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Posts from Pursuit of the Sun 1.2

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9 months ago
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"No one living today witnessed those times, and even their fathers' fathers had only heard of them from their ancestors; thus, with all possible modesty, I write: I can recount neither what truly happened, nor what was written before me, but only that which our ancestors have preserved to this day with all the firmness of faith.
In time immemorial, people knew neither fire nor steel, and lived like beasts, finding life only in the flesh of slain animals, the blood of enemies, and the embrace of women. And then the Father-Sun, scorning the eternal void, reached out his hand to his suffering children and sent us an Emperor, whose countenance shone like the sun and whose heart burned with an unquenchable fire. And though he was as much man as god, filled with compassion, he did not return to his rightful place beside his father at the appointed time, but tore the blazing heart from his chest and rent it into myriads of pieces; in that moment, the world shone with myriads of bonfires, the dark creatures fled, and humanity rose from its knees. And the holiest among men then enclosed sparks of that sacred fire within themselves and led the people on a long journey south. With the sword, our merciful ancestors exterminated the non-humans, burned their settlements and burrows with fire, and in great glory, humans settled from sea to sea. And he who was first and best among the flame-people was appointed by general consent as the new Emperor, guardian and protector of mankind, and there was peace.

But the descendants did not preserve that fire which was in the hearts of their fathers, for fire always strives upward, and after each union of a scion of fire with an ordinary woman, the hearts of their sons became less flaming. Once again, people surrendered to drunkenness, gluttony, fratricide, and lust, hoping in this way to draw closer once more to the light and warmth of the celestial fire. Then three brothers, the last descendants of the Emperor, in whom the weakest spark still smoldered, rallied their vassals and knights around them, and there was a great war, when the earth itself warmed from living blood, and its vapors intoxicated men like wine. Not one yielded in his pride, and in a great battle, all their vassals and warriors fell, and only the three brothers continued to fight, unable either to retreat or catch their breath, for each was waist-deep in corpses. And the Father-Sun wept bitterly then, and out of shame and grief, he hid his radiance from human eyes. The brothers were horrified, for seeing no light, they could not fight, and they sobered from their rage. They decided to divide the Empire equally and fight no more, and then the Father-Sun turned to the people once again, and the brothers understood that they had done well. This was the 101st year since the founding of the Empire."

Gislen of Bass, bishop of the Church of the Father-Sun, year 326, "Great History"

Arran

In the 101st year, the first brother, the most valiant and righteous, said: "Heavy is my crime, and I foresee great hardships in retribution for it. I shall go north, and let the wind cool my heart until it is purified." And he led his people north and founded the kingdom of Arran, for his name was Arr, and foreseeing that his land would face many troubles, he wished to immortalize his name.
And so it happened, for he died without leaving an heir. After the war, he fell into great asceticism, and it is said that although he knew the dynasty must continue, he could no longer bring himself even near his own wife. For many years his barons fought amongst themselves, until the strongest among them was proclaimed King Athaulf I and forced the others to swear fealty to him. But his eldest son, Athaulf II, perished repelling Northern raids, and Athaulf III, his younger son, paid a massive tribute to the Northerners, emptying the treasury and selling many of his people into slavery. Then the people—both serfs, barons, and knights—rose against him, and history knows no other instance where the entire populace rose in a single impulse. Athaulf III was captured, blinded, deprived of his feet and hands, and delivered thus to a powerful Jarl; this was the final tribute the kingdom paid to the Northerners, though raids continue to this day.
Then the barons, not by force of arms but by force of reason, elected the best among their ranks, and it was a great celebration, for for the first time since King Arr, the whole people bowed before one man, and there was a brief moment of peace. And King Fridolin I chose the four wisest and most loyal, granting them counties adjacent to his domain and calling them his closest friends, the High Council, and the eight strongest, to whom he gave margraviates in the borderlands, and granted small viscounties to eight other valiant men, calling them the Lesser Council. Before all the people, the king swore thus: if he makes a decision, the High Council may contest it, and if the Lesser Council supports the contest, the decision is overturned. If anyone from the Lesser Council breaks the law, he shall be judged by the king and the High Council; for members of the High Council, the reverse is true, and the king himself can be deprived of power only by the common will of both Councils. So it remains to this day.
Such a valiant dynasty also faded, as did the next, and now the third is on the brink of ruin, for the sole heir is a minor, and a regent rules.
The lands of Arran are harsh, the grip of cold is strong for most of the year, and harvests are meager. The land abounds in forests and marshes, from which miasmas rise with the coming of warmth, and many perish. Noblemen, as is their custom, often wage war, but these wars bring little evil—no one wishes to unnecessarily condemn to fire an already poor land that feeds them, and the nobility fears the judgment of the king and council. Both nobles, warriors, and commoners are always religious, usually leaning toward the Void, for life here is harder than in other lands, and there is no strength for pleasures or hope, only for detachment and that sense of brotherhood shared by everyone who has emerged from the Void and is destined to return.

+2 Resilience, +2 Will, once per phase the character survives loss of health or sanity (remains 1)

Legran

In the 101st year, the second brother, the strongest and most agile, said: "Dear to me are the forests and mountains of the West, for there is much good game and the earth is full of good metal, and it will be my great happiness to live in a land capable of producing valiant knights and other brave men."
"Le Gran!" — such were the first words spoken by the new lord of the West when he stepped onto the land of his new holdings, and since then this land has been called exactly that.
Following his words and a secret desire to one day resume the war and reclaim the Empire, the king surrounded himself with the best warriors, endowed his vassals with unlimited rights over their lands, and burdened the peasants with an unbearable yoke of taxes—all for the sake of possessing the greatest army in the world. And the army was the greatest, and the vassals were powerful—too powerful for loyalty. The king, a great knight, was stabbed in his sleep; the royal domain shrank to the size of a barony, and the heir henceforth had only one right—to be king, but nothing more. Influence was divided among dukes, their power was contested by barons, and only a fragile balance of forces and kinship ties kept the lords from a great slaughter. Over time, external threats forced the nobility of Legran to unite and turn to the king for protection, but to this day, the latter's power is weaker than in any other kingdom.
And yet, the founder's dream for Legran came true. Nowhere in the world can one find more impressive castles, more numerous and valiant warriors, or more skilled smiths. Winter is far less prolonged and harsh than in Arran, and the serfs, tightening their belts, are able to provide for the numerous whims of the nobility. Amidst hunting, luxurious feasts, rich garments, and, of course, frequent tournaments and blood-stirring wars, a proud and life-loving spirit was fostered in the knights of Legran, so distinct from the austerity of their northern neighbors and the vain busyness of those in the east. Respect for them is great—for the mere glint of their armor and clothes blinds the serfs and strikes them with awe, while the knowledge that a single mounted man-at-arms is enough to slit the throats of a dozen peasants for any offense strikes them with fear. Despite this, the life of commoners is not so sad—lords always need skilled servants, and their generosity can be as sweeping as their anger.
Besides luxury and slaughter, the nobility loves songs and tales of ancient times—not about how humanity was cast from the void into a world of cold and death, but about the feats of ancestors in cleansing the land of filth, about the blessing of the Sun, and about their forefathers with fire in their hearts.

