Posts from Erthenia
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Name: Enkara
Race: Shuna (I)
Stats:
Strength 14
Endurance 12
Agility 20
Perception 8
Speed 20
Willpower 8
Wisdom 8
Skills:
Combat Mastery
Quick Reflexes.Each point of Speed provides an additional +2 to Dodge chance (in both melee and ranged combat).
Iron Will.Magic resistance +25. x2
One-Handed Weapon
Rank 1.Removes the penalty for using one-handed weapons. +2% critical hit chance, Accuracy +2.
Rank 2.Chance to parry enemy attacks (Accuracy vs. Accuracy). +3% critical hit chance, Accuracy +3.
Rank 3.Additional attack. +5% critical hit chance, Accuracy +4.
Bleeding.The opponent receives normal damage and additionally loses 10% of their current health over ten turns. Slashing weapon. 1 Action Point.
Inventory:
Comfortable loose clothing (as in the picture, did I waste my time drawing it?), a heavy long cloak with a hood.
Gilded khopesh.
Notebook and pencil for notes.
Water flask and several healing potions.
Very little money.
Many gold ornaments, mostly on her person, but some are in her bag. They are not enchanted, but they are very expensive; she had to sell some earlier.
Biography: Enkara has been fascinated by martial arts since childhood, surpassing many peers in this pursuit. In adolescence, she began to think about a source of income. After trying various jobs, the girl settled on catching careless travelers and selling them into slavery or to local cooks. It was a dangerous business, but quite profitable, although initially half of her earnings went towards treatment – not all victims turned out to be harmless travelers.
Rumors have long circulated that an assassination attempt is being prepared against the ruler. The king's best spies found the conspirator after a long search, but the monarch considered public execution not the best solution. Then one of his close associates spoke of a young huntress.
The girl was secretly brought to the palace and given an offer that could not be refused. Soon, the conspirators were found dead in the desert, and their deaths were attributed to the inhabitants of the wasteland. This contract became Enkara's first, but far from her last...
The king's term was coming to an end, and a power struggle gradually began in the city. The former monarch had already prepared a worthy successor for himself, but this did not guarantee the latter's successful ascension to the throne. Enkara took over - she was tasked with eliminating the most influential and dangerous of the competitors. The girl completed the assignment, but not cleanly enough, and she faced exposure, which could have ended badly for both the future ruler and Enkara herself. With the support of the king's heir, the young Shuna quickly fled the city, intending to return when things calm down.
Her travels led the girl to Sharshard. Taciturn, secretive, and cautious, Enkara learned to mask her origins under loose clothing. She still earns a living through murder, although more often she has to do less pleasant and interesting work to make ends meet – such as washing dishes in a tavern or polishing candlesticks in a temple.
Reven, accept the player. I didn’t put much effort into the picture; I sketched it from scratch in SAI in one evening; it turned out crooked, but hopefully, it will do.
🏹🎪+⛓️♿=💕

Name: Darion
Country: Illiniar
Strength — 10
Endurance — 10
Agility — 15
Perception — 8
Speed — 11
Willpower — 16
Wisdom — 20
Earth Magic
Earth Shield. The selected character gains resistance to physical damage (2.5% per 10 units of magical energy), up to a maximum of 85%. Lasts for 10 turns.
1
Mountain Strength. The strength of the selected character is set to 25. Lasts for 10 turns.
75 | 1
Shifting Earth. Characters in the area of effect (a circle from the center) will be paralyzed until they pass a check or the spell ends (5 turns).
75 | 20 => 15 | E
Air Magic
Wings of Wind. The selected character receives +100% movement speed and evasion, cannot be slowed down, and does not take damage from falling from great heights. Lasts for 10 turns.
75 | 20
Creation Magic
Blessing. The health of the selected character increases by 25% until the end of the battle.
50 | 1
Polearm Weaponry
Rank 1. Removes the penalty when using polearms.
Rank 2. Chance to parry an opponent's attack (accuracy vs. accuracy).
Rank 3. If the parry is successful, there is a chance (speed*3) to paralyze the opponent.
Rank 4. Damage to paralyzed opponents is doubled.
Rank 5. Additional attack.
Rank 6. Speed further increases the damage modifier by 0.03.
Concentration. For the next turn, the character will parry all incoming attacks and counterattack with an 85% chance. Costs 3 Action Points.
Whirlwind. Deals damage to all enemies standing around him. Costs 3 Action Points.
Deadly Throw. Chance to deal lethal damage by throwing the weapon at the enemy (strength+wisdom+perception). Costs 3 Action Points.
Knowledge of the language of the desert people
Inventory: light armor, clothing of the desert people and their dictionary, sharpened spear, dagger, five healing potions and five mana potions, money, supplies, amulet of pure mind, sand stone of life.
