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  • Vault
  • Troll
  • Name:

    Troll

  • Exp:

    5000

  • 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.

    • Rage points

    • 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.

    • 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.

    • Neck Slots

      WIP

    • Min HP

      WIP

    • Current Flux

      WIP

    • Current HP

      WIP

    • Shoulder Slots

      WIP

    • Finger Slots

      WIP

    • Fire Weakness

    • 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

    • Regeneration

    • 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.

    • AP regeneration

      WIP

    • Acid Weakness

    • 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:

    • 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.

    • Blunt mastery I

      When making an action that deals Blunt 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 Blunt damage dice.

    • Blunt mastery II

      Reduces the amount needed to add an extra damage dice to 4 SP.

    • Ukher

      The character's race physiology grants them a bonus of +1 in Strength. Their natural toughness allow the Ukhers to remain conscious for up to 5 seconds after their HP drops to 0.

    • Natural weapon I

      Gives to the creature a natural weapon such as Bite, Claw or Slam.

    • Improved natural weapon I

      Increase the dice of one of the creature's natural weapons by 1.

    • Regeneration I

      The creature regenerates 1 HP every second as long as they don't take any Fire or Acid. In that case the regeneration ends for the next 8 seconds. Moreover, this creature gains Fire Weakness I and Acid Weakness I as a consequences.

    • Rage points adepts

      When making an attack that deals physical damage while raging, you can spend 2 SP to gain 1 Rage point a.k.a. RP, with a maximum of 1 use.

    No modifiers

    No modifiers

  • Actions:

    • Remove regeneration

      Remove the regeneration for the next 8 seconds

    • 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.

    • 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.

    • 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.

    • 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.

    • Claw

      Deals 1d6 Piercing or Slashing damage to the target.

    • Bite

      Deals 1d10 Piercing or Slashing damage to the target.

    • Primal roar

      While in rage you can spend Flux to roar in order to inflict a Resilience malus to all creatures within 1 meter of you for 10 seconds. You can increase the effect duration by 5 seconds for every RP spent.

    • Rage

      You start raging, granting you a Strength bonus in exchange of a Resilience Malus and a Flux cost every second. This flux cost decreases the more Rage points a.k.a. RP you got. Stopping the rage will reset your RP to 0. If you don't have enough Flux at the beginning of a second you will lose your raging state.

  • Items:

    No items

    No items

    No items

    No items

  • Notes:

    Notes

  • Background:

    Background

  • Coins:

    0

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