Nycta

Destiny: empty Origin: Dungeon dweller +1 to Perception - character is able to track a target by scent if they possess an item belonging to them, or have previously encountered them personally - character is able to eavesdrop on NPC conversations from a distance of up to 20 cells - loud sounds and strong smells can stun or disorient the character - blindness: immunity to blinding effects, chance for a critical hit against the character -15%
Religion: Dungeon Lord: +1 to Faith -60% to all characteristics except speed, health, and charisma in open spaces +50% to all characteristics except speed, health, and charisma in enclosed spaces - in dungeons, the character cannot be subjected to a surprise attack or fall into a trap Talent: untalented
Level: 5 Free actions: 5 Available skill slots: 7
Final basic attack damage = weapon damage + (strength*0.5) + (accuracy*1.2) + (evasion * 1.2) + speed = 188 Bow damage = 203 | Characteristics Physical development: 6 Agility: 30 Perception: 38 (36) Cognitive abilities: 8 Faith: 6 (4)
Beauty: 3 (0)
Parameters Health: 989 Strength: 13 Evasion: 64 Accuracy: 64 Speed: 13 Initiative: 39 Stealth: 36 (32) Willpower: 50 Magic Power: 30 Charisma: 8 | Weapons
Dual daggers: damage 15, ability to deal critical damage (26%) Sword-cane: damage 15 Throwing knife: damage 15 Hunting knife: damage 5 Quality bow: damage 30, +1 to perception
Inventory
Dark cloth clothing: +1 to stealth Pretty dress: +1 to beauty Blindfold: +1 to beauty Hooded cloak: +3 to stealth Thin-soled shoes: +1 to speed Woven friendship bracelets: +1 to beauty Carved bone amulet: +1 to faith
Good rope: allows tying someone up securely Fire starter: ability to start a fire given fuel availability "Claws of the North" patch: coat of arms of the Claws of the North, placed in a visible spot Ring of Salvation: after death in battle, the character does not die but is resurrected at the end of the fight with 1 health; the ring breaks Magic pocket: allows transferring inventory items to allies; at any distance; during battle, transfer costs a turn Medium's Ring: allows seeing ghosts Lockpicks: allows seeing ghosts (x10)
Charcoal: removes food poisoning effect (x5) Water flask: restores 20 units of health if drinking while pouring it over one's shirt (x5) Bandage: restores 50 units of health (x5) Tourniquet: removes bleeding effect (x5) Monthly salary: 87 gold; 28 silver; 20 copper
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Skills Passive irreplaceable Echolocation: check (evasion*1.2 vs stealth) for traps, ambushes, secret passages, terrain features within a radius of 50 meters; beyond 50 meters, receives information only about the largest and loudest objects, and relies on memory and logic II level: 77
Passive replaceable Hunter: ability to determine the presence of wild animals in the area and avoid encounters with them, character's damage against wild animals is increased (basic attack damage * 1.4) II level: 263
Survival: character is unable to get lost in the wilderness, identification of toxic plants and mushrooms by smell II level
Dual Wielding: character is able to use a weapon in each hand II level: final basic attack damage * 1.3 = 244 III level: final basic attack damage * 1.5 = 281 IV level: final basic attack damage * 1.7 = 319 V level: - upon missing, another check is made; if the attack hits, it deals normal damage - final basic attack damage * 1.9 = 356 VI level: - upon missing, another check is made; if the attack hits, it deals normal damage - final basic attack damage * 2.2 = 413
Counterattack: counterattack chance equals evasion chance, but no more than 40% II level: final basic attack damage * 0.5 = 94 III level: final basic attack damage * 0.8 = 150 IV level: final basic attack damage = 188 V level: preemptive strike, final basic attack damage * 1.5 = 281 VI level: preemptive strike, counterattacks in case of opponent's miss, final basic attack damage * 2 = 375
Active Sneak Attack: crit chance = accuracy, but no more than 50% II level: final basic attack damage * 2.5 = 469 III level: final basic attack damage * 3.5 = 657 IV level: final basic attack damage * 4.7 = 882 V level: chance to kill target = accuracy * 0.5, but no more than 40%, final basic attack damage * 7.7 = 1445
Death Blow VI level: 1. Chance to kill target whose health is below 50% of maximum = accuracy, but no more than 50% | 50 2. Chance to kill target whose health is above 50% of maximum = accuracy / 2, but no more than 30% | 30
Piercing Strike: ignores part of enemy armor, causes bleeding until it is stopped III level: - (accuracy * 0.3) = 19 - bleeding = accuracy = 64 IV level: - (accuracy * 0.5) = 32 - bleeding = (accuracy * 1.5) = 96 V level: attacks enemies to the left and right
Knife Throw: 10 cells to enemy, deals normal damage, causes bleeding until it is stopped; chance to immobilize enemy = accuracy, no more than 40% II level: bleeding = accuracy * 0.5 = 32 III level: - bleeding = accuracy * 0.7 = 45 - chance to immobilize enemy for 1 turn IV level: - bleeding = accuracy * 0.9 = 57 - chance to immobilize enemy for 2 turns V level: - bleeding = accuracy * 1.1 = 70 - chance to immobilize enemy for 3 turns VI level: - bleeding = accuracy * 1.5 = 96 - chance to immobilize enemy for 4 turns
Triple Knife Throw: from 1 to 3 enemies II level: final basic attack damage = 188 III level: final basic attack damage * 1.1 = 206 IV level: final basic attack damage * 1.7 = 319 V level: final basic attack damage * 2.4 = 450 VI level: bleeding similar to bleeding in Knife Throw III level, final basic attack damage * 3.7 = 694
Pickpocketing: stealth + accuracy vs evasion = 99 II level: small items such as coins, rings, amulets etc., out of combat III level: consumable items such as potions, scrolls etc., out of combat IV level: ability to use in combat if the character stands behind the opponent V level: weapons VI level: helmets, breastplates, bracers / gloves
Invisibility: character disappears from the opponent's field of vision and can only take damage from area attacks; when attacking, the character guaranteedly deals critical damage and loses invisibility status IV level: 1 turn V level: 2 turns VI level: 3 turns
Crippling Shot: opponent falls II level: - damage = final basic attack damage * 2 = 405 - accuracy vs strength = 64 III level: - damage = final basic attack damage * 2.8 = 567 - accuracy vs strength = 89 IV level: - damage = final basic attack damage * 3.8 = 770 - accuracy vs strength = 128 V level: - damage = final basic attack damage * 6 = 1216 - accuracy vs strength = 204 VI level: - damage = final basic attack damage * 9.3 = 1884 - accuracy vs strength = 319
Double Arrow: standard multiplier / 2 II level: 253 III level: 355 IV level: 476 V level: 780 VI level: 1216
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