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  • Vault
  • Deripio Paladin
  • Name:

    Deripio Paladin

  • 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.

    • AP regeneration

      WIP

    • Body Slots

      WIP

    • Current Flux

      WIP

    • Current HP

      WIP

    • Points de souffrance

    • 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:

    • Acid mastery II

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

    • Major Sagacity

      This talent gives a bonus of +3 (Background) to the character as they have learned to stay aware and think quickly. They tend to notice details others miss and can adapt easily when things change. This habit of careful attention keeps them one step ahead.

    • Minor Strength

      This talent gives a bonus of +2 (Background) to the character as they have built strength through steady effort — working, carrying, or training regularly. It's not exceptional, just the result of persistence and routine.

    • Points de souffrance

      Dans les moments important, les prêtres de Deripio peuvent emmagasiner la douleur subit quand ils prennent des dégâts pour la réutiliser par la suite. Ainsi, en situation de danger, quand le personnage perd des PdV, il gagne un Point de Souffrance (PdS). Cette souffrance emmagasiner pourra être utiliser par des actions spécifiques pour en améliorer les effects. A la fin de la situation de danger, tout les PdS non utilisé sont perdu.

    • Detection de la souffrance II

      Le personnage détecte automatiquement la présence de créatures souffrantes situées dans un rayon de 10 mètres autour de lui. Cette détection est passive et ne nécessite aucune action. Le personnage peut étendre cette capacité de détection jusqu’à 20 mètres en se concentrant. Lorsqu’il se concentre, la détection s’effectue dans un cône orienté devant lui. La quantité d’informations obtenues dépend du temps de concentration maintenu sur ce cône. Après 10 secondes de concentration, le personnage détermine s’il existe ou non au moins une créature souffrante dans la zone détectée. Après 20 secondes de concentration, le personnage connaît le nombre exact de créatures souffrantes présentes dans le cône et ressent la souffrance de la créature subissant la douleur la plus intense. Si cette souffrance est atroce, le personnage doit réussir un test de Résilience. En cas d’échec, il subit 2d6 PdV Minimum de dégâts et sa concentration est immédiatement interrompue. Après 30 secondes de concentration, le personnage connaît la localisation précise des créatures souffrantes détectées dans le cône. Cette détection peut traverser des obstacles, mais uniquement dans les limites suivantes : elle ne peut pas traverser plus de 90 cm de terre, 30 cm de pierre, 2 cm de métal, ou une fine couche de plomb, qui bloque entièrement la détection.

    • Caniae

      The character's race physiology grants them a bonus of +1 in Sagacity. The Caniae overdeveloped sight and smell grant the character a +2 bonus to Perception.

    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: | 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 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.

    • 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.*

    • Prière de Deripio

      Vous canalisez le pourvoir de Deripio pour soigner une creature.

    • Protection de Deripio

      Vous pouvez rediriger vers vous la perte de PdV subie par d’autres créatures pendant 30 secondes. Chaque fois qu’une créature subit une perte de PdV pendant cette durée, vous pouvez choisir de transférer cette perte sur vous. Le transfert s’effectue après toutes les réductions appliquées à la cible initiale, incluant notamment les tests permettant de réduire les dégâts de moitié, les résistances aux dégâts ou tout autre effet de réduction. Une fois transférée, cette perte de PdV est appliquée directement à vous. Cette perte de PdV ne peut être réduite par aucun effet, y compris les résistances, les réductions de dégâts ou tout autre mécanisme défensif. De plus, cette perte de PdV ignore tout éventuel PdV supplémentaire dont vous pourriez disposer et est appliquée directement à vos PdV.

    • Douleur de Deripio

      Vous remplissez l'esprit de la cible avec les douleurs qui vous ont été infligé. De plus, vous pouvez utiliser vos PdS pour amplifier les effets.

    • Aura de Deripio

      Lorsque vous libèrez les psaumes de Deripio, une aura de peur émane de vous et affecte toutes les créatures hostiles situées dans la zone de l’aura. Cette aura ne peut affecter que les créatures dont le total d’expérience est inférieur ou égal à la valeur d’expérience de l’aura. Chaque fois qu’une créature affectée tente d’effectuer un déplacement qui la rapproche de vous, elle doit réussir un test de Résilience. En cas d’échec, l’action de déplacement visant à se rapprocher ne peut pas être effectuée. Lorsque cette action est empêchée, la créature ne perd pas le PA associé à cette action. Elle peut immédiatement réattribuer ce PA à une autre action qu’elle est capable d’effectuer. L’effet de l’aura s’applique tant que les créatures restent dans sa zone et qu’elles répondent aux conditions d’expérience indiquées.

    • Bénédiction de Deripio

      Vous bénissez un ou plusieurs alliés pendant les 10 prochaine secondes. Toute créature qui tente d’effectuer une action les visant subit un malus à leurs tests pour déterminer la réussite de ces actions.

  • Items:

    • Acid whip

      This one handed acid whip that deals 1d6 Acid damage is composed of a flexible chain made of finely interlocked metal rings, each one engraved with a fragment of a runic sequence. When the weapon is set in motion, the inscriptions align and release energy along the length of the whip.

    • Bouclier de ronce (relique)

      This shield that allows the wielder to replace a Dodge by a Vigor based reaction

    • Improved chidomor dust armor

      This armor that gives +1 Resilience (Physical) is made out of thin layers of Chidomor dust pressed into fabric. By refining the mineral powder and tempering it through controlled resonance, the craftsman has preserved its protective calm while allowing thoughts and emotions to flow freely. The improved chidomor dust amor steadies the mind against enchantments and panic, yet leaves warmth, empathy, and clarity intact.

    • Backpack

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

    • 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.

    • Minor Acid resistance potion

      This small glass flask that when consumed gives Acid Resistance 1 for a duration of one minute contains a shimmering liquid reminiscent of molten silver. Within its depths, swirls of iridescent hues dance and twirl, casting tiny rainbows across its surface. As you inspect the potion, tiny, pearlescent bubbles rise and pop at the surface, releasing a faint, ethereal glow.

    • 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.

    • 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.

    • Cooking Kit

      A practical kit containing basic tools and utensils needed to prepare food while traveling or camping.

    • Flint and Steel

      A simple fire-starting kit composed of flint and steel, used to create sparks and ignite tinder.

    • Waterskin

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

  • Notes:

    Notes

  • Background:

    Background

  • Coins:

    0

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