Westley Faolan

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Player: Chocorooms
Expenses: n/a
Income: Arcanist of the Barony of Tortuga (12,000z/month)
Race: Human
Age: 26
Weapon Proficiencies: Magical Catalysts, Magical Scripts, Magic Arms, Small Arms
Favored Element: Wind, Water
Armor Type: The Veil of Eyes (Unarmored)
Meta Bonus: Artifice 6, Elemental 5, Perception 2
Status and Equipment
HP: 58 40
MP: 0/15
SP: 69 51
Damage: 3 (Catalyst Ring) / 4 (The Typhoon)
To Hit: 6
Evasion: 2
Endurance: 0
Willpower: 11
Search: 13 (+4)
Sneak: 0
Movement: 14
SP Reductions: -1 (The Veil of Eyes)
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
Shaken Major (4 IP) A deep-rooted stress and unpleasantness that began early into their voyage to to the Far East has grown over time, left during the village's celebrations, and suddenly returned- And it's not leaving them. Being Heroes of the Guild tempers them against most troubles that would break common folk, but it's still there. Westley is passively Rank 1 Frightened, and suffers -5 END vs. Agitated and Sleeping. ???
Roughin’ It Major (4 IP) Life is hard, life is stressful. It feels like no one is around to help. Something in Westley broke during that last Trial, and it goes to show that sometimes being a big damned hero isn't enough. Westley's total HP and SP bonuses from the Hero of the Guild boon are reduced by 3/4 (-18 each). ???
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
Injury Points 8/29

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

Perks
Name Description
Flexibility Humans have the most even Meta Cap spread of all races.
Proficiency Humans may choose 3 Weapon Proficiencies.
Scholarly Training Your character grew up trained to use a variety of Elements, and has 2 Favored Elements instead of just 1.
El Quattorian Your character grew up in El Quattor, Aurora’s very own version of the Wild West. +2 to Dexterity, Gadgetry, Relic Lore or Tech Lore.
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.
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. You add Tier - 1 [+4] to Search and may counter-attack with an NWA or MCA when you find an attacker with your reactionary Search roll.
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 Gadgetry.)
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 is now considered a being of potent mana, 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
Tier 1 Aimed Strike - Scan
Tier 2 Strafing Pinpoint Distract
Tier 3 Scatter - -
Tier 4 - - -
Wind
Passive: Balance
SP Cost: Tier
Tier 1 Gust Breathe Wind Barrier
Tier 2 Breeze Hover Wind Brand
Tier 3 Cyclone Updraft Imbue Wind
Tier 4 Tornado Flight Wind Field
Water
Passive: Balance
SP Cost: Tier
Tier 1 - Water Barrier -
Tier 2 - Surge Life Rain
Tier 3 Torrent - -
Tier 4 Drown Waterfall -
Artifice
Passive: Wrath
SP Cost: Tier
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
Cosmic Powers
Passive: -
Cost: Varies
Power Soul Surrender Dominion Impulse -
Power - - -
Adventuring Skills
Physical
Acrobatics 5 +1 (Perception) = +6 “…” Your character’s flexibility and balance. It’s used in tasks like fitting into tight spaces, keeping balance on poor footing, tumbling after falling, and bending into odd positions.
Dexterity 2 +1 (Perception) +2 (Elemental) = +5 “…” Your character’s manual dexterity and ability to perform actions with their hands quickly. It’s used in tasks like tying knots, catching flying objects, and repeating patterns.
Magical
Clairvoyance 0 +3 (The Veil of Eyes) = +3 “…” Your character’s ability to sense and speak to latent spirits. Some spirits and ghosts are readily visible, but others have a weaker connection to the world and require urging.
Mana Control 2 +2 (Elemental) +3 (Artifice) = +7 “…” Your character’s ability to shift the flow of nearby mana. They might turn a torch into a blazing fireball, or cause water to create a giant wave, or anything such as that.
Mana Sensing 2 +2 (Elemental) +3 (Artifice) +3 (The Veil of Eyes) = +10 “…” Your character’s ability to sense mana that’s out of place. It’s commonly used to try and search for magical traps, or get a better sense of the area around the party.
Relic Lore 6 +3 (Artifice) = +9 “…” Your character’s knowledge of magical implements, including Magical Scripts. It can also be used to dismantle traps, if they make of use magi-technology or have a catalytic source.
Spell Lore 2 +2 (Elemental) +3 (Artifice) +2 (Magic Adept) = +9 “…” Your character’s knowledge of magic and its inner workings. It can be used in anything from magical study to dismantling magical traps, if their primary function is magical.
Technical
Creature Lore 2 +1 (Perception) = +3 “…” Your character’s knowledge of Aurora’s wildlife as well as certain magical creatures. It can be usually be used in combat as a Sub Action to get a better idea of what the party’s enemy might be able to do. It doesn’t work on everything, though…
Gadgetry 2 +1 (Perception) +2 (Champion of Sorcery) = +5 “…” Your character’s knowledge of small gadgets, typically purely mechanical, that aren’t too complex. Anything from bear traps to grenades! It’s used in disarming physical traps, usually.
Tech Lore 2 +2 (El Quattorian) = +4 “…” Your character’s knowledge of larger contraptions that are far more complex than Gadgetry covers. Airships, automobiles, trains, and even things like incredibly modern firearms and devices fall under this category.
Thievery 5 = +5 “…” A catch-all for your character’s ability to pick locks, steal items unnoticed, remain briefly out of sight, or do whatever else that less than savory types are known for.
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 came 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. +4 vs. Disarm. A common caster’s ring.
Enchantment -
Improvement -
Weapon: The Typhoon Mk. II
Material Steel(?)
Craftsman Norah Monroe
Base Stats Magic Bolter - 4 Magical Dmg (vs. WIL). Gains an additional +2 Damage & Bonus To Hit when striking elemental weakness. Cannot fire at units within 4 squares. 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. (Example Diagram.)
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
Material Magical Beast’s Hide
Craftsman ???
Base Stats Clothing: -1 Stamina use, +2 Movement. 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. 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.
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 595,900 Rune Zeny (Or equal value)
Merchant’s Guild Bazaar GP 70
Training -
Studying -
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 (vs. WIL). Gains an additional +2 Damage & Bonus To Hit when striking elemental weakness. Cannot fire at units within 4 squares. 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. Unarmored: -1 Stamina use, +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 Mana Control, Mana Sensing, Relic Lore, and Spell Lore.
Six-Shooter 1x A common revolver. Revolver - 4 Ballistic Dmg. Deals True Damage to any unit without Ballistic Resistance. Removes Rapid Stance’s To-Hit Penalty. Cannot fire at units within 4 squares. 6 rounds.
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. Light Blade - 3 Piercing Dmg. +2 Bonus To Hit vs. Flanked enemies. +3 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.
Tortuga Multipass
Property License Standard to all citizens. Allows the purchasing of property, out of pocket.
Public Transit Pass Free use of the Public Trams throughout Tortuga Island, in all districts.
Northern Jingxi Co. Flight Ticket A ticket allowing one access to the private airship shuttles of the Northern Jingxi Company.
Important Mobile Ringer Numbers
- -
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
Stat Points 40/42
Adventuring Skill Points 30/30
Non-Combat Skill Points 15/15
world_setting/sheets/westley_faolan.txt · Last modified: 2019/03/16 09:06 by chocorooms