+1 Combat Spec for martial specializations, victory in battle gives +1 to a random characteristic

Silentia

In the 101st year, the third brother, cunning and wise, said: "A heavy lot you have chosen for yourselves, brothers, and for your peoples, this burden will be threefold. I shall go east, where the rivers are deep and the fields are fertile, and let the burden of my people be more bearable." There he found lands rich and warm, and with great energy organized many settlements; and while his brothers built castles, he ordered cities to be built, for, not being a brave man, he feared the military power of his vassals and said that his best defense would be a numerous, contented, and loyal people. He named the kingdom Silentia, for the land seemed to him a place of calm silence, and he harbored a passion for the euphony of names.
In reality, the cities knew hunger, plague, and other disasters, but their wealth lured people from all lands, especially the daring and the intelligent. Many wonders were invented in Silentia—from the crossbow to the clock. Silentia is famous for its architecture, sciences, and markets—all these joys, of course, only for the better part of society. But there is something for everyone—the abundance of sects and beliefs. Though in life people, as everywhere, are tied to communities, guilds, and estates, their souls feel no unity, and each loses themselves in that to which the Silentian mind is more inclined—restless, vain, and weary.
The glitter of cities, fertile fields, and sweet wine blinded these people, and they, proud, are the only ones besides the islanders who dare to venture into the sea, which has long been known as the abode of evil. The thirst for profit outweighs the instinct for self-preservation—if there is a place in the world where one can find any commodity, any faith, a person of any nation (and any non-human), it is Silentia, a country of colossal supply and demand.

+2 Intelligence, -2 Will, +5 Skill Points, peaceful activities are more effective


North


Some people are incapable of existing in civilization. There is no place for them among men. Too stupid, too hot-tempered, too unreliable—since the time of the first humans, such have always existed. If they do not find their death, they flee further and further north, until the cities and plains are left behind and they find themselves in a land of only ancient coniferous forest and permafrost. Only then do they stop, for beyond lies only death, snows and ice so distant that they cannot be encompassed by sight even from the highest mountain.
There they live, knowing no agriculture, feeding only on the meat of bears, deer, whales, and seals, dressing in skins, and their souls are as fierce and beastly as their appearance. Usually, there is only one stead for many miles, inhabited by one family with their slaves. They have neither kings nor lords; the strongest and wealthiest among them are called Jarls, and they rule by force of arms over several steads, collecting tribute in meat and fur, which they often trade in the south for iron and grain, for nothing is more valuable to these half-beasts than a sturdy sword and bitter beer. In years of great need, Jarls unite to plunder the southern lands; usually, however, they feud among themselves, for they tolerate neither encroachment on property nor even a careless word, and blood-feuds are the only thing that gives meaning to their lives and are considered a great feat of valor.
Each believes in their own way, or does not believe at all. To this day, superfluous people flock to the north—from low-born criminals to disgraced nobility. But the cold death from the edge of the world encroaches upon their lands, forcing even age-old pines to break and causing even bears to freeze to death, and with each year, there is less of the much-needed space for these people, and their raids grow fiercer.

+3 Strength and Resilience, +50% resistance to elemental damage and negative effects, peaceful activities are less effective. Free Berserker specialization.

Aldor-Ner

When there was the great war, and the old Empire was drowning in blood, the weakest and most despised did not wish to fight for their future and fled east. Finding themselves before the sea, they did not stop—for so great was their fear that, scorning the laws of their ancestors, they preferred to entrust their fate to the waves of the great dead water and the monsters lurking in its depths rather than stay. And although many perished, many managed to reach a large island, which they called Aldor-Ner, meaning "refuge" or "haven." That island belonged to spirits and other unknown creatures, and many more were sacrificed to them so that those remaining could find a new homeland. These sacrifices are still offered by the heretics of Aldor-Ner to this day, for in their godlessness, they fear the wrath of lower spirits.
In current days, they have their own king and army; on the few lands suitable for farming, fields are spread, but mostly they eat sea fish, cold and stinking, and the stench has settled in their souls and permeated their bodies. Often they build ships and set sail for the mainland, but, being descendants of the greatest cowards, they usually engage in trade rather than raiding, selling amber, ceramics, salt, and copper, and purchasing wine and good timber. And although the appearance of overseas guests often evokes contempt, the greed of lords and the cunning of islanders force the people of the continent to reckon with them.

+50% income from any sources, +2 Reflexes and Intelligence, -2 Etiquette, no penalties at sea

Snakefolk

Ancient dangerous enemies, now—creatures driven into holes. At the dawn of humanity, the snakes that ruled the earth entered into a perverse union with human women and sired monsters—so say the humans, but this peculiar folk says otherwise—they always lived in peace on this continent until humans came to their lands with fire and sword. Humans came, slaughtered almost everyone, built their high fortresses—and all for the sake of beginning to exterminate one another. And if a snakeman did not fear losing his life, he would surely ask a human a certain question for which there is hardly an answer.
Usually, snakefolk live in small communities in secluded corners, engaging only in hunting, but many centuries have passed since the founding of the Empire—and now they are more of a strange curiosity than a hated enemy. Owning a snakeman slave is prestigious, having a snakeman assassin in service is useful, and sometimes the youngest and most curious leave their communities to see with their own eyes what is happening now on lands that once belonged to their people. Of course, sometimes they are skinned and sold... But alive, they are nonetheless more useful.

+8 Reflexes, +2 SP, -3 Intelligence
Immunity to poison.
Sanity doubled
Paralysis upon receiving any cold damage (Will vs 10)
Abominations

They have always been. They will always be. Once there were many of them; they wandered the earth, naked, unarmed, and aimless, and even then they instilled such strong terror in the distant ancestors of present humans that legends of them live on to this day, as does the fear of pale beings so similar to humans.
They are that which should not be, corporeal on the outside and empty inside, but they exist, and no one knows why they exist. Perhaps it is the will of the Void—copying the image, but not the essence, of the Father's creations. Perhaps they were once humans who suffered madness. Perhaps they were sent as punishment and admonition, or perhaps they are harbingers of the end of the world. One thing is certain—they are loathsome and dangerous.

Character does not remember events from more than a year ago, but possesses information about the world
Immunity to any cold effect, +50% vulnerability to fire.
Immunity to injuries and bleeding
Regeneration 50% HP at start of turn
Character independently recovers after death, except in special cases (loses one unit of Will)
Mental deviation
Do not require air, sleep, or food
-1 Strength, Resilience, and Reflexes. Character will incur the wrath of authorities and cults upon revelation of identity
Access to the power of cold
Do not spin the wheel of fortune, available convictions—Void or Atheist

Half-breed

The character descends from a union between a lower spirit and a human.

Unique skill tree. Randomly from -2 to +2 to each characteristic. Random mutation.








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The Void

All came from the void, and to the void shall return. Look upon your body — does it not turn to nothing? Worms will devour it, and it will become their excrement, and then they too shall dissolve into the earth. Turn to your mind — does it not fade with each passing day, do memories not turn to nothing first, and then thought itself? Ponder your soul — did it ever exist at all?
People imagine many things: objects, other people, even the Heavenly Father, but all of this is but a randomly arising speck in the Void. No one knows why they are born, when they will die — so is it worth attaching significance to your random actions in this random world? The sinner and the righteous, the beggar and the rich — all are equal before the void, and the brief moments of their happiness and pain are nothing before the non-existence from which they came and to which they shall return. Since time immemorial, people have understood this — some with their mind, some with their soul, others through experience — but all led to the Church of the Void.
There are no ministers in gilded robes here, nor cathedrals whose spires pierce the sky — and yet many still strive to come here. Only here can a person feel whence they came and whither they shall return — no sounds, no incense, utter darkness will surround them — they are home. They are no one, and they are nowhere.
The Church does not interfere in the affairs of rulers, nor does it lure parishioners with flowery speeches, but it remains the most widespread form of faith — of unbelief, if you will.

The character takes no damage to health or sanity when inactive.
Any negative effect on them has a probability (willpower*3) of having no effect.
Immunity to domination and suggestion.

