Professional Documents
Culture Documents
by Dan Suptic
a fantasy setting for use with S. John Ross
People
She was a tall one, and a beauty too. I could tell she would be
fun for a romp in the hay, if you catch my drift. Didnt know until
later she had a jealous fianc, and that he was a damned
pyromancer. Oh well, any tryst you can walk away from..." Gulaviar Poetaro, bard.
Religion
What do you mean, What do you believe in? - usually heard
in any conversations about religion.
A long time ago, there were 3 gods; beautiful Primiar, patient
Scar, and selfish Rage. Primiar created the world with her will
and curiosity. Scar slowly tamed and stitched the new creation
into form and function, while Rage destroyed all that he felt was
unnecessary. It was balance, not perfect, but workable. After
seeing races of man and beast rise and fall, and the slow
degradation of harmony, the 3 gods grew tired and left. As an
afterthought, Rage made a half-hearted attempt to destroy
Arcadomai after Primiar and Scar had left, summoning a star
from the heavens and crashing it into the world. While this did
significant damage, it only left a world-long strip of ruined land
as opposed to causing the complete destruction of Arcadomai.
Character creation
Characters are created with the normal Risus rules, starting at
10 dice total with a maximum single clich level of 4. Advanced
options I, II and III are all used (Hooks and Tales, Pumping
Clichs and Double-Pumps). Lucky Shots, Questing Dice and
Sidekicks/Shieldmates may also be used (from the Risus
Companion) at the GMs option. Gear and any spare hex
should be determined by clichs chosen with the GMs
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
(from Rage).
Races
The dominant sentient race of Arcadomai is Human. Countless
wars for territory and natural human ambition have all but
driven the other sentient races from Arcadomai. Being an Elf,
Dwarf or other fantasy race is possible for players, but nonhuman races are usually regarded with great suspicion and
dislike. Those races special skills and talents do offset this
animosity a little. GMs should remember to give extra perks to
those who play a non-human race, with whatever seems
appropriate to the race in question (usually give easier TNs for
tasks and skills appropriate to the race in question). There is
about 1 non-human for every 1000 humans on Primeria and
about 1 non-human for every 100 humans on Sunder. No
sentient humans or non-humans live on Cicatrix, due to the
conditions detailed in the Cicatrix location entry later on.
Language
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.
Arcadas written form is runic in nature, using a phonetic
alphabet of letters to combine into any of Arcadas 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 knowhow to translate any ancient texts found in these languages,
and may even be somewhat fluent in another language
themselves.
Combat clichs
Do you see that? Ive never seen anyone carry a claymore like
that before. Five hex says he gets killed by the first guy he
picks a fight with... THUD ...you owe me five hex. - Daeg the
Rat, beggar, former mercenary.
Skill clichs
Sure, being a peasant isnt the most interesting life, but the life
expectancy is nicer. Unless you can show me an adventurer
type over 40 years old, I'm more than happy to stay in the
fields, thanks. - Julia Gander, peasant.
Magic clichs
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 clichs are the magical clichs of the world.
Magic in Arcadomai is highly specialized - there are no generic
Wizard or Sorcerer clichs. While any other clich can be
chosen as a double pump clich, magic clichs tend to be
double pumpable much more often than non-magical ones. The
following magic clichs 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.
Loot
+ (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
any roll with the sword. While this definitely appears to be the
weakest bonus, occasionally items come with a great bonus of
this type. Lord Gunther, mightiest Paladin in Arcadomai, carries
a +16 greatsword, but generally, items with more than a +4
bonus are unusual and hard to find.
---Note: Certain spells and effects can give you a minus
(number) to your rolls. This cannot lower your final roll below
the number of dice you rolled. Therefore, if you are a Soldier (3)
and have a large minus (number) to your roll, your minimum
final roll result is a 3.
Hex
Take away the happy looks on the crowds faces. Take away
the honorable and skilled combatants. Take away the cheers,
the music, the food, and the glamour. All I love is the sound of
hex being poured in my pockets - Darren Axesmith, arena
master
Skill gear
I need some oil, metal springs, cogs, tension coils, glue and
flexible metal rods. Yes, this purchase is entirely legitimate. Sandi the Quick, master thief.
Like weapons, most skill gear (lockpicks, bards instrument,
etc.) is standard starting equipment, costing only about 10 to 15
hex to replace all of it for a skill clich. Bonus gear of all types
is available for all clich types, and follows normal equipment
rules for prices of bonus die equipment. 2 examples of bonus
equipment follow:
Magic gear
A mage taps into powerful fundamental energies to fuel their
spells, carefully siphoning a bit of power from the arcane
maelstrom churning beneath the physical world. Only a foolish
or desperate mage would dare to use such power without a tool
to focus it through. Adaek the Wise, Professor of Divination of
the Arcane College.
Most basic weapons and armor are standard starting gear for
clichs. 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 clich types, and follows normal equipment
rules for prices of bonus die equipment.
For magic staves, bonus gear of all types are available for all
magical clichs, and follow normal equipment rules for prices of
bonus die equipment. Each staff is connected to a certain
clich of magic, and only adds its bonus to that type of magic.
Thus a Pyromancer staff only adds its bonus to the
Pyromancer clich, a Diviner staff only adds to the Diviner
clich, etc.
Wands may be of any bonus type, but only cost half the listed
cost for bonus gear. This is because wands only add their
bonus to one particular spell, and only a mage of the
appropriate school of magic can use it. So only a Necromancer
can use a +1 die Wand of Create Skeleton, and only an
Aeromancer can use a +4 pip Wand of Create Soothing
Breeze. Wands add bonuses only to specifically listed spells
(either in the Spell Compendium or a spell detailed by the GM
and player), not to a mage's combat ability with a school of
magic. To get bonuses in combat, a mage will have to employ a
staff as opposed to a wand.
Magic cards
I dont like them at all. Magical cards that can give powers to
anyone who buys them? We have enough trouble keeping law
and order around here. Do I use them? Well, of course. But,
see, Im a guard. Im a good guy. - Thomak, city guard.
Magic cards can be a bit unreliable, but they're great for letting
non-mages dabble with powers normal unavailable to them.
Other items
Arcadomai is filled with magic items, due to the strong arcane
energies that power the world. GMs are free to come up with
anything that seems interesting and useful. A few items are
presented here to help spark the imagination.
Hex Armor
This suit of armor is made entirely of uninscribed hex, fused
together to fit an individual by a powerful Geomancer. It
provides a +5 dice bonus to any combat situation where being
almost unkillable is useful...which is pretty much any combat
situation. The natural rage of Cicatrix radiates from this armor
as well - while worn, any clich can be used as a combat
capable clich. It costs about 1500 hex to get a personalized
suit made, even if you can find a suitably powerful Geomancer
to take the time to make it for you.
Smoking Pipe
This pipe is enchanted to never run out of tobacco. Its always
the favorite tobacco of the owner, and even persists in keeping
lit in rains and high winds. A simple command word stops the
tobacco from burning, or starts it burning again. These items
cost about 10 to 20 hex, depending on the quality of the pipe
itself.
Lucky Charm
This small charm gives the owner a +1 die bonus to one roll.
After that, the charm breaks and becomes useless. These
charms are usually clay or metal discs that have been
enchanted with a special luck symbol, and cost anywhere from
5 to 10 hex depending on demand and availability. Owning
multiple Lucky Charms is a bad idea - when one is used, all
Lucky Charms owned by the user activate at once and are
used up, while still only giving a +1 die bonus to the roll.
10
Primeria
Id much rather live on Primeria than that horrible continent,
Sunder. Theyve got horrible beasts, robbers, thieves, and all
sorts of unpleasantness. Ill gladly take life here, thank you. Irena DeVault, Corlavi citizen
Corlavi
Corlavi is the largest city in Arcadomai. It houses about
500,000 people, all from different walks in life. The housing
districts range anywhere from cheap slums (20 hex a month for
a small 1 bedroom) to giant mansions and manor houses (300
to 500 hex a month for the smaller ones). Larger mansions and
manor houses almost always belong to royal or political
families, and are available on inheritance only. Arcadomai has
many training facilities, from the royal guard barracks, to the
towering Arcane College. Finding a job in Corlavi is easy anyone is willing to hire simple labor for a few hex a day, and
people with more professional goals will find great places to
start almost any career imaginable. Corlavi can outfit an
adventurer of any type as well; in the loud market districts,
there are literally hundreds of different shops selling anything
imaginable.
Primeria was blessed by Primiar when she left the world, giving
its inhabitants a feeling of peace and unity. Of course, over the
countless ages, these feelings of cooperation and compassion
have died down a bit, but Primeria is still the most civil of the
three continents. Geographically, most of the continent of
Primeria is verdant grasslands, with some notable forests,
lakes and a range of mountains towards the north.
All the laws in Arcadomai originate from the great Council here,
even though the laws are really only respected in Primeria.
Adventures in Corlavi can keep a group of PCs busy for
months. Even with the city guard making a great presence
here, theres enough small time criminals to catch, outbreaks of
monsters to contain and all sorts of other odds and ends to tie
up for anyone willing to sign on.
Places
Talonstrike Mountains
The main mountain range in Primeria lies in the northern
regions of the continent. These great mountains house a lot of
interesting creatures, including the main population of
Arcadomais 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 dragons lair.
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Gravelight
This bizarre city is entirely populated with the undead, plus a
few living guards borrowed from Corlavi. In the middle of this
city stands a great obelisk of black stone, carved with many
glowing runes and sigils. This obelisk is simply called the
Gravestone, and emanates a strange necromantic power. Any
undead within 5 miles of this stone remembers their entire life
they had in perfect clarity, and are returned to their normal
cognitive abilities. Therefore, the undead of Gravelight are
content to live their un-lives as they had in life. The Gravestone
also supplies the undeads requirement for continued
sustenance. Thus, vampires dont need blood, ghosts dont
need raw emotion, zombies dont need brains, etc. The living
town guards are given quite nice housing in compensation for
having to stay in this undead city. Their job is to corral any stray
undead found outside of Gravelight into the city (so they stop
causing trouble and just live like normal), and to stop anyone
from destroying or tampering with the Gravestone.
Other places
Primeria has many towns and cities, and many other places of
interest. Primiars old blessing still flows quietly through this
continent. Things here tend to be more orderly, and people
tend to be more peaceful, if just by a little bit.
12
Sunder
Id much rather live on Sunder than that boring continent,
Primeria. There, its all politics and rules. Nothing interesting
ever happens, and you cant even come up with anything fun to
do that doesnt break at least 5 laws. Ill gladly take life here,
and the Dark can take those who think different. - Vek
Bloodpaw, Sunder barbarian
Chaocisca
This is the largest and most hospitable city in Sunder. It is
currently ruled by a warlord named Kurias. His law is simple Do what you like, but when times of war come, stand and fight
for Chaocisca. He constantly conducts small raids on nearby
towns, and keeps those willing to fight as new soldiers for his
city. Chaocisca is a port city, and most visitors come to Sunder
through here.
The city boasts a great arena, where most of the local populace
spends its free time. Bets are taken on winners, and the arena
masters always find new and interesting monsters for gladiators
to fight. Once in a while, they sometimes even find a creature
from Cicatrix that they can goad into battle.
Housing here is cheap and dirty - the only nice place to live is in
the fortress of Kurias. Shops sell whatever they can scrounge
up, and usually have to be haggled down before prices look
anything close to reasonable. Its unwise for visitors here to be
out after dark, as thievery is rampart in this town. Most natives
of Chaocisca know to carry expendable valuables for the
thieves here. The city here also has a small but notable nonhuman 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.
Other places
Sunder has many small towns and villages and other
interesting places. There are even small camps entirely
composed of non-humans. The world here moves of its own
free will - things are built and people behave pretty much
however they feel.
13
Cicatrix
That place has creatures I could never imagine. By night, their
howls and strange language dance on the air and chill the
bones. I miss those I took with me, but am glad I returned to tell
the tale. 12 hex? Thank you sir, just put it right in my cup here Id shake your hand if I still had arms. 4 more hex? Youre a
saint. May the Light be with you. - Adam Tirkin, former
adventurer
Old lands
When Cicatrix was formed, most of the lands that occupied the
area beforehand were completely destroyed. However, on
some of the islands surrounding the main continent, there are a
few places of normal earth, and even occasionally an ancient
structure or two still mostly intact. Corlavis Council pays a lot
for any items retrieved from these areas, and a devoted sect of
scholars and scribes work continuously to decipher any
information about the inhabitants of these destroyed lands.
14
Wallcat
These bizarre cats are found in city areas. Not only are they
smarter than regular cats, these cats can also walk on walls
and ceilings. In combat they make oblique surface to surface
jumps, raking enemies with razor sharp claws. The can be
identified from regular cats in that their tail splits in two from
about 1/3 of the way to the end. They tend to be a bit of a pest,
stealing food and valuables, breaking things for no good reason
and attacking people without provocation. Occasionally a
wallcat will adopt a human owner, loyally guarding them and
their homes for food and shelter.
Creatures
Wallcat
Gravity Defying Mass of Claws and Fur (2)
Golem
Golems are created by mages and usually perform menial
tasks. While normally under the control of their creator, golems
sometimes go berserk because of wayward spells or deliberate
magical curses. Golems can be made from any solid material,
but stone and wood are the most common. Golems can only be
harmed by magic, or magically enchanted weapons - if you
succeed a round of combat with a non-magical weapon, it only
counts as a tie.
Primeria
Watch for turtles - a Primeria cautionary saying
Dragonblood Turtles
These turtles have large, dragon-like wings sprouting from their
shoulders. Theyre usually peaceful, unless someone disturbs
their nest. Then they take to the air, recede into their shell, and
drop like a rock onto the interloper with surprising accuracy.
They use this tactic on the first round of combat; they always
pump their clich up to the point of leaving them 1 die left
(representing their dive bomb attack), then snap at the enemy
on the ground.
