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By the way, if we keep losing, I'll surrender.
А, вот почему.

??+⛓️♿=?
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Would sounds emanating formally from the mouth, but not constituting conventional singing, be considered singing? Or sounds from any other source?

Be strong. Believe
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I don’t want to know.
А, вот почему.

??+⛓️♿=?
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Will sounds emanating formally from the mouth, but not constituting conventional singing, be considered singing? Or sounds from any other places...
That's why no one likes your character...
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This is not what you think...
actually, it will be funny if I am allowed to implement my idea. It will be the best character of all that exist in the world.

Be strong. Believe
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They don't like her because the leader is known to be a coward...
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Not a coward, but wearing underwear.
А, вот почему.

??+⛓️♿=?
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Zeikin Dorobo 


Destiny: medium 
Origin: Seetria
Religion: Lady in Black: +1 Faith, the Lady in Black protects the character from pain and suffering, heals their wounds, and grants strength to help other sufferers 
Talent: actor

Level: 6

Free actions: 6
Available skill slots: 7

Final basic attack damage = weapon damage + (strength*2) + (evasion*0.5) + accuracy = 291

 

Characteristics 


Physical Development: 44
Agility: 10
Perception: 24
Cognitive abilities: 1
Faith: 13

Beauty: 0 

Parameters

Health: 2252
Strength: 89
Evasion: 24
Accuracy: 38
Speed: 9 (8)
Initiative: 23
Stealth: 17
Willpower: 92
Magic Power: 31
Charisma: 0

Weapons 

Double-sided two-handed battleaxe: 30 damage units
Barbuka's Axe: 70 damage units; +1 Agility and Physical Development
Quality sword: 45 damage units, +1 Physical Development
Whetstone/Sharpener: 5 damage units, chance to deal critical damage (7%)

Inventory 

Class 6 Armor: -25% damage and speed
Class 1 Bracers: -5% damage
 
Combat boots: -5% damage, +1 Speed 
Cloak:
+1 Agility, keeps the character warm
Lady's Emblem: +1 Faith, a small heart pierced by many swords
Ring of Physical Development: +5 Physical Development

Inn room key: opens the door to a place where one can rest 
Backgammon: brings luck
Playing cards with naked daughters of darkness: brings luck
Good torch: allows for setting things on fire effectively
Good rope: allows for tying someone up effectively 
Matches: ability to start a fire if fuel is available  
Needle and thread: character is able to mend their own clothes
"Claws of the North" patch: coat of arms of the Claws of the North, placed in a visible spot  
Whetstone: restores weapon durability after damage by 1/4
Ring of Salvation: after death in battle, the character does not die but is resurrected at the end of the fight with 1 health, the ring breaks   

Ration: restores 50 health units (x5)
Cigarettes: tobacco restores 5 health units, disinfects a wound (x10)

Monthly salary: 84 gold; 45 silver; 20 copper

Skills

Passive irreplaceable:
Diligence: every second hit is guaranteed to strike the opponent
Level VI

Active 

Trip: the opponent falls   
Level II: 1 turn stun, strength vs strength = 89
Level III: 1 turn stun, strength vs strength * 1.5 = 134
Level IV: 2 turns stun, strength vs strength * 2 = 179
Level V: 3 turns stun, strength vs strength * 2.5 = 223
Level VI: 4 turns stun, strength vs strength * 3.5 = 313  

