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#141
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Krait Karlsson
Origin: Arhaimar
+2 to Strength, +2 to Will. All damage taken (final) is reduced by (Will*2)%, cap 50%. Final damage from Water and Cold is halved, free Warriors of the North skill.

Conviction: Acer
Upon first taking or dealing damage, the character gains +100% to final damage and +25% to Melee Defense in close combat, an additional attack, but always attacks the nearest character, not distinguishing between enemies and allies.
Bloodlust
Each kill grants an additional turn and restores 50% health


Attributes

Strength: 22
Endurance: 20
Agility: 17
Perception: 10
Intellect: 10
Will: 12

Skills

Two-Handed Weapon
I. +2 to Strength, +30 to Accuracy and Evasion.
II. +2 to Speed, +2.5% to damage per point of Strength.
III. +1 to Endurance, +1 to Strength, additional attack.
IV. +2 to Accuracy per point of Strength, a successful attack has a chance (Strength vs Strength) to paralyze the opponent.
Specialization: Two-Handed Hammer
I. +3 to Endurance, armor penetration rating is doubled.
II. Attacks cannot be parried or blocked.


Armored Combat


Warriors of the North
Charge
The character instantly closes the distance to the opponent; the attack, if it hits, paralyzes for 1 turn (Strength vs Strength).

Equipment
Two-handed hammer, armor (medium), jerky.

Krait was born in one of the few villages of Arhaimar. He was the third son — the youngest, the biggest, the strongest, and the gloomiest. He was also known for his hot temper, his contempt for those around him, and for himself. He was quite sullen and not accepted by the community. Mostly, he bickered and quarreled with everyone around him, drank heavily, and got into brawls with neighbors and his own brothers. He also loved tearing across the countryside with other Arhaimarians, carrying out raids. The brute's favorite weapon was a big maul. The other raiders loved Krait because with him around there was nothing to fear — they could always send him in like a mad dog into the meat grinder while they helped themselves to the victims' belongings and had fun with their women. By the time the warrior shook the fragments of the last skull off his weapon, nothing valuable was left in the vicinity, so he was always poor. And so he grew up, swinging his club, smashing the heads of Fens, Yars, and Divs, burning villages, quarreling, and beating the faces of his comrades. At some point, his cup of frustration overflowed, and he decided he would find no glory or wealth at home, so he left the village and set off for other lands. There, his strength and ferocity could be put to use. And Krait himself was glad, for his brothers and all the other leeches, snakes, ticks, fleas, scum, vermin, creatures, and non-humans who had taken advantage of his simple nature and claimed his achievements for themselves were left to rot miserably in their native land. And that is how he ended up in another city.



Added 6 minutes later
Author
For racial ones, look at the origins — somewhere it says "free skill," somewhere "access to skill"
And what does that mean? So I have "free" — can I just take one of the Northerner skills for free? The racial special itself doesn't give anything on its own.
My sword, my trusted ally, unphased by my aspect.