Magical Possessions</span></span> <br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Other Mundane Possessions</span></span> <br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Pets</span></span> <br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Gold:</span> 20]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Danika]]></title>
			<link>https://aurorasky.udocoded.com/showthread.php?tid=193</link>
			<pubDate>Thu, 07 Jun 2018 00:11:36 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://aurorasky.udocoded.com/member.php?action=profile&uid=80">Evander</a>]]></dc:creator>
			<guid isPermaLink="false">https://aurorasky.udocoded.com/showthread.php?tid=193</guid>
			<description><![CDATA[&lt;b&gt;Name:&lt;/b&gt; Dankia<br />
<br />
&lt;b&gt;Race:&lt;/b&gt; Human <br />
&lt;b&gt;Gender:&lt;/b&gt; Female <br />
&lt;b&gt;Age:&lt;/b&gt; 23<br />
&lt;b&gt;Height:&lt;/b&gt; 5'2''<br />
&lt;b&gt;Weight:&lt;/b&gt; 110<br />
&lt;b&gt;Strength:&lt;/b&gt; Average<br />
<br />
&lt;b&gt;Physical Description:&lt;/b&gt; Danika is definitely built to be agiler than she is built for strength. With a physique often described as short and delicate, it's easy to imagine that she doesn't weigh much, a whopping 110 pounds. Danika has what is described as an 'Apple' body shape. She possesses just the right amount of curve in her hips and waist to have a bit of definition there, though nothing to draws the eyes away from the soft features of her face.<br />
<br />
The loose curls of her short fawn brown hair frame her face, giving her a soft appearance. Her cheekbones hold a faint rosy pink that is natural. Her eyebrows are slender but hold a gentle slope to compliments the rest of her face. Nothing about the woman is sharp. Her lips are full and pink, her smile infectious and almost always present. The most notable feature Danika holds are her hazel eyes.<br />
<br />
&lt;b&gt;Apparel:&lt;/b&gt; Danika's hair is always worn down, though when she does pull it up it resembles somewhat of a puffball due to the curls. Her clothing of choice is always loose fitting, but not too baggy. She sees no reason to draw attention to what some people would call her 'assets' (-cough, Ian-). Her clothing of choice is usually some sort of blouse paired with a pair of jeans and tennis shoes. Boots will be donned when, if ever, necessary.<br />
<br />
&lt;b&gt;Backstory:&lt;/b&gt; Danika is not of this world, though thankfully, she is not alone. She is accompanied by two... friends? ... Yeah, that sounds good. Two friends. That she may or may not be romantically involved with. Who can say? Where was I? Ah, yes. -Introduction music begins once again- <br />
<br />
They ended up here quite by mistake when Lailoken took them world-walking on her and Ian's request. <br />
<br />
The Story Of Danika: WIP<br />
<br />
Affiliations and Contacts: Lailoken and Ian<br />
<br />
Skills and Abilities <br />
<br />
Aspect: <br />
Vital Heart:<br />
<br />
Your natural talent has the following benefits:<br />
<br />
    You gain one of the following Leveled Talents: Harmonic Weapon, Waking Dreamer, Ancestral Mass. Your level in this talent is equal to the highest level Vital spell you know.<br />
    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.<br />
    You may treat any living thing within 5' of you (including yourself), as being "touched" for the purpose of casting vital spells on them.<br />
    It takes far less effort than normal for you to learn vital magic - you need only spend 30g per spell level to learn new vital spells.<br />
    You can learn the highest level spells (8+) of the vital art.<br />
<br />
<br />
<br />
Leveled Talent: <br />
<br />
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.<br />
OOC: You (the player) can choose the psychological concept, decide any superficial changes, and can suggest fitting abilities to the staff, but staff approve/determine what the abilities are. The character has no control over these changes aside from the design of their weapon. <span style="font-weight: bold;" class="mycode_b">Loyalty - Dagger</span><br />
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.<br />
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).<br />
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.<br />
Lvl 3. Your weapon gains an ability based on its form and your binding.<br />
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.<br />
<div style="margin:20px; margin-top:5px"><div class="quotetitle"><input class="button2 btnlite" type="button" value = 'Additional Levels' style="text-align:center;width:215px;margin:0px;padding:0px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';      this.innerText = ''; this.value = 'Hide \'\'Additional Levels\'\''; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value ='Additional Levels'; }" /></div><div class="quotecontent"><div style="display: none;">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.<br />
Lvl 6. Your weapon gains a custom special ability based on your binding.<br />
Lvl 7. You gain a special ability related to your binding, and possibly some sort of related physical change as well.<br />
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.<br />
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.<br />