Dash
- opponents in the path fall into adjacent cells and take damage
- each subsequent opponent takes 2 times less damage
- skill targeted at a cell with an opponent deals damage, knocks them back one cell and stuns, the character occupies the opponent's cell 
- skill targeted at the cell in front of an opponent deals damage and knocks them down
- opponents whose strength is more than 1.5 times the character's strength do not fall and are not stunned     
Level II: 
- distance = speed = 9
Opponents in the path
- path damage = strength * 4 = 356
Cell with opponent
- damage = strength * 5 = 447
- knockdown, stun 1 turn
Cell before opponent
- damage = strength * 4 = 356
- knockdown  
Level III:  
- distance = speed + 1 = 10
Opponents in the path
- path damage = strength * 5 = 447
Cell with opponent
- damage = strength * 6 = 536
- knockdown, stun 1 turn
Cell before opponent
- damage = strength * 5 = 447
- knockdown  
Level IV: 
- distance = speed + 2 = 11
Opponents in the path
- path damage = strength * 6 = 536
Cell with opponent
- damage = strength * 7.2 = 643
- knockdown, stun 2 turns
Cell before opponent
- damage = strength * 6 = 536
- knockdown  
Level V: 
- distance = speed + 3 = 12
Opponents in the path
- path damage = strength * 7.2 = 643
Cell with opponent
- damage = strength * 10.2 = 911
- knockdown, stun 3 turns
Cell before opponent
- damage = strength * 7.2 = 643
- knockdown  
Level VI:  
- distance = speed + 4 = 13
Opponents in the path
- path damage = strength * 10.2 = 911
Cell with opponent
- damage = strength * 15.2 = 1357
- knockdown, stun 4 turns
Cell before opponent
- damage = strength * 10.2 = 911
- knockdown     

Cleaver: damage multipliers correspond to multipliers from the level table   
Level II: attack against 1 or 2 targets at 0 cells distance = 728 | 291
Level III:
attack against 1 or 3 targets at 0 cells distance = 1019 | 320
Level IV: attack against 1 or 4 targets at 0 cells distance = 1369 | 320
Level V: attack against 1 or 5 targets at 0-1 cells distance = 2243 | 408
Level VI: attack against 1 or 8 targets at 0-1 cells distance = 3495 | 408

Dust: blinds the opponent  
Level II: 1 turn, accuracy vs evasion = 38 
Level III:
1 turn, accuracy * 2 vs evasion = 76
Level IV: 2 turns, accuracy * 3 vs evasion = 114 
Level V: 3 turns, accuracy * 4 vs evasion = 152
Level VI: 4 turns, accuracy * 5 vs evasion = 191

Rest: buff for the next fight   
Level II: +2 Speed, +faith * 0.5 Initiative =
Level III:
+4 Speed, +faith * 0.7 Initiative = 9
Level IV: +6 Speed, +faith * 0.9 Initiative = 12 
Level V: +8 Speed, +faith * 1.2 Initiative = 16
Level VI: +10 Speed, +faith * 1.5 Initiative = 20
Restrictions: 
- must spend 1/4 of game day resting
- no more than 1 rest per game day 

Overcoming: chance to remove debuff and apply buff   
Level II: 1 debuff, strength * 2 vs willpower = 179
Level III:
1 debuff, strength * 3 vs willpower = 268
Level IV: 2 debuffs, strength * 5 vs willpower = 447
Level V:
- 3 debuffs, strength * 7 vs willpower = 625
- strength * 2 to willpower = 179
-10% damage
- 3 turns  
Level VI:
- 4 debuffs, strength * 9 vs opponent's willpower = 804
- strength * 4 to willpower = 357
-20% damage
- 4 turns


Blacklist: duration 5 turns
- when taking melee damage from a selected opponent, initiative increases on the next turn and a counterattack is dealt with damage equal to final basic attack damage
- when taking ranged damage, the opponent's accuracy and speed decrease

Level II: 
+5 Initiative
-9 Accuracy
-2 Speed  

Level III:

+6 Initiative
-14 Accuracy
-5 Speed  

Level IV:
+9 Initiative
-18 Accuracy
-6 Speed  
 
Level V:
+15 Initiative
-28 Accuracy
-9 Speed  
 
Level VI:
+23 Initiative
-46 Accuracy
-14 Speed  

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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I can't say for sure. Most likely, after I finish the characters for Plesa, Arandor, and Fragment, I'll need a few days to complete some other things.
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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Ples, Aretz, Frag, write quests!
А, вот почему.

