School of Artorius Serberian Waltz [2500] Dodge and accuracy in one-on-one combat are twice as high. Maiming Strike [1500] The character's attacks cause bleeding and injury. Dagger [2000] The character can parry (accuracy) melee attacks (melee, spending block points to do so). Counterattack [2000] Upon a successful dodge or parry, the character counterattacks. Ruthlessness [2500] The character's attacks blind and slow (2) the enemy. | Visterian Fencing Parry [2000] The character can parry enemy attacks in melee combat (accuracy) using block points for this. Dance with Death [2000] The character avoids an attack that would bring their health to 0 or below. Cooldown: 5 turns. Dance of Blades [3500] Upon a successful dodge or parry, the character counterattacks. Counterattacks after a dodge deal double damage; after a parry or sidestep they deliver a killing blow. Fluidity of Movement [2000] +10% universal dodge. Agility [3500] -1 to attack cost | Nakiri Spear Cyclone [2500] The character deals damage to all enemies around them Sting [2000] Passive ability: the character's attacks inflict weakness. Active ability: deals triple damage to a chosen enemy, with twice the accuracy for this attack. Requires 15 initiative points. Nakiri Spear [2500] +10% critical hit chance; critical attacks grant the character +5 initiative. Winds of Nakiri [2500] +1% to dodge per point of agility if the character wears no armor and shield. Hawk [3000] The character makes a leap (range: 6) overcoming all obstacles in their path; upon landing they deal double damage to all enemies around them and paralyze them. Requires 10 initiative points, cooldown: 1 turn. |
Sharpshooter Control [3000] The character attacks all enemies that appear on their line of fire. If reload is needed — spends this action on reloading. Fatal Shot [3000] +25% chance of a killing blow Armor Killer [2000] The character's attacks deal 33% or 66% more damage to enemies in light or heavy armor respectively. | Gladiator Fight to the Last [2000] [Melee] The character survives one lethal attack (stays at 1 HP) and removes all negative effects from themselves. Activates once per battle. Control [2000] [Melee] The character attacks all enemies that appear on their line of fire. Tenacity [2000] [Melee] +5 health per point of willpower, regenerates 10% health at the start of each turn. | Landsknecht Power [2500] The character's attacks cause paralysis. Arc [1000] The character's attacks also deal damage to enemies on both sides of the primary target. Vitality [2000] +5 health per point of endurance and strength. Adrenaline [2500] +25% to accuracy and dodge when the character's health is below 75%, +50% to accuracy and dodge when health is below 50%, +75% to accuracy and dodge when health is below 25%. Herald of Death [2500] The character restores 50% health for each defeated enemy. |
Traveler Style Wanderer [2000] +3 movement speed. Seasoned [2000] Incoming damage (before accounting for all other effects) taken by the character is reduced by 20%. +1% damage per point of willpower. Intimidation [2000] When interacting with the character, enemies' accuracy and dodge are halved unless they pass a willpower check against the traveler's willpower. Raid [2000] +5% damage per tile traveled. Parry [2000] The character can parry enemy attacks in melee combat (accuracy) using block points for this. | Guardsman Bodyguard [3000] Places a taunt effect on enemies (during their turn) within 8 tiles of the character. Colossus [2500] Attacks deal area damage (+1), +75% armor penetration, +10% critical damage chance. Titan [2500] Enemies within 3 tiles whose willpower is lower than the character's might take 5 damage per step the character takes (neutral damage) bypassing dodge. | Archer Bow Mastery [3000] Additional attack Fire Arrows [3000] The character's attacks deal +100% additional fire damage and cause burns. Camouflage [2000] The character can use stealth. |
Brigand Poison [2000] The character's attacks deal +100% additional wood damage and poison the target. Cowardice [2000] The character's attacks inflict weakness, +10% critical damage chance. Camouflage [2000] The character can use stealth. | Taolun Defensive Stance [3000] The character skips turns until the ability is deactivated (3 turns), triples defensive rolls, and restores (willpower*2)% health at the start of each turn. If attacked and missed — performs counterattacks. Offensive Stance [3000] The character cannot defend until the ability is deactivated (3 turns), but attacking rolls and melee damage are tripled. Elemental Power [3000] The character deals an additional 5% damage with a chosen element (metal, fire, water, air, wood, sun, moon) per point of willpower. | Tomoé-ryū Lightning of Tomoé [3000] The character's attacks deal additional air damage equal to 3% of the enemy's maximum health per point of the character's piety, and additionally paralyze the opponent for one turn unless they pass a willpower check against the character's willpower. Peonies of the Void [3000] If the character's piety exceeds the enemy's piety, their attacks ignore resistances. Flowing Water [3000] The character avoids an attack that would bring their health to 0 or below once every five turns and restores one vitality point every 3 turns. Breath of Thunder [3000] The character can parry enemy attacks in melee combat (accuracy) using block points for this and counterattacks upon a successful parry. Esoterica [3000] The character's perception and resistance to negative actions other than damage are twice as high. The character may spend one spell point to make a ranged attack (range: 8, dealing 25% less damage). |
