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Dark Ages

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Worldviews

 
Monotheism

The faith of the Elteikhs and their hope to approach a land similar to a once-lost paradise. This religion strictly divides the world into black and white, and rarely tolerates compromise. The Elteikhs also believe that no matter how many difficulties, evils, and dangers surround them, God will help them overcome these and reach their goal if they do not betray Him.

Monotheism [-]
0 HP
+50% concentration
Skills are 25% cheaper (rounded down)
Immunity to hypnosis etc.
Philosopher

Those who do not see serving the gods as their goal become philosophers. They try to spend their time and strength understanding the structure of this world, questions about human nature, higher powers, and magic. Philosophers are often misunderstood by those around them, but with sufficient persistence, they achieve fame and even organize a small circle of followers around themselves.

Philosopher [-]
0 HP
+ to selected characteristic


Teacher [-]
2 HP
A follower controlled by the GM joins the philosopher in his travels.
Generated according to the same principle as regular characters
Theraphon


A deity who, according to the faith of mountain mages, appeared in ancient times when there were no humans or even titans on Nero. According to various versions, Theraphon sired the ancients or was their brother; in any case, he helped create numerous artifacts of this long-gone civilization. The tools of the ancients are beyond the understanding of an ordinary person, and if not for Theraphon's help, it is unlikely anyone on Nero could realize the power of these items.
Theraphon knows the secrets of the primordial element, which beliefs say manifests as lightning, and is the hero of many myths.

Theraphon [-]
0 HP
"Antiquarian" for free
Character can give orders to ancient mechanisms
(within the limits of their program)


Power of the Ancients [-]
2 HP
Primordial Element: deals massive damage (200-400) to the target, ignoring obstacles, armor, health, and any defensive abilities (once per day)
Gloom


Patron of those hiding in darkness and the one who makes the nights darker. Gloom is a dragon-deity with a powerful will, and faith in him should not be perceived as a manifestation of weakness. Followers of Gloom strike from the shadows not because they fear retribution, but because they are sure: after a strike from the right place with a steady hand, there will be no one left to carry out retribution.
Gloom loves blind obedience to his will more than other deities, for only through total control can an ideal new order be achieved on Nero. Sylvan elves are more inclined toward faith in Gloom than others.

Gloom [-]
0 HP
+ to stealth


Servant [v s]

Dark Magic [v s]
2 HP
4 HP
The character fully obeys Gloom. His pupils become black, he begins to receive orders from Gloom and has no ability to disobey them. In return, the character receives bonuses of +50% speed, +50% will, as well as immunity to mind control and fearChoose three spells
Shock
-2 AP
-50 will (does not stack)
Range: 1-3
Effectiveness x2 while invisible
7 AP
Fade into Shadow
teleports to a selected cell
+60 to stealth (does not stack)
Range: 1-8
6 AP
Hypnosis
forces target to follow caster's orders (will vs will)
Range: 1
10 AP
Once every 2 turns
Mind Reading
reads character's thoughts (will vs will)
Successful use of mind reading increases probability of hypnosis success
(will for hypnosis +50%)
Range: 1
5 AP
Nightmare
psychic damage to target,
ignoring evasion and defense mechanisms (but not health)
30 damage
Range: 3
4 AP
Dance of Death
AoE psychic damage 5x5
30 damage
Range: 0-1
8 AP
Many-Faced One


One who today is not who he was yesterday, and in the morning his image does not correspond to what was visible at sunset.
The Many-Faced One is a riddle symbolizing the variability of the world, cycles of nature, and human mood. No matter how quickly and imperceptibly these changes occur to the human eye, the Many-Faced One will help choose the right mask for them...
This deity is most popular among the erufu.

Many-Faced One [-]
0 HP
+50% speed, can wear masks of the Many-Faced One and starts with one


Face Carpenter [-]
4 HP
Can create masks (and has all from start):
Actor Mask — pretending to be a chosen humanoid character. Full imitation of appearance, mannerisms, and character.
Dragon Mask — imitation of any monster. Chance to frighten opponents, forcing them to flee the battlefield. Psychic damage.
Ghost Mask — ability to pass through small obstacles, 50% chance to ignore damage in combat. Vulnerability to light.
Madman Mask — wearer becomes an aggressive lunatic, attempting to attack everyone around. +100% melee damage
Ore


Ore instills in her followers a very special love for the animal kingdom, teaches that all living organisms are interconnected, and reveals such connections that people often suspect nothing of.
Sylvan elf druids worshipping Ore choose an animal companion at a certain age—incredibly obedient thanks to this deity—bond with it spiritually, and at one fine moment undergo a ritual, essentially becoming one flesh.

