Westley Faolan

Wiki Page: Here!
Player: Chocorooms
Expenses: xxx
Income: Arcanist of the Barony of Tortuga (12,000z/month)
Race: Common Human
Age: 28
Weapon Groups: Magic Soldier, Quattori Sorcerer
Weapon Proficiencies: Jewelry, Magic Bolters, Magic Cannons, Staffs, Anthames, Canes, Handguns, Spellblades
Extra Proficiencies: Magical Scripts
Favored Element: Wind, Water
Armor Type: The Veil of Eyes (Unarmored)
Meta Bonus: Artifice 7, Elemental 5, Perception 2
Status and Equipment
HP: 58
MP: 0/15
SP: 69
Damage: 3 (Catalyst Ring) / 4 (The Typhoon)
To Hit: 6
Evasion: 3
Endurance: 0
Willpower: 12
Search: 13 (+4)
Sneak: 0
Movement: 14
SP Reductions: xxx
Equipped Weapon: Catalyst Ring, The Typhoon Mk. II
Equipment Special Powers and Boons
Elysian Ringer Charm Hero of the Guild V
Lava Gem Unburdened Hero
Tilted Cross Pin Avidion Golemcraft
- Magic Adept
Potion Satchel XL -
Weapon Belt XL -
Weapon Belt XL
Lunar Charm Ivory Charm Elysian Spellstone
Potion Satchel XL
- -
Chilled Coffee Heals 20 SP. Cold, sweet coffee in a can. Mocha flavor.
Hearty Noodle Cup Heals 30 HP, takes a Standard action to consume. -3 to all Defensive stats until your next turn. A serving of noodles in an alchemically-treated cup that fills itself with warm broth when the lid is torn away.
Injuries
Name Type Description Heal Date
PTSD Scar Westley’s mind won’t let go of a traumatic event in his past. Certain things cause him to freeze up, and he suffers vivid flashbacks. Westley is passively Rank 1 Frightened. If something on the battlefield explodes and sets off his phobia, he can gain additional ranks of Frightened. When suffering from Ranks 2 or 3, Westley spends his Movement running from the source of any loud explosions (instead of from Enemy Units). Additionally, if anything sets off his phobia during Combat, he must roll a d20. If the result is 8 or lower, he flinches and loses his Standard and Sub actions. Never
xxx xxx (x IP) xxx xxx xxx
Injury Points 0/29

Scripts

Item Spells
Ivory Charm (Shadow) Drain Cull Negate
Lunar Charm (Spirit) Twilight’s Embrace
Elysian Spellstone (Light, Shadow, Cosmic) Heal Sanctuary Bless Reap
Tilted Cross Pin (Shadow) Reckoning

