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5 years ago
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January 781
In the past, for the inhabitants of the west, the eastern part of Visteria lay under a veil of uncertainty, but thanks to an unintentional expedition—the fate of one of Arteria's valkyries and her followers—the shroud of darkness began to recede little by little, making room on the pages of history for a new player cloaked in an imposing aura: the kingdom of Lungwort, named after its sole ruler, Felicia Lungwort. Now, as the west is engulfed in flames of war on a scale never seen before, a great multitude of people are heading toward Lungwort, but they do not yet know what awaits them...

Felicia's Aegis

One of the features of the divine power of this country's queen is the ability to erect magical barriers over entire cities, and for many travelers, it is often a terrifying discovery that the valkyrie is capable of observing everything that happens within these barriers, peering into the very essence of people and things; therefore, for the security of the kingdom, the private lives of its citizens and guests are somewhat limited. This also means that attempting to hide anything from the guards upon entering the city is mostly futile. For example, demon worshippers are shot before they even reach the city walls... Nevertheless, not all is so bleak.
Firstly, it is said that the queen is unable to observe all people simultaneously, otherwise it would place too much stress on her consciousness and prevent her from maintaining her physical form—a fate that once befell Arteria herself. In other words, if you have nothing to hide, then you have nothing to fear...
Secondly, city residents can turn to the queen for help at any moment, and then, in a matter of seconds, guards ready to provide assistance will arrive at the scene.
Thanks to "Felicia's Aegis," Lungwort can boast a very high level of security within its walls.


Atmosphere
Thanks to the queen's efforts, the standard of living in Lungwort is quite high; however, despite the valkyrie's great power, the high level of security, the absolute authority of the crown, and the large number of Felicia's followers, Lungwort is still not a flawless country and has many problems. Most of these are caused by the annexation, which remains fresh in the memories of Felicia's opponents, the mixing of cultures that were incompatible in the past, and the influx of war-torn residents from the West. Adding to the trouble is the fact that the queen's attention is heavily focused on the security of a country surrounded by enemies and natural threats, and her wisdom does not reach every aspect of the kingdom's life. Instead, many of her powers are delegated to the royal council, members of the Lungwort senate elected by the residents, and representatives of the Lungwort guilds.

Citizenship
To become a subject of the kingdom, one only needs to pay 500 lungs, renounce allegiance to other states, and swear an oath to be an exemplary citizen. However, even setting aside ideological and financial issues, many residents of Lungwort avoid obtaining citizenship, as it imposes certain obligations and restrictions. For example, a visitor to the kingdom may keep slaves in their service—as is customary in their homeland—but if they wish to become a citizen, they will have to free them. Many are also deterred by the fact that in the event of a serious war, the kingdom's citizens are subject to military service, whereas foreigners are not burdened with such a requirement.

Guilds of Lungwort

Life in Lungwort is regulated by guilds in many of its aspects, and it is difficult to conduct any activity without their approval. For example, to sell anything, one must become a member of the merchants' guild; to engage in any labor—the workers' guild; to study magic—the mages' guild.

Prospects...
Queen Felicia and her closest followers have pledged to give everyone the opportunity to lead a dignified life and not fear for tomorrow, and so far they have managed to keep this promise. However, for those who crave more than the fruits of honest labor and a boring life behind the city's high walls, the path to the adventurers' guild is always open, where the crown's influence does not extend and the only limit to one's prospects is the blue sky overhead.
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5 years ago
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Motivation: to live in Lungworth and want to join an adventurers' guild, or to sail to Lungworth (willingly or not).
After completing other stages: +5 free attribute points for distribution among characteristics below 10.
1 skill point and 1 mastery point. A skill point can be exchanged for two mastery points.
5000 experience points.

Negative Effects

Slow - reduces the character's initiative.
Immobilize - reduces the character's movement speed.
Paralysis - forces the character to skip a turn; defense (dodge, etc.) does not work.
Sleep - paralysis until damage is taken (a will save is made each turn).
Bleeding - the character takes physical damage equal to 30% of the incoming attack, bypassing armor, at the start of their turn.
Burn - the character loses 10% of maximum health at the start of their turn (fire damage).
Poison - the character loses 10% of current health (wood damage) and also takes -10% to all rolls at the start of their turn.
Freeze - the effects of paralysis and burn (water damage).
Blindness - reduces the character's accuracy and dodge by 75%.
Petrification - paralysis effect; any attack on the character has a 20% chance to instantly kill them.
Weakness - defensive effects (resistances) are half as effective.
Taunt - forces enemies to attack the character.
Lethargy - damage dealt by the character is reduced by 25%.

Other Effects
Lethal Strike - instantly kills the character. A successful piety roll can save from this effect. Resurrection after this effect is impossible.
Injury - the character cannot restore health.
Disease - the character cannot receive positive effects.
Silence - deprives the character of the ability to use active skills.
Confusion - various mental effects (domination, charm, etc.).
Curse - various effects.

Additional Rules
The chance of successful resurrection depends on the character's endurance (10% per point) and, if successful, causes a permanent injury.
A character cannot take less than 10 damage at a time (except in cases where they should take no damage at all).
A detection roll is made only on the character's own turn (unless an action is being used against them).
Characters can restore their stealth status if they spend a turn and there are no enemies within a 5-cell radius.
Standard detection range: 5.
Critical failures: if a character rolls a 1, something bad happens; for example, on a minimum accuracy roll, they might shoot an ally or injure themselves.
Block points are restored after the end of a battle.
Reloading can be done while moving.
Maximum dodge chance - 65%.
Order of defensive rolls: Evasion > Dodge > Parry.
Order of applying defense: Numbers > Percentages.

Attributes
Strength
+1 to power.
Endurance
+10 to health.
Agility
+1 to dodge.
Perception
+1 to accuracy, +1 to detection.
Speed
+1 to initiative.
Intellect
+1 to creation, +1% to critical damage.
Spirit
+1 to will, +1 to spell points.
Faith
+1 to piety.
Charisma
+1 to leadership, +1 to etiquette.
Beauty
+1 to attractiveness.
Origins
Reginleif
Strength: 5 | Endurance: 5
Agility: 5 | Perception: 5
Speed: 5 | Intellect: 5
Spirit: 10 | Faith: 5
Charisma: 5 | Beauty: 5
Serberia
Strength: 5 | Endurance: 6
Agility: 5 | Perception: 6
Speed: 6 | Intellect: 7
Spirit: 5 | Faith: 0
Charisma: 8 | Beauty: 7
Shengkai
Strength: 3 | Endurance: 3
Agility: 8 | Perception: 5
Speed: 7 | Intellect: 7
Spirit: 5 | Faith: 0
Charisma: 6 | Beauty: 6

1% to personal reward for each point of etiquette and attractiveness; cost of goods and services is 10% lower (general limit)
Nortia
Strength: 8 | Endurance: 10
Agility: 5 | Perception: 8
Speed: 7 | Intellect: 3
Spirit: 5 | Faith: 0
Charisma: 2 | Beauty: 2

Ability to shoot and move simultaneously; +2 to movement speed.
Royenthal
Strength: 5 | Endurance: 6
Agility: 5 | Perception: 6
Speed: 7 | Intellect: 5
Spirit: 5 | Faith: 1
Charisma: 5 | Beauty: 5

+1 to event points.
Northern Moenia
Strength: 7 | Endurance: 8
Agility: 5 | Perception: 5
Speed: 5 | Intellect: 5
Spirit: 6 | Faith: 3
Charisma: 6 | Beauty: 5
Miwa
Strength: 3 | Endurance: 3
Agility: 10 | Perception: 5
Speed: 8 | Intellect: 7
Spirit: 5 | Faith: 0
Charisma: 6 | Beauty: 8
Anemone
Strength: 5 | Endurance: 8
Agility: 4 | Perception: 6
Speed: 4 | Intellect: 5
Spirit: 7 | Faith: 0
Charisma: 8 | Beauty: 8
Marion
Strength: 6 | Endurance: 6
Agility: 6 | Perception: 6
Speed: 5 | Intellect: 5
Spirit: 5 | Faith: 0
Charisma: 5 | Beauty: 6
10% to health for each point of endurance; +2 to faith, charisma, strength, perception, or agility.
Sillia
Strength: 3 | Endurance: 5
Agility: 8 | Perception: 8
Speed: 7 | Intellect: 7
Spirit: 5 | Faith: 0
Charisma: 5 | Beauty: 7
Heckelia
Strength: 6 | Endurance: 6
Agility: 6 | Perception: 6
Speed: 6 | Intellect: 5
Spirit: 5 | Faith: 0
Charisma: 5 | Beauty: 5

+5 attribute points for free distribution (no more than three in any single attribute).
Airisufir
F/M
Strength: 2/6 | Endurance: 2/6
Agility: 6/6 | Perception: 5
Speed: 5 | Intellect: 8/5
Spirit: 5 | Faith: 5/3
Charisma: 7/7 | Beauty: 10/7
Meristia
Strength: 3 | Endurance: 5
Agility: 9 | Perception: 8
Speed: 8 | Intellect: 5
Spirit: 4 | Faith: 0
Charisma: 5 | Beauty: 8
Aster
Strength: 3 | Endurance: 5
Agility: 10 | Perception: 5
Speed: 10 | Intellect: 5
Spirit: 10 | Faith: 1
Charisma: 3 | Beauty: 3
Mirai
M/F
Strength: 5/2 | Endurance: 7/4
Agility: 5/7 | Perception: 6/5
Speed: 7/5 | Intellect: 5/7
Spirit: 7/5 | Faith: 3/3
Charisma: 5/8 | Beauty: 5/9
Kuvayama
M/F
Strength: 3/2 | Endurance: 3/3
Agility: 5/5 | Perception: 5/4
Speed: 5/4 | Intellect: 6/5
Spirit: 5/5 | Faith: 5/5
Charisma: 6/8 | Beauty: 7/9

