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Rhemic Empire (2)

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Origin
Akkervald+5000 rumies, +2 SP
Kingdom of AlaitSpellbook (three spells of choice), +1 to Intelligence for every 3 units of Intelligence. Spell effectiveness is 20% higher
Duchy of LarianWeapon improved up to +3; +20 Strength or +20 Will
Duchy of BrightwinAdditional resources; +20 Will or +20 Perception
Duchy of DarkiriaAccess to the "Radiant Sword" skill tree; +20 Wisdom or +20 Charisma
Duchy of LaitiaUnique item; +40 to random characteristics
Eren"Gambling" perk if desired; +10 to Agility and Perception.
NihonAccess to Nihon skills, +1% melee damage for each unit of Agility, +1 SP.
Peoples of the EmpireSerpentfolk (snake)
Intelligence and Charisma points cost twice as much; limit is halved. +40 to Agility and Perception; +50 to Immunity.
Serpentfolk (crocodile)
Intelligence and Charisma points cost twice as much; limit is halved. +40 to Agility and Strength; +50 to Immunity.
Fairy
Access to wizard abilities. Creative actions are 50% more effective. Duration of positive effects on allies from spells and similar character abilities is doubled. Does not increase the effectiveness of wizard abilities.
Lamia
+50% to Health, Magic Power, Accuracy, and Evasion. +50 to Immunity.
Arid
+20 to Will. +20 to Agility, +20 to Perception. +40 to Immunity. +4 Movement Speed. Claw attack (Strength*9), bleeding (Strength/2 % of victim's current health).
Half-Dragon
Immunity to fire. Ability to fly. +5 Movement Speed.
+40 to Strength. +20 to Agility and Perception. Access to Dragoon abilities.
Other CountriesHoly See of Tanarsis
Free Inquisitor or Priest skill and two ability points for it.
Asteya
If the character has the Priest skill, they can use Holy Scripture. +7 Charisma, +7 Will, +7 Wisdom.
Serafol
+1 SP, +10 Charisma. Access to Enchanter abilities.
Areid
-50 HP. No starting money. Access to "Gang" skills.
Hem
+16 Strength, +16 Will, access to Traveler abilities.
Camelia
Access to Camelian skills, +10 Charisma, +10 Wisdom.
+2 Movement Speed, +10 Evasion (x1)
Immunity to negative effects, diseases, and aging (x3)
Beliad
30000 rumies or access to "Liquidation" and "Evasion" abilities.
Dreyeria
Access to Dreyerian skills. +50 characteristic points, +3 SP, +1 HP.

