Posts from 1257
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Небо – угроз не слышит
Небо – ведёт особый счёт
Небо – тебя найдёт
1249-14-1-00090561
Strength - 8 (+200 health, +80% melee damage, 40% physical resistance, implant limit: 4, stamina: 120)
Agility - 5 (+20 melee accuracy, +10 dodge, +5% critical hit chance in melee)
Speed - 10 (+10 initiative, +10 action points, +10 movement speed)
Intelligence - 14 (+42% critical hit chance, +70 spell accuracy, 350 mana)
Willpower - 20 (+60 magic resistance, +60 magic power)
Perception - 5 (+20 ranged accuracy, +10 dodge, +5% critical hit chance at range)
Perks
- Survivor. +6 skill points, +1 perk.
- Genius. +2 to all attributes.
- Magical Traditions. Character uses mana instead of stamina.
Skills
Dark Magic III.
- Upon successful application, the player gains the ability to extract any desired information from the opponent's mind. Action Points (AP): 1, Cost: 5
- Veil. Makes self or an ally invisible, allowing them to perform any actions (except aggressive ones) and not reveal themselves. AP: 2, Cost: 30
- Negation. During combat, there is a possibility to ignore damage received. AP: 2, Cost: 30
- Subjugate. The selected character comes under the player's command. AP: 8, Cost: 50
- Mark of Death. The selected character dies. AP: 5, Cost: 40
- Wave of Fear. Paralyzes all enemies in the area of effect for 1-3 turns. AP: 8, Cost: 80
Demonology. The conjurer offers a sacrifice to the demon and expresses his wish. Accordingly, the better the sacrifice, the better the "service" of the demon will be.
Military Training. Dodge +25, health +100.
- +2 strength, +50 health.
Destructive Magic III
- Storm. Hinders movement speed (-75%), reduces accuracy (-75%). AP: 5, Cost: 50
- Lightning Strike. (Damage 60*intelligence) on a single target and 25% of that to those standing nearby. AP: 6, Cost: 60
Stats
Health: 350
Mana: 350
Accuracy: 20 (melee), 20 (ranged), 70 (magic)
Dodge: 45 (melee), 45 (ranged)
Critical hit chance: 47% (melee), 47% (ranged).
Melee damage: +80%
Physical resistance: 40%
Magic resistance: 60
Magic power: 60
Initiative: 10
Action points: 10
Movement speed: 10
Inventory
Angus Edelstein's Armor.
As in the picture, together with the Mask of Damage. -20%, -5.
Manufacturer: ?
Demonic piercing in the tongue. Restores a quarter of mana spent in combat.
Jamming device, demonology accessories, КПК.
Balance: 44666 R
Balance: 44666 R
Sorry, but there were no normal artifacts in armor, only fantasy style.
Character History:
Throughout her life, Gerda tried to understand her origins, but success in this endeavor was doubtful. Such ancient heroes as Thorvar and Agnet dal Lang certainly left their mark on her lineage, so Gerda could easily claim nobility in Teria or elsewhere if... If she had at least one document confirming these assumptions. But the surname Nilsen was known only in the White Lands – just an appendage to the rich and developed Tyrian Empire. And all the legends about the glorious warrior Thorvar and his equally glorious descendants, all the rumors that Agnet dal Lang once became related to those very Vikings and the noble Dal Lang clan turned into simple Nielsens, it all remained just legends.
Gerda Nielsen moved with her family to Catharia early, which severed the last family ties and terribly complicated the life of a little girl. A thirst for knowledge and a desire to learn, rare among Northerners, encountered the unwillingness of Catharian teachers to take care of a rootless and impoverished ragamuffin. With great difficulty, practically almost independently, she managed to acquire basic school knowledge and master modern technologies, although the desire to learn has not left her even now. When she followed in her family's footsteps and devoted herself to military service, she had to serve in the Catharian troops under the command of stupid and often inadequate officers, whose only advantage was the nobility of their birth, but not professionalism or a desire to fight for their (for them) native Catharia. Is it worth saying that Gerda, with immense effort, still achieved success in military affairs and rose through the ranks, but this country never became her homeland? Moreover, at some point, her career advancement completely stalled: as soon as a vacant officer position appeared on a higher level, it was immediately occupied by another high-born idiot who would not have ended up in the army if he hadn't been kicked out for poor academic performance from a second-rate humanities university. To receive the next promotion, she would have to serve many more years in the troops...
