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Write your character sheets, and then you will see your characters' stats in this post. Just in case, I'll leave one more of my own; after that, if necessary, I'll delete it.
The sheet contains: name, class, appearance description, biography, equipment, additional skill.
Daskalos, fire mage. Stat distribution: 10:15:25:10 10:10:10:5
Skills:
1)Fire Patronage 1: reduces the amount of mana required to cast fire element spells (by 25%).
2)Fire Magic 1: allows learning first-circle fire element spells.
Actions:
1)Flash. Small damage at medium range for a small amount of mana and AP.
Mana: 2, AP: 1, range: 8 (cannot be changed). Damage: 8-18 (critical 20)
2)Oxidation. Increases the degree of item wear.
Mana: 7 (-2), AP: 3, range 5 (cannot be changed). Effect: wear of the selected item increases by +=60
3)Sword with Elven Engraving
AP: 5, range 2 (cannot be changed). Damage: 16-23 (physical); crit 25 (p)
4)Dragon Staff
AP: 7, range 2 (cannot be changed). Damage: 14-20 (physical); crit 20 (p), -1 AP
Inventory:
1)Black Robe.
Studying the world is much more convenient in clothing specifically designed for it.
Intelligence +25
Maximum wear: 100
2)Sword with Elven Engraving (one-handed)
This sword smells of Sylph forests, and the inscription on it looks very characteristic. However, if there were a humanoid here who spoke Sylphic, they would be somewhat surprised to read "Made in Itaya" on it.
Thought Speed +10
Evasion chance -7
Initiative +6
Maximum wear: 300
3)Dragon Staff (two-handed)
The mighty black dragon on this staff seems to smile at its owner, giving them the strength to perform great deeds.
Vitality +25
Evasion chance -12
Initiative -5
Maximum wear: 300
Current Stats:
Health 200
Damage bonus: +25% to fire (if staff equipped), +10% to air (if sword equipped)
Damage resistance: 7% to all (if staff equipped)
Evasion: 0% (in any case)
AP: 20
Mana: 20
Initiative: 106 with sword, 95 with staff.
Goblin, modified. Stat distribution: 15:15:15:15 10:10:10:5
Skills:
1)Mutation 1 (for power)
2)Magical Instability 1: possibility of casting a random spell from those available to players during battle on a random target (10% chance each round). When touching a magical item, it temporarily changes its characteristics randomly.
Actions:
1)Morgenstern
AP: 8. Range 2 (cannot be changed). Damage 20-26 (physical), resistance ignore 10. Crit 28 (p), resistance ignore 14.
Inventory:
1)Worn Clothing.
This clothing will hardly save you from the cold or from... Well, it won't save you from anything, except perhaps from shame before passers-by.
Maximum wear: 50
2)Morgenstern (one-handed)
There is nothing better for a goblin than to simply hit something as hard as possible with such a thing.
Evasion chance -9
Initiative -3
Maximum wear: 250
Current Stats:
Health 200
Damage bonus: none
Damage resistance: none
AP: 20
Mana: -
Evasion: none
Initiative: 97 with morgenstern.
Wanderer, water mage. Stat distribution: 15:10:25:10 20:5:5:10
Skills:
1)Water Patronage 1: reduces the amount of mana required to cast water element spells (by 25%).
2)Water Magic 1: allows learning first-circle water element spells.
Actions:
1)Splashes. Small damage at close range for a small amount of mana and AP. Reduces the enemy's AP.
Mana: 1, AP: 2, range: 6 (can be changed). Damage: 13-15, -1 AP (critical 18 -2 AP)
2)Disinfection. Removes poison, burn, and disease effects (no later than one round after application). Can be used outside of combat if little time has passed.
Mana: 4 (-1), AP: 5, range 2 (cannot be changed).
3)Short Steel Sword
AP: 8, range 1 (cannot be changed). Damage: 24-29 (physical); crit 32 (p)
Inventory:
1)Plump Cloak.
