Will Warlow

Wiki Page: Here!
Player: Chocorooms
Expenses: 10,000z/month (shared) needs updates. 2,500z/month (Perk-It Pills)
Income: Royal Alchemist of Glastheim (20,000z/month)
Race: Elf
Age: 101
Weapon Groups: Quirky Spellsword
Weapon Proficiencies: Anthames, Chrysms, Enchanted Reach, Jewelry
Extra Proficiencies: xxx
Favored Element: Fire, Earth, Water, Spirit, Light
Armor Type: El Alquimista Solitario (Unarmored); 1 Cosmic Resist
Meta Bonus: Elemental 9, Alchemy 5
Status and Equipment
HP: 34
MP: 0/30
SP: 41
Damage: 2 Slashing/3 Magical (Anthame)
To Hit: 12
Evasion: 3
Endurance: 2
Willpower: 9
Search: 2
Sneak: 0
SP Reductions: -1 (Unarmored), -1 Fire (Fire Focus E.I.N.E.)
Equipped Weapon: Sylvan Anthame
Equipment (6) Special Powers and Boons
Gob Champion’s Girdle E.I.N.E. V
Amulet of Accelerated Casting The Annals of Glastheim III
Skyward Cape Gift of Freya
Deep Spider Silk Bandana Tri-Optimum LabAssistant Implant
Ranger’s Bandolier Rekenber Alchemy Manual
Mocking Scale (Lazzantayn’s Breath) Shaman’s War Paint
x Whisper of the Orcs
x Immortal Knowledge
x Alchemical Knowledge
x Behemoth’s Gift III
x Cosmic Assimilation
x Wild Wizard
Pharmacist
High Healing Potion
Ranger’s Bandolier
High Healing Potion High Healing Potion
Injuries
Name Type Description Heal Date
Anemia Minor - 2 IP Will’s garden contains a type of plant that is quite particular about its water… -3 Maximum HP and +1 to all SP costs. Will suffers this injury the first week of every month as part of his Upkeep. -
Injury Points 2/17

