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#4
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Attributes
Mind
+1 to spirit, +10 to spirit points. 
Body
+1 to defense, +10 to health.
Perception
+1% to accuracy, +1% to evasion.
Vigor
+0.3 to SP, +0.3 to AP, +1 to initiative. 
Aesthetics
+1 to charm, +1% to critical damage chance.

Additional Parameters
Trainability
The limit of skills a character can learn; standard value: 3. 
Inventory Capacity
Determines how many unique items a character can carry in their inventory. Equipment is not limited by this parameter in any way. Standard value: 10. 
Gender
Women of Tezoth receive +1 to trainability, men +5 to body and +5 to mind. 

Special Features
- Base attributes are equal to 10.
- Knights of Tezoth receive +2 to trainability and +25 to attributes for free distribution, but no more than +15 into a single attribute. 
- Spirit dropping to 0 forces the character to stop fighting.
- Arrows are not consumed, they simply occupy a slot of the secondary or off-hand weapon.
- Base accuracy: 50%.
- Defense reduces damage from any damage type unless stated otherwise. 
- Character parameters do not affect the chance of contracting diseases and injuries. 
- Penalty for lacking a weapon proficiency skill: -25% to accuracy and evasion, no crits. 
- Characters created through skills and other similar effects cannot create new characters.
- Each time a character's ally is struck down, they lose 10 spirit points. 
- A knight's starting sum of coins is 50 gold coins, a regular character's is 100 copper coins (= 1 gold). Silver is too valuable and is not used in this form. 
- The off-hand can be used instead of the "secondary" one; to take something out of the inventory, you must spend an entire turn. 
- 1 gold coin = 100 copper coins; silver is too valuable. 

Base Skills

Musician
The character can play musical instruments. 
Lute: restores (aesthetics)% of health to allies within 10 tiles in exchange for AP. 
Violin: in exchange for AP, allies within ten tiles of the character gain the ability to continue moving after performing an action (melee combat, shooting, spells) until the end of the team's turn. 
Flute: in exchange for AP, the character's allies gain +2 to SP and +10% to accuracy until the end of the team's turn. 


Artist
In exchange for AP, the character can paint pictures based on what they have seen or their own image. 


Armor Wearing
The character can wear heavy armor.


Shield
The character can use a shield. 


Sword
The character can use a sword without penalty.


Axe
The character can use an axe without penalty.


Hammer
The character can use a hammer without penalty.


Bow
The character can use a bow.


Spear
The character can use a spear without penalty. 


Dagger
The character can use a dagger without penalty. 


Riding
The character can ride horses and other animals.


Healer
In exchange for AP, brings a character fallen in battle back to life (outside of combat). If the character's health went into the negative by less than half of their maximum — leaves a wound; if more — an injury. A wound turns into an injury if it is received again before healing. 


Blacksmith
The character can sharpen melee weapons; this requires spending 1 AP and one unit of Aconium. On failure, the weapon is destroyed. The list below shows the total bonus for each level.
Level 1: +10 to damage, +2% to accuracy, +1% to crit chance. Break chance: 0%
Level 2: +20 to damage, +4% to accuracy, +2% to crit chance. Break chance: 0%
Level 3: +30 to damage, +6% to accuracy, +3% to crit chance. Break chance: 0%
Level 4: +40 to damage, +8% to accuracy, +4% to crit chance. Break chance: 5%
Level 5: +50 to damage, +10% to accuracy, +5% to crit chance. Break chance: 5%
Level 6: +65 to damage, +12% to accuracy, +6% to crit chance. Break chance: 5%
Level 7: +70 to damage, +14% to accuracy, +7% to crit chance. Break chance: 10%
Level 8: +80 to damage, +16% to accuracy, +8% to crit chance. Break chance: 15%
Level 9: +90 to damage, +18% to accuracy, +9% to crit chance. Break chance: 20%
Level 10: +100 to damage, +20% to accuracy, +10% to crit chance. Break chance: 30%


Armorer
The character can sharpen heavy armor and shields; this requires spending 1 AP and one unit of Aconium. On failure, the equipment is destroyed. The list below shows the total bonus for each level.
Level 1: +5 to defense, +1% to evasion. Break chance: 0%
Level 2: +10 to defense, +2% to evasion. Break chance: 0%
Level 3: +15 to defense, +3% to evasion. Break chance: 0%
Level 4: +20 to defense, +4% to evasion. Break chance: 5%
Level 5: +25 to defense, +5% to evasion. Break chance: 5%
Level 6: +30 to defense, +6% to evasion. Break chance: 5%
Level 7: +35 to defense, +7% to evasion.. Break chance: 10%
Level 8: +40 to defense, +8% to evasion. Break chance: 15%
Level 9: +45 to defense, +9% to evasion. Break chance: 20%
Level 10: +50 to defense, +10% to evasion. Break chance: 30%


Jeweler
The character can improve equipment in exchange for AP and one unit of Ikazkanium alloy or Iphillium. 

Ikazkanium
- Musical instrument: +5 to range of effect. 
- Armor: +25 to defense. 
- Shield: 50% of received damage is returned to the attacker. 
- Sword: +50 to damage. 
- Axe: Bleeding on attacks. 
- Hammer: Paralysis on attacks. 
- Bow: +10 to attack range. 
- Spear: ignores 70% of the target's defense. 
- Dagger: Additional attack. 
- Boots: Immunity to slow. 
- Helmet: critical damage chance against you is halved. 
- Bracers: +10% to accuracy, +5% to crit chance. 

Iphillium
- Musical instrument: the first 5 uses in combat do not cost AP.
- Armor: the first damage taken in combat (but not effects) is reduced to 0.
- Shield: the first negative effect (but not damage) is nullified. 
- Sword: +20% to accuracy. 
- Axe: additional damage equal to 10% of the target's maximum health.  
- Hammer: +20% to crit chance. 
- Bow: +10% to damage for each unit of distance between the shooter and the target.
- Spear: +1 to attack range. 
- Dagger: +1% to critical damage chance for each unit of the target's defense. 
- Boots: +3 to SP.
- Helmet: +25 to defense. 
- Bracers: +10% to crit chance. 


Repositioning
The character can move through tiles occupied by allies. In exchange for 1 AP, can swap places with one of them. 


Defensive Stance
In exchange for 1 AP, the character reduces incoming damage by 75% as long as they skip turns or until three turns have passed. 


Caution
In exchange for 1 AP, the character increases their evasion by 30% as long as they perform no actions other than movement or until three turns have passed.


Counterattack
In exchange for 1 AP, the character performs counterattacks every time they evade an attack against them; it lasts as long as they perform no actions other than movement or until three turns have passed.


Writer
The character can publish their works and receive money and fame for it...


Merchant
Discount on goods and services -15%


Leadership
The character can pass their turn to allies, +1 to allies' SP.


Partner
The GM creates an NPC companion for the player.


Stealth
Outside of combat, the character moves unnoticed by those around them.
Cost: 1 AP.


Leave Combat
If the character is not immobilized in any way, they leave combat in exchange for 1 AP.


Piercing Strike
50% damage, reduces the target's defense by 50% (debuff).
Cost: 1 AP.


Intimidating Strike
70% damage, +30% damage to spirit. 
Cost: 1 AP. 


Strong Attack
Deals 200% damage to the target. 
Cost: 1 AP.


Precise Attack
100% damage. +50% to accuracy for this attack. 
Cost: 1 AP. 


Careful Attack
100% damage. An attack that avoids the target's reactions (e.g., parrying, reflection).
Cost: 1 AP.
Стартовый пост - Квенты - Разное
Резара - Аксель - Орвальд - Эмилия

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