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Pursuit of the Sun 1.2

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General Skills(do not require OS):

Aggression
1. +10 to accuracy, +25% (multiplicative) to melee damage x3
2. Attacks cost the enemy 1 point of sanity x3
3. Additional attack x3

Self-Preservation
1. +10 to evasion x2
2. Parry (accuracy vs accuracy) x2
3. +5 to any defensive characteristic rolls x2

Mobility
1. +2 to SP x2
2. +10 to evasion and +5 to initiative x2
3. The character has the ability to delay their turn until the end of the round. If several characters use this ability, initiative priority is considered in reverse order x2

Craftsman
1. The character is able to effectively earn a living through a chosen craft, +10 silver coins at start x3
2. With materials and a workshop available, the character can create valuable items within their craft (quality depends on intelligence) x5

Con Artist
+2 to stealth per unit of reflexes; each day spent in an urban environment restores one point of sanity x4

Merchant
1. Etiquette*2 discount on purchases, etiquette*4 markup on sales x3
2. The character starts with some amount of goods for sale x3

Thief
+10 to stealth for pickpocketing x3

Lockpick
The character knows how to pick locks x3

Prostitute
Etiquette and charisma checks during seduction are doubled. Income from said activity is doubled. Female character only x4

Hunter
1. +1 to endurance and reflexes; the character navigates rough terrain flawlessly and knows how to read tracks x4
2. The character deals 50% more damage to animals and monsters x4

Literate
The character can read and write x5

Medic
The character has the ability to bring back to life a character killed in battle if their health did not drop below 10x(Intelligence) of the medic. Leaves a trauma x4
The character knows how to identify and create poisons and medicinal preparations x4

Engineer
The character understands simple mechanisms (crossbow, siege weapon, traps, locks, etc.) and can improve some of them. Effectiveness depends on intelligence x5

Philosopher
Reflection. 30% chance to gain +1 to a random characteristic, 30% chance to gain +1 OU, 30% chance to take 2 sanity damage, 10% chance to permanently reduce sanity by 1 x4
Reflection 2. The player has a chance (intelligence*5) to independently devise a specialization x4

Alchemist
The character can create various substances and potions. At start knows (intelligence/3); the desired concept is chosen by the player, numbers determined by the GM x5

Artist
The character can paint pictures based on encountered characters or experienced events. Paintings are expensive and after completion grant bonuses to the artist as well as the owner. x6

Musician
The character can play musical instruments. Depending on quality and type, they restore sanity and grant bonuses until the end of the day to all present. +2 to etiquette and charisma
Flute. Restores 4 sanity, +(charisma+intelligence)/2 to reflexes, +1 SP x4
Lute. Restores 4 sanity, +2 to sanity, +(charisma+intelligence)*10 to health, x4
Lyre. Fully restores sanity, +2 to etiquette x4

Specializations

Knight

The character can fight mounted, use a shield and heavy armor, gains +2 to endurance and +2 to etiquette

  1. The character gains +5 to checks against any negative effects during combat; taking damage, including magical, does not affect sanity x3
  2. The character takes 10 less damage from any attack (calculated before armor and shield reduction) x3
  3. The character gains +1 to accuracy and evasion per unit of strength x3
  4. Accuracy and evasion parameters in one-on-one combat increase by 1.5 times x4
  5. Accuracy and evasion parameters against superior forces increase by 1.5 times x4

Berserker

+2 to strength; the character uses the strength parameter instead of etiquette and endurance checks.

  1. +100% (additive) to melee damage, -5 to evasion x3
  2. +2 SP x3
  3. Attacks cause paralysis (sanity vs 5) for one turn x3
  4. A kill in combat fully restores sanity and restores 25% of health x4
  5. The character gains an additional turn after a kill in combat x4

Bandit

+2 to reflexes, double monetary loot from slain enemies when robbing or stealing

  1. +5 to initiative. The character gains +5 to reflexes on rough terrain x3
  2. The character gains +10 to accuracy if the target is fighting someone else or does not expect an attack x3
  3. The character has the ability to instantly leave the battlefield x3
  4. The character gains a partner created by the GM according to standard rules
  5. The character can convince an opponent to surrender without a fight (charisma*2 vs sanity; if the opponent has numerical superiority, the charisma check decreases by 10% per enemy) x3

Assassin

+2 to reflexes, +2 to SP

  1. +10 to stealth x3
  2. Stealth attacks in melee deal tenfold damage when using a one-handed weapon, fivefold in ranged combat. Kills outside of combat fully restore sanity x6
  3. The character can feign death (similar to 100% stealth without the right to move, once per battle) x3
  4. The character always lands a critical hit on a paralyzed or surrounded enemy x4
  5. The character's attacks cause bleeding (-10% current health per turn), critical hits paralyze for 1 turn (endurance vs reflexes) and completely ignore armor

Weapon Mastery

Feint. One attack per round, +100% to accuracy, -25% to final damage x2
Knockdown. Attack dealing no damage, paralysis for 2 turns (strength vs endurance) x2
Critical Strikes. Reflexes*3 chance to land a critical hit in melee x3
Severing. One attack per round, -50% to accuracy, chance (strength*10%) to sever a limb or head. Not applicable with daggers and hammers x5
Armor Piercing. Enemy armor is 30% less effective x5
Battle Cry. Costs all opponents one point of sanity and paralyzes for 1 turn (charisma vs sanity). Once every three turns. x5

Weapon Specialization:

Shield

  1. The character can use a shield. Block chance is determined by the shield x3
  2. Block chance increases by 1.5 times x3

