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Special Skills


Mage Society
+1 to targeted spell accuracy for each point of intelligence and will
+20 to awareness

Abilities: ✧ Economist ✧ Spell cost is reduced by 30%
✧ Enduring ✧ +20 mana for each point of endurance
✧ Restoration ✧ Chance (will) to fully restore mana at the end of battle
✧ Specialist ✧ Damage of a chosen school of magic is increased by 20%
✧ Elementalist ✧ -25% damage from all elements; school of magic and an elemental spell from it
✧ Fusion ✧ A mage who has perfected the art of creating elementals is capable of becoming half-elemental; the character transforms into an elemental when necessary, gaining some properties of an elemental body and all spells of that school of magic (x6)
✧ Experimenter ✧ The player gains the ability to create a custom spell for their character within the schools of magic (x3)



Mentalism
Brief description The Order of Mentalists appeared decades after the catastrophe, when mages realized that those from other worlds could and should be fought. This struggle continues to this day. And although the number of invaders has decreased tenfold, the members of the order do not sit idle.
+10 to mental resistance for each point of will
+5 to mental damage for each point of will
Character gains the ability to deal mental damage
Character senses the presence of mental entities nearby
Abilities:✧ Negative Mental Entity ✧ Character summons a negative mental entity that fights on their side; the strength and abilities of the entity depend on the amount of mana invested during its creation and the player's requirements
✧ Positive Mental Entity ✧ Character summons a positive mental entity that protects them; the strength and abilities of the entity depend on the amount of mana invested during its creation and the player's requirements
✧ Spirit Fracture ✧ Enemy takes damage equal to their own mental damage * mentalist's will/4 (200)
✧ Subjugation ✧ Mentalist subjects a mental entity to their will (100)
✧ Banishment ✧ Mentalist banishes a mental entity that has possessed a character (will + intelligence vs victim's willpower) (50)
✧ Mental Spear ✧ Mental entity takes 10*willpower units of damage (200)
✧ Stable Mental Entity ✧ Player gains the ability to create a permanent mental entity (x2)



Alchemy
Character gains the ability to craft preparations that restore health and mana both in and out of combat
The higher the intelligence, the lower the chance of failure when crafting a preparation; base failure chance is 80%, each point of intelligence reduces the failure chance by 2%
Character is able to determine the effects of unknown preparations
Starting set of 15 potions
Abilities: ✧ Poison Expert ✧ Character gains the ability to craft poisons and antidotes, identify poisons used to poison allies; +20 to immunity
✧ Ailment Expert ✧ Character gains the ability to craft preparations that cure physical diseases and mental disorders; +30 to immunity
✧ Explosives Expert ✧ Character gains the ability to create explosive devices; bombs dealing physical, magical, or mental damage; +30 to ranged accuracy when using bombs (x2)
✧ Sling ✧ +20 to accuracy; bombs fly 3 times further
✧ Doping Expert ✧ Character gains the ability to craft preparations that temporarily increase characteristics
The amount of increase depends on the alchemist's intelligence:
50: +15 units
45: +12 units
40: +10 units
35: +7 units
30: +5 units
25: +3 units
20: +1 unit
If desired, potion potency can be adjusted downwards
Chance (intelligence/5) that the crafted potion permanently increases a characteristic (x2)



Necromancy
-50% damage from undead
+15 to awareness
Abilities:✧ Subjugation ✧ Necromancer subjects undead, including sentient ones, to their will; in combat, subjugation lasts for 3 turns (50)
✧ Frailty ✧ All enemy characteristics (except health and mana) are reduced by 50% for 5 turns (100)
✧ Poison Cloud ✧ All enemies in a 10x10 area lose 15% of maximum health over 3 turns (100)
✧ Skeleton ✧ Necromancer raises the skeleton of a killed enemy; the amount of mana spent depends on original life/2
✧ Zombie ✧ Necromancer raises a killed enemy from the dead; the amount of mana spent depends on original life
✧ Lich ✧ Necromancer raises a killed mage from the dead, who is capable of using their spells by spending the master's mana; the amount of mana spent depends on original life
✧ Restoration ✧ Necromancer restores health to their minions using their own mana
✧ Dead Friend ✧ Player gains the ability to create an undead companion (90 characteristic points, min – 5, max – 50, no intelligence or will; 5 ability points, basic skills only) (x2)