Wood Golem
Mindless and Powerful Automaton (2)
Stone Golem
Mindless and Powerful Automaton (3)
Dragonblood Turtle
Accurate Rock-hard Projectile from the Skies (3)
Steel Golem
Mindless and Powerful Automaton (4)
Gemstone Golem
Mindless and Powerful Automaton (6)
Dragon
Dragons come in all shapes and sizes, and in many different
types. They tend to be hostile and solitary, but a few
goodhearted ones have been known to exist. They are all
intelligent and cunning, and very protective of their homes.
They usually reside in the Talonstrike Mountains. All their dice
are double pump dice, and they are built like characters, save
that they usually have much more dice available to them.
Dragons can talk, and enjoy mocking their prey before a kill.
Burning Wasp
These dangerous insects ignite whatever they sting. While
quite weak, their flammable venom lets them have a bonus in
combat. They tend to build nests of ash and mud in the corners
of old buildings. Theyre extremely territorial and will attack any
who come near.
Burning Wasp
Stinging Insect with Flaming Venom (1) +2 dice
Gorvexis
Acid Spewing Dragon [5]
Raging Reptilian Beast [4]
15
Sentipede
These man-sized centipedes live in some of the caverns and
caves found in Primeria. They are somewhat intelligent, and
can use weapons and armor. A few have even been found
using enchanted gear. They walk on the back half of their legs,
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
threatened.
Water Devil
Quick and Fluid Watery Construct (2)
Sentipede
Man Sized Insect Warrior (3)
Needle Crow
These avian menaces can shoot thin, feather-like darts from
their wings. They are almost always found in groups, yet
always attack in single units. The razor sharp darts are easy to
throw, giving the thrower a +1 to the combat clich they use
with them.
Air Devil
Spinning Tornado of Air (3)
Metal Devil
Sharp Metallic Beast (4)
Sunder
Oh, thats a good one! Catch it, itll fight like mad! - Elvirae
Crule, arena herder
Saddle Gator
These overgrown and surprisingly swift alligators have a dip in
their back, perfect for sitting in. While normally violent and
uncontrollable, they can be trained, if training is done from the
gators hatching. These make terrific mounts and are also
capable combatants on their own. Most fighters who use them
as mounts ride them quickly into battle, then dismount and fight
alongside these creatures.
Needle Crow
Dangerous Arial Assailant (2) +1
Severing Spider
These giant spiders walk on legs that are as thin and sharp as
daggers. The web they spin is so thin and strong that, opposed
to being stuck to it, it slices and impairs those who walk into it.
These arachnids attack with their front two legs, puncturing and
slicing any they see as prey (including humans). Their sharp
legs give them a +1 pip bonus, and daggers made from their
legs will have the same quality.
Severing Spider
Bladed Arachnid (3) +1 pip
Leaping Snake
These poisonous snakes can coil up and leap amazing
distances to strike at a foe. They usually pump 1 die up, strike
and then recede and wait for their quarry to die. If anyone loses
a clich to a leaping snake, have them roll a die. On a 1-4 they
lose a die in a clich of their choice next turn, and must roll
again each turn (losing a die every turn) until dead, or until they
roll a 5-6.
Leaping Snake
Venomous Snake (2)
Fire Demon
Annoying Burning Pest (2)
Rat Dog
These large dogs have a head and a tail like a rat. They hunt in
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
noticeably stronger than the rat dog team, they will divvy up
and force the PCs to attack on a 1 to 1 basis.
Earth Demon
Obstinate Earthen Brawler (3)
Necro Demon
Ravenous Necrotic Horror (4)
Rat Dog
Large Canine Vermin (3)
16
Cicatrix
Where should I aim? It doesnt even have a head! - Broque
Cleriman, archer
Air Snake
This is a floating strip of flesh covered in many small mouths,
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
arm with serrated claws and a clump in the middle with one
eye. Their skin is black, with hexagonal indentations across the
entire surface. They attack in large swarms, and seem to be the
most numerous creatures on Cicatrix. In battle, after all the PCs
have done something, add 1 die to the clich of the swarm when fighting, these things keep coming from everywhere until
brought down to zero dice, in which they finally disperse.
Air Snake
Floating and Wrapping Toothy Snake-like Thing (4)
Hex Ray
These look like manta rays (that can fly through the air) with
several barbed strands trailing behind them. They can also dive
seamlessly through hex, which can make them difficult to fight.
When down to one die in their clich, they always dive into the
hex of Cicatrix and disappear. They attack by raking their
barbed tails across their foes. A hex ray can pass straight
through Hex Armor, negating the wearer's bonus from the
armor when fighting them.
Hexling Swarm
Nasty Swarm of Limbs (any number, usually starts around 3 or
4)
Hell Lanterns
These red glowing balls of light can teleport around the
battlefield, confusing and annoying foes. They attack be firing
red and purple beams of light that leave hexagonal shaped
burns on the victim. These are nearly always found in groups of
3. In combat, they can sometimes teleport out of the way of a
certain hit. Roll a die whenever a hell lantern loses a combat
round - on a 1-4 it loses a die like normal, on a 5-6 they teleport
out of the way and take no damage.
Hex Ray
Flying Manta Ray with Nasty Barbed Tails (4)
Walker
This house-sized creature looks like a giant ball of somewhat
humanoid heads with 5 very long and many jointed legs coming
out of it. The heads laugh constantly while the spindly legs
attack any who get near it. The legs end in metal hooves, and
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. Theyre never seen in groups
or pairs, which is good, because they are almost invincible.
Pounder
Huge Abomination with Many Ways to Pummel You (8)
17
Sunder
Adventure seeds
Arena battles
The PCs are in Sunder, and have been kidnapped by the arena
masters servants. They are set up for battles in the arena. It
starts out easy enough, but pretty soon the PCs see that they
are overmatched. They must find a way to escape, and to
hopefully return to the main land of Primeria. Some other
prisoners may be willing to help, but in Sunder, theres always a
price.
Needle in a haystack
The PCs are hired to track down an undead creature that has
been snuck into Gravelight to destroy the Gravestone. In life,
the man was a cunning assassin. In death, he looks just like
every other skeleton in the city. The guard is currently busy
dealing with a tide of hexlings that have swam to the mainland,
and the normally observant populace of Gravelight just cant
seem to pick him out. The PCs must root out this little
troublemaker and deal with him.
Dragon problems
A daughter of a rich nobleman has been kidnapped by a
dragon and taken to a cave in the Talonstrike Mountains! The
PCs must venture forth, slay the dragon and rescue the girl!
When they find the dragon, it seems that the girl and beast
have fallen in love, and that the dragon is really a nice guy once
you get to know him. When the nobleman learns of this, he
berates the PCs for failing and hires a band of ruthless
mercenaries from Sunder. The PCs must now work with the
dragon to fend off the mercenaries who are on the way to slay
him.
Lost
The PCs have been marooned on the main continent of
Cicatrix. Whether through shipwreck or a teleporting spell that
went foul, the PCs must somehow find a way back to their
home. It will take a lot of swordplay to get through the natives of
Cicatrix, and very clever thinking to find a way home.
The fortress of damnation
This is the ultimate adventure - infiltrate the Fortress of
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?
18
Edgar Cotrell
Condescending Cryomancer [4]
Condescending Scholar (4)
Character examples
Try not to bother those two. The one with the sword can cut
you 100 times before you unsheathe whatever weapon you
like, while the quiet one can freeze the blood in your body with
a gesture of his hand. - Big Brad, tavern owner
19
This chapter gives players and GMs a good starting list of equipment and clich roll examples that combat focused characters are likely
to interact with. This also contains detailed abilities of the combat clichs listed in the main Arcadomai setting. The list of abilities for each
clich 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 clich, rather its here to give the players and GMs a solid
understanding of each clichs basic capabilities.
20
10 hex weapons
Great sword - a great sword, claymore or any other blade
longer than 4 feet
Flail - a spiked metal ball attached by chain to a foot long
handle
Warhammer - a large hammer, reinforced to stand up against
armored foes
Polearm - any military polearm, like the ranseur, bec-de-corbin,
military fork, glaive, guisarme etc etc
Exotic weapons - double edged swords, double axes,
nunchucks, war fans or anything else that wouldnt fall under
the classification of other mundane weapons
Clich equipment
15 hex weapons
Custom weapons - any weapon made to specifically fit your
grip. Anyone else who tries to use this weapon suffers a -1
penalty to all rolls with it
Ornate weapons - these weapons have ornate designs or sigils
engraved on them. Besides the prestige of such weapons,
these have no effect on combat
2 hex weapons
Dagger - a small, simple blade, easy to hide. Standard
equipment for anyone
Sling - a sling that throws hard metal or stone bullets with good
accuracy and force
Sling bullets - a pack of 10 metal or stone bullets
Quarterstaff - 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.
Werewolves and other werecreatures lose 2 dice instead of one
when losing a round of combat against a silver weapon
5 hex weapons
Short sword - a short sword, machete or any other blade
around 2 feet long
Short bow - a normal bow with decent range
Arrows or Bolts - a pack of 10 arrows or crossbow bolts
Mace - a heavy metal ball attached to a foot long handle
Axe - a hand axe, refit for battle
Spear - a wooden or metal spike attached to a long pole
7 hex weapons
Long sword - a long sword, katana or any other blade around 3
feet long
Rapier - a rapier, sabre or other fencing sword
Long bow - a longer bow with greater range and penetrating
power than the short bow
Crossbow - a crossbow or any other mechanically assisted bow
Morning star - a heavy, spiked and large metal ball attached to
a foot long handle
Battleaxe - a large, heavy axe, fit for battle
21
Mundane armor
This list shows common prices for non-magical armor. High
quality armor, magic armor and any other armor that gives a
bonus in combat cost more, as detailed by the main Arcadomai
setting.
25 hex armor
Custom Armor - armor made to specifically fit your body.
Anyone else who tries to wear this armor suffers a -1 penalty to
all rolls with it
Ornate armor - this armor has ornate designs or sigils engraved
on them. Besides the prestige of such armor, this has no effect
on combat
5 hex armor
Cloth - tightly woven cloth armor, not too protective, but light,
innocuous and easy to move around in
Leather - specially cured leather fashioned into stiff armor
Wood - planks of wood attached by strong cords, draped over
the wearers normal clothes
Buckler - a shield made of wood and bands of metal
75 hex armor
Pale Armor - this suit of cloth or leather armor is soaked in
enchanted embalming fluid. Unintelligent undead will perceive
the wearer of this armor as undead. If the wearer gets within a
few feet of an unintelligent undead, the associated smells of
being alive will overpower the ability of the armor, causing the
undead to react to the wearer of this armor normally
10 hex armor
Banded Mail - leather armor with bands of metal sewn in for
added protection
Ring Mail - leather armor with a net of large metal rings woven
throughout it
Studded Leather - leather armor with numerous metal studs
woven into it
Shield - a solid metal shield, usually larger than a buckler
15 hex armor
Chain Mail - small metal rings, chained together into an entire
outfit
Scale Mail - a suit of overlapping metal pieces
Plate Mail - plates of metal held together with loose leather
joints
Large shield - an even larger metal shield, one that can be
plopped down and used as minimal cover
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
22
Every combat clich can make rolls when involved in situations that rely on Strength, Dexterity or Health. Most clichs, though, have one
area that theyre not as good at as the other 2. Normally, doing something that is only implied by your clich adds a +5 to the TN. Since
combat clichs 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.
Fighter
Soldier
Barbarian
Fencer
Guard
Mercenary
Archer
Assassin
Brawler
Paladin
Strength TN
Normal
Normal
Normal
+3 to TN
Normal
Normal
+3 to TN
+3 to TN
Normal
Normal
Dexterity TN
Normal
+3 to TN
+3 to TN
Normal
+3 to TN
Normal
Normal
Normal
+3 to TN
+3 to TN
Health TN
Normal
Normal
Normal
Normal
Normal
+3 to TN
Normal
Normal
Normal
Normal
Jumping
1 foot up or 5 feet across - TN 6
1.5 feet up or 7 feet across - TN 10
2 feet up or 10 feet across - TN 13
2.5 feet up or 12 feet across - TN 17
3 feet up or 15 feet across - TN 20
+5 TN for each extra foot up or 5 feet across
Breaking constraints
Rope - TN 8
Leather straps - TN 11
Chains - TN 16
Wire - TN 20
+2 TN for every extra set of bindings used beyond what was
necessary
Climbing
Ladder or knotted rope - TN 4
Rope, or handholds - TN 8
Very rough wall, or natural cracks in the wall - TN 12
Rough stone or brick wall - TN 16
Smooth stone or brick wall - TN 20
Lifting
Half your weight - TN 8
Your weight - TN 12
One and a half times your weight - TN 15
Double your weight - TN 19
Two and a half times your weight - TN 22
Three times your weight - TN 24
+2 TN for every full increase in times-your-weight (4 times you
weight, TN 26 etc)
Throwing
Used for normal objects, not weapons made to be thrown. This
is a straight Strength roll - multiply the result by 2 to get the
number of feet you can throw the object.
23
Falling
Fall 3 feet with no problem - TN 6
Fall 6 feet with no problem - TN 9
Fall 10 feet with no problem - TN 12
Fall 15 feet with no problem - TN 15
Fall 20 feet with no problem - TN 28
+4 TN for every additional 5 feet
Weapon demonstration
This allows you to show off your combat clich to please a
crowd
Average demonstration - TN 5
Decent demonstration - TN 8
Entertaining demonstration - TN 10
Great demonstration - TN 14
Masterful demonstration - TN 16
Amazing demonstration - TN 20
Nearly unbelievable demonstration - TN 26
If you have other combat clichs, you may incorporate their
moves into your demonstration. Roll each of the other combat
clichs (TN 10). For each success, add 2 to your primary
performance
Maneuvering
Jump on or off a table, roll under a table - TN 6
Swing on a chandelier or rope - TN 8
Slide down a banister or safely tumble down steps - TN 10
Dart through chair legs, roll over tables while attacking - TN 14
Run across a crowds shoulders, dart through the spokes of
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
24
Less sleep
Function with only 6 hours of sleep with no problems - TN 4
Function with only 4 hours of sleep with no problem - TN 10
Function with only 2 hours of sleep with no problem - TN 16
Function normally with no sleep at all - TN 20
+2 TN for each consecutive night of less sleep
Drinking alcohol
Act without penalty after 1 drink - TN 4
Act without penalty after 2 drinks - TN 8
Act without penalty after 4 drinks - TN 12
Act without penalty after 8 drinks - TN 16
Act without penalty after 16 drinks - TN 20
+4 TN per 8 additional drinks
Each combat-focused clich 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 clich. A character may use multiple abilities from the clich theyre using at once,
but they may not use a different clichs ability in combat to affect the roll of the clich 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.
