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3 years ago
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Formula: origin → background → belief → 1 SP → 🟡10 for starting equipment → ready!
・This game is designed with a greater emphasis on free adventure rather than a specific plot; progression will be minimal, and content episodic—not least to allow for breaks without harming the overall duration of the party. This time, characteristics do not increase "just because"; you will need to either acquire new equipment or specific traits during the game.
・Initiative or speed parameters are absent; instead, characters of one side move first, then the other. The turn order of the sides is determined randomly or by battle-specific features (ambush, etc.). The field is square; diagonal cells are not counted in any way.
・Spirit - 1% crit chance per unit, also determines resistance to negative effects and their effectiveness; the rest should be clear.
・You can move and then attack/shoot/cast. Archers and crossbowmen cannot attack in melee combat.
・Chance to survive after using bandages - 50%. Survival leaves a permanent injury, and each subsequent time the success chance decreases by 5%.
Spells can be seen here.
・Combat experience gained equals the health of enemies divided by the total number of allies. 1 SP costs 500 exp units.
・Casting is possible 3 times a day + 1 for each known spell. Accuracy is not required for spells.

Equipment
Weapon:
Off-hand Weapon:
Body:
Head:
Footwear:
Cloak:
Accessory 1:
Accessory 2:
Slot 1:
Slot 2:

Parameters
Health: 18
Perception: 6
Agility: 6
Spirit: 6
AP: 2

Origins
Silur
+1 AP, ability to see at night.
Licilis
-6 Health, +2 Spirit, +3 Agility, free choice of spells for mages.
Outcasts
-2 Spirit, +2 Perception, +3 Agility, free choice of spells for mages.
Gemms
-1 Agility, -1 AP, +21 Health.
Selenia (M)
+6 Endurance, +1 Perception.
Selenia (F)
+1 Agility, +2 Spirit.
Saiiirt
+6 Health, +2 Agility, immunity to diseases and poisons.
Neptunia
Own speed (stats + items) on land does not exceed 1 AP, footwear slot is absent, free movement through water cells, +5 to all defense.
Orikes
-6 Spirit, +18 Health, shooting range (crossbow) +1, perception +3.
Pandinus Desert
Ability to learn spells, one random spell from a chosen direction at start, -1 AP, -6 Health.

Background
Warrior
Soldiers, adventurers, martial arts practitioners, and other characters who live by the craft of war.
Riposte, +1 SP (weapon mastery).
Hunter
Those who track animals and, in some cases, other people for capture or killing.
+0-1 damage for each unit of perception.
Scholar
Researchers, philosophers, and other intellectual workers.
+4 Spirit.
Artist
Theater actors, circus performers, and other tricksters.
+2 Spirit, +2 Agility.
Painter
Painters, sculptors, and other people of culture.
+2 Spirit, +2 Perception.
Rogue
Scoundrels for whom fast feet are equally important for chasing prey as they are for fleeing from the guard.
+2 AP, -2 Spirit.
Marauder
-3 Spirit, additional loot from the bodies of defeated enemies.
Laborer
A person accustomed to heavy physical labor.
+12 Health.
Merchant
One who handles coin and tongue equally well.
-6 Health, -20% cost of goods and services.
Bard
Singer and musician.
-2 Agility, ability to play musical instruments.
Noble
Representative of the upper class of Selenia.
-2 Spirit, +1000 kaho.
Healer
A medic whose services are needed by both poor and rich regardless of racial or ideological affiliation.
-2 Agility, -1 AP, ability to restore allies' health/remove negative statuses out of combat (uses resources); +15% character survivability when using bandages.
Mage
Those who have dedicated their lives to the study of sorcery are not so many in Selenia.
-6 Health, ability to learn spells, 3 random spells at the start of the game.
Prostitute
Only a hard fate could lead a character to such a life.
No money or equipment at start, +2 AP, +2 Agility.
Knight
Wealthy/noble soldiers, adventurers, martial arts practitioners, and other characters who live by the craft of war.
🟡+10, horse at start (has 6 AP, 35 Health, 6 Agility, 5 Spirit, deals 3-9 damage to the same target as the rider (melee); when the character is attacked, there is a 50% chance that the attack will be redirected to the mount; area attacks deal damage to both).
Chevalier
Available only to Silur.
🟡+10, +1 SP (weapon mastery).
Vityaz
Available only to Gemms.
+5 to all defense.
Mercenary
Self-interested defenders of others' interests...
+35% to the amount of monetary reward if the character works alone or is the party leader.
Polyglot
Whether a simple linguist or a diplomat, this character knows many languages.
The character knows all regional languages (standardly, residents of Selenia know only their own, while representatives of other peoples know their own and Selenian).
Duelist
A lover of fighting one-on-one.
In one-on-one combat: +9 Health, +3 Perception, +3 Agility, +3 Spirit, +1 AP.
Priest
Characters who possess deep knowledge of their faith.
Access to priestly skills.
Fisherman
Give a man a fish, and he will be fed for one day. Teach him how to fish, and he will be fed for the rest of his life.
Ability to fish.
Biologist
A specialist who has dedicated their life to studying the surrounding world.
The character can see the stats of non-sentient enemies and determine plant effects.
Archer
Available only to Lifs.
+2 Perception, +1 shooting range (bow).