Nature Magic
Ability to restore mana using plants; the amount of restored mana depends on the caster's willpower and the plant's size

Abilities: ✧ Poison Ivy ✧ A poisonous plant entwines the enemy, paralyzing them for 3 turns and poisoning them for 5 (-10% of maximum health every turn) (150) (x2)
✧ Herbs of Life ✧ Fairy uses magic and herbs to restore health to themselves or an ally; health is restored by the amount of mana invested
✧ Earth Power ✧ An ally whose health drops below zero on a cell adjacent to the fairy does not die, but loses consciousness until the end of the battle, remaining with 1 health
✧ Flowers of Death ✧ Fairy uses magical powder from poisonous flowers to poison an enemy; -50% characteristics for 3 turns; an enemy who fails the check (immunity vs magic power) dies (200) (x3)
✧ Subjugation ✧ Fairy subjects a wild animal or ent to their will (50)
✧ Ent ✧ Fairy animates a tree or another plant using magic, which fights on the fairy's side until the end of the battle (200)
✧ Wooden Friend ✧ Player gains the ability to create a companion in the form of an anthropomorphic tree (parameters negotiated with GM) (x3)



Monstrology
Damage dealt to wild animals and monsters is increased 2-fold[/COLOR]
Abilities: ✧ Experience ✧ Character is able to recognize tracks of an animal or monster and prevent an attack, or track the beast
✧ Whip ✧ Character stuns a wild animal or monster for 3 turns
✧ Subjugation ✧ Character subjects an animal or monster to their will; in combat, subjugation lasts for 3 turns (x2)
✧ Shapeshifter ✧ Character is able to transform into an animal initially chosen by the player; transformation costs 25% of maximum mana (x2)
✧ Shapeshifter II ✧ Character is able to transform into a monster initially devised by the player; transformation costs all available mana (no less than 50% of maximum) (x3)
✧ Animal Trainer ✧ Player gains the ability to create an animal pet (x2)
✧ Monster Trainer ✧ Player gains the ability to create a monster pet (x3)
✧ Veterinarian ✧ Character spends their mana to restore the health of their ward
✧ Essence ✧ Character transforms an enemy or ally into an animal (for a period of time) corresponding to their essence



Demonology
Free necromancy skill and two ability points for it
Demons ignore the caster if they do not attack them
Damage dealt to demons is increased 1.5-fold
+1 to magic power for each point of intelligence
Brief descriptionThese casters have an extremely bad reputation among orcs and Jurans. This is due not so much to their active use of necromancy, as to the fact that they have learned to summon and control demons. After all the horrors that orcs and Jurans had to endure, even a useful and controllable demon evokes exclusively negative emotions. Among other peoples, they are treated more tolerantly (with the exception of apocalyptics), since these casters rarely cause trouble, preferring to study demons, the worlds they inhabit, methods of summoning and control.
Abilities: ✧ Summoning ✧ Caster summons a demon to their aid, which fights on their side until the end of the battle (demon strength depends on the amount of magical energy invested by the caster into the spell and the player's wishes)
✧ Subjugation ✧ Caster subjects a demon to their will; in combat, subjugation lasts for 3 turns (50)
✧ Burn ✧ Caster deals damage to a demon equal to magic power*10 (200)
✧ Hellish Scream ✧ Caster stuns an enemy for 3 turns with a scream of a demon from another world (magic power vs willpower) (50)
✧ Controlled Demon ✧ Player gains the ability to create a demon as a companion (parameters negotiated with GM) (x3)
✧ Sentient Demon ✧ Player gains the ability to create a sentient demon as a companion (parameters negotiated with GM)(x3)



