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#5336
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Ple-Sen
Well, promise him the treasures from his house. Say, we'll split the loot equally, and there's plenty of it there. I wrote this a couple of days ago as a possible motivation for some characters.
"So, there's this unremarkable wooden hut in the forests of Melkior, and it's just packed with all sorts of artifacts and valuables, I swear!"
Where do we go?
Where do we end up when we save the world?
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#5337
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Some people wanted to buy treasure maps here, so it's suitable for such adventurers. No one denies that the motivation isn't the strongest and it's not for everyone. But it's better than nothing.

Added after 33 minutes
Overall, we don't have any alternatives. Offering a large monetary reward (and the payment for such a dubious job should outweigh more reliable options) for saving a vampire that you've only known for a couple of hours is even more absurd. And the desire to explore the Nihon more closely is only suitable for some mages. Moreover, it's not a fact that such mages wouldn't run away with Sarnissa's head.
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#5338
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Well, Saghar is just reckless and always looking for adventure, so when he heard about what happened, he decided to join the fun.
А, вот почему.

🏹🎪+⛓️♿=💕
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#5339
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Why fight for your country when you can go to an unknown place to save a stranger?
Motivation: 10/10

Be strong. Believe
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#5340
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Yes, I also liked the motivation.
А, вот почему.

🏹🎪+⛓️♿=💕
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#5341
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Boo, I lost my train of thought after this break and just can't seem to continue; the ideas aren't flowing... Not to mention that I can't find one of the save files anywhere. I don't know how it will go from here; I wouldn't want to make a half-baked continuation.

For now, I'll just post what's new regarding default skills and Nozenrot-Taosia; for the latter, the second part of the skills (with terrible icons that I made in Ps in two minutes) should be tied to affinity.
Basic Skills
(20)
Combat Training
+40 health units, +3 accuracy (general), +3 reaction, +2 speed, +5 will, +50% morale.
Ability to use combat gear (including light armor and throwing weapons), one-handed weapons, two-handed weapons, shields, polearms, firearms, bows and crossbows, knowledge of unarmed combat (damage 3x15).
(10)
Reconnaissance
+20 health units
+2 accuracy (general)
+2 reaction
+3 speed
+2 will
+12 stealth
+15% morale.
Reaction check against stealth is doubled.
(10)
Firearms
Ability to use firearms.
+5 accuracy (firearms)
+2 reaction
+25% critical attack chance.
Firearm reload speed is reduced by 1.
(10)
Throwing Weapons
Ability to use throwing weapons.
+10 accuracy (throwing weapons)
+3 reaction
Throwing weapons of the hand grenade type do not break and always fly in the selected direction.
Throwing weapon damage -25%
(12)
Assassin
+3 accuracy (shooting, melee)
+3 reaction
+3 speed
+12 stealth
In combat, a reaction check against stealth is performed only by attacked characters and characters within three cells of the hidden enemy. Stealth attacks ignore armor and deal additional damage (300 for melee and 100 for ranged).
(10)
Martial Arts
+3 accuracy (melee)
+5 reaction
+2 speed
+40 health units
Unarmed combat, damage: 15x3, ignores light armor.
Active skill: disarm (accuracy check -8 against enemy reaction).
(10)
Combat Magic
Conversion of damage into an elemental type of choice.
Requirement: melee weapon, melee combat.
(10)
One-Handed Weapons
Ability to use one-handed weapons.
+4 accuracy (melee)
+4 reaction
+2 speed
Parrying attacks (reaction against accuracy).
(10)
Two-Handed Weapons
Ability to use two-handed weapons.
+3 accuracy (melee)
+2 reaction
+40 health units
Cleave. 33% chance to deal double damage to the enemy.
Concussion. 33% chance to paralyze the enemy.
(10)
Polearms
Ability to use polearms.
+2 accuracy (melee)
+6 reaction
+1 attack range
+20% critical attack chance
Precise strikes. 33% chance to paralyze the enemy.
Piercing strikes. 33% chance to ignore enemy armor.
(10)
Shooting (Bow)
Ability to use bows.
+5 accuracy (ranged combat)
Additional attack
+33% chance for damage to triple
+100% shooting range
(10)
Shooting (Crossbow)
Ability to use crossbows.
+5 accuracy (ranged combat)
Chance (accuracy*2) to ignore enemy armor.
+33% chance to paralyze the enemy.
(10)
Shooting (Bow)
Ability to use bows.
+5 accuracy (ranged combat)
Additional attack
+33% chance for damage to triple
+100% shooting range
(10)
Antimagic
Inability to use magic and anything of magical origin.
Magic damage -50%
Immunity to various status effects of magical origin.
Will checks against magic are twice as high.
(10)
Armor and Shield
Ability to use shields and heavy armor.
Block when using a shield (reaction against accuracy).
+100 health units.
(5)
Medicine
+3 speed
+30 health units
The character can use various medical devices and stop characters' bleeding, thus saving them from probable death.
(5)
Trade
Purchase -0.1, income +0.1
  • Purchase -0.1 (5)
  • Purchase -0.1 (5)
  • Income +0.1 (2)
  • Income +0.1 (2)
  • Income +0.15 (2)
  • Income +0.15 (2)
  • Starting capital +10.0 (1)
  • (Will)% chance to encounter a shadow trader in each city (2)
  • (Will)% chance of a favorable offer when visiting each city (2)
  • The character knows the effects of some items sold in shops, which otherwise remain unknown until their actual purchase (e.g., books; but definitely not artifacts) (4)
(5)
Expert (Potions)
Potion effect is stronger (+0.4)
The character can brew potions.
+4 will.
+10 health units.
  • The character can brew poisons (5)
  • After the character drinks a potion, the flask always retains enough for a second time. Doubled duration of poison effects. (5)
  • Potion effect is stronger +0.6 (3)
(8)
Leadership
+3 will
If the character is appointed as group leader, they can freely redistribute accuracy and reaction among those characters (however, one value applies to all and a characteristic cannot be reduced below zero - i.e., someone's zero is the maximum allowable minimum). This action can only be repeated after three turns. Additionally, will can be redistributed into accuracy or reaction or vice versa with a coefficient of 0.5 in both directions. Speed is similar to will, with the difference that the exchange coefficient for other characteristics into speed is 0.25.
(8)
Heavy Weaponry
The character can use stationary weapons as well as Asvald's arsenal.
+5 to accuracy (heavy weapons).
(10)
Slayer
Bleeding (-10% current health/turn, -20%/hit, -5%/cell) (melee, ranged, non-explosive throwing weapons)
+20% critical damage chance (melee, ranged, non-explosive throwing weapons)
Immobilization (accuracy*2 against reaction; target cannot move to another cell and pass a speed check, but otherwise acts as usual).
+2 accuracy (general), +2 reaction, +2 speed, +2 will.
(20)
Erudition
-1 cost of skills and perks
-0.15 purchase
+0.3 income
+10% critical attack chance
-10% critical attack chance against self
+10% chance to resist any negative effect
-20% spell cost
+25% morale for all characters subordinate to the character if they have the "leadership" skill and are appointed group leader.
(10)
Mercenary
+30 health units
+3 accuracy (general)
+3 reaction
+3% chance to find something rare when searching corpses.
+(will)% payment for contracts if the character is the leader/representative of the party or if they perform a task alone.
(10)
Self-Development
Ten characteristic points for free distribution.
Accuracy: 1|1
Reaction: 1|1
Will: 1|1
Speed: 0.5|1
Magic: 0.2|1
Health: 10|1
Energy: 20|1