Beliefs
Phos
+3 Spirit
Selena
+3 Health, +1 Agility, +1 Spirit.
Terron
+9 Health.
Ether
+1 AP.
Lepus
Crit chance is twice as high.
Ereba
+3 Agility.
Sisters of Strife
Only Selenia (F)
+2 Perception, +1 Agility.

Priestly Skills
Phos
・Healing Light
Restores spirit*3 health to an ally at any point on the map.
・Zenith
Deals spirit*2 light damage to all enemies in a straight line within 8 cells of the priest. Effectiveness is doubled against undead, demons, and characters from Orikes and Pandinus.
・Liberation
Removes negative effects (bleeding, poison, concussion, horror, seduction, immobilization, burn, fear) from an ally at any point on the map; grants immunity to these effects for one turn.

Selena
・ Nocturne
The character is able to see at night as well as during the day (characters without this ability see only 3 cells ahead of them).
・Moonlight Glimmer
Character attacks blind the enemy.
・Water Cycle
The character restores 1 health for every cell traversed, provided they have performed no other actions.

Terron
・Shroud
Chosen target receives +1 defense for each unit of spirit for three turns.
・Growth
Doubles the health of the chosen character for three turns.
・Earth Tremors
Applies immobilization to enemies within a specific radius of effect (the caster is the center).

Ether
・Wings of Wind.
Chosen target may move again. Can be used only three times per battle and once per turn.
・Hurricane
Enemies within the radius of effect (maximum distance from caster: 6) take spirit*1 wind damage at the beginning of each turn. The hurricane lasts three turns.
・Levitation
The priest ignores cell effects and is unavailable for melee attacks (unless they attack in melee themselves).

Lepus
・Fireball
Enemies within the radius of effect (maximum distance from caster: 10) take spirit*2 fire damage.
・Attraction
Chosen enemy switches to the priest's side (seduction). Effect lasts until the target passes a will check.
・Chaos
Characters (including allies) in the radius of effect receive two random effects from the following list: bleeding, poison, concussion, horror, seduction, immobilization, burn, fear, blindness, extra turn, removal of negative effects, full health restoration, double damage for one turn, double AP for one turn.

Ereba
・Gloom
The priest becomes invisible; to attack them, one must use area attacks, pass a spirit check, or have the ability to see in the dark.
・Shadow
The priest can teleport to the shadow of any other character and skip a turn (remaining unavailable for interaction until the start of their next turn).
・Blessing of Ereba
Character attacks deal 0-1 darkness damage for each unit of spirit.

Sisters of Strife
・Fight to the End.
The character survives one attack that would bring their health to zero or below. This ability recovers after the end of the battle or each time lethal damage is dealt to an enemy.
・Counterattack
・Unwavering
Immunity to concussion, horror, and fear.

Weapon Mastery
Claymore
・Weapon damage +50%.
・Concussion on attacks.
・Damage is also dealt to enemies in cells adjacent to the target.
Spear
・Immunity to riposte and counterattacks.
・+0-2 damage for each unit of enemy defense.
・Ability to swap places with allies and pass through them.
Sword
・Parrying.
・Counterattack.
・+4 Defense.
Dagger
・The character makes two perception rolls instead of one.
・Can use a dagger in the off-hand.
・Poison.
Axe
・If the character hits an enemy and they are still alive, deals another strike.
・+0-5 damage.
・Bleeding.
Bow
・+1 attack range.
・+1-1 damage and +1% crit chance for each cell between the character and the enemy; crit damage increases by 50%.
・Burn on attacks.
Crossbow
・Immobilization on attacks.
・No penalty in melee combat, +2 Perception in melee combat.
・control.

