| Blacksmith | +2 to Strength and Endurance, +10% to successful crafting chance. |
| Tailor | +2 to Agility and Endurance, +10% to successful crafting chance. |
| Jeweler | +2 to Agility and Spirit, +10% to successful crafting chance. |
| Winemaker | +2 to Strength and Spirit, +10% to successful crafting chance.</ |
| Potion Brewer | +2 to Spirit and Endurance, +10% to successful crafting chance. |
| Architect | +2 to Spirit and Faith, +50 experience when visiting new locations. |
| Historian | +2 to Agility and Faith, +50 experience when reading new books. |
| Assassin | +3 to Agility, +1% to instant kill chance. |
| Lockpick | +3 to Agility, +10% lockpicking chance. |
| Thief | +3 to Agility, +10% to stealing chance. |
| Demonologist | +3 to Willpower, 50% chance when encountering a nameless demon to see its profile. |
| Necromancer | +3 to Spirit, 50% chance when encountering nameless undead to see its profile. |
| God Scholar | +3 to Faith, 50% chance when encountering a nameless immortal to see its profile. |
| Hunter | +3 to Endurance, 50% chance when encountering a nameless beast to see its profile. |
| Scientist | +3 to Spirit, increased chance to find spell scrolls in chests. |
| Lover | +3 to Agility, +10% to seduction chance. |
| Healer | +3 to Endurance, crit. chance can trigger on healing actions. |
| Mentor | +3 to Spirit, can raise an interlocutor's level by 1 if they surpass them by at least 5. |
| Dungeon Master | +3 to Strength, +10% to scouting chance. |
| Seeker | +3 to Strength, +10% to chest searching effectiveness. |
| Rogue | +3 to Agility, +10% to deception chance. |
| Diplomat | +3 to Faith, +10% to persuasion chance. |
| Merchant | +3 to Spirit, 10% discount when trading. |
| Duelist | +3 to Strength, +5% crit. chance. |
| Hard Worker | +3 to Endurance, +10% to cetrens for repeatable quests. |
| Singer | Allows professional singing. |
| Dancer | Allows professional dancing. |
| Artist | Allows professional drawing. |
| Writer | Allows professional prose writing. |
| Poet | Allows professional poetry writing. |
| Gamer | Allows professional tabletop gaming. |
| Musician | Allows professional playing of regular musical instruments. |
| Actor | Allows professional role-playing. |
| Model | Allows professional posing. |
| Comedian | Allows professional entertaining of the public. |
| Tier I | Allows fighting with fists without penalty. |
| Tier II | +25% damage and accuracy for unarmed combat. |
| Tier III | Base 33% chance to apply Stun status with unarmed combat attacks. |
| Tier IV | +25% damage and accuracy for unarmed combat. |
| Tier V | +50% crit. chance for unarmed combat. |
| Tier I | Allows fighting with one-handed weapons without penalty. |
| Tier II | +20% damage and 5% crit. chance for one-handed weapons. |
| Tier III | 33% chance to deal a bonus second strike after attacking with a one-handed weapon. |
| Tier IV | +20% damage and 5% crit. chance for one-handed weapons. |
| Tier V | +50% accuracy, +10% crit. chance for one-handed weapons. |
| Tier I | Allows fighting with two-handed weapons without penalty. |
| Tier II | +25% damage for two-handed weapons. |
| Tier III | +3% to instant kill chance when attacking with a two-handed weapon. |
| Tier IV | +25% damage for two-handed weapons. |
| Tier V | +10% crit. chance and +25% damage for two-handed weapons. |
| Tier I | Allows shooting with bow and crossbow without penalty. |
| Tier II | +25% accuracy for bow and crossbow. |
| Tier III | +25% to crit. chance for bow and crossbow. |
| Tier IV | +25% accuracy for bow and crossbow. |
| Tier V | Critical hits with bow and crossbow deal triple damage. |
| Tier I | Allows fighting with exotic weapons without penalty. |
| Tier II | +10% crit. chance and 15% accuracy for exotic weapons. |
| Tier III | Allows using the special skill of each exotic weapon. |
| Tier IV | +10% crit. chance and 15% accuracy for exotic weapons. |
| Tier V | +33% damage and 10% crit. chance for exotic weapons. |
| Tier I | Allows using tech weapons without penalty. |
| Tier II | +15% crit. chance for tech weapons. |