Abilities

Perks
Name Description
Sharp Ears Add +2 Search, as Elves’ pointed ears are very keen.
Proficiency Elves may choose 3 Weapon Proficiencies.
Longevity Don’t reduce HP & SP for Old or Venerable, but gain no extra Skill Points.
Fleet Feet Add +1 Evasion for fleet feet and graceful movement.
Nature's Grace Add +2 to Acrobatics or +4 to a nature-oriented Non-Combat Skill. +4 added to Botany
Magic Affinity Your character could use magic from a young age, perhaps even before they could speak! Add +3 to Spell Lore or Mana Control, or +2 to both. +2 added to both
World Tree Your character grew up in Geffenia or Avicennia, situated on or near the World Tree. +2 to Mana Control, Magical Healing, Mana Sensing, or Spell Lore. added to Mana Sensing
Boons & Special Powers
Name Type Level Description
E.I.N.E. Tiered 5 The Experimental Implanted Neural Enhancer. Metal in your head for a few large benefits. What’s not to like? Fire Focus. See below for full bonuses.
The Annals of Glastheim Tiered 3 A series of books found in the Glastheim Restricted Library that detail the history of the ancient city as well as some long-forgotten magical secrets… See below for full bonuses.
Gift of Freya Major - The combination of the Book of Thalj and the Book of Nahr allowed Will to magically recall how to meditate more efficiently, as well as cleanse his body and mind with purifying fire. Will’s eyes are now a mysterious and deep purple color, and they subtly glow in dim or no lighting. He requires 2 less hours of sleep to function, and will always feel warm even in freezing environments. He gains Water, Fire & Light as Favored elements. When using Second Wind, he now restores half of his SP plus an amount equal to his highest Magic Meta and cleanses all Negative Conditions from himself with purifying fire.
Tri-Optimum LabAssistant Implant Major - Will gains +2 to numerical stats and healing of any potions he consumes, and any Batch of potions, hypos, weapon oils, or poisons he creates has 1 extra. Additionally, he heals 2 HP every turn and adds +3 to rolls that involve treating injuries. If struck by Lightning or Water or submerged in water, he cannot eat or drink without immediately vomiting, takes a -2 to numerical stats and healing of any potions he consumes, and loses 4 HP per turn until he reaches 25% HP for 24 hours.
Rekenber Alchemy Manual Major - +1 to Alchemy Meta and Cap.
Shaman’s War Paint Major - A blue mask adorned with feathers and bones, painted on the skin anywhere the Bludd Pitt Victor desires. (Will had his applied to his upper chest/collar.) Magically empowers spells, allowing its bearer to spend 2 SP to increase the Damage or Healing of any Magical Skill by 1.
Whisper of the Orcs Major - Though too burdened to accept the Orcs' full blessing, the ghost of it cradles your soul. Will gains +3 maximum Mana Points.
Immortal Knowledge Major - If knowledge can be transferred, ideas will live forever. Each Skill Tree you have adds +1 more to a single Adventure Skill it encompasses.
Alchemical Knowledge Minor - -1 to Alchemy CP costs.
Behemoth’s Gift Minor 3 Their serpentine friend gave them a magical jump-start of some kind… Grants +3 To Hit (Acts as a Behemoth’s Blood potion; Will drank two more doses of it, maximizing his To Hit bonus).
Cosmic Assimilation Minor - Will seems to have acquired a tolerance to otherworldly mana, for his bravado. Will adds +2 Defense against Cosmic Negative Conditions and passively has 1 Cosmic Damage Resistance.
Wild Wizard Minor - Will learned this from a dark red book with a picture of a bushel of berries on its cover, found in the den of a “Behemoth Dragon”. +1 Survival. If combat begins outdoors or in a natural environment, Will starts with a Rank of Catalyzed.
Experimental Implanted Neural Enhancer [Fire]
Tier Name Description
I Fire Fluidity Fire Magic may now be cast in the Spirit element. If Spirit is not favored, gain it for free. Spirit’s critical debuff is Vulnerable, and its buff is Regeneration.
II Fire Familiarity +1 Elemental Magic Meta. All Elemental Magic skills have their SP costs reduced by 1.
III Conflagration Sear becomes Conflagration. It cleanses all Ranks of Burning from the target on hit, but adds MCA + 2 Damage for each Rank cleansed this way.
IV Fire Expertise +1 Elemental Magic Meta. Will can now automatically succeed at one out of combat roll that makes use of Elemental Magic’s Adventuring Skills per 24 hours.
V Prism Blast+ Prism Blast becomes Prism Blast+, and gains a 5th Charge Level that colors the beam White and has the following effects: Deal MCA x 2 + 15 True Damage, and Apply Burning 3 separate times (vs Endurance).
The Annals of Glastheim
Tier Name Description
I Blood Magic Will may sacrifice HP equal to Tier Level [3] as a Free Action to increase the Damage of a spell by the same amount that he sacrificed. The process involves opening a small wound of his own accord.
II Occultism While under the effect of a Soul or Spite Link, Will gains Willpower equal to Tier Level [3]. In addition, he gains +2 to the Clairvoyance Adventure Skill.
III Apothecary While under the effect of a Positive or Negative Alchemical Condition, Will gains Endurance equal to Tier Level [3]. In addition, he gains +2 to the Herbology Adventure Skill.
Skills
Fire
Passive: Amplify
SP Cost: Tier -1
Tier 1 Fire Barrier Soothe Ember
Tier 2 Fire Brand Backdraft Conflagration
Tier 3 Imbue Fire Ignite Detonate
Tier 4 Fire Field Fire Mastery Prism Blast+
Water
Passive: Amplify
SP Cost: Tier
Tier 1 - - Splash
Tier 2 - Surge -
Tier 3 - Torrent Waterfall
Tier 4 - Water Mastery Drown
Earth
Passive: Amplify
SP Cost: Tier
Tier 1 - - Shards
Tier 2 - Spike Thorns
Tier 3 - Quake Shockwave
Tier 4 - Earth Mastery Fissure
Alchemist
Passive: Apothecary
SP Cost: Tier
CP: 6
Tier 1 Shortcut Materia Quick Dip
Tier 2 Inoculation Great Materia Pharmacist
Tier 3 Superior Triage Acid Demonstration
Tier 4 Excellent Grand Materia Alchemic Plume
Adventuring Skills
Physical
Survival +8 “…” Your character’s general knowledge of living off of the land and remaining self-sufficient. Things like hunting, making shelter and identifying poisonous berries or herbs.
Vitality +5 “…” Your character’s stamina as well as their resistance to being thrown around. It’s used in tasks like running for a length of time, enduring pain over time, or not flinching at sudden pain.
Magical
Clairvoyance +2 “…” 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 +10 “…” The art of controlling mana, tied to whichever of his favoured elements are present in the area.
Mana Sensing +9 “…” Sensing magic and mana alike. Includes detecting illusions.
Spell Lore +10 “…” Understanding spell mechanics and discerning magical runes.
Technical
Field Medicine +9 “…” Your character’s ability to non-magically treat wounds with salves, bandaging and the like. It’s for dressing wounds while ‘in the thick’, so to speak.
Harvesting +10 “…” Your character’s ability to gather reagents from their environment, whether it’s blood and bones from a fallen creature or choice mushrooms from a patch of them.
Herbology +12 “…” Your character’s general knowledge of the wilds and the many treasures it holds. It can vary from simple foraging to identifying absurdly rare herbs and flowers. Unlike Survival, it’s most often used to determine the alchemical use of these things.
Non-Combat Skills
Cooking +5 Similar, but not quite the same as alchemy, Will’s got a bit of a talent for cooking. Even without a recipe, he’s able to cook most ingredients without burning them.
Botany +9 Growing alongside his passion for alchemy is Will’s very related passion for botany. It’s true the two pursuits go hand-in-hand, but Will also finds himself with a new home of his own, and a large enough yard to start an alchemy garden.
Dual Skill — High Noon (Will & Aja)
“Draw!!”
Benefit Aja summons a corona of Spirit around Will. Will may strike any or all of Aja’s Spite Links (including her) with an element of his choice for 10 DAM and automatically apply that element’s condition to Linked targets (except Aja).
Drawback Can only be used once per encounter. Costs them each 4 SP to use, and uses up their whole turn. Aja’s Links all break and Will loses 1 MP per target affected.
Passive Signature Skill – A Fistful of Formulae
“Alchemy is the key to life itself!”
Benefit Will is capable of using his 'Training' slot to instead study Alchemical ingredients and formulas while studying another material. He may apply reductions from Adventuring Skills and Non-Combat Skills as well!
Drawbacks Will still suffers from Fatigue, and he is restricted to using his ‘Training’ slot for said Alchemical ingredients and formulas - meaning he can’t use it to study anything else.
Active Signature Skill – The Good, The Bad, and The Ugly
“There’s three kinds of people in this world…”
Benefit Coming soon…
Drawbacks Coming soon…

