BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Remy Duciel -FAGE

FAGE stat block for Remy Duciel, Level 5 Human Rogue


Personal Information
Name Remy Duciel
Class Rogue
Level 5
Species Aasimar (Human)
Outcast
Background Radical
HP
49 / 49
MP
0 / 0
XP
/
Speed
14
Accuracy
3
Blaster Longarms (2)
Communication
2
Leadership (2)
Bargaining (2)
Constitution
2
Stamina (2)
Dexterity
2
Initiative
Advanced Driving (2)
Fighting
1
Intelligence
2
Engineering (2)
Perception
2
Empathy (2)
Strength
1
Machining (2)
Willpower
2
Morale (2)
Weapons
Weapon Groups
Blaster Pistols, Blaster Longarms, Brawling, Light Blades, Staves
Name Ability Att Dmg Rng Reload Ammo
Blaster Carbine Accuracy 2 2d6+2 24/48 Battery
Dagger Accuracy 0 1d6+1 Melee
Defense
Defense 11
Shield Bonus
Armor 3
Armor Type Light Leather
Armor Penalty 0
Spells
# Name Arcana Type Cost Cast Time TN
01 Boom Rogue Class Tech Stunt 3 14
Test Dexterity (Acrobatics) or Constitution (Acrobatics)
Desc. If the device has volatile components such as electricity or combustible fuel, you manage to turn it into an improvised weapon. It inflicts 4d6 damage in a 2 yard radius when disturbed (such as by being thrown by you) or at the end of your next turn. A successful TN 14 Dexterity (Acrobatics) test reduces the damage by half. If you possess the Intelligence (Scientific Lore) or Intelligence (Engineering) focus, you may instead cause it to inflict your choice of the Blinded, Deafened, or Stunned Condition for 1d3 rounds instead of inflicting damage in the blast radius. Anyone who succeeds at a TN 14 Constitution (Acrobatics) test is only affected by the Condition for one action of one round (if Stunned, this uses up the action).
02 Misdirect Rogue Class Stunt 1
Test Dexterity-Based Test
Desc. Using clever distractions and sleight of hand, you can disappear from plain sight or otherwise perform another immediate additional task that most people would consider impossible to do while under direct observation, such as freeing yourself from manacles without being noticed by the guard looking right at you—or stealing the sword right out of their hand. Such direct witnesses get an opposed roll as if you were performing the act under the proper, unseen conditions. You can nullify the direct observation of one person per SP spent.
Talents
Name Degree Description
Contacts Novice You know how to turn even chance meetings with people into ongoing associations.
Novice
You can attempt to make a contact out of an NPC with a successful Communication (Persuasion) test. The GM will set the target number based on the likelihood of you knowing the NPC or having mutual friends. The more distant the NPC’s homeland or social class from yours, the more difficult the test will be. A contact will be friendly, but won’t go out of the way to help you without additional motivation. You can’t make a contact out of an NPC who already dislikes you or is an enemy.
Journeyman / Expert
Master
Salvage Novice You can scavenge valuable items from junk and raw materials.
Novice
Once per encounter, if you take your major action to make a TN 13 Perception (Searching) test, success indicates that you may find any item that could reasonably be in the area that is worth equal or less than your degree of success in silver pieces (sp). The item may not be in perfect condition, but it will be serviceable, and work as intended. Failure means there’s nothing to find of use in the area for the rest of the encounter.
Journeyman / Expert
Master
Observation Novice You have a nearly preternatural eye for detail.
Novice
You notice things others do not. Choose one of the following Perception focuses: Empathy, Searching, or Seeing. If you fail a Perception test with your chosen focus, you can reroll it, but you must keep the result of the second roll. (Empathy)
Journeyman / Expert
Master
Specializations
Name Degree Description
Divine Heritage Master Your divine heritage infects you with righteous light.
Novice
You can call forth the light within you. Thus, you may use the Fire Arcana spell arcane lantern without a casting roll or spending magic points, but only for a combined total of one hour between periods of total rest. If you also learn the spell itself, as a Mage or through some other means, you can cast it at will for 0 MP unless you have to push it. Furthermore, when you glow with this light and roll doubles on a basic test with social effects, you gain +1 SP on top of the Stunt Die result, as long as witnesses aren’t enemies of the divine power it represents. Finally, your vision cannot be impaired by bright light.
Journeyman / Expert
Not even blades and arrows can stay you from your divine purpose. You gain access to the following stunt:   Righteous Focus : Increase your Armor Rating by 1 per SP spent until the beginning of your next turn. When you use this stunt, you shine with divine light.
Master
You can channel your inner light to an intensity that can either empower life or burn your enemies. By using an Activate minor action you summon a visible divine aura. While the aura is active, your attacks and damaging spells inflict an additional 1d6 damage on enemies of your divine patron or ancestor. In addition, you can perform the Heal action on an ally within 10 yards, without equipment, as a minor action on your turn, once per round.
Powers
Type Name Description
Equipment
Gold Silver Copper
Equipment
2 Alpha Batteries
Blaster Carbine
Dagger
Light Leather Armor (mercenary's coat)

Fantasy AGE RPG is © 2015 Green Ronin Publishing, LLC. - Fantasy AGE Character Sheet v1.00, made by Tillerz#- Updated: 2023-02-28

Comments

Please Login in order to comment!