Ability to combine two beliefs; piety requirements increase by 5.
Argallia
Strength: 7 | Endurance: 7
Agility: 7 | Perception: 6
Speed: 4 | Intellect: 5
Spirit: 5 | Faith: 3
Charisma: 3 | Beauty: 3

Immunity to poison, weakness, and lethargy.
Lungworth
Strength: 5 | Endurance: 6
Agility: 6 | Perception: 6
Speed: 6 | Intellect: 5
Spirit: 7 | Faith: 3
Charisma: 5 | Beauty: 6

Allegiance to Lungworth; +1500 experience points.
Alsephir
Witches/Others
Strength: 2/7 | Endurance: 2/8
Agility: 2/6 | Perception: 2/6
Speed: 3/5 | Intellect: 10/3
Spirit: 10/5 | Faith: 5/5
Charisma: 9/5 | Beauty: 10/5
Milizia
Strength: 6 | Endurance: 6
Agility: 6 | Perception: 6
Speed: 6 | Intellect: 6
Spirit: 5 | Faith: 0
Charisma: 4 | Beauty: 5

Slave with random generation (created by the GM).
Constellations
Craftsman
+50% to experience gained. +2500 exp.
<-- 720, 732, 744, 756, 768 -->
Altar
+3 to faith, +2 to spirit; health restoration and removal of negative effects outside of combat.
Cup
Once per battle, the character can restore their health, spell points, and other resources, as well as remove negative effects from themselves at any time without spending a turn.
<-- 721, 733, 745, 757, 769 -->
Thinker
+1 to intellect, +1 to spirit, +1 to faith, +1 to charisma, +1 to beauty; ability to change belief to a new one.
Magician
+1 to event points.
<-- 722, 734, 746, 758, 770 -->
Lovers
+3 to beauty, +2 to faith; unity effect (chosen during character creation) with one ally of the opposite gender: Onslaught/Retribution/Motivation.
Onslaught: With a 50% chance, the ally takes an extra turn out of sequence and attacks the same enemy as the character, provided they have enough movement speed points and there are no obstacles in the way.
Retribution: The character takes an extra turn out of sequence when their ally is attacked, in order to attack the one who damaged the ally, provided they have enough movement speed points and there are no obstacles in the way.
Motivation: Grants the ally +5 to initiative at the start of each phase.
Triera
Once per battle, negates the first negative action applied to the character; after activation, grants immunity to negative actions until the start of the character's turn.
<-- 723, 735, 747, 759, 771 -->
Eagle
+3 to speed, +2 to perception; two detection rolls instead of one.
Serpent
+10% to critical damage chance. Critical attacks deal 300% damage. The character can use stealth without having the corresponding skill; if they have it, they gain +50% to stealth.
<-- 724, 736, 748, 760, 772 -->
Shepherd
+3 to perception, +2 to endurance; +1 SP.
Centaur
+3 to movement speed; immunity to slow; 20% chance to activate an additional turn after completing the previous one.
<-- 725, 737, 749, 761, 773 -->
Narcissus
+12 to random attributes.
Warrior
+10 to health for each point of endurance.
<-- 726, 738, 750, 762, 774 -->
Hydra
+1 to strength, +1 to agility, +1 to endurance, +1 to perception, +1 to speed; +5% to critical damage chance.
Hero
At the start of each phase, the character gains an additional turn at the beginning of the initiative order.
<-- 727, 739, 751, 763, 775 -->
Whale
+3 to strength, +2 to charisma; +3 to health for each point of endurance.
Lyre
+50% to effectiveness of all rolls.
<--728, 740, 752, 764, 776 -->
Pegasus
+3 to charisma, +2 to intellect; +1 to movement speed.
Hare
The character can flee from battle at any time without spending a turn, even if they cannot move for any reason; +15% to dodge.
<-- 729, 741, 753, 765, 777 -->
Wolf
+3 to agility, +2 to speed; +5% to dodge.
Crown
Immunity to negative effects.
<-- 730, 742, 754, 766, 778 -->
Hermit
+3 to spirit, +2 to agility; +15% to experience gained.
Dragon
Damage taken by the character at one time cannot exceed 33% of their maximum health; +15 to all resistances.
<-- 731, 743, 755, 767, 779 -->
Empress
+3 to intellect, +2 to beauty; allies under the character's command gain +1 to movement speed and +2 to initiative. While under another commander's command, the character receives -1 to movement speed and -2 to initiative. +20% to rewards if the character is the squad's representative.


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5 years ago
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Beliefs
Arteria
Despite the loss of influence by Reginleif and the Church, worship of Arteria remains the most widespread belief in Visteria. Followers of Arteria are identical to the Church of Arteria, with the only difference being that they do not necessarily support the ideas of that organization. Members of the Cult of Arteria believe that enjoying life at the expense of the goddess's sacrifice and her daily suffering is the worst of crimes; they pursue two goals: the liberation of the goddess and the destruction of all the unfaithful and impure. Followers of the Airisufir branch believe that the ruling Empress of Airisufir is the second birth of Arteria and consider women to be closer to the image of Arteria than men. Followers of Felicianism either believe that Queen Felicia Longworth is an avatar of Arteria, or revere her as a separate individual — a valkyrie, a queen, a warrior woman.
✦ +3 to faith, +2 to beauty, +1 to spirit.
✦ The character does not receive permanent injuries. 

Church of Arteria
✦ Piety 6: Healing: restores 10 health points to self or a chosen ally for each point of piety, removes negative effects. Range: 3. 7 init.
✦ Piety 9: The character's attacks deal additional star damage: +5% for each point of piety.
✦ Piety 12: The character's attacks cannot be blocked or parried.
✦ Piety 15: Prayer: revives a character who died from lack of HP.
✦ Piety 20: The character returns to life after the end of the battle.

Felicianism
✦ +10 to the protective barrier for each point of piety. Restored after the end of the battle.
✦ +1 to all resistances for each point of piety.
✦ Piety 10: The character reflects received damage back to the enemy (same attack type). 5% of the received damage for each point of piety. 
✦ Piety 15: Immunity to negative effects besides damage as long as the shield is intact.

Airisufir

Women
To activate effects, the character's attractiveness parameter must be at least 10, and strength no more than 5.
✦ Piety 6: Opponents must pass a will check against the character's attractiveness, otherwise they cannot use negative actions against her.
✦ Piety 12: In battles where the enemy's forces are weaker or roughly equal, those among them who do not pass the will check against the character's attractiveness will surrender or defect to the character's side if she is the squad leader. 
✦ Piety 20: A faithful follower for every 5 units of attractiveness after the end of the current game cycle (maximum 5). Activates once. 
Men

To activate effects, attractiveness and etiquette parameters must be at least 7.
✦ Piety 3: if the character has a Lady commanding them who adheres to the same belief, the effectiveness of the character's rolls in battle increases by 50%.
✦ Piety 5: the character can take upon themselves attacks and other negative actions directed at allied girls who are within their movement speed radius.
✦ Piety 10: a defensive action reduces the final damage received by the character by 50%.

Cult of Arteria
✦ The character's attacks and spells can deal lethal damage, the chance is equal to piety.
✦ Chance to get +5 to initiative, probability equals piety.
✦ The character will fight to the last (number of turns depends on piety), even if their health goes deep into the negative, but reviving them will be impossible.
✦ Damage against characters adhering to a different belief increases by 5% for each point of piety.

Followers of Arteria

✦ +5% to resistances (fire, water, wood, air, sun, moon) for each point of piety.
✦ +5% to experience gained for each point of piety.
Animism

Patronage of the Spirit of Fire
✦ +3 to strength, +3 to endurance.
✦ The character's attacks deal additional fire damage: +5% for each point of piety.
✦ +5% to fire effectiveness for each point of piety. 
✦ Piety 10: Immunity to fire.
✦ Piety 15: +50% to damage. 

Patronage of the Spirit of Water
✦ +3 to agility, +3 to speed.
✦ The character's attacks deal additional water damage: +5% for each point of piety.
✦ +5% to water effectiveness for each point of piety. 
✦ Piety 10: Immunity to water.
✦ Piety 15: Regeneration of 100% health at the start of the phase. 

Patronage of the Spirit of Earth
✦ +6 to endurance
✦ The character's attacks deal additional wood damage: +5% for each point of piety.
✦ +5% to wood effectiveness for each point of piety. 
✦ Piety 10: Immunity to wood.
✦ Piety 15: Actual damage taken is 30% lower. 

Patronage of the Spirit of Wind
✦ +3 to perception, +3 to speed.
✦ The character's attacks deal additional air damage: +5% for each point of piety.
✦ +5% to wind effectiveness for each point of piety. 
✦ Piety 10: Immunity to wind.
✦ Piety 15: +100% to movement speed. 

Dakara

El Isin
✦ +3 to charisma, +1 to strength, +1 to endurance, +1 to agility.
✦ The character's attacks deal additional sun damage: +5% for each point of piety.
✦ +5% to sun effectiveness for each point of piety. 
✦ Piety 3: +25% fire resistance.
✦ Piety 6: +25% fire resistance.
✦ Piety 10: Immunity to sun. 
✦ Piety 15: A faithful follower for every 5 units of leadership after the end of the current game cycle (maximum 5). Activates once. 

Sin Ash Shamash
✦ +4 to beauty, +2 to intelligence. 
✦ +5% to fire resistance for each point of piety.
✦ +5% to wood resistance for each point of piety. 
✦ Attacks deal additional wood damage: +5% for each point of piety.
✦ Piety 6: The character's attacks and spells cause burn and poison.
✦ Piety 8: The character's attacks and spells cause injury and disease.
✦ Piety 10: The character's attacks and spells cause weakness and lethargy. 
✦ Piety 12: Spell "Explosion": The chosen target must pass a will check against a value of "15" or take damage equal to 50% of their maximum health (fire) and 50% (wood); if this spell kills the target, they explode and deal fire damage equal to their maximum health to all characters on adjacent tiles. Requires 3 spell points, 10 initiative. Range: 10.
✦ Piety 14: +1 to accuracy for each unit of attractiveness if the character's strength is not higher than 7 and they are not wearing armor.
✦ Piety 16: +1 to evasion for each unit of attractiveness if the character's strength is not higher than 7 and they are not wearing armor.