??+⛓️♿=?
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Fableup Mai'bulleer
Calls himself the king of a race whose members are a liquid substance, similar to jelly. He arrived from another world that was conquered by him and his comrades. In their struggle for power, they destroyed all humans, as well as their main enemies — the solid-bodied Stonefolk, who lived mostly underground, just like the slimes themselves. He did not become the leader of his people immediately; this happened largely out of necessity due to certain circumstances that remain secret. In his younger years, he was an ordinary blob who did nothing in particular, and on weekends he and his friends would ambush people and have picnics. When he got older, he organized a musical group with them. They played in the "flack" genre, which consisted mainly of squelching and blooping sounds. Older kin did not take their hobby seriously and kept telling them to do something useful instead of wasting time on nonsense, but their peers liked their efforts, so the band achieved some success. Of course, in the future they had to forget about their youthful passion, as the time of war and conquest came. But sometimes the past makes itself known. As for the turning point, the major changes occurred after one of the philosophers of the jelly race, nicknamed "Bubble," was killed. The Stonefolk were involved, but the elders of the slimes were in no hurry to respond, and many disliked that. Unrest began in society, demonstrations broke out, and one of the preachers of the Liquid Path (the main religion of the gelatinous race) went on a hunger strike and assumed the form of aspic until his kin took active action. In the end, it ended with him hardening permanently, losing his liquid form. Only after this did the slime race enter the war, ousting the former spineless leadership and establishing a military council. Long years passed before power settled within the liquid mass of the new king. The details of those years remain shrouded in mystery, as do the subsequent years... 
The Age of Collapse. 
Why exactly Fableup, and why exactly did he move to this world? These and other questions give him no rest, and so he continues to search for answers. The king has somewhat come to terms with his fate, believing that this is a trial sent to him by the Great Slime. Affairs in the old world are concluded; perhaps now he wants this one to also fall under the rule of the liquid folk? Probably so. But for that, more information is needed, as well as a way to contact home, from where he could summon his army. Having studied this world, Fableup learned about a local deity named Seos, who might help with this matter — if, of course, he actually exists. The global goal is set; now all that remains is to search, while dealing with more mundane matters and making new acquaintances that will ensure safe stay in the new world.

Race: jelly (slime)
Gender: ?
Age: unknown
Height: varies 

Attributes:
Physical development - 5
Agility - 5
Perception - 11
Cognitive abilities - 13
Faith - 11
Beauty - 0

Talent: singer
Destiny: restless wanderer

Faith: Local cult: The Liquid Path — jellies believe that the solid surface was created by the great slime specifically for them and rests upon it, while the surrounding seas and oceans are part of him. He is capable not only of altering his shell but also changing its structure. Therefore, he can be any liquid and invisible vapors that merge into one huge and unified substance, floating through space and devouring everything in its path. (Haven't come up with a bonus yet, so we need to think together)

Racial traits:
Liquid. If desired, such creatures can slip into hard-to-reach places or remain unnoticed for long periods (1), while being difficult to wound (2), given the specific structure of their organism. There are rumors that they can even split apart when wounded (3).
(1. ability to seep through cracks and so on, +stealth. All clear. 2. just some protection against regular cold weapons, considering the jelly nature. 3. there was an idea to split upon death, essentially surviving, but reducing max HP. Could even give a large amount of HP initially, like undead in Reven's expansions, but that would be too cheesy, so in principle this trait could even be removed. And nerf others if they break balance too much)
Sticky. These creatures are distinguished by their stickiness, which easily allows them to move across walls and even ceilings, as well as set up ambushes indoors (1). At the same time, anyone striking a gelatinous creature in melee risks losing their weapon, which may get stuck in the viscous substance (2).
(1. I think it's all clear. 2. essentially passive disarming; the attacker must pass a strength check to avoid losing their weapon)
Absorption. This species is able to absorb almost any organic matter, thereby restoring its health, and sometimes gaining some information as well.
(I think that's clear too. Either corpses are eaten, or ordinary peaceful creatures/plants/etc. As for information, lore-wise the point is that he acquired much knowledge and skill precisely this way, but in-game this could be removed or reduced to some game conventions, like revealing a piece of the map, learning about some rumor, or other minor knowledge that the consumed one might have held).

