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Character Image: Vifaren CrimsonwatcherRealms of Terrinoth

Vifaren Crimsonwatcher

Deep Elf
Elf
Shadow Walker
Stealth
150
6' 5''
4
12 0
12 0
0 0
3
Super
3
Super
2
Super
3
Super
1
Super
3
Super
General Skills Career Rank
Alchemy (INT)
Athletics (BR)
Cool (PR)
Coordination (AG)
Discipline (WILL)
Mechanics (INT)
Medicine (INT)
Perception (CUN)
Resilience (BR)
Riding (AG)
Skulduggery (CUN)
Stealth (AG)
Streetwise (CUN)
Survival (CUN)
Vigilance (WILL)
Magic Skills Career Rank
Arcana (INT)
Divine (WILL)
Primal (CUN)
Runes (INT)
Verse (PR)
Combat Skills Career Rank
Brawl (BR)
Melee (Heavy) (BR)
Melee (Light) (BR)
Ranged (AG)
Social Skills Career Rank
Charm (PR)
Coercion (WILL)
Deception (CUN)
Leadership (PR)
Negotiation (PR)
Knowledge Skills Career Rank
Knowledge Adventuring (INT)
Knowledge Forbidden (INT)
Knowledge Geography (INT)
Knowledge Lore (INT)
Weapons Skill Damage Crit Range Qualities
Dagger Melee (Light)
+ 2 3 Engaged Accurate 1
dagger-7041
Melee (Light)
+2
3
Engaged
60
1
0
1

Qualities

Accurate 1: This quality makes it accurate 1, gain 1 :nB:

Attachments

Cost

Rarity

Hard Points: -/-

The ShadeSlayer Ranged
9 2 Long Superior, Reinforced
1825
Ranged
9
2
Long
0
2
1
10

An heirloom from Vifaren's ancestor. Signature weapon. Ancient Craftsmanship.

Qualities

Superior: A superior item is a sterling example of its kind, representing masterful craftsmanship. A superior item generates automatic :n^: on all checks related to its use

Reinforced: Weapons or items with the Reinforced quality are immune to the Sunder quality.

Attachments

Cost

Rarity

Hard Points: 2/1

-
8
1

Cost: -

Rarity: -

Hard Points: 2/1

The weapon increases its base damage by 2; whenever your character suffers strain while wielding or wearing this weapon, they increase the strain suffered by 1.

Modifications

Qualities

25
1
1

Cost: 25

Rarity: 25

Hard Points: 2/1

The weapon decreases its encumbrance by 2

Modifications

Qualities

Bow Ranged
0 - Medium
5486
Ranged
0
-
Medium
-
0
0

Qualities

Attachments

Cost

Rarity

Hard Points: -/-

Fiery Breath Ranged
8 3 Short Blast 8, Burn 2, Prepare 1
1790
Ranged
8
3
Short
-
0
0

Qualities

Blast 8: The weapon has a large spread, an explosive blast, or a similar area of effect, like a detonated grenade or a warhead fired from a missile launcher. If the attack is successful and Blast activates, each character (friend or foe) engaged with the original target suffers a hit dealing damage equal to the Blast quality’s rating, plus damage equal to the total :n*: scored on the check.

In a relatively small and enclosed area, the Game Master might decide that everyone in the room suffers damage.

If the Blast quality doesn’t activate, the ordnance still detonates, but bad luck or poor aim on the part of the firer (or quick reactions on the part of the targets) means the explosion may not catch anyone else in its radius. However, the user may also trigger Blast if the attack misses by spending :n^: :n^: :n^: . In this case, the original target and every target engaged with the original target suffers a hit dealing damage equal to the Blast rating of the weapon.

Burn 2: Weapons with Burn inflict damage over time. When Burn is triggered, one target hit by the attack continues to suffer the weapon’s base damage each round for a number of rounds equal to the weapon’s Burn rating. Apply damage at the start of each of the target’s turns. If multiple targets suffer hits from a weapon with Burn, the quality may be triggered multiple times, affecting a different target each time.