I might adjust the stats and write a quest later
306/306|75/75
Characteristics
Strength — 13
Endurance — 18
Agility — 18
Perception — 7
Speed — 15
Willpower — 9
Wisdom — 10
Parameters
Melee damage modifier +0.3
Health: 306
Melee accuracy: 43
Ranged accuracy: 13
Melee evasion: 73
Ranged evasion: 43
Evasion (magic): 58
Movement speed: 21
Initiative: 15
Magic power: 17
Magic resistance: 17
Magical energy: 75
Action points: 4
Critical damage chance: 12%
Paralysis (after parrying): 45%
Block: 58%
Skills
Polearms
1st rank. Removes penalty when using polearms.
2nd rank. Chance to parry an opponent's strike (accuracy vs accuracy).
3rd rank. In case of a successful parry, there is a chance (speed*3) to paralyze the opponent.
4th rank. Damage to paralyzed opponents is doubled.
5th rank. Additional attack.
Shield
1st rank. Shield proficiency. Block (agility). Successful block chance +5%
2nd rank. After blocking an attack, a counter-strike with the shield is performed, paralyzing the enemy if it hits. Successful block chance +5%
3rd rank. A successful shield strike deals damage to the enemy equal to the block percentage of the opponent's current health. Successful block chance +5%
4th rank. Two companions can take cover behind the character. Successful block chance +5%
5th rank. While the character is not moving, they automatically block ranged weapon attacks. Successful block chance +5%
6th rank. Successful block chance +15%
Combat Mastery
Quick Reaction. Each unit of speed additionally provides +2 to evasion (both in melee and ranged combat)
Armor Wearing. Removes movement speed penalty when using heavy armor and shields
Earth Magic
Mountain Strength. The selected character's strength is set to 25. 10 turns.
Origin
Geirth. 2 combat specializations, learning combat skills is twice as cheap. Each unit of endurance adds 7 health units
Equipment
Ilwing Ring. 50% chance to avoid paralysis/slowdown etc.
Heavy Armor. Damage -60%.
Shield 1500/1500.
Pike. Damage: 25 (32) (62)
Health Potion (3). +100 hp.
100 silver (linear)
Hugen
240/240|650/650
Characteristics
Strength — 7
Endurance — 12
Agility — 7
Perception — 7
Speed — 7
Willpower — 25
Wisdom — 25
Parameters
Melee damage modifier -0.3
Health: 240
Melee accuracy: 13
Ranged accuracy: 13
Melee evasion: 13
Ranged evasion: 13
Evasion (magic): 13
Movement speed: 7
Initiative: 7
Magic power: 65 (75 for enchant)
Magic resistance: 65
Magical energy: 550
Action points: 30
Skills
Creation Magic
Healing.Restores 2 health units to a character (one or several) per 1 unit of magical energy.
1
Mental Shield.Protects a character from any effects on the mind. 10 turns.
50 | 1
Purification.Removes all negative effects from a character, cures diseases.
100 | 1
Serenity.All allies receive the following bonus: strength and magic resistance +25, evasion and accuracy +50% 10 turns.
225 | 75
Rune Magic
Rune of Indestructibility.The selected weapon, armor, or any other item cannot be destroyed.
Rune of Flame.The selected weapon deals additional fire damage (master's magic power) +5% of the target's maximum health. The selected armor gains fire resistance (master's magic power).
Rune of Lightning.The selected weapon deals additional electricity damage (master's magic power) + has the ability to paralyze the opponent. The selected armor gains lightning resistance (master's magic power)
Rune of Power.The damage of the selected weapon is increased according to master's magic power/2.
Rune of Magic.The selected armor provides its wearer with protection from magical damage equal to master's magic power/2
Origin
Asvaldr. Health amount +100%, 75% chance not to succumb to negative effects (paralysis, attribute reduction etc.)
Equipment
Dwarven Chainmail. Damage -25. Magic damage -50%
Staff. Magical energy +100.
Gloves. +10 magic power when using rune magic.
Tools.
Cloak. +100% fire magic resistance.
Health Potion (3). +100 hp
Magical Energy Potion (2). Restores mag. energy.
Runic Dagger. On a direct hit, deals 20% damage of maximum health to the target and paralyzes them for one turn. Effect applies only if rune magic specialization is present.
Rune Stone (x10). Required for using rune magic.
Healing Brew. This drink can be given to a character whose health has dropped to zero (but not below -50), in which case their health level will be restored to 10% of maximum.
