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Planet Fleranthor, the Fragments of Humanity


Across the expanses of the boundless cosmic void, the planet Fleranthor is known as the abode of Ishmanaril the Shadow Lord and his followers. This world is hidden by a void vortex, which only the strongest and wisest of the intelligent races can cross. This safe haven serves the Will of Change faithfully, and very few dare to meddle in the affairs of the Grand Will. That is why most see only the upper part of the planet – a wondrous garden of crystals and magic, an abundance of beasts and flowers created according to a perfect design. But somewhere there, far from the majestic citadel built by Ishmanaril's order, and even beyond the domains of the peoples coexisting with the Shadow Lord's Shades, insignificant creatures still scuttle about, once inhabiting all of Fleranthor. Humans. The nearly extinct third original race of the planet.
Once upon a time, Fleranthor differed from other habitable planets only by its flagrant wealth and splendor. The world's beauty boggled the imagination, and it was inhabited by as many as three intelligent species. Unremarkable humans, quick to die and even quicker to breed. The Sortunians, versed in magic, with poisoned blood. And the nomadic tribes of Vardans, hardy and fierce hunters. In those distant times, the three peoples shared influence over Fleranthor. The Vardans and Sortunians waged eternal war, while humans desperately tried to overwhelm their disliked neighbors with numbers, as they were inferior in all else but quantity. They even managed to create a mighty empire that stretched between two long mountain ranges. Alas, fate looked upon the efforts of the human race with cold indifference. The humans of Fleranthor were destined only for ruin.

In the twelfth stellar cycle from the empire's founding, a mysterious celestial body crashed into the capital, destroying it along with all its inhabitants and the imperial family. The ensuing power struggle among humans quickly subsided after two terrible pieces of news: the Vardan tribes united and invaded the empire, intending to profit from the gifts of the ensuing chaos, and from the crater left by the meteor impact, a magical forest grew. A forest terrible, alien to Fleranthor. It spread rapidly, consuming everything in its path. Even cities could not hinder the mysterious life force spewed forth by the cosmic void. By the thirteenth stellar cycle from the empire's founding, only two hundred of the most stubborn and fortunate refugees remained of the entire human race. They retreated into the depths of the mountains, forever hidden behind high peaks from the cruelty of the world. But even there, the magical forest did not cease its attempts to reach them. For some reason, humans interested it far more than the other peoples of Fleranthor. Thus the empire died. In its place came three mountain Clans.

By the sixteenth stellar cycle from the empire's founding, the Vardan tribes were close to victory over their ancient enemies – the Sortunians. The witch-folk were bound in chains and collars. Lovely women entertained the fierce nomadic warriors, while male wizards reluctantly advanced the tribes' scientific progress. Here, the story of the Sortunians might have ended, had not another otherworldly force arrived on Fleranthor. The true reason for Ishmanaril and his Shades' visit to the planet remains hidden, but one thing is known for certain: he did not succeed in his endeavor. The Shadow Lord was never known for patience with failure, and so he found solace in exterminating the Vardan tribes. The overly confident nomads suffered heavy losses and retreated to the wastelands from which they once came. Some Sortunians remained slaves, while others joined the Shades. Thus arose a new order, which persists on Fleranthor to this day.

The Shadow Lord named Fleranthor the abode of the Shades. The wondrous lands of magic and crystals belong to the followers of the Grand Will. The Vardan tribes rule in the wastelands. And the domains of the former empire are engulfed by a chthonic forest, whose heart beats somewhere beneath the ruins of the capital. And only deep in the mountains, three Clans of humans struggle to survive and find an answer to one simple question: why is fate so cruel to them?
The Clan of the Sufferers
A Clan located dangerously close to the foot of the mountains and the chthonic forest. It is constantly subjected to attacks by spawn and all manner of creatures. Clan members are well-versed in fortifications and defense. When it comes to expeditions into the lands of the fallen empire, the Sufferers are the first to agree to suicidal campaigns. The other two Clans try to help them, for if the Sufferers fall – they will be next.

Bonus: +2 to Dexterity, an additional skill slot.

