"Loser" Joe

Fate: empty Origin: child of darkness Religion: Cearoth: +1 to faith, Cearoth helps his followers during travels, battles, and in matters with women Talent: talentless Cripple: - one-legged: speed halved - one-armed: unable to use anything requiring a second hand - one-eyed: accuracy halved
Level: 6 Free Actions: 6 Available Skill Slots: 6
Final damage just attack = weapon damage + (strength*1.4) + (evasion*0.7) + accuracy + gold = 269 | Characteristics Physical Development: 38 Dexterity: 6 Perception: 32 Cognitive Abilities: 1 Faith: 8
Beauty: 1
Parameters Health: 1966 Strength: 77 Evasion: 20 Accuracy: 25 Speed: 4 Initiative: 28 Stealth: 19 Willpower: 62 Magic Power: 22 Charisma: 2 | Weapons
Pirate Saber: 15 damage units Dirk: 10 damage units, chance to deal critical damage (11%) Upgraded Hook: 20 damage units, indestructible, allows using abilities "Harpoon", "Chain" and "Grappling Hook"
Inventory
Golden Tooth: +1 to faith Old Cloak: +1 to dexterity Captain's Hat: +1 to perception
Map of the Area: allows you not to get lost Dog-eared Deck of Cards: brings luck Playing Cards with Naked Pirate Girls: bring luck Good Torch: allows you to set something on fire well Good Rope: allows you to tie someone up well Spyglass: in open terrain, the character can identify an enemy without entering potential combat range Magic Pocket: allows transferring inventory items to allies; at any distance; in combat, transferring costs a turn Medium's Ring: allows seeing ghosts
Bottle of Rum: restores 50 health, +2 to initiative for 2 turns; evasion and accuracy halved if you drink more than 1 bottle (x5) Weak Cleansing Potion: removes 1 selected debuff (x1)
Monthly Salary: 87 gold; 44 silver; 5 copper
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Abilities Passive irreplaceable Stale Breath Level VI: +30% to potion effectiveness, a chance to knock down an enemy or ally if they are standing on any tile next to the character (check every 2 turns), Physical Development * 1.5 vs target's Willpower = 57
Greed Level VI: gold in the character's inventory is added as a bonus to damage dealt (no more than 300 units) = 87
Replaceable Passives Adrenaline Level II: 5 times per battle, when health drops to 80% of maximum, restores (strength * 5) = 190 health Level III: 4 times per battle, when health drops to 70% of maximum, restores (strength * 10) = 380 health Level IV: 3 times per battle, when health drops to 60% of maximum, restores (strength * 15) = 570 health Level V: 2 times per battle, when health drops to 50% of maximum, restores (strength * 25) = 950 health Level VI: 1 time per battle, when health drops to 40% of maximum, removes all debuffs, restores (strength * 60) = 2280 health
Active Harpoon Level II: pulls a target towards itself at a distance of accuracy, whose Physical Development is less than or equal to the character's Physical Development, otherwise pulls the character towards the target Level III: the character chooses: to pull the target towards themselves or to pull themselves towards the target Level IV: the character can move using the harpoon, pick up items, pull allies
Chain: immobilizes the enemy Level III: 1 turn Level IV: 2 turns Level V: 3 turns Level VI: 4 turns
Fire Rum: when thrown, distance = 10 Level II: Character: -10% damage and to all parameters except initiative, strength and health Enemy: - chance to stun the enemy, Accuracy vs Evasion = 25 - 1 turn stun Level III: Character: -20% damage and to all parameters except initiative, strength and health Enemy: - chance to stun the enemy, Accuracy * 2 vs Evasion = 49 - 1 turn stun Level IV: Character: -30% damage and to all parameters except initiative, strength and health Enemy: - chance to stun the enemy, Accuracy * 3 vs Evasion = 74 - 2 turns stun Level V: Character: -40% damage and to all parameters except initiative, strength and health - health regeneration: 150 per turn, 3 turns Enemy: - chance to stun the enemy, Accuracy *4 vs Evasion = 99 - area damage 4x4 = final damage of a simple attack * 1.4 = 377 - burning for 2 turns - 3 turns stun Level VI: Character: -50% damage and to all parameters except initiative, strength and health - health regeneration: 250 per turn, 4 turns Enemy: - chance to stun the enemy, Accuracy * 5 vs Evasion = 123 - area damage 6x6 = final damage of a simple attack * 1.4 = 377 - burning for 2 turns - 4 turns stun
Empty Eye Socket Level VI: enemies that fail a check (Strength + Willpower) = 62 vs Willpower, in an area 7x5 in front of the character, become frozen in fear for 4 turns
Grappling Hook Level II: 5% chance to disarm the enemy, bleeding = accuracy = 25 Level III: 10% chance to disarm the enemy, bleeding = accuracy * 1.2 = 30 Level IV: 15% chance to disarm the enemy, bleeding = accuracy * 1.5 = 37 Level V: 20% chance to disarm the enemy, bleeding = accuracy * 2.5 = 62 Level VI: 25% chance to disarm the enemy, bleeding = accuracy * 3.5 = 86
Harpoon Cannon: at a distance of 10 | 12 | 14 | 16 | 20 tiles (depending on skill level), deals damage to all enemies on the line of attack; crit chance = accuracy = 25 Level II: standard multiplier = 671 | 269 Level III: standard multiplier = 940 | 295 Level IV: standard multiplier = 1262 | 295 Level V: standard multiplier = 2068 | 376 Level VI: standard multiplier = 3222 | 376
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