Kit and Kat

Name: Kit and Kat
Race: Familiar
Class: Golemologist
Level: 2
EXP: 68

Kit

HP: 80 / 80
MP: 60 / 60
LP: 10 / 10
Weight: 6
Drive: 4 / 14
Initiative: 1d6+2

Kat

HP: 40 / 40
Fuel: 0/??
Initiative: Last

R: Air
W: Fire

Equipment

Type Name Effect Special Weight Magical Effects
Armor Backpack Gain +1 Item Slot. Gain +10 Max MP. 2 WGT XX
Weapon 1 Staff Gain +1MP on a hit, and if you cast a spell next round it's -1MP. 2 WGT XX
Implement Unaspected Orb Spells have their die potency increased by one size. Your spells also have +10 Burst rate. 2 WGT XX
Accessory 0 WGT XX
Charm Slayer's Charm When you spend LP on an ability, gain +1 Potency per LP with it. 0 WGT XX

Inventory

[1] 1x Incense - Common offering for spirits and the dead. +Die to Mysticism rolls while burning. Buying some at shrines is expected.
[2] 1x Medicine - Cleanse all negative conditions from a single target. M-Recovery.
[3] 1x Medicine - Cleanse all negative conditions from a single target. M-Recovery.
[4] 1x Item - Description

Money: 125G
Rations: 1

Attributes

Awareness: When calculating starting initiative, -4 from your roll/weight.
Team-Spirit: Whenever you generate momentum, it's +1.

Abilities

Passive Abilities

[P] Stuffed Body: Once per expedition, when you start a turn while Dazed, you can choose to revive yourself before acting. Doing so removes dazed and restores +40 HP to the Familiar, then allows them to take their turn as normal. (Expeditions are the time between Inn stays / Sanctuary uses)

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

[P] Golem: While a Golemologist is an adequate support units on their own, their true worth lies in their ability to command strange robot creatures called "Golems".
Golems act semi-independently from the Golemologist in battle; they have their own turn marker (they always start combat at the bottom of the initiative list), are effected by statuses, and even have their own HP Bars!

In order to act, a Golem requires Fuel - when their turn marker is up, they may either do nothing on their turn, or spend 1 Fuel and act normally. The only actions a Golem may perform are the abilities attached to its equipped Programs. Each Golem has two programs equipped at any given time, which may be any of the programs the Golemologist has learned. (They start with 6, and earn more as they level.) These programs may be swapped freely out of battle, or changed in-battle using abilities such as Program Install.

A Golem may stock any amount of fuel, though all fuel unspent dissipates when the battle ends.

A Golem has 40HP, and automatically recovers 10HP after each fight in which it was not destroyed. If your Golem is destroyed in battle, it can't be used again for the rest of the fight. As soon as you're not in combat, however, the Golemologist can spend 10MP to perform repairs, which restore it to max HP and gets it working just fine for the next fight.
Golems do not have their own MP pools - instead anytime a Program consumes MP, deduct it from the Golemologist's pool.
Golems don't have their own LP, but the Golemologist can spend their LP things affecting the Golem as well as themself.
Golems also do not equip gear, or benefit from the Golemologist's gear.
The only actions Golem can perform are Programs which have been installed into it. Each Golem has 2 Program slots with which to load in combat abilities, and the Golemologist starts knowing 6 different Programs. Which programs are installed can be changed anytime the Golemologist is not in combat. Programs otherwise are identical to normal Active Abilities. Golem Techniques following normal melee weapon targeting restrictions.

[P] Basic Programs: You know all six of the following basic golem programs, currently equipped programs can be found in Action Abilities:

[T] Slam Punch: 80CoS. Dash, then deal 1d6+6 physical damage.
C Rush: +4 damage and Dispel a single status effect.
C Fire: +2 damage, Inflict Long E-Shatter.

[S] Rotary Hawk: True Strike a single target for 6 physical damage and Slow 1 them.
C Air: +4 damage.
C Pin: Slow 3, instead.

[S] Hex Lock: 100CoS. Convert a single Short status effect on an enemy into a Long status.
C Recovery: Upgrade the status from I to II, as well.
C Earth: If this status is cleansed, the enemy loses 10HP.

[S] Cover: 100CoS. Select a single ally. Next round, anytime that Ally is targeted by an enemy, the Golem can choose to be the target instead.
C Recovery: The Golem recovers 1d6+10HP.
C Earth: The Golem gains a Barrier (5).

[S] Philosophy Cannon: 100CoS. Deals 1d6+4 air damage.
C Earth: +6 damage, damage is Earth.
C Fire: +6 damage, damage is Fire.
C Air: +6 damage.
C Water: +6 damage, damage is Water.

[S] Cluster Bomb: 100CoS. Toss a Bomb with 20HP into either enemy row. When the Bomb's HP is depleted, it explodes and deals 1d10+10 fire damage to every other enemy in the row.
C Fire: Inflict Short Burning II on explosion.
C Launch: +5 damage.