Ranks:

Worthless: -
One of Us: additional skill slot.
Acknowledged: unique equipment.
Suffering: additional skill slot.
Raised by Pain: unique weapon, +1 action point.
The Clan of the Fighters
A Clan living in the depths of the mountains. It is home to the mightiest warriors and the most skilled craftsmen. They hunt monsters for a living, thus protecting the peace of humanity from within. They supply other Clans with both equipment and provisions. They believe in the cult of valor and the need to earn fate's favor through great victories. Compared to the perpetually gloomy Sufferers, they are much friendlier and more optimistic. And most importantly: the Fighters know no fear.

Bonus: +1 to all characteristics, immunity to Fear.

Ranks:

Weakling: -
Novice: +2 to Strength and Endurance.
Fighter: unique combat skill not requiring a limit.
Warrior: +2 to Strength and Endurance.
Champion: unique skill not requiring a limit, +1 action point.
The Clan of the Sages


Some fight for the survival of humanity, while others value its history more. The Sages piece together the past bit by bit and keep records of the world around them. Among the three Clans, they serve as the voice of reason. The Sages' settlement is hidden in a deep cave, making this Clan the safest of all. But also the weakest, for it has pitifully few warriors of its own. Yet the Sages truly know more than the others, fully living up to their name.

Bonus: +2 to Intellect, +1 action point.

Ranks:

Forgotten: -
Initiate: +2 to Intellect and Dexterity.
Apprentice: apprentice's journal.
Understanding: +1 action point.
Enlightened: enlightened one's journal, +1 action point.
Characteristics
Each character starts at level 1 with characteristics at one each. They also have five characteristic points for free distribution, but no more than two can be put into a single characteristic.

Strength: +5 to damage. Also affects Strength checks.
Endurance: +10 to health. Also affects Endurance checks.
Dexterity: +5% to attack evasion chance. Also affects Dexterity checks.
Willpower: +3% to attack hit chance. Also affects Willpower checks.
Intellect: +3% to chance to reflect a negative effect. Also affects Intellect checks.

Base parameters (without applying characteristics):

Health: 50
Damage: 10
Evasion chance: 0%
Hit chance 0% (+weapon hit chance)
Chance to reflect negative effect: 5%
Skill slots: 2
Action points: 5
Initiative: 10
Speed: 3

Level:

Experience to next level: the level cost is 200 * current level (400, 600, 800, etc.).
Level reward: +1 characteristic point, +1 action point every three levels (starting from the third), an additional skill slot every five levels (starting from the fifth).

All manner of unique resistances, as well as increases to speed and initiative, are achieved exclusively through skills, equipment, and special situations.

Humans, alas, cannot cast spells. But NPCs may have a sixth characteristic, Spirit, and a corresponding Energy parameter.

Action points determine how much a character can do before they need rest. They are not tied to combat.

Sample Character

Name: Rurek
Gender: Male
Clan: Fighters
Rank: Weakling

Level: 1

Strength: 4
Endurance: 4
Dexterity: 2
Willpower: 3
Intellect: 2

Health: 90
Damage: 30
Evasion chance: 10%
Hit chance: 9%
Chance to reflect negative effect: 11%
Skill slots: 2
Action points: 5
Initiative: 10
Speed: 3

Immunity to Fear.

Skills:

Melee Combat (no penalty for handling ordinary melee weapons)
Ranged Combat (no penalty for handling ordinary ranged weapons)
Equipment

Weapon 1:
Weapon 2:
Head:
Body:
Hands:
Feet:
Accessory 1:
Accessory 2:

Consumables are used from the inventory. Base equipment, alas, provides nothing (except for armor if the corresponding skill is available). Characters only need food from a roleplaying perspective. There are no mechanics for this theme.
Карты для героев 5

