| 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, 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 |