Ottar the Bloodletter
Attributes:
Might 4
Endurance 7
Reflexes 4
Intellect 9
Willpower 6
Parameters:
Damage (Melee): 140%
Accuracy: 8
Evasion: 8
Stealth: 4
Perception: 4
Initiative: 9
SP 5
Etiquette: 9
Charisma: 6
OU: 1
HP: 143
Sanity: 12
Defense: 10+30 cold
Origin: Arran: +2 to Endurance, +2 to Willpower, once per phase the character survives a loss of health or sanity (stays at 1)
Conviction: Cult of Blood:
Human blood restores health and sanity
Human flesh grants +1 to a random attribute
All of the character's attacks cause bleeding (Endurance check against 5), -10% of current health for two turns
Each day without consumption costs 1 Sanity
Disease. The character suffers from hemophilia (any wound causes bleeding for 2 turns)
Commoner. No starting capital, poor equipment, -1 to all attributes
Prophet. Once per phase, the character can receive a hint from the GM on any question
Skills:
Mobility
1.+2 to SP x2
Lockpicker
The character knows how to pick locks x3
Literate
The character knows how to read and write x5
Medic
The character has the ability to bring back to life a character who died in battle if their health did not drop below 20x(the Medic's Intellect). Leaves an injury behind x4
The character knows how to identify and create poisons and medicinal preparations x4
Hemostatic ointment: stops bleeding
Antidote: removes poison
Magic powder: a mild narcotic, restores 2 Sanity, reduces Reflexes by 1 until the end of the day
Limit: 7
Healing decoction: restores 100 units of health
Poison: Endurance check against Intellect (=9), 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 9 units per phase
Fortifying balm
+30% to health, +3 to checks against poison and paralysis for a day
Limit: 5
Frostbite healing
The character is able to reliably bring back to life someone who died from cold damage, +20 cold resistance for the whole group
Injury healing
At the start of the next phase, the chosen character will be relieved of one injury. There is no limit on uses.
Alchemist
The character is able to create various substances and concoctions. At the start, knows (Intellect/3), the desired concept is chosen by the player, the numbers are determined by the GM x5
Euthymia. Potions for curing mental ailments
Fully restores Sanity, removes negative effects of a mental nature. With a probability of (Intellect*3 = 27%) cures a mental disorder.
Requires to craft: wine, mint, basic alchemical herbs
Potion of Invisibility
+(Intellect*2 = 18) to Stealth until the end of the day.
Requires to craft: clean water, chameleon tail, basic alchemical herbs
Potion of Speed
+(Intellect/2 = 5) to Initiative and SP until the end of combat or for 1 hour. With a probability of (5 against Endurance+Willpower) causes addiction
Requires to craft: clean water, magic powder (Medic branch or market), white powder (specialized merchants)
Sorcerer
Healing of the Soul
Restores (Willpower/2) Sanity x3
Healing of the Body
Fully restores health outside of combat x3
Inventory:
Peasant's robes
-2 to Etiquette, -1 to Charisma, allow passing as a peasant
Commoner's robes
At least they keep you warm. -2 to Etiquette.
Healer's robes
+2 to Intellect for Alchemist and Medic skills, the character's trade is obvious to everyone
Rusty knife
Only the lowest scum doesn't carry even the simplest tool
Damage: 15 (21)
Dagger
Damage: 25 (37)
Critical hit and sneak attack damage is doubled
Writing implements
The character can write down... Anything
Alchemy bag
Allows creating alchemical concoctions under any conditions. Contains ingredients for crafting 2 items of each known recipe (1 for the Potion of Invisibility)
Panacea. Potion for curing bodily ailments
Fully restores health, removes negative effects of a physical nature. With a 45% probability cures diseases and curable injuries. Can be used in combat
Cure for the mysterious disease x18
Hemophobic
50% chance to resist bleeding until the end of the day
Warm woolen cloak
-10 cold damage
Signet ring
Vial of blood x2
Savings
50 silver, 28 copper coins
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