Enkinabu
✦ Family heirloom.
✦ +3 to charisma, +3 to intelligence. 
✦ +1000 lunds. 

Eshingir
✦ +6 to strength.
✦ Piety 3: The character starts the battle with the status "protection from lethal attack" (survives with 1 HP) and restores it after defeating an enemy).
✦ Piety 6: +5 to initiative for each defeated enemy.

Ren
✦ The player starts the game with an additional character: a companion-lover of the opposite sex from among their close relatives.
✦ Father's bonus (daughter): The cost of combat skills after the start of the game is two times lower; unspent experience is halved. +3 to agility, +3 to speed.
✦ Mother's bonus (son): The character survives a fatal wound without receiving an injury after the end of the battle (once per day). +3 to charisma, +3 to perception. 
✦ Son's bonus (mother): The cost of peaceful skills after the start of the game is two times lower. +3 to beauty, +3 to intelligence.
✦ Daughter's bonus (father): +2000 exp. for combat skills. +3 to strength, +3 to endurance.
✦ Brother/Sister's bonus: Character rolls are summed if they are within 5 tiles of each other, +3 to faith, +3 to spirit.

El-Hamazi
✦ +4 to intelligence, +2 to spirit.
✦ +2000 exp. for magic skills. 
✦ Piety 5: The learning speed of magic skills is two times higher.

Shahrazad
✦ +2 to beauty, +2 to charisma, +2 to agility.
✦ Piety 5: The effectiveness of musical performances and other presentations is higher than usual.
Liebeszeichen
The key elements of this belief are as follows:
- Admiration for Queen Sophia der Grosse of Serberia. In recent years, this figure has gained a large number of followers not only within her native kingdom but also beyond its borders.
- Devotion to the homeland (for natives)/interest in Serberia (for those unlucky enough not to be born in that country).
- Interest in science and the technological progress of humanity; the desire to surpass the limits set by nature. 
✦ +6 to speed.
✦ Piety 2: +2 to movement speed. 
✦ Piety 5: +5 to initiative for each defeated enemy.
✦ Piety 8: damage against characters of other beliefs is increased by 50%. 
✦ Piety 10: Effects of characters of other beliefs that reduce (but do not ignore) damage are ignored.

Children of Tomoe (Mirai and Kuyayama only)
✦ Inability to use zodiac sign bonuses.
✦ +1 vitality point for every 3 units of piety. In one enemy turn, a character cannot lose more than 1 vitality point, equal to the sum of their health divided by the total number of points. 
✦ +1 to strength, endurance, perception, speed, and spirit for men.
✦ +1 to agility, intelligence, beauty, charisma, and faith for women.
✦ Piety 3: The rate of gaining strength, endurance, perception, speed, and spirit for men is twice as high.
✦ Piety 3: The rate of gaining agility, intelligence, beauty, charisma, and faith for women is twice as high. 
✦ Piety 3: +50% air resistance. 
Fortune
This deity has many names and is found in almost all cultures of Visteria. Recently, its image has become identified with the image of rabbit girls working in houses of chance — casinos. 
✦ +7 to random characteristics. 
✦ The character makes two rolls and uses the best result.
✦ Ability to use the wheel of fate (two numbers):
0: Any number of choice. 1: Origin "Telos". 2: Non-human origin. 3: Android origin. 4: Origin "Midas". 5: Origin "Nakiri Plains". 6: Character's gender - male. 7: Character's gender - female. 8: Random curse. 9: +1 to event points. 10: Random injury. 11: Legendary weapon. 12: The character starts the game as a slave of a traveler passing through Longworth. 13: Legendary accessory. 14: Inability to be resurrected. 15: One-time death protection. 16: Debt to the Longworth Trade Guild (10000 lunds). 17: +1-3000 lunds. 18:  Origin "Clan of the Void". 19: Companion (animal). 20: -20 to random characteristics. 21: Additional character. 22: Beauty and charisma are minimum (0). 23: Luxurious clothing and jewelry. 24: The character cannot have a belief. 25: Teacher skill. 26: The character is too cowardly and cannot fight. 27: +20 to random characteristics. 28: The character starts without equipment in Longworth prison. 29: +1-3000 exp., +2 SP. 30: Some ill-wisher is hunting for the character's head. 31: +50% to magic effectiveness. 32: The rate of gaining experience and characteristics is two times lower. 33: The character starts the game without memories of their past. 34: Intelligence is always minimum (1), +7 to beauty. 35: +1 companion-servant (created by the GM). 36: Fanaticism: the character cannot work with people adhering to a different belief. 
✦ Ability to use random character generation (incl. belief, +1500 exp., +1 SP, +7 random HP). 
The Nameless One
✦ +3 to faith, +3 to spirit. 
✦ Piety 5: The character starts the game with a skeleton companion, generated by the same rules as a normal character, but without a belief, and only the player character can communicate with it via telepathy. The skeleton has immunity to mind-affecting effects, poisons, diseases, and other similar effects. The skeleton's health cannot be restored by normal means and does not regenerate on its own, but it is increased by (the piety of the main character at the start of the game) times. It is also impossible to revive a defeated skeleton. +100% moon resistance, -100% sun resistance, damage from lethal attacks does not exceed 25% of maximum health, cannot be raised again by normal means.
✦ Piety 8: Immunity to lethal damage (such attacks deal no damage).
Piety 15: The character can raise skeletons of fallen allies and enemies for 2 spell points; they have the same combat characteristics and abilities, but have no beliefs. They function until the end of the day, after which they cannot be raised again.


Other/No Belief
+1 to event points.

Heckelian Pantheon
✦ +1 to all characteristics.
✦ Piety 3: The character gains additional experience each time they personally defeat an enemy (+50).
✦ Piety 4: The character gains additional experience after each intercourse with a new partner (+100).
✦ Piety 5: The character gains experience for successful performances in new specific locations (+250).
✦ Piety 8: The character gains additional experience for completing quests (+50%).
✦ Piety 9: The character's attacks deal additional fire damage (+2% for each point of piety).
✦ Piety 10: The character's attacks deal additional wood damage (+2% for each point of piety).
✦ Piety 15: The character can spend all their initiative in one turn. 
✦ Piety 17: +50% to accuracy rolls.
✦ Piety 20: +50% to evasion rolls.


Eishi
The nomads of the Eishi Clans worship the heavenly gods and always follow the strongest — the one closest to the sky.
✦ +3 to perception, +3 to endurance.
✦ Damage taken from any source is lower by 1% for each point of piety.
✦ If the character is the leader of a squad (their clan) and possesses sufficient charisma, they can gather allies and concubines from defeated enemies, provided all other conditions allow it.

Telos
✦ +1 to three random characteristics after the end of each phase. 
✦ Each time the character survives a fatal wound, they gain 1000 exp.
✦ The character has immunity to the effects of other beliefs and mind-affecting influences. 

Legends of Visteria
✦ +3 to charisma, +3 to faith.
✦ The character can summon the spirit of one of the heroes of the past to aid them; the chance of success depends on the rank (clarified with the GM for a specific individual) of the hero (5% for 5 stars, 10% for four stars, 25% for three stars, and 30% for two and one star). Additionally, during the contract period, the summoner will have the opportunity to give the hero's spirit 3 commands, which it must fulfill. 

Supremacy
An ideology based on the supremacy of one's own origin over others. 
✦ Damage against characters of a different origin is increased by 50%.
✦ +1 to initiative for each ally of the same origin as the character (no more than 10).
✦ +10% to evasion and accuracy for each ally of the same origin as the character (no more than 10). 
✦ The character does not receive leadership bonuses from allies of a different origin.

Shamanism
Shamanism originated and is most practiced by non-human tribes, although it is not limited to them. The character is patronized by the spirit of the totem that protected their native village:
✦ Totem of Fire: immunity to fire, +50% damage in melee combat.
✦ Totem of Water: immunity to water, +50% evasion.
✦ Totem of Wind: immunity to air, +50% damage in ranged combat.
✦ Totem of Earth: immunity to wood, +50% health.
✦ Totem of Sun: immunity to sun, +50% will and spell points. 
✦ Totem of Moon: immunity to moon, +50% initiative. 
Witchcraft
✦ The character can fly on a broomstick (in battle, costs 1 spell point per turn); movement speed in battle equals creation/2. 
✦ Magical Transformation (✿>ᆺ◕)~
Transforms a chosen character into a small animal or animated object until the end of the day or until the witch releases them from the spell. Range: 5. Creation check vs target's will. Requires 3 spell points and 5 initiative. 
Learning costs 1000 experience points. 
✦ Irresistible Charm (✿◠‿◠)♡ω♡)
The witch can gift an enchanted lock of her hair or some personal item to another character so that they become madly in love with her. Success depends on the witch's attractiveness and the target's will. Can be used only once by one witch on one character. Requires five spell points. 
Learning costs 2000 experience points. 
✦ Verdict 😈
If she has access to the character's blood, the witch can perform a ritual to eliminate them. Success depends on her creation and the target's piety. Can be used only once by one witch on one character. Requires five spell points. 
Learning costs 2000 experience points. 
✦ Amulet ~(>﹏◕✿)
The character can sacrifice 7 units of characteristics and 777 exp. for the witch to create a protective talisman for them:
- One-time protection from death/injury.
- Protection from the first negative action (1 time).
Requires five spell points. 
Learning costs 1000 experience points. 
✦ Night of the Witches \( ̄▽ ̄)/
The witch and her allies receive +1 to three random characteristics and 500 exp. Can be used once per month. 
Learning costs 2500 experience points. 
Requires five spell points. 
✦ Mirror of the Soul (✿◦✧∇✧)
If the witch obtains for her use (gift, barter, etc.) one of the character's personal items, she can watch them through reflections in water, learn about their motivations, etc. Success depends on her creation and the target's piety. Can be used only once on one item. Requires 3 spell points. 
Learning costs 1000 experience points. 
✦ Confusion【・_・?】
Opponents must pass a will check against the witch's creation, otherwise they will cease to distinguish friend from foe. Requires 3 spell points.
Learning costs 2000 experience points.
✦ Illusion (◐‿◑)
Opponents must pass a will check against creation and piety vs. the witch's attractiveness, otherwise they cannot attack her.
Learning costs 2000 experience points. 
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Mastery - Rapier
1. +1 Perception
2. +1 Agility
3. +1 Movement Speed
4. +1 Intellect
5. Additional Attack
6. +1 Speed
7. +1 Perception
8. +1 Agility
9. +1 Intellect
10. Additional Attack

