NAME
Hallvar Nyman
AGE
32
CLASS
Beastmaster
SUBCLASS
PLACE OF ORIGIN
Hero of Amnasín
ATTRIBUTES
STR
11
AWA
14
CHA
6
AGI
10
CON
10
INT
12
DEX
12
END
18
LUC
6
UNIQUE SKILL
BAD LUCK BOON
Each time you experience misfortune, you have a small chance of increasing your luck attribute by 1.
Chance percentage is calculated based on the imminent danger of the misfortune.
The luck attribute does not affect the chance percentage. You are not allowed to game the system.
HERO SKILLS
ROTE READING [PASSIVE]
REQUIREMENTS: Read 10 books
CLASS: SCHOLAR
Books read to 95% completion are archived within the system and may be searched for information. This skill applies to maps and educational diagrams. Indexes may be omitted.
GENERAL SKILLS
- -
CLASS SKILLS
SHARED LAND [PASSIVE]
Your threat level is lowered significantly until you initiate aggression or combat, allowing you to observe uninterested beasts or pass by peacefully.
This skill does not prevent beasts from perceiving you as a predator or prey.
Negated by beasthunter subclass.
- - -
BULL RUSH [ACTIVE]
Your strength and agility are set to 150% for a duration of time, which increases by 1s per use. Effects are extended to companion beasts.
Limit: 10m
DURATION
Ch 15 – 10s
Ch 17 – 80s
- - -
TAME BEAST [ACTIVE]
A percentage chance to tame a targeted beast into a companion beast.
Affected by luck.
- - -
TRAP BREAKER [ACTIVE]
Negate one (1) affliction every 12 hours.
SUBCLASS SKILLS
- -
GENERAL SPELLS
- -
PROFICIENCIES
Art
- drawing
Combat
- defensive melee
- offensive melee
- weapon: axe
Gambling
- simple games
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Leatherwork
- skinning
- processing
Wildcraft
- foraging
- spearfishing
- trapping
- woodcutting
AUGMENTATIONS
- -
----------------------------------------
NAME
Viktor Veðraldi
AGE
50s-60s
CLASS
Fighter
SUBCLASS
Duelist, Unseen
PLACE OF ORIGIN
Fyrmann
ATTRIBUTES
STR
19 (15)
AWA
30
CHA
10 (13)
AGI
24 (20)
CON
10
INT
24 (22)
DEX
L 26
R 4
END
18
LUC
1 (2)
STR | AGI | DEX - injury reduction
CHA - infamy, status
INT - age
LUC - blessing
GENERAL SKILLS
LOCKPICKING [ACTIVE]
LVL 3
REQUIREMENTS: Attempt to pick locks 100 times.
LEVELS
1. 10% chance of success per attempt
2. 30% chance of success per attempt
3. 50% chance of success per attempt
Levels add onto base success chance (from dexterity and proficiency).
- - -
LOCK-ON [ACTIVE]
Lock focus onto a target to display their health, buffs, debuffs, and afflictions.
In group combat, focus automatically shifts when a target is defeated or dies.
CLASS SKILLS
DISENGAGE [PASSIVE] Successfully escaping combat or magical range sets Agility to 150% and lowers Threat level significantly for 2m.
- - -
ARENA LORD [PASSIVE]
REQUIREMENTS: Win single-combat challenges 1500 times.
Combat within a defined or enclosed space increases damage to 1.5x.
Challenges can be arena combat, duels, or freeform sparring matches.
SUBCLASS SKILLS
FIRST BLOOD [PASSIVE]
SUBCLASS: DUELIST
Successfully drawing first blood (or making first weapon contact, in jousting) applies a random debuff or affliction to your target that lasts 5m.
See Torment or Sabotage for list.
- - -
RIPOSTE [ACTIVE]
SUBCLASS: DUELIST
Attacks that follow successful parries do 2x damage and ignore armor / magical shields.
Buff ends after target resigns or dies.
