Skip to content

Posts from Reima’s Shards

No ratings yet — be the first to rate!
User Avatar
7 years ago
Auto-translated
The First Era
Rhemic Empire
Rhemic Empire (2)
Thiaral
Epilogue

Fragments
The game takes place in the winter of 790;
Eos and dolls are unavailable when creating a character, and there can only be one Enlightened, but they can all be unlocked through the Wheel of Fate (similar to cards from previous games, will be added later);

Characteristics
150 characteristics to distribute at the start, minimum 5, maximum 50.

Strength
+10 to health
+1% to base melee damage
+1 to stamina

Intelligence
+5% to spell effectiveness
+10 to magic energy
+1 to magic power

Willpower
+1 to willpower checks
-0.5% fire damage
-0.5% water damage
-0.5% air damage

Dexterity
+1 to dodge chance
+1 to initiative

Perception
+1 to hit chance
+1 to awareness

Wisdom
+1% experience gain.
-0.5% dark damage
-0.5% light damage

Charisma
+1% to rewards.

Skills
6 Skill Points (SP), 3 Knowledge Points (KP), and 1 Specialization Point (SZP) at the start.
Specialization points unlock the basics;
Skill points unlock new skills (what is highlighted in bold);
Ability points unlock the abilities themselves (what comes after numbers or letters);

Mastery
You can unlock a mastery immediately after learning a specialization;
To learn the first row, you need to spend 1 SP for each item; for the second – 2; for the third – 3;
To begin studying the lower row, you must study the upper one;
KP or SZP are not required for mastery abilities.

Beliefs, Perks, and Starting Item
1 belief, 1 perk, and 1 item at the start;
A belief usually can only be one;

Old Characters
They are regenerated with the following bonuses: +3 SP, +2 KP, +1 SZP, +105 HP, increased limit to 65.

Essence
In this game, each character (except dolls) has essence points that determine some of its characteristics. The total number of essence points is 10, there can be no more and no less. By default, each character starts with 10 humanity points and always loses them first.
Humanity Points
1: humanoid mind;
5: humanoid appearance;
10: +20 to willpower and stamina checks.
Demon Points
1: +25% health
2: +20% hit chance and dodge chance
3: Horns;
4: +20 to charisma, +20% magic power, and +20% spell effectiveness.
5: Wings (ability to move through the air, attacks from the air if it's not melee);
6-9: -10 to charisma;
10: +200% final health.
Undead Points
1-10: +5% resistance to physical damage
Void Points
5: immunity to physical damage and negative effects.
Beast Points
1-10: -1 to intelligence, +1 to speed.

Start Features
Towards the end of writing the setting, I decided to try an experimental start option for myself: I will give players a week to vote and thus choose the faction they want to be part of (start with). Depending on the twists in the plot, you may still have to interact with certain factions and events, but at least the initial part will largely depend on this choice. It should be noted that I will only finish most of the work after the voting is over, so it may take some time.
To cast your vote, select nine options that you like the most and distribute the degree of your preference from one to nine (i.e., votes must be as follows: 9, 8, 7, 6, 5, 4, 3, 2, 1 – without repetitions or omissions), all others will automatically receive 0.

List of Starting Factions
1. Catharsis Empire
2. Larian Police
3. Larian Armed Forces
4. Cult of Flame
5. Nihon (free travelers)
6. Frostheim
7. Rangers
8. Rhemic Empire (Vagael Reim)
9. Orion
10. Event Horizon
11. Order of the Last Emperor
12. Ikigai [No limit on Enlightened]
13. Eren (Autumn Leaves)
14. Eren (Clan Savano)
15. Eren (The Neat Guys)
16. Eren (Sword of Justice)
17. Eos [No limit on demons]

Experience
The row choice is determined by the player depending on how much experience they want to invest.

First Row (1000 exp.)
10 HP
1 SP (75%)
1 KP (25%)
10 to a random characteristic (15%)
1 essence of your choice (5%)
Characteristic Limit +5 (5%)
SZP (2%)
Random perk (1%)

Second Row (2000 exp.)
15 HP
1 SP (100%)
1 KP (50%)
10 to a random characteristic (25%)
1 essence of your choice (5%)
Characteristic Limit +10 (10%)
SZP (5%)
Random perk (2%)

Third Row (3000 exp.)
20 HP
1 SP (100%)
1 SP (50%)
1 KP (100%)
10 to a random characteristic (35%)
1 essence of your choice (5%)
Characteristic Limit +10 (15%)
SZP (10%)
Random perk (5%)
User Avatar
7 years ago
Auto-translated
Larian Republic
The Reymiian Empire, which once represented the pinnacle of military power, scientific progress, culture, and wealth, vanished without a trace and forever in a whirlpool of unfathomable intrigues, grandiose ambitions, and shocking discoveries. Only shadows cast by its few remaining fragments remain of the once great state: the Grand Duchy of Darkiria, the Larian Republic, the Nihon Empire, the free city of Eren, Akkerwald and western Brightwin, Alait, the Enclave, as well as the mysterious and terrible Eos.
The Larian Republic, known today as the scientific and economic center of the continent, was founded as a result of a victorious but simultaneously devastating war fought by an alliance of Larian, Darkiria, and Nihon against the tyranny of Tiaria Reym, Emperor of the Reymiian Empire. When victory was achieved by the coalition leaders, they agreed that they should forget about the empire and proclaim the independence of the territories under their control. For all those involved in discussing this issue, making such a decision was not easy, but due to many positive factors in its favor, they eventually had to approve it. On that day, all participants of the war went their own way, and in Larian's case, the path had been prepared in advance — the new government utilized a series of decrees drawn up by the previous duke several years earlier. According to one of them, should the empire embark on a path of tyranny or should the duchy have any other reason to secede from it, it was to become an independent and sovereign republic. Attached to this decree were a constitution and a government operational scheme written by him. Larian Twice admitted that the concept was far from perfect and that only time could refine these ideas; however, he insisted on three main elements upon which this country should be built — the personal, economic, and political freedom of its citizens. The members of the new government took these ideas to heart and did everything in their power to bring them to life.

Government
Currently, the dominant political force in the republic is the faction of Viridian T. Larian, the only son of the last Duke of Larian and, consequently, a man very popular with the people. Despite his very young age, Viridian proved himself to be a highly competent and charismatic individual, earned the trust of voters, and rose to the position of Chancellor of the Republic despite numerous attempts by opponents to prevent him from doing so. Some did not want to see a descendant of the ruling Larian dynasty in power, others considered it unacceptable to entrust such important powers to a boy, while others simply disagreed with his views or did not support his initiatives. But all these attempts proved futile — through Twice's efforts, the transformation of Larian and the complete abandonment of the class system occurred so cleanly that the citizens of the republic had no reason to feel animosity toward him or his descendants; on the contrary, many idolized Viridian as the successor to Twice's work.

Armed Forces
As one of Sonata Reym's steps toward centralizing the empire, the regional army of the duchy was integrated into the imperial army and, through Larian Twice's efforts, acquired a more professional and significantly modernized form. Ironically, during the civil war, Larian soldiers had to take up arms against the empire they once swore to protect. Nevertheless, since then, the armed forces of the Larian Republic have remained a force that all its neighbors must reckon with — Larian's well-trained and first-class equipped army is competent enough to repel any external threat.
In recent days, however, the country's army has begun to face criticism from many citizens involved in politics. This is, of course, caused by increased taxes for the maintenance and expansion of the army, as well as the actions of the current Chancellor who, according to critics, uses the army to satisfy his own ambitions under the pretext of protecting the republic from external enemies.

Conflicts
The Larian Republic is the only country in the world where airships are produced and operated, and also the only country besides Ixia officially engaged in the production of ephemeral weapons. In this regard, Larian is the direct heir to the Reymiian Empire in the fields of science and high-tech production; however, the high cost of extracting and transporting necessary resources always created great obstacles for the republic in this direction. This was primarily caused by the greed of the government of Akkerwald and western Brightwin, which set prohibitively high taxes for using their borders to transport resources, as well as the unwillingness of Alait and the Enclave to cooperate. Green erinium could be forgotten entirely, as the areid territories rich in it passed under the control of Tanarsis, who did not wish to deal with the republic. The situation changed sharply after Viridian T. Larian came to power — the young Chancellor issued an ultimatum to his opponents, and when they refused to accept it, he used more brutal methods to achieve his desired results. Part of the Brightwin lands and territories of northern Areid were occupied by Larian troops, while the snake-people who refused to make contact faced a nasty surprise from the sky — as if paying tribute to the distant past, Larian troops began bombing snake-people settlements. The non-humans were unable to take any action against such an opponent, which forced them deeper into forests and swamps, only periodically launching attacks on Larian detachments engaged in resource extraction. As a result of these actions by the Chancellor, the republic gained access to everything necessary for further growth, but at the same time acquired a bad reputation.

Renaissance Faction
The Renaissance faction is an unofficial association of aristocratic families of the empire from various corners, whose members see their task as returning the empire to its former greatness. They strive for the restoration of old customs, borders, culture, and traditional relationships between a suzerain and his vassals. Naturally, all this also includes a return to a class society and the restoration of titles that were illegally stripped from aristocratic families. The Republic, as the strongest, freest, and most economically stable fragment of the empire, appears to them as the ideal place to turn these ideals into reality.
It was fully expected that from the very beginning, members of "Renaissance" did not get along with the republic's authorities, which only worsened after Viridian became Chancellor.

Larian Academy of Magic
Since the Larian Republic was well-protected from external influence and characterized by a stable economy and order after the end of the civil war, this country became one of the few places in the former empire's territory where an environment favorable for conducting magical research and training new specialists in this field remained. As a result, many wizards moved to Larian, where an academy of magic was soon founded.
Over time, the Larian Academy of Magic became very well known throughout the republic and enjoyed great popularity among the youth, but it also featured high requirements for its students, meaning selection here was always very strict and teachers were stern.
The Larian Academy of Magic has a certain influence in the republic's government and is currently opposing the reforms of the acting Chancellor.

Cult of Flame
The Cult of Flame is a rare example of the intertwining of Reymiian and Tanarsian cultures, representing a mixture of animism and Enclessian faith. The central figure of this cult is the deity Alarion. He is depicted as a formidable-looking dragon, which fits his image as an unsleeping and merciless deity. The main virtues of this religion are vigilance and purity of mind from vice.
For many centuries, the Cult of Flame had no influence, and its number of adherents was more than modest; however, recent events in the empire's territory allowed it to gain greater significance. According to the beliefs of the followers of this faith, all the empire's troubles were caused by its inhabitants turning their backs to the light and letting darkness into their hearts.
Since the cult is popular among some groups of republic citizens, its leadership managed to achieve certain privileges and powers. For example, members of the cult search for and eliminate all "unclean" — those people who have been subjected to the effects of demonization and other specific changes.
Currently, the cult is in openly hostile relations with the current Chancellor of the Republic, as the latter wishes to ban their activities.

Dolls
Contact between Enclessia and Tiaral opened a number of new opportunities and potential for mutual cooperation for both sides; one such event was the arrival in Enclessia, and then Larian, of Professor Gilbert von Adels hofen, a man who worked on the team of Siegfried von Eyrasburg, King of Tanigon. Being deeply impressed by Enclessian technologies, Gilbert nevertheless did not consider the research of his homeland — which he had spent his entire life on — to be inferior to them. Moreover, he believed that something greater could be achieved by merging the fruits of scientific developments from both continents and repeatedly approached the republic's government with his ideas; however, all his requests and arguments remained unheard until Viridian, the current Chancellor, came to power. The young leader proved very interested in the foreigner's proposed ideas and soon introduced him to Gailardia Reymford.
The new project was based on Tanigon puppets and aimed at creating artificial humans. Unlike puppets, dolls — as they were called in the early stages of development — were more complex in their construction and required significantly more resources. As a result, mass production was not possible, but their potential was much greater.
Appearance
The appearance of dolls is identical to human, with the caveat that it was created by skilled masters and therefore has no flaws inherent to nature's creations. Rare materials and modern technologies make dolls practically indistinguishable from real people.
Construction
The structure of dolls is a very complex clockwork mechanism with thousands of different parts involved in their operation. At the same time, their construction is largely similar to human, and many parts perform the same functions as human organs. For example, the organs of sight and hearing, although different in construction, serve to perform the same tasks as human ones.
The head frame is the strongest part of the dolls' construction, housing the "logical hemisphere" and the "psyche hemisphere." The first is responsible for analytical abilities, decision-making, etc., while the second is responsible for character and emotions, and stores memory. For correct functioning, the operation of both hemispheres is necessary; however, in some situations, it is possible to disable the "psyche sphere" — for example, in cases where a doll refuses to follow instructions for some reason.
In the center of the chest is the "central core" — an exceptionally rare Alait stone refined by Tanigon research and transformed into one of the key components of dolls. The operation of the core is necessary to "wind up" the mechanisms inside the doll; therefore, if it fails for any reason, the doll will be unable to move or think.
Models
Doll models differ depending on the configuration and type of central core. There are 6 models in total.
1. Type: destructive
Core: red
Tasks: dominance in combat.
2. Type: analytical
Core: blue
Tasks: management, consulting.
3. Type: stealthy
Core: purple
Tasks: reconnaissance, sabotage, assassinations.
4. Type: free
Core: green
Tasks: jack of all trades.
5. Type: creative
Core: gold
Tasks: leadership, art, science, etc.
6. Type: experimental
Core: black
Tasks: functions of models 1-3
Reaction
The development of dolls was conducted in the strictest secrecy, and therefore republic residents only learned about them after the successful completion of the project. Unfortunately for many, at one of the "Reymford" company presentations, it became known that production of dolls for private use was not planned — they were all intended for state service. One way or another, the majority of Larian citizens reacted positively to the new invention, which once again raised Viridian's popularity and strengthened his power. Followers of the teachings of the Cult of Flame and "Ikigai," however, were not happy with this novelty, which subsequently led to repeated assassination attempts on all development participants. One such attempt ended successfully; as a result, in 788, the airship carrying the Chancellor, the head of the "Reymford" company, and the professor from Tanigon went off course and crashed into the western mountain range. On that day, Gailardia Reymford and Gilbert von Adels hofen lost their lives, and Viridian T. Larian was seriously wounded.

Origins
Larian
a) "Specialist" perk, ephemeral weapon at start.
b) Ephemeral weapon specialization, 2 HP and 4 SP for it
c) +25 Strength, +25 Will;
Cult of Flame
Access to the "Cleansing Flame" conviction.
Larian Armed Forces
a) +1 CP, +2 HP, +4 SP for a chosen skill;
b) +60 (base) and +60% (final) accuracy when using ephemeral weapons; ephemeral weapon at start.
Renaissance
a) +1 CP, +2 HP, +3 SP;
b) +20 Charisma, +20 Agility, +20 Intelligence;
c) 1000 Larian rumias at start.
Larian Academy of Magic
Access to academy skills.
Dolls
* Immunity to diseases, poisons, demonization, mind influence and other similar effects.
* Character cannot use spells or spiritual abilities.
* Cannot restore health without the help of a specialist (requires repair).
* Damage from any source is 20% lower
* Red core — +150 Strength, +50 Agility and Perception.
Blue core — +65 Intelligence, +65 Will, +65 Wisdom, +65 Charisma.
Purple core — +150 Agility, +50 Perception, +25 Charisma, +25 Strength.
Green core — +35 Strength, +35 Agility, +35 Intelligence, +35 Will, +35 Perception, +35 Wisdom, +35 Charisma.
Gold core — experience gain rate is four times higher than normal.
Black core — +75 Strength, +75 Agility, +75 Intelligence, +75 Will, +75 Perception, +75 Wisdom.
* Equipment and modifications (1 of choice):
X
X
X
X
X
X
X
Modification
Red
Blue
Purple
Green
Gold
Black
Camellia Petal (Katana)
Damage: 25% of opponent's maximum health
Indestructible, each successful attack allows an additional attack until the first miss. Can be used with any style allowing the use of bladed weapons.
X
X
X
Aegis (Shield)
In case of a successful dodge, reflects damage from targeted attacks back at the attacker (standard dodge and accuracy roll). In case of a failed dodge, absorbs 50% of incoming damage. Also dissipates 50% of incoming damage to adjacent cells, provided allies are present on them.
X
X
X
X
Annihilator
Weapon built into the right hand, receiving energy directly from the central core. To aim, extend the right hand forward and open the palm in the desired direction; to activate the energy accumulation process, place the left palm on the right shoulder; to fire, touch the activator on the inner side of the palm with the fingers of the right hand and open the palm again. Destructiveness and area of effect vary depending on the time spent accumulating energy. During energy accumulation, the character's dodge drops to 0.
Maximum energy reserve: 150% (restores in 1 month)
Instant activation: 250 damage units of a chosen element over a 1x8 area; cooldown: 0 turns. Consumes 2% energy.
Skip 1 turn: 300 fire, water, and air damage units (three attacks) over a 1x8 area; cooldown: 2 turns. Consumes 5% energy.
Skip 2 turns: 350 fire, water, air, light, and darkness damage units (five attacks) over a 3x12 area; cooldown: 4 turns. Consumes 12% energy.
Skip 3 turns: 1500 true damage units over a 5x18 area; cooldown: 1 day. Consumes 25% energy.
Skip 4 turns: 2500 true damage units over a 7x∞ area; cooldown: 1 week. Consumes 50% energy.
Skip 5 turns: 10000 true damage units to everyone on the map; cooldown: 1 month. Consumes 100% energy.
X
X
X
X
Reinforced Frame
Damage from any source is 40% lower (instead of the base 20%); base health value is twice as high.
X
X
Active Camouflage
Immunity to targeted actions until the opponent passes an observation check against a halved stealth roll of the character.
X
X
X
Charm
A successful charisma roll against the target's will roll allows one to obtain certain information from the latter.
X
X
Source
Character gains the ability to use spells and spiritual abilities.
X
X
X
Analyzer
Character gains the ability to determine characteristics and abilities of opponents in combat.
X
X
X
Support Module
All rolls of one ally (chosen before the start of combat) are twice as high as normal.
X
X
X
X
Hurricane
Active skill: movement speed +12, dodge and accuracy +200, +3 additional attacks for any weapon type; duration: 3 turns, does not spend a turn to activate.
X
X
X
X
Evolution
Character can spend earned experience on unique modifications (III and IV require a specialist's work).
I. +40 to any chosen characteristic (1500 exp units). Can be taken up to 10 times.
II. +1 HP, +4 SP (4000 exp units). Can be taken 3 times.
III. Additional modification from the available list (5000 exp units).
IV. Additional modification from the unavailable list (7500 exp units).
V. Characters who fail a will check against the combined will and charisma roll of the doll must obey it (10000 exp units).
X
X
X
X
User Avatar
7 years ago
Auto-translated
The Nihon Empire
Following Nihon's secession from the Reimian Empire and Shiratori Kyosuke's ascent as emperor, the country set out on an entirely different course. The new government's reforms aimed to preserve strong local traditions while, at the same time, adopting the level of freedoms that had been established during the final years of the Reimian Empire. In the emperor's view, a high standard of living, broad personal freedom, and the contentment of the citizens with their lives were essential for the country's development and the forging of a stronger, more resilient civilization. In addition, once the situation had stabilized, the government began investing huge sums in education and medicine, encouraging citizens' interest in modern culture and science, while not neglecting the armed forces needed to defend the country and its inhabitants from external foes and the oni that still remained within.