| Tier III | Removes the chance of malfunction for tech weapons. |
| Tier IV | +15% crit. chance for tech weapons. |
| Tier V | +75% accuracy for tech weapons. |
| Tier I | Allows wearing medium armor without penalty. |
| Tier II | +10% damage reduction from any damage in any armor. |
| Tier III | Allows wearing heavy armor without penalty. |
| Tier IV | +10% damage reduction from any damage in any armor. |
| Tier V | Allows wearing legendary quality armor without penalty. |
| Tier I | +1 to movement range in combat. |
| Tier II | +5 to Initiative. |
| Tier III | +10% to evasion chance. |
| Tier IV | +5 to Initiative. |
| Tier V | Once per battle, a lethal blow leaves the character with 1 HP, if the full damage of that blow did not exceed the character's max HP by at least double. |
| Tier I | 10% discount when trading. |
| Tier II | +15% to persuasion, deception, and seduction chances. |
| Tier III | Makes all NPCs more favorably disposed toward the character at the GM's discretion. |
| Tier IV | +15% to persuasion, deception, and seduction chances. |
| Tier V | 25% chance that an NPC will themselves offer the character more favorable terms for a given deal. |
| Tier I | +10% to chest searching effectiveness. |
| Tier II | +15% to scouting chance. |
| Tier III | +25% to favorable event chance. |
| Tier IV | +15% to scouting chance. |
| Tier V | Upon completing exploration of a location, the character additionally receives 500 experience and 500 cetrens. |
| Tier I | Allows using this school and its first two spells. |
| Tier II | Allows using the first three spells of this school. |
| Tier III | Allows using the first four spells of this school. |
| Tier IV | Allows using the first five spells of this school. |
| Tier V | Allows using all six spells of this school. |
| Tier VI | +50% to the effectiveness of this school's spells. |
1. Character name.
2. Gender.
3. Race.
4. Religion.
5. Origin.
6. Organization.
7. 2 Professions + additional ones if you get them from the bonuses above.
8. 1 Talent + additional ones if you get them from the bonuses above.
9. 2 Skills + additional ones if you get them from the bonuses above.
10. Next, you must make a choice: +2 levels at the start or a magical gift. Consider the bonuses above. If you choose magic, specify the school: Fire, Water, Earth, Air, Death, or Blood.
11. Distribute your available attribute points (5 from each level, including the initial first one, BUT! you can put no more than 2 points into a single attribute per level) among the following options: Endurance (increases HP), Strength (increases damage not related to magic and religion), Agility (affects evasion, stealing, lockpicking, and stealth chances), Spirit (increases magical energy pool), Faith (affects the effectiveness of everything related to Religion and sometimes magical damage), Willpower (affects accuracy, dialogues, and some resistances).
12. Character biography.
13. Character art.
Example:
1. Name: Keliandra.
2. Gender: female.
3. Race: kaishi.
4. Religion: Ekkiranal Deriner.
5. Origin: Emerald Isles.
6. Organization: Mercenaries of House Merfert.
7. Professions: God Scholar, Hard Worker, Historian (+1).
8. Talents: Poetess and Writer (+1).
9. Skills: Eloquence and Combat Training.
10. Choice: gift (Blood).
11. Attributes: +2 Spirit, +2 Faith, +1 Agility.
12. Biography: She lived and lived, and then suddenly died... The main thing is that before death she believed in Rinze! (no, not like that, more detailed and if possible not contradicting what's described in the lore. You can ask questions, by the way, on this topic if needed)
13. Character art: no example here :з
1. Level: 1 (leveling up grants 5 attribute points; additionally, level requirements and level checks may await you in various places)
2. Experience to next level: level cost is 200 * current level (200, 400, 600, 800, etc.)
3. Cetrens: the character's current amount of money. Starting amount is 500.
4. Action points: used for moving around the capital and visiting its locations. When points reach 0, rest is required. Starting amount is 5 +1 for every five levels.
