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A supplement to the Risus setting Arcadomai created by Dan Suptic©2007
A note about Risus and Arcadomai
Arcadomai is a fantasy setting (created by Dan Suptic) that uses the Risus system to play. It can be found at http://risusiverse.wetpaint.com/page/Arcadomai. Risus itself is a free and easy to learn role-playing game (created by S. John Ross) that is used to play Arcadomai. Simply go to the freebie page on http://www222.pair.com/sjohn/risus.htm and download it there. The whole system is 6 pages long, and that’s all you’ll need to play. Download it, print it, heck, even put it in a nice 6-page binder. So long as you understand it, you’ll be able to use the Arcadomai Warrior Creeds.
What lies within
This supplement contains detailed abilities of the combat clichés found in the Arcadomai setting. While certainly not an extensive list of ability for each cliché, every list here should be enough to give the GM and the Player a good knowledge of what the cliché can do. Also contained is information that all combat clichés can use
Strength, Dexterity and Health based cliché rolls
Every combat cliché can make rolls when involved in situations that relay on Strength, Dexterity or Health. Each cliché, though, has one area that they’re not as good at as the other 2. Normally, doing something that only is implied by your cliché adds a +5 to the TN. Since combat clichés train all 3 areas (even though they put emphasis on the primary areas), these penalties only add a +3 to the TN of the task.
Mundane Weapons
This list shows common prices for non magical weapons. High quality weapons (those that add a +1 to your combat roll) cost 25 hex more
1 hex weapons
Dagger – a small blade, easy to hide
Sling – a sling that throws hard metal bullets
Sling bullets – a pack of 10 bullets
Quarterstaff – a 5 to 6 foot long sturdy staff
3 hex weapons
Short sword – a short sword, machete or any other blade around 2 feet long
Short bow – a normal bow
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
5 hex weapons
Long sword – a long sword, katana or any other blade around 3 feet long
Epee – an epee, rapier or other fencing sword
Long bow – a longer bow with greater range
Crossbow – a crossbow or any other automated bow
Morning star – a heavy, spiked and large metal ball attached to a foot long handle
Battleaxe – a woodcutters axe, refit for battle
7 hex weapons
Great sword – a great sword, claymore or any other blade longer than 4 feet
Flail – a spiked ball attached by chain to a foot long handle
Warhammer – a large hammer
Polearm – any military polearm
Exotic weapons – double edged swords, double axes, nunchucks, war fans or anything else that wouldn’t fall under the classification of common weapons
10 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
50 hex weapons
Silver weapons – any weapon made of tempered silver. Were-creatures lose 2 dice instead of one when hit with these
100 hex weapons
Gold weapons – any weapon made of tempered gold. Undead must make a Persistent based cliché roll (TN = to the wielder’s combat roll) or be destroyed when the lose a round of combat against these weapons
500 hex weapons
Gemstone weapons – any weapon made of solid gemstone (ruby, emerald, etc). Due to the razor sharp edge of these, any creature damaged by a Gemstone weapon loses 1 die in the cliché that was damaged each turn until healed
Mundane Armor
This list shows common prices for non magical armor. High quality armor (those that add a +1 to your combat roll) costs 25 hex more
1 hex armor
Cloth – tightly woven cloth armor
Leather – specially cured leather fashioned into armor
Wood – planks of wood attached by strong cords
Buckler – a shield made of wood
3 hex armor
Banded Mail – leather armor with bands of metal sewn in
Ring Mail – leather armor with a net of large metal rings woven around it
Studded Leather – leather armor with numerous metal studs woven into it
Shield – a metal shield
5 hex armor
Chain Mail – small metal rings, chained together into an entire outfit
Scale Mail – overlapping metal pieces
Plate Mail – plates of metal with loose leather joints
Large shield – a large metal shield
7 hex armor
Full plate – full body plate mail, including helmet
2 layer armor – chainmail sewn into any other armor
Tower shield – a shield so big, you can almost hide behind it
10 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
50 hex armor
Pale Armor – this suit of cloth or leather armor is soaked in embalming fluid. Unintelligent undead will perceive the wearer as undead. If the wearer gets within 5 feet of an nineteenth undead, the associated smells of the living will overpower that of the armor, causing the undead to react to the wearer of this armor normally
150 hex armor
Silver armor – any metal armor made entirely of silver. Were-creatures will not willingly attack the wearer of this armor. If a were-creature is forced into touching this armor, they take one damage to their were-cliché
1500 hex armor
Hex armor – this fullplate suit is made entirely of uniscribed hex. This item must be made custom for the wearer. The wearer gains a +5 dice bonus to their combat cliché, as hex is nearly indestructible on its own. Hex in this quantity radiates the natural rage of Cicatrix; while wearing this armor, any cliché may be used as a combat cliché
Strength based cliché rolls
What follows is some information on what you can do with Strength rolls
Arm wrestling, other contests of strength
Simple Strength versus Strength roll
Breaking down doors
Wooden door – TN 5
Wooden banded door – TN 8
Stone door – TN 11
Metal door – TN 15
Reinforced – adds 3 to the TN
Oversized – adds 4 to the TN
Barricaded – adds 5 to the TN
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)
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 7
Leather straps – TN 10
Chains – TN 14
Wire – TN 18
+2 TN for every extra binding used beyond what was necessary
Climbing
Ladder or knotted rope – TN 4
Rope, or handholds – TN 8
Very rough wall, or natural chinks in the wall – TN 12
Rough stone or brick wall – TN 16
Smooth stone or brick wall – TN 20
Pushing opponents back
Strength versus strength roll
For every 2 points you beat your opponent by, you push them back 1 foot
Throwing
Used for normal objects, not weapons made to be thrown. Straight Strength roll. Multiply the result by 2 to get the number of feet you can throw the object.