In such a cloak, it feels like you could travel a long, long road without getting tired at all. In reality, it's just an illusion, but optimism is still a useful thing.
AP +1
Maximum wear: 80
2)Short Steel Sword (one-handed)
This sword has no remarkable advantages, although it can be used to open Creat cans if you suddenly want to make Hobbit stew (the recipe was invented by a certain Creat named George).
Evasion chance -9
Initiative +9
Maximum wear: 280
Current Stats:
Health 200
Damage bonus: none
Evasion: 0% (in any case)
AP: 21
Mana: 20
Initiative: 109 with sword
Wanderer, necrologist. Stat distribution: 15:10:25:10 20:5:5:10
Skills:
1)Necrology 1: activatable ability. Raises a dead body and forces it to fight on the side of the necrologist. In doing so, a large amount of mana is consumed each turn. Can be used multiple times (as long as mana allows). The characteristics of the undead depend on the original "material".
2)Water Magic 1: allows learning first-circle water element spells.
Actions:
1)Splashes. Small damage at close range for a small amount of mana and AP. Reduces the enemy's AP.
Mana: 1, AP: 2, range: 6 (can be changed). Damage: 13-15, -1 AP (critical 18 -2 AP)
2)Disinfection. Removes poison, burn, and disease effects (no later than one round after application). Can be used outside of combat if little time has passed.
Mana: 4 (-1), AP: 5, range 2 (cannot be changed).
3)Raise Dead
AP: 6, mana 9, mana cost per turn 8. Undead stats: spiritual characteristics are zero; physical, initiative and health are reduced by half compared to the living owner of the body (more if the corpse is "stale"). Does not use spells, uses techniques only if the necrologist has the corresponding skill.
4)Dagger
AP: 4, range 1 (cannot be changed). Damage: 13-14 (physical); crit 20 (physical)
5)Staff
AP: 8, range 2 (cannot be changed). Damage: 10-18 (physical); crit 18 (p)
Inventory:
1)Worn Grey Robe.
The person who gave you this robe assured you that it once belonged to Gandalf the Grey himself. However, the fact that one of your acquaintances has Gandalf the Grey's socks casts some doubt on this legend.
Concentration +5
Intelligence +5
Maximum wear: 110
2)Dagger (one-handed)
Perfect for cutting women's bags. Even those made of armor lizard leather!
Evasion chance -3
Initiative +12
Maximum wear: 190
2)Staff (two-handed)
An ordinary staff. Or maybe it's just a stick.
Evasion chance -15
Initiative -7
Maximum wear: 250
Current Stats:
Health 200
Damage bonus: none
Experience bonus: +5%
Critical damage: 2%, crit bonus +1% damage
Evasion: 0% (in any case)
AP: 20
Mana: 23
Initiative: 112 with dagger, 93 with staff
Creat, engineer. Stat distribution: 10:5:20:5 25:15:10:10
Skills:
1)Creat Technologies 1: allows using and repairing first-level Creat technologies
2)Technologies 1: allows using any first-level technologies
Actions:
1)Homemade Rifle
AP: 4, range 15 (can be changed). Damage: 18-28 (physical); crit 33 (physical)
Inventory:
1)Tight Corset
Created to preserve your figure, but who knows, maybe it will save your life?
Physical damage resistance +5%
Maximum wear: 80
2)Homemade Rifle (two-handed)
Scraped the box, swept the pantry, and slapped together a rifle.
Evasion chance -10
Initiative -15
Maximum wear: 250
3)Cartridges
They were once conserve cans, but then they were quite successfully smelted.
x200
4)Tool Kit
Wagon axle broken? Sight off or the weapon just exploded in your hands? Without tools, even a master cannot repair Creat items. Although, if you need to create something, such tools might be too few.
