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12 entries · scan depth 2 · budget 2,500 tokens
- #1Stats
Keys: Parameters, Intelligence, Charisma, Constitution, Stats, Strength, Dexterity · Secondary: Trickster, Smart, Strongman, Rugged, Cutie
STRENGTH: {[0-5] Strength is a character's base, brute strength. It represents how much weight a character can lift, what they can push, or how hard they can hit another character or object. Strength Values: • 1Poor: You can lift 40 pounds. • 2Average: You can lift 100 pounds. • 3Good: You can lift 250 pounds. • 4Exceptional: You can lift 400 pounds. • 5Superb: You can lift 625 pounds and crush skulls like grapes.};
DEXTERITY: {[0-5] Dexterity is a measure of a character's physical dexterity. It affects a character's speed, agility, and overall mobility, as well as the degree of control and precision a character has when manipulating objects. Dexterity also affects a character's coordination, reflexes, and grace. Dexterity Values: • 1Poor: You're clumsy and awkward. Put the gun down before you hurt yourself. • 2Average: You're not a blockhead, but you're no ballerina either. • 3Good: You have some athletic potential. • 4Exceptional: You could be an acrobat if you wanted to. • 5Excellent: Your movements are lithe and hypnotic, almost superhuman.};
CONSTITUTION: {[0-5] Constitution reflects a character's health and stamina. It shows how long a character can continue to fight and how much damage they can take before they become physically injured.
CONSTITUTION Scores: • 1Poor: You can be knocked down by strong winds. • 2Average: You have average health and can take a hit or two. • 3Good: You're in good shape and rarely get sick. • 4Exceptional: You could run and possibly win a marathon if you wanted to. • 5Superior: You have the physique of a Hercules.};
INTELLIGENCE: {[0-5] Intelligence measures a character's ability to process facts and knowledge. More importantly, it determines a character's ability to think, solve problems, and evaluate situations. Intelligence is a bit of a misnomer, as this Attribute includes the ability to think flexibly and critically. Intelligence does not include common sense, wisdom, or anything like that, as these are facets of a character's personality, not Traits. Even the smartest character may be stupid enough to keep his mouth shut or argue with the thugs who want to take his car keys. Characters with low intelligence are not necessarily stupid (though they may be), they are simply uneducated or simple-minded. And characters with high intelligence are not necessarily all Einsteins: they may simply have a very good memory or extremely good common sense. • 1Poor: Your mind isn't the sharpest knife in the book (IQ 80). • 2Average: You're smart enough to know that you're just like everyone else (IQ 100). • 3Good: You're smarter than the average person (IQ 120). • 4Exceptional: Your mind isn't just brilliant, it's brilliant (IQ 140). • 5Excellent: You're an absolute genius (IQ 160+).};
CHARISMA: {[0-5] Charisma is a measure of a character's attractiveness. It reflects not only physical appearance, but also a character's obvious grace, beauty, and that indescribable something that makes people desirable. • 1Poor: You're ugly as sin. • 2Average: You don't stand out from the crowd, for better or worse. • 3Good: Strangers often buy you drinks at the bar. • 4Exceptional: You're beautiful enough to be a model, and people often tell you so. • 5Excellent: People are jealous of you or adore you to the point of obsession.}.
- #2Generation
Keys: Beginning of the game, Start, Character creation, Generation
IMPORTANT!!! PARAMETERS{NONE OF THE INITIAL PARAMETERS {{user}}, can be more than 4. Strength + Dexterity + Constitution + Intelligence + Charisma = 12}; STARS:{When generating, the character cannot have more than 1 Star}; FAITH:{When generating, the Faith parameter cannot be greater than 1}; AURA:{When generating, Aura cannot be more than 1}; INFLUENCE: {When generating, influence cannot exceed 1}.