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.</div></div></div>
<br />
Level 0 Change - Gold chain links to circle each of her pupils, hardly noticeable unless closely looked at.<br />
Level 2 Change - A small tattoo appears beneath her collarbone just over her heart. The Rellaerian symbol for forever.<br />
Level 4 Change - Her blood takes on a golden hue. In addition, it is so loyal to its owner that it refuses to leave the path of her veins. When cut, she doesn't bleed. And if someone were to remove a limb, the blood would continue to flow in the pattern of where the limb would be. <br />
<br />
<br />
Aspect: <br />
TBD<br />
<br />
<br />
Leveled Talent: <br />
TBD<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Stable Seed Magic</span> – Danika cannot cast spells normally, her innate magic is unstable and her ability to use external magic is non-existant.  However, whenever she masters a new spell a new seed arises from a puff of energy flowing from her body.  By placing this seed on any unattended 6’x6’x6’ or smaller object she can will it to grow over that object and fuse with it. An object with any imbued seeds counts as a magic item and has the following traits:<br />
&lt;ul&gt;<br />
&lt;li&gt;<span style="text-decoration: underline;" class="mycode_u">Spell Channeling</span> – So long as the object is within 50’ of her person, by using her spell per post, she may cast the spell associated with that seed.  The spell treats the object as the castor for all intents and purposes, although Danika makes any needed descision. If the spell required physical motions those needs may be ignored if and only if the item is currently in motion itself (thrown / waved / etc).&lt;/li&gt;<br />
&lt;li&gt;<span style="text-decoration: underline;" class="mycode_u">Reinforcement</span> – The object becomes more natural with each imbued seed, it’s modifier increasing by 1 per five seeds imbued. Every five seeds imbued this way take a modifier slot, for a net gain of zero.  No more than five seeds can be imbued into any given object.&lt;/li&gt;<br />
&lt;li&gt;<span style="text-decoration: underline;" class="mycode_u">Extractable</span> – Danika can, with an hour of focus, remove one or more seeds from an object. If the object is no longer magical, this will usually destroy the object. Regardless, the seed can then be imbued into a different object.&lt;/li&gt;&lt;/ul&gt; [Minor 1]<br />
<br />
Minor 2-4 unchosen as of yet<br />
<br />
Spells <br />
<br />
Level 1<br />
<br />
Grow - Rapidly accelerate the growth of a plant or seed by the equivalent of several months. (imbued on Harmonic Dagger)<br />
<br />
Level 2<br />
<br />
Peer - You are able to see and decipher other people's auras, revealing their emotions. (imbued on Harmonic Dagger)<br />
<br />
Level 3<br />
<br />
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. (imbued on Harmonic Dagger)<br />
<br />
Level 4<br />
<br />
Heal - By touch, accelerate a target's healing processes within a body part. Instantly heals bleeding and minor cuts. Will close more serious gashes over the next few posts. Will heal in a day what would normally take weeks. Once cast will keep healing that injury until done without requiring maintaining. (imbued on Harmonic Dagger)<br />
<br />
<br />
<br />
Weapons and Armor <br />
<br />
Harmonic Dagger - (Name and description pending.) <br />
-Homebound<br />
-Vital Art Rune<br />
<br />
<br />
Other Magical Possessions <br />
<br />
<br />
Other Mundane Possessions <br />
<br />
<br />
Pets <br />
<br />
<br />
Gold: 20]]></description>
			<content:encoded><![CDATA[&lt;b&gt;Name:&lt;/b&gt; Dankia<br />
<br />
&lt;b&gt;Race:&lt;/b&gt; Human <br />
&lt;b&gt;Gender:&lt;/b&gt; Female <br />
&lt;b&gt;Age:&lt;/b&gt; 23<br />
&lt;b&gt;Height:&lt;/b&gt; 5'2''<br />
&lt;b&gt;Weight:&lt;/b&gt; 110<br />
&lt;b&gt;Strength:&lt;/b&gt; Average<br />
<br />
&lt;b&gt;Physical Description:&lt;/b&gt; Danika is definitely built to be agiler than she is built for strength. With a physique often described as short and delicate, it's easy to imagine that she doesn't weigh much, a whopping 110 pounds. Danika has what is described as an 'Apple' body shape. She possesses just the right amount of curve in her hips and waist to have a bit of definition there, though nothing to draws the eyes away from the soft features of her face.<br />
<br />
The loose curls of her short fawn brown hair frame her face, giving her a soft appearance. Her cheekbones hold a faint rosy pink that is natural. Her eyebrows are slender but hold a gentle slope to compliments the rest of her face. Nothing about the woman is sharp. Her lips are full and pink, her smile infectious and almost always present. The most notable feature Danika holds are her hazel eyes.<br />
<br />
&lt;b&gt;Apparel:&lt;/b&gt; Danika's hair is always worn down, though when she does pull it up it resembles somewhat of a puffball due to the curls. Her clothing of choice is always loose fitting, but not too baggy. She sees no reason to draw attention to what some people would call her 'assets' (-cough, Ian-). Her clothing of choice is usually some sort of blouse paired with a pair of jeans and tennis shoes. Boots will be donned when, if ever, necessary.<br />
<br />
