<?xml version="1.0" encoding="UTF-8"?><?xml-stylesheet href="http://risusiverse.wetpaint.com/xsl/rss2html.xsl" type="text/xsl" media="screen"?><?xml-stylesheet href="http://risusiverse.wetpaint.com/scripts/wpcss/wiki/risusiverse/skin/deepred/rss" type="text/css" media="screen"?><rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/"><channel><title>Risusiverse - Recently Updated Pages</title><link>http://risusiverse.wetpaint.com/pageSearch/updated</link><description>Recently Updated Pages on http://risusiverse.wetpaint.com</description><language>en-us</language><webMaster>info@wetpaint.com</webMaster><pubDate>Wed, 28 Oct 2009 21:08:28 CDT</pubDate><lastBuildDate>Wed, 28 Oct 2009 21:08:28 CDT</lastBuildDate><generator>wetpaint.com</generator><ttl>60</ttl><image><title>Risusiverse</title><url>http://image.wetpaint.com/wiki/logo/image/3Wn29pWAD$m0f6Kkfw3J2UQ==3543</url><link>http://risusiverse.wetpaint.com</link></image><item><title>Arcane Arclight</title><link>http://risusiverse.wetpaint.com/page/Arcane+Arclight</link><author>talan_fire</author><guid isPermaLink="false">http://risusiverse.wetpaint.com/page/Arcane+Arclight</guid><comments>Updated Kren's participation and gave a patron a name.</comments><pubDate>Wed, 28 Oct 2009 21:08:28 CDT</pubDate><description>&lt;h2&gt;  Details&lt;/h2&gt;  &lt;h2&gt;  &lt;/h2&gt;  &lt;h2 align=&quot;center&quot;&gt;  A Gears and Portals instance.&lt;/h2&gt;  &lt;div align=&quot;center&quot;&gt;  See&lt;a href=&quot;http://risusiverse.wetpaint.com/page/Gears+and+Portals&quot; target=&quot;_self&quot;&gt;Gears and Portals&lt;/a&gt;for info&lt;/div&gt;  &lt;h2 align=&quot;left&quot;&gt;  Genre: Steampunk High Fantasy&lt;/h2&gt;  &lt;h3&gt;  Tone: Serious play for lighthearted people&lt;/h3&gt;  &lt;h3&gt;  Campaign Options: 10 dice characters, No options. We&amp;#39;re just beginners (more options later)&lt;/h3&gt;  &lt;h3&gt;  Description&lt;/h3&gt;  &lt;div&gt;  In a city in between the worlds, Magic and Technology collide to create wonderful opportunity for adventures.&lt;/div&gt;  &lt;div&gt;  &lt;/div&gt;  &lt;h2&gt;  Characters &lt;/h2&gt;  &lt;blockquote&gt;  &lt;blockquote&gt;  See the setting page for cliche list&lt;/blockquote&gt;&lt;/blockquote&gt;  &lt;div&gt;  Vrushos Kren (by Brian /Talan_fire)&lt;/div&gt;  &lt;div&gt;  Absent Minded Engineer (4) Rugged Survivor (3) Experimental Shardsmith (3)&lt;/div&gt;  &lt;div&gt;  &lt;br&gt;&lt;/div&gt;  &lt;div&gt;  Appearance: Regularly unshaven, short chestnut hair, and striking green eyes. He commonly wears rugged survival clothing (lots of pockets) with long overcoat (even more pockets), and custom made boots.&lt;/div&gt;  &lt;div&gt;  .&lt;/div&gt;  &lt;div&gt;  &lt;br&gt;Rotwang the Steamjunker. (by Ron/Rotvang)&lt;/div&gt;  &lt;div&gt;  Operating, repairing and designing mechanical constructs and gimmicks (3)Find anything in piles of junk (2) Shardsmith (2)Bargain like a Byzantine Merchant (1)Blow stuff up (2)&lt;/div&gt;  &lt;div&gt;  .&lt;/div&gt;  &lt;div&gt;  Rotwang (pronounced &amp;quot;rote-vang&amp;quot;, but almost everyone else says it like he has a social disease) is an irascible, scrawny, goblinlike resident of Portcullis. He is usually found dressed in grimy leather and coarse linen work clothes, consisting of leather apron with many belts and pouches and pockets, and leather gauntlets, these over a linen shirt and pants that tuck into thick, leather, hobnailed boots. Many tools and gadgets of incomprehensible function are attached to various straps, bandoliers and belts. He looks ugly and nasty, but he has a set of fine, renaissance style clothes tucked away in his flop, and when he cleans up-- he cleans up ugly and nasty. But well dressed. He is interested in beer, blowing things up, rebuilding things from the resulting junk, scavenging/stealing parts and shards, and generally trying to get to the point where people will have to respect him because otherwise he&amp;#39;ll blow them up-- or maybe because they are impressed by his Steamjunk mastery. Babes wouldn&amp;#39;t be bad either (though bad babes are all right, if possible, in fact preferred), but there&amp;#39;s the ugly and nasty bit to contend with...&lt;/div&gt;  &lt;div&gt;  &lt;/div&gt;  &lt;div&gt;  .&lt;/div&gt;  &lt;div&gt;  Tahnis Firemane (by Ben /Lodestone)&lt;/div&gt;  &lt;div&gt;  If it moves I can pilot it like you&amp;#39;ve never seen (3) A skillful hunter ofsalvageable parts (3) Child prodigy of mechanical devices (3) Fledgling pyromancer from an unpromising start (1)&lt;/div&gt;  &lt;div&gt;  .&lt;/div&gt;  &lt;div&gt;  6&amp;#39; tall muscular Leonin. Golden fur but a bright red mane (the primary color, not the orange haircolor) which turned that way after the first (accidental) demonstration of his pyromantic abilities and remained that way since. Always been good with machines. Built his A.K.I.T.A. while still fairly young and has had her ever since. Left forearm and hand replaced by a mechanical prosthetic as a result of problems with his pride when they discovered his magical abilities, even though they are only at a fledgling stage. He would have been killed but his mother intervened and he was banished instead.&lt;/div&gt;  &lt;div&gt;  .&lt;br&gt;&lt;/div&gt;  &lt;div&gt;  Captain Rodion Black (Luka /LucasBlackwolf)&lt;/div&gt;  &lt;div&gt;  Swashbuckling Sky-Dog (4) Gentleman Pirate (3) and Razor sharp with Wit and Sword (3)&lt;/div&gt;  &lt;div&gt;  .&lt;/div&gt;  &lt;div&gt;  A young sky-faring human, with enough inheritance (social and financial) to think of himself as a gentleman explorer, but enough debts and discordance with societal norms (he calls it free spirit) to be tagged as a pirate in some circles. Otherwise he&amp;#39;s well meaning and disastrously romantic.&lt;/div&gt;  &lt;div&gt;  &lt;/div&gt;  &lt;h2&gt;  The Adventure so far..&lt;/h2&gt;  &lt;div&gt;  The explosion was heard across Portcullis. And of course the rumor mills and word of mouth spread just as quickly as the fragments of gate. Some said it was the main gate from Arcadias, though which most of the city&amp;#39;s food comes. Others suggested there would be shortages and rationing soon, that the city was doomed. Some said that it was the start of an attack, that it was rogue Gobbers, that an elemental had got caught in the gate and caused the fritz. Others said there were secret forces at work looking to overthrow the council and the DoorGuard. Others that it was, you know, just one of those things.&lt;/div&gt;  &lt;div&gt;  &lt;/div&gt;  &lt;div&gt;  Yvesko, barkeep of The Stovepipe didn&amp;#39;t say anything. He just served drinks. But sooner or later an off duty DoorGuard would be in and need a drink, and the rumor mills would have fresh grist. In the meantime, the cellar was full and there was a run on cold drinks, business was good...&lt;/div&gt;  &lt;div&gt;  &lt;br&gt;Rotwang scampered through the alleyways close to the smoking ruin of the gate. His keen eyes and sense for valuable junk soon saw a battered crate ejected from the cargohold of the skyship that was caught in the explosion. Not only were the contents intact, the shipping labels and waybill were still, mostly, legible. Perfect for substitution by forged papers declaring Rotwang the legal owner of the merchandice. Tahnis, searching in a nearby street was having similar luck, sneaking around a DoorGuard barricade and into the wreakage of the sterncastle of the skyship, he quietly pocketed the ship&amp;#39;s log and aetheriometer.&lt;br&gt;&lt;br&gt;Kren, in deep conversation with Aujo Rikk, a regular patron of the Stovepipe, ignored the retorical flourish of the man calling himself Toadwarden and continued telling the tale of the mining explosion which claimed his most promising excavator design. Rikk replied describing the mess caused by the recent explosion of the Green Gate as a skyship was passing through and in hushed tones, &amp;quot;An act of terror. The council had recently received threats over its ban on particular forms of shard-summoning.&amp;quot; Equally hushed Kren shakes his head shocked, &amp;quot;An act of terror! That is terrible. What are times coming to...&amp;quot; Rikk offered a name of a junior clerk that could surely tell Kren more if he had money for beer to spend. Meanwhile &amp;quot;Ichabod&amp;quot; was forced to dodge a empty glass thrown from the crowd. The barkeep, Yvesko, loudly remonstrated with the patron and beckoned Rodion over. &amp;quot;It&amp;#39;s a gate that&amp;#39;s been blowed up&amp;quot; he said. &amp;quot;It&amp;#39;s got everyone on edge, it&amp;#39;s not the sort of thing that happens regularly around here. Bad for business it is. First the thefts in the alchemist&amp;#39;s quater and then that body they found down by the docks and now this. You gotta wonder if the council isn&amp;#39;t loosing the plot.&amp;quot; Yvesko turned to serve another customer, leaving Rodion with much to ponder.&lt;br&gt;&lt;/div&gt;Next update Friday 6th Nov.   &lt;br&gt;&lt;div&gt;  &lt;h2&gt;  What now?&lt;/h2&gt;  &lt;div&gt;  If you&amp;#39;re new here, take a good look around before posting anything. Answers to your question are probably in the How to play thread below. If not post there and we&amp;#39;ll get you sorted. If you want to join as a character, the How to play thread is the place to post, or send a message to Chromeknight, the GM.&lt;/div&gt;  &lt;div&gt;  &lt;/div&gt;  &lt;div&gt;  If you&amp;#39;ve already got a character, post in the play thread below, the GM will reply there by Wednesday, giving required rolls, and action will be resolved. Completed actions will be posted above in The Adventure so far.&lt;/div&gt;&lt;/div&gt;  &lt;div&gt;  &lt;/div&gt;  &lt;div&gt;  And for players, there&amp;#39;s a discussion thread for off topic or out of character random fun chat.&lt;/div&gt;  &lt;div&gt;  &lt;/div&gt;  &lt;div&gt;  Thanks for looking, Enjoy!&lt;/div&gt;&lt;br&gt;&lt;hr size=&quot;1&quot;&gt;&lt;br/&gt;</description></item><item><title>Rule Elucidation</title><link>http://risusiverse.wetpaint.com/page/Rule+Elucidation</link><author>Ruminator</author><guid isPermaLink="false">http://risusiverse.wetpaint.com/page/Rule+Elucidation</guid><comments>add team combat</comments><pubDate>Mon, 28 Sep 2009 10:15:41 CDT</pubDate><description>&lt;h2&gt; Explaining things in plain English&lt;/h2&gt;&lt;blockquote&gt;Standard practice is to add a new page for your &lt;b&gt;rule elucidation&lt;/b&gt; and once it is complete, add a link to it here by adding your &lt;b&gt;rule elucidation&lt;/b&gt; to the list (use the &lt;b&gt;Subhead&lt;/b&gt; option to list your &lt;b&gt;rule elucidation&lt;/b&gt; name and link that subhead to your new page using the +link option) and add a brief description.&lt;br&gt;&lt;br&gt;&lt;/blockquote&gt;&lt;h3&gt;&lt;a href=&quot;http://risusiverse.wetpaint.com/page/Risus+GM+Guide&quot; target=&quot;_self&quot;&gt;Risus GM Guide&lt;/a&gt;&lt;/h3&gt;a guide for would be GMs.&lt;br&gt;&lt;br&gt;&lt;h3&gt;&lt;a href=&quot;http://risusiverse.wetpaint.com/page/Grokking+Risus+Fu&quot; target=&quot;_self&quot;&gt;Grokking Risus Fu&lt;/a&gt;&lt;/h3&gt;words of wisdom about combat.&lt;br&gt;&lt;br&gt;&lt;h3&gt;&lt;a href=&quot;http://risusiverse.wetpaint.com/page/Winning+Players+Over&quot; target=&quot;_self&quot;&gt;Winning Players Over&lt;/a&gt;&lt;/h3&gt;Overcoming objections to Risus.&lt;br&gt;&lt;br&gt;&lt;h3&gt;&lt;a href=&quot;http://risusiverse.wetpaint.com/page/Oh%2C+the+Insanity%21&quot; target=&quot;_self&quot;&gt;Oh, the Insanity!&lt;/a&gt;&lt;/h3&gt;Adapting Call of Cthulhu&amp;#39;s Sanity Mechanic&lt;br&gt;&lt;a href=&quot;http://risusiverse.wetpaint.com/page/Bouncing+Off+the+Walls&quot; target=&quot;_self&quot;&gt;&lt;br&gt;&lt;font size=&quot;4&quot;&gt;Bouncing Off the Walls!&lt;/font&gt;&lt;/a&gt;&lt;br&gt;Getting more out of your surroundings.&lt;br&gt;&lt;br&gt;&lt;h3&gt;&lt;a href=&quot;http://risusiverse.wetpaint.com/page/Appropriately+Innappropriate&quot; target=&quot;_self&quot;&gt;Appropriately Inappropriate&lt;/a&gt;&lt;/h3&gt;How the Inappropriate clich&amp;eacute; rules can work for more serious games.&lt;br&gt;&lt;br&gt;&lt;h3&gt;&lt;a href=&quot;http://risusiverse.wetpaint.com/page/Target+Number+Roll&quot; target=&quot;_self&quot;&gt;Target Number Roll&lt;/a&gt;&lt;/h3&gt;A tool for Risus GM to select the difficulty number of an action.&lt;br&gt;&lt;br&gt;&lt;h3&gt;&lt;a href=&quot;http://risusiverse.wetpaint.com/page/Advancement&quot; target=&quot;_self&quot;&gt;Advancement&lt;/a&gt;&lt;/h3&gt;Some thoughts on character growth.&lt;br&gt;&lt;br&gt;&lt;h3&gt;&lt;a href=&quot;http://risusiverse.wetpaint.com/page/Team+Combat&quot; target=&quot;_self&quot;&gt;Team Combat&lt;/a&gt;&lt;/h3&gt;An example of combat when using Teaming Up.&lt;br&gt;&lt;hr size=&quot;1&quot;&gt;&lt;br/&gt;</description></item><item><title>Team Combat</title><link>http://risusiverse.wetpaint.com/page/Team+Combat</link><author>Ruminator</author><guid isPermaLink="false">http://risusiverse.wetpaint.com/page/Team+Combat</guid><comments>initial release</comments><pubDate>Mon, 28 Sep 2009 10:12:47 CDT</pubDate><description>Here is a sample of team combat republished from the RisusTalk mailing list.&lt;br&gt;&lt;br&gt;&lt;h3&gt;Not Teaming Up&lt;/h3&gt;You have a Skeletal Rat-horde (7) which is fighting three player characters (let&amp;#39;s call them &amp;quot;Able&amp;quot;, &amp;quot;Baker&amp;quot;, and &amp;quot;Charlie&amp;quot;). The three player characters decide NOT to team.&lt;br&gt;&lt;br&gt;Able decides which cliche he is using to fight the horde (Say &amp;quot;Swordsman (4)&amp;quot;). He rolls four dice, the Rat-horde rolls seven dice. Whichever has the lowest total (almost certainly Able) loses one die off his cliche.&lt;br&gt;&lt;br&gt;Baker decides which cliche HE is using to fight the horde (Say &amp;quot;Barbarian (4)&amp;quot;). He rolls four dice, the Rat-horde rolls however many it has left over (probably still seven). Again, whichever has the lowest total (almost certainly Baker) loses one die of his cliche.&lt;br&gt;&lt;br&gt;Charlie decides which cliche HE is using to fight the horde (Say &amp;quot;Wizard (3)&amp;quot;. He rolls three dice, the Rat-horde rolls however many it has left over (probably still seven, unless it has rolled really badly). Whichever has the lowest total (almost certainly Charlie) loses one die of his cliche.&lt;br&gt;&lt;br&gt;Another way of looking at this is to say that anytime someone is attacked, they get an opportunity to counter-attack. This approach to &amp;quot;turn order&amp;quot; is VERY DIFFERENT from other Role-Playing Games.&lt;br&gt;&lt;br&gt;If Able, Baker, and Charlie insist on fighting the Skeletal Rat-horde (7) this way, they will almost certainly keep losing cliche dice until they are defeated. (Unless they have cliches that are comparable with the Skeletal Rat-horde&amp;#39;s 7d6, which they won&amp;#39;t under the basic rules of Risus) If you give an opponent or an obstacle a cliche score of (7) you are basically making it impossible for non-supers to beat in a straightforward combat. For example, in my Doctor Who Risus, I advocate using scores of (7) for Daleks and Cybermen, because the PCs should not be able to defeat these with straightforward combat.&lt;br&gt;&lt;br&gt;When normal, 10-dice characters meet a foe with a (7) cliche, they are going to have to use some different approach. They should seriously think about teaming. Or pumping their cliches. Or taking advantage of the Skeletal Rat-horde&amp;#39;s weaknesses. Or using an inappropriate cliche. Or forcing it into a type of combat that the Skeletal Rat-horde cliche can&amp;#39;t be used in, so the Skeletal Rat-horde has to use the &amp;quot;when somebody can&amp;#39;t participate&amp;quot; rules.