Ore [-]
0 HP
+health
tames a forest animal


One Blood [-]
2 HP
Ritual blood exchange with a tamed animal.
As long as the animal is not dead, the character receives its strengths and abilities.
The character can give mental orders to the animal and receive a full picture from its sensory organs
Bato


Ancestor worship is quite common among the erufu. They believe that final death is impossible and all those who stand behind you, who sired you, continue to help you during your life and give you strength. Among other revered ancestors, Bato stands out particularly—a brilliant commander of the past, from whom the emperor himself descended. Fa Bei Dong claims that Bato invariably guided his hand during the conquest of lands, and any warrior joining the ranks of the four-armed general's followers can verify these words personally.

Bato [-]
0 HP
Free leader skill


Ancestor Warrior [zh k]
3 HP
+1 AP to all allies and the character
Two additional styles in "weapon of the initiate"
Spirit Help: active action. A chosen weapon in the character's inventory comes to life and helps in battle (can be used several times on different weapons)
Ferlit


When a caterpillar turns into a beautiful butterfly or a flower blooms from an unremarkable bud, elves say that Ferlit touched them. A deity of nature, forests, and plants, she helps her followers enjoy life, surround themselves with beauty, and become beautiful themselves. Transformation plays a significant role in this faith—the opportunity for chosen followers of Ferlit to change their own nature as a result of a special ritual, becoming a dryad or an ent.
Dryads and ents often live together and represent considerable danger to any travelers passing through the forest. Especially the former, because unlike forest monsters, dryads not only kill but also use their charm abilities.

Ferlit [-]
0 HP
Allows controlling plants
(directing and accelerating growth, plants can be used as ropes, for creating shelters, etc.)


Plant Magic [v k]

Dryad [v s] (bonus)

Ent [-] (bonus)
2 HP
4 HP
4 HP
Character has a supply of serpent rose seeds and has spells acting on this plant:
Sprout
Health: 50 (+ will effect)
AP: 8 (+ speed effect)
OP: 0
Attack: 10-25 (+ will effect), -1 OP (+ will effect), -1 AP (+ concentration effect), range=1, 4 AP
Spell cost: 8 AP one-time
Thorns
long-range sprout attack
10-36 (will)
Poison: -10 health per turn, 5 turns
Range: 1-7
4 AP
Wither
kills sprout, restores own health points by the sprout's health
7 AP
Nature's Revenge
kills sprout, deals damage to all in cells adjacent to the sprout
60-100 (will)
12 AP
After transformation, women's bodies become softer and more attractive, wings resembling dragonfly or other insect wings grow, enabling flight (a-la levitation).
Dryad Flight
character hovers above ground this turn.
They can climb over obstacles, attacks against the character have range -1
(meaning in some cases they will be impossible)
+2 OP
free / turn
Dryad Song
all enemies on field may lose part of AP,
skip a turn or even come under dryad's control
(independently for each)
50%: -1 AP (+ will effect, + speed effect)
30%: skip turn (speed vs resistance to neg. effects)
20%: hypnosis (speed vs resistance to neg. effects)
After transformation, men become huge tree-like creatures, receiving +200% health, +100% will, +100% life, +50% vulnerability to burning damage.
Ents cannot use skills except Ferlit skills.
Aleadra


The desert was never a pleasant place. So hundreds of years ago, the desert dwellers living here were amazed when all the water bodies and wells of their land, which fed their livestock, dried up and did not provide even a drop of moisture. One wealthy nomad, fearing that the Great Desert would kill his entire kin, all his wives, children, and servants, decided to leave them in a temporary shelter under the cover of rocks that once held water, and went straight into the heart of the desert, hoping to find water. Much time passed, the nomad exhausted the water he had, killed his camel and drank water from its hump, but even this could not last long. And then he saw a mirage: a green oasis and a girl dancing on the water. Exhausted, realizing that this was all fake and the desert was simply playing with him, he still shouted to the girl to bring him water... And the girl answered him.
Since then, Aleadra helps nomads in all their searches. If something is lost, or you have no hope of finding it—it is enough to pray to her and the sought item will immediately appear. The price is low—half of the wealth collected during life must be bequeathed to Aleadra, so that all of it is taken to her altar after your death and does not go to your heirs.