This could no longer continue. And, although her parents insisted that Gerda continue serving in the Catharian troops, she joined the elite Catharian mercenary organization "La Dague Première," which originated perhaps with Queen Katharina herself. The leadership of the organization, unlike the leadership of the country, did not get bogged down in class games, and seniority largely didn't matter: only your abilities and talents mattered. Gerda quickly became a valuable fighter, often taking command in operations. Although, as a novice, she was usually given command in simpler operations, fearing that she might lack experience or turn out to be a traitor at the most dangerous moment; new fighters for the organization often acted like that, turning out to be double agents.
In 1257, Gerda was in Nevermore, carrying out a special mission for her organization alone. For this, she was issued the best equipment and weapons, as well as funds. The news of the war with Heligkight did not come as a surprise to her, but what she definitely could not expect was the collapse of her organization. It seems that in a critical situation, the top officials of the country decided that "La Dague Première" represented a good military reserve. By special decree, the activities of the organization were banned, all its employees were ordered to join the ranks of the Catharian army, deprived of all internal ranks; they practically became ordinary soldiers. Most of them died in the very first battle with the troops of Heligkight due to a mistake by the command...
Gerda Nielsen's first impulse was to return to Catharia to help her parents: she knew that their home had ended up in territory captured by Heligkight. However, after some time, she got in touch with her father and learned that he and her mother had successfully left Catharia on the money that Gerda had sent them from her mercenary service (she was paid a very decent fee).
Gerda began to settle in Nevermore. Who knows, maybe it will become a new home? Although Nielsen didn't need a settled lifestyle yet and felt quite comfortable wherever she was. She decided to join the Thant Technologies organization.
Religion:
Believes in the Creator (second breath, increased resistance to damage).
Characteristics:
- Strength 16+2+5+5=28
- Dexterity 10+2=12
- Speed 14+2=16
- Intelligence 8+2-3=7
- Willpower 3+2+3=8
- Perception 3+2=5
Perks:
- White Lands – 50% magic resistance, +5 strength, stubborn, strongman.
- Genius
Initiative: 6 + 2 (from willpower)
Skills:
Melee Combat.
- Allows you to use two melee weapons simultaneously.
- The character makes two attacks instead of one.
- If the target fails a strength check, it cripples her.
- Duelist. In battle against other melee warriors gains +40 to dodge, 40% chance to parry enemy attack, 40% chance to disarm.
Military Training. Dodge +25, health +100.
- Allows you to use heavy armor.
- +2 strength, +50 health.
Inventory:
1) Pair of Catharian blades "EST-12-56-8 Electrique" and "EST-12-56-7 Electrique": fast and powerful weapon equipped with the latest Catharian technology.
Modifications:
- EMI generator - damage to shields, chance to disable equipment (in blade EST-12-56-8)
- Chance to paralyze opponent (in blade EST-12-56-7)
2) Heavy Catharian armor "EST-23-81 Mobilité": heavy armor that is not a leader in terms of absorbing damage, but reflects a significant part of it on the attacker. It also does not restrict movement speed.
Modifications:
- Catharian hook – used for grabbing objects, automatically ejected, but requires strength to use. The rope is very strong and can withstand the weight of the armor (although this is perhaps excessive).
- Computer aiming device (built into helmet) - increases reaction and accuracy.
- Resistance to mental influence.
3) Healing pills.
4) Spare battery for the EMI generator (if needed).
5) Spare battery for the paralysis device (if needed).
6) Stun grenades (x2).
7) Portable computer with satellite communication device and radio module
We switched places – you have a female melee unit, and I have a dark mage.
Where do we end up when we save the world?