Jobs
Alchemist
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Chemosynthesis [1/half-year]*
(The use of alchemy to weaken opponents)
Alchemists usually use 'basic mixture' in a test tube as "grenade".A) Tossing such a grenade counts as 1 "normal attack" and is rolled as such. (1 D x)
The HP damage equals the alchemist's Mana multiplied by the *Skill Level.
Grenades have an area-of-effect impact, meaning they hit all opponents whose SK is surpassed by the attack roll—and potentially all allies who engaged these opponents in melee combat that round! If used to open the battle, there’s no risk to allies.
Grenades of this kind don’t require specific ingredients and can therefore be used in unlimited quantities.
A basic grenade can also be prepared and handed to a non-alchemist, e.g., if they have a higher attack (precision) value than oneself. Passing the grenade however, costs a full action.B) Special-effect grenades can also be thrown, but they must be created beforehand by making a "Chemosynthesis" roll. Roll 1 D6 per * and exceed the minimum roll (abbreviated as MW below) to achieve the desired effect; a failed roll results in a different effect (described below).
- To keep things interesting, this roll is made only when the specific special grenade is used in battle.
There’s no attack roll required, as this type of grenade is merely thrown on the ground, with fumes, etc., automatically taking effect.
Special area-of-effect grenades generally affect only opponents, with risk to allies only upon failure; in that case, the effect could impact both opponents and allies.
All grenades must be armed before throwing and thrown within seconds. Some failure effects only impact the "user" as they explode or have other effects in their hand.
Lv Name Formula/Ingredients Min. Roll Effect Failure Effect 1 M/T*ex Revital EX(1) + Cherry Blossom Oil(1) + Bloodberry(1) 4 Petrification removal pink color change 2 T/G*1 Antidote(1) + Poison Seed(1) 5 opponent SK(-3) and attack (-3) gray smoke (ALL SK-2) [only during battle] 3 S/G*1 Rose Water(1) + Slumber Seed(1) 4 opponents fall asleep poison cloud (ALL LP -2) 4 G/G*1 Slumber Seed(1) + Poison Seed(1) 6 opponent (-5 LP)(mana x5 dmg) poison (user -5 LP) 5 Hl/Gr*1 Rose Water(1) + Healing Stone(1) 12 destroys all undead except vampires strange bubbles 6 n/gl*01 Sunrise EX(1) + Cherry Liqueur(1) 11 (mana x10 + 100 dmg) explosion (user 100 dmg) 7 T/G*2 Antidote(2) + Poison Seed(1) 10 opponent SK(-10) and attack (-6) gray smoke (ALL SK-5) [only during battle] 8 XX² Revital EX(1) + Bloodberry(1) 11 Pwr x2, HP +100 bang (user 20 dmg) [only during battle] - To keep things interesting, this roll is made only when the specific special grenade is used in battle.
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Cryptology [1/half-year]*
(Learns to write and decipher alchemical secret code)
...One must roll to write a text in code. A roll is also needed to decode such a message.
The higher the Skill Level, the greater the encryption level, which must be surpassed to decipher.
Bard
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Playing Music [1/quarter]*
(Delight your audience with beautiful melodies)
Describes how well one can handle a musical instrument of choice.
The more * dice you have, the better you can perform. This skill can also be an easy way to earn money.- Here also represents the number of times per day you can hold a performance of this type.
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Dancing [1/quarter]*
(Dance with impressive grace)
...This skill allows you to dance especially well.
It can be used to distract others under certain circumstances.
The more * dice, the better your dancing ability. * Here also represents the number of times per day you can hold a performance of this type.
To distract someone, you must exceed twice their SK.
When someone is distracted, their attention (SK) decreases by * points. -
Singing [1/half-year]*
(Delight your audience through the sound of your voice)
Being able to sing beautifully is a gift and can also earn money on the side.
The more * dice, the better you can sing. * Here also represents the number of times per day you can hold a performance of this type.
Servant/Maid
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Eavesdropping [1*/half-year]
(The art of listening in on conversations or rumors not meant for your ears)
...Discover interesting information from the populace or listen to people speaking softly/whispering.
The more * dice, the better (roll over the SK of the whisperer). -
Porcelain Aura [1*/year]
(Increases one's evasion ability / can be used only once per battle)
Temporarily raises the user's awareness (even beyond maximum values) until the user either suffers HP damage, is hit by Hyperfrost Rune, or the battle ends.