&lt;br&gt;&lt;br&gt;&lt;h3&gt;Teaming Up&lt;/h3&gt;Able fighting on his own is just normal combat. He rolls his cliche (Swordsman (4)) against the Skeletal Rat Horde (7).&lt;br&gt;&lt;br&gt;Baker and Charlie decide to form a team. Baker will contribute his &amp;quot;Mighty Barbarian (4)&amp;quot; cliche. Charlie will contribute his &amp;quot;Barbarian Warrior (3)&amp;quot; cliche. Since Baker&amp;#39;s cliche score is higher than Charlie&amp;#39;s, he is designated the team leader.&lt;br&gt;&lt;br&gt;When the Baker-Charlie team attacks, Baker as team leader rolls his four dice, and all four count. Then Charlie rolls his three dice, but only the dice that show six count (so if he rolls a six, a three, and a one, only the six counts). This is all added together. The Skeletal rat-horde (7) rolls its seven dice. (Note that effectively Baker and Charlie are being attacked as though they are one opponent. This is one advantage to teaming, so in effect the Skeletal Rat horde has one less chance to hurt the PCs).&lt;br&gt;&lt;br&gt;If the Baker-Charlie team score is higher, then the Skeletal rat-horde loses a die of damage. If the Skeletal rat-horde rolls higher, then one of two things can happen.&lt;br&gt;&lt;br&gt;1) Somebody, say Charlie, volunteers to step forward and take the damage. He then takes double damage (two dice instead of one), but then Baker gets a Vengeance bonus on the next roll and rolls twice as many dice (eight instead of four!)&lt;br&gt;&lt;br&gt;or&lt;br&gt;&lt;br&gt;2) Nobody volunteers to take the damage. Each member of the team rolls its cliche dice, and the lowest roller takes one die of damage and there is no vengeance bonus.&lt;br&gt;&lt;br&gt;Actually, with the numbers I have given Able, Baker, and Charlie, the odds are still on the side of the Skeletal Rat-Horde (7). An opponent with a cliche score of (7) is going to be almost unbeatable, but that might have been your intention.&lt;hr size=&quot;1&quot;&gt;&lt;br/&gt;</description></item><item><title>Arcadomai Spell Compendium</title><link>http://risusiverse.wetpaint.com/page/Arcadomai+Spell+Compendium</link><author>Dantopia</author><guid isPermaLink="false">http://risusiverse.wetpaint.com/page/Arcadomai+Spell+Compendium</guid><pubDate>Thu, 24 Sep 2009 15:35:57 CDT</pubDate><description>A supplement to the Risus setting Arcadomai created by Dan Suptic&amp;copy;2007   &lt;br&gt;&lt;br&gt;   &lt;b&gt;A note about Risus and Arcadomai&lt;/b&gt;&lt;br&gt;Arcadomai is a fantasy setting (created by Dan Suptic) that uses the Risus system to play. It can be found at &lt;a href=&quot;http://risusiverse.wetpaint.com/page/Arcadomai&quot; target=&quot;_self&quot;&gt;http://risusiverse.wetpaint.com/page/Arcadomai&lt;/a&gt;. 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 &lt;a class=&quot;external&quot; href=&quot;http://risusiverse.wetpaint.comhttp://www222.pair.com/sjohn/risus.htm&quot; rel=&quot;nofollow&quot; target=&quot;_blank&quot;&gt;http://www222.pair.com/sjohn/risus.htm&lt;/a&gt; and download it there. The whole system is 6 pages long, and that&amp;rsquo;s all you&amp;rsquo;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&amp;rsquo;ll be able to use the Arcadomai Spell Compendium.&lt;br&gt;&lt;br&gt;&lt;b&gt;What lies within&lt;/b&gt;&lt;br&gt;This supplement contains spell lists for all magic clich&amp;eacute;s found in the Arcadomai setting. While certainly not an extensive list of every single spell for each clich&amp;eacute;, every list here should be enough to certainly give the GM and the Player a good knowledge of what the clich&amp;eacute; can do.&lt;br&gt;&lt;br&gt;&lt;b&gt;Clich&amp;eacute; name&lt;/b&gt; &amp;ndash; The name of the clich&amp;eacute; used for the spells&lt;br&gt;&lt;b&gt;Combat &amp;ndash; &lt;/b&gt;A brief description of spell effects when engaged in direct clich&amp;eacute; to clich&amp;eacute; combat, for each level of the mage&amp;rsquo;s clich&amp;eacute;. These are simply meant for added description, and no impact on combat itself. This section only applies to clich&amp;eacute;s that have a direct combat effect &amp;ndash; even if the clich&amp;eacute; can be used to help someone in combat, this area is reserved for obvious attack magic.&lt;br&gt;&lt;b&gt;Level (x) &amp;ndash;&lt;/b&gt; This is the header for the spells of each clich&amp;eacute; level. The level of each spell is the optimal clich&amp;eacute; level a character should have before trying to cast the spell. Higher level spells may be attempted by the character with no penalty (other than that the TNs will be quite high for his clich&amp;eacute;). When making magic cards, the level of the card made is equal to the level of the spell.&lt;br&gt;&lt;b&gt;Spell name &amp;ndash; TN &amp;ndash; Description &amp;ndash; &lt;/b&gt;This is the spell name, followed by the TN you must beat to use the spell, followed by what the spell itself does&lt;br&gt;&lt;br&gt;&lt;b&gt;Spell lengths&lt;/b&gt;&lt;br&gt;Unless otherwise noted, spells last until the end of the encounter. An Encounter can be defined as a series of events in which the PCs are in the same location working towards the same immediate goal (separate rooms in a dungeon, meeting someone on the way to another city, hanging out one evening at the bar, etc). In general, spell lengths are up to the GM&lt;br&gt;&lt;b&gt;Trying again&lt;/b&gt;&lt;br&gt;If a Player misses the TN and fails to cast the spell, they may try again in an amount of time defined as Whatever the GM Deems Appropriate.&lt;br&gt;&lt;b&gt;Resisted spells&lt;/b&gt;&lt;br&gt;A lot of spells allow the target to resist or avoid the spell effects. The TN to resist/avoid/throw off effects is always equal to the spell&amp;#39;s TN.&lt;br&gt;&lt;br&gt;&lt;b&gt;A note on Magic Cards&lt;br&gt;&lt;/b&gt;From the core rules, a Magic Card is used for someone to become a mage of a certain clich&amp;eacute; level to do a certain magical effect, for one turn. Magic cards can also be made to let the user have the combat ability at the card&amp;#39;s clich&amp;eacute; level for one turn. The clich&amp;eacute; of magic must be one of the clich&amp;eacute;s that have combat ability of course, but other than that, the user can use 1 magical attack at the card&amp;#39;s clich&amp;eacute; level. If they fail, they lose a die in a clich&amp;eacute; of their choice as normal. Magic cards can also hold spells listed in this supplement. A card&amp;#39;s level in a specific spell will be the level that the spell is listed under. The user then rolls to activate the spell as normal for a mage, and the target (if there is one) rolls to resist as normal. If the user fails on using a card that&amp;#39;s not directly combat related, then they do not lose a die in a clich&amp;eacute; - the spell simply fails.&lt;br&gt;&lt;br&gt;&lt;b&gt;Read on, fellow mage!&lt;/b&gt;&lt;br&gt;Enjoy the following spells for the world of Arcadomai. These should help to flesh out each magic clich&amp;eacute;, and also give GMs and Players ideas for new spells for their favorite clich&amp;eacute;. If you have any questions or comments, please email them to &lt;a href=&quot;http://risusiverse.wetpaint.commailto:dsuptic@gmail.com&quot; target=&quot;_self&quot;&gt;dsuptic@gmail.com&lt;/a&gt;   &lt;br&gt;&lt;br&gt;   &lt;font size=&quot;4&quot;&gt;&lt;b&gt;Pyromancer&lt;/b&gt;&lt;/font&gt;&lt;br&gt;&lt;b&gt;Combat&lt;/b&gt;&lt;br&gt;Level 1 &amp;ndash; Small streams of fire, fire darts, pea sized fireballs&lt;br&gt;Level 2 &amp;ndash; Larger streams of fire, fire arrows, fist sized fireballs&lt;br&gt;Level 3 &amp;ndash; Hand-width gouts of fire, fire javelins, melon sized fireballs&lt;br&gt;Level 4 &amp;ndash; Explosive fireballs, white hot streams of fire, lava streams&lt;br&gt; Level 5 &amp;ndash; Lava balls, white hot fireballs, rains of fire&lt;br&gt;Level 6 &amp;ndash; Gouts of magma, lava rain&lt;br&gt;&lt;b&gt;Level 1&lt;/b&gt;&lt;br&gt;&lt;i&gt;Light&lt;/i&gt; &amp;ndash; TN 2 &amp;ndash; This basic fire spell lights a candle, torch, lamp or lantern&lt;br&gt;&lt;i&gt;Warm Object&lt;/i&gt; &amp;ndash; TN 3 &amp;ndash; Causes an object to become noticeably warm (not enough to do damage)&lt;br&gt;&lt;i&gt;Cook&lt;/i&gt; &amp;ndash; TN 4 &amp;ndash; Heats any prepared meat up, cooking it well enough to eat&lt;br&gt;&lt;b&gt;Level 2&lt;/b&gt;&lt;br&gt;&lt;i&gt;Ignite&lt;/i&gt; &amp;ndash; TN 6 &amp;ndash; Set fire to any readily flammable object (paper, firewood, etc). Will not affect anything held by or worn by someone&lt;br&gt;&lt;i&gt;Dancing Flame&lt;/i&gt; &amp;ndash; TN 7 &amp;ndash; Creates a small ball of fire that follows the caster, providing light&lt;br&gt;&lt;i&gt;Scalding Weapon&lt;/i&gt; &amp;ndash; TN 8 &amp;ndash; Makes a weapon you hold scalding hot against foes, giving you a +1 bonus to your combat clich&amp;eacute; until the end of combat&lt;br&gt;&lt;b&gt;Level 3&lt;/b&gt;&lt;br&gt;&lt;i&gt;Campfire&lt;/i&gt; &amp;ndash; TN 9 &amp;ndash; Creates a campfire sized blaze that hovers over the ground. This blaze can follow you around, and lasts up to 12 hours&lt;br&gt;&lt;i&gt;Resist Heat&lt;/i&gt; &amp;ndash; TN 10 &amp;ndash; You gain a +3 bonus against fire magic&lt;br&gt;&lt;i&gt;Flaming Weapon&lt;/i&gt; &amp;ndash; TN 11 &amp;ndash; Your weapon is wreathed in flames, giving you a +1 die bonus in combat until the end of combat&lt;br&gt;&lt;b&gt;Level 4&lt;/b&gt;&lt;br&gt;&lt;i&gt;Immolate&lt;/i&gt; &amp;ndash; TN 13 &amp;ndash; Sets ablaze any flammable object (paper, worn clothes, held magic cards)&lt;br&gt;&lt;i&gt;Halo of Flames&lt;/i&gt; &amp;ndash; TN 14 &amp;ndash; Anytime an opponent beats you in Melee combat, they must make a Dexterity based clich&amp;eacute; roll or lose a die in their melee combat clich&amp;eacute;.&lt;br&gt;&lt;i&gt;Resist Flames&lt;/i&gt; &amp;ndash; TN 15 &amp;ndash; You gain a +1 pip bonus against fire magic&lt;br&gt;&lt;b&gt;Level 5&lt;/b&gt;&lt;br&gt;&lt;i&gt;Flametaker&lt;/i&gt; &amp;ndash; TN 16 - Must be cast on a bonfire or larger blaze. The blaze is extinguished, and the next fire spell you cast is at a +1 die bonus&lt;br&gt;&lt;i&gt;Flaming wall&lt;/i&gt; &amp;ndash; TN 17 - Creates a wall of fire 100 feet long. Anyone passing through (or forced through) this wall takes 2 dice of damage to a clich&amp;eacute; of their choice&lt;br&gt;&lt;i&gt;Ignore Flames&lt;/i&gt; &amp;ndash; TN 18 &amp;ndash; You take no clich&amp;eacute; damage due to fire or fire magic&lt;br&gt;&lt;b&gt;Level 6&lt;/b&gt;&lt;br&gt;&lt;i&gt;Roast&lt;/i&gt; &amp;ndash; TN 20 &amp;ndash; Reduces any flammable object to ashes&lt;br&gt;&lt;i&gt;Burn Alive&lt;/i&gt; &amp;ndash; TN 21 &amp;ndash; The target creature or person is reduced to 1 in all clich&amp;eacute;s, as horrible burns cover their entire body&lt;br&gt;&lt;i&gt;Raze&lt;/i&gt; &amp;ndash; TN 22 &amp;ndash; A fast burning fire engulfs an area. An entire small building can be engulfed at once. Larger buildings can have whole floors engulfed at once  &lt;br&gt;&lt;br&gt;   &lt;font size=&quot;4&quot;&gt;&lt;b&gt;Cryomancer&lt;/b&gt;&lt;/font&gt;&lt;br&gt;&lt;b&gt;Combat&lt;/b&gt;&lt;br&gt;Level 1 &amp;ndash; Small shards of ice, hard snowballs&lt;br&gt;Level 2 &amp;ndash; Ice shards, small ice balls, chilling rays&lt;br&gt;Level 3 &amp;ndash; Ice daggers, large ice balls, freezing rays&lt;br&gt;Level 4 &amp;ndash; Ice spears, multiple ice balls, flash freezing&lt;br&gt;Level 5 &amp;ndash; Ice storms, winter blasts&lt;br&gt;Level 6 &amp;ndash; Blizzards storms, arctic blasts&lt;br&gt;&lt;b&gt;Level 1&lt;/b&gt;&lt;br&gt;&lt;i&gt;Chill&lt;/i&gt; &amp;ndash; TN 2 &amp;ndash; Chills a drink, making it pleasantly cool&lt;br&gt;&lt;i&gt;Cubes&lt;/i&gt; &amp;ndash; TN 3 &amp;ndash; Creates several ice cubes&lt;br&gt;&lt;i&gt;Frost&lt;/i&gt; &amp;ndash; TN 4 &amp;ndash; Creates a thin layer of frost on any surface&lt;br&gt;&lt;b&gt;Level 2&lt;/b&gt;&lt;br&gt;&lt;i&gt;Cold&lt;/i&gt; &lt;i&gt;Hand&lt;/i&gt; &amp;ndash; TN 6 &amp;ndash; Your hand becomes very cold (not enough to damage someone, but certainly enough to distract)&lt;br&gt;&lt;i&gt;Ice&lt;/i&gt; &lt;i&gt;Object&lt;/i&gt; &amp;ndash; TN 7 &amp;ndash; Creates a fist sized or smaller object out of ice (cups, lock picks, rings etc)&lt;br&gt;&lt;i&gt;Chill&lt;/i&gt; &amp;ndash; TN 8 &amp;ndash; The area the caster is in becomes uncomfortably cold&lt;br&gt;&lt;b&gt;Level 3&lt;/b&gt;&lt;br&gt;&lt;i&gt;Freezing&lt;/i&gt; &lt;i&gt;Weapon&lt;/i&gt; &amp;ndash; TN 9 - Makes a weapon you hold freezing cold against foes, giving you a +1 bonus to your combat clich&amp;eacute; until the end of combat&lt;br&gt;&lt;i&gt;Resist&lt;/i&gt; &lt;i&gt;Cold&lt;/i&gt; &amp;ndash; TN 10 - You gain a +3 bonus against ice magic&lt;br&gt;&lt;i&gt;Slick&lt;/i&gt; &amp;ndash; TN 11 &amp;ndash; Covers an area of ground with slick ice (Dexterity based clich&amp;eacute; roll to avoid slipping and falling)&lt;br&gt;&lt;b&gt;Level 4&lt;/b&gt;&lt;br&gt;&lt;i&gt;Cold&lt;/i&gt; &lt;i&gt;Aura&lt;/i&gt; &amp;ndash; TN 13 &amp;ndash; Anytime an opponent beats you in Melee combat, they must make a Dexterity based clich&amp;eacute; roll or lose a die in their melee combat clich&amp;eacute;.&lt;br&gt;&lt;i&gt;Encase&lt;/i&gt; &amp;ndash; TN 14 &amp;ndash; The subject is encased in ice. They must make a Strength based clich&amp;eacute; roll to escape&lt;br&gt;&lt;i&gt;Frostbite&lt;/i&gt; &amp;ndash; TN 15 &amp;ndash; The victim gets major frostbite on a limb and loses 2 dice in a clich&amp;eacute; of their choice&lt;br&gt;&lt;b&gt;Level 5&lt;/b&gt;&lt;br&gt;&lt;i&gt;Arctic&lt;/i&gt; &lt;i&gt;Weapon&lt;/i&gt; &amp;ndash; TN 16 &amp;ndash; Your weapon becomes absolutely frigid to enemies, giving you a +1 pip to your combat rolls with it&lt;br&gt;&lt;i&gt;Ice&lt;/i&gt; &lt;i&gt;Sculpture&lt;/i&gt; &amp;ndash; TN 17 &amp;ndash; You can create any object made of ice up to the size of a person&lt;br&gt;&lt;i&gt;Ignore&lt;/i&gt; &lt;i&gt;Ice&lt;/i&gt; &amp;ndash; TN 18 &amp;ndash; You ignore all cold and ice based attacks, conditions and magic&lt;br&gt;&lt;b&gt;Level 6&lt;/b&gt;&lt;br&gt;&lt;i&gt;Freeze&lt;/i&gt; &amp;ndash; TN 20 &amp;ndash; Any non living object is frozen solid, through and through. Reduce the TN to break the object by 10&lt;br&gt;&lt;i&gt;Dire&lt;/i&gt; &lt;i&gt;Cold&lt;/i&gt; &amp;ndash; TN 21 &amp;ndash; An area&amp;rsquo;s temperature drops drastically (100 square feet max). Anyone going through this area loses 1 die to all clich&amp;eacute;s (can&amp;rsquo;t go below 1 in any 1 clich&amp;eacute;)&lt;br&gt;&lt;i&gt;Ice&lt;/i&gt; &lt;i&gt;Structure&lt;/i&gt; &amp;ndash; TN 22 &amp;ndash; You can create any object made of ice up to 30 cubic feet  &lt;br&gt;&lt;br&gt;   &lt;font size=&quot;4&quot;&gt;&lt;b&gt;Hydromancer&lt;/b&gt;&lt;/font&gt;&lt;br&gt;&lt;b&gt;Combat&lt;/b&gt;&lt;br&gt;Level 1 &amp;ndash; Small jets of steam, minor dehydration&lt;br&gt;Level 2 &amp;ndash; Jets of steam, average dehydration&lt;br&gt;Level 3 &amp;ndash; Large jets of steam, sever dehydration, high pressure streams of water&lt;br&gt;Level 4 &amp;ndash; Blasts of steam, high pressure jets of water&lt;br&gt;Level 5 &amp;ndash; Great blasts of steam and high pressure water&lt;br&gt;Level 6 &amp;ndash; Tidal blasts, Geysers&lt;br&gt;&lt;b&gt;Level 1&lt;/b&gt;&lt;br&gt;&lt;i&gt;Mist&lt;/i&gt; &amp;ndash; TN 2 &amp;ndash; Creates a gentle spray of cool mist&lt;br&gt;&lt;i&gt;Fill&lt;/i&gt; &lt;i&gt;Up&lt;/i&gt; &amp;ndash; TN 3 &amp;ndash; Fills a cup or other small container with fresh water&lt;br&gt;&lt;i&gt;Test&lt;/i&gt; &lt;i&gt;Water&lt;/i&gt; &amp;ndash; TN 4 &amp;ndash; Tells you if water is fine to drink. Reveals poison or contaminates, but not magical enchantment&lt;br&gt;&lt;b&gt;Level 2&lt;/b&gt;&lt;br&gt;&lt;i&gt;Water&lt;/i&gt; &lt;i&gt;Ball&lt;/i&gt; &amp;ndash; TN 6 &amp;ndash; Creates a gallon of water, which can be thrown. This can extinguish small fires and