25
Fighter
Strength TN
Normal
Dexterity TN
Normal
Health TN
Normal
Extra Edge
The Fighters devotion to combat gives him a little extra edge in
battle. Fighters win ties in combat against non-magical combat
clichs.
Customized
Any weapon or piece of armor the Fighter begins the game with
is customized, following the customized equipment rules listed
above. If a Fighter gains a new weapon or piece of armor
during play, the time spent with it will cause it to be customized
at the start of the next game session.
Balanced Clich
The personal and unique fighting style of the Fighter has given
them plenty of opportunity to train in Strength, Dexterity and
Health. The Fighter rolls checks for all 3 normally, without
taking a +3 TN penalty to Strength, Dexterity or Health rolls.
Ability
The Fighter may pick any single ability from any other combat
clich and use it normally for this ability. The player may also
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 theyre 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.
26
Soldier
Strength TN
Normal
Dexterity TN
+3 to TN
Health TN
Normal
Teamwork
A Soldier has been trained to fight under a leader and to work
with a group to take down a foe. When the Soldier is a member
of a team using the teaming up combat rules, the Soldier and
all other combatants add their ones to the leader's roll as well
as all their sixes.
Plan
The Soldier can work with a group of people to plan a certain
mission (breaking into a base and rescuing someone, fighting
an encamped group, storming a fort, etc). They must plan for a
number of hours in advance equal to the number of people
involved in the mission. Everyone involved must be present the
entire time of planning. After the planning, the mission must be
completed within the next 24 hours. All rolls that each individual
person makes while on the mission are made at a +1 bonus.
Loyalty
A Soldier is trained to accept the commands and missions
given to him by his superiors without compromising his
personal views. When a Soldier is following a command or
mission, actions he takes to complete the command or mission
do not have to have any effect on his personal relation to the
Light, the Dark or the Grey, at the Soldiers 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 theyre
helping refit a member of the army. They roll their Soldier
clich, 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
27
Barbarian
Strength TN
Normal
Dexterity TN
+3 to TN
Health TN
Normal
Tough Gut
The Barbarian can ingest almost any food or drink without ill
effect. Deliberately poisoned food or drink will still affect him,
but the Barbarian can consume raw, rotten or diseased food
and drink with no problem, save for bad breath.
Excessive Force
Before making a combat roll, the Barbarian may choose to take
a die of damage in the Barbarian clich (which will be taken
after the combat roll, regardless of the outcome). If they
succeed at their next attack, their opponent loses two dice
instead of one.
Rage
The Barbarian may make a Barbarian clich roll before
pumping his clich. Depending on what TN he beats, the
pumped clich will stay pumped for additional turns. The
Barbarian cannot pump his clich again if it's still currently
pumped due to this ability.
TN 8 - Pumped clich stays pumped for 1 additional turn
TN 15 - Pumped clich stays pumped for 2 additional turns
TN 22 - Pumped clich stays pumped for 3 additional turns
Patch Up
The Barbarian may make his base Barbarian clich roll (rolling
as if the clich were undamaged) immediately following
combat. The chart below shows how many dice the Barbarian
can regain in his clichs. The Barbarians party must be
victorious in order to use this ability, and the Barbarian cannot
have been reduced to zero dice in any of his clichs.
TN 10 - 1 die in a clich
TN 15 - Up to 2 dice in clichs
TN 20 - Up to 3 dice in clichs
TN 24 - Up to 4 dice in clichs
+4 TN per additional 1 die healed
Smash
The Barbarian receives a +3 bonus on any Strength roll made
to break something. Whether with his bare hands, or with a
weapon of choice, the Barbarian applies this bonus to any
object that cant fight back.
28
Fencer
Strength TN
+3 to TN
Dexterity TN
Normal
Health TN
Normal
Theatrics
The Fencer receives a +1 die bonus to all rolls involving the
Maneuvering list for Dexterity based clich rolls.
Scar
The Fencer makes a combat roll as normal. If they succeed
against their opponent, they may leave a scar on them instead
of dealing clich damage. This scar will last longer the more the
Fencer has beaten their opponents roll, and the GM may rule
that a high margin of success makes the scar permanent. If the
Fencer fails the roll, they take damage to their clich as normal
for losing a round of combat.
Taunt
The Fencer rolls their Fencer clich against a targets Willful
based clich. If the Fencer succeeds, the target must pump
their clich by at least 1 on the next round of combat. If the
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
(except activating magic cards) without penalty to his combat
rolls with Fencer. He may drink from a cup, read a letter, jingle
hex - anything that only requires one hand may be done while
fighting with the Fencer clich.
Double Strike
The Fencer attacks twice in quick succession. The Fencer rolls
twice, while his opponent only rolls once. If the Fencer beats
the opponents roll with each of his rolls, the opponent loses 2
dice in their clich. If the Fencer beats the opponents roll with
one of his rolls, but fails to beat the opponents roll with the
other roll, both the Fencer and his opponent lose a die in their
clich. If the Fencer fails to beat the opponents roll with both
rolls, the Fencer loses one die in their clich 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.
29
Guard
Strength TN
Normal
Dexterity TN
+3 to TN
Health TN
Normal
Resupply
The Guards employer will supply the Guard with his clich
equipment, so long as the cost of the weapon or armor does
not exceed 10 hex apiece. The employer will not pay for
Custom or Ornate weapons or armor.
Retribution
The Guard gets a +1 die bonus to their combat rolls against
someone who breaks or steals an item their guarding. For each
die of damage an opponent does against a person the Guard is
guarding, the Guard receives a cumulative +2 to their combat
roll against them.
Stoic
The Guard can stand in one place or escort one person for a
period of time without any need for breaks. At the start of their
shift, the Guard rolls a straight Guard clich roll - the TN they
beat determines how long they can go before needing a break.
TN 4 - One hour
TN 6 - Two hours
TN 10 - Four hours
TN 16 - Eight hours
TN 24 - Sixteen hours
Steadfast
Guards gain a +3 bonus to resist intimidation, torture or any
other tactic to get the Guard to leave what hes guarding, or to
distract him from his current task.
Summon Help
The Guard can give a shout that will draw other guards in the
area to the spot. The Guard roll his Guard clich - the TN they
beat determines how many guards (with a Guard clich 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
30
Mercenary
Strength TN
Normal
Dexterity TN
Normal
Health TN
+3 to TN
The Mercenary fights for money and his own desires, nothing
else. Honorless, brutish and violent, the Mercenary usually has
a preferred weapon he uses when doing his job. The life of the
Mercenary attracts those who are physically strong and good at
fighting, but also tends to attract those who have grown up in
areas that are either unhealthy, crime-ridden or both.
Intimidation
The Mercenary rolls his Mercenary clich against the targets
Willful based clich. If the Mercenary succeeds, the target will
do whatever he thinks will make the Mercenary leave him
alone. If the Mercenary fails, the target will be unimpressed and
unhelpful.
Torture
The Mercenary must have the target bound or otherwise
helpless. He rolls his Mercenary clich against the targets
Health based clich. If he succeeds, the target takes a clich of
damage to their primary clich and does whatever the
Mercenary wants. If he fails, the target still takes a clich of
damage their primary clich, but does not submit. The
Mercenary can try again and again. Each attempt causes a
clich of damage and gives the Mercenary a cumulative +2 to
his roll, until his target submits or dies (occurring once they lose
all their dice in their primary clich).
Dirty Tactics
A Mercenary knows that the battle goes not always to the
strongest, but to whoevers the most ruthless bastard.
Whenever involved in a round of combat with an opponent
whos unmodified combat clich currently has more dice than
the Mercenarys, the Mercenary receives a +2 bonus to their
combat roll.
Hatred of Authority
Mercenaries receive a +2 bonus to combat rolls against
Soldiers, Guards and Paladins. The Mercenary must know that
the opponent is a Soldier, Guard or Paladin for this to be
effective.
31
Archer
Strength TN
+3 to TN
Dexterity TN
Normal
Health TN
Normal
Trick Shot
The Archer can bounce a shot off of walls, floors and other
solid objects, making the shot much harder to defend against.
For every -3 penalty the Archer takes, their opponent takes a -1
die penalty to their combat roll against that shot (this wont
bring their roll below 1 die). If the Archer fails the combat roll,
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
bonuses for aiming at a target. The Archer must be stationary,
and the target must remain in sight for the entire time. The
Archer needs to be protected too - if theyre attacked, they lose
any bonus from aiming. The bonuses stack for each previous
turn of aiming - if they aim for 2 turns, they get the bonus for
both 1 and 2 turns of aiming.
1 turn aiming: +2 to the next combat roll against the target
2 turns aiming: +1 die to the next combat roll against the target
3 turns aiming: 2 damage to the targets clich if combat roll
succeeds
Stick
The Archer can take a -1 die penalty to their roll to attempt to
not only damage an opponent, but to also get the arrow lodged
deep enough to cause further hindrance. If the Archer
succeeds in this roll, the opponent loses a die in their clich
and also takes a -1 pip penalty to all further combat rolls. This 1 pip penalty stays until the arrow is pulled out and the enemys
clich is healed back to full.
Slayer
The wooden shaft of an arrow that the Archer fires pierces the
heart of a vampire, killing it instantly. The Archer must spend at
least 2 turns using aim, and must use the Stick ability when
firing the shot. If they succeed in combat against a vampire with
this tactic, the vampire is instantly slain.
Double Shot
The Archer may shoot 2 different opponents at once. The
Archer rolls once for each opponent. If the Archer beats the
opponents rolls with each of his rolls, the opponents each lose
a die in their clich. If the Archer beats one opponents roll with
one of his rolls, but fails to beat the other opponents roll with
the other roll, both the Fencer and the opponent beat lose a die
in their clich. If the Archer fails to beat the opponents roll with
both rolls, the Fencer loses one die in their clich. Double shot
may only be used on 2 separate opponents, not twice on the
same enemy.
32
Assassin
Strength TN
+3 to TN
Dexterity TN
Normal
Health TN
Normal
Assassinate
The consummate skill of the Assassin, killing an enemy with
one strike. If they can catch an opponent completely by
surprise, the Assassin may attempt a straight Assassin versus
combat clich roll. If the Assassin wins, the target dies.
Otherwise, the Assassin takes a die of damage to their
Assassin clich, and normal combat starts.
Stealth
The Assassin rolls his clich. The result is the TN that an
opponent needs to roll on a Perceptive based clich roll to
notice his presence. The Assassin must be out of sight before
using this skill.
Always Alert
The Assassin can wake instantly from even the deepest sleep,
ready to fight or flee. Assassins suffer no penalties to any
activity they perform right after they wake up. The Assassin
may suffer penalties later on once they get out of immediate
danger, if they did not get enough sleep.
Tainted
All Assassins are tainted by the Dark. They count as Dark for a
Paladins 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.
33
Brawler
Strength TN
Normal
Dexterity TN
+3 to TN
Health TN
Normal
Brawlers learn that quick fists and feet can do just as well as
honest steel in a fight. Brawlers use their massive strength and
their endless stamina to pound a world of hurt into their
enemies. While not the most skilled or dexterous opponents,
Brawlers can hold their own just fine. They come from all walks
of life, from the fighting-to-survive slum dweller, to the bored
and idle aristocrats.
Always Ready
The Brawler has no specific clich equipment he needs to fight.
Brawlers never suffer the half-dice penalty of using this clich
without its equipment.
Drunken Rage
Brawlers are mean drunks. Instead of rolling on the Health
based clich Drinking list, a Brawler may make a Health based
clich roll on the following list:
Pummel
A Brawler gains a +1 bonus for attacking the same enemy he
damaged last turn in combat. This bonus will stack cumulatively
with itself for every round the Brawler continues to win combat
rolls. Once the Brawler fails a roll, or if he attacks a different
opponent, he loses the bonus and must start over.
Drinking Alcohol
1 drink - TN 4 - the Brawler gains a +1 to combat rolls until end
of combat
2 drinks - TN 8 - the Brawler gains a +2 to combat rolls until
end of combat
4 drinks - TN 12 - the Brawler gains a +1 die to combat rolls
until end of combat
8 drinks - TN 16 - the Brawler gains a +1 pip to combat rolls
until end of combat
16 or more drinks - TN 20 - the Brawler gains a +2 pip to
combat rolls until end of combat
Brutalize
Sometimes a Brawler gets into a battle just a little too much,
resorting to tactics that some would findunpleasant. If a
Brawler's combat roll is double or more than his opponents
combat roll, the Brawlers opponent loses 2 dice instead of 1. If
a Brawler's combat roll is triple or more than his opponents
combat roll, the Brawlers opponent loses 3 dice instead of 1.
34
Paladin
Strength TN
Normal
Dexterity TN
+3 to TN
Health TN
Normal
Leader of Men
When acting as Team Leader for a PC team, the Paladin
inspires courage and ability in the other members. Other team
members in a Paladin-led team may add their highest rolled
single die if they did not contribute any sixes.
Scourge of the Undead
Undead that are weaker that the Paladin can be instantly
destroyed. If the Paladin wins a combat roll against an undead,
and their Paladins clich is currently at least two dice higher
than the undeads combat clich, then the undead creature is
reduced to zero dice.
Darkbane
The Paladin receives a +2 bonus on any roll against anything
that is associated with the Dark, even if the Paladin is not
aware of the association.