5. Beauty: determined by the GM based on art (1. Outstanding gives +15% to seduction chance, 2. Attractive gives +5% to seduction chance, 3. Average gives absolutely nothing, 4. Ugly gives -20% to seduction chance and spoils relations with many characters and NPCs)
6. Organization tier: from I to V. The higher, the more bonuses are given. A character can have only one organization at a time. At least among players.
7. Points to organization tier up: tier-up cost is 1000/3000/5000/10000 points. Points can be earned in various ways. Depends on the specific organization.
8. Free attribute points: can be distributed among the six attributes; however, each attribute can be increased by no more than 2 per level.
9. Endurance: base 8. Each point of endurance increases HP by 10 and Paralysis resistance by 2%.
10. Strength: base 6. Each point of strength increases damage by 5 and Stun resistance by 2%.
11. Agility: base 6. Each point of agility increases evasion chance by 1%, as well as stealth, lockpicking, and stealing chances by 1%.
12. Willpower: base 5. Each point of willpower increases accuracy by 1%, seduction, deception, and persuasion chances by 1%, and Fear resistance by 2%.
13. Spirit: base 5. Each point of spirit increases energy by 10.
14. Faith: base 6. The most common attribute for spell and ability scaling, and a frequent guest in checks.
15. HP: base 100. When it drops to 0, the character dies. Fully restored when transitioning from a combat location to a peaceful one.
16. Damage: base 25. It is the starting point for calculating damage from most attacks, but there is damage unrelated to this parameter. For example, spell damage.
17. Energy: base 25. Spent on casting spells. Fully restored when transitioning from a combat location to a peaceful one.
18. Crit. chance: base 5%. Applicable to any attack except offensive spells. If it triggers, double damage is dealt. Crit. chance is calculated only if the main attack hits.
19. Instant kill chance: base 0%. Applicable to any attack except offensive spells. If it triggers, the target dies immediately. Applicable to targets no more than 5 levels higher.
20. Movement range in combat: base 2. Determines the number of cells a character can move per turn in combat. Diagonal movement costs 2 instead of 1.
21. Initiative: base 10. Determines the turn order of combat participants. If initiative is equal, random decides. If initiative is 25 or more, a full second turn is granted with half the initiative (rounded down). For example, 25 and 12. There can be an unlimited number of such turns per round, as long as initiative does not drop below 25.
22. Accuracy: base 20% + 1% per point of Willpower. Hit formula: (Character accuracy + weapon, ability, or spell accuracy) - Target evasion * 2. Some attacks may always hit.
23. Evasion: base 10% + 1% per point of Agility.
24. Persuasion chance: base 5% + 1% per point of Willpower. In dialogues, allows persuading the target for your own goals.
25. Persuasion effectiveness: base 50%. Determines the benefit from a successful persuasion action.
26. Deception chance: base 5% + 1% per point of Willpower. In dialogues, allows deceiving the target for your own goals.
27. Deception effectiveness: base 50%. Determines the benefit from a successful deception action.
28. Seduction chance: base 5% + 1% per point of Willpower. In dialogues, allows arousing desire toward yourself in the target for your own goals.
29. Seduction effectiveness: base 50%. Determines the benefit from a successful seduction action.
30. Discount: base 0%. Reduces the price of goods in most shops and stores.
31. Successful crafting chance: base 5%. Determines the probability of success of any crafting action.
32. Successful lockpicking chance: base 50% +1% per point of Agility. Determines the probability of picking a lock. The lock's difficulty parameter is subtracted from the chance.
33. Successful stealing chance: base 20% +1% per point of Agility. Determines the probability of stealing an item from a target. The stealing difficulty parameter, which depends on both the target and the specific item, is subtracted from the chance. Stealing armor from a guard would be quite difficult.
34. Stealth chance: base 5% +1% per point of Agility. The probability of not being noticed in certain situations. For example, if you pass by someone you'd rather not meet, or if you try to take someone else's coins from a table with an observer present.
35. Scouting chance: base 10%. The probability of learning the contents of several nearby points while exploring a location and when moving to a new point.