possibly annoy opponents&lt;br&gt;&lt;i&gt;Boil&lt;/i&gt; &amp;ndash; TN 7 &amp;ndash; Boils a small container of water. If thrown at an opponent, they must make a Dexterity based clich&amp;eacute; roll, or take a -1 penalty to rolls until the end of combat&lt;br&gt;&lt;i&gt;Detoxify&lt;/i&gt; &amp;ndash; TN 8 &amp;ndash; Renders poisoned, contaminated or salty water drinkable. &lt;br&gt;&lt;b&gt;Level 3&lt;/b&gt;&lt;br&gt;&lt;i&gt;Rain&lt;/i&gt; &amp;ndash; TN 9 &amp;ndash; Creates a gentle rain in an area for about half an hour&lt;br&gt;&lt;i&gt;Water&lt;/i&gt; &lt;i&gt;Walk&lt;/i&gt; &amp;ndash; TN 10 &amp;ndash; Allows you to walk on top of water for three turns&lt;br&gt;&lt;i&gt;Satiate&lt;/i&gt; &amp;ndash; TN 11 &amp;ndash; Sustains you without water for one day&lt;br&gt;&lt;b&gt;Level 4&lt;/b&gt;&lt;br&gt;&lt;i&gt;Surge&lt;/i&gt; &amp;ndash; TN 13 &amp;ndash; Creates a strong blast of water. Anyone hit by this blast must make a Strength based clich&amp;eacute; roll or be knocked back ten feet and knocked down&lt;br&gt;&lt;i&gt;Breathe&lt;/i&gt; &lt;i&gt;Water&lt;/i&gt; &amp;ndash; TN 14 &amp;ndash; You may breathe and speak while immersed in water&lt;br&gt;&lt;i&gt;Whirlpool&lt;/i&gt; &amp;ndash; TN 15 &amp;ndash; A whirlpool forms in a large body of water. Those caught in it make a Strength based clich&amp;eacute; roll to escape&lt;br&gt;&lt;b&gt;Level 5&lt;/b&gt;&lt;br&gt;&lt;i&gt;Drown&lt;/i&gt; &amp;ndash; TN 16 &amp;ndash; Causes a target to begin to drown. For 3 consecutive turns, they must make a Health based Clich&amp;eacute; roll or lose a die in a clich&amp;eacute; of their choice&lt;br&gt;&lt;i&gt;Deluge&lt;/i&gt; &amp;ndash; TN 17 &amp;ndash; Fills an area with dense, driving rain for an hour. This will turn the ground to mud, and destroy most crops and ornamental vegetation&lt;br&gt;&lt;i&gt;River&lt;/i&gt; &amp;ndash; TN 18 &amp;ndash; Causes a raging river to spring from your hand for five turns. This can knock targets back as per Surge&lt;br&gt;&lt;b&gt;Level 6&lt;/b&gt;&lt;br&gt;&lt;i&gt;Water&lt;/i&gt; &lt;i&gt;Tread&lt;/i&gt; &amp;ndash; TN 20 &amp;ndash; You and your companions can walk on water as long as they remain on the same body of water&lt;br&gt;&lt;i&gt;Tidal&lt;/i&gt; &lt;i&gt;Wave&lt;/i&gt; &amp;ndash; TN 21 &amp;ndash; A large body of water produces an impressive wave, smashing into the shore and causing damage to buildings and flora&lt;br&gt;&lt;i&gt;Burst&lt;/i&gt; &amp;ndash; TN 22 &amp;ndash; The water in the target&amp;rsquo;s body forcibly ejects itself. The target may make a Health or Strength based clich&amp;eacute; roll to avoid a messy death&lt;br&gt;  &lt;br&gt;   &lt;font size=&quot;4&quot;&gt;&lt;b&gt;Aeromancer&lt;/b&gt;&lt;/font&gt;&lt;br&gt;&lt;b&gt;Combat&lt;/b&gt;&lt;br&gt;Level 1 &amp;ndash; Small electric arcs, small debris filled gusts of wind&lt;br&gt;Level 2 &amp;ndash; Electric arcs, debris filled streams of wind&lt;br&gt;Level 3 &amp;ndash; Small lighting bolts, small blasts of air&lt;br&gt;Level 4 &amp;ndash; Lightning bolts, whirlwinds of debris, blasts of air&lt;br&gt;Level 5 &amp;ndash; Huge lightning bolts, gales of air and debris&lt;br&gt;Level 6 &amp;ndash; Continual blasts of lightning, hurricane force blasts&lt;br&gt;&lt;b&gt;Level 1&lt;/b&gt;&lt;br&gt;&lt;i&gt;Whisper&lt;/i&gt; &amp;ndash; TN 2 &amp;ndash; You may whisper a single word that can be heard by one target in sight&lt;br&gt;&lt;i&gt;Breeze&lt;/i&gt; &amp;ndash; TN 3 &amp;ndash; Creates a pleasant breeze in the area&lt;br&gt;&lt;i&gt;Scent&lt;/i&gt; &amp;ndash; TN 4 &amp;ndash; Causes a faint but definable odor of the caster&amp;rsquo;s choice in the area&lt;br&gt;&lt;b&gt;Level 2&lt;/b&gt;&lt;br&gt;&lt;i&gt;Shock&lt;/i&gt; &amp;ndash; TN 6 &amp;ndash; A target that you touch is mildly shocked. They must make a Health based clich&amp;eacute; roll or take a -2 penalty to their next roll&lt;br&gt;&lt;i&gt;Wind&lt;/i&gt; &lt;i&gt;Aura&lt;/i&gt; &amp;ndash; TN 7 &amp;ndash; You&amp;rsquo;re surrounded by gusts of wind, giving you a +1 die bonus against non-magical ranged attacks&lt;br&gt;&lt;i&gt;Purify&lt;/i&gt; &amp;ndash; TN 8 &amp;ndash; Cleanses the air in an area, removing smoke and airborne poisons&lt;br&gt;&lt;b&gt;Level 3&lt;/b&gt;&lt;br&gt;&lt;i&gt;Expel&lt;/i&gt; &amp;ndash; TN 9 &amp;ndash; The air from a target&amp;rsquo;s lungs is pushed out. They must make a Health based clich&amp;eacute; roll or lose their next turn as they gasp for breath&lt;br&gt;&lt;i&gt;Conduit&lt;/i&gt; &amp;ndash; TN 10 &amp;ndash; If you&amp;rsquo;re wielding a metal weapon, and your opponent is wearing metal armor, your successful melee attacks causes the target to lose 2 dice&lt;br&gt;&lt;i&gt;Wind&lt;/i&gt; &lt;i&gt;Storm&lt;/i&gt; &amp;ndash; TN 11 &amp;ndash; The area is filled with swirling gusts of wind. Non-magical ranged attacks lose half their dice&lt;br&gt;&lt;b&gt;Level 4&lt;/b&gt;&lt;br&gt;&lt;i&gt;Arc&lt;/i&gt; &lt;i&gt;Field&lt;/i&gt; &amp;ndash; TN 13 &amp;ndash; Until the end of combat, a random opponent each turn must make a Dexterity based clich&amp;eacute; roll or take 1 die of lightning damage in a clich&amp;eacute; of their choice&lt;br&gt;&lt;i&gt;Wind&lt;/i&gt; &lt;i&gt;Blast&lt;/i&gt; &amp;ndash; TN 14 &amp;ndash; Creates a strong blast of air. Anyone hit by this blast must make a Strength based clich&amp;eacute; roll or be knocked back ten feet and knocked down&lt;br&gt;&lt;i&gt;Raging&lt;/i&gt; &lt;i&gt;Winds&lt;/i&gt; &amp;ndash; TN 15 &amp;ndash; The area is filled with raging, howling winds. Non-magical ranged attacks automatically fail&lt;br&gt;&lt;b&gt;Level 5&lt;/b&gt;&lt;br&gt;&lt;i&gt;Breathless&lt;/i&gt; &amp;ndash; TN 16 &amp;ndash; You do not have to breathe while the spell lasts&lt;br&gt;&lt;i&gt;Suffocate&lt;/i&gt; &amp;ndash; TN 17 &amp;ndash; The target must make a Health based clich&amp;eacute; roll or lose 2 dice in clich&amp;eacute;s of their choice every turn for 5 turns&lt;br&gt;&lt;i&gt;Neural&lt;/i&gt; &lt;i&gt;Shock&lt;/i&gt; &amp;ndash; TN 18 &amp;ndash; Unless a Health based clich&amp;eacute; roll is made the target falls unconscious&lt;br&gt;&lt;b&gt;Level 6&lt;/b&gt;&lt;br&gt;&lt;i&gt;Path&lt;/i&gt; &lt;i&gt;of&lt;/i&gt; &lt;i&gt;Wind&lt;/i&gt; &amp;ndash; TN 20 &amp;ndash; You and your companions are whisked away to a different location. You must have seen the target location in person at least once&lt;br&gt;&lt;i&gt;Tornado&lt;/i&gt; &amp;ndash; TN 21 &amp;ndash; A tornado forms, devastating everything in a one mile line&lt;br&gt;&lt;i&gt;Lighting&lt;/i&gt; &lt;i&gt;Storm&lt;/i&gt; &amp;ndash; TN 22 &amp;ndash; The target is hit by 2d6 lightning bolts, and loses a die in clich&amp;eacute;&amp;rsquo;s of his choice for each one  &lt;br&gt;&lt;br&gt;   &lt;font size=&quot;4&quot;&gt;&lt;b&gt;Geomancer&lt;/b&gt;&lt;/font&gt;&lt;br&gt;&lt;b&gt;Combat&lt;/b&gt;&lt;br&gt;Level 1 &amp;ndash; thin streams of sand, small stone bullets and spikes&lt;br&gt;Level 2 &amp;ndash; large streams of sand, fist sized stone rocks and spikes&lt;br&gt;Level 3 &amp;ndash; streams of gravel, larger stones rocks and spikes&lt;br&gt;Level 4 &amp;ndash; streams of small rocks, multiple fist sized stones and spikes&lt;br&gt;Level 5 &amp;ndash; streams of fist sized rocks, flying boulders and columns&lt;br&gt;Level 6 &amp;ndash; rock storms, giant flying boulders&lt;br&gt;&lt;b&gt;Level 1&lt;/b&gt;&lt;br&gt;&lt;i&gt;Signet&lt;/i&gt; &lt;i&gt;Stone&lt;/i&gt; &amp;ndash; TN 2 &amp;ndash; Creates a small 1 ounce stone. You choose both shape and color&lt;br&gt;&lt;i&gt;Bullets&lt;/i&gt; &amp;ndash; TN 3 &amp;ndash; Creates a handful of sling bullets&lt;br&gt;&lt;i&gt;Stone&lt;/i&gt; &lt;i&gt;Claws&lt;/i&gt; &amp;ndash; TN 4 &amp;ndash; You grow small stone spikes from your fingertips. All unarmed combat rolls are at +1&lt;br&gt;&lt;b&gt;Level 2&lt;br&gt; &lt;/b&gt;&lt;i&gt;Shake&lt;/i&gt; &amp;ndash; TN 6 &amp;ndash; Causes the area under one opponent to shake. They must make a Dexterity based clich&amp;eacute; roll or suffer a -1 die penalty to their next roll&lt;br&gt;&lt;i&gt;Flatten&lt;/i&gt; &amp;ndash; TN 7 &amp;ndash; Flattens out a perfectly horizontal area of natural earth. This area is large enough to set up a small campsite&lt;br&gt;&lt;i&gt;Stone&lt;/i&gt; &lt;i&gt;Fists&lt;/i&gt; &amp;ndash; TN 8 &amp;ndash; Your fists turn to solid stone, giving you +1 dice to unarmed combat&lt;br&gt;&lt;b&gt;Level 3&lt;/b&gt;&lt;br&gt;&lt;i&gt;Quake&lt;/i&gt; &amp;ndash; TN 9 &amp;ndash; Causes the area under one opponent to violently shakes. They must make a Dexterity based clich&amp;eacute; roll or fall to the ground&lt;br&gt;&lt;i&gt;Stone&lt;/i&gt; &lt;i&gt;Object&lt;/i&gt; &amp;ndash; TN 10 &amp;ndash; Creates a stone object, up to a pound in weight&lt;br&gt;&lt;i&gt;Earth&lt;/i&gt; &lt;i&gt;Meld&lt;/i&gt; &amp;ndash; TN 11 &amp;ndash; You sink into natural earth, and may remain there unharmed for up to an hour. You cannot see or hear anything that happens on the surface&lt;br&gt;&lt;b&gt;Level 4&lt;/b&gt;&lt;br&gt;&lt;i&gt;Sink&lt;/i&gt; &amp;ndash; TN 13 &amp;ndash; The target sinks waist deep into the earth. A Strength based Clich&amp;eacute; roll is needed to escape&lt;br&gt;&lt;i&gt;Stone&lt;/i&gt; &lt;i&gt;to&lt;/i&gt; &lt;i&gt;Earth&lt;/i&gt; &amp;ndash; TN 14 &amp;ndash; Changes up to 50 pounds of stone into soft earth&lt;br&gt;&lt;i&gt;Flesh&lt;/i&gt; &lt;i&gt;to&lt;/i&gt; &lt;i&gt;Stone&lt;/i&gt; &amp;ndash; TN 15 &amp;ndash; The target must make a Health based clich&amp;eacute; roll or be turned to stone. They will turn back to normal in 1d6 hours&lt;br&gt;&lt;b&gt;Level 5&lt;/b&gt;&lt;br&gt;&lt;i&gt;Pit&lt;/i&gt; &amp;ndash; TN 16 &amp;ndash; A 10 ft wide and 50 ft deep pit appears. Those in the area must make a Dexterity based clich&amp;eacute; roll or fall in, taking 2 dice of damage to clich&amp;eacute;s of their choice&lt;br&gt;&lt;i&gt;Earth&lt;/i&gt; &lt;i&gt;Rest&lt;/i&gt; &amp;ndash; TN 17 &amp;ndash; Same as Earth Meld, but every 3 turns you stay in the earth, you heal 1 clich&amp;eacute; of your choice&lt;br&gt;&lt;i&gt;Stone&lt;/i&gt; &lt;i&gt;Wall&lt;/i&gt; &amp;ndash; TN 18 &amp;ndash; Creates wall of stone 100 feet long and 10 feet high&lt;br&gt;&lt;b&gt;Level 6&lt;/b&gt;&lt;br&gt;&lt;i&gt;Stone&lt;/i&gt; &lt;i&gt;Body&lt;/i&gt; &amp;ndash; TN 20 &amp;ndash; You and your equipment becomes a living stone statue. You gain +2 pip to your melee combat rolls&lt;br&gt;&lt;i&gt;Calcify&lt;/i&gt; &amp;ndash; TN 21 &amp;ndash; The target must make a Health based clich&amp;eacute; roll, or be permanently turned to stone&lt;br&gt;&lt;i&gt;Rive&lt;/i&gt; &lt;i&gt;the&lt;/i&gt; &lt;i&gt;Earth&lt;/i&gt; &amp;ndash; TN 22 &amp;ndash; A giant 500 feet deep pit appears, large enough to swallow a building  &lt;br&gt;&lt;br&gt;   &lt;font size=&quot;4&quot;&gt;&lt;b&gt;Enchanter&lt;/b&gt;&lt;/font&gt;&lt;br&gt;&lt;b&gt;Combat &amp;ndash; This Clich&amp;eacute; has no direct combat spells&lt;/b&gt;&lt;br&gt;&lt;b&gt;Level 1&lt;/b&gt;&lt;br&gt;&lt;i&gt;Minor Aid&lt;/i&gt; &amp;ndash; TN 2 &amp;ndash; Target equipment gains a +1 bonus for 1 turn&lt;br&gt;&lt;i&gt;Minor Blight&lt;/i&gt; &amp;ndash; TN 3 &amp;ndash; Target equipment gains a -1 penalty for 1 turn&lt;br&gt;&lt;i&gt;Minor Bless&lt;/i&gt; &amp;ndash; TN 4 &amp;ndash; Target equipment gains a +1 bonus until end of combat&lt;br&gt;&lt;b&gt;Level 2&lt;/b&gt;&lt;br&gt;&lt;i&gt;Minor Curse&lt;/i&gt; &amp;ndash; TN 6 &amp;ndash; Target equipment gains a -1 penalty until end of combat&lt;br&gt;&lt;i&gt;Aid&lt;/i&gt; &amp;ndash; TN 7 &amp;ndash; Target equipment gains a +1 die bonus for 1 turn&lt;br&gt;&lt;i&gt;Minor Transformation&lt;/i&gt; &amp;ndash; TN 8 &amp;ndash; Target must roll a Health based clich&amp;eacute; roll or turn into a harmless creature for 1 turn&lt;br&gt;&lt;b&gt;Level 3&lt;/b&gt;&lt;br&gt;&lt;i&gt;Blight&lt;/i&gt; &amp;ndash; TN 9 &amp;ndash; Target equipment gains a -1 die penalty for 1 turn&lt;br&gt;&lt;i&gt;Bless&lt;/i&gt; &amp;ndash; TN 10 &amp;ndash; Target equipment gains a +1 die bonus until end of combat&lt;br&gt;&lt;i&gt;Major Aid&lt;/i&gt; &amp;ndash; TN 11 &amp;ndash; Target equipment gains a +1 pip bonus for 1 turn&lt;br&gt;&lt;b&gt;Level 4 &lt;/b&gt;&lt;br&gt;&lt;i&gt;Curse&lt;/i&gt; &amp;ndash; TN 13 &amp;ndash; Target equipment gains a -1 die penalty until end of combat&lt;br&gt;&lt;i&gt;Major Bless&lt;/i&gt; &amp;ndash; TN 14 &amp;ndash; Target equipment gains a +1 pip bonus until end of combat&lt;br&gt;&lt;i&gt;Transformation&lt;/i&gt; &amp;ndash; TN 15 &amp;ndash; Target must roll a Health based clich&amp;eacute; roll or turn into a harmless creature until the end of combat&lt;br&gt;&lt;b&gt;Level 5&lt;/b&gt;&lt;br&gt;&lt;i&gt;Minor Enchantment&lt;/i&gt; &amp;ndash; TN 16 &amp;ndash; Target equipment gains a permanent +1 bonus. You may add cumulative +1 bonuses, but this increases the TN by 1 for every +1 bonus after the first. You may only cast this spell once per day&lt;br&gt;&lt;i&gt;Major Blight&lt;/i&gt; &amp;ndash; TN 17 &amp;ndash; Target equipment gains a -1 pip bonus for 1 turn&lt;br&gt;&lt;i&gt;Enchantment&lt;/i&gt; &amp;ndash; TN 18 &amp;ndash; Target equipment gains a permanent +1 die bonus. You may add cumulative +1 die bonuses, but this increases the TN by 2 for every +1 die bonus after the first. You may only cast this spell once per day&lt;br&gt;&lt;b&gt;Level 6&lt;/b&gt;&lt;br&gt;&lt;i&gt;Major Curse&lt;/i&gt; &amp;ndash; TN 20 &amp;ndash; Target equipment gains a -1 pip bonus until end of combat&lt;br&gt;&lt;i&gt;Major Enchantment&lt;/i&gt; &amp;ndash; TN 21 &amp;ndash; Target equipment gains a permanent +1 pip bonus. You may add cumulative +1 pip bonuses, but this increases the TN by 2 for every +1 pip bonus after the first. You may only cast this spell once per day&lt;br&gt;&lt;i&gt;Major Transformation&lt;/i&gt; &amp;ndash; TN 22 &amp;ndash; Target must roll a Health based clich&amp;eacute; roll or turn into a harmless creature permanently  &lt;br&gt;&lt;br&gt;   &lt;font size=&quot;4&quot;&gt;&lt;b&gt;Diviner&lt;/b&gt;&lt;/font&gt;&lt;br&gt;&lt;b&gt;Combat &amp;ndash; This Clich&amp;eacute; has no direct combat spells&lt;/b&gt;&lt;br&gt;&lt;b&gt;Level 1&lt;/b&gt;&lt;br&gt;&lt;i&gt;Finder&lt;/i&gt; &amp;ndash; TN 2 &amp;ndash; You find any object that you personally have misplaced. Will not work on items that have been stolen or otherwise taken from you.&lt;br&gt;&lt;i&gt;Tidbit&lt;/i&gt; &amp;ndash; TN 3 &amp;ndash; Let&amp;rsquo;s you know one minor fact about a person, like their name, age, job, marital status. Won&amp;rsquo;t let you know something that someone is actively hiding.&lt;br&gt;&lt;i&gt;Find Fortune&lt;/i&gt; &amp;ndash; TN 4 &amp;ndash; You ask the GM one question about a future event. On a roll of a 6 on 1d6, the GM must answer, although they can be as vague and cryptic as they like, so long as their answer is truthful. You may only cast this spell once a day.&lt;br&gt;&lt;b&gt;Level 2&lt;/b&gt;&lt;br&gt;&lt;i&gt;Seeker&lt;/i&gt; &amp;ndash; TN 6 &amp;ndash; You can find any object that you&amp;rsquo;ve owned in the past 24 hours&lt;br&gt;&lt;i&gt;Informant&lt;/i&gt; &amp;ndash; TN 7 &amp;ndash; You may know a minor fact about someone, even if they are trying to hide that fact&lt;br&gt;&lt;i&gt;Find&lt;/i&gt; &lt;i&gt;Future&lt;/i&gt; &amp;ndash; TN 8 &amp;ndash; You ask the GM one question about a future event. On a roll of a 5 or more on 1d6, the GM must answer, although they can be as vague and cryptic as they like, so long as their answer is truthful. You may only cast this spell once a day.&lt;br&gt;&lt;b&gt;Level 3&lt;/b&gt;&lt;br&gt;&lt;i&gt;The&lt;/i&gt; &lt;i&gt;Right&lt;/i&gt; &lt;i&gt;Moment&lt;/i&gt; &amp;ndash; TN 9 &amp;ndash; You gain a +1 bonus on your next die roll&lt;br&gt;&lt;i&gt;Tag&lt;/i&gt; &amp;ndash; TN 10 &amp;ndash; You pick someone you can see. You then pick a point in the future, up to a week. At that predetermined time, you get sent knowledge of where that person is.