Connection ErrorBad RequestThis page went staleSession ExpiredSign in requiredForbiddenNot FoundToo Many RequestsServer ErrorBad GatewayService UnavailableGateway TimeoutHTTP Version Not Supported
Session Expired
Your session has expired. Please log in to continue.
Sign in required
You need an account to do that. Sign in or create one — it only takes a minute.
This page went stale
Your security token was rejected, usually because the page sat open too long or you signed in elsewhere. Nothing was saved. Reload the page and try again.
Request Failed
We encountered an issue while processing your request.
Please check your internet connection and try again.
The manner of "roleplaying as Blight" didn't go unnoticed after all... Nerfed everything to hell...🤣 And what about comrades? And if I saw a "non-comrade" use it — does it not count?🤔
Well... The point is that if a "non-comrade" uses some skill, it's not a given that the character (and the player too) will know exactly what it is, if it's not on the first page. Though maybe it would be more interesting to allow it, like... "A random monster uses a bite," and then it gets added to the list. Yeah, let's go with that. Heroist
And how do you learn skills? I take it AP is the cost of using them in battle?
Yep, AP is the cost. At the start, skills are simply taken and learned (but unique ones must meet the requirements), and as the game progresses you'll need to find sources and learn from them. The catch is that there's a limit to how many skills you can know — that's the learning capacity parameter.
Infernal - this is how humans designated the language that has been spoken in Ikazkan and its surroundings since ancient times. Thezotian - the language of the people who arrived from the surface.
Glowmoss - a moss that grows near underground water bodies; it got its name because it glows in the dark; after purification and grinding, it turns into flour. Foot-crawler - a special type of centipede, the ground-up exoskeleton of which is used in underground cuisine for a "binding effect"; they got their name because they are often found under the feet of dungeon dwellers. Friendly lizard - medium-sized tunnel lizards that never attack intelligent creatures, which is why they received such a name; their eggs are about the size of chicken eggs and are used in cooking.
Turn Order No initiative; characters from one team move first, then the other – priority is given to the attackers; otherwise, it is determined randomly.
Magic Spells do not require an accuracy check. It is not possible to move before or after shooting/casting spells.
Skill Learning Learnability = character's skill limit. When generating a character, there is a free choice within this limit from the available skills; during the game, skills are learned by finding sources of these skills.
Action Points (AP) AP is required to use abilities and is restored after resting.
Activity Activity is used for time-limited actions and is restored simultaneously for all characters at GM-chosen moments.
Effects If the duration of an effect is not specified, it lasts either until the end of the battle (positive effect) or until healing (negative effect). Almost all negative effects involve a stamina check of the attacker against the stamina of the attacked.
Damage Normal -> defense. Elemental (fire, water, etc.) -> elemental defense. Pure -> no defense.
Critical Hit Double damage/effect, +50% to accuracy for this attack, +50% to stamina roll for this action.
Mutations Wings. The character can fly. Magic horn. The character can use spells without the Spellcasting skill, and if they have it, they can use two different spells at the same time. Sordization. +1-100% to health and melee damage. Long legs. +3 to Initiative. Scales. +1-20 to defense. Strong mind. +1-100% to Spirit. Nightmarish flesh-eating. +1 to a random stat for eating a unique type of enemy. No need for sleep. The character can join two Communities at once. Elemental influence. Random affinity to one of the elements. Genius. +1-5 to learning rate.
Body ailments [Infirmity] Inability to increase stats. [Excess weight] Initiative and Dodge are halved. [Ugliness] Charisma is always zero. [Perceptual problems] Accuracy is halved. [Breathing difficulties] Stamina is halved. [Fatal clumsiness] 20% chance to critically fail any action. [Fragility] Health is halved. [Self-destruction] -1 to a random stat after each battle. [Flat feet] No footwear slot.
Mind ailments [Problems with wit] The character loses the ability to learn new skills. [Lack of courage] 50% chance to flee the battlefield at the very beginning and every time the health of any of the allies drops to zero. [Mental anguish] Activity is zero. [Anxious thoughts] Morale is zero. [Fear of communication] Inability to start a conversation with anyone other than members of the character's group. [Heart obsession] The character falls in love with a random character of the opposite sex and is completely consumed by this feeling. [Otherworldly mirror] Sometimes the GM can take control of the character and behave completely differently. [Distraction] When moving to a new location, there is a 5% chance of losing a random item from the inventory or equipment. [Forgetfulness] If the character moves alone, there is a 50% chance of going where they didn't intend to. [Uniqueness] The player must come up with a unique trait for their character that distinguishes them from all representatives of their origin. [Dementia] The cost of learning skills is twice as high.
40% chance to obtain a random treasure of Tezot -> none of the treasures reached this character's hands. Author
Choice: 50% chance to create an additional character (controlled by the player) or 50% chance that a friend/nemesis will be created (50/50, controlled by the GM). The additional character cannot reach the third level.
It depends on how you look at it; in terms of parameters, they are both the same. The second one is better if you don't want to play as a second character.