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  • Vault
  • Life conduit
  • Name:

    Life conduit

  • 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.

    • 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.

    • Punch mastery I

      When making a Punch action you can change the type of damage from minimum HP to blunt. Moreover, this action is no longer a complex action. Moreover, when performing a Punch action, the user may spend 5 Success Points (SP) to add one extra minimum HP dice equal in face count to the action's original minimum HP die. Each subsequent die costs 1 SP more than the previous one (two dice = 11 SP, three dice = 18 SP, etc.).

    • Détection de la vie II

      Le personnage détecte automatiquement la présence de créatures vivante situées dans un rayon de 10 mètres autour de lui. Cette détection est passive et ne nécessite aucune action. Le personnage peut étendre cette capacité de détection jusqu'à 20 mètres en se concentrant. Lorsqu'il se concentre, la détection s'effectue dans un cône orienté devant lui. La quantité d'informations obtenues dépend du temps de concentration maintenu sur ce cône. Après 10 secondes de concentration, le personnage détermine s'il existe ou non au moins une créature vivante dans la zone détectée. Après 20 secondes de concentration, le personnage connaît le nombre exact de créatures vivante présentes dans le cône. Après 30 secondes de concentration, le personnage connaît la localisation précise des créatures vivante détectées dans le cône. Cette détection peut traverser des obstacles, mais uniquement dans les limites suivantes : elle ne peut pas traverser plus de 90 cm de terre, 30 cm de pierre, 2 cm de métal, ou une fine couche de plomb, qui bloque entièrement la détection.

    • Energy conservation II

      When performing a successful **Life action** on a creature, this one becomes marked with a **Life mark** for the next 10 secondes. Moreover, when performing a **Life action** on a **Life marked** creature, the character may choose to consume this mark to give to another **Life action** 1 AP charge, however this action cannot apply a **Life mark**. This newly charged action see its SP cost required to activate its effects increased by 1 SP. An action can only gain a charge from this Talent once and cannot benefit from other Talents or effects that grant AP charges to actions.

    • Major Strength

      This talent gives a bonus of +3 (Background) to the character as they grew up doing hard physical work — lifting, pulling, carrying. Their body developed naturally through effort and repetition, giving them steady strength and endurance that others simply don't have.

    • 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:

    • 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.

    • 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.*

    • 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.*

    • Life beam

      The character channels life energy with both hands into a straight beam that deals Biologic damage to creatures in the line.

    • Life orbs

      Launches a life orb within 5 m. Choose whether the orb deals Biologic damage or heals Biologic HP at each bounce. After affecting a creature, the orb bounces to the closest creature within 3 m that has not already been affected by this orb. If no eligible creature is within 3 m, the orb vanishes. If several creatures are equally close, the caster chooses which one is affected first. Each bounce reduces the remaining damage or healing by 1d6, so an orb that has reached 1d6 does not bounce again. A creature affected by an orb cannot be affected again by the same orb.

    • Energy flight

      The character expels energy from their hands, propelling themselves through the air for 1 second. During this second, they may fly up to vDistance.string. If used during a fall or while already moving, this propulsion can instead reduce their current speed by 2 times the movement speed.

    • Life punch

      The character infuses their fists with Life energy. While this effect is active, their Punch action gains the Life action tag and deals additional Biologic damage.

  • Items:

    • Knuckles

      This one handed knuckles deals d4 Blunt damage. This weapon takes the form of metal bands shaped to fit across the user's fingers. Each curve is precisely cast, with small ridges along the surface to improve hold and control in close quarters. NB: While wearing this, the character is not considered holding any weapon and so has a free hand.

    • Knuckles

      This one handed knuckles deals d4 Blunt damage. This weapon takes the form of metal bands shaped to fit across the user's fingers. Each curve is precisely cast, with small ridges along the surface to improve hold and control in close quarters. NB: While wearing this, the character is not considered holding any weapon and so has a free hand.

    • Improved sinewsteel armor

      This armor that gives +1 Vigor (Physical) is made out of Sinewsteel laced with treated leather. Through precise alloy layering and careful thermal shaping, the master smith has stabilized Sinewsteel's contraction to strengthen the body without restricting it. The armor adjusts dynamically to tension, tightening where force is applied and loosening where freedom is needed.

    • Minor phylactery of focus

      This phylactery grants +0.1 AP/s (Magical).

    • Minor flux potion

      This small glass vial that when consumed restore 1d10 * 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 Reflex potion

      This small glass flask grants +1 Reflex for the next 30s when consumed.

    No items

  • Notes:

    Notes

  • Background:

    Background

  • Coins:

    0

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