Skills:
Liquid/Jelly Magic — unique sorcery available only to representatives of the race of gelatinous beings living in a distant and little-known world, about which only they themselves can tell. It is unknown how extensive this magic is and what possibilities it offers, but here are several common spells used by bearers of such a rare craft.
Sticky Shot — fires a viscous substance at the enemy, causing them to stick to the ground and thus slowing them down. 
Aspic Form — the caster's ability to assume the form of aspic and trap an enemy inside oneself, completely depriving them of the ability to act. The mage himself is also forced to remain in place, fully concentrating on the captive (convenient for abductions when the victim needs to be taken whole and unharmed. Other uses are possible as well).
Liquid Shield — a special technique by which the caster creates a bubble-like barrier around an ally, protecting them from harm. (one-time protection maybe. Although originally there was an idea of jelly armor, like a living shield, like aspic, but applied to allies — though that doesn't seem very good to me)
Puddle — the ability to moisten part of the surface with slippery liquid at the right place and time, hindering movement and forcing those who dare to cross it to constantly slide and fall.
Spit in the Face — an accurate shot of viscous fluid that prevents the opponent from casting spells and reduces accuracy. (like Toad in X-Men)


Acid Magic — another unique gift of these creatures, possibly even more unusual than the previous one. Some of its spells resemble liquid magic but have different effects.
Acid Shot — the mage can generate acid within their body and fire it at the enemy.
Acidic Shell — the same technique as the previous spell, except here the caster completely changes the structure of their body and, using this new property, can burn through almost any solid material. (useful when there's no door to pick but there are walls. Also can protect against enemy archers)
Mouse (acidic/sticky/liquid) — creates a small creature capable of moving quickly and crawling onto any surface, including opponents. (in short, example with an enemy. I cast Mouse, it appears in the initiative order of acting units and acts separately from me. The point is that it runs up to the enemy — unless they kill it — climbs into their pants or somewhere else and starts burning, sticking, etc. The idea is that a shot can miss, but deals damage instantly. This variant doesn't miss, but takes longer to achieve the goal, plus the mouse can be killed).
Other acidic incantations, most of which duplicate the jelly ones.

Energy Magic — magic utilizing unknown energy (some call it dark, while others believe it comes from space).
Energy Beam — purple-colored energy emanating from a sapphire located in the helmet of the slime king (likely the gem serves as a tool for directing the energy). 
1.Regular shot — deals magical damage to the enemy.
2.Sustained beam — deals continuous damage to the enemy, preventing them from actively acting and moving. (The caster cannot perform other actions while the ability is active). (basically I stand still and continuously shoot, like Cyclops in X-Men)
Energy Barrier — a blue magical barrier several meters in size, through which one cannot pass or attack. (remember Heroes 3? That three-tile wall thing. Well, roughly the same kind of thing you could hide behind or use instead of a door. Possibly destroyable via magic and expires after some time)
Energy Silhouette — a spell that summons blue-colored energy capable of existing for some time, like a living being. It can take various forms, move around, and interact with objects. (remember Energy Elementals from HoMM3? Something like that, but transparent — just a blue outline. Just in case Loka gets killed and someone needs to quickly haul away the bucket or whatever)

Illusion Magic — one of the latest acquisitions, gained already in the new world. It is not controlled by the race of gelatinous beings, and therefore populated by various creatures and poses danger. For this reason, this magic can help in situations where strangers are not particularly friendly toward those who differ from them.


Lockpicking — the ability to melt a lock using acid.
Erudition — vast knowledge obtained not only through study and understanding of the world, but also by absorbing various creatures, from hamsters to mighty wizards. (just smart)
Singing — a natural talent that allows creating something unique and beautiful, even without vocal cords. Not everyone may appreciate this gift, but its existence cannot be denied. (Passive ability activated in combat. Uses a skull usually kept under the helmet. It moves freely within the liquid substance, occasionally clacking its jaw and producing a characteristic sound. Range is limited. Affects only jellies, given the differing perceptions of music and singing among living beings)
Chameleon — the creature's ability to change its color. It's not entirely clear why this is needed, but some suggest that this is how they display their mood to those around them, or perhaps they simply try to appear festive or mournful depending on the event they attend. (simpl..) +invisibility

