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Serberia
The two-hundred-year history of Serberia is closely tied to bloody armed conflicts and technological progress, which have led to the unprecedented growth of this state's influence on the international stage of Visteria. Serberia is a country of great culture, known for its theatrical performances (notably opera), tournaments, art studios, and museums, whose exhibitions feature both artifacts of Serberian culture and curiosities from other nations captured during military victories. Serberia has preserved the strength of the aristocratic spirit, and although after King Albert's ascension to the throne commoners were granted equal rights with the aristocracy, the cultural differences between the two social classes have persisted to this day. The foundation of Serberia's national consciousness and the secret of its modern success are a sense of patriotism and the doctrine of the virtue of labor, which extend to both common people and the upper class regardless of origin and financial status. Within the kingdom, it is considered that the practice of martial arts is necessary for maintaining the health of body, spirit, and mind, as a result of which schools dedicated to various combat arts are present in almost all cities of the country.

Currently, Serberia is the richest and most powerful country in Visteria, but it also has a dark side — the king is in a coma and has no heir, while the queen rarely appears in public and, according to rumors, real power in the country is concentrated in the hands of influential representatives of the armed forces.
Provinces of Serberia
Artoria
This region of the country was named after the founder of the kingdom, Artorius der Grosse, and since ancient times, the fate of the state has been decided here, in the capital Messenzetz. Artoria was previously one of the strongholds of the Serberian nobility, but with the rise of King Albert to power, more and more people of common origin began to hold executive positions in important state organizations.

Origin

+1 to Dexterity, +1 to Perception, +1 to Speed, +2 to Intelligence, +3 to Charisma.
Elheim
Elheim was previously part of the Alliance of the Counties of Royental, but after the annexation by Heinrich der Grosse in 721, it became part of Serberia. Since Elheim still has great cultural differences with the rest of the kingdom, most of the slaves, after their liberation, moved here. Due to the inherent bandit culture of the Royental counties and a troubled population, Elheim remains the poorest and most dangerous province of Serberia, despite all efforts of the central government to influence the situation in any way.

Origin
+1 to Spirit, +1 to Faith, +2 to Dexterity, +1 to Perception, -1 to Beauty, -1 to Charisma, -1 to Intelligence, additional skills at start.
Grimwald
The County of Grimwald is inferior in size and significance to such duchies as Illia and Reichheim, but the rulers of this region have always managed to find the perfect balance to retain power regardless of what was happening in the country and beyond. Grimwald is home to extravagant people with strange customs and preferences in food and clothing. Most of the county consists of dense forests.

Origin

+3 to Speed, +2 to Dexterity, -2 to Strength, -1 to Endurance, +15% universal dodge.
Illia
The richest of the kingdom's provinces, the birthplace of the azure shores of the Umiy Sea and the location of Serberia's main ports and shipyards where all its ships are built. Illians place great importance on a person's origin, as the differences between commoners and aristocrats in this duchy have been preserved the most.

Origin

+2 to Intelligence, +2 to Charisma, +2 to Beauty, +2 to Spirit.
Oigen
After the end of the civil war, many of Albert der Grosse's allies were elevated to noble status and acquired their own lands, most of which fell within the province of Oigen. For this reason, the aristocracy of Oigen is mostly represented by nobles of the "new generation" — former soldiers, adventurers, mercenaries, etc.

Origin

+2 to Endurance, +3 to Strength, -1 to Intelligence, -2 to Beauty, immunity to Slow, Immobilize, and Paralysis.
Reichheim
The third most important province (after Artoria and Illia) of Serberia. A significant portion of the kingdom's food is produced here. Reichheim's specializations winemaking and tea cultivation. Over the past fifty years, the goods of this region have become widely revered by tea and alcohol lovers from all corners of the continent. As in Illia, Reichheim gives preference to aristocrats, and their maids are known throughout the country for their impeccable manners and numerous talents.

Origin

+2 to Intelligence, +2 to Charisma, +1 to Beauty, -1 to Strength, -1 to Endurance, -1 to Dexterity, +1 to Event Points.
Thracia
Before the annexation by Heinrich der Grosse, it was known as the "Republic of Thracia," whose inhabitants were distinguished by their love of freedom and highly valued their personal and civil rights. After joining Serberia, they were ruled by aristocrats from among the officers who distinguished themselves during the military campaign, but the national spirit of this people continues to live on to this day. Thracians get along very well with animals, and most of them have at least some kind of pet.

Origin

+2 to Perception, +2 to Endurance, +1 to Dexterity, -2 to Charisma, -1 to Intelligence, companion (pet) at start OR +3 to movement speed.
Scharnhorst
The northernmost and coldest region of the country, bordering Nortia. The people are distinguished by a stoic, unfriendly, and grounded character.

Origin

+2 to Speed, +2 to Endurance, +1 to Perception, -3 to Charisma and one choice: A (+5 to Stealth, +5 to Perception), B (ability to shoot and move simultaneously).
Balder
Barony of Gungnir von Breckendorff, located in Oigen.

Origin

+1 to Strength, +1 to Dexterity, +1 to Endurance, +1 to Perception, +3 to Faith, +1 to Spirit.

Стартовый пост - Квенты - Разное - Список НПС -
Резара - Аксель - Орвальд - ЭмилияСтэфания - Амвросий - ЛестерАльсираАлария

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Start
The game begins in Baldre. Player characters are wards of the local baron and live on his estate until the age of 18, after which they take up a profession and move into their own home. The preferred character age is 18, but it can be increased up to 30. Starting date: winter 779, year of the dragon.

Attributes
Strength
+1 to endurance, +1 to might.
Endurance
+10 to health.
Agility
+1 to evasion, +1 to stealth.
Perception
+1 to accuracy, +1 to observation.
Speed
+1 to initiative.
Intellect
+1 to crafting, +1% to critical damage.
Spirit
+1 to will, +1 to spell points.  
Faith
+1 to piety, +5% to resistance to elemental effects (fire, water, air, wood). 
Charisma
+1 to leadership, +1 to etiquette.
Beauty
+1 to attractiveness.
Constellations
Artisan
The character produces higher quality items. Additional skills at the start. 
<-- 720, 732, 744, 756, 768 -->
Altar
+3 to faith, +2 to spirit.
Chalice
Once per day, the character can restore their health, spell points, and other resources, as well as remove negative effects from themselves at any time without spending a turn on it.
<-- 721, 733, 745, 757, 769 -->
Thinker
+1 to intellect, +1 to spirit, +1 to faith, +1 to charisma, +1 to beauty.
Enchanter
+1 to event points.
<-- 722, 734, 746, 758, 770 -->
Lovers
+3 to beauty, +2 to faith.
Triera
Once per battle, cancels the first negative effect or attack applied to the character.
<-- 723, 735, 747, 759, 771 -->
Eagle
+3 to speed, +2 to perception.
Serpent
+5 to stealth, +5% to critical damage chance. With a 50% probability, the character's attacks cause weakness or lethargy.
<-- 724, 736, 748, 760, 772 -->
Shepherd
+3 to perception, +2 to endurance.
Centaur
+3 to movement speed, immunity to slow. 
<-- 725, 737, 749, 761, 773 --> 
Narcissus
+8 to random attributes.
Warrior
+20% to health regeneration at the start of a turn.
<-- 726, 738, 750, 762, 774 -->
Hydra
+1 to strength, +1 to agility, +1 to endurance, +1 to perception, +1 to speed.
Hero
20% chance to activate an additional turn after completing the previous one.
<-- 727, 739, 751, 763, 775 -->
Whale
+3 to strength, +2 to charisma.
Lyre
The character makes two rolls and uses the best of the results (does not apply to games).
<--728, 740, 752, 764, 776 --> 
Pegasus
+3 to charisma, +2 to intellect.
Hare
Once per day, the character can flee from battle at any time without spending a turn on it, even if they cannot move for any reason.
<-- 729, 741, 753, 765, 777 -->
Wolf
+3 to agility, +2 to speed.
Crown
Immunity to subjugation, charm, and confusion. 
<-- 730, 742, 754, 766, 778 -->
Hermit
+3 to spirit, +2 to agility.
Dragon
Actual damage taken -30%.
<-- 731, 743, 755, 767, 779 -->
Empress
+3 to intellect, +2 to beauty.


Beliefs
Church of Artery
✦ The character survives one fatal wound per game cycle. 
✦ +3 to faith, +1 to beauty, +1 to spirit.
Dakara
[1] El Isin — 80% fire resistance, the character's melee and ranged attacks deal 50% additional fire damage, +1 to strength, +1 to endurance, +1 to agility. 
[2] Sin Ash Shamash — Access to Pyromancy, +50% resistance to fire and wood, +1 to intellect, +2 to beauty.
[3] Enkinabu — Family heirloom, +2 to charisma, +1 to intellect. 
[4] Eshingir — The character begins battle with the "protection from lethal attack" status (survives with 1 health point) and restores it after defeating an opponent), +3 to strength. 
[5] Ren — The player starts the game with an additional character: a companion-lover of the opposite sex from among their close relatives.
[6] El-Hamazi — Magic learning speed is twice as fast, +2 to intellect, +1 to spirit. 
[7] Shahrazad — Attractiveness roll against will roll in dialogue; on success, makes the chosen character of the opposite sex fall in love with them (charm), +1 to beauty, +1 to charisma, +1 to agility.
[8] Aganzo — An additional fate card, the ability to decline the effects of two of them. This belief must be taken before using the cards.