Action Abilities

Kit

[T] Basic Attack[Staff]: 80CoS. Deals 1d6+6 damage. M-Rush+1.

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] Reconstruct: 4MP. 100CoS. Restore 1d10+10HP to a a single target, and the Golem gains +1 Fuel. M-Recovery+1.
Field: Restores 15 HP to a single target.
C Air: Restore the same amount of HP to the Golem, as well.
C Earth: Grants Long K-Guard.

[S] Analyze: 4MP. 100CoS. Inflicts Short K-Shatter II on a single enemy. You also gain knowledge of its current and maximum HP, MP, LP, elemental weakness and resistance, as well as the names of its attacks. Momentum generated is the same as the monster's weakness+1.
C Water: Inflict Short E-Shatter II as well.
C Air: Inflicts Long Chill as well.

[S] Program Install: 5MP. 100CoS. Swap out one Program installed on the Golem for another that isn't. Remove a single negative condition from the Golem, and it gains +2 Fuel. M-Air+1.
C Recovery: Swap out both Programs.
C Fire: Grant the Golem Short K-Power II & Short E-Power II & Short H-Power II.

[S] Smaragdina: 4MP. 100CoS. Grants Long E-Power to a single target, and the Golem gains +1 Fuel. M-Fire.
C Fire: Grants Long E-Power II instead.
C Earth: Grants the Golem Long E-Power, as well.

Kat

[S] Philosophy Cannon: 100CoS. Deals 1d6+4 air damage.
C Earth: +6 damage, damage is Earth.
C Fire: +6 damage, damage is Fire.
C Air: +6 damage.
C Water: +6 damage, damage is Water.

[S] Rotary Hawk: True Strike a single target for 6 physical damage and Slow 1 them.
C Air: +4 damage.
C Pin: Slow 3, instead.

Quick Abilities

[Q] Magnum Opus: Grant Long Focus to any target.

OVERDRIVES

Kit

[OD][S] Miracle Star: 100CoS. Select a single ally and restore 1d8+10 HP to them. If the target is Dazed, remove daze and double the amount of HP restored. Then grant the target an amount of +Drive equal to the size of your drive gauge. M-Recovery+1

Kat

[OD][S] Drain Power: 100CoS. Deals 1d10+15 water damage to a single target, and the Golem gains +1 Fuel. M-Water+4

Dazed Abilities

[D] Jury-rig: Dazed. 70CoS. The Golem gains +1 Fuel. M-Air+1.
[D] Reroute: Dazed. Grants a single ally Short Liberation. (No Momentum)

Traits

Rebel
Scars from a lost cause. Imperials are the enemy.
Di - +1 die when attacking your enemy.
Sp - When you arrive in enemy territory, you can contact the local cell. They'll give you reports of recent enemy activity.
Sp - When one of your allies deals a satisfying blow to your enemy's long-term plans, grant them the Iron-Heart[30] condition, increasing their max HP by 30.
Mo - Forces of your enemy.

Manna-Drive
Through an implanted device or otherwise, you run on magical energy. Choose Fire, Water, Air, or Earth. You have to follow certain requirements.
Sp - You have a Performance number, based on the number of Performance Requirements you meet.
When your Performance is 3, you're Blessed (Focus). When your Performance is 0, you're Hexed (Exhaust).
Sp - You can absorb vast quantities of your element to restore MP. When you:
Air: Tap into a vast amount of electricity, Refill your MP by half.
When you've done this recently, you meet a Performance Requirement.
Sp - You can purchase Parts for your device for 25G. You can use them as a Quick ability - when you do so, you gain Absorb (Your Element).
When you've done this recently, you meet a Performance Requirement.
Sp - You must avoid certain conditions:
Air: Immersion in water.
As long as you do so, you meet your third Performance requirement.

Skills

Points Skill Description
Agility Running, dodging, leaping
2 Charm Likability and social finesse
Coercion Intimidation and leverage
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
2 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

Character Background

Kit and Kat are a unique pair of twin dolls, being that both of their spirits share one of the two dolls, and yet, one is connected to the other body as well, but just enough that the body is still animated. Kit, the "older" of the two, appears to be a wise anthropomorphic cat wizard, complete with pointy hat, robes, staff, spellbook, and heavy belts hanging with heavily laden pouches, is the host of the two spirits, while Kat, is an lithe anthropomorphic fox swordsman in appearance, dressed in loose flowing garb that constricts at just the right places to not impede his swordsmanship, and is armed with a cute toy-like saber, but it's still quite sharp.

