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13 years ago
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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
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13 years ago
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Sylvan, druid. Stat distribution: 10:25:15:10 10:20:5:5
Skills:
1)Nature Connection 1: can attract certain types of animals and plants to their side. The presence of such nearby increases the power of the druid's spells.
2)Earth Magic 1: allows studying first-circle earth element spells.
Actions:
1)Rooting. Doubles will, but reduces thought speed to zero.
Mana: 5, AP: 2
2)Earth Spike. The spell deals relatively low damage but has a long range.
Mana: 6, AP: 3, range: 18 (can be changed). Damage: 16-20 (critical 22)
3)Strike
AP: 5, range 1 (cannot be changed). Damage: 5-8 (physical); crit 10 (p)
Inventory:
1)Tattered Cloak.
This garment should protect the owner from rain, although in the case of this cloak, at best from mushroom rain.
Water damage resistance +3%
Maximum wear: 50

Current stats:
Health 200
Damage bonus: none
Damage resistance: 3% water
Evasion: 0% (in any case)
AP: 20
Mana: 20
Initiative: 100

Polo, treasure hunter. Stat distribution: 25:10:15:10 20:5:10:5
Skills:
1)Keen Eye 1: more effectively searches defeated enemies.
2)Melee Combat 0
---Endurance: +60 health
Actions:
1)Flamberge.
AP: 7, range: 2 (cannot be changed). Damage: 20-24 (p) and 1-2 (fire) (critical 26+5)
2)Hunting Knife.
AP: 4, range: 1 (cannot be changed). Damage: 9-14 (p) (critical 16 (p))
Inventory:
1)Leather Armor.
This armor fits the body very well, as if it were one's own skin.
Fire and air resistance +14%
Water and earth resistance +10%
Physical damage resistance +8%
Evasion -14
Maximum wear: 240
2)Flamberge (one-handed)
If the blade of such a flamberge is kept in an oven for long, it feels as if it were truly a tongue of fire.
Evasion chance -8
Initiative +2
Maximum wear: 320
3)Hunting Knife (one-handed)
At least that's what the blacksmith called it, although you, like many others, use it primarily for skewering pieces of meat before sending them into your mouth.
Evasion chance -3
Initiative +5
Maximum wear: 140

Current stats:
Health 260
Damage bonus: none
Fire and air resistance 14%
Water and earth resistance 10%
Physical damage resistance 8%
Evasion: 0% (in any case)
AP: 20
Mana: 20
Initiative: 107 with all items

Halfling, partisan. Stat distribution: 5:10:10:10 5:10:5:20
Skills:
1)Quick Heels 1: the enemy receives a 1.5 times greater AP penalty for difference in initiative or range.
2)Ranged Combat 1: +30 to accuracy
Actions:
1)Shortbow.
AP: 6, range: 13 (can be changed). Damage: 18-24 (p), crit 27 (p)
2)Dagger
AP: 4, range 1 (cannot be changed). Damage: 12-15 (physical); crit 20 (physical)
Inventory:
1)Hat with an Ear of Grain.
Halflings have a belief that golden, fragrant wheat ears picked on native soil bring luck. Unfortunately, you have hops on your hat.
Critical hit probability +2%
Maximum wear: 220
2)Sheriff's Cloak.
This little thing hails from the desert in Western Petalode; its previous owner tried to arrest a huge orc and was chewed up (there are still troglodyte tooth marks on the cloak). A pity, for the orc hadn't even done anything illegal.
Air resistance +3%
Gives a discount of 10 gold when attempting to buy one's way out of the lockup.
Maximum wear: 220
3)Shortbow (two-handed)
Once, halflings took an example from Sylvans and used longbows. With their help, it was very convenient for halflings to jump over various obstacles, but unfortunately, warriors too often tripped over their own weapons of war.
Evasion chance -10
Initiative -7
Maximum wear: 270
4)Arrows (one-handed)
Stupid orcs sometimes use such arrows to pick their teeth. However, for them it is indeed convenient.
x60
5)Dagger (one-handed)
Perfect for slashing women's bags. Even those made of armored lizard leather!
Evasion chance -5
Initiative +13
Maximum wear: 180

Current stats:
Health 200
Damage bonus: +30% when shooting
Resistance: 3% air
Critical attack probability: 2%
Evasion: 0% (in any case)
AP: 20
Mana: 20
Initiative: 113 with dagger, 93 with bow

