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  • Vault
  • Barbarian
  • Name:

    Barbarian

  • Exp:

    3000

  • 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.

    • Points de rage

    • AP regeneration

      WIP

    • Body Slots

      WIP

    • Current Flux

      WIP

    • Current HP

      WIP

    • Movement

      WIP

    • Feet Slots

      WIP

    • Wrists 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.

    • 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.

    • Waist Slots

      WIP

    • 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

    • Neck Slots

      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:

    • Slashing mastery II

      When performing an action that deals Slashing damage, the user may spend 4 Success Points (SP) to add one extra Slashing damage dice equal in face count to the action's original Slashing die. Each subsequent die costs 1 SP more than the previous one (two dice = 9 SP, three dice = 15 SP, etc.).

    • Swing I

      When performing an action that deals Slashing damage and does not benefit from this Talent, the character may choose another action that also deals Slashing damage and grant it 1 AP charge. This newly charged action see its SP cost required to activate its effects increased by 2 SP. An action can only gain a charge from this Talent once and cannot benefit from other Talents or effects that grant AP charges to actions.

    • 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.

    • 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.

    • Push it to the limit I

      In a situation of danger, when the character fails a test by 1 FP or less, they can activate this Talent to avert the failure. If they do so, the character immediately takes 2d6 Minimum HP per FP. After this damage is applied, the failed test is instead treated as a success with 0 SP generated. This Talent can only be used if Minimum HP damage affects the character normally. Characters who are immune to, ignore, or cannot be affected by Minimum HP damage cannot take or use this Talent. This effect applies only to tests failed by exactly 1 FP and cannot be used if the failure margin is greater.

    • Points de rage III

      Quand le personnage est en rage et qu'il réussit une action causant des dégâts physique, il peut dépenser 2 PS de l'action jusqu’à trois fois pour emmagasiner 1 Point de rage (PR). Cette rage emmagasiner pourra être utiliser par des actions spécifiques pour en améliorer les effects.

    • 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.

    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.

    • 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.

    • Rage

      Vous permet d'entrer en **rage** ou d'y mettre fin. Pendant votre rage, vous gagner un bonus de Force en échange d'un malus en Résilience et d'un coût en Flux chaque seconde. Plus vous avez de Points de rage plus ce coût en Flux est réduit. Si vous n'avez pas assez de Flux au debut d'une seconde pour continuer votre rage, elle sera arrêté automatiquement. *Mettre fin a la rage réinitialisera vos PR a 0*

    • Relâcher la pression

      Durant votre rage vous pouvez dépenser des Points de rage pour vous soigner.

    • Rage furieuse

      Vous permet d'entrer en **rage furieuse** ou d'y mettre fin. Pendant votre rage, vous gagner un bonus de Force et de PA en échange d'un malus en Résilience et d'un coût en Flux chaque seconde. Plus vous avez de Points de rage plus ce coût en Flux est réduit. Si vous n'avez pas assez de Flux au debut d'une seconde pour continuer votre rage, elle sera arrêté automatiquement. *Mettre fin a la rage réinitialisera vos PR a 0*

    • Smash

      Vous abattez violemment votre arme sur votre adversaire, lui infligeant des dégâts et le déstabilisant. Cependant, cette acharnement vous coûte votre concentration.

    • Tourbillon

      Inflige des dégâts de votre arme à toutes les creatures autour de vous.

    • Charge rapide

      Vous charger sur votre cible en ligne droite et lui infliger une attaque avec votre arme à l'impact. A chaque seconde ou vous charger cette action, vous vous déplacez de votre vitesse de déplacement +0.5 mètre additionnel par charge jusqu’à ce que vous arriviez au contact de votre cible.

  • Items:

    • Axe

      This two handed axe that deals 1d8 Slashing damage features a broad, crescent-shaped head set firmly on a short wooden haft. The edge gleams with a sturdy bevel, and faint marks of hammering remain visible along its steel surface.

    • Axe

      This two handed axe that deals 1d8 Slashing damage features a broad, crescent-shaped head set firmly on a short wooden haft. The edge gleams with a sturdy bevel, and faint marks of hammering remain visible along its steel surface.

    • Improved sinewsteel armor

      This armor that gives +1 Vigor (Physical) is made out of Sinewsteel laced with treated leather. Through precise alloy layering and careful thermal shaping, the master smith has stabilized Sinewsteel's contraction to strengthen the body without restricting it. The armor adjusts dynamically to tension, tightening where force is applied and loosening where freedom is needed.

    • Minor seven-league boots

      These boots grants +0.5 m/s (Magical).

    • Backpack

      A sturdy backpack used to carry personal belongings and equipment during long journeys. Add 3 kg of carrying weight.

    • 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.

    • Minor Resilience potion

      This small glass flask grants +1 Resilience for the next 30s when 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.

    • Blanket

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

    • Crowbar

      This crowbar gives a bonus of +2 on Athletics tests in some cases.

    • Tent

      This tent for 1 people decreases the resting condition malus from the environment by 3 when used.

    • Torch

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

    • Fishhook

    • Waterskin

      A leather waterskin used to carry and store drinking water during travel.

  • Notes:

    Notes

  • Background:

    Background

  • Coins:

    0

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