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Posts from Abasdarhon's Castle

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6 years ago
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Important Information!

1. I've decided to create the thread now after all, even though I haven't finished everything. You'll be writing your quentas for a week anyway. And if I don't manage to finish it within a week, you'll just have even more time.
2. It's unlikely that the expedition will be interrupted at any given moment. But considering the experience of the second exp in the old world and my mood swings... Well, you get it. Join at your own risk.
3. Yes, you'll have to re-read everything because some things have changed here and there.
4. Most likely, the expedition could stretch out for a long time, considering that I won't be able to lead you all day every day. So it's preferable not to think too long about where you're going and what you're doing, so as not to drag this whole thing out over two months.AND PLAY THE EXP ON WEEKENDS INSTEAD OF HANGING OUT WITH LITTLE FRIENDS AND GIRLFRIENDS!
5. Skills may be changed before the start of the exp, taking into account your wishes and suggestions regarding balance.
6. The amount of content is limited, and the world might seem as empty as I am.
7. Information about the world for those who are not aware or have forgotten.
General Information

20 years have passed since the last expedition. The situation on the continent has practically remained unchanged. Serhaim continues to clear the wastes. Dzyuan managed to organize a large colony in its former territory, which suffered from the cataclysm. After a series of ambiguous events on the common border, relations between the Seneian Republic and Lafir have deteriorated. It is unknown what this may lead to in the near future. Currently, negotiations are underway, with the clergy of Tsutar wishing to act as mediators. Player characters are heading to Aksot for one reason or another, a large port city in the south of the country (marked red on the map). It is the main port of the south, through which a huge amount of goods pass. Residents are mainly engaged in trade, production, processing, and fishing, and to a lesser extent in crafts and hunting. Agriculture is highly developed in the surrounding villages. One of the largest shipyards in the Republic is located near the city. Creative people—artists, writers, musicians, actors—are valued and loved in the city. Player characters may have heard quite a lot of interesting things about this city.
***
…The legend of the city's founding tells of three sisters: Fedukia, Timorea, and Petitia. And also their brother Sarbil. According to the tales, they were children of King Serot, a terrible despot whose tyranny was suffered not only by common people but also by his closest family members. However, one fine day, Serot's reign ended. The sisters and brother killed their own father, freeing themselves and others from his terrible rule. Unwilling to remain where they had endured many hardships, they set out for foreign, unexplored lands in search of a new life. Thus they arrived at the shores of the Tsutar Sea and founded the city...
Today Scouh didn't get enough sleep. Half the night he spent looking at own-obscene pictures he found under his older brother's bed. There were so many of them, and the guy liked them so much that for a long time he couldn't fall asleep for obvious reasons. Sitting in the library, the student nodded off and remembered drawings of naked fairies, which appealed to him most of all. However, time was pressing and he needed to finish writing his report on the modern features of law in Republican cities.
- Right, get it together, Scouh. The fairies aren't flying away anywhere, - the student slapped his cheeks and focused on the next chapter of the book.
…Aksot is one of the oldest settlements of human civilization. At least that's what archaeologists claim. This city differs significantly from other settlements in the Republic. Taking advantage of wide autonomy not only at the republican level but also at the regional level, the city government revived ancient laws that residents had followed since the founding of the city...

…Slavery is still legal here. Despite its status, a slave has certain rights protecting it from the master. He can file a complaint with the administration if the owner treats him poorly, for which the latter will either be fined or have the slave taken away and sold to a new owner. Also, some slaves may own property provided to them by the owner for loyal service and devotion. Some people sell themselves, signing a contract with someone they wish to serve. Citizens of the Republic can become slaves only if they are deprived of citizenship for crimes committed on the state's territory, or if they voluntarily sign a contract. Also, a slave can buy himself out from the owner for an amount established by an independent expert. Many senators, including the senator of the Ariatian region where the city is located, criticize its authorities in every way for such a policy. Some even try to campaign among local residents so that they speak out against slavery. And although such actions usually end in nothing, many citizens are gradually coming to the idea that slavery is not very profitable from an economic point of view. However, no progress in changing the legislation has been observed yet...
- Hm, now this is interesting.
…Marriages in the city are perversive in nature and are not regulated by the city government at all. Private legal organizations handle the drafting of marriage contracts. They are ready for money to draft a marriage contract of almost any kind. Even if those marrying are representatives of the same sex. City residents treat such things with indifference…
- Hee-hee, I heard one legend about two orcs retelling...
…Mind-altering substances are one of many alleged entertainments available to the residents of Aksot. They can be bought in specially designated places. Used there or at home. Use in an improper place threatens a serious fine, and in some cases, loss of city citizenship. Potions, herbs, powders, and various liquids lure a huge number of creatures from all over the continent. For such individuals, a resort village was created near Aksot, where they can use them under the control of specially trained people. Despite all this, such inclinations are not welcomed among the city residents. While trade in these substances causes no condemnation...
- Heh, what a town, seems like this is the one grandpa used to tell about?
…Followers of various heretical cults and beliefs find refuge not only in the Ariatian region but also in Aksot. Exploring the chronicles, I even found documents testifying to the permission of the Cult of Zholay. Truly terrible! Fortunately, the residents were smart enough to join the general republican policy on destroying this plague. But despite this, there were opponents of such actions. They claimed that the cultists of Aksot are peaceful and do not commit crimes typical of heretics in other regions. And most nightmarish of all is that the people justifying the cult were not involved in it. I think comments regarding the adequacy of such persons are unnecessary…
- They'll be far more interesting than your dreary Church of the Creator.
…Gambling establishments are sparsely represented. City residents joke that they already won when they were born in the most beautiful city on the planet. It is hard to agree with them, moreover, such a state of affairs is explained by serious competition from Lovirg. Their "Halls of Luck," famous across the continent, leave few indifferent. Praise the Creator that at least one vice bypassed Aksot…
- Oh, those believers.
…Aksot also became famous as a place with many establishments satisfying base needs. Including representatives of both male and female gender. In the most disadvantaged areas of the city, people sell themselves right on the street. And oh horror! They engage in copulation right there! Usually, the guard suppresses such actions, but only if someone complains. But given the free morals of the citizens, this does not happen often. Of course, own lustful citizens of our country, ready to pay for comfort and higher-class services, go to special establishments and do not resemble animals. However, sources report that in the city's brothels one can find a partner for any taste. From eleis and etals, to fairies and even trolls…
- Wow! – exclaimed the youth; students sitting at neighboring tables immediately shushed him.
"Fairies... I think I know where I'll go on vacation this year, hee-hee, hope dad gives me money. How boring our Oswurg is, just a nightmare! Nothing but bookworms, grey mice, and religious fools".
Scouh looked around the large library of the Oswurg Academy of Law, looked at the students buried in books, sighed heavily, and continued reading about the features of Aksot's legislation.
Map5


Races

Republic Humans: +3 skill points.
Tsutar Humans: +1 to willpower for each unit of endurance and strength.
Serhaim Humans: damage dealt to non-humans and monsters increased 2 times; +2 to health for each unit of intelligence and agility.
Dzyuan Humans: +1 to accuracy for each unit of will; +1 skill point.
Hain Humans: +5 to mental resilience for each unit of will; +1 skill point.
Collapsite Humans: +30 to attractiveness; +2 skill points | +5-50 to unappealingness; bonus depending on the type of mutation (can be invented by the player). Universal forces of chaos, released during the Collapse, affected not only animals but also humans. While other races were not affected. At least such cases are unknown. As a rule, collapsites differ in no way from ordinary people. Most often, a strange skin or hair color is encountered. Horns, scales, or feathers are a much rarer phenomenon; as a rule, such people end up in the laboratories of the Society of Mages. Sometimes voluntarily, sometimes not.
Eleis: +40 to attractiveness; +10 characteristic points; +4 skill points. Eleis differ from most humans in the world primarily by extraordinary beauty. They have regular, symmetrical facial features, light velvet skin, light hair (blonde, red, light purple, light brown), and colored eyes (green, blue, purple). The southeastern continent where the eleis lived was completely destroyed by the cataclysm. Once their empire stretched from Seneia to the shores of Virata. After the cataclysm, practically nothing remained of their people. The few who survived were lonely settlers scattered across all corners of the world. Over time, representatives of this people became so rare that they are currently objects of adoration and hunting. If you are an elei woman—you face, in the best case, marriage to a wealthy and influential person; in the worst—sexual slavery. If you are a man, extraordinary success with women awaits you, and subsequently a knife in the back from envious people. Although sexual slavery cannot be ruled out. Most eleis live in the territory of the Seneian Republic. In Starum, the capital of the republic, through the efforts of one of the most influential and wealthy people in the country, an elei by origin, a special district (Elei) was created where exclusively eleis reside. Hoping to revive his people, Narhol Leoder, despite his age, continues to work hard on this task.
Republic Elves: +15 characteristic points; +1 to accuracy for each unit of intelligence when using a bow.
Lafir Elves: +40 to awareness; damage dealt to other peoples increased by 30%; +1 to accuracy for each unit of intelligence when using a bow.
Dwarves: +15 to endurance; +5 to strength; ability to apply runes and use bonuses of runic weapons.
Fairies: character is capable of flight, immunity to melee attacks, while flying evasion from ranged attacks increased 1.5 times, and speed 2 times.
Etals: +40% to agility and perception; +2 to accuracy in melee for each unit of intelligence; ability to see in the dark.
Minotaurs: strength increased 2 times, endurance 1.5 times; ability to attack an opponent with horns (damage = strength) as an additional attack; +10 to unappealingness.Minotaurs have always lived peacefully in small communities on the plains in the center of the continent. During the Collapse, they actively participated in the war on the side of humans, subsequently receiving tax benefits and other civil rights for this. Currently, they live where they did before. They engage in gathering and farming. They rarely travel beyond their territories.
Orcs: +10 to strength, +10 to endurance.
Trolls: strength and endurance increased 3 times; agility and intelligence decreased 2 times; +15 to unappealingness; in the two-handed weapon skill "Accuracy", strength is replaced by perception; inability to use bows.Trolls make up a small part among orcs and are their relatives. The height of trolls usually reaches three and a half meters. In other respects, they resemble orcs. Due to poorly developed intelligence, in orc society, trolls mainly perform the role of labor force. The smartest are accepted into the army, as stupider individuals are characterized by non-aggressiveness and compliance.
Goblins: agility increased 3 times; strength decreased 2 times.Like trolls, goblins are relatives of orcs. Their number is approximately half the number of orcs. As a rule, they live in separate districts of the city or separate settlements. They are full members of society.
Jurans - lions, tigers: strength increased 2 times; ability to attack an opponent with claws (damage = strength); inability to use ranged weapons.
Jurans - leopards, jaguars etc.: agility increased 2 times, perception 1.5 times; ability to attack an opponent with claws (damage = strength); access to the "Assassin" skill; character is capable of overcoming elevations and obstacles without additional equipment, attacking enemies in the air.
Additional Information

1. Spells and skills whose effects last for a certain number of turns begin to recharge after that very effect ends. But spells that kill opponents, or in case of resistance apply certain effects, begin to recharge from the moment of use.
2. Racial SKILLS do not require skill points to learn if the character is of the corresponding race (Society of Mages - Republic Humans; Nature Magic - Fairies; Monsterology - Serhaim Humans; Runes - Dwarves; Apocalyptic - Tsutar Humans; Lafir Archer - Lafir Elves, Republic Elves; Firearms - Dzyuan Humans; Steel Claws - Jurans; Combat Fairy - Fairies; Dance of Death - Etals; Berserker - Orcs; Troll Combat Technique - Trolls; Warrior of Hain - Hain Humans.
3. There is no limit to additional characteristics, and they are not mandatory to level up.
4. Basic combat skill abilities can be chosen in any order, as well as the abilities of other skills.
5. Names: Dzyuan, Hain - Chinese and Japanese respectively; other countries - fantasy.

Checks


1. In dialogues with NPCs, you will be able to pass checks to convince them to do what you need (this does not work on all NPCs). It is not a fact that such actions won't have negative consequences for your character in the future or present. It is preferable to roleplay rather than just write "I intimidate".

- persuasion: intelligence vs intelligence
- charm: attractiveness vs willpower
- intimidation: strength vs strength and awareness
- cunning: cunning vs willpower and awareness

2. To get a job, you will need to pass checks. For example, to get a job in a brothel, you need to pass an intelligence and attractiveness check. Requirement for the first and second is 20. Your character has 19 and 19 respectively. In such a case, a roll of 19 vs 20 will be made.