Abilities

Traits
Name Description
Proficiency Humans may choose 2 Weapon Groups.
Flexibility Common Humans always pay 3 Skill Points for Skill Metas.
Quick Learner Common Humans always qualify for 1/8th reduction in Studies and Training.
Magical Training Westley grew up tutored in magic to broaden his horizons. He gains an additional Favored Element, allowing him to start with 2.
Boons & Special Powers
Name Type Level Description
Hero of the Guild Tiered 5 The members of this centuries-old Guild of Heroes were said to have surpassed the power of the gods… See below for full details. Tiers of this boon can be used as a substitute for Magic Meta with regards to being able to learn Cosmology spells. 1 Tier = 1 Meta.
Mana Switch Mastery Major - Studying the advanced science developed by the Harupi in its entirety granted you some deeper knowledge of how mana inherently works. +1 Artifice Meta & Cap. +3 to Relic Lore. You can utilize the ancient machine known as the Sieve and dedicate your Study slot to developing new programs for it. (Discuss with Briar and Reed if you wanna write new ones!)
Unburdened Hero Major - “I will never succumb to the Weight of the World.” +2 Movement. Additionally, the Courageous Condition adds +1 Movement per Rank on you.
Avidion Golemcraft Major - Lilith has shared the art of Golemcraft with them, in Avidion's particular style. You acquire the Golemancer Skill Tree, if you didn't already have it, and gain +2 CP. Golemancer's Shortcut effect is doubled.
Magic Adept Minor - Having offered to stick around and help Dexter with his study and research, Westley is picking up on the master scholar’s ‘tips of the trade’. +2 to Spell Lore.
Hero of the Guild
Tier Name Description
I Mettle +6 HP & SP. You treat the Agitated and Frightened Conditions as though they were a Rank lower.
II Insight +6 HP & SP. At the start of every encounter, gain X [2] Ranks of Wary, with X equaling 1/2 Tier (round down). As a Quick Action, you may spend 3 Ranks of Wary to gain All DR Equal to Tier [5] against a Stealthed attack.
III Champion of Sorcery +6 HP and SP. Gain +1 Meta and cap in a single Skill Tree in which you have at least 1 Meta. (Added to Artifice.) Gain +2 to any Adventure or Non-Combat skill. (Added to Tech Lore.)
IV The Heaviest of Souls Racial HP & SP Caps are boosted by Hero of the Guild Tier x3 [15], to a maximum of 20. Racial EVA, WIL & END Caps are boosted by Hero of the Guild Tier -1 [4]. Racial Search Cap is boosted by Hero of the Guild Tier -2 [3]. (HP/SP Cap: 83; EVA/END/WIL: 14; Search: 13) Westley now has a Potent Soul, eliminating the penalties of certain Skills or Spells.