Polo, privateer. Stat distribution: 25:10:15:10 20:5:10:5
Skills:
1)Piracy 1: at sea receives a bonus to power, accuracy and intelligence (+30)
2)Technology 1: allows using any first-level technologies.
Actions:
1)Carbine.
AP: 7, range: 12 (can be changed). Damage: 16-28 (p), ignores 10 resistance; crit: 28 (p), ignores 18 resistance
2)Boarding Cutlass
AP: 8, range 2 (cannot be changed). Damage: 23-31 (physical); crit: 35 (physical), ignores 6 resistance
2)Knife
AP: 3, range 1 (cannot be changed). Damage: 10-13 (physical); crit: 16 (physical)
Inventory:
1)Carbine (two-handed)
A type of fishing gear was named after this weapon by one Creat. It must be said that the same gear is much more reliable than this gun, although the gun has some advantages. Not in fishing, of course.
Evasion chance -15
Initiative -8
Maximum wear: 130
2)Boarding Cutlass (two-handed)
A heavy blade, perfectly suited for cutting ropes. Truth be told, considering that such measures are only resorted to in the strongest storm, it's better to hope that you won't need it.
Evasion chance -11
Initiative -4
Maximum wear: 340
3)Knife (one-handed)
This knife still smells of the previous cod gutting.
Evasion chance -1
Initiative +7
Maximum wear: 230
4)Pipe
Elementary, Watson!
+5 to vitality, -10 health after smoking (does not recover until the effect passes)
5)Tobacco Pouch
10 puffs

Current stats:
Health 200
Damage bonus: +30% at sea (does not apply to technologies)
Resistance: none
Evasion: 0% (in any case)
AP: 20
Mana: 20
Initiative: 107 with knife, 92 with carbine, 96 with cutlass.

Yoru, assassin. Stat distribution: 15:25:10:10 5:5:10:20
Skills:
1)Stealth 1: activatable ability. Allows avoiding two attacks during one turn in combat.
2)Ranged Combat 1: accuracy +30
Actions:
1)Obsidian Sword
AP: 9, range: 2 (cannot be changed). Damage: 28-35 (p), crit: 38 (p)
2)Throwing Knives
AP: 5, range: 8 (can be changed). Damage: 13-15 (p), crit: 19 (p)
Inventory:
1)Obsidian Sword (two-handed)
Obsidian is considered a special, almost magical material. At least it was once. Now Yoru, unlike in the past, prefer to use metal like other peoples, but there are those who still love sharp and beautiful obsidian despite its fragility.
Evasion chance -16
Initiative -10
Maximum wear: 120
2)Obsidian Armor
This armor is the product of someone's excessive love for obsidian. It is slightly transparent and your undershirt can be seen through it.
Air and fire resistance: 6%
Water and earth resistance: 10%
Physical damage resistance: 8%
Evasion chance -30
Maximum wear: 150
3)Throwing Knives
x10
Evasion chance -1
Initiative -5
Maximum wear: 180
4)Poison Vial
Allows poisoning knives or sword.
Poison damage: 5 per round.
Number of poisonings: 5

Current stats:
Health 200
Damage bonus: +30% in ranged combat
Air and fire resistance: 6%
Water and earth resistance: 10%
Physical damage resistance: 8%
Evasion: 0% (in any case)
AP: 20
Mana: 20
Initiative: 95 with knives, 90 with sword.

Daskalos, air mage. Stat distribution: 10:15:25:10 10:10:10:5
Skills:
1)Air Patronage 1: reduces the amount of mana needed to cast air element spells (by 25%)
2)Air Magic 1: provides the ability to use first-level air element spells.
Actions:
1)Temple Staff
AP: 7, range: 2 (cannot be changed). Damage: 8-20 (p), crit: 22 (p)
2)Tailwind
AP: 1, mana: 6 Increases the initiative and range of allies and the caster themselves (initiative +16, range +6)
3)Air Strike
AP: 2, mana: 7, range 10 (can be changed) Deals small damage at medium range, prevents the enemy from concentrating, causing them to lose mana.
Damage: 15-22 -4 mana (crit 26, -5 mana)
Inventory:
1)Temple Staff (two-handed)
Such staffs are often burned near the statue of the great Kark or another idol to gain their patronage. But this staff was defective, so you were allowed to keep it.
Evasion chance -11
Initiative -8
Thought speed: +25
Maximum wear: 170
2)Spellbook
This book describes in sufficient detail various gestures and movements that help properly tune the mind when casting spells. A few pages are missing: the previous uncouth owner did not always use it for its intended purpose and preferred to fuel the fireplace with paper. Fortunately, the section on air magic remained intact.
Intelligence +10
Maximum wear: 30
3)Travel Cloak
It was prudent to take such a cloak on the road. On one hand, you are protected from rain; on the other, you inform bandits and robbers of your status so they don't waste their efforts.
Vitality +5
Maximum wear: 195
4)Guide "By Caravan through Nero"
One of the most useful books in the world, where one can read about a vast number of creatures and places on the planet. They say a famous science fiction writer never once left his study throughout his life, where this book lay on his desk; relying only on it, he wrote an entire sci-fi library, such as "Twenty Thousand Ells Underground".
Maximum wear: 50
5)Miscellaneous Junk
Ordinary people put unnecessary things in the stable, but you don't have one, so the junk had to be carried along.