- if your stats are 20 or higher, you automatically pass the check
- if stats are twice as low as requirements, no roll is made; you automatically fail the check
- characters who have skills allowing them to pass a check using cunning can pass it using cunning
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6 years ago
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Attributes


140 attribute points; minimum – 5, maximum – 50

Strength:
+5 to health
+2 to melee damage
+0.2 to speed

Agility:
+1.5 to stealth
+1 to dodge
+0.5 to accuracy
+0.3 to speed
+0.3 to initiative
+0.2 to critical hit chance

Perception:
+1 to accuracy
+0.5 to dodge
+0.3 to initiative
+0.2 to critical hit chance

Endurance:
+15 to health
+0.5 to mental resistance
+0.2 to willpower

Intelligence:
+1 to awareness
+0.5 to cunning
+0.5 to magic power
+0.5 to stealth
+0.5 to mental resistance
+0.2 to critical hit chance

Willpower:
+1 to magic power
+1 to mental resistance
+1.5 to willpower
+0.3 to initiative
Secondary Attributes

Charm:
+1 to cunning
+1 to attractiveness
-0.5% to item cost (no more than 50%)
+0.5% to rewards

Ugliness:
-1 to willpower checks against actions aimed at seducing the character
+0.5% to the cost of all items
+1 skill point for every 15 units of Ugliness
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6 years ago
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Skills and Abilities

8 ability points; basic skills and magic schools cost 1 ability point, special ones cost 2; ability points can be converted into attribute points, 1 ability point = 5 attribute points. Skill Sheet.

Basic Skills



One-Handed Weapons
Proficiency: +0.5 damage per unit of Strength
Extra Attack
Parry (Evasion vs Accuracy)
Counterattack
Accuracy: +0.7 accuracy per unit of Agility


Two-Handed Weapons
Proficiency: +2 damage per unit of Strength
Accuracy: +0.4 accuracy per unit of Strength
Extra Attack (x2)
Wide Sweep: deals damage to all enemies standing in front of and to the sides of the character within a distance of 1 tile (cooldown: 3 turns)
Cleave: triple damage; chance (Strength vs Endurance) to cause bleeding (-15% of max health over 3 turns; cooldown: 4 turns)


Polearms
Proficiency: +2 damage per unit of Strength
Accuracy: +1 accuracy per unit of Agility
Parry (Evasion vs Accuracy)
Long Reach Strike: the character gains the ability to attack an enemy located 3 tiles away
Smiting Strike: double damage; chance (Accuracy vs Evasion) to hit a vulnerable spot and cause bleeding (-25% of max health over 3 turns; cooldown: 4 turns)


Shield
Proficiency: blocks an enemy attack (Evasion vs Accuracy) if evasion fails
Fortitude: +5 health per unit of Strength
Counterattack after block
Wall: while the character does not move, they block all ranged weapon attacks; one ally can take cover behind the character
Shield Bash: deals damage equal to Strength*2; chance (Strength vs Endurance) to paralyze the enemy for 2 turns (cooldown: 4 turns)


Bow
Proficiency: +1 damage per unit of Strength
Extra Shot
Experience: +25% damage; +1 shooting range per unit of Strength
Quick Hands: 4 shots per turn (cooldown: 5 turns)
Sniper: chance (Perception/2; cannot exceed 25%) to kill the enemy (cooldown: 6 turns)


Crossbow
Proficiency: +1 damage per unit of Perception
Extra Shot
Reinforced Bolts: +35% damage
Quick Hands: 3 shots per turn (cooldown: 5 turns)
Sniper: chance (Perception/2; cannot exceed 25%) to kill the enemy (cooldown: 6 turns)

Thief: +5 Agility; character gains the ability to steal (Agility vs Perception)
Lockpicker: +5 Intelligence and Agility; character gains the ability to pick locks (Agility + Intelligence)
Assassin: attacking an unsuspecting character who failed a check (Agility vs Perception) kills them
Scout: character gains the ability to quickly gather information about the surrounding area
Armor Proficiency: removes movement speed penalty when using heavy armor and shields
Magic


Air Magic

Air Arrow: target takes (magic power*2) damage
Air Spear:
- target takes (magic power*4) damage and is knocked back 10 tiles
- characters standing to the left and right of the target take (magic power) damage and are knocked back 5 tiles
- if a character is behind the target, they take physical damage equal to the same as the knocked-back unit's Endurance and are stunned for 1 turn (cooldown: 2 turns)
Lightning: target takes (magic power*7) damage, ignores physical armor, and is paralyzed for 1 turn (cooldown: 3 turns)
Asphyxiation: target who fails a Will check dies; otherwise, loses the ability to use magic and active abilities for 5 turns (cooldown: 6 turns) (x2)

Dust: reduces selected target's accuracy by 3 times for 3 turns (cooldown: 2 turns)
Levitation:
- mage lifts themselves into the air and becomes immune to melee attacks for 3 turns, while remaining able to move
- removes Quicksand effect (cooldown: 2 turns)
Vortex:
- mage moves an ally, themselves, or an enemy to a visible part of the battlefield
- removes Quicksand and Petrification effects
- can be applied to hidden enemies (cooldown: 2 turns)

Air Elemental: fully protects the master from melee attacks and air magic attacks if located on an adjacent tile (cooldown: 5 turns) (x2)
Health: master's magic power*4
Damage: master's magic power
Speed: 50
Initiative: master's initiative*2
Evasion: 60
Accuracy: master's accuracy
Special: immunity to air and water element spells, +50% damage from earth magic
Spells: air arrow, vortex



Fire Magic

Fire Arrow: target takes (magic power*2) damage
Fireball: target takes (magic power*4) damage, each character on adjacent tiles takes (magic power) damage (cooldown: 2 turns)
Stream of Fire: target takes (magic power*7) damage and (magic power) damage for every tile moved on the next turn (cooldown: 3 turns)
Incineration: target who fails a Will check dies; otherwise, catches fire and loses 10% of max health over 5 turns (cooldown: 6 turns) (x2)

Fire Veil: weapons of 1 to 3 allies deal fire damage equal to their Will*2 for 3 turns (cooldown: 2 turns)
Inner Fire:
- selected ally will move first for 3 turns, speed increases by 10 units
- removes Frozen Blood, Glaciation, freeze, and paralysis effects (cooldown: 2 turns)
Heat: reduces target's intelligence and strength by 3 times for 3 turns (cooldown: 2 turns)

Fire Elemental: fully protects the master from melee attacks and fire magic attacks if located on an adjacent tile (cooldown: 5 turns) (x2)
Health: master's magic power*5
Damage: master's magic power
Speed: 25
Initiative: master's initiative
Evasion: 30
Accuracy: master's accuracy
Special: immunity to fire and air element spells, +50% damage from water magic
Spells: fire arrow, fire veil



Water Magic

Ice Shard: target takes (magic power*2) damage
Frostbite: target takes (magic power*4) damage, ground around the target freezes; moving 1 tile costs 10 speed units (cooldown: 2 turns)
Ice Spear: target takes (magic power*7) damage and is frozen for 1 turn; damage to target increases by 25% (cooldown: 3 turns)
Frozen Blood: target who fails a Will check dies; otherwise, loses the ability to use any type of weapon for 5 turns (cooldown: 6 turns) (x2)

Glaciation:
- reduces speed by 3 times for 3 turns
- removes Fire Veil and Inner Fire effects (cooldown: 2 turns)
Healing:
- mage restores target's health by magic power*2 units
- removes Heat, poison, and bleeding effects (cooldown: 2 turns)
Living Water:
- resurrects selected ally with 5% of max health
- removes Incineration and Asphyxiation effects (cooldown: 5 turns)

Water Elemental: fully protects the master from melee attacks and water magic attacks if located on an adjacent tile (cooldown: 5 turns) (x2)
Health: master's magic power*5
Damage: master's magic power
Speed: 25
Initiative: master's initiative*2
Evasion: 30
Accuracy: master's accuracy
Special: immunity to water and earth element spells, +50% damage from fire magic
Spells: ice shard, healing



Earth Magic

Boulder: target takes (magic power*2) damage
Flint Spikes: target takes (magic power*4) damage, nearby characters take (magic power) damage over 1 turn when performing any actions (cooldown: 2 turns)
Diamond Spear: target takes (magic power*7) damage, pierces physical armor and shields, and deals (magic power) damage to the character standing behind the target (cooldown: 3 turns)
Quicksand:
- target who fails a Will check dies; otherwise, loses ability to move until the end of combat or until pulled out
- helper who fails a Strength check ends up in the same position (cooldown: 6 turns) (x2)

Petrification: enemy evasion is reduced by 3 times for 3 turns, removes Warm-up effect (cooldown: 2 turns)
Stone Skin: ally's health increases by 50% until the end of combat; Vortex spell cannot be applied to them (cooldown: 4 turns)
Creation and Destruction:
- mage creates a stone cover behind which an ally or the mage themselves can hide
- archers are able to fire from cover without being subject to enemy ranged attacks
- mage destroys a physical barrier, whether it be a door, wall, or stone behind which an enemy is hiding; the larger the target, the more times this spell must be applied (cooldown: 2 turns)

Earth Elemental: fully protects the master from melee attacks and earth magic attacks if located on an adjacent tile (cooldown: 5 turns) (x2)
Health: master's magic power*8
Damage: master's magic power
Speed: 10
Initiative: master's initiative
Evasion: 15
Accuracy: master's accuracy
Special: immunity to earth and fire element spells, +50% damage from air magic
Spells: boulder, stone skin

1 ability point for a spell when taking any magic school*
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6 years ago
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Special Skills


Mage Society
Intelligence not lower than 30
+2 awareness for each unit of intelligence
Society Ring: 30% discount on goods in Society shops
+1 to targeted spell accuracy for each unit of perception
Abilities:✧ Denial ✧ Spells of the chosen school of magic do not affect the character, and the character is unable to use spells of that school
✧ Analyst ✧ The character is able to determine the abilities of a sentient being
✧ Quick Mind ✧ The character is able to use two spells per turn
✧ Elementalist ✧ -25% damage from all elements; school of magic and an elemental spell from it
✧ Exorcism ✧ the mage deals (magic power*7) units of damage to a summoned creature (elementals, undead, demons, mental entities); this spell ignores any defense and always reaches the target; this spell removes own-subjugation from an ally and deals (magic power) units of damage to the caster who cast the spell (recharge: 3 turns)
✧ Specialist ✧ Magic power when using spells of the chosen school (all schools of magic except the Cult of Jola, the Cult of Silence, and Structuralists) is increased 2 times; the character is unable to use spells of other schools of magic; the player gains the ability to invent their own spells for this school (x2)
✧ Fusion ✧ A mage who has perfected the art of creating elementals is able to become half-elemental; the character transforms into an elemental if necessary, gaining some properties of an elemental body and all spells of the school of magic (x6)
✧ Experimenter ✧ The player gains the ability to invent their own school of magic (x2)



Mentalism
Brief Description The Order of Mentalists appeared decades after the catastrophe, when mages realized that aliens from other worlds could and should be fought. This struggle continues to this day. And although the number of invaders has decreased dozens of times, members of the order do not sit idle.
Intelligence not lower than 30
+20 to mental resistance for each unit of will
Mental entities are unable to possess the character
Mental entities take 3-fold damage from the character's attacks
The character senses the presence of mental entities nearby
Abilities:✧ Mental Entity ✧ The character summons a mental entity that fights on their side; the strength and abilities of the entity depend on the character's magic power and the player's wishes
✧ Spirit Fracture ✧ The mentalist destroys the target's mental resistance and deals damage equal to its will (magic power vs. willpower); sentient undead and mental entities take (magic power*5) units of damage (recharge: 2 turns)
✧ Subjugation ✧ The mentalist subjugates a mental entity to their will; in battle, it lasts for 3 turns (recharge: 2 turns)
✧ Banishment ✧ The mentalist banishes a mental entity that has possessed a character (magic power + intelligence vs. victim's willpower) (recharge: 2 turns)
✧ Stable Mental Entity ✧ The player gains the ability to create a permanent mental entity (x2)



Alchemy
Intelligence not lower than 20
Starter kit of 15 potions
The character is able to determine the effects of unknown preparations
The character gains the ability to craft health-restoring preparations
The higher the intelligence, the lower the chance of failure when crafting a preparation; base failure chance is 80%, each unit of intelligence reduces the failure chance by 2%
Abilities: ✧ Poison Expert ✧ The character gains the ability to craft poisons and antidotes, determine poisons used to poison allies; +10 to endurance
✧ Ailment Expert ✧ The character gains the ability to craft preparations that cure physical diseases and mental disorders; +10 to endurance
✧ Explosives Expert ✧ The character gains the ability to create explosive devices; bombs dealing physical, magical, or mental damage; +20 to ranged accuracy when using bombs
✧ Sling ✧ +40 to accuracy; bombs fly 3 times further
✧ Doping Expert ✧ The character gains the ability to craft preparations that temporarily increase parameters
The number of increase units depends on the alchemist's intelligence: 2 units for each unit of the alchemist's intelligence
If desired, potion strength can be adjusted downwards
Chance (intelligence/5) that a crafted potion will permanently increase a parameter (x2)



