Name: Scent of Rain Rising From Dark Soil (or just Petrichor, maybe?)
Race: If-Ys
Class: Warlock
Level: 1
EXP: 0

HP: 80 / 80
MP: 40 / 40
LP: 10 / 10
Weight: 4.
Drive: 0 / 8 + 4 WGT
Initiative: 1d6+ 4 WGT

R: Earth
W: Fire


Type Name Effect Special Weight Charges & Magical Effects
Armor Light Armor Start battles with a Bubble (5). Gain +10 Max HP. None 2 WGT None
Shield X WGT
Weapon 1 X WGT
Weapon n X WGT
Implement Wand Spells gain +2 potency. When your spells Burst, deal +5 additional potency rather than +3. 2 WGT
Accessory 0 WGT
Charm 0 WGT


[1] 1x Potion - True Heals +50HP and restores +5MP to a single target. M-Recovery.
[2] 1x Item - Description
[3] 1x Item - Description

Money: 0G
Rations: Make sure you buy some so you don't starve!


Vitality: +20 Max HP. Recover 10 HP upon winning a battle.
Lucky: +3 Max LP


Passive Abilities

[P] Passive Ability: New Day, New Face (After you take a Full Rest, you may change form, re-choosing any of your class, your learned abilities and your attributes, as it pleases you.)

[P] Passive Ability: 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. Any time the Warlock takes a Full Rest, all of their Spells reset back to Sealed mode.)

[P] Passive Ability Witch Arts: When creating a Warlock, select one of the following as your Witch Arts Effect:
- All your Spells have -1MP cost.

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.

[S] Goddess Hand: 5MP. 100CoS. Retreat, then deals 1d8+10 Earth damage, and suppresses -1 Drive to a single target. M-Earth.
Witch Mode: 9MP. 100CoS. Retreat, then deals 1d8+12 earth 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. M-Earth.
C [Pin]: Suppresses an additional -4 Drive.
C [Fire]: +4 damage potency.

[S] Shooting Star: 4MP. 100CoS. Deals 1d8+10 air damage to a single target, and Quicken 1 the Warlock. M-Air
Witch Mode: 8MP. 100CoS. Deals 1d8+12 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] Mirage Bubbles: 5MP. 100CoS. Deals 1d6+8 water damage to two targets. M-Water
Witch Mode: 9MP. 100CoS. Deals 1d6+10 water damage to an entire row. M-Water.
C Launch: +3 damage potency.
C Recovery: Recover +2MP.

Quick Abilities

[Q] Calm Down: The Warlock Retreats and resets a spell into Sealed mode. The Warlock then recovers +4 MP.


[OD] Overdrive:
War-Body: You gain Long Liberation II, Short E-Power II, Short K-Power II, and Short H-Power II. M-Recovery.
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.

Dazed Abilities

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


A sacred emissary.
Di - +2 dice to all actions on Holy Ground.
Sp - As long as you remain politically neutral, you're untouchable by mortal authority while carrying out your Holy Task.
Sp - When you preside over a burial or wedding, enter High Tide.
Mo - Entities related to your holy duty.

You've forgotten yourself. Memories surge just out of sight, like water under a dock.
Di - +2 to any task. (But you owe a Flashback.)
Mo - Any monster. (But you owe a Flashback.)
Sp - Whenever you use an Amnesia ability, you need to work out with your GM - why did you know that? What memory was it tapping into?
Sp - When you discover your past, swap out this trait. You and your party gain 50 EXP.


Points Skill Description
1 Agility Running, dodging, leaping
1 Charm Likability and social finesse
Coercion Intimidation and leverage
Determination Stamina, endurance, and willpower
Experimentation Identifying and analyzing something through experimentation
1 Insight Seeing to the heart of things, piecing things together
Lore Knowledge
Lying False pretenses, disguises, forgery
Mechanisms Opening locks, sabotaging devices
2 Mysticism Spirits and the protocols of the unreal
Navigation Reading the weather, finding the way, steering a ship or caravan
Operation Use and understanding of complex machines
1 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
2 Survival Foraging, hunting, tracking, you roll it when resting in the wilderness

Character Background

//Green shoots push up
from calamity.

Worms undulate in
dark earth below.
They sing hymns to
the clouds.//

Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License