Starting Equipment
Old Claymore
Damage: 9-13
2🟡
Standard Claymore
Damage: 12-16
4🟡
Quality Claymore
Damage: 14-18
7🟡
Old Spear
Damage: 3-11
2🟡
Standard Spear
Damage: 6-14
3🟡
Quality Spear
Damage: 8-16
5🟡
Old Sword
Damage: 5-9
2🟡
Standard Sword
Damage: 8-12
3🟡
Quality Sword
Damage: 10-14
5🟡
Old Dagger
Damage: 1-5
1🟡
Standard Dagger
Damage: 4-8
2🟡
Quality Dagger
Damage: 6-10
4🟡
Old Axe
Damage: 4-10
2🟡
Standard Axe
Damage: 7-13
3🟡
Quality Axe
Damage: 10-15
5🟡
Old Bow
Damage: 6-10
Range: 2
2🟡
Standard Bow
Damage: 6-10
Range: 3
4🟡
Quality Bow
Damage: 8-12
Range: 3
7🟡
Old Crossbow
Damage: 6
Range: 3
2🟡
Standard Crossbow
Damage: 8
Range: 3
4🟡
Quality Crossbow
Damage: 10
Range: 3
6🟡
Wooden Shield
Block chance 20%
Breaks after 5 hits.
Blocks strikes and shots.
1🟡
Buckler
Block chance 20%
Blocks strikes and shots.
2🟡
Targe
Block chance: 20%
Blocks strikes, shots, and attacking spells.
3🟡
Kite Shield
Block chance: 25%
Blocks strikes, shots, and attacking spells.
4🟡
Pavise
Block chance: 15% (strikes)
Block chance: 40% (shots)
5🟡
Scutum
Block chance: 30%
Blocks strikes, shots, and attacking spells.
6🟡
Hoplon
Block chance: 25%
Successful block causes concussion to the enemy for two turns. Blocks strikes and shots.
7🟡
Tattered Armor
Defense +1
1🟡
Leather Armor
Defense +2
2🟡
Battle Dress (F)
+2 to agility rolls
3🟡
Doublet
Cost of goods and services -5%
4🟡
Chainmail
Defense +2
Defense +3 against shots
5🟡
Elegant Robe
Defense +4 against elements.
6🟡
Armor
Defense +4
7🟡
Hood
0🟡
Old Helmet
Defense +1
1🟡
Frame Helmet
50% chance to avoid concussion.
2🟡
Casque
+1 Perception.
3🟡
Chaperon
+1 Spirit
3🟡
Sallet
Defense +1
50% chance to avoid concussion.
4🟡
Horned Helmet
-2 Agility, -1 Perception.
Attacks apply fear effect.
5🟡
Burgonet
Defense +2
50% chance to avoid concussion.
6🟡
Diadem
+1 spell range.
7🟡
Laurel Wreath
Allies under the character's command receive +0-1 to all rolls.
8🟡
Crown
+15% to the amount of monetary reward if the character is its leader.
10🟡
Spring Footwear
+1 Evasion.
3🟡
Winter Footwear
Immunity to snow.
2🟡
Summer Footwear
Immunity to sand.
2🟡
Autumn Footwear
Immunity to mire.
2🟡
Traveler's Boots
+1 AP
5🟡
Copper Ring
0🟡
Steel Bracelets
+1 Defense
2🟡
Silver Chain
50% chance to resist immobilization.
4🟡
Monocle of Lepus
Self-crit -10%
5🟡
Ruby Ring
Cost of goods and services -5%
6🟡
Mechanical Watch
10% chance to make an additional turn.
8🟡
Wings of Ether (head ornament, occupies accessory slot)
+1 AP
8🟡
Fibula of Terron
+3 Defense, +5 Health.
9🟡
Earrings of Selena
Character attacks deal 0-1 water damage for each unit of spirit.
9🟡
Pendant of Phos
Saves the character from death, then breaks.
10🟡
Lute
Playing the instrument restores (spirit) health to allies. Only in combat; limit: 7 turns per battle.
4🟡
Flute
Allies across the entire map receive +1 AP. Only in combat; limit: 7 turns per battle.
5🟡
Drum
Enemies receive concussion. Only in combat; limit: 7 turns per battle.
6🟡
Bandage
Stops bleeding/removes 1 injury/makes an attempt to raise a character after receiving lethal damage (one use for one action).
3🟡
Antidote
Removes poison.
1🟡
Mint Tincture
Removes concussion and immobilization
2🟡
Ice Pack
Removes burn
1🟡
Herbal Tea
Removes fear and horror.
2🟡
Purifying Tincture
Removes blindness.
1🟡
Medicinal Herbs
Used by a medic out of combat. 1 portion = 10 health units.
1🟡

Terminology
Riposte
After a character takes damage (0 counts) or blocks an attack with a shield, they deliver a riposte if they have sufficient attack range.
Counterattack
After a character dodges or parries, they deliver a counterattack if they have sufficient attack range.
Artifact
Something (presumably) created by the gods and capable of performing miracles.
Magic Item
Ordinary items enchanted with magic; like artifacts, they possess unusual properties, but not of such a high level.
Curse
Certain (usually) bad things that can only be dispelled by divine intervention.
Disease
Certain bad things that can only be dispelled by time or a specific medicine.
Injury
Temporary negative effects that will either pass on their own or develop into a disease.
Bleeding
The character loses 4 damage bypassing defense at the beginning of each turn.
Poison
All primary parameters of the character decrease by 1 at the end of each of their turns.
Concussion
The character skips a turn.
Horror
The character skips a turn and cannot perform any defensive actions (dodge, resist negative effects, etc.).
Seduction
The character switches to the opponent's side.
Immobilization
The character cannot move for three turns.
Burn
The character takes 5 fire damage at the beginning of each turn.
Fear
The opponent runs in the opposite direction from the character using all their AP at the beginning of their turn and skips the turn. Activates on a miss.
Blindness
Opponent's perception is reduced to 3.
Parrying
The character uses perception to deflect a melee attack; occurs after an unsuccessful dodge roll.
control
The character automatically attacks whoever appears in their line of attack.
Night
At night, characters see only 3 cells ahead of them or what is in the immediate vicinity of light sources.
Snow
-1 AP. -2 AP if AP is greater than 2.
Mire
Immobilization (spirit check against 6).
Sand
-1 AP. -2 AP if AP is greater than 2.
Rain
-1 shooting range.
Berserk
The character does not distinguish between friends and foes and attacks the nearest character.
Water
AP limited to 1. Character cannot shoot or cast. Moving and attacking simultaneously is impossible. Dodge and accuracy rolls are half the usual value.
Entropy
Dispels positive and negative effects on the chosen character. Range equals spirit.
Стартовый пост - Квенты - Разное
Резара - Аксель - Орвальд - Эмилия
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3 years ago
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Silur
The inhabitants of Silur resemble the dwellers of Selenia, but unlike the latter, they are endowed with feline/fox ears and tails, and furthermore can boast a far more ancient history. Silur — is, first and foremost, a land of knights standing guard over their native borders. In Silur, the region's primary currency, the kaho, was devised, and generally they are happy to maintain trade relations with other countries but, like the lifs, they are unfriendly toward foreigners and do not welcome their presence on their land. Due to long-standing rivalry, they remain in hostile relations with Lycilis to this day.
Lycilis
One of the world's oldest states was founded by the chosen ones of the goddess of light, Phos — the lifs. The average lifespan of lifs is one millennium; upon reaching a certain age, they stop aging, and their bodies undergo practically no changes regardless of diet and physiological processes. They also have no body hair, and their beauty is an object of envy for many peoples.