&lt;br&gt;&lt;i&gt;Find&lt;/i&gt; &lt;i&gt;Fate&lt;/i&gt; &amp;ndash; TN 11 &amp;ndash; You ask the GM one question about a future event. On a roll of a 4 or more on 1d6, the GM must answer, although they can be as vague and cryptic as they like, so long as their answer is truthful. You may only cast this spell once a day.&lt;br&gt;&lt;b&gt;Level 4&lt;/b&gt;&lt;br&gt;&lt;i&gt;Tell&lt;/i&gt; &lt;i&gt;Fortune&lt;/i&gt; &amp;ndash; TN 13 &amp;ndash; You read someone&amp;rsquo;s fortune. On a success, you learn 1 important thing that will happen to them soon. On a failure, you only pick up unimportant (but still correct) little pieces of their life.&lt;br&gt;&lt;i&gt;Light&lt;/i&gt; &lt;i&gt;of&lt;/i&gt; &lt;i&gt;the&lt;/i&gt; &lt;i&gt;Heart&lt;/i&gt; &amp;ndash; TN 14 &amp;ndash; You can tell whether someone is attuned towards the Light, the Grey or the Dark&lt;br&gt;&lt;i&gt;Find Destiny&lt;/i&gt; &amp;ndash; TN 15 &amp;ndash; You ask the GM one question about a future event. On a roll of a 3 or more on 1d6, the GM must answer, although they can be as vague and cryptic as they like, so long as their answer is truthful. You may only cast this spell once a day.&lt;br&gt;&lt;b&gt;Level 5&lt;/b&gt;&lt;br&gt;&lt;i&gt;The Right Second&lt;/i&gt; &amp;ndash; TN 16 &amp;ndash; You gain a +1 die bonus on your next roll&lt;br&gt;&lt;i&gt;Know Consequence&lt;/i&gt; &amp;ndash; TN 17 &amp;ndash; You know if an action you take will leave Light, Grey or Dark marks on your soul&lt;br&gt;&lt;i&gt;Find Kismet&lt;/i&gt; &amp;ndash; TN 18 &amp;ndash; You ask the GM one question about a future event. On a roll of a 2 or more on 1d6, the GM must answer, although they can be as vague and cryptic as they like, so long as their answer is truthful. You may only cast this spell once a day.&lt;br&gt;&lt;b&gt;Level 6&lt;/b&gt;&lt;br&gt;&lt;i&gt;Perfect Moment&lt;/i&gt; &amp;ndash; TN 20 &amp;ndash; You gain a +2 pip bonus on your next roll&lt;br&gt;&lt;i&gt;Second Chance&lt;/i&gt; &amp;ndash; TN 21 &amp;ndash; You may reroll the next die roll you fail, at a +3 bonus&lt;br&gt;&lt;i&gt;Find Providence&lt;/i&gt; &amp;ndash; TN 22 &amp;ndash; You ask the GM one question about a future event. The GM must answer, although they can be as vague and cryptic as they like, so long as their answer is truthful. You may only cast this spell once a day.  &lt;br&gt;&lt;br&gt;   &lt;font size=&quot;4&quot;&gt;&lt;b&gt;Druid&lt;/b&gt;&lt;/font&gt;&lt;br&gt;&lt;b&gt;Combat &amp;ndash; This Clich&amp;eacute; has no direct combat spells&lt;/b&gt;&lt;br&gt;&lt;b&gt;Level 1&lt;/b&gt;&lt;br&gt;&lt;i&gt;Know Plant&lt;/i&gt; &amp;ndash; TN 2 &amp;ndash; Know the exact name for a target plant that you can see&lt;br&gt;&lt;i&gt;Know Animal&lt;/i&gt; &amp;ndash; TN 3 &amp;ndash; Know the exact name for a target animal that you can see&lt;br&gt;&lt;i&gt;Nature&amp;rsquo;s Shape&lt;/i&gt; &amp;ndash; TN 4 &amp;ndash; You become an animal with 1 die in its combat clich&amp;eacute; until the end of combat&lt;br&gt;&lt;b&gt;Level 2&lt;/b&gt;&lt;br&gt;&lt;i&gt;Seek Shelter&lt;/i&gt; &amp;ndash; TN 6 &amp;ndash; Tells you the closest location to a natural uninhabited dwelling&lt;br&gt;&lt;i&gt;Seek Sustenance&lt;/i&gt; &amp;ndash; TN 7 &amp;ndash; Tells you the closest location of edible food and potable water&lt;br&gt;&lt;i&gt;Nature&amp;rsquo;s Figure&lt;/i&gt; &amp;ndash; TN 8 &amp;ndash; You become an animal with 2 dice in its combat clich&amp;eacute; until the end of combat&lt;br&gt;&lt;b&gt;Level 3&lt;/b&gt;&lt;br&gt;&lt;i&gt;Grow Plants&lt;/i&gt; &amp;ndash; TN 9 &amp;ndash; Plants in the area grow at a swift rate. If they are fruit bearing plants, they sprout enough to feed you and your companions&lt;br&gt;&lt;i&gt;Calm Animal&lt;/i&gt; &amp;ndash; TN 10 &amp;ndash; One animal that you can see becomes calm and leaves the area peacefully. If you run into it again, you may have to recast the spell&lt;br&gt;&lt;i&gt;Nature&amp;rsquo;s Form&lt;/i&gt; &amp;ndash; TN 11 &amp;ndash; You become an animal with 3 dice in its combat clich&amp;eacute; until the end of combat&lt;br&gt;&lt;b&gt;Level 4&lt;/b&gt;&lt;br&gt;&lt;i&gt;Command Animal&lt;/i&gt; &amp;ndash; TN 13 &amp;ndash; One animal that you can see obeys your commands for one hour. This only works on normal non-magical animals&lt;br&gt;&lt;i&gt;Entangle&lt;/i&gt; &amp;ndash; TN 14 &amp;ndash; The target of this spell is wrapped with vines and roots. Unless they make a Dexterity based clich&amp;eacute; roll, they will be immobile for 3 rounds&lt;br&gt;&lt;i&gt;Nature&amp;rsquo;s Visage&lt;/i&gt; &amp;ndash; TN 15 &amp;ndash; You become an animal with 4 dice in its combat clich&amp;eacute; until the end of combat&lt;br&gt;&lt;b&gt;Level 5&lt;/b&gt;&lt;br&gt;&lt;i&gt;Friend of Green&lt;/i&gt; &amp;ndash; TN 16 &amp;ndash; You cannot be tracked while in the woods. If no one can see you, no mundane form of tracking will reveal your presence. &lt;br&gt;&lt;i&gt;Nature&amp;rsquo;s Ire&lt;/i&gt; &amp;ndash; TN 17 &amp;ndash; The forest itself attacks and impedes your foes. Any foe following you into the forest must make Strength based clich&amp;eacute; rolls each round the spell lasts or take 1 clich&amp;eacute; of damage to a clich&amp;eacute; of their choice and are immobilized&lt;br&gt;&lt;i&gt;Nature&amp;rsquo;s Fa&amp;ccedil;ade&lt;/i&gt; &amp;ndash; TN 18 - You become an animal with 5 dice in its combat clich&amp;eacute; until the end of combat&lt;br&gt;&lt;b&gt;Level 6&lt;/b&gt;&lt;br&gt;&lt;i&gt;Nature&amp;rsquo;s Bounty&lt;/i&gt; &amp;ndash; TN 20 &amp;ndash; A special fruit grows in 3 rounds, from the ground near you. When someone eats this fruit (takes 2 rounds), they heal back all their damaged clich&amp;eacute;s.&lt;br&gt;&lt;i&gt;Vita Arbor&lt;/i&gt; &amp;ndash; TN 21 &amp;ndash; The target makes a Health based clich&amp;eacute; roll. If they fail, they permanently become a tree&lt;br&gt;&lt;i&gt;Nature&amp;rsquo;s Countenance&lt;/i&gt; &amp;ndash; TN 22 &amp;ndash; You become an animal with 6 dice in its combat clich&amp;eacute; until the end of combat  &lt;br&gt;&lt;br&gt;  &lt;font size=&quot;4&quot;&gt;&lt;b&gt;Cleric&lt;/b&gt;&lt;/font&gt;&lt;br&gt;&lt;b&gt;Combat &amp;ndash; This Clich&amp;eacute; has no direct combat spells&lt;/b&gt;&lt;br&gt;&lt;b&gt;Level 1&lt;/b&gt;&lt;br&gt;&lt;i&gt;Detect Undead&lt;/i&gt; &amp;ndash; TN 2 &amp;ndash; You know whether a target creature is undead&lt;br&gt;&lt;i&gt;Patch Up&lt;/i&gt; &amp;ndash; TN 3 &amp;ndash; The target heals 1 die in a clich&amp;eacute; of their choice, so long as that clich&amp;eacute; does not heal above 1&lt;br&gt;&lt;i&gt;Life Watch&lt;/i&gt; &amp;ndash; TN 4 &amp;ndash; Choose a target you can see. For the next 24 hours, you&amp;rsquo;ll be sent a magic message if they die&lt;br&gt;&lt;b&gt;Level 2&lt;/b&gt;&lt;br&gt;&lt;i&gt;Diagnosis&lt;/i&gt; &amp;ndash; TN 6 &amp;ndash; Tells you if the target is wounded, poisoned or diseased, and the specifics of each&lt;br&gt;&lt;i&gt;Cure&lt;/i&gt; &amp;ndash; TN 7 &amp;ndash; The target heals 1 die in a clich&amp;eacute; of their choice, so long as that clich&amp;eacute; does not heal above 2&lt;br&gt;&lt;i&gt;Ward Undead&lt;/i&gt; &amp;ndash; TN 8 &amp;ndash; Target undead rolls a Persistent based clich&amp;eacute; roll. If it fails, it may not attack you&lt;br&gt;&lt;b&gt;Level 3&lt;/b&gt;&lt;br&gt;&lt;i&gt;Cleanse&lt;/i&gt; &amp;ndash; TN 9 &amp;ndash; All poison and disease is removed from the target&amp;rsquo;s body&lt;br&gt;&lt;i&gt;Heal&lt;/i&gt; &amp;ndash; TN 10 &amp;ndash; The target heals 1 die in a clich&amp;eacute; of their choice, so long as that clich&amp;eacute; does not heal above 3&lt;br&gt;&lt;i&gt;Holy Power&lt;/i&gt; &amp;ndash; TN 11 &amp;ndash; Target weapon does 2 dice of damage against undead when used in combat&lt;br&gt;&lt;b&gt;Level 4&lt;/b&gt;&lt;br&gt;&lt;i&gt;Turn Undead&lt;/i&gt; &amp;ndash; TN 13 &amp;ndash; Target undead rolls a Persistent based clich&amp;eacute; roll. If it fails, it must leave the area&lt;br&gt;&lt;i&gt;Restore&lt;/i&gt; &amp;ndash; TN 14 &amp;ndash; The target heals 1 die in a clich&amp;eacute; of their choice, so long as that clich&amp;eacute; does not heal above 4&lt;br&gt;&lt;i&gt;Compel Truth&lt;/i&gt; &amp;ndash; TN 15 &amp;ndash; The target makes a Willful based clich&amp;eacute; roll. If they fail, they must speak the truth as they know it to any question you ask&lt;br&gt;&lt;b&gt;Level 5&lt;/b&gt;&lt;br&gt;&lt;i&gt;Sanctify&lt;/i&gt; &amp;ndash; TN 16 &amp;ndash; Once per day, you bless an area (10 foot by 10 foot) that prevents any body placed there from being raised as an undead. This spell lasts 24 hours.&lt;br&gt;&lt;i&gt;Rejuvenate&lt;/i&gt; &amp;ndash; TN 17 &amp;ndash; The target heals 1 die in a clich&amp;eacute; of their choice, so long as that clich&amp;eacute; does not heal above 5&lt;br&gt;&lt;i&gt;Restore Life&lt;/i&gt; &amp;ndash; TN 18 &amp;ndash; Brings a target back to life. A clich&amp;eacute; of their choice is reduced permanently by one (until raised back up with experience). Must be cast within a number of days of the target&amp;rsquo;s death equal to your Cleric clich&amp;eacute; &lt;br&gt;&lt;b&gt;Level 6&lt;/b&gt;&lt;br&gt;&lt;i&gt;Destroy Undead&lt;/i&gt; &amp;ndash; TN 20 &amp;ndash; Target undead rolls a Persistent based clich&amp;eacute; roll. If it fails, it is destroyed&lt;br&gt;&lt;i&gt;Renew&lt;/i&gt; &amp;ndash; TN 21 &amp;ndash; The target heals 1 die in a clich&amp;eacute; of their choice, so long as that clich&amp;eacute; does not heal above 6&lt;br&gt;&lt;i&gt;Resurrect&lt;/i&gt; &amp;ndash; TN 22 &amp;ndash; The target is brought back to life. Must be cast within a number of weeks of the target&amp;rsquo;s death equal to your Cleric clich&amp;eacute;  &lt;br&gt;&lt;br&gt;   &lt;font size=&quot;4&quot;&gt;&lt;b&gt;Necromancer&lt;/b&gt;&lt;/font&gt;&lt;br&gt;&lt;b&gt;Combat &amp;ndash; This Clich&amp;eacute; has no direct combat spells&lt;/b&gt;&lt;br&gt;&lt;b&gt;Level 1&lt;/b&gt;&lt;br&gt;&lt;i&gt;Detect Undead&lt;/i&gt; &amp;ndash; TN 2 &amp;ndash; You know whether a target creature is undead&lt;br&gt;&lt;i&gt;Hatch Undead&lt;/i&gt; &amp;ndash; TN 3 &amp;ndash; A dead creature becomes an undead (1) under your control until end of combat&lt;br&gt;&lt;i&gt;Death Watch&lt;/i&gt; &amp;ndash; TN 4 &amp;ndash; Choose a target you can see. For the next 24 hours, you&amp;rsquo;ll be sent a magic message if they die&lt;br&gt;&lt;b&gt;Level 2&lt;/b&gt;&lt;br&gt;&lt;i&gt;Scourge&lt;/i&gt; &amp;ndash; TN 6 &amp;ndash; Target makes a Health based clich&amp;eacute; roll or takes -1 to rolls until end of combat&lt;br&gt;&lt;i&gt;Create Undead&lt;/i&gt; &amp;ndash; TN 7 &amp;ndash; A dead creature becomes an undead (2) under your control until end of combat&lt;br&gt;&lt;i&gt;Harm&lt;/i&gt; &amp;ndash; TN 8 &amp;ndash; Target makes a Health based clich&amp;eacute; roll or lose 1 die in a clich&amp;eacute; of their choice&lt;br&gt;&lt;b&gt;Level 3&lt;/b&gt;&lt;br&gt;&lt;i&gt;Poison&lt;/i&gt; &amp;ndash; TN 9 &amp;ndash; Target makes a Health based clich&amp;eacute; roll or is a -1 die to rolls until end of combat&lt;br&gt;&lt;i&gt;Formulate Undead&lt;/i&gt; &amp;ndash; TN 10 &amp;ndash; A dead creature becomes an undead (3) under your control until end of combat&lt;br&gt;&lt;i&gt;Bolster Undead&lt;/i&gt; &amp;ndash; TN 11 &amp;ndash; All undead you in the area gain +2 to their combat rolls&lt;br&gt;&lt;b&gt;Level 4&lt;/b&gt;&lt;br&gt;&lt;i&gt;Quench Life&lt;/i&gt; &amp;ndash; TN 13 &amp;ndash; Target makes a Health based clich&amp;eacute; roll or has their highest clich&amp;eacute; reduced to one (their choice if 2 or more are their highest clich&amp;eacute;)&lt;br&gt;&lt;i&gt;Generate Undead&lt;/i&gt; &amp;ndash; TN 14 &amp;ndash; A dead creature becomes an undead (4) under your control until end of combat&lt;br&gt;&lt;i&gt;Permanency&lt;/i&gt; &amp;ndash; TN 15 &amp;ndash; This spell can be cast once per day, and adds 1 point to your Permanency Pool. Your pool cannot exceed your clich&amp;eacute; level in Necromancer. When you spend points from the pool, the same number of points equals the total clich&amp;eacute; worth of undead you can make permanent&lt;br&gt;&lt;b&gt;Level 5&lt;/b&gt;&lt;br&gt;&lt;i&gt;Desecrate&lt;/i&gt; - TN 16 &amp;ndash; Once per day, you defile an area (10 foot by 10 foot) that reduces the TN required for the creation of undead by 3. This spell lasts 24 hours.&lt;br&gt;&lt;i&gt;Fabricate Undead&lt;/i&gt; &amp;ndash; TN 17 &amp;ndash; A dead creature becomes an undead (5) under your control until end of combat&lt;br&gt;&lt;i&gt;Snuff Life&lt;/i&gt; &amp;ndash; TN 18 &amp;ndash; Target makes a Health based clich&amp;eacute; roll or is reduced to 1 in all clich&amp;eacute;s&lt;br&gt;&lt;b&gt;Level 6&lt;/b&gt;&lt;br&gt;&lt;i&gt;Lichdom&lt;/i&gt; &amp;ndash; TN 20 &amp;ndash; You become an Undead Lich. Add Lich to your primary clich&amp;eacute;. You no longer age. After casting the spell, you remove a small bone from your hand and place it in a sacred box. So long as the bone remains intact, you can never be completely killed &amp;ndash; you&amp;rsquo;ll always come back, no matter what. You no longer gain experience. If you fail casting this spell, you lose 1 die permanently in all clich&amp;eacute;s&lt;br&gt;&lt;i&gt;Spawn Undead&lt;/i&gt; &amp;ndash; TN 21 &amp;ndash; A dead creature becomes an undead (6) under your control until end of combat&lt;br&gt;&lt;i&gt;Extinguish Life&lt;/i&gt; &amp;ndash; TN 22 &amp;ndash; Target makes a Health based clich&amp;eacute; roll or dies&lt;br&gt;&lt;br&gt;&lt;font size=&quot;4&quot;&gt;&lt;b&gt;Telemancer&lt;/b&gt;&lt;/font&gt;&lt;br&gt;&lt;b&gt;Combat &amp;ndash; This Clich&amp;eacute; has no direct combat spells&lt;/b&gt;&lt;br&gt;&lt;b&gt;Level 1&lt;/b&gt;&lt;br&gt;&lt;i&gt;Tap&lt;/i&gt; &amp;ndash; TN 2 &amp;ndash; A target that you can see feels a tapping sensation on their shoulder&lt;br&gt;&lt;i&gt;Grab&lt;/i&gt; &amp;ndash; TN 3 &amp;ndash; Any unattended object under 1 pound within 10 feet flies to your hand&lt;br&gt;&lt;i&gt;Congregate&lt;/i&gt; &amp;ndash; TN 4 &amp;ndash; Loose objects in the area fly towards the target. They must make a Dexterity based clich&amp;eacute; roll or take a -1 penalty to their next roll&lt;br&gt;&lt;b&gt;Level 2&lt;/b&gt;&lt;br&gt;&lt;i&gt;Manipulate&lt;/i&gt; &amp;ndash; TN 6 &amp;ndash; You can move an object up to 1 pound without touch, up to 20 feet away&lt;br&gt;&lt;i&gt;Hover&lt;/i&gt; &amp;ndash; TN 7 &amp;ndash; You hover about a foot off the ground. You cannot move horizontally from the spot you&amp;rsquo;re hovering at&lt;br&gt;&lt;i&gt;Converge&lt;/i&gt; &amp;ndash; TN 8 &amp;ndash; Loose objects in the area fly towards the target. They must make a Dexterity based clich&amp;eacute; roll or take a -1 penalty until the end of combat&lt;br&gt;&lt;b&gt;Level 3&lt;/b&gt;&lt;br&gt;&lt;i&gt;Projectile&lt;/i&gt; &lt;i&gt;Push&lt;/i&gt; &amp;ndash; TN 9 &amp;ndash; Until the end of combat, non-magical ranged attacks you make gain a +2 bonus&lt;br&gt;&lt;i&gt;Compact&lt;/i&gt; &amp;ndash; TN 10 &amp;ndash; Loose objects in the area fly towards the target. They must make a Dexterity based clich&amp;eacute; roll or take a -1 die penalty on their next roll&lt;br&gt;&lt;i&gt;Move&lt;/i&gt; &amp;ndash; TN 11 &amp;ndash; You can move an object up to 10 pounds without touch, up to 50 feet away&lt;br&gt;&lt;b&gt;Level 4&lt;/b&gt;&lt;br&gt;&lt;i&gt;Push&lt;/i&gt; &amp;ndash; TN 13 &amp;ndash; Target must make a Strength based clich&amp;eacute; roll or be pushed back 15 feet&lt;br&gt;&lt;i&gt;Constrict&lt;/i&gt; &amp;ndash; TN 14 &amp;ndash; Loose objects in the area fly towards the target. They must make a Dexterity based clich&amp;eacute; roll