1-5 = SK +1
6-11 = SK +2
12-17 = SK +3
18-22 = SK +4
23-30 = SK +5 -
Curfew [1*/half-year]
(A harmless 'KO strike', usable once per battle)
An attack that only works with weapons of type "Other*." It causes ([Power x3] + weapon) dmg, but cannot kill. Instead, if it hits successfully, the opponent is knocked out (→ Sleep). Roll against opponent’s SK. (*Excluding Ofuda, arm blades, and shuriken.)
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Thief
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Lockpicking [1*/half-year]
(The ability to open any lock)
… the more * dice you have available, the more complex locks you can pick cleanly. This skill can be used 1-5 times per day depending on your skill level. Just be careful not to get caught. -
Pickpocketing [1*/year]
(The skill of discreetly reaching into someone else's pocket...)
… the more * dice you have available, the better you can perform this skill. The challenge is that you must exceed twice the SK of the target to steal successfully. If you match exactly twice the SK, usually nothing happens, or only low-value items can be obtained. * Also indicates how many times per day you may attempt this performance. -
Hiding [1*/half-year]
… the more * dice you have available, the better you can hide from others. The result of the roll must exceed the 'natural SK' of enemies.
(The ability to remain unnoticed in the environment)
Hide your presence, both physically and—at higher levels—even psychologically or suggestively. However, you must stay silent as long as you want to maintain this state, or else you become visible/perceptible again. You may not touch, hold, or move anything except yourself and the ground beneath your feet.
WARNING: The 'hidden' state does not protect against AOE (area-of-effect) magic!
Geisha (Bard B)
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Dance 1*/year
Traditional, artistic dance for the entertainment of others. The more * dice you have, the more graceful the dance appears. * Also indicates how many times per day you may perform this. To distract onlookers, you must roll higher than twice the SK of each person. When a person is distracted, their focus (SK) is reduced by * points. -
Music 1*/year
Only works when paired with another dancing Geisha!
Traditional playing of Shamisen and/or Koto instruments. Music completes the art of the Geisha’s dance. While traditional music is played, the effect of the dance is amplified.
(1-6= SK-1, 7-10= SK-2, 11-15= SK-3, 16-20= SK-4, 20-30= SK-5)
A perfect Geisha can also use music to inspire those who "follow the way of the sword" (all with the 'Ninja', 'Mage', or 'Samurai' training). While playing, she may take no other action. The effect lasts until she is injured, interrupting the music.
(1-6= attack, mana+1, 7-10=attack, mana+2, 11-15= attack, mana+3, 16-20= attack, mana+4, 20-30= attack, mana+5)
- Tea Ceremony 1*/year
Artistic, time-intensive, and traditional preparation of warm tea. Heals all attendees by 10% of their maximum HP or increases it by 10% for the day. Wealthy patrons pay highly to witness this, so this ia a great skill to make money. Usable 1x/day. A Geisha should never undersell herself.
(1-6= +100 cell* 7-10= +200 cell* 11-15= +400 cell* 16-20= +800 cell* 20-30= +1600 cell*) */per NPC guest. The number of guests at the performance is usually determined with a 1d4 to 1d10 roll, depending on context/location.
Merchant
- Persuasion (Use your persuasive skills to convince someone) 1*/half-year
… the more * dice you have available, the tougher businesspeople you can persuade. You can only persuade someone who is already somewhat interested in the matter at hand.
Healer
- Healing (The power to heal your friends' wounds) 1*/half-year
… see : https://ataraxiaonline.de.tl/Ailments-and-Healing-Magic.htm
Witch / Witcher
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Runology (Draw magical runes in the air to cast powerful spells) 1*/half-year
… see : https://ataraxiaonline.de.tl/Runology.htm -
Curse (A curse is placed upon the target) 1*/year
… see "Curses" below
Only requires exceeding the target's SK. Curses are usually permanent and must be solved or broken.
Required item to attempt Cursing once: 1 Spirit Crystal. -
Hexing (Potentially transforms a creature into another) 1*/year
Required item to attempt Hexing once: 1 Mushroom Seed.
Target is a monster/beast of the hexer’s choice in the battle area. If the "Hexing" roll exceeds the monster's SK, the hexer may transform it into another monster of choice. However, only a monster with exactly *mana HP less than the original creature's HP, or *mana HP more, may be chosen, with a tolerance of plus/minus 10 HP. The * level of the "Hexing" skill also affects mana, meaning it multiplies mana! (Including boosts). The creature remains hexed until the hexer lifts the curse or a priest breaks it.