&lt;b&gt;Backstory:&lt;/b&gt; Danika is not of this world, though thankfully, she is not alone. She is accompanied by two... friends? ... Yeah, that sounds good. Two friends. That she may or may not be romantically involved with. Who can say? Where was I? Ah, yes. -Introduction music begins once again- <br />
<br />
They ended up here quite by mistake when Lailoken took them world-walking on her and Ian's request. <br />
<br />
The Story Of Danika: WIP<br />
<br />
Affiliations and Contacts: Lailoken and Ian<br />
<br />
Skills and Abilities <br />
<br />
Aspect: <br />
Vital Heart:<br />
<br />
Your natural talent has the following benefits:<br />
<br />
    You gain one of the following Leveled Talents: Harmonic Weapon, Waking Dreamer, Ancestral Mass. Your level in this talent is equal to the highest level Vital spell you know.<br />
    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.<br />
    You may treat any living thing within 5' of you (including yourself), as being "touched" for the purpose of casting vital spells on them.<br />
    It takes far less effort than normal for you to learn vital magic - you need only spend 30g per spell level to learn new vital spells.<br />
    You can learn the highest level spells (8+) of the vital art.<br />
<br />
<br />
<br />
Leveled Talent: <br />
<br />
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.<br />
OOC: You (the player) can choose the psychological concept, decide any superficial changes, and can suggest fitting abilities to the staff, but staff approve/determine what the abilities are. The character has no control over these changes aside from the design of their weapon. <span style="font-weight: bold;" class="mycode_b">Loyalty - Dagger</span><br />
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.<br />
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).<br />
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.<br />
Lvl 3. Your weapon gains an ability based on its form and your binding.<br />
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.<br />
<div style="margin:20px; margin-top:5px"><div class="quotetitle"><input class="button2 btnlite" type="button" value = 'Additional Levels' style="text-align:center;width:215px;margin:0px;padding:0px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';      this.innerText = ''; this.value = 'Hide \'\'Additional Levels\'\''; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value ='Additional Levels'; }" /></div><div class="quotecontent"><div style="display: none;">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.<br />
Lvl 6. Your weapon gains a custom special ability based on your binding.<br />
Lvl 7. You gain a special ability related to your binding, and possibly some sort of related physical change as well.<br />
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.<br />
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.<br />
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.</div></div></div>
<br />
Level 0 Change - Gold chain links to circle each of her pupils, hardly noticeable unless closely looked at.<br />
Level 2 Change - A small tattoo appears beneath her collarbone just over her heart. The Rellaerian symbol for forever.<br />
Level 4 Change - Her blood takes on a golden hue. In addition, it is so loyal to its owner that it refuses to leave the path of her veins. When cut, she doesn't bleed. And if someone were to remove a limb, the blood would continue to flow in the pattern of where the limb would be. <br />
<br />
<br />
Aspect: <br />
TBD<br />
<br />
<br />
Leveled Talent: <br />
TBD<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Stable Seed Magic</span> – Danika cannot cast spells normally, her innate magic is unstable and her ability to use external magic is non-existant.  However, whenever she masters a new spell a new seed arises from a puff of energy flowing from her body.  By placing this seed on any unattended 6’x6’x6’ or smaller object she can will it to grow over that object and fuse with it. An object with any imbued seeds counts as a magic item and has the following traits:<br />
&lt;ul&gt;<br />
&lt;li&gt;<span style="text-decoration: underline;" class="mycode_u">Spell Channeling</span> – So long as the object is within 50’ of her person, by using her spell per post, she may cast the spell associated with that seed.  The spell treats the object as the castor for all intents and purposes, although Danika makes any needed descision. If the spell required physical motions those needs may be ignored if and only if the item is currently in motion itself (thrown / waved / etc).&lt;/li&gt;<br />
&lt;li&gt;<span style="text-decoration: underline;" class="mycode_u">Reinforcement</span> – The object becomes more natural with each imbued seed, it’s modifier increasing by 1 per five seeds imbued. Every five seeds imbued this way take a modifier slot, for a net gain of zero.  No more than five seeds can be imbued into any given object.&lt;/li&gt;<br />
&lt;li&gt;<span style="text-decoration: underline;" class="mycode_u">Extractable</span> – Danika can, with an hour of focus, remove one or more seeds from an object. If the object is no longer magical, this will usually destroy the object. Regardless, the seed can then be imbued into a different object.&lt;/li&gt;&lt;/ul&gt; [Minor 1]<br />
<br />