Dexterity based cliché rolls
What follows is some information on what you can do with Dexterity rolls
Sports, other contests of skill
Straight Dexterity versus Dexterity rolls
Weapon demonstration
This allows you to show off your combat cliché 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 clichés, you may incorporate their moves into your demonstration. Roll each of the other combat clichés (TN 10). For each success, add 2 to your primary performance
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
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
Staying afoot on unstable ground
Gravel strewn, 15 degree tilt – TN 4
Slippery or waxed, 25 degree tilt – TN 7
Shaking, breaking apart, 40 degree tilt – TN 11
Greased or Icy, 50 degree tilt – TN 16
Severe shaking, falling apart right underneath you, 65 degree tilt – TN 21
Frictionless, 80 degree tilt – TN 26
Maneuvering
Jump on or off a table, roll under a table – TN 5
Swing on a chandelier or rope – TN 7
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 crowd’s shoulders, dart through the spokes of moving wheels – TN 18
Health based cliché rolls
What follows is some information on what you can do with Health rolls
Races, other contests of stamina
Straight Health versus Health rolls
Holding your breath
30 seconds – TN 4
45 seconds – TN 6
1 minute – TN 8
1 minute and 30 seconds – TN 11
2 minutes – TN 14
+4 TN for each additional minute
Resisting pain without yelling out
Stepping on a sharp rock barefoot, scraping your arm – TN 3
Small cut or pin pricks, slight heat – TN 6
Major cuts, stabs, burning heat, bruising something – TN 10
Wild animal bites, searing heat, breaking a small bone – TN 14
Stripped flesh, searing continuous heat, breaking a major bone – TN 20
Prolonged strenuous activity
30 minutes without rest – TN 5
An hour without rest – TN 8
4 hours without rest – TN 12
8 hours without rest – TN 17
12 hours without rest – TN 22
+4 TN for every additional 4 hours
Less sleep
Only sleep 6 hours with no problems – TN 4
Only sleep 4 hours with no problems – TN 8
Only sleep 2 hours with no problems – TN 12
No sleep at all – TN 16
+2 TN for each consecutive night of less sleep
Drinking
Act without penalty after 1 drink – TN 3
Act without penalty after 2 drinks – TN 5
Act without penalty after 4 drinks – TN 8
Act without penalty after 8 drinks – TN 13
Act without penalty after 16 drinks – TN 18
+4 TN per 8 additional drinks
Recovering Cliché damage after resting (One hour’s rest)
1 die in a cliché – TN 4
Up to 2 dice in clichés – TN 7
Up to 3 dice in clichés – TN 10
Up to 4 dice in clichés – TN 14
Up to 6 dice in clichés – TN 18
Up to 8 dice in clichés – TN 23
+5 TN per additional 2 dice healed
Fighter
The Fighter is a character who has been trained in many different types of weapons and armor. If it has been made for battle, chances are likely that the Fighter has spent significant time training with it. While time spent focusing on so many weapons and armor leaves the Fighter little time for basic body building exercises, the Fighter is still a dangerous foe on any battlefield
Incorporate Style
This ability lets the Fighter use different weapon styles with the weapon they’re using (chopping like an axe with a sword, fencing with a katana, etc). The Fighter takes a -2-3 penalty to his roll results, causing his opponent to take a -1 die penalty to their rolls
Weapon Collection
Fighters collect a lot of weapons and armor over the years of training with so many diverse armaments. If a Fighter is in his home area, and has 15 minutes to himself, he may exchange any weapon or suit of armor with one of equal or lesser value
Customize
The Fighter can customize his weapons and armor to fit his personal grip and body type. The Fighter must spend 1 hour working on a weapon, or 3 hours working on a suit of armor. After he’s done, the item is now a Custom Weapon or Custom Armor. Anyone else trying to use that weapon or suit of armor takes a -1 penalty to their combat rolls with it
Specialize
At the end of any game session, the player of the Fighter may choose to permanently change the Fighter cliché to any other combat cliché of their choice
Generalize
This ability stays with the Fighter even when he changes his cliché away from Fighter with the Specialize ability. At the end of any game session, the player whose character has this ability may choose to change any combat cliché to Fighter
Soldier
The Soldier is a member of the local military, usually trained from a young age. The Soldier’s life is usually dictated by their commander, but Soldier’s do get off time to take care of their personal lives. The training Soldiers received is focused on rote memorization, strength building weapon drills and tests of endurance. Little time is spent on fancy weapon tricks or creative fighting
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, he may choose to have his actions he takes to complete the command or mission to not have any effect on his personal relation to the Light, the Dark or the Grey.