Mastery - Sabre

1. +1 Speed
2. +1 Movement Speed
3. +1 Perception
4. +1 Agility
5. Additional Attack
6. +1 Agility
7. +1 Perception
8. +1 Agility
9. +1 Movement Speed
10. +15% Universal Dodge

Mastery - Spear
1. +1 Spirit
2. +1 Endurance
3. +1 Movement Speed
4. +1 Perception
5. +1 Attack Range, +3% Crit Chance
6. +1 Perception
7. +1 Endurance
8. +1 Agility
9. +1 Spirit
10. +1 Attack Range, +3% Crit Chance

Mastery - Musket

1. +1 Perception
2. +1 Intellect
3. +1 Perception
4. +1 Intellect
5. +1 Intellect
6. +1 Intellect
7. +1 Perception
8. +1 Intellect
9. +1 Perception
10. -1 Cooldown

Mastery - Two-Handed Sword

1. +1 Might
2. +1 Endurance
3. +1 Endurance
4. +1 Spirit
5. +1 Attack Range, +3% Crit Chance.
6. +1 Endurance
7. +1 Endurance
8. +1 Spirit
9. +1 Might
10. +50% Power.

Mastery - Bastard Sword

1. +1 Might
2. +1 Perception
3. +1 Endurance
4. +1 Agility
5. +50 Health.
6. +1 Perception
7. +1 Endurance.
8. +1 Spirit
9. +1 Agility
10. +50% Accuracy.

Mastery - Halberd
1. +1 Spirit
2. +1 Endurance
3. +1 Spirit
4. +1 Endurance
5. +1 Attack Range, +3% Crit Chance.
6. +1 Endurance
7. +1 Spirit
8. +1 Endurance
9. +1 Spirit
10. +50% Evasion.

Mastery - Battle Axe

1. +1 Might
2. +1 Perception
3. +1 Might
4. +1 Movement Speed
5. Attacks Cause Bleeding
6. +1 Perception
7. +1 Agility
8. +1 Endurance
9. +1 Might
10. Additional Attack

Mastery - War
Hammer
1. +1 Endurance
2. +1 Endurance
3. +1 Endurance
4. +1 Endurance
5. +1 Attack Range, +3% Crit Chance.
6. +1 Endurance
7. +1 Spirit
8. +1 Endurance
9. +1 Endurance
10. Attacks Cause Paralysis

Mastery - Morningstar

1. +1 Perception
2. +1 Perception
3. +1 Might
4. +1 Might
5. +50% Power
6. +1 Perception
7. +1 Endurance
8. +1 Intellect
9. +1 Might
10. -75% Target Resistances

Mastery - Bow

1. +1 Perception
2. +1 Intellect
3. +1 Spirit
4. +1 Endurance
5. +5 Shooting Range
6. +1 Speed
7. +1 Perception
8. +1 Perception
9. +1 Intellect
10. +5 Shooting Range

Mastery - Crossbow

1. +1 Perception
2. +1 Intellect
3. +1 Intellect
4. +1 Intellect
5. -75% Target Resistances
6. +1 Intellect
7. +1 Perception
8. +1 Perception
9. +1 Perception
10. +50% Damage

Mastery - Staff

1. +1 Agility
2. +1 Spirit
3. +1 Spirit
4. +1 Endurance
5. +50% Accuracy
6. +1 Endurance
7. +1 Spirit
8. +1 Spirit
9. +1 Agility
10. +50% Evasion

Mastery - Mace
1. +1 Intellect
2. +1 Intellect
3. +1 Intellect
4. +1 Might
5. +10% Critical Damage
6. +1 Intellect
7. +1 Might
8. +1 Intellect
9. +1 Might
10. +50% Power.

Mastery - Dagger
1. +1 Perception
2. +1 Perception
3. +1% Instant Kill Chance
4. +1% Instant Kill Chance
5. Additional Attack
6. +1 Speed
7. +1% Instant Kill Chance
8. +1 Perception
9. +1% Instant Kill Chance
10. Additional Attack

Mastery - Pistol

1. +1 Intellect
2. +1 Perception
3. +1 Intellect
4. +1 Perception
5. +10% Critical Damage
6. +1 Perception
7. +1 Intellect
8. +1 Perception
9. +1 Intellect
10. +10% Critical Damage

Mastery - Unarmed Combat

1. +1 Perception
2. +1 Might
3. +1 Might
4. +1 Might
5. +50% Evasion
6. +1 Agility
7. +1 Spirit
8. +1 Spirit
9. +1 Spirit
10. +50% Accuracy

Mastery - Shield
1. +1 Agility
2. +1 Endurance
1. +1 Agility
4. +1 Spirit
5. +50 Health
6. +1 Agility
7. +1 Endurance
8. +1 Agility
9. +1 Spirit
10. +50% Evasion

Mastery - Heavy Armor
1. Character can use heavy armor.
2. +25 Health
3. +3 Will
4. +3 Will
5. +50 Health
6. +3 Will
7. +3 Will
8. +3 Will
9. +25 Health
10. +50 Health

Mastery - Light Armor
1. Character can use light armor.
2. +3 Evasion
3. +3 Will
4. +25 Health
5. +5% Universal Dodge
6. +3 Evasion
7. +25 Health
8. +3 Will
9. +3 Will
10. +5% Universal Dodge

Mastery - Roman Sword
1. +1 Endurance
2. +1 Perception
3. +1 Agility
4. +1 Movement Speed
5. +50% Power
6. +1 Speed
7. +1 Perception
8. +1 Agility
9. +1 Movement Speed
10. +50% Accuracy.

Mastery - Katana
1. +1 Movement Speed
2. +1 Perception
3. +1 Perception
4. +1 Agility
5. +10% Critical Damage
6. +1 Speed
7. +1 Perception
8. +1 Agility
9. +1 Agility
10. +50% Initiative
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Combat Skills

School of Artorius
Serberian Waltz [2500]
Dodge and accuracy in 1-on-1 combat are twice as high. 
Crippling Strike [1500]
The character's attacks cause bleeding and trauma. 
Daga [2000]
The character can parry (accuracy) melee attacks (melee combat, spending block points on it).
Counterattack [2000]
Upon a successful dodge or parry, the character counterattacks.
Ruthlessness [2500]
The character's attacks cause blindness and slow (2) the enemy.

Visterian Fencing
Parry  [2000]
The character can parry enemy attacks in melee combat (accuracy) using block points.

Dance of Death [2000]
The character avoids an attack that would reduce their health to 0 or below. Cooldown: 5 turns.
Dance of Blades [3500]
Upon a successful dodge or parry, the character counterattacks. Counterattacks after a dodge deal twice the damage; after a parry or dodge, they deal a killing blow.
Fluidity of Movement [2000]
+10% universal dodge.
Alacrity [3500]
 -1 to attack cost

Naginata
Cyclone [2500]
The character deals damage to all enemies around them.
Sting [2000]
Passive ability: the character's attacks cause weakness.
Active ability: deals triple damage to a selected enemy, accuracy for this attack is twice as high. Requires 15 initiative points.
Naginata [2500]
+10% to critical hit chance; critical attacks grant the character +5 initiative.
Winds of the Naginata [2500]
+1% to dodge per point of agility if the character is not wearing armor or a shield.
Hawk [3000]
The character makes a jump (range: 6) and overcomes all obstacles in their path; upon landing, they deal double damage to all enemies around them and paralyze them. Requires 10 initiative points, cooldown: 1 turn.
   
Archer
control [3000]
The character attacks all enemies that appear in their line of fire. If reload is needed, spends this action on reloading.
Fatal Shot [3000]
+25% chance of a killing blow
Armor-Piercer [2000]
The character's attacks deal 33% or 66% more damage to enemies in light or heavy armor respectively. 


Gladiator
Fight to the Last [2000]
[Melee] The character survives one lethal attack (remains at 1 HP) and removes all negative effects from themselves. Activates once per battle. 
control [2000]
[Melee] The character attacks all enemies that appear in their line of attack.
Tenacity [2000]
[Melee] +5 health per point of will, regenerates 10% health at the start of a turn. 
 
Landsknecht
Might [2500]
The character's attacks cause paralysis. 
Arc [1000]
The character's attacks also deal damage to enemies on both sides of the primary target.
Vitality [2000]
+5 health per point of endurance and strength.
Adrenaline [2500]
+25% to accuracy and dodge when the character's health is below 75%, +50% to accuracy and dodge when health is below 50%, +75% to accuracy and dodge when health is below 25%. 
Herald of Death [2500]
The character recovers 50% health for each enemy they defeat. 

Wayfarer Style
Wanderer [2000]
+3 to movement speed.
Seasoned Traveler [2000]
Incoming damage (before all other effects) to self is reduced by 20%. +1% to damage per point of will.
Intimidation [2000]
When interacting with a character, the accuracy and dodge of enemies are halved if they fail a check of their will against the traveler's will. 
Charge [2000]
+5% to damage per tile traveled. 
Parry [2000]
The character can parry enemy attacks in melee combat (accuracy) using block points.
 
