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In reply to Warrior777
13 years ago
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Warrior777
What happened to the core?
Let's discuss this in a private message.
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13 years ago
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Confess in front of everyone!
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13 years ago
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Revived, the profile is incomplete. What class? And as a recommendation, I suggest describing the appearance in more detail (optional).
13 years ago
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Fixed. Wrote the class and added to the description.
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13 years ago
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Saw it, thank you.
13 years ago
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I should be thanking you.
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13 years ago
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Herald-Creatives-Officer Appearance: A face of a slightly square shape, with a bit of stubble. A hooked nose. Brown eyes. Even, neat eyebrows. An ugly scar on his chest, somewhat resembling a sun or a jellyfish. Strong build. Height approximately 1 meter 90. Biography: Herald was the youngest son in a large family of renowned aristocrats who owned several factories, a port, and various types of taverns. Like in all aristocratic families, he was instilled with good manners and knowledge in various fields of study. Unlike his older siblings, he did not enjoy balls and receptions. His life's stream flowed in the taverns, alleys, and backyards of his father's factories, where, in his opinion, the people were more interesting, and by looking them in the eye, he saw not beggars and paupers, but travelers and adventurers. This gave him experience in communicating with many layers of society. But then came a time of change, a time to choose a path. And here, Herald differed from everyone else; he refused a high position in the royal court and a diplomatic chair, although he had studied the art of eloquent speech for more than four years with the most eloquent orator of the time, Ludwig Verkholsky. He also refused the opportunity to manage one of the family's factories, instead volunteering to serve as an officer. He was sent to Southern Falcon. A small outpost on the border of the state. Such an unreasonable act by Herald caused a great scandal in the family, and since then, he was no longer welcome in the family nest. Soon, the Green Path Conflict began. We will not go into details, but the Southern Falcon outpost found itself at the center of events. Daily provocations from both sides could not promise anything good for the soldiers. There were no open battles, but Herald only craved them; he was ready to rush into battle like a cocky rooster, and he didn't care where, why, or even what this war was for. And this was in vain; the entire garrison and the surrounding lands turned out to be a bargaining chip. During the conflict, villages were plundered, many peasants were enslaved, and forests burned. Herald himself was seriously wounded while defending Southern Falcon. He was found and nursed back to health by druids who came to heal the local forests and rivers. This event greatly influenced him and changed his worldview. Inventory: Military clothing, slightly below average quality (NO BONUSES, wear and tear ≈ 30%) Steel short sword (NO BONUSES, wear and tear ≈ 60%): The main feature of the sword is a river that slightly resembles wings, which was characteristic of blades forged in Southern Falcon. Signet ring: A ring made of white gold, with several stones; the seal itself is in the shape of a circle with an oak leaf in the center: The ring is more of a historical value to Herald, as his father gave it to him in childhood: It is worn both on the finger and on a string around the neck. Medal: A copper badge covered in silver, with a diving bird drawn on the front, and a cross on the back, with the inscription "For the Defense of Southern Falcon": Bundle of gray horsetail: A bag that the druids gave Herald as a farewell gift: It allows you to collect all the familiar herbs and plants without special knowledge and skills and prepare simple poultices from them (wear and tear ≈ 45%). Skills: Old Wounds: Passive: A penalty to agility that increases throughout the battle (after each hit on Herald, it has a maximum and minimum limit), after the battle, agility is restored. Battle-Hardened: Passive: Herald is not affected by fear and horror effects, as well as stunning and slowing effects. (This needs to be clarified, as I am not yet fully familiar with the game mechanics). Flight of Words: Allows you to bribe and persuade with greater success; a bottle of good drink increases the effect, thus turning a recent enemy into a good conversationalist: Depends on spiritual characteristics. (This is a bit difficult, as I would like many aspects). I apologize for the text being difficult to read; I was writing from my phone, and for the audacity in creating cities, names, and recipes; I hope this does not conflict too much with the world of Nero. I have changed the abilities, removed the druid apprentice, and left the recipes in case they are useful, and the game can use them. Here: Soothing Bark Potion: Used freely: Restores health completely, removes negative effects (also weak poisons, not magic; after use, an hour of sleep is required, otherwise, everything will be in vain): Ingredients - Blind mushroom, amber tincture, an ounce of sugar. Merry Henry Poultice: In battle: A slightly intoxicating liquid: Allows you to ignore some of the damage for a while; after the effect of the poultice, the damage will still be dealt. Healing Ointment: Used freely (not during battle, but can be used before, then the effect will persist): Slowly restores health: Ingredients - Three chamomile roots, two birch leaves, an ounce of salt
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13 years ago
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Skills:
Old Wounds: Passive: Reduces Dexterity, with the reduction increasing throughout the battle (after each hit on the Hero, it has a maximum and minimum limit). Dexterity is restored after the battle.
Battle-Hardened: Passive: Fear and horror effects, as well as stopping and slowing effects, do not affect the Hero. {This needs to be clarified, as I am not yet fully familiar with the game mechanics}
Druid's Apprentice: CONDITION: "Must be wearing the Druid's Pouch" {again, this depends on the game mechanics}: Allows the Hero to gather herbs and make simple poultices (no specific skill required; the strength of the poultices increases with Intelligence) {I want to make this process more complex; to make poultices, you need to find a recipe or undergo additional training}

