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  • Vault
  • Elementalist
  • Name:

    Elementalist

  • Exp:

    3000

  • Stats:

    • Finger Slots

      WIP

    • Coercion

      Coercion measures a character’s ability to use physical intimidation and presence to influence others. It is used in social encounters where force or dominance is applied.

    • Cunning

      Cunning evaluates a character’s practical experience and problem-solving in everyday or wilderness situations. It applies to tracking, healing, knot-tying, cooking, and similar survival skills.

    • Shoulder Slots

      WIP

    • Subtlety

      Subtlety represents a character’s finesse in executing delicate or undetectable actions. It is used for lockpicking, sleight of hand, moving without notice, or handling fragile objects.

    • Reflex

      Reflex measures a character’s capacity to evade or react to fast-moving physical threats, like projectiles or melee attacks. It governs the effective use of Agility-based or ranged weapons in combat.

    • Vigor

      Vigor represents a character’s ability to resist physical and biological threats, such as disease, poison, and fatigue. It also determines the effective use of Strength-based weapons in combat.

    • Sagacity

      Sagacity measures a character’s mental agility, awareness, and decision-making speed. It is essential for adapting quickly and perceiving details in dynamic situations. Increasing Sagacity improves the Resilience, Cunning, and Perception characteristics, as well as the number of Action Points generated per second.

    • Athletics

      Athletics determines a character’s capacity to perform physically demanding tasks, such as climbing, swimming, jumping, or moving heavy objects. Increasing Athletics also improves the character’s Maximum carrying weight.

    • Agility

      Agility reflects a character’s physical coordination, dexterity, and finesse. It governs precise movement, balance, and nimbleness in both combat and exploration. Increasing Agility improves the Reflex, Acrobatics, and Subtlety characteristics, as well as the character’s Movement.

    • Extra HP

      WIP

    • Max HP

      WIP

    • Psychology

      Psychology measures a character’s understanding of others’ behavior and their ability to manipulate or persuade through conversation. It is used in social checks such as bargaining, detecting lies, or influencing NPCs.

    • AP regeneration

      WIP

    • Body Slots

      WIP

    • Current Flux

      WIP

    • Current HP

      WIP

    • Movement

      WIP

    • Memory

      Memory reflects a character’s ability to recall past events, retain learned information, and apply technical knowledge. It is used for recalling lore, crafting, or reproducing precise instructions.

    • Intelligence

      Intelligence represents a character’s capacity to learn, analyze, and retain complex information. It determines their aptitude with knowledge, magic, and social manipulation. Increasing Intelligence improves the Arcana, Psychology, and Memory characteristics, as well as the Maximum Flux the character can store.

    • Wrists Slots

      WIP

    • Feet Slots

      WIP

    • Perception

      Perception determines a character’s sensitivity to environmental details and stimuli across all senses. It is used to detect hidden elements, identify threats, or notice changes in surroundings.

    • Strength

      Strength represents a character’s raw physical power and ability to exert force. It influences tasks involving brute strength, such as lifting, breaking, or overpowering others. Increasing Strength improves the Vigor, Athletics, and Coercion characteristics, as well as the character’s Maximum HP.

    • Max Weight

      WIP

    • Waist Slots

      WIP

    • Head Slots

      WIP

    • Resilience

      Resilience indicates a character’s resistance to mental and magical interference, such as fear, illusions, or enchantments. It also governs the use of Sagacity-based magical weapons that require focus and discipline.

    • Neck Slots

      WIP

    • Max Flux

      WIP

    • Weapon Slots

      WIP

    • Acrobatics

      Acrobatics reflects a character’s balance, flexibility, and bodily control. It applies to situations like navigating difficult terrain, slipping through tight spaces, or escaping restraints.

    • Min HP

      WIP

    • Arcana

      Arcana reflects a character’s command of magical forces in combat. It is used to counter magical attacks and to wield Intelligence-based magical weapons with precision.

    No stats

  • Modifiers:

    • Alzawahif

      The character's race physiology grants them a bonus of +1 in Intelligence. The Alzawahifs capacity to change their skin color enable them to become invisible when they stop moving.

    • Contrôle des éléments II

      Vous possédez un contrôle fondamental des éléments que sont l'Eau, la Terre, l'Air et le Feu. Cette affinité élémentaire vous permet d'influencer votre environnement et vos alliés à travers leurs manifestations. Grâce à cette maîtrise, vous êtes capable d'effectuer l'action de Support sur une cible située dans un rayon de 10 mètres, en canalisant l'élément le plus adapté à la situation.

