Sharnhorst, 05.757; Animism (Spirit of Wind).
Once per day, the character can restore their health, spell points, and other resources, as well as remove negative effects from themselves at any time without spending a turn, +50% resistance to wind, +7 to perception, +4 to endurance, +4 to speed, -3 to charisma, ability to shoot and move simultaneously.
The character owns a sheep farm in Baldr (passive income, additional funds at the start).
Blessing of the wood spirit: +7 to rolls against wood effects, +50% resistance to wood, and regeneration of 10 health points at the start of a turn.
Harissa's advice: +1 OS
Imperial mustache: +2 to etiquette, +2 to leadership.
Mental health: ■■■■■■■■■■
Experience: 3104
Characteristics
Strength: 7
Endurance: 10
Agility: 5
Perception: 16
Speed: 13 (15)
Intellect: 7
Spirit: 6 (8)
Faith: 1 (2)
Charisma: 4
Beauty: 5
Parameters
Health: 130
Fortitude: 9 (10)
Might: 7
Evasion: 5 (10)
Stealth: 5
Accuracy: 19 (bow: 22)
Observation: 15 (17)
Initiative: 16 (19)
Movement speed: 4
Creation: 7
Crit: 10% (15%)
Will: 8 (12)
Spell points: 8
Piety: 1 (2)
Leadership: 4 (12)
Etiquette: 3 (10)
Attractiveness: 5 (8)
Resistances
Metal: 10%
Fire: 5% (20%)
Water: 5% (15%)
Wind: +55% (70%)
Wood: 55% (70%)
Sun: 0% (10%)
Moon: 0% (10%)
Star: 0% (10%)
Skills
Mastery - bow
1. +2 to accuracy
2. +3% to critical damage
3. +2 to will
4. +2 to fortitude.
5. +5 to firing range.
6. +2 to initiative.
7. +3 to accuracy - 700 experience points.
8. +3 to accuracy - 800 experience points.
9. +5% to critical damage - 900 experience points.
10. +5 to firing range - 1000 experience points.
Hunter
Doubles accuracy, evasion, and damage in combat against wild animals.
Bestiary - 2500 experience points.
The character can use zoological reference books to determine the characteristics and features of animals and/or monsters they encounter.
Monster Hunter - 1800 experience points.
Doubles accuracy, evasion, and damage in combat against monsters.
Illian Shooting
The character's attacks reduce the enemy's maximum health by 30% once.
Mark
After a successful hit, damage dealt by the character and their allies to the affected target increases by 20%.
Illian Volley
Deals damage to the target and enemies on adjacent cells. Requires 10 initiative.
Bullseye
The character's attacks inflict one random negative effect (slow (5), immobilize (3), paralysis, sleep, silence, bleeding, blindness, injury, disease, weakness, lethargy).
Calm [5000]
+1 to observation for each point of spirit. When the character is idle (movement activation does not interfere), their defensive rolls are doubled. +100% to accuracy if no one has attacked them for the last three turns.
Toxicodendron - 2000 experience points.
Deals 20 points of wood damage, applies poison and blindness. Requires 7 initiative points and 1 spell point. Range: creation. Can miss (accuracy).
Fishing - 2000 experience points.
The character can fish in locations that allow it
Leadership
Allies under the character's command receive various bonuses depending on their leadership.
Leadership 5: +3 to accuracy
Leadership 6: +3 to evasion
Leadership 7: +1 to initiative
Leadership 8: +3 to fortitude
Leadership 9: +3 to will
Leadership 10: +1 to movement speed
Leadership 11: +5 to might
Leadership 12: +5 to stealth
Leadership 13: +5 to observation
Leadership 14: +5% to critical damage
Leadership 15: +2 to initiative
Leadership
+5 to leadership if the character has the corresponding skill and is the leader of a squad. A character with this trait cannot leave combat before their allies.
Equipment
Cupid
Bow
Strength: 3
Damage: 50+3n (98)
+10% to critical damage chance, attacks cause confusion - the enemy will attack the character closest to them.
One-handed hatchet
Strength: 4
Damage: 30+3m (45)
Hunting knife
Strength: 2
Damage: 20+1m
+1% chance of a lethal strike.