Equipment

Weapon: Sylvan Anthame
Material Magic Wood
Craftsman Elemental Energies
Base Stats 2 Slashing OR 3 Magical Damage. A caster's dagger with a large gem of pure mana in its hilt. It glows yellow at a constant and radiates Earth mana. Anthames gain +1 Damage to their next Melee Attack every time a Magic Skill is used through them; upon use, this bonus resets to 0. Anthames add +4 Bonus To Hit when applying Bleeding. Expertise: Anthames that deal 4+ Melee Damage apply Bleeding (vs END).
Enchantment Nature’s Blessing. Earth & Poison magic launched with this weapon (including via Scripts) gains +1 Damage.
Armor: El Alquimisto Solitario
Material Tri-Op Flexible Plating & Fiber Weave
Craftsman Marie Sokolov
Base Stats Unarmored: -1 Stamina use, +2 Movement. A black poncho with a triangular clasp laid over a lightly armored vest and pants. It seems to have been made in the style of the attire that he came into Tri-Optimum’s facilities with, and was unfortunately forced to leave behind… Marie has added cowboy boots, of all things, complete with spurs that spin.
Enchantment Guardian Angel. When the wearer falls to 0 or less HP, they may immediately sacrifice SP to restore HP (at a 1 SP : 2 HP ratio) with no action cost. SP equal to their highest Magic Meta can be spent this way, and this can only occur once per combat scenario.
Improvement Tri-Optimum Featherweight Plating. +2 EVA.
Gear
Gob Champion's Girdle 1x A thick leather belt with a gold plate on its front, like a championship belt. Depicted on the plate is a silly crest with a frying pan and chef's hat. Grants +2 HP and Endurance, as long as it's worn. Can be used in a Gear Slot or placed into any Armor as an Improvement by any Blacksmith who has the Armorsmith Passive Ability. Removing it from Armor intact also requires a Blacksmith with the Armorsmith Passive Ability..
Amulet of Accelerated Casting 1x An amulet shaped like a crescent moon, hanging from a golden chain. When worn, the first spell cast in combat with Charge gains its first Charge immediately. 1 Charge. Can be recharged by artifice, but does not gain any additional uses from the artifice tree.
Skyward Cape 1x A glowing length of cloth with a clasp to drape it around the neck. Grants the use of the Skyward Agility skill, and permanent Haste (Threshold: 10) (If the wearer already knows Skyward, it becomes a Standard Action).
Deep Spider Silk Bandana 1x The Orcish Hunters worked tirelessly over the night to spin a proper reward for conquering the Death Pitt. This garment is ghostly silver in color, but shines every color of the rainbow when hit with light at certain angles… Grants immunity to Envenomed and Sickened.
Ranger’s Bandolier 1x A strap made to go over the chest that's made of Behemoth leather, traditionally. A Container with 2 Slots for any combination of Potions, Poisons, Arrows, or Bolts.
Mocking Scale (Lazzantayn’s Breath) 1x A dark purple dragon scale that feels full to its brim with Shadow mana. When used as a Focused Action, it casts Lazzantayn’s Breath. The Mocking Scale may only be used once per encounter. Lazzantayn’s Breath :: Deals 12 True Shadow Damage Automatically to all Units in a Cone 25 Area of Effect. If Interrupted, Breath still goes off but targets Willpower.
Inventory
High Healing Potion 3x In PROPER glass bottles, now. Heals 20 HP and 5 SP.
- - - -

