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♜ Stat Sheets #1 ♜

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.

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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

If you encounter this narrative on Amazon, note that it's taken without the author's consent. Report it.

Leatherwork

- skinning

- processing

Wildcraft

- foraging

- spearfishing

- trapping

- woodcutting

AUGMENTATIONS

- -

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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

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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

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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