ToE- Yin

Name: Olu-ja-Yn "Yin"
Race: If-ys
Class: Warlock
Level: 2
Current XP: 59

After years of people-watching from the confines of her large family home, Olu-ja-Yn has finally succumbed to her odd wanderlust and ventured out into the Tower, much to her family’s disapproval. Yin, as she prefers to be called, has borrowed many traits from all races and genders, but sees herself as female with her forms reflecting this. The most common of these is that of a dark haired, thin girl that looks almost human at first glance. About a foot taller than most dwarves, what sets her apart are the shades of her skin (varying from parchment white to tinged with stripes of greens or purples), her brightly jewel-toned eyes, and the colorful feathers or scales that she can often be seen sporting- mostly at joints and near her hairline. She also loves jewelry and shiny charms that accentuate her features. However, the clothes Yin chooses are often the opposite. Avoiding the bright robes that many other magic users tend to wear, she instead favors neutrally colored and closer cut gear that takes advantage of her bouncy magic wielding style and light weight. This also allows for freedom of movement should she find herself in yet another sticky situation of her own making; her curiosity and desire to learn have definitely gotten her into trouble on more than one occasion.

HP: 80 / 80
MP: 60 / 60
LP: 10 / 10
Weight: 4
Drive: 8 / 12
Initiative: 1d6+4

R: Air
W: Earth

Type Name Effect Special Weight Cost
Armor Back Pack Gain +1 Item Slot. Gain +10 Max MP 2WGT 30
Implement Grimoire Spells cost -1MP, and increase the potency die of spells by one size If you cast a Spell with no MP cost with a Grimoire (before factoring in Burst discounts), recover +1MP 2WGT 30
Accessory Barrier Ring [Q] The user gains a Barrier (4) 0WGT 30
Charm Rat's Charm When you're at 20 HP or lower: +1 Drive on your turn 0WGT 10

Money: 6
Rations: 5

Will: +10 Max MP. Recover 5 MP upon winning a battle.
Perceptive: Whenever you hit an elemental weakness, deal +2DMG and regain +1MP.


[P] 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] Witch Mode: As a Warlock, all of your Spells have two modes: Sealed, and Witch Mode. By default, all Spells the Warlock learned start in Sealed mode, and are what the abilities are initially written as. 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 are resealed.

[P] Limiter: At the end of each battle, the Warlock may choose to Seal a single Spell in Witch Mode.

Spell dice upped and MP reduction applied from Grimoire bonus

1.) [S] Hunter Beam: 3MP. 100CoS. Deals 1d10+12 fire damage. If used on consecutive turns against different targets, deal +2 damage for each new target. M-Fire
Witch Mode: 6MP. 100CoS. Deals 1d10+12 fire damage. If used on consecutive turns against the same target, deals +3 damage per round.
C Rush: The consecutive turn bonus is now 2 rounds higher than it should be.
C Air: Inflicts Long Burning.

2.) [S] Mirage Bubbles: 4MP. 100CoS. Deals 1d8+10 water damage to two targets. M-Water
Witch Mode: 7MP. 100CoS. Deals 1d8+10 water damage to an entire row.
C Launch: +3 damage.
C Recovery: -2MP Cost

3.) [S] Shooting Star: 3MP. 100CoS. Deals 1d10+12 air damage, and Quicken 1s the Warlock. M-Air
Witch Mode: 6MP. 100CoS. Deals 1d10+12 air damage, and Quicken 1s the Warlock. Deals +3 damage against targets which haven't acted this round yet.
C Recovery: Quicken 4s, instead.
C Rush: +4 damage.

4.) [S] Land Ripper: 3MP. 100CoS. Deals 1d10+12 earth damage and Pulls the target into the front row. M-Earth
Witch Mode: 7MP. 100CoS. Deals 1d10+12 earth damage and Pulls the target into the front row, then inflicts Short K-Shatter II.
C Pin: Inflicts Long K-Shatter
C Earth: +3 damage, or +6 damage if the Warlock is in the front row.
C Launch: True Strike another enemy in the front for 4 physical damage.


KD combat notes:
If the roll is 25 or lower, you score a Burst! When a spell Bursts, add +3 to it and reduce its cost by -1MP.
Hit Weakness= Dice+ Static base +7 (Perceptive+weakness)/+10 burst
Weakness + Sixth Sense= Dice+ Static base +12/+15 burst

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

[OD] War-Body: You gain Long Liberation II, and any two Short Status II's you wish. M-Recovery

[OD] Witching Hour: Seal all of your spells currently in Witch Mode. For each spell sealed, True Strike an enemy for 12 supreme damage. Additional hits after the first can target the same enemy, but doing so causes it to only hit for 4 supreme damage, instead. M-Rush

[D] [S] Never Give Up: 2MP. Dazed. 100CoS. Deals 1d8+6 damage, whose element is the same as the Warlock's resistance(Air) M-Air.

Spy- Send reports, get favors. And gadgets.
Di - When performing a mission for your agency, +1 die.
Sp - When you file a report on your actions to the agency, receive a Support point, and possibly, a mission. Don't file reports when you have an outstanding mission.
Sp - Spend a Support point to gain a useful gadget or tool… agency's choice.
Sp - When you're in trouble, spend a Support point- someone nearby is secretly an agent!

Undying- Death is something that happens to other people.
Sp - You cannot die. If you are ever separated from the party in perilous circumstances, you will eventually return to them, no worse for wear. Even being buried 10,000 miles beneath the earth or confined to another dimension can't stop you.
Sp - Once, when the entire party is dazed, instantly defeat all enemies.

Points Skill Description
Agility Running, dodging, leaping
Charm Likability and social finesse
Coercion Intimidation and leverage
Determination Stamina, endurance, and willpower
Experimentation Identifying and analyzing something through experimentation
2 Insight Seeing to the heart of things, piecing things together
Lore Knowledge
2 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
2 Sorcery Solving a problem though magic
2 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
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