Guardsman
Bodyguard [3000]
Applies a taunt effect on enemies (during their turn) within 8 tiles of the character. 
Colossus [2500]
Attacks deal area damage (+1), +75% armor penetration, +10% to critical damage chance. 
Titan [2500]
Enemies within 3 tiles whose will is lower than the character's might take 5 damage for each step the character takes (neutral damage) bypassing dodge. 


Archer
Bow Mastery [3000]
Additional attack
Fire Arrows [3000]
The character's attacks deal +100% additional fire damage and cause a burn.
Camouflage [2000]
The character can use stealth.


Rogue
Poison [2000]
The character's attacks deal +100% additional wood damage and cause poison.
Villainy [2000]
The character's attacks cause weakness, +10% to critical damage chance.
Camouflage [2000]
The character can use stealth.

Taolun
Defensive Stance [3000]
The character skips turns until the ability is deactivated (3 turns), triples defensive rolls, and recovers (will*2)% health at the start of a turn. If enemies miss them, they perform counterattacks.
Offensive Stance [3000]
The character cannot defend until the ability is deactivated (3 turns), but attack rolls and melee damage are tripled. 
Power of Elements [3000]
The character deals an additional 5% damage with a chosen element (metal, fire, water, air, wood, sun, moon) per point of will. 

Tomoe-ryu
Tomoe's Lightning [3000]
The character's attacks deal additional air damage equal to 3% of the enemy's maximum health per point of the character's piety, and furthermore paralyze the opponent for one turn if they fail a will check against the character's will.
Peonies of the Void [3000]
If the character's piety is higher than the enemy's piety, their attacks ignore resistances. 
Flowing Water [3000]
The character avoids an attack that would reduce their health to 0 or below once every five turns and recovers one vitality point every 3 turns.
Breath of Thunder [3000]
The character can parry enemy attacks in melee combat (accuracy) using block points and counterattacks upon a successful parry.
Esoterica [3000]
The character's perception and resistance to negative actions other than damage are twice as high. The character can spend one spell point to make a ranged attack (range: 8, deals 25% less damage).


Order of the Artery
Armor Proficiency [2000]
Immunity to critical attacks if the character is wearing heavy armor.
Shield Proficiency [3000]
With a 75% probability, the character blocks enemy attacks, shots, and spells. 
Sword Proficiency [2000]
With a 75% probability, the character parries enemy melee attacks. 
Salvation [1000]
Revives a character who died from lack of HP. Only outside of combat. Once per day
Wandering Teacher [3000]
If the character adheres to the Arterian belief, they can teach other Arterians what they know themselves (costs 1 event point for them and their students). 

Rosenritter
Armor Proficiency [2000]
Immunity to critical attacks if the character is wearing heavy armor.
Peerless Defense [3000]
With a 75% probability, the character blocks enemy attacks, shots, and spells with a shield, or, if not armed with a shield, parries melee attacks with a spear. 
Spear Proficiency [2000]
[Spear] Additional attack, consecutive attacks in one turn deal 50% more damage.
Sweep [2000]
Deals 300% damage to all enemies around the user, ignores blocks and parries, initiative: 15
Dazzling Smile [3000]
Female characters must pass a will check against the knight's appearance + etiquette or skip their turn when attempting to apply a negative action on them.
 
Drachenritter
Dragon Blood [free, required to learn other skills]
-3 to beauty, -3 to charisma, -3 to faith
+2 to strength, +2 to endurance, +2 to agility, +2 to perception, +2 to speed.
Armor Proficiency [2000]
Immunity to critical attacks if the character is wearing heavy armor.
War Hammer Proficiency [2000]
[Hammer] The character's attacks cause trauma and permanent injury.
Press [1000]
Nullifies the enemy's block points if they attempt to parry or block this attack, then paralyzes them for one turn. Initiative: 7.
Triumph [1000]
The character gains +1% health for each enemy personally defeated.

Nachtritter
Armor Proficiency [2000]
Immunity to critical attacks if the character is wearing heavy armor.
Dual Blades Proficiency [3000]
The character can use a weapon in each hand (saber+saber or saber+rapier or rapier+rapier) if they have enough strength.
Duelist [2500]
Damage in 1-on-1 combat is twice as high against the enemy and twice as low to self. 
Blade of the Night [3000]
The character's attacks deal +75% moon damage and blind the enemy.
Camouflage [2000]
The character can use stealth.

Order of the Moon
Armor Proficiency [2000]
Immunity to critical attacks if the character is wearing heavy armor.
Camouflage [2000]
The character can use stealth.
Adept of the Moon [2000]
+10% chance of a killing blow.
Moonlight [3000]
Enemy accuracy and dodge against the character are halved. 
Nobility of the Moon [3000]
After the character's health drops below 0, they can move once. If during this time health rises above 0, the character can continue fighting as if nothing happened.  

Sword of Dawn
The character gains +1 valor point per point of spirit and +1 heroism point per point of charisma; these points are used to activate abilities of this specialization. +1 valor and heroism point if the character skips their turn entirely.
Sword of Justice
A selected enemy takes 500% damage; if this is an enemy the character perceives as evil, the damage is converted to sun damage provided their resistance to it is lower than to metal; if the enemy is a demon, undead, etc., the damage is converted to star damage. Accuracy for this attack is twice as high. Requires two valor points.
Pull
Pulls enemies within range 1+3 towards the user, deals 150% damage and an additional 150% sun damage to them, then paralyzes them for 1 turn. Requires three valor points.
Blue Lightning
The character covers a set distance along their own path and deals 100% sun damage and 100% metal damage to all enemies in their path. Successfully eliminating an enemy allows this attack to be performed again without spending valor points. During this attack, the character becomes immune to negative actions and effects, including damage. Requires three valor points.
Rift
Makes tiles in a 3x8 line (forward from the user) impassable. Characters on these tiles at the time of the attack must pass a dodge check against accuracy or take 125% metal damage and 125% air damage and be paralyzed, bypassing resistance. Requires 5 valor points.
Sword of Unity
Deals 9 attacks (200% damage) to a selected enemy, each changing the damage type (starts and ends with metal). Requires 10 valor points, can be used no earlier than the character's tenth turn. 
Sky of Scarlet Thoughts
The character parries all attacks directed at them this turn, counterattacks if the attack was made in melee combat, requires 3 heroism points.
Detachment from Worldly Concerns
The character removes all effects from themselves, including positive ones and even curses and diseases. Requires 3 heroism points, 15 if they are cursed. Can be used even while under hypnosis, etc.
Sword of Joy
Directs positive energy towards a chosen character or uses it on themselves to restore 100% health. Requires 3 heroism points.
Sword of Serenity
Reduces damage taken by the character by 50% and doubles their will until the end of combat. Requires 5 heroism points.
Sword of Dazzling Brilliance
Forces enemies within 5 tiles of the character to surrender without a fight if they fail a check of will*3 against the character's will. Requires 5 heroism points.

Peaceful Skills

Doctor
Resuscitation [3500]
Revives a character who died from lack of HP. Chance of success depends on the patient's endurance (10% per point). Requires a medkit. After successful resuscitation, the character receives a permanent injury appropriate to their wound. 
Medicine [2000]
Heals characters from injuries, diseases, and negative effects. Requires a medkit. 
Coach [2000]
The doctor engages in training another character. During this time, the character gains 50% more experience.

Merchant
Savings [500]
+500 lungs at the start.

Secrets of Trade [2000]
Each point of etiquette reduces the cost of goods and services by 1% up to a total limit of 50%.
Barter [2000]
Each point of etiquette increases the sale price of an item by an additional 1% of its actual price (standardly 10%) up to a total limit of 50%. 

Guard [1000]
The merchant starts the game accompanied by a guard (created by the GM, the player can only choose the General profession - archer, warrior, "tank", etc.). You must pay them, otherwise they will quit or, depending on the situation, try to take the earnings by force.

Diplomat
Professional [1000]
Quest rewards are increased by 1% per point of etiquette.
Silver Tongue [1500]
The cost of goods and services is 10% lower, works both for the individual and the group.
Business Partner [1500]
The merchant acquires useful connections in the starting location.


Commander
Leadership [3500]
Allies under the character's command gain various bonuses depending on their leadership level. Leadership bonuses do not consider modifiers and do not affect them.
Leadership 10: +1 to movement speed.
Leadership 11: +5 to accuracy.
Leadership 12: +5 to will.
Leadership 13: +2 to initiative.
Leadership 14: +5 to dodge.
Leadership 15: +1 to movement speed.
Leadership 16: +20% to base damage.
Leadership 17: +5 to spell points. 
Leadership 18: +2 to initiative.
Leadership 19: +1 to movement speed.
Leadership 20: +5 to endurance checks during resuscitation.

Tactician
Acceleration [2000]
Active action (10 init): allies under the character's command gain +(creation) to initiative. Can be used starting from the second phase. Cooldown: 3 phases. 
Delay [2000]
Active action (10 init): enemies receive -(creation) to initiative (confusion effect). Cooldown: 3 phases. 
Inspiration [2000]
Active action (10 init): removes negative effects from allies and restores health (creation*5)% if it is above zero. Once per battle. 
Maneuvers [2000]
Active action (10 init): allies under the character's command gain +(creation) to dodge until the end of the phase. Cooldown: 1 phase. 
Elimination [2000]
Active action (10 init): allies deal (creation*5)% more damage to a selected target until the tactician's next turn. 

Historian
Bookworm [2000]
+1 to event points for reading books.
Awareness [1000]
Ability to determine the purpose and effects of artifacts, unknown potions, etc. 
Erudition [1500]
+2% to experience gained per point of creation. 