Necromancy
Intelligence not lower than 30
-50% damage from undead
+0.5 to magic power for each unit of intelligence
Abilities:✧ Withering Beam ✧ Target takes (magic power*3) units of damage
✧ Curse ✧ At the end of the next three turns, the target will take the maximum damage dealt by anyone in a single attack; ignores target's physical and magical defense (recharge: 3 turns)
✧ Distraction ✧ The opponent's next action will be redirected to a random target; an attack will hit an ally, a buff will hit an enemy; opponents do not know who the spell is applied to unless they have abilities that allow them to find out (recharge: 2 turns)
✧ Subjugation ✧ The Necromancer subjugates a sentient being or undead to their will; in battle, subjugation lasts for 3 turns (recharge: 2 turns)
✧ Debility ✧ A chosen parameter (all except health) of the character is reduced by the Necromancer's %will for 3 turns (recharge: 2 turns)
✧ Fatigue ✧ For the next 3 turns, the target can perform only one attack per turn and cannot use active abilities (recharge: 2 turns)
✧ Raising Dead ✧ The Necromancer raises a deceased character from the dead; for every 100 units of health, 5 units of magic power are required
✧ Flesh Absorption ✧ The Necromancer heals an ally using an enemy's corpse by the amount of life the killed had; can be distributed among several allies; an opponent affected by this spell cannot be raised from the dead (recharge: 1 turn)
✧ Poison Cloud ✧ All enemies in a 10x10 area lose 15% of maximum health over 3 turns (recharge: 4 turns) (x2)
✧ Kiss of Death ✧ A target that fails the check (magic power vs. willpower) dies; otherwise, they take damage equal to 25% of maximum health and lose the ability to restore health until the end of the battle (recharge: 6 turns) (x2)
✧ Dead Friend ✧ The player gains the ability to create an undead companion, including a sentient one (x2)



Nature Magic
Damage from wild animals and ents is reduced 2 times
The character regenerates 25% of maximum health each turn if they are in an open space
Abilities: ✧ Poison Ivy ✧ A poisonous plant entwines the opponent, paralyzing them for 1 turn and poisoning them for 3 (-10% of maximum health each turn) (recharge: 2 turns)
✧ Herbs of Life ✧ The fairy restores target's health by magic power*4; removes poison, disease, bleeding (recharge: 1 turn)
✧ Earth Power ✧ Allies whose health has dropped below zero within a radius of 10 cells from the fairy do not die, but lose consciousness until the end of the battle, remaining with 1 health; in this state they can be finished off
✧ Flowers of Death ✧ The fairy uses magical powder from poisonous flowers to poison an opponent; an opponent who fails the check (magic power vs. willpower) dies, otherwise all their parameters are reduced 2 times until the end of the battle (recharge: 6 turns) (x2)
✧ Flowers of Life ✧ The fairy resurrects a killed player with 50% of maximum health (recharge: 6 turns) (x2)
✧ Subjugation ✧ The fairy subjugates a wild animal or ent to their will; in battle, subjugation lasts for 3 turns (recharge: 2 turns)
✧ Ent ✧ The fairy summons an ent that fights on the fairy's side until the end of the battle; the creature's strength depends on the fairy's magic power
✧ Wooden Friend ✧ The player gains the ability to create a companion in the form of a tree (parameters are discussed with the GM) (x2)



Monstrology
Intelligence not lower than 15
Damage dealt to wild animals and monsters is increased 2 times
The character is able to recognize the tracks of an animal or monster and prevent an attack, or track the beast
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Abilities: ✧ Expert ✧ The character is able to determine the characteristics and abilities of an animal or monster; allies' damage to such a creature is increased 1.5 times
✧ Trap ✧ The character is able to set traps that deal damage equal to their intelligence*3 and apply negative effects to the opponent; setting a trap in battle takes a turn, opponents do not see where the trap is set unless they have corresponding abilities; the character is able to detect traps (recharge: 1 turn)
✧ Subjugation ✧ The character subjugates an animal or monster to their will; in battle, subjugation lasts for 3 turns (recharge: 2 turns)
✧ Werebeast ✧ The character is able to transform at any moment into an animal or monster initially chosen by the player; the creature's strength depends on the character's magic power (x2)
✧ Animal Trainer ✧ The player gains the ability to create an animal pet or a monster pet (x2)



Demonology
Intelligence not lower than 20
Damage dealt to demons is increased 2 times
Demons ignore the caster if they do not attack them
The character senses demons nearby
Abilities: ✧ Expert ✧ The caster is able to determine the characteristics and abilities of a demon; allies' damage to such a demon is increased 1.5 times
✧ Summoning ✧ The caster summons a demon to their aid, which fights on their side until the end of the battle (demon strength depends on the caster's magic power)
✧ Subjugation ✧ The caster subjugates a demon to their will; in battle, subjugation lasts for 3 turns (recharge: 2 turns)
✧ Were-demon ✧ The character is able to transform at any moment into a demon initially devised by the player; the demon's strength depends on the character's magic power (x2)
✧ Controlled Demon ✧ The player gains the ability to create a demon as a companion (parameters are discussed with the GM) (x2)



Runes
Brief Description:Since ancient times, dwarves have used rune magic to strengthen not only their weapons but also their bodies. Through centuries of practice, this mastery has become a powerful tool in the hands of those who wish to become stronger themselves or make their warriors stronger. Rune priests hone this skill for decades, as clumsy application can lead to unpleasant consequences for the dwarf's body or their weapon
Types of Runes:
Body Runes
Health Rune: +250-1000 units of health
Magic Power Rune: +30-50 units of magic power
Willpower Rune: +30-50 units of willpower
Initiative Rune: +10-30 units of initiative
Speed Rune: +5-15 units of speed
Accuracy Rune: +40-70 units of accuracy
Evasion Rune: +40-70 units of evasion
Mental Resistance Rune: +250-1000 units of mental resistance
Fortitude Rune: damage received by the character cannot exceed a limit of 30% of their health at once (x2)
Resurrection Rune: the player is resurrected at the end of the battle with 50% of maximum health; once per game day (x2)

no more than 2 runes*

Weapon Runes
Fire Rune: fire damage equal to character's will*5
Water Rune: water damage equal to character's will*5
Air Rune: air damage equal to character's will*5
Earth Rune: earth damage equal to character's will*5
Mental Rune: using this weapon, the character is able to deal damage to mental entities
Speed Rune: two additional attacks (x2)
Blood Rune: damage dealt to an opponent is converted into health every 4 hits (x2)

no more than 2 runes*

Armor/Shield Runes
Fire Protection Rune: -50% damage from fire magic
Water Protection Rune: -50% damage from water magic
Air Protection Rune: -50% damage from air magic
Earth Protection Rune: -50% damage from earth magic
Health Protection Rune: immunity to diseases and poisons, immunity to bleeding
Life Protection Rune: stealth attacks using melee weapons do not kill the character and deal normal damage
Mind Protection Rune: immunity to stunning and spells affecting the mind
Reflection Rune: chance (50%) to reflect an opponent's spell back at them (x2)

no more than 2 runes*


Apocalyptic ▼
An apocalyptic's attacks deal damage to mental entities
The character senses the presence of mental entities and demons nearby
The character is not subject to possession by mental entities either in life or after death[/COLOR]


Wandering Monk
+0.7 to willpower for each unit of will
+20 to mental resistance for each unit of will
The character's dead allies will not be turned into undead and are not subject to possession by mental entities
Abilities: ✧ Exorcism ✧ The monk banishes a mental entity that has possessed a character (magic power vs. victim's willpower) (recharge: 2 turns)
✧ Prayer for Health ✧ The monk restores health to themselves or an ally at the expense of their own mental resistance and removes all negative effects (recharge: 1 turn)
✧ Prayer of Strength ✧ The monk enables an ally's attacks to deal damage to mental entities (recharge: 1 turn)
✧ Prayer to the Prophet ✧ Restores mental resistance to themselves or an ally outside of battle
✧ Prayer to the Almighty ✧ The monk spends half of their maximum mental resistance to resurrect an ally; the ally is resurrected with 1 unit of health (recharge: 5 turns)
✧ Grace ✧ The monk's mental resistance extends to all nearby allies
✧ Retribution ✧ An opponent who deals critical damage to the monk takes damage equal to the monk's willpower*2; this damage is not reduced by other abilities or spells
✧ Confessor's Hearing ✧ The character always knows when other characters are lying



Holy Warrior
5% health regeneration per turn
+0.5 to willpower for each unit of strength
+10 to mental resistance for each unit of will
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Abilities: ✧ Fortitude ✧ Damage dealt by mental entities and demons is reduced 2 times
✧ Demon Hunter ✧ Damage dealt to demons and mental entities is increased 2 times
✧ Self-Sacrifice ✧ At any moment in battle, the character is able to draw up to 3 opponents' attention (willpower vs. willpower)
✧ Prayer to the Prophet ✧ Restores mental resistance to themselves or an ally outside of battle
✧ Prayer to the Guardian Angel ✧ The character restores their own health at the expense of mental resistance (outside of battle)
✧ Hand of the Almighty ✧ If the character's health drops below zero, they do not die but continue to fight until their health drops to -50% of maximum



Laphir Archer
Bow proficiency skill
Additional shot
Ability to deal critical damage
Accuracy when using a bow is increased 1.5 times
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Abilities:✧ Shot to the Hand ✧ The character shoots at the opponent's leading hand and deprives them of the ability to attack until the end of the battle (recharge: 4 turns)
✧ Shot to the Leg ✧ The character shoots an opponent in the leg and reduces their speed to 1 until the end of the battle (recharge: 4 turns)
✧ Shot to the Neck ✧ The character shoots an opponent in the neck and causes bleeding; -15% of maximum health each turn until the opponent dies or is healed (recharge: 4 turns) (x2)
✧ Additional Shot ✧
✧ Mental Arrows ✧ The character's attacks deal damage to mental entities
✧ Elven Arrows ✧ Damage is increased 3 times
✧ Armor-Piercing Tips ✧ The character's arrows pierce armor
✧ Fast Legs ✧ The character is able to move and shoot simultaneously (x2)
✧ Rain of Arrows ✧ The character releases 6 arrows in one turn at a single opponent or several (recharge: 6 turns) (x2)



Firearms
Pierces the opponent's armor
Ability to deal critical damage
+0.5 to accuracy for each unit of perception when using firearms
Abilities: ✧ Shrapnel ✧ Every opponent in a 3x3 line at a distance of 10 cells takes damage (recharge: 2 turns)
✧ Fast Reload ✧ Additional shot (x2)
✧ Aimed Shot ✧ The character's weapon deals 5-fold damage if firing from cover and the opponent does not respond with a ranged attack (x2)
✧ Shooting on the Run ✧ The character is able to move and shoot simultaneously (x2)
✧ Sniper ✧ A shot at an unsuspecting opponent kills them; in case of abilities protecting against stealth attacks, it deals damage equal to 50% of maximum health and stuns (x2)



Giriza
4 to cunning for each unit of agility
+1 to stealth for each unit of intelligence
During non-aggressive actions, stealth is increased 2 times
Membership in Giriza, access to the local cell's lair, Thief and Lockpicker skills
Brief DescriptionThe little and much that the inhabitants of Senei have are always ready to be seized by the lords of this organization. As with many underground structures, one can only enter here by invitation from a member of Giriza. They do not like refusals, and those who refuse usually end up in a ditch shortly after, with their throat slit or a dagger in their eye. However, besides monthly dues, membership in this organization has its advantages.
Abilities: ✧ Scout ✧ The character automatically scouts the area, learns about hidden places in the location, is able to detect traps, ambushes, and hidden items
✧ Sleeping Powder ✧ The character uses powder that puts an opponent to sleep (powder strength vs. opponent's endurance); can be used at a distance of no more than 10 cells; in battle it lasts for 3 turns (recharge: 2 turns)
✧ Influential Friends ✧ Upon capture, the character gains the ability to avoid punishment for a committed crime
✧ Deceiver ✧ The character is able to pass any check using the cunning parameter; cunning is increased 2 times
✧ Partner ✧ The player gains the ability to create a partner who is a member of Giriza under the same rules as the main character (x2)



Adventurer
+3 to all characteristics
+5 to cunning for each unit of charm
The character is able to pretend to be dead
+1 to awareness for each unit of intelligence[/COLOR]
Abilities: ✧ Giriza ✧ access to the local cell's lair
✧ Traveler ✧ +0.5 to speed for each unit of agility
✧ Trader ✧ -0.5% to cost of goods for each unit of intelligence (no more than 50%)
✧ Silver Tongue ✧ The character is able to pass any check using the cunning parameter; cunning is increased 2 times
✧ Wandering Merchant ✧ Valuable items and increased capital at the start of the game (x2)
✧ Insight ✧ The character is able to determine the characteristics of a sentient being (perception + awareness vs. stealth)
✧ Marauder ✧ Searching opponents, the character always finds money or valuable items; amount of found money is increased 2 times
✧ Premonition ✧ The character senses potentially lethal danger, an ambush, a potentially dangerous character, the need for more characters to participate in a quest, etc.(x2)
✧ Pirate ✧ Valuable items and jewelry at the start of the game (x2)
✧ Lucky One ✧ Nullifies the effect of a lethal attack and gives the character the ability to escape from the battlefield (once per game day) (x2)
✧ Companion ✧ The player gains the ability to create a partner with the Adventurer skill under the same rules as the main character (x2)



