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☀️ Arselia and Akonia

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#4
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Professions
Alchemist
The character can gather ingredients in suitable locations and craft elixirs. 
Psychiatrist
The character can learn the personality traits of an interlocutor. 
Doctor
With medical supplies on hand, a doctor can bring characters fallen in battle back to life.
Merchant
Cost of goods and services -1% per point of charisma. Limit: 50%
Fisherman
The character can catch fish. 
Prostitute
Resistance to negative effects is three times stronger than normal.
Miner
Strength +4, spirit +4.
Blacksmith
Strength +5, endurance +3. 
Philosopher
The character spends one action point to gain +1 to a random attribute with a 1% chance of committing suicide. Each use increases this chance by 1%. 
Soldier
Cost of learning combat skills -20%
 
Athlete
SP +2, agility +3. 
 
Priest
The character can learn special abilities of their faith. 
 
Model
Beauty +8.
 
Actor
Charisma +5, agility +3.
 
Acrobat
Agility +4, perception +4.
Artist
The character can paint pictures based on witnessed events. Requires 1 AP. 
 
Writer
Spirit +4, intellect +4. 
 
Builder
Strength +2, endurance +3, perception +3.
 
Farmer
Endurance +3, intellect +2, strength +1, spirit +2.
Hunter
+20% to accuracy and evasion in combat against wild animals and monsters.
Musician
The character can play musical instruments.
 
Sailor
No penalty in naval battles, affinity (water) +25%.
Mercenary
Monetary reward for quests increased by 50%+(charisma*2)% 
Historian
Reading speed for books is twice as fast. 
Linguist
The character can speak any language. 
Biologist
The character can estimate the traits and characteristics of animals, monsters, and plants. 
Rogue
The character can attempt to secretly rob another character. The chance of success depends on the character's stealth and the target's observation.
Teacher
The experience bonus from the teacher's intellect is added to the experience bonus from the student's intellect. 
 
Adventurer
Luck +8.
 
Skills
Abilities
One-Handed Weapon
Imperial blade, sabre, Farellian sword, morning star, spear, rapier, axe, dao.

Shield Use [500]
The character gains the ability to wield a shield in the off-hand. 

Shield Bash [500]
A successful block allows a counter-thrust that stuns the attacker. Requires Shield Use.

Shield Bash II [1600]
The counter-thrust always hits.  Requires Shield Bash. 

Shield Bash III [1000]
The will roll for this action is doubled. Requires Shield Bash II. 

Dual Wielding [1000]
The character gains the ability to use two weapons simultaneously. 

Swiftness [800]
Additional attack with the primary weapon. 

Swiftness II [1600]
Additional attack with the secondary weapon. 

Piercing Strikes [2000]
Critical hit chance is doubled. 

Onslaught [500]
Attacking an enemy in melee or being attacked by an enemy in melee increases the character's SP by 3 for one turn. 
Imperial Fencing
Imperial blade without a shield or second weapon.

Parry [1500]
The character can parry enemy attacks in melee. Chance equals character accuracy*2 WITHOUT accounting for weapon accuracy. 

Counterattack [1500]
A successful dodge or parry allows the character to strike back.

Waltz [1500]
In one-on-one combat, the character gains +20% to accuracy and evasion, and their attack is doubled. 

Two-Handed Weapon
Claymore, Flamberge, Zweihander, Maul, Halberd, Katana.

Sweep [400]

The character also deals damage to enemies on cells adjacent to the target. 

Sweep II [1200]
The character deals damage to all enemies around them. 

Fury [2000]
The character survives a lethal attack with 1 HP and delivers a guaranteed counterattack to the attacker. 

Might [1200]
+5 to attack per point of endurance, +5 to health per point of strength. 
Polearm
Spear, Halberd.

Impaling Strike [1000]
The character's attacks deal damage to all enemies along the line of attack. Damage increases by 25% for each enemy on the line of attack. 

Control [1500]
The character attacks all enemies that appear on their line of attack. 

Armor-Piercing Strikes [2000]
The character's attacks ignore enemy defense. 
Archery
Bow, Crossbow.

Sleight of Hand [1200]
Extra shot.

Mastery [1200]
Shooting range +50%

Aimed Shot [1200]
+0.5% to accuracy per point of perception. 
Armor
Heavy Armor Proficiency [1500]
The character can wear heavy armor.
Combat Training
Footwork A [300]
The character can "step over" allies. 

Footwork B [300]
The character can swap places with an ally on an adjacent cell.

Footwork C [600]
The character can move diagonally (costs 1.5 SP)

Sprint [400]
The character doubles their SP until the end of the turn but cannot perform other actions this turn. Cooldown: 2 turns.

Rider [800]
The character is trained in horseback riding. 

Roll [800]
The character becomes immune to targeted actions until the start of the next turn. Cooldown: 3 turns. 

Delay [300]
The character can lower their initiative before the start of their turn to a desired value.
Leadership
Morale [2000]
Characters under the command of the character may receive an extra turn; the chance depends on the commander's charisma. 
Scout
Camouflage [1000]
The character is invisible to the enemy. 
Stealth check: character agility*2 vs enemy perception. 
Camouflage II [1000]
The character can spend a turn to restore their hidden status. 
Saboteur [1000]
Attacks from stealth deal triple damage.