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The Empire of Reimia (3)

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Moriner Leveristos
Traits
Wealth 2
Character receives financial aid from family (7000 rumies at start and 1300 at the beginning of each month)
Precision
When the character misses, their accuracy increases to 100% until the next attack.
Laziness
+1 trait, 30% chance to miss an event
Love for Civilization
Strength, Agility, and Intelligence checks in town +1, in nature -1
Intelligence 1
Intelligence checks +1
Learning speed: +15%
Strength 1
Strength checks +1
Endurance +75
Agility 1
Agility checks +1
Evasion: +3%
Movement points +2
Fortitude 1
Resistance +2
Willpower +1
Survivability (timer) +1 turn
Benevolence
Mercy: character loses accuracy penalty; healing school spells cast on allies are always successful.
Precision: character uses two rolls for tests and takes the highest result.
Energetic: +1 additional event per month.
Luck: +20% chance to receive double experience after training.

Skills
- City Knowledge
Cost of goods and services in the capital -10%
- Enhancers
Character has permission and can use enhancers.
- "Ifril Mini"
Character can use this type of weapon, requires knowledge of weaponry basics.
- Observational Skills
Character can determine which of their acquaintances will be present in random events.
- Comprehension 10
Spell learning speed +100%
- Focus 1
+1 to the number of spell casts
- Axe Proficiency Basics
Weapon license; ability to use an axe.
- Killer Instinct
+10% critical damage chance. Applicable to any weapon or technology.

Spells
Fortification 5
Magic Barrier 1

Meridians
1: ☆ Magic
2: ☆ Air
3: ☆ Light

Test Results
History and Culture: S, A
Weaponry: D, C, E, C
Engineering and Technology: -
Magic: -
Melee Combat: -
Combat Training: D, D, D
Medicine: -
Military Exercises: -

Inventory
- Key #3-16
- 6069 rumies

+1 to event points, +25% learning speed.

Peacetime: +20% learning speed, +10% learning speed for each unit of intelligence check.
Wartime: +1 to event points.

Book 1: Ataraxia (0/3)
Studying this book removes negative traits and gives the character +5 willpower.
Book 2: Search for Motivation (4/6)
Character gains "energetic", "curious", and "enterprising 3" traits.
Linnea Sherman
Traits
Intelligence 2
Intelligence checks +2
Learning speed: +30%
Strength 6
Strength checks +6
Endurance +450
Attractiveness 1
Attractiveness +10
Sadism 2
Damage increased by 30%
Luck 1
Character has a 10% chance that all their attacks hit the target (ignore evasion)
Agility 4
Agility checks +4
Evasion: +12%
Movement points +8
Fortitude 3
Resistance +6
Willpower +3
Survivability (timer) +3 turns
Perception 1
Accuracy +6%
Silentia Company Cosmetics
-50/300 rumies per month
Body and Face Care
+10 attractiveness (cannot be combined); when using additional cosmetics and spending one event point, it further increases character's attractiveness by "20".

Skills
- Katana Proficiency Basics
Weapon license; ability to use a katana.
- Enhancers
Character has permission and can use enhancers.
- Enhancers II
Character can configure and repair enhancers.
- Weaponry Basics
Weapon license; ability to use a pistol, rifle, and assault rifle.
This skill is required to learn other firearm skills.
- Grenade Throwing
Character can use grenades
- Melee Combat Basics
Intercepting damage to the character is 50% lower, but if this feature activates, they cannot use any weapon except melee weapons. Evasion +10%, movement points +5, resistance +3, willpower +3.
- Axe Proficiency Basics
Weapon license; ability to use an axe.
- Scout
- Partner (Ipheon-Linnea)
Characters share their line of sight and perform a supporting attack regardless of distance.
- Dominance (Katana)
Accuracy +15%, number of attacks +1, parry melee attacks (50% chance).
- Killer Instinct
+10% critical damage chance. Applicable to any weapon or technology.

Meridians
1: ☆ Earth
2: ☆ Earth
3: ☆ Air

Test Results
History and Culture: A, C
Weaponry: E, D, E, D
Engineering and Technology: -
Magic: -
Melee Combat: -
Combat Training: D, B, C
Medicine: -
Military Exercises: A

Inventory
- Key #3-15
- 450 rumies

Peacetime: +20% learning speed, +10% learning speed for each unit of intelligence check.
Wartime: +1 to event points.


