arcanis 1-sheets landscape v1.1
TRANSCRIPT
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Paradigm Concepts, Inc. (http://www.paradigmconcepts.com) John Bellando ([email protected])
Action Speed Description
Cautious Advance 4 Move Pace (ft.)
Dash 3 Move Pace (ft.); Free Strikes
Double Time 4 Move 2x Pace (ft.); Free Strikes
Run 4 Move 3x Pace (ft.); Avoidance 12; Free Strikes
Stand Up 2 Free Strikes
Dropping to Prone Trivial Free Strikes
5 / 10 Incidental Move +1 / +2 Before, during or after another Action
* Quick Talent reduces movement cost by 1 (Minimum of 1)
Action Speed Description
Assist Ally Weapon Speed Ally gains Prowess Passive Value to
Avoidance or next melee attack
Delay 1 Advance Clock 1 Tick; Interrupt
Ready a Weapon / Shield 2 Combine with Cautious Advance for
free
Sheath / Stow Weapon Weapon Speed
Pick up Object 2 Free Strikes
Use Skill See skill
Use Talent See skill
Use Magic Item See skill
Action Speed Description
None * Reaction
Trivial 1 Combined with another Action
Simple 2 Combined with another Action
Complex 4
Demanding 7 Interruptible, Free Strikes
Resolve Action Roll: TN 10 + Damage Suffered
Failure: Push 1 Tick / 5 points of Damage (rounded down); Automatic Failure with
Wound
Action Roll: 2d10 (Action Dice) + Attribute Die + Skill Ranks + Modifiers
Exploding Dice:Attribute Die is rerolled and added if maximum value is rolled.
Critical Success:Action Dice result of 2 10s; Exploding Dice not required for TN.
Critical Failure:Action Dice result of 2 1s.
Die Bump / Penalty: Increase or Decrease Die by one step; d12 +2 through d4 -2
Passive Skill Value: 12 + Skill Ranks + Passive Attribute Value + Modifiers
Situation Modifier Description
Carrying Load -1 / Bulk
Cooperation +2 / Assistant Maximum of 3 assistants
Exhausted -2
Focused +1 Action Die Drop lowest of 3 Action Dice
Light Conditions
Bright
Shadowy -2 Insight-based vision Action Rolls
Darkness -6 Insight-based vision Action Rolls
Tools
None -6
Makeshift -3
Movement Standing up from prone, charging, dashing, running
Ability Use Interruptible Actions
Combat Maneuvers If noted in Maneuver description
Skill Use Complex or Demanding Skill Actions
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Paradigm Concepts, Inc. (http://www.paradigmconcepts.com) John Bellando ([email protected])
Action Speed Description
Basic Attack Weapon Speed Free Strikes (Ranged)
Guarded Attack Weapon Speed Subtract Prowess Die; Add Prowess
Passive Value to Avoidance until next
Action
Unarmed Attack 3 (Unarmed Speed) Free Strike (Untrained)
Grab 3 (Unarmed Speed) Free Strike (Untrained)
Action Speed (Recovery) Description
Charge +3 (+2) Move 2x Pace (ft.); +2 Damage Roll; Avoidance 12; Free Strikes (Not target)
Disarm +3 (2) Attack Roll -6 vs. Passive Melee; Free Strike
Feint +2 (2) Deceit (Pr)Attack Roll vs. Discipline; Basic Attack +4
Grapple Unarmed Speed Must be Grabbed
Escape Athletics (Mi) or Melee: (Unarmed) (Pr)Action Roll vs. Passive Melee: (Unarmed) (Mi)
Pin Melee: (Unarmed) (Pr)Action Roll vs. Passive Melee: (Unarmed) (Mi); Target Immobilized
Punish Damage with light balanced weapon, Unarmed Attack, or Natural Weapon
Reverse (While Pinned) Melee: (Unarmed) (Pr)Action Roll -6 vs. Passive Melee: (Unarmed) (Pr)
Shove Weapon Speed (3) Melee: (Unarmed) or Melee: (Unbalanced)Attack Roll vs. Fortitude; Push 5 and move; Free Strikes (Untrained)
Trip +3 (2) Melee Attack Roll vs. Fortitude, PassiveAcrobatics (Qu), or PassiveAthletics (Qu); Free Strikes