or take a -1 die penalty on their next roll&lt;br&gt;&lt;i&gt;Fly&lt;/i&gt; &amp;ndash; TN 15 &amp;ndash; You can slowly fly, at a speed equal to a brisk run&lt;br&gt;&lt;b&gt;Level 5&lt;/b&gt;&lt;br&gt;&lt;i&gt;Compress&lt;/i&gt; &amp;ndash; TN 16 &amp;ndash; Loose objects in the area fly towards the target. They must make a Dexterity based clich&amp;eacute; roll or take 2 dice of damage to a clich&amp;eacute; of their choice&lt;br&gt;&lt;i&gt;Hold&lt;/i&gt; &amp;ndash; TN 17 &amp;ndash; Target must make a Strength based clich&amp;eacute; roll or they are unable to move at all for 1 turn&lt;br&gt;&lt;i&gt;Teleport&lt;/i&gt; &amp;ndash; TN 18 &amp;ndash; You and your companions are teleported to another location. You must have seen the target location in person at least once&lt;br&gt;&lt;b&gt;Level 6&lt;/b&gt;&lt;br&gt;&lt;i&gt;Condense&lt;/i&gt; &amp;ndash; TN 20 &amp;ndash; Loose objects in the area fly towards the target. They must make a Dexterity based clich&amp;eacute; roll or take 2 dice of damage to all clich&amp;eacute;s&lt;br&gt;&lt;i&gt;Transport&lt;/i&gt; &amp;ndash; TN 21 &amp;ndash; You can move an object up to 250 pounds without touch, up to 500 feet away&lt;br&gt;&lt;i&gt;Baleful&lt;/i&gt; &lt;i&gt;Teleport&lt;/i&gt; &amp;ndash; TN 22 &amp;ndash; You teleport to the exact location of an opponent. They must make a Dexterity based clich&amp;eacute; roll, or die as you burst from within them  &lt;br&gt;&lt;br&gt;   &lt;font size=&quot;4&quot;&gt;&lt;b&gt;Chronomancer&lt;/b&gt;&lt;/font&gt;&lt;br&gt;&lt;b&gt;Combat &amp;ndash; This Clich&amp;eacute; has no direct combat spells&lt;/b&gt;&lt;br&gt;&lt;b&gt;Level 1&lt;/b&gt;&lt;br&gt;&lt;i&gt;Know&lt;/i&gt; &lt;i&gt;Time&lt;/i&gt; &amp;ndash; TN 2 &amp;ndash; You know what time it is, down to the minute&lt;br&gt;&lt;i&gt;Alarm&lt;/i&gt; &amp;ndash; TN 3 &amp;ndash; This spell wakes you up at a specified time in the future (within 24 hours) when cast&lt;br&gt;&lt;i&gt;Quick&lt;/i&gt; &amp;ndash; TN 4 &amp;ndash; On the target&amp;rsquo;s next roll, they may reroll their lowest die and take the higher result&lt;br&gt;&lt;b&gt;Level 2&lt;/b&gt;&lt;br&gt;&lt;i&gt;Stutter&lt;/i&gt; &amp;ndash; TN 6 &amp;ndash; On the target&amp;rsquo;s next roll, they must reroll their highest die and take the lower result&lt;br&gt;&lt;i&gt;Swift&lt;/i&gt; &amp;ndash; TN 7 &amp;ndash; Until the end of combat, the target may reroll their lowest die and take the higher result&lt;br&gt;&lt;i&gt;Lag&lt;/i&gt; &amp;ndash; TN 8 &amp;ndash; Until the end of combat, the target must reroll their highest die and take the lower result&lt;br&gt;&lt;b&gt;Level 3&lt;/b&gt;&lt;br&gt;&lt;i&gt;Fast&lt;/i&gt; &amp;ndash; TN 9 &amp;ndash; The target may roll their next roll twice, taking the higher of the 2 results&lt;br&gt;&lt;i&gt;Delay&lt;/i&gt; &amp;ndash; TN 10 &amp;ndash; The target must roll their next roll twice, taking the lower of the 2 results&lt;br&gt;&lt;i&gt;Haste&lt;/i&gt; &amp;ndash; TN 11 &amp;ndash; The target may take 2 separate actions on their next turn&lt;br&gt;&lt;b&gt;Level 4&lt;/b&gt;&lt;br&gt;&lt;i&gt;Slow&lt;/i&gt; &amp;ndash; TN 13 &amp;ndash; The target&amp;rsquo;s next die roll is made at half dice&lt;br&gt;&lt;i&gt;Quick&lt;/i&gt; &lt;i&gt;Night&lt;/i&gt; &amp;ndash; TN 14 &amp;ndash; You compress time for yourself, allowing you to get a full night&amp;rsquo;s sleep in one hour&lt;br&gt;&lt;i&gt;Time&lt;/i&gt; &lt;i&gt;Warp&lt;/i&gt; &amp;ndash; TN 15 &amp;ndash; Until the end of combat, you warp in and out of the time stream, to points (usually) where you were in better health. On every turn, roll a d6. 1 &amp;ndash; Take a die of damage in any clich&amp;eacute;. 2 or 3 &amp;ndash; Nothing happens. 4 or 5 &amp;ndash; Heal 1 die in any clich&amp;eacute;. 6 &amp;ndash; Heal 2 dice in clich&amp;eacute;s&lt;br&gt;&lt;b&gt;Level 5&lt;/b&gt;&lt;br&gt;&lt;i&gt;Time&lt;/i&gt; &lt;i&gt;Stop&lt;/i&gt; &amp;ndash; TN 16 &amp;ndash; Time stops for you. You cannot affect the world around you, but you may use anything on your person to yourself when you cast the spell (eat food, drink water, lay out bedroll). You may remain in the Time Stop as long as you like (more likely until your supplies run out)&lt;br&gt;&lt;i&gt;Accelerate&lt;/i&gt; &amp;ndash; TN 17 &amp;ndash; Until the end of combat, the target may reroll every roll, taking the higher of the 2 results&lt;br&gt;&lt;i&gt;Idle&lt;/i&gt; &amp;ndash; TN 18 &amp;ndash; Until the end of combat, the target must reroll every roll, taking the lower of the 2 results&lt;br&gt;&lt;b&gt;Level 6&lt;/b&gt;&lt;br&gt;&lt;i&gt;Time&lt;/i&gt; &lt;i&gt;Out&lt;/i&gt; &amp;ndash; TN 20 &amp;ndash; Target must roll a Health based clich&amp;eacute; roll. If they fail, they may be sent up to 24 hours into the future&lt;br&gt;&lt;i&gt;Alacrity&lt;/i&gt; &amp;ndash; TN 21 &amp;ndash; Target gets 5 actions, right now. If you fail to cast the spell, you take a die of damage to your Chronomancer clich&amp;eacute;&lt;br&gt;&lt;i&gt;Stop&lt;/i&gt; &amp;ndash; TN 22 &amp;ndash; Target must roll a Health based clich&amp;eacute; roll. If they fail, they cannot act for 5 rounds. During this time, any combat rolls automatically succeed against the target, and the target may not roll to resist spell effects. If you fail to cast the spell, you take a die of damage to your Chronomancer clich&amp;eacute;  &lt;br&gt;&lt;br&gt;   &lt;font size=&quot;4&quot;&gt;&lt;b&gt;Stasiomancer&lt;/b&gt;&lt;/font&gt;&lt;br&gt;&lt;b&gt;Combat &amp;ndash; This Clich&amp;eacute; has no direct combat spells&lt;/b&gt;&lt;br&gt;&lt;b&gt;Level 1&lt;/b&gt;&lt;br&gt;&lt;i&gt;Mingle&lt;/i&gt; &amp;ndash; TN 2 &amp;ndash; This gives you a +1 bonus when trying to hide or blend in with a crowd&lt;br&gt;&lt;i&gt;Salvage&lt;/i&gt; &lt;i&gt;Hex&lt;/i&gt; &amp;ndash; TN 3 &amp;ndash; You find where people at one point dropped spare money. You gain 1d6 hex. This spell can only be cast once per day&lt;br&gt;&lt;i&gt;Charm&lt;/i&gt; &amp;ndash; TN 4 &amp;ndash; The target makes a Willful based clich&amp;eacute; roll. If they fail, they will not take any direct action against you (raising prices, lying to, attacking). This spell does not work in combat&lt;br&gt;&lt;b&gt;Level 2&lt;/b&gt;&lt;br&gt;&lt;i&gt;Aura&lt;/i&gt; &lt;i&gt;of&lt;/i&gt; &lt;i&gt;Concurrence&lt;/i&gt; &amp;ndash; TN 6 &amp;ndash; Any long project you&amp;rsquo;re involved in (training animals, building a house, teaching students) takes half the time it normally would&lt;br&gt;&lt;i&gt;Deflect&lt;/i&gt; &amp;ndash; TN 7 &amp;ndash; The next 3 times you would take a die of damage to a clich&amp;eacute;, roll 1d6. On a 6, you do not take the damage&lt;br&gt;&lt;i&gt;Beguile&lt;/i&gt; &amp;ndash; TN 8 &amp;ndash; The target makes a Willful based clich&amp;eacute; roll. If they fail, they will treat you as a good friend. This spell does not work in combat&lt;br&gt;&lt;b&gt;Level 3&lt;/b&gt;&lt;br&gt;&lt;i&gt;Circulate&lt;/i&gt; &amp;ndash; TN 9 &amp;ndash; This gives you a +1 die bonus when trying to hide or blend in with a crowd&lt;br&gt;&lt;i&gt;Deter&lt;/i&gt; &amp;ndash; TN 10 &amp;ndash; The next 3 times you would take a die of damage to a clich&amp;eacute;, roll 1d6. On a 5 or 6, you do not take the damage&lt;br&gt;&lt;i&gt;Procure&lt;/i&gt; &lt;i&gt;Hex&lt;/i&gt; &amp;ndash; TN 11 &amp;ndash; You find where people at one point dropped spare money. You gain 5 times 1d6 hex. This spell can only be cast once per day&lt;br&gt;&lt;b&gt;Level 4&lt;/b&gt;&lt;br&gt;&lt;i&gt;Captivate&lt;/i&gt; &amp;ndash; TN 13 &amp;ndash; The target makes a Willful based clich&amp;eacute; roll. If they fail, they will treat you as close family. This spell does not work in combat&lt;br&gt;&lt;i&gt;Aura&lt;/i&gt; &lt;i&gt;of&lt;/i&gt; &lt;i&gt;Conjunction&lt;/i&gt; &amp;ndash; TN 14 &amp;ndash; Any long project you&amp;rsquo;re involved in (training animals, building a house, teaching students) takes a quarter of the time it normally would&lt;br&gt;&lt;i&gt;Blend&lt;/i&gt; &lt;i&gt;in&lt;/i&gt; &amp;ndash; TN 15 &amp;ndash; This gives you a +2 pip bonus when trying to hide or blend in with a crowd&lt;br&gt;&lt;b&gt;Level 5&lt;/b&gt;&lt;br&gt;&lt;i&gt;Ward&lt;/i&gt; &amp;ndash; TN 16 &amp;ndash; The next 3 times you would take a die of damage to a clich&amp;eacute;, roll 1d6. On a 4, 5 or 6, you do not take the damage&lt;br&gt;&lt;i&gt;Reap&lt;/i&gt; &lt;i&gt;Hex&lt;/i&gt; &amp;ndash; TN 17 &amp;ndash; You find where people at one point dropped spare money. You gain 20 times 1d6 hex. This spell can only be cast once per day&lt;br&gt;&lt;i&gt;Aura&lt;/i&gt; &lt;i&gt;of&lt;/i&gt; &lt;i&gt;Synchronicity&lt;/i&gt; &amp;ndash; TN 18 &amp;ndash; Any long project you&amp;rsquo;re involved in (training animals, building a house, teaching students) takes a tenth of the time it normally would&lt;br&gt;&lt;b&gt;Level 6&lt;/b&gt;&lt;br&gt;&lt;i&gt;Unify&lt;/i&gt; &amp;ndash; TN 20 &amp;ndash; You blend in perfectly with a crowd. No one can find you, even if they go through person by person&lt;br&gt;&lt;i&gt;Evade&lt;/i&gt; &amp;ndash; TN 21 &amp;ndash; The next 3 times you would take a die of damage to a clich&amp;eacute;, roll 1d6. On a 2, 3, 4, 5 or 6, you do not take the damage&lt;br&gt;&lt;i&gt;Enthrall&lt;/i&gt; &amp;ndash; TN 22 &amp;ndash; The target makes a Willful based clich&amp;eacute; roll. If they fail, they will do anything you ask. This spell does not work in combat&lt;br&gt;&lt;br&gt;&lt;font size=&quot;4&quot;&gt;&lt;b&gt;Chaomancer&lt;/b&gt;&lt;/font&gt;&lt;br&gt;&lt;b&gt;Combat &amp;ndash; This Clich&amp;eacute; has no direct combat spells&lt;/b&gt;&lt;br&gt;&lt;b&gt;Level 1&lt;/b&gt;&lt;br&gt;&lt;i&gt;Annoy&lt;/i&gt; &amp;ndash; TN 2 &amp;ndash; The target makes a Willful based clich&amp;eacute; roll. If they fail, for the next 10 minutes every new person they meet will mildly dislike them&lt;br&gt;&lt;i&gt;Trade&lt;/i&gt; &amp;ndash; TN 3 &amp;ndash; Target object (worth 10 hex or less) becomes a random object of the same value&lt;br&gt;&lt;i&gt;Omit&lt;/i&gt; &amp;ndash; TN 4 &amp;ndash; The target makes a Willful based clich&amp;eacute; roll. If they fail, they forget your name&lt;br&gt;&lt;b&gt;Level 2&lt;/b&gt;&lt;br&gt;&lt;i&gt;Disarray&lt;/i&gt; &amp;ndash; TN 6 &amp;ndash; Small objects (book sized or less) in the building change places randomly with each other. This is permanent, until moved back to their normal places&lt;br&gt;&lt;i&gt;Jinx&lt;/i&gt; &amp;ndash; TN 7 &amp;ndash; The target makes a Willful based clich&amp;eacute; roll. If they fail, roll a d6 on the next 3 spells they cast. On a 6, the spell has the opposite effect that was intended&lt;br&gt;&lt;i&gt;Forget&lt;/i&gt; &amp;ndash; TN 8 &amp;ndash; The target makes a Willful based clich&amp;eacute; roll. If they fail, they forget your name and clich&amp;eacute;s&lt;br&gt;&lt;b&gt;Level 3&lt;/b&gt;&lt;br&gt;&lt;i&gt;Estrange&lt;/i&gt; &amp;ndash; TN 9 &amp;ndash; The target makes a Willful based clich&amp;eacute; roll. If they fail, for the next hour every new person they meet will be unhelpful and argumentative&lt;br&gt;&lt;i&gt;Curse&lt;/i&gt; &amp;ndash; TN 10 &amp;ndash; The target makes a Willful based clich&amp;eacute; roll. If they fail, roll a d6 on the next 3 spells they cast. On a 5 or 6, the spell has the opposite effect that was intended&lt;br&gt;&lt;i&gt;Exchange&lt;/i&gt; &amp;ndash; TN 11 &amp;ndash; Target object (worth 50 hex or less) becomes a random object of the same value&lt;br&gt;&lt;b&gt;Level 4&lt;/b&gt;&lt;br&gt;&lt;i&gt;Unlearn&lt;/i&gt; &amp;ndash; TN 13 &amp;ndash; The target makes a Willful based clich&amp;eacute; roll. If they fail, they forget everything about you&lt;br&gt;&lt;i&gt;Reposition&lt;/i&gt; &amp;ndash; TN 14 &amp;ndash; Objects and furniture in the building change places randomly with each other. This is permanent, until moved back to their normal places&lt;br&gt;&lt;i&gt;Offend&lt;/i&gt; &amp;ndash; TN 15 &amp;ndash; The target makes a Willful based clich&amp;eacute; roll. If they fail, for the next 8 hours every new person they meet will fight them (non lethal combat) or run away&lt;br&gt;&lt;b&gt;Level 5&lt;/b&gt;&lt;br&gt;&lt;i&gt;Bane&lt;/i&gt; &amp;ndash; TN 16 &amp;ndash; The target makes a Willful based clich&amp;eacute; roll. If they fail, roll a d6 on the next 3 spells they cast. On a 4, 5 or 6, the spell has the opposite effect that was intended&lt;br&gt;&lt;i&gt;Substitute&lt;/i&gt; &amp;ndash; TN 17 &amp;ndash; Target object (worth 250 hex or less) becomes a random object of the same value&lt;br&gt;&lt;i&gt;Resystamize&lt;/i&gt; &amp;ndash; TN 18 &amp;ndash; Everything in the building changes. Even floor layouts (walls, doors) completely change. This is permanent, until the building is rebuilt&lt;br&gt;&lt;b&gt;Level 6&lt;/b&gt;&lt;br&gt;&lt;i&gt;Alienate&lt;/i&gt; &amp;ndash; TN 20 &amp;ndash; The target makes a Willful based clich&amp;eacute; roll. If they fail, for the next 24 hours every new person they meet will try to kill them&lt;br&gt;&lt;i&gt;Calamity&lt;/i&gt; &amp;ndash; TN 21 &amp;ndash; The target makes a Willful based clich&amp;eacute; roll. If they fail, roll a d6 on the next 3 spells they cast. On a 2, 3, 4, 5 or 6, the spell has the opposite effect that was intended&lt;br&gt;&lt;i&gt;Repudiate&lt;/i&gt; &amp;ndash; TN 22 &amp;ndash; The target makes a Willful based clich&amp;eacute; roll. If they fail, they forget everything about you, and will never remember anything about you ever again  &lt;br&gt;&lt;br&gt;   &lt;font size=&quot;4&quot;&gt;&lt;b&gt;Illusionist&lt;/b&gt;&lt;/font&gt;&lt;br&gt;&lt;b&gt;Combat &amp;ndash; This Clich&amp;eacute; has no direct combat spells&lt;/b&gt;&lt;br&gt;&lt;b&gt;Level 1&lt;/b&gt;&lt;br&gt;&lt;i&gt;Mark&lt;/i&gt; &amp;ndash; TN 2 &amp;ndash; Creates a palm sized mark on the target, of the style and color chosen by you. On non living targets, this is permanent, otherwise it lasts an hour&lt;br&gt;&lt;i&gt;Glow&lt;/i&gt; &amp;ndash; TN 3 &amp;ndash; Creates a soft glow in the area, as if it were lit by a few candles&lt;br&gt;&lt;i&gt;Apparition&lt;/i&gt; &amp;ndash; TN 4 &amp;ndash; Creates a visual-only illusion. This can be of anything the caster can think of, provided it&amp;rsquo;s no bigger than 1 cubic foot&lt;br&gt;&lt;b&gt;Level 2&lt;/b&gt;&lt;br&gt;&lt;i&gt;Cache&lt;/i&gt; &amp;ndash; TN 6 &amp;ndash; Makes a small object (3 pounds or less) invisible&lt;br&gt;&lt;i&gt;Torch&lt;/i&gt; &amp;ndash; TN 7 &amp;ndash; An object shines like a torch. This is permanent&lt;br&gt;&lt;i&gt;Guise&lt;/i&gt; &amp;ndash; TN 8 &amp;ndash; You change slight aspects of your appearance (hair color, eye color, skin tone, body type, small variation in height, clothing)&lt;br&gt;&lt;b&gt;Level 3&lt;/b&gt;&lt;br&gt;&lt;i&gt;Sentence&lt;/i&gt; &amp;ndash; TN 9 &amp;ndash; Creates up to a full sentence of text on the target. On non living targets, this is permanent, otherwise it lasts an hour&lt;br&gt;&lt;i&gt;Illusion&lt;/i&gt; &amp;ndash; TN 10 &amp;ndash; Creates an audio-visual illusion. This can be of anything the caster can think of, provided it&amp;rsquo;s no bigger than a person&lt;br&gt;&lt;i&gt;Nightfall&lt;/i&gt; &amp;ndash; TN 11 &amp;ndash; The area is totally darkened. Torches and other light sources only shine for 5 feet&lt;br&gt;&lt;b&gt;Level 4&lt;/b&gt;&lt;br&gt;&lt;i&gt;Etch&lt;/i&gt; &amp;ndash; TN 13 &amp;ndash; Creates a palm sized mark on the target, of the style and color chosen by you. This is permanent&lt;br&gt;&lt;i&gt;Masquerade&lt;/i&gt; &amp;ndash; TN 14 &amp;ndash; You can change you appearance drastically, from looking like a child, to a different gender and even looking like specific people&lt;br&gt;&lt;i&gt;Invisibility&lt;/i&gt; &amp;ndash; TN 15 &amp;ndash; You become invisible. People can still discern your location if you make sound or stand on soft ground&lt;br&gt;&lt;b&gt;Level 