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Jacob Eustace Aranthime
#1
Jacob Eustace Aranthime
Race: Felalom 
Age: Ardent
Height: 5' 6"
Strength: Average
Appearance: 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.   
Background: 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.

Aspects, Talents and Skills
Task Magery - 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. [True Mage (Water Focus)]
Arcane Invention - 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. [Forged Road (Magical Research)]
 - Aggressive Prototyping - 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. [Staff Note: Subject to Revision at Any Time]
 - Diligent Study - 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. 
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 - Proper Penmanship - 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.
 - A Little Capitalism - 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). 

Spells and Magic
Once per post, Jacob may cast a second or lower level Primal spell as a bonus.
Primal Spells
 - 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).
 - 1 - Shield - 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.
- 1 - 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.
- 2 - Hone - By contact generate a film of force over a dull object, granting any dull edges sharpness and refining any already sharp edges.
Water Spells
- 1 - Dehydrate - 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.
- 2 - Soak - Draw moisture from the air to soak a target in water.
- 2 - Surface Tension Exaggeration Pulse - 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. [Passive]
- 3 - Flow - 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. [Passive.]
Fire Spells
- 1 - Ignite - 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.
- 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.
Storm Spells
- 1 - Drift - Thicken the air beneath you just enough that if you are falling it slows your decent and allows for a soft landing.
Earth Spells
- 1 - Sandblast - Release a burst of rough, scouring sand from your hand.
Umbral Spells
- 1 - Lantern - Create a floating ball of light before yourself or another that moves with the target, glowing with the intensity of a large candle.

Weapons, Tools and Other Sundries
Walk Softly - Jacob carries around a simple wooden quarterstaff, which carries no special qualities or markings of any kind. [Modifier 2]
Umbral Glasses - 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.
 - A Trace of Magic - With focus, you can see magic as though it were a faintly glowing light source.
The Essentials - 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.
 

Minors!
+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. Tongue Forged Road
+1 Aggressive Prototyping, +1 Diligent Study, Moving Bonus +1? Plug into something else to justify power level? Hang onto for something silly later?
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Messages In This Thread
Jacob Eustace Aranthime - by Jacob Aranthime - 06-21-2018, 03:45 PM
RE: Jacob Eustace Aranthime - by JTAgameboi - 06-21-2018, 07:07 PM

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