Arcadomai by Dan Suptic

a fantasy setting for use with S. John Ross’ Risus: The Anything RPG

Table of Contents (click on the title listed to jump to the entry)

Arcadomai - Core Setting ...... 3 Arcadomai - Skill Guide ...... 36 Setting overview ...... 3 Implied statistics ...... 37 Character creation ...... 4 Getting paid ...... 37 Risus character options ...... 4 Cliché equipment ...... 37 Player info for Arcadomai PCs ...... 4 Guilds ...... 38 Combat cliché list ...... 5 Skill cliché abilities ...... 39 Skill cliché list ...... 5 Politician...... 40 Magic cliché list ...... 6 Aristocrat ...... 41 Items ...... 7 Thief ...... 42 Bonus equipment rules ...... 7 Blacksmith...... 43 Money ...... 8 Merchant ...... 44 Cliché gear ...... 8 Sailor ...... 45 Magic cards ...... 9 Bard ...... 46 Other items ...... 10 Teamster ...... 47 Locations ...... 11 Cook ...... 48 Primeria locations...... 11 Farmer ...... 49 Sunder locations ...... 13 Peasant ...... 50 Cicatrix locations ...... 14 Scribe ...... 51 Bestiary ...... 15 Primeria creatures ...... 15 Arcadomai - Spell Compendium ...... 52 Sunder creatures...... 16 Format of cliché details ...... 53 Cicatrix creatures ...... 17 Magic cards ...... 53 Adventure seeds ...... 18 Magic cliché abilities ...... 53 Character examples ...... 19 Pyromancer ...... 54 Cryomancer ...... 55 Arcadomai - Warrior Creeds ...... 20 Hydromancer ...... 56 Cliché equipment ...... 21 Aeromancer ...... 57 Weapons ...... 21 Geomancer ...... 58 Armor ...... 22 Enchanter...... 59 Non-combat situations ...... 23 Diviner ...... 60 Strength based cliché rolls ...... 23 Druid ...... 61 Dexterity based cliché rolls ...... 24 Cleric ...... 62 Health based cliché rolls ...... 25 Necromancer ...... 63 Combat cliché abilities ...... 25 Telemancer ...... 64 Fighter ...... 26 Chronomancer ...... 65 Soldier ...... 27 Stasiomancer ...... 66 Barbarian ...... 28 Chaomancer ...... 67 Fencer ...... 29 Illusionist ...... 68 Guard ...... 30 Summoner ...... 69 Mercenary ...... 31 Archer...... 32 Unusual Skills: Alchemy in Arcadomai ...... 70 Assassin ...... 33 The Alchemist cliché ...... 71 Brawler ...... 34 Potion types and effects ...... 72 Paladin ...... 35 Side effects ...... 73

Character sheet ...... 74

Closing comments and contact info ...... 76

Arcadomai is ©2006-2011 by Dan Suptic Risus: The Anything RPG is ©1993-2001 S. John Ross Arcadomai title font is Roman Grid Caps, ©2004 Manfred Klein Back page font used for the barcode word 'Free' is Shredded for You, ©1999 Dieter Schumacher All illustrations are royalty free stock images acquired from http://www.123rf.com/ Feel free to copy, distribute and print this document for any non-commercial purpose. This document may not be used for any commercial means whatsoever. 2

Arcadomai - Core Setting

The world of Arcadomai Arcadomai is a high magic, fantasy world. Mundane technology “Such wonders. Such diversity. So many ideas, arts, and ways is simple and medieval, not yet to the point of reliable of life. And we spend it squabbling about city boundaries and gunpowder or steam engines. Magic is very pervasive in this taxes. My friends, or to those who hear my words, I leave to world; a decent majority of the population has at least some search for the one thing this city does not have - peace.” - last magic ability of their own, and even those with no magic power dictated words, Dakar Frost, ex-politician. at all can easily find magical equipment to supplement their normal abilities. Humans are the strongly dominant race of An old world spins in the aether. Shaped by magic, monsters Arcadomai. Other standard fantasy races do still exist in small and the hands of men, this world is rugged, worn and numbers (elves, dwarves, gnomes, etc.), but it’s possible to live dangerous. 3 great continents mark the face of Arcadomai - the even in a highly populated area and never meet a non-human reasonably stable lands of Primeria, the savage and dangerous person in one’s life. The tone of Arcadomai is reasonably lands of Sunder and the world-long strip of unearthly land serious, lightly seasoned with some occasional absurd and/or known as Cicatrix. Men work, live, fight and die to make the ironic humor. world a better place (or to make at least their own part of the world better). Aristocrats and politicians plan and plot with A note about Risus merciless efficiency. Warriors and adventurers seek fame and Risus: The Anything RPG is a free and easy to learn role- fortune battling monsters, fiends and other creatures of alien playing game (created by S. John Ross) that is used to play design. Wizards and sorcerers bend reality to their will. Thieves Arcadomai. It's available at and beggars try to live day by day, greedily hanging onto every http://www222.pair.com/sjohn/risus.htm - The whole system is spare piece of hex (Arcadomai's currency) that they can get. 6 pages long, and that’s all you’ll need to play. Download it, The gods that once watched over this world have long since print it if you want - you can even put it in a nice, fancy binder. left, and the magic that runs through the world flows freely So long as you read it too, you’ll be able to play Arcadomai. without the will of deities to direct it.

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People Religion “She was a tall one, and a beauty too. I could tell she would be “What do you mean, ‘What do you believe in?’” - usually heard fun for a romp in the hay, if you catch my drift. Didn’t know until in any conversations about religion. later she had a jealous fiancé, and that he was a damned A long time ago, there were 3 gods; beautiful Primiar, patient pyromancer. Oh well, any tryst you can walk away from..." - Scar, and selfish Rage. Primiar created the world with her will Gulaviar Poetaro, bard. and curiosity. Scar slowly tamed and stitched the new creation into form and function, while Rage destroyed all that he felt was Character creation unnecessary. It was balance, not perfect, but workable. After Characters are created with the normal Risus rules, starting at seeing races of man and beast rise and fall, and the slow 10 dice total with a maximum single cliché level of 4. Advanced degradation of harmony, the 3 gods grew tired and left. As an options I, II and III are all used (Hooks and Tales, Pumping afterthought, Rage made a half-hearted attempt to destroy Clichés and Double-Pumps). Lucky Shots, Questing Dice and Arcadomai after Primiar and Scar had left, summoning a star Sidekicks/Shieldmates may also be used (from the Risus from the heavens and crashing it into the world. While this did Companion) at the GM’s option. Gear and any spare hex significant damage, it only left a world-long strip of ruined land should be determined by clichés chosen with the GMs as opposed to causing the complete destruction of Arcadomai. approval. The Deadly Combat rules from the Risus Companion are also available to groups who wish to use them. Now, the world runs on the powers that the gods left behind, the Light (from Primiar), the Grey (from Scar) and the Dark Races (from Rage). The dominant sentient race of Arcadomai is Human. Countless wars for territory and natural human ambition have all but Organized religion is non-existent here - the absent gods don’t driven the other sentient races from Arcadomai. Being an Elf, care to focus on Arcadomai anymore. There are only 3 Dwarf or other fantasy race is possible for players, but non- outcomes to someone's death based on their actions in life. human races are usually regarded with great suspicion and They can merge with the Light, the creative, healing and dislike. Those race’s special skills and talents do offset this positive force of Arcadomai. They can be pulled into the Dark, animosity a little. GMs should remember to give extra perks to the hateful, destructive and negative force of Arcadomai. Or, those who play a non-human race, with whatever seems they can be reborn through the Grey, the power of fate, destiny, appropriate to the race in question (usually give easier TNs for and luck. Kind, good and just people merge with the Light, and tasks and skills appropriate to the race in question). There is strong souls can further help and guide their family and friends about 1 non-human for every 1000 humans on Primeria and from beyond. Evil, selfish and unjust people get pulled into the about 1 non-human for every 100 humans on Sunder. No Dark, the most powerful of them able to use their hateful sentient humans or non-humans live on Cicatrix, due to the energies to harass still living enemies. Those who are neither conditions detailed in the Cicatrix location entry later on. virtuous nor vile are pulled through the Grey, their life’s experiences taken away, and are eventually reborn into the Language world again. Everyone in Arcadomai speaks the same language called Arcada. Arcada is a verbose language, supplemented with a few word here and there from the other non-human races. Arcada’s written form is runic in nature, using a phonetic alphabet of letters to combine into any of Arcada’s words. The vast majority is literate - even the most reclusive barbarian will know the written words for Tavern, Blacksmith and such. Other races may remember a smattering of words and phrases from their racial heritage, but knowing enough to have a full conversation is rare. Sufficiently skilled scribes have the know- how to translate any ancient texts found in these languages, and may even be somewhat fluent in another language themselves.

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Combat clichés Skill clichés “Do you see that? I’ve never seen anyone carry a claymore like “Sure, being a peasant isn’t the most interesting life, but the life that before. Five hex says he gets killed by the first guy he expectancy is nicer. Unless you can show me an adventurer picks a fight with...” THUD “...you owe me five hex.” - Daeg the type over 40 years old, I'm more than happy to stay in the Rat, beggar, former mercenary. fields, thanks.” - Julia Gander, peasant.

What follows are some of the more common combat-oriented The clichés listed here all focus on a particular skill. While clichés found in Arcadomai. While not an exhaustive list, the certainly no list can encompass every skill worthy of focus, clichés presented here are by far the most commonly seen. chances are that the players will run into a fair amount of the following people before they run into any, say, Cat Fighter - Training with many different weapons has led the Choreographers. Fighter to develop their own style. Soldier - A highly trained combatant, able to plan and strategize Politician - One who can manipulate bureaucracy to incredible an effective attack. ends. Barbarian - One who loses himself to the rage of battle; a truly Aristocrat - A ruler of a local area, making and enforcing laws frightening foe. as needed. Fencer - A swordsman with education, flair, and 3 ½ feet of Thief - One who sees other's wealth, and seizes it well. thin, pointy metal. Blacksmith - One who makes and repairs weapons and armor. Guard - A hired combatant, usually pestering adventurers about Merchant - Buy low and sell high; this is the merchant’s credo. their habits. Sailor - He knows how to sail a vessel across the seas, opening Mercenary - A hired combatant, usually pestering adventurers avenues of exploration. with their own habits. Bard - One who inspires with poem and song, even in Archer - They're able to stop a fight before it reaches them situations that seem a bit wrong. using bows and crossbows. Teamster - Getting groups of animals working together is his Assassin - A frightful adversary who uses shadows and feints occupation. to land a killing blow. Cook - Give him random ingredients, he’ll make some random Brawler - Never unarmed, a warrior who uses his own fists and ingredient stew. feet to fight. Farmer - He grows and cultivates food for everyone to eat. Paladin - A servant of the Light, his faith gives his weapons Peasant - Great for repetitive manual labor, not so great for great strength. anything else. Scribe - Read stuff, write it down, hear stuff, write it down. They're also good at translating old texts.

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Magic clichés “Typical ebb and flow in the Dark can be mixed with the vitalizing forces of the Light to generate effects both spontaneous and destructive. Here we have a great text detailing combat uses and tactical utility of the spell ‘Fireball’” - overheard in the Arcane College.

This final set of clichés are the magical clichés of the world. Magic in Arcadomai is highly specialized - there are no generic Wizard or Sorcerer clichés. While any other cliché can be chosen as a double pump cliché, magic clichés tend to be double pumpable much more often than non-magical ones. The following magic clichés are the most studied, but others are certainly possible.

Pyromancer - A fire mage, able to cause great destruction. Cryomancer - An ice mage, subtle, clever and deadly. Hydromancer - A water mage, useful in many ways. Aeromancer - An air mage, using the powers of wind and lighting. Geomancer - An earth mage, can cause even the ground to betray their foes. Enchanter - Maker of magic items, and someone who can turn people into frogs as well. Diviner - One who can read fate, fortune and destiny, and occasionally adjust them. Druid - Nature mage, the great outdoors is their playground. Cleric - A healer; with enough training, they can even pull someone back to life. Necromancer - A user of Dark magics, creating undead and snuffing out life. Telemancer - A force mage, can move people and things all about. Chronomancer - A time mage, folding cause and effect to their whim. Stasiomancer - An order mage; things always go smoothly for them. Chaomancer - A chaos mage, creating confusion and discord in their wake. Illusionist - An illusion mage. Hard to defeat when even an opponent's senses betray them. Summoner - A summoning mage, able to call forth all sorts of interesting allies.

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Loot + (number) pip = These items add the listed number to each “Just 40 Hex, that’s right 40 Hex for this authentic God-crafted die rolled in the cliché using it. A +2 pip sword would add 2 to dagger. Yessir, it’ll cut, slice, stab and puncture any beast, each die when the wielder used the sword with their combat demon, monster or madman. No? How about 35 Hex? 30? Sir, cliché. Thus, a Soldier (2) who rolled a 2 and a 3 would add 2 this is a true God-crafted....sir!” - nameless merchant. to each, getting a 4 and a 5. A + pip item cannot raise a die roll above a 6; therefore, a +5 pip item is the best +pip item you There are three types of Bonus Gear in Arcadomai: could ever get. In the hands of a trained person, this can easily + (number), + (number) die or dice, and + (number) pip. become the best bonus for equipment, especially if the Bonus equipment only adds their bonus when used for their character is already getting + dice from something else. Items implied purpose - fighting for weapons, spellcasting for staves, with more than a +2 pip bonus are unusual and hard to find. picking locks for lockpicks, etc. Any number bonus is possible ---Note: Certain spells and effects can give you a minus for each magic item type, but as listed below, comparatively (number) pip to your rolls. This cannot drop a single die's roll high numbered bonus items tend to be very rare. below one, and if you roll a six on a die while under the effects of negative pips, that roll for that die still counts as a six. Some extremely old magic items have survived from the days when the Gods themselves bestowed magic items directly to Costs for Bonus Equipment are as follows. This is in addition to their favored followers. These items are referred to as God- the cost of the basic equipment itself. crafted, and always have at least a +1 bonus, along with being indestructible by conventional means. When for sale, they cost +1 = 25 hex half again as much as an item of the same type and bonus. +2 = 50 hex Most God-crafted items are weapons, armor, and magic staves, +3 = 80 hex but it seems like everyone knows someone who owns a God- +4 = 115 hex crafted mug, or God-crafted pair of sandals, or some other +5 = 180 hex, when available for purchase God-crafted mundane item. Anything higher than a +5 bonus will be extremely costly, if available for purchase at all + (number) = These items add the number after the plus to the final result of the roll. A +2 sword adds 2 to the final result of +1 die = 100 hex any roll with the sword. While this definitely appears to be the +2 dice = 225 hex weakest bonus, occasionally items come with a great bonus of +3 dice = 375 hex this type. Lord Gunther, mightiest Paladin in Arcadomai, carries +4 dice = 650 hex, when available for purchase a +16 greatsword, but generally, items with more than a +4 Anything higher than a +4 dice bonus will be extremely costly, if bonus are unusual and hard to find. available for purchase at all ---Note: Certain spells and effects can give you a minus (number) to your rolls. This cannot lower your final roll below +1 pip = 125 hex the number of dice you rolled. Therefore, if you are a Soldier (3) +2 pip = 300 hex and have a large minus (number) to your roll, your minimum +3 pip = 700 hex, when available for purchase final roll result is a 3. Anything higher than a +3 pip bonus will be extremely costly, if available for purchase at all + (number) die or dice = These items add dice equal to the number whenever used. A +2 dice sword would add 2 dice to Items with multiple different types of bonuses exist as well. any roll used with it. These bonus dice don’t add to your actual When determining the cost of an item with multiple bonus cliché - if you’re a Guard (2), using a +2 dice sword, you still go types, add up the additional costs for each bonus type, then down after you lose 2 dice. These items are powerfully helpful add an additional 50% to the cost if it uses 2 bonus types, or to those of low cliché levels. Items with more than a +3 dice double the price if it uses all 3 types. For example, a +1 die +2 bonus are unusual and hard to find. sword would cost 225 hex in addition to the base cost of the ---Note: Certain spells and effects can give you a minus sword (+100 for +1 die, +50 for +2 and +75 for the 50% (number) die or dice to your rolls. This effect does not count as increase for 2 bonus types). cliché damage. So long as the actual cliché you're using has any dice left in it, you can roll at least one die when using it, even if negative effects would lower it to zero effective dice or less.

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Hex A unique set of weapons exists in Arcadomai - the Sledge “Take away the happy looks on the crowd’s faces. Take away Sword, the Hammer Axe and the Twin Maul. Each of these the honorable and skilled combatants. Take away the cheers, swinging weapons has an additional piece coming off the hilt - the music, the food, and the glamour. All I love is the sound of a thin band of metal with a strong, Geomancy enchanted hex being poured in my pockets” - Darren Axesmith, arena weight attached to the end. When swung, these weapons first master hit their foe, and then the weight slams into the blade or maul head, driving the weapon further into the foe. These items are Hex is the currency of Arcadomai. Hex (both singular and +1 dice equipment, and normally cost around 70 to 80 hex. The plural) are 1 inch wide hexagonal pieces of black glass only downside is that they can break if swung carelessly - a roll inscribed magically with an amount (always 1, 5, 10 or 100). of all 1’s when used causes the extra weight to destroy the The pieces themselves are taken from the islands that surround main weapon, making it useless. the continent of Cicatrix. These islands (and Cicatrix itself if anyone is foolish enough to gather hex there) are composed Skill gear entirely of this metal-hard black glass. When enough “I need some oil, metal springs, cogs, tension coils, glue and Geomancer force is applied to it, it naturally breaks off into flexible metal rods. Yes, this purchase is entirely legitimate.” - these hexagonal pieces. When new currency is needed, a team Sandi the Quick, master thief. of soldiers sails to one of these islands, brings back some large chunks of it, and gets it to one of the larger cities (usually Like weapons, most skill gear (lockpicks, bard’s instrument, Corlavi, the biggest city in Arcadomai) to be broken apart and etc.) is standard starting equipment, costing only about 10 to 15 inscribed. It takes a TN 30 Geomancer check to break a main hex to replace all of it for a skill cliché. Bonus gear of all types chunk into the single hex pieces and another TN 30 is available for all cliché types, and follows normal equipment Geomancer check to inscribe them properly. rules for prices of bonus die equipment. 2 examples of bonus equipment follow: Unscrupulous Illusionists can easily create realistic illusions of hex coins. To counteract this, wealthy shop owners can buy Clockwork Lockpicks - +1 dice lockpicks. These lockpicks use a small enchanted boxes that dispel any illusory item placed combination of springs, cogs and coils set in a small wind up within, dropping customer's payments into it for each purchase. box. The thief inserts the correct picks into the box, pushes the The majority of Arcadomai’s merchants simply keep a large pins into the lock, winds the box and then waits while minutes hammer on hand - hitting most illusions with enough force will of work clanks away in seconds. dispel them. Glass Lute - +4 lute. This lute is made of carefully blown and Hex is the only official currency in Primeria, although bartering calibrated glass. The tunes it gives off are crystal clear, sharp and IOUs are neither prosecuted nor uncommon. In Sunder, and melodically perfect. hex is not as commonly used; bartering, IOUs, blackmail and debt are much more useful currency. In Cicatrix, hex is Magic gear pointless since, for one, the whole continent is made of it, and “A mage taps into powerful fundamental energies to fuel their more pragmatically, there’s nothing to buy there. spells, carefully siphoning a bit of power from the arcane maelstrom churning beneath the physical world. Only a foolish A quick note, the term ‘hex’ always refers to currency. To or desperate mage would dare to use such power without a tool negatively afflict someone with magic is called a curse, not a to focus it through.” Adaek the Wise, Professor of Divination of hex. the Arcane College.

Weapons and armor For standard equipment, a magic using cliché requires a “This blade was given to me by my father, and to my father by spellbook, grimoire or other written collection of spells, and a his father before him. It shall go to you one day when I no spell focus (such as a staff, wand, orb, totem or other item to longer need its power. It has slain evil men and monstrous focus their magic through). Replacement spellbooks and magic creatures by the thousands, and always has kept its keen edge foci cost around 10 hex apiece. Bonus magic gear is always and perfect balance. Now, son, please describe to me exactly either staves or wands, despite the mage’s personal taste in how my dagger was found stuck point up in the seat of your magic focus. tutor’s chair...” - Johnathael Lighthand, former soldier.

Most basic weapons and armor are standard starting gear for clichés. Replacement gear costs anything from a couple hex for simple daggers or cloth armor, to 20 hex or more for ornate, customized weaponry or full plate mail. Bonus gear of all types is available for all cliché types, and follows normal equipment rules for prices of bonus die equipment.

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Magic staves and wands If you have at least 3 clichés total in mage clichés, you know “So I said ‘If you want this ancient staff, you’ll just have to take what any card does when you read it. Anyone can use magic it from me!’ What did he do, you say? He took it from me. Turns cards, but someone who doesn't have 3 dice in magical clichés out it wasn’t an ancient Necromancer staff at all....it was a will have to either know or be told what the card does, or they curtain rod, ok? Shut up about it already.” - Theodynin could just cast it blindly and hope for the best. Mage characters Blackbone, apprentice necromancer. that have 4 or more dice in one specific magic cliché can create cards. The mage specifies what spell he wants to inscribe, and For magic staves, bonus gear of all types are available for all what cliché level it will be. A mage may only make a certain magical clichés, and follow normal equipment rules for prices of number of cards a day - he cannot make more cliché levels of bonus die equipment. Each staff is connected to a certain cards total than his combined magic clichés. So a cliché of magic, and only adds it’s bonus to that type of magic. Chronomancer (5) can create a total of 5 cliché levels worth of Thus a Pyromancer staff only adds it’s bonus to the cards in a day, while someone with Cleric (4) and Druid (2) Pyromancer cliché, a Diviner staff only adds to the Diviner could create a total of 6 cliché levels worth of cards per day. cliché, etc. The cost of magic cards depends on whether it’s a combat Wands may be of any bonus type, but only cost half the listed ability or not, and the cliché level of the card. cost for bonus gear. This is because wands only add their bonus to one particular spell, and only a mage of the Blank magic cards - 2 hex per card, usually discounted if appropriate school of magic can use it. So only a Necromancer bought in bulk. can use a +1 die Wand of Create Skeleton, and only an Aeromancer can use a +4 pip Wand of Create Soothing Combat Magic Cliché (1) - 15 hex Breeze. Wands add bonuses only to specifically listed spells Combat Magic Cliché (2) - 35 hex (either in the Spell Compendium or a spell detailed by the GM Combat Magic Cliché (3) - 70 hex and player), not to a mage's combat ability with a school of Combat Magic Cliché (4) - 135 hex magic. To get bonuses in combat, a mage will have to employ a Combat Magic Cliché (5) - 260 hex staff as opposed to a wand. Combat Magic Cliché (6) - 500 hex

Magic cards Non-Combat Magic Cliché (1) - 10 hex “I don’t like them at all. Magical cards that can give powers to Non-Combat Magic Cliché (2) - 25 hex anyone who buys them? We have enough trouble keeping law Non-Combat Magic Cliché (3) - 55 hex and order around here. Do I use them? Well, of course. But, Non-Combat Magic Cliché (4) - 110 hex see, I’m a guard. I’m a good guy.” - Thomak, city guard. Non-Combat Magic Cliché (5) - 230 hex Non-Combat Magic Cliché (6) - 450 hex Magic cards are enchanted slips of stiff parchment or paper that have specific spells embedded in them. These can be used Magic cards are the primary source of disposable magic effects by anyone, and vanish after one use. Combat oriented cards let on Arcadomai. Potions and other forms of alchemy are pretty the character act like a mage using that card's magical cliché much unknown. Every once in a while, a small group of curious for one round, at a level determined by the power of the card. If mages will form an alchemist's guild, but these startup guilds you lose a round of combat while using a magic card, you lose are short-lived, since even the simplest of healing potions tend a die in any of your clichés of your choice. Specific spell cards to be bitter, syrupy messes (and tend to have reasonably are cast once from the card - the number of dice you roll is severe side effects as well). Scrolls are simply larger, more equal to the level of cliché set when the card was created. ornate versions of magic cards, being used only for major Failing the roll on a specific spell card means the spell didn't spells that demand a bit more ceremony and showmanship. get cast quite right - too easy to resist, not strong enough, wrong target, etc. You may use Lucky Shots or Questing Dice to affect either combat magic cards or specific spell cards.