Order of Arteria Armor Proficiency [2000] Immunity to critical attacks if the character wears heavy armor. Shield Proficiency [3000] With a 75% probability, the character blocks enemy attacks, shots, and spells. Sword Proficiency [2000] With a 75% probability, the character parries enemy attacks in melee combat. Salvation [1000] Revives a character who died from lack of HP. Only outside combat. Once per day Wandering Teacher [3000] If the character adheres to the Arterian belief, they can teach other Arterians what they know themselves (spends 1 event point for themselves and their students). | Rosenritter Armor Proficiency [2000] Immunity to critical attacks if the character wears heavy armor. Unsurpassed Defense [3000] With a 75% probability, the character blocks enemy attacks, shots, and spells with a shield or, if not armed with a shield, parries melee attacks with a spear. Spear Proficiency [2000] [Spear] Additional attack; consecutive attacks in one turn deal 50% more damage. Sweep [2000] Deals 300% damage to all enemies around the character, ignores blocks and parries, initiative: 15 Dazzling Smile [3000] Female characters must pass a willpower check against attractiveness + knight etiquette or skip their turn when attempting to apply a negative action on him | Drachenritter Dragon Blood [free, required to learn other skills] -3 beauty, -3 charisma, -3 faith +2 strength, +2 endurance, +2 agility, +2 perception, +2 speed. Armor Proficiency [2000] Immunity to critical attacks if the character wears heavy armor. War Hammer Proficiency [2000] [Hammer] The character's attacks cause injury and permanent wounding. Press [1000] Zeroes out the enemy's block points if they attempt to parry or block this attack, then paralyzes them for one turn. Initiative: 7. Triumph [1000] The character gains +1% health for each personally slain enemy. |
Nachtreiter Armor Proficiency [2000] Immunity to critical attacks if the character wears heavy armor. Twin Blade Proficiency [3000] The character can wield a weapon in each hand (saber+saber, saber+rapier, or rapier+rapier) if they have enough strength for it. Duelist [2500] Damage dealt to the enemy in one-on-one combat is doubled, while damage taken is halved. Blade of Night [3000] The character's attacks deal +75% moon damage and blind the enemy. Camouflage [2000] The character can use stealth. | Order of the Moon Armor Proficiency [2000] Immunity to critical attacks if the character wears heavy armor. Camouflage [2000] The character can use stealth. Adept of the Moon [2000] +10% chance of a killing blow. Moonlight [3000] Enemy accuracy and dodge against the character are halved. Nobility of the Moon [3000] After the character's health drops below 0, they may move once. If during this time health rises above 0, the character can continue fighting as if nothing happened. | Sword of Dawn The character gains +1 valor point per point of spirit and +1 heroism point per point of charisma; these points are used to activate abilities of this specialization. +1 valor and heroism point if the character completely skips a turn. Sword of Justice A chosen enemy receives 500% damage; if this is an enemy the character perceives as evil, the damage converts to solar provided its resistance is lower than metal; if the enemy is a demon, undead, etc., the damage converts to stellar. Accuracy for this attack is twice as high. Requires two valor points. Pull Pulls enemies within range 1+3 toward the character, dealing 150% damage plus an additional 150% solar damage, then paralyzes them for 1 turn. Requires three valor points. Blue Lightning The character covers a certain distance along their own route and deals 100% solar damage and 100% metal damage to all enemies in their path. Successfully eliminating an enemy allows performing this attack again without spending valor points. During this attack, the character gains immunity to negative actions and effects, including damage. Requires three valor points. Rift Makes tiles in a 3x8 line (forward from the character) impassable. Characters standing on those tiles at the moment of the attack must pass a dodge check against accuracy or receive 125% metal damage and 125% air damage and be paralyzed bypassing resistance. Requires 5 valor points. Sword of Unity Delivers 9 attacks (200% damage) to a chosen enemy, each changing damage type (starting and ending with metal). Requires 10 valor points, cannot be used before the character's tenth turn. Sky of Crimson Thoughts The character parries all attacks directed at them this turn, counterattacks if the attack was made in melee, requires 3 heroism points. Detachment from Worldly Concerns The character removes all effects from themselves, including positive ones and even curses and diseases. Requires 3 heroism points, 15 if cursed. Can be used even under hypnosis, etc. Sword of Joy Directs positive energy toward a chosen character or uses it on oneself to restore 100% health. Requires 3 heroism points. Sword of Serenity Reduces incoming damage by 50% and doubles willpower until the end of battle. Requires 5 heroism points. Sword of Dazzling Radiance Forces enemies within 5 tiles of the character to surrender without a fight unless they pass a willpower*3 check against the character's willpower. Requires 5 heroism points. |
