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Posts from Pursuit of the Sun 1.2

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9 months ago
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Market
Decent Clothes
1 silver
Healer's Robes
2 silver
Character's profession is obvious to everyone
+1 to intelligence for alchemist and medic skills
Excellent Comfortable Clothes
12 silver
+1 to strength, reflexes, and stamina
Luxurious Clothes
12 silver
+1 to intelligence and willpower
Traveler's Boots
6 silver
+1 movement point
Hood
5 copper
+1 to stealth
Ordinary Cloak
5 copper
+1 to stealth
Warm Woolen Cloak
2 silver
-10 damage from cold
Fur Cloak
8 silver
+1 to resistance, -25 damage from cold
Leather Gloves
5 silver
+1 to reflexes
Hunter's Belt
8 silver
Using consumables does not consume a turn. Holds 6 consumables.
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9 months ago
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.
Author

Medic III
Strengthening Balm
+30% to health, +3 to checks against poison and paralysis for one day
Universal Antidote
Removes poison, bleeding, and burn
Enhanced Poison
Reduces accuracy and evasion by half (resistance check against the medic's intelligence * 1.5), deals (medic's intelligence - target's resistance) * 20 damage each turn until health drops to 1. Applied to weapon.

Limit for each: intelligence / 2
Each recipe requires 1 skill point.
Ottar receives 1 skill point

Author

Arno

Characteristics:
Strength 7
Resistance 8
Reflexes 6
Intelligence 6
Willpower 9

Stats:
Damage (BB): 170% (213)
Accuracy: 22
Evasion: 12 (8)
Stealth: 6
Perception: 6
Initiative: 6
SP 3
Etiquette: 8
Charisma: 11

HP: 160
Sanity: 18
Defense
:

Origin: Legrand: +1 skill point for combat specializations, winning a battle grants +1 to a random characteristic
Belief: Fire: +2 to strength and resistance, 75% fire resistance, access to fire strength specialization

Skills:
Purification
The character deals double damage to non-humans, monsters, and spirits x4
Holy Fire
The character's attacks deal +(willpower * 5) fire damage x4
Literate
The character can read and write x5
Aggression
1. +10 to accuracy, +25% (multiplicative) to BB damage x3
2. Attacks reduce the opponent's sanity by 1 x3
3. Additional attack x3
Weapon Specialization:

Shield
The character can use a shield. Block chance is determined by the shield x3
Fire Strength

Warmth
Heals mental deviation. (Willpower / 2) times per phase x3

Inventory:
Mace
Damage: 35 (75 + 45 O)
Evasion -4, ignores 35% armor
Buckler
Block (BB): reflexes * 5 (30%)
Block (DB): 10%
Priest's Cloak
Cult of Fire: +2 fire spells per day, +20% to their damage
Arno's Holy Fire Symbol
Chance (willpower * 2 = 18%) to take an additional turn

Author

Raul

Characteristics:
Strength 5
Resistance 7
Reflexes 8
Intelligence 10
Willpower 8

Stats:
Damage (BB): 150%
Accuracy: 16
Evasion: 26
Stealth: 8
Perception: 8
Initiative: 10
SP 3
Etiquette: 12
Charisma: 10

HP: 140
Sanity: 16
Defense
:

Origin: Legrand: +1 skill point for combat specializations, winning a battle grants +1 to a random characteristic
Belief: Father-Sun: Once a day, the character can fully restore health and remove all negative effects

Skills:
Holy Protection
The selected character gains a full effect against negative effects for 1 turn. No more than (willpower) times per phase x4
Literate
The character can read and write x5
Medic
The character can revive a fallen character in battle if their health has not dropped below 10 * (medic's intelligence). Leaves a trauma x4
Philosopher
Reflection. 30% chance to gain +1 to a random characteristic, 30% chance to gain +1 skill point, 30% chance to take 2 sanity damage, 10% chance to permanently reduce sanity by 1 x4
Self-Preservation
1. +10 to evasion x2
2. Parrying (accuracy against accuracy) x2
3. +5 to any defensive characteristic checks x2
Combat Mastery

Feint. One attack per round, +100% to accuracy, -25% to final damage x2
Knockdown. Attack with no damage, paralysis for 2 turns (strength against resistance) x2

Weapon Specialization:

One-Handed Weapon
Additional attack x4

Inventory:
Dagger
Damage: 25 (38)
Critical hit and stealth attack damage is doubled
Priest's Cloak
Cult of Father-Sun: defense does not consume a turn
Raul's Sun Symbol
Helps to recognize lies

Author

Grattin

Characteristics:
Strength 5
Resistance 5
Reflexes 8
Intelligence 6
Willpower 6

Stats:
Damage (BB): 150%
Accuracy: 32
Evasion: 62
Stealth: 8
Perception: 8
Initiative: 11
SP 5 (6)
Etiquette: 8
Charisma: 8
Crit: 15%

