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  • Vault
  • Newen
  • Name:

    Newen

  • Exp:

    1253

  • Stats:

    • Body 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.

    • 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.

    • 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.

    • 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.

    • 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.

    • Monture

    • Max Flux

      WIP

    • Feet Slots

      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.

    • Pistol ammunition

    • Neck Slots

      WIP

    • Min HP

      WIP

    • Current Flux

      WIP

    • Components value

    • Current HP

      WIP

    • Shoulder Slots

      WIP

    • Finger Slots

      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.

    • 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.

    • Weapon Slots

      WIP

    • Movement

      WIP

    • Waist 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.

    • 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.

    • Extra HP

      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.

    • 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.

    • Head Slots

      WIP

    • 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.

    • 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.

    • Flux catalyst level

    • AP regeneration

      WIP

    • Max Weight

      WIP

    • Max HP

      WIP

    • Wrists 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.

    • 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.

    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.

    • Mage

      The character does not have any natural flux capacity. Thus, you do not possess any flux and only gain 10% of normal experience. However, they learned to manipulate the one around them thanks to Flux catalysts. Moreover, they can enchant items and make scrolls with components for a total of half the market value of the enchantment.

    • 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 Agility

      This talent gives a bonus of +2 (Background) to the character as they move easily and naturally, often finding balance where others stumble. Years of activity or careful habits have made their movements precise and quiet.

    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.*

    • Counter spell

      The character uses their reaction to try to counter the ability of another creature using their knowledge of the flux. The countered ability should be Arcana or Resilience based.

    • Ice stasis blast

      Blast the target with ice in order to deal ice stasis points.

    • That's not what I said

      As a reaction, you can reroll your last Psychology test made to lie to someone. The flux cost of this ability depends on how many times it has been used during the day.

    • Sugar coat

      Gives a bonus to the caster for the next 10 minutes to all Psychology tests made to persuade someone.

    • Repulsion

      The character uses their telekinetic power to push a target.

    • Drunken gas

      Launch a grenade emitting gas that drunken all nearby creatures.

    • Animated weapon

      Animate a weapon that will fight as commanded for a time.

    • Arcane shield

      Creates an arcane shield on the caster that protects from a certain amount of damage.

    • Item teleportation

      The character can either: - Teleport a marked object and its content in front of them - Teleport a held marked object and its content to a marked location. Marking an object or a location take 1 hour to the character to do. However, the marked object or marked location should not be in-closed by either: - 90 cm of wood or dirt - 30 cm of stone - 2.5 cm of metal - a thin layer of lead

    • Fire explosion

      The character launches a thin beam of fire that on impact explodes into a fire burst dealing Fire damage.

  • Items:

    • Abathon (Flux catalyst portal)

      The dagger's pommel twists like living roots, forming a natural grip, while its leaf-shaped blade gleams with a soft, greenish shimmer that seems to breathe with quiet life. A faint pulse runs along its veins, as though sap still flows within the metal. Its small, organic form grants the wielder a +2 bonus on Subtlety tests to conceal it, blending seamlessly against cloth and shadow. When it strikes, Abathon allows its bearer to spend SP to siphon HP from the victim, the blade briefly glowing with verdant light. Once per day, the dagger channels the vitality of its origin to cast Detect Magic through the resonance of its living core. Born from a world where raw life and magic intertwine, Abathon acts as a Level 1 Flux Catalyst, drawing flux from its native plane to feed a mage's spells.

    • Pistol

      This one handed pistol deals d6 Piercing damage. This weapon carries a barrel milled from ordinary steel, its surface functional and utilitarian. The bore and rifling are plainly visible, machined to reliable tolerances; the metal rings with a short, metallic echo at each discharge.

    • Shield

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

    • Rapier

      This one handed rapier deals d6 Piercing damage. This weapon is a slender, needle-like blade paired with an intricate swept hilt. Fine filigree lines the guard, and the polished steel blade reflects both precision and meticulous craftsmanship.

    • Rapier

      This one handed rapier deals d6 Piercing damage. This weapon is a slender, needle-like blade paired with an intricate swept hilt. Fine filigree lines the guard, and the polished steel blade reflects both precision and meticulous craftsmanship.

    • 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 Intelligence

      This ring that grants +1 Intelligence (Magical) is a simple silver circlet bearing a small sapphire so clear it seems to hold the calm of deep water. When worn, the air around it feels cooler, and thoughts align into tidy order.

    • Minor phylactery of focus

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

    • Amulet of Psychology

      This amulet that grants +2 Psychology (Magical) holds a bit of polished amber set in a modest wooden frame. Many traders and mediators wear it, finding that it helps them keep calm and read others more clearly during tense talks.

    • Cloak of the Manta Ray (Flux catalyst nature)

      This cloak appears to be made of leather until the wearer enters salt water. At that time, the cloak of the manta ray adheres to the individual and appears nearly identical to a manta ray. The wearer gain the ability to breathe underwater, and a swim speed of 2m/s. In addition, the cape is enchanted and provides 9 maximum HP to the wearer. For a mage, this cape is a level 1 flux catalyst (Nature).

    • Heirloom ring (Flux catalyst gemstone)

      This heirloom ring with a Rubis can be used as a Lvl 1 flux catalyst for a Mage.

    • Ring of flux catalyst II (portal)

    • Emerald

      This emerald is worth 5 PO and can be used by a wizard to decrease the Flux cost of spells for a total of 50 once per day.

    • 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.

    • Flash Grenade

      This small, metal sphere is filled with a volatile mixture of chemicals that produce a bright, white flash of light when ignited. When the fuse is ignited, the chemicals explode in a blinding flash of light, temporarily disorienting and reducing the Reflex of those in the area. The character throws the grenade, which causes all creatures within 2m of the impact to succeed a Vigor test or suffer a -2 malus on their Reflex for 12 seconds.

    • 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.

    • Potion de feuille morte

      Ralenti les chutes pendant les 10 prochaine minutes.

    • 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.

    • 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.

    • Meter of rope

      Hemp rope. A successful Athletics test -20 breaks it. Otherwise, any Slashing or Piercing damages cut it.

    • Blanket

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

    • Torch

      This torch emits light on a 10m radius for 1 hour.

    • Pierre de message

      Envoie 25 mots à une autre Pierre de message une fois par jour.

    • Pierre d'appel

    • Foie de troll endommagé

    • Morceaux de cristal

      Morceaux de cristal trouvés au fond de la grotte à côté de la météorite.

  • Notes:

    Notes

  • Background:

    Background

  • Coins:

    27298

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