Traveler
Companion [1500]
An additional character created by the GM; travels with the player as long as their interests align. The companion has the "Fortune" belief and uses the roulette of fate; otherwise, they are generated randomly. 
Bodyguard [1000]
Takes on attacks directed at another (pre-selected) character if their movement speed is sufficient. 
Endurance [1000]
The character can drink two more drinks than usual, +3 to will. 

Philosopher
Contemplation [1500]
1. The character gains +300 experience points. Each consecutive use adds a 10% chance of committing suicide (stacks, resets each phase).
2. The character gains +1 to a random characteristic. Each consecutive use adds a 10% chance of committing suicide (stacks, resets each phase). 
Search for the Meaning of Life [1000]
The character changes their belief, can only be used once per game.

Trickster
Lockpicking [1500]
If they have lockpicks, the character can open locked doors, chests, and other things. Chance of success depends on the complexity of the lock and the character's agility. 
Trap Expert [1500]
The character can set and disarm traps (success depends on complexity and agility). 
Steal [1500]
The character can attempt to discreetly steal from another character. Chance of success depends on the character's agility and the target's perception.

Musician [1000]
The character is able to play musical instruments. The effect of the music depends on the specific musical instrument. 
Violin [1000]
The character is able to play the violin. 
Lyre [1000]
The character is able to play the lyre.
Flute [1000]
The character is able to play the flute.
Trumpet [1000]
The character is able to play the trumpet.
Zither [1000]
The character is able to play the zither.

Maid
Knife Throwing [2000]
The character can use throwing knives and hide them under their clothes (uses dagger proficiency). Can be used simultaneously with movement, can carry up to 10 at a time.
Support [1000]
The character can use single-use items on other characters.
Impeccable Manners [2000]
+1 to dodge per point of etiquette.
Gracefulness [2000]
Using items costs 3 initiative points instead of 5.
Devotion [2000]
If the character has a master to whom they have pledged loyalty, they gain +50% to accuracy, dodge, or will. 
 
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Atarax

Marion, 01.754; Telos.
2400 experience
Immunity to negative effects, health restoration and removal of negative effects outside of combat.
10% to health for each point of endurance, +2 to strength
✦ +1 to three random characteristics after the end of each phase.
✦ Each time the character survives a lethal wound, he gains 1000 experience.
✦ The character is immune to the effects of other beliefs and mind influence.

Characteristics
Strength: 10
Endurance: 12
Agility: 7
Perception: 7
Speed: 6
Intellect: 7
Spirit: 8
Faith: 4
Charisma: 5
Beauty: 8

Parameters
Health: 264
Might: 10
Evasion: 7
Accuracy: 7
Observation: 7
Initiative: 6
Movement Speed: 3 (4)
Crafting: 7
Crit: 7%
Willpower: 8 (9)
Spell Points: 8
Piety: 4
Leadership: 5
Etiquette: 5 (6)
Attractiveness: 8

Resistances
Metal: 0%
Fire: 0%
Water: 0%
Wind: +0%
Wood: 0%
Sun: 0%
Moon: 0%
Star: 0%

Skills

Mastery - War Hammer
1. +1 endurance

2. +1 endurance
3. +1 endurance
4. +1 endurance


Philosopher
Meditation

1. The character gains +300 experience. On each consecutive use, there is a 10% chance to commit suicide (stacks, refreshes each phase).
2. The character gains +1 to a random characteristic. On each consecutive use, there is a 10% chance to commit suicide (stacks, refreshes each phase).

Equipment
Toga
+1 to etiquette, +1 to willpower.
Leather Sandals
+1 to movement speed.
Ramon's War Hammer
Strength: 10
Damage: 40+6m (100)

Inventory
Jerky x5
Restores 50 health outside of combat.
Hardtack x20
Restores 5% health outside of combat.
First Aid Kit
Allows curing diseases and injuries or reviving a fallen character if the relevant skills are possessed.
"An Argument with Myself"
A character with the Philosopher skill may spend an event point to gain +2 to intellect or +2 to charisma (determined randomly).
"Ethics"
A character with the Philosopher skill may spend an event point to gain +2 to spirit or +2 to faith (determined randomly).
"Hidden in the Grass"
A character with the Philosopher skill may spend an event point to gain +2 to perception or +2 to agility (determined randomly).

Money
0 lung


Lester Vargas

Royental, 10.753; Liebeszeichen.
+1 to event points.
The character can escape from combat at any time, without spending a turn on it and even if they cannot move for any reason, +20% to dodge.
✦ Piety 2: +2 to movement speed.
✦ Piety 5: +5 to initiative for each defeated enemy.
✦ Piety 8: damage against characters of other beliefs is increased by 50%.
✦ Piety 10: Effects of characters of other beliefs that reduce (but do not ignore) damage are ignored.

Characteristics
Strength: 5
Endurance: 8
Agility: 10
Perception: 8
Speed: 15
Intellect: 5
Spirit: 5
Faith: 2
Charisma: 5
Beauty: 5

Parameters
Health: 80
Might: 5
Evasion: 10
Dodge: 20%
Stealth: 10 (14)
Accuracy: 8
Observation: 8
Initiative: 15
Movement Speed: 5 (6)
Crafting: 5
Crit: 5%
Willpower: 5
Spell Points: 5
Piety: 2
Leadership: 5 (6)
Etiquette: 5 (6)
Attractiveness: 5

Resistances
Metal: +5
Fire: 0%
Water: 0%
Wind: +5%
Wood: 0%
Sun: 0%
Moon: 0%
Star: 0%

Skills

Mastery - Dagger
1. +1 perception
2. +1 perception


Rogue
Poison
The character's attacks deal +100% additional wood damage and inflict poison.
Disguise
The character may use stealth.

Equipment
Lester's Tunic

Metal +5, +1 to etiquette, +1 to leadership.
Lester's Cloak
+2 to stealth.
Lester's Boots
+1 to movement speed, +1 to stealth.
Balaclava
+1 to stealth, +5% wind.
Widowmaker
Dagger
Strength 3
Damage: 20+1m (25)
+2 to accuracy, +20% damage against male characters.
Pigsticker
Dagger
Strength 2
Damage: 20+1m (25)
+50% damage for stealth attacks.
Tick
Dagger
Strength 1
Damage 20+1m (25)
Concealed carry.

Inventory
Flask of Spirits [5/5]
Restores 50 health outside of combat.
Cigarettes x5
Removes the lethargy effect.
Provisions x10
Restores 10% health outside of combat.
Agility Stimulator
Increases evasion and stealth by 5 until the end of combat.
Perception Stimulator
Increases accuracy and observation by 5 until the end of combat.
Strength Stimulator
Increases damage and health by 50% until the end of combat.
Journal Dedicated to Sophia der Grosse
A character with the "Liebeszeichen" belief may spend an event point to gain +1 to speed or +1 to faith, chosen by the player.

Money
91 lung

Discount coupon worth 50 lung

Erich Von Manteuffel

Royental, 22.06.755; Hekkelian Pantheon.
1000 experience
+1 to event points.
Damage received by the character at once cannot exceed 33% of their maximum health, +15 to all resistances.
✦ Piety 3: The character gains additional experience each time he personally defeats an enemy (+50).
✦ Piety 4: The character gains additional experience after each intercourse with a new partner (+100).
✦ Piety 5: The character gains experience for successful performances in new specific locations (+250).
✦ Piety 8: The character gains additional experience for completing quests (+50%).
✦ Piety 9: The character's attacks deal additional fire damage (+2% for each point of piety).
✦ Piety 10: The character's attacks deal additional wood damage (+2% for each point of piety).
✦ Piety 15: The character may spend all of his initiative in one turn.
✦ Piety 17: +50% to accuracy rolls.
✦ Piety 20: +50% to evasion rolls.

Characteristics
Strength: 10
Endurance: 11
Agility: 8
Perception: 10
Speed: 10
Intellect: 6
Spirit: 7
Faith: 10
Charisma: 6
Beauty: 8

Parameters
Health: 210
Might: 10
Evasion: 8
Accuracy: 10
Observation: 10
Initiative: 10
Movement Speed: 3 (4)
Crafting: 6
Crit: 6%
Willpower: 7
Spell Points: 7
Piety: 10
Leadership: 6
Etiquette: 6 (7)
Attractiveness: 8 (9)

Resistances
Metal: +15
Fire: +15
Water: +15
Wind: +15
Wood: +15
Sun: +15
Moon: +15
Star: +15

Skills

Mastery - Battle Axe
1. +1 to strength
2. +1 to perception
3. +1 to strength
4. +1 to movement speed


Landsknecht
Tenacity
+5 to health for each point of endurance and strength.

Equipment
Erich's Clothing

+1 to etiquette, +1 to attractiveness.
Erich's Axe
Strength: 9
Damage: 20+6m (80)

Inventory
Provisions x10
Restores 10% health outside of combat.
Bandages x5
Removes the injury effect

Money
73 lung
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5 years ago
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Gulveig

Serberia (Baldr), 05.06.758; Church of Arteria.
255 experience.
+1 to event points.
The character does not receive permanent wounds.
Piety 6: Heal+: Restores 10 health to self or a chosen ally per point of piety, removes negative effects. Range: entire map. 6 init.
✦ Piety 9: The character's attacks deal additional star damage: +5% per point of piety.
✦ Piety 12: The character's attacks cannot be blocked or parried.
✦ Piety 15: Prayer: revives a character who died from lacking HP.
✦ Piety 20: The character returns to life after the battle ends.

