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#17
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batonkamch
A more or less acceptable option has been chosen :)
especially since it's no longer available anyway.

Added 1 minute ago
What's up with this quote? =/ Never mind, I don't care, let it be.

Be strong. Believe
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#19
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Soldier
Saboteur
Technician
Scholar
Technomage
Diplomat
Mechanism
+5 S
+5 L
+5 T
+5 I
+5 V
+Spark (5): 10 elec. damage.
+5 X
Swordsman
+20 S for melee weapons.
Shooter
+10 S for light weapons.
Artillerist
+10 S for heavy weapons. Can use heavy weapons.
Hardening
+0.2 armor. Can use heavy armor.
Martial Arts
+30 S for unarmed combat.
Training
+20 damage (final) with any weapon type.
Spy
Stealth (L vs I).
Pickpocket
Unnoticed pickpocketing.
Lockpicker
Unnoticed lockpicking.
Duelist
+20 hp, +40 damage (final) for one-on-one combat.
Poisoner
Stealthy poisoning.
Sapper
Setting mines.
Terror
x1.5 damage from mines and stealthy poisoning.
Repairman
Repairing and upgrading mechanisms.
Hacker
Hacking programs and mechanisms.
Saboteur
+15 damage (base) against mechanisms.
Driver
Controlling planetary transport.
Athlete
+1 movement range.
Spotter
Controlling turrets.
Field Medic
Treating wounds.
Doctor
Treating poisons and diseases.
Trapper
+15 damage (base) against non-sentient creatures.
Historian
Identifying historical artifacts, +25% of their sale value.
Linguist
Communicating with speakers of an unknown language.
Astronomer
Guaranteed protection from negative phenomena in space.
Guide
Guaranteed protection from negative phenomena on a planet.
Fury
+25% technomagic damage.
Mercy
+50% effectiveness of positive technomagic.
Ram (20)
50 physical damage, target is knocked back 3 cells.
Healing (1/1)
Health restoration.
Telekinesis (3/kg)
Moving objects.
Shield (30)
For one target, health is calculated by the technomage's V.
Mist (30)
Reduces visibility to 1 in a radius of 10.
Inspiration (10/1)
Increases or decreases any parameters of the target.
Writer
+20 X for written communication, creating books.
Musician
Performing and creating music.
Artist
Camera equivalent, 25% perception, creating paintings.
Liar
Deception (X vs I).
Merchant
10% profit, shop assortments expanded by 25%.
Politician
Persuasion (2 X vs X)
+Character health is restored only during repair.
+50% chance to survive at hp=0.
+Immunity to vacuum and diseases.
+All actions for mechanisms and programs are applicable.
Steel Filling
Immunity to poison, x2 damage from electricity.
Steel Fists
+30 damage (base) in unarmed combat.
Steel Brain
Immunity to hypnosis, illusions, deception.
Steel Legs
+2 movement range.
Steel Shell
+0.3 armor.
Internal Computer
Camera, communicator and connection to the hypernet.
Shocker
+20 electrical damage (final). Stasis for 1 turn (10%).
+10 S
+10 L
+10 T
+10 I
+10 V
+10 X
Reaction
+1 attack per round with the chosen weapon type (light/heavy/melee/unarmed), 1 point is spent for each type.
Bleeding (recharge 3 turns)
Target loses 5% of initial health every turn until the end of the battle.
Critical Hit
Double damage (10%).
Maiming (recharge 10 turns)
Permanently reduces a random parameter of the target by half or until corresponding aid is received.
Pain Shock
Stasis for 1 turn (15%).
Combat Experience
+20 damage (base) with any weapon type.
Assassin
x2 damage (final) from ambush.
Acrobat
Stealth (1.5 L vs I)
Light Step
Character does not activate enemy mines and traps.
Steady Hand
L is used instead of S for damage calculation.
Demining
Detection and removal of enemy mines with the possibility of subsequent use.
Armorer
Creating weapons and armor from blueprints.
Mechanic
Creating mechanisms and programs from blueprints.
Blaster
Creating mines and grenades from blueprints.
Grenadier
x2 damage with grenades.
Pilot
Controlling space transport.
Veteran
+50 hp. +0.5 armor against cold and heat.
Implants
Using implants.
Surgeon
Healing injuries and maims; in battle - removing negative effects.
Biologist
Extracting raw materials from plants and animals, creating poisons and medicines.
Designer
Creating blueprints, improving mechanisms and programs.
Veterinarian
Ability to have a non-sentient familiar with total parameters of 120, treating non-sentient creatures.
Experimenter
x3 melee damage (base), the same source of damage is changed to one chosen by the player.
Meditation
-33% energy cost.
Willpower
-33% V in the enemy target.
Discharge (50)
100 electrical damage, stasis for 2 turns (50%).
Illusion (20/hr)
Creating images (visual, auditory, tactile, olfactory, gustatory; energy is spent separately for each type) within several km.
Elation (80)
x1.5 damage, health and turn order of the target for 3 rounds.
Purification (50)
Removing negative effects, treating poisons and diseases.
Corruption (80)
x0.5 damage, health and turn order of the target for 3 rounds.
Gremlin (40)
50 unstoppable damage to mechanisms, armor and weapons; 25% chance instead to take the mechanism under control, effect is similar to hypnosis.
Swindler
Deception (1.5 X vs I).
Parliamentarian
50% chance to avoid combat.
Celebrity
50% chance to avoid trouble with the law.
Lawyer
75% chance to save another from trouble with the law.
Orator (recharge 24 hours)
+15 any damage (base) and +30 health to the active group for 5 rounds.
+15 S
+15 L
+15 T
+15 I
+15 V
+15 X
Macedonian Shooting
Ability to use two light weapons simultaneously.
Juggernaut
x3 damage (final) and armor.
General
+20 damage (final), +1 movement range and +0.2 armor to the active group.
Quick Thinking
x2 I only for turn order.
Sniper
x10 damage (final) with the first shot from ambush, x3 shooting range.
Stealth Master
Unnoticed kill (25%).
Glide
x2 evasion.
Penetration
Attack from ambush ignores target's armor. Normal attack ignores 50% of target's armor.
Engineer
Creating blueprints, handling unfamiliar technology.
Demiurges
Creating AI (recharge 48 hours), +10 X for mechanisms.
Marathoner
+4 movement range.
Indestructible
+100 hp, +0.5 armor, 25% chance to survive at hp=0.
Cyborg
+30 parameter points for free distribution, unlocks "mechanism" skill. Health is split in half into "mechanical" and "organic".
Caution
Immunity to ambushes, detection of traps.
Preemption
Guaranteed first turn (if several characters have this skill, their turn order is distributed randomly), x3 damage (final) on the first turn.
Panacea
100% resurrection of organic and 50% cyborgized character if less than a day has passed since death.
Geneticist (recharge 72 hours)
Creating creatures with total parameters from 30 to 600, 0.5% chance to create a sentient creature.
Unwavering
+150 energy, 50% chance to survive at energy=0.
Hypnosis (50/turn)
Subjugation and control, V check every turn; outside of combat - one-time.
Armageddon (200)
200 fire damage in a radius of 10 around the technomage.
Wall (150)
Radius 5, hp=SHIELDx3.
Blizzard (160)
50 cold damage in a radius of 20 for 3 turns.
Alpha-Ray (250)
500 radiation damage.
Stasis (100)
Target becomes immobile and invulnerable, V check every turn.
Inspiration (150)
+10 to all parameters of the active group for the duration of the battle.
Artist
+25% evasion for the active group.
Peacemaker
Stopping combat at any moment, 50% chance to leave in peace.
Businessman
30% profit, selling items in ordinary shops.
Companion
Loyal companion of the same faction, generated by the same rules as the main character. Companions cannot choose this skill.
А, вот почему.

