Ridwan El-Mofty

Name: Ridwan El-Mofty
Race: Alloci
Class: Mystic
Level: 3
EXP: 126 / 150

HP: 80 / 80
MP: 60 / 60 Recover +5 post battle.
LP: 9 / 10
Weight: 6
Drive: 13 / 14
Initiative: 1d6+6

R: Earth
W: Air


Type Name Effect Special Weight Charges & Magical Effects
Armor X WGT
Shield X WGT
Weapon 1 Used Shotgun 1d6+8 [Pin] Ranged. Critical 10. 3 Ammo before reloading. 4 WGT
Implement Mundane Orb Spells have their die potency increased by one size. Your spells also have +10 Burst rate. 2 WGT
Accessory Lion Bracelet The users gains +4 potency with their action this turn. 0 WGT
Charm Majesty's Charm When you're at max HP, take -5 damage from attacks. 0 WGT

Crits: 1-20. +1d6+4 damage and -1 Suppression.
Burst: 1-40. +1d8+3 damage and -1 Suppression.



Money: 80G
Rations: 6


Will: +10 Max MP. Recover 5 MP upon winning a battle.

Zealous: When you Burst, roll an additional die.


Passive Abilities

[P] Cursebreaker: Gain +10 Critical and +5 Burst. Anytime you score a Critical or a Burst against an enemy, Suppress the targets Drive by -1.

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

[P] Glyph Circles: Each Spell that the Mystic knows is tied to a unique circle of ancient, magical glyphs. Anytime the Mystic cast a spell, the glyph circle appears in the air and lingers on the field. Until the glyph is destroyed, the Mystic is incapable of casting the Spell. However, when the glyph circles are destroyed they release the magic store inside their patterns, creating additional effects that act as rider effects for the detonating attack. Glyph effects are listed below the associated Spells. At the end of battle, any glyph circles remaining on the field harmlessly dissipate without effect and unseal the spells they're tied to.

[P] Ritual Arm: When making an attack with a Firearm, the Mystic can destroy any number of glyph circles they've created. Doing so grants specific bonuses depending on the glyph(s) destroyed, and allows the Spells they're tied to to be cast again. You can destroy as many or as few of your own glyph circles, and all glyph will activate if you destroy multiple at once.

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.

[T] Roaring Bear: 2MP. 80CoS. Deals weapon damage to an enemy, and gains +1 damage die per glyph destroyed during this attack. M-Pin.
C Pin: Deals supreme damage, instead.
C Fire: Dispel a status from the target.

[S] Blizzard: 5MP. 100CoS. Deals 1d8+8 water damage to two targets. M-Water.
Glyph: True Strike the same target for 10 water damage.
C Pin: Glyph inflicts Long Chill as well.
C Air: Grants Long E-Guard to an ally.

[S] Overgrowth: 5MP. 100CoS. Deals 1d8+8 earth damage to a single target, and restores 1d8+8 HP to a different target. M-Earth.
Glyph: True Heal a different target for +10HP.
Field: Restores 15 HP to a single target.
C Fire: +4 damage. Damage and momentum is Fire, rather than earth.
C Water: +3 healing. Glyph heals an additional +3 HP, too.

[S] Wildfire: 5MP. 100CoS. Deals 1d8+8 fire damage to two targets. M-Fire.
Glyph: Choose a status: Cleanse it from all allies, or dispel it from all enemies.
C Rush: +3 damage.
C Earth: Inflicts Short Burning II.

[S] Thunder Clap: 5MP. 100CoS. Deals 1d10+10 air damage to a single target, and True Strikes all other enemies for 5 air. M-Air.
Glyph: Grants a Barrier(10) to a different target.
C Rush: Inflicts Long E-Shatter, as well.
C Fire: +4 damage.

Quick Abilities

[Q] Lion Bracelet: The users gains +4 potency with their action this turn.

[Q] Sacred Bullet: If the Mystic performs a technique with a firearm this round, True Strike any targets they've hit with a Spell this encounter for 5 physical.


[OD][S] Overdrive: True Iron: 100CoS. Cleanse all negative statuses from you and your entire party. If any ally is Dazed, undaze them and restore d8+10 HP to them. M-Recovery.