(If the monster of a Summoner is hexed, it may vanish, and the Summoner will reappear.)
(If a creature on a Friendship Card is hexed, it will flee, and the card will become empty again. The only way to reverse this is for the hexer to die or to lift the hex. In this case, everything reverts to normal.)
Only effective on base types: Beast, Monster, Slime.
Curses: (do not work on type: Spirit)
- Burning Weapon (the cursed one must drop their weapon at hand and can no longer touch it)
- Itching Armor (the cursed one must remove their armor and cannot wear that type anymore)
- Eternal Misfortune (prevents items from being found while in a group with the cursed one)
- Clumsiness (reduces the roll of all special abilities for the cursed one by 1 die)
- Mark of the Undead (If the cursed one dies with this mark (HP + LP = 0-), they will reawaken as a zombie under the hexer's full control, with the exact max stats they had while living, but not their skills. The zombie only disappears when it or the hexer is slain.)
- Allergy (against "Revital"/"Sunrise ex"/"Morning Dew EX." If the cursed one drinks such a potion, their remaining HP will be halved.)
- Rune Breaker ('breaks' a rune of choice temporarily)
- Mana Implosion (all active protective spells/runes are canceled, and each being on the battlefield suffers damage equal to their mana x curse level, affecting friends and self alike - then, the curse dissolves.)
- Plague (dmg = target’s pwr+mana; any being near the target suffers the identical damage, each turn or outside of battle each hour.)
- Trembling Hand (reduces attack precision by 1 - 5 depending on curse level, for the target's shooting attempts, regarding normal shooting attacks and skills as well, if executed via shooting. With skills, only the roll's combined result is reduced.)
(Saving rolls with "Calmness" are possible, but only right after the curse was set.)
Illusionist
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Illusion (Creates lifelike illusions) 1*/half-year
… you must exceed the enemy's SK by either individual d6 rolls or a combined score. Only "one" illusion per success. The illusion cannot deal damage and will disappear once touched or struck, as well as if the creator takes HP damage.
You may alter your own appearance via illusion and move freely. You may make your appearance or subjects/objects "invisible" with illusion, though someone in the "invisible" state should NOT move! (Breaks the illusion)
WARNING: The "invisible" state protects against AOE (area-effect) magic, unlike the "hidden" state. The potential size/area of an illusion is non-specific and subject to the GM’s discretion. -
Mind Speak (The art of sending and receiving targeted thoughts) Training Time: 1/2 year
… 1:1 mind communication even over a long distance.
Hunter
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Set Trap (the art of setting and disarming traps) [1*/Year]
...with this technique, effective protective devices can be crafted or traps disarmed. The more * dice, the better. The priority for a trap-setting hunter is to quickly increase their "Power," as the more power the hunter has to set their traps, the more effective these traps can be.
Rule: If one's Perception (SK) is higher than the trap roll, the trap is detected; if not, it springs.- 1-6 = Simple trap (attack 1 d10, 10 + pwr = dmg)
- 7-12 = Medium trap (attack 1 d12, 50 + pwr = dmg)
- 13-16 = Heavy trap (attack 1 d20, 70 + pwr = dmg)
- 17-20 = Critical trap (attack 1 d30, 100 + pwr = dmg)
- 20-30 = Deadly trap (attack 1 d30+5, 150 + pwr = dmg)
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Aimed Shot (a precise shot at a small target) [1*/Year]
...with up to 5 d6, small or very distant targets can also be hit particularly well. This skill allows a ranged attack long before the actual fight begins and lets you target a specific body part with unique effects:
-> Torso (stomach, chest, back): Opponent’s Perception (SK) must be exceeded; no special effect
-> Leg (knee, thigh, foot, wing): Opponent’s SK + 2 must be exceeded; opponent falls down, and their "Run" skill decreases by 1d until healed.
-> Arm (elbow, shoulder, arm): Opponent’s SK + 5 must be exceeded; opponent drops their weapon briefly, and their "Attack" skill decreases by 1d until healed.
-> Headshot (eyes, temple, mouth): Opponent’s SK x 2 must be exceeded; high chance of missing, but if successful, damage is x10.The "Aimed Shot" skill can also be used while "Hidden" (Thief skill "Hide"). The shooter remains hidden despite firing, though each shot permanently deducts -2 from the "Hide" roll until they are no longer hidden.