Runes
Brief description:Since ancient times, dwarves have used rune magic to strengthen not only their weapons, but also their bodies. Over centuries of practice, this mastery has become a powerful tool in the hands of those who wish to become stronger themselves or make their warriors stronger. Rune priests hone this skill for decades, as clumsy application can lead to unpleasant consequences for the dwarf's body or their weapon
Types of runes:
Body Runes
Health Rune: +100-500 health units
Mana Rune: +200-600 mana units
Magic Power Rune: +20-50 magic power units
Willpower Rune: +20-50 willpower units
Initiative Rune: +10-40 initiative units
Speed Rune: +5-20 speed units
Accuracy Rune: +20-50 accuracy units
Evasion Rune: +20-50 evasion units
Immunity Rune: +20-50 immunity units
Mental Resistance Rune: +100-300 mental resistance units
no more than 2 runes*

Weapon Runes
Fire Rune: fire damage equal to character's will*3
Water Rune: water damage equal to character's will*3
Air Rune: air damage equal to character's will*3
Earth Rune: earth damage equal to character's will*3
Mental Rune: character's weapon deals mental damage equal to will*5
Speed Rune: two additional attacks (x3)
Blood Rune: damage dealt to the enemy is converted into health every 4th hit (x3)
no more than 2 runes*

Armor/Shield Runes
Fire Protection Rune: -50% damage from fire magic
Water Protection Rune: -50% damage from water magic
Air Protection Rune: -50% damage from air magic
Earth Protection Rune: -50% damage from earth magic
Reflection Rune: chance (will/3) to reflect an enemy's spell back at them (x3)
no more than 1 rune*


Apocalyptic ▼
Character gains the ability to deal damage to mental entities
Character senses the presence of mental entities and demons nearby [/COLOR]


Wandering Monk
+1000 to mental resistance
Abilities: ✧ Exorcism ✧ Banishes a mental entity that has possessed a human (will + intelligence vs victim's willpower) (150)
✧ Prayer for Health ✧ Monk restores health to an ally using their own mental resistance
✧ Prayer for Repose ✧ Character's dead allies will not be turned into undead and are not subject to possession by mental entities (100)
✧ Prayer of Strength ✧ Monk enables an ally to deal mental damage*2 (150)
✧ Prayer to the Prophet ✧ Restores mental resistance reserve for self or ally after the first battle per game day
✧ Prayer to the Almighty ✧ Monk spends all their mental resistance to resurrect an ally (no less than 50% of maximum)



Holy Warrior
Mental damage and mental resistance are increased 7-fold
+0.5 to willpower for each point of strength[/COLOR]
Abilities: ✧ Fortitude ✧ Damage dealt by negative mental entities and demons is reduced 2-fold.
✧ Demon Hunter ✧ Damage dealt to demons is increased 2-fold.
✧ Prayer to Guardian Angel ✧ Character restores their own health using mental resistance.
✧ Mental Spear ✧ Negative mental entity takes 20*willpower units of damage; positive mental entity takes 1*willpower units of damage (x3)



Laphir Archer
Bow proficiency skill
Perception is increased 1.5-fold[/COLOR]
Abilities:✧ Hand Shot ✧ Character shoots the opponent's leading hand and deprives them of the ability to attack for 3 turns (cooldown: 4 turns)(x2)
✧ Leg Shot ✧ Character shoots the opponent's leg and deprives them of the ability to move for 3 turns (cooldown: 4 turns)(x2)
✧ Neck Shot ✧ Character shoots the opponent's neck and causes bleeding (-15% of maximum health over 3 turns); chance (perception/6 vs endurance) to kill the opponent (cooldown: 8 turns)(x3)
✧ Mental Arrow ✧ Archer deals damage to a mental entity equal to their own mental damage*5
✧ Elven Arrows ✧ Damage is increased 1.5-fold (x2)
✧ Armor-Piercing Tips ✧ Character's arrows pierce armor (x2)
✧ Fast Feet ✧ Character is able to move and shoot simultaneously (x2)
✧ Rain of Arrows ✧ Character fires 5 arrows in one turn (cooldown: 8 turns) (x3)