Minor 2-4 unchosen as of yet<br />
<br />
Spells <br />
<br />
Level 1<br />
<br />
Grow - Rapidly accelerate the growth of a plant or seed by the equivalent of several months. (imbued on Harmonic Dagger)<br />
<br />
Level 2<br />
<br />
Peer - You are able to see and decipher other people's auras, revealing their emotions. (imbued on Harmonic Dagger)<br />
<br />
Level 3<br />
<br />
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. (imbued on Harmonic Dagger)<br />
<br />
Level 4<br />
<br />
Heal - By touch, accelerate a target's healing processes within a body part. Instantly heals bleeding and minor cuts. Will close more serious gashes over the next few posts. Will heal in a day what would normally take weeks. Once cast will keep healing that injury until done without requiring maintaining. (imbued on Harmonic Dagger)<br />
<br />
<br />
<br />
Weapons and Armor <br />
<br />
Harmonic Dagger - (Name and description pending.) <br />
-Homebound<br />
-Vital Art Rune<br />
<br />
<br />
Other Magical Possessions <br />
<br />
<br />
Other Mundane Possessions <br />
<br />
<br />
Pets <br />
<br />
<br />
Gold: 20]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Lailoken]]></title>
			<link>https://aurorasky.udocoded.com/showthread.php?tid=192</link>
			<pubDate>Wed, 06 Jun 2018 23:29:52 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://aurorasky.udocoded.com/member.php?action=profile&uid=14">Acelin</a>]]></dc:creator>
			<guid isPermaLink="false">https://aurorasky.udocoded.com/showthread.php?tid=192</guid>
			<description><![CDATA[<span style="font-weight: bold;" class="mycode_b">REPLACE WITH NAME</span> <br />
<span style="font-weight: bold;" class="mycode_b">Race:</span> shifter (drake)<br />
<span style="font-weight: bold;" class="mycode_b">Gender:</span> Male<br />
<span style="font-weight: bold;" class="mycode_b">Age:</span> appears to be in his twenties<br />
<span style="font-weight: bold;" class="mycode_b">Height:</span> 6'2''<br />
<span style="font-weight: bold;" class="mycode_b">Weight:</span> Below Average - Lean<br />
<span style="font-weight: bold;" class="mycode_b">Strength:</span> Strong (base) - Very Strong(Shifted)<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Physical Description:</span> Length, black hair. Deep green eyes. Seemingly lanky. Tall. Tense and reserved posture. Despises his shifted form.<br />
<br />
<span style="text-decoration: underline;" class="mycode_u">Self-loathing:</span> Lailoken loves the fluidity of his body, but he hates his other natural form, known to him as his Drakane form. As such he will rarely ever choose to be in that form.<br />
<br />
(Shifted) Razor-sharp teeth and scales the color of dark emeralds covered most of his body. Turquoise swept down his chest, stomach, and the inside of each of his limbs. Scutes, jagged scale-like structures, ran down the backs of his arms, amassing on his elbows. Black claw-like nails tipped his fingers and toes, and his face was no longer smooth. Rather, it protrude slightly--like the muzzle of a beast--but it was his black horns he hated the most. Two of them grew from his head, arching backwards.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Apparel:</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Backstory:</span> <br />
<br />
<span style="font-weight: bold;" class="mycode_b">The Story Of Lailoken:</span> WIP<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Affiliations and Contacts:</span> <br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Skills and Abilities</span></span> <br />
<br />
<span style="font-weight: bold;" class="mycode_b">Aspect:</span> <br />
<br />
<span style="text-decoration: underline;" class="mycode_u">True Mage:</span><br />
Your natural talent has the following benefits:<br />
<br />
    You can learn primal magic, the art of raw force and direct manipulation of magic. Primal magic spells cost 30g per spell level to learn.<br />
    You automatically learn the Minor Telekinesis and Shield spells.<br />
    You can learn the highest level spells (8+) of every art.<br />
    Chose a single non-primal magic art.This art is your "focus" = Body<br />
        Whenever you learn a 2nd level or higher spell of your focus art, you can learn any lower level primal spell for free (e.g., if your focus is Fire and you buy a level 3 fire spell you can learn a level 2 primal spell for free)<br />
        Once per post, you can cast a 2nd level or lower Primal spell without it counting against your spell per post (For example, you could cast shield and another spell in the same post). <br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Aspect:</span> <br />
<br />
<span style="text-decoration: underline;" class="mycode_u">Transcendent Body:</span><br />
<br />
Your natural talent has the following benefits:<br />
<br />
    You gain one of the following Leveled Talents: Adonis, Legion, Flesh Golem. Your level in this talent is equal to the highest level Body spell you know.<br />
    You gain an additional summon slot (2-&gt;3) that can only be used for body spells.<br />
    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.<br />
    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.<br />
    You can learn the highest level spells (8+) of the body art.<br />
