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Planet Fleranthor, the Fragments of Humanity


Across the expanses of the boundless cosmic void, the planet Fleranthor is known as the abode of Ishmanaril the Shadow Lord and his followers. This world is hidden by a void vortex, which only the strongest and wisest of the intelligent races can cross. This safe haven serves the Will of Change faithfully, and very few dare to meddle in the affairs of the Grand Will. That is why most see only the upper part of the planet – a wondrous garden of crystals and magic, an abundance of beasts and flowers created according to a perfect design. But somewhere there, far from the majestic citadel built by Ishmanaril's order, and even beyond the domains of the peoples coexisting with the Shadow Lord's Shades, insignificant creatures still scuttle about, once inhabiting all of Fleranthor. Humans. The nearly extinct third original race of the planet.
Once upon a time, Fleranthor differed from other habitable planets only by its flagrant wealth and splendor. The world's beauty boggled the imagination, and it was inhabited by as many as three intelligent species. Unremarkable humans, quick to die and even quicker to breed. The Sortunians, versed in magic, with poisoned blood. And the nomadic tribes of Vardans, hardy and fierce hunters. In those distant times, the three peoples shared influence over Fleranthor. The Vardans and Sortunians waged eternal war, while humans desperately tried to overwhelm their disliked neighbors with numbers, as they were inferior in all else but quantity. They even managed to create a mighty empire that stretched between two long mountain ranges. Alas, fate looked upon the efforts of the human race with cold indifference. The humans of Fleranthor were destined only for ruin.

In the twelfth stellar cycle from the empire's founding, a mysterious celestial body crashed into the capital, destroying it along with all its inhabitants and the imperial family. The ensuing power struggle among humans quickly subsided after two terrible pieces of news: the Vardan tribes united and invaded the empire, intending to profit from the gifts of the ensuing chaos, and from the crater left by the meteor impact, a magical forest grew. A forest terrible, alien to Fleranthor. It spread rapidly, consuming everything in its path. Even cities could not hinder the mysterious life force spewed forth by the cosmic void. By the thirteenth stellar cycle from the empire's founding, only two hundred of the most stubborn and fortunate refugees remained of the entire human race. They retreated into the depths of the mountains, forever hidden behind high peaks from the cruelty of the world. But even there, the magical forest did not cease its attempts to reach them. For some reason, humans interested it far more than the other peoples of Fleranthor. Thus the empire died. In its place came three mountain Clans.

By the sixteenth stellar cycle from the empire's founding, the Vardan tribes were close to victory over their ancient enemies – the Sortunians. The witch-folk were bound in chains and collars. Lovely women entertained the fierce nomadic warriors, while male wizards reluctantly advanced the tribes' scientific progress. Here, the story of the Sortunians might have ended, had not another otherworldly force arrived on Fleranthor. The true reason for Ishmanaril and his Shades' visit to the planet remains hidden, but one thing is known for certain: he did not succeed in his endeavor. The Shadow Lord was never known for patience with failure, and so he found solace in exterminating the Vardan tribes. The overly confident nomads suffered heavy losses and retreated to the wastelands from which they once came. Some Sortunians remained slaves, while others joined the Shades. Thus arose a new order, which persists on Fleranthor to this day.

The Shadow Lord named Fleranthor the abode of the Shades. The wondrous lands of magic and crystals belong to the followers of the Grand Will. The Vardan tribes rule in the wastelands. And the domains of the former empire are engulfed by a chthonic forest, whose heart beats somewhere beneath the ruins of the capital. And only deep in the mountains, three Clans of humans struggle to survive and find an answer to one simple question: why is fate so cruel to them?
The Clan of the Sufferers
A Clan located dangerously close to the foot of the mountains and the chthonic forest. It is constantly subjected to attacks by spawn and all manner of creatures. Clan members are well-versed in fortifications and defense. When it comes to expeditions into the lands of the fallen empire, the Sufferers are the first to agree to suicidal campaigns. The other two Clans try to help them, for if the Sufferers fall – they will be next.