🏹🎪+⛓️♿=💕
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#20
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So... are we going to bash Khajiit? I'll go get my banhammer...
Want to talk about Khajiit? Yes?? Pointy-eared, tailed, furry bastards.
But you still won't give me a real, live Luke Skywalker and a bag of money.
Are you sure? :)
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#21
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Earth Republic
Worlds of the galaxy united under the control of a powerful human race. The strongest army in the Milky Way reliably protects its allies in exchange for valuable resources and technologies.
Faction Bonuses (min 1)
+5 C
+5 T
+5 I
+0.1 Armor
Human (60/50/55/55/40/40)
Militarist society of Earth, actively developing heavy and military industry.
Required SkillsRacial Skills
Army
+10 damage (base) for light weapons.
Patriotism
+20 any damage (final) to members of the Alliance and Federation. One point is spent per side.
Antimagic
+25% resistance to enemy technomagic, +10 any damage (final) to techmages. Technomagical abilities are 25% weaker.
Forbidden Skills
Origin Bonus (max 1)
Great British Empire
+10 C
Russian Union of Fraternal Republics
+10 T
Celestial Kingdom
+10 W
Latin Commune
+10 L
Graihear (45/60/40/65/50/40)
Peaceful explorers and travelers from Sentandria, the first friends of humanity.
Required SkillsRacial Skills
Guide
Pioneer
+15 damage (final) to active group against mindless creatures.
Precaution
+0.5 armor against mines, traps, and hidden attacks.
Forbidden Skills
Ophir (40/35/70/55/30/70)
Small, quiet, but very cute underwater people of Laenia.
Required SkillsRacial Skills
Mechanism
Cultural Contact
Guaranteed peaceful contact with speakers of an unfamiliar language.
Interest in Roots
x2 chance to find a historical artifact, x2 effectiveness of used artifacts.
Forbidden Skills
Green Folk (55/80/45/45/45/30)
Uncompromising and ruthless loners from the world of flora of the Great Forest.
Required SkillsRacial Skills
Muteness
The character can only communicate in writing. 25% immunity to hypnosis, illusions, and deception.
Photosynthesis
+5 to all parameters and regeneration of 10 hp/turn in sunlight.
Stealth
x2 stealth.
Forbidden Skills
Ancalat (40/40/40/50/80/50)
Peaceful and cultured society of Calandri, whose life is built around religion.
Required SkillsRacial Skills
Prayer (recharge 24 hours)
+10 W to active group for 5 rounds.
Devotee of Dliiki
x1.5 effectiveness of all healing actions, x0.5 effectiveness of hypnosis, illusions, and deception.
Divine Punishment
x1.5 any damage to an enemy who killed in this battle, but after killing, the character skips a turn, atoning for sin (or performing a blood ritual, depending on the god).
Forbidden Skills
Niyakin (♂ 60/40/50/65/45/40 ♀ 30/65/30/25/50/80)
Fardanna is a world of intelligent practical men and very beautiful women.
Required SkillsRacial Skills
Organization
+1 to movement range and +5 I to active group.
Urban Jungle
Guaranteed protection from negative phenomena in civilization.
♂Pragmatism (recharge 7 days)
+10 to one parameter and -10 to another parameter of your choice.
♀Beauty
+10 L for male characters, Graihaars who know, R'lyehian, Zhacta, and Bonho.
Forbidden Skills
А, вот почему.