V Heart of the Cosmos +6 Maximum HP and SP. Add 1/2 your Hero of the Guild Tier (Round up) to WIL/END attacks made directly against your soul or core [+3]. You are Immune to possession.
Skills
Perception
Passive: Cognition
SP Cost: Tier+1
Tier 1 Aimed Strike - Scan
Tier 2 Strafing Pinpoint Distract
Tier 3 Scatter - -
Tier 4 - - -
Wind
Passive: Balance
SP Cost: Tier+1
Tier 1 Wind Barrier Breathe Gust
Tier 2 Wind Brand Arise Breeze
Tier 3 Imbue Wind Tornado Updraft
Tier 4 Wind Field Wind Mastery Whirlwind
Water
Passive: Balance
SP Cost: Tier+1
Tier 1 - Wash Life Drop
Tier 2 - Surge Life Rain
Tier 3 - - Purity
Tier 4 - Water Mastery Bubble
Artifice
Passive: Wrath
SP Cost: Tier+1
Tier 1 Hush Analyze Exchange
Tier 2 Discharge Anticipation Reach
Tier 3 Siphon Silence Squeeze
Tier 4 Spell Steal Unweave Wrathful
Golemancer
Passive: Body Constructor
CP: 8
Tier 1 Shortcut Efficiency Empower Golem
Tier 2 Monthly Check-Up Peak Efficiency Disable Golem
Cosmology
Passive: -
Cost: Varies
Esoteric Soul Surrender Dominion Impulse -
Power - - -
Adventuring Skills
Physical
Acrobatics 5 +1 (Perception) = +6 “…” Flexibility and Balance.
Precision 2 +1 (Perception) +2 (Elemental) = +5 “…” Hand-eye coordination.
Survival 2 +1 (Perception) = +3 “…” Knowledge regarding living in the wilderness.
Magical
Clairvoyance 0 +3 (The Veil of Eyes) = +3 “…” Sensing and communicating with spirits and ghosts.
Elementalism 2 +2 (Elemental) +3 (Artifice) = +7 “…” Putting magic to basic or grandiose uses.
Insight 2 +2 (Elemental) +3 (Artifice) +3 (The Veil of Eyes) = +10 “…” Sensing environmental mana.
Relic Lore 6 +3 (Artifice) +3 (Mana Switch Mastery) = +12 “…” Knowledge of magical and magitech devices and relics.
Spell Lore 2 +2 (Elemental) +3 (Artifice) +2 (Magic Adept) = +9 “…” Knowledge of magical spells and their makeup.
Technical
Civics 4 = +4 “…” Knowledge of government as well as world history.
Gadgetry 2 +1 (Perception) = +3 “…” Knowledge of machines and devices with moving parts.
Tech Lore 2 +2 (Champion of Sorcery) = +4 “…” Knowledge of machines with advanced circuits.
Thievery 5 = +5 “…” The ability and know-how to operate outside of the law.
Non-Combat Skills
Penmanship +7 As an Artificer, Westley’s penmanship is the key to documenting the form and function of all his magical knowledge. Suffice to say, his handwriting is ALWAYS legible no matter how fast he writes it, and if he really puts in the effort, he can make it look stunning.
Studying +8 Westley has always been a bookworm. He grew up in a bookstore and even worked there for a while before he became a Mancer. He’s practically learned how to speed-read without missing any of the information contained within a text, and is even pretty good at deciphering bad handwriting.