Magic cards can be a bit unreliable, but they're great for letting non-mages dabble with powers normal unavailable to them.

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Other items Fortune Teller's Deck Arcadomai is filled with magic items, due to the strong arcane This is a deck of 50 magic cards, infused with divination magic. energies that power the world. GMs are free to come up with Casual examination shows that the cards all appear blank, but anything that seems interesting and useful. A few items are when used for fortune telling purposes, pictures and titles presented here to help spark the imagination. appear on the cards as the fortune teller draws them from the deck. The cards are different every time, and many long term Hex Armor users claim that they've seen far too many different cards than This suit of armor is made entirely of uninscribed hex, fused a deck of 50 cards should have. Creating a deck requires 50 together to fit an individual by a powerful Geomancer. It blank cards and the Diviner cliché at least at 4 dice. The diviner provides a +5 dice bonus to any combat situation where being does not need to make any special roll to make these cards, almost unkillable is useful...which is pretty much any combat but they are limited in making just 1 card per day. Once situation. The natural rage of Cicatrix radiates from this armor completed, the deck may be used immediately. The deck will as well - while worn, any cliché can be used as a combat only work when all 50 cards are together, but when cards from capable cliché. It costs about 1500 hex to get a personalized the deck are lost or even destroyed, they somehow have a way suit made, even if you can find a suitably powerful Geomancer of eventually finding their way back to the original deck. to take the time to make it for you. Anyone at all can use a Fortune Teller's Deck. The user Smoking Pipe focuses on a question or course of action, and draws several This pipe is enchanted to never run out of tobacco. It’s always cards. The deck tends to be cryptic in its answers, often giving the favorite tobacco of the owner, and even persists in keeping the type of information that makes much more sense once the lit in rains and high winds. A simple command word stops the event occurs or the question is answered through mundane tobacco from burning, or starts it burning again. These items means. Occasionally the deck gives very precise and detailed cost about 10 to 20 hex, depending on the quality of the pipe answers, the cards being titles with exact locations or full itself. names of persons involved. The deck can be used once per day for each person it tells the fortune of. Lucky Charm This small charm gives the owner a +1 die bonus to one roll. Strangely enough, some of the card's drawings feature After that, the charm breaks and becomes useless. These religious ideas and symbols. Angels, demons, churches, priests charms are usually clay or metal discs that have been and holy symbols have been known to show up in every deck enchanted with a special luck symbol, and cost anywhere from created so far. Experts in the nature of Arcadomai's magic 5 to 10 hex depending on demand and availability. Owning believe that enough divinity remains in the arcane energies of multiple Lucky Charms is a bad idea - when one is used, all the world to manifest through the pictures on these cards. Lucky Charms owned by the user activate at once and are used up, while still only giving a +1 die bonus to the roll. A standard Fortune Teller's cost 250 to 300 hex, but prices can increase quickly depending on the quality of the design on the back of the cards, as well as the skill or fame of the diviner who made it.

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Places Corlavi “I’ve been around Arcadomai, but I swear I’ll never understand Corlavi is the largest city in Arcadomai. It houses about why every new place I find has higher inn prices...” - Kara 500,000 people, all from different walks in life. The housing Steppes, traveler districts range anywhere from cheap slums (20 hex a month for a small 1 bedroom) to giant mansions and manor houses (300 Arcadomai’s 3 main continents make up about 40% of the to 500 hex a month for the smaller ones). Larger mansions and surface of the world, the rest being ocean. While human manor houses almost always belong to royal or political expansion has covered a lot of land and sea, there still remain families, and are available on inheritance only. Arcadomai has many places unexplored or forgotten. The most commonly many training facilities, from the royal guard barracks, to the known places are detailed below. towering Arcane College. Finding a job in Corlavi is easy - anyone is willing to hire simple labor for a few hex a day, and Primeria people with more professional goals will find great places to “I’d much rather live on Primeria than that horrible continent, start almost any career imaginable. Corlavi can outfit an Sunder. They’ve got horrible beasts, robbers, thieves, and all adventurer of any type as well; in the loud market districts, sorts of unpleasantness. I’ll gladly take life here, thank you.” - there are literally hundreds of different shops selling anything Irena DeVault, Corlavi citizen imaginable.

Primeria was blessed by Primiar when she left the world, giving All the laws in Arcadomai originate from the great Council here, its inhabitants a feeling of peace and unity. Of course, over the even though the laws are really only respected in Primeria. countless ages, these feelings of cooperation and compassion Adventures in Corlavi can keep a group of PCs busy for have died down a bit, but Primeria is still the most civil of the months. Even with the city guard making a great presence three continents. Geographically, most of the continent of here, there’s enough small time criminals to catch, outbreaks of Primeria is verdant grasslands, with some notable forests, monsters to contain and all sorts of other odds and ends to tie lakes and a range of mountains towards the north. up for anyone willing to sign on.

Politically, the whole continent is ruled by the Council of 3, Corlavi is constantly expanding, and about once or twice every located in the city-state of Corlavi. The council consists of 3 year, a contingent of architects, builders and golems go out and members, each of a different trade - one must be a skilled prepare a chunk of land for a new district. As the population politician, one must be a great warrior, and the last must be a continues to grow, most new additions to the city have been powerful mage. The people who hold these positions change housing and farming districts. Corlavi also hosts many guilds. about every 5 or 10 years, usually when the current holder of Every character cliché listed earlier in the setting has an the position is tired of their job. The newcomer to any position associated guild (although the less-than-legal professions can must be personally approved by the holder of the current be hard to find, and mage guilds are known as colleges). Being position. Underneath each main council member is their a member of a guild or college grants better equipment and a Council Advisory - other politicians, philosophers and idea men better chance of landing a good job. Guilds also have a lot of and women who help the Council make and enforce decisions. power in the political maneuvering of the city. Some worry that The council usually promotes members of their own Council the guilds’ power rivals the Council’s itself, and that a civil war Advisory to take their place, but it is not unheard of to take may be on the horizon. exceptional people into their position from off the street, so to speak. To get a position on the Council Advisory one must Talonstrike Mountains impress the current lead Council member through some act The main mountain range in Primeria lies in the northern that greatly benefits the way of life on the continent in some regions of the continent. These great mountains house a lot of way. interesting creatures, including the main population of Arcadomai’s dragons. There are many caves, both up in the mountains and underneath them. Several clans of people live near the base of the mountains in a series of connected camps known as the Vailan Settlements. These people are always willing to house travelers, since most visitors come from Corlavi, bringing with them a lot of city money. Most adventures also give back a nice percentage of anything they find in the numerous caves and dungeons to the villagers that housed them. Adventurers can find amazing treasure in the Talonstrike Mountains, but they must be careful as well - it makes a short life to accidentally stumble upon an irate dragon’s lair.

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The Plains of Conviction Much to the disappointment of the peaceful undead, Gravelight These great plains are dotted with old temples and churches has become a bit of a tourist attraction for the wealthy and the dedicated to the 3 gods of times past. Anything of value has vogue. Right now, the current leader of Gravelight (a ghost been stripped from these once noble houses of worship. Once named Fior Litar, a once powerful member of a royal family) is in a while, a group of people may make a pilgrimage here to trying to get a law passed requiring that living visitors have a pray to the gods, asking for their return. Most people scoff at special pass allowing access to the city. While not disposed to anyone who thinks the gods would ever return to this world. dislike the living (a couple taverns in Gravelight even have Recently, several groups have started renovating some of the potable water and non-perishable foods on demand), the old buildings, turning small areas of the plains into little villages. undead are sick of being viewed as an exhibition. They just The Council is considering funding an official colonization effort, want to live (well, exist) in peace. giving these villages more credibility and long term survival chances in exchange for taxation. Port towns Port towns are plentiful on the edges of Primeria. The ones on Gravelight the eastern side of the continent sail to the islands around This bizarre city is entirely populated with the undead, plus a Cicatrix, sending ships to bring in the raw hex for Corlavi to few living guards borrowed from Corlavi. In the middle of this process. These port towns are built more like forts, in case city stands a great obelisk of black stone, carved with many creatures from Cicatrix find a way to hitch a ride back to glowing runes and sigils. This obelisk is simply called the Primeria. The port towns on the west side of the continent sail Gravestone, and emanates a strange necromantic power. Any to Sunder. These take care of the rare Sunder visitors, and also undead within 5 miles of this stone remembers their entire life take exiled criminals off of Primeria. Being exiled to Sunder is a they had in perfect clarity, and are returned to their normal little embarrassing for the exiled, but most common criminals cognitive abilities. Therefore, the undead of Gravelight are get used to (and even enjoy) the lawless lands of Sunder pretty content to live their un-lives as they had in life. The Gravestone quick. also supplies the undead’s requirement for continued sustenance. Thus, vampires don’t need blood, ghosts don’t Other places need raw emotion, zombies don’t need brains, etc. The living Primeria has many towns and cities, and many other places of town guards are given quite nice housing in compensation for interest. Primiar’s old blessing still flows quietly through this having to stay in this undead city. Their job is to corral any stray continent. Things here tend to be more orderly, and people undead found outside of Gravelight into the city (so they stop tend to be more peaceful, if just by a little bit. causing trouble and just live like normal), and to stop anyone from destroying or tampering with the Gravestone.

A very powerful necromancer (called Marika) who lives on Sunder, loves sending ringers in to Gravelight in hopes of destroying the Gravestone and having the once-controlled undead run amok. She sends in undead that were murderers or anarchists in life, and convinces them that she’ll give them immortality if they succeed. So far none have succeeded in getting close to the Gravestone at all - the population is very perceptive and can usually discern if a new member of Gravelight’s population is under Marika’s control.

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Sunder The Broken Lands “I’d much rather live on Sunder than that boring continent, Where was a time, long ago, when 3 archmages waged a great Primeria. There, it’s all politics and rules. Nothing interesting war against each other. They all perished in the final battle, but ever happens, and you can’t even come up with anything fun to the lands were devastated and the 3 great castles and their do that doesn’t break at least 5 laws. I’ll gladly take life here, surrounding cities now in ruins. Lorua (a great Pyromancer) and the Dark can take those who think different.” - Vek died when her castle was cast into a giant fissure. Her castle Bloodpaw, Sunder barbarian ruins are all underground, scattered in the bottom of a giant pit drilled into the earth by Geomancer’s magic. Kato (a powerful Scar left the world without so much as a backward glance. He Geomancer) died as monsters summoned from some unknown felt that the people of the land now known as Sunder should be realm swept through his castle, killing and eating most of the left to their own fates. When left to their own will, the people inhabitants. His castle stands well and whole, heavily populated here became more savage and brutal - honor and prestige are by the furious demons and devils who now roam the Broken foreign notions in Sunder. There is no law, other than what few Lands. Shilneous (a skillful Summoner) died as fireballs, rules and restrictions local rulers set up. It is a dangerous land flaming and burning clouds rained upon his castle and to be a traveler in, as theft and other crimes are left largely lands. His castle reeks of smoke, and the burnt and melted unchecked. The guards of Primeria make no presence here, as halls still hide great treasure. whoever has power in this land are the ones who rule. Most of the lands in Sunder are wastes of desert or swamp, with cities The land around this whole area is incredibly hostile. Mile-deep and towns springing up around any areas of drinkable water fissures are everywhere, anything that grew has been burnt to and usable vegetation. ashes, and demons and devils freely roam the land. There is treasure here, but also great danger to those adventurers brave Chaocisca enough to search these lands. This is the largest and most hospitable city in Sunder. It is currently ruled by a warlord named Kurias. His law is simple - The Necropolis, Termniar Do what you like, but when times of war come, stand and fight This is what many would consider a real city-of-the-dead should for Chaocisca. He constantly conducts small raids on nearby look like. Built like a graveyard, this city hosts a varied range of towns, and keeps those willing to fight as new soldiers for his powerful undead, all under the control of Marika. She is one of city. Chaocisca is a port city, and most visitors come to Sunder Arcadomai’s most powerful necromancers, and has every through here. undead creature in Termniar under her iron clad will. She revels in death, and wants nothing more than to take control of The city boasts a great arena, where most of the local populace Gravelight and the undead there. Thankfully, she spends all her spends its free time. Bets are taken on winners, and the arena time trying to figure out new ways to cause Gravelight to fall, so masters always find new and interesting monsters for gladiators the other residents of Sunder rarely see her legions outside the to fight. Once in a while, they sometimes even find a creature walls of Termniar. If Marika ever succeeds in taking control of from Cicatrix that they can goad into battle. the undead in Gravelight, all of Arcadomai will be in grave danger. Housing here is cheap and dirty - the only nice place to live is in the fortress of Kurias. Shops sell whatever they can scrounge Other places up, and usually have to be haggled down before prices look Sunder has many small towns and villages and other anything close to reasonable. It’s unwise for visitors here to be interesting places. There are even small camps entirely out after dark, as thievery is rampart in this town. Most natives composed of non-humans. The world here moves of its own of Chaocisca know to carry expendable valuables for the free will - things are built and people behave pretty much thieves here. The city here also has a small but notable non- however they feel. human population. Half-orcs, goblins and even ogres and trolls can be seen from day to day. An assassin's guild of elves also resides here, and a small group of gnomes and dwarves make their living by engineering the expansion of the city.

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Cicatrix Old lands “That place has creatures I could never imagine. By night, their When Cicatrix was formed, most of the lands that occupied the howls and strange language dance on the air and chill the area beforehand were completely destroyed. However, on bones. I miss those I took with me, but am glad I returned to tell some of the islands surrounding the main continent, there are a the tale. 12 hex? Thank you sir, just put it right in my cup here - few places of normal earth, and even occasionally an ancient I’d shake your hand if I still had arms. 4 more hex? You’re a structure or two still mostly intact. Corlavi’s Council pays a lot saint. May the Light be with you.” - Adam Tirkin, former for any items retrieved from these areas, and a devoted sect of adventurer scholars and scribes work continuously to decipher any information about the inhabitants of these destroyed lands. Cicatrix was formed when Rage attempted to destroy the world with his leaving. Rage pulled down a star from the heavens and The Fortress of Damnation crashed it into Arcadomai. This boiled the seas and left a world- There exists one place of note on the Cicatrix main continent. long continent of land dotted on each side with small islands The Fortress of Damnation is a giant building comprised composed of some unearthly material, known now as hex. entirely of hex that sits in the southern area of the continent. Whatever star Rage pulled down already teemed with life, and The only person who has ever seen it and returned to talk of it now the strange and alien creatures of Cicatrix call this place is a ghost name Rachela, who now resides in Gravelight and home. At night, wavering arcs of deep red and purple lights can takes much coercion to even speak of it. Nothing else is known be seen over the main lands of Cicatrix from the islands, and about the fortress, for all others who have even caught sight of bizarre howls, groans and screams carry over the water from it have been torn apart by the seemingly endless supply of the large continent. No one knows what the denizens of Cicatrix Cicatrix's native creatures that surround it. are doing, and aside from the hex, there is nothing to be gained from traveling there. The only time anyone has anything to do with Cicatrix’s natives is when they are found on the small surrounding islands or when a creature manages to make its way to Primeria or Sunder.

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Creatures Wallcat “Can I keep it?” - a frequent request from children. These bizarre cats are found in city areas. Not only are they smarter than regular cats, these cats can also walk on walls Aside from mundane creatures like lions and wolves, and ceilings. In combat they make oblique surface to surface Arcadomai hosts a number of unique creatures. The creatures jumps, raking enemies with razor sharp claws. The can be below are listed in whichever continent they are native to, but in identified from regular cats in that their tail splits in two from both Primeria and Sunder, any creature native to one continent about 1/3 of the way to the end. They tend to be a bit of a pest, can sometimes be found in the other. In Cicatrix, non-native stealing food and valuables, breaking things for no good reason creatures tend to have very short life spans, and are not usually and attacking people without provocation. Occasionally a found here, save for a few bones. The dice presented for the wallcat will adopt a human owner, loyally guarding them and creatures are the average dice for a creature of that species - their homes for food and shelter. they can certainly have more or less, depending on the age and skill of the individual creature. The creatures below are not a Wallcat full list of Arcadomai’s bestiary - anything the GM feels Gravity Defying Mass of Claws and Fur (2) appropriate may be included. Golem Primeria Golems are created by mages and usually perform menial “Watch for turtles” - a Primeria cautionary saying tasks. While normally under the control of their creator, golems sometimes go berserk because of wayward spells or deliberate Dragonblood Turtles magical curses. Golems can be made from any solid material, These turtles have large, dragon-like wings sprouting from their but stone and wood are the most common. Golems can only be shoulders. They’re usually peaceful, unless someone disturbs harmed by magic, or magically enchanted weapons - if you their nest. Then they take to the air, recede into their shell, and succeed a round of combat with a non-magical weapon, it only drop like a rock onto the interloper with surprising accuracy. counts as a tie. They use this tactic on the first round of combat; they always pump their cliché up to the point of leaving them 1 die left Wood Golem (representing their dive bomb attack), then snap at the enemy Mindless and Powerful Automaton (2) on the ground. Stone Golem Dragonblood Turtle Mindless and Powerful Automaton (3) Accurate Rock-hard Projectile from the Skies (3) Steel Golem Elder Dragonblood Turtle Mindless and Powerful Automaton (4) Accurate Rock-hard Projectile from the Skies (5) Gemstone Golem Dragon Mindless and Powerful Automaton (6) Dragons come in all shapes and sizes, and in many different types. They tend to be hostile and solitary, but a few Burning Wasp goodhearted ones have been known to exist. They are all These dangerous insects ignite whatever they sting. While intelligent and cunning, and very protective of their homes. quite weak, their flammable venom lets them have a bonus in They usually reside in the Talonstrike Mountains. All their dice combat. They tend to build nests of ash and mud in the corners are double pump dice, and they are built like characters, save of old buildings. They’re extremely territorial and will attack any that they usually have much more dice available to them. who come near. Dragons can talk, and enjoy mocking their prey before a kill. Burning Wasp Gorvexis Stinging Insect with Flaming Venom (1) +2 dice Acid Spewing Dragon [5] Raging Reptilian Beast [4]

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Sentipede Water Devil These man-sized centipedes live in some of the caverns and Quick and Fluid Watery Construct (2) caves found in Primeria. They are somewhat intelligent, and can use weapons and armor. A few have even been found Air Devil using enchanted gear. They walk on the back half of their legs, Spinning Tornado of Air (3) and carry anything useful in the other half. They usually stay out of the way of any humans or large animals, but will attack if Metal Devil threatened. Sharp Metallic Beast (4)

Sentipede Needle Crow Man Sized Insect Warrior (3) These avian menaces can shoot thin, feather-like darts from their wings. They are almost always found in groups, yet Sunder always attack in single units. The razor sharp darts are easy to “Oh, that’s a good one! Catch it, it’ll fight like mad!” - Elvirae throw, giving the thrower a +1 to the combat cliché they use Crule, arena herder with them.

Saddle Gator Needle Crow These overgrown and surprisingly swift alligators have a dip in Dangerous Arial Assailant (2) +1 their back, perfect for sitting in. While normally violent and uncontrollable, they can be trained, if training is done from the Severing Spider gator’s hatching. These make terrific mounts and are also These giant spiders walk on legs that are as thin and sharp as capable combatants on their own. Most fighters who use them daggers. The web they spin is so thin and strong that, opposed as mounts ride them quickly into battle, then dismount and fight to being stuck to it, it slices and impairs those who walk into it. alongside these creatures. These arachnids attack with their front two legs, puncturing and slicing any they see as prey (including humans). Their sharp Saddle Gator, Untrained legs give them a +1 pip bonus, and daggers made from their Viscous Beast (4) legs will have the same quality.

Saddle Gator, Trained Severing Spider Viscous Mount (4) Bladed Arachnid (3) +1 pip

Demons and Devils Leaping Snake Spawned from violent magic, demons and devils are drawn to These poisonous snakes can coil up and leap amazing places where they fit in. Demons are constructed of the energy distances to strike at a foe. They usually pump 1 die up, strike of a single school of magic, while devils are made from one and then recede and wait for their quarry to die. If anyone loses solitary substance, magically imbued. The most commonly a cliché to a leaping snake, have them roll a die. On a 1-4 they found demons are of the 4 basic elemental magics - earth, air, lose a die in a cliché of their choice next turn, and must roll fire and water magic. The most common devils are those of again each turn (losing a die every turn) until dead, or until they natural origin - earth, stone, water and air. Demons and devils roll a 5-6. are immune to the magic or material that spawned them. Leaping Snake Fire Demon Venomous Snake (2) Annoying Burning Pest (2) Rat Dog Earth Demon These large dogs have a head and a tail like a rat. They hunt in Obstinate Earthen Brawler (3) packs of 3 to 5, and can display cunning pack tactics. When rat dogs team up, they act as a PC team does. If a PC team is Necro Demon noticeably stronger than the rat dog team, they will divvy up Ravenous Necrotic Horror (4) and force the PCs to attack on a 1 to 1 basis.

Rat Dog Large Canine Vermin (3)

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Cicatrix Air Snake “Where should I aim? It doesn’t even have a head!” - Broque This is a floating strip of flesh covered in many small mouths, Cleriman, archer filled with jagged teeth. These things attack by wrapping around an opponent and chewing away at their flesh. Hexlings These creatures all have one leg that they hop around on, one Air Snake arm with serrated claws and a clump in the middle with one Floating and Wrapping Toothy Snake-like Thing (4) eye. Their skin is black, with hexagonal indentations across the entire surface. They attack in large swarms, and seem to be the Hex Ray most numerous creatures on Cicatrix. In battle, after all the PCs These look like manta rays (that can fly through the air) with have done something, add 1 die to the cliché of the swarm - several barbed strands trailing behind them. They can also dive when fighting, these things keep coming from everywhere until seamlessly through hex, which can make them difficult to fight. brought down to zero dice, in which they finally disperse. When down to one die in their cliché, they always dive into the hex of Cicatrix and disappear. They attack by raking their Hexling Swarm barbed tails across their foes. A hex ray can pass straight Nasty Swarm of Limbs (any number, usually starts around 3 or through Hex Armor, negating the wearer's bonus from the 4) armor when fighting them.

Hell Lanterns Hex Ray These red glowing balls of light can teleport around the Flying Manta Ray with Nasty Barbed Tails (4) battlefield, confusing and annoying foes. They attack be firing red and purple beams of light that leave hexagonal shaped Walker burns on the victim. These are nearly always found in groups of This house-sized creature looks like a giant ball of somewhat 3. In combat, they can sometimes teleport out of the way of a humanoid heads with 5 very long and many jointed legs coming certain hit. Roll a die whenever a hell lantern loses a combat out of it. The heads laugh constantly while the spindly legs round - on a 1-4 it loses a die like normal, on a 5-6 they teleport attack any who get near it. The legs end in metal hooves, and out of the way and take no damage. severely electrocute any that they touch. This electricity gives the walker a +1 die bonus Hell Lantern Ball of Destructive Light (3) Walker Electrified 5 Legged Monster (5) +1 die Pounder This large (20 ft. tall) bipedal creature has 2 arms that end in giant fleshy mallets. Instead of a head, it has a tentacle ending with a ball of solid bone. These creatures attack by pounding whatever they sense into paste. They’re never seen in groups or pairs, which is good, because they are almost invincible.