🏹🎪+⛓️♿=💕
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#22
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And what about a plasma TV, along with a brand new Lamborghini – can’t you bring those?
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#23
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I'm going to get the banhammer...
I'll ban you with the banhammer right now.
*walked heavily towards the banhammer*
ready to use the banhammer right now
I'm ready to hit the crab on the head with the banhammer *_*
*threatened with the banhammer*
Hmm. What a variety.
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#24
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Alliance of Nate A'Roni
Diverse worlds united around the Iotas. An ancient and wise race that preserves the secrets of technomancy is happy to help all kindred spirits and guide them on the right path.
Faction Bonuses (min 1)
+5 Attack
+5 Defense
+5 Spell Power
+2 skill points, not counting those spent
Iota (30/45/40/60/65/60)
A nation of Nate A'Roni shrouded in an aura of mystery, which discovered technomancy long ago.
Required SkillsRacial Skills
Technomage
Willpower
+50 Will.
Authority (recharge 24 hours)
One-time 100% persuasion chance.
Forbidden Skills
Origin Bonus (max 1)
Alliance of Tenali Rill Menoti
+10 Attack
Great Dominion of Iratiashi
+10 Defense
Enclave of Eleta-mari
Shadow Uprising (9 Will/turn): Stasis 25% + Steal 3 Gold, Will check each turn.
Learned One (50/30/75/75/50/20)
Seekers of diverse knowledge built by the vanished race from the planet Krinu.
Required SkillsRacial Skills
Mechanism
Chrome Plating
25% chance to reflect 33% of any damage.
Super-Fast Processor
25% chance to perform 2 actions per turn.
Forbidden Skills
Fantrai (♂ 85/40/80/25/50/20 ♀ 30/60/40/65/55/50)
Mighty warriors and brave commanders from the harsh Konn.
Required SkillsRacial Skills
Enduring
+40 Health.
Thick Skin
+0.1 Armor, +10 Defense.
♂Berserk (recharge 6)
x3 Attack, x0.5 Leadership for 3 turns.
♀Commander
+10 damage to the active group.
Forbidden Skills
Hive (40/60/60/60/60/20)
One in many and multiple in one – the collective mind of a legion of bacteria from Li Sioli.
Required SkillsRacial Skills
Mechanism
Antigravity
The character can fly, receives x2 movement speed in battle, and is immune to melee attacks.
Supermind
Immune to hypnosis and illusions, but not deception.
Forbidden Skills
Paaepai (30/75/30/40/55/70)
Inhabitants of Etpia are the most peaceful creatures in the galaxy; their history knows no wars.
Required SkillsRacial Skills
Invertebrate
The character can penetrate gaps up to 1 cm, but cannot carry inventory larger than the gap.
Disarming Kindness (recharge 10)
Shock 100% for 1 turn; enemy does not attack the character for 3 turns after that.
Pacifism
x1.5 chance of success for all actions not related to dealing direct damage and creating weapons.
Forbidden Skills
Housh-au (40/45/55/50/50/60)
Oltu is a world where capitalism has triumphed, where anything and anyone can be bought and sold.
Required SkillsRacial Skills
Trader
Slave Owner
A slave of the same race; skill points are x0.5, and there is no required skill.
Business Acumen
x2 chance to deceive, 1% chance to get a purchase for free.
Forbidden Skills
А, вот почему.

