arcanis 1-sheets landscape v1.1

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  • 8/13/2019 Arcanis 1-Sheets Landscape v1.1

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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.