Assassin
Killer Ability
Back attacks deal 5-fold damage
Ability to deal critical damage
The character is able to pretend to be dead
+1 to stealth for each unit of intelligence
+0.5 to perception for each unit of intelligence
Agility is increased 2 times (or racial agility bonus)
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Abilities: ✧ Membership in Giriza ✧ access to the local cell's lair
✧ Reconnaissance ✧ The character automatically scouts the area, learns about hidden places in the location, is able to detect traps, ambushes, and hidden items
✧ Information Gathering ✧ The character is able to determine the characteristics and abilities of a sentient being
✧ Throwing Weapons ✧ The assassin gains the ability to use throwing weapons; a target that fails the check (perception vs. endurance) dies, otherwise they lose 5% of maximum health over 5 turns (x2)
✧ Hidden Strike ✧ The assassin attacks an opponent outside of battle or during a dialogue; a target that fails the check (accuracy vs. evasion) dies, otherwise they take 5-fold damage (x2)
✧ Poison Expert ✧ The assassin gains the ability to craft poisons and antidotes, determine poisons used to poison allies, coat their weapon in poison; +25% to health
✧ Trap Expert ✧ The character is able to set traps that deal damage equal to their intelligence*3 and apply negative effects to the opponent; setting a trap in battle takes a turn, opponents do not see where the trap is set unless they have corresponding abilities; the character is able to detect traps (recharge: 1 turn)
✧ Ghost Killer ✧ The character's attacks deal damage to mental entities
✧ Stealth ✧ The assassin gains the ability to vanish from sight during battle; stealth lasts for 5 turns; area-of-effect attacks remove stealth; by performing aggressive actions, the assassin reveals themselves; the character can leave the battlefield and hide from possible pursuit (recharge: 5 turns)

while wearing heavy or medium armor, it is impossible to use bonuses and abilities of this skill*



Gladiator
+10 to charm
+60% to health, willpower, initiative, and accuracy if the battle is fought alone [/COLOR]
Abilities: ✧ Jack of All Trades ✧ Free skill and one ability from all basic combat skills (x2)
✧ Knowledge of Weaknesses ✧ Damage dealt to three chosen races is increased 2 times
✧ Bestiary ✧ Damage dealt to wild animals and monsters is increased 2 times
✧ Otherworldly Killer ✧ The character's attacks deal damage to mental entities; damage dealt to demons and mental entities is increased 2 times



Knight
The character cannot be stunned
+5 to health for each unit of strength
Critical attacks deal normal damage
Removes movement speed penalty when using heavy armor and shields
Abilities: ✧ Fit as a Fiddle ✧ +10 to health for each unit of endurance
✧ Flawless ✧ Stealth attacks and back attacks do not kill the character, but deal normal damage
✧ Steadfastness ✧ Each unit of will reduces incoming damage of all types by 1%
✧ Executioner ✧The character's attack deals 3-fold damage; an opponent not using heavy armor takes 6-fold damage (recharge: 3 turns)
✧ Ram ✧ The character deals normal damage to the opponent and stuns them for 1 turn; each cell traversed increases final damage by 5% (recharge: 2 turns) (only with a shield)

bonuses and abilities of this skill work only when wearing heavy armor*



Legionnaire
+40% to health, willpower, initiative, and accuracy if at least one ally participates in the battle

Skills: ✧ Ordinary ✧ Free skill and two One-Handed Weapon and Shield abilities (x2)
✧ Specialist ✧ Fully upgraded combat skill (x2)
✧ Commander ✧ Increases allies' health by the character's Intelligence percentage; allies' Will is equalized to the commander's if it was lower (x2)
✧ Tactical Retreat ✧ The Legionnaire and his allies leave the battlefield and avoid pursuit
✧ Feint ✧ The Legionnaire and his allies, having left the battlefield, counterattack the enemy, gaining the advantage of the first move (requires "Tactical Retreat" skill, once per game day)
✧ First Aid ✧ The Legionnaire provides first aid to a mortally wounded (killed) ally, saving their life and removing them from combat (cooldown: 5 turns) (x2)
✧ Learning from Mistakes ✧ By analyzing his mistakes after battle, the legionnaire has a chance (Endurance/5) to increase a desired characteristic by 3 units (only with Intelligence above 10)



Steel Claws
+1 damage for each unit of Strength
The character gains the ability to use gloves with metal claws in combat; this weapon cannot be destroyed
Short Description: For centuries, the Jurans have honed their mastery of combat using special gloves worn on their paws. During this time, they developed a unique style that other peoples of the continent are unable to replicate. Their smiths learned to forge true masterpieces, no less in quality than the works of dwarves and elves.
Skills: ✧ Parrying ✧ (evasion vs accuracy)
✧ Counterattack ✧ (counterattack after parrying)
✧ Additional Attack ✧(x2)
✧ Precision ✧ +0.4 to precision for each unit of Strength
✧ Whirlwind ✧ The character attacks all enemies located in adjacent cells (cooldown: 4 turns)
✧ Leap ✧ The character closes the distance between themselves and the enemy in one turn, dealing damage equal to Strength + number of cells crossed, and stuns them for 2 turns (cooldown: 4 turns)
✧ Instinct ✧ Targets whose health is below 25% of maximum die from any successful attack by the character
✧ Disarm ✧ The character knocks a weapon or shield out of the enemy's hands for a distance equal to own Strength-(enemy Strength/2) (cooldown: 2 turns)
✧ Armor Break ✧ The character rips armor off the enemy (cooldown: 3 turns)



Combat Fairy
One-handed weapon skill
Ability to deal critical damage
Male characters and wild animals take 2 times more damage
+0.5 to attractiveness for each unit of Strength and Agility
Skills:✧ Heartthrob ✧ The character is able to pass any check using attractiveness; during checks, attractiveness is increased 2 times
✧ Ladies' Man ✧ +1% health for female allies for each unit of Charisma
✧ Unsurpassed ✧ +2% to base weapon damage for each unit of Charisma up to 50 units
✧ Ambidextrous ✧ The character gains the ability to use a weapon in each hand, additional attack
✧ Bully ✧ Character's counterattacks deal 3-fold damage
✧ Gusto ✧ Evasion and precision are increased 2 times if the character is fighting alone or allies are more than 10 cells away; the character is able to fight two enemies simultaneously
✧ Dive ✧ The fairy attacks a character in flight, dealing critical damage; evasion and parrying do not work (cooldown: 1 turn)
✧ Raid ✧ For 3 turns, the fairy fights in flight (cooldown: 2 turns)

*when wearing heavy or medium armor, it is impossible to use the bonuses and skills of this skill



Dance of Death
The character cannot be counterattacked
Ability to deal critical damage
One-handed weapon proficiency skill, parrying
The character gains the ability to use a weapon in each hand, additional attack
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Skills: ✧ Additional Attack ✧
✧ Additional Attack ✧
✧ Sharpened Reflexes ✧ The character will evade the first lethal attack in battle
✧ Fast Spin ✧ The character gains the ability to deflect arrows and targeted spells of the enemy if evasion fails (Agility vs precision)
✧ Bloodthirst ✧ Each killed enemy gives the character an additional turn at the end of the round
✧ Deadly Dance ✧ All enemies within a radius of 1 cell from the character take damage (cooldown: 4 turns)
✧ Shadow Jump ✧ The character disappears into shadow, appears on the cell in front of the enemy and attacks them 5 times; +30% critical chance (cooldown: 5 turns)
✧ Elusive Shadow ✧ The character disappears into shadow and attacks all enemies standing on the battlefield, dealing critical damage; then returns to the original position (cooldown: 5 turns) (x2)
✧ Death Rush ✧ The character disappears into shadow, appears on the cell behind the enemy and attacks them; a target that fails the check (precision vs evasion) dies, otherwise takes 5-fold damage (cooldown: 5 turns) (x2)

*when wearing heavy or medium armor, it is impossible to use the bonuses and skills of this skill



Berserker
+0.5 to precision for each unit of Strength
Stealth attacks during battle deal normal damage
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Skills: ✧ Endurance ✧ Health amount is increased 2 times
✧ Hardening ✧ In battle, bleeding, poisoning, and disease do not affect the character
✧ Adrenaline ✧ The character deals damage to themselves (base weapon damage) and goes first for the next three turns (cooldown: 2 turns)
✧ Frenzy ✧ The character attacks the nearest targets until all enemies are dead; spells requiring a Will check do not affect the character
✧ Rage ✧ Until the end of battle, each attack by the character deals 2 times more damage; the character takes 2 times more damage from attacks
✧ Fury ✧ Each attack by the character deals critical damage for 5 turns (cooldown: 4 turns) (x2)

*when wearing heavy or medium armor, it is impossible to use the bonuses and skills of this skill



Troll Combat Technique
+0.2 to precision for each unit of Strength
Character's attacks cannot be parried
Skills: ✧ Wall ✧ The troll takes all attacks for 3 turns; up to 3 allies can hide behind the troll
✧ Kick ✧ The troll knocks the enemy back 20 cells, deals damage equal to Strength and stuns for 1 turn (cooldown: 2 turns)
✧ Meat-eater ✧ The troll eats a killed enemy, restoring health by the amount of the enemy's life units
✧ Headlong ✧ The troll runs in a straight line and deals damage equal to Strength to all enemies in front of them and within a radius of 2 cells; each cell passed increases damage by 10 units (cooldown: 3 turns)
✧ Roar ✧ The troll lets out a piercing roar; enemies who fail the check (Strength vs Will) flee in terror or surrender (cooldown: 3 turns) (x2)
✧ Deadly Embrace ✧ The troll grabs their opponent within a radius of 2 cells and strangles them, removing them from combat; an opponent who fails the check (Strength + Endurance vs Strength) dies (cooldown: 4 turns) (x2)



Warrior of Haina
+10 to mental resilience for each unit of Will
Character's attacks deal damage to mental entities
Skills:✧ Ronin ✧ Free skill and 2 Two-Handed Weapon abilities; +50% accuracy; +5 health for each unit of Will; +1 Will for each unit of Endurance (x2)
✧ Preemption ✧ The character deals a strike to each new attacking enemy before their attack (evasion, parrying and blocking do not work)
✧ Yumi ✧ Free skill and three Bow abilities; +2 health for each unit of Will; +1 ranged combat accuracy for each unit of Will; +1 Will for each unit of Endurance(x2)
✧ Strong Arms ✧ The distance the arrow flies determines additional damage, 10 units of damage per cell
✧ Yamabushi ✧ Free skill and 2 Polearm abilities; +50% accuracy; +5 Will for each unit of Endurance; +2 health for each unit of Will (x2)
✧ Assistance ✧ Standing next to an ally, the character deals 1 strike to an enemy after the ally's turn; enemies passing by within a distance of 2 cells also receive a strike
✧ Clear Mind ✧ In battle, the character cannot be frightened, stunned or controlled
✧ Healing Meditation ✧ The character skips a turn and restores their health by the amount of Will units
✧ Proximity to Death ✧ +30% accuracy if the character's health is below 50% of maximum; +50% accuracy, +30% evasion if the character's health is below 15% of maximum, additional attack (x2)
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Undead ▼
Brief DescriptionNecromancers, who for centuries attempted to create sentient undead, never succeeded. However, the Collapse caused the emergence of sentient dead. Despite this, no breakthrough in the field of necromancy occurred. Five hundred years later, dark wizards have still failed to determine exactly how some lucky individuals survive their own death—why the mind continues to function despite the absence of a soul. Currently, the most popular theory is that of Ashal, a Necromancer and senator of the Seney Republic. According to his assumptions and experiments, personalities that survived their death are filled with the mental energy of otherworldly entities. How this energy enters their body remains a mystery. It is suggested that this happens when living for a long time near rift sites. Unfortunately, this information is poorly supported by facts.
Mental fortitude replaces the character's health
Mental fortitude recovers based on will*4 per game day
Racial bonus is nullified; bonuses affecting characteristics remain



Zombie
Brief DescriptionOver time, the same things happen to sentient undead as they do to ordinary dead. The process is not pleasant, especially for those around them. However, there is little pleasure for the zombie itself either, as it is still capable of feeling pain.
Inability to use magic
Physical damage reduced by half
Stealth attacks do not kill the character
Immunity to diseases, poisons, bleeding
Psychological disorder
+40 to unsightly
+40 to mental fortitude for each unit of strength
+40 to mental fortitude for each unit of endurance

✧ Recovery ✧ At the end of battle (in case of victory), the zombie restores mental fortitude by the amount of damage dealt during the battle/5
✧ Disease ✧ The character's weapon is infectious and infects an opponent with an ailment upon contact; an opponent who fails the check (endurance vs endurance) loses 5% of maximum health each turn until they are cured or die (x2)


Skeleton
Brief DescriptionThe final stage, which few reach. To end their suffering, most turn to mentalists. But some continue their existence, finding tasks to occupy themselves with while passing sleepless nights.
Inability to use magic
Damage from all elements reduced by half
Immunity to diseases, poisons, bleeding, stunning, sleep
Immunity to negative effects affecting the mind
Muteness
Psychological disorder
+20 to unsightly
+20 to mental fortitude for each unit of agility
+30 to mental fortitude for each unit of endurance