Demonology
✦ Under certain conditions, a character with this belief can summon a certain demon and enter into a contract with it. 
Legends of Visteria
✦ Under certain conditions, a character with this belief can summon one of the heroes of the past, chosen at random. Their power depends on their rank (there are five in total - ★★★★★★★★★★★★★★) and the higher the rank, the stronger the hero. In addition, the higher the hero's rank, the less likely they are to be summoned (5% for 5 stars, 10% for four stars, 25% for three stars, and 30% for two and one star).
Animism
[1] Patronage of the Spirit of Fire: +50% fire resistance, +3 to strength, +2 to endurance.
[2] Patronage of the Spirit of Water: +50% water resistance, +3 to agility, +2 to speed.
[3] Patronage of the Spirit of Earth: +25% to physical damage resistance, +25% wood resistance, +5 to endurance.
[4] Patronage of the Spirit of Wind: +50% wind resistance, +3 to perception, +2 to speed. 
No belief/Other
✦ +50% to experience gained.
Mechanics
Starting conditions
When creating a character, you must choose an origin, a belief, as well as the year and month of birth. The character's starting skills depend on which characters they spent the most time with. Two fate cards - optional (one of them must be from the list of years, the other from months). Fate cards have a 30% chance to activate a negative effect. Base movement speed is 3. Base attributes, except faith (0), are 5. The strength of a standard attack roll is 10.
Initiative
The turn order is determined by the character's initiative; it is also used to perform actions - the character spends the number of initiative points required for the chosen action and moves down in its order, after which they yield the turn to the next character or act again if their remaining initiative points allow it. The remaining initiative carries over to the next phase, while skipping a turn resets it. If an action requires more initiative than the character has, they act in the next phase. Skipping a turn costs 5 initiative points.
Critical damage
Critical attacks deal 250% damage. Physical attacks cause bleeding, fire attacks cause burns, water attacks cause slow (2), air attacks cause blindness, wood attacks cause poison, sun attacks cause paralysis, moon attacks cause a lethal strike. 
Elements
Metal (physical), fire, water, air, wood (earth), sun (light, matter), moon (darkness, time), star (divine). 
Negative effects
Slow - reduces the character's initiative [will].
Immobilization - reduces the character's movement speed [endurance]. 
Paralysis - forces the character to skip a turn; defense (evasion, etc.) does not work [endurance]. 
Sleep - forces the character to skip a turn; taking damage removes this effect [will]. 
Ban - deprives the character of the ability to use active skills [will].
Disarm - deprives the character of the ability to attack [endurance]. 
Subjugation - control of the character passes to another entity [will].
Charm - the character comes under the influence of another entity [will]. 
Confusion - various mental effects [will]. 
Bleeding - the character takes physical damage equal to 30% of the attack received, bypassing armor, at the start of their turn [endurance]. 
Burn - the character loses 10% of maximum health at the end of their turn (fire damage) [endurance]. 
Poison - the character loses 10% of current health (wood damage) and also receives -1 to all rolls at the start of their turn [endurance].
Freeze - effects of paralysis and burn (water damage) [will]. 
Blindness - reduces the character's accuracy and evasion by 75% [will].
Petrification - paralysis effect; any attack on the character has a 20% chance to instantly kill them [will]. 
Lethal strike - instantly kills the character [piety].
Injury - the character cannot restore health [endurance]. 
Disease - the character cannot receive positive effects [endurance]. 
Curse - the character cannot receive positive effects and cannot resist negative ones [will].
Weakness - defensive effects (armor, etc.) are twice as less effective [will]. 
Taunt - forces opponents to attack the character [will]. 
Lethargy - damage dealt by the character is reduced by 25% [endurance].
Mastery
Characters without a specialization cannot deal critical damage and receive +1 to the cost of actions (initiative) and -3 to accuracy (melee) or -5 to accuracy (ranged). 

Mastery - Rapier
1. +2 to accuracy
2. +2 to evasion
3. +1 to movement speed
4. +3% to critical damage
5. Additional attack
6. +2 to initiative
7. +3 to accuracy
8. +3 to evasion
9. +5% to critical damage
10. Additional attack

Mastery - Saber

1. +1 to initiative
2. +1 to movement speed
3. +2 to accuracy
4. +2 to evasion
5. Additional attack
6. +3 to evasion
7. +3 to accuracy
8. +3 to evasion
9. +2 to movement speed
10. +5% universal dodge

Mastery - Spear
1. +2 to will
2. +20 to health
3. +1 to movement speed
4. +2 to accuracy
5. +1 to attack range
6. +3 to accuracy
7. +30 to health
8. +3 to evasion
9. +3 to will
10. +1 to attack range

Mastery - Musket

1. +2 to accuracy
2. +3% to critical damage
3. +2 to accuracy
4. +3% to critical damage
5. +5 to shooting range
6. +5% to critical damage
7. +3 to accuracy
8. +5% to critical damage
9. +3 to accuracy
10. -1 to reload time

Mastery - Two-handed Sword

1. +2 to might
2. +20 to health
3. +2 to endurance
4. +2 to will
5. +1 to attack range
6. +30 to health
7. +3 to endurance
8. +3 to will
9. +3 to might
10. 25% chance to deal double damage

Mastery - Bastard Sword

1. +2 to might
2. +3 to accuracy
3. +2 to endurance
4. +2 to evasion
5. +3 to will, +3 to endurance
6. +3 to accuracy
7. +3 to endurance
8. +3 to will
9. +3 to evasion
10. +50 to health

Mastery - Halberd
1. +2 to endurance
2. +20 to health
3. +2 to endurance
4. +20 to health
5. +1 to attack range
6. +3 to endurance
7. +3 to will
8. +3 to endurance
9. +3 to will
10. +50 to health

Mastery - Battle Axe

1. +2 to might
2. +2 to accuracy
3. +2 to might
4. +1 to movement speed
5. Attacks cause bleeding (5)
6. +3 to accuracy
7. +3 to evasion
8. +3 to endurance
9. +3 to might
10. Additional attack

Mastery - War
Hammer
1. +20 to health
2. +20 to health
3. +20 to health
4. +20 to health
5. 25% chance to deal double damage
6. +3 to endurance
7. +3 to will
8. +30 to health
9. +30 to health
10. Attacks cause paralysis (5)

Mastery - Morning Star

1. +2 to accuracy
2. +2 to accuracy
3. +2 to might
4. +2 to might
5. +3m to damage
6. +3 to accuracy
7. +3 to endurance
8. +5% to critical damage
9. +3 to might
10. +50% to armor penetration

Mastery - Bow

1. +2 to accuracy
2. +3% to critical damage
3. +2 to will
4. +2 to endurance
5. +5 to shooting range
6. +2 to initiative
7. +3 to accuracy
8. +3 to accuracy
9. +5% to critical damage
10. +5 to shooting range

Mastery - Crossbow

1. +2 to accuracy
2. +3% to critical damage
3. +3% to critical damage
4. +3% to critical damage
5. +50% to armor penetration
6. +5% to critical damage
7. +3 to accuracy
8. +3 to accuracy
9. +3 to accuracy
10. +50% to armor penetration

Mastery - Staff

1. +2 to evasion
2. +2 to will
3. +2 to endurance
4. +20 to health
5. +3 to will, +3 to endurance
6. +30 to health
7. +3 to endurance
8. +3 to will
9. +3 to evasion
10. +50% to armor penetration

Mastery - Mace
1. +3% to critical damage
2. +3% to critical damage
3. +3% to critical damage
4. +2 to might
5. +3m to damage
6. +5% to critical damage 
7. +3 to might
8. +5% to critical damage
9. +3 to might
10. 25% chance to deal double damage

Mastery - Dagger
1. +2 to accuracy
2. +2 to accuracy
3. +1% lethal strike chance
4. +1% lethal strike chance
5. Additional attack
6. +2 to initiative
7. +2% lethal strike chance
8. +3 to accuracy
9. +2% lethal strike chance
10. Additional attack

Mastery - Pistol

1. +3% to critical damage
2. +2 to accuracy
3. +3% to critical damage
4. +2 to accuracy
5. +10% to critical damage
6. +3 to accuracy
7. +5% to critical damage
8. +3 to accuracy
9. +5% to critical damage
10. +10% to critical damage

Mastery - Unarmed Combat

1. +3 to accuracy
2. +1m to damage
3. +1m to damage
4. +1m to damage
5. +5 to evasion
6. +2 to evasion
7. +3 to will
8. +3 to will
9. +3 to will
10. +5 to accuracy

Mastery - Shield
1. +1 to block points
2. +20 to health
3. +1 to block points 
4. +2 to will
5. +50 to health
6. +2 to block points
7. +30 to health  
8. +2 to block points
9. +3 to will
10. The shield does not break and cannot be penetrated

Mastery - Heavy Armor
1. The character can use heavy armor. 
2. +20 to health.
3. +2 to will
4. +2 to endurance
5. +3 to will, +3 to endurance
6. +30 to health
7. +30 to health
8. +3 to endurance
9. +3 to health
10. Armor cannot be penetrated

Mastery - Light Armor
1. The character can use light armor. 
2. +2 to evasion
3. +2 to endurance
4. +20 to health
5. +5% universal dodge
6. +3 to evasion
7. +30 to health
8. +3 to endurance
9. +3 to will
10. +5% universal dodge

Стартовый пост - Квенты - Разное - Список НПС -
Резара - Аксель - Орвальд - ЭмилияСтэфания - Амвросий - ЛестерАльсираАлария

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Inhabitants of Baldr (Mentors)
Gungnir von Breckendorf
01.05.702; Messenzetz.

In his younger years, Gungnir served under the command of Sophia von Mainz, which, after the start of the civil war, allowed him to befriend Albert der Grosse, one of the claimants to the Serberian throne. During this conflict, the young officer earned a reputation as a master of many weapons and a brilliant commander, known for his bravery and quick thinking. For his displayed valor, Gungnir received the aristocratic surname von Breckendorf and the small barony of Baldr in the province of Eugen. Over the ensuing decades, the newly minted baron was a good friend to King Albert, but due to his characteristic straightforwardness, inflexibility, and piety, he was cast out from high society immediately after the monarch fell into a coma.
Throughout his life, the Baron of Baldr was a proponent of strict discipline and an ascetic lifestyle, and to this day he has managed to maintain clarity of mind and the strength of a mighty warrior. In the past, he traveled extensively through Visteria, but currently, the baron leads a quiet and peaceful life on his own estate, which is also home to numerous orphans he has taken in. The inhabitants of Baldr regard their ruler well, and many know him as a kind and caring person, but because he very rarely shows this side of himself openly, he may seem overly harsh or indifferent.
Emilia von Breckendorf
10.02.699; Messenzetz.
Gungnir and Emilia spent 71 years together ever since Emilia's parents acquired a new home, located by fate opposite the home of Gungnir's family. They quickly got along and became first good friends, and many years later, lovers. They married late, only after the end of the civil war, as Gungnir's military service was not conducive to starting a family. Before moving to Baldr, Emilia ran an alchemy shop in Messenzetz, selling both potions of her own making and imported goods purchased through trade partners.

Emilia handles the administrative affairs of Baldr, manages the family estate, and is interested in the magical sciences — a very rare thing in the lands of Serberia, as sorcery is forbidden here.
Since they moved to Messenzetz, the children of Gungnir and Emilia rarely appear in Baldr and maintain contact with the head of the dynasty mainly through letters, but
in the home of the von Breckendorfs, it is rarely lonely. Emilia is distinguished by her gentle nature and love of cooking, which allows the numerous inhabitants of the estate to enjoy magnificently tasty dishes every day.
Claudia Aham
01.09.755; Baldr.

During the days of the civil war, Claudia's grandfather was a close comrade of Gungnir and, after its end, moved to Baldr with his friend, now baron, hoping to fulfill his childhood dream of opening a small café in some picturesque spot. The café "Amber" came to Claudia from her parents, and under her leadership, it became one of the city's main attractions, distinguished by its exquisite dishes, attentive service, and a joyful, serene atmosphere. And although Claudia has her own dream of becoming an artist, for which she works hard, working in the family business has never been a burden to her, which can be seen from her broad smile and benevolent attitude towards others.

Aisen von Mariendorf
09.11.734; Eugen.
Aisen's father was a margrave who oversaw a significant portion of the territories of the modern province of Eugen, but after Albert's coronation, he had to part with his former influence and most of his wealth. This was because the margrave was not only one of the instigators of the civil war but also responsible for numerous civilian casualties. A few years after the war ended, he became a landsknecht and never returned to Serberia, leaving Aisen as the head of the family.

