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Undead ▼
Brief DescriptionNecromancers, who for centuries attempted to create sentient undead, never succeeded. However, the Collapse caused the emergence of sentient dead. Despite this, no breakthrough in the field of necromancy occurred. Five hundred years later, dark wizards have still failed to determine exactly how some lucky individuals survive their own death—why the mind continues to function despite the absence of a soul. Currently, the most popular theory is that of Ashal, a Necromancer and senator of the Seney Republic. According to his assumptions and experiments, personalities that survived their death are filled with the mental energy of otherworldly entities. How this energy enters their body remains a mystery. It is assumed that this happens when living for a long time near rift sites. Unfortunately, this information is poorly supported by facts.
Racial bonus is nullified; bonuses affecting characteristics remain
Mental Fortitude replaces the character's health
Mental Fortitude restores based on will*4 per game day



Zombie
Brief DescriptionOver time, the same happens to sentient undead as it does to ordinary dead. The process is not pleasant, especially for those around them. However, there is little pleasure for the zombie itself either, as it is still capable of feeling pain.
Inability to use magic
Physical damage reduced by half
Stealth attacks do not kill the character
Immunity to diseases, poisons, bleeding
Psychological disorder
+40 to unsightly
+35 to mental fortitude for each unit of endurance
+25 to mental fortitude for each unit of strength

✧ Restoration ✧ At the end of battle (in case of victory), the zombie restores mental fortitude by the amount of damage dealt during battle/5
✧ Disease ✧ The character's weapon is contagious and infects the opponent with an ailment upon contact; an opponent who fails the check (will vs immunity) loses 5% of maximum health each turn until cured or dead (x3)


Skeleton
Brief DescriptionThe final stage, which few reach. To end their suffering, most turn to mentalists. But some continue their existence, finding tasks to occupy themselves with while passing sleepless nights.
Inability to use magic
Damage from all elements reduced by half
Immunity to diseases, poisons, bleeding, stunning, stealth attacks
Immunity to negative effects affecting the mind
Muteness
Psychological disorder
+20 to unsightly
+25 to mental fortitude for each unit of endurance
+15 to mental fortitude for each unit of agility

✧ Restoration ✧ At the end of battle (in case of victory), the skeleton restores mental fortitude by the amount of damage dealt during battle/5
✧ Steel Bones ✧ +500 to mental fortitude (x2)


Lich
Brief DescriptionIt is believed that Necromancers who were lucky enough to become undead lost only part of their soul and are therefore capable of accumulating magical energy to cast spells. They have also learned to restore mental fortitude and maintain the state of their body in an acceptable form.
Immunity to diseases and poisons
Free necromancy skill, "Debility", "Skeleton", "Restoration" spells
+20 to mental fortitude for each unit of will
+10 to mental fortitude for each unit of intelligence
✧ Meditation ✧ The Lich restores mental fortitude using mana


Cult of Jolai
+30 to charisma
+20% to endurance
Immunity to diseases
The character feels almost no pain
Brief DescriptionThis cult appeared during the turbulent and difficult times of decline, when many influential people lost their former greatness. They were extremely dissatisfied with the general decay, epidemics, wars, and other vicissitudes of the world. They spent their already too short lives dealing with the consequences of the cataclysm on their lands. Accustomed to living in luxury, former aristocrats united around a figure named Jolai. No one knows who he is or where he came from. Some written sources claim he was the sole surviving member of the imperial family of Eleia; others, that he was the court mage of the last monarch of the Kingdom of Tsutar; thirds, that he was a demonic entity arrived from another world. Either way, those who passionately desired to get as much pleasure out of life as possible while prolonging it joined him. Only a few skilled mages could significantly extend their lives. Jolai, however, created a technique by which his followers prolonged their own lives at the expense of other people's lives. Even in those times, little was known about the cult. It existed secretly, and it was impossible to join simply so. As a rule, the cultists themselves chose those who were worthy of learning their skills and knowing all the joys of flesh and consciousness. Subsequently, the methods of bringing pleasure became more sophisticated. But the adepts did not stop there. Increasingly, they resorted to torturing any creatures that came their way. Over time, entire villages and cities fell victim to the chaos and discord brought by the sorcerers, adding to the already hard, bleak, and danger-filled lives of ordinary people. However, such exuberant activity did not go unnoticed. The new republican government formed special detachments of mages and warriors to destroy the cultists. Soon they had to lay low. Currently, their numbers have significantly decreased and they do not pose as much danger as they once did.
Skills: ✧ Hunger ✧ The victim loses control over themselves and begins to eat all the food they can find; a character who fails the check (endurance vs magic power/2) dies of overeating (out of combat) (200)
✧ Despair ✧ The victim loses 30% of characteristics; a character who fails the check (willpower vs magic power/2) commits suicide (200)
✧ Dreams ✧ The victim falls asleep and enters a dream world where all their wildest desires come true; a character who fails the check (skepticism vs magic power/2) remains in a state of sleep until complete exhaustion (out of combat) (200)
✧ Attraction ✧ The victim loses control over themselves and begins to seek individuals of the preferred gender in hopes of satisfying animal instincts; a character who fails the check (endurance vs magic power/2) dies of a heart attack (out of combat) (200)
✧ Rage ✧ The victim loses control over themselves and attacks the nearest character (in combat lasts for 3 turns) (x2) (50)
✧ Chosen One ✧ The victim loses the ability to harm the caster in any way for 5 turns (x3) (200)
✧ Seduction ✧ A cult follower uses a special magic technique to seduce the target (of any gender); a character who fails the check (willpower vs attractiveness*1.5) yields to temptation and falls under the influence of the cultist; sexual contact with the victim kills them and permanently increases the caster's endurance by 1; increases health by will*0.5% of the victim's life (x3) (250)
✧ Jolai's Blessing ✧ The character comes back to life at the end of battle with 50% health (x3)



