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? Planet Flerantorus, shards of humanity ?

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Mountain Ridge Map

By the twentieth stellar cycle from the founding of the empire, humanity had managed to establish itself in the mountains. Trails have been laid, peaks conquered, and caves explored. Yet this inhospitable land refuses to acknowledge the authority of outsiders. Many turns are dangerous, and some slopes have never been trodden by human foot to this day. The monsters of the mountains thirst for blood, and the cruel blizzards are all too eager to encase hapless travelers in funereal ice. The great battle between human stubbornness and nature's fury does not abate for a single day. Retreat? Surrender? There is no place for such pathetic words on Flerantor. The weak perished at the very beginning of the great human exodus. Those who are still alive will fight to the last. Victory or death! The human race is granted no third option.

Other Masters of Flerantor

Although the three clans have long lost the ability to monitor the affairs of other peoples of Flerantor, some information about them has nevertheless survived and reached our days. 

The Shadowseers


Followers of Ishmanaril, the Shadow Lord. A mighty fanatical legion striving to spread the perfect design of the Will of Change through the cosmic void. Compared to Ishmanaril's ambitions, any insignificant little people are barely noticeable. The Shadow Lord likely does not even know about the three mountain clans. The planet Flerantor serves him as a safe haven from which it is convenient to extend long-reaching tendrils to other worlds. The Shadowseers rule over a relatively small part of the planet. Their capital is a massive floating citadel. The lands around it are enveloped by the influence of the Great Will. They are beautiful and enchanting, but unsuitable for human life. Every Shadowseer possesses formidable power, and Ishmanaril himself is akin to a demigod. Formally, he is the ruler of all Flerantor, but he extremely rarely interferes in the affairs of the planet's other peoples.

Status: Most people are not even aware of the existence of the Shadowseers, for they arrived from the cosmic void only after the fall of the empire.
Huarata-Recreta



The forest that consumed the empire is usually called "chthonic", "monstrous", or "dreadful" in all three clans, but in truth it has a name. Huarata-Recreta, the young heart of the Twining Mind, born on Flerantor. The Twining Mind is mortally dangerous to any civilization. An ancient, tireless, multifaceted, and merciless arboreal parasite that envelops planets like a colossal mycelium. In the later stages of development, stopping it is possible only by completely destroying the afflicted world. The Twining Mind has many hearts. Each differs from the others, but the very essence of their strategy always remains unchanged: the transformation and enslavement of all life around them. The Twining Mind does not seek to exterminate intelligent species. On the contrary, it yearns to play with them, to reshape them in its own image. By the standards of its kind, Huarata-Recreta is still young and weak, but even in this form, it easily instills terror in the peoples of Flerantor. 

Status: Although people do not realize the true scale of the disaster, they have managed to thoroughly study the habits and abilities of the chthonic forest. 
The Vardan Tribes



There are many Vardans. Very many. Eight great tribes and dozens of minor ones. The wastelands of Flerantor stretch far and wide, capable of feeding a countless horde. And calling those lands wastelands is a bit of a stretch. Endless expanse, full of game and lakes. But devoid of forests. The Vardans themselves are endowed with extraordinary strength. Mounted on ferocious fangsnappers, they cut through anything they desire. Wasteland, rocks, walls, enemies. From time to time, some great chief unites the Vardan tribes and initiates another great invasion. And the Vardans know a thing or two about invasions. Only the Shadowseers and the chthonic forest stand between them and the conquest of all Flerantor. If they need to impress an opponent, the tribes gladly throw their main weapons into battle – mobile cities and Sortorian slaves. Even the Shadowseers, who slaughtered half the population of the wastelands, suffered considerable losses in that war, and dying in battle against a savage is a disgrace for them. 

Status: People have almost forgotten how the Vardans treacherously stabbed them in the back, so resentment is characteristic only of the Sage clan. But there are mentions in the scrolls of the fighters, too.
The Sortorians



Nature was not stingy with gifts for the witch-folk. Talent for the schools of Fire, Mind, and Shadow magic. Enchanting, alluring beauty. Deadly poison secreted by the body. Everything needed for swift domination of the wastelands. Alas, in reality, the Vardans overwhelmed the Sortorians with numbers, tenacity, and innate resistance to magic. Time and again, the tribes lost to the witch-folk, but every time they returned with a new strategy. Until they won. One day, a great Vardan chief desired to subjugate the Sortorians, and his will carried through many generations. Behold – true determination! Now the witch-folk are divided into two unequal branches: the slaves of the tribes and the honored mages serving the Shadow Lord. They say that the Sortorians owe their favor to Ishmanaril to the charm of the greatest witch of her kind, Flerthalarn. Eh. The Vardan silvertongues could have come up with something more interesting.