Attributes
Might: 8
Endurance: 19
Agility: 14
Perception: 11
Speed: 7
Intellect: 10
Spirit: 15 (16)
Faith: 17 (18)
Charisma: 11
Beauty: 12 (13)

Parameters
Health: 425
Power: 8
Evasion: 14 (24)
Accuracy: 11 (14)
Observation: 11
Initiative: 7 (8)
Movement Speed: 3 (4)
Creation: 10
Crit: 23% (28%)
Will: 15 (22)
Spell Points: 15 (16)
Piety: 17 (18)
Leadership: 11
Etiquette: 11
Attractiveness: 12 (13)

Resistances
Metal: +30
Fire: +30
Water: +30
Wind: +30
Wood: +30
Sun: 0%
Moon: 0%
Star: 0%

Skills

Mastery - Shield
1. +1 to agility
2. +1 to endurance
3. +1 to agility
4. +1 to spirit
5. +50 to health
6. +1 to agility
7. +1 to endurance
8. +1 to agility
9. +1 to spirit
10. +50% to evasion


Mastery - Heavy Armor
1. The character is able to use heavy armor.
2. +25 to health
3. +3 to will
4. +3 to will
5. +50 to health


Mastery - Spear
1. +1 to spirit
2. +1 to endurance
3. +1 to movement speed
4. +1 to perception
5. +1 to attack range, +3% to crit chance
6. +1 to perception
7. +1 to endurance
8. +1 to agility


Control
[BB] The character attacks all enemies that appear in their attack line.
Stubbornness
[BB] +5 to health per point of will, regenerates 10% health at the start of the turn.


Discipline
+2 to movement speed and +3 to initiative if the character is a member of a squad (commander +5 subordinates).


Cyclone
The character deals damage to all enemies around them
Nakiri Spear
+10% to critical hit chance; critical attacks grant the character +5 to initiative.


Traveler
Partner
Asterion.
Bodyguard
Takes attacks directed at another (pre-selected) character if their movement speed is sufficient.

Equipment
Illian Spear

Might: 6
Damage: 40+6m / 30+4m (62), crit +5%, accuracy +3

"Standard" Armor [H]
Might: 6
Metal +30
Fire +30
Water +30
Wind +30
Wood +30

Korsen's Wolf Shield
Durability: 1000
+2 to evasion, +1 to initiative.

Amulet of Arteria
+1 to faith, +1 to spirit, +1 to beauty if the character is a follower of Arteria.

Inventory
Book "Gladiators of Serberia"
Allows learning the gladiator specialization for three event points.
"Chronicle of the Church's Heroes, Part XII"
A character with the conviction "Church of Arteria" can spend an event point to gain +1 to spirit or +1 to faith (choice).
Provisions x10
Restores 10% health outside of battle.

Money
68 lungs

Discount coupon for 50 lungs

Guy

Astyr, 07.748; Fortuna.
The character makes two rolls and uses the best result
+15% to critical damage chance. Critical attacks deal 300% damage. The character can use stealth without having the relevant skill, and gains +50% to stealth if they do have it.

Attributes
Might: 10
Endurance: 11
Agility: 13
Perception: 11
Speed: 13
Intellect: 7
Spirit: 11
Faith: 1
Charisma: 3
Beauty: 3

Parameters
Health: 210
Power: 10
Evasion: 13
Stealth: 15
Accuracy: 11
Observation: 11
Initiative: 13
Movement Speed: 3
Creation: 7
Crit: 25%
Will: 11
Spell Points: 11
Piety: 1
Leadership: 3
Etiquette: 3
Attractiveness: 3

Resistances
Metal: 0%
Fire: 0%
Water: 0%
Wind: +0%
Wood: 0%
Sun: 0%
Moon: 0%
Star: 0%

Skills

Toughness
+5 to health per point of endurance and might.


Mastery - Two-Handed Sword
1. +1 to might
2. +1 to endurance
3. +1 to endurance
4. +1 to spirit
5. +1 to attack range, +3% to crit chance.

Equipment
Guy's Flamberge

Might: 8
Damage: 20+6m (80)
Causes bleeding.

Guy's Cloak
+2 to stealth.

Astyr Ring
Allows characters of Astyr origin to be revived after lethal attacks.

Cleaver
Might: 4
Damage: 15+3m

Inventory
"Constitution of Lungworth"
Using this book, one can consult the laws of Lungworth.

Money
0 lungs


Shanaz

Heccelia, 12.05.759; El Isin.
Once per battle, nullifies the first negative action applied to the character; after activation, grants immunity to negative actions until the start of their turn.
✦ +3 to charisma, +1 to might, +1 to endurance, +1 to agility.
✦ The character's attacks deal additional sun damage: +5% per point of piety.
✦ +5% to sun effectiveness per point of piety.
✦ Piety 3: +25% fire resistance.
✦ Piety 6: +25% fire resistance.
✦ Piety 10: immunity to sun.
✦ Piety 15: loyal follower for every 5 points of leadership after the current game cycle ends (maximum 5). Activates once.

Attributes
Might: 10
Endurance: 10
Agility: 8
Perception: 10
Speed: 10
Intellect: 5
Spirit: 5
Faith: 3
Charisma: 9
Beauty: 8

Parameters
Health: 100
Power: 10
Evasion: 8 (30)
Accuracy: 10
Observation: 10
Initiative: 10 (12)
Movement Speed: 3 (4)
Creation: 5
Crit: 5%
Will: 5
Spell Points: 5
Piety: 3
Leadership: 9 (10)
Etiquette: 9 (12)
Attractiveness: 8 (11)

Resistances
Metal: 0%
Fire: +25%
Water: 0%
Wind: +0%
Wood: 0%
Sun: 0%
Moon: 0%
Star: 0%

Skills

Mastery - Unarmed Combat
1. +1 to perception

2. +1 to might
3. +1 to might
4. +1 to might
5. +50% to evasion


Taolun


Maid
Impeccable Manners
+1 to evasion per point of etiquette.

Equipment
Maid Outfit

+2 to etiquette, +2 to attractiveness, +2 to initiative.
Stockings
+1 to attractiveness.
Shoes
+1 to movement speed.
Shanaz's Ring
+30% to melee damage (fin), +1 to leadership, +1 to etiquette.

Inventory
"Path to Greatness"
A character with the conviction "Dakara" can spend an event point to gain +1 to a chosen attribute.
Heccelian Wine [5/5]
Removes negative effects.

Money
67 lungs
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5 years ago
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Veritta

Anemone, 12.05.755; Patronage of the Water Spirit.
The damage a character takes at once cannot exceed 33% of their maximum health, +15 to all resistances.
✦ The character's attacks deal additional water damage: +5% per point of Piety.
✦ +5% to water effectiveness per point of Piety. 
✦ Piety 10: Immunity to Water.
✦ Piety 15: Regenerate 100% health at the start of the phase. 

Attributes
Strength: 6
Endurance: 10
Agility: 7
Perception: 9
Speed: 10
Intellect: 5
Spirit: 7 (8)
Faith: 1
Charisma: 8
Beauty: 8

Stats
Health: 185
Might: 6
Evasion: 6
Accuracy: 9
Observation: 9
Initiative: 10
Movement Speed: 3
Crafting: 5
Crit: 5%
Willpower: 7 (8)
Spell Points: 7
Piety: 1
Leadership: 8
Etiquette: 8
Attractiveness: 8

Resistances
Metal: +15
Fire: +15
Water: +15  +10%
Wind: +15  +10%
Wood: +15
Sun: +15
Moon: +15
Star: +15

Skills

Mastery - Two-Handed Sword


Landsknecht
Vitality
+5 to health for each point of Endurance and Strength.


Sword of Dawn
Sword of Justice
The selected enemy takes 500% damage; if the character perceives this enemy as evil, the damage is converted to Sun, provided the enemy's resistance to it is lower than to Metal; if the enemy is a demon, undead, etc., the damage is converted to Star. Accuracy for this attack is doubled. Requires two points of Valor.


Equipment
Skam's Sword

Strength: 6
Damage: 20+5m (50)
Final damage against enemies with negative effects is increased by 50%.

Water Spirit Figurine
If the character is an Animist: immunity to poison, +1 to Spirit.

Anemone Medallion
+5% chance to gain +5 to Initiative after completing a turn, +5% chance to reflect damage back to the attacker.

Travel Cloak
+10% to Wind resistance
+10% to Water resistance

Inventory
Provisions x10
Restores 10% health outside of combat.
Winds of Wisteria No. 961

Money
39 lungs


Kiyoshi Matsushita

Kuyayama, 3.06.719; El-Hamazi/Fortuna.
Experience 275
The ability to combine two Convictions, Piety requirements increased by 5. 
The damage a character takes at once cannot exceed 33% of their maximum health, +15 to all resistances.
✦ Piety 10: Speed of learning magical skills is doubled.

Attributes
Strength: 4
Endurance: 8
Agility: 7
Perception: 10 (11)
Speed: 9
Intellect: 14
Spirit: 9
Faith: 10
Charisma: 9
Beauty: 10

Stats
Health: 80
Might: 4
Evasion: 7
Accuracy: 8 (11)
Observation: 10 (11)
Initiative: 10
Movement Speed: 3 (4)
Crafting: 14
Crit: 14%
Willpower: 9
Spell Points: 9
Piety: 10
Leadership: 9
Etiquette: 9 (12)
Attractiveness: 10

Resistances
Metal: 15
Fire: 15
Water: 15 +10%
Wind: 15
Wood: 15 +10%
Sun: 15
Moon: 15
Star: 15 

Skills

Mastery - Pistol
1. +1 to Intellect
2. +1 to Perception
3. +1 to Intellect
4. +1 to Perception


Marksman
Control
The character attacks all enemies that appear in their line of attack. If they need to reload, they spend this action on reloading.


Historian
Bookworm
+1 to Event Points for reading books.


Merchant
Savings
+500 lungs at the start.


Barrier
+10 to shield (consumed before health, not affected by armor) per point of Crafting. 
Denial
The enemy must pass a Willpower check against the character's Crafting, otherwise their attack has no effect. Successful activation consumes 1 Spell Point.