At the age of sixteen, Aisen left for Reginleif to learn the secrets of medical science, and three years later, he joined the Amatonta to apply his acquired knowledge in practice. Six years after that, he returned to Serberia, sold the family estate, and moved to Baldr, where he soon opened the "Mariendorf Clinic," which a decade later became one of the most prestigious medical institutions in the country. Today, wealthy people from all corners of Serberia and even from abroad come to Aisen's clinic, but for the residents of Baldr, the fee for his services is merely symbolic.
Cecilia von Mariendorf
04.12.744; Clematis.

Aisen's wife, whom he met during a visit to Clematis in the spring of 768. A doctor known worldwide in modern medicine and the owner of the highly prestigious chain of women's clothing and jewelry stores "Brilliant Colors" easily found common ground — both were looking for a reliable and suitable partner to start a family, believing that love should grow over years of family life. They married in 769, and in 770, Cecilia moved to Baldr, where their first child was soon born.

Cecilia's goods and services are loved by all residents of Baldr, but not many can afford them, as the craftswoman has an extremely mercantile nature. Nevertheless, in recent years, it has become a tradition for many inhabitants of the barony to buy wedding rings specifically from her store.
Matthias Kessler
25.06.748; Elheim.
Little is reliably known about Matthias's past, but rumors circulate that in his younger years, he was the head of a band of robbers somewhere in Elheim, right up until six years ago, when he tried to rob Gungnir, which put an end to his career at that time — the baron gave the rogue a good thrashing and forcibly dragged him along to Baldr. But whatever his history may be, people in Baldr treat Matthias well because, despite his occasional pranks, he has a very easygoing nature and is always ready to help others.
Almandina Arcadia
31.03.759; Baldr.

The Church of the Artery of Baldr was built with Gungnir's personal funds in the spring of 759, coinciding with the birth date of Lina (birth name), which is why from earliest childhood the girl was convinced that her calling was to become a priestess of the Artery. This feeling was only strengthened by the fact that she spent a great deal of time in the company of the previous priestess of Baldr, and in 775, after studying the Arteryan dogmas and undergoing rigorous training, Lina was finally approved by the church and received the name Almandina Arcadia, soon taking over the position of priestess of the Artery of Baldr from her predecessor.

The residents of Baldr are very fond of Almandina, but those who know her more closely note that over the past three years, a melancholy has become audible in her music and songs, and irony and skepticism often slip into her everyday conversations.
Gregor Filanemo
21.10.752; Illyia.
An aristocrat from Illyia, the son of a wealthy and influential count who renounced his right of inheritance in order to defend his chosen path in life. He settled in Baldr in 776 and has since become known as the city's chief hunter. His true passion is the study of Visteria's flora and fauna, but for now, he has to limit himself to Serberia.

Baldr is a rather small town, so everyone knows each other, and yet not many dare to get to know Gregor more closely due to the manners, unusual for the common folk of Baldr, that are characteristic of a representative of Serberia's high society.
Virgil of Stingelheim
09.02.751; Stingelheim.

Virgil was born into the family of a minor but respected baron from Stingelheim, the capital of the Duchy of Reichheim. It was an ancient dynasty of noble warriors that had existed even before the founding of Serberia, and from childhood, everyone was convinced that a great future awaited Virgil — he was intelligent, handsome, kind, generous, diligent, patient, and modest. By the age of sixteen, his moral purity had attracted the attention of Reichheim's high society, but he refused their invitations and joined the Amatonta, deciding to travel to the territory of Saffron and southern Moenia in the hope of helping the local inhabitants. Over the following years, Virgil became famous as a hero who saved countless people and slew legions of southern monsters; however, his career in the Amatonta unexpectedly ended in 774 when he suffered a serious back injury.
When he returned to his homeland, he had to face the unpleasant reality of being a decorative aristocrat — many heads of noble houses sought to marry the young warrior to their daughters or granddaughters in an attempt to acquire such a prestigious trophy. Soon, the sycophancy of those around him became unbearable for Virgil, and he fled to a place where his status was of no concern to anyone — to Baldr.
Victor Slimegate
28.11.730; Scherzo.
Professor of history and philosophy at the Eric Pinkerton University in Scherzo, a polyglot, an excellent marksman, author of a large number of works popular in western Visteria, member of the NPN from February 761 to January 770. On January 17, 770, one of Victor's students reported that the lecturer was disseminating information inconsistent with the party line, and on the same day, after a short investigation, he was sentenced to death by firing squad for "spreading propaganda within the walls of an educational institution." He outwitted his pursuers and crossed the border, ending up in Sharnhorst. After that, he moved to Baldr.

In the city, he is known as an eccentric drinker who, surprisingly, gets along very well with Matthias.

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#4
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Cards of Fate
Altar Card
Character's birth month - January (90%)
Character's birthplace - Reginleif (50%)
Priestess of Arteria skill [Arteria] (20%)
Paladin skill [Arteria] (20%)
Einherjar skill [Arteria] (20%)
Holy weapon corresponding to the character's conviction (10%)
Holy accessory corresponding to the character's conviction (10%)
If the "Legends of Visteria" conviction is present, summons a four-star [80%] or five-star hero [20%] (10%)

+3 to faith (30%)
+3 to spirit (30%)
+3 to beauty (30%)


Reverse Side
The character becomes a victim of a random curse.
Thinker Card
Character's birth month - February (90%)
Character's birthplace - Mirai Empire, children of Tomoe conviction (33%)
Character's birthplace - Kuwayama Island, children of Tomoe or Church of Arteria conviction (33%)
Ronin skill (20%)
Shinobi skill (20%)
Kyudo skill (20%)
Philosopher skill (40%)
+2 to intelligence (40%)
+2 to spirit (40%)
+2 to faith (40%)
+2 to charisma (40%)
+2 to beauty (40%)


Reverse Side
The character suffers from depression and is prone to suicidal tendencies. 
Lovers Card
Character's birth month - March (90%)
Player may create an additional character (65%)
+15% darkness resistance (50%)
+1 event point (20%)
+3 to beauty (30%)
+3 to faith (30%)
+3 to charisma (30%)

Reverse Side
The owner of this card is pursued by some character in love with them.
Eagle Card
Character's birth month - April (90)%
Character's birthplace - Nakiri Plains (50)%
Nakiri warrior skill (30%)
Eagle companion (30%)
Nakiri nomad artifact passed down through generations (20%)
Nakiri wind conviction (50%)
+15% air resistance (50%)
+3 to speed (30%)
+3 to perception (30%)
+3 to agility (30%)

Reverse Side
The character has lost one eye. 
Shepherd Card
Character's birth month - May (90%)
Dog companion (35%)
Sheepfold in Baldur (33%)
Wheat field in Baldur (33%)
Distillery in Baldur (33%)
+15% wood resistance (50%)
+4 to perception (15%)
+4 to endurance (15%)

Reverse Side
Severe form of hay fever. 

Narcissus Card
Character's birth month - June (90%)
Conviction of choice (40%)
Random starting equipment (40%)
Random starting sum of money (40%)
+1 to all characteristics (40%)
+15% light resistance (50%)

Reverse Side
Megalomania. The character is effective only when acting alone or occupying the leader position. 

Hydra Card
Character's birth month - July (90%)
Character's birthplace - Euclasia (33%)
+5 to strength (10%)
+5 to endurance (10%)
+5 to agility (10%)
+5 to perception (10%)
+5 to speed (10%)
Regeneration of 10% health at the start of the turn (50%)

Reverse Side
The character loses one of their limbs. 
Whale Card
Character's birth month - August (90%)
Character's birthplace - Heckelia (50%)
Heckelian pantheon (50%)
Large sum of money at start (30%)
A certain amount of goods (30%)
Bodyguard (20%)
Black magic skill (10%)

Reverse Side
The character starts the game as a slave to a traveler passing through Baldur. 
Pegasus Card
Character's birth month - September (90%)
Character's birthplace - Meristia (33%)
Adventurer skill (20%)
Lunarion conviction (20%)
+4 to charisma (20%)
+3 to intelligence (30%)
Character is trained in riding (70%)
Stallion companion (30%)

Reverse Side
The character who drew this card is extremely ugly. 
Wolf Card
Character's birth month - October (90%)
Hunter skill (50%)
+3 to agility (30%)
+3 to speed (30%)
+3 to endurance (30%)

Reverse Side
The character who drew this card is very clumsy. 
Hermit Card
Character's birth month - November (90%)
Character's birthplace - Nortia (25%)
Cold magic skill (10%)
Soldier skill (20%)
+15% water resistance (50%)
+25% experience gain (30%)
+4 to spirit (30%)
+4 to agility (30%)

Reverse Side
-3 to all characteristics. 
Empress Card
Character's birth month - December (90%)
Character's birthplace - Airisufir (50%)
Character gender - female (90%)
Arterianism conviction (25%)
+5 to beauty (30%)
+3 to intelligence (40%)
Luxurious clothing and jewelry (10%)

Reverse Side
Character gender - male. 
 
Artisan Card
Character's birth year - 756 (90%)
Character's birthplace - Anemon (20%)
Doctor skill (20%)
Sword of Dawn skill (20%)
Artisan skill (20%)
Artist skill (20%)
Family heirloom (10%)
Random peaceful skill (50%)
+50% experience gain (10%)

Reverse Side
The character cannot use peaceful skills. 
Bowl Card
Character's birth year - 757 (100%)
Any card of choice without risk of activating the reverse side (100%)

Reverse Side
Any card of choice except Empress, Hare, and Dragon with mandatory activation of the reverse side. 
Wizard Card
Character's birth year - 758 (90%)
Character origin - Midas (10%)
Magic skill (20%)
Enchanted weapon (20%)
Wizard equipment (20%)
Teacher skill (15%)
Magic elixir (20%)
Alchemist skill (30%)
+3 to intelligence (30%)
+3 to spirit (30%)

Reverse Side
Immunity to positive effects of magical origin, inability to use magical equipment. 
Trireme Card
Character's birth year - 759 (90%)
Origin of choice (50%)
Skill of choice (50%)
Immunity to one negative effect of choice (30%)
+3 to speed (30%)

Reverse Side
Aquaphobia. The character cannot swim and skips turn(s) if the water element is actively used in battle.

