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  • Vault
  • Cockatrice
  • Name:

    Cockatrice

  • Exp:

    3500

  • Stats:

    • 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

    • Hand 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.

    • 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.

    • 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.

    • 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

    • 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:

    • Wild beast

      The creature's physiology and environment made them inclined to possess low intellect and rather high physical form. This reflects on the creature characteristics with a malus of -3 in Intelligence and a bonus of +1 in Strength and Agility. They can also have natural attack actions from the following list depending on their physiology : Bite, Claw or Slam. Moreover, the creature cannot use experience to increase their Intelligence.

    • Major Strength

      WIP

    • Minor Sagacity

      WIP

    • Petrifying gaze adept

      After the creature has done an action, they can choose to look at a creature they can see. When doing so with a successful Resilience test, they inflict 1d8 petrifying points to the gazed creature for 10 seconds. The affected creature can Resist to this effect to negate it. The creature can spend 4 SP to inflict an additional 1d8 petrifying points with a maximum of 1 use. In addition, they can spend 3 SP to inflict the petrifying points to another creature within 3 meters of the original target. If the number of petrifying points is greater than the creature maximum HP, they become petrified for 1 hour. While petrified, the creature is unconscious (0 AP/s), their posture cannot be changed and they start to suffocate. They also received a Weakness 2 for Ice and Blunt damage.

    • Size : Big

      This creature is 8 times bigger in volume than a regular sized one. This morphology gives them a bonus of +1 in Strength as well as a malus of -1 in Agility. Moreover, every action that cause the creature to move sees its total moving distance value divided by 4.

    • Slashing adept

      When making a weapon attack that deals Slashing damage, you can spend 4 SP for a one-handed weapon or 5 SP for a two-handed weapon to add 1 additional damage die, with a maximum of 1 use. The additional die must have the same number of faces as the weapon’s Slashing damage die.

    No modifiers

    No modifiers

  • Actions:

    • Reaction

      This "action" allows you to track your reaction cooldown.

    • 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.

    • Throw

      The character throw an object lighter than 2kg at a distance of 10m. If the character tries this action with a heavier object, they must succeed a Vigor 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 10m, they must succeed a Vigor test with a malus of -5 per 10m above the initial 10m otherwise the object will mises the impact point. The character should have one free hand in order to do this action.

    • Attack of opportunity

      You find a spot to attack your ennemy due to their actions.

    • 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: 2 SP ➞ 1d4 4 SP ➞ 1d6 6 SP ➞ 1d8 8 SP ➞ 1d10 10 SP ➞ 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 Damage (of the type of their weapon) 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.

    • Grapple

      On a successful Vigor test, roll 2d8 immobilization points. If the number of immobilization points is superior or equal to the target current HP, they are considered grappled 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 grappled creature is considered immobilize but otherwise can act as normal. They can spend 4AP to try to break free with a successful Reflex or 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 2d8 stun points. If the number of stun 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 stun. The character can move but at half their speed and thus the restrained creature follow them.

    • Bite

      Deals 1d10 Piercing or Slashing damage to the target.

    • Claw

      Deals 1d6 Piercing or Slashing damage to the target.

    • Fire breath

      The creature expels a cone of fire out of their mouth. The fire damage decreased with the distance from the emit point.

    • Tail swipe

      The creature spins around themselves to swing their tail in a two steps motion.

    • Charge

      1AP no damage then +1d8 per AP

  • Items:

    No items

    No items

    No items

    No items

  • Notes:

  • Background:

  • Coins:

    0

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