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
Discount
The Soldier can get a discount on the cost of replacing his cliché equipment, by letting the merchant know that they’re helping refit a member of the army. They roll their Soldier cliché, and the TN they beat determines the discount of all their cliché equipment. This ability can also be used on any single item in the Weapon or Item list earlier
TN 4 – Soldier pays 90% of cost
TN 8 – Soldier pays 80% of cost
TN 12 – Soldier pays 70% of cost
TN 16 – Soldier pays 60% of cost
TN 20 – Soldier pays 50% of cost
Teamwork
This ability may be used when the Soldier teams up in combat with other Soldiers. After rolling, team members supporting the leader’s roll may decide which number they contribute, instead of always contributing 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 head on 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 week. The first 3 rolls that each individual person makes while on the mission are made at a +1 die bonus
Barbarian
The Barbarian is not trained by a mentor or at an institution like the army. His training comes for wild beasts, harsh terrain and a heart filled with fury. Barbarian equipment usually includes large clubs, handmade swords and leather armor made from skinned animals. The wild has made the barbarian strong and hearty, while the many dangers of the wild has left scars and poorly mended wounds
Rage
The Barbarian may make a Barbarian cliché roll before pumping his cliché. Depending on what TN he beats, the pumped cliché will stay pumped for additional turns
TN 8 – Pumped cliché stays pumped for 1 additional turn
TN 14 – Pumped cliché stays pumped for 2 additional turns
TN 20 – Pumped cliché stays pumped for 3 additional turns
Smash
The Barbarian receives a +3 bonus on any Strength roll made to break something
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 or drink with no problem
Excessive Force
Before making a combat roll, the Barbarian may choose to take a die of damage in the Barbarian cliché. If they succeed at their next attack, their opponent loses two dice instead of one
Patch Up
The Barbarian may make his base Barbarian cliché roll (his cliché level before he took any damage) immediately following combat. The chart below shows how many dice the Barbarian can regain in his clichés
TN 8 – 1 die in a cliché
TN 12 – Up to 2 dice in clichés
TN 17 – Up to 3 dice in clichés
TN 22 – Up to 4 dice in clichés
+6 TN per additional 1 die healed
Fencer
The Fencer is a high class combat cliché. They are taught honor, fairness, flair and respect for the upper class. Many high class individuals will have at least 1 die in this cliché. The Fencer’s combat skill comes from an almost acrobatic learning of their weapon style (usually epee, but can be applied to rapier and saber). Brute force is rarely utilized in the Fencer’s art
Taunt
The Fencer rolls their Fencer cliché against a target’s Willful based cliché. If the Fencer succeeds, the target must pump their cliché by 1 on the next round of combat. If the Fencer fails, the target will be immune from taunt for the rest of the combat
Double Strike
The Fencer attacks twice in quick succession. The Fencer rolls twice, while his opponent rolls only once. If the Fencer beats the opponent’s roll with each of his rolls, the opponent loses 2 dice in their cliché. If the Fencer beats the opponent’s roll with one of his rolls, but fails to beat the opponent’s roll with the other roll, both the Fencer and his opponent lose a die in their cliché. If the Fencer fails to beat the opponent’s roll with both rolls, the Fencer loses one die in their cliché and may not double strike against this opponent for the remainder of the combat
Theatrics
The Fencer receives a +1 die bonus to all rolls involving the Maneuvering list for Dexterity based cliché 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 cliché damage. This scar will last a number of weeks equal to the cliché level of Fencer that the Fencer has. If the Fencer fails the roll, they take damage to their cliché like normal
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
Guard
Guards are used to watch over objects of value, act as bodyguards to important people, and to act as a police force for the city. Guards are usually hired and trained by the army (for policing) or by wealthy aristocrats and politicians (for more specific tasks). Guards are trained to stick with their job at all costs, for long periods of time. They are strong and well trained, but standing around for long periods of time leave them a little stiff
Stoic
The Guard can stand in one place or escort one person for a period of time without any need for any breaks. At the start of their shift, the Guard rolls a straight Guard cliché roll – the TN they beat determines how long they can go before a break
TN 4 – One hour
TN 6 – Two hours
TN 10 – Four hours
TN 16 – Eight hours
TN 24 – Sixteen hours
Summon Help
The Guard can give a shout that will draw other guards in the area to the spot. The Guard roll his Guard cliché – the TN they beat determines how many guards (with a Guard cliché equal to one less than the Guard that called him) respond to his call
TN 10 – One Guard
TN 14 – Two Guards
TN 18 – Three Guards
+5 TN for every additional guard
Resupply
The Guard’s employer will supply the Guard with his cliché equipment, so long as the cost of the weapon plus the armor does not exceed 10 hex. The employer will not pay for Custom or Ornate weapons or armor, either
Retribution
The Guard gets +1 dice to their combat rolls against someone who breaks or steals an item their guarding. For each cliché of damage an opponent does against a person the Guard is guarding, the guard receives +2 to their combat roll against them
Steadfast
Guards gain a +3 bonus to resist intimidation, torture or any other tactic to get the Guard to leave what he’s guarding
Mercenary
The Mercenary fights for money or 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, dangerous, or both
Intimidation
The Mercenary rolls his Mercenary cliché against the target’s Willful based cliché. 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 other helpless. He rolls his Mercenary cliché against the target’s Health based cliché. If he succeeds, the target takes a cliché of damage to a cliché of their choice and does whatever the Mercenary wants. If he fails, the target still takes a cliché of damage to the cliché of their choice, but does not submit. The Mercenary can try again and again. Each attempt causes a cliché of damage and gives the Mercenary a cumulative +2 to his roll, until his target submits or dies
Friends in Low Places
Mercenaries have a lot of powerful friends of questionable morals. Whenever the Mercenary is in jail, there’s a chance that one of his friends will break him out, or pay for his release. The chance of this happening is related to the cliché level of the Mercenary
Mercenary (1) – A roll of 6 on a d6
Mercenary (2) – A roll of 5 or more on a d6
Mercenary (3) – A roll of 4 or more on a d6
Mercenary (4) – A roll of 3 or more on a d6
Mercenary (5) – A roll of 2 or more on a d6
Mercenary (6) – Someone always breaks the Mercenary out if they’re jailed
More for the Money
A well paid Mercenary is a happy Mercenary. And a happy Mercenary puts a lot more effort into the job he’s paid for. The table below shows how much extra money (above the normal costs) it takes to give a Mercenary more fervor in his job
+50 Hex – a +1 bonus to all rolls made while completing the job
+100 Hex – a +2 bonus to all rolls made while completing the job
+150 Hex – a +1 die bonus to all rolls made while completing the job
+250 Hex – a +1 pip bonus to all rolls made while completing the job
+500 Hex – a +2 pip bonus to all rolls made while completing the job
+1500 Hex – a +3 pip bonus to all rolls made while completing the job
Hatred of Authority
Mercenaries receive a +1 bonus to combat rolls against Soldiers, Guards and Paladins
Archer