Origin #1: Nozenrot's Army (free skill "Nozenrot's Combat Training")
Origin #2: Intellectual Activity (free skill "Erudition")

National Skills
(10)
Fencing
Ability to use rapiers, smallswords and other similar weapons.
+11 reaction
Style:
+11 accuracy
+Parrying
+Counterattack
+Attack
-Shield
-Armor
(20)
Nozenrot's Combat Training
Bonus when the following skills are present:
Combat Training. +40 health units, +4 accuracy (general), +4 reaction, +2 speed, +6 will, +50% morale.
Reconnaissance. +30 health units
+3 accuracy (general), +3 reaction, +5 speed, +5 will, +16 stealth, +30% morale.
Firearms. +5 accuracy (firearms), +2 reaction, +20% critical attack chance, firearm reload speed is reduced by 1.
Throwing Weapons. +10 accuracy (throwing weapons), +0.5 throwing range.
Assassin. +16 stealth, +5 accuracy (general), +200 damage units for a same-stealth attack with ranged weapons.
Armor and Shield. Block chance is twice as high, +100 health units.
Heavy Weaponry. +8 to accuracy (heavy weapons)
(15)
Lupin
Ability to use Nozenrot's special equipment — various weapons, armor and gadgets.
Origin #1: Samurai (accuracy +5, reaction +5, speed +3, will +5 if the character has ken-ryu or tao-ryu skill.)
Origin #2: Ito Clan (stealth is twice as high and cannot be lower than a quarter during checks; 15 points for "ninja" skill).
Origin #3: Hirano Clan (free skill "kyudo", skill "concentration" - skipping a turn in exchange for +60% accuracy and damage for the next attack)
Origin #4: Uchiyama Clan (free skill "Uchiyama clan magic")