The unique situation the twins have found themselves since they awoke has given them a certain insight into the working and nature of spirits, in their own attempts to figure why they'd be "born" like this. While they never came upon the answer to that question, they have come to terms with that fact, and Kat never complains of having to share a body with Kit, as he can for brief moments control his own body near completely, lacking only the use of his voice. When not under Kat's control though, the body can still move, although acts as though leashed, as it is in fact tethered to Kat still.

Kit and Kat were made at some point while Folis was living in the tower, to have some kind of personae to talk to that weren't outright malevolent. Kit was made first, in the fashion of a comical wizard to offset the off-puttingness of tower life. This whole procedure was done with more enthusiasm than sense, and Kit had an excess of energy and magic for one servitor. So that led to another experiment where Folis and Kit talked it out and had Kit build their -own- servitor, with the former stepping in where Familiar dexterity was lacking. It's just the "spirit" splitting process that went a little awry, causing the two "forms" that Kit has, and can sometimes put one of them into Kat. Folis was pleased at how it seemed to work out but felt guilty that she both put too much magic into one servitor, and botched the attempt to separate the magic into two servitors.

When Kit first awoke, it was to the proud surprise of a feline Driftin, herself exhausted from the work she had put into the little doll to bring it to life. The Driftin, who Kit would come to know as Folis, made Kit to be close to a friend as she could have, for in the tower the two lived in, friendship wasn't much known. Kit was also made to be an assistant to Folis, being filled with a heavy charge of manna at her creation, but it wasn't long before Folis noticed that Kit never seemed to deplete her charge. After a few tests to confirm this to be true, Folis got an idea, and turned to Kit to discuss her plans. When the night that Folis and Kit planned for come around, they got to work, they laid the ritual circle in the right chalk, filled the braziers with lit incense, and as Kit took her place into the circle, the two began to intone their respective ceremonies.

As Kat woke, it was with an incomplete feeling, though he knew not why, until he saw himself through his sister's eyes, just a limp doll, somehow standing despite the constant swaying, until Kat tried to force it to move. The doll suddenly went rigid, before lunging harmlessly towards Kit, when it collapsed into a heap at her feet, shaking gently. Kat's control over his own body has gotten better, being more graceful now, though he still lacks his own voice, Kit having to provide his thoughts to others, as the twins can share their thoughts thanks to the spirits close confines. Kat is also aware of the fact that he was made to be Kit's assistant, both he and Kit agree things are better this way, as Kit got a brother instead of just a servant, and Kat got to be a brother, instead of just a servant.

And yet, there is something that Folis knows, and hasn't told Kit about. The real reason she helped the doll to create her brother. If the charge of Manna Kit was made with wasn't depleted somehow, Kit would have burned away to nothing, so instead, she came up with the crazy idea to halve the charge and create a new doll from the second half, it had not been attempted before, not the Folis was aware of at least, and so, despite the careful planning, something was missing in both rituals that fateful night, something that led to an incorrect transference of Kat's new soul, so that it only partially inhabits his own body.

Eventually, things at the tower take a turn for the better, if not so apparent at the time. All Kit and Kat remember is following Folis and a mysterious knight though the tower, until they were eventually outside, and the 4 leave the remains of the tower in their past. soon, the 4 had become 7, then 12, and kept growing, and eventually, Kit and Kat watched, and helped where they could, as the many in their group built a town, and things were good, for a time. sometime before the towns construction, the mysterious knight had taken leave of the group, and not one of Kit, Kat or Folis, saw him again, and after the town had been around for a few years, began to believe they wouldn't see him again, until dark times decided to rear its ugly head again.

Kit and Kat had been out at one of the neighbouring homes, appeasing a local home spirit that had turned mischevious towards the family living in the home, when the attack started. Needless to say, the spirit likely remains unappeased to this day, but Kit and Kat, in the ensuring panic, tried to find Folis, but got trapped as a building collapsed around them, their escape cut off as the window they were darting for falling down before them. The twins knew not how many days had passed before they finally saw daylight again, as rubble as pulled away from the ruins the dolls had been trapped in. Saved by a scavager looting the new ruins, the dolls starting looking for Folis, but soon accepted that they might not find their dear maker again.

The dolls began to make use of their appearance to slip among people unseen as they continued their search for Folis, and traveling from place to place this way has been easy, by pretending to be toys for a child leaving on a long trip, rarely having to show their true nature to their unsuspecting "Hosts". Kit occasionally making use of mental illusions to create memories in the parents minds to help reinforce this, such as the memory of buying the dolls themselves, or other such possibilities. (The twins don't like having to hide like this from children, but when you look like just a pair of toys…). In their journey, the twins would eventually learn that the home they helped build was put to the torch by the imperials, sparking a feeling the dolls had not knew before, marking the imperials as the first thing they have even hated. All the children eventually lose the pair, by intentional design on the dolls part, as they would sneak off do complete some personal vendetta against the Imperial forces, a task the two were surprisingly competent at, until eventually they made it to the refugee ships, and met back up with Folis at Leviathan.

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