"Плата за любовь"
"Путь некроманта"
"Темные грани"
"Рок Гримхейма"
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Skills
Unarmed Combat
Tier I
Allows fighting with fists with a base accuracy of 60% and damage of 100%. Range: 1
Tier II
Base accuracy of a fist strike increases to 100%, and a fixed 25% chance to deal damage twice appears.
Tier III
Adds the Stun status on a fist strike. Does not apply to the bonus attack of Tier II.
Melee Combat
Tier I
No penalty for using standard melee weapons.
Tier II
Allows using two standard one-handed melee weapons simultaneously, but with a 25% accuracy penalty on each.
Tier III
+50% damage for standard two-handed melee weapons.
Ranged Combat
Tier I
No penalty for using standard ranged weapons.
Tier II
+25% accuracy for standard ranged weapons.
Tier III
+3 to attack range for standard ranged weapons.
Wearing Armor

Tier I
Allows wearing light armor.
Tier II
Allows wearing medium armor.
Tier III
Allows wearing heavy armor.
Unarmored Combat
Tier I
+20% to dodge chance if the Body, Head, Hands, and Feet slots are empty.
Tier II
+20% damage reduction if the Body, Head, Hands, and Feet slots are empty.
Tier III
+20% damage against enemies wearing any armor or possessing natural armor.
Combat Training
Tier I
+1 to Speed.
Tier II
+5 to Initiative.
Tier III
+2 to Initiative of all allies in combat (but not yourself).

Overcoming
Tier I
10% chance to completely avoid an enemy attack or ability.
Tier II
5% chance to instantly kill a target. Does not work if the target is more than 10 levels higher.
Tier III
Once per battle, the character survives a lethal blow with 1 HP. Does not work if the damage received is colossal, e.g., when jumping into an abyss.
Slaughter
Tier I
Once per round, allows attacking again after a kill.
Tier II
Slaughter (first tier) also restores all movement points (speed).
Tier III
Allows attacking all enemies in three tiles on one side of the character simultaneously. Range: 1.
Bomb Throwing
Tier I
Allows using standard throwing bombs.
Tier II
+3 to attack range for standard throwing bombs.
Tier III
Throwing bombs do not deal damage to allies.
Alchemy
Tier I
Allows consuming elixirs.
Tier II
Allows creating elixirs from alchemical ingredients.
Tier III
Allows feeding elixirs to allies who do not possess the Alchemy skill.
Literacy
Tier I
Allows reading and writing.
Tier II
Reading books grants experience based on the book's rarity.
Tier III
33% chance to identify the primary characteristics of any target.
Diplomacy
Tier I
Increases the weight of the character's dialogue in the eyes of NPCs.
Tier II
Allows attempting, after a difficult check (attribute depends on the situation), to convince an NPC in a situation where success is usually impossible.
Tier III
The character becomes authoritative in the eyes of many NPCs.
Scavenging
Tier I
Allows searching a location (requires one action point). Each location can be searched only once per game.
Tier II
Allows obtaining more items when searching.
Tier III
When searching a location, the character is guaranteed to find something rare.
Larceny
Tier I
Allows pickpocketing NPCs based on a Dexterity check.
Tier II
Allows picking locks based on a Dexterity check.
Tier III
Reduces the difficulty of checks for larceny.
Blacksmithing
Tier I
Allows creating simple equipment from blacksmithing materials.
Tier II
Allows creating advanced equipment from blacksmithing materials.
Tier III
Allows creating quality equipment from blacksmithing materials.
Exploration
Tier I
Grants 50 experience upon entering a new location.
Tier II
20% chance not to spend an action point.
Tier III
Grants a chance (Will check) to detect hostile targets before they notice the character and their allies.
Resistance
Tier I
+10% chance to reflect a negative effect.
Tier II
+20% elemental damage reduction.
Tier III
Once per round, when failing to reflect a negative effect, a new roll will be made.
Control
Tier I
Allows attacking an enemy out of turn once per round if they attempt to move through a tile adjacent to the character.
Tier II
Allows dealing a melee counterattack to an enemy once per round.
Tier III
Improves the counterattack. It now works against ranged attacks and attacks on an ally in an adjacent tile.
Leadership
Tier I
Allows granting an ally an additional attack in a round in exchange for the character's turn.
Tier II
Allows granting an ally immunity to Provocation, Shackles, and Stun until the end of the round in exchange for the character's turn.
Tier III
Allows doubling an ally's speed for 2 turns in exchange for the character's turn.
Settlement of the Sufferers Clan