HP: 100
Sanity: 12
Defense
:

Origin: Legrand: +1 skill point for combat specializations, winning a battle grants +1 to a random characteristic
Belief: Father-Sun: Once a day, the character can fully restore health and remove all negative effects

Skills:
Literate
The character can read and write x5
Agility
1. +2 to SP x2
2. +10 to evasion and +5 to initiative x2
Self-Preservation
1. +10 to evasion x2
Locksmith
The character can pick locks x3

Weapon Specialization:

One-Handed Weapon
Additional attack x4
+2 to accuracy and evasion per point of reflexes x3
+15% to critical hit chance x3

Inventory:
Dagger
Damage: 25 (38)
Critical hit and stealth attack damage is doubled
Critical hit effect: ignores armor
Priest's Cloak
Cult of Father-Sun: defense does not consume a turn
Grattin's Sun Symbol
+1 SP to all allies

Author

Voldemar is told what interesting things the alchemist has:
Smoke Bomb
Restores stealth status in an area of 1+1, or allows you to leave the battle and avoid pursuit (characters must be within one move of the exit from the battle location)
1 silver, 5 copper
Fire Bomb
Deals 80 fire damage and applies burn (10% of initial health) for 2 turns. Requires a hit, range equals strength
1 silver, 5 copper
Large Fire Bomb
Similar to the fire bomb, but applies burn for three turns in an area of 1+1
2 silver
Love Potion
The drinker will be willing to talk about any topic
1 silver

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9 months ago
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Strength 2
Resilience 2
Reflexes 4
Intelligence 6
Willpower 11
SP 3

This is how it was generated; later in the game, +1 Willpower from a general Zurich-based skill, +1 Willpower from the Void Blessing.

Ice Spear
Deals 20 x Willpower cold damage. Range: 10 x 5 +
Breath of Winter
Within a radius of five cells, all characters lose 50% of their initial health, 4 units of sanity, and are paralyzed for 1 turn (Resilience vs. Willpower). x10 +

Prostitute 4
Thief 3
Lute 4

Useless junk:
- A revealing dress – equally loved by both commoners and the powerful;
- A chain – a piece of jewelry that evokes a wide range of emotions in those who see it;
- A flashy lute – an instrument borrowed from a passionate musician, who no longer needs it;
- A set of hairpins – never worn, but surprisingly suitable for dubious activities on someone else's property;
- A makeup kit – the most important and despicable weapon of the weak in this world;
- A teddy bear – a cute, worn, fabric-and-plush toy with button eyes, one of which has long since fallen off, taken as a souvenir from one of the children whose growing up and aging happened too quickly.

The chain gives a 5% chance to cause Mental Deviation in the interlocutor in the dialogue "upon failing the seduction check" (presumably of the interlocutor); I don't remember what the dress does, something related to etiquette and charisma + profession (+2 for sure, but I don't remember the exact number and parameter); the lute does something to charisma/etiquette (I don't remember the numerical parameter); the makeup kit seems to increase charisma + stealth; I got 11 silver for the teddy bear (one sad drunk threw it in the tavern) 100 copper, minus ten silver for the Silentiary outfit, which gave something (again, +2 charisma or etiquette, I forgot).

The mental charm had a 5% chance to randomly change the action; + some chance (something was multiplied by something) when dealing sanity damage to an NPC (/ + player?) to increase +1 to Willpower or Intelligence (it didn't work on a servant near the Chapel of the Void (( ).

Everything else remains unchanged.
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9 months ago
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Center

Tribune
Public place
Arena
Brothel
Tavern
Notice board:
  • Academy Assistance
  • Stories


Added 46 seconds ago
Another picture is needed.
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9 months ago
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9 months ago
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Arno

Characteristics:
Strength 9
Stamina 8
Reflexes 6
Intelligence 6
Willpower 10

Stats:
Damage (BB): 190% (238)
Accuracy: 22
Evasion: 12 (7)
Stealth: 6
Perception: 6
Initiative: 6
SP 3 (4)
Etiquette: 8
Charisma: 11

HP: 160
Sanity: 20
Defense
: 25%

Origin: Legrand: +1 OS for combat specializations, winning a battle grants +1 to a random characteristic
Belief:  Fire: +2 to strength and stamina, 75% fire resistance, access to the fire strength specialization

Skills:
Purification
The character deals double damage to non-humans, monsters, and spirits x4
Holy Fire
The character's attacks deal +(willpower*5) fire damage x4
Literate
The character can read and write x5
Aggression
1.+10 to accuracy, +25% (multiplicative) to BB damage x3
2. Attacks reduce the opponent's sanity by 1 x3
3. Additional attack x3
Weapon Specialization:

Shield
The character can use a shield. The chance to block is determined by the shield x3
Fire Strength

Warmth
Heals mental deviations. (Willpower/2) times per turn x3

Inventory:
Mace

Damage: 35 (83 + 50 Fire)
Evasion -4, ignores 35% armor
Medium Armor
-10% to evasion and stealth, -25% incoming damage
Buckler
Block (BB): reflexes*5 (30%)
Block (DB): 10%
Priest's Robe
Cult of Fire: +2 fire spells per day, +20% damage for them
Art of Persuasion
Treatise on Rhetoric
Fear and Pride
Philosophical treatise of the Followers of Fire
Smoke Bomb
Restores the stealth status in an area of 1+1, or allows you to leave the battle and avoid pursuit (characters must be within one move of the exit from the battle location)
Love Potion
The drinker will be willing to talk about any topic
Arno's Holy Symbol of Fire
Chance (willpower*2 = 20%) to take an additional turn

Raul

Characteristics:
Strength 5
Stamina 8
Reflexes 9
Intelligence 10
Willpower 8

Stats:
Damage (BB): 150%
Accuracy: 18
Evasion: 24
Stealth: 9
Perception: 9
Initiative: 10
SP 3 (4)
Etiquette: 12
Charisma: 10

HP: 160
Sanity: 16
Defense
: 0

Origin: Legrand: +1 OS for combat specializations, winning a battle grants +1 to a random characteristic
Belief:  Father-Sun: Once a day, the character can fully restore health and remove all negative effects

Skills:
Holy Protection
The selected character gains a full effect against negative effects for 1 turn. No more than (willpower) times per turn x4
Literate
The character can read and write x5
Medic
The character can revive a fallen character in battle if their health has not dropped below 10x(medic's intelligence). Leaves a trauma x4
Philosopher
Reflection. 30% chance to gain +1 to a random characteristic, 30% chance to gain +1 OS, 30% chance to take 2 sanity damage, 10% chance to permanently reduce sanity by 1 x4
Self-Preservation
1.+10 to evasion x2
2. Parry (accuracy against accuracy) x2
3.+5 to any defensive characteristic rolls x2
Combat Mastery

Feint. One attack per round, +100% to accuracy, -25% to final damage x2
Knockdown. Attack without damage, paralysis for 2 turns (strength against stamina) x2

Weapon Specialization:

One-Handed Weapon
Additional attack x4

Inventory:
Dagger
Damage: 25 (38)
Critical hit and stealth attack damage is doubled
Mace
Damage: 35 (53)
Evasion -4, ignores 35% armor
Light Armor
+15% defense
Priest's Robe
Cult of Father-Sun: defense does not consume a turn
Smoke Bomb
Restores the stealth status in an area of 1+1, or allows you to leave the battle and avoid pursuit (characters must be within one move of the exit from the battle location)
Raul's Holy Symbol of the Sun
Helps to recognize lies

Gratien

Characteristics:
Strength 5
Stamina 6
Reflexes 8
Intelligence 7
Willpower 6

Stats:
Damage (BB): 150%
Accuracy: 28
Evasion: 52
Stealth: 8
Perception: 8
Initiative: 12
SP 5 (6)
Etiquette: 9
Charisma: 8
Crit: 15%
OS: 1

HP: 120
Sanity: 12
Defense
: 15%

Origin: Legrand: +1 OS for combat specializations, winning a battle grants +1 to a random characteristic
Belief:  Father-Sun: Once a day, the character can fully restore health and remove all negative effects

Skills:
Literate
The character can read and write x5
Agility
1.+2 to SP x2
2. +10 to evasion and +5 to initiative x2
Self-Preservation
1.+10 to evasion x2
Lockpicker
The character can pick locks x3

Weapon Specialization:

One-Handed Weapon
Additional attack x4
+2 to accuracy and evasion per point of reflexes x3
+15% to critical hit chance x3

Inventory:
Dagger
Damage: 25 (38)
Critical hit and stealth attack damage is doubled
Critical hit effect: ignores armor
Axe
Damage: 45 (68)
-4 to accuracy
Successful attacks reduce SP by 1 for one turn. Stacks
Light Armor
+15% defense
Priest's Robe
Cult of Father-Sun: defense does not consume a turn
Smoke Bomb
Restores the stealth status in an area of 1+1, or allows you to leave the battle and avoid pursuit (characters must be within one move of the exit from the battle location)
Love Potion
The drinker will be willing to talk about any topic
Gratien's Holy Symbol of the Sun
+1 SP to all allies
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9 months ago
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Legrand Merchants
"Antaer"
One-Handed Hammer
Strength: 4
Damage: 35
Ignores 40% of armor
+1 to Reflexes
Alternate attack: decapitation
One attack per round, -50% to accuracy, triple damage, chance (Strength vs. Willpower) to instantly kill the opponent
8 gold