A victim might be able to stop the damage by performing an action to roll around and make a Coordination check. The difficulty is Average ( :nD: :nD: ) on hard surfaces such as the floor of a building, or an Easy ( :nD: ) on grass or soft ground. Jumping into a body of water stops the damage immediately. Both situations assume the flame is from actual combustion rather than a chemical reaction. With the latter, there is usually little the victim can do.

Prepare 1: Items with this quality require time to set up before being used. The user must perform a number of preparation maneuvers equal to the item’s Prepare rating before using the item (if the item is a weapon, “using” it would be making attacks with the weapon). At your GM’s discretion, moving with the item, being knocked prone with the item, or other disruptions may require the user to perform the preparation maneuvers again before using the item.

Attachments

Cost

Rarity

Hard Points: -/-

0 140 0 1
38033 36 10
Critical Injury Difficulty Severity Description
Maneuver

A character with the Soul Bound special ability can spend two strain to give their Shadow Soul an extra attack, the Shadow Soul dissolves and must be re-summoned.

Incidental

a character with the Soul Bound special ability can now summon his or her Shadow Soul anywhere within Short range (vs. Engaged).

Passive

A character with the Soul Bond special ability increases their strain threshold by one. In addition, if the character or an ally is within Engaged range of a Shadow Soul, the character or ally may move one additional range band that turn (as they take a brief shift through a shadowy realm).

Incidental

When a character with the Soul Bound special ability attacks a adversary who is in Engaged range of their Shadow Soul, the character adds :nA: to his or her attack rolls against such adversaries for the encounter.

Incidental

A character with the Soul Bond special ability recovers 1 wound and 1 strain whenever one his or her Shadow Souls is destroyed or dismissed (which costs a Maneuver).

Maneuver

When your character with the Soul Bond special ability commands their Shadow Soul to attack, the character may spend 2 strain to have the Shadow Soul’s attack mimic an attack of any adversary within Short range (same damage, characteristics, etc. as if that creature attacked instead).

Passive

When an opponent is Engaged with the character during a combat encounter, the opponent must make a fear check (CRB, page 243). The difficulty of the fear check is equal to :nD: plus the character’s ranks in Fearsome (so Average [ :nD: :nD: ] at Rank 1. At the GM’s discretion, some adversaries may be immune to this talent. This talent is common for Soul Reapers.

Incidental

A character with the Soul Bond special ability gives a special quality to his summoned Shadow Souls. Each attack targeting an adversary (not an ally of Shadow Walker) in Engaged range with a Shadow Soul gains +1 to Pierce. A passive ability of this talent is that any time your character recovers strain, gain +1 damage on your character’s next attack.

Incidental

At the start of your character’s turn, you may spend one Story Point to use this talent to allow your character to perform a move maneuver as an incidental. (This does not count against the limit of two maneuvers per turn.) If you use this talent, your character can only perform one additional move maneuver during this turn.

Maneuver

Your character with the Soul Bond special ability may spend 2 strain and move instantly to the location of a Shadow Soul (which vanishes in the process). The character may then make an attack (as part of that same maneuver) and add :n*: to the results.

Action

If your character is staggered, they may use this talent, even though a character is normally unable to perform any actions when they are staggered. The character makes a Daunting ( :nD: :nD: :nD: :nD: ) Resilience check. If they succeed, they are no longer staggered. The difficulty of this check decreases by one per additional rank of Hard Headed, to a minimum of Easy ( :nD: ).

Incidental

Before making a Knowledge skill check, your character may use this talent to add a number of :nB: no greater than their Intellect. PCs and nemesis-level allies witnessing the check suffer strain equal the number of :nB: added.

Incidental

When another character makes a check to follow your character’s trail (physical or information), your character may use this talent to add :n-: no greater than their ranks in Streetwise or Survival (as appropriate) to the check results.