Bonus: +2 to Dexterity, an additional skill slot.

Ranks:

Worthless: -
One of Us: additional skill slot.
Acknowledged: unique equipment.
Suffering: additional skill slot.
Raised by Pain: unique weapon, +1 action point.
The Clan of the Fighters
A Clan living in the depths of the mountains. It is home to the mightiest warriors and the most skilled craftsmen. They hunt monsters for a living, thus protecting the peace of humanity from within. They supply other Clans with both equipment and provisions. They believe in the cult of valor and the need to earn fate's favor through great victories. Compared to the perpetually gloomy Sufferers, they are much friendlier and more optimistic. And most importantly: the Fighters know no fear.

Bonus: +1 to all characteristics, immunity to Fear.

Ranks:

Weakling: -
Novice: +2 to Strength and Endurance.
Fighter: unique combat skill not requiring a limit.
Warrior: +2 to Strength and Endurance.
Champion: unique skill not requiring a limit, +1 action point.
The Clan of the Sages


Some fight for the survival of humanity, while others value its history more. The Sages piece together the past bit by bit and keep records of the world around them. Among the three Clans, they serve as the voice of reason. The Sages' settlement is hidden in a deep cave, making this Clan the safest of all. But also the weakest, for it has pitifully few warriors of its own. Yet the Sages truly know more than the others, fully living up to their name.

Bonus: +2 to Intellect, +1 action point.

Ranks:

Forgotten: -
Initiate: +2 to Intellect and Dexterity.
Apprentice: apprentice's journal.
Understanding: +1 action point.
Enlightened: enlightened one's journal, +1 action point.
Characteristics
Each character starts at level 1 with characteristics at one each. They also have five characteristic points for free distribution, but no more than two can be put into a single characteristic.

Strength: +5 to damage. Also affects Strength checks.
Endurance: +10 to health. Also affects Endurance checks.
Dexterity: +5% to attack evasion chance. Also affects Dexterity checks.
Willpower: +3% to attack hit chance. Also affects Willpower checks.
Intellect: +3% to chance to reflect a negative effect. Also affects Intellect checks.

Base parameters (without applying characteristics):

Health: 50
Damage: 10
Evasion chance: 0%
Hit chance 0% (+weapon hit chance)
Chance to reflect negative effect: 5%
Skill slots: 2
Action points: 5
Initiative: 10
Speed: 3

Level:

Experience to next level: the level cost is 200 * current level (400, 600, 800, etc.).
Level reward: +1 characteristic point, +1 action point every three levels (starting from the third), an additional skill slot every five levels (starting from the fifth).

All manner of unique resistances, as well as increases to speed and initiative, are achieved exclusively through skills, equipment, and special situations.

Humans, alas, cannot cast spells. But NPCs may have a sixth characteristic, Spirit, and a corresponding Energy parameter.

Action points determine how much a character can do before they need rest. They are not tied to combat.

Sample Character

Name: Rurek
Gender: Male
Clan: Fighters
Rank: Weakling

Level: 1

Strength: 4
Endurance: 4
Dexterity: 2
Willpower: 3
Intellect: 2

Health: 90
Damage: 30
Evasion chance: 10%
Hit chance: 9%
Chance to reflect negative effect: 11%
Skill slots: 2
Action points: 5
Initiative: 10
Speed: 3

Immunity to Fear.

Skills:

Melee Combat (no penalty for handling ordinary melee weapons)
Ranged Combat (no penalty for handling ordinary ranged weapons)
Equipment

Weapon 1:
Weapon 2:
Head:
Body:
Hands:
Feet:
Accessory 1:
Accessory 2:

Consumables are used from the inventory. Base equipment, alas, provides nothing (except for armor if the corresponding skill is available). Characters only need food from a roleplaying perspective. There are no mechanics for this theme.
Карты для героев 5

"Плата за любовь"
"Путь некроманта"
"Темные грани"
"Рок Гримхейма"

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