The Father-Sun

Those who are not desperate enough to accept the Void, yet not strong enough to exist without faith, tend to believe that somewhere, even if very far away, there is a powerful being who cares about the fate of people. For who could be a more mighty and benevolent patron than the generous sun? Who sympathizes more with humanity than its heavenly father?
In ancient times, these figures were distinct — people worshipped separately the daylight orb, the primordial matter that gave life and opposed the universal Void, holding it back from devouring all that exists, and separately the Father of men, who was the first mind and form, and produced all living creatures, separately endowing people with particles of his own soul. Over time, they merged into a single image, representing the first, random emanation of the Void. Not an enemy, but an unwanted child, the Void spewed forth from itself when it became aware of itself as Nothing. Nothing gave birth to Something, and after many metamorphoses, the world and life finally appeared.
But the Father-Sun, existing only in time, is mortal. One day the Sun will die, like any life, and only the prayers and righteousness of the faithful can delay this moment. The sacred hymns speak of a great struggle the Father wages against material Darkness, matter without reason, which separated from the light and fell into the deep gloom beneath the earth. Therefore, those who honor the Father burn the bodies of the dead, so as not to surrender them to the embrace of Darkness, but to raise them to the light, where the sufficiently righteous will contemplate the truth until the end of time — and afterwards their souls will dissolve into the Void, not dying in madness and pain like earthly beings, but departing in peace and truth.

Once per day, the character can fully restore health and remove all negative effects.

Holy Protection
The chosen character gains complete immunity to negative effects for 1 turn. No more than (willpower) times per phase x4

Fire

The Father-Sun bestows warmth and light, comforting man in the present, but there have always been people who believe in inner strength above all external things. They believe that the Father has already saved them all, by granting them living souls and sending them the Teacher, who awakened the flame within their souls. Hence, human blood is hot and their minds are restless — they should not follow the light, but carry it.
This is the faith of strong and active people. Knowing of the inevitable return to the void, they proudly continue to struggle. Let their deeds not echo in eternity — in the brief time allotted to them, they will fulfill the Father's will not through prayer and humility, but with sword and fire, annihilating the spawn of Darkness and cleansing the land for His chosen creations. Their churches are lavish, their power is great, their gaze is fierce, and the best of them, even if they do not carry that pure fire that burned in their forefathers, are able to hold flame in their hands.

+2 to strength and endurance, 75% fire resistance, access to the fire power specialization.

Cleansing
The character deals double damage to non-humans, monsters, and spirits x4
Holy Fire
The character's attacks deal +(willpower*5) fire damage x4

Earth

This is the cult of commoners. The land that feeds him is of no concern to a nobleman, nor is it interesting to a scholar, but to a peasant, cold and capricious as it is, it is closer than father and mother, for only it decides whether he lives or dies.
Wretched creatures — knowing everything about how to survive, and nothing about why to live at all. Like their beloved grains, they are born and die, leaving no trace, others take their place, but their fate is one and the same. The earth is dead and cold — and yet it gives life, and the serfs care not that the deeper into the earth, the farther from the light, that the crawling creatures abounding in the depths are loathsome, that the stench of corpses and excrement has soaked through the earth — for them it is forever home.

+4 to endurance and sanity

Cult of Blood

Sweet and hot is human blood, nourishing is their flesh — and man will always kill man if there is no other way to survive. Having fed, any creature will forever retain a part of its prey's strength; if the prey was a human, it will also take a part of the soul.
This cult is as old as it is loathsome, its memory stretching back centuries long before the founding of the Empire. Now, when man knows how to hunt, and till the fields, and brew beer — still there are those whose hunger and cold can only be sated by the meat and blood of their own kind. Eternal need sooner or later leads such people to the blood cult, but having tasted blood once, they will not stop. The teachings of the priests, speaking of the ways of the ancestors, and the ecstatic orgies of the cult will drive them mad — and they will crave blood again and again.

Human blood restores health and sanity
Human flesh grants +1 to a random attribute
All of the character's attacks cause bleeding (endurance vs 5), -10% of current health for two turns
Each day without consumption drains 1 sanity

Cult of Pain


In pain and cries a person is born, in pain they live, and in pain they die. Were pain not necessary, the world would be too absurd to be born into. And great minds have always taught — what is necessary is pleasant, not what the feeble body desires.
A most popular doctrine, respected by most other religions and having numerous followers everywhere. Great is the honor of a follower of Pain: a lord will be glad to have a servant so selfless, a serf will be comforted by looking upon his scarred body, a servant of the Void will say that he is close to the truth, and a servant of Fire — that he is a great warrior. An impressive sight are the cult's services, for lords alongside commoners, men alongside women, convinced followers and random passersby — all of them flog and cut themselves, silently competing in valor.

The character restores sanity upon taking damage.
The character's HP is doubled.

The Blind Ones

The glitter of the world blinds weak souls. Is it not better to blind oneself?
If your hand is rotting — cut off the hand. If the arm is rotting — cut off the arm. But if your mind is rotting — gouge out your eyes, and be not tempted.
Some people are conscious enough to know they are falling into the Abyss, but not strong enough to stop. Their hearts lack sufficient resolve, and the Void is too heavy for their minds. An ordinary person will find even a common life hardship enough to teeter on the brink of madness. And if such people find even a shred of will — they will go to the Blind Ones, to the cramped catacombs that usually stand on the outskirts of settlements. There, the ancient, already motionless elders of this sect are ready to receive anyone seeking peace.
They will cut out his eyes, whisper instructions — and a different person will appear to the world, free to do anything, but desiring nothing. Some, however, blind themselves, alone and in madness, instantly comprehending all that takes holy recluses years to achieve.

Accuracy and evasion are halved.
Inability to use ranged weapons.
Inability to read and navigate unfamiliar terrain.
+10 to willpower
The character unfailingly detects lies and receives various hints from the GM.

The Godless
Faith is too complicated for some. Too many doubts, too heavy the shackles of prohibitions, too alien the muttering parishioners praying, too distant the truth. Why not just live as you please? Or perhaps, it's better to just stop living?

The character has a 10% chance of committing suicide after a failed quest. Any sanity damage is doubled. The effectiveness of any magic against the character is halved.

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Mehan

Character Creation.
Choose gender
Choose origin
Choose alignment
Distribute 20 Skill Points and 1 Attribute Point
Distribute 5 Health Points
Spin the wheel -- optional
Bio, portrait, inventory -- standard

Default Characteristics:
Strength 5
Stamina 5
Reflexes 5
Intelligence 5
Willpower 5
Luck 3

Female characters receive -2 to Strength and Stamina, but +2 to Willpower

Strength
You know how to inflict pain
+10% to melee damage per point, required for using weapons and armor

Stamina
You know how to endure pain
+20 to health per point, resistance to negative physical effects

Reflexes
You can inflict pain gracefully and skillfully
+2 to accuracy, evasion, +1 to stealth and perception

Intelligence
The more you think, the more you suffer
+1 to Skill Points, +1 to initiative, +1 to etiquette, required for reading books and skills, added to the difficulty of sanity checks

Willpower
The only thing that stands before the void
+2 to sanity per point, +1 to charisma, number of spells per day -- Willpower/2, rounded up.

Sanity
When sanity is lost, the percentage lost is subtracted from Reflexes and Intelligence, but added to any final damage. Thresholds: 80%, 60%, 40%, 20%
When sanity drops to 50%, the character has a 33% chance of failing an action
When it drops to 25%, it fails with 33%, with 33% it performs a random action
When sanity drops to 0, the character is unable to perform any actions and receives a mental affliction

Sleep restores 1 point

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General Skills (do not require OS):

Aggression
1. +10 to accuracy, +25% (multiplicative) to melee damage x3
2. Attacks cost the enemy 1 sanity point x3
3. Additional attack x3

Self-Preservation
1. +10 to evasion x2
2. Parrying (accuracy vs. accuracy) x2
3. +5 to any defensive characteristic checks x2

Mobility
1. +2 to SP x2
2. +10 to evasion and +5 to initiative x2
3. The character has the opportunity to delay their turn until the end of the round. If multiple characters use this opportunity, initiative priority is considered in reverse order x2

Artisan
1. The character can effectively earn money through a chosen craft, +10 silver coins at the start x3
2. If materials and a workshop are available, the character can create valuable items within their craft (quality depends on intelligence) x5

Rogue
+2 to stealth per point of reflexes, every day in an urban environment restores 1 sanity point x4