Snake Card
Character's birth year - 760 (90%)
Character origin - snakefolk (10%)
Character origin - Royental (20%)
Character origin - Silla (10%)
Character origin - Aster (10%)
Character origin - Argalia (30%)
Noble rogue skill (10%)
Swindler skill (50%)
Partisan skill (20%)
Assassin skill (20%)
Nameless conviction (10%)

Reverse Side
The character starts without origin and conviction bonuses.
Centaur Card
Character's birth year - 761 (90%)
Character origin - Eishi (30%)
Character origin - Telos (20%)
Eishi conviction (20%)
Telos conviction (20%)
Raider skill (30%)
Telos skill (20%)
Linguist skill (40%)
Historian skill (40%)

Reverse Side
Character speed cannot be higher than 3, and they also cannot be trained in riding.
Warrior Card
Character's birth year - 750 (90%)
Character origin - Moenia (ruins or surviving north) (25%)
Character origin - Saffron (ruins) (25%)
Tenth level mastery in a random weapon type (40%)
Tenth level mastery [shield] (40%)
Tenth level mastery [armor] (40%)
Legionnaire skill (20%)
Guardsman skill (20%)
+3 to strength, +3 to agility, +3 to endurance (30%)

Reverse Side

The character cannot fight. 
Hero Card
Character's birth year - 751 (90%)
Character origin - Marion (30%)
Amatonte skill (20%)
Order of Arteria (20%)
Rosenritters (20%)
Drachenritters (20%)
Nachtritters (20%)
Order of the Moon (20%)
Skill acquisition speed is twice as high (10%)
Characteristic growth rate is twice as high (10%)

Reverse Side
The character is not welcome in any of the provinces of Serberia. 
Lyre Card
Character's birth year - 752 (90%)
Musician skill (90%)
Precious musical instrument (50%)

Character Reverse
The character is deprived of hearing.


Hare Card
Character's birth year - 753 (100%)
Character origin - Miwa (30%)
If the character is the party leader, they and their allies will be better received in the territory of Serberia, or the character has connections with the criminal underworld of Serberia (100%)

Reverse Side
This card has no reverse effect. 
Crown Card
Character's birth year - 754 (90%)
Character has a follower created by the GM (33%)
Character has a friend created by the GM (33%)
Character has an admirer created by the GM (33%)
Leadership skill (50%)
+5 to charisma (50%)
Artifact (50%)

Reverse Side
The player collects (if the quenta is not yet written) or copies the reverse effects of all other players. If other players did not receive such effects, a random negative effect is applied. 
Dragon Card
Character's birth year - 755 (90%)
Character origin - Shengkai (80%)
The player's character is one of the surviving Selvarians (5%)
The character has made it their life's goal to find a Selvarian survivor of the war and serve them, +2 to all characteristics (10%)
Merchant skill (30%)

Reverse Side
The character cannot cause harm to white-haired individuals and has a submissive disposition toward them.


Стартовый пост - Квенты - Разное - Список НПС -
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Veserod

Sharnhorst, 05.757; Animism (Spirit of Wind).
Once per day, the character can restore their health, spell points, and other resources, as well as remove negative effects from themselves at any time without spending a turn, +50% resistance to wind, +7 to perception, +4 to endurance, +4 to speed, -3 to charisma, ability to shoot and move simultaneously.

The character owns a sheep farm in Baldr (passive income, additional funds at the start).
Blessing of the wood spirit: +7 to rolls against wood effects, +50% resistance to wood, and regeneration of 10 health points at the start of a turn.
Harissa's advice: +1 OS
Imperial mustache: +2 to etiquette, +2 to leadership.
Mental health: ■■■■■■■■■
Experience: 3104


Characteristics
Strength: 7
Endurance: 10
Agility: 5
Perception: 16
Speed: 13 (15)
Intellect: 7
Spirit: 6 (8)
Faith: 1 (2)
Charisma: 4
Beauty: 5

Parameters
Health: 130
Fortitude: 9 (10)
Might: 7
Evasion: 5 (10)
Stealth: 5
Accuracy: 19 (bow: 22)
Observation: 15 (17)
Initiative: 16 (19)
Movement speed: 4
Creation: 7
Crit: 10% (15%)
Will: 8 (12)
Spell points: 8
Piety: 1 (2)
Leadership: 4 (12)
Etiquette: 3 (10)
Attractiveness: 5 (8)

Resistances
Metal: 10%
Fire: 5% (20%)
Water: 5% (15%)
Wind: +55% (70%)
Wood: 55% (70%)
Sun: 0% (10%)
Moon: 0% (10%)
Star: 0% (10%)

Skills

Mastery - bow
1. +2 to accuracy
2. +3% to critical damage
3. +2 to will
4. +2 to fortitude.
5. +5 to firing range.
6. +2 to initiative.
7. +3 to accuracy - 700 experience points.
8. +3 to accuracy - 800 experience points.
9. +5% to critical damage - 900 experience points.
10. +5 to firing range - 1000 experience points.

Hunter
Doubles accuracy, evasion, and damage in combat against wild animals.
Bestiary - 2500 experience points.
The character can use zoological reference books to determine the characteristics and features of animals and/or monsters they encounter. 
Monster Hunter - 1800 experience points. 

Doubles accuracy, evasion, and damage in combat against monsters.

Illian Shooting
The character's attacks reduce the enemy's maximum health by 30% once.
Mark
After a successful hit, damage dealt by the character and their allies to the affected target increases by 20%.
Illian Volley
Deals damage to the target and enemies on adjacent cells. Requires 10 initiative. 
Bullseye
The character's attacks inflict one random negative effect (slow (5), immobilize (3), paralysis, sleep, silence, bleeding, blindness, injury, disease, weakness, lethargy). 
Calm
[5000]
+1 to observation for each point of spirit. When the character is idle (movement activation does not interfere), their defensive rolls are doubled. +100% to accuracy if no one has attacked them for the last three turns.


Toxicodendron - 2000 experience points.
Deals 20 points of wood damage, applies poison and blindness. Requires 7 initiative points and 1 spell point. Range: creation. Can miss (accuracy).

Fishing - 2000 experience points.
The character can fish in locations that allow it


Leadership
Allies under the character's command receive various bonuses depending on their leadership. 

Leadership 5: +3 to accuracy
Leadership 6: +3 to evasion
Leadership 7: +1 to initiative

Leadership 8: +3 to fortitude
Leadership 9: +3 to will
Leadership 10: +1 to movement speed
Leadership 11: +5 to might
Leadership 12: +5 to stealth
Leadership 13: +5 to observation
Leadership 14: +5% to critical damage
Leadership 15: +2 to initiative


Leadership
+5 to leadership if the character has the corresponding skill and is the leader of a squad. A character with this trait cannot leave combat before their allies.

Equipment
Cupid
Bow
Strength: 3
Damage: 50+3n (98)
+10% to critical damage chance, attacks cause confusion - the enemy will attack the character closest to them. 
One-handed hatchet
Strength: 4
Damage: 30+3m (45)
Hunting knife
Strength: 2
Damage: 20+1m
 +1% chance of a lethal strike.
Bear amulet [Neck]
+1 to faith, +1 to spirit; +1 to strength if the character is patronized by the spirit of fire, +1 to agility if the spirit of water, +1 to endurance if the spirit of earth, +1 to speed if the spirit of wind. 
Provisions (x7)
Restores 30 health points. 
Money
494 Serberian seliks
Harpy Massacre
Bow
Strength: 5
Damage: 45+2m (79)
Range: 13
+1 to spirit if the character is an animist. 
Swallow
Musket
Strength: 3
Damage: 100
Reload: 1
Range: 12
30 red chips
Talisman with the image of the River Maiden
Immunity to poison, +1 to will.
Tormentor
Bow
Strength: 5
Damage: 50
Range: 12
+5 to evasion, hunter bonus works against humans.
Illian vest [M]
All resistances +10%, +3 to accuracy, +3 to etiquette, +2 to attractiveness.
Gothic shirt [M]
+1 to initiative, +1 to attractiveness, +1 to etiquette.
Black hair bow
+1 to speed
"Etalon" boots
+1 to movement speed, +1 to initiative, +1 to etiquette. 
 
Gulveig

Baldr, 06.758; Church of the Artery.
The character survives one fatal wound per game cycle, +1 to event points, +2 to strength, +3 to agility, +1 to endurance, +1 to perception, +6 to faith, +4 to spirit, +1 to beauty, +1 to speed, +1 to intellect. 
The character is very clumsy (agility rolls are minimal). The character cannot use peaceful skills.
+4 to fortitude, +3 to will.
If the character adheres to the belief "Church of the Artery", actual damage to characters of other beliefs is increased by 35%.
(Endurance*piety)*1.5=protective barrier, restored at the end of combat.
20% chance to survive a lethal attack (remains with 1 health point).
Lupin: +1 to intellect, +1 to charisma, +2 to endurance, -1 to movement speed, -1 to speed.
Metal resistance +7, health +25.
Virgil: +3 and +3% to health for each point of endurance. 
+5% to dodge, +3 to faith, +3 to accuracy, +2 to intellect, +2 to charisma. 
Intellectual braids: +2 to etiquette, +1 to attractiveness, +2 to creation, +25% to experience. 
Experience: 3755

Characteristics
Strength: 8
Endurance: 15
Agility: 8
Perception: 7
Speed: 7
Intellect: 10
Spirit: 12 (13)
Faith: 17 (18)
Charisma: 11
Beauty: 9 (10)

Parameters
Health: 340
Fortitude: 17
Might: 8
Evasion: 0
Dodge: 5%
Stealth: 0
Accuracy: 15
Observation: 7
Initiative: 7
Movement speed: 3
Creation: 10 (12)
Crit: 10% (15%)
Will: 22 (23)
Spell points: 12 (13)
Piety: 17 (18)
Leadership: 11
Etiquette: 11 (16)
Attractiveness: 9 (11)
Block points: 9

Resistances
Metal: +37
Fire: +90% +30
Water: +90% +30 
Wind: +90% +30
Wood: +90% +30
Sun: 0%
Moon: 0%
Star: 0%

Skills

Mastery - shield
1. +1 to block points. 
2. +20 to health
3. +1 to block points
4. +2 to will
5. +50 to health
6. +2 to block points
7. +30 to health
8. +2 to block points - 800 experience points. 
9. +3 to will - 900 experience points. 
10. Shield does not break or get pierced - 1000 experience points. 

Mastery - wearing heavy armor
1. The character can use heavy armor. 
2. +20 to health.
3. +2 to will
4. +2 to fortitude
5. +3 to will, +3 to fortitude
6. +30 to health - 600 experience points.
7. +30 to health - 700 experience points.
8. +3 to fortitude - 800 experience points.
9. +30 to health - 900 experience points.
10. Armor cannot be pierced - 1000 experience points. 

Mastery - spear proficiency
1. +2 to will. 
2. +20 to health. 
3. +1 to movement speed 
4. +2 to accuracy 
5. +1 to attack range
6. +3 to accuracy 
7. +30 to health - 700 experience points. 
8. +3 to evasion - 800 experience points. 
9. +3 to will - 900 experience points. 
10. +1 to attack range - 1000 experience points. 

Healing+
Restores 10 health points to self or a chosen ally for each point of piety, removes: slow, immobilize, paralysis, sleep, silence, bleeding, burn, poison, blindness, weakness, lethargy. Requires 1 spell point, costs 6 initiative points. Range: entire map. 
Blessing
[All] The character's attacks cannot be blocked or parried.
Righteousness
[All] The character's attacks deal additional star damage (+10% of actual damage for each point of piety).