Inventory:
Helmet of the Slime King with Sapphire — rumors say this helmet originally belonged to a powerful wizard from a fairy-tale desert who fell in battle against the current owner of the artifact. The item itself is endowed with mighty power that aids in casting spells and enhances them. For this reason, first and foremost, this helmet is an ornament, and only secondarily a protective item. It also allows the wearer to transmit their thoughts into the minds of those nearby, thus communicating telepathically. Whether the helmet was originally endowed with such a gift, or the new owner imbued it with this ability, is unknown. As for the sapphire at the forehead area, there is speculation that it feeds the helmet with magical energy, but there is no confirmation of this. Perhaps it's merely decorative, or maybe it can be used to fire a magic beam. (at least once per battle)
Magic Arrow — they say it belonged to one of the finest archers of the Misty Fields, who was exceptionally accurate but not bright. Otherwise, he wouldn't have tried to bring down such a peculiar creature with a bow and arrow, even an enchanted one. The gist is that it always returns to the shooter — unless, of course, it gets stuck in the body of some gelatinous monster capable of using it as a thrown weapon itself. (boomerang arrow)
Someone's Skull — some believe this specimen belonged to one of the greats. Perhaps some wizard, or maybe an archer. But it seems to me it was left over from some bard — otherwise how else to explain the unmatched musicality the current owner extracts from this seemingly useless and peculiar object. I'm convinced that not every head stripped of muscles, skin, and everything else is suitable for use in the musical craft, let alone so successfully. (musical instrument, but works "mouth-style", so it counts as singing. Otherwise I'd have to gurgle myself)
Bone (universal) — many claim there are no irreplaceable things, but this bone is capable of getting stuck in the throat of any adherent of that theory (literally and figuratively). Despite its simplicity, this bone represents that rare case where an ordinary-looking object can replace many things, even those that would seem impossible to replace. It can serve as a weapon, a work tool, or be used in the kitchen or in various crafts, including creative ones, and once even served as a lever! Undoubtedly, this is a wonderful item that many would love to acquire. They say someone even tried to buy it, but failed. Then again, that's unsurprising, for the bone is truly one of a kind, and nobody knows whom it belonged to — not even the owner of this wondrous trinket himself. He claims he simply found it one morning, and that's it. Did it appear overnight, or during travel, with the owner simply failing to notice the clumsy fellow who lost it? Alas, we shall likely never know. 
Strange Vessel — a rather large contraption that can serve for storing and transporting some liquid, and for someone even a home or a place to sleep. Usually carried by a slave or whoever replaces one, i.e., a teammate.
Pouch of Coins — money is needed by everyone and always, even if you're a jelly. Storing it isn't very convenient, admittedly, but if you find a pouch made of good durable material, the task becomes easier. (Some people strangely mistake it for a sling or a piece of armor. But would a jelly carry a sling or pauldron around? Of course not — that would be pointless)
Worn Parchment — a brief account of the life of Fableup Mai'bulleer, who captured me and forced me to write it down. With this, I conclude my tale and prepare to be dissolved within the body of this strange and merciless creature. And since these are my last words, I wish to convey to everyone that...
*here the text breaks off, as the lower portion of the paper is missing, as if it had been dissolved in acid*


================================================== ================================================== =
Nebok, don't count anything yet! First we need to decide how the skills will work and based on that maybe adjust the attributes. We also need to come up with a faith bonus and maybe bonuses for other abilities (for Singing at minimum), balancing them. Racial traits are permanent, but I think I'll toggle skills on and off, although maybe Erudition will be useful on a permanent basis, in case we need to identify an enemy, etc. As for the basic attack, I have no idea yet. Had a thought about a slap, but I'm still not a melee fighter. A regular spit? Maybe. Had an idea regarding the arrow, but that relies on accuracy, which isn't my strong suit. Shoot with the helmet? Maybe, but then the attack would be weak, and I wanted some rare ultimate. So I'm interested in hearing suggestions and advice.
If you have questions — ask away. And feel free to propose some interesting spells (not acid rains and stuff), because I can't come up with any more lol
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Whew, I'm relieved.
And Ples said that a freak show wouldn't work. You could easily charge people to see Arcovsky's jelly elf.
А, вот почему.

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