The bearing of swords
One of the most controversial decisions of the new government was a very aggressive promotion of sword-bearing and training with them — almost every school opened its own dojo, blacksmiths were offered favorable conditions for doing business, and the beauty of the martial arts was glorified in books and drawings, and so on and so forth. According to the emperor, Nihon is a land of warriors, and swords are their soul; every inhabitant of this realm was expected to master this weapon, for he must be able not only to defend himself, his home, and his country, but also to cultivate in himself all the qualities required of a true samurai.

Origin
Access to Nihonese skills, +2% to base melee damage per point of Agility, +1% to base ranged damage per point of Perception, +(Wisdom) to Will and Endurance checks, +3 to movement speed.

Moriya
The city of Moriya, which by the year 762 had become the economic center of Nihon within the Reimian Empire, was influenced by the former empire more than anywhere else and, as a consequence, developed along a path somewhat different from the rest of the country.
Today Moriya is the hub of domestic and foreign trade, the heart of Nihonese science, the birthplace of numerous inventions, the source of modern fashion, an endless generator of popular-culture items, and much more.

Origin
Access to Nihonese skills, +1 SP, +1 SK, +1 SA, experience gain rate is twice as high.
Temple of Yanagi
  • Only unwed and virgin maidens may serve in the temples of Yanagi.
  • Miko may not use weapons or cause harm to other people except in self-defense or in defense of others.
  • Miko may not knowingly take part in unkind deeds.
  • Origin: access to miko abilities.
Temple of Munesige
  • Servants of Munesige are free to marry.
  • Servants of Munesige must lead an ascetic way of life.
  • Servants of Munesige should not turn away from conflicts, but they must remain on the side of justice.
  • Servants of Munesige must not go against the will of the Nihonese imperial house.
  • Origin: access to Nihonese skills, access to sohei abilities.
Temple of Yamashiro
  • Servants of Yamashiro must lead an ascetic way of life.
  • Servants of Yamashiro must not meddle in the affairs of mortals.
  • Servants of Yamashiro must stand against everything supernatural.
  • Origin: access to Nihonese skills, access to eisai abilities.
Temple of Akina
  • Servants of Akina must devote their lives to healing and caring for the health of others.
  • Servants of Akina must always perfect their craft and pass on their knowledge to others.
  • Origin: access to Nihonese skills, access to healer abilities.
Kisaragi
Kisaragi Kanbei founded this company after Nihon's secession from the Reimian Empire and his first return home in several decades.
In the past, the Kisaragi family had been one of numerous yakuza clans in the territory of Nihon, but this came to an end after the country's capitulation to Reim. The clan's members unsurprisingly resisted the invaders, but Kanbei saw the enemy's undeniable strength and understood that using brute force or any tricks against him would be pointless. He therefore made a painful decision and disbanded the clan, to spare his charges from Reimian retribution.
Many clans, including some members of his own, sooner or later joined the onryo movement, but Kanbei and a few of his closest henchmen departed for Reim in order to understand what it was that made that country so strong. There Kanbei would start a new business and, over many years, study Reimian culture and technology.
Upon returning home after the end of the civil war, Kanbei's first order of business was to rally his old subordinates and take the first steps toward founding his company, which specialized in the production of high-tech weaponry. In this way he sought, simultaneously, to restore his family's influence and give the country something that would allow it to stand against external foes in the future. Naturally, this was not easy, and the construction of equipment and the training of specialists alone took more than ten years. By that time Kanbei had grown quite old, and it was obvious that he himself would never live to see the fruits of his labor. So he decided to leave the company to his great-granddaughter Maya, whom he had taught engineering from an early age and then sent to study in Larian.

Kinetic weapons
Despite her very young age, Kisaragi Maya turned out to be not only an effective company director but a true genius in engineering. Her talented mind gave Nihon many useful discoveries and inventions, but the foremost of them, without a doubt, is kinetic weaponry — a project based on the jarlian firearms and ephemeral weapons, but differing in its principle of operation. In terms of effectiveness, the new type of weapon is on par with ephemeral weaponry, and the low cost of producing ammunition has made it even more attractive to operate.

Steel
New steel-production technologies developed by the Kisaragi company allowed the Nihon Empire to overtake even the Camellians, which let them improve the quality of their own products and, at the same time, boost exports to other countries.

Shipbuilding
Modern Nihonese ships differ from Reimian ones — they are, as a rule, sturdier and larger, but considerably slower and less maneuverable. In terms of armament, both are roughly on the same level — ephemeral and kinetic guns are equally devastating to naval machinery. As with kinetic weapons, the chief advantage of these ships over their Reimian counterpart is the relative cheapness of the fuel they use.

Origin
Access to Nihonese skills; kinetic weapons, the cost of learning the "kinetic weapons" specialization abilities is reduced by 1; +40% to accuracy when using this type of weapon; specialist perk; +15 to Intellect.
The Grand Duchy of Darkiria
After the end of the civil war and the empire's splintering, Duke Beryl S. Tessen and his close friend Count Jin Elenheim directed all their strength toward reinforcing the duchy and improving the lives of their subjects — even amid the crisis that had struck, that is, they kept doing exactly what they had been doing before.

The situation
People in Darkiria do not live in wealth, but competent and benevolent leadership does everything to make their lives easier — short working hours and comfortable conditions of labor. The nobles themselves live side by side with commoners, so class stratification is weakly pronounced. A far greater problem for the inhabitants of Darkiria, both commoners and nobles, is attacks by the undead, demons, and werewolves, but the government, the "Frozen Heart," the rangers, and the wandering swordmasters neutralize this threat to a certain degree.

Origins
a) Perk "Endurance"; northern equipment.
b) +70 HP;
c) +25 to Charisma, +25 to Wisdom.
The Way of the Sword
Darkiria had always been renowned for its swordsmen and its unique school of the art of wielding this weapon, but the recent events in the Reimian Empire forced the swordmasters to reconsider their philosophy and approach their craft differently. Now they wander the former shards of the empire, fight the most dangerous of foes, hone their mastery, and shield the weak from attacks by the strong.

Way of life
Followers of the "Way of the Sword" give themselves over to their calling with their whole being and devote their entire life to it: only in this way can they become true swordmasters. Any obstacle they meet on their path they regard as yet another opportunity to plumb new depths of mastery.

Origin
Access to "Way of the Sword" abilities.
Frostreim
The fortress of Frostreim and all the territories surrounding it long served as the empire's shield against monstrous beasts. In addition, under the leadership of Luciola Reim, one of the daughters of Emperor Olivius Lapis Reim, new weapons were tested here and the empire's elite units were trained. By today, Frostreim's situation has changed, but only slightly.

The cult
After the climactic battle with her brother Tiarius, Luciola fell into a deep coma and, over time, her body began to be covered with rime, until it was entirely encased in ice, as if to shield the snow queen from any outside influence. All of this was obviously a manifestation of her nature as a bearer of a fragment of fate, but the warriors of Frostreim who followed her took it in a more religious vein and soon began to worship her and follow her ideals (as they understood them). Years later, this cult would come to be known as the "Frozen Heart."

Origin
Access to the "Frozen Heart" conviction.
Rangers
The Rangers of the North are an independent organization that took shape shortly after the end of the civil war and the subsequent emergence of Eos. The rangers are engaged in protecting the duchy's inhabitants from attacks and eliminating potential threats.

Hierarchy
|| warden -> senior ranger -> ranger -> junior ranger -> neophyte ||
The structure of the ranger organization is fairly simple: the warden directs all operations and manages the rangers' affairs; the senior rangers, in essence serving as squad captains and holding a high level of authority, assist him in this. Full-fledged rangers are professionals distinguished by great experience who have been granted permission to act alone, but have not attained (or have not sought) command authority. Junior rangers are the backbone of the organization, the majority of its members. Neophytes are the newcomers.

Origin
Access to ranger abilities.
The Reimian Empire (Akkervald and western Brightwin)
The government of these lands continues to regard its state as the continuation of the Reimian Empire, and its monarch as its rightful ruler and heir. The reigning emperor is Vagael Reim (birth name: Vagael L. Morr; the family name is not recognized outside the country).
The emperor is a man of weak character and meager talents, though very arrogant. Apparently, he cares little for the affairs of state, and the only thing he wants is to hold onto the throne for himself and his heirs. His advisors are greedy, power-hungry people, incompetent in their work. As a consequence, all subordinate officials soon came to resemble the same rabble, since honest people are simply swept from these posts by those more cunning, brazen, and unceremonious.

The situation in the country
Destitution brought on by the fruits of the civil war and the government's incompetence, the absence of justice, epidemics of old and new diseases, attacks by demons, the undead, bandits, and monsters — this is what life looks like in Akkervald and western Brightwin.

Internal relations
The government, although it has armed forces at its disposal, is under constant pressure from the numerous criminal groups within the country. At first the authorities tried to get rid of them by any means, but in the end they concluded that it would be simpler to come to an arrangement with them. As a result, the imperial council leaves these organizations alone and lets them do whatever they please in the territories allotted to them.

Origin
+5 SK
Orion
The name of this influential group comes from the name of the city where its headquarters are located — the city of Orion. What sets them apart from the other bandit gangs of Akkervald and Brightwin is an organization and professional training unusual for bandits. Besides the usual activities of such organizations, Orion also protects the people living in the territories under its control from attacks by monsters and other groups. In exchange, the inhabitants pay them tribute. Naturally, if the members of Orion cannot obtain consent, they take what they are owed by force.

Leader
The central figure of Orion, its founder and leader, is Cassandra Dochire, whom her numerous followers respectfully address as "General" and "Ma'am," and whom close friends familiarly call "Cassie."
In the past, the future head of Orion had to live under very strict conditions for those times. Her father, a baron of Akkervald, demanded unrealistic achievements of her and placed hopes upon her that were impossible to satisfy. When he was not satisfied with her results, the young Reimian woman was subjected to cruel and varied punishments — both physical and psychological. As a result, Cassie always strove to be the best at everything, which in turn developed many talents in her and, during her years at the Imperial Military Academy, allowed her to become one of the empire's most promising students. The civil war, however, became an insurmountable wall for her career. During that conflict she fought on the side of Tiarius Reim and was gravely wounded during the siege of the capital. In the end, this war took from her a future, a despotic family, and one eye, but, together with that, it gave her freedom.
Recovering from her wounds, the General began to gather like-minded people around herself — her comrades-in-arms, subordinates, academy friends, local residents. And although she was not known for a pleasant personality, the strength of her character and iron will inspired in those around her respect and the desire to follow her.

Initiation process
Anyone who wishes to join Orion must swear loyalty to the organization's cause and prove their courage by tasting demon blood.

Origin
Access to Orion abilities.
+1-3 to demon points.
Treasure Seekers
The Treasure Seekers style themselves as daring adventure-lovers famous for their daring, but in fact they are nothing other than a gang of bandits whose main occupation is looting.

Methods
The Treasure Seekers are not distinguished by good organization or combat effectiveness, so they prefer to attack defenseless targets or else search through ruins and the sites of great battles.

Hideout
The number of Treasure Seekers is very large, but most of them are dispersed across the territory of the former empire, and they rarely gather into large groups. It is known that they have their own headquarters, but its location is known only to a few officers.

Ringleaders
Among the numerous members of this organization there are more than a dozen officers in possession of the gang's secrets, but besides that little is known. According to unverified rumors, the Treasure Seekers have a sponsor — Vanir Hessendark, the leader of a criminal organization with a long history.

Origin
When searching fallen foes, the character has a chance to find an additional item or money (chance equal to Perception).
One additional starting item.
Big Fist
Big Fist is the name of a tribe of ogres that settled in the east of Brightwin. This cruel and stupid folk was created by the alchemists of Laithia to be used in the civil war against the coalition forces, but troubles that arose prevented them from doing so. The ogres themselves subsequently fled from their creators and settled in neighboring territories.

Appearance
To a person unfamiliar with these creatures, all ogres look the same, just like monkeys. They differ from one another primarily by the color of their skin — some are green, some brown, some blue, and so on.
The height of ogres reaches four meters, and as a consequence they are very strong and hardy, though not very agile.

Hierarchy
The ogres obey the strongest male of the tribe; whoever is stronger gives the orders (however primitive they may be), and he gets all the females, the best equipment, and the food.

Way of life
Since the ogres were created as living weapons, they know nothing but war and violence, which makes it practically impossible to come to any arrangement with them.

Origin
+8 beast points, +2 demon points.
Cost of Strength is half as much, the limit is three times higher.
-30% to evasion.
Intellect cannot exceed 5 points.

Soul Snatchers
Bandit-mages may seem laughable to some, since the arcane sciences are rarely associated with banditry, but the victims of the Soul Snatchers never found anything to laugh about.
These sorcerers practice essential magic, destructive and very dangerous by its very nature. The Soul Snatchers attack villages and lone travelers, taking from their victims everything down to the last thread, and more.

Origin
Access to Soul Snatcher abilities.
Fort Ordegaard
For the past two decades, Fort Ordegaard and the surrounding territories of eastern Akkervald have had to serve as the shield of the empire's remains against invasions by hordes of undead, demons, and monsters from the east. The warriors of Ordegaard must stay vigilant constantly, and for all these years a healthy sleep has been unknown to them, for battle awaits them every day.

Command
The current commander of Ordegaard is Wei Guai Tao, one of Larian Twist's trusted men. At first, the Reimians did not even consider the possibility of appointing this man to the highest post of Ordegaard, for not only was he a foreigner who had nothing tying him here, he was also one of the few who derived true enjoyment from combat, which repelled many of his comrades-in-arms who longed for a swift end to this war. Nevertheless, his great martial mastery and competence in the affairs of war gradually won the respect and trust of many of Ordegaard's soldiers. As a result, when the time came to appoint a new commander, it was he who was chosen. This was also partly due to the fact that Wei Guai Tao always held human lives in high regard, considering them — under these conditions — an irreplaceable resource, which at times led to numerous situations in which the foreigner had to pull soldiers out of mortal danger.

Current position
The future of Ordegaard, and of Akkervald behind it, looks bleak. The number of the empire's warriors diminishes with every day, while the enemy's strength does not wane. The country's government ignores Ordegaard's pleas to send reinforcements or at least provisions and resources, and the destructive activity of the criminal groups only worsens an already dire situation. If attacks from the east continue at the same intensity, Wei Guai Tao expects that Ordegaard will fall within the next three or four years, and perhaps even sooner if, for any reason, the enemy becomes more numerous than before.

Origin
+50% to the increase of parameters and characteristics from passive ability bonuses.
Event Horizon
Event Horizon is a mysterious organization engaged in the search for the secrets of the past, rare technologies, and information of varying significance and importance. Its members draw on the organization's rich arsenal to expand their own capabilities and to prevent important knowledge from falling into the wrong hands, lest what the eastern alchemists' research led to be repeated.

Hierarchy
At the top of Event Horizon's hierarchy sits the grandmaster, who has access to all of the organization's secrets and wields all possible authority. As a rule, candidates for this post are appointed by the acting grandmaster, which allows the heirs of this title to prepare themselves for such responsibility in advance.
After the grandmaster come the ten Keepers — specialists in various fields, responsible for the functioning of the organization. The Keepers sit on Event Horizon's supreme council together with the grandmaster, where they share information, discuss various matters, and arrive at their optimal resolution.
The next tier of Event Horizon are the captains of divisions of various directions — research, scientific, combat, and so on. All of them, depending on the type of activity, report to the corresponding Keeper.

Agents
The search for new information and lost technologies, or their elimination, is carried out by agents — well-trained specialists equipped with a rich store of knowledge and competence in their work. As a rule, they work in pairs, but there are exceptions.