Archers devote their combat skills to bows and crossbows. Any team of serious combatants should include an Archer – their long distance ability makes them perfect for long distance opponents and wary mages. While pulling a strong bow string increases arm strength, the strength that Archers gain from this is not very applicable to other tasks. The Archer is better at hand eye coordination and staying out of the melee
Aim
An Archer can skip up to 3 consecutives 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 they’re attacked, they lose any bonus from aiming. The bonus 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 target’s cliché if combat roll succeeds
Double Shot
The Archer may shoot 2 different opponents at once. They must divide the dice they have in their Archer cliché between the opponents. Therefore, an Archer (4) could shoot 2 opponents as an Archer (2) each, or one as an Archer (1) and one as an Archer (3). Even if the Archer fails both combat rolls, they only take 1 cliché of damage
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 (won’t 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
Pin
The Archer can take a -1 die penalty to their roll to attempt to pin someone to the ground or a wall. If the Archer succeeds the combat roll at a -1 die penalty, the opponent takes a die of damage and is pinned to the spot, and must make a Strength based cliché roll (TN equal to the Archer’s roll) to escape
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 Pin when firing the shot. If they succeed in combat against a vampire with this tactic, the vampire is instantly slain
Assassin
Silent and deadly, the Assassin dispatches enemies through stealth and cunning. While most Assassins are tainted deeply with Dark, there are a few noble Assassins who take out enemies of the Light. The Assassin’s training focuses all about stealth, patience and masterful skill with his weapons. An Assassin should never be in a position where they’d have to overcome an opponent with strength alone
Assassinate
The consummate skill of the Assassin, killing an enemy with one strike. If the Assassin can catch an opponent completely by surprise, the Assassin may attempt a straight Assassin versus combat cliché roll. If the Assassin wins, the target dies. If not, the Assassin takes a die of damage to their Assassin cliché, and normal combat starts
Stealth
The Assassin rolls his cliché. The result is the TN that an opponent needs to roll on a Perceptive based cliché roll to notice his presence. The Assassin must be out of sight of anyone 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, if he did not get enough sleep
Combat Poison Making
The Assassin can make and use combat poisons. One dose can be made per use of Combat Poison Making. The poison is applied to a weapon that breaks the skin. The poison will last until successfully used. When the Assassin makes a successful combat roll against an opponent with a poisoned weapon, they must make a Health based cliché roll (equal to the roll to create the poison) or suffer the effects listed
TN 5 – a -1 penalty on the opponent’s next roll
TN 9 – a -1 penalty on the opponent’s rolls until end of combat
TN 14 – a -1 die penalty on the opponent’s rolls until end of combat
TN 18 – a -1 pip penalty on the opponent’s rolls until end of combat
+6 TN for each additional -1 pip penalty
Ingested Poison Making
The Assassin can make and use ingested poisons. One dose can be made per use of Ingested Poison Making. The poison is put in the target’s food or drink. After consuming the food or drink, the target makes a Health based cliché roll (equal to the roll to create the poison) or suffer the effects listed
TN 12 – target suffers pain all throughout the day and is at -1 to all rolls
TN 16 – target suffers delirium and hallucinations, taking -1 die to all rolls all day
TN 18 – target immediately falls into a deep sleep for an hour
TN 20 – target dies
Brawler
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. 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 cliché equipment he needs to fight. Brawlers never suffer the half dice penalty of using a cliché without its equipment
Pummel
A Brawler gains a +1 bonus for attacking the same enemy he damaged last turn in combat. This bonus will stack 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 no longer gains the bonus until he does damage again
Brutalize
Sometimes a Brawler gets into a battle just a little too much, resorting to tactics that some would find…unpleasant. If a Brawler rolls more than double his opponent’s combat roll, the Brawler’s opponent loses 2 dice instead of 1. If a Brawler rolls more than triple his opponent’s combat roll, the Brawler’s opponent loses 3 dice instead of 1.
Take the Hit
Immediately after taking a die of damage to a cliché, the Brawler may try to see if his bodily bulk took the brunt of the hit. The Brawler can only try this against blunt damage (clubs, maces, staves, unarmed combat, other Brawlers). After a combat roll against blunt damage has failed for the Brawler, he may roll a single d6 and add the result to his failed roll. If his adjusted roll now either ties or exceeds the opponents, neither the Brawler or his opponent takes damage for that round of combat
Drunken Rage
Brawlers are mean drunks. Instead of rolling on the Health based cliché Drinking list, a Brawler makes a Health based cliché roll on the following list
Drinking
1 drink – TN 4 – the Brawler gains a +1 to combat rolls until sober
2 drinks – TN 8 – the Brawler gains a +2 to combat rolls until sober
4 drinks – TN 12 – the Brawler gains a +1 die to combat rolls until sober
8 drinks – TN 16 – the Brawler gains a +1 pip to combat rolls until sober
16 or more drinks – TN 20 – the Brawler gains a +2 pip to combat rolls until sober
Paladin
Champions of the Light, Paladins fight evil all across Arcadomai. Paladins must conform to a strict code of honor, and must never let their souls slip into the Grey or the Dark. If they do, they lose their cliché abilities until they atone and re-attune their souls to the Light. Paladins are always strong, imposing visions of Light. While their great armor and brilliant weapons slow them down a little, no one doubts a Paladin’s combat ability
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
Noble Sacrifice
The Paladin may heal 2 dice of a target’s clichés. In order to do this, the Paladin must be in physical contact with the target, and must take a die of damage in his Paladin cliché as well. This damage to the Paladin’s cliché may not be healed until a Paladin has had a full night’s 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
Leader of Men
When acting as Team Leader during a PC Team up, the Paladin inspires courage and ability in the other members. Other team members in a Paladin led team add their fives and sixes to the final roll, instead of just their 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 the Paladin’s Paladin cliché is at least two dice higher than the undead’s Undead cliché, the undead creature is instantly and completely destroyed
Code of Honor
A Paladin must maintain his 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 done, but the Paladin must be careful, lest his alignment shift to Grey. If the Paladin shifts to Grey or violates his code of honor, he loses all cliché abilities, and must atone for a number of days equal to his Paladin level
A note about Risus and Arcadomai
Arcadomai is a fantasy setting (created by Dan Suptic) that uses the Risus system to play. It can be found at http://risusiverse.wetpaint.com/page/Arcadomai. Risus itself is a free and easy to learn role-playing game (created by S. John Ross) that is used to play Arcadomai. Simply go to the freebie page on http://www222.pair.com/sjohn/risus.htm and download it there. The whole system is 6 pages long, and that’s all you’ll need to play. Download it, print it, heck, even put it in a nice 6-page binder. So long as you understand it, you’ll be able to use the Arcadomai Warrior Creeds.