Faction
Faction
Effect
Additional
Sonata Reime Faction
+1 skill point, +2 ability points, +20 characteristic pointsAccess to abilities: Full Moon, Night Flowers, Domination, Mirage, Reaper, Serenity
Legacy of the Empire
+75000 rumies or artifactAccess to abilities: Elegance, Terror, Alchemy, Demonology, Necromancy
Noblesse Oblige
+10000 rumies, companion or 40 characteristic pointsAccess to abilities: Nobility, Brilliance, Source of Light and Heat, Honor, Defender, Grace
Ikigai
Immunity to mind influence, spiritual barrier regeneration 30% per turn, +7 to all characteristics.Access to abilities: Reality Slash, Akatsuki, Forbidden Shot, Persuasion, Seiryu
Prosperity
+100% to quest reward amount, halved cost of studying imperial school of magic, scholar, medic, swindler, merchant, cook, business acumen, musician, and enhancers.Access to abilities: Specialist, Expert, Professional, Connoisseur, Killer
Free League
+20 Charisma, -25% cost of legal goods and services, enhancer, ability to call for help in any major city of the empireAccess to abilities: Wanderer, Peacemaker, Warning Shot, Suppressive Shot, Warrior, Onslaught
Onryo
+1% melee damage for each unit of Agility and Wisdom, +1 to Accuracy and Evasion for each unit of WillAccess to abilities: Sasameyuki, Takemikazuchi, Kyudo, Zazen, Kyujutsu, Taijutsu, Bujutsu, Suzaku
Imperial Liberation Front
Additional perkAccess to abilities: Art of Dual Sword Wielding, Righteousness, Mastery (two-handed weapon), Mastery (one-handed weapon), Mastery (polearm), Mastery (traditional archery)
Arcanum
+1 HP for magic schools, +3 SP for abilities within themAccess to abilities: Might, Serenity, Illusion, Barrier, Black Hole, Archon Metabolism
Enclave
Non-humans can study skills not permitted for them (except special and ultimate abilities)Access to abilities: ...
Beliefs
Enclessian Faith+50 to Will
Church of FurijiaAbility to remove negative effects and restore health to other characters outside of combat, +10 Charisma.
Yanagi+1 to Will checks for each unit of Will, +1 to Evasion for each unit of Agility, ability to deal full physical damage to yokai and other supernatural enemies
MuneshigeImmunity to air and water elements, +8 Wisdom, +8 Will.
KirishimaImmunity to darkness element, +20 Intelligence, Agility or Charisma; +1 SP or +1 HP.
Harmony+7 to all characteristics
Traditions+30 to chosen characteristic
Innovations+1 SP, +10 HP.
Nihilism+1 HP, 25% chance to avoid death after combat ends.
OpportunismAbility to use effects of one faction while being a member of another
AnimismTwo effects of choice: immunity to chosen element except light and darkness; +10 to chosen characteristic; +40% Health; +50% Magic Energy; conversion of physical damage into chosen elemental; +3 Speed; +30% melee damage; +30% ranged damage; +20% spell damage; self-spell damage -40%; animal companion; immunity to diseases; immunity to poisons; Evasion +30; Accuracy +30; +10 HP; escape from combat; animal taming; +2 SP for magic schools.
SuperiorityCharacter receives twice as many SP and HP, +2 to a random characteristic for each victory.
Asceticism+3 SP, +1 HP, +20 HP, +3 Movement Speed, refusal of rewards and inability to use money except for satisfying the character's basic needs.
PhilanthropyFor every 1000 rumies donated to good causes, the character receives 1 HP; for every 25000, 1 SP; and for every 50000, 1 HP.
MisanthropyDamage to humans and non-humans +20%, +3 to a random characteristic for each killed enemy; 5% chance to receive +1 SP.
Perks
Physical Strength+10 Health for each unit of Strength
+1% melee damage for each unit of Strength
+1 Evasion for each unit of Agility
Mental Strength+40% Magic Energy
+15 Magic Power
+30% Magic Power
Spiritual Strength+20 Barrier (Health) for each unit of Wisdom
+1 to Will checks for each unit of Wisdom
Additional chance to avoid any negative action directed at the character: 20%
Mental DisorderAbility to choose an additional belief
Wealth+30000 rumies
Attractiveness+50 Charisma checks in specific situations
Creativity+1 SP or +1 HP
CraftsmanAbility to repair damaged equipment outside of combat
DynastyAfter the character's death, all their property is transferred to the player's new character
ObsessionFrom time to time, the character performs actions randomly or according to the GM's wish
Aggressiveness+50% to Accuracy, Evasion and Will checks if the character initiates combat
-50% to Accuracy, Evasion and Will checks if the character is attacked
Pacifism-50% to Accuracy, Evasion and Will checks if the character initiates combat
+50% to Accuracy, Evasion and Will checks if the character is attacked
Nimbleness+5 Movement Speed
Eagle Eye+4 to shooting and spell range
RetributionIn case of a successful evasion, the character performs a counter-attack; this attack never misses and always deals critical damage.
AmbitionCost of new abilities is halved.
Greed+100% to quest reward amount
DexterityCharacter can shoot or cast spells and move simultaneously.
GamblingCharacter can replay the result in gambling games, -25000-50000 rumies, -25-50 characteristic points, -1-2 SP.
ArtifactRare item received as a gift from the faction leader (will not be received immediately).

Стартовый пост - Квенты - Разное - Список НПС -
Резара - Аксель - Орвальд - ЭмилияСтэфания - Амвросий - ЛестерАльсираАлария