Karina
Nationality: Kheridian Empire.Age: 26
For people of low social standing, life in the Kheridian Empire was never easy, and even more so for those who dared to engage in the magical sciences: death or forced re-education were the only options they had. Nevertheless, Karina was fortunate enough to avoid such a fate. Charm and excessive caution became her best friends in these difficult times; she always kept as far away as possible from the heart of the empire and avoided large cities, not staying in one place for long. In her wanderings, the young witch not only continued to delve deeper into the study of ritualism but also offered her help to local people, which is how she earned a living: healing the sick, casting spells, practicing divination, and creating love potions. The Kheridians, of course, were not known for their love of magic, but despite this, those who wanted to use her services could be found everywhere.
Karina is a very intelligent and curious girl, interested in everything in the world. Her love for books and other sources of information can only be compared to her immoderate greed for various ornaments and other valuables, especially if they possess magical properties. Karina would probably have collected a whole collection of such things long ago if she hadn't been wandering around the country and had a permanent home. She loves adventure, but despite this, she will never risk her life and is unlikely to rush into open conflict with anyone, and on a sinking ship, she will be one of the first to leave it. This charming witch thinks only of herself and is more likely to betray others than allow others to betray her.
Characteristics
Strength - 7 (-5)
Dexterity - 12
Endurance - 10
Perception - 10
Willpower - 16 (+6)
Intelligence - 18 (+10)
Charm - 17 (+7)
Perks
Selectivity (2)
The character can redistribute up to five points from one characteristic to another during creation. This action counts towards the maximum limit.
Education (1)
The character can read.
Cowardice (-2)
The character is easily frightened and automatically fails checks related to fear. Cannot be taken together with "Fearlessness."
Bad Reputation (-1)
The character is disliked in their homeland for various misdeeds.
Ritualism (2)
While some mages practice directions that allow them to manipulate magical energy quickly but with a certain risk, ritualists try to minimize the risk. On the one hand, their rituals may require a lot of time to prepare, even if we exclude the acquisition of the necessary ingredients; on the other hand, this is the only more or less safe type of magic.
Summoning of Spirits (2)
The character can perform rituals to summon spirits; different types require different rituals. You can ask the spirits for help on various issues, but some of them may require reciprocal services. Others may interpret the request differently, whether it be a desire to cause harm or an inability to fully understand the intentions of the ritualist.
Curse (3)
The character can cast a curse on a person if they have their personal item with them. Some creatures may avoid curses from too weak or poorly prepared ritualists. In addition, different types of curses require different ingredients and have different levels of complexity. The more expensive the item obtained from the victim of the curse, the higher the chance of success. The ritualist can observe any of the people he has cursed through any transparent surface.
Visions (3)
The character can look into the future, but the further they look, the more difficult it is for them to maintain the clarity of visions. Too frequent use of the ability also affects the informativeness of visions, so prophetic gift must be used wisely.
Alchemy (8)
The character knows how to prepare special potions with a wide variety of magical effects. The player can come up with potions (two by default) that the character can make, and I will balance them if necessary and determine the necessary ingredients. You can spend additional skill points on this skill, for each of which the list of available potions will increase by one.
Known Recipes
Deadly Poison, Potion of Paralysis, Antidote, Truth Serum, Healing Potion, Love Potion.
Inventory
The necessary tools for performing rituals and creating potions, a certain amount of money and a supply of necessary ingredients, a simple dagger, jewelry needed on the road, a notebook for storing alchemical recipes.