Pounder Huge Abomination with Many Ways to Pummel You (8)

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Adventure seeds Sunder “I can’t believe it! We found the lost tomb of Ol-Shar-Gyre! We’re gonna be so rich! Right guys? Guys?” - last words, Kelon Arena battles Freeman, adventurer The PCs are in Sunder, and have been kidnapped by the arena master’s servants. They are set up for battles in the arena. It What follows are adventure ideas, either to start a campaign starts out easy enough, but pretty soon the PCs see that they with, or to add to an existing campaign. Each adventure are overmatched. They must find a way to escape, and to presented here is geared towards a certain area, but the GM hopefully return to the main land of Primeria. Some other may feel free to adjust anything he sees fit. prisoners may be willing to help, but in Sunder, there’s always a price. Primeria Getting the goods Wallcat infestation The PCs are hired by a local ruler to find a specific item in one There’s been a large number of wallcats found in Corlavi as of of the ruined castles in the Broken Lands. Too bad he doesn’t late. They’re simply everywhere! They’re hurting kids and know which castle it was held in. The PCs must go from castle peasants, eating the stocks of food and generally making life to castle, battling demons and devils on a quest to retrieve this miserable for everyone. The PCs are hired to find out where item. Every clue in each ruined castle seems to point to the these things are coming from and to put a stop to the inflow of other ones as the final resting-place of this item. The PCs must unwelcome residents. solve ancient riddles and see through old misdirections to find it. Needle in a haystack The PCs are hired to track down an undead creature that has Dawn of the dead been snuck into Gravelight to destroy the Gravestone. In life, A lot of undead have been seen in a seemingly useless area of the man was a cunning assassin. In death, he looks just like land. They all bear the mark of Marika, and have been setting every other skeleton in the city. The guard is currently busy up something that looks like an excavation camp. The PCs dealing with a tide of hexlings that have swam to the mainland, must break into the camp, find out what’s going on and stop it and the normally observant populace of Gravelight just can’t before it gets out of hand. Since the undead are already here, it seem to pick him out. The PCs must root out this little may have gotten out of hand already. troublemaker and deal with him. Cicatrix Dragon problems A daughter of a rich nobleman has been kidnapped by a Lost dragon and taken to a cave in the Talonstrike Mountains! The The PCs have been marooned on the main continent of PCs must venture forth, slay the dragon and rescue the girl! Cicatrix. Whether through shipwreck or a teleporting spell that When they find the dragon, it seems that the girl and beast went foul, the PCs must somehow find a way back to their have fallen in love, and that the dragon is really a nice guy once home. It will take a lot of swordplay to get through the natives of you get to know him. When the nobleman learns of this, he Cicatrix, and very clever thinking to find a way home. berates the PCs for failing and hires a band of ruthless mercenaries from Sunder. The PCs must now work with the The fortress of damnation dragon to fend off the mercenaries who are on the way to slay This is the ultimate adventure - infiltrate the Fortress of him. Damnation, battle though tons of alien creatures, explore the catacombs and rooms of the fortress and return to tell the tale. Who knows what items of great power can be found within its depths?

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Character examples Edgar Cotrell “Try not to bother those two. The one with the sword can cut Condescending Cryomancer [4] you 100 times before you unsheathe whatever weapon you Condescending Scholar (4) like, while the quiet one can freeze the blood in your body with a gesture of his hand.” - Big Brad, tavern owner Hook - Neat freak - Edgar must have everything around him clean and orderly. He is always cleaning or organizing Here are a couple of ready-to-go adventurers fit for the something, and tends to annoy people with his perfectionism. Arcadomai setting. They work great as an NPC team as well, to either help or hinder your PCs. Tale - Edgar was born in Corlavi to a wealthy merchant family, and was always taught to be cleanly, organized and precise. Reskori the Brave When he turned 14, he found he had significant magical talent, Jovial Barbarian (4) and was sent to the Arcane College to focus his ability. His Trained Soldier (4) perfectionist nature helped him greatly here, and he quickly Charming Storyteller (3) refined his natural Cryomancy talent into a powerful art. He also Singer (1) learned quite a bit of other useful information, and always has something to say about everything around him. He met Reskori Hook - Lecherous - Reskori is always looking for a warm bed, it after graduating, and teamed up with him to travel about the seems. In any situation where an attractive lady is present, he world. He can’t stand his womanizing ways or his constant will always do what he believes will impress her the most. teasing, but does respect his incredible skill with a blade.

Tale - Reskori was born in the Vailan Settlements at the base of the Talonstrike Mountains. He was a very energetic lad, and learned the ways of the barbarian from an early age. Eager for adventure, he headed to Corlavi, where he began training as a true soldier. After years of boring and routine work, he quit the army and began freelance work. He teamed up with Edgar and together they have been making a very decent living as adventurers for hire. He’s always looking for a lady to spend time with, and constantly pesters Edgar that he doesn’t do the same. He sees Edgar as a boring and stuffy know-it-all, but respects his magical skills greatly.

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Arcadomai - Warrior Creeds

What lies within This chapter gives players and GMs a good starting list of equipment and cliché roll examples that combat focused characters are likely to interact with. This also contains detailed abilities of the combat clichés listed in the main Arcadomai setting. The list of abilities for each cliché gives players options and advantages in combat beyond the normal advanced options in the Risus rules. The options in this supplement are in no way intended to be a definitive list of abilities for each cliché, rather it’s here to give the players and GMs a solid understanding of each cliché’s basic capabilities.

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Cliché equipment 10 hex weapons Any weapon costing 10 hex or less and any armor costing 20 Great sword - a great sword, claymore or any other blade hex or less can be taken as part of a cliché’s standard starting longer than 4 feet equipment. Prices listed here are for replacing or changing Flail - a spiked metal ball attached by chain to a foot long equipment. If you are unsure whether or not something would handle be considered standard equipment for your cliché, ask your Warhammer - a large hammer, reinforced to stand up against GM. armored foes Polearm - any military polearm, like the , bec-de-corbin, Mundane weapons , , etc etc This list shows common prices for non-magical weapons. High Exotic weapons - double edged swords, double axes, quality weapons, magic weapons and any other weapon that nunchucks, war fans or anything else that wouldn’t fall under gives a bonus in combat cost more, as detailed by the main the classification of other mundane weapons Arcadomai setting. 15 hex weapons 2 hex weapons Custom weapons - any weapon made to specifically fit your Dagger - a small, simple blade, easy to hide. Standard grip. Anyone else who tries to use this weapon suffers a -1 equipment for anyone penalty to all rolls with it Sling - a sling that throws hard metal or stone bullets with good Ornate weapons - these weapons have ornate designs or sigils accuracy and force engraved on them. Besides the prestige of such weapons, Sling bullets - a pack of 10 metal or stone bullets these have no effect on combat - a 5 to 6 foot long sturdy staff, usually allowed even in No-Weapons-Allowed towns 50 hex weapons Silver weapons - any weapon made of tempered silver. 5 hex weapons Werewolves and other werecreatures lose 2 dice instead of one Short sword - a short sword, machete or any other blade when losing a round of combat against a silver weapon around 2 feet long Short bow - a normal bow with decent range 100 hex weapons Arrows or Bolts - a pack of 10 arrows or crossbow bolts Gold weapons - any weapon made of tempered gold. Mace - a heavy metal ball attached to a foot long handle Unintelligent undead (skeletons, zombies and such) must make Axe - a hand axe, refit for battle a Persistent or Health based cliché roll (TN = the gold weapon - a wooden or metal spike attached to a long pole wielder’s combat roll) when they lose a round of combat, or be destroyed 7 hex weapons Long sword - a long sword, katana or any other blade around 3 500 hex weapons feet long Gemstone weapons - any edged weapon made of solid Rapier - a rapier, sabre or other fencing sword gemstone (ruby, emerald, etc). Due to the razor sharp edge of Long bow - a longer bow with greater range and penetrating these, any creature damaged by a Gemstone weapon begins power than the short bow bleeding profusely, losing 1 die in the cliché that was damaged Crossbow - a crossbow or any other mechanically assisted bow each turn until healed. If that cliché drops to zero, they are out Morning star - a heavy, spiked and large metal ball attached to of combat and will die if not attended to immediately after a foot long handle combat is over. Creatures lacking blood or other internal fluids Battleaxe - a large, heavy axe, fit for battle are unaffected

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Mundane armor 25 hex armor This list shows common prices for non-magical armor. High Custom Armor - armor made to specifically fit your body. quality armor, magic armor and any other armor that gives a Anyone else who tries to wear this armor suffers a -1 penalty to bonus in combat cost more, as detailed by the main Arcadomai all rolls with it setting. Ornate armor - this armor has ornate designs or sigils engraved on them. Besides the prestige of such armor, this has no effect 5 hex armor on combat Cloth - tightly woven cloth armor, not too protective, but light, innocuous and easy to move around in 75 hex armor Leather - specially cured leather fashioned into stiff armor Pale Armor - this suit of cloth or leather armor is soaked in Wood - planks of wood attached by strong cords, draped over enchanted embalming fluid. Unintelligent undead will perceive the wearer’s normal clothes the wearer of this armor as undead. If the wearer gets within a Buckler - a shield made of wood and bands of metal few feet of an unintelligent undead, the associated smells of being alive will overpower the ability of the armor, causing the 10 hex armor undead to react to the wearer of this armor normally Banded Mail - leather armor with bands of metal sewn in for added protection 150 hex armor Ring Mail - leather armor with a net of large metal rings woven Silver armor - any metal armor made entirely of silver. throughout it Werewolves and other werecreatures will not willingly engage Studded Leather - leather armor with numerous metal studs in melee combat with the wearer of this armor. If a woven into it werecreature is forced into touching this armor, they take one Shield - a solid metal shield, usually larger than a buckler damage to their were-cliché

15 hex armor 1500 hex armor Chain Mail - small metal rings, chained together into an entire Hex armor - this full plate armor is made entirely out of outfit uniscribed hex. This item must be made custom for the wearer. Scale Mail - a suit of overlapping metal pieces The wearer gains a +5 dice bonus to their combat cliché, as Plate Mail - plates of metal held together with loose leather hex is nearly indestructible on its own. Hex in this quantity joints radiates the natural rage of Cicatrix; while wearing this armor, Large shield - an even larger metal shield, one that can be any cliché may be used as a combat cliché. These suits are plopped down and used as minimal cover rarely made for the general public, and tend to draw a lot of attention when used 20 hex armor Full plate - full body plate mail, including helmet 2 layer armor - chain mail sewn into the inside of any other armor Tower shield - a metal shield so big, you can use it as decent cover

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Strength, Dexterity and Health based cliché rolls Every combat cliché can make rolls when involved in situations that rely on Strength, Dexterity or Health. Most clichés, though, have one area that they’re not as good at as the other 2. Normally, doing something that is only implied by your cliché adds a +5 to the TN. Since combat clichés train ability in all 3 areas (even though they put emphasis on the primary areas), these penalties only add a +3 to the TN of the task.

Strength TN Dexterity TN Health TN Fighter Normal Normal Normal Soldier Normal +3 to TN Normal Barbarian Normal +3 to TN Normal Fencer +3 to TN Normal Normal Guard Normal +3 to TN Normal Mercenary Normal Normal +3 to TN Archer +3 to TN Normal Normal Assassin +3 to TN Normal Normal Brawler Normal +3 to TN Normal Paladin Normal +3 to TN Normal

Strength based cliché rolls Jumping Breaking through doors, lifting heavy weights and throwing 1 foot up or 5 feet across - TN 6 things long distances all take clichés with an ability in Strength. 1.5 feet up or 7 feet across - TN 10 While actually doing damage to someone with Strength 2 feet up or 10 feet across - TN 13 requires normal combat, this table gives TNs for the general 2.5 feet up or 12 feet across - TN 17 breaking and forcing of stuff. 3 feet up or 15 feet across - TN 20 +5 TN for each extra foot up or 5 feet across Arm wrestling, other contests of strength Simple Strength versus Strength roll Breaking constraints Rope - TN 8 Breaking down doors Leather straps - TN 11 Wooden door - TN 7 Chains - TN 16 Wooden banded door - TN 10 Wire - TN 20 Stone door - TN 13 +2 TN for every extra set of bindings used beyond what was Metal door - TN 17 necessary Reinforced - adds 3 to the TN Oversized - adds 4 to the TN Climbing Barricaded - adds 5 to the TN Ladder or knotted rope - TN 4 Rope, or handholds - TN 8 Lifting Very rough wall, or natural cracks in the wall - TN 12 Half your weight - TN 8 Rough stone or brick wall - TN 16 Your weight - TN 12 Smooth stone or brick wall - TN 20 One and a half times your weight - TN 15 Double your weight - TN 19 Throwing Two and a half times your weight - TN 22 Used for normal objects, not weapons made to be thrown. This Three times your weight - TN 24 is a straight Strength roll - multiply the result by 2 to get the +2 TN for every full increase in times-your-weight (4 times you number of feet you can throw the object. weight, TN 26 etc)

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Dexterity based cliché rolls Falling Getting around a battlefield in entertaining ways, avoiding traps Fall 3 feet with no problem - TN 6 and keeping one’s footing on unsteady ground all require a Fall 6 feet with no problem - TN 9 cliché with Dexterity. Dodging attacks from opponents is done Fall 10 feet with no problem - TN 12 with combat rolls - the TNs listed here are for non-combat Fall 15 feet with no problem - TN 15 applications of nimbleness. Fall 20 feet with no problem - TN 28 +4 TN for every additional 5 feet Sports, other contests of skill Straight Dexterity versus Dexterity rolls Staying afoot on unstable ground Gravel strewn, 15 degree tilt - TN 4 Weapon demonstration Slippery or waxed, 25 degree tilt - TN 7 This allows you to show off your combat cliché to please a Shaking, breaking apart, very slick, 40 degree tilt - TN 11 crowd Greased or Icy, 50 degree tilt - TN 16 Average demonstration - TN 5 Severe shaking, falling apart right underneath you, 65 degree Decent demonstration - TN 8 tilt - TN 21 Entertaining demonstration - TN 10 Frictionless, 80 degree tilt - TN 26 Great demonstration - TN 14 Masterful demonstration - TN 16 Maneuvering Amazing demonstration - TN 20 Jump on or off a table, roll under a table - TN 6 Nearly unbelievable demonstration - TN 26 Swing on a chandelier or rope - TN 8 If you have other combat clichés, you may incorporate their Slide down a banister or safely tumble down steps - TN 10 moves into your demonstration. Roll each of the other combat Dart through chair legs, roll over tables while attacking - TN 14 clichés (TN 10). For each success, add 2 to your primary Run across a crowd’s shoulders, dart through the spokes of performance large moving wheels - TN 18

Balancing 6 inch wide plank - TN 8 4 inch wide plank - TN 12 2 inch wide plank - TN 15 1 inch wide plank - TN 18 A tightrope - TN 21 A wire - TN 24

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Health based cliché rolls Less sleep Feats of endurance, resisting poison or disease and tolerating Function with only 6 hours of sleep with no problems - TN 4 pain or severe discomfort are all rolled against a cliché’s ability Function with only 4 hours of sleep with no problem - TN 10 in Health. Function with only 2 hours of sleep with no problem - TN 16 Function normally with no sleep at all - TN 20 Races, other contests of stamina +2 TN for each consecutive night of less sleep Straight Health versus Health rolls Drinking alcohol Holding your breath Act without penalty after 1 drink - TN 4 15 seconds - TN 6 Act without penalty after 2 drinks - TN 8 30 seconds - TN 8 Act without penalty after 4 drinks - TN 12 1 minute - TN 10 Act without penalty after 8 drinks - TN 16 1 minute and 30 seconds - TN 14 Act without penalty after 16 drinks - TN 20 2 minutes - TN 16 +4 TN per 8 additional drinks +4 TN for each additional minute Recovering Cliché damage after resting (One hour’s rest in Resisting pain without yelling out a comfortable environment) Stepping on a rock barefoot, scraping your arm - TN 3 1 die in a cliché - TN 7 Small cut or pin pricks, slight heat - TN 6 Up to 2 dice in clichés - TN 11 Major cuts, stabs, burning heat, majorly bruising something - Up to 3 dice in clichés - TN 15 TN 10 Up to 4 dice in clichés - TN 20 Wild animal bites, searing heat, breaking a small bone - TN 14 Up to 6 dice in clichés - TN 25 Stripped flesh, searing continuous heat, breaking a major bone +5 TN per additional 2 dice healed - TN 20

Prolonged strenuous activity 30 minutes without rest - TN 5 An hour without rest - TN 8 4 hours without rest - TN 12 8 hours without rest - TN 17 12 hours without rest - TN 22 +4 TN for every additional 4 hours

Combat cliché abilities Each combat-focused cliché has several abilities listed here that give them a little extra edge in combat. A character gains access to all the listed abilities, even if they just have 1 die in the cliché. A character may use multiple abilities from the cliché they’re using at once, but they may not use a different cliché’s ability in combat to affect the roll of the cliché currently being used. The following abilities are optional rules - a GM may decide to disallow use of any ability if it becomes too powerful, or may choose to not use these abilities all together.

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Fighter Strength TN Dexterity TN Health TN Normal Normal Normal

'Fighter' is the general cliché used for a combat style that Extra Edge doesn’t fall into the definition of the later listed clichés. This The Fighter’s devotion to combat gives him a little extra edge in cliché is also useful for players wishing to have a combat cliché battle. Fighter’s win ties in combat against non-magical combat without having the implied background found in many of the clichés. other combat clichés from the core Arcadomai rules. The cliché of Fighter need not be named as fighter when the player picks it Customized out - they may opt to put ‘- Fighter’ by the cliché name to Any weapon or piece of armor the Fighter begins the game with indicate it’s using the Fighter's abilities. So if you wish to play is customized, following the customized equipment rules listed an Armored Defender (4) and use the Fighter cliché rules, above. If a Fighter gains a new weapon or piece of armor you'd write down Armored Defender - Fighter (4) as your cliché. during play, the time spent with it will cause it to be customized at the start of the next game session. Balanced Cliché The personal and unique fighting style of the Fighter has given Ability them plenty of opportunity to train in Strength, Dexterity and The Fighter may pick any single ability from any other combat Health. The Fighter rolls checks for all 3 normally, without cliché and use it normally for this ability. The player may also taking a +3 TN penalty to Strength, Dexterity or Health rolls. work with the GM to come up with a unique ability as well and use it here. Once picked, the ability chosen is permanent. Unique Style This ability lets the Fighter use different weapon styles with the weapon they’re using (chopping like an axe with a sword, fencing with a katana, etc). The Fighter takes a -3 penalty to his roll results, causing his opponent to take a -1 die penalty to their rolls.

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Soldier Strength TN Dexterity TN Health TN Normal +3 to TN Normal

The Soldier is a member of the local military, usually trained Teamwork from a young age. The Soldier’s life is dictated by their A Soldier has been trained to fight under a leader and to work commander, but in times of peace, they can be found with a group to take down a foe. When the Soldier is a member supplementing the local guards or doing freelance work. The of a team using the teaming up combat rules, the Soldier and training Soldiers receive is focused on rote memorization, all other combatants add their ones to the leader's roll as well strength building weapon drills and tests of endurance. Little as all their sixes. time is spent on fancy weapon tricks or creative fighting. Ex- soldier is a popular cliché for adventurers to have - the Ex- Plan soldier cliché retains all the abilities of a Soldier. The Soldier can work with a group of people to plan a certain mission (breaking into a base and rescuing someone, fighting Loyalty an encamped group, storming a fort, etc). They must plan for a A Soldier is trained to accept the commands and missions number of hours in advance equal to the number of people given to him by his superiors without compromising his involved in the mission. Everyone involved must be present the personal views. When a Soldier is following a command or entire time of planning. After the planning, the mission must be mission, actions he takes to complete the command or mission completed within the next 24 hours. All rolls that each individual do not have to have any effect on his personal relation to the person makes while on the mission are made at a +1 bonus. Light, the Dark or the Grey, at the Soldier’s discretion.

Courage The Soldier receives a +2 bonus against intimidation, torture, magical fear effects and anything else that would lower his morale. This bonus becomes a +1 die bonus if the Soldier is within eyesight of his current commanding officer or team leader.

Discount The Soldier can get a discount on the cost of purchasing weapons and armor, by letting the merchant know that they’re helping refit a member of the army. They roll their Soldier cliché, and the TN they beat determines the discount of any single weapon or piece of armor. This ability may be used only on 1 item per game session. TN 6 - Soldier pays 90% of cost TN 10 - Soldier pays 80% of cost TN 14 - Soldier pays 70% of cost TN 18 - Soldier pays 60% of cost TN 22 - Soldier pays 50% of cost

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Barbarian Strength TN Dexterity TN Health TN Normal +3 to TN Normal

The Barbarian is not trained by a mentor or at an institution like Tough Gut the army. His training comes for wild beasts, harsh terrain and The Barbarian can ingest almost any food or drink without ill a heart filled with fury. Barbarian equipment usually includes effect. Deliberately poisoned food or drink will still affect him, large clubs, massive swords and leather armor made from but the Barbarian can consume raw, rotten or diseased food skinned animals. The wild has made the Barbarian’s body and drink with no problem, save for bad breath. strong and hearty, although not as limber as a more conventionally trained combatant. Excessive Force Before making a combat roll, the Barbarian may choose to take Rage a die of damage in the Barbarian cliché (which will be taken The Barbarian may make a Barbarian cliché roll before after the combat roll, regardless of the outcome). If they pumping his cliché. Depending on what TN he beats, the succeed at their next attack, their opponent loses two dice pumped cliché will stay pumped for additional turns. The instead of one. Barbarian cannot pump his cliché again if it's still currently pumped due to this ability. Patch Up TN 8 - Pumped cliché stays pumped for 1 additional turn The Barbarian may make his base Barbarian cliché roll (rolling TN 15 - Pumped cliché stays pumped for 2 additional turns as if the cliché were undamaged) immediately following TN 22 - Pumped cliché stays pumped for 3 additional turns combat. The chart below shows how many dice the Barbarian can regain in his clichés. The Barbarian’s party must be Smash victorious in order to use this ability, and the Barbarian cannot The Barbarian receives a +3 bonus on any Strength roll made have been reduced to zero dice in any of his clichés. to break something. Whether with his bare hands, or with a TN 10 - 1 die in a cliché weapon of choice, the Barbarian applies this bonus to any TN 15 - Up to 2 dice in clichés object that can’t fight back. TN 20 - Up to 3 dice in clichés TN 24 - Up to 4 dice in clichés +4 TN per additional 1 die healed

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Fencer Strength TN Dexterity TN Health TN +3 to TN Normal Normal

The Fencer is a high class combat cliché. They are taught Theatrics honor, fairness, flair and respect for the art of combat. Many The Fencer receives a +1 die bonus to all rolls involving the high class individuals will have at least 1 die in this cliché. The Maneuvering list for Dexterity based cliché rolls. Fencer’s combat skill comes from an almost acrobatic learning of their weapon style (usually rapier, but can be applied to Scar sabers and other fencing foils). Brute force is rarely utilized in The Fencer makes a combat roll as normal. If they succeed the Fencer’s art. against their opponent, they may leave a scar on them instead of dealing cliché damage. This scar will last longer the more the Taunt Fencer has beaten their opponent’s roll, and the GM may rule The Fencer rolls their Fencer cliché against a target’s Willful that a high margin of success makes the scar permanent. If the based cliché. If the Fencer succeeds, the target must pump Fencer fails the roll, they take damage to their cliché as normal their cliché by at least 1 on the next round of combat. If the for losing a round of combat. Fencer fails, the target will be immune from taunt for the rest of the combat. Insult The Fencer can do anything he wants with his free hand Double Strike (except activating magic cards) without penalty to his combat The Fencer attacks twice in quick succession. The Fencer rolls rolls with Fencer. He may drink from a cup, read a letter, jingle twice, while his opponent only rolls once. If the Fencer beats hex - anything that only requires one hand may be done while the opponent’s roll with each of his rolls, the opponent loses 2 fighting with the Fencer cliché. dice in their cliché. If the Fencer beats the opponent’s roll with one of his rolls, but fails to beat the opponent’s roll with the other roll, both the Fencer and his opponent lose a die in their cliché. If the Fencer fails to beat the opponent’s roll with both rolls, the Fencer loses one die in their cliché and may not double strike against this opponent for the remainder of the combat. Double Strike may only be used on the same enemy twice, not on 2 different opponents.