<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Leveled Talent:</span> <br />
<br />
<span style="text-decoration: underline;" class="mycode_u">Adonis:</span> Your attunement with body magics passively alters your body, awakening your inner potential turning you into a an embodiment of physical perfection.<br />
<br />
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).<br />
Lvl 1. Your immune system quickly deals with any illness, disease or pathogen.<br />
Lvl 2. Your eyes are clear and piercing, your irises a brilliant shade of their color. A sense of your choice becomes enhanced.<br />
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.<br />
Lvl 4. Your strength level naturally increases by a level. Your leaping ability doubles.<br />
<br />
<div style="margin:20px; margin-top:5px"><div class="quotetitle"><input class="button2 btnlite" type="button" value = 'Next Levels' style="text-align:center;width:215px;margin:0px;padding:0px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';      this.innerText = ''; this.value = 'Hide \'\'Next Levels\'\''; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value ='Next Levels'; }" /></div><div class="quotecontent"><div style="display: none;">Lvl 5. Your body seeks to maintain its perfection, shaping your flesh to superficially close any wounds or breaks while they heal.<br />
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.<br />
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.<br />
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.<br />
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.<br />
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.</div></div></div>
<br />
<span style="font-weight: bold;" class="mycode_b">Realm Walk</span> - Lailoken is still tied to the fey realm, and is capable of doing the seemingly impossible act of entering and exiting nature fey territory of the fey realm for a few moments without needing a fey ring. This connection seems to run deep, allowing him to traverse great distances with a few steps as though the realm is helping him via its natural distorted existence. But it isn't quite so easy... [1 Minor]<br />
&lt;ul&gt;&lt;li&gt;<span style="text-decoration: underline;" class="mycode_u">Good Times Only</span> -  The realm is less likely to cooperate the more strongly mortals (including Lailoken) want to use it for things besides simple amusement. Just screwing around with friends seems to always work, but actually accomplishing things is another matter entirely. The power acts somewhat like a party hound with negative interest in getting a real job or having any responsibilities.  E.g. this power refuses to solve plots or doing boring stuff like “teleport me to the other side of this ravine”. Unless the plot is nothing more than ‘have an excellent time’, anyway.&lt;/li&gt;<br />
&lt;li&gt;<span style="text-decoration: underline;" class="mycode_u">Bring Your Friends</span> - Lailoken can bring all willing individuals within 10’ with him, but the power is even less likely to cooperate than usual if there is any hint of being used for things other than simple amusement and merry-making. Teleporting a group to meet their uncle is one thing, teleporting them out of a dungeon they can’t otherwise get out of to meet that uncle and/or teleporting to the side of a sick uncle that needs the medicine in their possession is another.&lt;/li&gt;<br />
&lt;li&gt;<span style="text-decoration: underline;" class="mycode_u">Always Intentional</span> - Lailoken intrinsically senses whether the realm is going to cooperate or not both before and while attempting to use this power, and can always choose to not use it after all.&lt;/li&gt;<br />
&lt;/ul&gt;<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Rift Hop</span> – By using a spell per post, Lailoken can teleport himself and up to three willing individuals touching him to a location within 15’ that he can see.  There is a momentary delay as space very noticeably warps where he is to arrive (Loud + Visible), and those teleported can neither harm nor be harmed by others for about a second after they arrive. He can use this ability once every four posts, or once every seven posts when using it to teleport others. [1 Minor]<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Telecho Polyglot:</span> Lailoken's magic passively allows him to communicate. When he speaks, those around him hear it in their own language, and he hears them in his. If anyone in the surrounding area can read a text, then he too can read what is written. He isn't aware of what the sounds of the languages are, or the letters of the words that he reads as it all appears to him as his native language. [.5 Minor] <br />
<br />
<span style="text-decoration: underline;" class="mycode_u">Changeling:</span> Lailoken has experience operating in forms wildly different than his own. He is comfortable and able to operate normally in any form. This does not grant him the ability to change shapes. [.5 Minor]<br />
<br />
<span style="text-decoration: underline;" class="mycode_u">Shifter Heritage:</span> His shifted form provides him with natural weapons he can use and boosts his physical strength 1 level, but it also grants him a Unique ability based on the drake spirit that bound with him. He can (DO SOMETHING!) [1 Minor]<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Spells</span></span> <br />