✧ Recovery ✧ At the end of battle (in case of victory), the skeleton restores mental fortitude by the amount of damage dealt during the battle/5
✧ Steel Bones ✧ +1000 to mental fortitude (x2)


Lich
Brief DescriptionIt is believed that Necromancers who were lucky enough to become undead lost only a part of their soul and are therefore capable of accumulating magical energy to cast spells. They have also learned to restore mental fortitude and maintain their body in an acceptable state.
Immunity to diseases and poisons
+25 to mental fortitude for each unit of will
+15 to mental fortitude for each unit of intelligence
Free necromancy skill
✧ Meditation ✧ The Lich restores mental fortitude by the amount of magic power*7


Cult of Zholay
+40 to charm
+20% to endurance
Immunity to diseases
The character feels almost no pain
Magic power increased by the number of Charm points
Brief DescriptionThis cult appeared during the troubled and difficult times of decline, when many influential people lost their former greatness. They were extremely dissatisfied with the general decay, epidemics, wars, and other vicissitudes of the world. Their already too short lives were spent dealing with the consequences of the cataclysm on their lands. Accustomed to living lavishly, former aristocrats united around a figure named Zholay. No one knows who he is or where he came from. Some written sources claim he was the sole surviving member of the imperial family of Eleia; others, that he was the court mage of the last monarch of the Kingdom of Tsutar; third, that he was a demonic entity from another world. Either way, those who passionately desired to get as much pleasure out of life as possible while prolonging it joined him. Only a few skilled mages could significantly extend their lives. Zholay, however, created a technique through which his followers prolonged their own lives at the expense of other people's lives. Even in those times, little was known about the cult. It existed secretly, and it was impossible to join simply so. As a rule, the cultists themselves chose those who were worthy of learning their skills and knowing all the joys of flesh and consciousness. Subsequently, the methods of bringing pleasure became increasingly sophisticated. But the adepts did not stop there. More and more often they resorted to torturing any creatures that came their way. Over time, entire villages and cities fell victim to the chaos and discord brought by the sorcerers, adding to the already hard, bleak, and dangerous lives of ordinary people. However, such exuberant activity did not go unnoticed. The new republican government formed special detachments of mages and warriors to destroy the cultists. Soon they had to lay low. Currently, their numbers have significantly decreased and they do not pose as much danger as they once did.
Skills: ✧ Hunger ✧ The victim loses control over themselves and begins to eat all the food they can find; a character who fails the check (magic power vs endurance) dies of overeating (out of combat)
✧ Despair ✧ The victim is unable to perform any actions; a character who fails the check (magic power vs willpower) commits suicide (cooldown: 6 turns)
✧ Dreams ✧ The victim falls asleep and enters a world of dreams where all their wildest desires come true; a character who fails the check (magic power vs awareness) remains in a state of sleep until complete exhaustion, or until the spell is dispelled (cooldown: 6 turns)
✧ Attraction ✧ The victim loses control over themselves and begins to seek individuals of their preferred gender in hopes of satisfying animal instincts; a character who fails the check (magic power vs strength) dies of a heart attack (out of combat)
✧ Rage ✧ The victim loses control over themselves and attacks the nearest character (in combat lasts for 3 turns) (cooldown: 2 turns)
✧ Chosen One ✧ The victim loses the ability to harm the caster in any way for 5 turns (cooldown: 2 turns)
✧ Changeling ✧ The sorcerer is able to change their appearance or take the form of a sentient being they have seen with their own eyes
✧ Cultural Exchange ✧ Sexual contact with a target who failed the check (magic power vs willpower) grants one of their skills and one of the bonuses of that skill (no more than once per target)
✧ Seduction ✧ A cult follower uses a special magic technique to seduce a target (of any gender); a character who fails the check (magic power vs willpower) yields to temptation and falls under the influence of the cultist; sexual contact with the victim kills them and permanently increases the caster's will by 1 and endurance by 5 (x2)
✧ Sacrifice ✧ The cultist sacrifices a living character and receives 4 attribute points for free distribution (x2)
✧ Blessing of Zholay ✧ The character comes back to life at the end of battle with 50% health



Cult of Silence
+4 skill points
Racial bonus is nullified
The character is unable to initiate combat
+0.7 to willpower for each unit of will
Amount of mental fortitude increased 50 times
Immunity to negative effects affecting the mind
Brief Description During the turmoil, the peoples of Walla saved themselves as best they could. Some fled to distant islands, some hid high in the mountains, some deep underground. But some decided that one could hide within oneself and in each other. Followers of the Cult of Silence build buildings that the uninformed call temples. They build them exclusively to listen to the silence there. In these temples, nothing is ever said. And even if they try, they cannot do so. It is impossible to create any sound there. The most brilliant mages of the republic are still struggling with the mystery of how the order members achieve such an effect. The abodes of the Silent continue to loom in deep silence over major cities across the continent. Members of the order usually live in peaceful communities at the "temple." Occasionally they can be met far from civilization. Those Silent who chose the path of solitude enjoy special respect among their brethren.
Skills: ✧ Barrier ✧ The Silent creates a barrier around themselves (based on the amount of invested mental fortitude), protecting them from any external influence until it is completely destroyed
✧ Gift ✧ The Silent creates a barrier around an ally, protecting them from any external influence until it is completely destroyed (ally's mental fortitude*5) (cooldown: 5 turns)
✧ Healing ✧ The Silent restores health to an ally at the expense of their own mental fortitude
✧ Cleansing ✧ The Silent removes all negative effects from an ally and expels any inhabiting mental entities (willpower vs victim's willpower) (cooldown: 2 turns)
✧ Meditation ✧ The Silent fully restores mental fortitude out of combat, or in 2 turns during combat
✧ Pacification ✧ The Silent forces an opponent to stop fighting and retreat (willpower vs willpower, for each opponent separately) (cooldown: 5 turns)
✧ Return ✧ The Silent resurrects a character, spending 25% of maximum mental fortitude in the process (x2)
✧ Seal of Silence ✧ The Silent deprives a mage of the ability to cast spells until the end of battle (willpower vs willpower) (cooldown: 5 turns) (x2)
✧ Retribution ✧ Every second turn, until the end of battle, opponent attacks deal damage to the opponent themselves (willpower vs willpower) (cooldown: 5 turns) (x2)



Structuralism
+7 skill points
+10 to willpower for each unit of will
+5 to magic power for each unit of intelligence
+20 to mental fortitude for each unit of intelligence
No more than 1 player
Absence of aging
Psychological disorder
Character attacks deal damage to mental entities
Racial bonus is nullified; bonuses affecting characteristics remain
Brief Description What does the Society of Mages know about the magic of structuralism? Perhaps only that they know nothing. Where wizards capable of affecting the very structure of reality come from is unknown. It is known only that there are very few of them and they are encountered extremely rarely. And even if you meet one, it's not certain you will remember the event. Rumors circulate among the Society professors that Structuralists know the most about the Collapse—its causes, consequences, and everything associated with it. But for some unknown reason, they do not wish to share this knowledge. Nor do they wish to share anything at all. The goals they pursue are unknown. For obvious reasons, determining whether a Structuralist's influence took place is practically impossible. There is an opinion that they are the ones responsible for the Collapse. There is an opinion that they have access to the power structures of the entire world and secretly control it. There is an opinion that only female individuals can be Structuralists. There is an opinion that Structuralists do not actually exist, and all stories and testimonies of meeting them are tales of windbags and delusions of madmen. Either way, one cannot speak of that which does not exist.
Skills: ✧ Mind Reading ✧ The caster is able to read the target's thoughts
✧ Telekinesis ✧ The caster is able to move objects from a distance
✧ Sleep ✧ The caster forces the target into a deep sleep (magic power vs willpower); in combat lasts for 3 turns (cooldown: 2 turns)
✧ Nightmare ✧ The caster plunges the target into a sleep where they fight their own fears; a target who fails the check (magic power vs awareness) remains in the world of nightmares until complete exhaustion, or until the spell is dispelled (cooldown: 6 turns)
✧ Subjugation ✧ The caster subjugates a sentient being to their will; in combat subjugation lasts for 5 turns (cooldown: 2 turns)
✧ Oblivion ✧ The caster forces the target to forget the last few hours of life, or changes their memories
✧ Copy ✧ The caster creates a copy of themselves or another character; the copy behaves like the original and exists for some time
✧ Metamorphosis ✧ The caster is able to turn into an object their own size, twice as small, or twice as large
✧ Changeling ✧ The caster is able to change their appearance or take the form of a sentient being they have seen with their own eyes
✧ Incorporeality ✧ The caster is able to pass through obstacles; in combat receives invulnerability to all types of damage for 3 turns (cooldown: 3 turns)
✧ Soul Print ✧ The caster learns the target's characteristics, skills, and abilities
✧ Search ✧ The caster gains the ability to determine the exact location of any other character; it is enough to know their name and have an idea of who they are, remember their appearance, or possess a personal item
✧ Cleansing ✧ The caster removes all negative effects from themselves or an ally, including those from spells and skills (cooldown: 2 turns)
✧ Vampirism ✧ The caster restores their own health at the expense of an opponent's or ally's health; the amount of restored health cannot exceed the caster's magic power (cooldown: 2 turns)
✧ Deconstruction ✧ The caster is able to break down small and medium objects, or create any others of the same size from them; this spell can destroy an opponent's weapons and armor (cooldown: 3 turns)
✧ Teleportation ✧ The caster is able to move themselves, an ally, or an opponent to any point on the battlefield; out of combat, the spell works within areas studied by the character, or places visible to the naked eye
✧ Fortitude ✧ The caster's willpower is increased 3 times (x2)
✧ Resurrection ✧ The caster resurrects an ally with full health (cooldown: 5 turns) (x2)
✧ Omniscience ✧ The caster is visited by visions of potentially possible outcomes, images of the near future, past, and present; the caster can recognize other structuralists and, if desired, read their thoughts and allow theirs to be read (x2)
✧ Mirror ✧ Until the end of battle, damage from every second attack by an opponent is reflected back; the spell can be used on allies (cooldown: 5 turns) (x2)
✧ Rewind ✧ The caster turns time backward in their area of effect; permitted once per game in each specific location, affects all characters present at that location (x2)
✧ Transfer ✧ Upon death in or out of combat, the caster's soul transfers to the nearest sentient being (excluding other players' characters), retaining all skills and parameters of will and intelligence (x2)

Hidden Skills
Hidden Information
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6 years ago
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Each player may draw cards 2 times. Any card may be transferred to another player by mutual agreement. A player who receives a transferred card may not draw cards themselves.



Speed Shooter | Character always acts first | – 7%
Unstoppable | Spell power increased by 3 times | – 4%
Critic | Character's spells can deal critical damage | – 5%
Anti-Magic | Damage dealt to mages and summoned creatures is increased by a percentage of spell power | – 5%
Balance | The character is unaffected by positive and negative effects of spells and abilities | – 5%
Height Lover | The character receives an item that allows them to fly | – 13%
Battle Mage | The character's weapon deals additional damage of a chosen element equal to their willpower | – 15%
Magic Arrows | The character can enchant their arrows with spells from the school of magic they command | – 11%



Secrets of Others | The character can learn cultist spells without being a follower of Zholai | – 10%
Wandering Cultist | The character is a follower of Zholai | – 10%
High Cultist | The character is the head of a local sect, has 2 characters under their command (created by the player), possesses the skill and all abilities of the cult | – 3%
Connections | Acquaintance with influential people of the city | – 10%
Expansion | 2 additional sect members, created by the GM | – 10%
Cultist Victim | The character survived an encounter with cultists. This has affected them in some way | – 15 %
Obesity | The character suffers from obesity. Health reduced by 50%, speed and evasion to 1 | – 10 %
Depression | The character suffers from depression. When affected by effects requiring a willpower check, willpower = 1; the character commits suicide with a 25% chance upon losing a battle (escape), failing a quest, or failing a check | – 10 %
Sexomania | The character suffers from sexomania. +50% damage taken and -50% damage dealt against opponents whose charisma is above 0. The character eagerly agrees to any intimate proposals | – 10 %
Wrath | The character suffers from fits of rage. Damage dealt by opponents is doubled; if the character fails a check, they have a 25% chance of attacking the target of the failed check | – 10 %



Structuralist Victim Willpower halved – 10%
Two-Mouthed | Second mouth (+5 to repulsiveness) | – 3%
Two-Nosed | Second nose (+5 to repulsiveness) | – 3 %
Better than One? | Head without a second personality (+15 to repulsiveness) | – 3%
Better than One | Head with a second personality (+15 to repulsiveness, intelligence doubled, roleplayed by the player) | – 3%
Three-Legged | One leg unusable (speed halved) | – 5%
Three-Armed | One arm unusable (agility halved) | – 5%
Новичок | The character is a structuralist who recently completed training – | 15%
Curse | Immunity to everything and inability to perform any actions except movement | – 1%
Amnesia | The character does not remember their past, does not understand how they ended up where they are or what happened (no biography required) | – 10 %
Racial Fever | The character loves members of one race (random) so passionately that they cannot harm them in any way or resist their seduction | – 5 %
Voice in the Head | Willpower reduced by 30%. The character constantly hears a voice in their head that comments on their actions, thoughts, and generally annoys them (roleplayed by the GM) | – 5 %