Shield Bash. After a block or attack, the character strikes with the shield. Damage equals strength, chance (strength vs endurance) to paralyze the opponent for 1 turn. x3

One-Handed Weapon

  1. Additional attack x4
  2. +2 to accuracy and evasion per unit of reflexes x3
  3. +15% to critical strike chance x3

Two-Handed Weapon

  1. +2 to accuracy per unit of strength, +10% damage per unit of strength x4
  2. The character deals damage to opponents on cells adjacent to the target x3
  3. Attacks cannot be parried, block chance reduced by 1.5 times x3

Polearm

  1. The character attacks all opponents that appear along the line of attack x4
  2. The character's attacks push opponents back 1 cell x3
  3. Accuracy, damage, and evasion increase by (reflexes*3)% x3

Archer

The character can use bows, crossbows, and slings. +2 to reflexes

  1. +10 to accuracy in ranged combat x3
  2. Reflexes*3 chance to land a critical hit in ranged combat x3
  3. Ranged attack distance increases by 1.5 times x3
  4. Successful attacks halve SP for 1 round x3
  5. Additional attack for bow, +10% critical damage chance and chance (reflexes*5, no more than 75%) to paralyze and cause bleeding (-10% current health per turn, 2 turns) for crossbow, chance to ignore armor (reflexes*5) for sling x5

Headshot: accuracy -50%, damage tripled x4

Commander

+2 to charisma, +2 to etiquette

  1. On the first turn, the character's group determines its own turn order. If the enemy commander possesses this ability, it works for whoever has higher intelligence x3
  2. The character and the group may leave the battlefield upon completing their turn (except those paralyzed or who have lost sanity) x5
  3. -2 to sanity of all opponents at the start of battle, +1 SP to all allies x3
  4. +(intelligence+charisma)/4 to allies' accuracy and evasion x3
  5. An additional turn for any ally of choice. Cannot be used on the same person two rounds in a row x3

Sorcerer

Madness
- (1-12) to sanity. Will vs will x4
Mind Reading
The character obtains any information from the target's mind. Will vs sanity x4
Suggestion
Allows instilling a certain thought or obsessive idea into the target. Will vs sanity x4
Healing of the Soul
Restores (will) sanity x3
Healing of the Body
Fully restores health outside of combat x3
Fear
Paralyzes the target for 2 turns. Will vs sanity. Range 10. x4
Illusion
Forces one target to see something that isn't there, or fail to see something that exists. (Will*difficulty coefficient vs sanity) x4

Power of Cold

Icy Aura
The character's attacks deal an additional 5xWill cold damage and reduce sanity by 2 x5
Touch of Death
Deals 10xWill cold damage, paralyzes for 1 turn (will vs sanity), reduces sanity by 4. Range: 1 x5
Ice Spear
Deals 20xWill cold damage. Range: 10 x5
Breath of Winter
Within a radius of five cells, all characters lose 50% of starting health, 4 points of sanity, and are paralyzed for 1 turn (endurance vs will). X10

Power of Fire

Fire Hands
Will*10 damage to target, burn (10% of starting health over 3 turns) Range: 1 x5
Dancing Flame
1-200 fire damage to target, jumps to the next target within five cells x5
Incineration
Deals damage equal to (will*5)% of starting health. Destroys the target with no chance of resurrection. Range: 1 x5
Purifying Flame
Removes all negative effects, fully restores health and sanity to all allies within a radius of 5 cells. Does not work on godless. x10
Warmth
Heals mental deviation. (Will/2) times per phase x3

Special Abilities (wheel or acquired during gameplay)

Mage 

Creation
The character can create a certain item; effectiveness depends on will x4 
Destruction
Destroys a selected item. Difficulty depends on the size and quality of the item. Range: 1 x4
Resurrection 
Revives a recently deceased character. Leaves a trauma x6
Slay
Kills the target (will vs will). Does not work on spirits. x6
Teleportation
The character can instantly move to a familiar location. Costs all spell points. x6
Time Distortion
Grants an additional turn to an ally or forces an opponent to skip a turn. x4
Denial
The caster avoids (will/2) physical attacks. x4

Combat Magic

+1 to strength and will
Body and Spirit
+1 to evasion and accuracy, +5% to damage per unit of will x3
Body and Spirit II
+0.5 SP and +10 HP per unit of will x3
Soul Strike
Strikes with fists, gloves, and brass knuckles deal an additional (will*5) magic damage and drain 1 sanity x5
Death Strike
Soul Strike additionally halves the target's SP and initiative and applies one of the known spells: destruction, slay, madness, fear. x4
Hardiness
+(will)% protection from any damage x3
Enchanted Weapon
A chosen weapon ignores 100% of defense, parrying, and blocking for (will) rounds. Range: 1. x5
Premonition
The character gains an additional turn at the start of battle and immunity to stealth attacks x3
Blink
The character instantly moves up to 15 cells away, ignoring all forms of control x3

Medic III 
Fortifying Balm
+30% to health, +3 to checks against poison and paralysis for a day
Universal Antidote
Removes poison, bleeding, and burns
Improved Poison
Halves accuracy and evasion (endurance check vs medic's intelligence*1.5), deals (medic's intelligence - victim's endurance)*20 damage each turn until health drops to 1. Applied to a weapon.

Limit for each: intelligence/2
Each recipe requires 1 OU.

E si sui vius, er mi grans benananza,
e si ieu muoir, er mi grans deliuriers
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Зуриха  -- Оттар -- Кассий -- Вольдемар -- Харген -- Тифа -- Сандар-Эйдан -- 
Квенты -- Локации -- НПС -- Статус --

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