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Guard Strength TN Dexterity TN Health TN Normal +3 to TN Normal

Guards are used to watch over objects of value, act as Resupply bodyguards to important people and to act as a police force for The Guard’s employer will supply the Guard with his cliché the city. Guards are usually hired and trained by the army (for equipment, so long as the cost of the weapon or armor does policing) or by wealthy aristocrats and politicians (for more not exceed 10 hex apiece. The employer will not pay for specific tasks). Guards are trained to stick with their job at all Custom or Ornate weapons or armor. costs, for long periods of time. They are strong and well trained, but standing around for long periods of time does nothing good Retribution for their dexterity. The Guard gets a +1 die bonus to their combat rolls against someone who breaks or steals an item their guarding. For each Stoic die of damage an opponent does against a person the Guard is The Guard can stand in one place or escort one person for a guarding, the Guard receives a cumulative +2 to their combat period of time without any need for breaks. At the start of their roll against them. shift, the Guard rolls a straight Guard cliché roll - the TN they beat determines how long they can go before needing a break. Steadfast TN 4 - One hour Guards gain a +3 bonus to resist intimidation, torture or any TN 6 - Two hours other tactic to get the Guard to leave what he’s guarding, or to TN 10 - Four hours distract him from his current task. TN 16 - Eight hours TN 24 - Sixteen hours

Summon Help The Guard can give a shout that will draw other guards in the area to the spot. The Guard roll his Guard cliché - the TN they beat determines how many guards (with a Guard cliché equal to one less than the Guard that called him) respond to his call. Naturally this only works in an area where other guards are likely to be around (say, in the middle of the city, not in the middle of a dungeon). TN 10 - One Guard TN 14 - Two Guards TN 18 - Three Guards +5 TN for every additional guard

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Mercenary Strength TN Dexterity TN Health TN Normal Normal +3 to TN

The Mercenary fights for money and his own desires, nothing Friends in Low Places else. Honorless, brutish and violent, the Mercenary usually has Mercenaries have a lot of powerful friends of questionable a preferred weapon he uses when doing his job. The life of the morals. Whenever the Mercenary is in jail, there’s a chance that Mercenary attracts those who are physically strong and good at one of his friends will break him out, or pay for his release. The fighting, but also tends to attract those who have grown up in chance of this happening is related to the cliché level of the areas that are either unhealthy, crime-ridden or both. Mercenary. Mercenary (1) - A roll of 6 on a d6 Intimidation Mercenary (2) - A roll of 5 or more on a d6 The Mercenary rolls his Mercenary cliché against the target’s Mercenary (3) - A roll of 4 or more on a d6 Willful based cliché. If the Mercenary succeeds, the target will Mercenary (4) - A roll of 3 or more on a d6 do whatever he thinks will make the Mercenary leave him Mercenary (5) - A roll of 2 or more on a d6 alone. If the Mercenary fails, the target will be unimpressed and Mercenary (6) - Someone always breaks the Mercenary out if unhelpful. they’re jailed

Torture Dirty Tactics The Mercenary must have the target bound or otherwise A Mercenary knows that the battle goes not always to the helpless. He rolls his Mercenary cliché against the target’s strongest, but to whoever’s the most ruthless bastard. Health based cliché. If he succeeds, the target takes a cliché of Whenever involved in a round of combat with an opponent damage to their primary cliché and does whatever the who’s unmodified combat cliché currently has more dice than Mercenary wants. If he fails, the target still takes a cliché of the Mercenary’s, the Mercenary receives a +2 bonus to their damage their primary cliché, but does not submit. The combat roll. Mercenary can try again and again. Each attempt causes a cliché of damage and gives the Mercenary a cumulative +2 to Hatred of Authority his roll, until his target submits or dies (occurring once they lose Mercenaries receive a +2 bonus to combat rolls against all their dice in their primary cliché). Soldiers, Guards and Paladins. The Mercenary must know that the opponent is a Soldier, Guard or Paladin for this to be effective.

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Archer Strength TN Dexterity TN Health TN +3 to TN Normal Normal

Archers devote their combat skills to bows and crossbows. Trick Shot Archer’s rarely need to look long for a group to join - their long The Archer can bounce a shot off of walls, floors and other distance combat ability makes them perfect for dealing with far solid objects, making the shot much harder to defend against. off opponents and wary mages. While pulling a strong bow For every -3 penalty the Archer takes, their opponent takes a -1 string increases arm strength, the strength that Archers gain die penalty to their combat roll against that shot (this won’t from this is not very applicable to other tasks. The Archer is bring their roll below 1 die). If the Archer fails the combat roll, better at hand-eye coordination and usually stays out of melee. they may not use trick shot on the same target again for the remainder of the combat. Aim An Archer can skip up to 3 consecutive turns of combat to get Stick bonuses for aiming at a target. The Archer must be stationary, The Archer can take a -1 die penalty to their roll to attempt to and the target must remain in sight for the entire time. The not only damage an opponent, but to also get the arrow lodged Archer needs to be protected too - if they’re attacked, they lose deep enough to cause further hindrance. If the Archer any bonus from aiming. The bonuses stack for each previous succeeds in this roll, the opponent loses a die in their cliché turn of aiming - if they aim for 2 turns, they get the bonus for and also takes a -1 pip penalty to all further combat rolls. This - both 1 and 2 turns of aiming. 1 pip penalty stays until the arrow is pulled out and the enemy’s 1 turn aiming: +2 to the next combat roll against the target cliché is healed back to full. 2 turns aiming: +1 die to the next combat roll against the target 3 turns aiming: 2 damage to the target’s cliché if combat roll Slayer succeeds The wooden shaft of an arrow that the Archer fires pierces the heart of a vampire, killing it instantly. The Archer must spend at Double Shot least 2 turns using aim, and must use the Stick ability when The Archer may shoot 2 different opponents at once. The firing the shot. If they succeed in combat against a vampire with Archer rolls once for each opponent. If the Archer beats the this tactic, the vampire is instantly slain. opponents’ rolls with each of his rolls, the opponents each lose a die in their cliché. If the Archer beats one opponent’s roll with one of his rolls, but fails to beat the other opponent’s roll with the other roll, both the Fencer and the opponent beat lose a die in their cliché. If the Archer fails to beat the opponents’ roll with both rolls, the Fencer loses one die in their cliché. Double shot may only be used on 2 separate opponents, not twice on the same enemy.

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Assassin Strength TN Dexterity TN Health TN +3 to TN Normal Normal

Silent and deadly, the Assassin dispatches enemies through Combat Poison Making stealth and cunning. All Assassins are tainted with the Dark, The Assassin can make and use combat poisons. One dose even the few noble Assassins who take out enemies of the can be made per use of Combat Poison Making. The poison is Light. The Assassin’s training focuses completely on stealth, applied to a weapon that breaks the skin. The poison will last patience and masterful skill with his weapons. An Assassin until successfully used. When the Assassin makes a successful should never be in a position where they’d have to overcome combat roll against an opponent with a poisoned weapon, their an opponent with strength alone. opponent must make a Health based cliché roll (equal to the roll to create the poison) or suffer the effects listed. The TN to Assassinate resist poison is equal to the Assassin's original roll to make the The consummate skill of the Assassin, killing an enemy with poison. one strike. If they can catch an opponent completely by TN 5 - a -1 penalty on the opponent’s next roll surprise, the Assassin may attempt a straight Assassin versus TN 9 - a -1 penalty on the opponent’s rolls until end of combat combat cliché roll. If the Assassin wins, the target dies. TN 14 - a -1 die penalty on the opponent’s rolls until end of Otherwise, the Assassin takes a die of damage to their combat Assassin cliché, and normal combat starts. TN 18 - a -1 pip penalty on the opponent’s rolls until end of combat Stealth +6 TN for each additional -1 pip penalty The Assassin rolls his cliché. The result is the TN that an opponent needs to roll on a Perceptive based cliché roll to Ingested Poison Making notice his presence. The Assassin must be out of sight before The Assassin can make and use ingested poisons. One dose using this skill. can be made per use of Ingested Poison Making. The poison is put in the target’s food or drink. After consuming the food or Always Alert drink, the target makes a Health based cliché roll (equal to the The Assassin can wake instantly from even the deepest sleep, roll to create the poison) or suffer the effects listed. The TN to ready to fight or flee. Assassins suffer no penalties to any resist poison is equal to the Assassin's original roll to make the activity they perform right after they wake up. The Assassin poison. may suffer penalties later on once they get out of immediate TN 12 - target suffers pain all throughout the day and is at -1 to danger, if they did not get enough sleep. all rolls TN 16 - target suffers delirium and hallucinations, taking -1 die to all rolls all day TN 18 - target immediately falls into a deep sleep for an hour TN 20 - target dies

Tainted All Assassins are tainted by the Dark. They count as Dark for a Paladin’s combat bonus, and Detect Dark or Sense Evil spells will reveal their taint as well. Even if the Assassin only kills enemies of Light and in all other aspects is good and virtuous, they still register as slightly tainted by the Dark.

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Brawler Strength TN Dexterity TN Health TN Normal +3 to TN Normal

Brawlers learn that quick fists and feet can do just as well as Take the Hit honest steel in a fight. Brawlers use their massive strength and Immediately after taking a die of damage to a cliché, the their endless stamina to pound a world of hurt into their Brawler may try to see if his bodily bulk took the brunt of the hit. enemies. While not the most skilled or dexterous opponents, The Brawler can only try this against blunt damage (clubs, Brawlers can hold their own just fine. They come from all walks maces, staves, unarmed combat, other Brawlers). After a of life, from the fighting-to-survive slum dweller, to the bored combat roll against blunt damage has failed for the Brawler, he and idle aristocrats. may roll a single d6 and add the result to his failed roll. If his adjusted roll now either ties or exceeds the opponents, neither Always Ready the Brawler nor his opponent takes damage for that round of The Brawler has no specific cliché equipment he needs to fight. combat. Brawlers never suffer the half-dice penalty of using this cliché without its equipment. Drunken Rage Brawlers are mean drunks. Instead of rolling on the Health Pummel based cliché Drinking list, a Brawler may make a Health based A Brawler gains a +1 bonus for attacking the same enemy he cliché roll on the following list: damaged last turn in combat. This bonus will stack cumulatively with itself for every round the Brawler continues to win combat Drinking Alcohol rolls. Once the Brawler fails a roll, or if he attacks a different 1 drink - TN 4 - the Brawler gains a +1 to combat rolls until end opponent, he loses the bonus and must start over. of combat 2 drinks - TN 8 - the Brawler gains a +2 to combat rolls until Brutalize end of combat Sometimes a Brawler gets into a battle just a little too much, 4 drinks - TN 12 - the Brawler gains a +1 die to combat rolls resorting to tactics that some would find…unpleasant. If a until end of combat Brawler's combat roll is double or more than his opponent’s 8 drinks - TN 16 - the Brawler gains a +1 pip to combat rolls combat roll, the Brawler’s opponent loses 2 dice instead of 1. If until end of combat a Brawler's combat roll is triple or more than his opponent’s 16 or more drinks - TN 20 - the Brawler gains a +2 pip to combat roll, the Brawler’s opponent loses 3 dice instead of 1. combat rolls until end of combat

The Brawler must either be in a fight while drinking, or get in a fight immediately after drinking to use this ability.

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Paladin Strength TN Dexterity TN Health TN Normal +3 to TN Normal

Champions of the Light, Paladins fight evil all across Leader of Men Arcadomai. Paladins must conform to a strict code of honor, When acting as Team Leader for a PC team, the Paladin and must never let their souls slip into the Grey or the Dark. If inspires courage and ability in the other members. Other team they do, they lose their cliché abilities until they atone and re- members in a Paladin-led team may add their highest rolled attune their souls to the Light. Paladins are always strong, single die if they did not contribute any sixes. imposing visions of Light. While their great armor and brilliant weapons slow them down a little, no one doubts a Paladin’s Scourge of the Undead combat ability or devotion. Undead that are weaker that the Paladin can be instantly destroyed. If the Paladin wins a combat roll against an undead, Darkbane and their Paladin’s cliché is currently at least two dice higher The Paladin receives a +2 bonus on any roll against anything than the undead’s combat cliché, then the undead creature is that is associated with the Dark, even if the Paladin is not reduced to zero dice. aware of the association. Code of Honor Noble Sacrifice A Paladin must maintain their strict code of honor. No attacking The Paladin may heal 2 dice of a target’s clichés. In order to do first, no ambushes, honor any surrender, no killing in anger, a this, the Paladin must be in physical contact with the target, and vow of chastity, no drinking to excess etc etc. Very minor acts must sacrifice a die of damage in his Paladin cliché. This of transgression can be forgiven, but the Paladin must be damage to the Paladin’s cliché may not be healed until a careful, lest their alignment shift to Grey. If the Paladin's Paladin has had a full night’s sleep. alignment shifts away from the Light, or they grossly violate their code of honor, they lose all Paladin cliché abilities, and Purity must do nothing but atone for a number of days equal to the The Paladin is immune to disease, poison and any form of mind number of dice in their Paladin level. After this time, their control. This ability extends to magical or supernatural poisons alignment will be back in the Light, and they regain all combat and diseases. No form of Torture or Intimidation works against abilities. them, and they cannot be Taunted.

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Arcadomai - Skill Guide

What lies within This chapter contains detailed abilities of the skill clichés found in the Arcadomai setting. While certainly not an extensive list of abilities for each cliché, every list here should be enough to give the GM and the Player a good knowledge of what the cliché can do. Also present in this supplement is a guide for being paid for your skill cliché as well as descriptors of the various guilds for each skill cliché, including the requirements to become a member.

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Implied statistics Keep in mind that the following items are things that one using It can sometimes be difficult trying to figure what Skill clichés this cliché would carry on their actual person. Other, larger have as their implied stats. Does a Thief have good Dexterity equipment may be kept at their home, unless specifically stated because he can pickpocket, or does he have good Perception by the player that the item is being taken with them. because he can detect traps? Is a Peasant Strong because of his hard work in the fields, or is he Healthy because of the Politician - current codex of local laws, badge of office, length of work he does? For the most part, the other descriptors assorted forms and new law templates, simple pen and inkpot in the cliché name will tell you exactly what they’re good at. A Aristocrat - family history, family crest, simple coat of arms, Strong and Burly Peasant will naturally, be strong and burly. A land deeds, accounting book, simple pen and inkpot Hard Working (Even When the Weather is Horrible) Peasant Thief - lock picks, climbing gear, ropes, disarming kits, small will have higher health and stamina. In the end, it’s up to the bull’s-eye lantern, printed appraising guide GM to have the final call whether a skill cliché embodies a Blacksmith - leather wraps (for weapon handles), scrap metal, certain attribute, and to what degree. If you feel your cliché is a tongs, small bellows, portable forge and anvil bit ambiguous, ask your GM what they consider your cliché’s Merchant - small metal hammer (used in testing for illusionary implied statistics are. hex), scales, merchandise reports, financial reports, printed appraising guide, simple pen and inkpot Getting paid Sailor - star charts, compass, portable sextant, assorted maps, If a character does nothing but work all day, he’ll get paid fresh water (in a water skin or metal container), dried jerky or depending on the quality of his work. This can represent a other non-perishable food day’s worth of simple work, like selling crops, minor thieving, Bard - bard’s instrument of choice, maintenance kit for bard’s getting good returns on investments, etc. They spend a full 8 instrument, sheet music, blank staff paper, simple pen and hours at their job, roll their skill cliché and then get an amount inkpot of hex at the end of the day as indicated by the chart below. Teamster - teamster’s whip, sugar cubes and other food TN 4 - 1d6 hex rewards for animals, hoof pick, spare horseshoe, a simple TN 7 - 2d6 hex saddle rolled up and worn like a backpack TN 10 - 3d6 hex Cook - small pots and pans, utensils, cookbook, assorted TN 14 - 4d6 hex spices, salt and pepper, portable stove, a simple store of non- TN 19 - 6d6 hex perishable foods +5 TN for every additional +2d6 hex Farmer - assorted seeds and buds, collapsible hoe and spade, Again, this is for a simple day’s work. If the character is trying to small harvesting sickle, weather almanac, water pot with fresh heist something big, sell a large lot of land, or try to acquire any water major amount of hex, they need to role-play it out, and possibly Peasant - heavy gloves, back brace, small wheelbarrow or cart may even need to set aside a significant amount of the (with straps letting the peasant wear the cart on their back), list adventure with the other PCs to do so. of potential employers, payment vouchers Scribe - reasonably nice pen and inkpot, blank parchment, Cliché equipment scroll cases, a couple of famous and old books This is a list for each cliché of what equipment they need to be able to perform their cliché normally. It costs around 10 to 15 hex to replace an entire skill cliché’s set of equipment. Single items usually cost two or three hex each, but may cost more or less at the GM’s discretion. These costs assume the character is using basic equipment - increase costs for personalized, ornate or (of course) magical equipment, using the bonus equipment costs in the core Arcadomai setting.

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Guilds Merchants’ guild - The guild helps its members with shop For each skill cliché, there exists a guild that supports its location, and is willing to help buy or sell any item at all that the members and helps them out. The major guilds all originate in member legally comes across. A high ranking guild member Corlavi, but every city on Primeria (and even a good may even get help to move their shop to a more populated or percentage on Sunder) will have local guild chapters that the richer area. PCs can visit. Getting into a guild can be simple or complex, Application requirement - The Merchant must own their own depending on the nature of the guild itself. If you’re a member shop and have good word of mouth from their customers. of a guild, you can get your basic cliché equipment for free through them. A character may not start in a guild - to gain guild Sailors’ guild - A Sailor in the guild may dock for free at any membership you must first meet their requirements and then guild sponsored port, and can find cheaper repairs and willing gain membership through role-playing. Guild membership is not crew much more easily. A more appropriate name would be the required to use the cliché abilities listed later. Captains’ guild, as most average sailors lack a ship to call their own. There are guilds devoted to the combat clichés as well, and the Application requirement - The Sailor must own their own ship colleges of the mage schools function similarly to the non- and must have made complete voyages at least 10 times to arcane guilds. Both the combat focused guilds and the mage guild sponsored ports. schools function more like training facilities, or act more as simple social groups of members who like having a drink Bards’ guild - This guild helps its members find venues to play together now and then. at and also helps those who are looking to start a whole band to find other members. The guild can ensure that members get Politicians’ guild - The Politicians’ guild is an elite group of the proper attribution to music they create, and the guild leaders city’s local government. While any Politician will have a job and handle disputes over creation rights to popular music. duty in the city, a guild member will have more pull and better Application requirement - The Bard must have played for an access to legal documents than normal. A member of this guild audience of at least 100 and received a standing ovation. will also usually receive guild support on laws he writes or supports, and gains a bit of leeway when involved in legal Teamsters’ guild - Members of this guild can replenish their problems themselves. personal stock from the guild’s stock, and gain discounts on Application requirement - The Politician must have successfully bulk feed. The Teamsters’ guild has a large presence (and a lot helped pass 3 laws in the area. of respect) in other cities, due to guild members bringing both animals and supplies from the more wealthy cities to poorer Aristocrats’ guild - This old boy’s club gives its members ones. access to better land deals and hard-to-get invitations to high Application requirement - The Teamster must have transferred class parties and other social events. Women are eligible for at least 10 animals from one city to another, on 3 separate guild membership as well, but in general, while unfair, older occasions. males tend to be accepted into the Aristocrats’ guild more often than females or younger men. Cooks’ guild - A member of this guild gets access to famous Application requirement - A recital of the Aristocrat’s pedigree and unique recipes and access to all sorts of rare and unusual at a formal function is needed, and the other members must ingredients, at greatly reduced costs. Guild members are more vote on their acceptance into guild as well. likely to belong to a high class family as opposed to running a tavern or inn on their own. Thieves’ guild - This illegal guild helps its members plan out Application requirement - The Cook must prepare a meal for complex jobs and shows them where they can find fences the senior guild members that they all consider excellent. throughout the area for their stolen goods. This guild has a reputation for abandoning members who get arrested or into Farmers’ guild - The guild member receives reduced costs on other legal trouble. bulk seed. The guild will purchase any excess crop that the Application requirement - The Thief must find the secretive farmer hasn’t sold by the end of the season. guild first. Then they must steal any object of great value (100 Application requirement - The Farmer must personally own at hex or more) and present it to the guild leaders as a gift. least 2 acres of land.

Blacksmiths’ guild - Members of this guild gain access to the Peasants’ guild -The Peasant’s guild helps their members find guild forges, and may also buy and sell weapons and armor to the best paying jobs for their personal skills, and also gives the guild’s stock at better prices. They also get access to more them discounts on training in other skill clichés. The guild keeps interesting clients, who have specified blacksmithing jobs that a supply of magical healing cards on hand as well, for long term tend to be more profitable. members who’ve been hurt on the job. Application requirement - The Blacksmith must own their own Application requirement - The Peasant must have helped build forge and they must have worked on a weapon or suit of armor or repair a significant government building. for a prestigious person.

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Scribes’ guild - A member of this guild gains access to any This guild is paid to take on jobs directly from the Council and written account they desire. Forbidden magical tomes, criminal to take on odd jobs that other guilds feel are too trivial or too records and ancient and unique texts are all available to them. out-of-the-ordinary to deal with themselves. The Adventurers’ While some documents may take a while to physically get to guild has a reputation for being a dangerous guild to join, since the scribe’s hands, a Scribe has the legal right to request any the jobs they take on tend to be those that no one else wants document they wish. anything to do with. While it’s very profitable to be a member, Application requirement - The Scribe must have worked as a the dangers associated with the guild’s workload tend to whittle scribe for 20 years. away at the group until the Council is forced to dissolve the guild again. Locals tend to steer clear of any area with an old A special note on the Adventurers’ guild - From time to time, building bearing the Adventurers’ guild sign, whether currently the city of Corlavi will repurpose an old building, hire a band of occupied by guild members or not. hearty adventurers and open an official Adventurers’ guild.

Skill cliché abilities Each skill-focused cliché has several abilities listed here that allow a player to affect the story in various ways, usually outside of combat. A character gains access to all the listed abilities, even if they just have 1 die in the cliché. The following abilities are optional rules - a GM may decide to disallow use of any ability if it becomes too powerful, or may choose to not use these abilities all together.