5&lt;/b&gt;&lt;br&gt;&lt;i&gt;Daylight&lt;/i&gt; &amp;ndash; TN 16 &amp;ndash; Fills the area with true daylight. Undead who are damaged by daylight take full damage from the effects of this spell&lt;br&gt;&lt;i&gt;Scribe&lt;/i&gt; &amp;ndash; TN 17 &amp;ndash; Inscribes up to a book&amp;rsquo;s worth of information on the subject. On non living targets, this is permanent, otherwise it lasts an hour&lt;br&gt;&lt;i&gt;Phantasm&lt;/i&gt; &amp;ndash; TN 18 &amp;ndash; Creates an illusion that fools all 5 senses (although no illusion can actually affect anything real). This can be of anything the caster can think of&lt;br&gt;&lt;b&gt;Level 6&lt;/b&gt;&lt;br&gt;&lt;i&gt;Facio&lt;/i&gt; &lt;i&gt;Mortus&lt;/i&gt; &amp;ndash; TN 20 &amp;ndash; You appear dead to any careful examination. If someone stabs you or otherwise hurts you to see if you&amp;rsquo;re playing dead, the spell provides realistic effects of the damage while you remain unharmed. This spell also provides fire resistance and air to breathe in case you are cremated or buried&lt;br&gt;&lt;i&gt;Semblance&lt;/i&gt; &amp;ndash; TN 21 &amp;ndash; You change your appearance to that of any creature (undead, dragons, Cicatrix creatures, golems, all these are valid)&lt;br&gt;&lt;i&gt;Obscure&lt;/i&gt; &amp;ndash; TN 22 &amp;ndash; You become completely invisible. You make no sound (unless you choose to), you leave no tracks, and you have no scent. The spell also casts illusions that cover up things you affect (opening doors, stealing objects, etc)  &lt;br&gt;&lt;br&gt;   &lt;font size=&quot;4&quot;&gt;&lt;b&gt;Summoner&lt;/b&gt;&lt;/font&gt;&lt;br&gt;&lt;b&gt;Combat &amp;ndash; This Clich&amp;eacute; has no direct combat spells&lt;/b&gt;&lt;br&gt;Note &amp;ndash; summoned creatures act on the turn after they are summoned. So if they last 1 turn, you summon them, they act on the next turn and then they disappear&lt;br&gt;&lt;b&gt;Level 1&lt;/b&gt;&lt;br&gt;&lt;i&gt;Quick Paltry Summons&lt;/i&gt; &amp;ndash; TN 2 &amp;ndash; Summons a creature of your choice that lasts for 1 turn. It has a combat clich&amp;eacute; of (1) and follows your commands&lt;br&gt;&lt;i&gt;Summon Familiar&lt;/i&gt; &amp;ndash; TN 3 &amp;ndash; Summons a small natural animal to serve permanently as your familiar. It has no combat clich&amp;eacute;s, but can do small tasks for you within reason. If your familiar dies, you take a die of damage to a clich&amp;eacute; of your choice&lt;br&gt;&lt;i&gt;Paltry Summons&lt;/i&gt; &amp;ndash; TN 4 &amp;ndash; Summons a creature of your choice that lasts for 3 turns. It has a combat clich&amp;eacute; of (1) and follows your commands&lt;br&gt;&lt;b&gt;Level 2&lt;/b&gt;&lt;br&gt;&lt;i&gt;Quick Trivial Summons&lt;/i&gt; &amp;ndash; TN 6 &amp;ndash; Summons a creature of your choice that lasts for 1 turn. It has a combat clich&amp;eacute; of (2) and follows your commands&lt;br&gt;&lt;i&gt;Regenerate&lt;/i&gt; &amp;ndash; TN 7 &amp;ndash; Heals 1 clich&amp;eacute; of damage to one of your summoned creatures&lt;br&gt;&lt;i&gt;Trivial Summons&lt;/i&gt; &amp;ndash; TN 8 &amp;ndash; Summons a creature of your choice that lasts for 3 turns. It has a combat clich&amp;eacute; of (2) and follows your commands&lt;br&gt;&lt;b&gt;Level 3&lt;/b&gt;&lt;br&gt;&lt;i&gt;Quick Common Summons&lt;/i&gt; &amp;ndash; TN 9 &amp;ndash; Summons a creature of your choice that lasts for 1 turn. It has a combat clich&amp;eacute; of (3) and follows your commands&lt;br&gt;&lt;i&gt;Amplify Summoning&lt;/i&gt; &amp;ndash; TN 10 &amp;ndash; This spell does not count as an action. When cast with a summoning spell, the summoned creature&amp;rsquo;s duration is doubled&lt;br&gt;&lt;i&gt;Common Summons&lt;/i&gt; &amp;ndash; TN 11 &amp;ndash; Summons a creature of your choice that lasts for 3 turns. It has a combat clich&amp;eacute; of (3) and follows your commands&lt;br&gt;&lt;b&gt;Level 4&lt;/b&gt;&lt;br&gt;&lt;i&gt;Quick Standard Summons&lt;/i&gt; &amp;ndash; TN 13 &amp;ndash; Summons a creature of your choice that lasts for 1 turn. It has a combat clich&amp;eacute; of (4) and follows your commands&lt;br&gt;&lt;i&gt;Unsummon&lt;/i&gt; &amp;ndash; TN 14 &amp;ndash; Target summoned creature must make a clich&amp;eacute; roll or vanish&lt;br&gt;&lt;i&gt;Standard Summons&lt;/i&gt; &amp;ndash; TN 15 &amp;ndash; Summons a creature of your choice that lasts for 3 turns. It has a combat clich&amp;eacute; of (4) and follows your commands&lt;br&gt;&lt;b&gt;Level 5&lt;/b&gt;&lt;br&gt;&lt;i&gt;Quick Prodigious Summons&lt;/i&gt; &amp;ndash; TN 16 &amp;ndash; Summons a creature of your choice that lasts for 1 turn. It has a combat clich&amp;eacute; of (5) and follows your commands&lt;br&gt;&lt;i&gt;Poach&lt;/i&gt; &amp;ndash; TN 17 &amp;ndash; Target summoned creature makes a clich&amp;eacute; roll. If it fails, it falls under your control for the rest of its duration&lt;br&gt;&lt;i&gt;Prodigious Summons&lt;/i&gt; &amp;ndash; TN 18 &amp;ndash; Summons a creature of your choice that lasts for 3 turns. It has a combat clich&amp;eacute; of (5) and follows your commands&lt;br&gt;&lt;b&gt;Level 6&lt;/b&gt;&lt;br&gt;&lt;i&gt;Quick Supreme Summons&lt;/i&gt; &amp;ndash; TN 20 &amp;ndash; Summons a creature of your choice that lasts for 1 turn. It has a combat clich&amp;eacute; of (6) and follows your commands&lt;br&gt;&lt;i&gt;Urgency&lt;/i&gt; &amp;ndash; TN 21 &amp;ndash; You may only attempt to cast this spell once per day. All your summoned creatures can attack the moment they are summoned, for 24 hours. They still last their normal duration (a total of 2 attacks for the quick summons, 4 attacks for others)&lt;br&gt;&lt;i&gt;Supreme Summons&lt;/i&gt; &amp;ndash; TN 22 &amp;ndash; Summons a creature of your choice that lasts for 3 turns. It has a combat clich&amp;eacute; of (6) and follows your commands&lt;hr size=&quot;1&quot;&gt;&lt;br/&gt;</description></item><item><title>Gears and Portals</title><link>http://risusiverse.wetpaint.com/page/Gears+and+Portals</link><author>ChromeKnight</author><guid isPermaLink="false">http://risusiverse.wetpaint.com/page/Gears+and+Portals</guid><pubDate>Tue, 04 Aug 2009 18:00:35 CDT</pubDate><description>&lt;br&gt;  &lt;br&gt;&lt;i&gt;&lt;br&gt;&lt;/i&gt;  &lt;h2&gt;  Steampunk Fantasy in the Multiverse&lt;/h2&gt;&lt;i&gt;This setting is for use with Risus: The Anything RPG which is freely provided by S. John Ross at the &lt;a class=&quot;external&quot; href=&quot;http://risusiverse.wetpaint.comhttp://risus.cumberlandgames.com/&quot; rel=&quot;nofollow&quot; target=&quot;_blank&quot;&gt;Risus: The Anything RPG&lt;/a&gt; site.  &lt;br&gt;&lt;/i&gt;&lt;br&gt;&lt;h3&gt;  What is Gears and Portals?&lt;/h3&gt;&lt;br&gt;It&amp;#39;s a Steampunk Fantasy setting for use with Risus: the anything Rpg. &lt;br&gt;&lt;h3&gt;  &lt;br&gt;&lt;/h3&gt;  &lt;h3&gt;  The Basic Risus Campaign Rundown: &lt;br&gt;&lt;/h3&gt;  &lt;div&gt;  &lt;b&gt;&lt;br&gt;Genre: &lt;/b&gt;Steampunk High Fantasy &lt;b&gt;&lt;br&gt;Tone:&lt;/b&gt; Serious/Humorous (a little bit of both) &lt;b&gt;&lt;br&gt;Campaign Options: &lt;/b&gt;Hooks and Tales, Pumping Clich&amp;eacute;s, Lucky Shots&lt;br&gt;&lt;b&gt;Points/Dice: &lt;/b&gt;10 Dice &lt;br&gt;&lt;b&gt;Description:&lt;/b&gt; In a city in between the worlds, Magic and Technology collide to create opportunity for adventures.&lt;br&gt;&lt;br&gt;&lt;h2&gt;  The Multiverse&lt;/h2&gt;&lt;br&gt;The multi-verse consist of a large number of Worlds, Planes and Alternate Realities pervaded by the energies of the four elements all connected through the energy of the fifth element, the void. Each world can be thought of as having an elemental &amp;#39;address&amp;#39;, At the centre, as it were, of this web is a central point: Portcullis: The city of Doors. It is from this city that it is easiest to change from one world to an other. This a place of passage for travellers and a place of exile for outlaws.&lt;br&gt;&lt;br&gt;&lt;h3&gt;  The Portals&lt;/h3&gt;Portals are the lifeblood of Portcullis, they supply Portcullis with its daily needs, provide the rich with rooms in different places and they are the doors through which most of the trading and commerce is done.You can find them in any shape, size and form in the city.They are created by activating and tuning a void shard. This is not something everyone can do however. There are few on Portcullis that can unlock the energy in a shard in such a way that it generates a portal. Usually shards are used for other purposes, such as elemental magic and in cogworks. See below for both of these disciplines. Once a portal is activated it can be stabilized by building a gate structure around it like a door frame.  &lt;/div&gt;  &lt;div&gt;  &lt;/div&gt;  &lt;div&gt;  &lt;b&gt;Permanent portals&lt;br&gt;&lt;/b&gt;These are void shards which have been activated and set into a gateway with a continual supply of elemental power. This keeps the portal open and always active. Because they remain open they always lead to the same place in the same world. Permanent Portals tend to be big and lead to the major worlds of the Multiverse. Their gateways often have intricate designs and are used by many people and are the most common type of portal.Most of them are two-way, though some gates have locks that prevent travel in one or both directions without codes, keys or other methods. The bank vault doors in Aurum an example of one-way locks. &lt;br&gt;&lt;br&gt;&lt;b&gt;Recovered portals&lt;/b&gt;&lt;br&gt;Once a shard has been activated it will open a portal for as long as the right levels of power are supplied to it. If the power is cut the portal will close. Restoring the power will reopen a portal, since the shard remains activated, but not necessarilary to the same place. The discovery of activated shards is always of interest to The Council, the government of Portcullis since it allows expansion into new places. But the use of dormant shards can be dangerous since there is no telling where the portal will lead to save for travelling through it. The exploration of these recovered portals is a serious business and not for the faint hearted. Once on the other side the priority is to begin the retuning process, (assuming it is safe to do so!) and fix the portal to a new destination. Of course, tuning a portal changes the power requirements and runs the risk of closing the portal, possibly trapping the adventurers.&lt;/div&gt;  &lt;div&gt;  &lt;/div&gt;  &lt;div&gt;  &lt;/div&gt;  &lt;b&gt;Wild portals&lt;br&gt;&lt;/b&gt;  &lt;font color=&quot;#333333&quot;&gt;Shards come in two distinct types, minor and major shards. Minor shards can only absorb one type of elemental energy. Major shards canabsorbenergy from more than one element. It follows then that minor shards cannot be used a portals. Major shards are required for &amp;#39;outbound&amp;#39; travel since some elemental energy is required to &amp;#39;address&amp;#39; the portal. However minor void shards can be used in various constructs and for elemental magics and for creating an elemental creature. Though rare, Void Elementals, have someunusual powers including the creation of wild portals. These portals are even more dangerous than recovered portals since there is no telling where they will end up, the &amp;#39;elemental address&amp;#39; being supplied by the Elemental creature. Such portals can be used to reach new, unexplored places, which invariably are places of great value and danger.&lt;/font&gt;&lt;br&gt;&lt;h2&gt;  &lt;br&gt;&lt;/h2&gt;  &lt;h2&gt;  Major worlds of the Multi-verse&lt;/h2&gt;&lt;br&gt;&lt;h3&gt;  &lt;b&gt;Portcullis:&lt;/b&gt;&lt;i&gt;The City of Doors &lt;/i&gt;(0)&lt;/h3&gt;&lt;br&gt;&lt;div align=&quot;left&quot;&gt;  This comopolitan city sits in the center of everything. All the known planes and worlds have a door from somewhere inPortcullis. The city is a chaotic blend of cultures drawn from the different planes of living. Everything can be found or lost if you try hard enough in the City. What makes the city complex is that nothing is stable: from gravity to time, every part of the city is different. And it&amp;rsquo;s said around the tavern fire that if someone concentrates enough he might be able to make the city obey him. Some say it&amp;rsquo;s the city of wonder, others the city of lies or the city of thieves, But nobody that ever visited Porticulis can forget the sight of it. From Portcullis someone can reach any reality in the multiverse and the crowds that populate the city are composed of refugees from many different worlds and portals. &lt;br&gt;&lt;br&gt;&lt;h3&gt;  &lt;b&gt;Scrapland:&lt;/b&gt;&lt;i&gt;The Land of Iron &lt;/i&gt;(e1f1)&lt;/h3&gt;&lt;br&gt;The first thing one notices when setting foot on this plane is the vast field of junk that fills the space. One can walk days without seeing the naked ground. It seems like every lost thing find it&amp;rsquo;s way to Scrapland. It&amp;rsquo;s the Homeland of the &lt;i&gt;cogkin &lt;/i&gt;and the &lt;i&gt;gobber&lt;/i&gt;. It&amp;rsquo;s also where they wage the wars that tear apart those two races. The major settlements in The land of Iron are underground. Vast industrially built tunnels and vaults serve as shelters. People of this land have learnt to use every ressource that the junk provides so they are expert salvagers and tend to wear and use many weird devices &amp;ldquo;scrapbuilt&amp;rdquo; from different things. &lt;br&gt;&lt;b&gt;&lt;br&gt;&lt;/b&gt;  &lt;h3&gt;  &lt;b&gt;Arcadias:&lt;/b&gt;&lt;i&gt;The Lifetree &lt;/i&gt;(e1w1)&lt;/h3&gt;&lt;br&gt;This plane consists of a single gigantic forest wrapped in mist. At the centre is the lifetree, a gigantic tree whose top is lost in the mist.The denizen of Arcadias have made their homes on the branches and around the trunks of the trees, building often intricate and complicated structures. They shun the forest floor as a place of darkness and danger. This place is Home of the Feyfolk court (home of the fairy queen and king) and is also the land of the simpler Treefolk. This plane is somewhat gentle and calm. The everwatchful spirits of the Lifetree roam around the forest, tending to the trees and guarding the rare glades where sunlight reaches the ground.&lt;br&gt;&lt;br&gt;&lt;h3&gt;  &lt;b&gt;Aetheria: &lt;/b&gt;&lt;i&gt;The Elemental Islands &lt;/i&gt;(e1f1a1w1)&lt;br&gt;&lt;/h3&gt;&lt;br&gt;This plane consist of aninnumerablearchipelago with a islands ranging from the arctic to the tropic. Nowhere is very far from the smell of ocean and the sound of surf. The people and architecture arereminiscentof the era of Japanese feudalism. Many of these islands are simply savage. And the few that are populated are spread out. This is the land of the elemental forces, so it&amp;rsquo;s usual to see great wild elementals roaming the land. They are often worshiped by the Zenjin, and the human inhabitants of this land. It is also the main place to find Elemental crystal shards. Crystal mines dot the islands and the major settlements have seen their share of Outlanders seeking shards. Some of the best known sorcerers have their Towers or Schools here in the Elemental Lands, but getting to the front doors of such places is always a challenge and sometimes, quite deadly.&lt;/div&gt;&lt;br&gt;&lt;h2&gt;  &lt;br&gt;&lt;/h2&gt;  &lt;h2&gt;  Major Races of the Multi-verse&lt;/h2&gt;&lt;i&gt;(NOTE: Although you can choose to play G.