Mirai, 759; Children of Tomoe.
Children of Tomoe cannot use zodiac sign bonuses; Children of Tomoe gain +1 vitality point for every 3 points of endurance. During one enemy turn, a character cannot lose more than 1 vitality point equal to the sum of their health divided by the total number of points, +50% air resistance, immunity to bleeding.
+3 to strength, +3 to endurance, +2 to spirit, +2 to speed, +2 to beauty
+10 to health per unit of endurance, -3% to actual damage taken per unit of endurance.
Regenerates 20% health per turn.
25% chance not to spend initiative on performing an action.
Mustache "Handlebar": +2 to etiquette, +1 to perception, +1 to accuracy.
Experience: 3791
Attributes
Strength: 6
Endurance: 13
Agility: 6
Perception: 10
Speed: 13
Intellect: 7
Spirit: 10
Faith: 6
Charisma: 4
Beauty: 8
Parameters
Health: 260
Vitality Points: 4x65
Fortitude: 6
Might: 6
Evasion: 8 / 11
Stealth: 11
Accuracy: 18
Observation: 21
Initiative: 15
Movement Speed: 4 (5)
Creation: 7
Crit: 17%
Will: 10
Spell Points: 10
Piety: 6
Leadership: 4
Etiquette: 6
Attractiveness: 8
Resistances
Metal: 5
Fire: +30% (35%)
Water: +30% (35%)
Wind: +80% (85%)
Wood: +30% (35%)
Sun: 0%
Moon: 0%
Star: 0%
Skills
Eyes of the Shinobi
+1 to observation per unit of perception, +5 to detection range.
Art of Stealth.
+5 to stealth, the character automatically restores their hidden status when idle (movement allowed).
Shinobi Combat Techniques I - 3000 experience points.
[Katana] The character can parry enemy attacks (accuracy, melee and ranged) using block points for this purpose.
Shinobi Combat Techniques II - 3000 experience points
[Katana]After a successful parry, performs a counterattack with a lethal strike effect.
Shinobi Combat Techniques III - 5000 experience points
After receiving a fatal wound, the character returns to life at the start of their next turn; triggers once per battle.
Mastery - Katana
1. +1 to movement speed
2. +2 to accuracy
3. +2 to accuracy
4. +2 to evasion
5. +10% to critical damage
6. +2 to initiative
7. +3 to accuracy
8. +3 to evasion
9. +3 to evasion
10. +5 to accuracy
Revival
Brings back to life a character who died from lack of HP. Chance of success is equal to the inverse percentage value of the character's current health value. Requires a medkit.
Trainer - 1000 experience points.
The doctor trains another character. While doing so, that character gains 50% more experience.
Recipe: Universal Medicine - 1250 experience points.
Removes from the character: slow, immobilization, paralysis, sleep, prohibition, subjugation, confusion, bleeding, burn, poison, blindness, injury, disease, weakness, summoning, lethargy.
[Orange, garlic, coffee, red pepper, mint, Serberian clover, calendula].
Air Strike
Deals 70 units of air damage, applies blindness. Each unit of creation increases throw power and spell range by 1. Requires 7 units of initiative and 1 spell point. Range: 10. Can miss (accuracy).
Mastery - Light Armor
1. The character can use light armor
2. +2 to evasion
3. +2 to fortitude - 300 exp.
4. +20 to health - 400 exp.
5. +5% universal dodge - 500 exp.
6. +3 to evasion - 600 exp.
7. +30 to health - 700 exp.
8. +3 to fortitude - 800 exp.
9. +3 to will - 900 exp.
10. +5% universal dodge - 1000 exp.
Onslaught
With a 25% probability, an ally takes an additional turn out of sequence and attacks the same opponent as the character, provided they have enough movement speed points and there are no obstacles in the way.
Final damage dealt to the enemy is reduced by 35%, but the character's attacks do not kill (the target remains at 0 health without needing revival). Activates voluntarily.
Equipment
Suigyoku Kai (64%)
Ryohei's katana, received as a gift from Gungnir. The blade has a greenish tint, and dark scabbard bears images of emerald-colored leaves. Improved by Sigismund Ferender of Tamfana.
