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  • Vault
  • Cartomancer
  • Name:

    Cartomancer

  • Exp:

    3500

  • 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

    • 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.

    • Wrists 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.

    • Waist Slots

      WIP

    • Max Weight

      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

    • Card hand size

    • 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.

    • Hand of fortune III

      The character entrusts part of their fate to a standard 52-card deck. When this Talent is acquired, shuffle the deck and draw until the character has a hand of 6 cards. Cards held in hand may be committed to abilities that explicitly use cards. The player chooses which eligible cards to use, and the ability determines how each card changes its effect. Unless an ability states otherwise, card strength is ranked Ace, King, Queen, Jack, 10, 9, 8, 7, 6, 5, 4, 3, then 2, with Ace producing the strongest effect and 2 the weakest. After a card-based ability resolves, discard every card committed to it, then immediately draw until the character's hand contains 6 cards again. Cards that were not used remain in hand. If the draw pile does not contain enough cards, shuffle the discard pile to form a new draw pile and continue drawing. Cards cannot be discarded, exchanged, or redrawn voluntarily unless another ability or Talent explicitly allows it. The character's maximum hand size is 6 cards.

    • Dodge mastery II

      When performing a Dodge reaction, the user may spend 4 Success Points (SP) to reduce the reaction cooldown by 1. Each subsequent reduction costs 1 SP more than the previous one (2s = 9 SP, 3s = 15 SP, etc.).

    • Party stealth I

      When the party is performing Subtlety tests in order to remain stealthy and the character is the leader for these tests. When leading in this manner, the character may spend any amount of SP from their own Subtlety test. For each SP spent this way, the character may remove 2 FP from the Subtlety test result of any party member participating in the same stealth attempt. The user may distribute the FP reductions freely among party members, including applying multiple reductions to the same character. Only one party member may act as the leader for a given group Subtlety test.

    • Card mastery I

      When performing a card action, the user may spend 5 Success Points (SP) to discard a card from their hand. Each subsequent discard costs 1 SP more than the previous one (two cards = 11 SP, three cards = 18 SP, etc.).

    • 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 Intelligence

      This talent gives a bonus of +2 (Background) to the character as they like to understand things — asking questions, remembering facts, or testing ideas. They may not know everything, but they learn quickly from what they observe.

    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.*

    • Wild cards

      Launches cards held in your hand at target(s) within range. Each card may be assigned independently, and multiple cards may be assigned to the same target. When launching at multiple targets, they must be within 3 metres of one another. The rank of each committed card determines its damage die: | Card rank | Damage | | :---: | :---: | | Ace | 1d12 | | King, Queen or Jack | 1d10 | | 10, 9 or 8 | 1d8 | | 7, 6 or 5 | 1d6 | | 4, 3 or 2 | 1d4 | The suit of each committed card determines its damage type: | Suit | Damage type | | :---: | :---: | | Hearts | Fire | | Diamonds | Ice | | Clubs | Acid | | Spades | Electric | After the action resolves, discard every committed card and draw cards according to the Cartomancer Talent.

    • Mulligan

      Discard cards held in your hand, then immediately draw the same number of cards. Reveal the newly drawn cards and heal a creature you touch according to their ranks. Add together the healing dice granted by every newly drawn card. The rank of each newly drawn card determines its healing die: | Card rank | Healing | | :---: | :---: | | Ace | 1d12 | | King, Queen or Jack | 1d10 | | 10, 9 or 8 | 1d8 | | 7, 6 or 5 | 1d6 | | 4, 3 or 2 | 1d4 | The newly drawn cards remain in your hand after the action resolves.

    • Serendipity

      As a reaction after making a test, commit one card held in your hand to reroll that test. You must use the new result. The rank of the committed card determines your reaction cooldown: | Card rank | Reaction cooldown | | :---: | :---: | | Ace | 0 s | | King | 1 s | | Queen | 2 s | | Jack | 3 s | | 10 | 4 s | | 9 | 5 s | | 8 | 6 s | | 7 | 7 s | | 6 | 8 s | | 5 | 9 s | | 4 | 10 s | | 3 | 11 s | | 2 | 12 s | After the reroll resolves, discard the committed card and draw according to the Cartomancer Talent. The Flux cost increases according to how many times Serendipity has been used during the current day.

    • Good luck

      Commit a card held in your hand and bless a creature for a test within the next hour. While the creature is blessed and makes a test, they can reroll it if the result is equal to or below the threshold determined by the committed card. The new roll replaces the original result and the blessing then ends. It also ends if the designated test is not made within one hour. | Committed card | Reroll threshold | | :---: | :---: | | Ace | 20 or below | | King or Queen | 19 or below | | Jack or 10 | 18 or below | | 9 or 8 | 17 or below | | 7 or 6 | 16 or below | | 5 or 4 | 15 or below | | 3 or 2 | 14 or below | After the action resolves, discard the committed card and draw according to the Cartomancer Talent. The Flux cost increases each time Good Luck is applied to the same creature. Applying Good Luck to a creature that is already blessed replaces its previous Good Luck blessing.

    • Bad luck

      Commit a card held in your hand and curse a creature for its next test within the next hour. When the creature makes a test, if the test succeeds with a result equal to or above the threshold determined by the committed card, it must reroll the test. The new roll replaces the original result and the curse then ends. It also ends if the creature does not make a test within one hour. | Committed card | Reroll threshold | | :---: | :---: | | Ace | 1 or above | | King or Queen | 2 or above | | Jack or 10 | 3 or above | | 9 or 8 | 4 or above | | 7 or 6 | 5 or above | | 5 or 4 | 6 or above | | 3 or 2 | 7 or above | After the action resolves, discard the committed card and draw according to the Cartomancer Talent. The Flux cost increases each time Bad Luck is applied to the same creature. Applying Bad Luck to a creature that is already cursed replaces its previous Bad Luck curse.

    • Card of fate

      Commit one card held in your hand and resolve the unique effect associated with that exact card from the Cart of Fate effect table. The Flux cost depends on the rank value of the committed card, with stronger cards costing more Flux. After the action resolves, discard the committed card and draw according to the Cartomancer Talent.

  • Items:

    • 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.

    • Scepter

      This scepter allows the wielder to replace a Resist by a Arcana based reaction.

    • 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.

    • Improved virelleaf armor

      This armor that gives +1 Reflex (Physical) is made out of interlaced Virelleafs, treated to keep their natural reactivity. Each petal is treated with chidomor extract, calming its natural flutter while keeping its responsiveness. The fabric breathes and moves with the wearer, accelerating reaction time without the distracting hum or shifting scent of lesser versions.

    • Smoke grenade

      This small, metal sphere is filled with a volatile mixture of chemicals that produce thick, white smoke when ignited. When the fuse is ignited, the chemicals explode, releasing a thick cloud of smoke that fills the area and obscures the vision of those behind it. The character throws the grenade, which after 4 seconds causes a 2-meter-radius sphere of smoke to form for 12 seconds. Every meter of smoke obstruing the view on a target causes a malus of -1 on all Vigor or Reflex tests to hit them.

    • 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.

    No items

  • Notes:

    Notes

  • Background:

    Background

  • Coins:

    0

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