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  • Vault
  • Archer
  • Name:

    Archer

  • 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

    • 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:

    • Raiz

      The character's race physiology grants them a bonus of +1 in Sagacity. The Raices capacity to emit spore enable them to communicate basic information with all being from the fauna and flora.

    • Major Agility

      This talent gives a bonus of +3 (Background) to the character as they have always relied on coordination and sense of movement. Whether through work, sport, or habit, their body has been trained to react fast and stay balanced in any situation.

    • 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.

    • Minion IV

      When acquiring this Talent, the character gains a single minion follower that permanently accompanies them. This minion is created with 2000 experience points immediately available. The minion functions as an allied subordinate under the controlling character's authority.

    • Piercing mastery II

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

    • Flèche perçante

      Vous tirez une flèche à haute vélocité conçue pour transpercer sa cible et poursuivre sa trajectoire. Après l’impact, le projectile continue en ligne droite, menaçant toute créature alignée derrière la cible initiale.

    • Flèche explosive

      Vous tirez une flèche chargée d’énergie qui explose à l’impact, projetant des éclats perforants dans toutes les directions autour du point d’impact.

    • Flèche de marquage

      Vous tirez une flèche spéciale qui marque la cible. Tant que cette cible est marquée, vos actions visant spécifiquement cette cible gagnent 1 charge gratuite.

    • Flèche de téléportation

      Vous tirez une flèche enchantée vers un point à portée. Si la flèche atteint un point libre, vous vous y téléportez. Si elle touche une créature, celle-ci doit réussir un test libre de Résilience. En cas d’échec, vous échangez de place avec elle. En cas de réussite, rien ne se passe. Si l’un des deux emplacements ne peut pas accueillir l’autre créature, rien ne se passe.

  • Items:

    • Longbow

      This two handed longbow that deals 1d10 Piercing damage is made from seasoned yew, its limbs shaped through slow bending and heat. The wood's natural resilience grants a steady draw and a consistent release, making it reliable even in damp or cold air.

    • Rapier

      This one handed rapier that deals 1d6 Piercing damage is a slender, needle-like blade paired with an intricate swept hilt. Fine filigree lines the guard, and the polished steel blade reflects both precision and meticulous craftsmanship.

    • Improved virelleaf armor

      This armor that gives +1 Reflex (Physical) is made out of interlaced Virelleafs, treated to keep their natural reactivity. Each petal is treated with chidomor extract, calming its natural flutter while keeping its responsiveness. The fabric breathes and moves with the wearer, accelerating reaction time without the distracting hum or shifting scent of lesser versions.

    • Minor amulet of Acrobatics

      This amulet that grants +1 Acrobatics (Magical) is light and flexible, with a small pendant that always stays balanced. The wearer feels slightly quicker and more sure-footed, moving with better control and coordination..

    • 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.

    • 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.

    • 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.

    • Sleeping bag

      This Sleeping bag increases the resting confort condition by 1 when used.

    • Blanket

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

    • Waterskin

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

    • Fishhook

    • Heating stone

      This stone decreases the resting condition malus from the temperature by 1 when used (if it's possible to heat it before the rest of course).

    • 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.

  • Notes:

    Notes

  • Background:

    Background

  • Coins:

    0

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