Total Defense +0 (4) Delay; Add Prowess Value to Avoidance
Two-Weapon Fighting 2 / +2 (2) Basic Attack -3 (2 Ticks); Basic Attack -4
Wild Assault +0 (3) Melee Attack Roll +2; Avoidance -3
Initiative Roll: Roll 1d10 per Initiative Score and choose the lowest; Set Clock
Surprise: Roll Initiative; Grant Tactical Edge; Enter combat when aware
Attack Action: 2d10 + Prowess Die + Ranks + Modifiers
Damage Roll (Stamina): Damage Dice + Attribute Die + Modifiers - Armor Rating
Situation Modifier Description
Tactical Edge +2 Higher ground, Multiple attackers, Prone
Prone -3 Tactical Edge to Adjacent Enemies; PartialCover vs. Ranged; Crawl 5 (Speed: 4)
Concealment
Standard StealthAction Skill Rolls with no modifiers
Total -6 StealthAction Skill Rolls at +2; Tactical
Edge
Cover
Partial -2 Slightly obscured; Intervening creatures
Standard -4 Halfway obscured; Firing into melee
Superior -6 Nearly totally obscured; Standard
Concealment
Light Conditions
Bright
Shadowy -2
Darkness -5 Move at 1/2Pace (ft.)
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Paradigm Concepts, Inc. (http://www.paradigmconcepts.com) John Bellando ([email protected])
Reroll Action Roll: The Hero may reroll any Action Roll and abide by the
new result.
Boost Action Roll: The Hero may, before performing an Action Roll, add
his Fate Score to the result.
Increase Defense: The Hero may increase any one defense by his Fate
Score for a single attack, after learning the result of the attack.
Increase Pace: The Hero may increase Pace by 5 x Fate Score for 1
Action.
End Strain, Recovery, or Push: The Hero may immediately end a period
of Strain, Recovery, or Push.
Weapon Trick: The Hero may access the Tricks of a weapon as if the Herowere trained in that weapon for one action only.
Reduce Stamina Damage: The Hero may reduce Stamina damage
suffered from a single source by an amount equal to his Fate score.
Wound Penalties:The Hero may ignore any Wound penalties for the
remainder of the scene. Any new Wounds suffered after this choice would
apply as normal.
Recovery Action Roll: The Hero can ignore a Recovery Action Roll result
to recover Wounds damage; the Heros condition remains unchanged until
the following day.
Avoid Death: The Hero may elect to automatically succeed on an Action
Check to avoid death due to being Vanquished by Wounds.
Horror Check: The Hero may succeed on a Horror Check before rolling.
Horror Result: The Hero may ignore any result that requires Fleeing, but
suffers other penalties.
Do the Impossible: The Hero may, at the Chroniclers discretion, break
the rulesin effect, do the impossible.
Villains:A Villain may negate a Hero Point use.
Condition DescriptionPhysical
Blinded Grant a Tactical Edge. Opponents have Total Concealment.
Deafened Automatically fail all sound-based Perception Action Skill Rolls.
Exhausted Suffer a -2 penalty to all Action Rolls.
Flanked Enemies on more than one side. Grant a Tactical Edge to all enemies.
Helpless Avoidance of 11.
Successful melee attacks against are Critical Successes. Attackers may
withhold Wound damage to reduce its Stamina to 0.
Immobilized Cannot take move actions. Cannot perform Incidental Movement.
Prone Grant a Tactical Edge to adjacent enemies. Gain Cover against Ranged
Attacks. Crawl 5 (Speed: 4).
Attack Rolls suffer a -3 to hit (see specific weapons).
Stunned Gain Recovery of 6.
Grant a Tactical Edge to all enemies. May not perform Free Strikes.
Clock
Push Advance Clock by a number of Ticks equal to the duration of the Push.