Discipline
+2 to movement speed and +3 to initiative if the character is a member of a squad (commander +5 subordinates).
Grenade throwing - 500 exp.
The character can use ragnite grenades.
Tactical superiority - 2000 exp.
Action cost -1 if the character is a member of a squad and two allies stand on adjacent cells.
Volley - 800 exp.
-1 to reload (firearms) if the character is a member of a squad and two other shooters stand on adjacent cells.
Hidden attack - 1500 exp.
+5 to stealth, an attack from stealth deals double damage.
Weak spot - 1000 exp.
Attacks against paralyzed or sleeping enemies deal critical damage.
Resilience - 2500 exp.
Critical attacks against the character deal 50% less damage (200%).
Annihilation - 2500 exp.
Critical attacks deal 50% more damage (300%).
Mobility - 1200 exp.
The character can pass through their allies.


Fight to the Last [2000]
The character survives one lethal attack (remains with 1 health point) and removes all negative effects from themselves. Activates once per combat. 


Prayer (Church of the Artery)
With a 30% chance, removes one negative effect from an ally and restores 50% of their health when they take damage, activates once per phase. 


Equipment
Spear
Strength: 4
Damage: 30+3m (51)
Provisions (x10)
Restores 30 health points. 
Amulet of the Artery [Neck]
+1 to faith, +1 to spirit, +1 to beauty if the character is a follower of the Artery.
Money
0 Serberian seliks
Gladiators
Illian spear
Strength: 6
Damage: 40+6m, crit +5%, accuracy +3
"Etalon" armor [H]
Strength: 6
Metal +30
Fire +30
Water +30
Wind +30
Wood +30


Kalentiya

Argalia, 09.06.760; Church of the Artery.
Immunity to poison, weakness, and lethargy, the character survives one fatal wound per game cycle, +5 to stealth, +5% to critical damage chance, with a 50% chance the character's attacks cause weakness or lethargy. +2 to strength, +1 to endurance, +1 to intellect, +6 to faith, +2 to beauty, +1 to spirit.
+4 to fortitude,  +6 to will
Increases damage dealt by the character by 20% (unique modifier).
Low ponytail: +2 to etiquette, +1 to attractiveness, +3 to evasion, +3 to accuracy.
+5% to dodge, +3 to faith, +3 to accuracy, +2 to intellect, +2 to charisma. 
Theodahad: +2 to creation, +2 to etiquette, +2 to leadership, +5% to critical damage chance, -5% chance of critical damage against self.
Experience: 467

Characteristics
Strength: 15
Endurance: 9
Agility: 8
Perception: 5
Speed: 7
Intellect: 9
Spirit: 7 
Faith: 21 (22)
Charisma: 6 (7)
Beauty: 9 (10)

Parameters
Health: 140
Fortitude: 15 (20)
Might: 15 (17)
Evasion: 8 (16)
Dodge: 5%
Stealth: 13 (14)
Accuracy: 13 (16)
Observation: 5 (6)
Initiative: 9
Movement speed: 6
Creation: 11
Crit: 19%
Will: 15 (16)
Spell points: 7
Piety: 18 (19)
Leadership: 5 (8)
Etiquette: 6 (15)
Attractiveness: 9 (13)

Resistances
Metal: 0%;
Fire: 110% 
Water: 110%
Wind: 110%
Wood: 110%
Sun: 110%
Moon: 110%
Star: 0%

Skills

Fight to the Last
The character survives one lethal attack (remains with 1 health point) and removes all negative effects from themselves. Activates once per combat. 
Wearing armor
The character can wear light armor.
Control
The character attacks all enemies that appear on their attack line.
Cyclone
The character deals damage to all enemies around the main target of their attack (additional targets receive only 50% damage, the chance to activate a negative effect is twice as low).
Piercing strike - 2000 experience points
[Spear] The character's attacks deal damage to all enemies on the attack line and cause weakness.

 
Wanderer [2000]
[All] +1 to event points, +2 to movement speed.



Mastery - spear proficiency
1. +2 to will. 
2. +20 to health. 
3. +1 to movement speed
4. +2 to accuracy
5. +1 to attack range
6. +3 to accuracy
7. +30 to health
8. +3 to evasion - 800 experience points. 
9. +3 to will - 900 experience points. 
10. +1 to attack range - 1000 experience points. 


Mastery - light armor
1. The character can use light armor. 
2. +2 to evasion
3. +2 to fortitude - 300 experience points.
4. +20 to health - 400 experience points.
5. +5% universal dodge - 500 experience points.
6. +3 to evasion - 600 experience points.
7. +30 to health - 700 experience points.
8. +3 to fortitude - 800 experience points.
9. +3 to will - 900 experience points.
10. +5% universal dodge - 1000 experience points.


1. +2 to might - 500 exp.
2. +20 to health - 200 exp.
3. +2 to fortitude - 300 exp.
4. +2 to will - 400 exp.
5. +1 to attack range - 500 exp.
6. +30 to health - 600 exp.
7. +3 to fortitude - 700 exp.
8. +3 to will - 800 exp.
9. +3 to might - 900 exp.
10. 25% chance to deal double damage - 1000 exp.


Mastery - bastard sword
1. +2 to might - 500 exp.
2. +3 to accuracy - 200 exp.
3. +2 to fortitude - 300 exp.
4. +2 to evasion - 400 exp.
5. +3 to will, +3 to fortitude - 500 exp.
6. +3 to accuracy - 600 exp.
7. +3 to fortitude - 700 exp.
8. +3 to will - 800 exp.
9. +3 to evasion - 900 exp.
10. +50 to health - 1000 exp.


Landsknecht
Quest rewards increase by 10% for each point of etiquette.


Acceleration
Active action (10 ini): allies under the character's command receive +(creation) to initiative. Can be used starting from the second phase. Cooldown: 3 phases. 
Delay - 2000 exp.
Active action (10 ini): enemies receive -(creation) to initiative (confusion effect). Cooldown: 3 phases. 
Inspiration - 2000 exp.
Active action (10 ini): removes all negative effects from allies and restores health (creation*5)% if it is above zero. Once per combat. 
Maneuvers - 2000 exp.
Active action (10 ini): allies under the character's command receive +(creation) to evasion until the end of the phase. Cooldown: 1 phase. 
Elimination - 2000 exp.
Active action (10 ini): allies deal (creation*5)% more damage to the chosen target. 


Prayer (Church of the Artery)
With a 30% chance, removes one negative effect from an ally and restores 50% of their health when they take damage, activates once per phase. 


Discipline
+2 to movement speed and +3 to initiative if the character is a member of a squad (commander +5 subordinates).
Grenade throwing - 500 exp.
The character can use ragnite grenades.
Tactical superiority - 2000 exp.
Action cost -1 if the character is a member of a squad and two allies stand on adjacent cells.
Volley - 800 exp.
-1 to reload (firearms) if the character is a member of a squad and two other shooters stand on adjacent cells.
Hidden attack - 1500 exp.
+5 to stealth, an attack from stealth deals double damage.
Weak spot - 1000 exp.
Attacks against paralyzed or sleeping enemies deal critical damage.
Resilience - 2500 exp.
Critical attacks against the character deal 50% less damage (200%).
Annihilation - 2500 exp.
Critical attacks deal 50% more damage (300%).
Mobility - 1200 exp.
The character can pass through their allies.


Equipment
Amulet of the Artery [Neck]
+1 to faith, +1 to spirit, +1 to beauty if the character is a follower of the Artery.
Provisions (x10)
Restores 30 health points. 
Chronicle of the Valkyries
A book written during the Arterian Schism
Money
0 Serberian seliks
Reginleif
Guide to Baldr

Demon's Spine
Spear
Strength: 4/6
Damage: 30+5m/40+6m (148)
Paralysis on attack.
Amelia's bronze medal
+1 to endurance, agility, and speed (Kalentiya only)
Talisman of fire
+3 to strength, +1 to event points (once); a gift from an animist patronized by the spirit of fire to a character of another belief.
Blouse with jabot [W]
+2 to etiquette, +2 to attractiveness
Golden hair bow
+1 to charisma
Long skirt [W]
+1 to etiquette, +5% to received experience.
Tights [W] 
+1 to etiquette
Light armor [L]
Strength: 3
+3 to evasion
Metal +5
Fire +5%
Water +5%
Wind +5%
Wood +5%

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#6
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Anselm

Anemone, 07.759; Church of the Artery.
The character survives one fatal wound per game cycle. Once per battle, negates the first negative effect or attack applied to the character. +3 to faith, +1 to beauty, +1 to spirit, +1 to strength, +1 to agility, +1 to endurance, +1 to perception, +1 to speed.
Parrot: owner gains +5% to critical damage chance, +25% to quest rewards, and +1 SP.
(endurance*piety)*1.5=protective barrier, restored at the end of combat.
+2 to creation, +2 to etiquette, +1 to a random attribute (intellect), musical performances are more effective than usual. 
Mustache "Horseshoe": +1 to etiquette, +2 to accuracy, +1 to evasion.
Fractured hip: the character is incapacitated. 
Experience: 3148

Attributes
Strength: 14
Endurance: 8
Agility: 6
Perception: 6
Speed: 6
Intellect: 7
Spirit: 10
Faith: 15
Charisma: 16
Beauty: 8

Parameters
Health: 120
Fortitude: 16 (18)
Might: 16
Evasion: 6 (12)
Stealth: 5
Accuracy: 8
Observation: 6
Initiative: 6
Movement Speed: 3
Creation: 9
Crit: 7% (12%)
Willpower: 12
Spell Points: 10
Piety: 15
Leadership: 16
Etiquette: 19
Attractiveness: 8

Resistances
Metal: 0% +5%
Fire: +75% (80%)
Water: +75% (80%)
Wind: +75% (80%) 
Wood: +75% (80%)
Sun: +75%  (80%)
Moon: +75% 
Star: 0% 

Skills

Amatonte
The character is a member of Amatonte and has useful connections in some cities. +1 to charisma, +1 to spirit. 
Multi-move - 1500 experience points.
For one turn, increases own rolls and reduces actual damage taken by 50%. Takes upon himself all negative actions directed at a chosen ally if standing on an adjacent tile, applies a taunt effect to all enemies within 5 tiles of himself. Requires 12 initiative points (preparation), can only be used when an ally is present.

First Aid - 2000 experience points.
Revives a character who died from lack of HP. Only outside of combat. The chance of success equals the inverse percentage value of the character's current health. Requires a medkit. 


Mastery - two-handed sword

1. +2 to might. 
2. +20 to health.
3. +2 to fortitude.
4. +2 to willpower
5. +1 to attack range - 500 experience points. 
6. +30 to health - 600 experience points. 
7. +3 to fortitude - 700 experience points. 
8. +3 to willpower - 800 experience points. 
9. +3 to might - 900 experience points. 
10. 25% chance to deal double damage - 1000 experience points. 


Musician
The character is able to play musical instruments. The effect of music depends on the specific instrument. 
Lyre
The character is able to play the lyre.
Trumpet
The character is trained to play the trumpet.