Aleadra [-]
0 HP
Character search checks — 100% successful regardless of detection (additional loot)
+100% detection
Barter and trade are twice as profitable
Fartlos and Fidi



Good and evil, life and death, void and creation—mountain mages are sure that all these are inseparable from each other. The world tries to maintain a certain balance in every aspect.
Similarly, two deities, Fartlos and Fidi, being opposites and enemies, eventually found something in common and fell in love with each other. They are so inseparable that they have no individual priests, and by worshipping one, you worship the other.
That which was created will be destroyed, and then the eternal cycle will repeat. And if you believe in Fartlos and Fidi, you yourself will embody this cycle and help the world achieve balance.

Fartlos and Fidi [zh s]
4 HP
Character has a balance of good and evil, violation of which results in bonuses and penalties:
+ 15 bonus to life for each point of "good" HP over "evil"
- growing chance +5% to fail any action for each point of "good" HP over "evil", starting from 6
+ 15 bonus to speed for each point of "evil" HP over "good"
- deals 10 damage to self for each point of "evil" HP over "good", starting from 6

Choose four spells

Spells of Good.
Blinding Light
healing (10-25), -3 AP
AoE: 5x5
Range: 0
6 AP
Life Currents
deals damage to target (10-20)
gives regeneration effect (20 health per turn, 5 turns)
Range: 1-4
4 AP
Sacrifice
deals damage to allied target (30)
heals self (30)
Range: 1-3
8 AP
Spells of Evil.
Void Seed
deals damage ignoring armor and shields (25-45)
gives +3 OP
Range: 2-5
7 AP
Petrification
target loses next turn (speed vs resistance to neg. effects)
and receives large health bonus (+150)
Range: 1
9 AP
Flash Speed
teleports, then deals damage around self (9-35)
Range: 1-3
3 AP
Blod


Goddess of battles and blood, rage and ecstasy, Blod enjoys enormous popularity among the Karls and is also well known to Northern humans. Blod's philosophy is simple: hit first, think later. If you were hit—wonderful, feel how this blow ignited the blood in your veins and hit back twice as hard.
Followers of Blod love weapons that cause lots of splashes—curved swords and axes, hatchets, all of this contributes to the accumulation of their rage.

Blod [-]
0 HP
+50% health


Berserker [zh k]
4 HP
+50% health
Character damage increases as health decreases (from x1 to x5)
During combat, character must attack every turn if possible
Devouring a human heart restores health (10 AP, fully restored)
Hero

There have always been, and likely always will be, people on Nero who disagree with how this world is structured. Some would say they look for trouble on purpose, that they have no sense of self-preservation... But none of that is so important as long as you have a sense of justice.
He who has truly succeeded on the path toward improvement may receive a surprise from the sky—a falling star. This small, brightly glowing ball seems to do nothing at first glance and just flies nearby, but as soon as its owner gets into trouble, a hero appears out of nowhere—a brave warrior or a woman in clothing that simply cannot exist, a sorceress or a sharp shooter. Without saying a word, without asking questions, they take their place in the battle line.
Anyone to whom such a ball ever flew dreams of only one thing—that in the future, someone will need them and they will come to the rescue.

Hero [-]
3 HP
Once per day can summon a random ally hero from another time to help in battle
Smed


Smed is known as the one who granted the karls the ability to work with iron, a skill often lacking even in more developed peoples (such as the erufu). Armed with iron, the karls became the main force of the North and a huge threat to the south, and faith in Smed became more widespread than ever before.
This deity requires firmness and diligence from his followers, a strong body capable not only of swinging axes but also making them. Faith in Smed is also beginning to spread among northern humans.

Smed [-]
0 HP
Free blacksmith skill


Master of Black Gold [v]
3 HP
Ability to work with iron
Iron ingots from start
Character's shields, weapons, and armor are indestructible
+100 Strength
Latteren
(bonus)


Latteren and his followers are usually interested in only one thing: fun. Moreover, it is understood quite specifically. To understand this, imagine that some elf slipped on a banana and fell from a tree. Well, for followers of Latteren, that's not very funny. It can be better. For example, if the tree falls right after.
Trolls mock humans and each other not because they are malicious. Not because they can profit from it. Just, well, why not? It'll be great, hahah! They say it's all because trolls feel almost no pain, so they don't particularly empathize with those who do. And we're not just talking about physical pain.

Latteren [-]
0 HP
Minimum damage to character is always zero regardless of their evasion and opponent's accuracy
If a zero is rolled, the opponent attacks themselves (50% damage)


Joker [s]
3 HP
If a zero is rolled, the opponent attacks themselves for 100% damage
Character attacks have a 60% bleeding parameter
+50% to stealth
 

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