"Werner"
Falchion
Strength: 6
Damage: 50
+2 to Willpower and Willpower
In combat against superior forces, damage: 75
8 gold

"Agnet"
Strength: 6
Light Spear
Damage: 35
+1 to attack range
+2 to Willpower
In hopeless situations, provides additional bonuses (+- similar to the effect of luck points from the previous game)
8 gold

"Alaria"
Two-Handed Sword
Strength: 8
Damage: 55
Fire damage: 50
+6 to Accuracy
Gives its owner the ability to resurrect with a change of alignment once per game
8 gold

"Veserod"
Long Bow
Strength: 8
Damage: 100
Range: 10
On hit: immobilization/paralysis/bleeding (3 turns, 15% of current health) / doubled damage with a Willpower check against 10
8 gold

Spurs
Increase the strength, accuracy, and speed of the horse by 20%
6 silver

Knight's Saddle
Gives a 50% chance to avoid paralysis while mounted
6 silver

Knight's Harness
+5 to Initiative while mounted
4 silver

"Unwavering"
Heavy Armor
Strength: 8
-35% Dodge, -50% Stealth
+15 and +55% Protection, immunity to paralysis
+2 to Willpower
10 gold

"Despair"
Blackened Plate Armor
Strength: 6
-25% Dodge, -50% Stealth
+40% Protection, opponents must pass a Willpower check against Willpower for their attack to succeed
+2 to Willpower
10 gold

Blue Steel Chainmail
Medium Armor
+25% to Protection, +1 to Willpower, does not break, cannot be pierced
5 gold

Serpent Armor
Light Armor
+15% to Protection, +2 to Reflexes and Willpower, 50% chance to ignore poison and bleeding, +10 to Stealth
Serpent people hate the wearer
5 gold

Closed Helmet
-2 to Reflexes, +2 to Willpower, with a 40% chance, protects against decapitation/headshot, -10% chance of receiving critical damage
5 silver

Bascinet
-5% chance of receiving critical damage, +5% to Protection
5 silver

Assorted Helm Decorations
+1 to Etiquette, small bonus of your choice
3 silver

Almond Shield
Block (Melee): 25%
Block (Ranged): 45%
3 silver

Buckler
Block (Melee): Reflexes*5
Block (Ranged): 10%
2 silver

"Hector"
Strength: 9
Round Shield
Block (Melee): 40%
Block (Ranged): 40%
+1 to Willpower and Willpower
Protects an ally in an adjacent cell of your choice
8 gold

Destrier
Horses
SP: 8
Strength: 10
Willpower: 15
Accuracy: 20
HP: 300
On attack, has a chance (Strength vs. Willpower) to paralyze a foot opponent for 1 turn and deal (Strength*distance traveled) damage
4 gold

Parcival
White Stallion
SP: 15
Strength: 12
Willpower: 20
Accuracy: 20
HP: 400
Difficult character
Secret skills
10 gold
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9 months ago
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Count Orlov
We need more separators.
Separator...
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9 months ago
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Reserve
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9 months ago
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and will there be opportunities to learn new skills during the game?
wait a minute. I don't think I spent any skill points on Intelligence... do you get one for each level?
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9 months ago
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Yes
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9 months ago
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Separator...
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9 months ago
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Basic one-handed weapons:
Dagger
Damage: 25
Critical hit and sneak attack damage are doubled

Sword
Damage: 35
+4 to hit
4 silver

Axe
Damage: 45
-4 to hit
Successful attacks reduce SP by 1 for one turn. Stacks.
2 silver

Mace
Damage: 35
Dodge -4, ignores 35% armor
2 silver

Beak
Damage: 40
-4 to hit and dodge
Ignores 50% armor
4 silver

Basic two-handed weapons:
Sword
Damage: 50
Hit: +6

6 silver
Axe
Damage: 75
Hit: -6
Successful attacks reduce SP by 1 for one turn, -1 sanity on hit. Stacks.

6 silver
Mace
Damage: 50
Dodge: -6
Ignores 50% armor
6 silver

Basic polearms
One-handed spear
Damage: 30
2 silver

Two-handed spear
Damage: 40
+1 to range
3 silver

Halberd
Damage: 70
+1 to range
-8 to hit
Ignores 25% armor
6 silver

Additionally, for 3 silver each, you can request:
Balance improvement
+4 to hit
Damage improvement
+5 to damage
Special improvement
+5% chance for a critical hit
Decoration
+2 to etiquette
Here you can also get a professional blade sharpening (+5 to damage for 20 attacks) for 3 silver and have a weapon made to order

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