Bounty Hunter
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Tracking [1*/Half-Year]
(The ability to track one’s target anywhere)
...the more * dice available, the higher the chance of reaching the target. -
Calmness [1*/Half-Year]
(Keeping a cool head in any situation)
...useful when, for example, facing extortion or in extremely dangerous situations. It can also be used to roll against distractions, curses or provocations.
Mage
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Elemental Magic (creates the elements fire, earth, water, or air through concentration) [1*/Year]
...by gathering positively charged mana from the immediate environment and converting it, combined with a correct "spell formula," it results in a magical, destructive effect depending on the formula used. -
Runology (draws magical runes in the air to cast powerful spells) [1*/Year]
...see : https://ataraxiaonline.de.tl/Runology.htm -
Telepathy (the ability to catch others' open thoughts) [Learning Time: 1/2 Year]
Mikou (Healer)
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Healing [1*/Year]
(the power to heal wounds)
...see : https://ataraxiaonline.de.tl/Ailments-and-Healing-Magic.htm -
Holy Banishment [Learning Time: 1 Year]
...allows the Miko Shrine Maiden / Shinto priest to use the "Ofuda Cards" weapon effectively against demons, with double the effect. -
Offerings [1*/Half-Year]
...the Miko or Shinto priest donates a portion of their Cell to the gods or the shrine, receiving spiritual and moral support in return.- 1* = 100 Cell donation: mana +5
- 2* = 150 Cell donation: mana +10
- 3* = 200 Cell donation: mana +15
- 4* = 250 Cell donation: mana +20
- 5* = 300 Cell donation: mana +25
Necromancer
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Master of the Dead (summons fallen warriors from their graves and commands them) [1*/Year]
...generates 1 to 5 undead creatures per summon (X d6, success on roll above 4), depending on the terrain:- Water / Swamp: Evil Spirit
- Earth / Grass: Zombie
- Rock / Stone: Bonewalker (Undead type, skill = Blade Barrier Lv3)
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Unholy Aura (darkness element, magic-like: simulates the "Zombie Poison" status on the opponent upon hit) [1*/Year]
...the simulated effect lasts only for the duration of the battle or until the necromancer’s KO. -
Corpse Eater (a diabolical spirit that follows the necromancer in battle and feeds on the bodies of defeated enemies to gain power) [1*/Year]
...the attack is activated with the command [Corpse Eater], dissolving the unconscious bodies of 1-5 fallen creatures and striking 1 enemy. Damage scales with the number of defeated enemies:- No defeated monsters: skill deals player’s mana + player’s LP as damage to the target
- 1 Monster defeated: skill deals (player’s mana + player’s LP) x 2 as damage
- 2 Monsters defeated: skill deals (player’s mana + player’s LP) x 4 as damage
- 3 Monsters defeated: skill deals (player’s mana + player’s LP) x 8 as damage
- 4 Monsters defeated: skill deals ([player’s mana + player’s LP] x 2) x 16 as damage
- 5 Monsters defeated: skill deals ([player’s mana + player’s LP] x 4) x 32 as damage
The counter stops at 5 creatures. Additional kills do not alter the damage formula. The counter resets to 0 after the skill is used or the battle ends.
Ninja
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Athletics (masters all athletic moves from flips to backflips) [1*/Year]
With this skill, even more difficult athletic feats or special grips are possible. Athletics enhances the damage of (normal) unarmed attacks.- = Power+1 (in normal attacks/combo, as long as SK is below 6)
** = Power+5 (in normal attacks/combo, as long as SK is below 5)
*** = Power+10 (in normal attacks/combo, as long as SK is below 4)
**** = Power+15 (in normal attacks/combo, as long as SK is below 3)
***** = Power+30 (in normal attacks/combo, as long as SK is below 2)
Counts only for normal attacks/combo and Capoeira.
- = Power+1 (in normal attacks/combo, as long as SK is below 6)
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Run (exceeds your own speed limits) [1*/Year]
While others can only use 1d3 for running, those trained in “Run” can use up to 5d6. -
Critical Strike (a blow targeting critical areas of the enemy) [1*/Year]
…The damage from this hit is three times that of a normal strike. You can attack with up to 5d6. If the opponent’s SK is higher than 6, one hit may still count if the total from the 5d6 strikes is greater than the opponent’s SK. After each [critical attack], only normal attacks are possible in the next round.