    • Combinaisons élémentaires II

      Lorsque vous effectuez une action qui touche une cible avec l'une de vos aptitudes innées, vous appliquez à cette cible un état élémentaire parmi Air, Eau, Feu ou Terre, selon l'élément de l'aptitude utilisée. Si la cible possède déjà un état élémentaire d'un autre type, les deux états élémentaires sont immédiatement consommés et se combinent pour produire l'effet correspondant. Les deux états disparaissent alors au moment de la combinaison. Les combinaisons possibles sont les suivantes : • Feu + Terre : +1 au test de la prochaine action visant spécifiquement la cible. • Feu + Eau : la cible subit Faiblesse 1 sur les prochains dégâts qu'elle reçoit. • Feu + Air : la cible subit -0,1 AP/s pendant 5 secondes. • Terre + Eau : la cible subit -0,5 m/s pendant 5 secondes. • Terre + Air : la cible subit -1 au prochain test qu'elle effectue. • Eau + Air : la cible subit Faible 1 sur les prochains dégâts qu'elle produit. De plus, lorsque vous effectuez une action d'arme élémentaire, le personnage peut dépenser 4 PR pour appliquer à la cible touchée l'état élémentaire correspondant à l'élément de cette arme. Si cet état élémentaire entre en contact avec un autre état élémentaire déjà présent sur la cible, les deux sont consommés et la combinaison correspondante s'applique normalement.

    • Major Intelligence

      This talent gives a bonus of +3 (Background) to the character as they have spent much of their time learning, reading, or solving problems. They approach challenges with logic and patience, and their curiosity often drives them to understand how things truly work.

    • Minor Sagacity

      This talent gives a bonus of +2 (Background) to the character as they tend to notice small things — a change in tone, a sound in the distance, an unusual movement. This awareness helps them react calmly and effectively when needed.

    No modifiers

    No modifiers

  • Actions:

    • Dodge

      You swiftly move out of the way from an incoming threat in order to reduce its effects.

    • Resist

      You focus your mind on the magical link targeting yourself and try to break it in order to reduce the effects of an incoming threat.

    • Attack of opportunity

      If you hold a melee weapon and a creature exits its range without precotion, you can find a spot to attack them.

    • Throw

      The character throw an object lighter than 2kg at a distance of 5m. If the character tries this action with a heavier object, they must succeed a Athletics test with a malus of -3 per 500g above 2kg otherwise the object will mises the impact point. If the character tries to throw the object above 5m, they must succeed a Athletics test with a malus of -1 per meter above the initial distance otherwise the object will mises the impact point. The character should have one free hand in order to do this action.

    • Dashing jump

      If your last action(s) were to move in a straight line for at least 3m, you jump over 2m horizontaly. On a successfull Athletics test you can spend SP to increase the horizontal or the vertical distance.

    • Stationary jump

      You jump over 1m horizontaly or 25cm verticaly. On a successfull Athletics test you can spend SP to increase the horizontal or the vertical distance.

    • Support

      The character can support another creature and grants them a bonus to the test the creature is about to do. On a successful Primary Statistic test (chosen by the GM according to the type of support provided) the character give a +1 bonus to the creature test. Moreover the character can spend SP to change the bonus to: | SP | Dice | | :-: | :-: | | 2 | 1d4 | | 4 | 1d6 | | 6 | 1d8 | | 8 | 1d10 | | 10 | 1d12|

    • Push

      On a successful Vigor test, the target is pushed 1m away from the character. For every weapon the character is holding, the test received a malus of -3.

    • Pressure

      The character and the target do their weapon attack test (with a malus of -10 if this is a ranged weapon). If the character test has more SP than the target one, the target is pressured 1m away from the character which follow this movement. If the target refuse to or can't move away, the character can deals 1d4 vDamageType damage to the target.

    • Feint

      On a successful Cunning test, the target cannot react to your next action against them within the next 5s.

    • Disengage

      Move as fast as your movement action but doesn't trigger any reaction.

    • Grab

      On a successful Vigor test, apply 2d6 Grab points. If the number of Grab points is superior or equal to the target current HP, they are considered grappled by the character. If the character only have one free hand the number of Grab points decrease to 1d6 and 1 if no free hands. *A grappled creature is considered immobilize but otherwise can act as normal. They can try to break free with a Reflex or Vigor opposition test against a grabber Vigor test. The character can move but at half their speed and thus the grappled creature follow them.*

    • Punch

      If your not holding a weapon in one of your hand, you can - on a successful Vigor test - deal 1d4 minimum HP damage to nearby target.