Equipment

Weapon: Catalyst Ring
Material Silver + Catalyst Gem
Craftsman Mass-Produced
Base Stats 3 Magical Dmg. +1 Dmg to single-target spells. Can be used from Equipment Slots and doesn’t need to be in a Weapon Slot. A common caster’s ring.
Enchantment -
Improvement -
Weapon: The Typhoon Mk. II
Material Steel(?)
Craftsman Norah Monroe
Base Stats Magic Bolter - 4 Magical Dmg. Gains an additional +2 Damage & Bonus To Hit when striking elemental weakness. Magic Bolters need no Ammunition and can be charged with any Favored Element. Charging with an Element is a Sub Action. If uncharged, they fire Spirit bullets. Norah has hand-crafted a sleek, eye-catching pistol, formed out of numerous inter-locking plates along the sides of the barrel. When firing, the plates flare outwards, revealing a bright, volatile magic generator beneath. A secondary mode reveals a second grip just beneath the barrel, turning the gun into a fully automatic bolter.
Legendary ??? Rescue Anchor. As a Standard/Quick Action, or a Sub/Quick Action with 3 or more Feedback, the weapon can launch a shimmering anchor of Storm mana in a T-shaped AoE up to 5 cells in width, firmly grappling allied units and pulling them back towards the wielder.
Mode Redirection Bolt. As an Interrupt Action, when an enemy casts a spell, Westley may contest their roll with an offensive roll of his own. If successful, Westley fires the spell out of the air, redirecting it to a random enemy in his Line of Sight. (GM Discretion on which enemy is chosen.)
Mode IMR Tuning. The gun becomes 2-Handed, and gains a follow-up MCA with every attack.
Armor: The Veil of Eyes
Base Stats Magic Attire: Requires at least 2 Magic Meta. +1 EVA and WIL, +2 Movement. An outfit made of a dark, elegant hide from a creature Westley can't begin to imagine, outfitted with countless shut eyes made of metal that adorn the robe, sleeves, and collar. Wearing this robe gives Westley an odd sixth sense, as if he can discern everything around him, even outside of his line of sight.
Maker’s Mark Grand Materia [Unidentified Magicked Hide]. Grants +1 Sneak for every Magic Meta the wearer has, to a maximum of 4. Allows the use of the Cosmic Element.
Legendary Enchantment The All-Seeing. Gain Search equal to your total amount of Magic Metas -2 [11], and +3 to Mana Sensing and Clairvoyance. As a Focused Action, you may make a Search +3 Roll against every enemy unit regardless of Line of Sight. When discovering Stealthed enemies with this method, learn their Element (if any) and lowest defensive stat as well. The cloak’s many eyes open wide and glow whenever the wearer examines their surroundings with a higher degree of focus.
Improvement Elysian Runes of Air. Your weight when wearing this cloak is reduced to ¼ of its total. As a Movement action, you may gain a rank of Hovering, or a rank of Flight if you are in a Wind or Storm Field. You fall slowly, reducing all Falling Damage taken to 0. Increase the range of all Knockback effects you suffer by 10.
Gear
Ivory Charm 1x A small white charm that can hold up to 3 different spells of a single High element. Attuned to Shadow. 3 Slots, 5 Charges.
Lunar Charm 1x A broken-off piece of a magical trap in the shape of a crescent moon, refurbished to work as a Magical Script. It glows a gentle, and spiritual, blue. There’s a latent spell clinging to it, which Westley is working to figure out… Attuned to Spirit. 4 Charges, 2 Spell Slots. Fully draining this Script of Charges grants the Positive Magical Condition 'Lunar Blessing'. It grants +1 To Hit and +2 Willpower, but only between 6 PM and 6 AM.
Elysian Spellstone 1x A black rectangular slate with bright green accents. Something about it feels… off. Can hold Light, Shadow, or Cosmic spells. 4 Slots, 4 Charges.
Potion Satchel XL 1x A large bag made specially for bottles. Adds 3 Equipment Slots for Potions & Poisons only.
Elysian Ringer Charm 1x A pale, angelic looking figure from Quattori mythology, with hands outstretched in offer. Slightly bigger than other charms. Guarantee success of the first action you roll 20 on, regardless of enemy roll, once per day.
Tilted Cross Pin 1x A black pin in the shape of a cross with a purple gem in the middle. No matter how it’s put on, it always seems to tip to one side… The weight’s a bit off. Attuned to Shadow. 2 Slots, 3 Charges. Magical Skills cast from the Tilted Cross Pin gain +1 Damage or Healing & To Hit for each Undead Unit in the encounter (friend or foe).
Lava Gem 1x A bright red gem that helps its holder withstand heat. Holding one prevents adverse effects from extreme heat.
Inventory
Magma Down Potion II 1x Consumable. Grants 4 Magma DR.
Neon Tube 1x A flexible tube that emits a bright light when charged with mana. These were formerly used in theatre marquees.
Cascadian Coin 1x A single coin from the ancient land of Cascadia. Westley keeps it on himself as a good luck charm.
Spellbook 1x Westley’s spellbook, used for Artificing.
Fiend's Shadow Magic Tome 1x A peculiar spellbook, with 27 of 50 pages filled. It contains all 12 Shadow spells, as well as the unique spell, Shadelight. Despite only having 13 spells, all the lines of text are double-spaced, and a translated version of the spell incantations is included in Fiendish text that can only be read via Shadelight.
SLR Camera 1x A quality device, capable of capturing details photos. Photos taken with an SLR Camera can be viewed on the camera's screen, but must be properly developed to reach print. SLR Cameras need not produce a flash when taking a photo.
Seal of the Heroes' Guild 1x Indestructible. A medallion bearing an intricate emblem of a trident piercing through waves and clouds. Holding this doesn’t feel right…
Portable Cassette Player 1x A hand-held cassette player with headphones, good for on-the-go. Loaded up with the Reggie Fats Discography - Out of combat, add +2 to resisting Panicked or any negative, mood-affective happenings.

