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Welcome to Aurora Sky. We are a Sword and Sorcery roleplay. Below you will find all the information you will need to create a new character. Feel free to ask us questions! Hope to RP with you soon!


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Annabeth
#1
Annabeth

Race: Felvad

Gender: Female

Age: Burgeoning Adult

Height: 4'6"

Weight: Petite


Strength: Average


Physical Description: 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.


Apparel:Layers of thin satin like sheets creating a flowing gown that flatters her form.


Backstory:


The Story Of Annandale:
<a href="https://aurorasky.udocoded.com/showthread.php?tid=249">Made some friends</a>
<a href="https://aurorasky.udocoded.com/showthread.php?tid=247">Stabbed some bugs</a>
<a href=""></a>


Affiliations and Contacts:
<a href="https://aurorasky.udocoded.com/showthread.php?tid=236">Scherza</a> - Friend
<a href="https://aurorasky.udocoded.com/showthread.php?tid=239">Serena</a> - Friend


Skills and Abilities


Aspect: Umbral Soul
Transient, mesmerizing. You feel a kinship to light and shadow, the stars in the sky and the unlit depths.

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).
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.
You can learn the highest level spells (8+) of the umbral art.

Leveled Talent: GLASSWEAVER - Your attunement to umbral magic manifests as a deep connection to a special glass unique to you and other glassweavers.
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.
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.
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.
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.
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.
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.
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.
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.
Lvl 8. You develop a custom, staff-approved ability or technique involving glass and Umbral magic.
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.
Lvl 10. You develop another custom, staff-approved ability or technique involving glass, or enhance your previous custom ability/technique.


Aspect: Storm Called
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.

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 > 2).
You can substitute any similar motions to the ones required by your storm spells - such as thrusting out a sword instead of your palm.
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.
You can learn the highest level spells (8+) of the storm art.



Leveled Talent: 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.

Lvl 0. Electricity passes through you without harming you, although the heat generated by natural lightning bolts is still a concern.
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.
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).
Lvl 3. Tiny electrical sparks flicker at random beneath your skin. If skin is broken, electricity will course into the implement.
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’)
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.
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).
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.
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.
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.
Lvl 10. You learn to harness your attunement for a custom ability based on your personality and the electrical aspects of the Storm art.


Frozen Lightning - 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]

Alright, combining them both into one power:

Reality Reflections - Annabeth can wield the power of planar translocation to transform, shift, copy, and otherwise manipulate the magic of her woven glass.

Glassificate - 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.

Absorb - 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.

Replicate - 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.

Strip - 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.

Scribe - 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.

Release - 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.
(3 Minors)



Spells
Umbral

Level - 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.

Level - 2
Blind - Scatter the light before a target's eyes, blinding them for the briefest of moments.

Level - 3
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.

Storm
Level - 1
Drift - Thicken the air beneath you just enough that if you are falling it slows your decent and allows for a soft landing.

Level - 2
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.

Level - 3
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.

Weapons and Armor


Other Magical Possessions


Other Mundane Possessions
Absorbed forms of various basic weapons, ammunition, and simple tools.


Pets


Gold: -10 (will be giving some of my OOC gold to them on creation.)




So, her two abilities are basically a void space based on absorbing items, and an ability to shuffle around runes/enchantments. Thoughts?
Reply
#2
Frozen Lightning - 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 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 channelling electricity as well as Annabeth's own body.
Reply
#3
Things worked on for abilities in cbox a while back:

The glass item duplicates only have their magical properties for her since she contains the original "blueprint". Though, they could still be generic stabby things for others.

The runic glass is that each absorbed rune/enchantment on an item has one instance. So she can't use one fire rune to light all the things on fire, just one item. But if she had say 5 fire runes absorbed, she could spread them over 5 different items. As above, these only work for her. The runes to be applied are chosen at the time of item formation, and have some kind of interaction with time because the modifier of the items change as they stay around her. Going from 0 or 1 (based on frozen lightning or not) for the first 10 minutes, during which it slowly hardens to mod 3 or 4. So probably 0-3 minute = no mod, 4-6 being +1, 7-9 being +2, 10 being +3 for regular glass.

Can only have up to either the item's normal limit +1 (from frozen lightning on a high mod item after hardening) or 4 (frozen lighting +1, glassweaver hardened glass mod 3) whichever is higher.


So now the part I'm bad at. Rewritting what I already have into an acceptable ability within those fields.
Reply
#4
Alright, combining them both into one power:

Reality Reflections - Annabeth can wield the power of planar translocation to transform, shift, copy, and otherwise manipulate the magic of her woven glass.
Glassificate - 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.
Absorb - 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.
Replicate - 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.
Strip - 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.
Scribe - 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.
Release - 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.
(3 Minors)
Reply
#5
Stamped so hard nothing but a thin veneer of atomic paste remains.
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