A character can only be subject to one Push effect at a time, though
the longest such period will always apply.
Recovery Duration of Ticks in which the character may not make a Combat
Maneuver that has Recovery. Once the Master Clock matches the
characters Clock, each Tick that passes reduces Recovery by 1.
Strain Duration of Ticks in which spells cannot be safely cast. Spells cast
within Strain cause double the remaining Strain in Stamina damage.
Once the Master Clock matches the characters Clock, each Tick that
passes without casting a spell reduces Strain by 1.
Fear
Shaken Push Clock by 3.
Suffer a -2 to Discipl ine against fear-based attacks and Horror Checks.
Frightened Shaken. Move away at highest safe speed. Avoid Free Strikes. Fight if
cornered or trapped.
Suffer a -2 penalty to Discipline and Combat Action Rolls or Action
Rolls that require steady hands and calm focus.
Terrified Shaken. Frightened. Move away at highest speed without safety
concerns. Avoid Free Strikes if possible. Fight using Wild Assault if
cornered or trapped.
Suffer a -2 penalty to Disc ipline and Combat Action Rolls. Cannot
perform Action Rolls that require steady hands and calm focus.
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Paradigm Concepts, Inc. (http://www.paradigmconcepts.com) John Bellando ([email protected])
Dark Kin: These damned souls have the misfortune of bearing a
recessive infernal bloodline that appears once every so many
generations. While scorned by most people, the majority of dark-kin simply try their best to make their way in the world,
fighting against their infernal heritage or embracing the
darkness within.
Dwarf: Once the Celestial Giants, great beings who swore an o ath to
protect humanity, the dwarves are now cursed by Illiir to nevergain entrance to the afterlife or the cycle of rebirth within the
Cauldron. Each dwarven enclave has taken up a craft, striving
to produce the "perfect item" to fulfill their bargain with Sarish
to break the curse.
Elorii: Created by Belisarda and the four Elemental Lords as the
perfect servitor race for the Ssethregoran Empire, the Eloriieventually rose up in rebellion against their masters. Each
Elorii traces their bloodline to one of their five creators, and
many still harbor hatred for the humans, whose deities
consumed their own Elemental Lords.
Gnome: The result of the forbidden mating between a dwarf and
human, gnomes are the most tragic and reviled race in theKnown Lands. Gnomes are pitiful, twisted creatures, bearing
deformities passed through their dwarven parents, but also
tenacious, tough, clever, and prone to survival through choice.
Human: Supplanting the grant Elorii empire, the humans came to
the world in ancient times and have quickly become the
dominant majority in almost all the Known Lands. Due to their
short-lived nature, humans have a capacity to live in the
moment, for the moment and attack each problem with zeal.
Kio:An ancient and mysterious race, the Kio are said to have arrived
in the Western Lands on flying islands. Almost entirely uniform
in appearance with their grace and fair complexion, Kio are
known for their patient consideration of all choices as well astheir decisive actions once a course has been decided.
Ssressen:Uses as slave masters or elite shock troops, this Ssethricsub-race consists of many different egg clutches, different in
outlook but sharing the same matriarchic societal rules. While
many of the clutches war with neighboring nations, several havebroken with tradition and live either in uneasy peace or open
alliance with other nations.
Undir:A simple and open people, the Undir lead uncomplicated lives,
taking from the land what they need to survive and rarely
coveting possessions or power. Tales of their heritage as
offspring of the Undine Nodala and a human hunter are givenweight by the presence of their webbed fingers and toes.
Val: Created by the fusing of a Valinors essence with that of a
human family, each Val family owes is bloodline to one of the
gods of man. Touched by divine essence, Val are the ruling
nobility and protectors of humanity with powers granted by the
gods through the generations.
Abessian Dominion: Recently gaining its freedom from the
Coryani Empire with the help of the Yigites, this nation was
formed by refugees from a southern Myrantian kingdom.
The Free-States of Almeric: Made up of land from both Milandir
and Coryan, this newly formed nation continues to sufferfrom constant internal warfare to find a strong leader.