The name of the Sufferers Clan is nothing more than the self-irony of its founder. The leader, Sail the Outcast, was once exiled from the empire for excessive sympathy towards troublemakers. But when the empire fell and the remnants of humanity flocked to the saving mountains, it was this gloomy and sarcastic exile who took the bravest and most desperate under his wing. Those who were ready to hold back the onslaught of the monsters of the chthonic forest with their own backs. Sail the Outcast has long since left the world of the living, but his ideas are still reflected in his descendants. Now the Sufferers Clan is ruled by Skalak the Gloomy. He is convinced of the futility of the struggle, yet zealously continues to protect humanity. Not out of hope for something better, but simply out of habit and for the sake of others. Nevertheless, Skalak does not interfere with his deputy, Corvis, in planning yet another expedition into the lands of the fallen empire.

The settlement of the Sufferers Clan is a small town with sturdy houses and everything necessary for survival. The approaches to the settlement are guarded by lookout posts, and most of the descents from the mountains are completely blocked with rocks. The rear of the Sufferers is also protected. Not in case of betrayal by other clans, but for the sake of defense against the monsters inhabiting the mountains. With some stretch, the clan's settlement could be called cozy.

Points of interest:

House of Leaders
Forge
Bulletin Board
Saran's House
Kikki's House
Saaron's House
Exchange Point
Abandoned House
Infirmary
Coast

And player characters' houses.

Settlement of the Fighters Clan

The Fighters Clan arose from a handful of rebels on the outskirts of the empire. Prince Kalmaron, known for his violent temper, was gathering troops for an uprising, but unexpectedly a meteorite destroyed the capital, and there was no one left to rebel against. The charismatic warrior initially fought bravely against the Vardan tribes. Bravely, but unsuccessfully. Having lost almost all his men, the rebellious prince retreated to the mountains and, after some time, built a fortress on the highest peak. This fortress still serves as the home of the Fighters Clan. In his old age, Kalmaron was struck down by a wild Fanggrip, and his last words were a plea to never let fear and despair into one's heart. Kalmaron addressed his son, but he decided to make this glorious message the motto of the Fighters. And so they have lived ever since. With hope and optimism. Even though they shed blood every day in the fight against the monsters of the mountains. Now the clan is ruled by Tisa Gentong. A young beauty, nothing like the leader of glory-hungry warriors. But no one complains. Perhaps the whole reason lies in the tradition invented by Tisa: the most glorious fighter becomes her husband for two weeks. And everyone wants to be the leader, if only for a short time.

The settlement of the Fighters Clan is impregnable. Only one narrow bridge leads to it, the walls are high and strong, and the warriors inside are always ready for battle. Nevertheless, life here is fun. There are no greater jokers among humans than the Fighters. The most reliable friends, the most beautiful women, and the highest probability of death when trying to move even a step away from the settlement. Isn't that happiness?

Points of interest:

House of Leaders
Forge
Bulletin Board
Rumik's House
Ferda's House
Abode of Pleasures
Dungeon
Training Halls
Hall of Fame
Main Tower

And player characters' houses.

Settlement of the Scholars Clan

The imperial tutor, Mertarch, survived the destruction of the capital by chance. He left it a day before the disaster, setting off to study ancient ruins. By a twist of fate, he subsequently survived many more times thanks to luck alone. The end of his path was an argument with a retreating general, who did not want to burden his detachment with transporting books from Mertarch's personal library. Tired of enduring the shouts of the imperial tutor, Sir Nekar the Hot-Tempered cut down the troublesome old man, but seeing what he had done, he immediately repented and still brought the ill-fated books to the mountains. It was the general's detachment that founded the Scholars Clan, whose main goal is to protect the rich but nearly lost history of the empire. Even though warrior roots have faded from the blood of the Scholars, the clan members display amazing ferocity and fanaticism in their work. Their current leader, Lerad the Frosty, punishes the loss of books with death. But, on the other hand, he very generously rewards loyal Scholars for their demonstrated ingenuity and achievements in service to great knowledge.