Strength: 6
Damage: 22+1m+1i (40)
At the start of the turn, with a 64% probability removes 1 negative effect and restores 1 vitality point.
Provisions (x0)
Restores 30 health points.
Doctor's Uniform "Mariendorf"
Allows visiting the clinic when it is closed to regular visitors (Ryohei only)
Medkit (4)
If the skill is available, brings back to life a character who died from lack of HP.
"Diagnostics and Treatment"
A medical manual.
Mujinken
An ancient code of rules and norms of behavior in society and in private, upon which Mirai culture is based.
Light Armor [L] (64%)
Strength: 3
+1 to evasion
Metal +3
Fire +3%
Water +3%
Wind +3%
Wood +3%
Money
2797 Serberian seliks
Traveler's Boots (64%)
+0 to movement speed
Amelia's Gold Medal (64%)
64% chance to reduce action cost by 1 (Ryohei only)
Mirai
Alessia
Airisufir, 12.758; No conviction/Other.
+1 to event points, +6 to intellect, +2 to beauty, +3 to spirit
+2 to creation, +2 to etiquette, +1 to a random attribute, musical performances are more effective than usual.
The character produces higher quality items.
Theodahad: +2 to creation, +2 to etiquette, +2 to leadership, +5% to critical damage chance, -5% chance of taking critical damage.
+50% to experience gained.
Experience: 3141
Attributes
Strength: 2
Endurance: 2
Agility: 7
Perception: 4
Speed: 7
Intellect: 19
Spirit: 8
Faith: 5
Charisma: 0
Beauty: 0
Parameters
Health: 20
Fortitude: 2
Might: 2
Evasion: 7
Stealth: 7
Accuracy: 4
Observation: 4
Initiative: 7 (9)
Movement Speed: 3
Creation: 23
Crit: 23%
Will: 10
Spell Points: 8
Piety: 5
Leadership: 2
Etiquette: 4
Attractiveness: 0
Resistances
Metal: 0%
Fire: +25%
Water: +25%
Wind: +25%
Wood: +25%
Sun: 0%
Moon: 0%
Star: 0%
Skills
Toxicity
Passive ability. Pyromancy spells deal 100% bonus wood damage; melee or ranged attacks deal 50% bonus wood damage. The character's attacks and spells cause burn and poison.
Fire Rune
Spell. Characters in area 1+5 take creation*10 fire damage at the end of the next phase. Requires two spell points and ten units of initiative (preparation). Range: 20.
Fire Brand
Target receives the burn status up to five times unless it passes a will check against the caster's creation. Requires 10 units of initiative. Range: 10
Explosion
The chosen target must pass a will check against '15' or receive damage equal to 50% of its maximum health (fire); if this spell kills the target, it explodes dealing fire damage equal to its maximum health to all characters on adjacent tiles. Requires 3 spell points, 10 units of initiative. Range: 10.
Jeweler
The character can craft jewelry if they have the necessary materials.
Mastery - Staff
1. +2 to evasion
2. +2 to will
3. +2 to fortitude
4. +20 to health
5. +3 to will, +3 to fortitude
6. +30 to health
7. +3 to fortitude
8. +3 to will
9. +3 to evasion
10. +50% to armor penetration
Dispel
With a 30% probability, removes temporary positive effects from the selected target. Each point of creation increases the chance of successfully casting the spell by 3%. Requires 8 units of initiative and 1 spell point per effect; range: 6.
Barrier
Passive ability. +10 to shield (spent before health, does not account for armor) per unit of creation.
Negation - 2500
The enemy must pass a will check against '12', otherwise their attack has no effect. Successful activation costs 1 spell point.
Savings
+500 Serberian seliks at the start.
Trade Secrets
Each unit of etiquette reduces the cost of goods and services by 2% up to 50%.
Barter - 1000 experience points
Each unit of etiquette increases the selling price of goods by an additional 2% of the actual value (standard 10%) up to a maximum of 50%.
Motivation
With a 30% probability grants an ally +5 to initiative; activates once per phase.
Equipment
Sylphide's Remedy
Removes all negative effects from the character and heals curses and diseases, including card results.
