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  • Vault
  • Assassin
  • Name:

    Assassin

  • 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

    • Feet Slots

      WIP

    • Wrists Slots

      WIP

    • 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.

    • 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.

    • 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.

    • Charge R.o.I

    • Waist Slots

      WIP

    • Max Weight

      WIP

    • 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.

    • 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.

    • Max Flux

      WIP

    • Neck Slots

      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:

    • Waniama

      The character's race physiology grants them a bonus of +1 in Agility. The Waniama legs morphology grants the character a bonus of +1.5m in Movement in addition to reducing fall damage by 1d6.

    • Piercing mastery II

      When performing an action that deals Piercing damage, the user may spend 4 Success Points (SP) to add one extra Piercing damage dice equal in face count to the action's original Piercing die. Each subsequent die costs 1 SP more than the previous one (two dice = 9 SP, three dice = 15 SP, etc.).

    • Weak point I

      When performing an action that deals Piercing damage and benefits from a bonus to its test, the action first Piercing damage dice is maximised.

    • Faire un avec les ombres

      Lorsque le personnage se trouve dans un environnement de faible luminosité, il bénéficie d’un bonus de +3 aux tests de Subtilité utilisés pour se cacher ou rester indétectable. Les environnements de faible luminosité incluent notamment les zones plongées dans la pénombre, les lieux faiblement éclairés, les environnements nocturnes ou toute situation où la visibilité est significativement réduite.

    • Ombre partagé

      Lorsque le personnage se tient dans l’ombre d’une créature affectée par Éclat d’Ombre, la première charge d'une action ciblant cette créature produit immédiatement une seconde charge. Cette seconde charge est générée automatiquement au même instant que la première. Toutefois, si l’action comporte des effets nécessitant une dépense de PR, le coût requis pour activer ces effets est augmenté de 2 PR pour cette action.

    • Major Agility

      This talent gives a bonus of +3 (Background) to the character as they have always relied on coordination and sense of movement. Whether through work, sport, or habit, their body has been trained to react fast and stay balanced in any situation.

    • 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.

    • Charge

      You charge in a straight line toward your target. Until you reach melee range, each charge lets you move up to your movement speed. Once you are in melee range, you continue charging the action. For every 3 meters traveled during the charge, the action's test gains a +1 bonus.

    • 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.*

    • Clone d'ombre

      Vous remodelez votre ombre pour en faire des leurres indiscernables de vous par les autres. Quand une créature réussit une action infligeant des dégâts ciblés sur vous, elle dispose d'une chance équiprobable de vous toucher, vous ou vos leurres. Si un leurre prend des dégâts, il disparaît. De plus, si une créature vous touche malgré vos leurres, elle parvient alors à vous distinguer parmi eux par la suite.

    • Glisser dans l'ombre

      Vous entrez dans le plan des ombres afin de réapparaître dans une ombre marquée par **Éclat d'ombre**.

    • L'étreinte de l'ombre

      Vous utilisez les ombres des créatures marquées par "Éclat d'ombre" pour les clouer au sol, leur infligeant des dégâts perforants ainsi que des points d'**Ancrage**. *Les points d'Ancrage réduisent le mouvement de la cible proportionnellement à leurs PdV maximum (1 point d'Ancrage sur une créature a 10 PdV maximum réduit son mouvement de 10%). Les points d'Ancrage restent sur la cible jusqu'à sa prochaine action de mouvement, après quoi ils sont enlevés.*

    • Éclat d'ombre

      Vous lancez une partie de votre ombre sur des cibles, ce qui les marque pour les 15 prochaines secondes. Vous connaissez toujours la position des cibles marquées.

  • Items:

    • Vitrium dagger

      This one handed vitrium dagger deals d4 Piercing damage, gives a bonus of +1 to the test and ignores 1 level of resistance. This weapon is a slim Vitrium blade, so polished it almost disappears in bright light. Its lightweight build allows for rapid, seamless motion, each thrust tracing a flicker of silvery brilliance.

    • Ring of invisibility

      A finely crafted ring imbued with arcane power. It can store up to 20 charges and regenerates 1d4 charges each day at dawn. When activated, the wearer becomes invisible, consuming 1 charge per second. The effect ends immediately if the ring runs out of charges or if the wearer deactivates it.

    • Virelleaf armor

      This armor that gives +1 Reflex but -1 Cunning and Perception (all Physical) is made out of interlaced Virelleafs, treated to keep their natural reactivity. The material subtly shifts with motion, tightening and releasing to guide the wearer's muscles, lending a natural quickness to every action. Its floral fibers hum faintly as they open and close, almost like a living thing. However, the constant shimmer and the plant's faint scent can distract the mind and dull awareness of the surroundings. The Petalbloom Vest favors instinct over thought — a quick body, but a wandering mind.

    • Energy potion

      This small glass flask that when consumed grants +0.2 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.

    • Health potion

      This small glass flask that when consumed restore 2d6+2 Biologic HP contains a shimmering, crimson liquid that seems to swirl and dance within its confines. The liquid has a faint, sweet aroma, and seems to radiate a soothing healing energy.

    No items

  • Notes:

    Notes

  • Background:

    Background

  • Coins:

    0

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