Equipment
Kiyoshi's Pistol

Strength: 2
Range: 10
Reload: 1
Damage: 75

Kiyoshi's Clothes
+2 to Etiquette

Green Mantle
+10% Wind resistance
+10% Wood resistance

Boots
+1 to Movement Speed

Kiyoshi's Ring
+1 to Etiquette, the character can spend Spell Points to restore 70 health to themselves and remove negative effects (5 ini).

Pince-nez
+1 to Perception

Cane
+1 to Etiquette

Inventory
History Book
The character can spend an Event Point to gain +375 Experience.
Book of Lunar Magic
Using this book, the character can unlock the Lunar Magic specialization [0/3] [0/2]
Dried Fish x5
Restores 50 health outside of combat.
Pies x5
Restores 25 health outside of combat.

Money
127 lungs


Garrett

Aster, 17.04.755; Nameless.
The damage a character takes at once cannot exceed 33% of their maximum health, +15 to all resistances.
Two detection rolls instead of one.
✦ Piety 5: Harold
✦ Piety 8: Immunity to lethal damage (such attacks deal no damage).
✦ Piety 15: The character can raise skeletons of fallen allies and enemies for 2 Spell Points; they have the same combat stats and abilities but lack Convictions. They function until the end of the day, after which they cannot be raised again.

Attributes
Strength: 3
Endurance: 6
Agility: 10
Perception: 8
Speed: 13
Intellect: 6
Spirit: 13
Faith: 9
Charisma: 3
Beauty: 3

Stats
Health: 60
Might: 3
Evasion: 10 (12)
Accuracy: 8
Observation: 8
Initiative: 13
Movement Speed: 3
Crafting: 6
Crit: 6%
Willpower: 13
Spell Points: 13
Piety: 9
Leadership: 3
Etiquette: 3
Attractiveness: 3

Resistances
Metal: +15
Fire: +15
Water: +15
Wind: +15
Wood: +15
Sun: +15
Moon: +15 +25%
Star: +15 

Skills

Mastery - Crossbow
1. +1 to Perception
2. +1 to Intellect


Bandit
Poison
The character's attacks deal +100% additional Wood damage and cause Poison.
Camouflage
The character can use Stealth.

Equipment
Garrett's Clothes

+2 to Evasion
Garrett's Crossbow
Strength: 3
Range: 12
Damage: 30+30
Garrett's Ring
Reduces the requirements of the "Nameless" Conviction by 3, +3% to Moon resistance per point of Piety. 

Inventory
Provisions x10
Restores 10% health outside of combat.

Money
56 lungs


Harold

Aster, 05.05.759; -.
Only Garrett can speak with this character. 
Immunity to mind-affecting effects, poisons, diseases, and other similar effects.
Health x9
+100% to Moon resistance, -100% Sun resistance
Damage from lethal attacks does not exceed 25% of maximum health; cannot be raised again by normal means.
Once per combat, nullifies the first negative action applied to the character; after activation, grants immunity to negative actions until the start of their turn.

Attributes
Strength: 3
Endurance: 12
Agility: 10
Perception: 10
Speed: 10
Intellect: 5
Spirit: 10
Faith: 1
Charisma: 3
Beauty: 3

Stats
Health: 1080
Might: 3
Evasion: 10
Stealth: 10 (12)
Accuracy: 10
Observation: 10
Initiative: 10
Movement Speed: 3
Crafting: 5
Crit: 5%
Willpower: 10
Spell Points: 10
Piety: 1
Leadership: 3
Etiquette: 3
Attractiveness: 3

Resistances
Metal: 0%
Fire: 0%
Water: 0% 
Wind: 0% 
Wood: 0% 
Sun: -100% 
Moon: +100% 
Star: 0% 

Skills

Mastery - Dagger
1. +1 to Perception
2. +1 to Perception


Bandit
Poison
The character's attacks deal +100% additional Wood damage and cause Poison.
Camouflage
The character can use Stealth.


Swindler

Equipment
Harold's Clothes

+2 to Stealth

Harold's Combat Knife
Strength 3
Damage: 20+1m (23)
Deals an additional 10% damage of the enemy's maximum health. 

Inventory
Lockpicks x5

Money
50 lungs
User Avatar
5 years ago
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A table outlining the skill and belief restrictions for each origin would be helpful. Also, descriptions of some of the origins would be nice, considering we know practically nothing about Alsephir or Milizia.
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5 years ago
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Author
Sibling bonus: character attack values are combined if they are within 5 cells of each other, +3 to Faith, +3 to Spirit.
You're tempting me, villain...

But did they drop a nuclear bomb on Baldur in the end? A lot depends on that...
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5 years ago
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Indeed, if Revan said he would release the expansion next week, then he will release it this week. And will there be maps? Or just the Wheel of Fortune?
User Avatar
5 years ago
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Something like this
 
Church of Arteria
FelicianismAirisufirCult of ArteriaFollowers of ArteriaAnimismDakaraLibeszeichenChildren of TomoeFortunaNamelessOtherHeckelian PantheonEishiTelosLegends of WisteriaSupremacyShamanismDivination
ReginleifDominantHeresyHeresyHeresyAllowedAllowedAllowedAllowedNoAllowed1AllowedAllowed1AllowedAllowedAllowedNoNo
SerberiaAllowedAllowedAllowedAllowedAllowedAllowedAllowedDominantNoAllowed1ManyAllowed1AllowedAllowedAllowedNoNo
ShengkaiManyAllowedAllowedAllowedManyAllowedAllowedAllowedNoAllowed1ManyAllowed1AllowedAllowedAllowedNoNo
NortiaAllowedAllowedAllowedAllowedAllowedAllowedAllowedAllowedNoAllowed1ManyAllowed1AllowedAllowedAllowedNoNo
RoienthalManyAllowedAllowedAllowedManyAllowedAllowedEnemyNoAllowed1ManyAllowed1AllowedAllowedManyNoNo
MoeniaDominantAllowedAllowedAllowedManyAllowedAllowedAllowedNoAllowed1AllowedAllowed1AllowedAllowedAllowedNoNo
MivaDominantAllowedAllowedAllowedManyAllowedAllowedAllowedNoAllowed1AllowedAllowed1AllowedAllowedAllowedNoNo
AnemonManyAllowedAllowedAllowedManyAllowedAllowedAllowedNoAllowed1ManyAllowed1AllowedAllowedAllowedNoNo
MarionDominantAllowedAllowedAllowedManyAllowedAllowedAllowedNoAllowed1AllowedAllowed1AllowedAllowedAllowedNoNo
SilliaManyAllowedAllowedAllowedManyAllowedAllowedAllowedNoAllowed1ManyAllowed1AllowedAllowedAllowedAllowedNo
HeckeliaAllowedAllowedAllowedAllowedAllowedAllowedManyAllowedNoAllowed1AllowedDominant1AllowedAllowedAllowedAllowedNo
AirisufirHeresyHeresyDominantHeresyHeresyAllowedAllowedAllowedNoAllowed1AllowedAllowed1AllowedAllowedAllowedNoNo
MeristiaAllowedAllowedAllowedAllowedAllowedAllowedNoAllowedNoAllowed1AllowedAllowed1AllowedAllowedDominantAllowedNo
AsterAllowedAllowedAllowedAllowedAllowedAllowedAllowedAllowedNoAllowedDominantManyAllowed1AllowedAllowedAllowedAllowedNo
MiraiAllowedAllowedAllowedAllowedAllowedManyAllowedAllowedDominantAllowed1AllowedAllowed1AllowedAllowedAllowedNoNo
KuwayamaManyAllowedAllowedAllowedDominantAllowedAllowedAllowedManyAllowed1AllowedAllowed1AllowedAllowedAllowedNoNo
ArgaliaManyAllowedManyAllowedManyManyAllowedAllowedNoAllowed1AllowedAllowed1AllowedAllowedAllowedManyNo
LungwortManyDominantHeresyHeresyManyAllowedAllowedAllowedNoAllowed1AllowedAllowed1AllowedAllowedAllowedAllowedNo
AlsefirAllowedAllowedAllowedAllowedAllowedDominantAllowedAllowedNoMany1AllowedAllowed1AllowedAllowedAllowedAllowedDominant
MiliziaAllowedAllowedAllowedAllowedAllowedAllowedNoAllowedNoAllowed1ManyAllowed1AllowedAllowedDominantNoNo


Added after 5 minutes
On skills:
School of Artorius - mentor with Serberian roots. 
Nakiri Spear - mentor with Nakirian roots.
Landsknecht - the character or their mentor is a mercenary by bio.
Taolun - mentor with Shengkaian roots..
Tomoe-ryu - conviction: Children of Tomoe.
Order of Arteria - the character served in this order (at minimum, worshipped Arteria in the past).
Rosenritters - the character served in this order, males only.
Drachenritters, Nachtritters, Order of the Moon - the character served in this order.
Sword of Dawn - Anemon only.
Maid - mentor with Reichheim roots, females only.

Added after 1 minute
Автор
And was a nuke dropped on Baldr in the end or not? A lot depends on that...
The combat-capable ones were called up; otherwise, quiet.
Автор
Will there be cards?
Not this time. 

Added after 1 minute
If you want to use the old ones, I can port them over and even level them up, but this expac will most likely be harsher than Tiaral, so it is a risky idea.
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5 years ago
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Hmm, I only see two truly unpleasant outcomes in the roulette... I thought I'd finally create something meta, but not in this system. If a clear concept doesn't come together by tomorrow, I'll have to roll again.

Added 1 minute ago
Author
tougher than Tiaral
Just a reminder that even following all the GM's hints, we wiped the party on the second quest. It looks like we'll be wiped out in the prologue here.
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5 years ago
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Author
Order of Arteria - the character served in this order (at least in the past, they worshipped Arteria).
Rosenritters - the character served in this order, only men.
Drachenritters, Nachtritters, Order of the Moon - the character served in this order.
It's interesting that in all orders except one, the worship of Arteria is not important.
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5 years ago
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Maybe I missed something, but where did Telos and the Aysheids go from the list of origins?

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