&amp;amp; P. with the classical fantasy races an effort was made to break the mold of the usual Elves/Dwarves/Orc,etc.. race choices)  &lt;br&gt;&lt;/i&gt;&lt;br&gt;&lt;b&gt;SCRAPLAND (land of Iron)&lt;/b&gt; &lt;br&gt;&lt;ul&gt;  &lt;li&gt;  &lt;b&gt;Cogkin&lt;/b&gt;: This a race of small folk ( a mix of Dwarf, gnome and halfling) that are Mechanically inclined. They are inventive and tend to get their way around in big Mechanical golems, constructs and apparatus. They are often good engineers and love to create new stuff. But many of them tend to lack social skills, so they often favor the company of machines over men.. &lt;/li&gt;&lt;/ul&gt;&lt;br&gt;&lt;ul&gt;  &lt;li&gt;  &lt;b&gt;Gobber&lt;/b&gt;: They are the distant relative of the cogkin. They have more of a goblinoid look (goblin, kobolt, gremlin and the like). The major difference between the cogkin and the gobber is that where one constructs the other one destructs. The Gobber are master in the art of blowing stuff up and of tearing things to pieces. There are also good salvagers and some are decent merchants (they have to make a profit off the stuff they break)&lt;/li&gt;&lt;/ul&gt;&lt;br&gt;&lt;b&gt;ARCADIAS( The Lifetree)&lt;/b&gt; &lt;br&gt;&lt;br&gt;&lt;ul&gt;  &lt;li&gt;  &lt;b&gt;Feyfolk&lt;/b&gt;: They are the fairy from the tales (more from Grimm tales than from Disney one). Coming in many shapes and form. They are keeper of the great Lifetree and of nature in any form. They are often pranksters, and tend to sing, dance and drink a lot. They tend to have an optimistic way of getting throught life in general. &lt;/li&gt;&lt;/ul&gt;&lt;br&gt;&lt;ul&gt;  &lt;li&gt;  &lt;b&gt;Treefolk&lt;/b&gt;:They are a breed of intelligent talking tree critters from squirel, to oppossum to racoon and koala) they evolved so they can use tools (sword and the like ...) . They tend to be goodscavengersand thief. They are a very indivialist race except for family ties. &lt;/li&gt;&lt;/ul&gt;&lt;br&gt;&lt;b&gt;AETHERIA (Elemental Land) &lt;/b&gt;&lt;br&gt;&lt;br&gt;&lt;b&gt;Zenjin&lt;/b&gt;: We can categorize the zenjin in 4 subracial groups. Each of these group is link to one of the prime elements. The Zenjin social structure is close to the Medieval Feudal Japan. The only major difference is instead of priorizing a swordweilding warrior class (the Samurai) it&amp;#39;s a Elemental magic shardweilding one.&lt;br&gt;&lt;br&gt;&lt;ul&gt;  &lt;li&gt;  &lt;u&gt;&lt;i&gt;Air Zenjin&lt;/i&gt;&lt;/u&gt;: the air zenjin then to have fair skin ranging from bluish white to light tan and they have pale grayish eyes. Their hair is almost always white and its traditional to keep it in long flowing braids. The Air zenjin are the tallest of all the zenjin ranging from 6&amp;rsquo; to 7&amp;rsquo;5&amp;rsquo;&amp;rsquo;. They are all slenderly built. &lt;/li&gt;&lt;/ul&gt;&lt;br&gt;&lt;ul&gt;  &lt;li&gt;  &lt;i&gt;&lt;u&gt;Earth Zenjin&lt;/u&gt;&lt;/i&gt;: they are the strongest of the zenjin. They tend to have dark skin from ebony black to dark redish browns. They have dark eyes too from black to hazelnut brown. They have little to no body hair. They then toward ritualistic marking (Branding, Scarring). They are small but powerfully built ranging from 4&amp;rsquo;5&amp;rsquo;&amp;rsquo; to 5&amp;rsquo;10&amp;rsquo;&amp;rsquo;. &lt;/li&gt;&lt;/ul&gt;&lt;br&gt;&lt;ul&gt;  &lt;li&gt;  &lt;i&gt;&lt;u&gt;Fire Zenjin&lt;/u&gt;&lt;/i&gt;: the color of their skin range from fiery red to light orange, it&amp;rsquo;s the same thing for their hair. They always have black eyes with no visible white in it. They are mostly average height and built. One strange thing about their skin is that when they age the colour tends to change making intricate designs of red fire.&lt;/li&gt;&lt;/ul&gt;&lt;br&gt;&lt;ul&gt;  &lt;li&gt;  &lt;u&gt;&lt;i&gt;Water Zenjin:&lt;/i&gt;&lt;/u&gt; they have blue skin ranging from grennish aqua to royal blue. Instead of hair they have a fin spike across their head. They are smaller than the air Zenjin but are still tall ranging from 5&amp;rsquo;6&amp;rsquo;&amp;rsquo; to 6&amp;rsquo;9&amp;rsquo;&amp;rsquo;. They have webbed feet and hand and sometime they also have webbed arms. &lt;/li&gt;&lt;/ul&gt;&lt;br&gt;&lt;br&gt;Many many other races live in the diversified Metropolis of Porticulis, so the players can get wild and invent wierd new races. As always the GM is the last judge of the validity of them.&lt;br&gt;&lt;br&gt;&lt;h2&gt;  Magic in the Multi-verse&lt;/h2&gt;&lt;br&gt;&lt;h3&gt;  How Magic Works: &lt;/h3&gt;&lt;br&gt;Magic in the Multi-verse is a natural force coming from the raw elemental power. This raw elemental power is stored and released from special crystals that can be found throughout the mutiverse, but most abundantly in the caves of the Land of Aetheria. These crystals are extracted by crystal miners and shards of them are sold. But only one attuned with the arcane can harvest their true power. &lt;br&gt;&lt;br&gt;In order to cast spells the &amp;ldquo;Mancer&amp;rdquo; must have a shard with enough elemental power of the right element. One can try to tap on the elemental force of the land alone but this is an arduous and exhausting task. In Risus terms, if one casts a spell without an suitable shards the difficulty is harder and you temporarily lose one level of the magic clich&amp;eacute; because the task is tiring. &lt;br&gt;&lt;br&gt;Shards are often molten and transformed into beautiful and useful objects by a Shardsmith (a lesser kind of magic user). These object are often useable by &amp;ldquo;Non-Mancer&amp;rdquo; thus creating magical artifacts. &amp;quot;Mancers&amp;quot; often carry their shard in Smithed form (Staffs, wands, rings, Amulets,daggers, etc.)&lt;br&gt;&lt;br&gt;Particularly powerful Shards can make the casting of powerfull spell easier (lowering the casting difficulty). Legends speak of forgotten shard of Positive or negative energy capable of making worlds bloom or decay. &lt;br&gt;&lt;br&gt;The Shardsmiths are not able to cast spells as other &amp;quot;Mancers&amp;quot; do. All they can do is make magical object to serve them. &lt;br&gt;&lt;br&gt;&lt;h2&gt;  Clich&amp;eacute;s of the Multi-verse&lt;/h2&gt;  &lt;h3&gt;  &lt;br&gt;&lt;/h3&gt;  &lt;h3&gt;  Racial Clich&amp;eacute;s&lt;br&gt;&lt;/h3&gt;(see Major Races of the Multi-verse)  &lt;br&gt;&lt;ul&gt;  &lt;li&gt;  Humans   &lt;/li&gt;&lt;li&gt;  Cogkin   &lt;/li&gt;&lt;li&gt;  Gobber   &lt;/li&gt;&lt;li&gt;  Zenjin (fire,air,water,earth)   &lt;/li&gt;&lt;li&gt;  Treefolk   &lt;/li&gt;&lt;li&gt;  Feyfolk &lt;/li&gt;&lt;/ul&gt;&lt;br&gt;&lt;h3&gt;  Professional Clich&amp;eacute;s&lt;/h3&gt;&lt;br&gt;You can use any of the traditional fantasy Profession clich&amp;eacute;s as well as some of the more contemporary ones... Here some that are specific to the setting&lt;br&gt;&lt;br&gt;&lt;b&gt;Druids&lt;/b&gt; &lt;br&gt;&lt;i&gt;&lt;b&gt;Keepers of nature ways&lt;br&gt;&lt;br&gt;&lt;/b&gt;&lt;/i&gt;  &lt;ul&gt;  &lt;li&gt;  can speak and command with plants and animals   &lt;/li&gt;&lt;li&gt;  Have a good knowledge the natural means of healing one self.   &lt;/li&gt;&lt;li&gt;  Good at hugging trees&lt;/li&gt;&lt;/ul&gt;&lt;br&gt;&lt;b&gt;Engineers&lt;/b&gt;&lt;br&gt;&lt;i&gt;&lt;b&gt;Cog and screws workers&lt;br&gt;&lt;br&gt;&lt;/b&gt;&lt;/i&gt;  &lt;ul&gt;  &lt;li&gt;  Operating,repairing and designing, Mechanical construct and gimmicks.   &lt;/li&gt;&lt;li&gt;  Lore of ancient and new mechanical inventions   &lt;/li&gt;&lt;li&gt;  Never knowing why there&amp;rsquo;s always a screw left&lt;/li&gt;&lt;/ul&gt;&lt;br&gt;&lt;b&gt;Scavengers&lt;br&gt;&lt;/b&gt;&lt;i&gt;&lt;b&gt;Recycling masters&lt;/b&gt;&lt;/i&gt;&lt;br&gt;&lt;br&gt;&lt;ul&gt;  &lt;li&gt;  Find anything in piles of junk   &lt;/li&gt;&lt;li&gt;  Jury-rigging things   &lt;/li&gt;&lt;li&gt;  Making friend with rats&lt;/li&gt;&lt;/ul&gt;&lt;br&gt;&lt;b&gt;Tomb raiders&lt;/b&gt;&lt;br&gt;&lt;i&gt;&lt;b&gt;Finder of old relics and treasures&lt;/b&gt;&lt;/i&gt;&lt;br&gt;&lt;br&gt;&lt;ul&gt;  &lt;li&gt;  Ancient history Lore   &lt;/li&gt;&lt;li&gt;  Dungeon crawling skills   &lt;/li&gt;&lt;li&gt;  Accurate map navigation   &lt;/li&gt;&lt;li&gt;  Good Evaluation skills   &lt;/li&gt;&lt;li&gt;  Smelling like old dust&lt;/li&gt;&lt;/ul&gt;&lt;br&gt;&lt;b&gt;Pistoleers&lt;br&gt;&lt;/b&gt;&lt;i&gt;&lt;b&gt;Elemental gunslinger&lt;br&gt;&lt;br&gt;&lt;/b&gt;&lt;/i&gt;  &lt;ul&gt;  &lt;li&gt;  Gun-playand duel skills   &lt;/li&gt;&lt;li&gt;  Lesser elemental Arcane lore   &lt;/li&gt;&lt;li&gt;  Etiquette and Savoir-vivre   &lt;/li&gt;&lt;li&gt;  Knightly charm that makes virgins blush &lt;/li&gt;&lt;/ul&gt;&lt;br&gt;&lt;b&gt;Dragoneers&lt;/b&gt;&lt;br&gt;&lt;i&gt;&lt;b&gt;Fire crackers and demolisher&lt;/b&gt;&lt;/i&gt;&lt;br&gt;&lt;br&gt;&lt;ul&gt;  &lt;li&gt;  Blowing thing into little pieces   &lt;/li&gt;&lt;li&gt;  Making fire and handling gun powder   &lt;/li&gt;&lt;li&gt;  Knowledge of siege weapon   &lt;/li&gt;&lt;li&gt;  Knowledge of castle weak points   &lt;/li&gt;&lt;li&gt;  Smelling like BBQ&lt;/li&gt;&lt;/ul&gt;&lt;br&gt;&lt;b&gt;SkyDogs&lt;/b&gt;&lt;br&gt;&lt;i&gt;&lt;b&gt;Privateer and pirates of the vast sky&lt;/b&gt;&lt;/i&gt;&lt;br&gt;&lt;br&gt;&lt;ul&gt;  &lt;li&gt;  Sail the air currents   &lt;/li&gt;&lt;li&gt;  Operating an Airship   &lt;/li&gt;&lt;li&gt;  Drink strong Ale and not fall down   &lt;/li&gt;&lt;li&gt;  Sing-a-longs and Old Tales&lt;/li&gt;&lt;/ul&gt;&lt;br&gt;&lt;b&gt;Headhunters&lt;/b&gt; &lt;br&gt;&lt;b&gt;&lt;i&gt;Bounty collectors&lt;br&gt;&lt;br&gt;&lt;/i&gt;&lt;/b&gt;  &lt;ul&gt;  &lt;li&gt;  Tracking and bringing back felons   &lt;/li&gt;&lt;li&gt;  Knowledge of criminal life and hangout   &lt;/li&gt;&lt;li&gt;  Looking bad ass in leather&lt;/li&gt;&lt;/ul&gt;&lt;b&gt;DeathTalkers&lt;/b&gt;  &lt;br&gt;&lt;i&gt;&lt;b&gt;Spirit and undead confessor&lt;br&gt;&lt;br&gt;&lt;/b&gt;&lt;/i&gt;  &lt;ul&gt;  &lt;li&gt;  Communicate with Spirits and Undead   &lt;/li&gt;&lt;li&gt;  Turn Evil spirits   &lt;/li&gt;&lt;li&gt;  Exorcise and control dead   &lt;/li&gt;&lt;li&gt;  Spook the hell out of everyone&lt;/li&gt;&lt;/ul&gt;&lt;br&gt;&lt;h3&gt;  MAGIC CLICH&amp;Eacute;S: &lt;br&gt;&lt;/h3&gt;&lt;br&gt;&lt;b&gt;Pyromancer&lt;/b&gt; &lt;br&gt;&lt;ul&gt;  &lt;li&gt;  Fire Mage &lt;i&gt;(needs a fire-shard to power his spells)&lt;/i&gt;&lt;/li&gt;&lt;/ul&gt;&lt;b&gt;Hydromancer&lt;/b&gt;  &lt;br&gt;&lt;ul&gt;  &lt;li&gt;  Water mage &lt;i&gt;(needs a water-shard to power his spells)&lt;/i&gt; &lt;/li&gt;&lt;/ul&gt;&lt;b&gt;Aeromancer&lt;/b&gt;  &lt;br&gt;&lt;ul&gt;  &lt;li&gt;  Air mage &lt;i&gt;(needs an air-shard to power his spells)&lt;/i&gt; &lt;/li&gt;&lt;/ul&gt;&lt;b&gt;Geomancer&lt;/b&gt;  &lt;br&gt;&lt;ul&gt;  &lt;li&gt;  Earth mage &lt;i&gt;(needs a earth-shard to power his spells)&lt;/i&gt; &lt;/li&gt;&lt;/ul&gt;&lt;b&gt;Voidmancer&lt;/b&gt;  &lt;br&gt;&lt;ul&gt;  &lt;li&gt;  Void mage&lt;i&gt;(needs a void-shard to power his spells)&lt;/i&gt;   &lt;div&gt;  &lt;i&gt;&lt;br&gt;&lt;/i&gt;&lt;/div&gt;&lt;/li&gt;&lt;/ul&gt;&lt;b&gt;Shardsmith&lt;/b&gt;  &lt;br&gt;&lt;ul&gt;  &lt;li&gt;  Magic item maker, Enchanter and Shards Shaper &lt;i&gt;(use any kind of power shards but can&amp;#39;t directly cast spell)&lt;/i&gt;&lt;/li&gt;&lt;/ul&gt;&lt;br&gt;&lt;h2&gt;  Inspirations for Gears &amp;amp; Portals&lt;/h2&gt;&lt;br&gt;&lt;h3&gt;  Movies: &lt;br&gt;&lt;/h3&gt;  &lt;ul&gt;  &lt;li&gt;  Labyrinth &lt;br&gt;  &lt;/li&gt;&lt;li&gt;  Dark Crystal   &lt;/li&gt;&lt;li&gt;  The Neverending story I &amp;amp; II&lt;/li&gt;&lt;/ul&gt;&lt;br&gt;&lt;h3&gt;  Video Games:&lt;/h3&gt;  &lt;ul&gt;  &lt;li&gt;  The Myst collection   &lt;/li&gt;&lt;li&gt;  Arcanum   &lt;/li&gt;&lt;li&gt;  Planescape Torment&lt;/li&gt;&lt;/ul&gt;&lt;br&gt;&lt;h3&gt;  Books&lt;/h3&gt;  &lt;ul&gt;  &lt;li&gt;  The Discworld Series by Terry Pratchett&lt;br&gt;  &lt;/li&gt;&lt;li&gt;  Sandman comicbook series by Neil Gaiman &lt;br&gt;  &lt;/li&gt;&lt;li&gt;  Neverwhere by Neil Gaiman&lt;br&gt;&lt;/li&gt;&lt;/ul&gt;&lt;br&gt;&lt;hr size=&quot;1&quot;&gt;&lt;br/&gt;</description></item><item><title>Pirates</title><link>http://risusiverse.wetpaint.com/page/Pirates</link><author>ChromeKnight</author><guid isPermaLink="false">http://risusiverse.wetpaint.com/page/Pirates</guid><comments>The Pirate section was empty. Can't have that!</comments><pubDate>Tue, 21 Jul 2009 02:20:15 CDT</pubDate><description>&lt;blockquote&gt;Pirate Characters come in all sorts and flavours, much like Ninjas.&lt;/blockquote&gt;&lt;blockquote&gt;Pirates can be found in Space, on the ocean and in cyberspace ,&lt;/blockquote&gt;&lt;blockquote&gt;stealing your music and ripping off your movies.&lt;/blockquote&gt;&lt;blockquote&gt;&lt;br&gt;&lt;/blockquote&gt;&lt;blockquote&gt;The ones on this page are the wet and watery sort.&lt;/blockquote&gt;&lt;blockquote&gt;So ideally, if you&amp;#39;re going to use them, they&amp;#39;ll need a boat of some sort,&lt;/blockquote&gt;&lt;blockquote&gt;an ocean to splash about in and some islands to fight/wench/bury treasure on.&lt;/blockquote&gt;&lt;blockquote&gt;&lt;br&gt;&lt;/blockquote&gt;&lt;blockquote&gt;&lt;b&gt;Captain Roger Redbeard of the Dark Shark&lt;/b&gt;&lt;/blockquote&gt;&lt;blockquote&gt;&lt;br&gt;&lt;/blockquote&gt;&lt;blockquote&gt;Captain Roger is the iron handed master of the most feared ship in the islands. Which is&lt;/blockquote&gt;&lt;blockquote&gt;not to say he&amp;#39;s mean, just that his hand is, actually, iron. He has a hook after losing a hand&lt;/blockquote&gt;&lt;blockquote&gt;during an unspecified misadventure. In fact, ask him again about his missing leg or eye or&lt;/blockquote&gt;&lt;blockquote&gt;hand and you&amp;#39;ll get new story. He&amp;#39;s not a liar so much as well... a pirate. He runs a tight ship&lt;/blockquote&gt;&lt;blockquote&gt;though and ishonorableand fair, ashonorableand fair as a Boozing,thieving,&lt;/blockquote&gt;&lt;blockquote&gt;womanizing pirate can be. He&amp;#39;s sailed most of the waters and can read weather like it&amp;#39;s written&lt;/blockquote&gt;&lt;blockquote&gt;down somewhere.&lt;br&gt;&lt;br&gt;&lt;/blockquote&gt;&lt;blockquote&gt;Cliches:Superbship&amp;#39;s Captain with a weather eye(3) Biggest booziest, fightingest, womanizingest&lt;/blockquote&gt;&lt;blockquote&gt;pirate on the ship(4) Teller of tall tales of daring deeds(1) Haunted Soul seeking redemption from a&lt;/blockquote&gt;&lt;blockquote&gt;past dark deed(2)&lt;br&gt;&lt;br&gt;&lt;/blockquote&gt;&lt;blockquote&gt;First Mate Rummy&lt;/blockquote&gt;&lt;blockquote&gt;&lt;br&gt;&lt;/blockquote&gt;&lt;blockquote&gt;Much like the crew he is in charge of, Rummy is a thief, a womanizer and a drunkard.&lt;/blockquote&gt;&lt;blockquote&gt;It&amp;#39;s mostly a matter of chance which he is more of at any particular time. Generally, as&lt;/blockquote&gt;&lt;blockquote&gt;his name suggests though, it&amp;#39;s the Rum bottle which is his first love. Despite that he has&lt;/blockquote&gt;&lt;blockquote&gt;surprising depths, including an eye for the beautiful and tasty.&lt;/blockquote&gt;&lt;blockquote&gt;&lt;br&gt;&lt;/blockquote&gt;&lt;blockquote&gt;Cliches: Sharp-tongued Mate inspiring pants-wetting fear (3)Connoisseurof fine alcohols,&lt;/blockquote&gt;&lt;blockquote&gt;arts, women, treasures and Maps(3) One-eyed Drunken Master(3)&lt;/blockquote&gt;&lt;blockquote&gt;&lt;br&gt;&lt;/blockquote&gt;&lt;blockquote&gt;&lt;blockquote&gt;&lt;b&gt;The Surly Crew of the Dark Shark&lt;/b&gt;&lt;/blockquote&gt;&lt;blockquote&gt;&lt;br&gt;&lt;/blockquote&gt;&lt;blockquote&gt;The crew iseffectivelyone large grunt squad. As such, they&amp;#39;re not a 10 dice&lt;/blockquote&gt;&lt;blockquote&gt;character in the strictest sense. I&amp;#39;ve listed them as a sidekick for Rummy but they can&lt;/blockquote&gt;&lt;blockquote&gt;also be thought of as one of Roger&amp;#39;s toolsof the trade. He (or any of the other named crew)&lt;/blockquote&gt;&lt;blockquote&gt;can call on them when needed.As a crew they&amp;#39;re OK at sailing a ship or fighting, but&lt;/blockquote&gt;&lt;blockquote&gt;onshore they&amp;#39;recollectivelyas sharp as a box of hammers.