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Politician Taxes The Politician’s job is to make sure that the legal and A Politician may attempt to raise or lower taxes for any specific bureaucratic workings of the area are all fair and just. They condition. This condition could be having a certain cliché, write laws, adjust taxes, and vote on issues that affect the number of children, land owned - anything the Politician sees people of a city or town. They have a measure of control over fit. The Politician rolls their Politician cliché against the average wide areas of heavy populated lands - for smaller, less Politician cliché roll of those against them. The degree of populated areas, laws and taxes are usually left to the local success determines the change in taxation. Aristocrats. Search Push/Impede Law The Politician may demand a search of almost any building in The Politician may attempt to push a law into becoming official, his area. The Politician must give proper reason for any item or impede a suggested law from becoming official for a while. taken from the building. A Politician cannot call for a search of a The Politician rolls their Politician cliché against the average building owned by someone who has a Politician or Aristocrat Politician cliché roll of those against him. The degree of cliché that is higher than their own Politician cliché. success determines how much faster (or slower) the law becomes official. The Politician may also use this ability to push Commission a law that they created themselves. The Politician can have a building either built to his specifications or torn down. The Politician rolls his Politician Lengthen/Shorten Sentence cliché - the higher the number he rolls, the faster the building is The Politician may lengthen or shorten a jailed criminal’s raised or destroyed. This act will always create public opinion; sentence. The Politician rolls their Politician cliché against a TN whether good or bad depends on the nature of the building built of 10, adjusted up or down depending on the severity of the or destroyed. criminal’s offenses. The degree of success determines how much longer (or shorter) the criminal’s sentence will be. Conscription The Politician may force a number of people into the local Arrest army. The Politician rolls his Politician cliché - the number he A Politician can call for the arrest of almost any citizen in his rolls is equal to the percent of the population than he may force area. Of course, if that citizen is later found innocent, the to join the army. The Politician may choose to conscript any Politician loses respect, and may even get into legal trouble percentage under his roll if they choose. If the Politician himself. A Politician cannot call for an arrest of someone who decides takes more than 5 percent, his public opinion will go has a Politician or Aristocrat cliché that is higher than their own down. Politician cliché.

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Aristocrat Immunity The Aristocrat is the ruler of a small locale, usually a town or The Aristocrat can use his high class standing to avoid small kingdom. While having to obey the political laws of the punishment for breaking some laws in different locales. The local area, the Aristocrat may make additional laws and enforce Aristocrat rolls their Aristocrat cliché, the TN determined by the taxes of his own area at their whim. Aristocrats usually come nature of the law broken. If the Aristocrat succeeds in the roll, from within the same family, although there are places where they are not punished for their minor transgression. succession is chosen in other ways. Areas without an official local government take their laws from the local Aristocrats. Execute The Aristocrat may demand the execution of anyone under his Succession rule. This may be welcomed with cheers from the crowd (if the The Aristocrat may choose who will rule his area after him. This executed was a well-known criminal) to outright revolt (if the is usually done by direct inheritance by an heir, but the executed was a well-known local hero). If this is used to often, Aristocrat may change this to any system he sees fit. Common the people may revolt even if only criminals are being executed alternative ways include popular vote, hiring a local politician, or - after all, no one likes living in an area with a high death toll. even gladiatorial combat. Whatever the Aristocrat chooses may be seen as unfair, but may not be challenged unless the Festival challenger both has a higher Aristocrat cliché than the offender, The Aristocrat may throw a grand festival for his people. The and has a more legitimate claim to the area. festival lasts all day, at the end of which, the public’s opinion of the Aristocrat improves. The GM determines how much public Taxation opinion improves by, based on money spent, attractions and The Aristocrat may choose whatever taxes they feel fit for their activities that are prepared for the people. area. If they are too high, the local populace may revolt and attempt to overthrow the Aristocrat. If the taxes are too low, the Command Aristocrat will be short on money when working on public This lets the Aristocrat send whoever they want into battle. So projects. A good balance will keep enough money to please the long as he's conservative with how many people he sends off, public without angering them over unfair taxation. the populace will be mostly ok with it. In times of great need, however, he could choose to mobilize the entire populace Family Friend towards war (of course, after the war, he may not have a The Aristocrat is familiar with other Aristocrats in the area. They populace willing to follow him anymore). may roll their Aristocrat cliché whenever they meet another Aristocrat; the higher the roll, the more that the Aristocrat knows about the other one. This does not affect how one Aristocrat feels about the other, but can be used to get information that might be used to improve relations.

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Thief Hide The thief makes his living by stealing. Whatever is not his, he The Thief may attempt to find a quick hiding place. So long as can make his, and either use it himself or sell it for hex. no one is directly observing him, he may make a Thief roll. The Different areas can have varied laws against thieving, anything result of that roll is the TN anyone has to beat with a Perception from simple reimbursement of stolen goods to outright based cliché roll to find him. execution. The life of a Thief may be dangerous, but it’s a good way to make fast money and have a good time as well. Fence The Thief may attempt to sell stolen goods. The Thief makes a Pickpocket Thief cliché roll. The higher the result on that roll, the faster the The Thief rolls his Thief cliché against the target’s Perception Thief can find a local fence. The higher the result also helps to based cliché. If the Thief loses, the target notices the find a more trustworthy fence than normal. A low roll may result pickpocket attempt and will likely react quite badly. If the Thief in the Thief trying to sell to an undercover guard or to someone succeeds, he takes some hex or a small object from the who has a personal agenda against them. person. The more that the Thief beats their target by, the more they’re able to steal. Burglary The Thief can plan a major burglary at a location. Every day Open Lock that the Thief spends planning (up to 5) reduces the TN of all The Thief may attempt to open a lock without a key by making Thief rolls by 1 and increases the amount of wealth the Thief a Thief cliché roll. The TN for this attempt varies with the lock. finds by ten percent. A simple home lock is around TN 4 to 6, while a lock for an Aristocrat’s treasure room can get up to TN 22 to 24. In Quick Appraise general, locks keeping important things reasonably safe are The Thief can spot the most valuable object in the room at a around TN 10 to 14. The thief may not attempt this without their glance. The TN varies depending on how many objects are in cliché equipment, or a really clever description of using the room, and how similar those objects are to each other. The improvised equipment. Thief may keep making this roll, to get the next valuable item, and the next valuable item after that, and so on and so on. This Detect/Disable Trap will not let the Thief know the exact cost of an item, simply The Thief can detect and disable traps with a Thief roll. Trap what’s worth the most. TNs (like lock TNs) vary greatly, and trap effects can be anything from a simple alarm to a deadly end for the Thief. The Thief makes a roll to detect a trap first, and then to disable the trap. The thief may retry on the disable roll, but if they miss the detect roll, they set off the trap. A Thief can state that they’re checking for traps passively while doing other activities in an area - in this case, the GM rolls for the Thief for any trap, but all detection TNs are increased by 5.

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Blacksmith Decorate The Blacksmith’s job is to make arms and armor for the local The Blacksmith can make ornate equipment. They must spend citizens and army. The Blacksmith can make anything else out the day with the equipment in question, making small of metal and wood if needs be, thus making him a makeshift engravings and etchings, adding gold or silver inlay and other carpenter and builder as well. The Blacksmith may work for the aesthetic additions. At the end of the day, the equipment is now city, supplying soldiers and guards directly, or he may own his considered ornate equipment. own forge and shop, selling to anyone who has the hex to pay. Misshape Craft Arms and Armor The Blacksmith knows how weapons and armor are put The Blacksmith makes a quantity of weapons and/or suits of together, and can bend them to uselessness. In combat, the armor. This takes the Blacksmith’s full day of work. At the end Blacksmith can take a -1 die penalty to their combat roll. If they of the day, they roll their Blacksmith cliché. They make beat their opponent in the roll, the opponent’s weapon or armor weapons and armor with a total hex value (or add to the hex is bent baldy, giving them a cumulative -2 to their combat rolls value of a more expensive ongoing project) equal to the result until fixed. The opponent also loses a die in their cliché as of their Blacksmith cliché roll. normal.

Fix Jewelry The Blacksmith may fix a weapon or a piece of armor with his The Blacksmith can make small necklaces, rings, bracelets and portable forge. The TN varies from a scuffed piece of armor or earrings with embedded gemstones. The Blacksmith pays for a nicked blade (TN 4 or 5), to a broken sword or armor that’s the raw materials and makes a Blacksmith cliché roll. After a been split apart (TN 16 to 20). The process of fixing a weapon day of work, the jewelry gains value equal to the result of the or piece of armor takes 3 minutes multiplied by the TN of the original roll. Further value can be added each day by working task. and making more Blacksmith rolls, up to double the value of the original materials. Customize The Blacksmith can make custom equipment for someone. Friend of Fire They must spend the day with the person who they're making The time spent in the forge makes the Blacksmith more tolerant the equipment for, studying how they use the equipment, how against heat and flames. He gains a +3 bonus on any roll to they hold it, all the while making small adjustments to grips and resist flame or fire magic. This bonus only applies if the weight distribution. At the end of the day, the equipment is now Blacksmith is aware that they are about to be attacked by fire; custom equipment for the person the Blacksmith is making it otherwise, they are caught by surprise and do not gain the for. bonus.

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Merchant Appraise The Merchant makes their living by buying and selling The Merchant studies an object for 3 rounds and makes a merchandise in a shop. Merchants do all sorts of interesting Merchant cliché roll. If they succeed, they learn the exact price business, from the simple food stall vendor, to those who deal of the object. The TN that the merchant must beat will vary in rare materials or objects. A Merchant can buy and sell pretty depending on the age of the item, how common the item is, and much anything - in Arcadomai, there’s always a buyer for what whether or not the item is magically enchanted. you have on hand. Barter Buy Low The Merchant does not need hex to make purchases. The When buying anything, the Merchant may roll his Merchant Merchant may trade goods of equal value to obtain anything cliché. The result of the roll is how many hex cheaper the they need. If the Merchant’s goods are of the same type that Merchant gets the item for, without the seller feeling cheated. the person they’re trading to sells, the Merchant needs only 90 This may not bring an item’s cost below half its original price, percent of the value in order to get what he needs. and has no effect on items that only cost one hex. Acquire Sell High The Merchant can find rare items to sell in his shop. The item When selling anything, the Merchant may roll his Merchant must cost at least 250 hex, and the Merchant must spend one cliché. The result of the roll is how much more hex the week tracking it down. At the end of the week, the Merchant Merchant can charge for the item, without the buyer feeling pays its exact cost and receives the item. When using Sell High cheated. This may not bring an item’s cost above one and a on an item acquired with this skill, the Merchant may raise the half times its original price, and has no effect on items that only price by 3 times his Merchant roll result. cost one hex. Scrounge Trade In times of need, the Merchant can sell off normally worthless The Merchant always has a ton of merchandise available at personal items for a bit of hex. The Merchant rolls their their disposal. Whenever they’re in their shop, they made trade Merchant cliché. They gain an amount of hex equal to the result one item for another of equal or lesser value, so long as the of the roll. This ability may only be done when the Merchant item traded is of the same type as the item traded for (weapon has no hex, and may not be used more than once a week. for weapon, tool for tool, food for food, etc).

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Sailor Red Sky at Night… The Sailor is master of the seas. A Sailor can steer a boat of The Sailor can predict general weather conditions for the next any size, work with a crew to keep a ship running, and knows few days. The higher the roll means the Sailor can predict which port towns are easy to get to from other port towns. The further in the future than normal, and get more detailed Sailor makes his living transporting cargo and taking on information. This skill does not take into account magical passengers. On rare occasions, the Sailor may be drafted by meddling, and does not work when within 5 miles of the Cicatrix the army when marine warfare is needed. main continent (although this ability still works fine on Cicatrix's surrounding islands). Sailing The Sailor’s main ability is to pilot a boat. The TN they must Swimmer beat for a successful voyage depends on ship size, distance The Sailor has a knack for swimming, usually from being traveled, weather conditions, amount of crew on hand etc. In tossed overboard accidentally and possibly frequently earlier in general, medium sized ships are easiest to sail, shorter their career. When making a roll involving swimming or holding distances are easier, having more crew is easier, and clear, their breath, a Sailor may reroll any 1’s they get. They may slightly windy weather is easier. continue rolling 1’s until all dice show a 2 or higher.

Sea Legs Swashbuckler Time spent on the rolling waters has made the Sailor better A Sailor fights a little bit better when they have their crew at able to keep his footing. He gains a +3 bonus to any Dexterity their back. Whenever the Sailor is on a ship, a dock or in a based cliché roll when trying to keep his footing on unstable tavern (and the Sailor is within eyesight of other Sailors on their ground. This ability may be used for anything from old shaky crew) they gain a +1 bonus to their combat cliché rolls. This +1 floors to full-blown earthquakes. bonus disappears if the Sailor has taken enough cliché damage to take them to half their normal dice or less in the combat Bad Diet cliché they're using. Weeks on end on a boat with nothing to eat but salted and dried meat gives the Sailor a hard-working gut. So long as Well-Traveled something isn't actually poisonous, a Sailor can eat pretty much The Sailor picks a number of port towns equal to his Sailor anything without ill effect. Stale food, rotten fruit and even cliché level. These are considered favored port towns that have leather made for armor can be eaten by a hungry Sailor. been frequently visited in their career. Whenever a Sailor is docked at one of these favored port towns, they receive free room and board. They also receive a free replacement for any of their cliché equipment if needed, so long as it’s basic, non- magical equipment.

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Bard Eavesdrop The Bard plays their instrument of choice for money, fame and The Bard can listen to a conversation while still playing his respect. Most bards also sing while they play. Their music can music. The Bard makes a Bard cliché roll versus the targets' have quite an effect on the people around them as well. Perception based cliché rolls. If the Bard wins, he can hear the Whether jovial and uplifting, or dour and depressing, the Bard’s entire conversation without being suspected at all of music has power to stir emotion and subtly sway opinions of all eavesdropping. If the targets win, they know the bard is who listen. listening to them.

Perform Practice The Bard plays a piece of music for a group of people. The The Bard may spend a whole day in solitude practicing a Bard rolls their Bard cliché against the crowd’s TN. The TN is specific song. The next time that the Bard uses either the determined by the general mood and musical tastes of the Inspire or Dishearten ability, the bonus is increased to +2, or crowd, and the appropriateness of the song. If the Bard beats the penalty is increased to -2. The Bard must choose either the the TN, the crowd truly enjoys the performance and becomes Inspire or the Dishearten ability modification when practicing. friendlier and more helpful to the Bard in general. After this performance, the Bard is too familiar with the song to play it with the original passion that increased the bonus or Inspire penalty. The Bard inspires his allies with his music. All of his allies get a +1 to the total of all their rolls as long as the Bard plays. The Known Bard cannot take any other action while playing. If the Bard is The Bard is a famous person in his local area. Whenever attacked directly, they may choose to keep playing and take an meeting someone of importance, there is a cumulative 1 in 6 automatic die of damage in their primary cliché, or they may chance (equal to the Bard’s level in their Bard cliché) that the stop playing and engage in combat like normal. person has heard favorably of the Bard. Thus, a Bard (4) would have a 4 in 6 chance of being recognized by an important Dishearten person in his home area. The Bard disheartens his enemies with his music. All of his enemies get a -1 to the total of all their rolls as long as the Bard Compose plays. The Bard cannot take any other action while playing. The This allows the Bard to compose a completely original song. Bard may react to attacks the same way he reacts to attacks This may be given to other Bards to perform publicly, or may be with the Inspire skill. kept by the composer to use for themselves. The Compose ability has no game effect other that spreading the Bard’s popularity and getting him renown from the music community.

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Teamster Groom Animal The Teamster’s job is to raise and take care of livestock. The The Teamster spends a day grooming and pampering an livestock may be used for food, for helping to plow fields, for animal. For a number of days equal to the groomer's Teamster use as mounts or even as pets for people. Most Teamsters cliché, that animal receives a +2 bonus on all rolls it makes have an area outside of the main city or town where they can when obeying commands of the Teamster, and a +1 bonus raise and train their animals away from the bustle of human when obeying commands from others that the animal finds activity, and many Teamsters choose to live outside the city friendly. themselves, to have easier access to their herds. Tough Raise Animal Working with ornery and dangerous animals (like horses, mules So long as the Teamster works with an animal one-on-one at and other large animals) leaves a Teamster tough and strong. least 30 minutes a day from the animal’s birth, that animal will Arm wrestling and other contests of strength are easier for the grow up to be comfortable around humans and trainable. Exotic Teamster. They receive a +3 bonus to any contest that focuses and intelligent animals may require more time per day. on brute strength. Creatures from Cicatrix are not affected by the Teamster’s attempts to train them. Animal Friend Wild animals tend to leave the Teamster alone. Unless Domesticate Animal provoked or threatened directly, any wild animals will be This allows the Teamster to domesticate a wild animal. The moderately wary of the Teamster, leaving the Teamster and his animal must first be confined to captivity. A contest of the friends alone. If someone in the group threatens the animal or Teamster's cliché versus the animal’s strongest cliché is rolled. its young, it will attack like normal. This ability has no effect on If the Teamster wins, the animal can be domesticated in a creatures from Cicatrix. number of days equal to the animal’s total cliché levels. If the Teamster fails, they can try again after a week passes. Brand Domestication takes 30 minutes of one-on-one interaction per Each Teamster has their own brand that they mark their day. animals with. Each brand is unique; a Teamster will know who an animal belongs to if it has a brand. Taking an animal that Train Animal belongs to another Teamster is almost always a punishable The Teamster can train an animal to do one specific task when offense. Animals can be re-branded when sold, by using the commanded (attack, pull, follow closely etc). This can only be Cleric cliché to heal the original branding. done with an animal that has been trained with the Raise Animal or Domesticate Animal ability. This takes 1 full day of work to train the animal. An animal can know a number of commands equal to the Teamster’s level in their Teamster cliché.

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Cook Detect Poison The Cook’s job seems simple enough, but there are enough A good Cook knows when things have been tampered with. recipes and variations to make it a truly interesting skill. The Cook rolls his Cook cliché when testing a suspect meal. Everything from slaughtering the cow to garnishing a steak is The TN to detect poison is the result of the poison making roll covered by this skill. A good enough Cook who trains hard made by the original poisoner (details under the Assassin enough may one day even find himself as a well-paid personal cliché in the Warrior Creeds chapter). If the Cook succeeds, chef to a wealthy Politician or Aristocrat, but even an average he’ll know that the food or drink is poisoned, and how deadly Cook can make a happy living owning a tavern or restaurant. the poison is.

Cook Hearty Buffet The Cook’s most obvious skill, this allows a Cook to prepare a The Cook can create a truly filling and energizing buffet. pleasant meal for his guests. The TN that the cook must beat Everyone who eats from this buffet gains a +2 to extended with his cliché roll is adjusted by the mood of the patrons, as manual labor for the rest of the day. This only applies to well as how esoteric their tastes are in food. A success means repetitive tasks like farming a field, building a house, etc. This everyone enjoys the meal while failure indicates that they're not meal has no effect on a person’s combat ability. The buffet impressed and probably won’t tip well. While the word ‘cook’ takes 3 hours to prepare, but a high cliché roll by the Cook will implies heat, this skill covers all forms of food preparation, cut time off of preparing the meal. including salads and other non-heated foods. Trail Rations Distill The Cook can condense a few meals into a small, dense chunk The Cook can make an alcoholic beverage. The Cook rolls his of food. While not tasty, this half pound chunk of foodstuff is Cook cliché. The higher the number that they roll is how high of enough to feed a person for an entire day. It takes a half hour concentration and the general quality of the brewed drink. to prepare a Trail Ration. Foodstuff made with this skill will stay Extremely low rolls (less than TN7) can result in drinks that are fresh and edible for a number of months equal to the Cook’s almost undrinkable, if not actually poisonous. The Cook may cliché level. use this skill to make non-alcoholic drinks as well - the cliché roll will determine quality alone on non-alcoholic drinks. Minimalist Cooking The Cook can make a meal even when in the deepest Prepare Tobacco wilderness. The Cook’s knowledge of plant and animal life will The Cook knows how to gather and prepare certain plants to let him identify which ingredients are poisonous and which ones make smoking tobacco. The Cook rolls his Cook cliché, with are not. This ability has no use on Cicatrix, where there are not higher rolls yielding higher quality tobacco. The Cook can even plants to speak of, and the wildlife’s meat is all extremely make mind-altering or otherwise intoxicating mixtures. Tobacco poisonous. with this quality usually has the same effects on the smoker as alcoholic consumption, although the Cook can specify any specific effects they wish.

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Farmer Harvest The Farmer grows crops, gathers eggs and milk and otherwise The Farmer gathers the crops that he’s grown. This takes a supports their local area with food. They usually sell directly to whole day of work. The quality and quantity of the crops is the local government, who then distributes the food to area determined by the Nurture rolls. The amount of hex gained for merchants. Most Farmers have an area outside of the main city selling the crops should be determined by how well they were or town where they can grow crops away from the bustle of nurtured, but GMs should keep in mind that a Farmer’s human activity, and like Teamsters, many Farmers prefer to live payment needs to last them the whole year. outside of the city to be close to their crops. Renew Cultivate Land After the Farmer uses Harvest, he may choose to keep the This ability lets the Farmer prepare areas of land for growing same crops planted. This allows the Farmer to skip the Plant crops. The Farmer spends a day with the land. At the end of phase of growing crops, as the already planted crops will grow the day, he gains a number of separate land plots equal to the at the start of the next season. Most Farmer’s keep the same number of dice in his Farmer cliché. If the Farmer uses crops, if only to get an extra day off in the future. Teamster led animals or strong Geomancy (at least 3 dice) he gains one extra plot in addition to his normal plots. Weather Sense The Farmer has an innate ability to know when the weather will Plant be the best for planting. He knows which conditions require The Farmer plants crops in his cultivated plots of land. The extra care for his crops and which conditions he can basically Farmer may choose a different crop for each different plot of leave his crops alone. The Farmer can predict temperature and land. Crops are generally planted late spring or early summer, precipitation for a number of days equal to his cliché level in and are available for harvest in mid fall. Some crops may have Farmer, with reasonable accuracy. different schedules - any unusual crop schedules should be worked out with the GM beforehand. Livestock Farming This allows the Farmer to gather eggs, milk and meat from his Nurture stores of livestock. The Farmer rolls his Farmer cliché and The Farmer waters and fertilizes his crops on a regular basis. spends a day gathering eggs, milking cows, and choosing After planting, the Farmer makes a single Farmer cliché roll for which animals to send to slaughter. Higher results on this roll each plot of land which is growing crops. High roll results will give the Farmer a higher quantity and quality of goods. yield higher quantity and better quality crops. Low roll results will result in low quantities and poor quality or stunted crops.

