| There are two six-sided dice. Start Direction clockwise. | By the will of fate: 1. Full wallet: +100 gold. 2. Savings: +400 gold. 3. Prosperity: +1000 gold. 4. Wealth: +3000 gold. | One to choose: 1. Anomaly: the player can choose +1 to 5 characteristics of their choice, and not those dictated by the gender of their character. 2. Godless: the character has no conviction, but in return receives one die and the ability to determine its value during the roll. | One to choose: 1. Strong immunity: the character is not susceptible to game mechanics effects of diseases (can be sick in the plot). 2. Poison resistance: the character is not susceptible to game mechanics effects of poisons (can be poisoned in the plot). 3. Hemostasis+: the character is not susceptible to the game mechanics effect of bleeding (susceptible in the plot). | One to choose: 1. Affinity for darkness: no conviction; attack +20%, health +50, accuracy +10%, evasion +10%, spell power +20%, experience +10%. 2. Ugly: the attractiveness parameter is always negative, +2 to the parameters of any dark characteristic. | By the will of fate: 1. Family heirloom: random artifact. 2. Companion: the player can create an additional character without the ability to use the fate board and without effects that allow creating additional characters. |
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One to choose: 1. Clan Sarseid: vampire origin (Yokoyama). 2. Echoes of the past: alien origin (date of arrival must be 20+ years ago. | ![]() | ![]() | ![]() | ![]() | One to choose: 1. Egoza: +2 to initiative, +1 to spell power, +2 to luck. 2. Additional die. |
Ask the universe a question and it will give you an answer. | ![]() | ![]() | ![]() | ![]() | By the will of fate: 1. Megalomania: experience and luck are doubled, initiative +4. No positive effects from other characters and vice versa. 2. Eloquence: +30% to profit where applicable. 3. Vulture: the character finds additional items when searching "containers". |
One to choose: 1. Good set of equipment: the Mage Guild issues some equipment to the player. 2. Experienced: 1000 experience points. | ![]() | ![]() | ![]() | ![]() | By the will of fate: 1. Bookworm: +3 to luck for reading books. 2. Accelerated metabolism: food is more effective. |
One to choose: 1. Ability to magic: without this trait, the character cannot learn spells. 2. Wisdom: 1000 experience points. | ![]() | ![]() | ![]() | ![]() | By the will of fate: 1. Duelist: In 1v1 battles: +15% to accuracy and evasion, +8 to initiative. 2. Movement on the board for the next roll continues counterclockwise; additional die. |
By the will of fate: 1. Bully: +50 to health. 2. Strongman: +20% to attack. 3. Swift: +1 to speed. | By the will of fate: 1. Multitasking: spell power +20%, experience +10%. 2. Agility: +10% to evasion. 3. Observant: +10% to accuracy. | By the will of fate: 1. Discipline: +4 to willpower. 2. Fortune: critical chance +5%. 3. Quickness: +2 to initiative. | By the will of fate: 1. Cutie: +10 to attractiveness. 2. Charm: +1 to luck. 3. Piety: +2 to morals. | One to choose: 1. Fearlessness: the character is not susceptible to fear. 2. Instinct: the character is not susceptible to the game mechanics effect of blindness. 3. Fire resistance: the character is not susceptible to the game mechanics effect of burning. Fire resistance +20%. 4. Elusive: the character is not susceptible to the game mechanics effect of immobilization. | One to choose: 1. Arselia's amulet: the character is not subject to the effects of curses. 2. Additional die. |