100 silver (linear)
Enkara
120/120|25/25
Characteristics
Strength — 14
Endurance — 12
Agility — 20
Perception — 8
Speed — 20
Willpower — 8
Wisdom — 8
Parameters
Melee damage modifier +0.4
Health: 120
Melee accuracy: 78
Ranged accuracy: 15
Melee evasion: 114
Ranged evasion: 80
Evasion (magic): 0
Movement speed: 31
Initiative: 20
Magic power: 15
Magic resistance: 40
Magical energy: 25
Action points: 2
Critical damage chance: 36% (46%)
Skills
Combat Mastery
Quick Reaction. Each unit of speed additionally provides +2 to evasion (both in melee and ranged combat)
Iron Will. Magic resistance +25. x2
One-Handed Weapons
1st rank.Removes penalty when using one-handed weapons. +2% critical damage chance, accuracy +2.
2nd rank.Chance to parry an opponent's strike (accuracy vs accuracy). +3% critical damage chance, accuracy +3.
3rd rank.Additional attack. +5% critical damage chance, accuracy +4.
Bleeding.The opponent takes normal damage and additionally loses 10% of current health over ten turns. Slashing weapon. 1 AP.
Origin
Shuna. The character has a scorpion tail whose attacks deal (strength*4) damage and poison the opponent; the victim must pass an endurance check, otherwise they will be paralyzed until they do so. Melee attacks have an additional 10% critical damage chance.
I. Character appearance is closest to human. Physical damage received is 10% less, melee accuracy +20, melee and ranged evasion +25. Stinger strike reduces all their characteristics by 20% of their current value each turn.
Equipment
Gilded Khopesh. Damage: 25 (35). Parry chance +50%, crit +10%.
Flask, notebook and pencil for notes.
Expensive jewelry (x10)
One-handed sword (40 damage units, ability to easily install 4 runes)
60 silver (linear)
Darion
130/130|340/340
Characteristics
Strength — 10
Endurance — 10
Agility — 15
Perception — 8
Speed — 11
Willpower — 16
Wisdom — 20
Parameters
Melee damage modifier +0.3
Health: 100
Melee accuracy: 34
Ranged accuracy: 15
Melee evasion: 34
Ranged evasion: 15
Evasion (magic): 24
Movement speed: 13
Initiative: 11
Magic power: 37
Magic resistance: 37
Magical energy: 340
Action points: 18
Critical damage chance: 6%
Paralysis after parrying: 33%
Skills
Earth Magic
Earth Shield. The selected character gains resistance to physical damage (2.5% per 10 units of magical energy) 85% maximum. 10 turns.
1
Mountain Strength. The selected character's strength is set to 25. 10 turns.
75 | 1
Slipping Earth. Characters in the area of effect (circle from center) will be paralyzed until they pass a check or the spell ends (5 turns).
75 | 20 => 15 | E
Air Magic
Wings of Wind. The selected character receives +100% to movement speed and evasion, cannot be slowed and takes no damage from falling from a great height. 10 turns.
75 | 20
Creation Magic
Blessing. The selected character's health increases by 25% until the end of the battle.
50 | 1
Polearms
1st rank. Removes penalty when using polearms.
2nd rank. Chance to parry an opponent's strike (accuracy vs accuracy).
3rd rank. In case of a successful parry, there is a chance (speed*3) to paralyze the opponent.
4th rank. Damage to paralyzed opponents is doubled.
5th rank. Additional attack.
6th rank. Speed additionally increases damage modifier by 0.03
Concentration. During the next turn, the character will parry all incoming attacks and counterattack with an 85% chance. 3 AP.
Whirlwind. Deals damage to all surrounding opponents. 3 AP.
Death Throw. Chance to deal lethal damage by throwing a weapon at an opponent (strength+wisdom+perception). 3 AP.
Origin
Illiniar.
Equipment
Dagger. Damage: 12
Desert dwellers' clothing.
Health Potion (x5). HP +100.
Magical Energy Potion (x5). Restores magical energy.
Amulet of Pure Mind. Effect similar to the paladins' "faith" skill.
Sand Life Stone. Maximum health amount +30%.
100 silver (linear)
Spear
Damage: 50 (65)
Rune of Lightning: +25 units of electricity damage, chance to paralyze target
Medium Armor
Damage -25%
Rune of Magic: magic damage -25%
Throwing Spear (x3)
Damage: 25 (32)
Rune of Frost: +12 units of cold damage, chance to apply frost effect
So, decide on the bodyguard, and I might still write out his parameters so that he doesn't have immunity.
I'll add Enkaru and Arandor 2 to the plot later.
In the meantime, if they want, the others can choose ordinary weapons/armor with an enchantment at a magic power of 50 (the Huguenot caravan). These can be swords, bows, armor, etc., but not specific weapons like katanas.
Added after 57 seconds
Also, remember that rune magic can only be used if there are rune stones, 50 units of mana, and a forge.
Choose a party leader from the players, and they will post your final actions/decisions in the thread so that I don't have to go through the thread, collect individual pieces, and ask whether this action is correct or not.
Once I receive a post stating that everything is finished in Sharshard, I will move on.
e si ieu muoir, er mi grans deliuriers