Living in harmony with nature, lifs strive not to consume meat and not to harm nature. Despite their long lifespan, the population of Lycilis is small. This is because, with the exception of the capital Lefkos, the lifs have no large cities, and they themselves are weakly interested in carnal pleasures and start families only after centuries when they find their soulmate.
Outcasts
Although there are followers of other deities among the lifs, they are nevertheless forbidden from going against the will of Phos and violating the laws of Lycilis. For example, conducting research (magical or scientific) that could disrupt the accepted way of life in Lycilis or harm nature; worshipping Ereba — the opponent of Phos; voluntarily entering into sexual relations with a non-"beloved" person. Lifs who turn their backs on the ancient teachings become outcasts — their skin darkens and their hair fades, which serves as a identifying mark for other forest dwellers. Subsequently, they are cast out and forced either to wander the world or seek a new home.
Gemmas
Inhabitants (as a rule) of the underground world. They are characterized by short stature but a sturdy build. By nature, they are very hardworking, honest, and calculating. They love to trade and invent things. They live in independent underground city-states governed on the principles of meritocracy. There are, however, exceptions — some Gemma cities, for one reason or another, develop in a completely different way: among them are despotic city-states subject to the will of some tyrant, city-states governed by a caste of warriors or mages, etc. etc.
Selenia
Humans — are one of the weakest peoples of this world. They do not live as long as lifs; they do not possess as advanced a civilization as Silur; they cannot live underground like gemmas or underwater like neptunians; they are not endowed with thick hides and sharp fangs like the inhabitants of Saiirt; they cannot boast bodies as mighty as the tribes of Orikes. Heat is dangerous for them, cold is dangerous, and even the thinnest twig can wound them. And yet, it was precisely their weakness that allowed them not only to survive, but to stand equal with other sentient races — working side by side, they created advanced science, their own economic model, tactics, strategy, and much more, which other peoples did not have or had developed to a lesser extent.
Saiirt
Saiirt is a land of a peaceful and religious people of humanoid dinosaurs and snakes who managed to tame the wild world surrounding them. For example, triceratops help them in agriculture, and dinosaurs such as utahraptors are used as cavalry. Being home to probably some of the most dangerous creatures in the world, Saiirt represents a great threat to anyone who dares encroach upon their lands, however, their reluctance to break isolation from the rest of the world was breached by the efforts of Seriz the Kind, who managed to establish friendly and mutually beneficial trade relations with the country of snake-people.

The inhabitants of Saiirt worship Lepus (in their culture he takes the form of a huge, dinosaur-like creature), and the central building of their settlements is always a temple.
Neptunia
The Kingdom of Neptunia serves as a home for various inhabitants of the underwater world, but it is ruled by neptunians and neptunes — human-like beings with fish tails instead of legs and unusual "ears". As the name suggests, it is a kingdom in every sense with its own royal house, warrior class, and laborers who, however, manage to live in greater harmony than the dwellers of the land. For a very long time, the warriors of Neptunia were aggressive toward them, sinking merchant and warships and hindering land opponents in conducting business at sea, but with the journey of Seriz the Kind and his marriage to one of the princesses, friendship was achieved between Neptunia and Selenia, and the sea dwellers began to treat the residents of the "upper world" with greater understanding, no longer considering them enemies.
Orikes
In ancient times, the ancestors of modern Orikes inhabitants angered the goddess of light Phos with their banditry and poaching, which they practiced on the territory of the sacred forests of Lycilis, for which she cursed them. The bandits' bodies took on grotesque forms, and they forgot the human language, which forever separated them from other humans. However, instead of repenting for what they had done, they resigned themselves to their new appearance and continued their activities for many centuries that followed, right up until their tribes were conquered by Selenia.