Adaptation | Diseases, poisons, and bleeding do not affect the character | – 17%
Wooden Friend | The player gains the ability to create a sentient tree companion for themselves – | 6%
Air Shooter | The character can fly and simultaneously use ranged weapons or spells | – 11%
Strong Wings | The character can fly so high that opponents cannot affect them in any way, and they can also leave the battlefield | – 7%
Successful | The character is a male fairy: strong, agile, courageous, dangerous, extremely popular with women, has a harem in his homeland (+15 to strength, endurance, and agility; +20 to charisma; +3 skill points) | – 5 %
Downtrodden | The character is a male fairy: weak, clumsy, effeminate, falls in love with those they cannot have, has been sexually assaulted by stronger male kin (strength cannot exceed 5, agility 10, men perceive the character as a woman with charisma 10) | – 15%



Wings | Wings allowing flight | – 3%
Ears | Cat ears (+20 to charisma) | – 35%
Tail | Cat tail (+5 to charisma) | – 10%
Horns | Beautiful horns (+10 to charisma) | – 7%
Horns | Ugly horns (+10 to repulsiveness) | – 7%
Cyclops | Third eye (perception doubled) | – 3%
Centaur | Four usable legs (initiative and speed doubled) | – 5%
Lucky? | An additional reproductive organ of the opposite sex, usable | – 7%
Four-Armed | Two usable extra arms (bonus attack for melee weapons) | – 5%



Family Man | Partner, children (1 to 5) | – 15 %
Homeowner | Real estate property | – 20%
Guardsman | 3 combat skill points, +10 to perception | – 5 %
Bad Job | Low income, poor working conditions | – 20%
Own Business | Passive income, real estate property | – 10%
Respected Person | 10% discount in city shops | – 15%
Heir | The character is an offspring of the city's mayor | – 2 %
Good Job | High income, good working conditions | – 15%
Pastor | The character gains the ability to found their own cult, with a unique skill and abilities | – 5%
Outcast | Citizens despise the character for one reason or another; +25% cost for all goods and services in the city; -25% to rewards and wages | – 10%



Father's Offspring | The character travels together with their father | – 5%
Thick as Thieves | The character travels together with their best friend | – 5%
Mama's Boy | The character travels together with their mother | – 15%
Grandfather's Heir | The character travels together with their grandfather | – 5%
Grandmother's Grandchild | The character travels together with their grandmother | – 13%
Teen Son | The character travels together with their teenage son | – 9%
Butterflies in the Stomach | The character travels together with the love of their life | – 5%
Teen Daughter | The character travels together with their teenage daughter | – 11%



Agile | +25 to agility | – 5%
Strongman | +25 to strength | – 5%
Sturdy | +25 to endurance | – 5%
Master's Gift | Unique weapon | – 5%
Sponsor's Gift | Unique armor | – 5%
Admirer's Gift | Underwear | – 25%
City Administration's Gift | Unique helmet | – 5%
Local Star | The character is a local favorite for one reason or another: 50% discount on any weapons and armor; 50% discount at entertainment venues; city citizenship, contract with a sponsor or city administration, salary, real estate, medical care, love of men and women, envy of other gladiators | – 3%



Master | The player owns a slave (any race available) | – 10%
Worker | The character is in labor servitude to a wealthy city citizen | – 10%
Player's Slave | The character becomes a slave to another player (by mutual agreement) | – 10%
Plaything | The character is in sexual servitude to a wealthy city citizen | – 10%
Slave Trader | The character is a slave trader, has 3 to 10 slaves for sale at their disposal | – 5%
Player's Demon | The character becomes a sentient demon in the service of another player (by mutual agreement, demonologist skill not required) | – 5%
Player's Monster | The character becomes a sentient monster in the service of another player (by mutual agreement, monsterologist skill not required) | – 5%


this card negates the negative effects of the previous card*

Strongman | +30 to strength | – 4%
Willful | +30 to willpower | – 4%
Agile | +30 to agility | – 4%
Eagle | +30 to perception | – 4%
Handsome | +50 to charisma | – 4%
Intellectual | +30 to intelligence | – 4%
Sturdy | +30 to endurance | – 4%
Rich | Fabulous wealth | – 2 %
Good Memory | Number of skill points doubled | – 3%
Excellent Health| Number of attribute points doubled, cap up to 100 | – 3%
Master of Fate | Ability to choose any 3 items from any card, after which drawing cards is no longer possible | – 1%
Genius | The character can learn any abilities regardless of their race and without needing to take the skill | – 3%
Card Player | Ability to draw 2 additional cards, which can be discarded or transferred to other players | – 5%



Weakling | Strength 1 | – 3%
Dull | Intelligence 1 | – 3%
Spineless | Willpower 1 | – 3%
Clumsy | Agility 1 | – 3%
Weakling | Endurance 1 | – 3%
Freak| Repulsiveness 50 | – 3%
Near-sighted | Perception 1 | – 3%
Debtor | Nightmarish debt | – 5%
Scorekeeper | The player counts battles instead of the GM | – 3%
Naive | Goods and services cost 50% more | – 3%
Bad Memory | Number of skill points halved | – 5%
Cuckold | All of the character's partners cheat on them (-10 to willpower) | – 10%
Poor Health | Number of attribute points halved | – 5%
Carelessness | At the start of the game, the character has no equipment or money | – 10%
Alcoholism | -15 to willpower; a game day without alcohol reduces the character's willpower to 1 | – 3%
Small | Small reproductive organ / small breasts; -10 to willpower, +5 to repulsiveness | – 10%
Drug Addiction | -15 to willpower; a game day without drugs reduces the character's willpower to 1 | – 3%
Stomach Problems | Each turn in battle the character makes an endurance check; on failure, they must skip their turn | – 3%
Head Problems | Each turn in battle the character makes an endurance check; on failure, the next action targets a random target | – 3%
Heart Problems | Each turn in battle the character makes an endurance check; on failure, they cannot use active abilities that turn | – 3%



Private | The character is a rank-and-file member of the legion who, for one reason or another, decided to leave service | – 25%
+5 to all attributes
Immunity to negative effects affecting the mind
The character restores their health and heals from negative effects outside of battle
Mental quirk: the character cannot deal a killing blow to female characters from Khain and Juan


Legionnaire skill abilities cost half as much5%
Assassin skill abilities cost half as much5%
Khain Warrior skill abilities cost half as much5%
Demonology skill abilities cost half as much5%
Corsair | All attributes are 30% higher if the battle takes place: on a ship's deck, on the shore, on an island – 7%
Goddess's Blessing | Each nearby female character from Khain and Juan increases the character's attributes by 30% – 7%
Concentration | Cooldown of all combat abilities is halved if the character skips the first turn in battle (does not work if the cooldown requires 1 turn) | – 7%



Private | The character is a rank-and-file member of the legion who, for one reason or another, decided to leave service | – 25%
+5 to all attributes
Active ability attacks ignore the enemy's armor and protective spells
Immunity to negative effects affecting the mind
Mental quirk: the character cannot flee from the battlefield


Berserker skill abilities cost half as much5%
Legionnaire skill abilities cost half as much5%
Gladiator skill abilities cost half as much5%
Monsterology skill abilities cost half as much5%
Self-Treatment | Each turn the character restores 25% of lost health | – 7%
Unique Armor | The character receives rare armor acquired by them in battle | – 7%
Rare Weapon | The character receives a rare melee weapon acquired by them in battle | – 7%



Private | The character is a rank-and-file member of the legion who, for one reason or another, decided to leave service | – 25%
+5 to all attributes
Living creatures deal 50% less damage to the character, receive 25% more
Immunity to negative effects affecting the mind
Mental quirk: first in battle, the character attacks those with the highest charisma


Necromancy spells cost half as much5%
Legionnaire skill abilities cost half as much5%
Mentalist skill abilities cost half as much5%
Firearms skill abilities cost half as much5%
Modified Rifle | The character receives a modified legion rifle at their disposal | – 7%
Return | After death in battle, the character turns into a sentient undead (zombie) and continues the fight | – 7%
Skull of Fear | At any point in battle, the character can throw a magic skull at enemies; each turn, opponents make a fear check; those who fail are paralyzed until the end of the battle or until the skull's owner is killed | – 7%
User Avatar
6 years ago
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Sid Vander

Skills:


Knight
Character cannot be stunned
+5 health per point of Strength
Critical attacks deal normal damage
Removes the movement speed penalty when using heavy armor and shields


✧ Like a Glove ✧ +10 health per point of Endurance
✧ Without Flaw ✧ Sneak attacks and backstabs do not kill the character, but deal normal damage
✧ Unwavering ✧ Each point of Will reduces incoming damage of all types by 1% (50%)
✧ Executioner ✧ The character's attack deals 3x damage; an opponent not using heavy armor takes 6x damage (cooldown: 3 turns)

Apocalyptic ▼
Apocalyptic attacks deal damage to mental entities
The character senses the presence of nearby mental entities and demons
The character is not subject to possession by mental entities, neither in life nor after death


Holy Warrior
5% health regeneration per turn
+0.5 willpower per point of Strength
+10 mental resistance per point of Will [/COLOR]


Two-handed Weapon
Proficiency: +2 damage per point of Strength
Accuracy: +0.4 accuracy per point of Strength

Weapon Characteristics:
Sid's Zweihander: 360
Sid's Short Sword: 150; -15 accuracy
Sid's Full Plate Armor: -45% physical damage
Sid's Helmet: -5% physical damage

Inventory:
909 axot
City map
Potion of Speed: +15 speed until end of combat (x0)
Potion of Accuracy: +50 accuracy until end of combat (x1)
Potion of Willpower: +50 willpower until end of combat (x1)
Potion of Evasion: +50 evasion until end of combat (x1)
Universal Antidote: cures the character of poisons (x0)
Universal Healing Potion: cures the character of diseases (x1)
Large Health Powder: restores 600 health (x0)
Minor Health Potion: restores 150 health (out of combat) (x1)
Collector Card: Dance of Death

Apocalypse Treatise: +10 willpower
Jerky: restores 100 health (x3)
Hardtack: restores 10 health; birds deal 50% less damage (x10)

Origin:
Republic Humans: +3 skill points

Attributes:
Strength - 50
Agility - 30
Perception - 5
Endurance - 30
Intellect - 5
Will - 50

Parameters:
Health - 700 (1250)
Accuracy - 20 (40)
Evasion - 33
Initiative - 26
Speed - 19
Mental Resistance - 68 (568)
Willpower - 91
Stealth - 33
Awareness - 5
Cunning - 3
Maylin

Skills:


Structuralism
+7 skill points
+10 willpower per point of Will
+5 spellpower per point of Intellect
+20 mental resistance per point of Intellect
Absence of aging
Mental deviation: in combat with demons, each turn the character must pass a fear check; failing the check paralyzes them with fear until the next turn; intimate contact with male representatives renders the character unable to use active abilities until the end of the game day (removed)
The character's attacks deal damage to mental entities
Racial bonus is nullified; bonuses affecting attributes remain


✧ Mind Reading ✧ The sorcerer can read the target's thoughts
✧ Sleep ✧ The sorcerer forces the target into a deep sleep (spellpower vs. willpower); in combat, lasts for 3 turns (cooldown: 2 turns)
✧ Subjugation ✧ The sorcerer subjugates a sentient being to their will; in combat, subjugation lasts for 5 turns (cooldown: 2 turns)
✧ Incorporeality ✧ The sorcerer can pass through obstacles; in combat, gains immunity to all damage types for 3 turns (cooldown: 3 turns)
✧ Tenacity ✧ The sorcerer's willpower is tripled
✧ Resurrection ✧ The sorcerer resurrects an ally with full health (cooldown: 5 turns)
✧ Transfer ✧ Upon death in or out of combat, the sorcerer's soul transfers to the nearest sentient being (excluding characters of other players), retaining all skills, willpower, and intellect parameters


Mentalism
Intellect not lower than 30
+20 mental resistance per point of Will
Mental entities cannot possess the character
Mental entities take 3x damage from the character's attacks
The character senses the presence of nearby mental entities


✧ Mental Entity ✧ The character summons a mental entity that fights on their side; the entity's strength and abilities depend on the character's spellpower and the player's wishes

Equipment:
Maylin's Pendant: +1 attractiveness
Maylin's Earrings: +2 attractiveness
Maylin's Necklace: +1 attractiveness
Cat-patterned Stockings: +10 attractiveness
Low-heeled Shoes: -2 speed
Short Evening Dress with Deep Neckline: +15 attractiveness
Tome of Mentalism: +10 spellpower; spell costing no more than 1 skill point (Banishment)
Master Wand: spellpower tripled
Dexterity Gloves: +1 additional spell per turn