<br />
LEVEL 1<br />
Body:<br />
Center - Passive. Strengthen your body's core muscles and shift your center of gravity, allowing you to keep your balance in most situations.<br />
<br />
Primal:<br />
Minor Telekinesis - You can manipulate any unattended object in sight that weighs at most 5lb, or push/pull any target with just enough force to lift 5lb. Capable of fine and precise movements. If the object is later grabbed this spell does not end (if maintained).<br />
Shield - Raise your hand, palm out, to generate a barely visible construct of applied force, circular with a 1ft radius, in the air inches from your palm. Acts as a suspended shield, tough as wood (modifier 1). It is frozen in place until you stop maintaining it or recast it elsewhere (is not a summon).<br />
Foothold - The next step you take meets equal upward force, allowing that step to land on a surface level with the last step you took, granting you an extra step or two over open air or liquid.<br />
<br />
LEVEL 2<br />
Body:<br />
Mask - Exert your will over the musculature and bone structure of your face, altering your facial appearance as you wish.<br />
<br />
Primal:<br />
Hone - By contact generate a film of force over a dull object, granting any dull edges sharpness and refining any already sharp edges.<br />
<br />
LEVEL 3<br />
Body:<br />
Harden - Thicken and toughen your skin into a leathery armor, rendering you resistant to slashes and burns.<br />
<br />
Primal:<br />
Repel - Passive. You gain the ability to propel the force construct created by your Shield spell, launching the shield forward with average strength. You can have the shield expand when pushed, becoming up to 3' in radius but easier to break through. The shield dissipates after moving 6'.<br />
<br />
LEVEL 4:<br />
Body:<br />
Dye - Change the coloration of your skin, eyes, and/or hair.<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Weapons and Armor</span></span> <br />
Daggers - Two mod 4 steel daggers.<br />
Armor - Leather armor designed for fluidity of movement, mod 2<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Other Magical Possessions</span></span> <br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Other Mundane Possessions</span></span> <br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Pets</span></span> <br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Gold:</span> 20]]></description>
			<content:encoded><![CDATA[<span style="font-weight: bold;" class="mycode_b">REPLACE WITH NAME</span> <br />
<span style="font-weight: bold;" class="mycode_b">Race:</span> shifter (drake)<br />
<span style="font-weight: bold;" class="mycode_b">Gender:</span> Male<br />
<span style="font-weight: bold;" class="mycode_b">Age:</span> appears to be in his twenties<br />
<span style="font-weight: bold;" class="mycode_b">Height:</span> 6'2''<br />
<span style="font-weight: bold;" class="mycode_b">Weight:</span> Below Average - Lean<br />
<span style="font-weight: bold;" class="mycode_b">Strength:</span> Strong (base) - Very Strong(Shifted)<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Physical Description:</span> Length, black hair. Deep green eyes. Seemingly lanky. Tall. Tense and reserved posture. Despises his shifted form.<br />
<br />
<span style="text-decoration: underline;" class="mycode_u">Self-loathing:</span> Lailoken loves the fluidity of his body, but he hates his other natural form, known to him as his Drakane form. As such he will rarely ever choose to be in that form.<br />
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(Shifted) Razor-sharp teeth and scales the color of dark emeralds covered most of his body. Turquoise swept down his chest, stomach, and the inside of each of his limbs. Scutes, jagged scale-like structures, ran down the backs of his arms, amassing on his elbows. Black claw-like nails tipped his fingers and toes, and his face was no longer smooth. Rather, it protrude slightly--like the muzzle of a beast--but it was his black horns he hated the most. Two of them grew from his head, arching backwards.<br />
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<span style="font-weight: bold;" class="mycode_b">Apparel:</span><br />
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<span style="font-weight: bold;" class="mycode_b">Backstory:</span> <br />
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<span style="font-weight: bold;" class="mycode_b">The Story Of Lailoken:</span> WIP<br />
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<span style="font-weight: bold;" class="mycode_b">Affiliations and Contacts:</span> <br />
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<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Skills and Abilities</span></span> <br />
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<span style="font-weight: bold;" class="mycode_b">Aspect:</span> <br />
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<span style="text-decoration: underline;" class="mycode_u">True Mage:</span><br />
Your natural talent has the following benefits:<br />
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    You can learn primal magic, the art of raw force and direct manipulation of magic. Primal magic spells cost 30g per spell level to learn.<br />