Money
2255 Serberian seliks
Shengkai
Dagger
Strength: 2
Damage: 20+1m (22)
Interview with Her Majesty Sophia der Grosse
Guide to Elheim
Kuyayama
Book of Demons, vol. 2.
Demonic Fruit
Anders
Elheim, 01.04.758; Demonology.
+1 to event points, +1 to spirit, +1 to faith, +2 to agility, +1 to perception, -1 to beauty, -1 to charisma, -1 to intellect, +3 to speed, +2 to perception.
Increases damage dealt by the character by 20% (unique modifier).
774: +3 to accuracy, +3 to evasion, +3 to observation.
25% chance not to spend initiative on performing an action.
Mustache "Horseshoe": +1 to etiquette, +2 to accuracy, +1 to evasion.
Experience: 2220
Attributes
Strength: 5
Endurance: 5
Agility: 11
Perception: 10
Speed: 13
Intellect: 6
Spirit: 7
Faith: 1
Charisma: 5
Beauty: 4
Parameters
Health: 100
Fortitude: 7
Might: 5
Evasion: 29
Dodge: 5%
Stealth: 16
Accuracy: 26 (28)
Observation: 12
Initiative: 15
Movement Speed: 4
Creation: 6
Crit: 30%
Will: 7
Spell Points: 7
Piety: 1
Leadership: 5
Etiquette: 7
Attractiveness: 4
Resistances
Metal: 10
Fire: 5% (15%)
Water: 5% (15%)
Wind: 5% (15%)
Wood: 5% (15%)
Sun: 0%
Moon: 0%
Star: 0%
Skills
Lockpicking
With lockpicks, the character can open locked doors, chests, and other things. Success chance depends on the complexity of the lock and the character's agility.
Sneakiness
The character's attacks cause weakness, +5% to critical damage chance (dagger, crossbow, mace).
Trap Expert
The character can set and disarm traps (success depends on difficulty and agility).
Acrobat
+3 to evasion, +5% to critical damage chance, +1 to initiative (except heavy armor).
Mastery - Crossbow
1. +2 to accuracy.
2. +3% to critical damage.
3. +3% to critical damage.
4. +3% to critical damage.
5. +50% to armor penetration.
6. +5% to critical damage.
7. +3 to accuracy.
8. +3 to accuracy
9. +3 to accuracy
10. +50% to armor penetration - 1000 experience points.
Mastery - Light Armor
1. The character can use light armor
2. +2 to evasion
3. +2 to fortitude
4. +20 to health
5. +5% universal dodge
6. +3 to evasion
7. +30 to health
8. +3 to fortitude - 800 exp.
9. +3 to will - 900 exp.
10. +5% universal dodge - 1000 exp.
Dispel - 2000 exp.
With a 30% probability, removes temporary positive effects from the selected target. Each point of creation increases the chance of successfully casting the spell by 3%. Requires 8 units of initiative and 1 spell point per effect; range: 6.
Onslaught
With a 25% probability, an ally takes an additional turn out of sequence and attacks the same opponent as the character, provided they have enough movement speed points and there are no obstacles in the way.
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
Action cost -1 if the character is a member of a squad and two allies stand on adjacent tiles.
Volley - 800 exp.
-1 to reload (firearms) if the character is a member of a squad and two other shooters stand on adjacent tiles.
Hidden Attack
+5 to stealth; attacking from stealth deals double damage.
Weak Point - 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
Critical attacks deal 50% more damage (300%).
Mobility - 1200 exp.
The character can move through allied characters.
Final damage dealt to the enemy is reduced by 35%, but the character's attacks do not kill (the target remains at 0 health without needing revival). Activates voluntarily.
Equipment
Lockpicks (x10)
Necessary for picking locks.
Phantom
Crossbow
Strength: 3
Damage: 50+100% lunar
Enemy evasion is twice as low.
Provisions (x0)
Restores 30 health points.
Money
796 Serberian seliks
Armor "Standard" [L]
Strength: 5
+6 to evasion
Metal +10
Fire +10%
Water +10%
Wind +10%
Wood +10%
Boots "Standard"
+1 to movement speed, +1 to initiative, +1 to etiquette.