Origin
+500-5000 XP and one of the following:
1. An enhancer with random augments;
2. A unique compass;
3. Two additional starting items.
Revenants
The Revenants, also known as the "Children of Chaos," are a movement that arose across the expanses of Alait, afflicted by treacherous intrigue and colossal calamity. The followers of this movement have no center, and each interprets its ideas in their own way. A few things, however, can be stated almost for certain — they recognize no one's authority, live for the present day, and strive to gain power in whatever form it takes, for in their understanding it is the key to true freedom.

Revenants are, as a rule, loners and skilled warriors in their chosen mode of combat, but other examples exist: a man known by the moniker "Sovereign" counts himself among this movement and, at that, rules a certain parcel of land in southern Akkervald. There, the people live by laws he has written and serve him. Most Revenants despise the very concept of a state, but in the "Sovereign's" case, his power and his own freedom are rule itself.

Origin
Unique abilities (the player writes the base concept; the numbers are set by the GM).
Order of the Last Emperor
The Order of the Last Emperor was founded by the surviving members of the "Imperial Liberation Front" after the overthrow of Tiarius Reim. They do not recognize the current authority of Akkervald and Brightwin, and they view the rulers of all other shards of the empire as traitors. The defeat in the civil war caused many among the losers to lose the meaning of life and to continue their existence for the sake of dead ideals.

Leaders
The order has no single leader; instead, this function is performed by an assembly of veterans from among those close to the emperor — his advisors and those who worked for him directly.

Objectives
Terror, sabotage, war.

Origin
An additional perk;
An additional attack;
+50% to final Health;
+3 to movement speed;
+25% to critical damage chance.
Alait
The Kingdom of Alait had always striven to maintain neutrality and existed in peace and harmony for many centuries, but the collapse of the Reimian Empire did not spare it either. Sabotage attacks by followers of the religious movement "Ikigai," assassinations, hypnosis, destruction, and much else — all of this became the everyday reality for the kingdom's inhabitants. The situation reached its climax when the penultimate of the possible heirs to the Alait throne was eliminated, leaving only Sepia, "by coincidence" one of the followers of "Ikigai." After a sluggish coronation, serious changes will begin in the country, the most important of which will be the appointment of Usami Kyoko to the role of the nation's spiritual mentor.

Conversion
All young residents of Alait undergo religious instruction in every educational institution, and if among the older generation of elves many opponents of the current regime still remain, all the youth unconditionally follow the ideas of the new faith and the mentor's orders. Those who are caught in heresy, regardless of age, are sent for mandatory "re-education," to make model followers of them.

The present situation
The production of Alait stones remains only on the black market, sorcerers have been driven out by fear of ruthless assassinations, non-believers have been made to believe, order reigns in the country, and the bulk of the population labors to bring the mentor's ideas to life.

Origin
Enlightened — access to the features "understanding of the inner," "understanding of the outer," and "understanding of all."

The Enclave
The civil war and the subsequent splintering of the Reimian Empire allowed the snakemen to take back their home, once seized from them by Verilian Reim. Many snakemen tried to lead the lands freed from discrimination and foreign rule, but all of them had to yield to the leader of the faction known as "The Enclave." This tyrant, possessing enormous personal strength, an unyielding character, and a fearsome charisma, subdued his fellow tribesmen with an iron hand and set them on a course of destruction. Under the new leader's direction, the snakemen, in addition to restoration work, also engaged in robbery, murder, and violence, but all of it came to an end when their chieftain refused to cooperate with the Larian Republic. This led to war and the subsequent death of the snake chieftain.

A new era
Together with the old leader, the order he had established also collapsed. The snakemen did not know what to do next — they had no representative of their own, and the Larian bombardments did not cease. Then Python, a wise shaman of the snakemen's sun god, took up the task of uniting the people that had fallen into chaos. He managed to restore some semblance of order in the swamps, and soon set out for negotiations with the attackers. Python understood that the humans were interested only in the resources located on their lands, and he was prepared to provide everything necessary on the most disadvantageous terms for himself — he wanted, at any cost, to end the war that was scorching his home and his people.

Negotiations
Python and his comrades, with the greatest difficulty, managed to obtain a meeting with Viridian T. Larian — the leader of the Larian Republic. During the negotiations, the shaman explained the situation to the chancellor, apologized for the disrespect shown by his predecessor, and, on his knees, pleaded for a cessation of hostilities. The answer was despair: in the eyes of the young ruler, the snake-man saw nothing but emptiness and a complete absence of any interest in the fate of his people. With a phrase devoid of any emotion, Viridian gave the order to shoot the non-humans with ephemeral weapons.

The future
The further history of this tribe promises to be grim: if events continue to unfold in this manner, soon no trace of it will remain.

Origin
+7 beast points;
Intellect is twice as expensive;
Free "snake-man" specialization and 5 SK toward it.
The Free City of Eren
At the height of the Reimian Empire, the province of Eren was a major port city, a center of maritime trade in the south, a gamblers' paradise. And in an even more distant past — a region that belonged to Beliad. Now, after the empire's splintering, Eren has, for the first time, gained independence, but did this make life better for its inhabitants? For some — undoubtedly; for others — not very. Today Eren is richer than ever before, and organized criminal groups are in charge, each claiming one or another part of the city.

Autumn Leaves
Boss: Vanir Hessendark
A Beliadian aristocrat who attained great influence and a huge fortune from the constant armed conflicts that took place, and still take place, on the southern side of the Midland Sea. In those years he traded in weapons, information, and provided the services of mercenary armies and professional killers. In the year 750, Vanir Hessendark will begin to dabble in the slave trade, which will subsequently become the main source of income for the "Autumn Leaves." Over various periods of time, this organization tried to establish itself in the Reimian Empire, but the competent work of the law enforcement did not allow them to do so. After the start of the civil war and the splintering of the empire, everything, of course, became much simpler. Today Vanir's agents operate in every corner of the former empire, and in their methods they shrink from nothing.

Savano Clan
Boss: Savano Keiji
By irony of fate, the leader of this group crossed the path of the boss of the "Autumn Leaves" a very long time ago, and the latter, although a very well-informed man, has still not learned of it to this day.
Keiji grew rich when, in the most dastardly way, he disrupted a deal between the Nihonese "onryo" and the "Leaves," after which he set off for Reim, where he opened his own business, which, however, did not last long — civil wars, as it turned out, were not good for business. He then decided to seek a new place for himself, until he finally settled in Eren, where he organized a criminal group, which he founded with the help of his former flunkies from Reim and his co-religionists. Through the efforts of this organization, the followers of Kirishima were able to establish themselves firmly far from their homeland.

Sharp Guys
Boss: Layd Rihok
The eccentric leader of the "Sharp Guys" very often found himself the center of attention of those around him, and wherever he turned up, all kinds of rabble always gathered around him. He himself was accustomed to settling any matter with his fists and feet, but if life taught him anything, it was that, with a bunch of flunkies at hand, one can live more simply and far more merrily. Eren was no exception — here he dragged along the subordinates he had acquired during his wanderings across the southern part of the continent. Over time, the most unhinged residents of Eren joined them, and now there is hardly anything they do not dabble in, in this city.

Sword of Justice
Boss: Titian Reim
The illegitimate son of the notorious emperor and an unfortunate student from the "Idol Academy." Under the present circumstances, his name carried no political weight, but this did not stop the young man from creating and heading his own organization in this city. Unlike his father, Titian pursues very different goals — he tries to restore justice in the world and to eradicate "evil" in all its manifestations. In the case of Eren, this means eliminating the criminal groups and restoring order. He himself does not strive for power, but it is not impossible that his maniacal obsession with justice will bring this city more misfortune than benefit.
The "Sword of Justice" operates in the spirit of the Reimian police that existed in the empire during the reign of Sonata Reim, with Titian in the role of chief.

Origins
Autumn Leaves: 500 Larian rumias at start, quality equipment, and an expensive business suit.
Savano Clan: +1 SK, +1 SA, +1 SP, traditional Nihonese clothing.
Sharp Guys: +25 to Strength, +25 to Agility, +25 to Perception, stylish and bright clothing.
Sword of Justice: +15 to all characteristics, +3 to movement speed, a police uniform.
User Avatar
7 years ago
Auto-translated
Empire's Catharsis
Empire's Catharsis is a union of people pursuing the goal of restoring the former greatness of the Reime Empire and bringing to life the ideals of Sonata Reime, an empress infamous for her controversial reforms that sparked a civil war and the subsequent collapse of the empire. Symphony Reime, her only daughter, wishes to correct history and steer it toward a different path, dispersing the thick darkness that consumed the empire with the light of her pure ideals and unwavering yet merciful character.
By this day, many different people have gathered in the ranks of Symphony's followers, but at the beginning of her adventure, she was accompanied only by her school friend. Their first destination was the capital of the Empire — Reime, a city that bore the name of her mother's family and despised and hated her. The first thing both girls tried to do was attract people's attention to their goals and convince them to support these endeavors. At first, the residents of the capital treated this with skepticism and disdain; however, over time, the common folk gradually began to be touched by Symphony's ideas and her charismatic personality. This predictably displeased the authorities of Reime, and they decided to turn the residents against her. A few right words and a handful of copper coins, and Symphony's peaceful demonstration threatened to turn into violence. The daughter of the empress hated by the people of Reime, although she was skilled with a sword, found herself in a difficult position: there were many opponents, but she could not wound them, otherwise it would render all her endeavors meaningless. Defending against all the attackers became increasingly difficult until a stranger finally intervened — a formidable-looking warrior who, by the strength of his mighty body, opened a path of retreat for Symphony and her friend, after which all three successfully escaped. That same evening, Symphony assessed the situation and decided that staying in the country now was not the best decision and that she needed to find loyal followers before moving further.

Significant members of the "Empire's Catharsis" movement
Mira — a classmate and close friend of Symphony, whom she affectionately calls "Simphi," which in turn causes confusion for Egir because, as he believes, such an address to the future empress is improper. Very energetic and spirited, she is well-versed in natural sciences and capable of more than might seem at first glance.

Egir — a wandering swordsman named after one of the rulers of Reime. Born and raised in Larian, where the attitude toward commoners left much to be desired. Being part of this class and possessing a hot temper, he often got into trouble related to this. He strongly disliked nobles and felt the same about the imperial family that allowed such injustice. Predictably, he did not understand the love for the empire and was not concerned at all about its fate; as he thought then: its collapse might only make things better for many. Nevertheless, after Sonata Reime came to power, his attitude toward everything changed significantly. Egir was greatly inspired by her strength of character and ideals, and later joined her faction despite being quite young for it. Egir worked tirelessly for his new empress, but after Tiaria appeared on the scene, everything came to an end. After escaping from the capital, the young swordsman joined the coalition forces, but upon achieving victory, he would be absolutely broken. After that, he simply wandered the country for many long years until one day he stumbled upon Symphony and her friend, who were in a difficult situation in the imperial capital. Learning who she was and what her goals were, he swore his loyalty to her.

Tai — a ward of a hermit living in the forests of Akkerwald. The old man took the upbringing of this boy seriously — including grueling physical training and an education that any imperial academy would envy. And since the forests of Akkerwald simply swarmed with undead and wild animals, and they had to sleep outdoors, the youth developed superhuman instincts among other things. He has a lighthearted nature, is very vibrant and confident in himself, although calm and not overly sociable; he loves flowers, literature, and all things beautiful. He left the hermit at 17, after which he headed to the nearest town, and then to the capital itself. He worked various jobs (mainly guarding against undead, demons, monsters, and bandits) until one day rumors of his talents reached Larian, as a result of which he was soon offered a place in the capital's military academy. Intrigued by something new, the youth agreed and, on his way to another country, crossed paths with Symphony's group fleeing from the capital. The travelers misunderstood each other, resulting in him and Egir crossing swords. To the seasoned warrior's surprise, the youth managed to stand as an equal with him. When the misunderstanding was resolved, he and Symphony's group parted on friendly terms.

Vita — one of the experimental dolls produced by the "Reimeford" company. She was sent to the military academy under the guise of an ordinary student for the purpose of studying the development of mind and personality in dolls within such an environment. Tai would end up in the same class as her; soon they would become very close friends, and then he would confess his love to her. Vita, although experiencing feelings completely unknown to her, would politely refuse him, but the youth would not give up and would continue to seek a "genuine" answer from her, suspecting that she was hiding something from him.
One day, Vita would reveal to him who she actually is. According to common sense, a living organism and a mechanical one are incompatible with each other, so the youth had only to surrender. But in response, Tai would say that he sees more humanity in her than in all other people and that he loves her despite everything he heard. Vita would reply that she needs to think about it; he would agree to wait and say that if she is truly against it, he will not insist any further, although it will be hard for him to do so. Not knowing how to act, Vita would decide to consult with her curator who was essentially a kind of mentor to her. After consulting with the superiors, the curator would decide to end the doll's life at the academy and send her back to a military facility. Vita, although not wanting to, would agree — contradicting orders was unthinkable for her.
After this, Vita would stop appearing at the academy, causing great concern for her friend. Tai would begin trying to find out what happened to her, but of course, few knew about it, and those who did had no intention of telling the truth, simply answering that she had to transfer to another academy. The youth, naturally, would not be convinced by this and would resort to more ambiguous and illegal methods until he finally learned the truth. Not wanting his best friend and beloved to be used as a weapon by a faceless state, he would penetrate the military facility and try to free her.
To his surprise, the doll does not react to his words and shows no signs of any emotion at all. A battle begins between them — Vita intends to eliminate the intruder, while he, in turn, tries to reach her with his words. After a fierce fight between the two, the doll eventually manages to deal a mortal wound to the intruder. At that moment, Vita's personality and emotions, blocked by the government, awaken once again despite the laws upon which all her mechanisms operated. Realizing what happened, Vita experiences horror and despair for the first time; she rushes to the youth and tries to help him. Tai understands that it is already over for him, and so, in the cold embrace of his beloved, he only smiles faintly and asks her to live freely, happily, and without regrets.
After what happened, Vita leaves Larian by force and after some time begins attempts to find Symphony's group — people whom Tai spoke very highly of.

Ren — a young ronin from the Nihon Empire, distinguished by grace and refined beauty. He is skilled with a sword and is fond of poetry and calligraphy. Despite his mysteriousness and repeatedly displayed eerie calmness, he joins Symphony's group. After several months, during a discussion of further plans of action, Symphony decides to confess to her followers that Yubin Reime should have become the legitimate heir of her grandfather, to which those gathered respond that they do not care — they followed her of their own free will because they believed in her, and not because it was prescribed by the law of a long-forgotten country. For Ren, however, this was not quite so, and that evening he would try to eliminate Symphony, which Egir would prevent him from doing. The enraged warrior would be intent on taking the traitor's life at any second, but would be stopped by Symphony. Their group leader wishes to know from Ren why he acted this way and how she could have offended him. His answer would be:
"I have nothing personal against you, sister. But just as you wish to restore your mother's honor, I cannot leave the betrayal against my father unpunished."
Despite Egir's objections, Symphony decides to spare him. Kamiya Ren goes into exile and later joins the "Event Horizon" organization.

Sirius Meiss — during their travels, Symphony's group discovers a wounded man lying unconscious in the middle of the street. They decide to help him, move him to the hotel where they are staying, and nurse him back to health. Mira jokingly suggests that he join them. The man, in turn, asks who they are and what they do, and when he learns the truth, he bursts into laughter. According to him, in the past he cared for a sick sister and worked very hard, but when Sonata Reime came to power, he lost a good way of earning money because his aristocrat boss lost his income due to her reforms. After that, out of desperation, he began doing the dirtiest work, and then came the civil war and the subsequent chaos. As a result of all this, he lost his sister and grew to hate the very concept of the state. His answer to Mira's question was, naturally, sharply negative. Despite this, he decides to secretly repay his saviors for their kindness and begins eliminating Symphony's political opponents in Akkerwald one by one. After all, that is what assassins do, although rarely without payment for their services and guidance from employers.

Castor L. Tselen — one of the few officials of the current government of Akkerwald who truly works for the good of the country and its people, rather than for his own well-being. Due to the political situation, he has to tread on thin ice, maneuvering between groveling before the monarch and attempts by colleagues to somehow frame him, but rich experience in this job allows him to stay afloat and continue his work.
After the escape of Symphony and her two companions from the capital, he secretly observed her actions through trusted people until he finally decided to contact her. In his letter, he assured the young girl that he supports all her endeavors and if he can help her in any way, he will certainly do so. Before her return to Akkerwald, he decided to raise her popularity among the common population and prepare the central fragment of the empire for the triumphant return of the future empress.

Sheat — hiding from the persecution of the governments of Akkerwald and Larian, the members of "Empire's Catharsis" had to board a ship and leave northern Enklessia, heading south. There they were sheltered by the young ruler of the kingdom of Sangria.
After the arrival of the Jarlian expedition in the north, Sheat's father, being a great lover of adventure and an irresponsible person at the same time, decided to go to Tiara. And he liked it so much there that he decided to stay and took a Freshian woman as his wife, and sent the daughter born to her home along with all his retinue — "she will be your queen," he told them at last. Since the attitude of the residents and government of Sangria toward the royal family was good, the girl was lucky and nothing bad happened to her during her years of growing up.
Symphony and Sheat's personalities clicked and they easily became friends. The Queen of Sangria not only sheltered the fugitives but also provided "Empire's Catharsis" with colossal financial assistance, asking only in return for help for her country in a potential war against Ixia, if it should actually happen and if Symphony manages to set things right in the empire.
User Avatar
7 years ago
Auto-translated
Eos
The Throne of Eos
In his attempts to uncover the secrets of creation and achieve own unprecedented power, Thalass Semis Dame, the last Duke of Laithia, awakened that which should have remained beyond the limits of this world and never penetrated it. Now, thanks to the pride and greed for knowledge of one man and his followers, the eastern region of the fallen empire has been transformed into Eos — a kingdom of demons and ghastly creatures, with the heart of Eos located where the former capital of the region once stood.