    You automatically learn the Minor Telekinesis and Shield spells.<br />
    You can learn the highest level spells (8+) of every art.<br />
    Chose a single non-primal magic art.This art is your "focus" = Body<br />
        Whenever you learn a 2nd level or higher spell of your focus art, you can learn any lower level primal spell for free (e.g., if your focus is Fire and you buy a level 3 fire spell you can learn a level 2 primal spell for free)<br />
        Once per post, you can cast a 2nd level or lower Primal spell without it counting against your spell per post (For example, you could cast shield and another spell in the same post). <br />
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<span style="font-weight: bold;" class="mycode_b">Aspect:</span> <br />
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<span style="text-decoration: underline;" class="mycode_u">Transcendent Body:</span><br />
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Your natural talent has the following benefits:<br />
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    You gain one of the following Leveled Talents: Adonis, Legion, Flesh Golem. Your level in this talent is equal to the highest level Body spell you know.<br />
    You gain an additional summon slot (2-&gt;3) that can only be used for body spells.<br />
    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.<br />
    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.<br />
    You can learn the highest level spells (8+) of the body art.<br />
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<span style="font-weight: bold;" class="mycode_b">Leveled Talent:</span> <br />
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<span style="text-decoration: underline;" class="mycode_u">Adonis:</span> Your attunement with body magics passively alters your body, awakening your inner potential turning you into a an embodiment of physical perfection.<br />
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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).<br />
Lvl 1. Your immune system quickly deals with any illness, disease or pathogen.<br />
Lvl 2. Your eyes are clear and piercing, your irises a brilliant shade of their color. A sense of your choice becomes enhanced.<br />
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.<br />
Lvl 4. Your strength level naturally increases by a level. Your leaping ability doubles.<br />
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<div style="margin:20px; margin-top:5px"><div class="quotetitle"><input class="button2 btnlite" type="button" value = 'Next Levels' style="text-align:center;width:215px;margin:0px;padding:0px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';      this.innerText = ''; this.value = 'Hide \'\'Next Levels\'\''; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value ='Next Levels'; }" /></div><div class="quotecontent"><div style="display: none;">Lvl 5. Your body seeks to maintain its perfection, shaping your flesh to superficially close any wounds or breaks while they heal.<br />
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.<br />
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.<br />
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.<br />
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.<br />
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.</div></div></div>
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<span style="font-weight: bold;" class="mycode_b">Realm Walk</span> - Lailoken is still tied to the fey realm, and is capable of doing the seemingly impossible act of entering and exiting nature fey territory of the fey realm for a few moments without needing a fey ring. This connection seems to run deep, allowing him to traverse great distances with a few steps as though the realm is helping him via its natural distorted existence. But it isn't quite so easy... [1 Minor]<br />
&lt;ul&gt;&lt;li&gt;<span style="text-decoration: underline;" class="mycode_u">Good Times Only</span> -  The realm is less likely to cooperate the more strongly mortals (including Lailoken) want to use it for things besides simple amusement. Just screwing around with friends seems to always work, but actually accomplishing things is another matter entirely. The power acts somewhat like a party hound with negative interest in getting a real job or having any responsibilities.  E.g. this power refuses to solve plots or doing boring stuff like “teleport me to the other side of this ravine”. Unless the plot is nothing more than ‘have an excellent time’, anyway.&lt;/li&gt;<br />
&lt;li&gt;<span style="text-decoration: underline;" class="mycode_u">Bring Your Friends</span> - Lailoken can bring all willing individuals within 10’ with him, but the power is even less likely to cooperate than usual if there is any hint of being used for things other than simple amusement and merry-making. Teleporting a group to meet their uncle is one thing, teleporting them out of a dungeon they can’t otherwise get out of to meet that uncle and/or teleporting to the side of a sick uncle that needs the medicine in their possession is another.&lt;/li&gt;<br />