The inhabitants of Orikes (commonly called orcs) are quite tall, possess a powerful build and vision worthy of predators. Orcs settled in Selenia live either alone or huddle in gangs, whereas in Orikes they are divided into tribes led by the strongest warrior of a given territory.
Pandinus Desert
Realizing that he would not become king, the second son of Seriz the Kind gathered comrades and set off north, hoping to leave his own mark on history, and he succeeded — in the size of its borders, the greatness of its army, and its riches, the empire he founded significantly surpassed his homeland, however, due to his feelings of love for it, he never encroached upon its sovereignty. The ambitious emperor, however, was merely a magnificent general and leader capable of surrounding himself with talented people and inspiring the people, but not a politician, which is why after his death the Pandinus Empire first drowned in the fires of civil war, and then passed into the hands of a community of imperial wizards, under whose rule an era began in this country known for inhuman cruelty, moral decay, and brutal magical experiments. In history, this time is called the "dark century," after which the Pandinus Empire remained in ruins, and once fertile land turned into a desert. Now, instead of diverse peoples, it is populated by all sorts of monsters, and those few intelligent creatures who survived became so hideous that outside their native desert they are forced to hide their faces behind masks, hoods, and other similar elements of clothing.
Arete

Arete, or as it is also called, the pantheon of the west, was formed thanks to the polytheistic belief system of the inhabitants of this region, for whom it was characteristic to show at least a minimal degree of respect for the deities of other peoples, whether this was a result of culture and upbringing or simply fear of higher powers. Over time, thanks to prolonged contact between neighboring peoples, all these deities were merged into a single pantheon, where the significance of gods and goddesses was determined by their popularity among believers as well as prestige. Thus, there are many deities in the pantheon of the west, but only six of them are counted among the supreme deities. As for the etymology, regarding gods "arete" denotes "perfection" and "superiority", i.e., that which should be worshipped and emulated. Regarding people, it denotes "virtue", which in this case is represented by the worship of the gods. Whether the gods of the western pantheon "actually" exist or are just part of a well-thought-out mythology is not reliably known, but the majority of the inhabitants of this land certainly believe in their existence.

Phos — goddess of light, sun, and sky, the chief among the deities of Arete, which is, of course, related to her age, since the civilization of Lycilis is an order older than all others in the region. For this reason, in some myths, other deities and heroes joke about her, for which she sometimes curses them later. Among other things, Phos — is the goddess of justice, a formidable punishing force opposing "evil" on earth.

Selena — in the dark times for the people of this land, the brilliance of the sparkling eye of night was for them the only source of light and hope for tomorrow; over time, many beliefs grew from this, and eventually a whole cult, whose followers founded a state in honor of their deity. Since it was seen how the tidal wave follows the Moon, the attribute of water was also attributed to her; thus she became the goddess of the moon, water, and understanding.

Terron — the first of Phos's sons, god of fertility and patron of agriculture, widely revered by peasants and gemmas; for the latter, he is the most significant god. He is sometimes also associated with masculine strength and in myths is usually depicted as very arrogant.

Aether — the second of Phos's sons, god of air and sky; according to beliefs, it is he who determines the weather, which, given his willful character, causes the dwellers of the land, especially peasants, quite a few problems. When people need specific weather, they pray to Aether in hopes of appeasing him or distracting his attention. For this reason, he is sometimes also called the god of humor and fun.

Lepus — god of fire, fate, luck, doom, lust, ambition, and many other things; in various forms and names, Lepus was encountered in all cultures of this region and is worshipped by the most diverse personalities, starting from gambling-prone people and ending with the very religious inhabitants of Saiirt, for whom Lepus is the central deity, although for the latter he is primarily associated only with aspects of fire and fate.

Ereba — goddess of darkness, night, and romantic love. The image of Ereba originated at the time when the first outcasts appeared in Lycilis. It was believed (and is believed to this day) that it is she who inclines lifs (and other sentient beings) toward evil. Those who worship her have an opposite perception of Ereba: for them, she is the patroness of those who found no place in society.

Sisters of Strife

Anatomical differences between representatives of the male and female sexes are weakly expressed among most peoples of this region — they are almost the same height and possess roughly the same range of physical capabilities relative to each other. Lifs, both men and women, are distinguished by a slender beauty of form, proportion, and movement, and can equally well shoot, cast spells, and wield a sword. The native population of Silur is distinguished by agility and speed regardless of gender. Gemmas are sturdy and strong, but slow and clumsy. But for the Selenians, things were always different: whether by the will of nature or the gods, the men and women of this people differed from each other. Long ago, when lifs already knew many secrets of the universe, cast spells, and methodically shot bows, the ancestors of Selenians engaged in hunting, received wounds, and brought back prey, while women, accordingly, knew how to heal these hunters and prepare their prey. Probably for this same reason, the majority of healers and cooks of Selenia are still women, and it so happened that for a long time they were not admitted to military affairs, and were protected from war and other harm.