Merchant
1. Etiquette*2 discount on purchases, etiquette*4 increase on sales x3
2. The character starts with some amount of goods for sale x3

Thief
+10 to stealth for pickpocketing x3

Lockpick
The character knows how to pick locks x3

Prostitute
Etiquette and charisma checks when seducing are doubled. Income from the eponymous activity is doubled. Female character only x4

Hunter
1. +1 to endurance and reflexes, the character navigates rough terrain flawlessly and knows how to read tracks x4
2. The character deals 50% more damage to animals and monsters x4

Literate
The character knows how to read and write x5

Medic
The character has the opportunity to revive a character killed in battle if their health did not drop below 10x(Intelligence) of the medic. Leaves an injury x4
The character knows how to identify and create poisons and medicinal drugs x4

Engineer
The character understands simple mechanisms (crossbow, siege weapon, traps, locks, etc.) and can improve some of them. Effectiveness depends on intelligence x5

Philosopher
Meditations. 30% chance to get +1 to a random characteristic, 30% chance to get +1 OS, 30% chance to take 2 sanity damage, 10% chance to permanently reduce sanity by 1 x4
Meditations 2. The player has a chance (intelligence*5) to gain a self-invented specialization x4

Alchemist
The character can create various substances and potions. At the start, knows (intelligence/3), the desired concept is chosen by the player, the numbers are determined by the GM x5

Artist
The character can paint pictures based on encountered characters or experienced events. Paintings are expensive and, after creation, grant bonuses to the artist as well as the owner. x6

Musician
The character knows how to play musical instruments. Depending on quality and type, they restore sanity and grant bonuses to all present until the end of the day. +2 to etiquette and charisma
Flute. Restores 4 sanity, +(charisma+intelligence)/2 to reflexes, +1 SP x4
Lute. Restores 4 sanity, +2 to sanity, +(charisma+intelligence)*10 to health, x4
Lyre. Fully restores sanity, +2 to etiquette x4

Specializations

Knight

The character can fight on horseback, use a shield and heavy armor, gains +2 to endurance and +2 to etiquette

  1. The character gains +5 to checks against any negative effects during battle; taking damage, including magical, does not affect sanity x3
  2. The character takes 10 less damage from any attack (calculated before armor and shield reduction) x3
  3. The character gains +1 to accuracy and evasion per unit of strength x3
  4. Accuracy and evasion parameters in one-on-one combat are increased by one and a half times x4
  5. Accuracy and evasion parameters against superior forces are increased by one and a half times x4

Berserker

+2 to strength, the character uses the strength parameter instead of etiquette and endurance checks.

  1. +100% (additive) to melee damage, -5 to evasion x3
  2. +2 SP x3
  3. Attacks cause paralysis (sanity vs. 5) for one turn x3
  4. A kill in battle fully restores sanity and restores 25% health x4
  5. The character gains an additional turn after making a kill in battle x4

Bandit

+2 to reflexes, double the amount of monetary loot from killed enemies, when looting or stealing

  1. +5 to initiative. The character gains +5 to reflexes on rough terrain x3
  2. The character gains +10 to accuracy if the target is fighting someone else or not expecting an attack x3
  3. The character has the ability to instantly leave the battlefield x3
  4. The character gains a partner, created by the GM according to standard rules
  5. The character can persuade an opponent to surrender without a fight (charisma*2 vs. sanity, if the opponent has numerical superiority, the charisma check is reduced by 10% for each opponent) x3

Assassin

+2 to reflexes, +2 to SP

  1. +10 to stealth x3
  2. Attacks from stealth in melee deal tenfold damage when using a one-handed weapon, in ranged combat -- fivefold. Kills outside of battle fully restore sanity x6
  3. The character can play dead (similar to 100% stealth without the right to move, once per battle) x3
  4. The character always deals a critical hit to a paralyzed or surrounded enemy x4
  5. The character's attacks cause bleeding (-10% current health per turn), critical hits paralyze for 1 turn (endurance vs. reflexes) and completely ignore armor

Combat Mastery

Feint. One attack per round, +100% to accuracy, -25% to final damage x2
Knockdown. Attack with no damage, paralysis for 2 turns (strength vs. endurance) x2
Critical Hits. Reflexes*3 chance to deal a critical hit in melee combat x3
Severing. One attack per round, -50% to accuracy, chance (strength*10%) to sever a limb or head. Not applicable with daggers and hammers x5
Armor Piercing. The enemy's armor is 30% less effective x5
Battle Cry. Costs all opponents 1 sanity point and paralyzes for 1 turn (charisma vs. sanity). Once every three turns. x5

Weapon Specialization:

Shield

  1. The character can use a shield. Block chance is determined by the shield x3
  2. Block chance is increased by 1.5 times x3

Shield Bash. After a block or attack, the character performs a shield bash. Damage equals strength, chance (strength vs. endurance) to paralyze the opponent for 1 turn. x3

One-Handed Weapon

  1. Additional attack x4
  2. +2 to accuracy and evasion per unit of reflexes x3
  3. +15% to critical hit chance x3

Two-Handed Weapon

  1. +2 to accuracy per unit of strength, damage +10% per unit of strength x4
  2. The character deals damage to opponents on cells adjacent to the target x3
  3. Attacks cannot be parried, block chance is reduced by 1.5 times x3

Polearm

  1. The character attacks all opponents that appear on the line of attack x4
  2. The character's attacks push opponents back 1 cell x3
  3. Accuracy, damage, and evasion increase by (reflexes*3)% x3

Marksman

The character can use bows, crossbows, and slings. +2 to reflexes

  1. +10 to accuracy in ranged combat x3
  2. Reflexes*3 chance to deal a critical hit in ranged combat x3
  3. Firing range is increased by one and a half times x3
  4. Successful attacks halve SP for 1 round x3
  5. Additional attack for bow, +10% critical damage chance and chance (reflexes*5, no more than 75%) to paralyze and cause bleeding (-10% current health per turn, 2 turns) for crossbow, armor piercing chance (reflexes*5) for sling x5

Headshot: accuracy -50%, damage tripled x4

Commander

+2 to charisma, +2 to etiquette

  1. On the first turn, the character's group independently determines the order of their turns. If the enemy commander has this ability, the one with the higher intelligence goes first x3
  2. The character and group can leave the battlefield at the end of a turn (except for those paralyzed or who have lost sanity) x5
  3. -2 to sanity of all opponents at the start of battle, +1 SP to all allies x3
  4. +(intelligence+charisma)/4 to accuracy and evasion of allies x3
  5. Additional turn for any ally of choice. Cannot be used on the same one two rounds in a row x3

Sorcerer

Madness
- (1-12) to sanity. Willpower vs. Willpower x4
Thought Reading
The character receives any information from the target's mind. Willpower vs. Sanity x4
Suggestion
Allows suggesting a certain thought or obsessive idea to the target. Willpower vs. Sanity x4
Soul Healing
Restores (willpower) sanity x3
Body Healing
Fully restores health outside of battle x3
Fear
Paralyzes the target for 2 turns. Willpower vs. Sanity. Range 10. x4
Illusion
Forces one target to see something that is not there, or not see something that exists. (Willpower*difficulty coefficient vs. Sanity) x4

Cold Power

Ice Aura
The character's attacks deal an additional 5xWillpower cold damage and reduce sanity by 2 x5
Death Touch
Deals 10xWillpower cold damage, paralyzes for 1 turn (willpower vs. sanity), reduces sanity by 4. Range: 1 x5
Ice Spear
Deals 20xWillpower cold damage. Range: 10 x5
Winter's Breath
Within a radius of five cells, all characters lose 50% of initial health, 4 sanity points, and are paralyzed for 1 turn (endurance vs. willpower). X10

Fire Power

Burning Hands
Willpower*10 damage to target, burn (10% initial health for 3 turns) Range: 1 x5
Dancing Flame
1-200 fire damage to target, jumps to the next target within five cells x5
Immolation
Deals damage (willpower*5)% of initial health. Destroys the target with no chance of resurrection. Range: 1 x5
Purifying Flame
Removes all negative effects, fully restores health and sanity to all allies within a 5-cell radius. Does not work on the godless. x10
Warmth
Heals mental deviation. (Willpower/2) times per phase x3