    • Restrain

      On a successful Vigor test on an immobilized target, roll 2d6 Restrain points. If the number of Restrain points is superior or equal to the target current HP, they are considered restrained by the character. The character should have one free hand and for every weapon they are holding the test received a malus of -3. *A restrained creature is considered immobilize and Restrain. The character can move but at half their speed and thus the restrained creature follow them.*

    • Stalagmite aiguisée

      Fait jaillir une stalagmite aiguisée depuis le sol sous la cible, la transperçant et entravant ses déplacements. L'impact ralentit fortement la cible tout en l'imprégnant de l'État Terre.

    • Cône de feu

      Crée un cône de feu devant vous, infligeant des dégâts décroissants en fonction de la distance. Les cibles proches subissent l’intégralité des dégâts, tandis que les cibles plus éloignées subissent progressivement moins de dégâts. Les créatures touchées sont également affectées par l’État Feu. En cas de réussite à un test de Réflexes, les dégâts sont réduits de moitié et la durée de l’État Feu est limitée à 5 secondes.

    • Armure de glace

      Enveloppe la cible d'un bouclier de glace lui accordant des points de vie temporaires. Ce bouclier réagit aux impacts : les assaillants qui échouent à résister à son influence sont affectés par l'État Eau.

    • Éclair aveuglant

      Déclenche un éclair aveuglant au point d'impact, perturbant les sens et l'équilibre des créatures à proximité. Les cibles sont désorientées et voient leurs capacités de Réflexes affaiblies, tout en étant imprégnées de l'État Air.

  • Items:

    • Ice wand

      This one handed ice wand deals d6 Ice damage. This weapon is shaped from a single polished rod of rune-carved material, refined to conduct energy efficiently through minimal effort.

    • Acid wand

      This one handed acid wand deals d6 Acid damage. This weapon is shaped from a single polished rod of rune-carved material, refined to conduct energy efficiently through minimal effort.

    • Electric wand

      This one handed electric wand deals d6 Electric damage. This weapon is shaped from a single polished rod of rune-carved material, refined to conduct energy efficiently through minimal effort.

    • Fire wand

      This one handed fire wand deals d6 Fire damage. This weapon is shaped from a single polished rod of rune-carved material, refined to conduct energy efficiently through minimal effort.

    • Improved fluxsilk armor

      This armor that gives +1 Arcana (Physical) is made out of fine silk spun from threads soaked in liquid flux. The material now conducts energy without draining physical vitality or presence. Casting feels effortless — as though the cloth itself anticipates each gesture and adjusts the flow of magic accordingly.

    • Minor ring of Strength

      This ring that grants +1 Strength (Magical) is forged with a vein of dark steel and set with a deep crimson ruby, this ring hums faintly with inner warmth. The gemstone seems to throb like a slow heartbeat, tightening the wearer's muscles with a sense of grounded power.

    • Backpack

      A sturdy backpack used to carry personal belongings and equipment during long journeys. Add 3 kg of carrying weight.

    • Flux potion

      This small glass vial that when consumed restore 2d10 * 10 Flux contains a glowing blue liquid that seems to shimmer and swirl with an otherworldly energy. The liquid has a sweet, floral aroma and a smooth, silky texture. When the vial is tilted, the liquid moves rapidly, almost eager to be consumed.

    • Minor energy potion

      This small glass flask that when consumed grants +0.1 AP/s for the next 30s contains a shimmering orange liquid that seems to swirl and dance within its confines. The liquid has a spicy, invigorating aroma and a thick, syrupy consistency. When the flask is tilted, the liquid moves slowly, almost lazily, as if it is conserving its energy.

    • Ration

      This ration is equivalent to one day of food for a normal anthrop. However, not being tasty or fresh limit the resting food condition of characters eating only them to 4.

    • Blanket

      This blanket decreases the resting condition malus from the temperature by 1 when used.

    • Cooking Kit

      A practical kit containing basic tools and utensils needed to prepare food while traveling or camping.

    • Flint and Steel

      A simple fire-starting kit composed of flint and steel, used to create sparks and ignite tinder.

    • Lantern

      This lantern emits light on a 10m radius.

    • Magnet

      This horse shoe magnet has a holding power of 3kg.

    • Vial

      A vial made out of iron or glass that can contain up to 25cL of liquid.

    • Waterskin

      A leather waterskin used to carry and store drinking water during travel.

  • Notes:

    Notes

  • Background:

    Background

  • Coins:

    0

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