🏹🎪+⛓️♿=💕
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#25
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I don't want to give him anything, and besides, the word "virginity" sounds a bit inappropriate in this context.
Virginity.
Arandor, batonkamch 2 100.00%
Are they really willing to switch... from a 2000-year-old bearded man just for the sake of desire? :D yuck =P

За всем следят машины благодати и любви.
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#26
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The ChanaeKshow Federation
The Kaan'yeshi and their loyal allies. Numerous worlds receive significant humanitarian aid from their patrons – it should be noted that some would have become extinct long ago without this assistance.
Faction Bonuses (min 1)
+5 Intelligence
+5 Knowledge
+5 Luck
+5 Poison Damage (base)
Kaan'yeshi (40/45/50/70/55/40)
A young but extraordinarily intelligent nation of the ChanaeKshow, focusing on biology in its development.
Required SkillsRacial Skills
Field Medic
Mad Scientist
Base melee damage - 20, source – poison.
Evil Medic
x2 effectiveness for medicines and poisons.
Forbidden Skills
Origin Bonus (max 1)
KiroTeatshNappa Confederation
+10 Knowledge
Ihre Ontasao Protectorate
Secret Development: Poison (x5), instantly killing representatives of the race chosen by the player.
Yetsiltayya Scientific Republic
+10 Intelligence
Zhakhchte (300 for free distribution (min 10, max 90))
A collective of insectoids from Shet'Tsa, whose hives can be found almost throughout the galaxy.
Required SkillsRacial Skills
Hivemind
+5 Intelligence for each Zhakhchte in the active group, but no more than +30 total.
Mobile Scout
Detachable scout (5/95/5/5/5/5 + stealth), passively exploring the area and performing simple non-combat actions. -5 to all parameters if the scout is killed; recovery is only possible in a Zhakhchte settlement.
Adaptation
Each skill costs 1 point: antigravity, +0.2 armor, +20 poison damage in melee (base), underground.
Forbidden Skills
Sakend (30/50/30/65/70/55)
A symbiosis of two creatures, born on the slowly dying planet Pelovayya.
Required SkillsRacial Skills
Implants
Support (recharge 24 hours)
For the entire battle or for 3 hours, Intelligence and Knowledge are swapped.
Implant Specialist
x2 effectiveness for implants, x1.5 effectiveness for implants installed by an ally character.
Forbidden Skills
Mello (45/50/50/40/50/65)
A nation whose home planet, Slaa, is one large art museum.
Required SkillsRacial Skills
Choose One.
Chitin
+0.2 armor.
Hallucinogenic Spores (recharge 1)
20% shock (5 turns), 1% hypnosis. Does not affect creatures immune to poison.
Forbidden Skills
Bonkh (50/50/65/55/30/50)
Looking somewhat creepy, but highly valuing beauty, the underground dwellers of Theta.
Required SkillsRacial Skills
Underground
Immunity to negative effects on vision. +5 to all parameters in darkness.
External Skeleton
+0.1 armor, +10 damage (base) in melee.
Liana Walker
Detection of gems and precious materials within a radius of 100 m, +25% profit for them.
Forbidden Skills
Yutivatsin (20/40/20/75/75/70)
Masters and at the same time hostages of the high-tech universe of Ulanuali.
Required SkillsRacial Skills
Hacker
Gadgetomaniac
x2 effectiveness for all non-combat devices.
Power of Mind
+25% chance of success for unexplored actions of a saboteur, technician, scientist, and diplomat. 1 point is spent on each branch.
Forbidden Skills
А, вот почему.

🏹🎪+⛓️♿=💕
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#27
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I don't want to give him anything, and besides, the word "virginity" sounds a bit inappropriate in this context.
Especially for guys :D
Can they really switch... from a 2000-year-old bearded man for the sake of desire? :D Eww =P
But what did you expect? It's a crab after all! :smile04:
Added after 32 seconds
I've always said that Ar is a pervert! DDDDDDDDDDDDD
Don't lie, I was the one who said it =P :D

Графомания путешественника

Хроники сражений:

Бои Стэфании I, II

Турнир: А/Ч, А/З, Н/А, Г/К

Об исторических эпохах

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#28
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Don't lie, I said that =P
I said that too!)))))
А, вот почему.

🏹🎪+⛓️♿=💕
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#29
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with a 2000-year-old, bearded man, just because.
No, there was that option, but I prepared something else for Ara.
*Pointing with a finger at the dark-skinned, burly man standing nearby.*
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#30
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Ugh, that’s even more brutal:smile04:

За всем следят машины благодати и любви.