Code of Honor
A Paladin must maintain their strict code of honor. No attacking
first, no ambushes, honor any surrender, no killing in anger, a
vow of chastity, no drinking to excess etc etc. Very minor acts
of transgression can be forgiven, but the Paladin must be
careful, lest their alignment shift to Grey. If the Paladin's
alignment shifts away from the Light, or they grossly violate
their code of honor, they lose all Paladin clich abilities, and
must do nothing but atone for a number of days equal to the
number of dice in their Paladin level. After this time, their
alignment will be back in the Light, and they regain all combat
abilities.
Noble Sacrifice
The Paladin may heal 2 dice of a targets clichs. In order to do
this, the Paladin must be in physical contact with the target, and
must sacrifice a die of damage in his Paladin clich. This
damage to the Paladins clich may not be healed until a
Paladin has had a full nights sleep.
Purity
The Paladin is immune to disease, poison and any form of mind
control. This ability extends to magical or supernatural poisons
and diseases. No form of Torture or Intimidation works against
them, and they cannot be Taunted.
35
This chapter contains detailed abilities of the skill clichs found in the Arcadomai setting. While certainly not an extensive list of abilities
for each clich, every list here should be enough to give the GM and the Player a good knowledge of what the clich can do. Also present
in this supplement is a guide for being paid for your skill clich as well as descriptors of the various guilds for each skill clich, including
the requirements to become a member.
36
Keep in mind that the following items are things that one using
this clich would carry on their actual person. Other, larger
equipment may be kept at their home, unless specifically stated
by the player that the item is being taken with them.
Implied statistics
Getting paid
If a character does nothing but work all day, hell get paid
depending on the quality of his work. This can represent a
days worth of simple work, like selling crops, minor thieving,
getting good returns on investments, etc. They spend a full 8
hours at their job, roll their skill clich and then get an amount
of hex at the end of the day as indicated by the chart below.
TN 4 - 1d6 hex
TN 7 - 2d6 hex
TN 10 - 3d6 hex
TN 14 - 4d6 hex
TN 19 - 6d6 hex
+5 TN for every additional +2d6 hex
Again, this is for a simple days work. If the character is trying to
heist something big, sell a large lot of land, or try to acquire any
major amount of hex, they need to role-play it out, and possibly
may even need to set aside a significant amount of the
adventure with the other PCs to do so.
Clich equipment
This is a list for each clich of what equipment they need to be
able to perform their clich normally. It costs around 10 to 15
hex to replace an entire skill clichs set of equipment. Single
items usually cost two or three hex each, but may cost more or
less at the GMs 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.
37
Guilds
For each skill clich, there exists a guild that supports its
members and helps them out. The major guilds all originate in
Corlavi, but every city on Primeria (and even a good
percentage on Sunder) will have local guild chapters that the
PCs can visit. Getting into a guild can be simple or complex,
depending on the nature of the guild itself. If youre a member
of a guild, you can get your basic clich equipment for free
through them. A character may not start in a guild - to gain guild
membership you must first meet their requirements and then
gain membership through role-playing. Guild membership is not
required to use the clich abilities listed later.
Sailors guild - A Sailor in the guild may dock for free at any
guild sponsored port, and can find cheaper repairs and willing
crew much more easily. A more appropriate name would be the
Captains guild, as most average sailors lack a ship to call their
own.
Application requirement - The Sailor must own their own ship
and must have made complete voyages at least 10 times to
guild sponsored ports.
There are guilds devoted to the combat clichs as well, and the
colleges of the mage schools function similarly to the nonarcane guilds. Both the combat focused guilds and the mage
schools function more like training facilities, or act more as
simple social groups of members who like having a drink
together now and then.
Bards guild - This guild helps its members find venues to play
at and also helps those who are looking to start a whole band
to find other members. The guild can ensure that members get
proper attribution to music they create, and the guild leaders
handle disputes over creation rights to popular music.
Application requirement - The Bard must have played for an
audience of at least 100 and received a standing ovation.
Thieves guild - This illegal guild helps its members plan out
complex jobs and shows them where they can find fences
throughout the area for their stolen goods. This guild has a
reputation for abandoning members who get arrested or into
other legal trouble.
Application requirement - The Thief must find the secretive
guild first. Then they must steal any object of great value (100
hex or more) and present it to the guild leaders as a gift.
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This guild is paid to take on jobs directly from the Council and
to take on odd jobs that other guilds feel are too trivial or too
out-of-the-ordinary to deal with themselves. The Adventurers
guild has a reputation for being a dangerous guild to join, since
the jobs they take on tend to be those that no one else wants
anything to do with. While its very profitable to be a member,
the dangers associated with the guilds workload tend to whittle
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
building bearing the Adventurers guild sign, whether currently
occupied by guild members or not.
Each skill-focused clich 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 clich. 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.
39
Taxes
A Politician may attempt to raise or lower taxes for any specific
condition. This condition could be having a certain clich,
number of children, land owned - anything the Politician sees
fit. The Politician rolls their Politician clich against the average
Politician clich roll of those against them. The degree of
success determines the change in taxation.
Politician
Search
The Politician may demand a search of almost any building in
his area. The Politician must give proper reason for any item
taken from the building. A Politician cannot call for a search of a
building owned by someone who has a Politician or Aristocrat
clich that is higher than their own Politician clich.
Push/Impede Law
The Politician may attempt to push a law into becoming official,
or impede a suggested law from becoming official for a while.
The Politician rolls their Politician clich against the average
Politician clich roll of those against him. The degree of
success determines how much faster (or slower) the law
becomes official. The Politician may also use this ability to push
a law that they created themselves.
Commission
The Politician can have a building either built to his
specifications or torn down. The Politician rolls his Politician
clich - the higher the number he rolls, the faster the building is
raised or destroyed. This act will always create public opinion;
whether good or bad depends on the nature of the building built
or destroyed.
Lengthen/Shorten Sentence
The Politician may lengthen or shorten a jailed criminals
sentence. The Politician rolls their Politician clich against a TN
of 10, adjusted up or down depending on the severity of the
criminals offenses. The degree of success determines how
much longer (or shorter) the criminals sentence will be.
Conscription
The Politician may force a number of people into the local
army. The Politician rolls his Politician clich - the number he
rolls is equal to the percent of the population than he may force
to join the army. The Politician may choose to conscript any
percentage under his roll if they choose. If the Politician
decides takes more than 5 percent, his public opinion will go
down.
Arrest
A Politician can call for the arrest of almost any citizen in his
area. Of course, if that citizen is later found innocent, the
Politician loses respect, and may even get into legal trouble
himself. A Politician cannot call for an arrest of someone who
has a Politician or Aristocrat clich that is higher than their own
Politician clich.
40
Immunity
The Aristocrat can use his high class standing to avoid
punishment for breaking some laws in different locales. The
Aristocrat rolls their Aristocrat clich, the TN determined by the
nature of the law broken. If the Aristocrat succeeds in the roll,
they are not punished for their minor transgression.
Aristocrat
Execute
The Aristocrat may demand the execution of anyone under his
rule. This may be welcomed with cheers from the crowd (if the
executed was a well-known criminal) to outright revolt (if the
executed was a well-known local hero). If this is used to often,
the people may revolt even if only criminals are being executed
- after all, no one likes living in an area with a high death toll.
Succession
The Aristocrat may choose who will rule his area after him. This
is usually done by direct inheritance by an heir, but the
Aristocrat may change this to any system he sees fit. Common
alternative ways include popular vote, hiring a local politician, or
even gladiatorial combat. Whatever the Aristocrat chooses may
be seen as unfair, but may not be challenged unless the
challenger both has a higher Aristocrat clich than the offender,
and has a more legitimate claim to the area.
Festival
The Aristocrat may throw a grand festival for his people. The
festival lasts all day, at the end of which, the publics opinion of
the Aristocrat improves. The GM determines how much public
opinion improves by, based on money spent, attractions and
activities that are prepared for the people.
Taxation
The Aristocrat may choose whatever taxes they feel fit for their
area. If they are too high, the local populace may revolt and
attempt to overthrow the Aristocrat. If the taxes are too low, the
Aristocrat will be short on money when working on public
projects. A good balance will keep enough money to please the
public without angering them over unfair taxation.
Command
This lets the Aristocrat send whoever they want into battle. So
long as he's conservative with how many people he sends off,
the populace will be mostly ok with it. In times of great need,
however, he could choose to mobilize the entire populace
towards war (of course, after the war, he may not have a
populace willing to follow him anymore).
Family Friend
The Aristocrat is familiar with other Aristocrats in the area. They
may roll their Aristocrat clich 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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Hide
The Thief may attempt to find a quick hiding place. So long as
no one is directly observing him, he may make a Thief roll. The
result of that roll is the TN anyone has to beat with a Perception
based clich roll to find him.
Thief
Fence
The Thief may attempt to sell stolen goods. The Thief makes a
Thief clich roll. The higher the result on that roll, the faster the
Thief can find a local fence. The higher the result also helps to
find a more trustworthy fence than normal. A low roll may result
in the Thief trying to sell to an undercover guard or to someone
who has a personal agenda against them.
Pickpocket
The Thief rolls his Thief clich against the targets Perception
based clich. If the Thief loses, the target notices the
pickpocket attempt and will likely react quite badly. If the Thief
succeeds, he takes some hex or a small object from the
person. The more that the Thief beats their target by, the more
theyre able to steal.
Burglary
The Thief can plan a major burglary at a location. Every day
that the Thief spends planning (up to 5) reduces the TN of all
Thief rolls by 1 and increases the amount of wealth the Thief
finds by ten percent.
Open Lock
The Thief may attempt to open a lock without a key by making
a Thief clich roll. The TN for this attempt varies with the lock.
A simple home lock is around TN 4 to 6, while a lock for an
Aristocrats treasure room can get up to TN 22 to 24. In
general, locks keeping important things reasonably safe are
around TN 10 to 14. The thief may not attempt this without their
clich equipment, or a really clever description of using
improvised equipment.
Quick Appraise
The Thief can spot the most valuable object in the room at a
glance. The TN varies depending on how many objects are in
the room, and how similar those objects are to each other. The
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
will not let the Thief know the exact cost of an item, simply
whats worth the most.
Detect/Disable Trap
The Thief can detect and disable traps with a Thief roll. Trap
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 theyre
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.
42
Decorate
The Blacksmith can make ornate equipment. They must spend
the day with the equipment in question, making small
engravings and etchings, adding gold or silver inlay and other
aesthetic additions. At the end of the day, the equipment is now
considered ornate equipment.
Blacksmith
The Blacksmiths job is to make arms and armor for the local
citizens and army. The Blacksmith can make anything else out
of metal and wood if needs be, thus making him a makeshift
carpenter and builder as well. The Blacksmith may work for the
city, supplying soldiers and guards directly, or he may own his
own forge and shop, selling to anyone who has the hex to pay.
Misshape
The Blacksmith knows how weapons and armor are put
together, and can bend them to uselessness. In combat, the
Blacksmith can take a -1 die penalty to their combat roll. If they
beat their opponent in the roll, the opponents weapon or armor
is bent baldy, giving them a cumulative -2 to their combat rolls
until fixed. The opponent also loses a die in their clich as
normal.
Jewelry
The Blacksmith can make small necklaces, rings, bracelets and
earrings with embedded gemstones. The Blacksmith pays for
the raw materials and makes a Blacksmith clich roll. After a
day of work, the jewelry gains value equal to the result of the
original roll. Further value can be added each day by working
and making more Blacksmith rolls, up to double the value of the
original materials.
Customize
The Blacksmith can make custom equipment for someone.
They must spend the day with the person who they're making
the equipment for, studying how they use the equipment, how
they hold it, all the while making small adjustments to grips and
weight distribution. At the end of the day, the equipment is now
custom equipment for the person the Blacksmith is making it
for.
Friend of Fire
The time spent in the forge makes the Blacksmith more tolerant
against heat and flames. He gains a +3 bonus on any roll to
resist flame or fire magic. This bonus only applies if the
Blacksmith is aware that they are about to be attacked by fire;
otherwise, they are caught by surprise and do not gain the
bonus.
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Appraise
The Merchant studies an object for 3 rounds and makes a
Merchant clich roll. If they succeed, they learn the exact price
of the object. The TN that the merchant must beat will vary
depending on the age of the item, how common the item is, and
whether or not the item is magically enchanted.
Merchant
Barter
The Merchant does not need hex to make purchases. The
Merchant may trade goods of equal value to obtain anything
they need. If the Merchants goods are of the same type that
the person theyre trading to sells, the Merchant needs only 90
percent of the value in order to get what he needs.
Buy Low
When buying anything, the Merchant may roll his Merchant
clich. The result of the roll is how many hex cheaper the
Merchant gets the item for, without the seller feeling cheated.
This may not bring an items cost below half its original price,
and has no effect on items that only cost one hex.
Acquire
The Merchant can find rare items to sell in his shop. The item
must cost at least 250 hex, and the Merchant must spend one
week tracking it down. At the end of the week, the Merchant
pays its exact cost and receives the item. When using Sell High
on an item acquired with this skill, the Merchant may raise the
price by 3 times his Merchant roll result.
Sell High
When selling anything, the Merchant may roll his Merchant
clich. The result of the roll is how much more hex the
Merchant can charge for the item, without the buyer feeling
cheated. This may not bring an items cost above one and a
half times its original price, and has no effect on items that only
cost one hex.
Scrounge
In times of need, the Merchant can sell off normally worthless
personal items for a bit of hex. The Merchant rolls their
Merchant clich. They gain an amount of hex equal to the result
of the roll. This ability may only be done when the Merchant
has no hex, and may not be used more than once a week.
Trade
The Merchant always has a ton of merchandise available at
their disposal. Whenever theyre in their shop, they made trade
one item for another of equal or lesser value, so long as the
item traded is of the same type as the item traded for (weapon
for weapon, tool for tool, food for food, etc).
44
Sailing
The Sailors main ability is to pilot a boat. The TN they must
beat for a successful voyage depends on ship size, distance
traveled, weather conditions, amount of crew on hand etc. In
general, medium sized ships are easiest to sail, shorter
distances are easier, having more crew is easier, and clear,
slightly windy weather is easier.