Cult of Silence
+4 skill points
Amount of mental fortitude increased by 50 times
Amount of mental damage increased by 5 times
Immunity to negative effects affecting the mind
Racial bonus is nullified
Brief Description During the turmoil, the peoples of Walla saved themselves as best they could. Some fled to distant islands, some hid high in the mountains, some deep underground. But some decided that one could hide within oneself and in each other. Followers of the Cult of Silence build buildings that the uninformed call temples. They build them exclusively to listen to the silence there. In these temples, nothing is ever spoken. And even if they try, they cannot do so. It is impossible to create any sound there. The most brilliant mages of the republic are still struggling with the mystery of how the order members achieve such an effect. The dwellings of the silent continue to loom in deep silence over major cities across the continent. Order members usually live in peaceful communities at the "temple". Occasionally they can be met far from civilization. Those silent ones who chose the path of solitude enjoy special respect among their brethren.
Skills: ✧ Barrier ✧ The silent one creates a barrier around themselves, protecting them from any external influence until it is completely destroyed (mental fortitude)
✧ Gift ✧ The silent one creates a barrier around an ally, protecting them from any external influence until it is completely destroyed (ally's mental fortitude*5) (300)
✧ Healing ✧ The silent one restores an ally's health at the expense of their own mental fortitude
✧ Cleansing ✧ The silent one removes all mind-affecting curses from an ally and expels any inhabiting mental entities (300)
✧ Meditation ✧ The silent one restores mental fortitude using mana (x2)
✧ Wave ✧ All opponents within a radius of 20 cells receive mental damage (mental damage*2, divided among all opponents); the amount of mental damage is reset to zero (x2)
✧ Pacification ✧ The silent one forces an opponent to stop fighting and retreat (willpower vs willpower) (x2) (400)
✧ Return ✧ The silent one resurrects a character, spending 50% of maximum mental fortitude to do so (x3)
✧ Seal of Silence ✧ The silent one places a seal of silence on a mage, depriving them of the ability to cast spells for 5 turns (mental damage vs mental fortitude and willpower) (x3) (400)



Structuralism
+5 to magic power for each unit of intelligence
+20 to mental fortitude for each unit of intelligence
+50 to mana for each unit of will
+5 skill points
Mental entities, demons, and monsters, when attacking the character in melee combat, receive damage equal to the caster's will every turn
Absence of aging
Psychological disorder
Racial bonus is nullified
Inability to use spells from other schools of magic
No more than 1 player
Brief Description What does the Mages' Society know about the magic of structuralism? Perhaps only that they know nothing. Where wizards capable of affecting the very structure of reality come from is unknown. It is known only that there are very few of them and they are encountered extremely rarely. And even if you meet one, it's not certain you will remember the event. Rumors circulate among the Society's professors that Structuralists know the most about the Collapse—its causes, consequences, and everything associated with it. But for some unknown reason, they do not wish to share this knowledge. Nor do they wish to share anything at all. The goals they pursue are unknown. For obvious reasons, determining whether a Structuralist's influence took place is practically impossible. There is an opinion that they are the ones responsible for the Collapse. There is an opinion that they have access to the power structures of the entire world and secretly control it. There is an opinion that only female individuals can be Structuralists. There is an opinion that Structuralists do not actually exist, and all stories and testimonies of meeting them are tales of windbags and delusions of madmen. Either way, one cannot speak of that which does not exist.
Skills: ✧ Copy ✧ The caster creates a copy of themselves or another character, spending mana equal to the original's life units; the copy behaves like the original and exists for some time
✧ Sleep ✧ The caster forces the target into a deep sleep (50)
✧ Nightmare ✧ The caster plunges the target into a sleep in which they fight their own fears; a target who fails the check (skepticism vs will) remains in the world of nightmares until complete exhaustion (250)
✧ Subjugation ✧ The caster subjugates a chosen character to their will; in combat, subjugation lasts for 3 turns (100)
✧ Oblivion ✧ The caster forces the target to forget the last few hours of their life or changes their memories (150)
✧ Metamorphosis ✧ The caster is able to turn into an object of their own size, twice as small, or twice as large (150)
✧ Doppelganger ✧ The caster is able to turn into a character they have seen with their own eyes (150)
✧ Incorporeality ✧ The caster is able to pass through obstacles; in combat, receives immunity to all types of damage for 3 turns (250)
✧ Soul Imprint ✧ The caster learns the target's characteristics and skills (100)
✧ Cleansing ✧ The caster removes all negative effects from themselves (250)
✧ Vampirism ✧ The caster restores their own health at the expense of an opponent's or ally's health; the amount of restored health depends on the amount of mana spent
✧ Teleportation ✧ The caster is able to move a distance equal to their willpower, spending willpower*2 units of mana
✧ Energy Spear ✧ Mental entities, demons, and monsters receive damage equal to the amount of invested mana (x2)
✧ Fortitude ✧ The caster's willpower is increased by 3 times (x2)
✧ Resurrection ✧ The caster resurrects an ally with 10% of maximum health (x2) (500)
✧ Omniscience ✧ The caster is visited by visions of potentially possible outcomes, images of the near future, past, and present (x3)
✧ Mirror ✧ The caster has a chance (will vs accuracy) to reflect a directed spell back at the opponent (x3)
✧ Rollback ✧ The caster spends all mana (no less than 50% of maximum) and turns time backward within their area of effect (x3)
✧ Transfer ✧ Upon death in or out of combat, the caster's soul moves into the nearest sentient being, preserving all skills and parameters of will and intelligence (x3)

Hidden Skills
Hidden Information