The settlement of the Scholars Clan is hidden within a branched system of tunnels inside the mountains. It is almost safe, but it is still sometimes subjected to attacks by mountain monsters. However, the risk of falling into an abyss or getting lost in the intricate twists of the caves has not been eliminated. The Scholars are not warriors; they are fanatical defenders of knowledge. They value even their own lives less than books. But they make for the very best researchers.

Points of interest:

House of Sages
Alchemical Laboratory
Bulletin Board
Tsir's House
Deros' House
Gidnis' House
Lower Level
Great Library
Workshop
Burial Grounds

And player characters' houses.

Карты для героев 5

"Плата за любовь"
"Путь некроманта"
"Темные грани"
"Рок Гримхейма"
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Mountain Ridge Map

By the twentieth stellar cycle from the founding of the empire, humanity had managed to establish itself in the mountains. Trails have been laid, peaks conquered, and caves explored. Yet this inhospitable land refuses to acknowledge the authority of outsiders. Many turns are dangerous, and some slopes have never been trodden by human foot to this day. The monsters of the mountains thirst for blood, and the cruel blizzards are all too eager to encase hapless travelers in funereal ice. The great battle between human stubbornness and nature's fury does not abate for a single day. Retreat? Surrender? There is no place for such pathetic words on Flerantor. The weak perished at the very beginning of the great human exodus. Those who are still alive will fight to the last. Victory or death! The human race is granted no third option.

Other Masters of Flerantor

Although the three clans have long lost the ability to monitor the affairs of other peoples of Flerantor, some information about them has nevertheless survived and reached our days. 

The Shadowseers


Followers of Ishmanaril, the Shadow Lord. A mighty fanatical legion striving to spread the perfect design of the Will of Change through the cosmic void. Compared to Ishmanaril's ambitions, any insignificant little people are barely noticeable. The Shadow Lord likely does not even know about the three mountain clans. The planet Flerantor serves him as a safe haven from which it is convenient to extend long-reaching tendrils to other worlds. The Shadowseers rule over a relatively small part of the planet. Their capital is a massive floating citadel. The lands around it are enveloped by the influence of the Great Will. They are beautiful and enchanting, but unsuitable for human life. Every Shadowseer possesses formidable power, and Ishmanaril himself is akin to a demigod. Formally, he is the ruler of all Flerantor, but he extremely rarely interferes in the affairs of the planet's other peoples.

Status: Most people are not even aware of the existence of the Shadowseers, for they arrived from the cosmic void only after the fall of the empire.
Huarata-Recreta



The forest that consumed the empire is usually called "chthonic", "monstrous", or "dreadful" in all three clans, but in truth it has a name. Huarata-Recreta, the young heart of the Twining Mind, born on Flerantor. The Twining Mind is mortally dangerous to any civilization. An ancient, tireless, multifaceted, and merciless arboreal parasite that envelops planets like a colossal mycelium. In the later stages of development, stopping it is possible only by completely destroying the afflicted world. The Twining Mind has many hearts. Each differs from the others, but the very essence of their strategy always remains unchanged: the transformation and enslavement of all life around them. The Twining Mind does not seek to exterminate intelligent species. On the contrary, it yearns to play with them, to reshape them in its own image. By the standards of its kind, Huarata-Recreta is still young and weak, but even in this form, it easily instills terror in the peoples of Flerantor. 