Priscilla
Primeval demon, Queen of Eos, demonic empress, ruler of dark hearts, dark mistress — Priscilla holds many titles, and each corresponds to who she is. Anyone in whom even a drop of demonic blood flows follows the same instructions of the demon queen without question, for she possesses absolute power over every bearer of her curse.
Legends of Priscilla's origin vary greatly; according to some, she is the first creation of this world, while according to others — a being from some other world. Be that as it may, if even the demons themselves know little about their mistress, then mere mortals are left only to guess.

Eos
The former territory of Laithia is divided into several independent territories (domains), each governed by Priscilla's vassals. Some domains, such as The Throne of Eos (within the kingdom itself simply called "Eos"), are much like human states, while others may represent something entirely different.

Chevalier
This is what those who follow the queen's instructions directly are called. The Chevaliers ensure her security, carry out various missions both within Eos and beyond its borders, and receive and serve guests during important meetings and ceremonies.

Demon points are always 5.
Humanity points are always 5.
+100% health, +10 speed, maximum initiative.
Immunity to negative effects; each unit of charisma reduces all enemy rolls by 1.
-1 to the cost of learning all skills.
Ashiya
Procyon
Probably the strongest of the demons of Eos, Procyon is one whose power must be reckoned with by anyone who casts a glance upon him. He appears as a colossal dragon and possesses the destructiveness expected of such a majestic creature. He can transform into a human; in this form, he looks like a tall man with pale skin and black hair. Were it not for the color of his eyes, he could easily pass himself off as a mere mortal.
From the moment of his awakening, he felt the presence of a strong opponent in the east and subsequently began the conquest of the empire there. As a result, in a short time, he managed to subject territories of the same size as all of Eos combined to his will; however, in recent years, his progress has slowed significantly — for the first time in long centuries, the Celestials had to turn their attention to the affairs of mortals and intervene in the proceedings.

Ashiya
Procyon's vast domain is called "Ashiya". By forcing his subjects to live in constant fear of him, Procyon promotes the creation of absolute order and unquestioning discipline in his domain. Unlike other vassals of Priscilla, the black dragon does not engage in converting his subjects into demons and welcomes strong warriors in any form, only to then throw them back into the same hell of battle. Despite this, over the passing years, many have come to respect their lord — by showing valor and skill in battles, warriors could count on various rewards, whether they be shiny coins, lands, or beautiful women.

Animus
The capital of Ashiya. A huge city built of black stone, with walls higher than mountains and towers reaching for the clouds. Here, one can hear the noise of working blacksmiths everywhere, producing weapons for Procyon's numerous army.

Animus Legionnaire

Demon points +3.
+3 SP, +1 CP, +2 HP. Damage is increased by 100%, two additional attacks, the firing range of any weapon is higher by 8, the area of effect of negative spells is increased by 4. Does not stack with "destruction" conviction.
Aquilegia
Eia
Among the rulers of Eos and its diverse population, Eia is known as a very playful and mischievous demon — she often visits other domains, amusing herself and causing mischief in every way to dispel the boredom accumulated from staying in Aquilegia, where something interesting for her rarely happens.
Her thirst for fun, however, is not limited to this, and she very often secretly travels beyond Eos. There she finds men and women for her entertainment — she deceives them in every possible way and pushes them toward actions that will amuse her. With the men she likes, she spends frenzied nights and then turns them into her parasites. Those who do not impress her, she transforms into women unable to live without a man inside them. She treats women differently — those who are to her taste she rewards with male traits, and those who are not, she feeds to her monsters.

Aquilegia
Aquilegia is home to countless diverse and very ghastly beasts and monsters. This domain is covered by all-consuming swamps and thick fog.

Parasites
Small demons created by Eia from men. They are long, fat, and hideous worms whose head is slightly larger than the main body. They can settle in the bodies of other people and control them as long as the host remains alive. Additionally, they can impregnate women so that they give birth to the monsters of Aquilegia.

Demon points are always 10.
The character cannot attack or use skills and items until they have a host. To obtain a host, the parasite must enter their body through the oral cavity. Parasite rolls: accuracy, endurance.
Victim rolls: evasion, endurance.
The host has the same functions as an ordinary character except that they cannot be brought back to life after their health drops to 0.
Additionally, the parasite can secrete special substances from its body that stimulate and enhance the sexual desire of women.
In this case, a charisma roll is made against a will roll; in case of success, the parasite can do whatever it wants with its victim. While using this feature, all rolls for the parasite are reduced threefold until the start of the next turn.
Arcadia
Pleiona
Pleiona rules her domain with a just hand — she generously rewards subjects for loyalty and labor, and deals with them just as ruthlessly for their transgressions. Arcadia, among other things, is a unique center of culture for Eos — Pleiona's love for human art served as the impetus for the appearance of composers, writers, fashion designers, etc., in Eos. The benevolence of this domain's ruler, however, ends when she wants to acquire something. Regardless of what the object of her desire is, be it a valuable item, someone else's land, or even a person — she will do anything to get it.

The Gardens of Arcadia
In the palace of the main city of Arcadia lies Pleiona's treasury, where her unique collection is kept — items of foreign culture, precious treasures, and living people who pleased her, doomed to live in a frozen body capable of thinking but unable to move.

Arcadia Guard
Warriors of Arcadia chosen by the domain's lord to maintain order within it and carry out her assignments.

Demon points +3.
Water attacks do not deal damage to the character; instead, they restore their health. Any attack by the character (melee, ranged, spells, etc.) can freeze the opponent (paralysis until the first attack; will check against will); the first attack on a frozen character deals five times more damage.

Arcadia Musician

Demon points +3.
The character can perform compositions on a chosen string instrument.
Song №1 — "Crystal Heart"
Reduces the defense rolls of all enemies by half the value of charisma.
Song №2 — "Longing"
A chosen character must pass a will check against the musician's charisma or they will commit suicide on the next turn.
Song №3 — "Omen of the End"
Enemies take more damage from any source; effectiveness depends on the musician's charisma.
Song №4 — "Passionate Desire"
The character can perform long-range magical attacks using their instrument (accuracy). Damage equals charisma multiplied by ten.
Song №5 — "March of Arcadia"
Increases any rolls of all allies by the value of the musician's charisma.
Kairos
Foliol
Although it is hard to tell by his appearance alone, in reality, Foliol is a venerable demon of wisdom and philosophy. In the past, before his awakening, Foliol — being literally a mountain — was a place of worship for one of Laithia's minorities. Offerings were made to him and advice was sought, and little has changed to this day.

Kairos
This domain, although not small itself, has the lowest population in all of Eos. There is no one here except Foliol himself and his students.

Foliol's Warrior

Demon points +4.
+150% health.
The character gains the ability to switch between two passive features — absorption and reflection.
Absorption (ranged attacks): reduces damage received by the character by (endurance)% (limit: 80%).
Reflection (melee attacks): reduces and reflects (endurance)% of damage back to the attacker. If endurance is over 100, then the reflected damage is correspondingly higher.

Foliol's Student
Demon points +4.

The character can teach others what they know themselves without spending SP or CP for either party.
Ifril
Galir
One of the emperors of the Reime Empire, Verilian Reime, was brought back to life by Priscilla's magic in the form of undead. Deprived of his personality and unable to feel anything but deep despair, he faced a choice — continue this wretched existence until the end of time or fulfill the task set before him and find peace. And although it was hard for him to accept, such a life was too unbearable for him. Wishing to end it as soon as possible, he agreed to do what was required of him: destroy the remnants of his own empire.

Ifril
Ifril is a land of the dead where nothing living remains: no people, no animals, not even plants. The death breath of the skeleton king strips life from everything it touches, and if it were not for the regular marches of the undead to the west, this land would be absolutely silent.

The Returned
One of those who suffered the same fate as Verilian.

Undead points +8.
Demon points +1.
Each time the character's health drops to zero, they lose 10% of their maximum health and fully restore it to the new value. This repeats until the maximum health drops to 10.
Attacks that deal damage based on a percentage of maximum health accelerate this process.

Harbinger

Undead points +8.
Demon points +1.
The character's attacks add +1 undead point to opponents if they fail a will check against the harbinger's will.
Macerat
Miasma
Ruler of diseases, pain, and decay, Miasma is a truly terrifying demon responsible for the appearance of a whole series of epidemics of previously unknown diseases across an entire continent. Other domain rulers generally avoid meetings with Miasma.

Macerat
The territory of Macerat is a wild land; there are no cities or even villages here, all of which vanished into oblivion with the arrival of Miasma. Those who remained to live here exist in "harmony" with the local fauna, which in itself is an unenviable fate.

Breeder

Demon points +5.
The character's attacks inflict various diseases on opponents.
Madness: will check against will, -1 to target's will checks for each unit of their intelligence. A character suffering from madness will gradually go insane: first, this will manifest as a slight obsession with something, and subsequently it will completely distort the perception of reality in some way.
Wasting: magic power check against endurance. A character suffering from wasting will gradually decompose, experiencing unbearable torment. -1 to all characteristics every day.
Weakness: accuracy check against evasion. A character suffering from weakness takes twice as much damage from any source.
Poisoning: endurance check against endurance. A character suffering from poisoning loses all passive effects and cannot use active skills.
Infection: endurance check against endurance. A character suffering from infection loses control over themselves, begins to attack everyone indiscriminately and transmit their diseases.

Carrier

Demon points +5.
The character's body serves as a habitat for a colony of subcutaneous spiders. Each time the character takes damage, they burst out and jump onto characters in adjacent cells. If the characters fail an evasion check against a static accuracy value (100), one to ten spiders will enter their organism. Each spider removes 1% of maximum health and magical energy per turn until the end of the battle.
Majin
Libre
The Lord of Majin is also known as the "Liberator"; he is a rare demon possessing many positive qualities, such as selflessness, generosity, mercy, and compassion. He is deeply wounded by the state of affairs in Eos, but the inability to resist the orders of the demonic empress leaves him no other choice but to turn a blind eye: according to the laws established by Priscilla, domain rulers cannot interfere in each other's affairs.

Majin
This Domain is located to the east of Brightwin. The standard of living and personal freedoms here are an order of magnitude higher than in other domains of Eos, but even this land has not escaped misfortune: in search of justice, Libre attempted to free the slaves of Dreyeria from the oppression of their masters, resulting in a war between the two sides. And although Libre managed to free a great many people and take them in, Dreyeria did not leave it at that. Recovering after the unexpected attack, the Dreyerians went on a counter-offensive and have taken the initiative to this day, threatening to crush Majin any day now if another ruler of Eos does not provide help to this domain.

Wings of Freedom
Libre's personal guard existing to protect Majin and its inhabitants from external and internal threats.

Demon points +3.
Beast points +3.
+10 speed, +100% health, counterattack after every hit taken regardless of the number of attacks. When using ranged weapons, can counterattack at a distance.
The character takes all attacks and negative actions directed at allies (including area-of-effect) upon themselves. All rolls under the activation of this effect are twice as high, while damage received in this way is half as much.
Laithia
Thalass
Thalass Semis Dame, alchemist, demonologist, and necromancer. In attempts to avoid the reforms of Sonata Reime, he became obsessed with his research in these fields, which subsequently provided the impetus for the formation of Eos on the territories of his duchy. As a reward for his awakening, Priscilla made him one of the lords of Eos and endowed him with great power. The duke himself, however, was not happy with such a reward, as replacing one empress with another completely rendered all his efforts in recent years meaningless. Furthermore, not only was his new form repulsive to look at, but merely staying in this body was physically unbearable for him. Unlike the resurrected Verilian, he had the opportunity to end it all, but he did not wish to use it. Instead, the lord of little Laithia began researching ways to return to a normal body and be freed from the curse of demonic blood, while simultaneously preparing a rebellion against Priscilla.

Alchemy

The use of alchemy consists of three stages — drawing a magic circle on the ground, distributing the necessary components, and reading an activation spell. +10% to alchemy effectiveness for each demon point.
  • Golem
    Intelligence*50=health
    Intelligence*1=evasion
    Intelligence*1=accuracy
    Intelligence*10=damage
    Intelligence*1=percentage physical damage resistance
    Movement speed is three, the golem is immune to negative effects, attacks deal area damage 3x3.
    Material: clay. When using a ruby, the golem gains immunity to fire; sapphire — water; emerald — air.
    Number of simultaneously active golems: will/10.
  • Homunculus
    Intelligence*2=number of characteristic points
    Intelligence/10=number of skill points
    Intelligence/25=number of talent points
    Intelligence*1=chance of some magical properties
    Material: human blood, seed, salt, mercury, jasper, quartz.
  • Gargoyle
    Intelligence*20=health
    Intelligence*2=evasion
    Intelligence*2=accuracy
    Intelligence*20=damage
    Intelligence*1=percentage physical damage resistance
    Intelligence/3=movement speed
    The gargoyle is immune to negative effects.
    Material: clay. When using a topaz, the gargoyle deals damage to all enemies in its line of movement; amethyst — gains a 10% chance of instant kill; amber — gains regeneration of 25% health per turn.
    Number of simultaneously active gargoyles: will/10.
  • Transfusion
    Restores the health of one character at the expense of others.
    Can be used on corpses to transfer their characteristics to oneself or another character. Works only if the deceased's characteristics are higher than those of the living, but the alchemist's will is higher. Maximum limit: 3
  • Experiment
    Used on oneself or another character, random effect.
Blight
Siita
Blight is a territory literally covered by kilometers of living flesh, every particle of which is part of Siita, the lord of this domain. Unlike other demons, Siita is not endowed with reason, and her level of intelligence is comparable to the simplest forms of life. The meaning of Siita's existence and her only activity is expanding herself by devouring surrounding territories.

Blight Spawn
Primitive demons born from Siita's flesh after digesting living forms of life.

Demon points are always 10.
Intelligence cannot be higher than 5.
+500% health.
User Avatar
7 years ago
Auto-translated

One-Handed Weapon (Type 1)
— Parrying
1. Character can parry enemy attacks (accuracy) (2 SP)
2. Counterattack on successful parry (2 SP)
3. Automatic hit on successful counterattack (3 SP)
— Piercing Strikes
1. +1% critical hit chance for each unit of intelligence (1 SP)
2. Character's attacks can paralyze the enemy with a 25% probability (3 SP)
3. Reduces the speed of the attacked target to 0 for 1 turn (3 SP)
— Movement Speed
1. +1 additional attack (1 SP)
2. +1 additional attack (2 SP)
3. +1 accuracy for each unit of perception (3 SP)
— Mastery
First Row
A. +15 accuracy
B. +15 evasion
C. +2 speed
Second Row
A. +20 accuracy
B. +20 evasion
C. +15 agility
Third Row
A. +25% critical damage chance
B. +100% critical damage


One-Handed Weapon (Type 2)
— Dual Wielding
1. Character can use a shield in the second hand (block equals accuracy) (2 SP)
2. Character can use an additional weapon in the second hand (3 SP)
3. Additional attack for each hand (3 SP)
— Fearless Strike
1. Ability 1: character throws their weapon at the enemy, deals normal damage and reduces movement speed to zero for three turns. Cooldown: 2 turns (1 SP).
2. Ability 2: character's attacks this turn deal true damage (activation does not consume a turn). Cooldown: 2 (2 SP)
2. Ability 3: character's attacks this turn cause paralysis for one turn (activation does not consume a turn). Cooldown: 2 (2 SP)
— Berserker
1. +25% damage (2 SP)
2. +25% damage (2 SP)
3. Immunity to any negative effects except damage (4 SP)
— Mastery
First Row
A. +15 accuracy
B. +30% health
C. +10 strength
Second Row
A. +20 accuracy
B. +200 health
C. +25% damage
Third Row
A. +50% damage
B. +1 additional attack


Two-Handed Weapon (Type 1)
— Fury
1. (Strength-30)/2=chance to deal double damage (2 SP)
2. (Strength-30)/2=chance to paralyze the enemy for one turn (2 SP)
3. Additional attack, +2% damage per unit of strength, +3 movement speed (4 SP)
— Whirlwind
1. Attack all enemies around the character. Cooldown: 2 turns (1 SP)
2. +50% damage for this attack (2 SP)
3. Character can use this ability and move (3 SP)
— Ram
1. Active ability: +15% damage for each cell traveled in a straight line (cannot move backward during the attack). Cooldown: 1 (1 SP)
2. Movement speed for this ability is 1.5 times higher, paralysis (stamina-stamina) (2 SP)
3. +15% damage per cell traveled; character deals damage to all enemies on their movement line (3 SP)
— Mastery
First Row
A. +10 strength
B. +2 speed
C. +10 strength
Second Row
A. +15 strength
B. +25% damage
C. +25% damage
Third Row
A. +50% damage
B. +1 additional attack


Two-Handed Weapon (Type 2)
— Berserker
1. +25% damage (2 SP)
2. +25% damage (2 SP)
3. Immunity to any negative effects except damage (4 SP)
— Adrenaline
1. Evasion and accuracy +50% when health is below 50% (2 SP)
2. In case of successful evasion, forces the enemy to skip their next turn (stamina-stamina) (2 SP)
3. Damage taken by character is reduced by (strength/2)% (limit: 50%) (4 SP)
— Cleave
1. Ability 1: deals 150% damage to the target and enemies adjacent to it. Cooldown: 2 (1 SP)
2. Ability 2: deals double damage to the enemy (chance equals strength) and paralyzes for one turn (stamina-stamina). Cooldown: 2 (2 SP)
3. Reduces cooldown of abilities 1 and 2 by 1 turn (3 SP)
— Mastery
First Row
A. +15 accuracy
B. +30% health
C. +10 strength
Second Row
A. +20 accuracy
B. +200 health
C. +25% damage
Third Row
A. +50% damage
B. +1 additional attack