Bear amulet [Neck]
+1 to faith, +1 to spirit; +1 to strength if the character is patronized by the spirit of fire, +1 to agility if the spirit of water, +1 to endurance if the spirit of earth, +1 to speed if the spirit of wind.
Provisions (x7)
Restores 30 health points.
Money
494 Serberian seliks
Harpy Massacre
Bow
Strength: 5
Damage: 45+2m (79)
Range: 13
+1 to spirit if the character is an animist.
Swallow
Musket
Strength: 3
Damage: 100
Reload: 1
Range: 12
30 red chips
Talisman with the image of the River Maiden
Immunity to poison, +1 to will.
Tormentor
Bow
Strength: 5
Damage: 50
Range: 12
+5 to evasion, hunter bonus works against humans.
Illian vest [M]
All resistances +10%, +3 to accuracy, +3 to etiquette, +2 to attractiveness.
Gothic shirt [M]
+1 to initiative, +1 to attractiveness, +1 to etiquette.
Black hair bow
+1 to speed
"Etalon" boots
+1 to movement speed, +1 to initiative, +1 to etiquette.
Gulveig
Baldr, 06.758; Church of the Artery.
The character survives one fatal wound per game cycle, +1 to event points, +2 to strength, +3 to agility, +1 to endurance, +1 to perception, +6 to faith, +4 to spirit, +1 to beauty, +1 to speed, +1 to intellect.
The character is very clumsy (agility rolls are minimal). The character cannot use peaceful skills.
+4 to fortitude, +3 to will.
If the character adheres to the belief "Church of the Artery", actual damage to characters of other beliefs is increased by 35%.
(Endurance*piety)*1.5=protective barrier, restored at the end of combat.
20% chance to survive a lethal attack (remains with 1 health point).
Lupin: +1 to intellect, +1 to charisma, +2 to endurance, -1 to movement speed, -1 to speed.
Metal resistance +7, health +25.
Virgil: +3 and +3% to health for each point of endurance.
+5% to dodge, +3 to faith, +3 to accuracy, +2 to intellect, +2 to charisma.
Intellectual braids: +2 to etiquette, +1 to attractiveness, +2 to creation, +25% to experience.
Experience: 3755
Characteristics
Strength: 8
Endurance: 15
Agility: 8
Perception: 7
Speed: 7
Intellect: 10
Spirit: 12 (13)
Faith: 17 (18)
Charisma: 11
Beauty: 9 (10)
Parameters
Health: 340
Fortitude: 17
Might: 8
Evasion: 0
Dodge: 5%
Stealth: 0
Accuracy: 15
Observation: 7
Initiative: 7
Movement speed: 3
Creation: 10 (12)
Crit: 10% (15%)
Will: 22 (23)
Spell points: 12 (13)
Piety: 17 (18)
Leadership: 11
Etiquette: 11 (16)
Attractiveness: 9 (11)
Block points: 9
Resistances
Metal: +37
Fire: +90% +30
Water: +90% +30
Wind: +90% +30
Wood: +90% +30
Sun: 0%
Moon: 0%
Star: 0%
Skills
Mastery - shield
1. +1 to block points.
2. +20 to health
3. +1 to block points
4. +2 to will
5. +50 to health
6. +2 to block points
7. +30 to health
8. +2 to block points - 800 experience points.
9. +3 to will - 900 experience points.
10. Shield does not break or get pierced - 1000 experience points.
Mastery - wearing heavy armor
1. The character can use heavy armor.
2. +20 to health.
3. +2 to will
4. +2 to fortitude
5. +3 to will, +3 to fortitude
6. +30 to health - 600 experience points.
7. +30 to health - 700 experience points.
8. +3 to fortitude - 800 experience points.
9. +30 to health - 900 experience points.
10. Armor cannot be pierced - 1000 experience points.
Mastery - spear proficiency
1. +2 to will.
2. +20 to health.
3. +1 to movement speed
4. +2 to accuracy
5. +1 to attack range
6. +3 to accuracy
7. +30 to health - 700 experience points.
8. +3 to evasion - 800 experience points.
9. +3 to will - 900 experience points.
10. +1 to attack range - 1000 experience points.
Healing+
Restores 10 health points to self or a chosen ally for each point of piety, removes: slow, immobilize, paralysis, sleep, silence, bleeding, burn, poison, blindness, weakness, lethargy. Requires 1 spell point, costs 6 initiative points. Range: entire map.