This state of affairs changed in the year 130 from the founding of Selenia, when the sister of the then-king, Princess Ava Ahisa, convinced the monarch to allow her to act against the orc chieftain Nuseg. Ava's heroism in this war and her role in restoring order in Selenia served as a reason for many folk songs and legends to be composed about her, and in the year 210, King Harbid would approve an ideological order founded by Ava's students.

From then on, the women of Selenia were allowed to serve in the guard and officer corps of armies, and for members of the order, there were no restrictions at all. The Sisters of Strife devoted themselves entirely to the warrior craft and honed their skills day by day, participated in all military campaigns of Selenia, and continue to exist to this day, although the era of ruin did not spare them — today they have fewer active members, resources, and influence.


Стартовый пост - Квенты - Разное
Резара - Аксель - Орвальд - Эмилия
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3 years ago
Auto-translation in progress
Фовл из племени Чёрных Волков

Орикес

-6 к духу, +18 к здоровью, дальность стрельбы (арбалет) +1, восприятие +3. 
Художник
+2 к духу, +2 к восприятию.
Эфир
+1 к ОД.

Параметры
Здоровье: 36
Восприятие: 11
Ловкость: 6
Дух: 2
ОД: 3
Крит: 2%
Защита: 0 (2)
Свет: 0
Вода: 0
Земля: 0
Воздух: 0
Огонь: 0
Тьма: 0

Оружейное мастерство
Арбалет
・Контроль.
Заклинания
---

Снаряжение
Оружие: Качественный арбалет
Урон: 10
Дальность: 3(4)
Дополнительное оружие: -
Тело: Кожаная броня 
Защита +2
Голова: Капюшон
Обувь: Осенняя обувь
Иммунитет к трясине.
Плащ: -
Аксессуар 1: Медное кольцо
Аксессуар 2: -
Слот 1: Колчан для арбалетных болтов (15/20)
Слот 2: Колчан для арбалетных болтов (20/20)

Особенности
---

Инвентарь
Кошелек
9 кахо
Базовые художественные принадлежности
Красивый рисунок почти голой женщины

Чандра Мэлис

Селения (Ж)

+1 к ловкости, +2 к духу.
Жрец
Доступ к жреческим навыкам.
Сестры брани
+2 к восприятию, +1 к ловкости.
---
Параметры
Здоровье: 18
Восприятие: 8
Ловкость: 8 (10)
Дух: 8 
ОД: 2
Защита: 0
Свет: 0
Вода: 0
Земля: 0
Воздух: 0
Огонь: 0
Тьма: 0

Оружейное мастерство
・Бой до последнего.
Персонаж переживает одну атаку которая бы увела его здоровье в ноль или минус. Эта способность восстанавливается после окончания битвы либо каждый раз после нанесения противнику летального урона.

Заклинания

Снаряжение
Оружие: Качественный клеймор
Урон: 14-18
Дополнительное оружие: -
Тело: Боевое платье (Ж)
+2 к броскам ловкости
Голова: Капюшон
Обувь: -
Плащ: -
Аксессуар 1: Медное кольцо
Аксессуар 2: -
Слот 1: 
Слот 2: 

Особенности
---

Инвентарь
Кошелек
30 кахо

Амбер Синклар

Силур
+1 к ОД, способность видеть в ночное время.
Артист
+2 к духу, +2 к ловкости. 
Селена
+3 к здоровью, +1 к ловкости, +1 к духу.
Параметры
Здоровье: 21
Восприятие: 6
Ловкость: 9 (11)
Дух: 9
ОД: 3
Защита: 0
Свет: 0
Вода: 0
Земля: 0
Воздух: 0
Огонь: 0
Тьма: 0

Оружейное мастерство
Лук
・Ожог на атаках. 

Заклинания

Снаряжение
Оружие: Качественный лук
Урон: 8-12
Дальность: 3
Дополнительное оружие: -
Тело: Боевое платье (Ж)
+2 к броскам ловкости
Голова: Капюшон
Обувь: -
Плащ: -
Аксессуар 1: -
Аксессуар 2: -
Слот 1: Колчан стрел (19/20)
Слот 2: Колчан стрел (20/20)

Особенности
---

Инвентарь
Кошелек
50 кахо
Attachments 3
3 files attached • Total size: 212.4 KB
Стартовый пост - Квенты - Разное
Резара - Аксель - Орвальд - Эмилия
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3 years ago
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Okay, so Kosha has finished playing Fallout, and her brain is fried. I thought we would be exploring villages that need our help.

I understand this is something new, or am I missing something about the setting? Are there any slides available? I'm not sure; I'm currently swamped with drawing, and the atmosphere of a classic fantasy adventure doesn't really appeal to me, but I'm still thinking about giving it a try.
А, вот почему.

