Name: Elbereth
Race: Dantali Elf
Class: Warlock
Level: 3
EXP: 120 / 150

HP: 80 / 80
MP: 65 / 65
LP: 10 / 10
Weight: 0
Drive: 16 / 20
Initiative: 1d6+10
Grimoire Charges: 3/3
Witch Mode Spells:

R: Fire
W: Water


Type Name Effect Special Weight Charges & Magical Effects
Armor Mana Tank +15 Max MP, +5 MP at battle end 4 WGT
Implement 1 Prima Regulus (Grimoire) Spells cost -1MP. If you cast a Spell with no MP cost recover +1 MP. When your spells Burst, they cost -2MP. 2 WGT 3 charges can use any learned Thaumaturgy!
Shield Shield Reduce all incoming damage by 5. Three blocks per battle. 4 WGT
Implement 2 Twisted Mirror Spell potency die increased, +10 burst rate 2 WGT Target an additional actor (2 charges)
Accessory Tiger Bracelet [Q] Gain +1 die with action this turn. 0 WGT
Charm Confused Charm Taunt/Challenge Protection 0 WGT


[1] Potion (+50 HP) M-Recovery
[2] Medicine (Cleanse status.) M-Recovery
[3] Virindigris' Right Hand

Key Item:
Set of Arcolith Keys

Money: 21G
Rations: 9


[1] Cunning: Whenever you activate a combo, you get +3 MP back.
[2] Perceptive: Whenever you hit an elemental weakness with a Spell, deal an additional +2 damage.


Passive Abilities

[P] Witch Mode: As a Warlock, all of your Spells have two modes: Sealed mode, and Witch Mode. By default, all Spells the Warlock learned start in Sealed mode and use the standard spell effect when cast. When casting a spell in Witch mode, use the Witch mode effect instead.
When the Warlock strikes a target's elemental weakness when casting a Sealed Spell, the Spell changes to Witch Mode - causing its MP cost to increase, but also powering the Spell up in some way as well.
Anytime the Warlock takes a Full Rest, all of their Spells reset back to Sealed mode.

[P] Warlock's Endurance - The Warlock gains +10 Maximum MP. Additionally, when not engaged in battle, the Warlock may spend LP to recover HP, which each LP spent recovering +10HP.

[P] Witch Arts: All your Spells have -1MP cost.

[P] Wizardry: Whenever you Full Rest, you can edit your learned abilities. When you edit an ability, you can change the element it's assigned to, along with its corresponding momentum, with some limitations. Physical attacks can have their momentum freely changed between Rush, Pin and Launch types. Abilities that deal elemental damage can be changed freely between Earth, Fire, Air and Water, with the momentum generated by the ability changing to match. Additionally you assign a specific element to Nova Regulus: choose between Long Exhaust, Short Exhaust II, Long Curse, or Short Curse II.

Action Abilities

[T] Basic Attack: 80CoS. Deals weapon damage. M-Weapon.

Defend: 100CoS. Until your next turn, you take -5 damage from all sources. Quicken 1. Additionally, you may Reload any equipped Firearms to their maximum ammo value.

Item: 100CoS. Use an item from your inventory. Targeting, effects and momentum vary from item to item.

Use your shield procs you dumb piece of shit!

[S] Arctic Slice [Phoenix Tail]: 2MP. 100CoS. Dash, then deals 1d6+10 water damage to a single target. Roll an extra damage die against front row targets. M-Water
Witch Mode: 6MP. 100CoS. Dash, then deals 1d10+12 water damage to a single target. Roll an extra damage die against front row targets. M-Water
C Earth: Recover +3 MP.
C Launch: +4 damage potency.

[S] Fireball [Goddess Hand]: 3MP. 100CoS. Retreat, then deals 1d8+10 fire damage and suppresses -1 Drive to a single target. M-Fire.
Witch Mode: 7MP. 100CoS. Retreat, then deals 1d8+12 fire damage and suppressed -2 Drive to a single target. Gains +4 damage potency against targets with a Drive Gauge maximum of 4 or less, and +2 damage potency against targets with a a Drive Gauge of 5 or 6.
C Pin: Suppresses an additional -4 Drive.
C Fire: +4 damage potency.

[S] Tornado [Mirage Bubbles]: 3MP. 100CoS. Deals 1d6+8 air damage to two targets in the same row. M-Air
Witch Mode: 7MP. 100CoS. Deals 1d6+10 air damage to an entire row. M-Air.
C Launch: +3 damage potency.
C Recovery: Recover +2 MP.