Polearm
— Piercing Strike
1. Ability 1: pierces enemy armor. Cooldown: 1 turn (1 SP)
2. Ability 2: Auto-crit. Cooldown: 1 turn (1 SP)
3. Character's attacks paralyze the enemy for 1 turn (stamina-stamina) (3 SP)
— Ranged Attack
1. +1 attack range, in some cases not considered melee combat (1 SP)
2. +1 attack range (1 SP)
3. +1 additional attack (1 SP)
— Hurricane
1. Deals 150% air damage to all enemies around the character. Cooldown: 2 (2 SP)
2. If this ability is successfully used, blinds enemies for one turn (-95% accuracy) (2 SP)
3. If successfully used, also reduces enemy evasion by 95% (3 SP)
— Mastery
First Row
A. +10 strength
B. +10 agility
C. +15 accuracy
Second Row
A. +20 accuracy
B. +25% damage
C. +15 agility
Third Row
A. Critical attacks pierce enemy armor
B. +25% critical damage chance


Spear
— Through-Strike
1. +1 attack range, in some cases not considered melee combat (1 SP)
2. +1 attack range (1 SP)
3. Character's attacks deal damage to all enemies on the line of attack (2 SP)
— Battlefield control
1. Character's attacks push enemies back 1-2 cells (stamina-stamina). If there is nowhere to push (presence of a wall or another character), damage increases by 50% per cell (2 SP)
2. Character attacks all enemies that appear on their line of attack (3 SP)
3. Paralyzes enemies successfully attacked by this ability (stamina-stamina) (3 SP)
— Pilum
1. Character attacks an enemy from a distance (range: 10), damage: 100 (1 SP)
2. Increases maximum number of throwing spears from 5 to 10, increases base damage to 150, raises range to 12 (3 SP)
3. Paralyzes enemies attacked from a distance (stamina-stamina) (3 SP)
— Mastery
First Row
A. +10 agility
B. +10 perception
C. +10 strength
Second Row
A. +20 evasion
B. +20 accuracy
C. +25% damage
Third Row
A. +20 perception
B. Character's attacks reduce the enemy's current evasion and accuracy values by 20%


Bow
— Sleight of Hand
1. +10 shooting range (standard: 10) (1 SP)
2. +1 additional attack (2 SP)
3. +1 additional attack (3 SP)
— Piercing Shots
1. +35% armor penetration (2 SP)
2. +35% armor penetration (2 SP)
3. +20% critical damage chance (2 SP)
— Fire Arrows
1. Character's attacks set the enemy on fire (-6% of maximum health over three turns; does not stack) (2 SP)
2. -6% of maximum health over three turns, stacks (2 SP)
3. Burning enemies have a chance to skip a turn (chance equals 70-will check) (3 SP)
— Mastery
First Row
A. +15 accuracy
B. +10 perception
C. +10 perception
Second Row
A. +20 accuracy
B. +15 perception
C. +20 accuracy
Third Row
A. +20 perception
B. Character's attacks reduce the enemy's current evasion and accuracy values by 20%


Crossbow
— Aimed Shot
1. +25% critical damage chance (1 SP)
2. +50% accuracy (3 SP)
3. 10% chance to instantly kill the enemy (3 SP)
— Through-Shots
1. +40% armor penetration (1 SP)
2. +40% armor penetration (3 SP)
3. Character's attacks deal damage to all enemies on the line of attack (3 SP)
— Personal Modifications
1. +8 shooting range (standard: 8) (1 SP)
2. +1 additional attack (2 SP)
3. Character's attacks reduce movement speed by -1 for two turns (stacks) (3 SP)
— Mastery
First Row
A. +10 perception
B. +2 speed
C. +10 perception
Second Row
A. +20% armor penetration
B. +10 accuracy, +10 evasion
C. +25% damage
Third Row
A. +100% critical damage
B. +1 additional attack


Preparation
— Wearing Armor
1. Character can wear armor (2 SP)
2. 20% chance to take no damage (2 SP)
3. Armor cannot be pierced (4 SP)
4. Armor efficiency is 50% higher (4 SP)
— Mastery
First Row
A. +10 strength
B. +30% health
C. +150 health
Second Row
A. +15 strength
B. +200 health
C. +15 agility
Third Row
A. +250 health
B. +20 strength


Firearms
— Arquebus
1. Character can use this type of weapon (2 SP)
— Sniper Arquebus
1. Character can use this type of weapon (2 SP)
— Heavy Arquebus
1. Character can use this type of weapon (2 SP)
— Hand Cannon
1. Character can use this type of weapon (2 SP)
— Portable Cannon
1. Character can use this type of weapon (2 SP)
— Mastery
First Row
A. +15 accuracy
B. +15% damage
C. +10% critical damage chance
Second Row
A. +20 accuracy
B. +25% damage
C.+15% critical damage chance
Third Row
A. +25% critical damage chance
B. +50% damage


Kinetic Weapon
— Special Technique — Hand Weapon
1. Character can use this type of weapon (3 SP)
— Special Technique — Automatic Weapon
2. Character can use this type of weapon (3 SP)
— Ultimate Ability — Railgun
3. Character can use this type of weapon (4 SP)
— Mastery
First Row
A. +10 perception
B. +10 intelligence
C. +10 agility
Second Row
A. +15 perception
B. +15 intelligence
C. +15 agility
Third Row
A. +20 perception
B. +20 agility


Ephemeral Revolver
— Eagle Eye
1. Critical damage chance +20% (1 SP)
2. +(perception)% damage (3 SP)
3. +50% accuracy (3 SP)
— Wanderer
1. +2 shooting range, +2 movement speed (2 SP)
2. Ability 1: movement speed is twice as high (active ability). Cooldown: 1 (2 SP)
3. Ability 2: immunity to targeted actions until the start of the next turn. Cooldown: 1 (3 SP)
— Execution
1. Character fires remaining cartridges in the cylinder at a selected enemy. Cooldown: 5 (3 SP)
2. +50% damage for this ability (2 SP)
3. Automatic cylinder reload after using this ability, -1 to the cooldown duration of this ability (2 SP)
— Mastery
First Row
A. +15 accuracy
B. +15 evasion
C. +10% critical damage chance
Second Row
A. +20 accuracy
B. +20 evasion
C. +15% critical damage chance
Third Row
A. +100% critical damage
B. +50% damage


Ephemeral Pistol
— Hand Speed
1. +1 additional attack (1 SP)
2. Each consecutive attack in battle deals 25% more damage (limit: +250%). In case of a miss, this effect is nullified (2 SP)
3. Active ability: single shot with a chance (perception vs strength) to disarm the enemy. Deals no damage. Cooldown: 1 (2 SP)
— Concentration
1. Active ability: starting from the next turn, the character receives doubled accuracy and evasion, as well as an additional shot.
Duration: three turns. Cooldown: 3 (after effect ends) (3 SP)
2. +1 accuracy for each unit of agility (3 SP)
3. Reload does not consume a turn, counterattack in case of successful evasion (3 SP)
— Mirage
1. +1 evasion for each unit of perception (3 SP)
2. Active ability: character covers a selected distance and deals damage to all enemies (provided there are enough cartridges in the magazine). Lethal shot chance: 20%. Area of effect: 1:3-8:3. Cooldown: 2 (3 SP)
3. +35% accuracy, +35% evasion (3 SP)
— Mastery
First Row
A. +15 accuracy
B. +15 evasion
C. +10% critical damage chance
Second Row
A. +20 accuracy
B. +20 evasion
C. +15% critical damage chance
Third Row
A. +100% critical damage
B. +50% damage


Ephemeral Rifle
— Headshot
1. +25% damage (2 SP)
2. +25% damage (2 SP)
3. Active ability: -50% final accuracy, +250% base damage. Cooldown: 1 (3 SP)
— Aimed Shot
1. +1 accuracy for each unit of intelligence (1 SP)
2. +20% critical damage chance (2 SP)
3. +20% critical damage chance (3 SP)
— Sniper
1. +50% accuracy (3 SP)
2. Shooting range increased three times (3 SP)
3. Kills refresh the character's turn (5 SP)
— Mastery
First Row
A. +15 accuracy
B. +15 evasion
C. +10% critical damage chance
Second Row
A. +20 accuracy
B. +20 evasion
C. +15% critical damage chance
Third Row
A. +100% critical damage
B. +50% damage


Ephemeral Shotgun
— Expert
1. Shooting range +2, movement speed +2 (1 SP)
2. Damage received by character is 25% lower (2 SP)
3. Character's attacks ignore 75% of enemy armor (3 SP)
— Specialist
1. Character's attacks deal area damage 3x1 (1 SP)
2. Character's attacks deal area damage 3x3 (2 SP)
3. Character's attacks reduce the initiative of characters hit by the shot by 50 (2 SP)
— Support Shot
1. Character loads a special cartridge into their weapon and fires it over a 3x3 area. Characters in the same zone restore 25% health and magic energy. Only in battle. Cooldown: 3 (2 SP)
2. Character loads a special cartridge into their weapon and fires it over a 3x3 area. Characters in the same zone deal 40% more damage until the end of the turn. Only in battle. Cooldown: 3 (2 SP)
3. Character loads a special cartridge into their weapon and fires it over a 3x3 area. Characters in the same zone receive 50% less end-of-turn damage. Only in battle. Cooldown: 3 (2 SP)
— Mastery
First Row
A. +15 accuracy
B. +15 evasion
C. +10% critical damage chance
Second Row
A. +20 accuracy
B. +20 evasion
C. +15% critical damage chance
Third Row
A. +100% critical damage
B. +50% damage


Commander
Only one effect can be active at a time.
— Leadership
1. Characters under the commander's command receive +3 speed and +(charisma) initiative (1 SP)
— Offensive
1. Characters under the commander's command receive +(charisma) accuracy (2 SP)
— Maneuvers
1. Characters under the commander's command receive +(charisma) evasion (2 SP)
— Suppression
1. Characters under the commander's command receive +(charisma/2)% damage (2 SP)
— Retreat
1. Characters under the commander's command (including himself) leave the battle. Can be used no earlier than the fifth turn and only once per day (3 SP)
— Mastery
First Row
A. +10 charisma
B. +2 speed
C. +15 evasion
Second Row
A. +15 charisma
B. +3 speed
C. +20 evasion
Third Row
A. +20 charisma
B. Ability to use two commander abilities simultaneously


— Enhancers
Minimum intelligence: 20
— Basic Training
1. Character can use enhancers (1 SP)
— Advanced Training
1. Character can use a closed slot (1 SP)
— Expert Training
1. Character can tune enhancers (1 SP)
— Mastery
First Row
A. +10 intelligence
B. +15% damage (general modifier)
C. +10 will
Second Row
A. +15 intelligence
B. +20% armor penetration (general modifier)
C. +10 accuracy, +10 evasion
Third Row
A. +20 intelligence
B. +100% critical damage (general modifier)


Imperial Art of the Sword
— Sword Dance
1. +1 evasion for each unit of perception (3 SP)
2. +1 accuracy for each unit of agility (3 SP)
3. Character's successful attacks can forbid the enemy from using active abilities on the next turn and remove all positive effects from them (intelligence -> will) (3 SP)
— Crescent
1. Character's attacks deal damage to all enemies standing in front of them (2 SP)
2. +100% critical damage (3 SP)
3. +2 additional attacks (3 SP)
— Moon Dance
1. +2 movement speed (1 SP)
2. Ability 1: character attacks all enemies on their straight line of movement. Cooldown: 2 turns (3 SP)
3. All characters around the swordsman (+2) receive 133% damage up to 12 times (total). Cooldown: 5 (4 SP)
— Mastery
First Row
A. +2 speed
B. +2 speed
C. +2 speed
Second Row
A. +15% critical damage chance
B. +15% critical damage chance
C. +15% critical damage chance
Third Row
A. +100% critical damage
B. Critical attacks pierce enemy armor


Fire Magic
— Fire Spells
Ignition
Applies a burn effect to the selected character. -10% maximum health for 1-3 turns. Stacks.
Cost: 20
Range: 9
Magic power check vs will.
Fire Storm
Characters in a 5x5 area receive 200 units of damage.
Cost: 70
Range: 9
Fire Shield
Characters attacking the target in melee combat lose 30% current health.
Cost: 60
Range: 3
Flame of Agartha
Selected character receives 500 units of damage.
Cost: 200
Range: 7
Inferno
Characters in a 10x10 area receive 250 units of damage over three turns.
Cost: 400
Range: 18
— Power
1. -(intelligence)% fire resistance for enemies (3 SP)
— Mastery
First Row
A. +15% damage
B. +15% damage
C. +15% damage
Second Row
A. +25% damage
B. +25% damage
C. +25% damage
Third Row
A. +50% damage
B. +50% damage


Water Magic
— Water Spells
Healing
Restores 200 units of health to the selected character.
Cost: 50
Range: 10
Purification
Removes negative effects from the selected character.
Cost: 100
Range: 10
Freeze
Selected target is frozen (paralysis until first attack); the first attack on the character will deal more damage (+caster's magic power*5).
Cost: 200
Caster roll: magic power
Target roll: will check
Application range: 8
Wave
Characters in a 3x3 area receive 150 units of damage, their speed and initiative are reduced to 1 for 2 turns.
Caster roll: accuracy/magic power
Target roll: evasion/stamina
Cost: 100
Range: 10
Rain
Movement speed of characters across the entire map is reduced to three. Fire element damage is reduced by 50%. Duration: 5 turns. Cost: 220
— Serenity
1. +40% magic energy (3 SP)
— Mastery
First Row
A. +150 mag. energy
B. +150 mag. energy
C. +150 mag. energy
Second Row
A. +15 intelligence
B. +15 intelligence
C. +15 intelligence
Third Row
A. +250 mag. energy
B. +20 intelligence


Air Magic
— Air Spells
Wings of Wind
Selected character gains immunity to slow, immobilize and paralysis effects for three turns.
Cost: 50
Range: 5
Air Blades
Characters on the spell's line of action receive 100 units of damage and gain 20% vulnerability to any damage for 1-3 turns. Stacks.
Cost: 50
Range: 12
Levitation
Selected character gains the ability to hover in the air. In this state, they are unavailable for melee attacks, but cannot attack in melee combat themselves.
Cost: 50/turn
Range: 5
Breakthrough
Pushes characters on a 6x3 line by 0-4 cells in the opposite direction of the caster. If there is an obstacle behind the enemies, they receive 200 units of damage per cell.
Cost: 100
Hurricane
Reduces movement speed of characters in the area of effect to 2 units and each turn directs air blades at all characters inside it
Area of effect: 8x8
Duration: 3 turns.
Cost: 350
Range: 18
— Illusion
+1 evasion for each unit of intelligence (3 SP)
— Mastery
First Row
A. -5 spell cost
B. -5 spell cost
C. -5 spell cost
Second Row
A. +15 perception
B. +15 perception
C. +15 perception
Third Row
A. Air Blades activate twice
B. +25% critical damage chance


Earth Magic
— Earth Spells
Stone Skin
The next damage to the selected character will be reduced to 0.
Cost: 100
Range: 5
Gift of Nature
Increases health of the selected character by 40% for 4 turns.
Cost: 100
Range: 5
Projectile
Selected character receives 200 units of damage and will be paralyzed for 2 turns.
Cost: 50
Range: 14
Caster roll: accuracy
Target roll: evasion
Shell
Reduces physical damage received by the character by 25%. Duration: 3 turns.
Cost: 150
Range: 6
Earthquake
Characters in a 10x10 area receive 50-500 units of damage and may be paralyzed for 1-6 turns.
Cost: 400
Range: 20
Caster roll: magic power
Target roll: evasion
— Barrier
The first negative action per day directed at the character is nullified (3 SP)
— Mastery
First Row
A. -5% damage received
B. -5% damage received
C. -5% damage received
Second Row
A. +200 health
B. +200 health
C. +200 health
Third Row
A. +50% health
B. +50% damage


Necromancy
— Summon Skeleton
1. Character spends 10 units of magic energy to revive a skeleton of an undead character.
Number of simultaneously active skeletons: will/2.
Health: 100
Damage: depending on weapon
Accuracy: 30
Evasion: 30
Speed: 5 (3 SP)
2. Damage received by skeletons -40% (3 SP)
3. Skeletons gain a random elemental spell (magic power = 50) and 500 units of energy (5 SP)
— Corpse Explosion
1. If the necromancer's intelligence is 40 or higher, they can explode corpses, dealing damage to characters around them +2. Damage equals the maximum health of the deceased. Up to will/10 corpses can be exploded per turn (3 SP)
— Soul Siphon
1. If the necromancer's will is 40 or higher, they can suck life energy from other characters. After activation, all characters on the map lose 10% current health in favor of the necromancer (3 SP)
— Power
1. If the necromancer's charisma is 40 or higher, they can give orders to other characters (will check) (3 SP)
— Finger of Death
1. If the necromancer's wisdom is 40 or higher, they can kill a selected character (will check) (3 SP)
— Mastery
First Row
A. +10 charisma
B. +10 intelligence
C. +10 will
Second Row
A. +400 skeleton health
B. +30 skeleton evasion
C. +30 skeleton accuracy
Third Row
A. +300% skeleton damage
B. +2 spells and +500 energy for skeletons
User Avatar
7 years ago
Auto-translated

Warrior's Path (Nihon)
— Battodjutsu
1. +50% accuracy (3 OU)
2. +50% accuracy (3 OU)
3. Character can parry enemy attacks and shots (3 OU)
— Meijin
1. +50% armor penetration (3 OU)
2. +50% armor penetration (3 OU)
3 +1 additional attack (3 OU)
— Iaidō
1. Warrior can deliver a surprise strike to an opponent they are adjacent to. If successful, such a strike deals ten times more damage. Stealth vs Perception, only out of combat (2 OU)
2. +20 agility (3 OU)
3. +20 perception (3 OU)
— Mastery
First row
A. +2 speed
B. +10 agility
C. +10 perception
Second row
A. +3 speed
B. +15 agility
C. +15 perception
Third row
A. +1 additional attack
B. +1 additional attack


Miko (Yanagi)
— Purification
1. +15 wisdom (1 OU)
2. +20 spiritual power per unit of wisdom (2 OU)
3. Area of effect: 3x3 at a distance of 8 from the miko.
Applied to yokai, oni, ghosts, demons, summoned creatures, undead, etc. Deals true damage to the health or barrier of the selected target equal to the priestess's current spiritual power value. Can be used on inactive targets to prevent the use of necromancy and similar effects on them. Cost: 5% spiritual power (2 OU)
— Barrier
1. Miko uses spiritual energy to protect herself from enemy attacks (2 OU)
2. +2 to will checks per unit of will. Will checks are added to endurance checks (2 OU)
3. Miko creates a barrier over an 8x8 area. Opponents whose will is lower than the miko's cannot pass through it (base will value is used for the miko) (2 OU)
— Shackles
1. Miko uses an ofuda paper talisman on a selected opponent. If the character wins the contest of will — their will is reduced by 40%, if they lose — they become paralyzed until the end of combat (base will value is used for the miko) (3 OU).
— Levitation
1. +1 evasion per unit of agility (2 OU)
2. Miko can float in the air and is inaccessible to melee attacks (unless the opponent can somehow reach her) (2 OU)
3. +1 evasion per unit of agility (2 OU)
— Mastery
First row
A. +10 wisdom
B. +10 agility
C. +10 will
Second row
A. +3 speed
B. +3 speed
C. +3 speed
Third row
A. +20 wisdom
B. Detachment from Reality — for one turn, all of the miko's rolls become maximum, while opponent rolls against her are halved; additionally, the miko restores 100% spiritual power. Does not consume a turn and can be used only once per day.