Status: Although people do not realize the true scale of the disaster, they have managed to thoroughly study the habits and abilities of the chthonic forest. 
The Vardan Tribes



There are many Vardans. Very many. Eight great tribes and dozens of minor ones. The wastelands of Flerantor stretch far and wide, capable of feeding a countless horde. And calling those lands wastelands is a bit of a stretch. Endless expanse, full of game and lakes. But devoid of forests. The Vardans themselves are endowed with extraordinary strength. Mounted on ferocious fangsnappers, they cut through anything they desire. Wasteland, rocks, walls, enemies. From time to time, some great chief unites the Vardan tribes and initiates another great invasion. And the Vardans know a thing or two about invasions. Only the Shadowseers and the chthonic forest stand between them and the conquest of all Flerantor. If they need to impress an opponent, the tribes gladly throw their main weapons into battle – mobile cities and Sortorian slaves. Even the Shadowseers, who slaughtered half the population of the wastelands, suffered considerable losses in that war, and dying in battle against a savage is a disgrace for them. 

Status: People have almost forgotten how the Vardans treacherously stabbed them in the back, so resentment is characteristic only of the Sage clan. But there are mentions in the scrolls of the fighters, too.
The Sortorians



Nature was not stingy with gifts for the witch-folk. Talent for the schools of Fire, Mind, and Shadow magic. Enchanting, alluring beauty. Deadly poison secreted by the body. Everything needed for swift domination of the wastelands. Alas, in reality, the Vardans overwhelmed the Sortorians with numbers, tenacity, and innate resistance to magic. Time and again, the tribes lost to the witch-folk, but every time they returned with a new strategy. Until they won. One day, a great Vardan chief desired to subjugate the Sortorians, and his will carried through many generations. Behold – true determination! Now the witch-folk are divided into two unequal branches: the slaves of the tribes and the honored mages serving the Shadow Lord. They say that the Sortorians owe their favor to Ishmanaril to the charm of the greatest witch of her kind, Flerthalarn. Eh. The Vardan silvertongues could have come up with something more interesting.

Status: People have rarely crossed paths with the witch-folk, and thus if they remember them, it is only as a curious name from ancient books. 
Game Mechanics Details



Movement:
Visiting a location costs 1 action point. But settlements and all points of interest within them count as one location, therefore movement there is free. 

Action Points:
In addition to movement, they are spent on various interesting actions like training. But if you spend too long walking around a settlement and talking to everyone, there is a chance to lose 1 action point. If you have no more action points, the character must rest. This is safe in your own home. Outdoors, it's almost safe. In the middle of the mountains, it is very dangerous. 

Skill Improvement:
Skills are taken at Stage I. Improving a skill to Stages II and III is possible at levels 5 and 10 respectively. 
Stage II: 1 action point and 200 experience.
Stage III: 2 action points and 400 experience.

Supplies:
It's simple with them. You need to have them in your inventory when leaving a settlement. They will last until you return to a safe location. But each character has their own separate supplies and they cannot be shared. 

Game Time:
Conditional. Changes according to the plot. 

Crafting:
Skill + materials. The recipe is given by the GM upon character request. From traders, you can only buy pre-made items. They do not make anything to order. But the assortment may change.

Penalty for lacking Weapon Handling skill:
Weapon accuracy is halved.

Threat Factor:
The stronger the party, the less desire various monsters have to engage with it. Some opponents may even flee the battlefield. But there are exceptions. 

Events at Locations:
Linked to the location type. And in settlements, events are triggered only by the plot and quests.

Reading Books:
Requires a skill and 2 action points. Only one book can be read between rests.

Combat System Nuances:
With equal initiative, priority is given to the attacking side, and all combatants with equal initiative act in whatever order they wish. I.e., first all attackers, then all defenders. 
Diagonal movement cost: 2. You can move through an ally, but not stand on them. 
Attacking diagonally in melee is not possible.
Shooting and throwing bombs are impossible after moving in combat. This also applies to spells. 
Non-lethal attacks are available, but must be declared. Works only in melee and only with weapons or unarmed combat.
Using abilities for the most part ends your turn and works after moving in combat.
Using consumables is individual for each consumable, but more often ends the turn than not. 
Fleeing from battle is only possible from the edge cell.
Status Effects