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Peasant Mob The Peasant does manual labor for whoever needs it. They When Peasants group together to become Grunt Squads, the help build buildings, they help Farmers cultivate land, they lay squad’s cliché (Mob of Angry Peasants) is considered a combat brick roads, make basic repairs on ships…pretty much anything cliché. The number of Peasants required for levels in the mob that requires repetitive, simple manual labor. While they tend to cliché are as follows: Mob(1) = 3 Peasants, Mob(2) = 6 be on the poor side, Peasant’s stick together and help each Peasants, Mob(3) = 15 Peasants, Mob(4) = 45 Peasants, other out when needed. Mob(5) = 100 Peasants, Mob(6) = 200 Peasants, +1 to mob cliché for each doubling of number of Peasants. Jack of All Trades The Peasant does a lot of different types of work in their Keep Your Head Down careers. They are called upon for so many different types of Peasants can keep their focus on their job and stay out of the work, that they are familiar with the basics of any job. When way of dangerous happenings. Whenever combat is happening doing a type of work that is only implied by their Peasant cliché, around them that does not directly involve them, they are the TN is increased by 3 instead of 5. always out of the way of stray danger (misfired arrows, wayward fireballs, etc). This ability does not work if the combat Promotion focuses directly on the Peasants themselves. At the end of any gaming session, the Peasant may choose to trade his Peasant cliché in for any other skill cliché at the same Endurance level (except for Politician or Aristocrat). Once this change has The Peasant is used to working long hours with little time for been made, the character may not revert back to Peasant - the breaks. Whenever making a Health based cliché roll to test the new skill cliché requires too much focus for the character. Peasant’s endurance, the Peasant receives a +3 to the results of this roll. This ability does not work in combat or any other Motivated situation where the Peasant is in obvious danger. A Peasant currently working under the command of a high class Aristocrat or Politician receives a bonus on all rolls Thrifty associated with their assigned task. This bonus is a + (number) The Peasant knows the places and people to talk with to get bonus, where the number is equal to half the number of dice lower prices when buying basic needs. The Peasant only pays that’s in the Aristocrat’s or Politician’s cliché, rounded down. 50 percent of the cost for any basic food, boarding or clothing. This ability does not affect weapons or armor, fancy food or boarding, or any cliché specific or ornate clothing.

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Scribe Forge The Scribe is tasked with writing down important oratory, The Scribe can forge a signature or handwriting style of copying important documents and translating any surviving someone whose handwriting the Scribe has studied. The ancient scripts. They fill schools with textbooks, libraries with Scribe rolls their Scribe cliché. The result of this roll is the TN reference materials and even governments with official forms that someone must beat on a Perceptive based cliché roll to and written decrees. Wealthy shopkeepers may even hire a notice that the document or signature is a forgery. Scribe to make their signs and leaflets extra fancy, to help draw the attention of potential customers. Translate While the whole world of Arcadomai uses the same language Notate now, ages ago there were multiple languages all across the The Scribe can write down what someone is saying at the different lands and races. This ability allows the Scribe to same speed as the speaker is speaking. The Scribe rolls their understand any written piece of ancient language. The TN is Scribe cliché. Higher rolls mean that not only is the notation determined by the complexity of both the language and the accurate, but that it also looks nice and is well written. Lower content of the message. rolls produce inaccurate texts written in hastily scribbled handwriting. Read Card The time that Scribes spend studying writing gives them the Copy ability to recognize all sorts of written runes and symbols. The The Scribe copies a written piece to new parchment or paper. Scribe can read and understand any magic card they find, The amount of time it takes depends on the size of the original without having to have any dice in magical clichés. The Scribe text and the complexity of the text’s contents. The Scribe rolls may also draw a magic card, but that card will have no ability their Scribe cliché - higher rolls produce more accurate copies, until given power by an appropriate mage. while lower rolls tends to create copies with the Scribe’s personal writing style noticeable to the trained eye. Encrypt The Scribe can write a message in code. He may teach this Notary code to anyone he wants to be able to read it. Those who learn The Scribe has legal rights to notarize certain documents and the code may also write messages in it, but may not come up make them official. They may notarize weddings, sales, with new codes on their own unless they too are a Scribe. The contracts, work orders, pedigrees and all other documents that code can be deciphered by an outside party only if they can a normal citizen may need. The document must also be signed beat the encoded message in a contest of their Scribe cliché off by someone with the authority over the type of document versus the code writer's Scribe cliché. notarized - therefore, the Scribe can’t simply write himself military requisition forms and notarize them.

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Arcadomai - Spell Compendium

What lies within This chapter contains descriptions of each magic cliché, as well as spell lists for all magic clichés found in the Arcadomai setting. While certainly not an extensive list of every single spell for each cliché, the lists here give the GM and the player a range of spells to use at all cliché levels, and as something to compare spells created by the GM or player.

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Cliché layout Trying again Each cliché’s abilities are listed in the following format In general, if a player misses the TN and fails to cast the spell, they may try again once the party has moved on to a new Cliché name - The name of the cliché used for the spells. encounter or combat. The GM may allow multiple attempts if Description - Following the name of the cliché is a description the PCs are in a relatively restful area, or the encounter or of what powers and abilities are available to a mage of that combat takes place over a long period of time. Direct combat school of magic. spells may always be cast repeatedly at no penalty. Combat - A brief description of spell effects when engaged in direct cliché to cliché combat, for each level of the mage’s Resisted spells cliché. These are simply meant for added description, and have A lot of spells allow the target to resist or avoid the spell's no impact on combat itself. This section only applies to the few effects. The TN to resist/avoid/throw-off spell effects is equal to magic clichés that have a direct combat effect - other clichés the mage's cliché roll result when they cast the spell. can be used in combat to aid or hinder, but only clichés with direct combat effects can engage in actual direct combat. A note on magic cards Level (x) - This is the header for the spells of each cliché level. From the core rules, a magic card is used by someone to act The level of each spell is the optimal cliché level a character like a mage of a certain cliché level to do a specific single spell, should have before trying to cast the spell. Higher level spells for one turn. may be attempted by the character with no penalty, although the TNs for these spells may be outside the mage's reach. Magic cards can be made to let the user have the combat Spell name - TN - Description - This is the spell name, ability at the card's cliché level for one turn. The cliché of magic followed by the TN you must beat to cast the spell successfully, must be one of the clichés that have combat ability of course, followed by the game effects of the spell. Failing to cast a spell but other than that, the user can use 1 magical attack at the rarely means that nothing happens - usually a weakened card's cliché level. If they fail, they lose a die in a cliché of their version of the spell will be cast, or failing that, visual and/or choice. audible effects will occur, making the attempt to cast a spell obvious. Magic cards can also hold specific spells listed in this supplement, or even specific spells created by the GM and Spell lengths player. When created, the mage picks the spell and sets the Unless otherwise noted, spells last until the end of the cliché level on the card. A card can be made at any cliché level encounter or until the end of combat. An 'encounter' is defined in relation to the specific spell on the card. To use a non- as a single event where the PCs are in the same location combat card, the user rolls to activate the spell as normal for a working towards the same immediate goal (the separate rooms mage of the card's cliché level, and the target (if there is one) in a dungeon, meeting someone on the way to another city, rolls to resist as normal. If the user fails on using a card that's hanging out one evening at the bar, etc). If there's any not directly combat related, then they do not lose a die in a question, the GM has say when an encounter is technically cliché - the spell simply fails to overcome someone's over. resistance, or it doesn't work to its full potential.

Magic cliché abilities The descriptors and spell lists are specific to each magic cliché. In Arcadomai, magic is a very specialized and focused field of study. There are no generic Sorcerer, Wizard or Archmage clichés, nor is there any set of spells that are available to all magic using clichés. When you study a school of magic, you are devoting your magical talents to that school's abilities. The only way to use magic outside your school is to invest financially in magic cards, or to invest time and effort (and character dice) in another school of magic.

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Pyromancer Level 4 The Pyromancer's domain of magic is that of fire and heat. Immolate - TN 13 - Sets ablaze any flammable object (paper, Spells in the Pyromancy school are almost always flashy and worn clothes, held magic cards, etc). If an object is worn or held impressive, and usually destructive to some degree too. While by a person, they can spend their next turn making a Dexterity there are spells to protect from heat, and to extinguish out of based roll to put out the flames before the object is permanently control fires, most fire spells are offensive in nature. Fire spells damaged. slung in combat tend to cause a lot of collateral damage. Fire Halo of Flames - TN 14 - Anytime an opponent beats you in magic can be very hard to control; a high cliché in Pyromancy melee combat, they must make a Dexterity based cliché roll or almost always means more power as opposed to more focus. lose a die in their melee combat cliché as well. Resist Flames - TN 15 - You gain a +1 pip bonus against fire Combat magic, both combat uses of Pyromancy and non-combat Level 1 - Small streams of fire, fire darts, pea sized fireballs Pyromancy spells. Level 2 - Larger streams of fire, fire arrows, fist sized fireballs Level 3 - Hand-width gouts of fire, fire javelins, melon sized Level 5 fireballs Flametaker - TN 16 - This spell must be cast on a bonfire or Level 4 - Explosive fireballs, white hot streams of fire, lava larger blaze. The blaze is extinguished, and the next fire spell streams you cast is at a +1 die bonus. This may also be used to give Level 5 - Lava balls, white hot fireballs, rains of fire you a +1 die roll to your next combat use of Pyromancy. Level 6 - Gouts of magma, lava rain Flaming Wall - TN 17 - Creates a wall of fire up to 100 feet long. Anyone passing through (or forced through) this wall Level 1 takes 2 dice of damage to a cliché of their choice. Light - TN 2 - This basic fire spell lights a candle, torch, lamp, Ignore Flames - TN 18 - You take no cliché damage due to fire lantern or any other small object made explicitly to be set afire. or fire magic. Warm Object - TN 3 - Causes an object to become noticeably warm. This is not hot enough to do damage, but it can heat Level 6 something warm enough to keep a person comfortable in chilly Roast - TN 20 - Reduces any flammable object to ashes. weather. Burn Alive - TN 21 - The target creature or person is reduced to Cook - TN 4 - Heats any prepared meat up, cooking it well 1 in all clichés, as horrible burns cover their entire body. They enough to eat safely. may resist with a Health based cliché roll. Raze - TN 22 - A fast burning fire engulfs an area. In a city Level 2 environment, an entire floor of a building can be engulfed at Ignite - TN 6 - Sets fire to any readily flammable object (paper, once. firewood, etc). This spell will not affect anything held by or worn by someone. Dancing Flame - TN 7 - Creates a small ball of fire that follows the caster, providing light. This flame will intentionally avoid contact with anything in its way. Scalding Weapon - TN 8 - Makes a weapon you or an ally holds scalding hot against foes, giving a +1 bonus to the combat cliché that uses that weapon until the end of combat.

Level 3 Campfire - TN 9 - Creates a campfire sized blaze that hovers over the ground. This blaze can follow you around, and lasts up to 12 hours. Resist Heat - TN 10 - You gain a +3 bonus against fire magic, both combat uses of Pyromancy and non-combat Pyromancy spells. Flaming Weapon - TN 11 - Your or an ally's weapon is wreathed in flames, giving a +1 die bonus in combat until the end of combat. Failing the roll to cast Flaming Weapon destroys non-enchanted weapons, melting metal and turning wooden weapons to ash. This spell does not stack with a bonus weapon's +dice or +pip bonuses, but will stack with +number bonuses.

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Cryomancer Level 4 Cryomancy is the magic of cold and ice. Subtle and focused, Cold Aura - TN 13 - Anytime an opponent beats you in melee ice and cold spells are usually underestimated by serious combat, they must make a Dexterity based cliché roll or lose a magic combatants. Its effects can be just as dangerous as die in their melee combat cliché. gouts of fire or arcs of lighting. Ice created on floors is very Encase - TN 14 - The subject is encased in ice. They must slippery, requiring Dexterity based cliché rolls to stay on one's make a Strength based cliché roll to escape. feet. Melted ice creates an equal volume of cold water after Frostbite - TN 15 - The victim gets major frostbite on a limb and melting. loses 2 dice in a cliché of their choice.

Combat Level 5 Level 1 - Small shards of ice, hard snowballs Arctic Weapon - TN 16 - Your or an ally's weapon becomes Level 2 - Ice shards, small ice balls, chilling rays absolutely frigid to enemies, giving a +1 pip to your combat rolls Level 3 - Ice daggers, large ice balls, freezing rays with it. Failing the roll to cast Arctic Weapon destroys non- Level 4 - Ice spears, multiple ice balls, flash freezing enchanted weapons, shattering them into bits. This spell does Level 5 - Ice storms, winter blasts not stack with a bonus weapon's +dice or +pip bonuses, but will Level 6 - Blizzards, arctic blasts stack with +number bonuses. Ice Sculpture - TN 17 - You can create any object made of ice Level 1 up to the size of a person. Chill - TN 2 - Chills a drink, making it pleasantly cool. Ignore Ice - TN 18 - You ignore all cold and ice based attacks, Cubes - TN 3 - Creates several ice cubes in the caster's hand. conditions and magic. Frost - TN 4 - Creates a thin layer of frost on any surface. Can be cast on living creatures, but won't cause damage and Level 6 doesn't do much but cause a momentary chill. Freeze - TN 20 - Any nonliving object is frozen solid, through and through. Reduce the TN to physically break the object by Level 2 10. Cold Hand - TN 6 - Your hand becomes very cold (not enough Dire Cold - TN 21 - An area’s temperature drops drastically to damage someone, but certainly enough to distract). The (100 square feet max). Anyone going through this area loses 1 caster can also cool down object and liquids by holding the die to all clichés (this spell won't cause a cliché to be reduced object or the liquid's container. below 1). Ice Object - TN 7 - Creates a fist sized or smaller object out of Ice Structure - TN 22 - You can create any object made of ice ice (cups, lock picks, rings etc). up to 30 cubic feet. Chill - TN 8 - The area the caster is in becomes uncomfortably cold. Magic clichés and other clichés requiring focus suffer a -1 to rolls while in the area.

Level 3 Freezing Weapon - TN 9 - Makes a weapon you or an ally holds freezing cold against foes, giving a +1 bonus to the combat cliché used until the end of combat. Resist Cold - TN 10 - You gain a +3 bonus against ice magic, both against Cryomancy combat magic and non-combat Cryomancy spells. Slick - TN 11 - Covers an area of ground with slick ice (Dexterity based cliché roll to avoid slipping and falling).

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Hydromancer Level 3 The classic element of water is the domain of the Rain - TN 9 - Creates a gentle rain in an outdoor area for about Hydromancer. Creating, moving, destroying and otherwise half an hour. affecting water is within the power for a mage of this school of Water Walk - TN 10 - Allows you to walk on top of water, for as magic. Since the human body is mostly made of water, long as you stay on the same body of water. dehydration attacks are commonly used in combat, causing Satiate - TN 11 - Sustains you without water for one day. fatigue, muscle pain and eventually death. A Hydromancer is invaluable for long voyages and extended travel, as they can Level 4 create water instantly, staving off deadly thirst. Surge - TN 13 - Creates a strong blast of water. Anyone hit by this blast must make a Strength based cliché roll or be knocked Combat back ten feet and knocked down. Level 1 - Minor dehydration, small bursts of water Breathe Water - TN 14 - You may breathe and speak while Level 2 - Small blasts of high pressure water, average immersed in water. dehydration Whirlpool - TN 15 - A whirlpool forms in a large body of water. Level 3 - Severe dehydration, high pressure streams of water Those caught in it must make a Strength based cliché roll to Level 4 - Full body dehydration, high pressure jets of water escape. Level 5 - Explosive bursts of water, large high pressure water sprays Level 5 Level 6 - Localized tidal blasts, geysers Drown - TN 16 - Causes a target to begin to drown. Until they make a Health based Cliché roll, they lose a die in a cliché of Level 1 their choice every round, until they either succeed at this roll or Mist - TN 2 - Creates a gentle spray of cool mist. are reduced to zero dice in any cliché. Fill Up - TN 3 - Fills a cup or other small container with fresh Deluge - TN 17 - Fills an outdoor area with dense, driving rain water. for an hour. This will turn the ground to mud, and destroy most Test Water - TN 4 - Tells you if water is fine to drink. Reveals crops and ornamental vegetation. poison or contaminates, but not magical enchantment. River - TN 18 - Causes a raging river to spring from your hand for five turns. This can knock targets back as per Surge. Level 2 Water Ball - TN 6 - Creates a gallon of water, which can be Level 6 thrown. This can extinguish small fires and possibly annoy Water Tread - TN 20 - You and your companions can walk on opponents. water as long as they remain on the same body of water. Boil - TN 7 - Boils a small container of water. If thrown at an Tidal Wave - TN 21 - A large body of water produces an opponent, they must make a Dexterity based cliché roll, or take impressive wave, smashing into the shore and causing damage a -1 penalty to all rolls until the end of combat. to buildings and flora. Detoxify - TN 8 - Renders poisoned, contaminated or salty Burst - TN 22 - The water in the target’s body forcibly ejects water drinkable. itself. The target may make either a Health or Strength based cliché roll to avoid a messy death.

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Aeromancer Level 4 Aeromancy is the magic of air and lightning. Another useful Arc Field - TN 13 - Lightning jumps from foe to foe. Until the mage to have on long sea voyages, they can create and direct end of combat, a random opponent each turn must make a wind at their whim. Lightning has little practical application Dexterity based cliché roll or take 1 die of damage to the cliché outside of combat, but blasting opponents away with lightning they last used in combat. strikes is a way to impressively show your dominance over an Wind Blast - TN 14 - Creates a strong blast of air. Anyone hit by enemy. Lightning cast in areas with a lot of metal tends to arc this blast must make a Strength based cliché roll or be knocked dangerously around. back ten feet and knocked down. Raging Winds - TN 15 - The area is filled with raging, howling Combat winds. Non-magical ranged attacks are rolled at half dice and Level 1 - Small electric arcs, small debris filled gusts of wind verbal communication is impossible. Level 2 - Electric arcs, debris filled streams of wind Level 3 - Small lightning bolts, small blasts of air Level 5 Level 4 - Lightning bolts, whirlwinds of debris, blasts of air Breathless - TN 16 - You do not have to breathe while the spell Level 5 - Huge lightning bolts, gales of air and debris lasts, and airborne gases or poisons have no effect on you. Level 6 - Continual blasts of lightning, hurricane force blasts Suffocate - TN 17 - The target painfully struggles for breath. For 3 rounds, or until they make a Health based Cliché roll, they Level 1 lose 2 dice in a cliché of their choice. Whisper - TN 2 - You may whisper a single word that can be Neural Shock - TN 18 - Unless a Health based cliché roll is heard by any one target in sight. made, the target falls unconscious. Jostling or attacking the Breeze - TN 3 - Creates a pleasant breeze in the area. sleeping target will wake them back up instantly. Scent - TN 4 - Causes an obvious odor of the caster’s choice in the area. Level 6 Path of Wind - TN 20 - You and your companions are whisked Level 2 away to a different location. You must have been to the target Shock - TN 6 - A target that you touch is mildly shocked. They location in person at least once. This process takes an hour of must make a Health based cliché roll or take a -2 penalty to time for every day of travel required by normal means. their next roll. Tornado - TN 21 - A tornado forms, devastating everything in a Wind Aura - TN 7 - You’re surrounded by gusts of wind, giving one mile line. Once created, the caster picks a direction for the you a +3 bonus against non-magical ranged attacks. tornado to follow in general, but has no direct control over its Purify - TN 8 - Cleanses the air in an area, removing smoke exact path. and airborne poisons. Lightning Storm - TN 22 - The target is hit by 2d6 lightning bolts, and loses a die in cliché’s of his choice for each one. The Level 3 target may roll the 2d6 himself to determine how many lightning Expel - TN 9 - The air from a target’s lungs is pushed out. They bolts he is hit with. must make a Health based cliché roll or lose their next turn as they gasp for breath. Conduit - TN 10 - If you’re wielding a metal weapon, and your opponent is wearing metal armor, your successful melee attacks causes the target to lose 2 dice instead of 1. Wind Storm - TN 11 - The whole combat area is filled with swirling gusts of wind. Non-magical ranged attacks are at a -1 die penalty.

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Geomancer Level 3 Geomancer's magic gives them control over earth and stone. Quake - TN 9 - Causes the area under one opponent to Creating significant stone structures can be difficult, but moving violently shake. They must make a Dexterity based cliché roll or earth and stone that already exists is comparably simple. fall to the ground. They may use their next turn to get back up Geomancers are used in building and repairs in every major on their feet. city across Arcadomai. Their combat ability is basic but Stone Object - TN 10 - Creates any object the caster is familiar effective, chucking stone, sand and other earthen projectiles at with out of stone, up to 5 pounds in weight. their targets. Earth Meld - TN 11 - You sink into natural earth, and may remain there unharmed for up to an hour. You cannot see or Combat hear anything that happens on the surface. Level 1 - Thin streams of sand, small stone bullets and spikes Level 2 - Large streams of sand, fist sized stones, rocks and Level 4 spikes Sink - TN 13 - The target sinks waist deep into the earth. A Level 3 - Streams of gravel, larger stones, rocks and spikes Strength based Cliché roll is needed to escape. This spell only Level 4 - Streams of small rocks, multiple fist sized stones and works if the target is standing on natural ground. spikes Stone to Earth - TN 14 - Changes up to 50 pounds of stone into Level 5 - Streams of fist sized rocks, flying boulders and soft earth. columns Flesh to Stone - TN 15 - The target must make a Health based Level 6 - Rock storms, giant flying boulders cliché roll or be turned to stone. They will turn back to normal in 1d6 hours. Level 1 Signet Stone - TN 2 - Creates a small 1 ounce stone. The Level 5 caster chooses both shape and color. Pit - TN 16 - A 10 ft. wide, 50 ft. deep pit appears. Those in the Bullets - TN 3 - Creates a handful of perfectly round sling area must make a Dexterity based cliché roll or fall in, taking 2 bullets. dice of damage to the cliché they rolled. Stone Claws - TN 4 - You grow small stone spikes from your Earth Rest - TN 17 - Same as Earth Meld, but every 10 minutes fingertips or knuckles. All unarmed combat rolls are rolled with you stay in the earth, you heal 1 cliché of your choice. a +1 bonus. Stone Wall - TN 18 - Creates a solid wall of stone up 100 feet long and 10 feet high. This wall lasts for a day before melding Level 2 back into the ground. Shake - TN 6 - Causes the area under one opponent to shake. They must make a Dexterity based cliché roll or suffer a -1 die Level 6 penalty to their next roll. Stone Body - TN 20 - You (and your equipment) become a Flatten - TN 7 - Flattens out a perfectly horizontal area of living stone statue. You gain +2 pip to your melee combat rolls natural earth. This area is large enough to set up a small until the end of combat. campsite. Calcify - TN 21 - The target must make a Health based cliché Stone Fists - TN 8 - Your fists momentarily turn to solid stone, roll, or be permanently turned to stone. giving you a +1 die bonus to your next unarmed combat roll. Rive the Earth - TN 22 - A giant 500 feet deep pit appears, large enough to swallow a building.

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Enchanter Level 5 The Enchanter can cast quick curses and blessings in combat, Minor Enchantment - TN 16 - Target equipment gains a spreading equipment bonuses and penalties across the permanent +1 bonus. You may add cumulative +1 bonuses, but battlefield to turn things towards the caster’s favor. The this increases the TN by 1 for every +1 bonus after the first. Enchanter may also take the time to permanently enchant You may only cast this spell once per day, and whether you equipment if the other party members lack the funds to succeed or fail, this spell takes 10 minutes to cast. Failing a purchase enchanted gear on their own. Minor Enchantment roll means that the item may not be further enchanted with any enchantment spell. Combat - This cliché has no direct combat spells Major Blight - TN 17 - Target equipment gives its user a -1 pip bonus for 1 turn. Level 1 Enchantment - TN 18 - Target equipment gains a permanent Minor Aid - TN 2 - Target equipment gives its user a +1 bonus +1 die bonus. You may add cumulative +1 die bonuses, but this for 1 turn. increases the TN by 2 for every +1 die bonus after the first. You Minor Blight - TN 3 - Target equipment gives its user a -1 may only cast this spell once per day, and whether you penalty for 1 turn. succeed or fail, this spell takes 10 minutes to cast. Failing an Minor Bless - TN 4 - Target equipment gives its user a +1 Enchantment roll means that the item may not be further bonus until end of combat. enchanted with any enchantment spell.