Mastery - light armor
1. The character is able to use light armor
2. +2 to evasion
3. +2 to fortitude
4. +20 to health
5. +5% universal dodge - 500 exp.
6. +3 to evasion - 600 exp.
7. +30 to health - 700 exp.
8. +3 to fortitude - 800 exp.
9. +3 to willpower - 900 exp.
10. +5% universal dodge - 1000 exp.


Landsknecht
Quest rewards increase by 10% for each point of etiquette.
Armor Wearing
The character can wear light armor.
Might
[Two-handed sword] The character's attacks cause paralysis. 
Arc
[Two-handed sword] The character's attacks also deal damage to enemies on both sides of the primary target. 
Vitality - 2000 exp.
+5 to health for each point of endurance and strength.


Prayer (Church of the Artery)
With a 30% probability, removes one negative effect from an ally and restores 50% of their health when they take damage, activates once per phase. 


Prayer
Revives a character who died from lack of HP. The chance of success equals the inverse percentage value of the character's current health. Only Arterians may learn it.
Inspiration
The character's allies gain 500 exp., once per phase. 


Equipment
Anselm's Two-Handed Sword
Strength: 6
Damage: 40+4m (72)
Lyre
While the character plays the instrument (active action), his allies gain +3 to evasion and accuracy and have a 20% chance to gain +(etiquette) accuracy or evasion for one turn. 
Limma's Bonus: +2 to evasion and accuracy. 
Talisman with a blue butterfly image
A symbol of Amatonte. 
Provisions (x10)
Restores 30 health points. 
Money
797 Serberian seliks
Book of the Artery
A book describing the main tenets of the Arterian faith. 
Round medallion with a sword in the center [Neck]
5% chance to activate an extra turn after completing the previous one.
Trumpet
The musician's playing inflicts paralysis on enemies.
Limma's Bonus: also inflicts slow (1).
Medkit
If the skill is available, revives a character who died from lack of HP.
Other items
Amelia's Silver Medal
+1 to event points outside Baldr (Anselm only)
Lyre
While the character plays the instrument (active action), his allies gain +3 to evasion and accuracy with a 30% chance to gain +(etiquette) accuracy or evasion for one turn; the musician's playing restores 10% health to allies.
Limma's Bonus: +3 to evasion and accuracy. 
Azure Beste
Light Armor [L]
Strength: 3
+3 to evasion
Metal +5
Fire +5%
Water +5%
Wind +5%
Wood +5%


Renold

Baldr, 08.757; Ren.
Once per day, the character can restore his health, spell points, and other resources, as well as remove negative effects from himself at any time without spending a turn. +4 to strength, +1 to agility, +1 to endurance, +1 to perception, +3 to faith, +1 to spirit, +2 to charisma.
Mustache "Pyramid": +2 to etiquette, +2 to attractiveness.
Experience: 1982

Attributes
Strength: 15
Endurance: 7
Agility: 9
Perception: 7
Speed: 8
Intellect: 7
Spirit: 7
Faith: 3
Charisma: 13
Beauty: 6

Parameters
Health: 140
Fortitude: 17 (16)
Might: 22
Evasion: 26 (52)
Dodge: 35%
Stealth: 11
Accuracy: 21 (24)
Observation: 6
Initiative: 23 (13)
Movement Speed: 5
Creation: 27
Crit: 42% (66%)
Willpower: 37 (38)
Spell Points: 47
Piety: 33
Leadership: 43 (46)
Etiquette: 53 (56)
Attractiveness: 28

Resistances
Metal: 70 +10
Fire: 85% (95%)
Water: 65% (75%)
Wind: +55%  (65%)
Wood: +45%  (55%)
Sun: 90% 
Moon: 110% 
Star: 130% 

Skills

Serberian Waltz
Evasion and accuracy in 1-on-1 combat are twice as high. 
Crippling Strike
The character's attacks cause bleeding and injury. 
Dagger
The character can parry (accuracy) melee attacks (melee combat, spending block points).
Counterattack
[Rapier] In case of a successful dodge or parry, the character counterattacks.
Relentlessness
[Rapier] The character's attacks cause blindness and slow (2) the enemy.



Mastery - rapier
1. +2 to accuracy.

2. +2 to evasion
3. +1 to movement speed
4. +3% to critical damage
5. Additional attack
6. +2 to initiative
7. +3 to accuracy
8. +3 to evasion
9. +5% to critical damage
10. Additional attack


Mastery - light armor
1. The character is able to use light armor
2. +2 to evasion
3. +2 to fortitude
4. +20 to health
5. +5% universal dodge
6. +3 to evasion
7. +30 to health
8. +3 to fortitude - 800 exp.
9. +3 to willpower - 900 exp.
10. +5% universal dodge - 1000 exp.


Retribution
The character takes an additional out-of-turn move when an ally is attacked, in order to attack whoever dealt damage to the ally, provided he has enough movement speed points and there are no obstacles in the way; activates once per phase. 


Discipline
+2 to movement speed and +3 to initiative if the character is a squad member (commander +5 subordinates).
Grenade Throwing - 500 exp.
The character can use ragnite grenades.
Tactical Superiority - 2000 exp.
Action cost -1 if the character is a squad member and two allies stand on adjacent tiles.
Volley - 800 exp.
-1 to reload (firearms) if the character is a squad member and two other shooters stand on adjacent tiles.
Hidden Attack - 1500 exp.
+5 to stealth, attacking from stealth deals double damage.
Weak Point - 1000 exp.
Attacks against paralyzed or sleeping enemies deal critical damage.
Resilience - 2500 exp.
Critical attacks against the character deal 125% less damage (200%).
Annihilation
Critical attacks deal 175% more damage (300%).
Mobility
The character can pass through his allies.


Equipment
Renold's Rapier
Strength: 29
Damage: 51+3м (61)
Money
1202 Serberian seliks
Heartseeker
Rapier
Strength: 31
Damage: 49+2м+2и (57)
Critical damage chance tripled. 
+10% chance to activate a lethal strike.
Mechanical Watch
Immunity to slow, +1 to initiative. 
Emilia's Talisman
Saves the character from a fatal wound once. 
"Standard" Armor [L]
Strength: 32
+6 to evasion
Metal +10
Fire +34%
Water +44%
Wind +54%
Wood +64%
"Standard" Boots
+1 to movement speed, +1 to initiative, +1 to etiquette. 

Ilva

Baldr, 03.758; Ren.
+1 to event points. +1 to strength, +1 to agility, +1 to endurance, +1 to perception, +5 to faith, +1 to spirit, +3 to beauty. 
10% chance to receive double reward (seliks). 
Metal resistance +7, health +25.
Wood damage resistance +25%, 58% of damage is converted into health. 
+2 to creation, +2 to etiquette, +1 to a random attribute, musical performances are more effective than usual. 
Touch-me-not balsam: -1 to charisma, +1 to beauty, +1 to faith.
+1 to perception, +1 to beauty
+3 to fortitude, +3 to willpower
Water resistance +30%, water effectiveness +78%. 
25% chance not to spend initiative on performing an action. 
+5% to dodge, +3 to faith, +3 to accuracy, +39 to intellect, +2 to charisma. 
Low ponytail: +2 to etiquette, +1 to attractiveness, +36 to evasion, +41 to accuracy.
Experience: 380

Attributes
Strength: 48
Endurance: 76
Agility: 77
Perception: 87
Speed: 97
Intellect: 108
Spirit: 118
Faith: 133
Charisma: 148
Beauty: 168

Parameters
Health: 155
Fortitude: 111 (112)
Might: 88
Evasion: 115
Dodge: 135%
Stealth: 117
Accuracy: 123
Observation: 127
Initiative: 129 (132)
Movement Speed: 136
Creation: 1310
Crit: 138%
Willpower: 1211 (122)
Spell Points: 128
Piety: 1010
Leadership: 98
Etiquette: 102 (104)
Attractiveness: 158 (164)

Resistances
Metal: +67 (625%)
Fire: +665% (690%)
Water: +695% (6120%)
Wind: +665% (690%)
Wood: +690% (6115%)
Sun: 650% (675%)
Moon: 640% (665%)
Star: 630% (655%)

Skills

Recipe Book
The character can spend experience points to learn signature recipes of other cooks.
"Amber Joy"
[Onion, arterianka, olive oil, salt, rice, reimochka, ketchup, soy sauce, 2 eggs, milk, cheese]
Fried rice with fish wrapped in an omelet. Energizes for the whole day. +1 to event points that day. 
"Amber Coffee"
[Coffee beans, cane sugar, lemon]
Removes sleep and slow effects from a selected character, grants immunity to these effects for three turns. Grants immunity to these effects for one day.
Takoyaki
[flour, 2 eggs, baking powder, soy sauce, octopus, red ginger, green onion]
250 exp. once a week.
Sushi
[seafood, rice, soy sauce]
Effect depends on ingredients

Sauerbraten à la Baldr - 500 experience points.
[???]
A traditional Serberian dish in the Baldr variant, replenishes vitality. Restores 2100 health points. 



Mastery - dagger

1. +2 to accuracy.
2. +2 to accuracy - 6200 experience points.
3. +1% lethal strike chance - 3300 experience points.
4. +1% lethal strike chance - 4400 experience points.
5. Additional attack - 5500 experience points.
6. +2 to initiative - 6600 experience points.
7. +2% lethal strike chance - 7700 experience points.
8. +3 to accuracy - 8800 experience points.
9. +2% lethal strike chance - 9900 experience points.
10. Additional attack - 31000 experience points.


Mastery - Roman sword
1. +20 to health
2. +2 to accuracy
3. +2 to evasion
4. +1 to movement speed
5. +50 to health 
6. +2 to initiative
7. +3 to accuracy
8. +3 to evasion
9. +2 to movement speed
10. +5 to accuracy.


Novice Artist
The character can paint pictures based on witnessed events or convey the fruits of their imagination on canvas
Experienced Artist - 31300 experience points
The value of paintings increases not only from the character's creation and the theme of the work itself, but also from the artist's level of mastery. 


Water Bullet
Deals creation*10 water damage and causes silence. Requires 6 initiative points, 1 spell point, range: 510. Can miss (accuracy).
Freshness
Removes negative effects from self and allies (slow, immobilization, paralysis, sleep, silence, bleeding, burn, poison, blindness, weakness, lethargy) and restores health (creation*10). Requires 2 spell points and 610 initiative. Range: 710, area of effect: 81+92.
Downpour - 32500
Slow effect (340%) on all characters on the map except the caster at the start of their turn. Creation increases the effectiveness of the attack roll and determines the duration of the spell. Requires 35 spell points and 312 initiative.



Motivation
With a 430% probability, grants an ally +5 to initiative, activates once per phase. 


Equipment
Cookbook
Ilva's book where she records learned recipes. 
Money
2362 Serberian seliks
Dagger
Strength: 62
Damage: 320+31м (326)
Painting Supplies
Essential inventory for any artist
Airisufir
Wisteria Currencies
Tears of the Artery
Sapphire earrings.
+1 to event points, +2 to attractiveness. 
Overseas Cuisine Recipes
Crystal Rose
Roman Sword
Strength: 84
Damage: 425+34м+31пр+31э (480)
If specialized in water magic, can spend spell points to deal bonus water damage (creation*10).
Eidolon Badge
+10% to personal rewards (experience, seliks) (Ilva only)
Hecate's Ring
+25% to effectiveness of all elements, +25% to all resistances, +2 to initiative, +3 to attractiveness.