Healing Ointment: Used in Frivea (not during battle, but it can be used before, in which case the effect will persist): Slowly restores health: Ingredients: Three chamomile roots, two birch leaves, one ounce of salt: Requires a recipe.
Happy Henry's Poultice: In battle: A slightly intoxicating liquid: Allows you to ignore some of the damage for a while; after the poultice's effect wears off, the damage will still be dealt: Ingredients: Requires a recipe.
Soft Bark Mixture: Used in Frivea: Fully restores health, removes negative effects (also weak poisons; magic is not included; after use, one hour of sleep is required, otherwise it is all in vain): Ingredients: Blind mushroom, amber tincture, one ounce of sugar: Requires a recipe and training.
In the future, I want to add two more poultices (mixtures, ointments).

Flight of Words: Allows you to bribe and persuade with greater success; a bottle of good drink increases the effect, thus turning a recent enemy into a good conversationalist: Depends {there is a difficulty here, as I would like many aspects} on spiritual characteristics.
Why so many? :eek: :smile11: :smile11: :smile21: At the time of registration, only two skills are available: a special faction skill and one of your choice
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13 years ago
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Warrior, oh my, why are you so greedy? Two special abilities kill each other off. One emphasizes the character's individuality, and the other is a dead end and doesn't significantly affect the balance, as it seems no one uses the potion-making skill. Besides, these are all skills and don't have any progression.
P.S. If the Druid Apprentice is deemed to have too many special abilities, it can be removed.
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13 years ago
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Come on, Barbarian, these are interesting abilities, and they don't really affect the balance, there are even some negative ones; you run around, collect ingredients, and then use them in battle, before or after. Don't jump to conclusions without reading, honestly. I would only change "Battle Hardened" - it's too overpowered; and it's better to just remove "Apprentice" and instead add a skill - "Potion Making". And that's it. Of course, it's up to the GM, I just couldn't pass by without commenting, it's an interesting idea. Besides, there are three abilities listed as possibilities, not permanent abilities. There are only three left. One negative, one original, leaving two. Move Potion Making to a passive skill, and then it's best to remove Battle Hardened. And that's all.
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13 years ago
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Okay, you can't argue with most people, and I myself thought for a long time whether it was necessary, and in the end, I'll remove the apprentice and won't take chemistry, after all, I'm not some kind of mushroom picker)) and about hardening, it neutralizes old wounds and, accordingly, the imbalance, but it's up to the GM to decide.
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13 years ago
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On the contrary, I was completely on your side. It would just be better to remove Hardening, and simply replace Apprenticeship with a profession – Alchemy, as it is mentioned in the game description.
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12 years ago
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Is it still possible to create a profile?
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12 years ago
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Sure! Why not?
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12 years ago
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Name (shortened): Ptolemy
Class: Dascalos, Battle Mage

Ability: Travel to another place.
Inventory: Staff of otherworldly matter
Obsidian dagger
Cloak with a mask.
1 Amethyst necklace
This ability requires chalk, candles, and several rare incense. When traveling to another place, Ptolemy disappears from the normal plane of existence, and upon returning, he can end up in any location.

Biography: Ptolemy has not been considered human for five months now, as he has broken the boundary between mind and body, opening the possibility of traveling to another place. However, about a year ago, he decided to do just that. An island of idyll in the middle of the ocean was destroyed, and Ptolemy, in his rage, sank an entire fleet of ships. Sometimes, when sunlight falls on him, he becomes slightly transparent, and people realize that he can no longer be called human. Now, his main goal is to reach the Council of Mages in Salinkari and tell them about the secondary plane of existence, namely, another place. So, he begins his journey, and now he stands in the port of one of the cities of Ferona.

What he looks like:

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