Level 2 Level 6 Minor Curse - TN 6 - Target equipment gives its user a -1 Major Curse - TN 20 - Target equipment gives its user a -1 pip penalty until end of combat. bonus until end of combat. Aid - TN 7 - Target equipment gives its user a +1 die bonus for Major Enchantment - TN 21 - Target equipment gains a 1 turn. permanent +1 pip bonus. You may add cumulative +1 pip Minor Transformation - TN 8 - Target must roll a Health based bonuses, but this increases the TN by 2 for every +1 pip bonus cliché roll or turn into a harmless creature for 1 turn. They may after the first. You may only cast this spell once per day, and still use their cliché’s in combat, but anytime they beat an whether you succeed or fail, this spell takes 10 minutes to cast. opponent in a round of combat, that roll only counts as a tie. Failing a Major Enchantment roll means that the item may not be further enchanted with any enchantment spell. Level 3 Major Transformation - TN 22 - Target must roll a Health based Blight - TN 9 - Target equipment gives its user a -1 die penalty cliché roll or turn into a harmless creature permanently. The for 1 turn. target will gain the mindset and abilities of the animal they’ve Bless - TN 10 - Target equipment gives its user a +1 die bonus turned into, and will not remember or be able to use their until end of combat. normal clichés until reverted. If killed, the animal may be Major Aid - TN 11 - Target equipment gives its user a +1 pip resurrected normally into its former being. bonus for 1 turn.

Level 4 Curse - TN 13 - Target equipment gives its user a -1 die penalty until end of combat. Major Bless - TN 14 - Target equipment gives its user a +1 pip bonus until end of combat. Transformation - TN 15 - Target must roll a Health based cliché roll or turn into a harmless creature until the end of combat. They may still use their cliché’s in combat, but anytime they beat an opponent in a round of combat, that roll only counts as a tie.

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Diviner Level 4 The Diviner can see the web of cause and effect, past and Tell Fortune - TN 13 - You read someone’s fortune. On a present and the flow of fate. The Diviner can touch the strands success, you learn 1 important thing that will happen to them that connect it all together and discern locations, information soon. On a failure, you only pick up unimportant (but still and even vague possible futures for people and things. A highly correct) little pieces of their life and future events. skilled Diviner can tug at those strands as well, making their Light of the Heart - TN 14 - You can tell whether someone is own path and affecting the fate and future of their lives more attuned towards the Light, the Grey or the Dark. favorably. Find Destiny - TN 15 - You ask the GM one question about a future event. On a roll of a 3 or more on 1d6, the GM must Combat - This cliché has no direct combat spells answer your question truthfully. They can be as vague and cryptic as they like, so long as their answer is truthful. You may Level 1 only cast this spell once a day. Finder - TN 2 - You find any object that you personally have misplaced. This spell will not work on items that have been Level 5 stolen or otherwise taken from you. The Right Second - TN 16 - You gain a +1 die bonus on your Tidbit - TN 3 - Let’s you know one minor fact about a person, next roll. like their name, age, job, marital status, etc. Won’t let you know Know Consequence - TN 17 - You know if an action you take something that someone is actively hiding. will leave Light, Grey or Dark marks on your soul. Find Fortune - TN 4 - You ask the GM one question about a Find Kismet - TN 18 - You ask the GM one question about a future event. On a roll of a 6 on 1d6, the GM must answer your future event. On a roll of a 2 or more on 1d6, the GM must question truthfully. They can be as vague and cryptic as they answer your question truthfully. They can be as vague and like, so long as their answer is truthful. You may only cast this cryptic as they like, so long as their answer is truthful. You may spell once a day. only cast this spell once a day.

Level 2 Level 6 Seeker - TN 6 - You can find any object that you’ve owned in Perfect Moment - TN 20 - You gain a +2 pip bonus on your next the past 24 hours. roll. Informant - TN 7 - You may know a minor fact about someone, Second Chance - TN 21 - You may reroll the next die roll you even if they are actively trying to hide that fact. fail, at a +3 bonus. Only one Second Chance spell can be Find Future - TN 8 - You ask the GM one question about a active at a time. future event. On a roll of a 5 or more on 1d6, the GM must Find Providence - TN 22 - You ask the GM one question about answer your question truthfully. They can be as vague and a future event. The GM must answer your question truthfully. cryptic as they like, so long as their answer is truthful. You may They can be as vague and cryptic as they like, so long as their only cast this spell once a day. answer is truthful. You may only cast this spell once a day.

Level 3 The Right Moment - TN 9 - You gain a +1 bonus on your next die roll. Tag - TN 10 - You pick someone you can see. You then pick a point in the future, up to a week. At that predetermined time, you get sent precise knowledge of that person's exact location. Find Fate - TN 11 - You ask the GM one question about a future event. On a roll of a 4 or more on 1d6, the GM must answer your question truthfully. They can be as vague and cryptic as they like, so long as their answer is truthful. You may only cast this spell once a day.

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Druid Level 4 Nature is the moving force behind the Druid’s magic. Wild Command Animal - TN 13 - One animal that you can see obeys animals and unknown plants pose no threat to a powerful your commands for one hour. This only works on normal non- Druid, and in combat, the Druid’s transformations are a magical animals. frightening sight to behold. Even within city walls, the Druid has Entangle - TN 14 - The target of this spell is wrapped with vines a few universally useful spells that can cleverly be put to good and roots. Unless they make a Dexterity based cliché roll, they use. The creatures of Cicatrix are immune to Druid spells - will be immobile for 3 rounds. they’re too alien to be considered normal animals. Nature’s Visage - TN 15 - You become an animal with 4 dice in its combat cliché until the end of combat or the end of the Combat - This cliché has no direct combat spells encounter. Add 6 to the TN if this animal also has a special mode of transportation (flying, swimming, small enough to get Level 1 into narrow cracks, etc). Know Plant - TN 2 - Know the exact name for a target plant that you can see. Level 5 Know Animal - TN 3 - Know the exact name for a target animal Friend of Green - TN 16 - You cannot be tracked while in the that you can see. woods. If no one can physically see you, no mundane form of Nature’s Shape - TN 4 - You become an animal with 1 die in its tracking will reveal signs of your passing. combat cliché until the end of combat or the end of the Nature’s Ire - TN 17 - The forest itself attacks and impedes your encounter. Add 6 to the TN if this animal also has a special foes. Any foe following you into the forest must make Strength mode of transportation (flying, swimming, small enough to get based cliché rolls each round the spell lasts or take 1 cliché of into narrow cracks, etc). damage to the cliché they used and are immobilized. Nature’s Facade - TN 18 - You become an animal with 5 dice in Level 2 its combat cliché until the end of combat or the end of the Seek Shelter - TN 6 - Tells you the closest location to a natural encounter. Add 6 to the TN if this animal also has a special uninhabited dwelling, like a cave or a large, hollowed out tree. mode of transportation (flying, swimming, small enough to get Seek Sustenance - TN 7 - Tells you the closest location of into narrow cracks, etc). edible food and drinkable water. Nature’s Figure - TN 8 - You become an animal with 2 dice in Level 6 its combat cliché until the end of combat or the end of the Nature’s Bounty - TN 20 - A magical fruit grows in 3 rounds, encounter. Add 6 to the TN if this animal also has a special from the ground near you. When anyone eats this fruit, they mode of transportation (flying, swimming, small enough to get fully heal back all their damaged clichés. into narrow cracks, etc). Vita Arbor - TN 21 - The target makes a Health based cliché roll. If they fail, they permanently become a tree. Level 3 Nature’s Countenance - TN 22 - You become an animal with 6 Grow Plants - TN 9 - Plants in the area grow at a swift rate. If dice in its combat cliché until the end of combat or the end of they are fruit bearing plants, they sprout enough fruit to feed the encounter. Add 6 to the TN if this animal also has a special you and your companions. mode of transportation (flying, swimming, small enough to get Calm Animal - TN 10 - One animal that you can see becomes into narrow cracks, etc). calm and leaves the area peacefully. If you run into it again, you will have to recast the spell. Nature’s Form - TN 11 - You become an animal with 3 dice in its combat cliché until the end of combat or the end of the encounter. Add 6 to the TN if this animal also has a special mode of transportation (flying, swimming, small enough to get into narrow cracks, etc).

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Cleric Level 4 The Cleric channels magic from the Light to heal the living and Turn Undead - TN 13 - Target undead rolls a Persistent based to impede and injure the undead. A Cleric is an invaluable cliché roll. If it fails, it must leave the area if able. Otherwise, it member of an adventuring team, especially those teams whose will get as far away from the caster as possible. adventures take them to Cicatrix or the more dangerous areas Restore - TN 14 - The target heals 1 die in a cliché of their in Sunder and Primeria. Healing magic cards are the most choice, so long as that cliché does not heal above 4. common cards carried by adventurers, and are often made at a Purge - TN 15 - Any and all temporary negative effects from higher cliché level than required to cast the associated healing hostile magic end on the target and the target’s equipment. spell, in order to ensure success when used. This will not affect any spell that causes a permanent effect.

Combat - This cliché has no direct combat spells Level 5 Sanctify - TN 16 - Once per day, you bless an area (a Level 1 continuous 10 foot by 10 foot area per cliché level of the caster) Detect Undead - TN 2 - You know whether a target creature is that prevents any body placed there from being raised as an undead or not. Werewolves and other werecreatures are not undead creature. This spell lasts 24 hours. considered undead, but this spell will detect zombies, vampires, Rejuvenate - TN 17 - The target heals 1 die in a cliché of their lichs and other undead that are disguised (mundanely or choice, so long as that cliché does not heal above 5. magically) as normal humans. Restore Life - TN 18 - Brings a target back to life. This spell Patch Up - TN 3 - The target heals 1 die in a cliché of their must be cast within a number of days of the target’s death choice, so long as that cliché does not heal above 1. equal to your Cleric cliché. The target takes a -1 die penalty to Life Watch - TN 4 - Choose a target you can see. For the next all rolls for a number of days equal to the total combined levels 24 hours, you’ll be magically alerted if they die. Only one Life of their clichés. Watch can be maintained at a time. Level 6 Level 2 Destroy Undead - TN 20 - Target undead is destroyed unless it Diagnosis - TN 6 - Tells you if the target is wounded, poisoned can make its primary cliché roll against the Cleric’s cliché roll or diseased, and the specifics of each. for this spell. Cure - TN 7 - The target heals 1 die in a cliché of their choice, Renew - TN 21 - The target heals 1 die in a cliché of their so long as that cliché does not heal above 2. choice. Ward Undead - TN 8 - Target undead rolls a Persistent based Resurrect - TN 22 - The target is brought back to life. This spell cliché roll. If it fails, it may not attack you. must be cast within a number of weeks of the target’s death equal to your Cleric cliché. The target takes a -1 penalty to all Level 3 rolls for a number of days equal to the combined total levels of Cleanse - TN 9 - All poison and disease is removed from the their clichés. target’s body. Any cliché damage they took due to poison or disease will still need to be healed on its own. Heal - TN 10 - The target heals 1 die in a cliché of their choice, so long as that cliché does not heal above 3. Holy Power - TN 11 - Target weapon does an additional die of damage against undead, when its user wins a round of combat. This spell lasts until the end of combat.

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Necromancer Level 4 The Dark fuels the magic of the Necromancer. Repeated use of Quench Life - TN 13 - Target makes a Health based cliché roll Necromancy will stain the caster's soul with the Dark, or has their primary cliché reduced to one). regardless of the use and intent of the magic. Most people fear Generate Undead - TN 14 - A dead person or creature Necromancers, for their spells attack the life force of their becomes an Undead Creature (4) under your control until end enemies and raise the dead from their rest to aid them. Over of combat. time, a Necromancer can collect a large undead army, although Permanency - TN 15 - This spell can be cast once per day, and this tends to quickly attract unwanted attention. adds 1 point to your Permanency Pool. A Necromancer can have a number of permanent undead creatures under their Combat - This cliché has no direct combat spells control, so long as the undead's total cliché dice are no more than the number in their Permanency Pool. Level 1 Detect Undead - TN 2 - You know whether a target creature is Level 5 undead or not. Werewolves and other werecreatures are not Desecrate - TN 16 - Once per day, you defile an area (a considered undead, but this spell will detect zombies, vampires, continuous 10 foot by 10 foot area per cliché level of the caster) lichs and other undead that are disguised (mundanely or that reduces the TN required to create undead by 3. This spell magically) as normal humans. lasts 24 hours. Hatch Undead - TN 3 - A dead person or creature becomes an Fabricate Undead - TN 17 - A dead person or creature Undead Creature (1) under your control until end of combat. becomes an Undead Creature (5) under your control until end Death Watch - TN 4 - Choose a target you can see. For the of combat. next 24 hours, you’ll be magically alerted if they die. Only one Snuff Life - TN 18 - Target makes a Health based cliché roll or Death Watch can be maintained at a time. is reduced to 1 in all clichés.

Level 2 Level 6 Scourge - TN 6 - Target makes a Health based cliché roll or The Dark Pact - TN 20 - You become an undead lich. Add 'Lich' takes a -1 penalty to all rolls until end of combat. to your primary cliché. You no longer age. After casting the Create Undead - TN 7 - A dead person or creature becomes an spell, you remove a small bone from your hand and place it in a Undead Creature (2) under your control until end of combat. specially prepared box. So long as the bone remains intact, you Harm - TN 8 - Target makes a Health based cliché roll or lose 1 can never be completely killed - you’ll always come back, no die in a cliché of their choice. matter what. You no longer gain experience, and your soul is tainted forever with the Dark. You are undead as well, and any Level 3 magic or abilities affecting the undead affects you. If you fail Poison - TN 9 - Target makes a Health based cliché roll or casting this spell, you lose 1 die permanently in all clichés. takes a -1 die penalty to all rolls until end of combat. Spawn Undead - TN 21 - A dead person or creature becomes Formulate Undead - TN 10 - A dead person or creature an Undead Creature (6) under your control until end of combat. becomes an Undead Creature (3) under your control until end Extinguish Life - TN 22 - Target makes a Health based cliché of combat. roll or dies. Bolster Undead - TN 11 - All undead in the area gain +2 to their combat rolls until the end of combat.

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Telemancer Level 4 Telemancers manipulate the powers of movement and gravity. Push - TN 13 - Target must make a Strength based cliché roll They can move objects with the power of their magic alone, or be pushed back 10 feet and knocked down. and use sheer force to impede and harass enemies. At higher Constrict - TN 14 - Loose objects in the area fly towards the skill levels, a Telemancer can rip holes in space and teleport target. They must make a Dexterity based cliché roll or take a where they need to be instantaneously. A Telemancer can turn -1 die penalty until end of combat. the objects in an otherwise normal room or battleground into Fly - TN 15 - You can fly, at a speed equal to a brisk run. dangerous weapons. Level 5 Combat - This cliché has no direct combat spells Compress - TN 16 - Loose objects in the area fly towards the target. They must make a Dexterity based cliché roll or take 2 Level 1 dice of damage to a cliché of their choice. Tap - TN 2 - A target that you can see feels a tapping sensation Hold - TN 17 - Target must make a Strength based cliché roll or on their shoulder. they will be unable to move at all for 1 turn. Grab - TN 3 - Any unattended object under 1 pound within 10 Teleport - TN 18 - You and your companions are teleported to feet of the caster flies to their hand. another location. You must have visited the target location in Congregate - TN 4 - Loose objects in the area fly towards the person at least once. target. They must make a Dexterity based cliché roll or take a -1 penalty to their next roll. Level 6 Condense - TN 20 - Loose objects in the area fly towards the Level 2 target. They must make a Dexterity based cliché roll or take 2 Manipulate - TN 6 - You can move an object up to 5 pounds dice of damage to all clichés. without touch, up to 10 feet away. Transport - TN 21 - You can move an object up to 250 pounds Hover - TN 7 - You hover about a foot off the ground. You without touch, up to 500 feet away. cannot move horizontally from the spot you’re hovering at. Baleful Teleport - TN 22 - You teleport to the exact location of Converge - TN 8 - Loose objects in the area fly towards the an opponent. They must make a Dexterity based cliché roll, or target. They must make a Dexterity based cliché roll or take a die as you forcibly eject their body from the space you now -1 penalty until the end of combat. occupy. If you fail to cast this spell, you take a die of damage to your Telemancer cliché. Level 3 Projectile Push - TN 9 - Until the end of combat, non-magical ranged attacks you make gain a +2 bonus. Compact - TN 10 - Loose objects in the area fly towards the target. They must make a Dexterity based cliché roll or take a -1 die penalty on their next roll. Move - TN 11 - You can move an object up to 25 pounds without touch, up to 50 feet away.

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Chronomancer Level 4 The Chronomancer can manipulate time, speeding up or Slow - TN 13 - The target’s next die roll is made at half dice. slowing down time in small areas. Actual time travel requires Quick Night - TN 14 - You compress time for yourself, allowing tremendous power, and the dangers of messing with the time you to get a full night’s sleep in one hour. stream prevent most from trying, save for the foolish and the Time Warp - TN 15 - Until the end of combat, you warp in and desperate. Outside of combat, time magic holds many out of the time stream, to points (usually) where you were in opportunities to help as well - speeding up a group searching a better health. On every turn, roll a d6 and consult the following dungeon, slowing down a spinning blade trap or increasing the table: speed of horses on a long travel are some of the possibilities. 1 - Take a die of damage in any cliché. 2 or 3 - Nothing happens. Combat - This cliché has no direct combat spells 4 or 5 - Heal 1 die in any cliché. 6 - Heal 2 dice in clichés. Level 1 Know Time - TN 2 - You know what time it is, down to the Level 5 minute. Time Stop - TN 16 - Time stops for you. You cannot affect the Alarm - TN 3 - This spell wakes you up at a specified time in world around you, but you may use anything that was on your the future (within 24 hours) when cast. person when you cast the spell. You may remain in this time Quick - TN 4 - On the target’s next roll, they may reroll their stopped phase for as long as you like. If you somehow manage lowest dingle die and take the higher result. to die while under the effects of Time Stop (like falling off a great height, running out of food/water and refusing to end the Level 2 spell to get more, etc) you will decompose, turn to dust and Stutter - TN 6 - On the target’s next roll, they must reroll their vanish in the stopped moment you created, the world moving highest single die and take the lower result. on without you. Swift - TN 7 - Until the end of combat, the target may reroll their Accelerate - TN 17 - Until the end of combat, the target may lowest single die and take the higher result. reroll every roll, taking the higher of the 2 results. Lag - TN 8 - Until the end of combat, the target must reroll their Idle - TN 18 - Until the end of combat, the target must reroll highest single die and take the lower result. every roll, taking the lower of the 2 results.

Level 3 Level 6 Fast - TN 9 - The target may roll their next roll twice, taking the Time Out - TN 20 - Target must roll a Health based cliché roll. If higher of the 2 results. they fail, they may be sent up to 24 hours into the future. The Delay - TN 10 - The target must roll their next roll twice, taking target will disappear from the spot, and reappear at the the lower of the 2 results. designated time, with no sense of time passing. Haste - TN 11 - The target may take 2 separate actions on their Alacrity - TN 21 - The target gets 5 actions, right now. If you fail next turn. to cast the spell, you take a die of damage to your Chronomancer cliché. Stop - TN 22 - Target must roll a Health based cliché roll. If they fail, they cannot act for 5 rounds. During this time, any combat rolls automatically succeed against the target, and the target may not roll to resist spell effects. A Stopped target can still be protected by their allies, of course. If you fail to cast the spell, you take a die of damage to your Chronomancer cliché.

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Stasiomancer Level 4 Order, focus and coincidence are tools of the Stasiomancer. Captivate - TN 13 - The target makes a Willful based cliché roll. Things tend to go right for them all the time. They always have If they fail, they will treat you as they would treat a close family some spare hex when needed, people they meet tend to be in member. This spell does not work in combat. the best moods and projects undertaken by the Stasiomancer Aura of Conjunction - TN 14 - Any long project you’re involved get done well ahead of schedule. Stasiomancer spells are by in (training animals, building a house, teaching students, etc) no means impressive or earth shattering, but the effects are takes a quarter of the time it normally would. consistent and subtly powerful. Blend in - TN 15 - This gives you a +2 pip bonus when trying to hide or blend in with a crowd. Combat - This cliché has no direct combat spells Level 5 Level 1 Ward - TN 16 - The next 3 times you would take a die of Mingle - TN 2 - This gives you a +1 bonus when trying to hide damage to a cliché, roll 1d6. On a 4, 5 or 6, you do not take the or blend in with a crowd. damage. This spell may only be cast once per combat. Salvage Hex - TN 3 - You summon a few hex to your hand that Reap Hex - TN 17 - You summon a large handful of hex to your others have lost or misplaced over time. You gain 1d6 hex. This hand that others have lost or misplaced over time. You gain spell can only be cast once per day. 10d6 hex. This spell can only be cast once per day. Charm - TN 4 - The target makes a Willful based cliché roll. If Aura of Synchronicity - TN 18 - Any long project you’re involved they fail, they will not take any direct action against you in (training animals, building a house, teaching students, etc) (pointlessly raising prices, flat out lying, attacking, etc). This takes a tenth of the time it normally would. spell does not work in combat. Level 6 Level 2 Unify - TN 20 - You blend in perfectly with a crowd. No one will Aura of Concurrence - TN 6 - Any long project you’re involved be able to find you, even if they were to go through person by in (training animals, building a house, teaching students, etc) person. takes half the time it normally would. Evade - TN 21 - The next 3 times you would take a die of Deflect - TN 7 - The next 3 times you would take a die of damage to a cliché, roll 1d6. On a 3, 4, 5 or 6, you do not take damage to a cliché, roll 1d6. On a 6, you do not take the the damage. This spell may only be cast once per combat. damage. This spell may only be cast once per combat. Enthrall - TN 22 - The target makes a Willful based cliché roll. If Beguile - TN 8 - The target makes a Willful based cliché roll. If they fail, they will do literally anything you ask. This spell does they fail, they will treat you as they’d treat a good friend. This not work in combat. spell does not work in combat.

Level 3 Circulate - TN 9 - This gives you a +1 die bonus when trying to hide or blend in with a crowd. Deter - TN 10 - The next 3 times you would take a die of damage to a cliché, roll 1d6. On a 5 or 6, you do not take the damage. This spell may only be cast once per combat. Procure Hex - TN 11 - You summon several hex to your hand that others have lost or misplaced over time. You gain 4d6 hex. This spell can only be cast once per day.