What lies within
This supplement contains detailed abilities of the combat clichés found in the Arcadomai setting. While certainly not an extensive list of ability for each cliché, every list here should be enough to give the GM and the Player a good knowledge of what the cliché can do. Also contained is information that all combat clichés can use
Strength, Dexterity and Health based cliché rolls
Every combat cliché can make rolls when involved in situations that relay on Strength, Dexterity or Health. Each cliché, though, has one area that they’re not as good at as the other 2. Normally, doing something that only is implied by your cliché adds a +5 to the TN. Since combat clichés train all 3 areas (even though they put emphasis on the primary areas), these penalties only add a +3 to the TN of the task.
| Strength TN | Dexterity TN | Health TN | |
| Fighter | Normal | Normal | +3 to TN |
| Soldier | Normal | +3 to TN | Normal |
| Barbarian | Normal | +3 to TN | Normal |
| Fencer | +3 to TN | Normal | Normal |
| Guard | Normal | +3 to TN | Normal |
| Mercenary | Normal | Normal | +3 to TN |
| Archer | +3 to TN | Normal | Normal |
| Assassin | +3 to TN | Normal | Normal |
| Brawler | Normal | +3 to TN | Normal |
| Paladin | Normal | +3 to TN | Normal |
Mundane Weapons
This list shows common prices for non magical weapons. High quality weapons (those that add a +1 to your combat roll) cost 25 hex more
1 hex weapons
Dagger – a small blade, easy to hide
Sling – a sling that throws hard metal bullets
Sling bullets – a pack of 10 bullets
Quarterstaff – a 5 to 6 foot long sturdy staff
3 hex weapons
Short sword – a short sword, machete or any other blade around 2 feet long
Short bow – a normal bow
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
5 hex weapons
Long sword – a long sword, katana or any other blade around 3 feet long
Epee – an epee, rapier or other fencing sword
Long bow – a longer bow with greater range
Crossbow – a crossbow or any other automated bow
Morning star – a heavy, spiked and large metal ball attached to a foot long handle
Battleaxe – a woodcutters axe, refit for battle
7 hex weapons
Great sword – a great sword, claymore or any other blade longer than 4 feet
Flail – a spiked ball attached by chain to a foot long handle
Warhammer – a large hammer
Polearm – any military polearm
Exotic weapons – double edged swords, double axes, nunchucks, war fans or anything else that wouldn’t fall under the classification of common weapons
10 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
50 hex weapons
Silver weapons – any weapon made of tempered silver. Were-creatures lose 2 dice instead of one when hit with these
100 hex weapons
Gold weapons – any weapon made of tempered gold. Undead must make a Persistent based cliché roll (TN = to the wielder’s combat roll) or be destroyed when the lose a round of combat against these weapons
500 hex weapons
Gemstone weapons – any weapon made of solid gemstone (ruby, emerald, etc). Due to the razor sharp edge of these, any creature damaged by a Gemstone weapon loses 1 die in the cliché that was damaged each turn until healed
Mundane Armor
This list shows common prices for non magical armor. High quality armor (those that add a +1 to your combat roll) costs 25 hex more
1 hex armor
Cloth – tightly woven cloth armor
Leather – specially cured leather fashioned into armor
Wood – planks of wood attached by strong cords
Buckler – a shield made of wood
3 hex armor
Banded Mail – leather armor with bands of metal sewn in
Ring Mail – leather armor with a net of large metal rings woven around it
Studded Leather – leather armor with numerous metal studs woven into it
Shield – a metal shield
5 hex armor
Chain Mail – small metal rings, chained together into an entire outfit
Scale Mail – overlapping metal pieces
Plate Mail – plates of metal with loose leather joints
Large shield – a large metal shield
7 hex armor
Full plate – full body plate mail, including helmet
2 layer armor – chainmail sewn into any other armor
Tower shield – a shield so big, you can almost hide behind it
10 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
50 hex armor
Pale Armor – this suit of cloth or leather armor is soaked in embalming fluid. Unintelligent undead will perceive the wearer as undead. If the wearer gets within 5 feet of an nineteenth undead, the associated smells of the living will overpower that of the armor, causing the undead to react to the wearer of this armor normally
150 hex armor
Silver armor – any metal armor made entirely of silver. Were-creatures will not willingly attack the wearer of this armor. If a were-creature is forced into touching this armor, they take one damage to their were-cliché
1500 hex armor
Hex armor – this fullplate suit is made entirely of uniscribed hex. This item must be made custom for the wearer. The wearer gains a +5 dice bonus to their combat cliché, as hex is nearly indestructible on its own. Hex in this quantity radiates the natural rage of Cicatrix; while wearing this armor, any cliché may be used as a combat cliché
Strength based cliché rolls
What follows is some information on what you can do with Strength rolls
Arm wrestling, other contests of strength
Simple Strength versus Strength roll
Breaking down doors
Wooden door – TN 5
Wooden banded door – TN 8
Stone door – TN 11
Metal door – TN 15
Reinforced – adds 3 to the TN
Oversized – adds 4 to the TN
Barricaded – adds 5 to the TN
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)
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 7
Leather straps – TN 10
Chains – TN 14
Wire – TN 18
+2 TN for every extra binding used beyond what was necessary
Climbing
Ladder or knotted rope – TN 4
Rope, or handholds – TN 8
Very rough wall, or natural chinks in the wall – TN 12
Rough stone or brick wall – TN 16
Smooth stone or brick wall – TN 20
Pushing opponents back
Strength versus strength roll
For every 2 points you beat your opponent by, you push them back 1 foot
Throwing
Used for normal objects, not weapons made to be thrown. Straight Strength roll. Multiply the result by 2 to get the number of feet you can throw the object.