Frostbite. Target's speed and initiative are halved until the end of battle. Endurance check.
Bleeding. Deals damage equal to 20% of the attack of the combatant who applied the effect at the start of each turn and lasts until the end of battle. Endurance check.
Poison. Target's hit and evasion chances are halved until the end of battle. Endurance check.
Curse. Target cannot resist status effects in any way until the end of battle. Strength check.
Stun. Target skips 1 turn. Strength check.
Fear. Target attempts to flee the battlefield for 2 turns. Willpower check.
Domination. Target follows the orders of the combatant who applied the effect for 1 turn. Willpower check.
Seduction. Target runs to the combatant who applied the effect and stands near them for 2 turns. Willpower check.
Provocation. Target is forced to attack the combatant who applied the effect for 2 turns. Does not work if it is impossible to reach them this turn. Mind check.
Enchantment. Any action by the target has a 25% chance of failing until the end of battle. Mind check.
Berserk. Target is forced to attack the nearest combatant for 2 turns. Mind check.
Bind. Target cannot move for 3 turns. Agility check.
Burn. Deals damage equal to 20% of the target's maximum health until the end of battle. Agility check.

The attempt to resist a negative effect occurs in two stages: first, a characteristic check is made, and if it fails, the chance itself is rolled. In case of successful resistance, the negative effect bypasses the character.

Start



Post the following quest exp in the thread:

1. Character Name
2. Magnificent Portrait
3. Gender
4. Clan
5. Skills
6. Characteristics 
7. Magnificent Backstory.

The game will start in the settlement of the corresponding clan. 

Oh yes, there is a beauty stat in the game, and it is again set by the GM based on art evaluation :з 
Карты для героев 5

"Плата за любовь"
"Путь некроманта"
"Темные грани"
"Рок Гримхейма"
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#4
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Sarabas Nevereverland

Male?, Clan of Scholars?, Diplomacy, Literacy, +2 Strength?, +2 Endurance?, +1 Agility?.

An old door, as ancient as time itself but solid as a mountain range, swings open with the kick of a leather boot – it’s Sarabas Nevereverland come to visit his scholar friends from their shared club.
- Hey there, doodzies! - The members of this club called each other “doodzies,” although no one could remember where that name came from anymore. - So, how's life treating you? How many witches have you bedded, how many enemies drowned in blood, how many monsters skinned? - Looking around and not seeing any epic cloaks or similar items, the speaker nods knowingly. - I see, zero. But that's not surprising. This isn't our territory, us nerds, right? A good excuse, nothing to say about it. Our friend is only capable of reading little books and looking at pictures. - Despite the disparaging speech, there was no arrogance or contempt in the intellectual's eyes. - I see you're all playing this board game, creating characters, writing biographies for them, well done - I approve, it's a useful activity. But life is also a game, and the most important thing in it is to take action. If you don't take action, you don't live, or you live, but not as a human being, but like some kind of mushroom. When you have nothing behind you, it’s very easy to fall into depression and think that life is meaningless – such cliché thinking makes me sad. But if you acquire something – strong muscles, a cool house, status in society, money, professionalism in some field, anything – then your appetite for life will immediately awaken and grow rapidly; you'll just get hungry from this feeling. And then you'll want this, and that, and the fifth, and the tenth – you won't have enough imagination for everything, AND neither will you have enough hands – after all, life isn't a woman's breasts, two aren't enough. Well, why are you silent? After all, I am not some mighty warrior – I can't even wield a sword properly, nor am I a super-mage, or a seducer of kings, but just another doodzie like you – it is quite possible that I will go back through that door and be eaten by a monster, struck by lightning, or something worse happens, but I would rather take that risk than gather dust and mold while waiting for an inevitable end. So think about it, and I'm going to grab fate by the horns. Or maybe it will grab me - we'll see.
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Стартовый пост - Квенты - Разное
Резара - Аксель - Орвальд - Эмилия
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Bone Sarabas

Undead

Bonus: Once per battle, the character survives a fatal blow and fully restores health.