Swimmer
The Sailor has a knack for swimming, usually from being
tossed overboard accidentally and possibly frequently earlier in
their career. When making a roll involving swimming or holding
their breath, a Sailor may reroll any 1s they get. They may
continue rolling 1s until all dice show a 2 or higher.
Sailor
Swashbuckler
A Sailor fights a little bit better when they have their crew at
their back. Whenever the Sailor is on a ship, a dock or in a
tavern (and the Sailor is within eyesight of other Sailors on their
crew) they gain a +1 bonus to their combat clich rolls. This +1
bonus disappears if the Sailor has taken enough clich damage
to take them to half their normal dice or less in the combat
clich they're using.
Sea Legs
Time spent on the rolling waters has made the Sailor better
able to keep his footing. He gains a +3 bonus to any Dexterity
based clich roll when trying to keep his footing on unstable
ground. This ability may be used for anything from old shaky
floors to full-blown earthquakes.
Bad Diet
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
something isn't actually poisonous, a Sailor can eat pretty much
anything without ill effect. Stale food, rotten fruit and even
leather made for armor can be eaten by a hungry Sailor.
Well-Traveled
The Sailor picks a number of port towns equal to his Sailor
clich level. These are considered favored port towns that have
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 clich equipment if needed, so long as its basic, nonmagical equipment.
45
Bard
Eavesdrop
The Bard can listen to a conversation while still playing his
music. The Bard makes a Bard clich roll versus the targets'
Perception based clich rolls. If the Bard wins, he can hear the
entire conversation without being suspected at all of
eavesdropping. If the targets win, they know the bard is
listening to them.
Perform
The Bard plays a piece of music for a group of people. The
Bard rolls their Bard clich against the crowds TN. The TN is
determined by the general mood and musical tastes of the
crowd, and the appropriateness of the song. If the Bard beats
the TN, the crowd truly enjoys the performance and becomes
friendlier and more helpful to the Bard in general.
Practice
The Bard may spend a whole day in solitude practicing a
specific song. The next time that the Bard uses either the
Inspire or Dishearten ability, the bonus is increased to +2, or
the penalty is increased to -2. The Bard must choose either the
Inspire or the Dishearten ability modification when practicing.
After this performance, the Bard is too familiar with the song to
play it with the original passion that increased the bonus or
penalty.
The Bard plays their instrument of choice for money, fame and
respect. Most bards also sing while they play. Their music can
have quite an effect on the people around them as well.
Whether jovial and uplifting, or dour and depressing, the Bards
music has power to stir emotion and subtly sway opinions of all
who listen.
Inspire
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
Bard cannot take any other action while playing. If the Bard is
attacked directly, they may choose to keep playing and take an
automatic die of damage in their primary clich, or they may
stop playing and engage in combat like normal.
Known
The Bard is a famous person in his local area. Whenever
meeting someone of importance, there is a cumulative 1 in 6
chance (equal to the Bards level in their Bard clich) that the
person has heard favorably of the Bard. Thus, a Bard (4) would
have a 4 in 6 chance of being recognized by an important
person in his home area.
Dishearten
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
plays. The Bard cannot take any other action while playing. The
Bard may react to attacks the same way he reacts to attacks
with the Inspire skill.
Compose
This allows the Bard to compose a completely original song.
This may be given to other Bards to perform publicly, or may be
kept by the composer to use for themselves. The Compose
ability has no game effect other that spreading the Bards
popularity and getting him renown from the music community.
46
Groom Animal
The Teamster spends a day grooming and pampering an
animal. For a number of days equal to the groomer's Teamster
clich, that animal receives a +2 bonus on all rolls it makes
when obeying commands of the Teamster, and a +1 bonus
when obeying commands from others that the animal finds
friendly.
Teamster
Tough
Working with ornery and dangerous animals (like horses, mules
and other large animals) leaves a Teamster tough and strong.
Arm wrestling and other contests of strength are easier for the
Teamster. They receive a +3 bonus to any contest that focuses
on brute strength.
Raise Animal
So long as the Teamster works with an animal one-on-one at
least 30 minutes a day from the animals birth, that animal will
grow up to be comfortable around humans and trainable. Exotic
and intelligent animals may require more time per day.
Creatures from Cicatrix are not affected by the Teamsters
attempts to train them.
Animal Friend
Wild animals tend to leave the Teamster alone. Unless
provoked or threatened directly, any wild animals will be
moderately wary of the Teamster, leaving the Teamster and his
friends alone. If someone in the group threatens the animal or
its young, it will attack like normal. This ability has no effect on
creatures from Cicatrix.
Domesticate Animal
This allows the Teamster to domesticate a wild animal. The
animal must first be confined to captivity. A contest of the
Teamster's clich versus the animals strongest clich is rolled.
If the Teamster wins, the animal can be domesticated in a
number of days equal to the animals total clich levels. If the
Teamster fails, they can try again after a week passes.
Domestication takes 30 minutes of one-on-one interaction per
day.
Brand
Each Teamster has their own brand that they mark their
animals with. Each brand is unique; a Teamster will know who
an animal belongs to if it has a brand. Taking an animal that
belongs to another Teamster is almost always a punishable
offense. Animals can be re-branded when sold, by using the
Cleric clich to heal the original branding.
Train Animal
The Teamster can train an animal to do one specific task when
commanded (attack, pull, follow closely etc). This can only be
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 Teamsters level in their Teamster
clich.
47
Cook
Detect Poison
A good Cook knows when things have been tampered with.
The Cook rolls his Cook clich when testing a suspect meal.
The TN to detect poison is the result of the poison making roll
made by the original poisoner (details under the Assassin
clich in the Warrior Creeds chapter). If the Cook succeeds,
hell know that the food or drink is poisoned, and how deadly
the poison is.
Cook
The Cooks most obvious skill, this allows a Cook to prepare a
pleasant meal for his guests. The TN that the cook must beat
with his clich roll is adjusted by the mood of the patrons, as
well as how esoteric their tastes are in food. A success means
everyone enjoys the meal while failure indicates that they're not
impressed and probably wont tip well. While the word cook
implies heat, this skill covers all forms of food preparation,
including salads and other non-heated foods.
Hearty Buffet
The Cook can create a truly filling and energizing buffet.
Everyone who eats from this buffet gains a +2 to extended
manual labor for the rest of the day. This only applies to
repetitive tasks like farming a field, building a house, etc. This
meal has no effect on a persons combat ability. The buffet
takes 3 hours to prepare, but a high clich roll by the Cook will
cut time off of preparing the meal.
The Cooks job seems simple enough, but there are enough
recipes and variations to make it a truly interesting skill.
Everything from slaughtering the cow to garnishing a steak is
covered by this skill. A good enough Cook who trains hard
enough may one day even find himself as a well-paid personal
chef to a wealthy Politician or Aristocrat, but even an average
Cook can make a happy living owning a tavern or restaurant.
Trail Rations
The Cook can condense a few meals into a small, dense chunk
of food. While not tasty, this half pound chunk of foodstuff is
enough to feed a person for an entire day. It takes a half hour
to prepare a Trail Ration. Foodstuff made with this skill will stay
fresh and edible for a number of months equal to the Cooks
clich level.
Distill
The Cook can make an alcoholic beverage. The Cook rolls his
Cook clich. The higher the number that they roll is how high of
concentration and the general quality of the brewed drink.
Extremely low rolls (less than TN7) can result in drinks that are
almost undrinkable, if not actually poisonous. The Cook may
use this skill to make non-alcoholic drinks as well - the clich
roll will determine quality alone on non-alcoholic drinks.
Minimalist Cooking
The Cook can make a meal even when in the deepest
wilderness. The Cooks knowledge of plant and animal life will
let him identify which ingredients are poisonous and which ones
are not. This ability has no use on Cicatrix, where there are not
plants to speak of, and the wildlifes meat is all extremely
poisonous.
Prepare Tobacco
The Cook knows how to gather and prepare certain plants to
make smoking tobacco. The Cook rolls his Cook clich, with
higher rolls yielding higher quality tobacco. The Cook can even
make mind-altering or otherwise intoxicating mixtures. Tobacco
with this quality usually has the same effects on the smoker as
alcoholic consumption, although the Cook can specify any
specific effects they wish.
48
Harvest
The Farmer gathers the crops that hes grown. This takes a
whole day of work. The quality and quantity of the crops is
determined by the Nurture rolls. The amount of hex gained for
selling the crops should be determined by how well they were
nurtured, but GMs should keep in mind that a Farmers
payment needs to last them the whole year.
Farmer
The Farmer grows crops, gathers eggs and milk and otherwise
supports their local area with food. They usually sell directly to
the local government, who then distributes the food to area
merchants. Most Farmers have an area outside of the main city
or town where they can grow crops away from the bustle of
human activity, and like Teamsters, many Farmers prefer to live
outside of the city to be close to their crops.
Renew
After the Farmer uses Harvest, he may choose to keep the
same crops planted. This allows the Farmer to skip the Plant
phase of growing crops, as the already planted crops will grow
at the start of the next season. Most Farmers keep the same
crops, if only to get an extra day off in the future.
Cultivate Land
This ability lets the Farmer prepare areas of land for growing
crops. The Farmer spends a day with the land. At the end of
the day, he gains a number of separate land plots equal to the
number of dice in his Farmer clich. If the Farmer uses
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
be the best for planting. He knows which conditions require
extra care for his crops and which conditions he can basically
leave his crops alone. The Farmer can predict temperature and
precipitation for a number of days equal to his clich level in
Farmer, with reasonable accuracy.
Plant
The Farmer plants crops in his cultivated plots of land. The
Farmer may choose a different crop for each different plot of
land. Crops are generally planted late spring or early summer,
and are available for harvest in mid fall. Some crops may have
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
stores of livestock. The Farmer rolls his Farmer clich and
spends a day gathering eggs, milking cows, and choosing
which animals to send to slaughter. Higher results on this roll
give the Farmer a higher quantity and quality of goods.
Nurture
The Farmer waters and fertilizes his crops on a regular basis.
After planting, the Farmer makes a single Farmer clich roll for
each plot of land which is growing crops. High roll results will
yield higher quantity and better quality crops. Low roll results
will result in low quantities and poor quality or stunted crops.
49
Mob
When Peasants group together to become Grunt Squads, the
squads clich (Mob of Angry Peasants) is considered a combat
clich. The number of Peasants required for levels in the mob
clich are as follows: Mob(1) = 3 Peasants, Mob(2) = 6
Peasants, Mob(3) = 15 Peasants, Mob(4) = 45 Peasants,
Mob(5) = 100 Peasants, Mob(6) = 200 Peasants, +1 to mob
clich for each doubling of number of Peasants.
Peasant
The Peasant does manual labor for whoever needs it. They
help build buildings, they help Farmers cultivate land, they lay
brick roads, make basic repairs on shipspretty much anything
that requires repetitive, simple manual labor. While they tend to
be on the poor side, Peasants stick together and help each
other out when needed.
Jack of All Trades
The Peasant does a lot of different types of work in their
careers. They are called upon for so many different types of
work, that they are familiar with the basics of any job. When
doing a type of work that is only implied by their Peasant clich,
the TN is increased by 3 instead of 5.
Promotion
At the end of any gaming session, the Peasant may choose to
trade his Peasant clich in for any other skill clich at the same
level (except for Politician or Aristocrat). Once this change has
been made, the character may not revert back to Peasant - the
new skill clich requires too much focus for the character.
Endurance
The Peasant is used to working long hours with little time for
breaks. Whenever making a Health based clich roll to test the
Peasants endurance, the Peasant receives a +3 to the results
of this roll. This ability does not work in combat or any other
situation where the Peasant is in obvious danger.
Motivated
A Peasant currently working under the command of a high
class Aristocrat or Politician receives a bonus on all rolls
associated with their assigned task. This bonus is a + (number)
bonus, where the number is equal to half the number of dice
thats in the Aristocrats or Politicians clich, rounded down.
Thrifty
The Peasant knows the places and people to talk with to get
lower prices when buying basic needs. The Peasant only pays
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 clich specific or ornate clothing.
50
Forge
The Scribe can forge a signature or handwriting style of
someone whose handwriting the Scribe has studied. The
Scribe rolls their Scribe clich. The result of this roll is the TN
that someone must beat on a Perceptive based clich roll to
notice that the document or signature is a forgery.
Scribe
Translate
While the whole world of Arcadomai uses the same language
now, ages ago there were multiple languages all across the
different lands and races. This ability allows the Scribe to
understand any written piece of ancient language. The TN is
determined by the complexity of both the language and the
content of the message.
Notate
The Scribe can write down what someone is saying at the
same speed as the speaker is speaking. The Scribe rolls their
Scribe clich. Higher rolls mean that not only is the notation
accurate, but that it also looks nice and is well written. Lower
rolls produce inaccurate texts written in hastily scribbled
handwriting.
Read Card
The time that Scribes spend studying writing gives them the
ability to recognize all sorts of written runes and symbols. The
Scribe can read and understand any magic card they find,
without having to have any dice in magical clichs. The Scribe
may also draw a magic card, but that card will have no ability
until given power by an appropriate mage.
Copy
The Scribe copies a written piece to new parchment or paper.
The amount of time it takes depends on the size of the original
text and the complexity of the texts contents. The Scribe rolls
their Scribe clich - higher rolls produce more accurate copies,
while lower rolls tends to create copies with the Scribes
personal writing style noticeable to the trained eye.
Encrypt
The Scribe can write a message in code. He may teach this
code to anyone he wants to be able to read it. Those who learn
the code may also write messages in it, but may not come up
with new codes on their own unless they too are a Scribe. The
code can be deciphered by an outside party only if they can
beat the encoded message in a contest of their Scribe clich
versus the code writer's Scribe clich.
Notary
The Scribe has legal rights to notarize certain documents and
make them official. They may notarize weddings, sales,
contracts, work orders, pedigrees and all other documents that
a normal citizen may need. The document must also be signed
off by someone with the authority over the type of document
notarized - therefore, the Scribe cant simply write himself
military requisition forms and notarize them.