Ho Qiang
Brief description Not least thanks to this invention, the Jzuans managed to reclaim quite a large territory from the Serhaimites. The so-called "fire spear" is built on the principle of concentrating a person's magical energy using a special mechanism. Such a weapon is not cheap and requires special training to use. Not everyone is capable of mastering firing from it.
Pierces enemy armor
+20 to perception when using a fire spear
Spear damage = magic power *1.5; each shot consumes mana equal to the damage
Abilities: ✧ Shrapnel ✧ Every enemy in a 3x3 line takes damage equal to the character's magic power (x2)
✧ Sight ✧ +50 to ranged accuracy (x2)
✧ Fast Reload ✧ Additional shot (x2)
✧ Concentrated Shot ✧ Shooter uses all their magical energy, dealing damage to the target equal to current mana (x2)
✧ Accumulator ✧ +500 to mana (x3)



Giriza
Membership in Giriza

Brief descriptionThe little that the inhabitants of Senei have, the lords of this organization are always ready to seize. As with many underground structures, entry here is possible only by invitation of a member of Giriza. They do not like refusals, and he who refuses usually soon finds himself in a ditch, with a slit throat or a dagger in the eye. However, besides monthly fees, membership in this organization has its advantages.
Abilities: ✧ Thief ✧ +10 to agility; character gains the ability to steal (agility vs observation)
✧ Lockpicker ✧ +10 to intelligence and agility; character gains the ability to pick locks (agility + intelligence)
✧ Contact ✧ Character knows a scout from Giriza who can suggest profitable targets for robbery (or set them up)
✧ Influential Friends ✧ Upon capture, the character gets the opportunity to avoid punishment for a committed crime
✧ Hideout ✧ Character gains access to a place where they can hide from pursuit, sell stolen goods, buy stolen goods cheaply (or not), treat wounds and diseases (x2)
✧ Partner ✧ Player gains the ability to create a partner - a member of Giriza according to the same rules as the main character; all races except Eleys are available (x3)



Adventurer
+3 to all characteristics
+1 to cunning for each point of intelligence
+1 to awareness for each point of intelligence[/COLOR]
Abilities: ✧ Membership in Giriza ✧
✧ Traveler ✧ +0.5 to speed for each point of agility
✧ Trader ✧ -0.5% to item cost for each point of intelligence (no more than 50%)
✧ Silver Tongue ✧ Character is able to force a merchant to drop 50% of the item cost (cunning vs awareness)
✧ Wandering Merchant ✧ Valuable items and increased capital at the start of the game (x2)
✧ Insight ✧ Character is able to determine target characteristics (perception + awareness vs stealth)
✧ Deception ✧ Character is able to pretend to be dead
✧ Premonition ✧ Character feels potentially lethal danger, an ambush, a potentially dangerous character, the need for more characters to participate in a quest, etc.(x2)
✧ Pirate ✧ Valuable items and jewelry at the start of the game (x2)
✧ Hideout ✧ Character gains access to a place where they can hide from pursuit, sell stolen goods, buy stolen goods cheaply (or not), treat wounds and diseases (x2)
✧ Lucky One ✧ Nullifies the effect of a lethal attack and gives the character a chance to flee the battlefield (once per game day) (x2)
✧ Companion ✧ Player gains the ability to create a partner with the Adventurer skill according to the same rules as the main character; all races except Eleys are available (x3)