Notes

Other Information
Currency 907,900 Rune Zeny (Or equal value)
Merchant’s Guild Bazaar GP 70
Training -
Studying -
Aurora Stimulus 190 Days
Storage
The Typhoon Mk. I 1x Weapon. Norah has hand-crafted a sleek, eye-catching pistol, formed out of numerous inter-locking plates along the sides of the barrel. When firing, the plates flare outwards, revealing a bright, volatile magic generator beneath. A secondary mode reveals a second grip just beneath the barrel, turning the gun into a fully automatic bolter. Magic Bolter - 4 Magical Dmg. Gains an additional +2 Damage & Bonus To Hit when striking elemental weakness. Magic Bolters need no Ammunition and can be charged with any Favored Element. Charging with an Element is a Sub Action. If uncharged, they fire Spirit bullets. Mode: Redirection Bolt. As an Interrupt Action, when an enemy casts a spell, Westley may contest their roll with an offensive roll of his own. If successful, Westley fires the spell out of the air, redirecting it to a random enemy in his Line of Sight. (GM Discretion on which enemy is chosen.); Mode: IMR Tuning. The gun becomes 2-Handed, and gains a follow-up MCA with every attack.
Nemean Robes 1x Armor. Dark robes bearing the symbolic imagery of eyes and ocean waves. Wearing these makes one feel unnaturally light on their feet, and bolder in the face of terror. Briar Finn tailored these so Wes wouldn’t like a weird Cthulhu cultist. Magic Attire: Requires at least 2 Magic Meta. +1 EVA and WIL, +2 Movement. Allows magic to be cast in the Cosmic element, and numbs feelings of dread around such. Enchanted with Equilibrium. You can burn 1 Rank of Feedback to use your Willpower stat for attacks that contest Evasion. (Declare it before you roll.) Improved with Elysian Runes of Motion. Add 1/2 your highest physical meta to Movement range.
Infused Ocean Gem 1x Gear. A small aqua blue gem infused with mana. Allows breathing underwater indefinitely.
Mancer Multitool 1x Gear. A small standard-issue handheld tool for Mancers and magicians alike. Grants +3 to Elementalism, Insight, Relic Lore, and Spell Lore.
Pahn Crystal Dagger 1x Weapon. A dagger collected from Westley's first Trial of the Hero. It's completely made of crystal, but still holds a sharp edge and magical potential. Dagger - 3 Pahn Slashing/Piercing Dmg. Uses full To Hit when making Called Attacks. +4 To Hit to apply Bleeding. Can be used as a Pahn element Magical Catalyst, which adds +2 Dmg when Branded.
Terra Cube 1x A cube that holds up to 4 different Spirit, Wind and Wind-derived Secondary, or Earth and Earth-derived Secondary Elemental spells. 5 Charges.
Nightshade Monocle 1x Gear. A pitch black lens in a silver frame, with a thin cord attached. Allows the wearer to see in the dark.
Grand Tome of Golemsmithy 1x An exceptionally rare tome detailing the basics of golemsmithing as well as tips and tricks of the trade. This particular copy was the original kept in the Mancer's Guild library.
Lord Bellantyne's Projection Orb 1x A crystal orb pilfered from the Bellantyne ruins underneath Dorado. When charged with mana this particular orb emits a projection of the High King Aventus Bellantyne, speaking the ancient Cascadian language. (Westley can't understand what he's saying.)
Tempest Quartz 1x A hazy crystal spear filled with mana. Catalytic gem of Storm.
Cascadian Coins 1x A small bag of coins from an ancient world. Their current value is unknown.
Tome of Spontaneous Willow 2x Consumable. When activated and thrown on the ground, a fully-grown willow tree sprouts from the book instantly. It is unlikely that these can be reused.
Fire Imbue Potion 1x Consumable. Imbues the Fire element into the drinker and their attacks with Martial Arts.
Water Imbue Potion 1x Consumable. Imbues the Water element into the drinker and their attacks with Martial Arts.
Expedition Specs 1x Gear. Special goggles given to all members of the expedition group on the Rise. +1 To Hit. Allows the wearer to read Ancient Ba Jinian.
Stat Math
HP 34 (Base) +24 (Hero of the Guild) = 58
SP 34 (Base) +5 (Elemental) +6 (Artifice) +24 (Hero of the Guild) = 69
HIT 6 (Base) = 6
EVA 0 (Base) +2 (Perception) = 2
END 0 (Base) = 0
WIL 0 (Base) +6 (Artifice) +5 (Elemental) = 11
DAM 0 (Base) +3 (Jewelry)/+4 (Pistols) = 3/4
Search 0 (Base) +2 (Perception) +4 (Hero of the Guild) = 6
Sneak 0 (Base) = 0
Skill Point Expenditure
Elemental 18 pt
Artifice 16 pt
Perception 6 pt
Adv. Skill Conversion 2 pt
Stat Points 42/42
Adventuring Skill Points 34/34
Non-Combat Skill Points 15/15
world_setting/sheets/westley_faolan.txt · Last modified: 2021/05/30 01:25 by chocorooms