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  • Vault
  • Tomas Elias
  • Name:

    Tomas Elias

  • Exp:

    3300

  • 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.

    • Rage points

    • AP regeneration

      WIP

    • Body Slots

      WIP

    • Current Flux

      WIP

    • Current HP

      WIP

    • Movement

      WIP

    • Feet 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.

    • 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.

    • 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

    • Max Weight

      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:

    • 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 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.

    • 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.

    • Relax I

      In a situation of danger, the character may spend 3 SP to recover 1d6 Minimum HP.

    • Punch mastery II

      When making a Punch action you can change the type of damage from minimum HP to blunt. Moreover, this action is no longer a complex action. Moreover, when performing a Punch action, the user may spend 4 Success Points (SP) to add one extra minimum HP dice equal in face count to the action's original minimum HP die. Each subsequent die costs 1 SP more than the previous one (two dice = 9 SP, three dice = 15 SP, etc.).

    • Rage points II

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

    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.

    • Charge

      You charge in a straight line toward your target. Until you reach melee range, each charge lets you move up to your movement speed. Once you are in melee range, you continue charging the action. For every 3 meters traveled during the charge, the action's test gains a +1 bonus.

    • 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 vDamageType damage 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.*

    • 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.

    • Release the pain

      While in rage, you can spend RP and flux in order to heal yourself.

    • 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.

    • Break a leg punch

      The character delivers a punch to the target's leg which deals blunt damage and decreases the target movement speed for 10 seconds. You can increase the effect duration by 5 seconds for every RP spent.

    • Breath taking punch

      The character delivers a punch to the target's plexus which deals blunt damage and remove AP charges from the target action. They can also spend Rage Points in order to increase the target reaction time.

  • Items:

    • Knuckles

      This one handed knuckles deals d4 Blunt damage. This weapon takes the form of metal bands shaped to fit across the user's fingers. Each curve is precisely cast, with small ridges along the surface to improve hold and control in close quarters. NB: While wearing this, the character is not considered holding any weapon and so has a free hand.

    • Knuckles

      This one handed knuckles deals d4 Blunt damage. This weapon takes the form of metal bands shaped to fit across the user's fingers. Each curve is precisely cast, with small ridges along the surface to improve hold and control in close quarters. NB: While wearing this, the character is not considered holding any weapon and so has a free hand.

    • 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.

    • Seven-league boots

      These boots grants +1 m/s (Magical).

    • Havenbag

      This havenbag grants +50kg to Maximum weight (Magical).

    • Minor ring of Strength

      This ring that grants +1 Strength (Magical) is forged with a vein of dark steel and set with a deep crimson ruby, this ring hums faintly with inner warmth. The gemstone seems to throb like a slow heartbeat, tightening the wearer's muscles with a sense of grounded power.

    • Mitaine

      Mitaine en fer

    • 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.

    • Potion de feuille morte

      Ralenti les chutes pendant les 10 prochaine minutes.

    • Minor health potion

      This small glass flask that when consumed restore 1d6+1 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.

    • Ration (Raptor)

      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.

    • Meter of rope

      Hemp rope. A successful Athletics test -20 breaks it. Otherwise, any Slashing or Piercing damages cut it.

    • Sleeping bag

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

    • Vial

      A vial made out of iron or glass that can contain up to 25cL of liquid.

    • Pickaxe

      It's a regular pickaxe. Now, you've picked yours.

    • Grappling hook

      A grappling hook is a device that typically has multiple hooks attached to a rope; it is thrown to where at least one hook may catch and hold on to objects. Generally, grappling hooks are used to temporarily secure one end of a rope. They may also be used to dredge for submerged objects.

    • Crowbar

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

    • Pierre de message

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

    • Lunette de puissance

      Permet de comparer les auras de créatures.

    • Hunter necklace

    • Alchemical element NTMTG

  • Notes:

    Notes

  • Background:

    Background

  • Coins:

    33652

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