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#8
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Ryohei

Mirai, 759; Children of Tomoe.
Children of Tomoe cannot use zodiac sign bonuses; Children of Tomoe gain +1 vitality point for every 3 points of endurance. During one enemy turn, a character cannot lose more than 1 vitality point equal to the sum of their health divided by the total number of points, +50% air resistance, immunity to bleeding. 
+3 to strength, +3 to endurance, +2 to spirit, +2 to speed, +2 to beauty
+10 to health per unit of endurance, -3% to actual damage taken per unit of endurance. 
Regenerates 20% health per turn.
25% chance not to spend initiative on performing an action. 
Mustache "Handlebar": +2 to etiquette, +1 to perception, +1 to accuracy.
Experience: 3791

Attributes
Strength: 6
Endurance: 13
Agility: 6
Perception: 10
Speed: 13
Intellect: 7
Spirit: 10
Faith: 6
Charisma: 4
Beauty: 8

Parameters
Health: 260
Vitality Points: 4x65
Fortitude: 6
Might: 6
Evasion: 8 / 11
Stealth: 11
Accuracy: 18
Observation: 21
Initiative: 15
Movement Speed: 4 (5)
Creation: 7
Crit: 17%
Will: 10
Spell Points: 10
Piety: 6
Leadership: 4
Etiquette: 6
Attractiveness: 8

Resistances
Metal: 5
Fire: +30% (35%)
Water: +30% (35%)
Wind: +80% (85%)
Wood: +30% (35%)
Sun: 0% 
Moon: 0% 
Star: 0% 

Skills

Eyes of the Shinobi
+1 to observation per unit of perception, +5 to detection range.
Art of Stealth.
+5 to stealth, the character automatically restores their hidden status when idle (movement allowed). 
Shinobi Combat Techniques I - 3000 experience points.
[Katana] The character can parry enemy attacks (accuracy, melee and ranged) using block points for this purpose.
Shinobi Combat Techniques II - 3000 experience points
[Katana]After a successful parry, performs a counterattack with a lethal strike effect.
Shinobi Combat Techniques III - 5000 experience points
After receiving a fatal wound, the character returns to life at the start of their next turn; triggers once per battle.



Mastery - Katana
1. +1 to movement speed
2. +2 to accuracy
3. +2 to accuracy
4. +2 to evasion
5. +10% to critical damage
6. +2 to initiative
7. +3 to accuracy
8. +3 to evasion
9. +3 to evasion
10. +5 to accuracy


Revival
Brings back to life a character who died from lack of HP. Chance of success is equal to the inverse percentage value of the character's current health value. Requires a medkit. 
Trainer - 1000 experience points.
The doctor trains another character. While doing so, that character gains 50% more experience.
Recipe: Universal Medicine - 1250 experience points.
Removes from the character: slow, immobilization, paralysis, sleep, prohibition, subjugation, confusion, bleeding, burn, poison, blindness, injury, disease, weakness, summoning, lethargy. 
[Orange, garlic, coffee, red pepper, mint, Serberian clover, calendula].


Air Strike
Deals 70 units of air damage, applies blindness. Each unit of creation increases throw power and spell range by 1. Requires 7 units of initiative and 1 spell point. Range: 10. Can miss (accuracy).


Mastery - Light Armor
1. The character can use light armor
2. +2 to evasion
3. +2 to fortitude - 300 exp.
4. +20 to health - 400 exp.
5. +5% universal dodge - 500 exp.
6. +3 to evasion - 600 exp.
7. +30 to health - 700 exp.
8. +3 to fortitude - 800 exp.
9. +3 to will - 900 exp.
10. +5% universal dodge - 1000 exp.


Onslaught
With a 25% probability, an ally takes an additional turn out of sequence and attacks the same opponent as the character, provided they have enough movement speed points and there are no obstacles in the way.


Final damage dealt to the enemy is reduced by 35%, but the character's attacks do not kill (the target remains at 0 health without needing revival). Activates voluntarily. 


Equipment
Suigyoku Kai (64%)
Ryohei's katana, received as a gift from Gungnir. The blade has a greenish tint, and dark scabbard bears images of emerald-colored leaves. Improved by Sigismund Ferender of Tamfana. 
Strength: 6
Damage: 22+1m+1i (40)
At the start of the turn, with a 64% probability removes 1 negative effect and restores 1 vitality point.
Provisions (x0)
Restores 30 health points. 
Doctor's Uniform "Mariendorf"
Allows visiting the clinic when it is closed to regular visitors (Ryohei only)
Medkit (4)
If the skill is available, brings back to life a character who died from lack of HP.
"Diagnostics and Treatment"
A medical manual. 
Mujinken
An ancient code of rules and norms of behavior in society and in private, upon which Mirai culture is based.
Light Armor [L] (64%)
Strength: 3
+1 to evasion
Metal +3
Fire +3%
Water +3%
Wind +3%
Wood +3%
Money
2797 Serberian seliks
Traveler's Boots (64%)
+0 to movement speed
Amelia's Gold Medal (64%)
64% chance to reduce action cost by 1 (Ryohei only)
Mirai

Alessia

Airisufir, 12.758; No conviction/Other.
+1 to event points, +6 to intellect, +2 to beauty, +3 to spirit
+2 to creation, +2 to etiquette, +1 to a random attribute, musical performances are more effective than usual. 
The character produces higher quality items.
Theodahad: +2 to creation, +2 to etiquette, +2 to leadership, +5% to critical damage chance, -5% chance of taking critical damage.
+50% to experience gained.
Experience: 3141

Attributes
Strength: 2
Endurance: 2
Agility: 7
Perception: 4
Speed: 7
Intellect: 19
Spirit: 8
Faith: 5
Charisma: 0
Beauty: 0

Parameters
Health: 20
Fortitude: 2
Might: 2
Evasion: 7
Stealth: 7
Accuracy: 4
Observation: 4
Initiative: 7 (9)
Movement Speed: 3
Creation: 23
Crit: 23%
Will: 10
Spell Points: 8
Piety: 5
Leadership: 2
Etiquette: 4
Attractiveness: 0

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

Skills

Toxicity
Passive ability. Pyromancy spells deal 100% bonus wood damage; melee or ranged attacks deal 50% bonus wood damage. The character's attacks and spells cause burn and poison. 
Fire Rune
Spell. Characters in area 1+5 take creation*10 fire damage at the end of the next phase. Requires two spell points and ten units of initiative (preparation). Range: 20. 
Fire Brand
Target receives the burn status up to five times unless it passes a will check against the caster's creation. Requires 10 units of initiative. Range: 10
Explosion
The chosen target must pass a will check against '15' or receive damage equal to 50% of its maximum health (fire); if this spell kills the target, it explodes dealing fire damage equal to its maximum health to all characters on adjacent tiles. Requires 3 spell points, 10 units of initiative. Range: 10.



Jeweler
The character can craft jewelry if they have the necessary materials. 


Mastery - Staff

1. +2 to evasion
2. +2 to will
3. +2 to fortitude
4. +20 to health
5. +3 to will, +3 to fortitude
6. +30 to health
7. +3 to fortitude
8. +3 to will
9. +3 to evasion
10. +50% to armor penetration


Dispel
With a 30% probability, removes temporary positive effects from the selected target. Each point of creation increases the chance of successfully casting the spell by 3%. Requires 8 units of initiative and 1 spell point per effect; range: 6.
Barrier
Passive ability. +10 to shield (spent before health, does not account for armor) per unit of creation. 
Negation - 2500
The enemy must pass a will check against '12', otherwise their attack has no effect. Successful activation costs 1 spell point.


Savings
+500 Serberian seliks at the start.
Trade Secrets

Each unit of etiquette reduces the cost of goods and services by 2% up to 50%. 
Barter - 1000 experience points
Each unit of etiquette increases the selling price of goods by an additional 2% of the actual value (standard 10%) up to a maximum of 50%. 


Motivation
With a 30% probability grants an ally +5 to initiative; activates once per phase. 


Equipment
Sylphide's Remedy
Removes all negative effects from the character and heals curses and diseases, including card results.
Money
2255 Serberian seliks
Shengkai
Dagger
Strength: 2
Damage: 20+1m (22)
Interview with Her Majesty Sophia der Grosse
Guide to Elheim
Kuyayama
Book of Demons, vol. 2.
Demonic Fruit

Anders

Elheim, 01.04.758; Demonology.
+1 to event points, +1 to spirit, +1 to faith, +2 to agility, +1 to perception, -1 to beauty, -1 to charisma, -1 to intellect, +3 to speed, +2 to perception. 
Increases damage dealt by the character by 20% (unique modifier). 
774: +3 to accuracy, +3 to evasion, +3 to observation. 
25% chance not to spend initiative on performing an action. 
Mustache "Horseshoe": +1 to etiquette, +2 to accuracy, +1 to evasion.
Experience: 2220

Attributes
Strength: 5
Endurance: 5
Agility: 11
Perception: 10
Speed: 13
Intellect: 6
Spirit: 7
Faith: 1
Charisma: 5
Beauty: 4

Parameters
Health: 100
Fortitude: 7
Might: 5
Evasion: 29
Dodge: 5%
Stealth: 16
Accuracy: 26 (28)
Observation: 12
Initiative: 15
Movement Speed: 4
Creation: 6
Crit: 30%
Will: 7
Spell Points: 7
Piety: 1
Leadership: 5
Etiquette: 7
Attractiveness: 4

Resistances
Metal: 10
Fire: 5% (15%)
Water: 5% (15%)
Wind: 5% (15%)
Wood: 5% (15%)
Sun: 0%
Moon: 0%
Star: 0%

Skills

Lockpicking
With lockpicks, the character can open locked doors, chests, and other things. Success chance depends on the complexity of the lock and the character's agility. 
Sneakiness

The character's attacks cause weakness, +5% to critical damage chance (dagger, crossbow, mace). 
Trap Expert
The character can set and disarm traps (success depends on difficulty and agility). 
Acrobat
+3 to evasion, +5% to critical damage chance, +1 to initiative (except heavy armor).


Mastery - Crossbow
1. +2 to accuracy.
2. +3% to critical damage.
3. +3% to critical damage.
4. +3% to critical damage.
5. +50% to armor penetration.
6. +5% to critical damage.
7. +3 to accuracy.
8. +3 to accuracy
9. +3 to accuracy
10. +50% to armor penetration - 1000 experience points.

Mastery - Light Armor
1. The character can use light armor
2. +2 to evasion
3. +2 to fortitude 
4. +20 to health
5. +5% universal dodge
6. +3 to evasion
7. +30 to health
8. +3 to fortitude - 800 exp.
9. +3 to will - 900 exp.
10. +5% universal dodge - 1000 exp.