Special Abilities (wheel or during gameplay)

Mage

Creation
The character can create a certain item, effectiveness depends on willpower x4
Destruction
Destroys a chosen item. Difficulty depends on the item's size and quality. Range: 1 x4
Resurrection
Revives a recently deceased character. Leaves an injury x6
Slay
Kills target (willpower vs. willpower). Does not work on spirits. x6
Teleportation
The character can instantly move to a familiar location. Spends all spell points. x6
Time Distortion
Grants an additional turn to an ally or forces an opponent to skip a turn. x4
Negation
The caster avoids (willpower/2) physical attacks. x4

Battle Magic

+1 to strength and willpower
Body and Spirit
+1 to evasion and accuracy, +5% to damage per unit of willpower x3
Body and Spirit II
+0.5 SP and +10 HP per unit of willpower x3
Soul Strike
Strikes with fists, gloves, and brass knuckles deal an additional (willpower*5) magic damage and cost 1 sanity x5
Death Strike
Soul Strike additionally halves the target's SP and initiative and applies one of the known spells: destruction, slay, madness, fear. x4
Hardiness
+(willpower)% defense against any damage x3
Enchanted Weapon
Chosen weapon ignores 100% defense, parrying, and blocking for (willpower) rounds. Range: 1. x5
Premonition
The character gains an additional turn at the start of battle and immunity to stealth attacks x3
Leap
The character instantly moves a distance of up to 15 cells, ignoring all forms of control x3

Medic III
Strengthening Balm
+30% to health, +3 to checks against poison and paralysis for a day
Universal Antidote
Removes poison, bleeding, and burn
Improved Poison
Halves accuracy and evasion (endurance check vs. medic's intelligence*1.5), deals (medic's intelligence - victim's endurance)*20 damage each turn until health drops to 1. Applied to a weapon.

Limit for each: intelligence/2
Each recipe requires 1 OS.

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9 months ago
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Don't be afraid to spin the WHEEL OF FORTUNE!

The circles rotate in order. After the first round, you can:
1. Spin again and move to the next one
2. Move to the next one
3. Finish
And so on, up to the fourth round.

Circle of the Soul

Stutterer (5%)
The character cannot speak clearly. -3 to Etiquette and Charisma
Madman (25%)
Random mental deviation
S (10%)
+10% to damage, +1 to Sanity when dealing damage
M (10%)
-10% incoming damage, +1 to Sanity when taking damage
Genius (5%)
Any peaceful activity is more effective, +4 to Intelligence
Idiot (10%)
Any peaceful activity is ineffective, -4 to Intelligence
Braveheart (5%)
Fear checks are doubled, Sanity cannot be reduced during combat
Coward (10%)
The character receives -1 to Sanity each round of combat. The ability to avoid participating in team battles. All fear checks automatically fail
Leader (5%)
+5 to Etiquette, the ability to recruit NPCs into the team
Oblivion (10%)
The character remembers nothing
Liar (20%)
Significant truthful statements reduce Sanity. The character is harder to catch in a lie
Lone Wolf (10%)
All parameters are reduced by a third when the character is in a group and increased by a third when acting alone. Communication lowers Sanity.

Circle of Life

Healthy (15%)
+5 to Constitution
Nimble (10%)
+5 to Reflexes
Eagle Eye (10%)
+5 to accuracy for ranged attacks, the character automatically passes perception checks
Giant (5%)
+5 to Strength and Constitution, -2 to Reflexes, -2 to Etiquette and Charisma
Handsome (5%)
The character is very handsome
Fragile (10%) Constitution is always 1, +3 to SP, +5 to Strength, Reflexes, and Intelligence
Blind (5%)
The character is blind
Deaf (5%)
The character is deaf and mute
Sick (30%)
Random incurable disease
Crippled (10%)
Random incurable injury
Ugly (10%)
The character is extraordinarily ugly
Shadow (10%)
+10 to Stealth. The character's appearance cannot be remembered, NPCs ignore all non-hostile actions, except for an insistent attempt at dialogue

Circle of People

Rich (10%)
+1-20 gold coins at the start
Relic (5%)
Valuable item at the start (type determined by the player)
Noble (15%)
+10 to Etiquette among the aristocracy, +10 to Charisma among the commoners, improved starting equipment
Commoner (30%)
No starting capital, worse equipment, -1 to all characteristics
Outcast (10%)
-4 to Authority and Charisma, no starting capital and equipment
Great Warrior (10%)
Free combat specialization invented by the player, +8 OW for it
Authority (15%)
The character is respected and has weight in a certain organization according to skills (order, gang, etc.)
Loyal Companion (15%)
The player has the right to create a second character
Nemesis (10%)
A sworn enemy pursues the character
Slave (15%)
The character starts the game as a slave of another character
Slave Owner (10%)
The character starts the game with 1-3 slaves created by the GM

 

Circle of Emptiness

Reveal vampire origin (5%)
Reveal doppelganger origin (5%)
Reveal mage specialization (5%)
Zero (10%)
Resets the wheel
Two (20%)
Allows you to spin the wheel again
Empty (15%)
The Sanity mechanic is abolished. The character cannot be resurrected. Charisma is always 1
Artifact (5%)
Cursed item of a random type
Chosen One (5%)
+3 to all characteristics, 5% critical success in any action
Cursed (10%)
With a probability of 10%, any action, including peaceful ones, is doomed to critical failure
Prophet (15%)
The character is able to receive a hint from the GM on any issue once per phase
Werewolf (5%)
The character transforms into an animal with the onset of day or night

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9 months ago
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Zuricha Silkweb

Characteristics:
Strength 3
Endurance 3
Reflexes 5
Intelligence 11
Willpower 7 (9)

Stats:
Damage (BB): 130%
Accuracy: 10
Evasion: 10
Stealth: 5
Perception: 5
Initiative: 10
SP 3
Etiquette: 10(14)
Charisma: 7(9)
OL: 0

HP: 60
Sanity: 18

Origin: Silenthia: +2 to Intelligence, -2 to Willpower, +5 OL, peaceful activities are more effective
J: -2 to Strength and Endurance, but +2 to Willpower
Belief: Atheist: The character has a 10% chance of committing suicide after failing a quest. Any sanity damage is doubled. The effectiveness of any magic against the character is halved.

Skills:
Literate
The character can read and write x5
Trader
1. Etiquette*2 (28%) discount on purchases, Etiquette*4 (56%) more expensive sale x3
Medic
The character can bring a character who died in battle back to life if their health has not dropped below 10*(Medic's Intelligence) (=138). Leaves x4 trauma
The character can identify and create poisons and medicines x4
Hemostatic Ointment: removes bleeding
Antidote: removes poison
Magic Powder: mild narcotic, restores 1 sanity, reduces reflexes by 1 until the end of the day
Healing Draught: restores 125 health points out of combat
Poison: endurance against intelligence (=14), on failure -10% initial health and -10% damage, accuracy, and evasion for 3 turns. Applied to weapon
Each preparation can be made in a quantity of 10 units per phase
Alchemist
The character is able to create various substances and potions. Starts knowing (Intelligence/3), the desired concept is chosen by the player, the numbers are determined by the GM x5
- Panacea. Potion for healing bodily ailments
Fully restores health, removes negative physical effects. With a probability of (Intelligence*3 = 41%), it cures diseases and curable injuries. Can be used in combat
Requires for creation: beer, salt, basic alchemical herbs (bought at the market, found almost everywhere)
- Euthymia. Potion for healing mental ailments
Fully restores sanity, removes negative mental effects. With a probability of (Intelligence*3 = 41%), it cures mental deviations.
Requires for creation: wine, mint, basic alchemical herbs
- Gnosis. Potion that causes hallucinations and reveals some information or reveals latent skills to the drinker
Guaranteed: sanity is set to a random value, the character is unable to participate in battles and perform actions requiring coordination for a day.
30% to gain insight into upcoming events
30% to communicate with the GM on behalf of the character
15% to unlock a unique skill branch (once per character)
15% to gain 1 OL
10% to gain a mental deviation
Requires for creation: wine, raven's brain, nightshade flowers (grows in swamps), basic alchemical herbs
Sorcerer
Suggestion
Allows you to suggest a thought or obsessive idea to the target. Willpower against sanity x4
Soul Healing
Restores (Willpower/2) sanity x3
Body Healing
Fully restores health out of combat x3
Fear
Paralyzes the target for 2 turns. Willpower against sanity. Range 10. x4