Current Stats:
Health 200
Damage bonus: none
Experience bonus: none
Evasion: 0%
AP: 20
Mana: -
Damage resistance: 5% for physical
Initiative: 85 with rifle
The sheet contains: name, class, appearance description, biography, equipment, additional skill.
Daskalos, fire mage. Stat distribution: 10:15:25:10 10:10:10:5
Skills:
1)Fire Patronage 1: reduces the amount of mana required to cast fire element spells (by 25%).
2)Fire Magic 1: allows learning first-circle fire element spells.
Actions:
1)Flash. Small damage at medium range for a small amount of mana and AP.
Mana: 2, AP: 1, range: 8 (cannot be changed). Damage: 8-18 (critical 20)
2)Oxidation. Increases the degree of item wear.
Mana: 7 (-2), AP: 3, range 5 (cannot be changed). Effect: wear of the selected item increases by +=60
3)Sword with Elven Engraving
AP: 5, range 2 (cannot be changed). Damage: 16-23 (physical); crit 25 (p)
4)Dragon Staff
AP: 7, range 2 (cannot be changed). Damage: 14-20 (physical); crit 20 (p), -1 AP
Inventory:
1)Black Robe.
Studying the world is much more convenient in clothing specifically designed for it.
Intelligence +25
Maximum wear: 100
2)Sword with Elven Engraving (one-handed)
This sword smells of Sylph forests, and the inscription on it looks very characteristic. However, if there were a humanoid here who spoke Sylphic, they would be somewhat surprised to read "Made in Itaya" on it.
Thought Speed +10
Evasion chance -7
Initiative +6
Maximum wear: 300
3)Dragon Staff (two-handed)
The mighty black dragon on this staff seems to smile at its owner, giving them the strength to perform great deeds.
Vitality +25
Evasion chance -12
Initiative -5
Maximum wear: 300
Current Stats:
Health 200
Damage bonus: +25% to fire (if staff equipped), +10% to air (if sword equipped)
Damage resistance: 7% to all (if staff equipped)
Evasion: 0% (in any case)
AP: 20
Mana: 20
Initiative: 106 with sword, 95 with staff.
Goblin, modified. Stat distribution: 15:15:15:15 10:10:10:5
Skills:
1)Mutation 1 (for power)
2)Magical Instability 1: possibility of casting a random spell from those available to players during battle on a random target (10% chance each round). When touching a magical item, it temporarily changes its characteristics randomly.
Actions:
1)Morgenstern
AP: 8. Range 2 (cannot be changed). Damage 20-26 (physical), resistance ignore 10. Crit 28 (p), resistance ignore 14.
Inventory:
1)Worn Clothing.
This clothing will hardly save you from the cold or from... Well, it won't save you from anything, except perhaps from shame before passers-by.
Maximum wear: 50
2)Morgenstern (one-handed)
There is nothing better for a goblin than to simply hit something as hard as possible with such a thing.
Evasion chance -9
Initiative -3
Maximum wear: 250
Current Stats:
Health 200
Damage bonus: none
Damage resistance: none
AP: 20
Mana: -
Evasion: none
Initiative: 97 with morgenstern.
Wanderer, water mage. Stat distribution: 15:10:25:10 20:5:5:10
Skills:
1)Water Patronage 1: reduces the amount of mana required to cast water element spells (by 25%).
2)Water Magic 1: allows learning first-circle water element spells.
Actions:
1)Splashes. Small damage at close range for a small amount of mana and AP. Reduces the enemy's AP.
Mana: 1, AP: 2, range: 6 (can be changed). Damage: 13-15, -1 AP (critical 18 -2 AP)
2)Disinfection. Removes poison, burn, and disease effects (no later than one round after application). Can be used outside of combat if little time has passed.
Mana: 4 (-1), AP: 5, range 2 (cannot be changed).
3)Short Steel Sword
AP: 8, range 1 (cannot be changed). Damage: 24-29 (physical); crit 32 (p)
Inventory:
1)Plump Cloak.