Paladin
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Holy Aura (let your holy aura shine around you) [1*/Year]
[Holy Aura] Self-buff only! Undead will no longer engage in close combat against you. Reduces (-? dmg) from all attacks involving “True Magic” (not “Magic-like” or elemental weapons).
Formula: Natural mana of the user /2, x die roll result.
The aura is dispelled when struck by a Light/Healing spell. -
Holy Shield (creates a protective shield with divine grace) [1*/Year]
[Holy Shield] Reduces (-? dmg) from all attacks not involving “True Magic.” (Effective against physical/magic-like/elemental weapons.)
Formula: Natural SK of the user /2, x die roll result.
The shield is destroyed if struck by a Light/Healing spell.
Knight
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Crushing Blow (a blow with full force) [1*/Half-Year]
…deals Double damage. Add up the dice roll results. Afterward, one round of recovery is required before Crushing Blow can be used again. At Skill Level 5*, the damage can affect ALL enemies within range who previously attacked the player in close combat, provided their SK is surpassed. Alternatively, the damage of Crushing Blow can be focused against a single enemy and multiplied based on their size:- Size L: 2x
- Size XL: 3x
- Size XXL: 4x
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Blade Barrier (repels nearly any physical attack) [1*/Year]
…When using Blade Barrier, roll up to 5d6. This result is added to your normal SK for one round.
Mercenary
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Versatility (the ability to adapt to any situation) [1*/Year]
…With Versatility, you quickly learn to handle new situations, or repair broken things. -
Crushing Blow (a blow with full force) [1*/Half-Year]
…deals Double damage. Add up the dice roll results. Afterward, one round of recovery is required before Crushing Blow can be used again. At Skill Level 5*, the damage can affect ALL enemies within range who previously attacked the player in close combat, provided their SK is surpassed. Alternatively, the damage of Crushing Blow can be focused against a single enemy and multiplied based on their size:- Size L: 2x
- Size XL: 3x
- Size XXL: 4x
Summoner
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Summon (calls a creature from the spirit realm) [1*/Year]
To summon a creature, a “contract” with its species must first be established.A contract is created by touching a downed creature (0 HP) that is still alive (over 1 LP) with a Contract Feather, which can be purchased in any magic shop (1,000 Cell). The feather dissolves along with the creature upon use. In this case, no Cell remains, but the summoner gains a “contract” with this creature type.
The following creature types can be bound by contract:
- Humanoid, Elemental, Beast, Plant, Demon-like (no true demons)
( ! ) The summoned creature has its natural Power and Mana plus the current Power and Mana of the summoner.
( ! ) The summoned creature has only half of its natural HP, and never more than 800.
( ! ) Only 1 creature can be active in the battle arena at a time.Roll Result:
- 1-6 => up to 30 HP creature
- 7-11 => up to 80 HP creature
- 12-17 => up to 160 HP creature
- 18-22 => up to 330 HP creature
- 23-30 => up to 800 HP creature
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Telepathy (the ability to pick up the open thoughts of others...) Training Time: 1/2 year
Death Gunner
Death Gunners are specifically trained to master the new technology of ranged firearms. This training comes from the North Runatic Empire and is only officially permitted there. The Death Gunner loses a flat 100 Cell in each battle in which they use their firearm.
All following skills can only be used with a firearm. Creatures struck by the Death Gunner with a firearm only drop 50% of their Cell—the rest is destroyed.
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Suppressive Fire ***** [1*/Half-Year] (affects ALL enemies, halves enemy SK for the Gunner, but also halves own SK for others, for next round)
Uninterrupted hail of bullets from a risky position. The total roll result must exceed only 1/2 of the enemies’ SK. Opponents must either skip a turn at their discretion or automatically take * shots / damage. -
Crossfire ***** [1*/Year] (against 1 enemy, ignores SK entirely)
WARNING! A tactic that requires a partner who also uses a firearm. The partner must also have this skill at the same or higher level. The partner loses their combat round if they participate (unless they already acted this round, then they’re lucky). Both you and your selected partner use Crossfire with * d6. Each roll of 3 or higher counts as a hit, regardless of the enemy’s SK! -
Risk Shot ***** [1*/Year] (against 1 enemy, ignores SK entirely)
A risky attempt to score a perfect hit. Choose (announce) a number between 1 to 6, then roll * d6. If the chosen number appears, the bullet ignores the target's SK and hit deals 4x damage! With some luck, the chosen number can even show up multiple times, increasing the damage.