[S] Land Ripper: 3MP. 100CoS. Deals 1d8+10 earth damage to a single enemy and pulls the target into the front row. M-Earth
Witch Mode: 7MP. 100CoS. Deals 1d8+12 earth damage to a single enemy and Pulls the target into the front row, the inflicts Short K-Shatter II. M-Earth
C Pin: Inflicts Long K-Shatter.
C Earth: +3 damage potency, or +6 if the Warlock is in the front row.
C Launch: True Strike another enemy in the front row for 6 physical damage.

[S] Meteor [Signature Spell]: 4MP. 100CoS. Deals 1d10+14 Fire damage. M-Fire
Witch Mode: 8MP. 100CoS. Deals 1d10+14 Fire damage. M-Fire. If you burst, you can spend 3 MP and regain the ability to combo. (Though not with the same type of momentum.)
C Fire: +4 damage potency, +6 in Witch Mode
C Air: True Strike an additional enemy for 5 physical damage. 8 in Witch Mode.
C Earth: True Strike an additional enemy for 5 physical damage. 8 in Witch Mode.
C Recovery: Recover +2 MP cost, +7 in Witch Mode.
C Rush: Dispel a positive status from the target, Dispel all statuses from the target in Witch Mode.
C Launch: Inflict Short E-Shatter, Long E-Shatter in Witch Mode.
C Pin: Inflict Short K-Shatter, Long K-Shatter in Witch Mode.

Quick Abilities

[Q] Sixth Sense: Select a single enemy and learn its weakness. If the Warlock strikes the target's weakness this round, they gain +5 additional damage potency.


[OD] Overdrive: Special Delivery: Dash or Retreat, then Seal all of your spells currently in Witch Mode. Recover +6 MP, plus an additional +6 MP per spell that was just sealed. Then choose and unseal a spell, and gain Short Focus II. M-Recovery+4
[ ]

[OD][S] Overdrive: Nova Regulus: 100CoS. Deal 1d6+8 Fire damage to the entire enemy group, and inflicts L-Exhaust. M-Fire.
[ ]

Dazed Abilities

[D][S] Never Give Up: 3MP. Dazed. 100CoS. Deals 1d6+6 elemental damage to a single target. This damage's element is the same element as the Warlock's resistance. Generates momentum of the same element, as well.

[D] Wish: Dazed. Remove Dazed from an ally, and restore 1d10+15 HP to them. M-Recovery+1


Trait 1: Prima Regulus
You're trained in "Prima Regulus", one of the sorcerous schools of the Tiqin empire.
Di - +1 to rolls to understand or dispel magic based on the primal expressions of the elements. (Fire, water and ice, wind and storm, earth and stone.) +1 die to casting Thaumaturgy.
Sp - You start with a Grimoire, the "Regulus Key", with some thaumaturgy formula already inside it. You can copy Thaumaturgy from other grimoires without a roll. Anyone can invoke thaumaturgy from a grimoire by expending its charges.

Spend a charge from your grimoire, spend MP for a water spell, and step out onto a surface of water calmer than open sea:
- A platform of magical ice freezes underneath your feet. You can walk freely over it.
- The ice will fade if one of your feet is ever not in contact with the platform.
- If anyone makes an attempt to damage the ice, it will begin to shatter.
- It might break if you try to drive heavy load over it, but it should support your whole party otherwise.

Spend a charge from your grimoire, spend MP for an air spell, spread your arms, hold your breath, and roll Sorcery. Spend successes:
- One person or person-sized object begins levitating, drifting slowly upwards, to a height of about five meters
- You hold your breath a little longer, letting things float up five meters higher

Spend a charge from a grimoire, spend MP for a fire spell, fan your arm, and roll Sorcery. Spend successes:
- Everything you fan your arm over that you wish to burn catches fire,
- Everything you fan your arm over that you do not wish to burn does not catch fire.

Spend a charge from your Grimoire, spend MP for a fire spell, plant your feet on solid ground, drive your fist forward, and roll Sorcery. Spend successes:
- At the end of your punch, you strike a wall of congealed mirage-light that appears suddenly, at a ninety-degree angle to the surface you're standing on. It extends to about the size of the broad side of a barn, filling the space it is in. The wall dissipates when you lose direct line of sight on it, including if you turn around. (Blinking is okay.) It's as solid as a brick wall.
- You don't hurt your hand punching the wall.