Incidental

Once per round after resolving a successful Brawl, Melee (Light), or Melee (Heavy) combat check, your character may suffer 4 strain to use this talent to make an additional melee attack as an incidental against the same target. Increase the difficulty of the combat check by one if this attack uses a second weapon, or by two if the attack uses the same weapon.

Incidental

When you purchase this talent for your character, choose one skill. Once per round, your character may suffer 2 strain to use this talent to reduce the difficulty of the next check they make using that skill by two, to a minimum of easy (:nD: ).

Tier 1
Tier 2
Tier 3
Tier 4
Tier 5
Armor Soak Defense Qualities
Leather 1 -
leather-2673
1
-
50
2
0
3

Qualities

Attachments

Cost

Rarity

Hard Points: -/-

Dwarven helmet 1 - Reinforced
7421
1
-
1
1
0

Qualities

Reinforced: Immune to pierce and breach.

Attachments

Cost

Rarity

Hard Points: -/1

Dragon armor 3 2 Spell reflection
9798
3
2
2
0
0

Qualities

Spell reflection: magic attack spells cast against the gem dragon have a chance of being reflected by the dragon’s gemstone hide. The dragon makes a Daunting (:nD: :nD: :nD: :nD:) Resilience check and if successful, the spell is redirected at another target in range or the caster (if spending a :n!: from the check).

Attachments

Cost

Rarity

Hard Points: -/-

Equipment and Gear Quantity Encumbrance Rarity Price
Orc Striker Boots 1 - - 90
6109
1
-
-
90

Similar to Dwarven boots, these sturdy boots are available in both high or low styles (same cost) and feature metal buckles along the front and a steel toe with a socket for different attachments. The standard attachment is a small stiletto blade (see rules for bladeboots), but other styles (most resembling polearm type blades) are available. 75 sp for the boots and 40 sp for different attachments.

Qualities

Cloak 0 - - -
9513
-
-
-

Heavier than capes, quality cloaks can be worn over even armor (and provide +1 to Melee Defense/+0 to Ranged Defense). Stylish dress cloaks with fur collars and elegant clasps and brooches sell for 75 sp. Woollined Leather cloaks sell for 50 sp, while silk-lined full fur cloaks sell for 100 sp and removes up to :nK: :nK: imposed due to a cold environment.

Qualities

bonus die: Add bonus die to stealth

Goblin teeth necklace 0 - - -
3227
-
-
-

It is made of goblin teeth

Qualities

Canteen 0 - - -
2311
-
-
-

A canteen is made of thin metal lined with a waterskin to provide a more secure storage space for drink while on the trail. Leather straps can secure it to a belt or backpack. 5 sp

Qualities

Bedroll 1 - - -
4098
1
-
-

Whether camping beneath the boughs of the Aymhelin, sleeping on a dune in the Sunderlands, or lying amid the rubble of a ruined castle, a good bedroll can be just what one needs to get a restful night’s sleep. Bedrolls usually consist of a thick lower blanket for padding and an upper blanket for warmth. Wealthier individuals sometimes use blankets treated with an alchemical resin to resist rain and damp.

Qualities

Backpack 1 - - -
9233
1
-
-

Few things are more essential to the traveler and adventurer than the humble backpack. Without its copious storage space, one could not carry the supplies needed for a lengthy journey—or escape from a spider-infested tomb with a haul of loot. While wearing a backpack, your character increases their encumbrance threshold by four.

Qualities

Encumbrance threshold: Few things are more essential to the traveler and adventurer than the humble backpack. Without its copious storage space, one could not carry the supplies needed for a lengthy journey—or escape from a spider-infested tomb with a haul of loot. While wearing a backpack, your character increases their encumbrance threshold by four.