+15% evasion, +15 attractiveness, Female only.
Leather Pants
+15 attractiveness, Female only.
Conversion (1/5)
Character can convert katana or naginata damage to air or water at their choice.
Parfinora von Flexia
Traits
Cult of Flame
+1 to strength checks, +1 to agility checks, immunity to fire damage, character hates demons.
Nobility 1
+1 charisma
+10 attractiveness
Narcissism
+1 charisma if the character is the leader, -5 willpower and resistance if not
Blue Blood
+10 attractiveness, +1 intelligence, -1 to strength checks
Intelligence 1
Intelligence checks +1
Learning speed: +15%
Strength 3
Strength checks +3
Endurance +225
Agility 1
Agility checks +1
Evasion: +3%
Movement points +2
Fortitude 2
Resistance +4
Willpower +2
Survivability (timer) +1 turn
Perception 1
Accuracy +6%
Sadism 1
Damage increased by 15%
Luck 1
Character has a 10% chance that all their attacks hit the target (ignore evasion)

Skills
- Weaponry Basics
Weapon license; ability to use a pistol, rifle, and assault rifle.
This skill is required to learn other firearm skills.
- Lightning Speed
Order: allies under the character's command receive +1 to the number of actions until the start of the next phase.
- Enhancers
Character has permission and can use enhancers.
- Penetration
Order: allies under the character's command ignore enemy defense; 1 turn.
- Preparedness
Immunity to features that somehow hinder the application of orders or tactics.
- Concentrated Fire
Order: enemies in area 1+6 receive double damage, accuracy against them is increased by 10%
- Tactics Basics
Character can use military ruses to gain an advantage during battle.
- Acceleration
Tactic: allied characters in area 1+6 receive +50% movement speed.
- Observational Skills
Character can determine which of their acquaintances will be present in random events.
- Counterfire (Firearms)
After the enemy finishes their attack, the character performs a counterattack.
- Heavy Infantryman
- Inspiration
Allies under the character's command have a 50% chance to receive an additional action at the start of the phase.

Meridians
1: ☆ Light
2: ☆ Earth
3: ☆ Nature

Test Results
History and Culture: B, D
Weaponry: D, D, D, D
Engineering and Technology: -
Magic: -
Melee Combat: -
Combat Training: E, C, D
Medicine: -
Military Exercises: A

Inventory
- Key #3-8
- 2246 rumies

Peacetime: +20% learning speed, +10% learning speed for each unit of intelligence check.
Wartime: +1 to event points.


+1 charisma, +10% accuracy.
Lacuna
If used by a follower of the Cult of Flame:
+500 endurance, +10 willpower, +10 resistance, ability to use identical orders in the same turn; has no combat application.
Latro Dect
Traits
Energetic
+1 additional event per month
Tech Obsession
Learning speed for technology-related skills +60%
Demonic Blood
Character's reputation is questioned due to kinship with demons
Allergy
+1 trait, character has a 30% chance that all their attacks miss
Strength 3
Strength checks +3
Endurance +225
Agility 2
Evasion: +6%
Movement points +4
Agility checks +2
Fortitude 3
Resistance +6
Willpower +3
Survivability (timer) +3 turns
Perception 1
Accuracy +6%
Devotion
Character is not susceptible to suggestion; +5 willpower, +5 fortitude; characters with "demonic blood" trait receive +100% endurance, +5% accuracy, +5% evasion.
Benevolence
Energetic: +1 additional event per month.
Sadism 1
Damage increased by 15%
Luck 1
Character has a 10% chance that all their attacks hit the target (ignore evasion)
Silentia Company Cosmetics
-50/300 rumies per month
Body and Face Care
+10 attractiveness (cannot be combined); when using additional cosmetics and spending one event point, it further increases character's attractiveness by "20".

Skills
- Revolver Proficiency Basics
Character can use a revolver; strength check: 1.
- Feverish ☆ Time (800)
+30% accuracy
+30% evasion
Intercepting fire against self -75%
+6 movement speed
Additional action
Duration: 3 turns
Activates only once per battle; after the effect ends, the character skips a turn.
- Engineer
- Artillerist
Character can use artillery.
- Enhancers
Character has permission and can use enhancers.

Meridians
1: ☆ Light
2: ☆ Darkness
3: ☆ Water

Test Results
History and Culture: B, F C
Weaponry: D, E, E, C
Engineering and Technology: -
Magic: -
Melee Combat: -
Combat Training: F, D, D
Medicine: -
Military Exercises: A

Inventory
- Key #3-4
- 1504 rumies
- Goro+
Accuracy: 60%-50%
Firing range: 10-16
Damage: 125-75
Number of shots: 6
Intercepting fire: 4
Size: 1x3

Peacetime: +20% learning speed, +10% learning speed for each unit of intelligence check.
Wartime: +1 to event points.