Peaceful Skills
Doctor Resuscitation [3500] Revives a character who died from lack of HP. Chance of success depends on the patient's endurance (10% per point). Requires a medkit. After a successful resuscitation, the character receives a permanent injury appropriate to their wound. Medicine [2000] Heals characters from injuries, diseases, and negative effects. Requires a medkit. Trainer [2000] The doctor trains another character. During this time, the character gains 50% more experience. | Merchant Savings [500] +500 lungs at the start. Secrets of Trade [2000] Each point of etiquette reduces the cost of goods and services by 1% up to a total limit of 50%. Barter [2000] Each point of etiquette increases the price of sold goods by an additional 1% of the actual value (standard 10%) up to a total limit of 50%. Guard [1000] The merchant starts the game accompanied by a guard (created by the GM; the player can only choose the general profession — archer, warrior, "tank", etc.). They need to be paid money, otherwise they will quit or, depending on the situation, try to forcibly take what was earned. | Diplomat Professional [1000] Quest rewards increase by 1% per point of etiquette. Silver Tongue [1500] Cost of goods and services is 10% lower, working both for oneself and for the group. Business Partner [1500] The trader acquires useful connections in the starting location |
Commander Leadership [3500] Allies under the character's command gain various bonuses depending on their leadership level. Leadership bonuses do not account for modifiers and do not affect them. Leadership 10: +1 movement speed. Leadership 11: +5 accuracy. Leadership 12: +5 willpower. Leadership 13: +2 initiative. Leadership 14: +5 dodge. Leadership 15: +1 movement speed. Leadership 16: +20% base damage. Leadership 17: +5 spell points. Leadership 18: +2 initiative. Leadership 19: +1 movement speed. Leadership 20: +5 to endurance checks during resuscitation. | Tactician Acceleration [2000] Active action (10 ini): allies under the character's command gain +(creation) to initiative. Can be used starting from the second phase. Cooldown: 3 phases. Delay [2000] Active action (10 ini): enemies suffer -(creation) to initiative (confusion effect). Cooldown: 3 phases. Inspiration [2000] Active action (10 ini): removes negative effects from allies and restores health (creation*5)% if it is above zero. Once per battle. Maneuvers [2000] Active action (10 ini): allies under the character's command gain +(creation) to dodge until the end of the phase. Cooldown: 1 phase. Elimination [2000] Active action (10 ini): allies deal (creation*5)% more damage to a chosen target until the tactician's next turn. | Historian Bookworm [2000] +1 event point for reading books. Awareness [1000] Ability to determine the purpose and effects of artifacts, unfamiliar potions, etc. Erudition [1500] +2% to received experience per point of creation. |
Traveler Companion [1500] An additional character created by the GM; travels with the player as long as their interests align. The companion has the belief "Fortune" and uses the wheel of fate; everything else is generated randomly. Bodyguard [1000] Takes upon themselves attacks aimed at another (pre-chosen) character if their movement speed is sufficient. Endurance [1000] The character can drink two drinks more than usual, +3 willpower. | Philosopher Reflection [1500] 1. The character gains +300 experience points. Each consecutive use adds a 10% chance of committing suicide (stacks, refreshes each phase). 2. The character gains +1 to a random attribute. Each consecutive use adds a 10% chance of committing suicide (stacks, refreshes each phase). Search for the Meaning of Life [1000] The character changes their belief; can only be used once per game. | Rogue Lockpicking [1500] With lockpicks available, the character can open locked doors, chests, and other things. Chance of success depends on the complexity of the lock and the character's agility. Trap Expert [1500] The character can set and disarm traps (success depends on complexity and agility). Pickpocketing [1500] The character can attempt to secretly rob another character. Chance of success depends on the character's agility and the target's perception. |
Musician [1000] The character can play musical instruments. The effect of music depends on the specific instrument. Violin [1000] The character can play the violin. Lyre [1000] The character can play the lyre. Flute [1000] The character can play the flute. Trumpet [1000] The character can play the trumpet. Zither [1000] The character can play the zither. | Maidservant Knife Throwing [2000] The character can use throwing knives and conceal them under clothing (uses dagger proficiency). Can be used simultaneously with movement; can carry up to 10 at a time. Support [1000] The character can use single-target items on other characters. Impeccable Manners [2000] +1 to dodge per point of etiquette. Gracefulness [2000] Using items costs 3 initiative instead of 5. Devotion [2000] If the character has a master to whom they swore fealty, they gain +50% to accuracy, dodge, or willpower. |