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Jones Alex
#1
Jones Alex

Race: Human

Gender: Male

Age: 45

Height: 5'11

Weight: 240

Strength: Strong

Physical Description: Barrel chested, hairy, round-faced,

Apparel: Too often goes shirtless. Fond of expensive watches. Currently wearing a nice suit.

Backstory: Jones Alex has

The Story Of Jones Alex:

Affiliations and Contacts:

Skills and Abilities:

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)

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.

Aspect: Vital Heart
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.

Leveled Talent: WAKING DREAMER - You posses a connection to the dreams and minds of others unheard of to most.
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.
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.
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.
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'.
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.
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.
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.
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.
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.
Lvl 9 – You develop a custom, staff-approved ability related to dreaming and your bonds with others.
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.


Aspect: Warrior Prodigy
You possess the equivalent of the Martial Stances and Techniques basic training (I.E. You already "completed" the training [no BP/Gold needed]).
You gain an additional minor. This minor must be somehow related to your LS or otherwise be physical in nature (Acrobatic ability, increased starting strength, a fighting technique, etc).
The number of times you need to use warrior techniques to master them is halved.
Leveled Talent

Vital – Enlightened Combat –The art of fully perceiving and utilizing your environment in combat.
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.
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.
Lvl 2 – 15BP – Your grip and leg strength are honed, allowing you to easily scale and bound around obstructions and landmarks.
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.
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).
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.
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.
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.
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.
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.
Lvl 10 -275BP – You develop a custom, staff approved technique that represents your personal take on this style.

Spells

Weapons and Armor

A metal helmet composed largely of tin.

Other Magical Possessions

"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.

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.

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.

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.

Solvent of CONSPIRACY BREAKING: When applied to an item, causes that item to shed bright light for ten minutes.

Other Mundane Possessions

Gold: 0
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