Trait 2: Handmaiden to the Wind
You're the survivor of a lost Dantali civilization. You can read its language, and most other ancient scripts, very naturally.
Di - +2 Dice to rolls where knowledge of antiquity is useful, including anyone who might prefer antiquated etiquette. (This doesn't apply to anything dating to the Arcoliths.)
Sp - You can prepare certain items whose knowledge is lost to time:
- A spectacularly effective detergent for stain removal,
- A particularly charming perfume,
- Clothing where the seams can't be seen,
- A potion for curing seasickness,
Using ordinary herbs and ingredients. You might be able to prepare a fifth item of this sort, too.
Fa - One day, you will find Shangri-La - a hidden Dantali enclave, sealed away from the world.


Points Skill Description
2 Agility Running, dodging, leaping
1 Charm Likability and social finesse
Coercion Intimidation and leverage
2 Determination Stamina, endurance, and willpower
Experimentation Identifying and analyzing something through experimentation
Insight Seeing to the heart of things, piecing things together
Lore Knowledge
Lying False pretenses, disguises, forgery
Mechanisms Opening locks, sabotaging devices
Mysticism Spirits and the protocols of the unreal
Navigation Reading the weather, finding the way, steering a ship or caravant
Operation Use and understanding of complex machines
3 Sorcery Solving a problem though magic
Stealth Avoiding attention, sneaking into places, detecting alarms, stealing
Streetsmart Fast talking, bribery, underworld politics
Strength Smashing, lifting, throwing, cutting
Survival Foraging, hunting, tracking, you roll it when resting in the wilderness

Character Background

Elbereth started off her life as a loyal handmaiden to Zhen Tiqin, first daughter of the Tiqin empire. Zhen was the adventurous sort, always giving a small handful of trouble for her attendants. Looking back, Elbereth no doubt attributes both her agility and patience to chasing after her for twenty-one years. It came as little surprise to anyone that the woman ran away from home to elope with the ruffian sea captain, Géza Titania. Unusual circumstances, but one that brought Zhen's most trusted confident upon a ship none the less. Géza was an eccentric man, one that sailed the world looking for hidden treasure. One day he approached his love and told her that he had stumbled upon evidence of a hidden treasure truly worthy of her splendor, clues that could lead them into the Arcolith. Both ecstatic, they pursued this goal for many a year, but soon none of it mattered.

News spread quickly of the fall of the Tiqin Empire. Zhen was heartbroken, as would any who found out their family was gone. Looking back on things, this was the first of many conquests in a century driven greed by the Imperial nation. But destroying their home was not enough, for where there lies a successor remains the seeds of rebellion. Not even the calm skies could predict the coming storm of the Imperial fleet. It was the first and only naval battle she had experienced. Before she could even process what had happened the ship lay in ruins and she found herself holding on to a floating plank as the waves carried her away. When she awoke, she had washed up on to the Leviathan with nothing to her name.

And so the seasons passed and news of the Empires conquests struck fear into the hearts of many. As economic hardship struck the world more and more people turned to a life of piracy. The profession of a bonafide explorer or treasure hunter had become a risky investment and a rarity at that. Few travelled along anything but the set trade routes with hired protection. Residents of the Leviathan grew by the year and Elbereth too was stranded. With no way off the titan, and those that could only being interested in trade, Elbereth felt that her companions venture was to be forgotten. But she had time on her side. For the next eighty years residents of the Leviathan came to know her as the housekeeper that worked at Bard + Boar by day, and as a barmaid in its pub by night. The inn gave her a small room to stay in exchange for housekeeping and the tavern both tales of the outside world and a disposable income. She had been around as long as most of the residents of the Leviathan could remember.

Over time, she began to forget about what life like was before she showed up on the Leviathan. Refugees spoke of bloodshed and famine in their home nations. Sailors spoke of the risky trade routes they could take to extort those who lost everything. The world had become ugly and no longer had the thrill and dreams of exploration. But one day that all changed, Elbereth couldn't believe her ears. Some random nobody came strolling into the tavern spouting about gathering a crew to enter the Acrolith. Yes, THAT Acrolith. Imagine Lady McGunnery's surprise when the first person volunteering was the one serving her drink! Elbereth had no interest in laying claim to the treasure itself. But after this long she had to find it to finally put her past to rest.

Unlike most of her kind, Elbereth lacks the typical vibrant colours that are found on Dantali Elves and has lacked pigment since birth. She always wears the same maid outfit and if anyone is daring enough to look in her room, she has a dozen of them hung up.

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