Blessing
[All] The character's attacks cannot be blocked or parried.
Righteousness
[All] The character's attacks deal additional star damage (+10% of actual damage for each point of piety).
Discipline
+2 to movement speed and +3 to initiative if the character is a member of a squad (commander +5 subordinates).
Grenade throwing - 500 exp.
The character can use ragnite grenades.
Tactical superiority - 2000 exp.
Action cost -1 if the character is a member of a squad and two allies stand on adjacent cells.
Volley - 800 exp.
-1 to reload (firearms) if the character is a member of a squad and two other shooters stand on adjacent cells.
Hidden attack - 1500 exp.
+5 to stealth, an attack from stealth deals double damage.
Weak spot - 1000 exp.
Attacks against paralyzed or sleeping enemies deal critical damage.
Resilience - 2500 exp.
Critical attacks against the character deal 50% less damage (200%).
Annihilation - 2500 exp.
Critical attacks deal 50% more damage (300%).
Mobility - 1200 exp.
The character can pass through their allies.
Fight to the Last [2000]
The character survives one lethal attack (remains with 1 health point) and removes all negative effects from themselves. Activates once per combat.
Prayer (Church of the Artery)
With a 30% chance, removes one negative effect from an ally and restores 50% of their health when they take damage, activates once per phase.
Equipment
Spear
Strength: 4
Damage: 30+3m (51)
Provisions (x10)
Restores 30 health points.
Amulet of the Artery [Neck]
+1 to faith, +1 to spirit, +1 to beauty if the character is a follower of the Artery.
Money
0 Serberian seliks
Gladiators
Illian spear
Strength: 6
Damage: 40+6m, crit +5%, accuracy +3
"Etalon" armor [H]
Strength: 6
Metal +30
Fire +30
Water +30
Wind +30
Wood +30
Kalentiya
Argalia, 09.06.760; Church of the Artery.
Immunity to poison, weakness, and lethargy, the character survives one fatal wound per game cycle, +5 to stealth, +5% to critical damage chance, with a 50% chance the character's attacks cause weakness or lethargy. +2 to strength, +1 to endurance, +1 to intellect, +6 to faith, +2 to beauty, +1 to spirit.
+4 to fortitude, +6 to will
Increases damage dealt by the character by 20% (unique modifier).
Low ponytail: +2 to etiquette, +1 to attractiveness, +3 to evasion, +3 to accuracy.
+5% to dodge, +3 to faith, +3 to accuracy, +2 to intellect, +2 to charisma.
Theodahad: +2 to creation, +2 to etiquette, +2 to leadership, +5% to critical damage chance, -5% chance of critical damage against self.
Experience: 467
Characteristics
Strength: 15
Endurance: 9
Agility: 8
Perception: 5
Speed: 7
Intellect: 9
Spirit: 7
Faith: 21 (22)
Charisma: 6 (7)
Beauty: 9 (10)
Parameters
Health: 140
Fortitude: 15 (20)
Might: 15 (17)
Evasion: 8 (16)
Dodge: 5%
Stealth: 13 (14)
Accuracy: 13 (16)
Observation: 5 (6)
Initiative: 9
Movement speed: 6
Creation: 11
Crit: 19%
Will: 15 (16)
Spell points: 7
Piety: 18 (19)
Leadership: 5 (8)
Etiquette: 6 (15)
Attractiveness: 9 (13)
Resistances
Metal: 0%;
Fire: 110%
Water: 110%
Wind: 110%
Wood: 110%
Sun: 110%
Moon: 110%
Star: 0%
Skills
Fight to the Last
The character survives one lethal attack (remains with 1 health point) and removes all negative effects from themselves. Activates once per combat.
Wearing armor
The character can wear light armor.
Control
The character attacks all enemies that appear on their attack line.
Cyclone
The character deals damage to all enemies around the main target of their attack (additional targets receive only 50% damage, the chance to activate a negative effect is twice as low).
Piercing strike - 2000 experience points
[Spear] The character's attacks deal damage to all enemies on the attack line and cause weakness.
Wanderer [2000]
[All] +1 to event points, +2 to movement speed.
Mastery - spear proficiency
1. +2 to will.
2. +20 to health.
3. +1 to movement speed
4. +2 to accuracy
5. +1 to attack range
6. +3 to accuracy
7. +30 to health
8. +3 to evasion - 800 experience points.