Current stats:
Health 200
Damage bonus: +25% in ranged combat
Evasion: 1% (with staff)
AP: 20
Mana: 20
Initiative: 92 with staff.
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13 years ago
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I killed the astronomer. Everyone in the chat saw it.
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13 years ago
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Let me sign up too... I'm registering a Wanderer-Necromancer.
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13 years ago
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I kill the altered goblin.
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13 years ago
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Halfling Partisan.
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13 years ago
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Name: Christoph Ailenberg
Class: water mage
Biography: Christoph was never like the typical mage: uncomfortable robes, bulky staffs, ostentatious spells – that wasn't his style at all. Christoph didn’t remember his parents; they left him as a very young child with his uncle, Gregor, and went in search of the mysterious Library of Shendar, a mystical ancient repository of magical knowledge. At first, Christoph was angry with his parents, but as he grew older, he realized that this was their nature, and his too – to wander in search of great knowledge, unraveling various mysteries and secrets. At seventeen, Ailenberg left Gregor and embarked on his own journey.
At first, everything seemed so exciting, thrilling, unique to him, but the cruel world soon dealt a painful blow, then another, and another. As a result, Ailenberg ended up in prison on false charges of attempted murder of some nobleman's daughter. Unfortunately for Christoph, the noble was very rich, so no fair trial awaited the mage. If it weren't for the compassion of the lord's daughter, Neliu (that was the name of the nobleman), who had not yet lost all her conscience and retained a tiny particle of a sense of justice, the mage would have been publicly hanged in the central square. The execution was replaced by exile, and after being severely beaten, Christoph was thrown out beyond the city gates.
The lesson from fate made the mage tougher and more vengeful. Two years later, he secretly returned to the city, slightly changing his appearance, manners, and name. Christoph almost immediately abandoned bloody revenge: the mage could certainly kill a person, but Ailenberg didn’t want to seem like a barbarian and an ignoramus even to himself. Instead, the mage did this: over the next three years, he actively gained influence in the city, built up wealth, and then took control of the nobleman's business, leaving him penniless. Neliu lay at the feet of the mage, begging him not to sell the family estate, but Ailenberg was adamant. A week later, the impoverished nobleman hanged himself in a room of the cheap tavern "At Martha's." Dolores, Neliu's daughter, received some money from Christoph, but on the condition that she leave the city immediately.
For the following two years, forgetting everything – his dreams, goals, roots, forgetting about his own “self” – Ailenberg indulged in power and luxury. He became the de facto master of the city, its terror and protector. But each subsequent day clearly reminded Christoph of the previous one; time merged into a single viscous river without end or edge. The mage fell into depression; for days on end, he did not leave his huge house, spending hours lying on the bed, as if paralyzed, staring at the marble ceiling. And there came a moment when he broke down and left, crossing out and abandoning everything behind. It was time to follow in his parents’ footsteps, to find out who they were, whether they had succeeded in their searches, whether they had found their happiness.
And so, Christoph set off on a new path, returning to his former name, and with it, his former thirst for adventure.
Equipment: short steel sword, two-day supply of food and drink, dark brown linen trousers, dark shirt and travel cloak, small amount of money.
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13 years ago
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I don't think limiting the number of classes is really necessary. Especially since players might not even interact with each other if they don't want to.
Anyway, polo-treasure hunter.
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13 years ago
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Ment
Write your character sheets, and then you will see the characteristics of your characters in this post. Just in case, I'll leave one more for myself, and then, if necessary, I'll delete it.
The character sheet contains: name, class, description of appearance, biography, equipment.

Name: Roland "Tongue of Flame"
Class: Fire Mage (Fire Magic)
Appearance: Fiery red hair, oval face, slightly tanned skin.
Biography: Roland was born among mages, and like any other mage, he began to be taught spells and science.
Childhood
Even as an infant, Roland, as often happens with others by chance, set his cradle on fire. The baby was saved in time.