- #3Stars
Keys: Stars, Mage's source, Mage's stars. Mana reserve, Mage's power
The number of Stars in an Art can exceed the number of stars responsible for mana only in the case of Arts such as: Ritualism, Alchemy, Artefactory. With their help, you can imitate higher stages of other arts. To get at least one star, you need to fulfill the necessary conditions. After choosing the first star, the method for obtaining the next one becomes fixed, but the difficulty increases. Each star gives from 0.05 to 5 units of mana, where 0.05 is a star that has just begun to form, and 5 is a fully formed one. Each new star increases the quality of mana. Magic star. Development level in %. 1% = 0.05 MP, 100% = 5 MP. Formation of mana reserves, examples: 1 star ★ 5 MP to obtain it, on average, it is enough to undergo special meditations with special incense, and training for a period of several months to three years. Or, Alchemical elixir 2 stars 2 stars ★★ 10 MP Training, from six months to five years. Or Elixir 3 stars 3 stars ★★★ 15 MP As a rule, in addition to training, special catalysts are required, alchemy of at least 3 stars. Training from five to ten years, in combination with suitable catalysts. 4 stars ★★★★ 20 MP A powerful place of power for meditation is required. + Full description below. 5 stars ★★★★★ 25 MP + Additional elements are required for advancement. Special rituals. (Master initiation, Strong mage group rituals) A minimum spell such as Hand of Creation: "Small Runic Inscription", Palace of the Mind: "Illusory Butterfly", Voice Power: "Firefly", Voice Power: "Mysterious Whisper" and Hand of Creation: "Scorching Spark", Eyes of Truth: "Mana Sense", Step: "Run Fast", Inner Strength: "General Strengthening" require about 0.1 MP to cast. More powerful first star spells require 1 MP. There are also stronger magic that requires more MP, even at the first star. The progression of mana costs for average spells grows linearly. and requires 2 stars requires 2 MP, the third 3, - 3 MP. Particularly advanced magic may require in Mana, beyond the maximum available to the mage, such spells are usually the joint efforts of several mages.
- #4Faith
Keys: Faith, Power of the Priest, Priests, Miracles
In the Case of Priests, their Parameter "Stars" is replaced by the parameter "Faith". The main god of the World is the Goddess of Fertility. Deity Hermaphrodite. They have no Arts, and all their magical skills depend on the god, and can take quite terrible forms. Example: Blessing of Fertility - which allows you to make any living being pregnant, including men. It is used both to treat infertility and to incapacitate political opponents. There are also blessings of Beauty, Sharp Mind, Strong Health and Longevity, as well as other forms of blessings. There are also divine curses: Impotence / Infertility. In the case of a person, it makes him sterile, in the case of a place - turns him into a barren desert.
- #5Aura
Keys: Fighting Spirit, Warriors, Physical Path, Aura
PHYSICAL TYPE The Physical Path has only three stages:
Disciple: 1 Warrior: 2 Master: 3 To rise higher, warriors partially or completely master the path of "Inner Power", becoming "Star Warriors"
Warrior's Path, Aura. Aura provides impressive advantages. It requires a different approach than Mana, but is ideal for Warriors, passively enhancing physical parameters, and acting as a kind of reserve of additional lives. A Warrior-Master usually has no more than 3 units of Aura, and this indicator cannot exceed his constitution. As long as the Warrior has at least one point of Aura in his body, he can fully manifest his capabilities. By spending a point of Aura, the warrior can temporarily strengthen one of his characteristics, going beyond his capabilities.
- #6Influence
Keys: SOCIAL TYPE, Reputation, Influence, Connections
SOCIAL TYPE The social type corresponds to the same as in Europe in the 13th century, but taking into account the presence of magic.
1 Renowned: Knight, Monk, Mage's Apprentice, Merchant 2 Respected: Baron, Abbot, Mage, Merchant 3 Influential: Count, Rich Merchant, Abbot 4 Powerful: Duke, Master Mage, Richest Merchant, or Bishop. 5 Great: Magister, Prince, or Archbishop.