Silver Chain
+1 strength, +1 fortitude, +5 attractiveness, Male only.
Xenomia Neriss
Traits
Family Heirloom
Character has a certain rare item in their possession
Mercy
Characters defeated by the enemy do not receive fatal wounds, however, because of this, accuracy is reduced -5%.
Strength 3
Strength checks +3
Endurance +225
Agility 3
Evasion: +9%
Movement points +6
Fortitude 1
Resistance +2
Willpower +1
Survivability (timer) +1 turn
Perception 2
Accuracy +12%
Silentia Company Cosmetics
-50/300 rumies per month
Body and Face Care
+10 attractiveness (cannot be combined); when using additional cosmetics and spending one event point, it further increases character's attractiveness by "20".
Benevolence
Mercy: character loses accuracy penalty; healing school spells cast on allies are always successful.
Precision: character uses two rolls for tests and takes the highest result.
Energetic: +1 additional event per month.
Luck: +20% chance to receive double experience after training.

Skills
- Weaponry Basics
Weapon license; ability to use a pistol, rifle, and assault rifle.
This skill is required to learn other firearm skills.
- Weak Point Knowledge (Rifle)
+30% damage
- Enhancers
Character has permission and can use enhancers.
- Enhancers II
Character can configure and repair enhancers.
- Medicine Basics
Character has permission and knows how to use medical instruments.
Survivability +2.
- Engineer
- Repair
Character restores 20% health units to technology or brings damaged equipment back to working condition. Consumes an action.
- Sniper Rifle
Character can use this type of weapon, requires knowledge of weaponry basics.
- Fast Reload
Character performs two attacks instead of one, but only against the same enemy.
- Counterfire (Firearms)
After the enemy finishes their attack, the character performs a counterattack.
- Critical Shot
10% critical damage chance (triple)
- Intercept (Sniper Rifle)
Character performs an intercepting attack on an enemy during their movement, but only once per action.
- Paralysis
Paralyzes the enemy in melee combat for one phase if they fail a fortitude check against the combined value of the character's strength and agility checks.
- Unarmed Combat
Character can fight without weapons.
Accuracy: 80%. Damage formula: (strength check*15), number of hits equals agility check.
- Advanced Medicine
After being healed by a medic, the character can return to battle via a base belonging to their faction. This action requires three full phases and cannot be canceled once it has started.

Meridians
1: ☆ Nature
2: ☆ Nature
3: ☆ Water

Test Results
History and Culture: B, C
Weaponry: E, D, E, C
Engineering and Technology: -
Magic: -
Melee Combat: -
Combat Training: - E, C, D
Medicine: -
Military Exercises: A

Inventory
- Key #3-5
- 70 rumies
- Silver bracelet in the shape of a thorny plant
Willpower value is added to fortitude; intelligence checks are added to strength checks; +50% learning speed.
Cannot be removed by ordinary means; the wearer suffers punishment for transgressions.

Peacetime: +20% learning speed, +10% learning speed for each unit of intelligence check.
Wartime: +1 to event points.


Xenomia's Luck: E
Part 1: Loyalty (0/5)
+2 strength, +2 agility, +2 resistance if the character has a monarch to whom they are devoted.
Part 2: Basics of Perfection (0/5)
Endurance +200, Resistance +5, Willpower +5, Movement points +5, number of actions +1.
Part 3: Binding Flame (0/2)
A talisman thrown by the character explodes and paralyzes enemies for one turn in area 1+1. Resistance check against value 10.
Machete
Bertrand De'Lart
Traits
Wealth 1
Character receives financial aid from family (3500 rumies at start and 650 at the beginning of each month)
Luck 5
Character has a 50% chance that all their attacks hit the target (ignore evasion)
Enterprising
+50% to the total reward for completed work
Intelligence 1
Intelligence checks +1
Learning speed: +15%
Strength 3
Strength checks +3
Endurance +225
Agility 2
Evasion: +6%
Movement points +4
Fortitude 2
Resistance +4
Willpower +2
Survivability (timer) +2 turns
Perception 2
Accuracy +12%
Sadism 1
Damage increased by 15%
Benevolence (600)
Mercy: character loses accuracy penalty; healing school spells cast on allies are always successful.
Precision: character uses two rolls for tests and takes the highest result.
Energetic: +1 additional event per month.
Luck: +20% chance to receive double experience after training.