36. Chest searching effectiveness: base 10%. Determines the value of rewards from chests.
37. Paralysis resistance: base 0% + Endurance * 2. Subtracted from the paralysis chance of an enemy's attack.
38. Fear resistance: base 0% + Willpower * 2. Subtracted from the fear chance of an enemy's attack.
39. Stun resistance: base 0% + Strength * 2. Subtracted from the stun chance of an enemy's attack.
40. Additionally, a character may have many individual parameters in the Additional Attributes section.
Raising skill and magic tiers:
Skills: you need to find a mentor who, for a certain fee, will raise the tier of a specific skill. However, there are level requirements: II – 5, III – 10, IV - 15, V – 20.
Magic: you need to find a mentor who, for a certain fee, will raise the tier of a specific school. However, there are level requirements: II – 5, III – 10, IV - 15, V – 20, VI – 25.
Location exploration:
Movement range in a location: 1
You can go back, but there is a 20% chance of catching an unpleasant fight or an equally unpleasant event.
Favorable event chance: 50%.
Experience for exploring a location: 100 + 50 * location level.
The contents of all points are planned in advance, but how things actually go is determined by both random, the GM's imagination, and the player's imagination.
Travel:
Allows moving over long distances. The mechanics are identical to those in the Arcelia and Aconia expedition: over several turns, a check is made for a rolled event. The probability of events varies but is shown before the journey begins and can additionally change each turn.
Movement in the capital and similar cities:
A district is selected, and moving to it from the current one costs one action point. Inside a district, you can wander endlessly, but to visit important places, you will also have to spend an action point. There is a chance of an event when moving.
Character headquarters:
If a character lives somewhere, they can return there without spending action points, provided they are in the same city as their headquarters and are not tied up by something. For example, imprisonment or combat. Resting at headquarters reliably restores all action points.
Rest:
Allows restoring all action points at headquarters. It can also be started anywhere else, but then there will be an individual chance of catching an unfavorable event or restoring only part of the action points. Additionally, so the GM doesn't die from your activity, rest can be used no more than once every two real days.
Crafting:
If everything needed for your favorite type of crafting is nearby, the character can attempt to create something with a certain chance. For example, having found a forge, you can ask the blacksmith for the opportunity to try your luck at forging a sword yourself. But materials will be needed. In this case, just a couple of regular metal ingots.
Attitude:
Your character's personality, words, appearance, religion, origin, race, and skills directly affect how others perceive them. It's impossible to please everyone, but making everyone hate you is easy and simple.
Game time:
Moved by the GM and only indirectly affects the plot.
A few nuances of the combat system:
Overall, the combat system differs little from the classics.
Diagonal movement cost: 2.
Movement through allies cost: 2 and you must stop on an empty cell.
Possible directions for melee attacks: left, right, up, down, but not diagonal.
Interception: if a character attempts to move away from an adjacent enemy (not diagonal) or run past an adjacent enemy (by the same scheme), they must pass a check against each affected enemy using the following formula: (50 + Evasion) - Enemy accuracy. On failure, the character receives a base melee attack from the enemy using the normal hit system.
Encircling: each enemy, except the very first one, on an adjacent cell, including diagonals, reduces evasion chance by 10%. At the same time, the crit. chance of the enemies themselves against an encircled character increases by 5% by the same scheme.
Cover: if a character attacks at range, including spells, and the attack does not have a guaranteed hit, then each combat participant on the attack's trajectory reduces the hit chance of that attack by 5%. This rule does not apply to area attacks or when the enemy occupies more than one cell. Additionally, you cannot attack at range a target you cannot see. For example, from behind a tree.
Move + shoot: prohibited unless stated otherwise in abilities or weapon descriptions. The rule also applies to damage-dealing spells, except for starting a timer. However, you can move and use a consumable, apply a buff, apply a debuff, cast a spell with a timer, etc.
Non-lethal attacks: instead of a finishing blow, you can deal a non-lethal one. The target survives with 1 HP and is incapacitated until the end of the battle. Works only in melee and only with a weapon or unarmed combat.
May be supplemented as questions come in.
Start:
Characters can start in two ways: in the capital of Sela-Mira or on the way to it. In the second case, the character will be generated in exploration mode of a small location, and then must make a journey to the capital.
Each character draws one Will, but may have additional ones. Already obtained Wills cannot be given to anyone else. Nevertheless, across the expanses of the kingdom of Sela-Mira, there may be ways to change an existing Will.


