9. +3 to will - 900 experience points.
10. +1 to attack range - 1000 experience points.
Mastery - light armor
1. The character can use light armor.
2. +2 to evasion
3. +2 to fortitude - 300 experience points.
4. +20 to health - 400 experience points.
5. +5% universal dodge - 500 experience points.
6. +3 to evasion - 600 experience points.
7. +30 to health - 700 experience points.
8. +3 to fortitude - 800 experience points.
9. +3 to will - 900 experience points.
10. +5% universal dodge - 1000 experience points.
1. +2 to might - 500 exp.
2. +20 to health - 200 exp.
3. +2 to fortitude - 300 exp.
4. +2 to will - 400 exp.
5. +1 to attack range - 500 exp.
6. +30 to health - 600 exp.
7. +3 to fortitude - 700 exp.
8. +3 to will - 800 exp.
9. +3 to might - 900 exp.
10. 25% chance to deal double damage - 1000 exp.
Mastery - bastard sword
1. +2 to might - 500 exp.
2. +3 to accuracy - 200 exp.
3. +2 to fortitude - 300 exp.
4. +2 to evasion - 400 exp.
5. +3 to will, +3 to fortitude - 500 exp.
6. +3 to accuracy - 600 exp.
7. +3 to fortitude - 700 exp.
8. +3 to will - 800 exp.
9. +3 to evasion - 900 exp.
10. +50 to health - 1000 exp.
Landsknecht
Quest rewards increase by 10% for each point of etiquette.
Acceleration
Active action (10 ini): allies under the character's command receive +(creation) to initiative. Can be used starting from the second phase. Cooldown: 3 phases.
Delay - 2000 exp.
Active action (10 ini): enemies receive -(creation) to initiative (confusion effect). Cooldown: 3 phases.
Inspiration - 2000 exp.
Active action (10 ini): removes all negative effects from allies and restores health (creation*5)% if it is above zero. Once per combat.
Maneuvers - 2000 exp.
Active action (10 ini): allies under the character's command receive +(creation) to evasion until the end of the phase. Cooldown: 1 phase.
Elimination - 2000 exp.
Active action (10 ini): allies deal (creation*5)% more damage to the chosen target.
Prayer (Church of the Artery)
With a 30% chance, removes one negative effect from an ally and restores 50% of their health when they take damage, activates once per phase.
Discipline
+2 to movement speed and +3 to initiative if the character is a member of a squad (commander +5 subordinates).
Grenade throwing - 500 exp.
The character can use ragnite grenades.
Tactical superiority - 2000 exp.
Action cost -1 if the character is a member of a squad and two allies stand on adjacent cells.
Volley - 800 exp.
-1 to reload (firearms) if the character is a member of a squad and two other shooters stand on adjacent cells.
Hidden attack - 1500 exp.
+5 to stealth, an attack from stealth deals double damage.
Weak spot - 1000 exp.
Attacks against paralyzed or sleeping enemies deal critical damage.
Resilience - 2500 exp.
Critical attacks against the character deal 50% less damage (200%).
Annihilation - 2500 exp.
Critical attacks deal 50% more damage (300%).
Mobility - 1200 exp.
The character can pass through their allies.
Equipment
Amulet of the Artery [Neck]
+1 to faith, +1 to spirit, +1 to beauty if the character is a follower of the Artery.
Provisions (x10)
Restores 30 health points.
Chronicle of the Valkyries
A book written during the Arterian Schism
Money
0 Serberian seliks
Reginleif
Guide to Baldr
Demon's Spine
Spear
Strength: 4/6
Damage: 30+5m/40+6m (148)
Paralysis on attack.
Amelia's bronze medal
+1 to endurance, agility, and speed (Kalentiya only)
Talisman of fire
+3 to strength, +1 to event points (once); a gift from an animist patronized by the spirit of fire to a character of another belief.
Blouse with jabot [W]
+2 to etiquette, +2 to attractiveness
Golden hair bow
+1 to charisma
Long skirt [W]
+1 to etiquette, +5% to received experience.
Tights [W]
+1 to etiquette
Light armor [L]
Strength: 3
+3 to evasion
Metal +5
Fire +5%
Water +5%
Wind +5%
Wood +5%