Assassin
+100% to agility (or racial agility bonus)
+1 to stealth for each point of perception
+1 to awareness for each point of perception
+0.5 to observation for each point of intelligence
Assassination: attacking an unsuspecting character who fails the check (agility vs perception and agility) kills them [/COLOR]
Abilities: ✧ Membership in Giriza ✧
✧ Information Gathering ✧ Character is able to determine target characteristics (perception + awareness vs stealth)
✧ Throwing Weapons ✧ Assassin gains the ability to use throwing weapons; crit chance is increased 2-fold; kill chance – perception/2 (no more than 25%)
✧ Poison Expert ✧ Assassin gains the ability to craft poisons and antidotes, identify poisons used to poison allies; coat their weapon in poison; +10 to immunity
✧ Mental Strike ✧ Assassin deals damage to a mental entity equal to their own mental damage*5
✧ Stealth ✧ Assassin gains the ability to vanish from sight during battle; upon a successful attack (agility vs perception), the enemy takes 5-fold damage (cooldown: 4 turns) (x2)
✧ Retreat ✧ Assassin leaves the battlefield and hides from pursuit (x2)



Gladiator
+60% to health, willpower, initiative, and accuracy in one-on-one combat
+10 to attractiveness
+10% to rewards[/COLOR]
Abilities: ✧ Expert ✧ Access to combat skills of all peoples (Steel Claws, Dance of Death, Berserker, Troll Combat Technique, Warrior of Hain), if intelligence is above 20; 4 ability points for them(x2)
✧ Jack of All Trades ✧ Free skill and one ability of all basic combat skills (x3)
✧ Weakness Knower ✧ Damage dealt to three chosen races is increased 1.5-fold
✧ Bestiary ✧ Damage dealt to wild animals and monsters is increased 1.5-fold
✧ Otherworldly Slayer ✧ Character gains the ability to deal mental damage; damage dealt to demons and mental entities is increased 1.5-fold



Legionnaire
+40% to health, willpower, initiative, and accuracy if at least one ally participates in the battle

Abilities: ✧ Private ✧ Free skill and three abilities of One-Handed Weapon and Shield (x2)
✧ Specialist ✧ Fully leveled combat skill
✧ Brother for Brother ✧ Legionnaire saves an ally standing within a radius of 2 cells from a lethal blow
✧ First Aid ✧ Legionnaire provides first aid to a mortally wounded (killed) ally, saving their life and removing them from combat (x2)
✧ Tactical Retreat ✧ Legionnaire and their allies leave the battlefield and avoid pursuit
✧ Learning from Mistakes ✧ Analyzing mistakes after battle, the legionnaire has a chance (endurance/5) to increase a desired characteristic by 3 units (only if intelligence is above 10)



Steel Claws
Character gains the ability to use gloves with metal claws in combat; this weapon cannot be destroyed
+1 to damage for each point of strength
Brief description: For centuries, Jurans have honed the art of combat using special gloves worn on the paws. During this time, they developed a unique style that other peoples of the continent are unable to replicate. Their smiths have learned to forge true masterpieces, not inferior in quality to the products of dwarves and elves.
Abilities: ✧ Parrying ✧ (agility vs accuracy)
✧ Counterattack ✧ (accuracy vs evasion)
✧ Whirlwind ✧ Character attacks all enemies located in adjacent cells (cooldown: 4 turns)
✧ Leap ✧ Character leaps a distance equal to speed/2, deals damage to the enemy equal to strength + number of cells crossed*20 and stuns them for 2 turns (cooldown: 4 turns)
✧ Precision Strike ✧ Character delivers a strike causing bleeding; -10% of maximum health over 2 turns (cooldown: 4 turns)
✧ Disarming ✧ Character has a chance (strength vs strength) to knock the weapon out of the enemy's hands (cooldown: 3 turns)
✧ Armor Strip ✧ Character has a chance (strength vs agility) to strip armor from the enemy (cooldown: 4 turns)



