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  • Vault
  • Kewanke Pianque
  • Name:

    Kewanke Pianque

  • Exp:

    3050

  • 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

    • 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

    • Wrists 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.

    • 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.

    • 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:

    • 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.

    • Ice stasis

      When making an attack that deals Ice damage, you can spend 4 SP to inflict 2d6 Ice Stasis points a.k.a. ISP to the target(s). When the amount of ISP of a creature is equal or greater than their current HP, they lose all of their ISP and enter an Ice stasis for 5s. During an Ice stasis, a creature is immune to any effects (damage, bonus, malus, critical wound countdown, etc ...) but is also incapacitated (AP/s = 0). PS: If no ISP have been dealt to a creature within the last 10s they lose all of them.

    • 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 Intelligence

      This talent gives a bonus of +2 (Background) to the character as they like to understand things — asking questions, remembering facts, or testing ideas. They may not know everything, but they learn quickly from what they observe.

    • Ice mastery I

      When performing any action that inflicts Ice damage, the user may spend 5 Success Points (SP) to add one extra Ice damage dice equal in face count to the action's original Ice die. Each subsequent die costs 1 SP more than the previous one (second die = 6 SP, third = 7 SP, etc.).

    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.

    • Ice Plane

      The character creates basic ice construction for a short period of time.

    • Ice stasis blast

      Blast the target with ice in order to deal ice stasis points.

    • Ice enchantment

      You give additional Ice damage to a physical weapon within range for a time.

    • Freeze area

      The character freezes the atmosphere in an area causing Ice damage and AP regeneration reduction to all creatures in it.

    • Frost armor

      The character cover the body of an other entity with a thin but solid ice. This protection gives to the wearer a HP shield in addition to a resistance against Fire damage.

  • Items:

    • Ice wand

      This one handed ice wand that deals 1d6 Ice damage is shaped from a single polished rod of rune-carved material, refined to conduct energy efficiently through minimal effort. Its small size hides a meticulous lattice of symbols engraved beneath a thin varnish layer, each one designed to stabilize volatile magic.

    • Ice whip

      This one handed ice whip that deals 1d6 Ice 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.

    • 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.

    • Minor phylactery of focus

      This phylactery grants +0.1 AP/s (Magical).

    • Medical kit

      Consuming this medical kit grants the user a bonus of +2 on Cunning tests to remove a Critical Wound.

    • Minor flux potion

      This small glass vial that when consumed restore 1d10 * 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.

    • Chidomore fog grenade

      This small, metal sphere is filled with a volatile mixture of chidomore and chemicals that produce a bluish fog when ignited. When the fuse is ignited, the chemicals explode, releasing a fog that fills the area and obscures the locking of those behind it. The character throws the grenade, which after 4 seconds causes a 2-meter-radius sphere of for to form for 12 seconds. Every meter of fog obstruing the lockink on a target causes a malus of -1 on all Arcana and Resilience tests to lock them.

    • 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.

    • Ration

      One ration is equivalent to one day of food for a normal anthrop. However, it isn't considered tasty or fresh for resting condition

    • Blanket

      This blanket decreases the resting condition malus from the temperature by 10% for one character.

    • Lantern

      This lantern emits light on a 10m radius.

    • Manacles

      Binds the hands of creature of normal size together. An successful Athletics test -20 or Subtlety test -10 makes the wearer free of them.

    • Sleeping bag

      This Sleeping bag decreases the resting condition malus from the comfort and the temperature by 10% for one character.

    • Salt

      What did you expect ?

    • Ration

      One ration is equivalent to one day of food for a normal anthrop. However, it isn't considered tasty or fresh for resting condition

    • Pierre de message

      Envoie 25 mots à une autre Pierre de message une fois par jour.

  • Notes:

    Notes

  • Background:

    Background

  • Coins:

    12419

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