Sōhei (Muneshige)
— Yamabushi
1. +1 accuracy and evasion per unit of wisdom, +3 movement speed (3 OU)
2. +6% health per unit of will (3 OU)
3. +50% to all parameters (3 OU)
— Conversion
1. Sōhei can optionally convert the damage type or a part of it into water/air as chosen (1 OU)
2. +3% final damage per unit of wisdom (2 OU)
3. -0.5% elemental damage taken per unit of wisdom (2 OU)
— Dragon's Tail
1. Naginata: Sōhei deals damage to all characters standing on adjacent cells.
Water: characters who fail an endurance check (against will) will be paralyzed for one turn.
Air: characters who fail an endurance check (against will) will be pushed back 2 cells in the opposite direction of the sōhei. If there is a wall behind the character, they take 200-400% more damage.
Katana: Sōhei deals damage to characters standing on four cells ahead of him.
Water: damage to an opponent on the second cell will be increased by 30%, on the third - by 60%, on the fourth - by 90%, but only if there is an opponent on the first cell from the sōhei.
Air: normal attack with a chance (wisdom) to destroy the opponent's weapon.
Cooldown: 1 turn (4 OU)
— Dragon's Flight
1. Character can attack opponents in the air, jump over obstacles, etc. Jump cooldown: 2 turns (2 OU)
2. Air: jump distance is doubled
Water: upon landing, sōhei deals 200% damage to the character on the cell beneath him and 100% damage to characters on adjacent cells (2 OU)
3. Damage increases to 300% and 150% respectively, jump distance increases by two and a half times (2 OU)
— Mastery
First row
A. +2 speed
B. +30% health
C. +150 health
Second row
A. +25% damage
B. +15 agility
C. +15 perception
Third row
A. +20 wisdom
B. +20 will


Eisai (Yamashiro)
Free switching between katana, naginata, and yumi.
— Chi
1. Naginata: all of the character's allies within 7 cells do not take damage until the start of the next turn.
Katana: enhances weapon parameters for three and a half turns: katana gains an indestructibility effect, pierces opponent armor, and has increased base damage by (wisdom)%.
Yumi: deals normal damage and paralyzes for one turn.
Activation effect (only the last is considered): immunity to physical damage until the end of the turn.
Cooldown: 6 turns (3 OU)
— Sui
1. Naginata: character gains +1 to will and endurance checks per unit of will and strength for three and a half turns.
Katana: character gains +2 evasion per unit of agility for three and a half turns.
Yumi: character gains +2 accuracy per unit of perception for three and a half turns.
Activation effect (only the last is considered): immunity to water damage until the end of the turn.
Cooldown: 4 turns (2 OU)
— Ka
1. Naginata: character deals 200% unit damage to all opponents around them.
Katana: character performs three strikes on a selected target; each strike deals normal damage and additionally removes 7% of the target's maximum health.
Yumi: character gains +1 additional attack when using a bow until the end of combat, stacks up to 5 times.
Activation effect (only the last is considered): immunity to fire damage until the end of the turn.
Cooldown: 3 turns (2 OU)
— Fu
1. Naginata: incoming and outgoing attacks (including spells) in a 7x7 area with Eisai at the center deal 50% less damage for three turns.
Katana: first activation — air attack along a 3x9 line, knocks all opponents on the action line into the air (effect similar to paralysis + inaccessible to melee attacks, same as Eisai's will check against target endurance);
second activation — extends the duration of the air paralysis by one turn (similar check);
third activation — deals ten times air damage to all opponents suspended in the air (another check).
Yumi: 500% air damage over a 5x5 area.
Activation effect (only the last is considered): immunity to air damage until the end of the turn.
Cooldown: 6 turns (katana skill countdown starts after first activation, while second and third are continuations of the first and thus do not depend on cooldown, but must be used on the next turn) (4 OU)
— Ku
1. Naginata: fully restores health and removes all negative effects for allies in a 7x7 area with Eisai at the center. All allies receive a barrier equal to their maximum health until the end of combat.
Katana: single strike, if successful, increases damage received by the target three times until the start of the next turn.
Bow: 1000% true damage to a selected target.
Activation effect: immunity to everything until the start of the next turn.
Cooldown: 14 turns (5 OU)
— Mastery
First row
A. +30% health
B. +30% health
C. +30% health
Second row
A. +200 health
B. +200 health
C. +200 health
Third row
A. +20 perception
B. +20 agility


Healer (Akina)
— Potions
1. Restores 100% health to a character. Up to 4 portions can be prepared per month (1 OU)
2. Restores 1 point of humanity to a character. Up to 1 potion can be prepared per month (1 OU)
3. Removes negative effects from a character. Up to three doses can be prepared per month (1 OU)
— Medical Treatment
1. Brings back to life a character who died from lack of HP. Only out of combat.
Success chance is equal to the inverse percentage value of the character's current health (3 OU)
2. Character engages in physical training for another character. During this time, the character receives twice as many OU and OX (3 OU)
3. +1 to maximum item capacity (3 OU)
— Akina's Talismans
A. Fire Talisman
Character deals (healer's wisdom, max 50%) more damage from any source. Lasts one month. Up to two talismans can be made per month (total).
B. Earth Talisman
Character wearing this talisman takes (healer's wisdom, max 75%) less damage from demons and other same-kind creatures. Lasts one month. Up to two talismans can be made per month (total).
C. Wind Talisman
Character gains +(healer's wisdom) accuracy and evasion. Lasts one month. Up to two talismans can be made per month (total).
D. Water Talisman
Character restores +(healer's wisdom/2, max 25%) maximum health at the start of their turn. Lasts one month. Up to two talismans can be made per month (total).
E. Light Talisman
Character gains +1 to all checks for every two units of healer's wisdom. Lasts one month. Up to two talismans can be made per month (total).
F. Darkness Talisman
Immobilizes a character until the talisman is removed or until one month passes. Healer's wisdom check against target will. Up to two talismans can be made per month (total).
— Mastery
First row
A. +2 speed
B. +10 wisdom
C. +150 health
Second row
A. +3 speed
B. +15 will
C. +200 health
Third row
A. +1 to maximum item capacity
B. +1 to maximum item capacity


Essential Magic (Soul Stealers)
— Essential Magic Techniques
1. +5% magic efficiency per unit of strength (1 OU)
2. +5% magic efficiency per unit of perception (1 OU)
3. +5% magic efficiency per unit of agility (1 OU)
4. +5% magic efficiency per unit of will (1 OU)
— Essential Magic Spells
Life Steal
Removes 100 units of health (permanently) from target and transfers it to self until the end of combat.
Cost: 75
Damage type: magic
Caster roll: accuracy
Target roll: will
Range: 10
Energy Steal
Removes 75 units of health (permanently) from target and converts it into magic energy (2 energy per unit of health) until the end of combat.
Cost: 75
Damage type: magic
Caster roll: accuracy
Target roll: will
Range: 10
Essence Steal
Removes 10 units (max: 30) of one random attribute (permanently) from target and transfers it to self.
Cost: 150
Caster roll: accuracy
Target roll: will
Range: 10
Abyss
Removes 100 health (permanently) and 5 units of random attributes (max: 15 of one random type (permanently)) from target and transfers it to self for all characters (including allies) around them (+2). Half the health is transferred to self until the end of combat, the other half is converted into magic energy at a 1:1 ratio.
Caster roll: accuracy
Target roll: will
Cost: 300
Replacement
Character transfers their mind into target's body, retains skills but gains victim's attributes. In case of failure, caster's mind is destroyed.
Caster roll: magic power
Target roll: will
Cost: 300
— Mastery
First row
A. +10-15 to random attribute
B. +10-15 to random attribute
C. +10-15 to random attribute
Second row
A. +15-20 to random attribute
B. +15-20 to random attribute
C. +15-20 to random attribute
Third row
A. +20-25 to random attribute
B. +20-25 to random attribute


Soldier (Orion)
— Discipline
1. +10 accuracy and evasion for each companion in combat (limit: 80) (3 OU)
2. All items consumed by the character out of combat have +1 to number of uses (3 OU)
3. When using a crossbow, the character shoots three times instead of once, but each attack deals only 60% damage.
When using a bow, the character sends opponent: -10% current health, accuracy and evasion until end of combat at turn end, does not stack.
When using two-handed weapon, character gains +1% damage per unit of agility and perception.
When using one-handed weapon, character gains ability to parry enemy attacks; if this ability already exists, +50% accuracy for parrying.
When using a dagger, character's accuracy is added to final damage.
When using ephemeral weapon, character gains +1% critical damage chance per unit of perception.
While wearing any armor, character also takes 10% less damage from any source (first layer) (3 OU)
— Blitzkrieg
+5 movement speed
+40 initiative
+1 additional attack for any weapon
Additional turn if character's group is the initiator of a surprise attack (3 OU)
— Diversion
1. +1.5 stealth per unit of agility.
First attack from stealth deals double damage and paralyzes opponent (3 OU)
2. Character can make bombs
Damage: 500
Range: 12
Area of effect: 5x5
Paralysis for one turn (strength check vs perception).
Up to 5 pieces can be prepared per month (3 OU)
— Mastery
First row
A. +10 strength
B. +10 agility
C. +10 perception
Second row
A. +15 strength
B. +15 agility
C. +15 perception
Third row
A. +20% damage from any source per demon point, +10% max health per unit of humanity
B. Free switching of weapons and styles


Ranger
Bow, one-handed sword.
— Elemental Arrows
A. Ice Arrows
Attacks this turn deal water damage and paralyze opponents for 1 turn (archer's perception check vs target endurance). Effect is cumulative (2 OU)
B. Fire Arrows
Attacks this turn deal fire damage and burn opponents for 1 turn (damage received increased by 25% from any source; at the end of their turn, character loses 25% current health). Effect is cumulative (2 OU)
C. Air Arrows
Attacks this turn pierce opponent armor (2 OU)
— Ranger Training
1. +25 initiative (1 OU)
2. Switching between bow and sword does not consume a turn (1 OU)
3. +1.5 stealth per unit of agility (1 OU)
4. +1 accuracy per unit of initiative (1 OU)
5. +4 speed (1 OU)
— Subduing
1. Two additional attacks when using a sword.
Character's melee attacks remove 5% of opponent's maximum health and reduce accuracy and evasion by 10% from their current value (2 OU)
— Tactical Superiority
1. +5% final damage, +5 accuracy and +5 will checks for each ally within 8 cells of the character (1 OU)
2. -5% damage received (limit: 50%), +5 evasion and +5 initiative for each opponent within 8 cells of the character (1 OU)
— Mastery
First row
A. +10 perception
B. +30% health
C. +30% health
Second row
A. +200 health
B. +15 strength
C. +25% damage
Third row
A. +100% critical damage
B. +1 shooting range and +1% critical damage chance per unit of perception.


Way of the Sword (Way of the Sword)
Two-handed sword.
— Swordsman's Experience
1. +1% base damage per unit of strength (2 OU)
2. +10 health and +1 endurance per unit of agility (2 OU)
3. +1 accuracy per unit of strength (3 OU)
— Blade Radiance
1. Deals normal damage to a selected character and increases damage they receive from any source by 30% until the end of combat. Effect is cumulative. Cooldown: 1 (1 OU)
— Blade Glint
This skill can be used in two ways.
1. Deals normal damage to a selected character and reduces their evasion and accuracy by the value of own charisma for three turns.
2. Deals normal damage to all opponents around self and reduces their evasion and accuracy by the value of own charisma for one turn.
Cooldown: 3 turns (2 OU)
— Seismic Wave
Deals damage along a straight line 3x9, destroys obstacles. Characters who fail an endurance check (against character's endurance) will be paralyzed for 1 turn. In case of successful strength check, their speed is reduced to three units for 3 turns. Cooldown: 3 turns (1 OU)
— Monster Slayer
A. +50% critical damage chance and +400% final damage against creatures and characters who have 2000 maximum health or higher (2 OU)
B. +75 accuracy, evasion and will checks against characters whose humanity is lower than 6.
— Insight
1. Parrying (accuracy) (2 OU)
2. Counterattack in case of successful evasion or parry (3 OU)
— Mastery
First row
A. +10 charisma
B. +2 speed
C. +10 strength
Second row
A. +200 health
B. +200 health
C. +200 health
Third row
A. +50% health
B. +50% damage


"Frozen Heart" Mage (Frostrime)
— "Frozen Heart" Magic Techniques
1. +1 accuracy and initiative for every 0.5% water element resistance (1 OU)
2. +5% spell efficiency for every 0.5% water element resistance (1 OU)
3. +5% magic energy for every 0.5% water element resistance (1 OU)
— "Frozen Heart" Spells
Frostbite
Deals 50 units of damage to one target four times. Each hit reduces opponent's current evasion, accuracy and will check values by 25%.
Cost: 100
Damage type: water
Caster roll: accuracy/magic power
Target roll: evasion/will
Range: 10
Freeze
Selected target is frozen (paralysis until first attack); the first attack on the character will deal more damage (+caster's magic power*5).
Cost: 200
Caster roll: magic power
Target roll: will check
Range: 8
Snowstorm
All characters on map (including allies and caster) receive (magic power) more damage.
Cost: 250
Ice Spear
Deals 250 units of damage to all characters on the action line. If the spell kills an opponent, caster restores 50% of spent energy and can use ice spear again.
Cost: 100
Damage type: water
Caster roll: accuracy
Target roll: evasion
Range: 16x1
Ring of Cold
Deals 300 units of damage to all characters around a selected cell, then paralyzes them.
Cost: 125
Damage type: water
Caster roll: accuracy/magic power
Target roll: evasion/will
Range: 12
— Crystal Barrier
Passively converts 1 unit of magic energy into 2 units of health if character's health risks dropping below one (3 OU)
— Mastery
First row
A. +10 intelligence
B. +150 magic energy
C. +2 speed
Second row
A. +15 intelligence
B. +15 will
C. +15 strength
Third row
A. +50% damage
B. +50% damage


"Frozen Heart" Warrior (Frostrime)
Dagger, spear.
— "Frozen Heart" Combat Techniques
1. +1 accuracy and evasion for every 0.5% water element resistance (1 OU)
2. +5 speed (1 OU)
3. +6 health per unit of strength, agility and will (2 OU)
— Searing Cold
Spear: character's attacks pierce 80% of opponent armor and can paralyze them (will check vs will).
Dagger: character's attacks reduce opponent's maximum health by 8%, and also reduce all their rolls by 5. Effect is permanent (2 OU)
— Hoarfrost
Spear: character's attacks deal additional damage equal to 25% of opponent's current health.
Dagger: character's attacks deal additional damage equal to 40% of opponent's lost health (1 OU)
— Winter Fury
Active skill (spear): reduces opponent's evasion and accuracy by half (character will check vs endurance), effect is permanent.
Active skill (dagger): reduces opponent's maximum health by half (character perception check vs will), effect is permanent.
Cooldown: 3 turns (2 OU)
— Blizzard
Spear: +2 attack range, +20% critical damage chance.
Dagger: +2 additional attacks (2 OU)
— Buran
Spear: all character's allies (including self) within 5 cells of them will take 75% less damage until the start of the next turn.
Dagger: all character's allies within 5 cells of them will deal 50% more damage until the start of the next turn.
Cooldown: 4 turns (3 OU)
— Hammers of Fate
Spear: character uses a dagger in second hand to parry attacks; successful parry doubles damage and accuracy for the next spear attack.
Dagger: character uses a second dagger in second hand to deliver additional strikes to opponent (3 OU)
— Mastery
First row
A. +150 health
B. +150 health
C. +150 health
Second row
A. +15 strength
B. +15 will
C. +15 agility
Third row
A. +20 will
B. +20 will


