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Games of Fate I'll put everything here so I don't have to jump around the topic later
Nuesh's Fate
Path 2: Assassin
11% die
50% find wealth
66% gain combat experience
33% become a great master
44% get employed by a high-ranking official and obtain corresponding benefits from it

Fate Card #18: Child (Nuesh 1/3)

The character becomes a father or mother.
40% boy
40% girl
20% twins
Fate Card #3: Wealth (Nuesh 2/3)

Whether it be a found treasure or a profitable business — the character becomes wealthy.
Fate Card #9: Faith (Nuesh 3/3)

50% found their own religion
8% become a priest of a chosen god
5% become a follower of the Kalevrit faith
5% become a follower of Iris
2% become a follower of the teachings of Elulu-Suen
2% become a follower of the teachings of Shameimaru
2% become a follower of the teachings of Melchor
2% become a follower of the teachings of Varalei
2% become a follower of the teachings of Ninsharra
2% become a follower of the teachings of Ansgar
2% become a follower of the teachings of Ormhild
2% become a follower of the teachings of Arcadia
2% become a follower of the teachings of Rosario
2% become a follower of the teachings of Nishanta
2% become a follower of the teachings of Gavellus
2% become a follower of the teachings of Tilla
2% become a follower of the teachings of Shai
2% become a follower of the teachings of Saya
2% become a follower of the teachings of Zetsumei
2% become a follower of the teachings of Grevan
Tirza Ayers' Fate
Path 2: Mahus
11% Mahus dies
11% Nightmare dies
11% Tirza dies
11% find an artifact
55% find wealth
44% gain combat experience
11% become a great master.
66% obtain an officer's rank in Ilinar's army (or equivalent position in this country in another sphere)
Fate Card #7: Great Weapon (Tirza 1/8)

The character finds a very powerful weapon (approximate level: Ghost Moon); the weapon type is chosen randomly: Taosian bow
Fate Card #17: Ruler (Tirza 2/8)

The character becomes a ruler of a city. This could be an independent city on some island or in the territory of southern Ertenia, or a city within one of the existing states.
Fate Card #13: Success (Tirza 3/8)

The character becomes a politician/aristocrat/businessman/etc. depending on the chosen country and career.
Fate Card #20: Heralds of Misfortune (Tirza Extra)

9% die
9% fall into slavery
9% end up in prison
9% fall ill
9% go insane
9% become a victim of experiments
9% lose all property
9% become a parent
28% pass this card to another player

10% + 0-100 stats (random/by choice) (+4)
10% + 0-10 OT
10% death
10% + chosen skill (similar to Elutan)
10% complete change of appearance and gender (50/50)
10% race change
10% loss of 30% of all stats
10% loss of half of skills
10% inability to use magic
10% strength drops to zero
10% agility drops to zero
10% endurance drops to one
10% perception drops to zero
10% consciousness drops to zero
10% DMG -200 <-> +200%
10% inability to deal critical damage.
10% every attack of the character (even damage-dealing spells) deals critical damage
10% immunity to crits
10% HP -100 (death)% <-> +100%
10% RSS drops to zero
10% RSS goes negative (1-100%)
10% AGI -100% <-> +100%
10% ACC -100% <-> +100%
10% MEN -100% <-> +100%
10% MP -100% <-> +100%
10% SP -100% <-> +100%
10% Additional turn
10% Immunity to negative effects
10% Immunity to magic
10% Immunity to physical damage
10% Additional damage to a random race
10% Additional damage to a follower of a random teaching
10% Eaten brains transfer the victims' memories to the character, sometimes — their skills and abilities.
Erefir Linel Darwening's Fate
Path 1: Dark Lands
44% restore health
77% die
100% gain combat experience
66% become a great master
90% find wealth
88% find an artifact
55% find a companion
Kir Trentelwind's Fate
Path 1: "Suicide Legion"
100% gain combat experience
100% transfer to the "Death Legion"
11% die
50% rise to officer rank in Ilinar's army
Fate Card #19: Madness (Kir 1/4)

The character goes insane.
Fate Card #4: Death (Kir 2/4)

The character dies. Bad luck.
Dominic Farrell's Fate
Path 2: Return Home.
40% die
40% gain combat experience OR become a great master
30% Be granted a high military rank in Kalevritia or Kalevria
30% be captured by dark knights and become a slave
30% be captured by dark knights and switch to their side
10% be captured by dark knights and become a prince
Hattori Saburo's Fate
Path 2: Traitor
33% gain combat experience OR become a great master
33% die
33% end up in prison
Fate Card #5: Soulmate (Saburo 1/3)