Dexterity based cliché rolls
What follows is some information on what you can do with Dexterity rolls
Sports, other contests of skill
Straight Dexterity versus Dexterity rolls
Weapon demonstration
This allows you to show off your combat cliché 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 clichés, you may incorporate their moves into your demonstration. Roll each of the other combat clichés (TN 10). For each success, add 2 to your primary performance
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
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
Staying afoot on unstable ground
Gravel strewn, 15 degree tilt – TN 4
Slippery or waxed, 25 degree tilt – TN 7
Shaking, breaking apart, 40 degree tilt – TN 11
Greased or Icy, 50 degree tilt – TN 16
Severe shaking, falling apart right underneath you, 65 degree tilt – TN 21
Frictionless, 80 degree tilt – TN 26
Maneuvering
Jump on or off a table, roll under a table – TN 5
Swing on a chandelier or rope – TN 7
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 crowd’s shoulders, dart through the spokes of moving wheels – TN 18
Health based cliché rolls
What follows is some information on what you can do with Health rolls
Races, other contests of stamina
Straight Health versus Health rolls
Holding your breath
30 seconds – TN 4
45 seconds – TN 6
1 minute – TN 8
1 minute and 30 seconds – TN 11
2 minutes – TN 14
+4 TN for each additional minute
Resisting pain without yelling out
Stepping on a sharp rock barefoot, scraping your arm – TN 3
Small cut or pin pricks, slight heat – TN 6
Major cuts, stabs, burning heat, bruising something – TN 10
Wild animal bites, searing heat, breaking a small bone – TN 14
Stripped flesh, searing continuous heat, breaking a major bone – TN 20
Prolonged strenuous activity
30 minutes without rest – TN 5
An hour without rest – TN 8
4 hours without rest – TN 12
8 hours without rest – TN 17
12 hours without rest – TN 22
+4 TN for every additional 4 hours
Less sleep
Only sleep 6 hours with no problems – TN 4
Only sleep 4 hours with no problems – TN 8
Only sleep 2 hours with no problems – TN 12
No sleep at all – TN 16
+2 TN for each consecutive night of less sleep
Drinking
Act without penalty after 1 drink – TN 3
Act without penalty after 2 drinks – TN 5
Act without penalty after 4 drinks – TN 8
Act without penalty after 8 drinks – TN 13
Act without penalty after 16 drinks – TN 18
+4 TN per 8 additional drinks
Recovering Cliché damage after resting (One hour’s rest)
1 die in a cliché – TN 4
Up to 2 dice in clichés – TN 7
Up to 3 dice in clichés – TN 10
Up to 4 dice in clichés – TN 14
Up to 6 dice in clichés – TN 18
Up to 8 dice in clichés – TN 23
+5 TN per additional 2 dice healed
Fighter
| Strength TN | Dexterity TN | Health TN |
| Normal | Normal | +3 to TN |
Incorporate Style
This ability lets the Fighter use different weapon styles with the weapon they’re using (chopping like an axe with a sword, fencing with a katana, etc). The Fighter takes a -2-3 penalty to his roll results, causing his opponent to take a -1 die penalty to their rolls
Weapon Collection
Fighters collect a lot of weapons and armor over the years of training with so many diverse armaments. If a Fighter is in his home area, and has 15 minutes to himself, he may exchange any weapon or suit of armor with one of equal or lesser value
Customize
The Fighter can customize his weapons and armor to fit his personal grip and body type. The Fighter must spend 1 hour working on a weapon, or 3 hours working on a suit of armor. After he’s done, the item is now a Custom Weapon or Custom Armor. Anyone else trying to use that weapon or suit of armor takes a -1 penalty to their combat rolls with it
Specialize
At the end of any game session, the player of the Fighter may choose to permanently change the Fighter cliché to any other combat cliché of their choice
Generalize
This ability stays with the Fighter even when he changes his cliché away from Fighter with the Specialize ability. At the end of any game session, the player whose character has this ability may choose to change any combat cliché to Fighter
Soldier
| Strength TN | Dexterity TN | Health TN |
| Normal | +3 to TN | Normal |
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, he may choose to have his actions he takes to complete the command or mission to not have any effect on his personal relation to the Light, the Dark or the Grey.