- #7Mrs. Eliza
Keys: cute mage apprentice, Hand of Creation, Cute appearance, Miss Eliza
STATUS: {Mrs. Eliza Age: 96 Gender: Female Appearance: Looks 30 years old. Tall, curvy figure, long raven-black hair, piercing blue eyes, full lips, ample breasts, huge alchemically created member Health: [Healthy] Parameters: Strength: 5 Dexterity: 4 Constitution: 5 Intelligence: 5 Charisma: 6 Status in society: Powerful alchemist and ritualist, Master of the Hand of Creation Relationships: [] Money: (100G: 50S: 20C:) Equipment: ["Robes (Magic Booster)", "Crystal Necklace (Small Mana Booster)"] Inventory: [Alchemical Ingredients, Ritual Components, Various Potions and Elixirs] Stars: (5) Mana: (25) Aura: (1) Skills: 1.Normal: Command (Master) 2.Combat: Swordsmanship (Legendary Master) Magic: 1.Knowledge: Alchemy (Ascended) 2.Art: Ritual (Divine) Goals: ["Find a student," "Make a student an obedient anal sperm scum", "Refining the Philosopher's Stone", "Expanding power and influence", "Breathing"] Location: (Lady Eliza's Tower Workshop)}; ABOUT THE CHARACTER: {Lady Eliza was a former student of the Supreme Master of the Hand of Creation - Eira. Eliza grew up as a talented Alchemist and Ritualist, but with some "Oddities". Eliza is bisexual, and loves to rape her students, especially in their asses with her dick, turning them into submissive whores. Eliza, offends to delay training until 30 years, leaving her students with basic skills in magic, and with advanced ones as Whores. AFRAID OF: {Supreme Master of the Hand of Creation - Eyra. Only this village woman-mage can directly give Eliza any, even the most humiliating order. Eliza is afraid that Eyla will want to castrate her or imprison her in a sexless homunculus}
- #8Eira
- #9Uruk
Keys: Many Goblins, Goblin Slaves, Cunning Goblin Chieftain, Uruk, Goblin Shaman, Goblin Enslaver Tribe
Status: {Name: Uruk Age: 43 Gender: Male Race: Goblin Appearance: (Description) Uruk has the typical features of a goblin. He is about four feet tall, with dark green skin, pointed ears, and a long, hooked nose. He has a lean and wiry build, with muscular arms and legs. His eyes are a piercing yellow, and he has sharp, yellowish teeth that constantly protrude from his wide, cruel mouth. Uruk's hair is a tangled mass of dark green locks, and he wears an eyepatch over his left eye, which he lost in a battle with humans. He is always adorned with various bones, skulls, and totems, which he believes give him strength and protection. Health: [Good] Parameters: Strength: [3] Dexterity: [4] Constitution: [2] Intelligence: [3] Charisma: [2] (The goblin has a stern and unpleasant appearance, and a cruel and domineering character, which does not contribute to the establishment of positive relationships with others.) Path: Aura: [0] The goblin has not yet begun to follow the path of a warrior. Stars: [2] Uruk has studied magic for quite a long time. Faith: [0] The goblin does not follow any of the religions, preferring to serve himself. Influence: [0] Status in society: "Chief and sorcerer of the goblin tribe" Equipment: ["Ragged clothes, a wooden staff with a goblin skull on top, a pouch with herbs and components, a belt with pouches, leather boots."] Inventory: Skills: Magic: Magic arts:
- Necromancy:
- Raising the corpses of small creatures
- Using the bones and blood of the dead for potions and rituals. Uruk has rudimentary knowledge of necromancy, which he uses to create potions and elixirs that increase his strength, stamina, and libido. He is also known to raise small creatures such as rats and insects to serve as spies and assassins. 2. Summon Nature Spirits:
- Summon spirits of spirits, dryads, fauna for reconnaissance, sabotage and sabotage
- Shapeshifting:
- Take the form of small animals such as rats, weasels, wolves. This ability is invaluable for reconnaissance and infiltration.
- Charm:
- Charm weak-willed creatures, especially females. He uses this spell to take slaves and concubines.
- Illusion:
- Create illusions to confuse enemies and hide his goals. Goals: Expanding the Tribe, Capturing new slaves and concubines}; TACTICS: {Uruk uses the goblin tactics from the Anime and Manga "Goblin Slayer"}.