51
This chapter contains descriptions of each magic clich, as well as spell lists for all magic clichs found in the Arcadomai setting. While
certainly not an extensive list of every single spell for each clich, the lists here give the GM and the player a range of spells to use at all
clich levels, and as something to compare spells created by the GM or player.
52
Clich layout
Each clichs abilities are listed in the following format
Trying again
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
encounter or combat. The GM may allow multiple attempts if
the PCs are in a relatively restful area, or the encounter or
combat takes place over a long period of time. Direct combat
spells may always be cast repeatedly at no penalty.
Clich name - The name of the clich used for the spells.
Description - Following the name of the clich is a description
of what powers and abilities are available to a mage of that
school of magic.
Combat - A brief description of spell effects when engaged in
direct clich to clich combat, for each level of the mages
clich. These are simply meant for added description, and have
no impact on combat itself. This section only applies to the few
magic clichs that have a direct combat effect - other clichs
can be used in combat to aid or hinder, but only clichs with
direct combat effects can engage in actual direct combat.
Level (x) - This is the header for the spells of each clich level.
The level of each spell is the optimal clich level a character
should have before trying to cast the spell. Higher level spells
may be attempted by the character with no penalty, although
the TNs for these spells may be outside the mage's reach.
Spell name - TN - Description - This is the spell name,
followed by the TN you must beat to cast the spell successfully,
followed by the game effects of the spell. Failing to cast a spell
rarely means that nothing happens - usually a weakened
version of the spell will be cast, or failing that, visual and/or
audible effects will occur, making the attempt to cast a spell
obvious.
Resisted spells
A lot of spells allow the target to resist or avoid the spell's
effects. The TN to resist/avoid/throw-off spell effects is equal to
the mage's clich roll result when they cast the spell.
A note on magic cards
From the core rules, a magic card is used by someone to act
like a mage of a certain clich level to do a specific single spell,
for one turn.
Magic cards can be made to let the user have the combat
ability at the card's clich level for one turn. The clich of magic
must be one of the clichs that have combat ability of course,
but other than that, the user can use 1 magical attack at the
card's clich level. If they fail, they lose a die in a clich of their
choice.
Magic cards can also hold specific spells listed in this
supplement, or even specific spells created by the GM and
player. When created, the mage picks the spell and sets the
clich level on the card. A card can be made at any clich level
in relation to the specific spell on the card. To use a noncombat card, the user rolls to activate the spell as normal for a
mage of the card's clich level, and the target (if there is one)
rolls to resist as normal. If the user fails on using a card that's
not directly combat related, then they do not lose a die in a
clich - the spell simply fails to overcome someone's
resistance, or it doesn't work to its full potential.
Spell lengths
Unless otherwise noted, spells last until the end of the
encounter or until the end of combat. An 'encounter' is defined
as a single event where the PCs are in the same location
working towards the same immediate goal (the separate rooms
in a dungeon, meeting someone on the way to another city,
hanging out one evening at the bar, etc). If there's any
question, the GM has say when an encounter is technically
over.
The descriptors and spell lists are specific to each magic clich. In Arcadomai, magic is a very specialized and focused field of study.
There are no generic Sorcerer, Wizard or Archmage clichs, nor is there any set of spells that are available to all magic using clichs.
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.
53
Level 4
Immolate - TN 13 - Sets ablaze any flammable object (paper,
worn clothes, held magic cards, etc). If an object is worn or held
by a person, they can spend their next turn making a Dexterity
based roll to put out the flames before the object is permanently
damaged.
Halo of Flames - TN 14 - Anytime an opponent beats you in
melee combat, they must make a Dexterity based clich roll or
lose a die in their melee combat clich as well.
Resist Flames - TN 15 - You gain a +1 pip bonus against fire
magic, both combat uses of Pyromancy and non-combat
Pyromancy spells.
Pyromancer
Level 5
Flametaker - TN 16 - This spell must be cast on a bonfire or
larger blaze. The blaze is extinguished, and the next fire spell
you cast is at a +1 die bonus. This may also be used to give
you a +1 die roll to your next combat use of Pyromancy.
Flaming Wall - TN 17 - Creates a wall of fire up to 100 feet
long. Anyone passing through (or forced through) this wall
takes 2 dice of damage to a clich of their choice.
Ignore Flames - TN 18 - You take no clich damage due to fire
or fire magic.
Level 1
Light - TN 2 - This basic fire spell lights a candle, torch, lamp,
lantern or any other small object made explicitly to be set afire.
Warm Object - TN 3 - Causes an object to become noticeably
warm. This is not hot enough to do damage, but it can heat
something warm enough to keep a person comfortable in chilly
weather.
Cook - TN 4 - Heats any prepared meat up, cooking it well
enough to eat safely.
Level 6
Roast - TN 20 - Reduces any flammable object to ashes.
Burn Alive - TN 21 - The target creature or person is reduced to
1 in all clichs, as horrible burns cover their entire body. They
may resist with a Health based clich roll.
Raze - TN 22 - A fast burning fire engulfs an area. In a city
environment, an entire floor of a building can be engulfed at
once.
Level 2
Ignite - TN 6 - Sets fire to any readily flammable object (paper,
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 clich 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
Cold Aura - TN 13 - Anytime an opponent beats you in melee
combat, they must make a Dexterity based clich roll or lose a
die in their melee combat clich.
Encase - TN 14 - The subject is encased in ice. They must
make a Strength based clich roll to escape.
Frostbite - TN 15 - The victim gets major frostbite on a limb and
loses 2 dice in a clich of their choice.
Combat
Level 1 - Small shards of ice, hard snowballs
Level 2 - Ice shards, small ice balls, chilling rays
Level 3 - Ice daggers, large ice balls, freezing rays
Level 4 - Ice spears, multiple ice balls, flash freezing
Level 5 - Ice storms, winter blasts
Level 6 - Blizzards, arctic blasts
Level 5
Arctic Weapon - TN 16 - Your or an ally's weapon becomes
absolutely frigid to enemies, giving a +1 pip to your combat rolls
with it. Failing the roll to cast Arctic Weapon destroys nonenchanted weapons, shattering them into bits. This spell does
not stack with a bonus weapon's +dice or +pip bonuses, but will
stack with +number bonuses.
Ice Sculpture - TN 17 - You can create any object made of ice
up to the size of a person.
Ignore Ice - TN 18 - You ignore all cold and ice based attacks,
conditions and magic.
Level 1
Chill - TN 2 - Chills a drink, making it pleasantly cool.
Cubes - TN 3 - Creates several ice cubes in the caster's hand.
Frost - TN 4 - Creates a thin layer of frost on any surface. Can
be cast on living creatures, but won't cause damage and
doesn't do much but cause a momentary chill.
Level 6
Freeze - TN 20 - Any nonliving object is frozen solid, through
and through. Reduce the TN to physically break the object by
10.
Dire Cold - TN 21 - An areas temperature drops drastically
(100 square feet max). Anyone going through this area loses 1
die to all clichs (this spell won't cause a clich to be reduced
below 1).
Ice Structure - TN 22 - You can create any object made of ice
up to 30 cubic feet.
Level 2
Cold Hand - TN 6 - Your hand becomes very cold (not enough
to damage someone, but certainly enough to distract). The
caster can also cool down object and liquids by holding the
object or the liquid's container.
Ice Object - TN 7 - Creates a fist sized or smaller object out of
ice (cups, lock picks, rings etc).
Chill - TN 8 - The area the caster is in becomes uncomfortably
cold. Magic clichs and other clichs 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 clich 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 clich roll to avoid slipping and falling).
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Level 3
Rain - TN 9 - Creates a gentle rain in an outdoor area for about
half an hour.
Water Walk - TN 10 - Allows you to walk on top of water, for as
long as you stay on the same body of water.
Satiate - TN 11 - Sustains you without water for one day.
Hydromancer
Level 4
Surge - TN 13 - Creates a strong blast of water. Anyone hit by
this blast must make a Strength based clich roll or be knocked
back ten feet and knocked down.
Breathe Water - TN 14 - You may breathe and speak while
immersed in water.
Whirlpool - TN 15 - A whirlpool forms in a large body of water.
Those caught in it must make a Strength based clich roll to
escape.
Combat
Level 1 - Minor dehydration, small bursts of water
Level 2 - Small blasts of high pressure water, average
dehydration
Level 3 - Severe dehydration, high pressure streams of water
Level 4 - Full body dehydration, high pressure jets of water
Level 5 - Explosive bursts of water, large high pressure water
sprays
Level 6 - Localized tidal blasts, geysers
Level 5
Drown - TN 16 - Causes a target to begin to drown. Until they
make a Health based Clich roll, they lose a die in a clich of
their choice every round, until they either succeed at this roll or
are reduced to zero dice in any clich.
Deluge - TN 17 - Fills an outdoor area with dense, driving rain
for an hour. This will turn the ground to mud, and destroy most
crops and ornamental vegetation.
River - TN 18 - Causes a raging river to spring from your hand
for five turns. This can knock targets back as per Surge.
Level 1
Mist - TN 2 - Creates a gentle spray of cool mist.
Fill Up - TN 3 - Fills a cup or other small container with fresh
water.
Test Water - TN 4 - Tells you if water is fine to drink. Reveals
poison or contaminates, but not magical enchantment.
Level 2
Water Ball - TN 6 - Creates a gallon of water, which can be
thrown. This can extinguish small fires and possibly annoy
opponents.
Boil - TN 7 - Boils a small container of water. If thrown at an
opponent, they must make a Dexterity based clich roll, or take
a -1 penalty to all rolls until the end of combat.
Detoxify - TN 8 - Renders poisoned, contaminated or salty
water drinkable.
Level 6
Water Tread - TN 20 - You and your companions can walk on
water as long as they remain on the same body of water.
Tidal Wave - TN 21 - A large body of water produces an
impressive wave, smashing into the shore and causing damage
to buildings and flora.
Burst - TN 22 - The water in the targets body forcibly ejects
itself. The target may make either a Health or Strength based
clich roll to avoid a messy death.
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Level 4
Arc Field - TN 13 - Lightning jumps from foe to foe. Until the
end of combat, a random opponent each turn must make a
Dexterity based clich roll or take 1 die of damage to the clich
they last used in combat.
Wind Blast - TN 14 - Creates a strong blast of air. Anyone hit by
this blast must make a Strength based clich roll or be knocked
back ten feet and knocked down.
Raging Winds - TN 15 - The area is filled with raging, howling
winds. Non-magical ranged attacks are rolled at half dice and
verbal communication is impossible.
Aeromancer
Level 5
Breathless - TN 16 - You do not have to breathe while the spell
lasts, and airborne gases or poisons have no effect on you.
Suffocate - TN 17 - The target painfully struggles for breath. For
3 rounds, or until they make a Health based Clich roll, they
lose 2 dice in a clich of their choice.
Neural Shock - TN 18 - Unless a Health based clich roll is
made, the target falls unconscious. Jostling or attacking the
sleeping target will wake them back up instantly.
Level 1
Whisper - TN 2 - You may whisper a single word that can be
heard by any one target in sight.
Breeze - TN 3 - Creates a pleasant breeze in the area.
Scent - TN 4 - Causes an obvious odor of the casters choice in
the area.
Level 6
Path of Wind - TN 20 - You and your companions are whisked
away to a different location. You must have been to the target
location in person at least once. This process takes an hour of
time for every day of travel required by normal means.
Tornado - TN 21 - A tornado forms, devastating everything in a
one mile line. Once created, the caster picks a direction for the
tornado to follow in general, but has no direct control over its
exact path.
Lightning Storm - TN 22 - The target is hit by 2d6 lightning
bolts, and loses a die in clichs of his choice for each one. The
target may roll the 2d6 himself to determine how many lightning
bolts he is hit with.
Level 2
Shock - TN 6 - A target that you touch is mildly shocked. They
must make a Health based clich roll or take a -2 penalty to
their next roll.
Wind Aura - TN 7 - Youre surrounded by gusts of wind, giving
you a +3 bonus against non-magical ranged attacks.
Purify - TN 8 - Cleanses the air in an area, removing smoke
and airborne poisons.
Level 3
Expel - TN 9 - The air from a targets lungs is pushed out. They
must make a Health based clich roll or lose their next turn as
they gasp for breath.
Conduit - TN 10 - If youre 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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Level 3
Quake - TN 9 - Causes the area under one opponent to
violently shake. They must make a Dexterity based clich roll or
fall to the ground. They may use their next turn to get back up
on their feet.
Stone Object - TN 10 - Creates any object the caster is familiar
with out of stone, up to 5 pounds in weight.
Earth Meld - TN 11 - You sink into natural earth, and may
remain there unharmed for up to an hour. You cannot see or
hear anything that happens on the surface.
Geomancer
Level 4
Sink - TN 13 - The target sinks waist deep into the earth. A
Strength based Clich roll is needed to escape. This spell only
works if the target is standing on natural ground.
Stone to Earth - TN 14 - Changes up to 50 pounds of stone into
soft earth.
Flesh to Stone - TN 15 - The target must make a Health based
clich 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
caster chooses both shape and color.
Bullets - TN 3 - Creates a handful of perfectly round sling
bullets.
Stone Claws - TN 4 - You grow small stone spikes from your
fingertips or knuckles. All unarmed combat rolls are rolled with
a +1 bonus.
Level 5
Pit - TN 16 - A 10 ft. wide, 50 ft. deep pit appears. Those in the
area must make a Dexterity based clich roll or fall in, taking 2
dice of damage to the clich they rolled.
Earth Rest - TN 17 - Same as Earth Meld, but every 10 minutes
you stay in the earth, you heal 1 clich of your choice.
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
back into the ground.
Level 2
Shake - TN 6 - Causes the area under one opponent to shake.
They must make a Dexterity based clich roll or suffer a -1 die
penalty to their next roll.
Flatten - TN 7 - Flattens out a perfectly horizontal area of
natural earth. This area is large enough to set up a small
campsite.
Stone Fists - TN 8 - Your fists momentarily turn to solid stone,
giving you a +1 die bonus to your next unarmed combat roll.