Notes

Other Information
Currency 931,332 z
Studying -
Studying/Training -
Storage
High Healing Potion 4x In PROPER glass bottles, now. Heals 20 HP and 5 SP.
Sky Gem 1x A bright green gem that eases breathing. Holding one prevents adverse effects from extremely high elevation.
Ranger’s Leaf Cloak 1x A cloak that's made from one gigantic leaf. It uses plant fibers for the seams, and smaller leaves for accents. Gear :: Grants +1 Evasion. The wearer gains a Rank of Shielded and Shrouded when in the forest or jungle.
Pheromone Grenades 3x A cloth sack full of oozing, pink material. The goo is extracted from a particular gland in freshly slain Behemoth Wasps. Consumable (Grenade) :: Applies Pacified (vs END) to most Beasts and Insects / Arachnids in a 5 x 5 Area of Effect. Pacified lasts 2 Turns when applies with a Pheromone Poultice.
Nahr Tribe Garb 1x A red and gold patterned garment, loose and flowy for keeping one cool in the Arunafeltz Desert’s heat. It’s enchanted to better protect against the sun. Unarmored. Enchantment - Ifrit’s Embrace: Reduces incoming Fire Damage by 5, and provides total protection from sunburns or exhaustion thanks to heat. Crafted by Ebrahim Tir and made of Emirates Cotton.
Tidecaller's Shawl 1x A sparkling blue shawl made of some sheer material. It glitters in light and seems to shift like waves in a very lovely way when draped over the shoulders. Grants +1 Evasion and permanent water breathing, as long as it's worn.
Extra Strength Reflex Hypo 1x A syringe filled with brilliantly glowing silver liquid. When injected, gain Empower (3 rerolls available for the next consecutive 3 actions).
Superior Doctor's Bag 1x This set of doctor's tools gives +2 to treating injuries, and can treat anything - Minor, Major and Critical Injuries - in the right hands.
Master Hypo Toolkit 1x A set of tools that allow very complicated work while on-the-go. Rare Workstation: -4 CP cost.
Scroll Case 1x A cylindrical tube filled with potion and hypo recipes, as well as important alchemical notes detailing an unfinished formula. Will hopes to find the time to research and complete it soon, as he only knows it will change the imbiber somehow…
Amazing Advice for Alchemical Advances 1x A book that was 'borrowed' from the Tri-Op Library. Will justifies the theft as needing it for important research that he hopes to complete, no matter what. Expert Study. Adds an additional -1 to CP costs.
Capsule Gun 1x A prototype version of a 'Potion Gun' of some kind. Pulling the trigger fires a capsule via compressed air. Device. Boosts effects of potions or poisons administered through it by +2.
Super Sticky Gloves 1x A pair of rough leather gloves with thick webbing all across their palms. It's stuck fast but, more importantly, it sticks to everything else it touches! Occupies an equipment slot. The wearer may climb any surface they can stick to, and the bonding has enough strength to even hang upside-down from the ceiling with a firm grip.
Darklight Quill 1x An opalescent white feather quill with a gently glowing tip. Writing with this leaves invisible 'ink' in the form of mana that only displays itself in near or total darkness. It lasts until the writer dispels it personally! Does not occupy an equipment slot.
(Used) Book of Nahr 1x A small tome with a red cover, lined with gold. The cover bears a pattern resembling a spiral of flame that whirlpools inward. Most of its pages are blank; Will has begun transcribing his alchemical notes into it so that they’re more organized.
Stat Math
HP 32 (Base) +2 (Gob Champion’s Girdle) = 34
MP 9 (Elemental Meta)x3 +3 (Whisper of the Orcs) = 30 Maximum
SP 32 (Base) +9 (Elemental) = 41
HIT 9 (Base) +3 (Behemoth’s Gift III) = 12
EVA 1 (Base) +2 (Tri-Optimum Featherweight Plating) = 3
END 0 (Base) +2 (Gob Champion’s Girdle) = 2
WIL 0 (Base) +9 (Elemental) = +9
DAM 0 (Base) +2/3 (Sylvan Anthame) = 2/3
Search 2 (Elven Hearing) = 2
Sneak 0 (Base) = 0
Skill Point Expenditure
Elemental 25 pt
Alchemy 12 pt
Favored Elements 3 pt
Crafting Points 2 pt
Stat Points Used 42/42
Adventuring Skill Points Used 30/30
Non-Combat Skill Points Used 10/15

Will’s Crafting Info - UNDER CONSTRUCTION

world_setting/sheets/will_warlow.txt · Last modified: 2020/05/07 21:41 by chocorooms