Inventory:
0 axot

Hunter's Boots: +5 speed
Maylin's Black Dress: +5 attractiveness
Black Fishnet Stockings: +7 attractiveness
Cosmetics: +10 attractiveness until end of game day (x8)
Cassmetra's Sandwiches: restore 200 health (x2)
Cookies: restores 10 health; children deal 50% less damage (x1)
Carrot: restores 10 health; +2 speed in next combat; rabbits deal 50% less damage (x5)

Origin:
Collapsite Humans: +30 attractiveness; cat tail (+5 charisma)

Attributes:
Strength - 5
Agility - 15
Perception - 5
Endurance - 15
Intellect - 51
Will - 50
Charisma - 5

Parameters:
Health - 250
Accuracy - 13
Evasion - 18
Initiative - 21
Speed - 6 (4)
Mental Resistance - 2103
Spellpower - 331 (1 003)
Willpower - 1 734
Stealth - 48
Awareness - 51 (66)
Cunning - 31
Attractiveness - 35 (74)
Goods Cost - (-3%)
Rewards - (+3%)
Thiolas

Skills:


Alchemy
Intellect not lower than 20
Starter kit of 15 potions
The character can identify the effects of unknown preparations
The character gains the ability to craft health-restoring preparations
The higher the Intellect, the lower the chance of failure when crafting a preparation; failure chance - 0%


✧ Poison Expert ✧ The character gains the ability to craft poisons, antidotes, identify poisons used on allies; +10 Endurance
✧ Ailment Expert ✧ The character gains the ability to craft preparations that cure physical diseases and mental deviations; +10 Endurance
✧ Doping Expert ✧ The character gains the ability to craft preparations that temporarily boost parameters
The amount of increase depends on the alchemist's Intellect: +80 units
If desired, the potency of potions can be adjusted downward
Chance (7%) that a crafted potion will permanently increase a parameter


Nature Magic
Damage from wild animals and ents is halved
The character regenerates 25% of maximum health each turn if in an open space


✧ Herbs of Life ✧ The fairy restores 276 health to the target; removes poison, disease, bleeding (cooldown: 1 turn)
✧ Subjugation ✧ The fairy subjugates a wild animal or ent to their will; in combat, subjugation lasts for 3 turns (cooldown: 2 turns)

Weapon Characteristics:
Thiolas's Knife: 15; -20 accuracy
Thiolas's Long Staff, adorned with feathers and stones: 20; +10 spellpower; -20 accuracy

Equipment:
Thiolas's Cloak: +10 stealth

Inventory:
432 axots
10 gold coins
40 silver coins
City map

Area map
Potion-making tools
Collector Card: Lich
Stock of ingredients for potions (x5)
Book "Alchemy for Dummies": +2 spellpower
Book "Basics of Nature Magic": +2 spellpower
Universal Antidote: cures the character of poisons (x10)
Large Health Powder: restores 500 health (x10)
Universal Healing Potion: cures the character of diseases (x10)
Vegetarian Salad: restores 50 health (x4)
Cookies: restores 10 health; children deal 50% less damage (x8)
Lewd picture of a fairy: -2 willpower
Field Medicine Kit: restores 100 health, stops bleeding; can be used on an ally (x1)

Origin:
Fairies: character can fly, immunity to melee attacks, in flight evasion against ranged attacks is increased by 1.5 times, and speed by 2

Attributes:
Strength - 5
Agility - 15
Perception - 20
Endurance - 40
Intellect - 40
Will - 35
Charisma - 5

Parameters:
Health - 625
Accuracy - 28
Evasion - 25 (38)
Initiative - 21
Speed - 6 (12)
Mental Resistance - 75
Spellpower - 55 (69)
Willpower - 61 (59)
Stealth - 43 (53)
Awareness - 40
Cunning - 25
Attractiveness - 5
Goods Cost - (-3%)
Rewards - (+3%)
Tarlion

Skills:


Lafirian Archer
Bow proficiency
Bonus shot
Ability to deal critical damage
Accuracy when using a bow is increased by 1.5 times [/COLOR]

✧ Mental Arrows ✧ The character's attacks deal damage to mental entities
✧ Elven Arrows ✧ Damage is tripled
✧ Armor-piercing Tips ✧ The character's arrows pierce armor


Society of Mages
Intellect not lower than 30
+2 awareness per point of Intellect
Society Ring: 30% discount on goods in Society shops
+1 accuracy for targeted spells per point of Perception


✧ Elementalist ✧ -25% damage from all elements; a school of magic and its daily elemental spell


Air Magic

Air Arrow: the target receives (spellpower*2) damage
Air Elemental: fully protects the owner from melee attacks and attacks using air magic if on an adjacent cell (cooldown: 5 turns)
Life: owner's spellpower*4
Damage: owner's spellpower
Speed: 50
Initiative: owner's initiative*2
Evasion: 60
Accuracy: owner's accuracy
Features: immunity to air and water element spells, +50% damage from earth magic
Spells: air arrow, whirlwind



Legionnaire
+40% to health, willpower, initiative, and accuracy if at least one ally is participating in the battle


✧ Specialist ✧ A fully upgraded combat skill


Bow
Proficiency: +1 damage per point of Strength
Bonus shot
Experience: +25% damage; +1 range per point of Strength
Quick Hands: 4 shots per turn (cooldown: 5 turns)
Sniper: chance (Perception/2; cannot exceed 25%) to kill the enemy (cooldown: 6 turns)

Weapon Characteristics:
Tarlion's Bow: 450 (585) | 120
Tarlion's Short Sword: 110 (143); -20 accuracy
Tarlion's Medium Armor: -25% physical damage

Equipment:
Scroll of Lightning (x1) (6)
Society of Mages Cloak: +5 spellpower; +10 stealth
Hunter's Gloves: +10 initiative when using ranged weapons
Tome of Air Magic: +30% air magic damage; spell costing no more than 1 skill point
Beleroth's Magic Bracelet: full control over Beleroth as long as the bracelet is on the character
Swift Boots: - +0.5 initiative and +0.3 speed per point of Intellect; spell Levitation (if Air Magic skill is present)
Ring of Guardianship: resurrects the character at the end of combat with 10% of maximum health if their allies have won, after which it breaks

Inventory:
100 sen
3 726 axots
1 silver coin

Book "Me and My Demon": +1 spellpower
Book "Wind in the Head": +1 spellpower
Book "Fair Winds": +1 spellpower
Book "Pleasures with Succubi": +1 spellpower
Universal Antidote: cures the character of poisons (x1)
Minor Health Powder: restores 150 health (x2)
Universal Healing Potion: cures the character of diseases (x1)
Medium Health Powder: restores 350 health (x11)
Large Health Powder: restores 500 health (x2)

Origin:
Republic Elves: +15 attribute points; +1 accuracy per point of Intellect when using a bow.

Attributes:
Strength - 30
Agility - 20
Perception - 20
Endurance - 15
Intellect - 50
Will - 20

Parameters:
Health - 375 (525)
Accuracy - 120 (168)
Evasion - 30
Initiative - 43 (60)
Speed - 12 (27)
Mental Resistance - 53
Spellpower - 45 (54)
Willpower - 33 (46)
Crit - 18
Stealth - 55 (65)
Awareness - 150
Cunning - 25
Felian

Skills:


War Fairy
One-handed weapon skill
Ability to deal critical damage
Male characters and wild animals take twice as much damage
+0.5 attractiveness per point of Strength and Agility


✧ Good-Looking ✧ The character can pass any check using attractiveness; during checks, attractiveness is doubled
✧ Ambidexter ✧ The character gains the ability to use a weapon in each hand; bonus attack
✧ Dive ✧ The fairy attacks a character in flight, deals critical damage, evasion and parrying do not work (cooldown: 1 turn)
✧ Flyby ✧ For 3 turns, the fairy fights in flight (cooldown: 2 turns)


Legionnaire
+40% to health, willpower, initiative, and accuracy if at least one ally is participating in the battle


✧ Specialist ✧ A fully upgraded combat skill


One-handed Weapon
Proficiency: +0.5 damage per point of Strength
Bonus Attack
Parrying (evasion vs. accuracy)
Counterattack
Accuracy: +0.7 accuracy per point of Agility

Weapon Characteristics:
Felian's Swords: 180 (360)
Felian's Armor: -10% physical damage
Shadow's Radiance: 260 (520); indestructible; +1 accuracy and evasion per point of Agility; the character's attacks deal damage to mental entities; Whisper of Death ability: seven successful consecutive attacks grant the ability on the next turn to perform a killing blow; evasion and parrying do not work

Equipment:
Lafirian Cloak: +50 stealth

Inventory:
165 axots
City map
Collector Card: Fire Magic

Potion of Speed: +15 speed until end of combat (x1)
Potion of Accuracy: +50 accuracy until end of combat (x1)
Potion of Initiative: +20 initiative until end of combat (x1)
Potion of Evasion: +50 evasion until end of combat (x1)
Medium Health Powder: restores 350 health (x4)
Large Health Powder: restores 600 health (x9)
Goldleaf Nectar collected by virgin fairies on the island of Ofaash: resurrects a slain ally after combat with 10% health of maximum health (x1)

Origin:
Fairies: character can fly, immunity to melee attacks, in flight evasion against ranged attacks is increased by 1.5 times, and speed by 2; diseases, poisons and bleeding do not affect the character

Pain Eaters: +5 to all attributes
Active skill attacks ignore the enemy's armor and protective spells
Immunity to negative effects affecting the mind
Mental deviation: the character cannot flee the battlefield

Attributes:
Strength - 40
Agility - 50
Perception - 20
Endurance - 40
Intellect - 10
Will - 10

Parameters:
Health - 800 (1120)
Accuracy - 80 (162)
Evasion - 60 (110)
Initiative - 24 (34)
Speed - 23
Mental Resistance - 35
Willpower - 23 (32)
Crit - 16
Stealth - 80 (130)
Awareness - 10
Cunning - 5
Attractiveness - 90
Quintus Grelli

Skills:


Gyriza
4 cunning per point of Agility
+1 stealth per point of Intellect
During non-aggressive actions, stealth is doubled
Gyriza membership, access to the local cell's lair, skills Thief and Burglar


Modain Ragdras - head of the Axot Gyriza

✧ Scout ✧ The character automatically scouts the area, learns about hidden locations, and can detect traps, ambushes, and hidden items
✧ Influential Friends ✧ Upon capture, the character gains the ability to avoid punishment for a committed crime (Vulfrauf Draus)


Assassin
Ability: Killer
Backstabs deal 5x damage
Ability to deal critical damage
The character can feign death
+1 stealth per point of Intellect
+0.5 perception per point of Intellect
Agility is doubled (or the racial agility bonus)[/COLOR]

✧ Hidden Strike ✧ The assassin attacks an enemy out of combat or during dialogue; the target failing the check (accuracy vs. evasion) dies; otherwise, takes 5x damage
✧ Poison Expert ✧ The assassin gains the ability to craft poisons, antidotes, identify poisons used on allies, coat their weapon with poison; +25% health


One-handed Weapon
Accuracy: +0.7 accuracy per point of Agility

Weapon Characteristics:
Quintus's Dagger: 60
Boot Knife: 40
Quintus's Sword-Cane: 80
Hankyu Bow: 40 | 30; -100 accuracy
Death Rattle Dagger: 110; deals damage equal to 75% of maximum health if the attack is made from behind or stealthily; ignores skills and abilities that allow avoiding stealth attacks or reducing damage from them

Inventory:
810 axots
20 silver coins
Axot Passport

Torch (x2)
Lockpicks (x4)
Potion of Evasion: +50 evasion until end of combat (x3)
Potion of Accuracy: +50 accuracy until end of combat (x2)
Smoke Grenade: characters in a 10x10 area see no further than 1 cell (x2)
Firecracker: allows distracting an enemy for 2 turns if the character is in stealth mode (x4)
Oil Ball: spills oil in a 3x3 area; the enemy will fall until they pass an agility check (x4)
Large Health Powder: restores 600 health (x4)
Minor Health Potion: restores 150 health (out of combat) (x1)
Three-leaf Morterra Poison: kills the enemy at the end of the game day if taken orally, with food or liquid; colorless, odorless, tasteless powder (x5)
Ofaashian Druorg Poison: kills within 1 turn if taken orally, with food, liquid, or directly enters the bloodstream; viscous grayish liquid, odorless and tasteless (x2)
Blue Amolok Poison: kills the enemy within 5 turns (-10% health each turn) if taken orally, with food, liquid, or directly enters the bloodstream; viscous bluish liquid, odorless, with a bitter aftertaste (x4)

Origin:
Republic Humans: +3 skill points.