National Skills
(15)
Ken-ryu
Ability to use Taosian swords.
Style:
+12 accuracy, +12 reaction, +3 speed.
The character's attack cannot be blocked, parried or counterattacked.
+2 attacks.
+Gust of Wind. Damage +500%, cooldown: 3.
+30% chance to deal critical damage
(10)
Tao-ryu
Ability to use Taosian swords.
Style:
+8 accuracy, +8 reaction, crescent attack
  • Hesitant Sword. The character parries attacks, shots and targeted spells. (5)
  • Insightful Sword. +2 attacks. (5)
  • Heavenly Sword. Attack range +8. (5)
  • Iaijutsu. A sudden or stealth attack deals +400 damage units. The character can reflect a stealth attack. (5)
(15)
Ninja
+50 health, +5 accuracy (general), +5 reaction, +15 stealth, +5 speed.
  • Bujutsu. The character can use any weapon without penalties. (5)
  • Genjutsu. Immunity to mind-affecting effects. The character can paralyze a selected target or impose visions upon them. (5)
  • Art of Transformation. The character can change their face. (5)
  • Taijutsu. +90 health units, +5 accuracy (general), +5 reaction, +5 will. Melee damage: 30x5, crit: 10%.(5)
  • [Own Technique] (8)
(25)
Uchiyama
+3 magic, +600 energy units, +15 will.
  • Zetsumei. Selected character dies. 100|16 (5)
  • Yokai. Accuracy and reaction of the summoned are equal to caster's will, health is will*20. 80|5 (5)
  • Naosu. Removes all negative effects from a selected character, fully restores health, cures diseases and injuries. 100|1 (5)
  • Baffling Mist. Enemies in the area of effect (11x11) must pass a perception check, otherwise they will act blindly. 100|15 (5)
  • Will of Blades. The caster creates a spiritual blade, controlling it mentally. 40|5 (5)
  • Spirit Superiority (passive). Immunity to damage and status effects (check: will). (5)

-(passive) The character's melee attacks degrade the opponent's armor quality and increase incoming damage from any source by (will=%).
-(passive) Character health increases by (will*2=%).
-Fire strike to all around the character, 120% damage. Spirit: 1
-Fire strike in a straight line or diagonal (14), 300% damage. Spirit: 5
-Area damage 14x14 around the character equal to spent health of the character +(will)%. Spirit: 10, health: 50% of maximum value.
-Fire damage (Will*5) [8x3]. Spirit: 1, cooldown: 1


-(passive) Each attack by the character restores (will/2=%) health to them.
-(passive) The character can freely stand, walk and run on water. The character restores 10% spirit every turn.
-(passive) Will is added to the character's accuracy and reaction
-The character restores (will/2=%) health to all allies around them. Spirit: 2
-Character's accuracy and reaction are doubled until the start of their next turn. Spirit: 6
-Water damage will*20 in area [3x3]. Spirit: 8, range: 16.


-(passive) Speed is always twice its real value.
-(passive) The character can run on walls or jump onto them, as well as overcome various other obstacles (including characters in their path).
-The character performs an additional attack for each unit of spirit spent. Maximum +10/turn.
-Air damage to all straight lines from the character or diagonals (4), 380% damage. Spirit: 3
-Selected target receives 80% air damage over five turns (20). Spirit: 5
-Air damage (Will*4) [12x6]. Spirit: 3, cooldown: 2


-(passive) Immunity to physical attacks (will). Spirit -1 for each successful resistance.
-(passive) Character's melee damage increases by (will*5=%).
-(passive) Chance to paralyze the opponent with each attack (will=%)
-(passive) Chance to break the opponent's weapon upon receiving a hit (will=%)
-(passive) Chance to break the opponent's armor/shield/weapon on a hit (will=%)


-(passive) Immunity to any forms of immobilization.
-(passive) Each attack by the character removes 2 accuracy, 3 reaction, 1 speed and 2 will from the opponent.
-(passive) +2 attacks (melee), +300% damage (throwing weapons).
-The character can spend 1-10 units of spirit to teleport 4-40 cells. If an attack is performed during this, the dealt damage increases by 100-1000% (electricity). Cooldown: 2 turns or 0 if no damage is dealt or it does not exceed 3 spent spirit units.
-The character's attacks deal electricity damage and deal additional damage (will=%). 1 spirit/attack.
-Lightning strike in a straight line or diagonal (30), 800% damage. Spirit: 20


-(passive) Immunity to damage and status effects (will). Spirit -1 for each successful resistance.
-(passive) Each opponent fallen by the character's hand restores (will)% health units and spirit.
-The character's attacks ignore defensive mechanisms (armor, spells etc. but not techniques such as parrying, blocking etc.) of opponents. Spirit: 1/attack per target.
-Seals all active abilities and spells as well as passive effects of the character and their equipment for five turns bypassing will (12). Accuracy*2 on attack. Spirit: 12.
-Fully heals (including severe damage) self or a selected character, restores health and energy. Spirit: 15
-Standard attack against all opponents in an 11x11 zone. Spirit: 1/opponent. Cooldown: 1 turn.

Стартовый пост - Квенты - Разное - Список НПС - Турнир -
Резара - Аксель - Орвальд - ЭмилияСтэфания - Амвросий - ЛестерАльсираАлария

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#5342
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Yes, creating a new champion would be a good idea.
А, вот почему.

🏹🎪+⛓️♿=💕
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#5343
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And then the Taoists will take care of him.
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#5344
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We need to get ahead and generate a Taoist.
А, вот почему.

🏹🎪+⛓️♿=💕
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#5345
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And die in the arena.
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#5346
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I still want to play as Sagara. Sorry if I'm bothering you, but, um, I mean, I care about your experience and everything.
А, вот почему.

🏹🎪+⛓️♿=💕
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#5348
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Life is pain, isn’t it?
А, вот почему.

🏹🎪+⛓️♿=💕
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#5350
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Enjoyment.
I almost burst out laughing.
Where do we go?
Where do we end up when we save the world?