- - -
TORMENT [ACTIVE]
SUBCLASS: DUELIST
Applies affliction(s) from below list to the opponent. Duration is randomized but is at minimum 2 minutes and maximum 10 minutes.
- exhaustion
- high threat
- paralysis
- reverse healing
- silence
- slow
- vision fog
LEVELS:
1. 1 random affliction
2. 2 random afflictions
3. 1 chosen affliction
4. 1 random and 1 chosen affliction
5. Maximum of 2 chosen afflictions
- - -
DELICATE AND DANGEROUS [PASSIVE]
SUBCLASS: DUELIST
Resistances to debuffs, afflictions, and elemental damage inversely correlate to the amount of armor worn.
Less armor = more resistance.
- - -
DEFLECT [PASSIVE]
SUBCLASS: DUELIST
50% chance to deflect long-range or magical attacks.
- - -
SABOTAGE [ACTIVE]
SUBCLASS: DUELIST
Applies debuff(s) from below list to the opponent for 2 minutes.
* Stumble – reduce Dexterity and Endurance attribute by 30%
* Weaken – reduce Strength and Agility attribute by 30%
* Stun - reduce Intelligence and Awareness attribute by 30%
* Block – prevent use of 20% of random skills of the target (rounded down), both combat and non-combat skills are counted
* De-Buff – remove all active buffs
* Leech – target’s damage received is transferred to you as a heal
* Poison – target receives damage over time based on Constitution and Endurance attributes but poison cannot kill the target
* Bleed – target receives damage over time based on Strength and Endurance attributes but bleed cannot kill the target
LEVELS:
1. 1 random debuff
2. 2 random debuffs
3. 1 chosen debuff
4. 1 random and 1 chosen debuff
5. 2 chosen debuffs
- - -
BITTER END [ACTIVE]
SUBCLASS: UNSEEN
Receive a notification from the system when your target’s health is either 1) decreasing at an unsustainable rate or 2) drops below 10%.
[ Lock-On ] target may be monitored remotely. Bitter End dispels after 60m or more than a mile.
- - -
NO WITNESSES [ACTIVE]
SUBCLASS: UNSEEN
When active, alerts you to any people within a boundary or within a 5ft border of the boundary.
Boundary options:
* Indoors: Single room, including space around open windows and doors
* Outdoors: 70 ft diameter sphere with broken interference
Mixed: 20 ft diameter sphere with interference
- - -
SPY'S MANTLE [ACTIVE]
SUBCLASS: UNSEEN
Charisma is set to 7 and all weapons (including sheathes, belts) attached to body are illusioned to be invisible.
- - -
STEALTH [ACTIVE]
SUBCLASS: UNSEEN
Set Agility and Awareness to 200% for a duration of time, which increases by 1s per use.
Duration has reached limit.
Limit: 10m
- - -
ASSASSINATE [ACTIVE]
SUBCLASS: UNSEEN
An attack which does minimum damage if the target is above 10% health, but below 10% health, it does 2x damage.
- - -
GENERAL SPELLS
NIGHTSIGHT [ACTIVE]
REQUIREMENTS: Participate in combat at night 30 times.
See in the dark as if day for a duration of time, which increases by 1s per use.
Duration has reached limit.
Limit: 10m
Repeated use of this spell may cause eye color to lighten.
PROFICIENCIES
Combat
- defensive melee
- offensive melee
- weapon: dagger
- weapon: sabre
- weapon: axe
- weapon: crossbow
- weapon: bow
Criminal
- cryptography
- forgery
- lockpicking
- stalking
Gambling
- simple games
- cards
- dice
Wildcraft
- fishing
- netcrafting
- foraging
- ropemaking
- trapping
[This section is incomplete and will be updated as needed.]
AUGMENTATIONS
DRAGON'S MERCY [BLESSING]
+1 luck
Spared by the dragon Faythe for being amusing
- - -
THE QUEEN'S BLESSING
+ resistance to friendly combatants within 60 feet