Dispel - 2000 exp.
With a 30% probability, removes temporary positive effects from the selected target. Each point of creation increases the chance of successfully casting the spell by 3%. Requires 8 units of initiative and 1 spell point per effect; range: 6.


Onslaught
With a 25% probability, an ally takes an additional turn out of sequence and attacks the same opponent as the character, provided they have enough movement speed points and there are no obstacles in the way.


Discipline
+2 to movement speed and +3 to initiative if the character is a member of a squad (commander +5 subordinates).
Grenade Throwing - 500 exp.
The character can use ragnite grenades.
Tactical Superiority
Action cost -1 if the character is a member of a squad and two allies stand on adjacent tiles.
Volley - 800 exp.
-1 to reload (firearms) if the character is a member of a squad and two other shooters stand on adjacent tiles.
Hidden Attack
+5 to stealth; attacking from stealth deals double damage.
Weak Point - 1000 exp.
Attacks against paralyzed or sleeping enemies deal critical damage.
Resilience - 2500 exp.
Critical attacks against the character deal 50% less damage (200%).
Annihilation
Critical attacks deal 50% more damage (300%).
Mobility - 1200 exp.
The character can move through allied characters.




Final damage dealt to the enemy is reduced by 35%, but the character's attacks do not kill (the target remains at 0 health without needing revival). Activates voluntarily. 

Equipment
Lockpicks (x10)
Necessary for picking locks. 
Phantom
Crossbow
Strength: 3
Damage: 50+100% lunar
Enemy evasion is twice as low.
Provisions (x0)
Restores 30 health points. 
Money
796 Serberian seliks
Armor "Standard" [L]
Strength: 5
+6 to evasion
Metal +10
Fire +10%
Water +10%
Wind +10%
Wood +10%
Boots "Standard"
+1 to movement speed, +1 to initiative, +1 to etiquette. 

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#9
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Are "wards" meant in the sense of serfs/slaves? (I haven't read anything yet, and I'm asking because I might.)
Небо – мольбы не ждёт
Небо – угроз не слышит
Небо – ведёт особый счёт
Небо – тебя найдёт

По вопросам модерации: [email protected]
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#10
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Imelda

Ilia, 21.12.761; No conviction/Other.
+50% to experience gained, +3 to movement speed, immunity to slow, +5 to intellect, +4 to beauty, +2 to charisma, +2 to spirit.
Dendrophobia: effectiveness of rolls in forest locations is halved, fear of tree creatures, -50% resistance to wood.
Marigolds: -3 to spirit, +2 to speed.
Facial fracture: -5 to beauty, -2 to perception.
Experience: 3075

Attributes
Strength: 5
Endurance: 5
Agility: 5
Perception: 5 (3)
Speed: 7
Intellect: 11
Spirit: 5 (8)
Faith: 0
Charisma: 8
Beauty: 9 (4)

Parameters
Health: 50
Stamina: 5
Might: 5
Evasion: 5
Stealth: 5
Accuracy: 5 (3)
Observation: 5
Initiative: 7
Movement speed: 6
Creation: 11
Crit: 11%
Willpower: 5 (8)
Spell points: 5 (8)
Piety: 0
Leadership: 8
Etiquette: 8 
Attractiveness: 4

Resistances
Metal: 0%
Fire: 0%
Water: 0% 
Wind: +0% 
Wood: -50% 
Sun: 0% 
Moon: 0% 
Star: 0% 

Skills

Violin
The character is able to play the violin.


Mastery — musket
1. +2 to accuracy
2. +3% to critical damage
3. +2 to accuracy


Dispel 
With a 30% chance removes temporary positive effects from the selected target. Each point of creation increases the chance of successfully casting the spell by 3%. Requires 8 initiative and 1 spell point per effect, range: 6.
Barrier
Passive ability. +10 to shield (spent before health, does not account for armor) for each unit of creation. 


Final damage dealt to an enemy is reduced by 35%, but the character's attacks do not kill (the enemy remains at 0 health without needing revival). Activated at will. 


Revival
Brings back to life a character who died from lack of HP. The chance of success equals the inverse percentage value of the character's current health value. Requires a medkit. 
Trainer
The doctor undertakes training of another character. During this time the character receives 50% more experience.


Equipment
Violin
As long as the character plays the instrument (active action), allies receive +3 to willpower and stamina and have a 20% chance to grant +(etiquette) willpower or stamina for one turn. 
Medallion with the image of Anselm
+3 to spirit (Imelda only)
Money
1275 Serberian seliks

Ayr

Grimwald, 18.10.759; Animism (Spirit of Fire).
+15% universal dodge, once per battle nullifies the first negative effect or attack applied to the character, +50% fire resistance, +5 to agility, +5 to speed, +1 to strength, +1 to endurance.
Blessing of the wood spirit: +7 to rolls against wood effects, +50% wood resistance and regeneration of 10 health at the start of the turn.
Red primrose. +1 to a chosen attribute (speed).
Red lacquer: +1 to attractiveness, +1 to might, +1 to stamina, +10% fire resistance, +10% to fire effectiveness. 
(endurance*piety)*1.5=protective barrier, restored at the end of combat.
Rutger: +5% to universal dodge, +1 to movement speed.
High ponytail: +2 to etiquette, +1 to attractiveness, +3 to might, +30 to health.
Ahoge: -1 to intellect, -1 to speed, +1 to beauty and +1 to agility
Experience: 990

Attributes
Strength: 10
Endurance: 10
Agility: 20
Perception: 5
Speed: 13 (14)
Intellect: 5
Spirit: 6
Faith: 4
Charisma: 11
Beauty: 10

Parameters
Health: 130
Stamina: 10
Might: 16
Evasion: 28 (31)
Dodge: 25%
Stealth: 20
Accuracy: 15 (20)
Observation: 5
Initiative: 15 (20)
Movement speed: 7
Creation: 5
Crit: 10%
Willpower: 6
Spell points: 6
Piety: 4
Leadership: 11
Etiquette: 13
Attractiveness: 11 (13)

Resistances
Metal: +5
Fire: +80% (85%)
Water: +20% (25%)
Wind: +20% (25%)
Wood: +70% (75%)
Sun: 0% 
Moon: 0% 
Star: 0% 

Skills

Parrying
The character can parry enemy attacks in melee combat (accuracy) using block points.

Dance with Death
The character avoids an attack that would bring their health to 0 or below. Cooldown: 5 turns.
Dance of Swords
+5% to critical damage, +5 to accuracy (saber).

Fluidity of Movement — 2500 experience units
+10% universal dodge (saber)


Mastery — saber
1. +1 to initiative

2. +1 to movement speed

3. +2 to accuracy

4. +2 to evasion
5. Additional attack
6. +3 to evasion
7. +3 to accuracy
8. +3 to evasion
9. +2 to movement speed
10. +5% universal dodge


Mastery — light armor
1. The character is able to use light armor.


Fireball — 2000 exp. units
Deals creation*10 fire damage and applies burn. Requires 6 initiative, 1 spell point, range: 10. Can miss (accuracy).


Onslaught
With a 25% chance an ally takes an additional turn out of order and attacks the same enemy as the character, provided they have enough movement speed points and there are no obstacles in the way.


Inferno
The character's attacks cause burn, deal +100% fire damage in melee, +50% at range, fire spells deal double damage. 

Giga Flash — 5000 exp. units
The character's attacks apply burn and blindness to all enemies on adjacent (+2) tiles, bypassing resistance. 

Nuclear Fusion
Resistances (but not immunities) and other forms of damage reduction against fire attacks are ignored. Attacks deal permanent damage. 

Fire rune α: +30% to damage (unique modifier) (0.1% chance to activate with each attack).
Fire rune β: immunity to fire (1% chance to activate upon receiving an enemy attack).
Fire rune γ: +3 to strength, +3 to endurance, +3 to charisma (10% chance to activate after completing a quest).


Equipment
Lion's Fang
Saber
Strength: 4
Damage: 30+3m+2a (115)
+5 to initiative, +5 to accuracy.
Light Armor [L]
Strength: 3
+3 to evasion
Metal +5
Fire +5%
Water +5%
Wind +5%
Wood +5%
774
Money
199 Serberian seliks
Photo collection of Scabiosa (Elheim)
Tall boots with thick soles
Immunity to immobilization, +1 to attractiveness.
Black hair bow
+1 to speed


Yua


?, ?; Church of the Artery.
The character survives one fatal wound per game cycle. +3 to faith, +1 to beauty, +1 to spirit.


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

Parameters
Health: 100
Stamina: 1
Might: 1
Evasion: 6
Stealth: 6
Accuracy: 6
Observation: 6
Initiative: 6
Movement speed: 3
Creation: 7
Crit: 7%
Willpower: 7
Spell points: 7
Piety: 3
Leadership: 9
Etiquette: 9
Attractiveness: 7

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

Skills

Novice Artist
The character can paint pictures based on witnessed events or convey the fruits of their imagination onto canvas.

Resurrection
With a 100% chance returns a fallen ally to life with full health, removing all negative effects. Can be activated only once per battle. 

Toxicodendron
Deals 20 wood damage, applies poison and blindness. Requires 7 initiative and 1 spell point. Range: creation. Can miss (accuracy).
Tenacious Roots
Deals 20 metal damage, immobilizes (3) and slows (3). Requires 7 initiative and 1 spell point. Range: creation. Can miss (accuracy).
Gifts of Nature
Increases the final health of the caster or an ally by (creation*10)%. Requires 7 initiative and 2 spell points.


Equipment
---

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#11
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Can you live under the stairs?
that's one of those situations where it's safer to start as a guy

Be strong. Believe
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#12
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Is it some kind of house spirit?
Author
that's the case when it's safer to start as a male character
Why...?

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#13
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The future wizard 🧙‍♂️ doesn't want to have a special relationship with his "stepfather."

Be strong. Believe
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#14
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No niches available :( :( :( :( :( :( :( :( :( :( :( :( :( :( :( :( :( :( :( :( :( :( :( :( :( :( :( :( :( :( :( :( :( :( :( :( :( :( :( :( :( :( :( :( :( :( :( :(

Author
The starting skills of a character depend on which characters they spent the most time with.
I understand that the stats also depend on this?
Do we choose our own mentors?

Небо – мольбы не ждёт
Небо – угроз не слышит
Небо – ведёт особый счёт
Небо – тебя найдёт

По вопросам модерации: [email protected]
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#15
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Base characteristics + what comes from beliefs and the time of year/month. Mentors, yes. But this doesn't necessarily mean they are in a "master" or teacher position in the relationship. For example, with someone like Matthias, you can simply engage in various activities together and learn what he knows. But it's better to decide first whether you will use the cards or not, because they are the first ones.

Стартовый пост - Квенты - Разное - Список НПС -
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#16
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Author
There are no niches.
Oh, come on, you'll just do poorly in your studies until you get expelled, and then you'll go into those "niches"...

I'd like to see the maps.

Be strong. Believe