Altherian Republic: Ruled by a Council of Wisdom, the republic
views itself as the most knowledgeable place in the world,
and seeks to share their culture with the rest of the world.
Blessed Lands: Claimed as a birthright by the Coryani, Elorii,
Ssethregorans, and Khitani, this holy land has been the site
of numerous and bloody wars trying to reclaim it.
Theocracy Canceri: Despised by the rest of the world, the lands
of Canceri are harsh and unforgiving and its people come
from many places to be put into a rigid caste system.
Coryani Empire: The inheritor of the greatness of the First
Imperium, the Coryani Empire is forged from many nowindependent nations and is the seat of the Mother Church.
Dwarven Enclaves: Each Enclave is as distinct as its people,
reflecting the roles that each played in the downfall of the
Dwarves from the roles as the celestial protectors.
Elorii Nations: Made up of three separate nations, each trying to
restore the Elemental Lords to life and preparing for the
inevitable war with humanity that the Elorii await.
Hinterlands:An amalgamation of tribes and cities, theHinterlands geography varies between the open plains of the
nomadic tribes to the commercial coastal city of Censure.
League of Princes: Consisting of many small nations and at least
five distinct races, the League functions through treaties,
mutual obligations, and ancient obscure family duties.
Kingdom of Milandir:A former Coryan province, Milandir wasfounded on the principles of honor and obligation and its
people view themselves a beacon of righteousness.
Pirate Isles: The Pirate Isles are a series of islands each claimed
by a different group or organization but with a unifying credoof Stay out of my business! which has kept the peace.
Ssethregoran Empire: Home to the varied reptilian ssethrics,
Ssethregore has tried constantly to expand, often resulting inwars with the peoples of those lands.
Unsealed Lands: Beyond the Godswall, these lands contain
pockets of both human and infernal societies, each ruled by
strict laws, rigid customs, fear or unyielding courage.
Ymandragore, Isles of the Sorcerer-King: Ruled by the
Sorcerer-King, the Isles are spoken of in hushed whispers by
most, with tales of barbaric rituals and dark magic.
Pantheon of Man
Althares: The patron god of sages, wisemen, and those who seek lost
secrets and knowledge.
Anshar: The goddess who looks after the destitute, the oppressed andthe outcast, regardless of the reasons for their situation.
Beltine: The Shrouded Goddess who minds the Cauldron and has
dominion over the underworld and the dead.
Cadic: The Dark Hand of Illiir is the patron god of thieves, spies and
assassins as well as musicians, bards and artisan.
Hurrian: The Reluctant Warrior who has domain over honorable
combat as well as lightning and storm.
Illiir: He is the Head of the Pantheon and serves as the patron deity
of emperors, kings, lords and others in positions of power.
Larissa: The Oracle of the Gods is also given to acts of hedonistic
pleasures to cleanse visions of the future from her mind.
Nier: The Left Hand of Illiir, this god is the embodiment of war andalso stands in judgment of the souls of the dead.
Neroth: The Death-Bringer rules within the earth and has dominion
over disease as well as the body and minds of the dead.
Saluw: She is the patron goddess of women and the caretaker of all
things that grow upon or below the earth.
Sarish: The god of oaths and arcane magic, he also claims as his
dominion the summoning and binding of demons.
Yarris: The god of the oceans to which many give prayers for safe
passage through his domain.
Elorii Deities
Belisarda: The Life Mother is the last of the Elemental Lords of the
Elorii and teachers her children patience and forgiveness.
Myrantian Deities
Tzizhet: The head of the Myrantian Pantheon and represents pure
destructive power over life and death.
Ssressen Deities
Fire Dragon: The guardian to his people, the Ss'ressen, looking out
for them while preferring to not interfere.
Jeggal Sag: The Master of Beasts has insight into and power overthe natural creatures of the wild, as well as drakes and their ilk.
Kassegore:As head of the Old Ssethric Pantheon, he is the primal
personification of the great cycle of creation and destruction.
Yig: The Life Bringer balances Kassegore with her domain over
creation, though she also personifies lust during mating season.