Inventory:
Exquisite Dress (J):
+4 to Etiquette,
Black: +2 to Willpower
Mad Outfit
-4 to Etiquette, +4 to Charisma, bonus to seduction checks
Unearthly Shoes
When intoxicated with alcohol or drugs, they can control the character's movement
Alchemical Bag
Allows you to create alchemical potions in any conditions.
Writing Supplies
The character can write down... anything.
Euthymia x2
Panacea x2
Reave, Tarantula
Frightens low-ranking opponents and other ill-wishers (sanity against 8). Poisons (endurance against 10, on failure -10% initial health and -10% damage, accuracy, and evasion for 3 turns) anyone who tries to harm the owner. Hides in the bag in conditions of increased danger.
Savings:
10 silver, 100 copper coins

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9 months ago
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Ottar the Blooddrinker

Characteristics:
Strength 4
Stamina 7
Reflexes 4
Intelligence 9
Willpower 6

Stats:
Damage (Melee): 140%
Accuracy: 8
Evasion: 8
Stealth: 4
Perception: 4
Initiative: 9
SP 5
Etiquette: 9
Charisma: 6
OL: 1

HP: 143
Sanity: 12
Defense:  10+30 cold

Origin: Arran: +2 to Stamina, +2 to Willpower, once per phase, the character survives health or sanity loss (remains at 1)
Belief: Cult of Blood:
Human blood restores health and sanity
Human flesh grants +1 to a random characteristic
All character attacks cause bleeding (Stamina resistance of 5), -10% of current health for two turns
Each day without consuming causes a loss of 1 sanity

Disease. The character suffers from hemophilia (any injury causes bleeding for 2 turns)
Commoner. No starting capital, inferior equipment, -1 to all characteristics
Prophet. The character is able to receive a hint from the GM on any question once per phase

Skills:
Agility
1. +2 to SP x2
Locksmith
The character can pick locks x3
Literate
The character can read and write x5
Medic
The character can bring a character killed in battle back to life if their health has not fallen below 20x(Medic's Intelligence). Leaves a trauma x4
The character can identify and create poisons and medicinal preparations x4
Hemostatic Ointment: removes bleeding
Antidote: removes poison
Magic Powder: mild narcotic, restores 2 sanity, reduces reflexes by 1 until the end of the day
Limit: 7
Healing Draught: restores 100 health
Poison: stamina resistance against intelligence (=9), on failure -10% of initial health and -10% of damage, accuracy, and evasion for 3 turns. Applied to weapon
Each preparation can be created in a quantity of 9 units per phase
Strengthening Balm
+30% to health, +3 to checks against poison and paralysis for one day
Limit: 5
Curing Frostbite
The character can guarantee to bring a character killed by cold damage back to life, +20 cold resistance for the entire group
Curing Trauma
At the beginning of the next phase, the selected character will be relieved of one trauma. No limit on uses.

Alchemist
The character can create various substances and potions. Knows (Intelligence/3) at the start, the desired concept is chosen by the player, the numbers are determined by the GM x5
Euthymia. Potions for treating mental ailments
Fully restores sanity, removes negative mental effects. With a probability (Intelligence*3 = 27%), it cures mental deviations.
Requires: wine, mint, basic alchemical herbs
Potion of Invisibility
+(Intelligence*2 = 18) to stealth until the end of the day.
Requires: pure water, chameleon tail, basic alchemical herbs
Potion of Speed
+(Intelligence/2 = 5) to initiative and SP until the end of the battle or for 1 hour. With a probability (5 against (Stamina+Willpower)), it causes addiction
Requires: pure water, magic powder (medic branch or market), white powder (specialized merchants)
Sorcerer

Soul Healing
Restores (Willpower/2) sanity x3
Body Healing
Fully restores health outside of battle x3

Inventory:
Peasant's Garb
-2 to etiquette, -1 to charisma, allows you to pass as a peasant
Commoner's Garb
At least it keeps you warm. -2 to etiquette.
Healer's Garb
+2 to intelligence for alchemist and medic skills, the character's profession is obvious to everyone
Rusty Knife

Only the lowest of the low does not have the simplest tool
Damage: 15 (21)
Dagger
Damage: 25 (37)
Critical hit and stealth attack damage is doubled
Writing Supplies
The character can write down... Anything
Alchemical Bag
Allows you to create alchemical potions in any conditions. Contains ingredients for creating 2 items of each known recipe (1 for the potion of invisibility)
Panacea. Potion for treating bodily ailments
Fully restores health, removes negative physical effects. With a probability of 45%, it cures diseases and curable traumas. Can be used in battle
Cure for Mysterious Disease x18
Hemophobic
50% chance to resist bleeding until the end of the day
Warm Woolen Cloak
-10 damage from cold
Ring
Vial of Blood x2
Savings
50 silver, 28 copper coins

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9 months ago
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Cassius Aurelius

Characteristics:
Strength 7
Vitality 15 (16)
Reflexes 10 (11)
Intelligence 8
Willpower 5 (6)

Stats:
Damage (BB): 190%
Accuracy: 29 (41)
Evasion: 28 (22)
Stealth: 10(6)
Perception: 10 (11)
Initiative: 8
SP 3 (4)
Etiquette: 10 (13)
Charisma: 6 (9)
OL: 0

HP: 657
Sanity: 13
Defense: 20 + 45%

C: +12% to damage, +1 to sanity when dealing damage
Healthy: +5 to vitality
Nimble: +5 to reflexes
Curse: food provides no bonuses, alcohol reduces health, -1 sanity per day

Origin: Legrand, +1 OS for combat specializations, winning a battle grants +1 to a random characteristic
Belief: Cult of Pain, character recovers sanity when taking damage | character's HP is doubled

Skills:
Literate: Character can read and write x5
Knight

Character can fight on horseback, use a shield and heavy armor, gains +2 to vitality and +2 to etiquette
1. Character receives +5 to checks against any negative effects during combat, taking damage, including magical damage, does not affect sanity x3
2. Character takes 10 less damage from any attack (calculated before armor and shield reduction) x3
3. Character receives +1 to accuracy and evasion per point of strength x3
4. Accuracy and evasion stats in one-on-one combat are increased by 50% x4
Weapon Specialization

Shield
1. Character can use a shield. Block chance is determined by the shield x3
2. Block chance is increased by 50% x3
One-Handed Weapon
1. Additional attack x4

Inventory:

Black as Night Ancestral Armor
Heavy armor
Strength: 6
-25% evasion, -50% stealth, blocks 10 + 45% of incoming damage
+1 to willpower
Falcon Head Helmet
25% chance to protect against decapitation/headshot, -5% chance of receiving critical damage
Blood Red Cloak
+1 to charisma
Steel Medium Shield, with a faded family crest in the form of a falcon falling into a thorny bush
Block (BB): 30% (45%)
Block (DB): 30% (45%)
Cat-o'-Nine-Tails (handle made in the form of a beautiful naked woman, whose hair turns into the tails of the whip)
+1 to sanity above the limit when used
Dagger
Damage: 25 (47)
Critical hit and stealth attack damage is doubled
Boot Knife
Damage: 20 (37)
Chance to hide during a search
Healing Potion x2: restores 100 health outside of combat
Personal Sword "Herald of Pain"
One-handed sword
Strength: 4
Damage: 35 (66)
+4 to accuracy
5% chance to paralyze or reduce sanity by 1 upon attack
Light in the Darkness
Bastard sword
Strength: 4/6
Damage: 40/60 (76)
+10 to accuracy
+15% Block Chance
Ignores all ways to reduce damage, except armor
Deals 25% more damage to non-humans
Does not break
Medallion "Laura"
1% chance to receive a mental disorder each day.
Rope
Has many uses
Darkness
Raven horse
SP: 8
Strength: 7
Vitality: 15
HP: 300
Upon attack, has a chance (strength vs. vitality) to paralyze a standing opponent for 1 turn
Silver Medal
+2 to etiquette, +1 to sanity
Fan Scarf
+1 to charisma, can restore sanity once per phase
Aristocrat Scarf
+1 to etiquette
Traveler Boots
+1 SP
Fur Coat
+1 to vitality, -25 damage from cold
Leather Gloves
+1 to reflexes
Savings:
21 silver, 80 copper coins

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9 months ago
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Hargen von Radengrad

Characteristics:
Strength 9
Resilience 8
Reflexes 5
Intelligence 7
Willpower 8 (9)

Stats:
Damage (Melee): 280% (350%)
Accuracy: 21 (44)
Evasion: 6 (5)
Stealth: 5 (4)
Perception: 5
Initiative: 7
Skills Points 5
Etiquette: 7 (8)
Charisma: 8 (10)
Luck: 0, 2 (Melee)

HP: 161
Sanity: 19
Defense: 30%, cold 20%

Origin: Legrand, +1 to skill points for combat specializations, winning a battle grants +1 to a random characteristic
Belief: Void: The character does not take health or sanity damage when idle, any negative effect on them has a (willpower*3)=24% chance of not taking effect, immunity to mind control and suggestion

Skills:
Aggression
1. +10 to accuracy, +25% (multiplicative) to melee damage x3
2. Attacks deal 1 sanity damage to the opponent x3
3. Additional attack x3
Unarmed Combat I
Additional attack. x3
Literate
The character can read and write x5
Berserk

+2 to strength, the character uses the strength stat instead of etiquette and resilience checks.
1. +100% (additive) to melee damage, -5 to evasion x3
2. +2 skill points x3
Weapon Specialization:

Two-Handed Weapons
1. +2 to accuracy per point of strength, damage +10% per point of strength x4
2. The character deals damage to opponents in adjacent squares x3

Inventory:
Sun Eater
Two-handed sword
Strength: 7
Damage: 50 (175)
+6 to accuracy
During the day: 4% chance to deal double damage
During the night: +4 to accuracy
Traveler's Cloak
+10% resistance to cold
Tarnished Medal for Unknown Merits
+1 to charisma and etiquette
Worn Armor with Faded Sun Emblems (Reinforced)
Medium armor
-10% to evasion and stealth, -30% incoming damage
+1 to willpower
Healing Potion x2: restores 100 health points outside of combat
Ring with the Image of Aska
+2 to characteristic defense checks, +10% protection from cold
Reinforced Cestus
Damage: Strength*3.5
+5% chance of paralysis and weakness on attack
Can parry attacks from ordinary weapons with a 50% penalty
Indestructible
Last Resort

Book
"Cunning Fist Techniques for Overthrowing Scoundrels"
Author: Dolfo Caruso, used by Sigeber, Dael, Bison, Raban, Sandar, and Hargen
Book
Chainmail of Celestial Metal
Medium armor
Strength: 9
-25% to evasion and stealth, -40% incoming damage (physical), -10% incoming damage (fire, cold)
+1 to resilience
Euthymia
Panacea
Savings:
0 silver, 116 copper coins

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Voldemar Firehand

Characteristics:
Strength 7
Resilience 7
Reflexes 7
Intelligence 7
Willpower 11 (13)

Stats:
Damage (Melee): 170%
Accuracy: 14 (18)
Evasion: 24
Stealth: 7
Perception: 7
Initiative: 12
Skill Points 5
Etiquette: 5 (9)
Charisma: 11 (13)
Luck: 2

HP: 141
Sanity: 22 (26)
Defense: 0

Origin: Aldor-ner: +50% income from all sources, +2 to reflexes and intelligence, -2 to etiquette, no penalties at sea
Belief: Fire: +2 to strength and resilience, 75% fire resistance, access to the fire strength specialization

Skills:
Literate
The character can read and write x5
Agility
1. +2 to Skill Points x2
2. +10 to evasion and +5 to initiative x2
3. The character can postpone their turn until the end of the round. If multiple characters use this ability, the initiative priority is calculated in reverse order x2
Fire Strength

Incineration
Deals (willpower*5)% damage from initial health. Destroys the target without a chance of resurrection. Range: 1 x5
Cleansing Flame
Removes all negative effects, fully restores health and sanity to all allies within a radius of 5 cells. Does not affect heretics. x10

Inventory:
One-Handed Sword
Strength: 4
Damage: 35 (60)
+4 to accuracy
Medium Armor
-10% to evasion and stealth, -25% incoming damage
Exquisite Vest (M): 2 gold
+4 to etiquette
Black: +2 to willpower
Helmet
With a 25% chance, protects against decapitation/headshot
Writing Supplies
The character can write down... anything
Boot Knife
Damage: 20 (34)
Chance to hide during a search
Amulet of "Nishamnet"
Protective checks against temptation are doubled
Bag
Waterproof and fireproof
Grains x3
Porridge with Chicken
Piece of Wax
Smoke Bomb
Restores stealth status in an area of 1+1, or allows you to leave the battle and avoid pursuit (characters must be within one turn's distance from the exit of the battle location)
Wonderful Powder (4/5)
Restores 1 spell charge. If used again within 24 hours, reduces reflexes by 1 +1 for each subsequent use. Has a 10% chance of causing addiction.
Savings:
3 silver, 96 copper coins (+47 silver)

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Lady Tifa

Characteristics:
Strength 2
Stamina 2
Reflexes 4
Intelligence 7
Willpower 13

Stats:
Damage (Melee): 120%
Accuracy: 8
Evasion: 8
Stealth: 4
Perception: 4
Initiative: 6
SP 3
Etiquette: 9 (12)
Charisma: 15 (17)
Luck: 1

HP: 40
Sanity: 26
Defense:

Origin: Abomination
Belief: Void: The character does not take health or sanity damage when idle, any negative effect on them has a (Willpower*3)=39% chance of having no effect, immune to mind control and suggestion
Mental Deviation: Rats in a Labyrinth
Pitiful and amusing
When inflicting sanity damage in non-combat situations, there is a chance (5% * units of sanity damage) to gain +1 to Intelligence or Willpower
This is not serious
There is a 5% chance that a phrase or action will be randomly altered

Skills:
Locksmith
The character can pick locks x3
Prostitute
Etiquette and Charisma checks during seduction are doubled. Income from the corresponding activity is doubled. Only for female characters x4
Musician
The character can play musical instruments. Depending on the quality and type, they restore sanity and provide bonuses until the end of the day to all present. +2 to Etiquette and Charisma
Lute. Restores 4 sanity, +2 to sanity, +(Charisma+Etiquette)*10 to health, x4
Power of Cold

Ice Spear
Deals 20xWillpower cold damage. Range: 10 x5
Breath of Winter
Within a radius of five cells, all characters lose 50% of their initial health, 4 units of sanity, and are paralyzed for 1 turn (Stamina vs. Willpower). x10

