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Pursuit of the Sun 1.2

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Zurikha Silkweb

Attributes:
Strength 3
Endurance 3
Reflexes 5
Intellect 11
Willpower 7 (9) 

Parameters:
Damage (Melee): 130%
Accuracy: 10
Evasion: 10
Stealth: 5
Perception: 5
Initiative: 10
SP 3
Etiquette: 10(14) 
Charisma: 7(9) 
XP: 0

HP: 60
Sanity: 18

Origin: Silentia: +2 to intellect, -2 to willpower, +5 XP, peaceful activities are more effective
F: - 2 to strength and endurance, but +2 to willpower
Conviction: Atheist: The character has a 10% chance of committing suicide after a failed quest. Any sanity damage is doubled. The effectiveness of any magic against the character is halved.

Skills:
Literate
The character can read and write x5
Merchant
1. Etiquette*2 (28%) discount on purchases, etiquette*4 (56%) more expensive sales x3
Medic
The character has the ability to bring back to life a character who died in battle, if their health has not dropped below 10x(Intellect) of the medic (=138). Leaves an injury x4
The character can identify and create poisons and medicinal preparations x4
Hemostatic ointment: stops bleeding
Antidote: removes poison
Magic powder: a mild narcotic, restores 1 sanity, reduces reflexes by 1 until the end of the day
Healing decoction: restores 125 health points outside of combat
Poison: endurance against intellect(=14), on failure -10% of initial health and -10% damage, accuracy and evasion for 3 turns. Applied to a weapon
Each preparation can be made in quantities of 10 units per phase
Alchemist
The character is able to create various substances and potions. At the start knows (intellect/3), the desired concept is chosen by the player, the numbers are determined by the GM x5
- Panacea. A potion for healing ailments of the body 
Fully restores health, removes negative effects of a physical nature. With a probability of (intellect*3=41%) heals diseases and curable injuries. Can be used in combat
Requires to create: beer, salt, basic alchemical herbs (bought at the market, found almost everywhere)
- Euthymia. Potions for healing ailments of the mind 
Fully restores sanity, removes negative effects of a mental nature. With a probability of (intellect*3 = 41%) heals a mental disorder.
Requires to create: wine, mint, basic alchemical herbs 
- Gnosis. A potion that causes hallucinations and reveals to the drinker some information or unlocks latent skills 
Guaranteed: sanity is set to a random value, the character is unable to participate in combat or perform actions requiring coordination for 24 hours.
30% to gain insight about upcoming events
30% to communicate with the GM on behalf of the character
15% to unlock a unique skill branch (once per character)
15% to gain 1 XP
10% to gain a mental disorder
Requires to create: wine, crow brain, datura flowers (grow in swamps), basic alchemical herbs 
Sorcerer

Suggestion
Allows you to instill a certain thought or obsessive idea into a target. Willpower against sanity x4
Healing of the Soul
Restores (willpower/2) sanity x3
Healing of the Body
Fully restores health outside of combat x3
Fear
Paralyzes the target for 2 turns. Willpower against sanity. Range 10. x4

Inventory:
Exquisite dress (F): 
+4 to etiquette,
Black: +2 to willpower
Wild outfit
-4 to etiquette, +4 to charisma, bonus to seduction checks
Unearthly shoes
When under alcohol or drug intoxication, they can control the character's movement
Alchemist's bag
Allows creating alchemical potions in any conditions. 
Writing implements
The character can write down... anything.  
Euthymia x2
Panacea x2
Roar, the tarantula
Frightens low-ranking opponents and other ill-wishers (sanity against 8). Poisons (endurance against 10, on failure -10% of initial health and -10% damage, accuracy and evasion for 3 turns) anyone who tries to harm its mistress. In conditions of heightened danger, it hides in the bag.
Savings:
10 silver, 100 copper coins

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

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