Mysterious Folis

Name: Folis
Race: Feline Driftin (like Woren)
Class: Warlock
Level: 3
EXP: 187/250

HP: 80 / 80
MP: 70 / 70
LP: 7 / 10
Weight: 8
Drive: 2 / 16
Initiative: 1d6+8

R: Water
W: Air


Type Name Effect Special Weight Charges & Magical Effects
Armor ??? Backpack +3 Item Slots, +10 Max MP 2 WGT After battle, gain [number of monsters]d4 G that can only be spent on battle items.
Shield — WGT
Weapon 1 Levitating Mace 1d6+8 +4 damage if not used to hit last round 4 WGT [Spirit Weapon 1/1 -
Weapon n — WGT
Implement Palace of Light (Grimoire) Spell cost -1 MP, Bursts -2 MP instead of -1 MP Grade ?/? G 2 WGT [Lightwall 2/2 - Activate after using an ability that generates Recovery or Fire momentum. Front-row allies gain a Bubble(10).] [B Grade]
Accessory The Unquenchable Flame Cleanse self of Falter, Chill, and Challenge. Next Action: +4 Potency, statuses inflicted and granted are II. Grade C*/? G 0 WGT
Charm Maiden's Charm Recover +3 HP per LP spent 0 WGT


[1] Elixir
[2] Magic Drink
[3] Fairy in a Bottle
[4] Life Crystal
[5] Life Crystal
[6] Chonchon Dust

Money: 88G
Rations: 7


Will: +10 Max MP. Recover 5 MP upon winning a battle.
Showstopper: Your Overdrives gain potency. If it's single target, +5. If it targets multiple combatants, +2 instead.


Passive Abilities

[P] Speed: At the start of battle after turn order is determined, you can Quicken 2 or Slow 2 yourself. Anytime you spend an LP, you can Quicken 1 or Slow 1 yourself.

[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 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] Witch Arts: When your Spells are in Witch Mode, they have an additional +2 damage potency.

[P] High Tension: The Warlock gains +5 Burst at the start of each round of combat, stacking without limit.

Action Abilities

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

Defend: 100CoS. Until your next turn, you take -5 damage from all sources. Quick 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.

[S] Frozen Rose: 3MP. [2 MP] 100CoS. Deals 1d8+10 water damage to a single target. M-Water.
Witch Mode: 8MP. [7 MP] 100CoS. Deals 1d10+18 (with passive) water damage to a single target. M-Water.
C Water: +4 damage potency.
C Pin: All Burst rates against the target are +10 for the rest of the battle.

[S][W] Phoenix Tail: 4MP. [3 MP] 100CoS. Dash, then deals 1d6+10 fire damage to a single target. Roll an extra damage die against front row targets. M-Fire
Witch Mode: 8MP. [7 MP] 100CoS. Dash, then deals 1d10+14 (with passive) fire damage to a single target. Roll an extra damage die against front row targets. M-Fire
C Earth: Recover +3 MP.
C Launch: +4 damage potency.

[S][W] Shooting Star: 4MP. [3 MP] 100CoS. Deals 1d8+10 air damage to a single target, and Quicken 1 the Warlock. M-Air
Witch Mode: 8MP. [7 MP] 100CoS. Deals 1d8+14 (with passive) air damage to a single target, and Quicken 1 the Warlock. Gains +3 damage potency against targets which haven't acted this round yet. M-Air
C Recovery: Quicken 4s, instead.
R Rush: +4 damage.

[S][W] Meteor Dreamline: 5MP. [4 MP] 100CoS. Deals 1d8+8 air damage to a single enemy in the front row and a single enemy in the back row. M-Air.
Witch Mode: 9MP. 100CoS. [8 MP] Deals 1d8+16 (with passive) air damage to a single enemy in the front row and a single enemy in the back row. M-Air.
C Rush: Grants Long Focus to an ally which has already acted this round.
C Water: +4 damage potency.
C Recovery: Grants Long Stalwart to an ally which has already acted this round.

[S] Geyser: 5MP. [4 MP] 100CoS. Deals 1d10+14 water damage. M-Water
Witch Mode: 9MP. [8 MP] 100CoS. Deals 1d10+16 (with passive), and combos are more effective. If this attack Bursts while in Witch Mode, the Warlock can consume 3MP and regain the ability to combo with it (though not with the same type of momentum).
C Water: +4 damage potency, or +6 in Witch Mode.
C Fire/Earth: True Strike an additional enemy for 5 physical damage, or 8 physical damage in Witch Mode.
C Recovery: Recover +2 MP cost, or +7 MP cost in Witch Mode.
C Rush: Dispel a positive status from the target, or Dispel all positive status from the target in Witch Mode.
C Launch: Inflict Short E-Shatter, or Long E-Shatter in Witch Mode.
C Pin: Inflict Short K-Shatter, or Long K-Shatter in Witch Mode.

Quick Abilities

[Q] Release: The Warlock immediately changes any single Spell to enter Witch Mode. The Warlock gains +4 damage potency with that same spell this round.


[OD][T] Spinkick: 80CoS. Deals weapon damage and Slow 3s a single target. The Driftin can then Quicken 3. Scratch 6 on a miss. M-Rush

[OD] Witching Hour: 100CoS. Seal all of your spells currently in Witch Mode. Witching Hour strikes with freely targettable hits: once, plus another hit for each spell Sealed this way. The first hit to a target True Strikes for 14 Supreme damage. Second and successive hits to the same target from this action strike for 4 Supreme. M-Rush. (( ))
(If you have the Showstopper Attribute, increase the total damage dealt by +5 if you only strike a single target, or by +2 damage per target if you strike more than one.)