&lt;li&gt;<span style="text-decoration: underline;" class="mycode_u">Always Intentional</span> - Lailoken intrinsically senses whether the realm is going to cooperate or not both before and while attempting to use this power, and can always choose to not use it after all.&lt;/li&gt;<br />
&lt;/ul&gt;<br />
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<span style="font-weight: bold;" class="mycode_b">Rift Hop</span> – By using a spell per post, Lailoken can teleport himself and up to three willing individuals touching him to a location within 15’ that he can see.  There is a momentary delay as space very noticeably warps where he is to arrive (Loud + Visible), and those teleported can neither harm nor be harmed by others for about a second after they arrive. He can use this ability once every four posts, or once every seven posts when using it to teleport others. [1 Minor]<br />
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<span style="font-weight: bold;" class="mycode_b">Telecho Polyglot:</span> Lailoken's magic passively allows him to communicate. When he speaks, those around him hear it in their own language, and he hears them in his. If anyone in the surrounding area can read a text, then he too can read what is written. He isn't aware of what the sounds of the languages are, or the letters of the words that he reads as it all appears to him as his native language. [.5 Minor] <br />
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<span style="text-decoration: underline;" class="mycode_u">Changeling:</span> Lailoken has experience operating in forms wildly different than his own. He is comfortable and able to operate normally in any form. This does not grant him the ability to change shapes. [.5 Minor]<br />
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<span style="text-decoration: underline;" class="mycode_u">Shifter Heritage:</span> His shifted form provides him with natural weapons he can use and boosts his physical strength 1 level, but it also grants him a Unique ability based on the drake spirit that bound with him. He can (DO SOMETHING!) [1 Minor]<br />
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<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Spells</span></span> <br />
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LEVEL 1<br />
Body:<br />
Center - Passive. Strengthen your body's core muscles and shift your center of gravity, allowing you to keep your balance in most situations.<br />
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Primal:<br />
Minor Telekinesis - You can manipulate any unattended object in sight that weighs at most 5lb, or push/pull any target with just enough force to lift 5lb. Capable of fine and precise movements. If the object is later grabbed this spell does not end (if maintained).<br />
Shield - Raise your hand, palm out, to generate a barely visible construct of applied force, circular with a 1ft radius, in the air inches from your palm. Acts as a suspended shield, tough as wood (modifier 1). It is frozen in place until you stop maintaining it or recast it elsewhere (is not a summon).<br />
Foothold - The next step you take meets equal upward force, allowing that step to land on a surface level with the last step you took, granting you an extra step or two over open air or liquid.<br />
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LEVEL 2<br />
Body:<br />
Mask - Exert your will over the musculature and bone structure of your face, altering your facial appearance as you wish.<br />
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Primal:<br />
Hone - By contact generate a film of force over a dull object, granting any dull edges sharpness and refining any already sharp edges.<br />
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LEVEL 3<br />
Body:<br />
Harden - Thicken and toughen your skin into a leathery armor, rendering you resistant to slashes and burns.<br />
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Primal:<br />
Repel - Passive. You gain the ability to propel the force construct created by your Shield spell, launching the shield forward with average strength. You can have the shield expand when pushed, becoming up to 3' in radius but easier to break through. The shield dissipates after moving 6'.<br />
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LEVEL 4:<br />
Body:<br />
Dye - Change the coloration of your skin, eyes, and/or hair.<br />
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<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Weapons and Armor</span></span> <br />
Daggers - Two mod 4 steel daggers.<br />
Armor - Leather armor designed for fluidity of movement, mod 2<br />
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<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Other Magical Possessions</span></span> <br />
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<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Other Mundane Possessions</span></span> <br />
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<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Pets</span></span> <br />
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<span style="font-weight: bold;" class="mycode_b">Gold:</span> 20]]></content:encoded>
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