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  • Vault
  • Paladin Kura
  • Name:

    Paladin Kura

  • 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:

    • Acid mastery I

      When performing an action that deals Acid damage, the user may spend 5 Success Points (SP) to add one extra Acid damage dice equal in face count to the action's original Acid die. Each subsequent die costs 1 SP more than the previous one (two dice = 11 SP, three dice = 18 SP, etc.).

    • Stone plating II

      When performing an action that uses Earth, the user may spend 4 Success Points (SP) to cover themselves with protective stone plating and gain 1d4 Extra HP. The extra HP doesn't stack on top of each others. Each additional d4 costs 1 SP more than the previous one (two dice = 9 SP, three dice = 15 SP, etc.).

    • Detection of vibrations II

      The character can precisely sense everything within a radius of 2 meters around them, as long as it is connected to them through a solid medium. This sense works by perceiving vibrations traveling through the material, such as the ground, walls, floors, ceilings, stone, wood, metal, or any other solid structure. Within this radius, the character can sense creatures and objects through vibration even if they cannot see them normally. Invisible creatures, hidden creatures, or creatures obscured by darkness are perceived as if they were visible, provided they are connected to the same solid medium and produce enough vibration to be detected. When this vibration sense is relevant to a Perception test, such as detecting nearby traps, hollow spaces, underground tunnels, moving creatures, footsteps, or structural changes, the character gains a +3 bonus to the test. This sense does not function through air, liquids, or disconnected objects. A creature or object that is not connected to the same solid medium cannot be detected with this Talent.

    • 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.

    • Major Sagacity

      This talent gives a bonus of +3 (Background) to the character as they have learned to stay aware and think quickly. They tend to notice details others miss and can adapt easily when things change. This habit of careful attention keeps them one step ahead.

    • Minor Strength

      This talent gives a bonus of +2 (Background) to the character as they have built strength through steady effort — working, carrying, or training regularly. It's not exceptional, just the result of persistence and routine.

    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.*

    • Stone plane

      The character creates a basic stone construction for a short period of time.

    • Stalagmite

      Fait jaillir une stalagmite aiguisée depuis le sol sous la cible, la transperçant et entravant ses déplacements.

    • Sand storm

      You create a sphere of raging sand storm that obstructs vision. Every full meter of sand storm between a creature and its target gives the creature a -1 malus to the test of the action targeting it. This malus is cumulative across the crossed distance and ends when the line between the creature and its target no longer crosses the sand storm, or when the sand storm disappears.

  • Items:

    • Shield

      This shield allows the wielder to replace a Dodge by a Vigor based reaction.

    • Infused Acid rod

      This one handed infused Acid rod deals d8 Acid damage, gives a bonus of +1 to the test and ignores 1 level of resistance. This weapon is crafted from Flux-infused material, allowing power to circulate through its structure like a living current. The runes shimmer with subdued light, reacting instantly to the wielder's movements.

    • Improved chidomor dust armor

      This armor that gives +1 Resilience (Physical) is made out of thin layers of Chidomor dust pressed into fabric. By refining the mineral powder and tempering it through controlled resonance, the craftsman has preserved its protective calm while allowing thoughts and emotions to flow freely. The improved chidomor dust amor steadies the mind against enchantments and panic, yet leaves warmth, empathy, and clarity intact.

    • Minor amulet of Memory

      This amulet that grants +1 Memory (Magical) is a simple chain with a ring of silver and brass. It helps the wearer keep details fresh in mind, recalling names, symbols, or instructions more easily.

    • Minor ring of Sagacity

      This ring that grants +1 Sagacity (Magical) is fashioned from pale electrum and set with an amethyst that seems to catch the light even in shadow, this ring sharpens the senses in subtle ways. The world appears a little clearer — edges crisper, sounds nearer.

    No items

    No items

  • Notes:

    Notes

  • Background:

    Background

  • Coins:

    0

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