Status: People have rarely crossed paths with the witch-folk, and thus if they remember them, it is only as a curious name from ancient books. 
Game Mechanics Details



Movement:
Visiting a location costs 1 action point. But settlements and all points of interest within them count as one location, therefore movement there is free. 

Action Points:
In addition to movement, they are spent on various interesting actions like training. But if you spend too long walking around a settlement and talking to everyone, there is a chance to lose 1 action point. If you have no more action points, the character must rest. This is safe in your own home. Outdoors, it's almost safe. In the middle of the mountains, it is very dangerous. 

Skill Improvement:
Skills are taken at Stage I. Improving a skill to Stages II and III is possible at levels 5 and 10 respectively. 
Stage II: 1 action point and 200 experience.
Stage III: 2 action points and 400 experience.

Supplies:
It's simple with them. You need to have them in your inventory when leaving a settlement. They will last until you return to a safe location. But each character has their own separate supplies and they cannot be shared. 

Game Time:
Conditional. Changes according to the plot. 

Crafting:
Skill + materials. The recipe is given by the GM upon character request. From traders, you can only buy pre-made items. They do not make anything to order. But the assortment may change.

Penalty for lacking Weapon Handling skill:
Weapon accuracy is halved.

Threat Factor:
The stronger the party, the less desire various monsters have to engage with it. Some opponents may even flee the battlefield. But there are exceptions. 

Events at Locations:
Linked to the location type. And in settlements, events are triggered only by the plot and quests.

Reading Books:
Requires a skill and 2 action points. Only one book can be read between rests.

Combat System Nuances:
With equal initiative, priority is given to the attacking side, and all combatants with equal initiative act in whatever order they wish. I.e., first all attackers, then all defenders. 
Diagonal movement cost: 2. You can move through an ally, but not stand on them. 
Attacking diagonally in melee is not possible.
Shooting and throwing bombs are impossible after moving in combat. This also applies to spells. 
Non-lethal attacks are available, but must be declared. Works only in melee and only with weapons or unarmed combat.
Using abilities for the most part ends your turn and works after moving in combat.
Using consumables is individual for each consumable, but more often ends the turn than not. 
Fleeing from battle is only possible from the edge cell.
Status Effects

Frostbite. Target's speed and initiative are halved until the end of battle. Endurance check.
Bleeding. Deals damage equal to 20% of the attack of the combatant who applied the effect at the start of each turn and lasts until the end of battle. Endurance check.
Poison. Target's hit and evasion chances are halved until the end of battle. Endurance check.
Curse. Target cannot resist status effects in any way until the end of battle. Strength check.
Stun. Target skips 1 turn. Strength check.
Fear. Target attempts to flee the battlefield for 2 turns. Willpower check.
Domination. Target follows the orders of the combatant who applied the effect for 1 turn. Willpower check.
Seduction. Target runs to the combatant who applied the effect and stands near them for 2 turns. Willpower check.
Provocation. Target is forced to attack the combatant who applied the effect for 2 turns. Does not work if it is impossible to reach them this turn. Mind check.
Enchantment. Any action by the target has a 25% chance of failing until the end of battle. Mind check.
Berserk. Target is forced to attack the nearest combatant for 2 turns. Mind check.
Bind. Target cannot move for 3 turns. Agility check.
Burn. Deals damage equal to 20% of the target's maximum health until the end of battle. Agility check.

The attempt to resist a negative effect occurs in two stages: first, a characteristic check is made, and if it fails, the chance itself is rolled. In case of successful resistance, the negative effect bypasses the character.

Start



Post the following quest exp in the thread:

1. Character Name
2. Magnificent Portrait
3. Gender
4. Clan
5. Skills
6. Characteristics 
7. Magnificent Backstory.

The game will start in the settlement of the corresponding clan. 

Oh yes, there is a beauty stat in the game, and it is again set by the GM based on art evaluation :з 
Карты для героев 5

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

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