Dead man's compass 0 - - -
9801
-
-
-

Qualities

Cursed doll 0 - - -
2174
-
-
-

Doll takes away ongoing status effect

Qualities

Chains 0 1 - -
8290
-
1
-

basically rope but better

Qualities

Add 1 encumbrance

Lamp oil 0 - - -
2850
-
-
-

Qualities

Grimoire 0 - - -
7341
-
-
-

A user with the Dark Insight talent can add the Additional Target and Enervate effects to curse spells with no increase in difficulty

Qualities

Boots of Elvenkind 0 - 6 -
9350
-
-
6

Adds :nA: to stealth skill

Qualities

Stealth

Cloak of Elvenkind 0 - 6 -
4134
-
-
6

Add :nA: to stealth

Qualities

Stealth

Bag of Holding 0 - - -
2437
-
-
-

+12 encumbrance

Qualities

  • 12 encumbrance
Flare Crystal 0 - - -
8275
-
-
-

Teleports to nearest settlement.

Qualities

Lucky Charm 0 - - -
3717
-
-
-

Chose to reroll any amount of dice. Can only be used once.

Qualities

Bag of Holding 0 - - -
2230
-
-
-

+12 encumbrance.

Qualities

+12 Encumbrance

Ring of Protection 0 - - -
9812
-
-
-

+1 to soak.

Qualities

+1 to soak

Broken Latari Longbow 0 3 - -
2802
-
3
-

Qualities

encumbrance

Jewled mace 0 3 - -
5924
-
3
-

Qualities

Encumbrance

Old coinage 0 - - 125
8447
-
-
-
125

Qualities

Gems 0 - - -
6316
-
-
-

5 Rubies, 7 sapphires, 3 emeralds, 5 diamonds.

Qualities

Star dust crystals 4 - - -
4162
4
-
-

Qualities

Dragon mask 0 1 - -
5084
-
1
-

Once per day enables wearer to breathe fire.

Qualities

encum

Heroic Ability Origins Description
Signature Weapon In Your Blood

Some heroes (and their reputations) are inseparable from their chosen weapon. These weapons are often just as famous as the heroes who wield them. Your character’s signature weapon may be enchanted, or even intelligent. It could instead simply be a well-crafted weapon that your character wields effortlessly. The full capabilities of such a singular weapon, particularly one of magical or unknown provenance, sometimes only become apparent in the crucible of battle, in moments of true hardship and heroism.

In Your Blood

Some heroes (and their reputations) are inseparable from their chosen weapon. These weapons are often just as famous as the heroes who wield them. Your character’s signature weapon may be enchanted, or even intelligent. It could instead simply be a well-crafted weapon that your character wields effortlessly. The full capabilities of such a singular weapon, particularly one of magical or unknown provenance, sometimes only become apparent in the crucible of battle, in moments of true hardship and heroism.

Your character has a signature weapon, which is chosen from Table 2–1: Signature Weapons which can be of Dwarven, Elven, or Steel craftsmanship (see page 97). You and the GM should work together to determine what form the weapon takes and how it came to your character’s possession. The appearance of the weapon does not affect its profile, but may dictate what attachments are available. (For instance, if you describe your Signature Weapon as a halberd, you can’t add the weighted head attachment.) In addition, choose one attachment that the signature weapon does not possess. When you activate this ability, your signature weapon gains the effects of that attachment while the ability remains active (this does not have a cost or require any hard points). Other attachments can be added to the signature weapon in the standard way.If your character’s signature weapon is ever lost or destroyed, it either finds its way back to your character against all odds, or your character obtains a new signature weapon. Work with the GM to decide how this happens, based on the ongoing story. Your character should obtain their new weapon (or reacquire it) at the start of the next session, if not sooner. Conversely, your character can never possess more than one signature weapon at a time. If this ever occurs (as a result of finding a lost signature weapon after obtaining a replacement, for instance), work with the GM to remove all but one signature weapon from your character’s possession in a suitably dramatic fashion

: Your character’s signature weapon gains either the Reinforced quality or can be revealed to actually be of ancient craftsmanship (see page 97) and thus gain that benefit.

: Your character’s signature weapon gains 2 hard points and an attachment of your choice of rarity 9 or less at no cost (subject to the limits of its new total hard points).

Upgrades

Ability Points

Ranks

Archetype AbilitiesDescription
Ynfernael LoreSee ROT, page 63, for more details.
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