??+⛓️♿=?
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3 years ago
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1 SP = 1 weapon skill? Do SP require priestly skills? Is the absence of leaf skills in the list of origins a bug or a feature?
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3 years ago
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Author
SP should be allocated to weapon skills and priestly abilities. It's a skill point.
Yes, I understand it's a skill point. I was asking about the cost.
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3 years ago
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Author
Duelist
They have no friends.
Fixed.
Author
Phos


Added 48 minutes ago
Author
Licilis
-6 to health, +2 to spirit, +2 to agility, free choice of spells for wizards.
Author
Wizard
There aren't many who have dedicated their lives to the study of magic in the settlement.
-6 to health, ability to learn spells, 3 random spells at the start of the game.
It's a pity there isn't a persuasion skill with a health penalty; I almost put together a build.
Author
Mercenary
Self-serving defenders of other people's interests...
+30% to the total monetary reward if the character is its leader.
Perhaps the real reward is the squad that has gathered along the way?
Author
・Zenith
Deals spirit*2 units of light damage to all enemies in a straight line at a distance of 8 cells from the priest. Effectiveness is doubled against undead, demons, and characters from Orick and Pandinus.
Does it require an accuracy roll? Do items like earrings increase damage? How many times can this ability be used? I didn't see any restrictions on it (and some others), while 18+ damage in an area, even if it's a straight line and it costs a skill point to learn, looks very scary. The same applies to Fireball and, to a lesser extent, Hurricane.
Author
・Water Cycle
The character recovers 1 unit of health for each cell traveled, provided that they have not performed any other actions.
I assume it also allows you to automatically restore health outside of battle? Provided that the character is willing to run around in circles like an idiot.
Author
・Growth
Doubles the health of the selected character for three turns.
What happens to the character's health when the effect ends? Suppose a character has 18 health, it is doubled to 36, and they take 18 damage. What will happen when the buff is removed? Will they be left with 9 health points? Will they be at full health? Will they drop to zero?
Author
・Unwavering
Immunity to stun, horror, and fear.
Add immunity to temptation too...
Author
Control
The character automatically attacks whoever appears in their attack range.
Does it trigger once per turn for each enemy?
Author
・Damage +50%.
Does it affect damage from earrings, hunter, and persuasions?

Added 43 minutes ago
Author
In ancient times, the ancestors of the modern inhabitants of Orick angered the goddess of light, Phos, with their banditry and poaching, which they practiced in the territory of the sacred forests of Licilis, and she cursed them for it.
Author
The inhabitants of Orick (commonly called orcs) are very tall, have a powerful build, and have eyesight worthy of predators.
She's just a master of curses.

Added 41 minutes ago
Can any character use any type of weapon without penalties, or do they need to have at least one ability in the weapon-related branch for this?
Author
Counterattack
After the character takes damage (0 counts) or blocks an attack with a shield, they perform a counterattack if they have enough attack range.
Retaliation
After the character dodges or parries, they perform a counterattack if they have enough attack range.
Do they work with bows/crossbows? If a character has a ranged weapon in one slot and a melee weapon in the other, will the retaliation be performed with the weapon that meets the other conditions?
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3 years ago
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Brief descriptions of the gods, the setting (where the events will take place), and the timeline will be added in the second post, and that’s pretty much it... This turned out to be a miniature setting. By the way, I’ll say right away that books will most often not give any "effects"...
Author
Is a hit roll required? Do items like earrings increase damage? How many times can this ability be used? I didn't see any limitations on it (and some others), but 18+ damage in an area, even if it's a straight line and costs a skill point to learn, seems very scary. The same applies to the fireball and, to a lesser extent, the hurricane.
Accuracy is not needed for spells. You can cast 3 times a day + 1 for each known spell.
Author
I assume it also allows you to automatically restore health outside of combat? Provided that the character is willing to run around in circles like an idiot.
Yep.
Author
What happens to the character's health when the effect ends? Let's say there was a character with 18 health, it doubled to 36, and they took 18 damage. What will happen when the buff is removed? Will they be left with 9 health? Will they be left with full health? Will they drop to zero?
18.
Author
Does it trigger once per turn for each enemy?
Yep.
Author
Does it affect the damage from earrings, the hunter, and beliefs?
Only from weapons.
Author
Can any character use any type of weapon without penalties, or do they need to have at least one ability in the weapon-related branch for this?
You can use any weapon.
Author
Does it work with bows/crossbows?
Yes.
Author
If a character has a ranged weapon in one slot and a melee weapon in the other, will the counterattack be performed with the weapon that meets the remaining conditions?
With the weapon they ended their turn with. If it's the beginning of the battle, then with the main one.
Стартовый пост - Квенты - Разное
Резара - Аксель - Орвальд - Эмилия
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3 years ago
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Author
Orikes
-6 to Morale
Does this mean that without a backstory/persuasion that grants bonuses to Morale, Orcs cannot inflict negative effects and automatically fail checks against other effects?
Author
Mercenary
Self-serving defenders of others' interests...
+30% to the total monetary reward if the character is its leader.
Author
Crown
+15% to the total monetary reward if the character is its leader.
10🟡
[spoiler=When I made a build for a leader][/spoiler]
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3 years ago
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Author
Does this mean that without a backstory/motivation for spirit bonuses, Orcs cannot inflict negative effects and automatically fail checks against other creatures' effects?
Yes. I think they and the Dwarves should be slightly changed, by the way.