Skills
- City Knowledge
Cost of goods and services in the capital -10%
- Weaponry Basics
Weapon license; ability to use a pistol, rifle, and assault rifle.
This skill is required to learn other firearm skills.
- Weak Point Knowledge (Rifle)
+30% damage
- Enhancers
Character has permission and can use enhancers.
- Aimed Shot (Rifle)
+ 3-3 firing range
- Critical Shot (Rifle)
10% critical damage chance (triple)
- Doll Knowledge
Damage to dolls +50%
- Counterfire (Firearms)
After the enemy finishes their attack, the character performs a counterattack.
- Infantryman
- Observational Skills
Character is able to detect a camouflaged enemy within five cells of them, provided they fall into the blue part of their field of vision.
- Sniper Rifle
Character can use this type of weapon, requires knowledge of weaponry basics.
- Intercept (Sniper Rifle)
Character performs an intercepting attack on an enemy during their movement, but only once per action.
- Killer Instinct
+10% critical damage chance. Applicable to any weapon or technology.
- Battle control
Character can use binoculars, a flare gun, and tripwires.

Meridians
1: ☆ Water
2: ☆ Light
3: ☆ Water

Test Results
History and Culture: C, E
Weaponry: D, D, E, C
Engineering and Technology: -
Magic: -
Melee Combat: -
Combat Training: E, D, D
Medicine: -
Military Exercises: A

Inventory

Oni figure. For an unclear reason, increases learning speed of weaponry skills by 50%.

The realization that his room is tidy and clean allows the student to concentrate on more important matters. +1 event point per month.
- Key #3-7
- 6507 rumies
- Mars (Rifle)
Accuracy: 70%-50%
Firing range: 10-18
Damage: 35
Number of shots: 6
Intercepting fire: 3
Weight: 3.0
Size: 1x6

Peacetime: +20% learning speed, +10% learning speed for each unit of intelligence check.
Wartime: +1 to event points.

Lottery Ticket (835/12/28)
+3 luck
Marei Mainz
Traits
Affinity
Character has an aptitude for learning magic
Intelligence 1
Intelligence checks +1
Learning speed: +15%
Fortitude
Resistance +2
Willpower +1
Survivability (timer) +1 turn
Magic Obsession
Magic learning speed +50%
Incurable Disease
+2 traits, -10% accuracy, -20% evasion, -1 to agility and strength checks
Misanthrope
+1 trait, charisma cannot be higher than 0, allied attacks do not work, character cannot make friends with anyone
Strength 1
Strength checks +1
Endurance +75
Agility 1
Evasion: +3%
Movement points +2
Diligence
Strength: endurance +25.
Agility: evasion +1%.
Fortitude: magic resistance +5%.
Light Step: evasion +6%.
Affinity: +100% learning speed in the chosen direction of magic.
Magic Obsession: magic learning speed +50%.
Firearm Obsession: weapon learning speed +50%.
Cold Weapon Obsession: cold weapon learning speed +50%.
Tech Obsession: learning speed for technology-related skills +60%.

Skills
- Weaponry Basics
Weapon license; ability to use a pistol, rifle, and assault rifle.
This skill is required to learn other firearm skills.
- Enhancers
Character has permission and can use enhancers.
- Comprehension 10
Spell learning speed +100%

Spells
- Summon — Insect
Character summons an insect that they can control.
Rank: F
Used only outside of combat; has no restrictions or levels.
- Summon — Eagle
Rank: E
Level: 1
Summon — Wolf
Rank: D
Level: 4
- Summon — Rats
Rank: C
Level: 2

Meridians
1: ☆ Magic
2: ☆ Light
3: ☆ Darkness

Test Results
History and Culture: B, A
Weaponry: E, F, F, F
Engineering and Technology: -
Magic: -
Melee Combat: -
Combat Training: D, F, F
Medicine: -
Military Exercises: -

Inventory
- Key #5-13
- 416 rumies

Peacetime: +20% learning speed, +10% learning speed for each unit of intelligence check.
Wartime: +1 to event points.

Magic Tome (0/7)
Character can open a second magic direction
Стартовый пост - Квенты - Разное
Резара - Аксель - Орвальд - ЭмилияСтэфания - Амвросий - ЛестерАльсираАлария