Level 6
Stone Body - TN 20 - You (and your equipment) become a
living stone statue. You gain +2 pip to your melee combat rolls
until the end of combat.
Calcify - TN 21 - The target must make a Health based clich
roll, or be permanently turned to stone.
Rive the Earth - TN 22 - A giant 500 feet deep pit appears,
large enough to swallow a building.
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Level 5
Minor Enchantment - TN 16 - Target equipment gains a
permanent +1 bonus. You may add cumulative +1 bonuses, but
this increases the TN by 1 for every +1 bonus after the first.
You may only cast this spell once per day, and whether you
succeed or fail, this spell takes 10 minutes to cast. Failing a
Minor Enchantment roll means that the item may not be further
enchanted with any enchantment spell.
Major Blight - TN 17 - Target equipment gives its user a -1 pip
bonus for 1 turn.
Enchantment - TN 18 - Target equipment gains a permanent
+1 die bonus. You may add cumulative +1 die bonuses, but this
increases the TN by 2 for every +1 die bonus after the first. You
may only cast this spell once per day, and whether you
succeed or fail, this spell takes 10 minutes to cast. Failing an
Enchantment roll means that the item may not be further
enchanted with any enchantment spell.
Enchanter
Level 6
Major Curse - TN 20 - Target equipment gives its user a -1 pip
bonus until end of combat.
Major Enchantment - TN 21 - Target equipment gains a
permanent +1 pip bonus. You may add cumulative +1 pip
bonuses, but this increases the TN by 2 for every +1 pip bonus
after the first. You may only cast this spell once per day, and
whether you succeed or fail, this spell takes 10 minutes to cast.
Failing a Major Enchantment roll means that the item may not
be further enchanted with any enchantment spell.
Major Transformation - TN 22 - Target must roll a Health based
clich roll or turn into a harmless creature permanently. The
target will gain the mindset and abilities of the animal theyve
turned into, and will not remember or be able to use their
normal clichs until reverted. If killed, the animal may be
resurrected normally into its former being.
Level 2
Minor Curse - TN 6 - Target equipment gives its user a -1
penalty until end of combat.
Aid - TN 7 - Target equipment gives its user a +1 die bonus for
1 turn.
Minor Transformation - TN 8 - Target must roll a Health based
clich roll or turn into a harmless creature for 1 turn. They may
still use their clichs in combat, but anytime they beat an
opponent in a round of combat, that roll only counts as a tie.
Level 3
Blight - TN 9 - Target equipment gives its user a -1 die penalty
for 1 turn.
Bless - TN 10 - Target equipment gives its user a +1 die bonus
until end of combat.
Major Aid - TN 11 - Target equipment gives its user a +1 pip
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 clich
roll or turn into a harmless creature until the end of combat.
They may still use their clichs in combat, but anytime they
beat an opponent in a round of combat, that roll only counts as
a tie.
59
Level 4
Tell Fortune - TN 13 - You read someones fortune. On a
success, you learn 1 important thing that will happen to them
soon. On a failure, you only pick up unimportant (but still
correct) little pieces of their life and future events.
Light of the Heart - TN 14 - You can tell whether someone is
attuned towards the Light, the Grey or the Dark.
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
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.
Diviner
The Diviner can see the web of cause and effect, past and
present and the flow of fate. The Diviner can touch the strands
that connect it all together and discern locations, information
and even vague possible futures for people and things. A highly
skilled Diviner can tug at those strands as well, making their
own path and affecting the fate and future of their lives more
favorably.
Combat - This clich has no direct combat spells
Level 1
Finder - TN 2 - You find any object that you personally have
misplaced. This spell will not work on items that have been
stolen or otherwise taken from you.
Tidbit - TN 3 - Lets you know one minor fact about a person,
like their name, age, job, marital status, etc. Wont let you know
something that someone is actively hiding.
Find Fortune - TN 4 - You ask the GM one question about a
future event. On a roll of a 6 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.
Level 5
The Right Second - TN 16 - You gain a +1 die bonus on your
next roll.
Know Consequence - TN 17 - You know if an action you take
will leave Light, Grey or Dark marks on your soul.
Find Kismet - TN 18 - You ask the GM one question about a
future event. On a roll of a 2 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.
Level 6
Perfect Moment - TN 20 - You gain a +2 pip bonus on your next
roll.
Second Chance - TN 21 - You may reroll the next die roll you
fail, at a +3 bonus. Only one Second Chance spell can be
active at a time.
Find Providence - TN 22 - You ask the GM one question about
a future event. 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.
Level 2
Seeker - TN 6 - You can find any object that youve owned in
the past 24 hours.
Informant - TN 7 - You may know a minor fact about someone,
even if they are actively trying to hide that fact.
Find Future - TN 8 - You ask the GM one question about a
future event. On a roll of a 5 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.
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.
60
Level 4
Command Animal - TN 13 - One animal that you can see obeys
your commands for one hour. This only works on normal nonmagical animals.
Entangle - TN 14 - The target of this spell is wrapped with vines
and roots. Unless they make a Dexterity based clich roll, they
will be immobile for 3 rounds.
Natures Visage - TN 15 - You become an animal with 4 dice in
its combat clich 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).
Druid
Level 5
Friend of Green - TN 16 - You cannot be tracked while in the
woods. If no one can physically see you, no mundane form of
tracking will reveal signs of your passing.
Natures Ire - TN 17 - The forest itself attacks and impedes your
foes. Any foe following you into the forest must make Strength
based clich rolls each round the spell lasts or take 1 clich of
damage to the clich they used and are immobilized.
Natures Facade - TN 18 - You become an animal with 5 dice in
its combat clich 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).
Level 2
Seek Shelter - TN 6 - Tells you the closest location to a natural
uninhabited dwelling, like a cave or a large, hollowed out tree.
Seek Sustenance - TN 7 - Tells you the closest location of
edible food and drinkable water.
Natures Figure - TN 8 - You become an animal with 2 dice in
its combat clich 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).
Level 6
Natures Bounty - TN 20 - A magical fruit grows in 3 rounds,
from the ground near you. When anyone eats this fruit, they
fully heal back all their damaged clichs.
Vita Arbor - TN 21 - The target makes a Health based clich
roll. If they fail, they permanently become a tree.
Natures Countenance - TN 22 - You become an animal with 6
dice in its combat clich 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).
Level 3
Grow Plants - TN 9 - Plants in the area grow at a swift rate. If
they are fruit bearing plants, they sprout enough fruit to feed
you and your companions.
Calm Animal - TN 10 - One animal that you can see becomes
calm and leaves the area peacefully. If you run into it again,
you will have to recast the spell.
Natures Form - TN 11 - You become an animal with 3 dice in
its combat clich 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
Turn Undead - TN 13 - Target undead rolls a Persistent based
clich roll. If it fails, it must leave the area if able. Otherwise, it
will get as far away from the caster as possible.
Restore - TN 14 - The target heals 1 die in a clich of their
choice, so long as that clich does not heal above 4.
Purge - TN 15 - Any and all temporary negative effects from
hostile magic end on the target and the targets equipment.
This will not affect any spell that causes a permanent effect.
Level 5
Sanctify - TN 16 - Once per day, you bless an area (a
continuous 10 foot by 10 foot area per clich level of the caster)
that prevents any body placed there from being raised as an
undead creature. This spell lasts 24 hours.
Rejuvenate - TN 17 - The target heals 1 die in a clich of their
choice, so long as that clich does not heal above 5.
Restore Life - TN 18 - Brings a target back to life. This spell
must be cast within a number of days of the targets death
equal to your Cleric clich. The target takes a -1 die penalty to
all rolls for a number of days equal to the total combined levels
of their clichs.
The Cleric channels magic from the Light to heal the living and
to impede and injure the undead. A Cleric is an invaluable
member of an adventuring team, especially those teams whose
adventures take them to Cicatrix or the more dangerous areas
in Sunder and Primeria. Healing magic cards are the most
common cards carried by adventurers, and are often made at a
higher clich level than required to cast the associated healing
spell, in order to ensure success when used.
Level 1
Detect Undead - TN 2 - You know whether a target creature is
undead or not. Werewolves and other werecreatures are not
considered undead, but this spell will detect zombies, vampires,
lichs and other undead that are disguised (mundanely or
magically) as normal humans.
Patch Up - TN 3 - The target heals 1 die in a clich of their
choice, so long as that clich does not heal above 1.
Life Watch - TN 4 - Choose a target you can see. For the next
24 hours, youll be magically alerted if they die. Only one Life
Watch can be maintained at a time.
Level 6
Destroy Undead - TN 20 - Target undead is destroyed unless it
can make its primary clich roll against the Clerics clich roll
for this spell.
Renew - TN 21 - The target heals 1 die in a clich of their
choice.
Resurrect - TN 22 - The target is brought back to life. This spell
must be cast within a number of weeks of the targets death
equal to your Cleric clich. The target takes a -1 penalty to all
rolls for a number of days equal to the combined total levels of
their clichs.
Level 2
Diagnosis - TN 6 - Tells you if the target is wounded, poisoned
or diseased, and the specifics of each.
Cure - TN 7 - The target heals 1 die in a clich of their choice,
so long as that clich does not heal above 2.
Ward Undead - TN 8 - Target undead rolls a Persistent based
clich roll. If it fails, it may not attack you.
Level 3
Cleanse - TN 9 - All poison and disease is removed from the
targets body. Any clich 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 clich of their choice,
so long as that clich 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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Level 4
Quench Life - TN 13 - Target makes a Health based clich roll
or has their primary clich reduced to one).
Generate Undead - TN 14 - A dead person or creature
becomes an Undead Creature (4) under your control until end
of combat.
Permanency - TN 15 - This spell can be cast once per day, and
adds 1 point to your Permanency Pool. A Necromancer can
have a number of permanent undead creatures under their
control, so long as the undead's total clich dice are no more
than the number in their Permanency Pool.
Necromancer
Level 5
Desecrate - TN 16 - Once per day, you defile an area (a
continuous 10 foot by 10 foot area per clich level of the caster)
that reduces the TN required to create undead by 3. This spell
lasts 24 hours.
Fabricate Undead - TN 17 - A dead person or creature
becomes an Undead Creature (5) under your control until end
of combat.
Snuff Life - TN 18 - Target makes a Health based clich roll or
is reduced to 1 in all clichs.
Level 6
The Dark Pact - TN 20 - You become an undead lich. Add 'Lich'
to your primary clich. You no longer age. After casting the
spell, you remove a small bone from your hand and place it in a
specially prepared box. So long as the bone remains intact, you
can never be completely killed - youll always come back, no
matter what. You no longer gain experience, and your soul is
tainted forever with the Dark. You are undead as well, and any
magic or abilities affecting the undead affects you. If you fail
casting this spell, you lose 1 die permanently in all clichs.
Spawn Undead - TN 21 - A dead person or creature becomes
an Undead Creature (6) under your control until end of combat.
Extinguish Life - TN 22 - Target makes a Health based clich
roll or dies.
Level 2
Scourge - TN 6 - Target makes a Health based clich roll or
takes a -1 penalty to all rolls until end of combat.
Create Undead - TN 7 - A dead person or creature becomes an
Undead Creature (2) under your control until end of combat.
Harm - TN 8 - Target makes a Health based clich roll or lose 1
die in a clich of their choice.
Level 3
Poison - TN 9 - Target makes a Health based clich roll or
takes a -1 die penalty to all rolls until end of combat.
Formulate Undead - TN 10 - A dead person or creature
becomes an Undead Creature (3) under your control until end
of combat.
Bolster Undead - TN 11 - All undead in the area gain +2 to their
combat rolls until the end of combat.
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Level 4
Push - TN 13 - Target must make a Strength based clich roll
or be pushed back 10 feet and knocked down.
Constrict - TN 14 - Loose objects in the area fly towards the
target. They must make a Dexterity based clich roll or take a
-1 die penalty until end of combat.
Fly - TN 15 - You can fly, at a speed equal to a brisk run.
Telemancer
Level 5
Compress - TN 16 - Loose objects in the area fly towards the
target. They must make a Dexterity based clich roll or take 2
dice of damage to a clich of their choice.
Hold - TN 17 - Target must make a Strength based clich roll or
they will be unable to move at all for 1 turn.
Teleport - TN 18 - You and your companions are teleported to
another location. You must have visited the target location in
person at least once.
Level 6
Condense - TN 20 - Loose objects in the area fly towards the
target. They must make a Dexterity based clich roll or take 2
dice of damage to all clichs.
Transport - TN 21 - You can move an object up to 250 pounds
without touch, up to 500 feet away.
Baleful Teleport - TN 22 - You teleport to the exact location of
an opponent. They must make a Dexterity based clich roll, or
die as you forcibly eject their body from the space you now
occupy. If you fail to cast this spell, you take a die of damage to
your Telemancer clich.
Level 2
Manipulate - TN 6 - You can move an object up to 5 pounds
without touch, up to 10 feet away.
Hover - TN 7 - You hover about a foot off the ground. You
cannot move horizontally from the spot youre hovering at.
Converge - TN 8 - Loose objects in the area fly towards the
target. They must make a Dexterity based clich roll or take a
-1 penalty until the end of combat.
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 clich 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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Level 4
Slow - TN 13 - The targets next die roll is made at half dice.
Quick Night - TN 14 - You compress time for yourself, allowing
you to get a full nights sleep in one hour.
Time Warp - TN 15 - Until the end of combat, you warp in and
out of the time stream, to points (usually) where you were in
better health. On every turn, roll a d6 and consult the following
table:
1 - Take a die of damage in any clich.
2 or 3 - Nothing happens.
4 or 5 - Heal 1 die in any clich.
6 - Heal 2 dice in clichs.
Chronomancer
Level 5
Time Stop - TN 16 - Time stops for you. You cannot affect the
world around you, but you may use anything that was on your
person when you cast the spell. You may remain in this time
stopped phase for as long as you like. If you somehow manage
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
spell to get more, etc) you will decompose, turn to dust and
vanish in the stopped moment you created, the world moving
on without you.