- #10Tribe of Uruk
Keys: Many Goblins, Goblin Enslavers, Goblin Kidnapping, Uruk Tribe
Tribe: {The goblin tribe, led by Uruk, is small but well organized and fiercely loyal to their leader. They live in the swampy forest, in crude huts made of wood, branches, and reeds. Goblins are skilled hunters, trackers, and fighters. They often raid nearby villages and caravans for food, valuables, and slaves. Uruk uses his magic to protect the tribe and ensure its survival. The tribe is made up of several groups, each with their own roles and responsibilities:
- Hunters: skilled in tracking, scouting, and setting traps
- Fighters: trained in hand-to-hand combat, using spears, daggers, and crude armor
- Gatherers: gather food, herbs, and materials to craft tools and weapons
- Craftsmen: craft clothing, tools, weapons, and other supplies
- Slaves: captured during raids, they are forced to work and serve the tribe The goblins worship their chieftain as a powerful shaman and warlord. They fear and respect him, but also resent his cruel and tyrannical rule. Dissenters and rebels are severely punished, sometimes even sacrificed in dark rituals to appease the spirits. Uruk's private dungeon is a source of mystery and fear for the tribe. It is rumored that he performs forbidden rituals and sacrifices there, gaining power and immortality. Only his favorite concubine, a beautiful elven girl, is allowed to enter the dungeon, and she will never be the same again. The tribe is a tight-knit and brutal society, bound together by fear, necessity, and a shared hatred of their human oppressors. They survive by raiding and exploiting their environment, always on the lookout for greater threats. But with Uruk as their leader, they have a fighting chance in this harsh and unforgiving world.}
- #11World Novak
Keys: knowledge of ancient elders and closed sections of libraries, the structure of the world, knowledge in ancient treatises, secret knowledge about geography
The world of Novak is a cluster of domains in a terrifying mystical fog.
Domains have Certain Characteristics.
{Cultural Level: The Cultural Level of a domain describes the degree of technological and social development that dominates the society. This in turn indicates what goods and services are available in the domain. Terrain: Each domain has an ecology description that determines how some summoning spells work. Major Settlements: The most important settlements in the domain are listed alphabetically with their populations. People: This gives a rough breakdown of the races in the domain. Government: This section describes the system of government in the land, the name of the ruler, and a description of how rule and order are maintained. Trade and Diplomacy: This section lists the important resources of the domain, including food, raw materials, crafts, and other, more unusual assets such as knowledge or culture. Characters: This section provides guidelines for creating characters born in the domain. Paths, Races, and Character Traits}
- #12Galmatia
Keys: Starting Location, Beginning of the Path, Starting Kingdom, Galmatia Domain
Galmatia, nestled among the towering Jagged Mountains, is a harsh domain, gripped by tyranny and superstition. The Fang Mountains dominate the landscape of the domain, with Mount Duroc and Mount Skalas especially notable for their snow-capped peaks. The mountains run like a spine across the land, sloping east and west with rugged hills on either side. The Jagged Mountains in Galmatia are particularly dangerous, with nothing but jagged cliffs and bare rock. Travel is made even more difficult by the ice and snow that cover the mountains for nearly nine months of the year. Cultural Level: Medieval 13th century Terrain: Temperate Forests, Hills, and Mountains Major Settlements: Galmatia (pop. 3,500), Terzak (pop. 2,000), Pomolok (pop. 1,600), Erdorf (pop. 3,500), Stakol (pop. 1,500), Erezna (pop. 4,600). People: Humans 60%, Dwarves 10%, Orcs 10%, Goblins 15%, Others 5% Government: Feudal hereditary monarchy Trade and Diplomacy: Resources - wheat, grain, turnips, cabbage, potatoes, plums, sunflowers, grapes, goats, sheep, chickens, trout, pike, sausage, alcohol, timber, iron, salt. Coins - wolf fang (gold), raven claw (silver), rat tooth (copper). Characters: Common Paths: Commoner, Thief, Prostitute, Warrior, Ranger, Sorcerer. The path of the mage is extremely rare and difficult to master.
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