Characteristics
Mind
+1 to spirit, +10 to morale.
Body
+1 to defense, +10 to health.
Perception
+1% to accuracy, +1% to evasion.
Vigor
+0.3 to SP, +0.3 to AP, +1 to initiative.
Aesthetics
+1 to charisma, +1% to critical damage chance.
Additional Parameters
Trainability
The limit of skills a character can learn; standard value: 3.
Inventory Capacity
Determines how many unique items a character can carry in their inventory. Equipment is not limited by this parameter in any way. Standard value: 10.
Gender
Women of Tezoth receive +1 to trainability, men receive +5 to body and +5 to mind.
Features
- Base characteristics are equal to 10.
- Knights of Tezoth receive +2 to trainability and +25 to characteristics for free distribution, but no more than +15 to a single characteristic.
- Morale dropping to 0 forces the character to stop fighting.
- Arrows are not consumed, but simply occupy a slot of a secondary or second weapon.
- Base accuracy: 50%.
- Defense reduces damage from any type of damage unless stated otherwise.
- Character parameters do not affect the chance of contracting diseases or injuries.
- Penalty for lacking a weapon proficiency skill: -25% to accuracy and evasion, no crits.
- Characters created through skills and other similar effects cannot create new characters.
- Each time a character's ally is struck down, they lose 10 units of morale.
- A knight's starting amount of coins is 50 gold coins, a regular character's is 100 copper (= 1 gold). Silver is too valuable and is not used in this form.
- The second hand can be used instead of the "other" one; to take something out of the inventory, a full turn must be spent.
- 1 gold coin = 100 copper; silver is too valuable.
- Damage bonuses stack rather than multiply.
Basic Skills

Musician
The character can play musical instruments.
Lute: restores (aesthetics)% health to allies within 10 tiles in exchange for AP.
Violin: in exchange for AP, allies within ten tiles of the character gain the ability to continue moving after performing an action (melee, shooting, spells) until the end of the team's turn.
Flute: in exchange for AP, the character's allies gain +2 to SP and +10% to accuracy until the end of the team's turn.

Artist
In exchange for AP, the character can paint pictures based on what they have seen or their own image.

Armor Wearing
The character can wear heavy armor.

Shield
The character can use a shield.

Sword
The character can use a sword without penalty.

Axe
The character can use an axe without penalty.

Hammer
The character can use a hammer without penalty.

Bow
The character can use a bow.

Spear
The character can use a spear without penalty.

Dagger
The character can use a dagger without penalty.

Riding
The character can ride horses and other animals.

Healer
In exchange for AP, brings a character fallen in battle back to life (outside of battle). If the character's health has gone negative by less than half of their maximum, it leaves a wound; if more, an injury. A wound turns into an injury if it is received again before healing.

Blacksmith
The character can sharpen melee weapons; this requires spending 1 AP and one unit of Aconium. On failure, the weapon is destroyed. The list below shows the total bonus for each level.
Level 1: +10 to damage, +2% to accuracy, +1% to crit chance. Break chance: 0%
Level 2: +20 to damage, +4% to accuracy, +2% to crit chance. Break chance: 0%
Level 3: +30 to damage, +6% to accuracy, +3% to crit chance. Break chance: 0%
Level 4: +40 to damage, +8% to accuracy, +4% to crit chance. Break chance: 5%
Level 5: +50 to damage, +10% to accuracy, +5% to crit chance. Break chance: 5%
Level 6: +65 to damage, +12% to accuracy, +6% to crit chance. Break chance: 5%
Level 7: +70 to damage, +14% to accuracy, +7% to crit chance. Break chance: 10%
Level 8: +80 to damage, +16% to accuracy, +8% to crit chance. Break chance: 15%
Level 9: +90 to damage, +18% to accuracy, +9% to crit chance. Break chance: 20%
Level 10: +100 to damage, +20% to accuracy, +10% to crit chance. Break chance: 30%

Armorer
The character can sharpen heavy armor and shields; this requires spending 1 AP and one unit of Aconium. On failure, the equipment is destroyed. The list below shows the total bonus for each level.
Level 1: +5 to defense, +1% to evasion. Break chance: 0%
Level 2: +10 to defense, +2% to evasion. Break chance: 0%
Level 3: +15 to defense, +3% to evasion. Break chance: 0%
Level 4: +20 to defense, +4% to evasion. Break chance: 5%
Level 5: +25 to defense, +5% to evasion. Break chance: 5%
Level 6: +30 to defense, +6% to evasion. Break chance: 5%
Level 7: +35 to defense, +7% to evasion.. Break chance: 10%
Level 8: +40 to defense, +8% to evasion. Break chance: 15%
Level 9: +45 to defense, +9% to evasion. Break chance: 20%
Level 10: +50 to defense, +10% to evasion. Break chance: 30%

Jeweler
The character can improve equipment in exchange for AP and one unit of Ikazkanium alloy or Iphylium.
Ikazkanium
- Musical instrument: +5 to range of effect.
- Armor: +25 to defense.
- Shield: 50% of received damage is returned to the attacker.
- Sword: +50 to damage.
- Axe: Bleeding on attacks.
- Hammer: Paralysis on attacks.
- Bow: +10 to attack range.
- Spear: ignores 70% of the target's defense.
- Dagger: Additional attack.
- Boots: Immunity to slow.
- Helmet: chance of critical damage against you is halved.
- Bracers: +10% to accuracy, +5% to crit chance.
Iphylium
- Musical instrument: the first 5 uses in battle do not cost AP.
- Armor: the first damage in battle (but not effects) is reduced to 0.
- Shield: the first negative effect (but not damage) is nullified.
- Sword: +20% to accuracy.
- Axe: additional damage equal to 10% of the target's maximum health.
- Hammer: +20% to crit chance.
- Bow: +10% to damage for each unit of distance between the shooter and the target.
- Spear: +1 to attack range.
- Dagger: +1% to critical damage chance for each unit of the target's defense.
- Boots: +3 to SP.
- Helmet: +25 to defense.
- Bracers: +10% to crit chance.

Reposition
The character can move through tiles occupied by allies. In exchange for 1 AP, they can swap places with one of them.

Defensive Stance
In exchange for 1 AP, the character reduces incoming damage by 75% as long as they skip turns or until three turns pass.

Caution
In exchange for 1 AP, the character increases their evasion by 30% as long as they perform no actions other than movement or until three turns pass.

Counterattack
In exchange for 1 AP, the character performs counterattacks every time they evade an attack against them; it lasts as long as they perform no actions other than movement or until three turns pass.

Writer
The character can publish their works and receive money and fame for it...

Merchant
Discount on goods and services -15%

Leadership
The character can pass their turn to allies, +1 to allies' SP.

Partner
The GM creates an NPC companion for the player.

Stealth
Outside of battle, the character moves unnoticed by those around them.
Cost: 1 AP.

Leave Battle
If the character is not immobilized in any way, they leave the battle in exchange for 1 AP.

Piercing Strike
50% damage, reduces the target's defense by 50% (debuff).
Cost: 1 AP.

Frightening Strike
70% damage, +30% damage to morale.
Cost: 1 AP.

Strong Attack
Deals 200% damage to the target.
Cost: 1 AP.

Precise Attack
100% damage. +50% to accuracy for this attack.
Cost: 1 AP.

Cautious Attack
100% damage. An attack that avoids the target's reactions (such as parrying, reflection).
Cost: 1 AP.