Dazed Abilities

[D] Cheer: Dazed. 100CoS. Restores +1 MP and grants +1 Drive to a single ally. M-Recovery

[D] Seal Adjustment: Dazed. The Warlock gains +1 Drive, and can change a single ability into either Sealed or Witch Mode. M-Recovery+1


Shouldn't Be Alive
You're the only survivor of a disaster. In fact, you've already been declared dead.
Di - +2 dice when a disaster is imminent.
Sp - Once each, you can do impossible things when up to one other person is around:
- A feat of impossible strength, lifting something you have no right to lift,
- A feat of impossible speed and agility, reaching someplace you have no right to reach,
- A feat of impossible prescience, being prepared for something you couldn't possibly have suspected.
Mo - The undead, and any monsters related to the disaster.
Sp - When you settle what caused the disaster you were in, swap out this trait. You and your party gain 50 EXP.

Things which don't belong to you.
Di - +1 dice to subterfuge, sneakery, lying, and hustling when your eyes are on the prize.
Fa - Opportunities to resolve problems by breaking into places and stealing things will present themselves, when possible.
Q - Steal: Target an enemy with an active ability that is based around using an item or gadget. (Firing a flamethrower, throwing a grenade, drinking a potion.) You steal that ability and can use it, once, using the exact same numbers as they do. That enemy cannot use that ability. When you steal an ability while you still have an ability, discard the old one.


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

Character Background

"I was a beast of ill repute once. Once. Well, maybe I'm not so liked in certain parts of the world. You know how sometimes science and magic don't give half a damn about ethics? It was something like that. Some passing invasionary lord set up shop in a wizard's tower, and opened the doors wide to people of ill repute like me, a sandbox of experimentation unfettered by the rules of humanity. But, the less said about that, the better. Suffice to say I was one of the gullible fools that joined the charade to further my study. It seemed like a pretty sweet gig at the time. Well guarded, no expenses spared on equipment and materials. I just had to keep trespassers away from the 'subjects' that kept getting brought in. Suffice to say I was too scared to say anything, until I met by chance the person that would haul me out of this mess, bodily. I think they intended to bring me to justice in some addle-pated scheme where my punishment out there in the world would be more just than a sword to the backside in this hellish tower. I thought it was nonsense, but then I saw what I had been guarding. Twisted things, shouting things, howling things, bent and folded by fell magics and unnatural science. I was terrified. Half of me wanted to die on the spot to atone, but the stronger, more cowardly half of me wanted to live. I told this knight of the tower's workings, its inhabitants, its guardians. With great difficulty we made our way to the top, slew the tower's lord, and unceremoniously pitched his burning corpse off the side."

"And then I was scared again. Everyone knew of the lord, but what about me? Would anyone remember I came from that tower? Would they think I was responsible for the terrors of the land? I stuck with that knight trusting in their judgment, because perhaps I did not deserve to make that choice. And in the end, it worked - we brought in others from the area, escapees, those who had gotten away but were shunned for their change in form. We became a pretty interesting band - there was a wolf-woman Hundred that I grew pretty fond of. We took in those who had nowhere else to go - like the tower, only with a more noble purpose, or at least one of survival, instead of horror. Eventually we got enough craftsmen and the wary blessing of our territorial ruler, we built a town out of our encampment with the resources we had gathered and saved together. More a tidy little place of dwelling moreso than any remarkable center of gathering or trade. It worked out well enough. Nobody really knew or cared to find us, because we were the people nobody really cared about anymore. It worked out, I guess."

"I guess…"

"… The Imperials. It was an ill time of two minds - nobody could have expected the Imperials to give half a damn about a town of weirdoes, but at the same time, what did we expect, really? With the way the Empress swept across the lands, taking by force first, then sifting through the remains to find treasure later. I guess I should have known."

"I should have known."

"I should have known… how could I have possibly known that my own friend, would have… It was a night raid. My memories of it are hazy. Fire, screaming, swords and explosions. A fearsome being in ebon armor, laying waste to all around them. That was… that was my friend, I did not know what they had become or by what fell means made it so. I tried to hide, but in the destruction and carnage, I felt an anger that I had never felt before. 'You fool,' I had shouted. 'You have become what you once saved me from!' There was no answer. We clashed with blade, staff, and spell. I was no match, and was flung against a heap of rubble and left to die. Why wasn't I finished off? Fuck if I know, that's one of the few things in life I had never questioned."

"Things were hazy again. I vaguely recall being carried by corpse-cart to a ship, to be disposed of along with the bodies of my comrades, out in the seas where whatever imagined taint inhabited our bodies would not pollute the Imperials' newly conquered lands. Again, I wasn't questioning it. I was getting myself to a ship, and that's all I cared about for the time being. A ship, any ship, to get me away from the hells the Imperials had wrought."

(( Folis is a tan-skinned, dark-haired Driftin of feline persuasion, of indeterminate age but appears to be late-twenties. Her ears and tail are golden-furred, with black tips and tail-rings that would almost suggest a tiger, but not quite. She wears sensible-looking leather armor for skirmishes, and loose shirts and pants more suggesting a mage for casual occurances. She bears a simple straight staff with three silvered metal bands near each end. ))


  • 7/30/2018: -20G for a heal
Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License