The character finds the love of their life.
Fate Card #15: Ishanad (Saburo 2/3)

30% die
60% become a victim of experiments
10% become a powerful wizard
Fate Card #4: Death (Ebon 1/3)

The character dies. Bad luck.
Fate Card #12: Prisoner (Adilika 1/5)

The character ends up in prison.
Fate Card #20: Heralds of Misfortune (Adilika 2/5)

9% die
9% fall into slavery
9% end up in prison
9% fall ill
9% go insane
9% become a victim of experiments
9% lose all property
9% become a parent
28% pass this card to another player
Fate Card #20: Heralds of Misfortune (Adilika 3/5)

9% die
9% fall into slavery
9% end up in prison
9% fall ill
9% go insane
9% become a victim of experiments
9% lose all property
9% become a parent
28% pass this card to another player
Fate Card #15: Ishanad (Adilika 4/5)

30% die
60% become a victim of experiments
10% become a powerful wizard

10% + 0-100 stats
10% + 0-10 OT
10% death
10% + chosen skill (similar to Elutan)
10% complete change of appearance and gender (50/50)
10% race change
10% loss of 30% of all stats
10% loss of half of skills
10% inability to use magic
10% strength drops to zero
10% agility drops to zero
10% endurance drops to one
10% perception drops to zero
10% consciousness drops to zero
10% DMG -200 <-> +200%
10% inability to deal critical damage.
10% every attack of the character (even damage-dealing spells) deals critical damage
10% immunity to crits
10% HP -100 (death)% <-> +100%
10% RSS drops to zero
10% RSS goes negative (1-100%)
10% AGI -100% <-> +100%
10% ACC -100% <-> +100% (+42%)
10% MEN -100% <-> +100% (+63%)
10% MP -100% <-> +100%
10% SP -100% <-> +100%
10% Additional turn
10% Immunity to negative effects
10% Immunity to magic
10% Immunity to physical damage
10% Additional damage to a random race
10% Additional damage to a follower of a random teaching
10% Eaten brains transfer the victims' memories to the character, sometimes — their skills and abilities.
Fate Card #7: Great Weapon Adilika 5/5

The character finds a very powerful weapon (approximate level: Ghost Moon); the weapon type is chosen randomly - one-handed weapon (piercing)
Fate Card #20: Heralds of Misfortune (Adilika Extra)

9% die
9% fall into slavery
9% end up in prison
9% fall ill
9% go insane
9% become a victim of experiments
9% lose all property
9% become a parent
28% pass this card to another player
Rum Kon's Fate
Path 2: Return Home
25% end up in prison
20% gain combat experience
10% become a great master
22% find wealth
44% obtain an honorary position
11% be killed in a duel
Fate Card #17: Ruler (Rum Kon 1/3)

The character becomes a ruler of a city. This could be an independent city on some island or in the territory of southern Ertenia, or a city within one of the existing states.
Fate Card #20: Heralds of Misfortune (Rum Kon Extra)

9% die
9% fall into slavery
9% end up in prison
9% fall ill
9% go insane
9% become a victim of experiments
9% lose all property
9% become a parent
28% pass this card to another player
Mirabella Ludenberg's Fate
Path 1: Colonization
25% be captured by Nozenrots
25% be captured by Nozenrots and nevertheless continue the mission to colonize the island, but now working for Nozenrot.
25% successfully colonize the island (independence).
50% successfully colonize the island and transfer control to another person (betrayal of Silvian Ranella).
25% fail to colonize the island.
Fate Card #18: Child (Mirabella 1/5)

The character becomes a father or mother.
40% boy
40% girl
20% twins
Fate Card #1: Experience (Mirabella 2/5; Re: #11: Illness)

The character improves themselves and their mastery or learns something new.
Fate Card #18: Child (Mirabella 3/5)

The character becomes a father or mother.
40% boy
40% girl
20% twins
Fate Card #19: Madness (Mirabella 4/5)

The character goes insane.
Fate Card #22: Secret (Mirabella 5/5)

The player must ask the game master one of the following questions:
- Ask a series of questions about any character or country in the setting.
- Ask to describe something new (for example, a country, religion, or character present in the setting but not appearing in the game or only mentioned).
- Ask something about himself.
After this, he and another player chosen by him must draw the next card.
Fate Card #10: Slavery (Mirabella Extra)

The character falls into slavery.
Стартовый пост - Квенты - Разное
Резара - Аксель - Орвальд - ЭмилияСтэфания - Амвросий - Лестер