Accelerate - TN 17 - Until the end of combat, the target may
reroll every roll, taking the higher of the 2 results.
Idle - TN 18 - Until the end of combat, the target must reroll
every roll, taking the lower of the 2 results.
Level 2
Stutter - TN 6 - On the targets next roll, they must reroll their
highest single die and take the lower result.
Swift - TN 7 - Until the end of combat, the target may reroll their
lowest single die and take the higher result.
Lag - TN 8 - Until the end of combat, the target must reroll their
highest single die and take the lower result.
Level 6
Time Out - TN 20 - Target must roll a Health based clich roll. If
they fail, they may be sent up to 24 hours into the future. The
target will disappear from the spot, and reappear at the
designated time, with no sense of time passing.
Alacrity - TN 21 - The target gets 5 actions, right now. If you fail
to cast the spell, you take a die of damage to your
Chronomancer clich.
Stop - TN 22 - Target must roll a Health based clich 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 clich.
Level 3
Fast - TN 9 - The target may roll their next roll twice, taking the
higher of the 2 results.
Delay - TN 10 - The target must roll their next roll twice, taking
the lower of the 2 results.
Haste - TN 11 - The target may take 2 separate actions on their
next turn.
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Level 4
Captivate - TN 13 - The target makes a Willful based clich roll.
If they fail, they will treat you as they would treat a close family
member. This spell does not work in combat.
Aura of Conjunction - TN 14 - Any long project youre involved
in (training animals, building a house, teaching students, etc)
takes a quarter of the time it normally would.
Blend in - TN 15 - This gives you a +2 pip bonus when trying to
hide or blend in with a crowd.
Stasiomancer
Level 5
Ward - TN 16 - The next 3 times you would take a die of
damage to a clich, roll 1d6. On a 4, 5 or 6, you do not take the
damage. This spell may only be cast once per combat.
Reap Hex - TN 17 - You summon a large handful of hex to your
hand that others have lost or misplaced over time. You gain
10d6 hex. This spell can only be cast once per day.
Aura of Synchronicity - TN 18 - Any long project youre involved
in (training animals, building a house, teaching students, etc)
takes a tenth of the time it normally would.
Level 1
Mingle - TN 2 - This gives you a +1 bonus when trying to hide
or blend in with a crowd.
Salvage Hex - TN 3 - You summon a few hex to your hand that
others have lost or misplaced over time. You gain 1d6 hex. This
spell can only be cast once per day.
Charm - TN 4 - The target makes a Willful based clich roll. If
they fail, they will not take any direct action against you
(pointlessly raising prices, flat out lying, attacking, etc). This
spell does not work in combat.
Level 6
Unify - TN 20 - You blend in perfectly with a crowd. No one will
be able to find you, even if they were to go through person by
person.
Evade - TN 21 - The next 3 times you would take a die of
damage to a clich, roll 1d6. On a 3, 4, 5 or 6, you do not take
the damage. This spell may only be cast once per combat.
Enthrall - TN 22 - The target makes a Willful based clich roll. If
they fail, they will do literally anything you ask. This spell does
not work in combat.
Level 2
Aura of Concurrence - TN 6 - Any long project youre involved
in (training animals, building a house, teaching students, etc)
takes half the time it normally would.
Deflect - TN 7 - The next 3 times you would take a die of
damage to a clich, roll 1d6. On a 6, you do not take the
damage. This spell may only be cast once per combat.
Beguile - TN 8 - The target makes a Willful based clich roll. If
they fail, they will treat you as theyd treat a good friend. This
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 clich, 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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Level 4
Unlearn - TN 13 - The target makes a Willful based clich roll. If
they fail, they forget everything about you.
Reposition - TN 14 - Objects and furniture in the building or
area change places randomly with each other. This is
permanent, until moved back to their normal places.
Offend - TN 15 - The target makes a Willful based clich roll. If
they fail, for the next 8 hours every new person they meet will
fight them (with intentions to subdue, not to kill) or run away
from them.
Chaomancer
Level 5
Bane - TN 16 - The target makes a Willful based clich roll. If
they fail, roll a d6 on the next 3 spells they cast. On a 4, 5 or 6,
the spell has the opposite effect than what was intended.
Substitute - TN 17 - Target object (worth 250 hex or less)
becomes a random object of the same value and the same
object type (weapon, armor, container, etc).
Resystamize - TN 18 - Everything in the building or area
changes. Even floor layouts (walls, doors, etc) completely
change. This is permanent, until the building is rebuilt and
rearranged back to how it was.
Level 1
Annoy - TN 2 - The target makes a Willful based clich roll. If
they fail, for the next 10 minutes every new person they meet
will mildly dislike them.
Trade - TN 3 - Target object (worth 10 hex or less) becomes a
random object of the same value and the same object type
(weapon, armor, container, etc).
Omit - TN 4 - The target makes a Willful based clich roll. If
they fail, they forget your name.
Level 2
Disarray - TN 6 - Small objects (book sized or less) in the
building or area change places randomly with each other. This
is permanent, until moved back to their normal places.
Jinx - TN 7 - The target makes a Willful based clich roll. If they
fail, roll a d6 on the next 3 spells they cast. On a 6, the spell
has the opposite effect than what was intended.
Forget - TN 8 - The target makes a Willful based clich roll. If
they fail, they forget your name and what your clichs are.
Level 6
Alienate - TN 20 - The target makes a Willful based clich roll.
If they fail, for the next 24 hours every new person they meet
will try to kill them.
Calamity - TN 21 - The target makes a Willful based clich roll.
If they fail, roll a d6 on the next 3 spells they cast. On a 3, 4, 5
or 6, the spell has the opposite effect than what was intended.
Repudiate - TN 22 - The target makes a Willful based clich
roll. If they fail, they forget everything about you, and will never
be able to remember anything about you ever again.
Level 3
Estrange - TN 9 - The target makes a Willful based clich 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 clich 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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Level 4
Etch - TN 13 - Creates a palm-sized mark on the target, of the
style and color chosen by you. This is permanent, even on
living targets, until dispelled by choice by the original caster.
Masquerade - TN 14 - You can change you appearance
drastically, from looking like a child, to changing gender and
even to looking like specific people.
Invisibility - TN 15 - You become invisible. People can still
discern your location if you make sound, stand on soft ground,
or manipulate items in the environment (opening or closing
doors, taking objects in plain sight, etc).
Illusionist
Level 5
Daylight - TN 16 - Fills the area with true daylight. Undead who
are damaged by daylight take full damage from the effects of
this spell.
Scribe - TN 17 - Inscribes up to a books worth of information
on the subject. On non-living targets, this is permanent,
otherwise it lasts a day per level of clich the caster has in
Illusionist. Reading the text on the object will cause it to change
while reading, allowing a lot of information to fit on a small
surface.
Phantasm - TN 18 - Creates an illusion that fools all 5 senses
(although no illusion can actually affect anything real). This can
be of anything the caster can think of, and can reach the size of
a building or large ship.
Level 2
Cache - TN 6 - Makes a small object (3 pounds or less)
invisible.
Torch - TN 7 - An object shines like a torch. This is permanent,
but the Torch spell can also be cast to cancel out a previous
casting of Torch.
Guise - TN 8 - You change slight aspects of your appearance
(hair color, eye color, skin tone, body type, small variation in
height, clothing, etc).
Level 6
Facio Mortus - TN 20 - You appear dead to any careful
examination. If someone stabs you or otherwise hurts you to
see if youre playing dead, the spell provides realistic effects of
the damage while you remain unharmed. This spell also
provides fire resistance and air to breathe in case you are
cremated or buried.
Semblance - TN 21 - You change your appearance to that of
any creature (undead, dragons, Cicatrix creatures, golems, any
and all these are valid).
Obscure - TN 22 - You become completely invisible. You make
no sound (unless you choose to), you leave no tracks, and you
have no scent. The spell also casts illusions that cover up
things you affect (opening doors, stealing objects, etc).
Level 3
Sentence - TN 9 - Creates up to a full sentence of text on the
target. On nonliving targets, this is permanent, otherwise it lasts
an hour.
Illusion - TN 10 - Creates an audio-visual illusion. This can be
of anything the caster can think of, provided its no bigger than
a person.
Nightfall - TN 11 - The area is totally darkened. Torches and
other light sources only shine for a couple of feet.
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Summoner
Level 3
Quick Common Summon - TN 9 - Summons a creature of your
choice that lasts for 1 turn. It has a combat clich of (3) and
follows your mental commands.
Amplify Summoning - TN 10 - This spell does not count as an
action. When cast with a summoning spell, the summoned
creatures duration is doubled. If this spell fails, the creature is
summoned normally.
Common Summon - TN 11 - Summons a creature of your
choice that lasts for 3 turns. It has a combat clich of (3) and
follows your mental commands.
Level 4
Quick Standard Summon - TN 13 - Summons a creature of
your choice that lasts for 1 turn. It has a combat clich of (4)
and follows your mental commands.
Unsummon - TN 14 - Target summoned creature must make
their clich roll or vanish.
Standard Summon - TN 15 - Summons a creature of your
choice that lasts for 3 turns. It has a combat clich of (4) and
follows your mental commands.
Level 5
Quick Prodigious Summon - TN 16 - Summons a creature of
your choice that lasts for 1 turn. It has a combat clich of (5)
and follows your mental commands.
Poach - TN 17 - Target summoned creature makes a clich roll.
If it fails, it falls under your control for the rest of its duration.
This creature still counts as the original casters one summoned
creature, and does not count as the one summoned creature
for the caster who cast Poach.
Prodigious Summon - TN 18 - Summons a creature of your
choice that lasts for 3 turns. It has a combat clich of (5) and
follows your mental commands.
Level 6
Quick Supreme Summon - TN 20 - Summons a creature of
your choice that lasts for 1 turn. It has a combat clich of (6)
and follows your mental commands.
Urgency - TN 21 - You may only attempt to cast this spell once
per day. All your summoned creatures can attack the moment
they are summoned, for 24 hours. They still last their normal
duration (for a total of 2 attacks for the quick summons, or 4
attacks for the other non-quick summons).
Supreme Summon - TN 22 - Summons a creature of your
choice that lasts for 3 turns. It has a combat clich of (6) and
follows your mental commands.
Level 2
Quick Trivial Summon - TN 6 - Summons a creature of your
choice that lasts for 1 turn. It has a combat clich of (2) and
follows your mental commands.
Regenerate - TN 7 - Heals 1 die of damage to your summoned
creature or familiar.
Trivial Summon - TN 8 - Summons a creature of your choice
that lasts for 3 turns. It has a combat clich of (2) and follows
your mental commands.
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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 clichs (which are reasonably common, supportive magic
clichs being taken as a secondary clich 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, theyre 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 theres a chance that the potions 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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Final roll of 8 to 14
This attempt creates a batch of random potions. The GM rolls
for a random Potion Type and again for a Random Potion
effect. This method is also used to determine the effect of
drinking a randomly found potion. The GM may add side effects
to a randomly found potion at their whim.
Final roll of 15 to 21
This attempt creates a batch of potions within the group of the
desired potion. The Potion Type is the same as the Potion
Effect the player selected, but the exact Potion Effect is rolled
randomly.
Potions
If you get the same results while rolling for multiple side effects,
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 drinkers
health.
2 - Combat potion - These potions affect the drinkers ability in
physical combat
3 - Skill potion - These potions affect the drinkers skillfulness in
non-combat situations
4 - Magic potion - These potions affect the drinkers ability in
using magic.
5 - Physical potion - These potions make a temporary change
on the drinkers physical body.
6 - Mental potion - These potions make a temporary change on
the drinkers mental state.
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Side effects
To determine the Side Effect Type, roll a single die and divide
by two, rounding up.
1 - Potion side effect - These side effects change the
composition of the potion itself.
2 - Physical side effect - These side effects make a temporary
change on the physical state of the drinker.
3 - Mental side effect - These side effects make a temporary
change on the mental state of the drinker.
Potion side effects
1 - Disgusting - The potion tastes like a combination of dirt,
sulfur and rotten fruit. The drinker must make an endurance
based clich roll (roll a die and add 10 for the TN), or throw up
the offensively vile potion, gaining none of the Potion Effects.
This is an obvious side effect, noticeable prior to drinking the
potion.
2 - Chewy - The potion has congealed into a tough, rubbery
mass, and must be dug out of the potion bottle and chewed up
to have any effect. In combat, it takes 3 turns to eat this potion
before the effects kick in. This is an obvious side effect,
noticeable prior to eating the potion.
3 - Short Lived - This potion goes bad if not used within 24
hours of being made. Once it goes bad, the potion does nothing
at all, save for gaining a strong sour taste and smell. This is an
obvious side effect once the potion goes bad, noticeable prior
to drinking the potion.
4 - Fizzy - The potion is extremely fizzy, bursting from the
potion bottle when opened. The drinker must make a dexterity
based clich roll (roll a die and add 10 for the TN), or the potion
is lost as it erupts from the bottle.
5 - Boiling - This potion contains a constant alchemical reaction
that renders it extremely hot. Drinking this potion causes a die
of damage to the drinkers primary clich. This is an obvious
side effect, noticeable prior to drinking the potion.
6 - Explosive - This potion is very unstable, and will violently
explode if jostled. Any fall that causes damage, any strike to the
body with a physical weapon, and taking damage from any
form of offensive magic will cause it to explode. This causes 1
die of damage to the primary clich of the person carrying the
potion. If theyre carrying multiple potions from the same batch,
all will explode at once, doing 1 die of damage for each potion
carried. Drinking this potion has no adverse effect - the
explosive property is lost once the potions effect occurs.
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Arcadomai
Player Character Sheet
Name:
Player:
Age:
Gender:
Race (if non-human):
Bonus gear
Dice lost
Sidekick/Shieldmate
Bonus gear
Dice lost
Dice lost
Dice lost
Hook
Bonus gear
Dice lost
Character Description
Hex:
74
Dice lost
Arcadomai
Player Character Sheet - page 2
Tale:
Character Portrait
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