Four years later (at the age of 6), the mages began his training. Diligence allowed Roland to master his first spells much faster than half of the Academy. Thus, he became one of the "prodigies." In the last years of his youth, the future "noble wizard" thought about life outside the academy and the adventures that could be found there, but as soon as he told one of the teachers about his dreams, he heard a loud answer: "Never..."

Freedom

Roland finished his studies, and with his skills, he could become a scientist and teach other young people, but fate gave him the opportunity to fulfill his dream. When the teachers went to bed, it turned out that one of the students dropped a torch in front of the entrance to the tower, then Roland jumped out of the window and set fire to all possible passages in the tower so that the mages would not start chasing him.


For the first time in his wanderings, he met a creature, a "creata," about which he had heard so much. His name was Morlish, and out of kindness, he agreed to take our adventurer to civilization; moreover, Morlish sheltered him and began to travel with Roland.
They traveled through the lands of elves, dwarves, and humans, but in the territories of orcs, they found a certain artifact in the form of a sphere, through which Roland absorbed a little darkness, and it is quite possible that this darkness will make itself known in the near future.

Equipment: Red robe (formerly), black cloak (currently), a sword with elven engraving, and a staff with a dragon.
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13 years ago
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I don't think it's necessary to limit the number of classes. Especially when players might not even interact if they don't want to.
Yes, if someone does interact, I won't say anything bad about it. But if there's no strong desire to play that particular class, it's still a little better to choose another one.
Williams, regarding the equipment: is the red robe in the inventory or not? And also, I forgot to mention, but an additional skill is needed; please specify. Although, for your class, "fire magic" would be better, otherwise, there will be problems with learning fire magic beyond the first level. You can choose another skill if magic is intended as a secondary action for the character.
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13 years ago
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Name: Slırr from the Quick Hand Clan
Class: Goblin-mutant (mutation for power, bonus from gender as well)
Secondary skill: Magical Instability - during attacks, there is a chance of releasing magical energy, which can lead to completely unpredictable consequences. In addition, spells and magic items, upon contact with Slirr, may drastically change their properties.
Appearance description: Slirr is taller and stronger than an ordinary goblin. His connection to reptiles is much more evident than in most of his kin.
Biography: Slirr comes from the Quick Hand Clan. Unlike most others, this tribe was engaged not so much in raids as in theft. They often stole supplies from neighboring settlements and from travelers on the roads. This was how they showed respect to the founder of the clan – Klogg Quick Hand.
But no one in the tribe expected that one terrible day, someone would start stealing from them. It all began shortly after a certain mage settled in a nearby abandoned fortress. In ancient times, even the tribe wanted to settle there, but the magical barrier against unwanted guests simply did not allow them to enter. One by one, goblins disappeared - some went to other tribes, and some did not return after attempting to bring back their relatives. Slirr was a goblin of the first type - nervous and paranoid since childhood; he started preparing to flee even after the first signs of danger. But what can a miserable goblin intellect do against the power of a mage's mind? Slirr was captured and put in a cell.
For weeks, horrible experiments were carried out on Slirr and his acquaintances - few returned. Slirr was lucky enough to live longer than everyone else, but his goblin mind was damaged even more. Let the mage say something about "the possibility of awakening magical abilities," but Slirr didn't listen to him. He only thought about how to get out of this nightmare. And salvation came, albeit unexpectedly - when Slirr made another attempt to escape (he hit the grate leading to freedom with all his might). Somehow, his blows changed the nature of the protective spells placed on the grate, which threw the goblin... somewhere.
Equipment: Morning star and heavily worn clothing, carelessly sewn from pieces of different fabrics. The rest is up to the Mage Guild.
In reply to Ment
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13 years ago
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Ment

Do you have a red robe in your inventory, or what?
No.
- - - - - -
Can I submit 2 applications?

Added 1 minute ago
Ment
Yes, if someone overlaps, I won't say anything bad. But if there isn't a strong desire to play this class specifically, it would still be a little better to take another one.
Williams, regarding equipment: do you have a red robe in your inventory, or what? And this, I forgot to say, but an additional skill is needed, please write it down. Although for your class, "fire magic" would be better, otherwise there will be problems with learning fire magic of a level higher than the first. You can take another skill if magic is intended as a secondary action for the character.
I corrected it after the class.
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13 years ago
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Centering is not the best idea.
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13 years ago
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It's not for me to read, heh-heh-heh. Okay, I'll edit it.

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