[OD][S] Overdrive: Child Beloved By the Storm: 100CoS. Deals 1d8+10 air damage to the entire group, and without generating a glyph. M-Air.

Dazed Abilities

[D] Y-Visitor: Dazed. True Heals +4HP to an ally. Generates M-Fire, M-Earth, M-Water or M-Air as desired.

[D] Tremor: Dazed. True Strike the group for 1 earth damage. M-Earth



Be you formally trained or a folk practitioner, you are a specialist in the ways and protocols of the various weird spirits that occasionally influence the mortal world: ghosts, devils, fiends, gods, and whatever other entities might possess, haunt, or hex the common folk. Some exorcists serve as diplomats and negotiators with the spirit world, others are more like strict enforcers. Ordinary folk and spirits both often view you with mixtures of fear, respect, pity and gratitude.

You have advantage on all rolls in a scene where signs or omens of hauntings have occurred.
Additionally, when you burn incense, you can perform a ritual to achieve certain effects: (You still get the benefit of the incense.)

You can perform a ritual to construct a spell-boundary, invoking holy power into a cord or drawn line. Define which supernatural entities this boundary wards against: when they cross the boundary, they must suffer pain as they break through and destroy it. Additionally, when they do so, you startle in a cold sweat (from sleep, if necessary) with a vision of what was happening.

You can perform a ritual to draw out a spirit representing a curse, fate, or natural phenomenon. This permits you to entreat or battle with abstract concepts. Specifically, you can summon a curse spirit representing an ally's bad condition - if you defeat it in battle, you can seal the curse spirit inside a nearby tree and remove the condition.


Your past is a drifter's - a stranger to most places you've been, revealing little about themselves, chasing some new frontier or simply unable to settle down. Your travels have already brought you quite far, either alone or with a partner - hunting treasure or dreams, chasing the next job, or simply running away from something. You're full of road wisdom and unsettled business, and itch a little when you haven't hit the trail for a while.

When you take a full rest twice in a row in the same place, you become Weary. You recover from Weary by traveling, not resting. When you feel you've set your soul to peace, lose this ability.

When your condition is good, once per expedition add a bonus success to any skill check, including yours. You can explain this by intervening quickly (as a sort of super-assist), or with a piece of hard-won wisdom.

When you enter a place that you might have visited before, you can make a check to gather information about it. After asking your questions, the GM will ask you: "What do you think went wrong here?" or "What's your unfinished business?"

When you fan out to gather information in a town you've never been before, one of the worst characters in town will often make a bad impression on you. You'll know in an instant exactly how rotten they are.


Points Skill Description
Academics Formal learning and experimental science
Charm Likability and social finesse
Coercion Intimidation and leverage
Determination Stamina, endurance, and willpower
2 Insight Seeing to the heart of things, piecing things together
Lying False pretenses, disguises, forgery
1 Machines Understanding and subverting devices like locks
2 Mysticism Spirits and the protocols of the unreal
Prowess Strength and agility
1 Sorcery Solving a problem though magic
Stealth Avoiding attention, sneaking into places, detecting alarms, stealing
Streetsmart Fast talking, bribery, underworld politics
2 Wayfaring Survival and navigation

Character Background

A wandering Exorcist. There's not really much more to it than that. Find Spirits. Send them off. Leave where you are and look for more. Rise and repeat. Well, until recently that is.


A middle aged alloci man, on the short side. Light brown eyes, dark purple hair. His hair falls down to about shoulder length, usually with the bangs pulled to the sides and braided. For clothing it tends to stick to simple tunics, usually in lighter pastel colors (blue and green in particular) with a long, well worn leather duster thrown on over it and a pair of sturdy blue jeans and boots. A few note worth tools of the trade are almost always worn and close at hand as well: a large leather satchel handing from one shoulder filled to the bring with meticulously organized vials and pounces of strange powders, herbs and fluids. A shotgun holstered to his hip the satchel doesn't rest against. A small silver chain necklace with the symbol of Death in the old elf language hanging from is rest from his neck. And the strangest along his belonging: a tan gas mask that's worn when mixing together the things within his satchel or when dealing with spirits in heavily industrialized areas can often be seen hanging from his neck as well or pulled up and worn not unlike a hat. Most of the time a small onyx orb with the same symbol as his necklace etched in silver into it can be seen floating around him erratically as well.

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