Dance of Death
One-handed weapon proficiency skill
Character gains the ability to use a weapon in each hand
Additional attack
+0.5% to crit for each point of will [/COLOR]
Abilities: ✧ Honed Reflexes ✧ Character evades the first attack in battle with 100% probability
✧ Rapid Rotation ✧ Character gains the ability to deflect enemy arrows and bolts with blades for 3 turns
✧ Deadly Dance ✧ All enemies within a radius of 1 cell from the character take damage (cooldown: 4 turns)
✧ Death Rush ✧ Character vanishes into shadow, appears on the cell before the enemy and attacks them with a chance (will) to kill (cooldown: 6 turns)(x2)
✧ Shadow Jump ✧ Character vanishes into shadow, appears on the cell before the enemy and attacks them 5 times; +30% to crit chance (cooldown: 8 turns) (x2)
✧ Elusive Shadow ✧ Character vanishes into shadow and attacks all enemies standing on the battlefield, dealing critical damage; then returns to the original position (cooldown: 10 turns) (x2)



Berserker
Immunity to stealth attacks during battle
+0.5 to accuracy for each point of strength
[/COLOR]
Abilities: ✧ Endurance ✧ Amount of health is increased 1.5-fold if no armor is used
✧ Hardening ✧ In battle, bleeding and poisoning do not affect the character
✧ Frenzy ✧ Until the end of the battle, each attack by the character deals 2 times more damage; character takes 1.5 times more damage from physical attacks (x2)
✧ Rage ✧ Each attack by the character deals critical damage for 5 turns (cooldown: 7 turns) (x2)
✧ Battle Euphoria ✧ Each killed enemy increases the character's initiative and speed by 5 (x2)



Troll Combat Technique
+0.2 to accuracy for each point of strength
Abilities: ✧ Wall ✧ Troll takes all attacks for 3 turns
✧ Kick ✧ Troll knocks the enemy back 20 cells, deals damage equal to strength and stuns for 1 turn (cooldown: 2 turns)
✧ Flesh Eater ✧ Troll eats a killed enemy, restoring health by the amount of the enemy's life
✧ Headlong ✧ Troll runs in a straight line and deals damage equal to strength to all enemies within a radius of 2 cells (cooldown: 2 turns)
✧ Roar ✧ Troll lets out a piercing roar; enemies who fail the check (willpower vs skepticism) flee in terror or surrender (cooldown: 3 turns) (x2)
✧ Deadly Embrace ✧ Troll grabs an enemy within a radius of 2 cells and strangles them, removing them from combat; an enemy who fails the check (strength + endurance vs strength) dies (cooldown: 4 turns) (x2)



Warrior of Hain
Character is able to deal damage to mental entities
Mental resistance is increased 2-fold
Abilities:✧ Ronin ✧ Free skill and three abilities of Two-Handed Weapon; +50% to accuracy; +5 to health for each point of will; +1 to willpower for each point of endurance (x2)
✧ Yumi ✧ Free skill and three abilities of Bow; +2 to health for each point of will; +1 to ranged accuracy for each point of will; +1 to willpower for each point of endurance (x2)
✧ Yamabushi ✧ Free skill and three abilities of Polearm; +50% to accuracy; +5 to willpower for each point of endurance; +2 to health for each point of will (x2)
✧ Clear Mind ✧ In battle, the character cannot be frightened, stunned, or subjugated (x2)
✧ Healing Meditation ✧ Character restores their health using mana or mental resistance (2 health units per 1 mana/resistance) (x2)
✧ Proximity of Death ✧ +30% to initiative if character's health is below 50% of maximum; +50% to initiative, +30% to speed if character's health is below 15% of maximum, additional attack(x3)
Небо – мольбы не ждёт
Небо – угроз не слышит
Небо – ведёт особый счёт
Небо – тебя найдёт

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