Purifying Flame (Cult of Flame)
Cult skills combine with other combat styles.
— Inner Purity
+1 to all checks per unit of faith (3 OU)
— Purifying Flame
Applying this skill with another character's consent restores the latter's humanity points. Success chance depends on own character's faith (+5% per unit) and target's faith (+10% per unit), while demon or undead points reduce success probability (-10%) (1 OU)
— Destroying Flame
+5% fire damage to damage from any source per unit of faith. +40% true damage from any source for each demon or undead point the opponent has (1 OU)
— Ring of Fire
Character paralyzes all opponents around them (+2). If opponents have demon or undead points, also deals them true damage (+20 per unit of faith).
Character roll: faith.
Opponent roll: will check/evasion (demon/undead).
Does not affect allies (1 OU)
— Incineration
Character gains ability to destroy some opponents who usually cannot be destroyed (1 OU)
— Inner Flame
Fire attacks do not deal damage to the character, instead they restore their health (3 OU)
— Mastery
First row
A. +10 faith
B. +10 faith
C. +10 faith
Second row
A. +50% damage against demons/undead
B. +50% damage against demons/undead
C. +50% damage against demons/undead
Third row
A. Full health restoration and purification from negative effects out of combat
B. +250 health


Larian School (Larian Academy of Magic)
— Concentration
1. At the start of each turn, character gains +10% spell efficiency and +1 accuracy for spells (2 OU)
2. At the start of each turn, character gains +10% spell efficiency and +1 accuracy for spells (2 OU)
3. At the start of each turn, character gains +10% spell efficiency and +1 accuracy for spells (3 OU)
— Larian Spells
Piercing Spear
Deals 200 units of damage to one target. If an opponent is on or through the cell behind the target, deals them 300 units of damage.
Cost: 40
Damage type: magic
Caster roll: accuracy
Target roll: evasion
Range: 12
Does not affect allies.
Magic Missile
Paralyzes selected target for one turn.
Cost: 80
Caster roll: accuracy
Target roll: evasion
Range: 9
Petrification
Selected target turns to stone; effect is permanent.
Cost: 200
Caster roll: magic power
Target roll: will check
Range: 8
Rite of Destruction
Deals damage to selected target until they are destroyed.
Damage: 50 for every 20 units of magic energy. If magic energy runs out during spell use, character's life force is used instead; in this case, target takes 50 units of damage for every 20 units of character health. This spell cannot be interrupted.
Damage type: magic
Caster roll: accuracy
Target roll: evasion
Range: 10
Analysis
Character learns game information about selected target.
Cost: 50
Caster roll: magic power
Target roll: will check
Range: 16
— Mastery
First row
A. +150 magic energy
B. +150 magic energy
C. +150 magic energy
Second row
A. +15 intelligence
B. +15 intelligence
C. +15 intelligence
Third row
A. +250 magic energy
B. +20 intelligence


Serpentman
— Mastery
First row
A. -7% damage received
B. -7% damage received
C. -7% damage received
Second row
A. +15 strength and agility
B. +30 strength
C. +30 agility
Third row
A. +400 health
B. +400 health


Understanding the Inner (Ikigai)
+5% experience received per unit of wisdom
This skill can be unlocked for 5000 units of experience.
— Mastery
First row (required exp: 1000)
A. +25 will checks, +25 endurance
B. +25 will checks, +25 endurance
C. +25 will checks, +25 endurance
Second row (required exp: 3000)
A. +200 spiritual barrier
B. +200 spiritual barrier
C. +200 spiritual barrier
Third row (required exp: 4000)
A. Additional perk
Fourth row (required exp: 4000)
One of choice:
I. Regeneration of 30% spiritual barrier
II. Ability to release inner barrier energy (true damage to one target, range: 15)
III. Ability to heal allies by using spiritual power (1 unit barrier = 2 units ally health, range: 10, does not consume turn).
Fifth row (required exp: 5000)
One of choice:
I. Ability to avoid lethal wound (remains 1 unit of health, cooldown: 5 turns)
II. Ability to move to any cell on the map
III. Immunity to negative actions until start of turn if damage is received
Sixth row (required exp: 7500)
One of choice:
I. Rebirth in a new body retaining memories but losing Understanding the Inner
II. +100 attribute points, expansion of base limit to 80
III. +10 OU, +5 ON, +3 OS


Understanding the Outer (Ikigai)
+25% to all parameters
This skill can be unlocked for 2500 damage dealt and 2500 damage received.
— Mastery
First row (required damage: 1000)
A. +40% health, +3 speed
B. +40% health, +3 speed
C. +40% health, +3 speed
Second row (required damage: 2000)
A. +30% accuracy and evasion
B. +30% accuracy and evasion
C. +30% accuracy and evasion
Third row (required damage: 3000)
A. Additional perk
Fourth row (required damage: 5000)
One of choice:
I. Restores 35% maximum health to all allies (active action in combat, consumes turn)
II. Removes negative effects from all allies (active action in combat, consumes turn)
III. Doubles the speed at which allies gain experience (passive feature)
Fifth row (required damage: 6000)
One of choice:
I. Character gains ability to lead allies to enlightenment — after a session they receive +5 OU, +2 ON, +1 OS, +30 will, +30 wisdom (works once per character)
II. Character gains ability to lead allies to the peak of their physical development — after training they receive +40 strength, +40 agility and +40 perception.
III. Character gains ability to heal any wounds, remove curses, etc. (out of combat)
Sixth row (required damage: 7000)
One of choice:
I. Passive effect — +80% ally health
II. Passive effect — +50% evasion, +50% accuracy for allies
III. Passive effect — +25% damage opponents receive from any source


Understanding Everything (Ikigai)
Ability to see intentions of other characters
This skill can be unlocked by completing 3 quests.
— Mastery
First row (1 quest)
A. +50 observation, +50 stealth
B. +50 observation, +50 stealth
C. +50 observation, +50 stealth
Second row (1 quest)
A. +1 true damage for any attacks per unit of wisdom
B. +1 true damage for any attacks per unit of wisdom
C. +1 true damage for any attacks per unit of wisdom
Third row (1 quest)
A. Additional Perk
Fourth Row (2 quests)
One of your choice:
I. The character gains the ability to detect all enemies on the map in a stealth state; deals damage to them equal to their stealth multiplied by 5 (true damage, active skill, consumes a turn)
II. Ability to disintegrate any item the character touches (20% chance of instant kill in battle)
III. Resurrects fallen allies outside of combat
Fifth Row (2 quests)
One of your choice:
I. The character gains the ability to suppress all modern devices, including weapons. Effective as long as the character is on the battlefield and conscious.
II. The character gains the ability to suppress the abilities of all demons on the map. Effective as long as the character is on the battlefield and conscious (archdemons receive -35% to all stats instead).
III. The character gains the ability to suppress magic on the map. Effective as long as the character is on the battlefield and conscious
Sixth Row (3 quests)
A. The character gains the ability to convert others into followers of "Ikigai". Check of combined wisdom and charisma value against the interlocutor's will.
User Avatar
7 years ago
Auto-translated
Beliefs
Cleansing FlameThe character can use the abilities of the flame cult, but only if their humanity points are at maximum.
Additionally, they receive an extra attribute — faith.
Flame Cult (Larian)
Ice HeartImmunity to water element damage and negative effects, diseases, and northern elemental manifestations. The character can use Frostrime abilities. Frostrime (Darkiria)
LycanthropyWhen the character's health drops to 40% or lower, they can transform into a werewolf (the chance to resist transformation equals the will value). In this state, the player loses control over the character, and the character receives +5 beast points. Additionally, base parameter values derived from strength are increased fourfold.
This ability can be used at any time at your discretion.
Humans
Church of FurigijaHumanity cannot drop below 10; the character can restore health to themselves and allies outside of combat without spending resources. All
Yanagi+1 to will checks for each unit of will, +1 to evasion for each unit of agility, ability to deal full physical damage to yokai and other supernatural enemies; immunity to true damage.Nihon
MuneshigeImmunity to air and water elements, +12 wisdom, +12 will.Nihon
Yamashiro+0.5% health for each attribute point; +2.5% damage for each ability point; +1 speed for each skill point.Nihon
Enclessian Faith+75 will.All
KirishimaImmunity to darkness element, +25 intelligence, agility or charisma; +1 CP, +3 AP, +1 HP.All
Harmony+10 to all attributesAll
Traditions+35 to a chosen attributeAll
Innovations+1 CP, +3 APAll
Nihilism+4 HPAll
SuperiorityThe character receives twice as much experience.All
Asceticism+5 AP, +2 HP, +1 CP, +25 XP, +3 movement speed, renunciation of rewards and inability to use money except for satisfying the character's basic needs.All
Discipline+10 to accuracy, evasion and will/endurance checks for each companion in battle (limit: 80)All
Waywardness+50% to all parameters and +4 movement speed if the character acts alone.All
Freedom+6 movement speed and +20 to a chosen attribute. All
Creation+6 APAll
DestructionDamage is increased by 50%, additional attack, range of any weapon is higher by 4, area of effect of negative spells is increased by 2.All
Quest for Knowledge+10 wisdom. +1% experience gained for each unit of wisdom. Two characters with this belief can teach each other what they know themselves. Applies only to abilities obtained during the game.All
Master of One's DestinyFate map of your choice (effects are determined randomly); ability to renounce one, several or all maps; the character survives one fatal wound.All
KarmaAfter the character's death, their total attributes and ability/skill points are transferred to a new player character. Standard options are not used in this case.All
IkigaiHumanity cannot drop below 10; "strength of spirit" perk.All

Perks
Specialist+15 intelligence; the character gains the ability to repair complex mechanisms.
Endurance+35 endurance, +35 immunity, +35 to will checks.
Body Strength+10 health for each unit of strength; +1% melee damage for each unit of strength.
Mind Strength+40% magical energy; +40% magic power; +5% spell effectiveness for each unit of intelligence.
Spirit Strength+20 barrier (health) for each unit of wisdom; +1 to will checks for each unit of wisdom.
Mental DisorderAdditional belief.
Attractiveness+100 charisma checks in specific situations.
Creativity+2 CP.
Craftsman+15 strength; ability to repair simple damaged equipment outside of combat.
DynastyAfter the character's death, all their property is transferred to a new player character
Nimbleness+8 movement speed
Eagle Eye+6 range for attacks and spells
RetributionIn case of a successful evasion, the character performs a counterattack; this attack never misses.
AmbitionThe cost of new abilities is twice as low.
Greed+100% to the reward amount for completing a quest
DexterityThe character can shoot or cast spells and move simultaneously.
Skillfulness+1 evasion for each unit of agility, +2 movement speed.
Concentration+1 accuracy and perception for each unit of perception.
Unshakable Mind+40 magic power and +40 to will checks.
EnlightenmentImmunity to mind-affecting effects.
Education+3 AP and +3 HP
Light Feet+3 movement speed, immunity to slow or immobilize.
ResourcefulnessThe character can change styles and/or weapons without spending their turn.
DuelistAll rolls are twice as high in one-on-one battles.
Imitator+100% accuracy if it is lower than the opponent's evasion;
+100% evasion if it is lower than the opponent's accuracy;
Final accuracy and evasion results cannot exceed the maximum values of the opponent's similar parameters.

Starting Item
Money+500 Larian rumies at start.
Some BookA book, reading which will give only one character +1500 exp.
Flask of Demonic BloodEither extends the character's life, increases their maximum health by 1-100% and gives 1-5 demon points, or kills them.
Potion Set2 health potions (100%), 2 magical energy potions (100%), 2 full healing potions (removes negative effects, including diseases, poisons, etc.), 2 purification potions (restores 1 unit of humanity).
Northern EquipmentSlows the rate of endurance decrease by half, -25% damage from water and northern creatures.
Eastern Equipment+2 additional humanity points (not restored, no additional bonuses), -25% damage from fire.
Western Equipment-25% light, dark, physical, magical and ephemeral damage.
Southern Equipment+3 movement speed, -25% damage from air.
Spellbook+3 AP for spells.
Shooter's EquipmentHigh-quality ranged weapon (bow/crossbow/firearm).
Modern WeaponEphemeral/kinetic weapon of choice at start; this perk is necessary to start with this type of weapon, provided it is not granted by other bonuses during character creation.
Melee WeaponHigh-quality melee weapon.
Accessory+15 to a chosen attribute.
Fragment of the PastPhotograph of Sonata Reime from the time of her rule over the empire.
User Avatar
7 years ago
Auto-translated
Knichad

Origin: Reymiian Empire
+5 UP
Essence: 9-1-0-0-0
+25% Health
Beliefs

+35 to selected characteristic (Intelligence)

+5 UP, +2 HP, +1 SP, +25 XP, +3 Movement Speed, waiver of rewards and inability to use money except for satisfying the character's basic needs.
Perks

Additional belief.

Movement speed and evasion are always equal to one.

Characteristics
Strength: 10
Intelligence: 115 (130)
Will: 20
Agility: 20
Perception: 50
Wisdom: 20
Charisma: 5

Parameters
Health: 162
Endurance: 10 (15)
Damage (melee, base): +10%
Damage (melee): 0
Magical energy: 2450
Magic power: 130
Spell efficiency: +650%
Will checks: 20 (30)
Evasion: 20 (1)
Initiative: 20
Accuracy: 50
Observation: 50
Experience: +20%
Reward: +5%
Fire damage -10%
Water damage -10%
Air damage -10%
Darkness damage -10%
Light damage -10%
Speed: 6 (1)

Specializations

— Water Spells
Healing
Restores 200 health units to the selected character.
Cost: 50
Range: 10
Purification
Removes negative effects from the selected character.
Cost: 100
Range: 10
Freeze
The selected target is frozen (paralysis until first attack); the first attack on the character will deal more damage (+caster's magic power*5).
Cost: 200
Caster roll: magic power
Target roll: will check
Application range: 8
— Serenity
1. +40% Magical energy
— Mastery
First row
A. +150 Mag. energy
B. +150 Mag. energy
C. +150 Mag. energy
Second row
A. +15 Intelligence
B. +15 Intelligence


Fire Shield
Characters attacking the target in melee combat lose 30% of current health.
Cost: 60
Range: 3
Flame of Agartha
The selected character takes 500 damage units.
Cost: 200
Range: 7
Inferno
Characters in a 10x10 area take 250 damage units over three turns.
Cost: 400
Range: 18

Equipment
Owl Eye Ring
+15 Intelligence
Potions
Health potion (100%) (2)
Magical energy potion (100%) (2)
Full healing potion (removes negative effects, including diseases, poisons, etc.) (2)
Purification potion (restores 1 unit of humanity) (2)
Old staff of the old wizard
New clothes of the old wizard
Old cloak of the old wizard
Dried St. John's wort leaves
Mushroom knife
Diary with incomprehensible scribbles

Illurin

Origin: Order of the Last Emperor
Additional perk;
Additional attack;
+50% Final health;
+3 Movement speed;
+25% Critical damage chance.
Experience: 25
Essence: 8-2-0-0-0
+25% Health
+20% Accuracy and evasion
Beliefs

Immunity to the darkness element, +25 Intelligence, Agility or Charisma; +1 SP, +3 UP, +1 HP.

Fate card of your choice (effects are determined randomly); ability to waive one, several or all cards; character survives one fatal wound.
Perks

+10 Health for each unit of Strength; +1% melee damage for each unit of Strength.

Additional belief.

Characteristics
Strength: 80
Intelligence: 20
Will: 5
Agility: 75
Perception: 35
Wisdom: 10
Charisma: 15

Parameters
Health: 3600
Endurance: 80 (120)
Damage (melee, base): +80%
Damage (melee): +80%
Magical energy: 200
Magic power: 20
Spell efficiency: +100%
Will checks: 5 (7)
Evasion: 110 (184)
Initiative: 75
Accuracy: 110 (132)
Observation: 20
Experience: +35%
Reward: +15%
Fire damage -2.5%
Water damage -2.5%
Air damage -2.5%
Darkness damage -100% (-5%)
Light damage -5%
Crit: 25%
Speed: 6

Specializations

— Sword Dance
1. +1 Evasion for each unit of Perception
2. +1 Accuracy for each unit of Agility
— Crescent
1. Character's attacks deal damage to all enemies standing in front of them


Effect changes depending on the type of weapon used:
Two-handed sword — during each attack, 50% damage is dealt to all enemies around the swordsman including the main target;
One-handed sword — +50% Evasion and Accuracy (absolute final value);
Short sword — character's attacks paralyze the enemy (Endurance check vs Endurance).
Katana — additional attack, 25% echo damage is added to attacks.
— Mastery
First row
A. +1 UP for each completed quest
B. +25% Experience
Equipment
Akina's Talisman
Regeneration of 20% health at the start of the turn
Katana
Damage: 100 (324)
One-handed sword
Damage: 75 (243)
Two-handed sword
Damage: 150 (486)
Money
90 Larian rumies
Tight dress
Potions
Health potion (100%) (2)
Magical energy potion (100%) (2)
Full healing potion (removes negative effects, including diseases, poisons, etc.) (2)
Purification potion (restores 1 unit of humanity) (2)

Tylen

Origin: Order of the Last Emperor
Additional perk;
Additional attack;
+50% Final health;
+3 Movement speed;
+25% Critical damage chance.
Essence: 8-2-0-0-0
+25% Health
+20% Accuracy and evasion
Beliefs

+5 UP, +2 HP, +1 SP, +25 XP, +3 Movement Speed, waiver of rewards and inability to use money except for satisfying the character's basic needs.
Perks

+10 Health for each unit of Strength; +1% melee damage for each unit of Strength.