In such a cloak, it feels like you could travel a long, long road without getting tired at all. In reality, it's just an illusion, but optimism is still a useful thing.
AP +1
Maximum wear: 80
2)Short Steel Sword (one-handed)
This sword has no remarkable advantages, although it can be used to open Creat cans if you suddenly want to make Hobbit stew (the recipe was invented by a certain Creat named George).
Evasion chance -9
Initiative +9
Maximum wear: 280
Current Stats:
Health 200
Damage bonus: none
Evasion: 0% (in any case)
AP: 21
Mana: 20
Initiative: 109 with sword
Wanderer, necrologist. Stat distribution: 15:10:25:10 20:5:5:10
Skills:
1)Necrology 1: activatable ability. Raises a dead body and forces it to fight on the side of the necrologist. In doing so, a large amount of mana is consumed each turn. Can be used multiple times (as long as mana allows). The characteristics of the undead depend on the original "material".
2)Water Magic 1: allows learning first-circle water element spells.
Actions:
1)Splashes. Small damage at close range for a small amount of mana and AP. Reduces the enemy's AP.
Mana: 1, AP: 2, range: 6 (can be changed). Damage: 13-15, -1 AP (critical 18 -2 AP)
2)Disinfection. Removes poison, burn, and disease effects (no later than one round after application). Can be used outside of combat if little time has passed.
Mana: 4 (-1), AP: 5, range 2 (cannot be changed).
3)Raise Dead
AP: 6, mana 9, mana cost per turn 8. Undead stats: spiritual characteristics are zero; physical, initiative and health are reduced by half compared to the living owner of the body (more if the corpse is "stale"). Does not use spells, uses techniques only if the necrologist has the corresponding skill.
4)Dagger
AP: 4, range 1 (cannot be changed). Damage: 13-14 (physical); crit 20 (physical)
5)Staff
AP: 8, range 2 (cannot be changed). Damage: 10-18 (physical); crit 18 (p)
Inventory:
1)Worn Grey Robe.
The person who gave you this robe assured you that it once belonged to Gandalf the Grey himself. However, the fact that one of your acquaintances has Gandalf the Grey's socks casts some doubt on this legend.
Concentration +5
Intelligence +5
Maximum wear: 110
2)Dagger (one-handed)
Perfect for cutting women's bags. Even those made of armor lizard leather!
Evasion chance -3
Initiative +12
Maximum wear: 190
2)Staff (two-handed)
An ordinary staff. Or maybe it's just a stick.
Evasion chance -15
Initiative -7
Maximum wear: 250
Current Stats:
Health 200
Damage bonus: none
Experience bonus: +5%
Critical damage: 2%, crit bonus +1% damage
Evasion: 0% (in any case)
AP: 20
Mana: 23
Initiative: 112 with dagger, 93 with staff
Creat, engineer. Stat distribution: 10:5:20:5 25:15:10:10
Skills:
1)Creat Technologies 1: allows using and repairing first-level Creat technologies
2)Technologies 1: allows using any first-level technologies
Actions:
1)Homemade Rifle
AP: 4, range 15 (can be changed). Damage: 18-28 (physical); crit 33 (physical)
Inventory:
1)Tight Corset
Created to preserve your figure, but who knows, maybe it will save your life?
Physical damage resistance +5%
Maximum wear: 80
2)Homemade Rifle (two-handed)
Scraped the box, swept the pantry, and slapped together a rifle.
Evasion chance -10
Initiative -15
Maximum wear: 250
3)Cartridges
They were once conserve cans, but then they were quite successfully smelted.
x200
4)Tool Kit
Wagon axle broken? Sight off or the weapon just exploded in your hands? Without tools, even a master cannot repair Creat items. Although, if you need to create something, such tools might be too few.
Current Stats:
Health 200
Damage bonus: none
Experience bonus: none
Evasion: 0%
AP: 20
Mana: -
Damage resistance: 5% for physical
Initiative: 85 with rifle