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  • Vault
  • Acid mage
  • Name:

    Acid mage

  • Exp:

    1100

  • 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.

    • 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

    • Flux catalyst level

    • 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 Pool I

      When making an action that deals Acid damage, the character can spend 2 SP to create a 2m wide acid pool at the impact point for the next 5 seconds. The acid pool inflicts 1 Acid damage to any creature starting their turn on it if they fail a Vigor test. PS: The acid is flammable.

    • Acid mastery I

      When making an action that deals Acid damage, the user can spend 5 SP to add an extra damage dice. The additional dices must have the same number of faces as the action's Acid damage dice.

    • 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 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.

    • 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.

    • Alzawahif

      The character's race physiology grants them a bonus of +1 in Intelligence. The Alzawahifs capacity to change their skin color enable them to become invisible when they stop moving.

    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.

    • 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.

    • 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: 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.

    • Arcane shield

      Break the seal and create an arcane shield to the wielder that protects from a certain amount of damage.

    • Acid spit

      A mystical serpent made out of pure Acid appears from the ground and expels a cone of acid out of their mouth. The acid damage decreased with the distance from the emit point.

    • 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.

    • Invisibility

  • Items:

    • Infused Acid staff

      This two handed infused Acid staff deals 1d10 Acid damage, gives a bonus of +1 to the test and ignores 1 level of resistance. This weapon is carved from Flux-infused material, its structure naturally channeling energy without resistance. The runes etched along its surface seem to grow from the grain itself, carrying light smoothly from core to tip. The staff resonates faintly when held, responding to shifts in the wielder’s intent, as if attuned to both mind and motion. Each surge of power moves through it like breath through living wood.

    • 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).

    • Flux catalyst (gemstone)

    • Fluxsilk armor

      This armor that gives +1 Arcana but -1 Athletics and Coercion (all Physical) is made out of fine silk spun from threads soaked in liquid flux. Its fibers shimmer faintly with residual energy, carrying traces of the wearer's own flux along their weave. This subtle current helps focus spellcasting and stabilizes magical output, improving precision and control. The cloth, however, offers little structure — it drains physical vitality dampenning muscle strength and presence, making movements slower and less forceful.

    • 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.

    • Minor health potion

      This small glass flask that when consumed restore 1d6+1 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.

    No items

  • Notes:

    Notes

  • Background:

    Background

  • Coins:

    0

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