+1 Accuracy and Observation for each unit of Perception.

Characteristics
Strength: 85 (100)
Intelligence: 5
Will: 55
Agility: 65
Perception: 65
Wisdom: 20
Charisma: 5

Parameters
Health: 5580
Endurance: 100 (150)
Damage (melee, base): +100%
Damage (melee): +300%
Magical energy: 50
Magic power: 5
Spell efficiency: +25%
Will checks: 55 (82)
Evasion: 65 (109)
Initiative: 65
Accuracy: 65 (156)
Observation: 65
Experience: +20%
Reward: +5%
Fire damage -27.5%
Water damage -27.5%
Air damage -27.5%
Darkness damage -10%
Light damage -10%
Crit: 25%
Speed: 12

Specializations

— Fury
1. (Strength-30)/2=chance to deal double damage (2 UP)
2. (Strength-30)/2=chance to paralyze the enemy for one turn (2 UP)
3. Additional attack, +2% damage per unit of Strength, +3 Movement Speed (4 UP)
— Vortex
1. Attack all enemies around the character. Cooldown: 2 turns (1 UP)
— Mastery
First row
A. +10 Strength


— Armor Wearing
1. Character can wear armor (2 UP)
— Mastery
First row
A. +10 Strength
B. +30% Health

Equipment
Two-handed sword
Damage: 150 (1200)

Armor
Physical damage -30%

Helmet
Critical damage -10%

Sign of Strength
+15 Strength

Travel bag with potions
Health potion (100%) (5)
Magical energy potion (100%) (8)
Full healing potion (removes negative effects, including diseases, poisons, etc.) (7)
Purification potion (restores 1 unit of humanity) (8)

Money
100 Larian rumies

Lysander

Origin: Order of the Last Emperor
Additional perk;
Additional attack;
+50% Final health;
+3 Movement speed;
+25% Critical damage chance.
Essence: 10-0-0-0-0
Beliefs

Humanity cannot drop below 10; "strength of spirit" perk.

+1 SP, +3 UP
Perks

+20 to barrier (health) for each unit of Wisdom; +1 to will checks for each unit of Wisdom.

Additional belief.

+3 UP and +3 HP

Characteristics
Strength: 80
Intelligence: 5
Will: 5
Agility: 25
Perception: 50
Wisdom: 30
Charisma: 5

Parameters
Health: 1872
Barrier: 600
Endurance: 80 (150)
Damage (melee, base): +80%
Damage (melee): +0%
Magical energy: 50
Magic power: 5
Spell efficiency: +25%
Will checks: 35 (82)
Evasion: 25 (35)
Initiative: 25
Accuracy: 85 (115)
Observation: 50
Experience: +30%
Reward: +5%
Fire damage -2.5%
Water damage -2.5%
Air damage -2.5%
Darkness damage -15%
Light damage -15%
Crit: 25%
Speed: 6

Specializations

— Piercing Strike
— Ranged Attack
1. +1 to attack range, in some cases considered not melee combat (1 UP)
— Hurricane
1. Deals 150% air damage to all enemies around the character. Cooldown: 2 (2 UP)
— Mastery
First row
A. +10 Strength
B. +10 Agility
C. +15 Accuracy
Second row
A. +20 Accuracy

— Armor Wearing
1. Character can wear armor
— Mastery
First row
A. +10 Strength
B. +30% Health

Equipment
Spear
Damage: 100 (180)
Deals true damage equal to the maximum barrier durability every three attacks.
+1 Accuracy for each unit of Wisdom
+30% final damage for each essence point of the enemy that is not human.

Armor
Physical damage -30%

Helmet
Critical damage -10%

Money
50 Larian rumies

Family Clan Cloak (bluish-yellow)

Family photograph

Potion
Restores 40% of maximum health

Potions
Health potion (100%) (1)
Magical energy potion (100%) (2)
Full healing potion (removes negative effects, including diseases, poisons, etc.) (2)
Purification potion (restores 1 unit of humanity) (2)

Alaria

Origin: Warrior of Foliol
Demon points +4.
+150% Health.
Character gains the ability to switch between two passive features — absorption and reflection.
Absorption (ranged attacks): reduces damage received by the character by (endurance)% (limit: 80%).
Reflection (melee attacks): reduces and reflects (endurance)% of damage back to the attacker. If endurance is over 100, then reflected damage is correspondingly higher.
Experience: 1650
Essence: 6-4-0-0-0
+25% Health
+20% Accuracy and evasion
Horns;
+20 Charisma, +20% Magic power and +20% Spell efficiency.
Beliefs

Fate card of your choice (effects are determined randomly); ability to waive one, several or all cards; character survives one fatal wound.
Perks

+10 Health for each unit of Strength; +1% melee damage for each unit of Strength.

Characteristics
Strength: 65
Intelligence: 20
Will: 50
Agility: 50
Perception: 50
Wisdom: 10
Charisma: 10 (30)

Parameters
Health: 4647
Endurance: 65 (97)
Damage (melee, base): +65%
Damage (melee): +195% (245%)
Magical energy: 200
Magic power: 20 (24)
Spell efficiency: +120%
Will checks: 50 (75)
Evasion: 50 (216)
Initiative: 50 (80)
Accuracy: 50 (144)
Observation: 50
Experience: +10%
Reward: +30% (60%)
Fire damage -25%
Water damage -25%
Air damage -25%
Darkness damage -25%
Light damage -25%
Crit: 5%
Speed: 6

Specializations

— Fury
1. (Strength-30)/2=chance to deal double damage (2 UP)
2. (Strength-30)/2=chance to paralyze the enemy for one turn (2 UP)
3. Additional attack, +2% damage per unit of Strength, +3 Movement Speed (4 UP)

— Enhancers
Minimum Intelligence: 20
— Basic Training
1. Character can use enhancers (1 UP)

Equipment
Dignity
Damage: 200 (973)
Additional attack, armor penetration.
Triton
Damage: 187 (1062)
Crit: 5%
Pierces armor, +50% melee damage. Indestructible.
Mechanical clock
+30 Initiative
Hephaestus IV
Physical damage -35%
Magical damage -35%
Ephemeral damage -35%
Check rolls against negative effects are twice as high.
Business suit [F]
+30% to the reward amount for completing a quest.
"Night Sky"
Immunity to attacks and effects that lead to instant death
Third-generation enhancer
First slot: ✧ Zephyr
Evasion +70
Second slot: ✧ Restoration
Brings back to life a character who died from lack of HP. Only out of combat.
Success chance is equal to the inverse percentage value of the character's current health
Third slot: ✧ Aquilon
Accuracy +70
Fourth slot: ✧ Gloom
Agility +30

Money
50 Larian rumies
Potions
Health potion (100%) (2)
Magical energy potion (100%) (2)
Full healing potion (removes negative effects, including diseases, poisons, etc.) (2)
Purification potion (restores 1 unit of humanity) (2)

Siverfal

Origin: Soul Stealers
Essence: 8-2-0-0-0
+25% Health
+20% Accuracy and evasion
Beliefs

Fate card of your choice; ability to waive one, several or all cards; character survives one fatal wound.
Perks

Character can shoot or cast spells and move simultaneously.

Characteristics
Strength: 35
Intelligence: 45
Will: 20
Agility: 100
Perception: 75
Wisdom: 5
Charisma: 10

Parameters
Health: 568
Endurance: 35 (52)
Damage (melee, base): +35%
Damage (melee): +0%
Magical energy: 450
Magic power: 45
Spell efficiency: +1100%
Will checks: 20 (40)
Evasion: 135 (226)
Initiative: 100
Accuracy: 185 (222)
Observation: 45
Experience: +5%
Reward: +10%
Fire damage -10%
Water damage -10%
Air damage -10%
Darkness damage -2.5%
Light damage -2.5%
Crit: 70%
Speed: 5

Specializations

— Parrying
1. Character can parry enemy attacks (accuracy)
2. Counterattack on successful parry
3. Automatic hit on successful counterattack
— Piercing Strikes
1. +1% critical hit chance for each unit of Intelligence
2. Character's attacks can paralyze the enemy with a 25% probability
3. Reduces the speed of the attacked target to 0 for 1 turn
— Movement Speed
1. +1 additional attack
2. +1 additional attack
3. +1 Accuracy for each unit of Perception
— Mastery
First row
A. +15 Accuracy
B. +15 Evasion
C. +2 Speed
Second row
A. +20 Accuracy
B. +20 Evasion
C. +15 Agility
Third row
A. +25% Critical damage chance
B. +100% Critical damage


— Essential Magic Techniques
1. +5% magic efficiency for each unit of Agility
2. +5% magic efficiency for each unit of Perception
— Essential Magic Spells
Life Steal
Takes 100 health units (permanently) from the target and transfers them to self until the end of combat.
Cost: 75
Damage type: magical
Caster roll: accuracy
Target roll: will
Application range: 10
Energy Steal
Takes 75 health units (permanently) from the target and converts them into magical energy (2 energy units per unit of health) until the end of combat.
Cost: 75
Damage type: magical
Caster roll: accuracy
Target roll: will
Application range: 10
Essence Steal
Takes 10 units (maximum: 30) of one random characteristic type (permanently) from the target and transfers them to self.
Cost: 150
Caster roll: accuracy
Target roll: will
Application range: 10
Abyss
Takes 100 health (permanently) and 5 units of random characteristics (maximum: 15 of one random type (permanently)) from the target and transfers them to self from all characters (including allies) around self (+2). Half of the health is transferred to self until the end of combat, the other half is converted into magical energy at a ratio of 1 to 1.
Caster roll: accuracy
Target roll: will
Cost: 300

Equipment
One-handed sword
Damage: 75 (101)

Western Equipment
-25% to light, dark, physical, magical and ephemeral damage.

Potions
Health potion (100%) (2)
Magical energy potion (100%) (1)
Full healing potion (removes negative effects, including diseases, poisons, etc.) (2)
Purification potion (restores 1 unit of humanity) (2)

Eldir

Origin: Sword of Justice
+15 to all characteristics, +3 Movement speed
Essence: 7-3-0-0-0
+25% Health
+20% Accuracy and evasion
Horns
Beliefs

Fate card of your choice (effects are determined randomly); ability to waive one, several or all cards; character survives one fatal wound.

Immunity to the darkness element, +25 Intelligence, Agility or Charisma; +1 SP, +3 UP, +1 HP.

Perks

+40% Magical energy; +40% Magic power; +5% spell efficiency for each unit of Intelligence.

Additional belief.

Characteristics
Strength: 35
Intelligence: 90
Will: 45
Agility: 20
Perception: 50
Wisdom: 20
Charisma: 20

Parameters
Health: 611
Endurance: 35 (52)
Damage (melee, base): +35%
Damage (melee): +0%
Magical energy: 1050 (1995)
Magic power: 90 (126)
Spell efficiency: +900%
Will checks: 45 (67)
Evasion: 110 (184)
Initiative: 20
Accuracy: 50 (60)
Observation: 50
Experience: +20%
Reward: +20%
Fire damage -22.5%
Water damage -22.5%
Air damage -22.5%
Darkness damage -100% (-10%)
Light damage -10%
Crit: 0%
Speed: 6

Specializations

Piercing Spear
Deals 200 damage units to one target. If an enemy is on the cell or through the cell behind the target, it deals 300 damage units to them.
Cost: 40
Damage type: magical
Caster roll: accuracy
Target roll: evasion
Application range: 12
Does not hit allies.
Magic Missile
Paralyzes the selected target for one turn.
Cost: 80
Caster roll: accuracy
Target roll: evasion
Application range: 9
Petrification
The selected target turns to stone; effect is permanent.
Cost: 200
Caster roll: magic power
Target roll: will check
Application range: 8
Analysis
Character learns game information about the selected target.
Cost: 50
Caster roll: magic power
Target roll: will check
Application range: 16
— Mastery
First row
A. +150 Mag. energy


— Fire Spells
Fire Storm
Characters in a 5x5 area take 200 damage units.
Cost: 70
Range: 9
Fire Shield
Characters attacking the target in melee combat lose 30% of current health.
Cost: 60
Range: 3
Flame of Agartha
The selected character takes 500 damage units.
Cost: 200
Range: 7
Inferno
Characters in a 10x10 area take 250 damage units over three turns.
Cost: 400
Range: 18


— Illusion
+1 Evasion for each unit of Intelligence (3 UP)

Equipment
Police uniform
Photograph of Livia
Magical energy restoration potion
Money
50 Larian rumies
Changeable everyday clothes
Leather jacket
Physical damage -5%
Gloves
Potions
Health potion (100%) (2)
Magical energy potion (100%) (2)
Full healing potion (removes negative effects, including diseases, poisons, etc.) (2)
Purification potion (restores 1 unit of humanity) (2)

One-Eyed

Origin: Order of the Last Emperor
Additional perk;
Additional attack;
+50% Final health;
+3 Movement speed;
+25% Critical damage chance.
Essence: 7-3-0-0-0
+25% Health
+20% Accuracy and evasion
Horns
Beliefs

Fate card of your choice (effects are determined randomly); ability to waive one, several or all cards; character survives one fatal wound.
Perks

+10 Health for each unit of Strength; +1% melee damage for each unit of Strength.

+1 Evasion for each unit of Agility, +2 Movement speed.

Characteristics
Strength: 50
Intelligence: 25
Will: 30
Agility: 65
Perception: 55
Wisdom: 20
Charisma: 10

Parameters
Health: 3562
Endurance: 50 (75)
Damage (melee, base): +50%
Damage (melee): +50%
Magical energy: 250
Magic power: 25
Spell efficiency: +125%
Will checks: 30 (45)
Evasion: 180 (378)
Initiative: 65
Accuracy: 230 (276)
Observation: 55
Experience: +20%
Reward: +10%
Fire damage -15%
Water damage -15%
Air damage -15%
Darkness damage -5%
Light damage -5%
Crit: 25%
Speed: 11

Specializations

— Parrying
1. Character can parry enemy attacks (accuracy)
— Movement Speed
1. +1 additional attack
2. +1 additional attack
3. +1 Accuracy for each unit of Perception


Minimum Intelligence: 20
— Basic Training
1. Character can use enhancers (1 UP)

Equipment
Money
550 Larian rumies

Outcast (one-handed sword)
Damage: 100 (225)
+50 Accuracy
+50 Evasion

Justice (Revolver)
Damage: 560
Cylinder: 6
Reload time: 1
Range: 10

Ammo
30

Burgundy cloak

Fourth-generation enhancer
First slot: Aquilon
Accuracy +70
Second slot: ☆ Colossus
Final damage received is lower by 200
Third slot: ✧ Passion
3 Movement speed, +30% Evasion.
Fourth slot: ✧ Health
Health +500
Fifth slot: ⊗ closed

Potions
Health potion (100%) (2)
Magical energy potion (100%) (2)
Full healing potion (removes negative effects, including diseases, poisons, etc.) (2)
Purification potion (restores 1 unit of humanity) (2)

Akina's Talisman
Regeneration of 20% health at the start of the turn
User Avatar
7 years ago
Auto-translated
Demon Points
1: +25% to health
2: +20% to hit chance and dodge
3: Horns;
4: +20 to charisma, +20% to magic power, and +20% to spell effectiveness.
5: Wings (ability to move through the air, attacks from the air if it's not melee);
6-9: -10 to charisma;
10: +200% to final health.
User Avatar
7 years ago
Auto-translated
After encountering those purple guys, I didn't feel like sleeping anymore.

User Avatar
7 years ago
Auto-translated
Path of the Sword
— Monster Slayer
A. +50% critical hit chance and +400% final damage against creatures and characters that have 2000 maximum health or higher (2 Action Points)
Tsukiko Shimizu
[1340/1340]
Redo it.

Added 28 minutes ago
The Savano Clan
Boss: Savano Keiji
Ironically, the leader of this group crossed paths with the boss of the "Autumn Leaves" a long time ago, but the latter, although a very well-informed person, still doesn't know about it.
Keiji got rich by treacherously breaking the deal between the Nihon "Onryo" and the "Leaves," after which he went to Rheims, where he started his own business, which, however, didn't last long – civil wars, as it turned out, were not good for business. Then he decided to look for a new place for himself, until he finally settled in Erene, where he began to organize a criminal organization, for the foundation of which he used the help of his previous henchmen from Rheims and fellow believers. Thanks to this organization, the followers of Kirishima were able to firmly establish themselves far from their homeland.
You know who to vote for.
User Avatar
7 years ago
Auto-translated
I don't see any Kirishimoks :( :( :( :( :( :( :( :( :( :( :( :( :( :( :( :( :( :( :(
User Avatar
7 years ago
Auto-translated
I don't see any Kirishimoks.
Ha, naive.

Understanding the inner self.
Understanding the outer self.
Understanding everything.
Only after the third glass do you start to understand absolutely everything.
User Avatar
7 years ago
Auto-translated
Egir worked tirelessly for his new empress.
Is that the same ancient craftsman?

Statistics

Welcome our newest member: recijeb