Added 2 hours 50 minutes ago
The chronology of key events in the region according to the Selenian calendar. In general, there is no need to delve into all of this; to understand the setting at the time of the game, it is enough to read the last line. The start will be in the city of Grasaiki in the north of the kingdom.

Before the founding of Selenia
Approximately 10,000 years ago - the founding of Licilis.
Approximately 4,000 years ago - the founding of Neptunia.
Approximately 3,000 years ago - the founding of Silur.
Approximately 2,500 years ago - the founding of the first gem city.
Approximately 1,000 years ago - the formation of civilization in Saairt.
Approximately 500 years ago - Phos curses the poachers of Orikess.
Approximately 300 years ago - the emergence of the cult of Selena.
41st year - the birth of Yamtao Ahis.

0 - the founding of Selenia, the coronation of Yamtao as its first king.

After the founding of Selenia
39th year - the coronation of Katash.
44th year - the fall of Katash in battle against the chieftain of Orikess - Kukazuid the Terrible, during whose reign the Orcish tribes were united under one banner; the coronation of Agathon.
49th year - the death of Kukazuid the Terrible at the hands of Agathon; the end of the war between Selenia and Orikess; the return of Orikess to its tribal structure.
55th year - the beginning of the three-way war between Selenia, Silur, and Licilis (the reason is cited as the hostility between Silur and Licilis, as well as the disapproval by both of Selenia's rapid development).
80th year - the end of the fruitless three-way war.
83rd year - the coronation of Emoto.
86th year - the beginning of the wars between Selenia and neighboring human states.
111th year - the unification of all the people of the region under the single flag of Selenia.
118th year - the coronation of Atkio; the beginning of a civil war between supporters of Selenia and the annexed territories.
123rd year - the end of the civil war, victory for the supporters of the crown.
125th year - Atkio dies during large-scale riots caused by a multitude of social problems and famine, which were the result of years of wars; the coronation of Lestbaf.
126th year - one of the chieftains of Orikess, known as Nuseg, takes advantage of the situation in Selenia to seize the northeastern lands of the kingdom.
127th year - Lestbaf agrees to give Nuseg one of his daughters, Princess Shikamu, so that he would leave the crown's subjects in peace and rule the captured lands as a duke; Nuseg does not keep his word; Lestbaf jumps out of the window of his palace; the coronation of Kharbid; the crown pays tribute to the Orcs so that they would not terrorize at least the lands that have not yet been captured.
135th year - Kharbid drives Nuseg away.
138th year - Kharbid restores order in Selenia.
144th year - Kharbid leads Selenia to a period of peace and prosperity.
215th year - the coronation of Xilobi.
219th year - the coronation of Tikonderoga.
222nd year - Prince Seriz's expedition to the underworld ends with the establishment of friendly relations with several city-states of the Gems.
226th year - Prince Seriz's expedition to the underwater world ends with the establishment of friendly relations and his marriage to one of the Neptunian princesses.
231st year - Prince Seriz's expedition to Saairt ends with the establishment of friendly relations with the inhabitants there.
233rd year - the coronation of Seriz.
234th year - the beginning of a large-scale war with Orikess.
240th year - Orikess is conquered by Selenia.
251st year - Seriz manages to achieve the establishment of diplomatic relations with Licilis and Silur.
259th year - Pandinus sets off north.
285th year - the founding of the Pandinus Empire.
300th year - the coronation of Yamtao II.
309th year - the coronation of Elb.
320th year - the beginning of the dark century of Pandinus.
348th year - the coronation of Yamtao III.
383rd year - the coronation of Attin.
400th year - the beginning of a major war between Silur and Selenia; Attin dies in battle against the troops of Silur; the coronation of Noro.
408th year - the victory of Selenia over Silur; Jarknaa (a province of Silur rich in iron and minerals) passes into the possession of Selenia.
420th year - the end of the dark century of Pandinus.
444th year - Noro dies during an unsuccessful magical experiment to prolong life; the coronation of Noro II.
514th year - the coronation of the young grandson of Noro II, Yamtao IV.
581st year - the era of the reign of Yamtao IV, during which power in the country passed from the hands of the royal family to the hands of the rich entrepreneurs of the country, ends; the new rulers of Selenia crown Seriz II. Seriz II, like his predecessor, appears in public only occasionally and has no relation to the governance of the country.
617th year - today; the king-hedonist spends time in luxury and pleasure, not caring about the state of the country; the elite squeezes the last juices out of its inhabitants; banditry flourishes in the country; the law protects only the interests of the rich; attempts by friends from Neptunia and other friendly countries to help Selenia do not lead to any positive changes, as this help remains plundered by greedy officials and landowners.


Added 10 minutes ago
Approximate geography

                   Pandinus
                           ↑     Orikess
Licilis ← Selenia → Neptunia (underwater kingdom)
      Silur             ↓
                      Saairt
Стартовый пост - Квенты - Разное
Резара - Аксель - Орвальд - Эмилия
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3 years ago
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Where are the Gems?

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