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
Discount
The Soldier can get a discount on the cost of replacing his cliché equipment, by letting the merchant know that they’re helping refit a member of the army. They roll their Soldier cliché, and the TN they beat determines the discount of all their cliché equipment. This ability can also be used on any single item in the Weapon or Item list earlier
TN 4 – Soldier pays 90% of cost
TN 8 – Soldier pays 80% of cost
TN 12 – Soldier pays 70% of cost
TN 16 – Soldier pays 60% of cost
TN 20 – Soldier pays 50% of cost
Teamwork
This ability may be used when the Soldier teams up in combat with other Soldiers. After rolling, team members supporting the leader’s roll may decide which number they contribute, instead of always contributing 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 head on 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 week. The first 3 rolls that each individual person makes while on the mission are made at a +1 die bonus
Barbarian
| Strength TN | Dexterity TN | Health TN |
| Normal | +3 to TN | Normal |
Rage
The Barbarian may make a Barbarian cliché roll before pumping his cliché. Depending on what TN he beats, the pumped cliché will stay pumped for additional turns
TN 8 – Pumped cliché stays pumped for 1 additional turn
TN 14 – Pumped cliché stays pumped for 2 additional turns
TN 20 – Pumped cliché stays pumped for 3 additional turns
Smash
The Barbarian receives a +3 bonus on any Strength roll made to break something
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 or drink with no problem
Excessive Force
Before making a combat roll, the Barbarian may choose to take a die of damage in the Barbarian cliché. If they succeed at their next attack, their opponent loses two dice instead of one
Patch Up
The Barbarian may make his base Barbarian cliché roll (his cliché level before he took any damage) immediately following combat. The chart below shows how many dice the Barbarian can regain in his clichés
TN 8 – 1 die in a cliché
TN 12 – Up to 2 dice in clichés
TN 17 – Up to 3 dice in clichés
TN 22 – Up to 4 dice in clichés
+6 TN per additional 1 die healed
Fencer
| Strength TN | Dexterity TN | Health TN |
| +3 to TN | Normal | Normal |
Taunt
The Fencer rolls their Fencer cliché against a target’s Willful based cliché. If the Fencer succeeds, the target must pump their cliché by 1 on the next round of combat. If the Fencer fails, the target will be immune from taunt for the rest of the combat
Double Strike
The Fencer attacks twice in quick succession. The Fencer rolls twice, while his opponent rolls only once. If the Fencer beats the opponent’s roll with each of his rolls, the opponent loses 2 dice in their cliché. If the Fencer beats the opponent’s roll with one of his rolls, but fails to beat the opponent’s roll with the other roll, both the Fencer and his opponent lose a die in their cliché. If the Fencer fails to beat the opponent’s roll with both rolls, the Fencer loses one die in their cliché and may not double strike against this opponent for the remainder of the combat
Theatrics
The Fencer receives a +1 die bonus to all rolls involving the Maneuvering list for Dexterity based cliché 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 cliché damage. This scar will last a number of weeks equal to the cliché level of Fencer that the Fencer has. If the Fencer fails the roll, they take damage to their cliché like normal
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
Guard
| Strength TN | Dexterity TN | Health TN |
| Normal | +3 to TN | Normal |
Stoic
The Guard can stand in one place or escort one person for a period of time without any need for any breaks. At the start of their shift, the Guard rolls a straight Guard cliché roll – the TN they beat determines how long they can go before a break
TN 4 – One hour
TN 6 – Two hours
TN 10 – Four hours
TN 16 – Eight hours
TN 24 – Sixteen hours
Summon Help
The Guard can give a shout that will draw other guards in the area to the spot. The Guard roll his Guard cliché – the TN they beat determines how many guards (with a Guard cliché equal to one less than the Guard that called him) respond to his call
TN 10 – One Guard
TN 14 – Two Guards
TN 18 – Three Guards
+5 TN for every additional guard
Resupply
The Guard’s employer will supply the Guard with his cliché equipment, so long as the cost of the weapon plus the armor does not exceed 10 hex. The employer will not pay for Custom or Ornate weapons or armor, either
Retribution
The Guard gets +1 dice to their combat rolls against someone who breaks or steals an item their guarding. For each cliché of damage an opponent does against a person the Guard is guarding, the guard receives +2 to their combat roll against them
Steadfast
Guards gain a +3 bonus to resist intimidation, torture or any other tactic to get the Guard to leave what he’s guarding
Mercenary
| Strength TN | Dexterity TN | Health TN |
| Normal | Normal | +3 to TN |
Intimidation
The Mercenary rolls his Mercenary cliché against the target’s Willful based cliché. 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 other helpless. He rolls his Mercenary cliché against the target’s Health based cliché. If he succeeds, the target takes a cliché of damage to a cliché of their choice and does whatever the Mercenary wants. If he fails, the target still takes a cliché of damage to the cliché of their choice, but does not submit. The Mercenary can try again and again. Each attempt causes a cliché of damage and gives the Mercenary a cumulative +2 to his roll, until his target submits or dies
Friends in Low Places
Mercenaries have a lot of powerful friends of questionable morals. Whenever the Mercenary is in jail, there’s a chance that one of his friends will break him out, or pay for his release. The chance of this happening is related to the cliché level of the Mercenary
Mercenary (1) – A roll of 6 on a d6
Mercenary (2) – A roll of 5 or more on a d6
Mercenary (3) – A roll of 4 or more on a d6
Mercenary (4) – A roll of 3 or more on a d6
Mercenary (5) – A roll of 2 or more on a d6
Mercenary (6) – Someone always breaks the Mercenary out if they’re jailed
More for the Money
A well paid Mercenary is a happy Mercenary. And a happy Mercenary puts a lot more effort into the job he’s paid for. The table below shows how much extra money (above the normal costs) it takes to give a Mercenary more fervor in his job
+50 Hex – a +1 bonus to all rolls made while completing the job
+100 Hex – a +2 bonus to all rolls made while completing the job
+150 Hex – a +1 die bonus to all rolls made while completing the job
+250 Hex – a +1 pip bonus to all rolls made while completing the job