Male

Level: 2 (200/600)

Attributes
Strength: 3
Endurance: 3
Agility: 3
Willpower: 1 
Intellect: 3

Parameters
Health: 80
Damage: 25
Evasion chance: 15%
Hit chance: 3%
Chance to resist negative effects: 14%
Initiative: 10
Speed: 3

Action points: 6
Skill slots: 2

Beauty: 1

Immunity to Frostbite
Immunity to Bleeding
Immunity to Fear
Immunity to Poison
Immunity to Berserk
Ranged damage reduction: 35%

Skills

Diplomacy I 
Increases the weight of the character's dialogue lines in the eyes of NPCs.

Literacy I
Allows reading and writing.

Equipment

Weapon 1: -
Weapon 2: -
Head: -
Body: -
Hands: -
Legs: -
Accessory 1: -
Accessory 2: -

Inventory

Attachments 1
1 file attached • Total size: 8.3 KB
Карты для героев 5

"Плата за любовь"
"Путь некроманта"
"Темные грани"
"Рок Гримхейма"
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#7
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I don't see a skill that grants special treatment from the host.

Whatever
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#9
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Author
kcfgogbfalgfl
I thought a bot had posted an irrelevant comment, so I was already preparing to ban him.
Небо – мольбы не ждёт
Небо – угроз не слышит
Небо – ведёт особый счёт
Небо – тебя найдёт

По вопросам модерации: nebov24@gmail.com
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#11
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😠
Небо – мольбы не ждёт
Небо – угроз не слышит
Небо – ведёт особый счёт
Небо – тебя найдёт

По вопросам модерации: nebov24@gmail.com
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#12
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For what are ranks increased?
Author
An additional skill slot is granted for every five levels (starting from the fifth).
So, a new slot is given at level 5, then at level 10, and so on?
Author
There is no penalty for handling ordinary melee weapons.
What kind of penalty is provided?
Author
Skills are taken at Tier I. You can upgrade a skill to Tier II and III starting from levels 5 and 10 respectively.
Tier II: 1 action point and 200 experience.
Tier III: 2 action points and 400 experience.
And how much do new skills in new slots cost?
Author
Supplies:
Where can they be obtained?
Author
Threat Factor:
The stronger the unit, the less desire various monsters have to engage with it. Some opponents may even flee the battlefield. But there are exceptions.
And here you won't get far alone... smile51 I hope that five NPCs and ten "expendable units" have already been prepared for me, as was the case in Alex's expansion...
Author
Status Effects
How are they applied? How are they removed?
Author
7. Magnificent backstory.
Yeeees.... What sanctions are provided for the absence of this magnificent item?
Ничто не возникает из ничего и ничто не пропадает бесследно.
Если где-то чего-то убудет, то в другом месте добавится.

(Закон сохранения).
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#13
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Author
Chance to reflect a negative effect: 5%
What does "reflect" mean?
Ничто не возникает из ничего и ничто не пропадает бесследно.
Если где-то чего-то убудет, то в другом месте добавится.

(Закон сохранения).
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#14
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Ranks are gained by completing clan tasks.

Slots are awarded in this manner.

If there is no weapon proficiency skill, accuracy decreases significantly by 50%. However, damage is not reduced.

New skills from the first page can be taken for free. But there are also several secret skills. They will likely require an experience cost and finding a mentor.

Supplies are kindly provided by the clan, and theoretically they can also be found at locations.

Status effects can be an ability, a skill, or a property of a weapon. For example, Unarmed Combat level III stuns. They are removed either with a consumable item or upon completion of the effect's duration.

The budget was insufficient for sanctions.

An attempt to deflect a negative effect occurs in two stages: first, there is a check based on the characteristic, and if it fails, then that chance is applied. In case of successful deflection, the negative effect bypasses the character.
Карты для героев 5

"Плата за любовь"
"Путь некроманта"
"Темные грани"
"Рок Гримхейма"
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#15
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Oh! I finally get it: "insignificant," "weakling," and "forgotten" refer to "henchmen." And the first rank must be the leader, which seems unattainable. I hope that if a quest fails, I won't have to choose between a "fork" and… something else? Fire of Civilization (3 pieces), advanced version...
Ничто не возникает из ничего и ничто не пропадает бесследно.
Если где-то чего-то убудет, то в другом месте добавится.

(Закон сохранения).

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