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Chaomancer Level 4 The Chaomancer plays with chaos and confusion. The spells Unlearn - TN 13 - The target makes a Willful based cliché roll. If available cause subtle, rippling changes in the Chaomancer’s they fail, they forget everything about you. area. Most use this magic to create little pockets of Reposition - TN 14 - Objects and furniture in the building or pandemonium so they can do what they like without area change places randomly with each other. This is interference. Their magic can also effectively shut down permanent, until moved back to their normal places. another mage, ripping control of the enemy mage’s magic out Offend - TN 15 - The target makes a Willful based cliché roll. If of their hands. While neither flashy nor powerful, enough chaos they fail, for the next 8 hours every new person they meet will in a situation can be disastrous. fight them (with intentions to subdue, not to kill) or run away from them. Combat - This cliché has no direct combat spells Level 5 Level 1 Bane - TN 16 - The target makes a Willful based cliché roll. If Annoy - TN 2 - The target makes a Willful based cliché roll. If they fail, roll a d6 on the next 3 spells they cast. On a 4, 5 or 6, they fail, for the next 10 minutes every new person they meet the spell has the opposite effect than what was intended. will mildly dislike them. Substitute - TN 17 - Target object (worth 250 hex or less) Trade - TN 3 - Target object (worth 10 hex or less) becomes a becomes a random object of the same value and the same random object of the same value and the same object type object type (weapon, armor, container, etc). (weapon, armor, container, etc). Resystamize - TN 18 - Everything in the building or area Omit - TN 4 - The target makes a Willful based cliché roll. If changes. Even floor layouts (walls, doors, etc) completely they fail, they forget your name. change. This is permanent, until the building is rebuilt and rearranged back to how it was. Level 2 Disarray - TN 6 - Small objects (book sized or less) in the Level 6 building or area change places randomly with each other. This Alienate - TN 20 - The target makes a Willful based cliché roll. is permanent, until moved back to their normal places. If they fail, for the next 24 hours every new person they meet Jinx - TN 7 - The target makes a Willful based cliché roll. If they will try to kill them. fail, roll a d6 on the next 3 spells they cast. On a 6, the spell Calamity - TN 21 - The target makes a Willful based cliché roll. has the opposite effect than what was intended. If they fail, roll a d6 on the next 3 spells they cast. On a 3, 4, 5 Forget - TN 8 - The target makes a Willful based cliché roll. If or 6, the spell has the opposite effect than what was intended. they fail, they forget your name and what your clichés are. Repudiate - TN 22 - The target makes a Willful based cliché roll. If they fail, they forget everything about you, and will never Level 3 be able to remember anything about you ever again. Estrange - TN 9 - The target makes a Willful based cliché roll. If they fail, for the next hour every new person they meet will be unhelpful and argumentative. Curse - TN 10 - The target makes a Willful based cliché roll. If they fail, roll a d6 on the next 3 spells they cast. On a 5 or 6, the spell has the opposite effect than what was intended. Exchange - TN 11 - Target object (worth 50 hex or less) becomes a random object of the same value and the same object type (weapon, armor, container, etc).

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Illusionist Level 4 Visibly affecting the world with illusions can be a very useful Etch - TN 13 - Creates a palm-sized mark on the target, of the way to conceal and trick one’s adversaries. The Illusionist can style and color chosen by you. This is permanent, even on create visions, sounds and situations, twisting the visage of the living targets, until dispelled by choice by the original caster. real world into whatever their mind can dream up. Along with Masquerade - TN 14 - You can change you appearance several utility spells that can help out any adventuring group, an drastically, from looking like a child, to changing gender and Illusionist’s spell list can give a thief or assassin a powerful even to looking like specific people. edge. Invisibility - TN 15 - You become invisible. People can still discern your location if you make sound, stand on soft ground, Combat - This cliché has no direct combat spells or manipulate items in the environment (opening or closing doors, taking objects in plain sight, etc). Level 1 Mark - TN 2 - Creates a palm sized mark on the target, of the Level 5 style and color chosen by you. On nonliving targets, this is Daylight - TN 16 - Fills the area with true daylight. Undead who permanent, otherwise it lasts an hour. are damaged by daylight take full damage from the effects of Glow - TN 3 - Creates a soft glow in the area, as if it were lit by this spell. candlelight or moonlight. Scribe - TN 17 - Inscribes up to a book’s worth of information Apparition - TN 4 - Creates a visual-only illusion. This can be of on the subject. On non-living targets, this is permanent, anything the caster can think of, provided it’s no bigger than 1 otherwise it lasts a day per level of cliché the caster has in cubic foot. Illusionist. Reading the text on the object will cause it to change while reading, allowing a lot of information to fit on a small Level 2 surface. Cache - TN 6 - Makes a small object (3 pounds or less) Phantasm - TN 18 - Creates an illusion that fools all 5 senses invisible. (although no illusion can actually affect anything real). This can Torch - TN 7 - An object shines like a torch. This is permanent, be of anything the caster can think of, and can reach the size of but the Torch spell can also be cast to cancel out a previous a building or large ship. casting of Torch. Guise - TN 8 - You change slight aspects of your appearance Level 6 (hair color, eye color, skin tone, body type, small variation in Facio Mortus - TN 20 - You appear dead to any careful height, clothing, etc). examination. If someone stabs you or otherwise hurts you to see if you’re playing dead, the spell provides realistic effects of Level 3 the damage while you remain unharmed. This spell also Sentence - TN 9 - Creates up to a full sentence of text on the provides fire resistance and air to breathe in case you are target. On nonliving targets, this is permanent, otherwise it lasts cremated or buried. an hour. Semblance - TN 21 - You change your appearance to that of Illusion - TN 10 - Creates an audio-visual illusion. This can be any creature (undead, dragons, Cicatrix creatures, golems, any of anything the caster can think of, provided it’s no bigger than and all these are valid). a person. Obscure - TN 22 - You become completely invisible. You make Nightfall - TN 11 - The area is totally darkened. Torches and no sound (unless you choose to), you leave no tracks, and you other light sources only shine for a couple of feet. have no scent. The spell also casts illusions that cover up things you affect (opening doors, stealing objects, etc).

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Summoner Level 3 The Summoner pulls creatures from distant realms and planes Quick Common Summon - TN 9 - Summons a creature of your of existence to aid in battle. These creatures only stay in our choice that lasts for 1 turn. It has a combat cliché of (3) and plane of existence for a short time, obeying the mental follows your mental commands. commands of the Summoner for the duration of their visit. Amplify Summoning - TN 10 - This spell does not count as an Creatures called with Summoning are usually natural creatures action. When cast with a summoning spell, the summoned that have a penchant for combat, although on occasion, magic creature’s duration is doubled. If this spell fails, the creature is or exotic creatures have been called. The Summoner cliché is summoned normally. not diverse for a magic cliché - all of its spells either summon a Common Summon - TN 11 - Summons a creature of your creature for a period of time, or directly affect a summoned choice that lasts for 3 turns. It has a combat cliché of (3) and creature. follows your mental commands.

Combat - This cliché has no direct combat spells Level 4 Quick Standard Summon - TN 13 - Summons a creature of Note - Summoned creatures act on the turn after they are your choice that lasts for 1 turn. It has a combat cliché of (4) summoned. So, if the summon has a duration of 1 turn, you first and follows your mental commands. summon them, then they act on the next turn, then they Unsummon - TN 14 - Target summoned creature must make disappear after that. A Summoner can only have one non- their cliché roll or vanish. familiar creature summoned at a time, and when killed, a Standard Summon - TN 15 - Summons a creature of your summoned creature vanishes. choice that lasts for 3 turns. It has a combat cliché of (4) and follows your mental commands. Level 1 Quick Paltry Summon - TN 2 - Summons a creature of your Level 5 choice that lasts for 1 turn. It has a combat cliché of (1) and Quick Prodigious Summon - TN 16 - Summons a creature of follows your mental commands. your choice that lasts for 1 turn. It has a combat cliché of (5) Summon Familiar - TN 3 - Summons a small natural animal and follows your mental commands. (with a number of dice in its cliché equal to half your Summoner Poach - TN 17 - Target summoned creature makes a cliché roll. cliché, rounded up) to serve permanently as your familiar. It can If it fails, it falls under your control for the rest of its duration. do small tasks for you within reason, and even aid in combat. If This creature still counts as the original caster’s one summoned your familiar dies, you take a die of damage to your Summoner creature, and does not count as the one summoned creature cliché, and may not summon a new familiar or heal your for the caster who cast Poach. Summoner cliché for 24 hours. Prodigious Summon - TN 18 - Summons a creature of your Paltry Summon - TN 4 - Summons a creature of your choice choice that lasts for 3 turns. It has a combat cliché of (5) and that lasts for 3 turns. It has a combat cliché of (1) and follows follows your mental commands. your mental commands. Level 6 Level 2 Quick Supreme Summon - TN 20 - Summons a creature of Quick Trivial Summon - TN 6 - Summons a creature of your your choice that lasts for 1 turn. It has a combat cliché of (6) choice that lasts for 1 turn. It has a combat cliché of (2) and and follows your mental commands. follows your mental commands. Urgency - TN 21 - You may only attempt to cast this spell once Regenerate - TN 7 - Heals 1 die of damage to your summoned per day. All your summoned creatures can attack the moment creature or familiar. they are summoned, for 24 hours. They still last their normal Trivial Summon - TN 8 - Summons a creature of your choice duration (for a total of 2 attacks for the quick summons, or 4 that lasts for 3 turns. It has a combat cliché of (2) and follows attacks for the other non-quick summons). your mental commands. Supreme Summon - TN 22 - Summons a creature of your choice that lasts for 3 turns. It has a combat cliché of (6) and follows your mental commands.

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Unusual Skills: Alchemy in Arcadomai

What lies within As stated in the core Arcadomai setting, potions and other alchemical items are mostly unknown in the world, being supplanted by magic cards (which are easy to use and easy to make) and by supportive magic clichés (which are reasonably common, supportive magic clichés being taken as a secondary cliché by many adventurers, even those of non-magical primary professions).

Still, there are those who are driven to relearn the ancient art of alchemy, making potions according to ancient texts and selling them (quite cheaply) to desperate or daring persons. Ancient texts speak of potions of great power, able to heal multiple wounds, temporarily turn normal men into powerful heroes and help unleash powerful magical surges through normal spellcasting.

While potions can have amazing effects, they’re nothing close to reliable. It takes great skill to make a potion with a singular, reliable effect. Most adventurers know that drinking a potion is a last-ditch effort. They know that there’s a chance that the potion’s main effects can be harmful, and that there could be nasty side effects as well. But, when faced with certain doom, and all your supplies have run out, that unlabeled, chunky potion might, just might save your life.

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The Alchemist cliché Final roll of 8 to 14 In Arcadomai, the Alchemist cliché may be picked like any This attempt creates a batch of random potions. The GM rolls other at character creation. It has the standard limit of 4 dice at for a random Potion Type and again for a Random Potion character creation and it can be double-pumpable if the player effect. This method is also used to determine the effect of desires (although that may not be desirable - see the rules on drinking a randomly found potion. The GM may add side effects side effects below). The tools of the trade include a portable to a randomly found potion at their whim. stove, several glass beakers, flasks and potion bottles, scales and a case filled with separate pouches of ingredients and Final roll of 15 to 21 containers of assorted liquids. This attempt creates a batch of potions within the group of the desired potion. The Potion Type is the same as the Potion It takes about an hour to brew a batch of potions - the process Effect the player selected, but the exact Potion Effect is rolled will yield 1 to 6 potions, determined by a die roll. A batch of randomly. potions will all have the same effect - once the batch is made, the GM will roll any random aspects of the potions, which Final roll of 22 or more applies to the whole batch. This attempt creates a batch of potions with the exact effect desired by the Alchemist. If the Alchemist attempts to make this The Alchemist’s roll determines how precisely the potions are same potion again in the future, they receive a +4 to the roll made. Every potion has a Potion Type, and a Potion Effect. (but any Side Effects rolled will be duplicated as well). The Alchemist may be able to pick these on their own, or they may be rolled randomly, determined by how well they roll. An Potions Alchemist may pump their cliché roll to either add dice to their The following charts show the Potion Types, Potion Effects, main roll, or to add dice to the number of potions made. Lucky Side Effect Types and Side Effects of potions. Most randomly Shots and appropriate Questing Dice may also add to either the rolled effects are not apparent until the potion is used. Some cliché roll or the amount of potions made. Adding dice is risky specific Side Effects affect the potion itself - if it’s an obvious though - for every single extra die rolled, the GM will also roll effect, it will be noted in the Side Effect entry. randomly for a Side Effect. So, if you end up adding 3 dice to your roll, the GM will roll 3 times on the Side Effect charts. The lists provided here are presented as a baseline for alchemy Bonuses from bonus gear do not add side effects, but alchemy in Arcadomai. Add and swap in your group’s own effects and bonus equipment is exceedingly rare. side effects to tailor this list to your campaign’s tone, and for any effects that the GM feels are particularly interesting, If you get the same results while rolling for multiple side effects, surprising and/or humorous. then continue to roll until you have a unique set of side effects for the number of extra dice added. Potion types 1 - Healing potion - These potions directly affect the drinker’s The Alchemist cliché is only good for making potions - each health. alchemy attempt results in a uniquely colored, smelling and 2 - Combat potion - These potions affect the drinker’s ability in tasting batch of potions, making identification nearly impossible. physical combat 3 - Skill potion - These potions affect the drinker’s skillfulness in Making the roll non-combat situations When making a batch of potions, the Alchemist first chooses 4 - Magic potion - These potions affect the drinker’s ability in what precise Potion Effect that they’d like. The final results of using magic. their cliché roll determine how closely they got to their desired 5 - Physical potion - These potions make a temporary change result. The player is not aware of any random effects (either for on the drinker’s physical body. Potion Effect or most Side Effects) rolled by the GM, but they 6 - Mental potion - These potions make a temporary change on are aware of what aspects of the potion are random. the drinker’s mental state.

Final roll of 7 or less Something went very wrong in the attempt to make this batch of potions. The GM rolls for a random Potion Type and then for a random Potion Effect. This result also adds a Side Effect to the potion, in addition to any Side Effects rolled for extra dice.

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Healing potion effects (Magic potion effects, continued) 1 - Vile Toxicant - The drinker loses 2 dice in their primary 4 - Artillery - Combat uses of magic by the drinker gain a +1 die cliché, and 1 die in another cliché of their choice. bonus until the end of the encounter 2 - Poison - The drinker loses a die in their primary cliché. 5 - Wisdom - The drinker automatically succeeds at the next roll 3 - Remedy - The drinker heals a die in a cliché of their choice. to determine if their magic using cliché increases at the end of 4 - Medicine - The drinker heals 2 dice in a cliché of their the game session. choice. 6 - Archmage - All of the drinker’s magic clichés are now 5 - Restorative - The drinker heals 3 dice in a cliché of their double pumpable until the end of the day. If any cliché is choice. already double pumpable, then it becomes triple pumpable, 6 - Elixir - The drinker heals all dice in their damaged clichés. giving 3 dice for each die the mage sacrifices the following turn. This potion also gives the drinker a surge of confidence, along The day after this potion is used, the drinker is unable to use with a feeling of invulnerability. any magic cliché.

Combat potion effects Physical potion effects 1 - Blood Thinner - If damaged in combat, the drinker will lose a 1 - Paralysis - The drinker drops to the ground, unable to move die in that same cliché every turn until healed, or until that or speak. This lasts until the end of the encounter. cliché drops to zero (causing death). 2 - Polymorph - The drinker turns into a random small animal 2 - Muscle Relaxant - The drinker’s muscles relax greatly, (nothing bigger than a cat). This lasts until the end of the making it hard to use weapons effectively and affecting encounter. If this potion was made intentionally, the Alchemist coordination. This causes the drinker to take a -1 die penalty to may choose the animal that the drinker turns into. all combat rolls. 3 - Brawn - The drinker gets a +2 dice bonus to their next roll 3 - Strength - The drinker wins ties until the end of combat. involving brute strength 4 - Energy Surge - The drinker gets a +1 die to their next 4 - Nimbleness - The drinker gets a +1 die to any roll involving combat roll. dexterity until the end of the encounter 5 - Assault - The drinker gets a +1 die to combat rolls until the 5 - Resistance - The drinker gets a +1 die to any roll to resist end of combat. anything (hostile magic, poison, disease, intimidation, etc) until 6 - Liquid War - The drinker rolls every combat roll twice and the end of the day takes the better of the two rolls until end of combat. They must 6 - Transformation - The drinker turns into a powerful beast or also pump their combat cliché by at least one for every roll. monster until the end of the encounter. This beast has a combat cliché of 5 dice, but the drinker may not use any of their Skill potion effects original clichés. If this potion was made intentionally, the 1 - Clumsiness - The drinker takes a -2 die penalty to all rolls Alchemist may choose the beast that the drinker turns into. involving physical activity for the rest of the encounter. 2 - Forgetfulness - The drinker talks a -1 die penalty to all rolls Mental potion effects involving memory or knowledge until they get a full night’s 1 - Amnesia - The drinker forgets everything they know. They sleep. may not use any of their clichés. At the start of each day, they 3 - Focus - The drinker chooses one non-combat, non-magical may remember one of their clichés again and use it normally. cliché. They get +2 dice with that cliché until the end of the This persists until all clichés are remembered. encounter. 2 - Sleep - The drinker becomes very drowsy. They are able to 4 - Glibness - The drinker may reroll the next 3 rolls they make sleep in any situation, regardless of motion or noise. The when attempting to directly affect a social situation. drinker takes a -1 die penalty to all rolls until getting a full 5 - Stealth - Until the end of the encounter, when making a roll night’s worth of sleep. to be hidden or to be silent, the drinker’s rolls are counted as if 3 - Recall - The drinker can recall any one memory or fact with they rolled all sixes on their dice. perfect clarity. 6 - Perfection - The next roll made with a non-combat, non- 4 - Perception - The drinker automatically succeeds at their magical cliché automatically succeeds, no matter how high the next roll to notice something important (a funny smell, a faint TN or opposing roll. sound, a hiding opponent, etc). 5 - Meditation - The drinker’s mind clears and refreshes Magic potion effects completely, giving the drinker the feeling of hours of peaceful 1 - Calamity - The drinker must pump their next magic using meditation in the span of a moment. They heal all non-combat cliché roll with all dice available in that cliché, leaving them with clichés fully. zero dice in the cliché once the pump wears off. The spell cast 6 - Genius - The drinker may immediately roll for advancement affects everyone in the area as well. on all their clichés. If none of the rolls succeed, they go into a 2 - Anti-magic - The next spell cast by the drinker automatically psychotic episode, laughing, crying and rambling on about the fails. secrets of the universe and whatnot. This psychotic frenzy lasts 3 - Arcane Lore - The next non-combat use of a magic cliché is for the remainder of the day. rolled twice, taking the better of the two rolls.

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Side effects (Physical side effects, continued) To determine the Side Effect Type, roll a single die and divide 2 - Unusual Feature - The drinker gains an unusual physical by two, rounding up. feature. Skin color changing to something odd (green, bright blue, zebra patterned, etc), growing small horns, a tail, small 1 - Potion side effect - These side effects change the and useless wings, a third eye - something unusual, very composition of the potion itself. obvious, and not incredibly useful. This effect lasts until the end 2 - Physical side effect - These side effects make a temporary of the game session. change on the physical state of the drinker. 3 - Allergies - The drinker begins sneezing uncontrollably. This 3 - Mental side effect - These side effects make a temporary ruins many social interactions and makes stealth impossible. change on the mental state of the drinker. This effect lasts until the end of the encounter. 4 - Magic Allergy - Any spell cast on the drinker does a die of Potion side effects damage to their primary cliché. Losing a round of combat to 1 - Disgusting - The potion tastes like a combination of dirt, magic causes the potion drinker to lose 2 dice instead of 1. This sulfur and rotten fruit. The drinker must make an endurance only effects spells cast by other people on the person affected based cliché roll (roll a die and add 10 for the TN), or throw up by this side effect. Spells cast by the person affected are cast the offensively vile potion, gaining none of the Potion Effects. normally, and they can cast spells on themselves without This is an obvious side effect, noticeable prior to drinking the causing a die of damage. This effect lasts until the end of the potion. encounter. 2 - Chewy - The potion has congealed into a tough, rubbery 5 - Shrink - The drinker shrinks down to about 6” in size. In mass, and must be dug out of the potion bottle and chewed up contests or combat with normally sized person, they only roll at to have any effect. In combat, it takes 3 turns to eat this potion half dice. The drinker’s clothing and equipment do not shrink before the effects kick in. This is an obvious side effect, with them. This effect lasts until the end of the encounter. noticeable prior to eating the potion. 6 - Scent - The drinker begins to put out an odor that attracts all 3 - Short Lived - This potion goes bad if not used within 24 the wildlife and other animals in the immediate area. The hours of being made. Once it goes bad, the potion does nothing wildlife attracted will see the drinker as their preferred food, at all, save for gaining a strong sour taste and smell. This is an attacking and attempting to eat them. This effect lasts a week. obvious side effect once the potion goes bad, noticeable prior to drinking the potion. Mental side effects 4 - Fizzy - The potion is extremely fizzy, bursting from the 1 - Blindness - The drinker is struck blind. They roll at half dice potion bottle when opened. The drinker must make a dexterity when performing any action that involves sight. This effect lasts based cliché roll (roll a die and add 10 for the TN), or the potion until the end of the encounter. is lost as it erupts from the bottle. 2 - Silent - The drinker is struck deaf and mute. Many social 5 - Boiling - This potion contains a constant alchemical reaction skills are hampered by this, and spellcasting is done at half that renders it extremely hot. Drinking this potion causes a die dice. This effect lasts until the end of the encounter. of damage to the drinker’s primary cliché. This is an obvious 3 - Paranoia - The drinker suffers from extreme paranoia, side effect, noticeable prior to drinking the potion. thinking enemies surround them. Until losing at least half their 6 - Explosive - This potion is very unstable, and will violently dice from combat, the sufferer of this side effect will attack explode if jostled. Any fall that causes damage, any strike to the anyone within sight. body with a physical weapon, and taking damage from any 4 - Devotion - The drinker becomes completely devoted to the form of offensive magic will cause it to explode. This causes 1 next person who directly interacts with them. If that person is die of damage to the primary cliché of the person carrying the the appropriate gender, they’ll see this as true love. If the potion. If they’re carrying multiple potions from the same batch, subject of their devotion is not of their romantically preferred all will explode at once, doing 1 die of damage for each potion gender, then they’ll feel a bond with them akin to close family. carried. Drinking this potion has no adverse effect - the The sufferer of this effect will do anything for that person, so explosive property is lost once the potion’s effect occurs. long as that action would not directly harm themselves. This effect lasts until the end of the game session. Physical side effects 5 - Levity - The drinker suddenly breaks into song and dance. 1 - Gender Swap - The drinker changes gender instantly. This This makes stealth impossible, and imposes a -1 die penalty to effect lasts until the end of the game session. Drinking another any roll requiring physical activity. This lasts until the end of the potion from the same batch will switch their gender back to encounter. Players are encouraged to act out their character’s normal. song and dance. 6 - Hallucinations - The drinker has powerful hallucinations. Whether visions of fearsome, threatening monsters, or of peaceful, enthralling beauty, the drinker is completely incapacitated. This lasts until the end of the encounter.

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Arcadomai

Player Character Sheet

Name: Player: Cliché name and dice Age: Gender: Bonus gear Dice lost Race (if non-human):

Tools of the trade Lucky Shots (Circle sets available)

□□□ □□□ □□□ What the cliché is good for

Questing Dice (Circle sets available) □□□□□ □□□□□ Cliché name and dice

Sidekick/Shieldmate Bonus gear Dice lost

Name and/or description Tools of the trade

Cliché name and dice Dice lost What the cliché is good for

Cliché name and dice Dice lost Cliché name and dice Hook Bonus gear Dice lost

Tools of the trade

What the cliché is good for Character Description

Cliché name and dice

Bonus gear Dice lost

Tools of the trade Hex: What the cliché is good for 74

Arcadomai Player Character Sheet - page 2

Tale:

Character Portrait

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Join us again sometime, fellow traveler This concludes the world of Arcadomai. All it needs now is a group of adventures to delve into it, and a GM to steer them towards excitement and mystery. If you have any questions or comments, please email them to [email protected] and I’ll be more than happy to get back to you.

Adventure on, and may the Light guide you.

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