Attributes:
Strength - 10
Agility - 100
Perception - 58
Endurance - 20
Intellect - 35
Will - 5

Parameters:
Health - 438
Accuracy - 178
Evasion - 129
Initiative - 49
Speed - 32
Mental Resistance - 30
Willpower - 11
Crit - 39
Stealth - 238 (476)
Awareness - 35
Cunning - 418
Decimus Grelli

Skills:


Gyriza
4 cunning per point of Agility
+1 stealth per point of Intellect
During non-aggressive actions, stealth is doubled
Gyriza membership, access to the local cell's lair, skills Thief and Burglar


✧ Sleep Powder ✧ The character uses a powder that puts the enemy to sleep (powder strength vs. enemy endurance); can be used at a distance of no more than 10 cells; in combat, lasts for 3 turns (cooldown: 2 turns)


Assassin
Ability: Killer
Backstabs deal 5x damage
Ability to deal critical damage
The character can feign death
+1 stealth per point of Intellect
+0.5 perception per point of Intellect
Agility is doubled (or the racial agility bonus)[/COLOR]

✧ Trap Expert ✧ The character can set traps that deal damage equal to their Intellect*3 and inflict negative effects on the enemy; setting a trap in combat costs a turn; enemies do not see where the trap is set unless they have the appropriate skills; the character can detect traps (cooldown: 1 turn)
✧ Stealth ✧ The assassin gains the ability to hide from sight during combat; stealth lasts for 5 turns; area attacks remove stealth; performing aggressive actions reveals the assassin; the character can leave the battlefield and escape possible pursuit (cooldown: 5 turns)


Firearm
Pierces enemy armor
Ability to deal critical damage
+0.5 accuracy per point of Perception when using a firearm


✧ Sniper ✧ A shot at an unsuspecting enemy kills them; if the enemy has skills that protect against stealth attacks, it deals damage equal to 50% of maximum health and stuns them

Weapon Characteristics:
Decimus's Musket: 200 | 100
Decimus's Rapier: 80, -70 accuracy
Decimus's Dagger: 60, -70 accuracy
Light Ethal Armor: -15% physical damage; +20 stealth

Equipment:
Ethal Eyes: allow seeing in the dark

Inventory:
464 axots
5 gold coins
20 silver coins
Axot Passport

Torch (x2)
Eternal Sleep Powder: 300 (x7)
Sweet Sleep Powder: 50 (x5)
Deep Sleep Powder: 150 (x4)
Potion of Evasion: +50 evasion until end of combat (x3)
Potion of Accuracy: +50 accuracy until end of combat (x2)
Universal Antidote: cures the character of poisons (x8)
Universal Healing Potion: cures the character of diseases (x5)
Large Health Powder: restores 600 health (x3)
Minor Health Potion: restores 150 health (out of combat) (x1)
Smoke Grenade: characters in a 10x10 area see no further than 1 cell (x2)
Firecracker: allows distracting an enemy for 2 turns if the character is in stealth mode (x4)
Oil Ball: spills oil in a 3x3 area; the enemy will fall until they pass an agility check (x4)

Origin:
Republic Humans: +3 skill points

Attributes:
Strength - 10
Agility - 100
Perception - 58
Endurance - 15
Intellect - 35
Will - 5

Parameters:
Health - 275
Accuracy - 137 (38)
Evasion - 129
Initiative - 49
Speed - 32
Mental Resistance - 30
Willpower - 11
Crit - 39
Stealth - 258 (496)
Awareness - 35
Cunning - 418
Liu Ping

Skills:

Undead
Mental Fortitude replaces health for the character
Mental Fortitude recovers by will*4 per game day
Racial bonus is nullified, bonuses affecting attributes remain [/COLOR]


Lich
Immunity to diseases and poisons
+25 to Mental Fortitude for each point of Will
+15 to Mental Fortitude for each point of Intelligence
Free Necromancy skill
✧ Meditation ✧ Lich restores Mental Fortitude equal to spell power*7


Necromancy
Intelligence not less than 30
-50% damage from undead
+0.5 to spell power for each point of Intelligence

✧ Sapping Ray ✧ Target receives (spell power*3) points of damage
✧ Fatigue ✧ For the next 3 turns, the target can only perform one attack per turn and cannot use active skills (cooldown: 2 turns)
✧ Raise Dead ✧ Necromancer raises a slain character from the dead; for every 100 points of health, 5 points of spell power are required


Mentalism
Intelligence not less than 30
+20 to Mental Fortitude for each point of Will
Mental entities cannot possess the character
Mental entities receive 3x damage from the character's attacks
The character senses the presence of mental entities nearby


Weapon Characteristics
Traveler's Staff: 20; -50 to accuracy

Equipment:
Hawkmoth Amulet: +10 to spell power
Music Bell: +2 to initiative

Inventory:
855 Axot
City Map
Book "Funeral Traditions of Different Countries and Peoples": +10 to awareness
Collectible Card: Nature Magic

Origin:
Juan People: +1 to accuracy for each point of Will

Attributes:
Strength - 5
Agility - 5
Perception - 25
Endurance - 5
Intelligence - 51
Will - 50

Derived Stats:
Mental Fortitude - 3093
Accuracy - 78
Evasion - 18
Initiative - 24 (26)
Speed - 3
Spell Power - 101 (111)
Willpower - 76
Stealth - 33
Awareness - 51 (70)
Cunning - 26
Gunhilda

Skills:


Runes
Body Runes
Health Rune: +857 health points

Weapon Runes
Water Rune: water damage equal to character's Will*5
Speed Rune: two additional attacks


Firearms
Pierces enemy armor
Ability to deal critical damage
+0.5 to accuracy for each point of Perception when using firearms


✧ Quick Reload ✧ Additional shot

Weapon Characteristics
Gunhilda's Runic Musket: 450 | 100; indestructible
Brunhilde's Armor: -10% physical damage

Equipment:
Gunhilda's Earrings: +2 to attractiveness
Gunhilda's Necklace: +1 to attractiveness

Inventory:
419 axot
City Map

Rune Inscription Kit and Tools: +5 to willpower
Musket Care Kit and Tools: +5 to accuracy
Pies: restore 10 health; grandmothers deal 50% less damage (x10)

Origin:
Dwarves: +15 to Endurance; +5 to Strength; ability to apply runes and use bonuses from runic weapons

Attributes:
Strength - 10
Agility - 20
Perception - 51
Endurance - 20
Intelligence - 10
Will - 50

Derived Stats:
Health - 1207
Accuracy - 88 (93)
Evasion - 46
Initiative - 37
Speed - 8
Mental Fortitude - 65
Willpower - 79 (84)
Crit - 16
Stealth - 35
Awareness - 10
Cunning - 5
Attractiveness - 3
Saito

Skills:


Hain Warrior
+10 to Mental Fortitude for each point of Will
The character's attacks deal damage to mental entities



Adventurer
+3 to all attributes
+5 to Cunning for each point of Charisma
The character can play dead
+1 to Awareness for each point of Intelligence[/COLOR]

✧ Silver Tongue ✧ The character can pass any check using the Cunning stat; Cunning is doubled
✧ Companion ✧ The player gains the ability to create a companion with the Adventurer skill under the same rules as the main character


Giriza
4 to Cunning for each point of Agility
+1 to Stealth for each point of Intelligence
During non-aggressive actions, Stealth is doubled
Giriza membership, access to the local cell's lair, Thief and Burglar skills


✧ Partner ✧ The player gains the ability to create a companion who is a Giriza member under the same rules as the main character

Weapon Characteristics
Saito's Elegant Katana: 116; -25 to accuracy

Equipment:
Luxurious Haori: +5 to attractiveness
Luxurious Hakama: +5 to attractiveness

Inventory:
Lockpicks (x5)
Origin:
Hain People: +5 to Mental Fortitude for each point of Will; +1 skill point

Attributes:
Strength - 8
Agility - 63
Perception - 8
Endurance - 8
Intelligence - 28
Will - 8
Charisma - 50

Derived Stats:
Health - 160
Accuracy - 40 (15)
Evasion - 67
Initiative - 24
Speed - 21
Mental Fortitude - 146
Willpower - 15
Stealth - 137 (274)
Awareness - 56
Cunning - 1132
Attractiveness - 50 (60)
Merchant Prices - (-25%)
Towards Rewards - (+25%)

Makoto

Skills:


Hain Warrior
+10 to Mental Fortitude for each point of Will
The character's attacks deal damage to mental entities


✧ Anticipation ✧ The character strikes each new attacking enemy before their attack (evasion, parry, and block do not work)


Adventurer
+3 to all attributes
+5 to Cunning for each point of Charisma
The character can play dead
+1 to Awareness for each point of Intelligence[/COLOR]

✧ Wandering Merchant ✧ Valuable items and increased starting capital at the beginning of the game


Legionnaire
+40% to Health, Willpower, Initiative, and Accuracy if at least one ally participates in the battle


✧ Specialist ✧ Fully upgraded combat skill


Two-Handed Weapon
Skilled Wielding: +2 to damage for each point of Strength
Accuracy: +0.4 to accuracy for each point of Strength
Additional Attack
Wide Sweep: deals damage to all enemies standing in front of the character and to the sides within 1 cell range (cooldown: 3 turns)
Severing: triple damage; chance (Strength vs Endurance) to cause Bleeding (-15% of max health for 3 turns; cooldown: 4 turns)

Weapon Characteristics
Makoto's Manly Katana: 276

Equipment:
Makoto's Amulet: +10 to willpower

Inventory:
7 000 sen
220 gold coins
40 silver coins

Antique dokyo: (approximate cost 1020 axot)
Kokeshi doll shaped like an evil samurai: (approximate cost 540 axot)
Gilded himitsu-bako: (approximate cost 1400 axot)
Ivory netsuke of a beautiful girl: (approximate cost 1320 axot)
Ivory okimono of a beautiful girl: (approximate cost 1270 axot)

Origin:
Hain People: +5 to Mental Fortitude for each point of Will; +1 skill point

Attributes:
Strength - 39
Agility - 39
Perception - 30
Endurance - 30
Intelligence - 10
Will - 5
Charisma - 5

Derived Stats:
Health - 645 (903)
Accuracy - 50 (70)
Evasion - 54
Initiative - 20 (27)
Speed - 20
Mental Fortitude - 100
Willpower - 24 (34)
Stealth - 64
Awareness - 20
Cunning - 35
Attractiveness - 5
Merchant Prices - (-3%)
Towards Rewards - (+3%)

Lafrenia

Skills:


Dance of Death
The character cannot be counterattacked
Ability to deal critical damage
Skill: one-handed weapon proficiency, parry
The character gains the ability to use a weapon in each hand, additional attack[/COLOR]

✧ Sharpened Reflexes ✧ The character will dodge the first lethal attack in combat
✧ Fast Spin ✧ The character gains the ability to deflect enemy arrows and directed spells if evasion fails (Agility vs Accuracy)
✧ Elusive Shadow ✧ The character vanishes into the shadows and attacks all enemies standing on the battlefield, dealing critical damage to them; then returns to the starting position (cooldown: 5 turns)


One-Handed Weapon
Parry (Evasion vs Accuracy)
Accuracy: +0.7 to accuracy for each point of Agility


Giriza
4 to Cunning for each point of Agility
+1 to Stealth for each point of Intelligence
During non-aggressive actions, Stealth is doubled
Giriza membership, access to the local cell's lair, Thief and Burglar skills



Assassin
Skill: Killer
Attacks from behind deal 5x damage
Ability to deal critical damage
The character can play dead
+1 to Stealth for each point of Intelligence
+0.5 to Perception for each point of Intelligence
Agility is doubled (or racial Agility bonus) [/COLOR]

Weapon Characteristics
Lafrenia's Paired Blades, with butterflies engraved on the hilts: 120
Lafrenia's Light Etalian Armor: -15% physical damage; +20 to stealth; +10 to attractiveness

Equipment:
Lush black bow: +5 to attractiveness

Inventory:
Lockpicks (x5)
Lafrenia's Casual Outfit: +20 to attractiveness

Origin:
Etalians: +40% to Agility and Perception; +2 to melee accuracy for each point of Intelligence; ability to see in the dark

Attributes:
Strength - 20
Agility - 120
Perception - 17
Endurance - 30
Intelligence - 20
Will - 5
Unattractiveness - 15

Derived Stats:
Health - 550
Accuracy - 174
Evasion - 129
Initiative - 43
Speed - 40
Mental Fortitude - 30
Willpower - 14
Crit - 31
Stealth - 230 (460)
Awareness - 20
Cunning - 130
Attractiveness - 25
Merchant Prices - (+8%)

User Avatar
6 years ago
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.
User Avatar
6 years ago
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INSTEAD OF HAVING FUN WITH FRIENDS AND GIRLS ON WEEKENDS, THEY PLAY THE EXPANSION!
Yeah, no one really does that anyway.
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6 years ago
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What a clever way to reserve a spot. I haven't read the experience report yet; I'm just picking a map (ugh, I mean, I'm picking a map).
In reply to kcfgogbfalgfl
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6 years ago
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~kyaaa XD
Actually, no one in ХВ really does that anyway.
I do

I doubt it...
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6 years ago
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Do creatures have their origin tied to specific locations?
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6 years ago
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Battle Fairy
Okay, I know who I'm going to play as.
Are they all male?
In reply to Ment
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6 years ago
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Ment
What a clever way to reserve something.
Haven't read the exp, I'm drawing a map (ugh, I mean, I'm drawing a map).



Nothing was roleplayed.
Is this only for guys?
You can try to create a brutal fairy lesbian.
Do the creatures tie their origin to locations, or not?
In other words, can you be a fairy but be born in the Republic?

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