
Attributes:
Strength 2
Endurance 3
Reflexes 5
Intellect 8
Will 8
Parameters:
Damage (Melee): 120%
Accuracy: 10
Evasion: 20
Stealth: 15
Perception: 5
Initiative: 8
SP 3
Etiquette: 8
Charisma: 8
OU: 0
HP: 60
Sanity: 16
Defense:
Origin: Arran: +2 to endurance, +2 to will, once per phase the character survives a loss of health or sanity (remains at 1)
Conviction: Void
Skills:
Self-Preservation
1.+10 to evasion x2
Rogue
+ 2 to stealth per point of reflexes, each day spent in an urban environment restores one point of sanity x4
Medic
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
Healing decoction: restores 100 health points
Poison: endurance vs intellect (=9), on failure -10% of initial health and -10% to damage, accuracy and evasion for 3 turns. Applied to a weapon
Clear poison
Kills when ingested (endurance vs intellect*2=18)
Each preparation can be made in quantities of 8 units per phase
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
Potion of Bliss
Reduces sanity to zero
Requires to create: henbane, magic powder, basic alchemical herbs
Potion of Enlightenment
Gives a mental deviation
Requires to create: psilocybe mushroom, crow brain, basic alchemical herbs
Werewolf Potion
Allows one to take on the appearance of another person
Requires to create: particle of the target, human bone marrow, sheep's blood, wolf's blood
Potion of Charm
Increases etiquette and charisma by (intellect/2 = 5)
Requires to create: human blood, honey, biological fluids
Drunkard's Potion
Allows one to instantly sober up or get rid of a hangover
Requires to create: pepper, garlic, mustard, salt, strong beer
Sorcerer
Madness
- (1-12) to sanity. Will vs will x4
Mind Reading
The character receives any information from the target's head. Will vs sanity x4
Suggestion
Allows one to suggest a certain thought or obsessive idea to the target. Will vs sanity x4
Fear
Paralyzes the target for 2 turns. Will vs sanity. Range 10. x4
Inventory:
Healer's Robes
The character's craft is obvious to everyone
+1 to intellect for alchemist and medic skills
Added 6 minutes later
two questions - have my earned money and stats been updated in my character sheet, and what is the fifth day a celebration of?
The fifth is auction-bardic
Added 16 minutes later
- Trained twelve-year-old snot-noses? I think she's their match. Could use a bit more toughness and endurance though.
-- Amalia, sir, -- the slave girl struts like a peacock, approaching Raimund and greeting him with a ceremonious curtsy. -- How may I serve?..
-- Your master wishes for me to train you.
-- Oh, I'd be delighted, but, -- Amalia looks at Cassius, clearly not too pleased with the news, -- Sir, but then I'd need another set of clothes! How else am I supposed to train...
Added 8 minutes later
- Would "decent clothing" do? Or do you prefer "healer's robes"? - asks Voldemar the witch.
- I'm still haven't seen your charm yet poorly informed about your knowledge of "healing/maiming"...
e si ieu muoir, er mi grans deliuriers