Inventory:
Luxurious clothing in Silenthian style
+2 to Etiquette and Charisma
Revealing dress
+2 Charisma for seduction checks, the character's profession is obvious to everyone
Necklace
5% chance to cause a mental deviation in the interlocutor if they fail their seduction check
Elegant lute
+1 to Etiquette, can be played
Set of hairpins
Cosmetic bag (3/5)
+1 to Etiquette and Charisma until the end of the day, increases the chance of hiding origin
Teddy bear
???
Savings
61 silver, 100 copper
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9 months ago
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I had a perk against frostbite (it disappeared again!), 20 potions against sickness, one potion against bleeding that lasts for a day (and one that I drank right now), two potions against death, some awesome poison, one mega-healing potion with a chance to cure disease... healer's gear, peasant's gear, alchemist's bag... 28 copper coins...
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9 months ago
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Voldemar has 3 units of grain, roasted chicken with porridge (x2), 30 silver coins, and 108 copper coins.
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9 months ago
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I think I should have 140 HP, but the stats seem correct (I gained Willpower, Strength, and Endurance). [spoiler=Original quote] Hargen von Radengrad —Tell me, Father, why is there no end to our suffering? Father, why does the sunlight fade year after year? Father, why does the warmth of the souls of the innocent get devoured by physical and mental deformities? The Father was silent. —Father, why does matter not grant us all-powerful, eternal peace without pain and suffering? Why do we shine in our sun-like armor, offering empty prayers to a forgotten heaven? The Father did not utter a word. —I was like you, Father. The rays of Your light shone in the eyes of my proud family. We burned the huts of witches and blew the heads off overripe abominations. Yes, with years of service, I would have become like You. A guide of light to lost souls. The Father answered with silence. —But I saw the truth. I saw it when our squad was engulfed by the eternal Void. Fire is just a relic of a useless struggle against the eternal. And the more prayers you offer to save your friends, to ease your suffering, to give peace to your mind... the more suffering your soul creates in response. The Father turned into nothing. —Only by surrendering to the inevitable did I find the long-awaited peace. The agony of my wounds, of my mind, will never end. Only by accepting this reality, by abandoning dreams and hopes, is it possible to endure a little longer on this desolate earth. The Father never existed. —Why, you ask? "Just because." There is nothing in existence more correct than this naive truth. Is it not true, Father, that the Void and Simplicity are so similar? After a moment of silence, the former proud Radengrad, now a landless, wandering mercenary, got to his feet and left the ruined Sanctuary of Fire. The Void will consume everyone. Gender - Male Origin - Legrand Belief - The Void Strength 5+2+1 Endurance 5+1 Reflexes 5 Intelligence 5+2 Willpower 5+1 SP 3+2 Aggression 1. +10 to hit, +25% (multiplicative) to critical hit damage x3 2. Attacks reduce the opponent's sanity by 1 point x3 3. Additional attack x3 Literate The character can read and write x5 Berserker +2 to Strength, the character uses the Strength stat instead of Etiquette and Endurance checks. 1. +100% (additive) to melee damage, -5 to Dodge x3 +2 SP x3 Weapon Specialization: Two-handed weapon 1. +2 to hit per point of Strength, damage +10% per point of Strength x4 2. The character deals damage to opponents in adjacent cells x3 Sun Eater is not a legendary family blade, but merely a current two-handed sword of decent quality that is in his possession, and receives this name. Clouded armor with faded sun emblems is a heavy armor that is now medium armor because there is no skill for it... Travel cloak Healing potions Charred medal for unknown merits Savings [/spoiler]
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9 months ago
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Sandar

Characteristics:
Strength 12
Stamina 9 (10)
Reflexes 5 (6)
Intelligence 6
Willpower 11

Origin
- North (+3 to Strength and Stamina, +50% resistance to elemental damage and negative effects, peaceful activities are less effective. Free Berserker specialization.)
Conviction - Void (The character does not take health or sanity damage when idle. Any negative effect on him has a (willpower*3) chance of having no effect. Immune to mind control.)

Wheel:
Handsome (the character is very handsome)
Outcast (-4 to authority and charisma, no starting capital or equipment)
Great Warrior (free combat specialization, invented by the player, +8 OW for it)
Loyal Companion (the player has the right to create a second character)
Mage (access to specialization)
Cursed (with a 10% chance, any action, including peaceful ones, is doomed to critical failure)
Prophet (the character can receive a hint from the GM on any issue once per turn)

Parameters:
Damage (BB): 320% (400%)
Accuracy: 32 (34)
Evasion: 27 (29)
Stealth: 5 (6)
Perception: 5 (6)
Initiative: 11
SP 5 (6)
Etiquette: 2
Charisma: 7
OW: 0, (1 BB)

HP: 201
Sanity: 22
Defense: 25 (cold) + 50% elemental

Skills:
Aggression
1. +10 to accuracy, +25% (multiplicative) to BB damage x3
2. Attacks reduce the opponent's sanity by 1 point x3
3. Additional attack x3
Mobility
1. +2 to SP x2
2. +10 to evasion and +5 to initiative x2
Berserker (+2 to strength, the character uses the strength parameter instead of etiquette and stamina checks.)
1. +100% (additive) to melee damage, -5 to evasion x3
Mage

Negation - The spellcaster avoids (willpower/2=6) physical attacks. x4
Combat Magic (+1 to strength and willpower)

Body and Soul
+1 to evasion and accuracy, +5% to damage per point of willpower x3
Soul Strike
Strikes with fists, gloves, and gauntlets deal an additional (willpower*5=55) magic damage and reduce sanity by 1 x5
Premonition
The character receives an additional turn at the beginning of the battle and immunity to stealth attacks x3
Leap
The character instantly moves a distance of up to 15 cells, ignoring all forms of control x3

Inventory:
Excellent comfortable clothes
12 silver
+1 to strength, reflexes, and stamina
Fur coat
+1 to stamina, -25 damage from cold
Leather gloves
+1 to reflexes
Hunter's belt
Using consumables does not cost a turn. Holds 6 consumables
Traveler's boots
+1 SP
Northern helmet with a helmet figure in the form of a fist
+5% to defense, 25% chance to defend against decapitation
Reinforced decorated light armor
+20% to defense
+2 to etiquette and charisma
Savings
73 silver, 0 copper coins



Aidan

Characteristics:
Strength 6
Stamina 6
Reflexes 5
Intelligence 5
Willpower 10

Parameters:
Damage (BB): 160%
Accuracy: 10
Evasion: 10
Stealth: 5
Perception: 5
Initiative: 5
SP 3 (4)
Etiquette: 5
Charisma: 10
OW: 0

HP: 121
Sanity: 20

Origin - Half-breed (+1 strength +1 stamina +0 reflexes -2 intelligence +2 willpower)
Conviction - Void (The character does not take health or sanity damage when idle. Any negative effect on him has a (willpower*3 = 30%) chance of having no effect. Immune to mind control and suggestion)

Skills:
Literate
The character can read and write x5
Artist
The character can paint pictures based on encountered characters or experienced events. The paintings are expensive and, after being painted, give the artist bonuses, as well as the owner. x6
Spellcaster

Mind Reading
The character receives any information from the target's head. Willpower against sanity x4
Suggestion
Allows you to instill a certain thought or obsessive idea in the target. Willpower against sanity x4
Healing of the Soul
Restores (willpower) sanity x3
Healing of the Body
Fully restores health outside of battle x3

Inventory:
Artist's clothes
+1 to etiquette, +1 to intelligence for paintings
Cloak
+10 to protection from cold
Drawing and writing supplies
Sketch of Sandar
Artist bonus: 30% chance to take an additional turn if on a cell adjacent to Sandar
Owner bonus (M): -1 sanity daily, +1 to strength per turn
Owner bonus (F): -2 to willpower, 10% chance of critical success for any action
Sketch of a combat mage
By spending 20 hours, you can turn it into a Painting of a combat mage
Spellbook
-1 OW for spellcaster skills learned during the game
Healing potion x2
Restores 100 health outside of battle
Knife
Damage: 20 (44)
Bandages
Stops bleeding at the end of the battle
Traveler's boots
6 silver
+1 SP
Savings
8 silver, 94 copper coins

Statistics

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