+500 Hex – a +2 pip bonus to all rolls made while completing the job
+1500 Hex – a +3 pip bonus to all rolls made while completing the job
Hatred of Authority
Mercenaries receive a +1 bonus to combat rolls against Soldiers, Guards and Paladins
Archer
| Strength TN | Dexterity TN | Health TN |
| +3 to TN | Normal | Normal |
Aim
An Archer can skip up to 3 consecutives 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 they’re attacked, they lose any bonus from aiming. The bonus 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 target’s cliché if combat roll succeeds
Double Shot
The Archer may shoot 2 different opponents at once. They must divide the dice they have in their Archer cliché between the opponents. Therefore, an Archer (4) could shoot 2 opponents as an Archer (2) each, or one as an Archer (1) and one as an Archer (3). Even if the Archer fails both combat rolls, they only take 1 cliché of damage
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 (won’t 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
Pin
The Archer can take a -1 die penalty to their roll to attempt to pin someone to the ground or a wall. If the Archer succeeds the combat roll at a -1 die penalty, the opponent takes a die of damage and is pinned to the spot, and must make a Strength based cliché roll (TN equal to the Archer’s roll) to escape
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 Pin when firing the shot. If they succeed in combat against a vampire with this tactic, the vampire is instantly slain
Assassin
| Strength TN | Dexterity TN | Health TN |
| +3 to TN | Normal | Normal |
Assassinate
The consummate skill of the Assassin, killing an enemy with one strike. If the Assassin can catch an opponent completely by surprise, the Assassin may attempt a straight Assassin versus combat cliché roll. If the Assassin wins, the target dies. If not, the Assassin takes a die of damage to their Assassin cliché, and normal combat starts
Stealth
The Assassin rolls his cliché. The result is the TN that an opponent needs to roll on a Perceptive based cliché roll to notice his presence. The Assassin must be out of sight of anyone 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, if he did not get enough sleep
Combat Poison Making
The Assassin can make and use combat poisons. One dose can be made per use of Combat Poison Making. The poison is applied to a weapon that breaks the skin. The poison will last until successfully used. When the Assassin makes a successful combat roll against an opponent with a poisoned weapon, they must make a Health based cliché roll (equal to the roll to create the poison) or suffer the effects listed
TN 5 – a -1 penalty on the opponent’s next roll
TN 9 – a -1 penalty on the opponent’s rolls until end of combat
TN 14 – a -1 die penalty on the opponent’s rolls until end of combat
TN 18 – a -1 pip penalty on the opponent’s rolls until end of combat
+6 TN for each additional -1 pip penalty
Ingested Poison Making
The Assassin can make and use ingested poisons. One dose can be made per use of Ingested Poison Making. The poison is put in the target’s food or drink. After consuming the food or drink, the target makes a Health based cliché roll (equal to the roll to create the poison) or suffer the effects listed
TN 12 – target suffers pain all throughout the day and is at -1 to all rolls
TN 16 – target suffers delirium and hallucinations, taking -1 die to all rolls all day
TN 18 – target immediately falls into a deep sleep for an hour
TN 20 – target dies
Brawler
| Strength TN | Dexterity TN | Health TN |
| Normal | +3 to TN | Normal |
Always Ready
The Brawler has no specific cliché equipment he needs to fight. Brawlers never suffer the half dice penalty of using a cliché without its equipment
Pummel
A Brawler gains a +1 bonus for attacking the same enemy he damaged last turn in combat. This bonus will stack 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 no longer gains the bonus until he does damage again
Brutalize
Sometimes a Brawler gets into a battle just a little too much, resorting to tactics that some would find…unpleasant. If a Brawler rolls more than double his opponent’s combat roll, the Brawler’s opponent loses 2 dice instead of 1. If a Brawler rolls more than triple his opponent’s combat roll, the Brawler’s opponent loses 3 dice instead of 1.
Take the Hit
Immediately after taking a die of damage to a cliché, the Brawler may try to see if his bodily bulk took the brunt of the hit. The Brawler can only try this against blunt damage (clubs, maces, staves, unarmed combat, other Brawlers). After a combat roll against blunt damage has failed for the Brawler, he may roll a single d6 and add the result to his failed roll. If his adjusted roll now either ties or exceeds the opponents, neither the Brawler or his opponent takes damage for that round of combat
Drunken Rage
Brawlers are mean drunks. Instead of rolling on the Health based cliché Drinking list, a Brawler makes a Health based cliché roll on the following list
Drinking
1 drink – TN 4 – the Brawler gains a +1 to combat rolls until sober
2 drinks – TN 8 – the Brawler gains a +2 to combat rolls until sober
4 drinks – TN 12 – the Brawler gains a +1 die to combat rolls until sober
8 drinks – TN 16 – the Brawler gains a +1 pip to combat rolls until sober
16 or more drinks – TN 20 – the Brawler gains a +2 pip to combat rolls until sober
Paladin
| Strength TN | Dexterity TN | Health TN |
| Normal | +3 to TN | Normal |
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
Noble Sacrifice
The Paladin may heal 2 dice of a target’s clichés. In order to do this, the Paladin must be in physical contact with the target, and must take a die of damage in his Paladin cliché as well. This damage to the Paladin’s cliché may not be healed until a Paladin has had a full night’s 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
Leader of Men
When acting as Team Leader during a PC Team up, the Paladin inspires courage and ability in the other members. Other team members in a Paladin led team add their fives and sixes to the final roll, instead of just their 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 the Paladin’s Paladin cliché is at least two dice higher than the undead’s Undead cliché, the undead creature is instantly and completely destroyed
Code of Honor
A Paladin must maintain his 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 done, but the Paladin must be careful, lest his alignment shift to Grey. If the Paladin shifts to Grey or violates his code of honor, he loses all cliché abilities, and must atone for a number of days equal to his Paladin level