&lt;/blockquote&gt;&lt;blockquote&gt;&lt;br&gt;&lt;/blockquote&gt;&lt;blockquote&gt;Cliches: Boozing,Thieving, Womanizing,UnhygienicCrew of a pirate ship (3)&lt;/blockquote&gt;&lt;/blockquote&gt;&lt;blockquote&gt;&lt;br&gt;&lt;/blockquote&gt;&lt;blockquote&gt;&lt;b&gt;Anne the Pirate Wench&lt;/b&gt;&lt;/blockquote&gt;&lt;blockquote&gt;&lt;br&gt;&lt;/blockquote&gt;&lt;blockquote&gt;It&amp;#39;s a hard life being a woman on a ship full of womanizers. Or it would be if the crew hadn&amp;#39;t&lt;/blockquote&gt;&lt;blockquote&gt;already learnt how dangerous Anne is. A Mistress of pointed barbs, both metaphorical and literal&lt;/blockquote&gt;&lt;blockquote&gt;means that Anne is left alone when she wants to be. She is however, still a shameless flirt and&lt;/blockquote&gt;&lt;blockquote&gt;enjoys drinking the crew under the table. A surrogate mother of sorts to Will but not involved with&lt;/blockquote&gt;&lt;blockquote&gt;Roger, Annecharts her own course, determined to prove that women can be even more piratical&lt;/blockquote&gt;&lt;blockquote&gt;than men.&lt;/blockquote&gt;&lt;blockquote&gt;&lt;br&gt;&lt;/blockquote&gt;&lt;blockquote&gt;Cliches: Runaway youngest daughter of theGovernor(1) Skilled with blades and witty banter (4))&lt;/blockquote&gt;&lt;blockquote&gt;Boozing, Thieving, Manizing, hygienic Pirate (3) Scrubs up alright in a pinch(2)&lt;/blockquote&gt;&lt;blockquote&gt;&lt;br&gt;&lt;/blockquote&gt;&lt;blockquote&gt;&lt;b&gt;Will the Cabin Boy&lt;/b&gt;&lt;/blockquote&gt;&lt;blockquote&gt;&lt;br&gt;&lt;/blockquote&gt;&lt;blockquote&gt;Taken when he was young from a sinking ship, the Dark Shark is the only&lt;/blockquote&gt;&lt;blockquote&gt;home will has known, and the crew his only family. He is brighter than most&lt;/blockquote&gt;&lt;blockquote&gt;of the crew despite his lack of schooling. And his keen eyesight and surefootedness&lt;/blockquote&gt;&lt;blockquote&gt;in the rigging means that if he&amp;#39;s not in the kitchen or the captain&amp;#39;s cabin, he&amp;#39;s aloft.&lt;/blockquote&gt;&lt;blockquote&gt;&lt;br&gt;&lt;/blockquote&gt;&lt;blockquote&gt;Cliches: Bright, overlooked, hardworking young pirate (4) Nimble like a monkey (3)&lt;/blockquote&gt;&lt;blockquote&gt;Relief Cook and occasionalQuartermaster(2) Pleasing Soprano in Pirate Ditties (1)&lt;/blockquote&gt;&lt;blockquote&gt;&lt;br&gt;&lt;/blockquote&gt;&lt;blockquote&gt;&lt;b&gt;&lt;br&gt;&lt;/b&gt;&lt;/blockquote&gt;&lt;blockquote&gt;&lt;br&gt;&lt;/blockquote&gt;&lt;blockquote&gt;&lt;br&gt;&lt;/blockquote&gt;&lt;hr size=&quot;1&quot;&gt;&lt;br/&gt;</description></item><item><title>Adventures</title><link>http://risusiverse.wetpaint.com/page/Adventures</link><author>ChromeKnight</author><guid isPermaLink="false">http://risusiverse.wetpaint.com/page/Adventures</guid><pubDate>Mon, 13 Jul 2009 02:29:31 CDT</pubDate><description>&lt;br&gt;&lt;h2&gt; Gateways to Fun&lt;/h2&gt;&lt;blockquote&gt;  Standard practice is to add a new page for your &lt;b&gt;adventure &lt;/b&gt;and once it is complete, add a link to it here by adding your &lt;b&gt;adventure &lt;/b&gt;to the list (use the &lt;b&gt;Subhead&lt;/b&gt; option to list your &lt;b&gt;adventure &lt;/b&gt;name and link that subhead to your new page using the +link option) and add a brief description.&lt;br&gt;&lt;br&gt;You might also want to stop check out &lt;a href=&quot;http://risusiverse.wetpaint.com/page/Settings&quot; target=&quot;_self&quot; title=&quot;Settings&quot;&gt;Settings&lt;/a&gt;.&lt;br&gt;&lt;/blockquote&gt;&lt;br&gt;&lt;br&gt;&lt;h3&gt;  &lt;a href=&quot;http://risusiverse.wetpaint.com/page/Instantadventure&quot; target=&quot;_self&quot; title=&quot;Five Finger Adventures&quot;&gt;Five Finger Adventures&lt;/a&gt;&lt;/h3&gt;Short on time and paper? Make something up.   &lt;br&gt;&lt;br&gt;&lt;h3&gt;  &lt;a href=&quot;http://risusiverse.wetpaint.com/page/Fantasy+First&quot; target=&quot;_self&quot;&gt;Fantasy First&lt;/a&gt;&lt;/h3&gt;A basic adventure outline for a first adventure in a fantasy campaign.   &lt;br&gt;&lt;br&gt;&lt;h3&gt;  &lt;a href=&quot;http://risusiverse.wetpaint.com/page/30+Minutes+or+It%27s+Free&quot; target=&quot;_self&quot;&gt;30 Minutes or It&amp;#39;s Free&lt;/a&gt;&lt;/h3&gt;A real-time action adventure that is simple to run. I guarantee you can play this adventure in 30 minutes or it won&amp;#39;t cost you a penny.   &lt;br&gt;&lt;br&gt;&lt;font size=&quot;4&quot;&gt;&lt;a href=&quot;http://risusiverse.wetpaint.com/page/Space+Pirates&quot; target=&quot;_self&quot; title=&quot;Space Pirates&quot;&gt;Space Pirates&lt;/a&gt;&lt;/font&gt;&lt;br&gt;Short game module you can jump right into. So so detail and large number of options.&lt;br&gt;&lt;br&gt;&lt;h3&gt;  &lt;a href=&quot;http://risusiverse.wetpaint.com/page/The+Nameless+Village&quot; target=&quot;_self&quot;&gt;The Nameless Village&lt;/a&gt;&lt;/h3&gt;Part one of a three part fantasy adventure.   &lt;br&gt;&lt;br&gt;&lt;h3&gt;  &lt;a href=&quot;http://risusiverse.wetpaint.com/page/Solo+Adventure+Module&quot; target=&quot;_self&quot;&gt;Solo Adventure Module&lt;/a&gt;&lt;/h3&gt;Random adventure generation.   &lt;br&gt;&lt;br&gt;&lt;h3&gt;  &lt;a href=&quot;http://risusiverse.wetpaint.com/page/Cactus+Gulch&quot; target=&quot;_self&quot;&gt;Cactus Gulch&lt;/a&gt;&lt;/h3&gt;Western adventure with a lost mine.   &lt;br&gt;&lt;br&gt;&lt;h3&gt;  &lt;a href=&quot;http://risusiverse.wetpaint.com/page/The+Adventures+of+bob&quot; target=&quot;_self&quot;&gt;The Adventures of bob&lt;/a&gt;&lt;/h3&gt;A video game inspired quick adventure.   &lt;br&gt;&lt;br&gt;&lt;h3&gt;  &lt;a href=&quot;http://risusiverse.wetpaint.com/page/Instantadventure&quot; target=&quot;_self&quot; title=&quot;Instantadventure&quot;&gt;Instant adventure&lt;/a&gt;&lt;/h3&gt;Quick, instant adventure generation!   &lt;br&gt;&lt;br&gt;&lt;h3&gt;  &lt;a href=&quot;http://risusiverse.wetpaint.com/page/Dopethrone&quot; target=&quot;_self&quot; title=&quot;Dopethrone&quot;&gt;Dopethrone&lt;/a&gt;&lt;/h3&gt;You&amp;rsquo;re a marijuana grower with a mission: to grow the greatest grass man-kind has ever seen!  &lt;br&gt;&lt;br&gt;&lt;a href=&quot;http://risusiverse.wetpaint.com/page/Meggido+Unearthed&quot; target=&quot;_self&quot; title=&quot;Meggido Unearthed&quot;&gt;&lt;font size=&quot;4&quot;&gt;Meggido Unearthed&lt;/font&gt;&lt;/a&gt;&lt;br&gt;This is a two part game, loosely based on some of my favorite RPG&amp;#39;s, notably Final Fantasy I, Star Ocean, and Shadow Hearts.&lt;hr size=&quot;1&quot;&gt;&lt;br/&gt;</description></item><item><title>Space Pirates</title><link>http://risusiverse.wetpaint.com/page/Space+Pirates</link><author>Dungeonbrownies</author><guid isPermaLink="false">http://risusiverse.wetpaint.com/page/Space+Pirates</guid><pubDate>Sat, 11 Jul 2009 05:02:26 CDT</pubDate><description>Space Pirate Short Game is a pretty easy thing to play, just use your average scifi and pulp or western along with a few stock cliches and youll be fine, Ill be editing this till it&amp;#39;s done. tone- humorous.&lt;br&gt;&lt;br&gt;You start out on what is essentially a space-bus station off of a waypoint between major stops. A ship arrives. It isn&amp;#39;t the normal ship you were expecting, but you all take it anyways. Suddenly you are all hit by crazy purple knockout gas and delivered into a larger ship. Turns out they&amp;#39;re actually pirates who&amp;#39;ve kidnapped you right after blowing up the regular space-bus. After the revelation you are all caged (laser-caged that is) below deck. Take this time to introduce characters.&lt;br&gt;&lt;br&gt;During the pirate&amp;#39;s celebration a piece of space junk collides with the ship and you are all released. Escaping to the main part of the ship, you discover it in disarray as several of the pirates are already fighting eachother. stumbling across half of a pirate (literally half, think monty python&amp;#39;s black knight) [because laser weapons cauterize wounds] who explains what happened. Turns out food poisoning has taken down a few of the key officers and accusations of mutinous conduct resulted. Take this time to elaborate on the pirates before they enter the fray full of highly incompetent pirates, angry cooking droids, and a few healthy but angry pirates who for some reason refrained from the poisoned dishes [ie, kosher, vegetarian, allergies, robot, photosythesize, etc].&lt;br&gt;&lt;br&gt;If they manage to fight their way to the command center, they can open the airlocks to kill everyone, pilot the ship to the galactic version of the coast guard, or hit escape to jettison the command center from the rest of the vessel (sending the pirates in it flying into a sun or stranding them on some random moon).&lt;br&gt;&lt;br&gt;Some good PC&amp;#39;s: (all 10 dice of course)&lt;br&gt;Wanderers (gun slinging tough guys and mysterious people)&lt;br&gt;space-hobos (jack of all trades, master of nothing [ie, less than 4 on all])&lt;br&gt;Garugolakz witnesses (hoverbike riding missionaries of the tentcacled gods)&lt;br&gt;Turistas (Duzzinay Solar System)&lt;br&gt;Discharged soldieir/veteran of interplanetary conflict&lt;br&gt;Mechanical or Tech wiz (possibly on their way to or from an expo)&lt;br&gt;Cyborgs (robotish sort)&lt;br&gt;Aliens of all sorts&lt;br&gt;&lt;br&gt;Some Ideas for some of the pirate crew (remember they&amp;#39;re poisoned and there are ALOT of them fighting each other)&lt;br&gt;Service droids (imagine roomba in a thousand years)&lt;br&gt;Mostly Unedumacated Scallywags (incompetent at 2 or 3 dice)&lt;br&gt;Sick Ship Officers (still kicking at 4 dice)&lt;br&gt;Unpoisoned Mutinous Weirdos (set at around 5 or 6)&lt;br&gt;CyberCaptain (make sure even ill he&amp;#39;s roughly 5 or 6, maybe with a few tricks up the sleeve)&lt;br&gt;&lt;br&gt;The Ship&lt;br&gt;It&amp;#39;s something of a hideous makeshift conversion of what was obviously once a cruise ship. Some ridiculous name like &lt;i&gt;Quasar Cruises&lt;/i&gt;, the &lt;i&gt;Prince Garth&lt;/i&gt;, or &lt;i&gt;Galactic Escapader&lt;/i&gt; is crossed out and replaced with an equally ridiculous name such as &lt;i&gt;Scary Mc Geedo Ship of Doom&lt;/i&gt; or &lt;i&gt;If You Can Read This We Be Robbing You&lt;/i&gt;. It&amp;#39;s overall hideous as it seems to be held together mostly by nano-engineered duct tape and Mighty Mendit bonding putty. It&amp;#39;s shape is absurd, but that doesn&amp;#39;t matter as aerodynamics don&amp;#39;t apply when there&amp;#39;s no air. &lt;br&gt;&lt;br&gt;&lt;br&gt;Ship Map&lt;br&gt; &lt;br&gt;Ship Areas&lt;br&gt;Computer room can allow for some fancy tech work to access the command deck and all sorts of stuff like email or distress signals. &lt;br&gt;Ship guts and engine room can stop the ship permanently if ruined, so be careful.&lt;br&gt;Viewing area can be shattered and send everyone flying into the vacuum of space (which is why the pirates use this as a base and not their main attack ship).&lt;br&gt;Weapons/Heavy Equipment is complete with space suits, laser rifles, tools, and exo armor style loading units.&lt;br&gt;Cargo Galley is a combination holding area and cooking area. Cannibalism is a-ok with them and its always warm.&lt;br&gt;Command Deck is pretty much what you&amp;#39;d see in Star Trek, but tackier.&lt;br&gt;&lt;hr size=&quot;1&quot;&gt;&lt;br/&gt;</description></item><item><title>Risus of Arabia</title><link>http://risusiverse.wetpaint.com/page/Risus+of+Arabia</link><author>Nero_Grimes</author><guid isPermaLink="false">http://risusiverse.wetpaint.com/page/Risus+of+Arabia</guid><pubDate>Thu, 11 Jun 2009 22:11:26 CDT</pubDate><description>&lt;br&gt;&lt;b&gt;Risus of Arabia 3.0&lt;/b&gt;&lt;br&gt;&lt;br&gt;Risus: the Anything RPG, &amp;copy; S. John Ross 1993-2001 http://www222.pair.com/sjohn/risus.htm&lt;br&gt;&lt;br&gt;&amp;quot;First principles, Clarice. Simplicity. Read Marcus Aurelius. Of each particular thing ask: what is it in itself? What is its nature?&amp;rdquo;&lt;br&gt;Hannibal Lecter&lt;br&gt;&lt;br&gt;Disclaimer.&lt;br&gt;&lt;br&gt;This is another attempt to untangle the Gordian Knot that is the Arabian Adventure world a friend and I started (and abandoned after a year and change of over thinking the whole process) for GURPS. Bits and parts will surface at my Yahoo blog. &lt;br&gt;&lt;br&gt;Second Disclaimer.&lt;br&gt;&lt;br&gt;This Risus take on Arabian Adventures has not been rigorously playtested. &lt;br&gt;&lt;br&gt;To avoid problems, long ago we started using Fate in place of God, Allah, or Mohammad.&lt;br&gt;&lt;br&gt;For simplicity&amp;rsquo;s sake, the characters are generic Islamic Arab. The era is &amp;lsquo;The Golden Age of the Islamic Empire&amp;rsquo;. All other races, creeds, nationalities are fit only for villains or comic relief.&lt;br&gt;&lt;br&gt;If you are going to lift from RPG resources on the web; lean toward Supernatural Pulp, rather than High Fantasy. &lt;br&gt;&lt;br&gt;&lt;b&gt;Setting Cliches&lt;/b&gt;&lt;br&gt;&lt;br&gt;Jinns in bottles on the beach.&lt;br&gt;&lt;br&gt;Flying carpet careening through the minaret crowned skyline of Baghdad. &lt;br&gt;&lt;br&gt;Lost cities in the sands of trackless deserts.&lt;br&gt;&lt;br&gt;Dancing girls in diaphanous harem clothes.&lt;br&gt;&lt;br&gt;A dhow in full sail on the seven seas.&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;b&gt;Cliches for the various lands of the Land of Fate.&lt;/b&gt;&lt;br&gt;&lt;br&gt;Saharan Africa: Salt caravans, Timbuktu, Barbary pirates, Algiers, Morocco, Casablanca&lt;br&gt;&lt;br&gt;Egypt: Tombs, tombs, tombs, barging down the Nile, Nubian gold mines, (Egypt is, historically, the center of the Arab world) &lt;br&gt;&lt;br&gt;East Africa: King Solomon&amp;rsquo;s Mines, the slave trade, She Who Must Be Obeyed, Mountains of the Moon.&lt;br&gt;&lt;br&gt;Arabia: riding camels, sailing Dhows, resting in oases, sand swept ruins of lost civilizations.&lt;br&gt;&lt;br&gt;Persia: Like Arabia, only with mountains.&lt;br&gt;&lt;br&gt;Anatolia (Turkey): Like Persia, only on the Mediterranean Sea. &lt;br&gt;&lt;br&gt;India: Ornate temples of Doom, jungles, the Ganges, Thugges. &lt;br&gt;&lt;br&gt;Spice Islands: old men who like piggyback rides, headhunters.&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;b&gt;Risus of Arabia Adventure Seeds&lt;/b&gt;&lt;br&gt;&lt;br&gt;Several themes: &amp;ldquo;powerful demon stories, talisman stories where a magical object protects and guides the hero, quest stories, transformation tales, and tales of demons under restraint&amp;rdquo;&lt;br&gt;&lt;br&gt;The two main travel motivators in The Nights are to find treasure or break an enchantment; the usual RPG &amp;lsquo;need and greed seeds&amp;rsquo;.&lt;br&gt;&lt;br&gt;I defer to The Big List of RPG Plots by S. John Ross. &lt;a class=&quot;external&quot; href=&quot;http://risusiverse.wetpaint.comhttp://www.io.com/%7Esjohn/plots.htm&quot; rel=&quot;nofollow&quot; target=&quot;_blank&quot;&gt;http://www.io.com/~sjohn/plots.htm&lt;/a&gt;&lt;br&gt;&lt;br&gt;&lt;b&gt;Risus of Arabia characters.&lt;/b&gt;&lt;br&gt;&lt;br&gt;Characters are built on ten dice. &lt;br&gt;&lt;br&gt;Options at the GM&amp;rsquo;s whim. The only inappropriate option is Funky Dice.&lt;br&gt;&lt;br&gt;The Hand of Fate rule lets a player call a Mulligan once a session. The HoF can be affected by the Five Pillars of Islam; or the Five Pillars can simply be milieu texture. HoF points are the same as Cool points or Fate points.&lt;br&gt;&lt;br&gt;Characters should be mindful of Family, Honor, Hospitality, and Piety. They can form a bonus system or simply be milieu texture. &lt;br&gt;&lt;br&gt;No classes. D&amp;amp;D classes do not translate into The Night&amp;rsquo;s milieu. Pick a job and work outward. The merchant/adventurer or young prince/princess (noble) are staples.&lt;br&gt;&lt;br&gt;&lt;br&gt;Merchant&lt;br&gt;&lt;br&gt;Scholar&lt;br&gt;&lt;br&gt;Caravan outrider&lt;br&gt;&lt;br&gt;Dancing girl&lt;br&gt;&lt;br&gt;Fakir is a tall dark and handsome manly man. He is always on the move. Good with pack animals and horses; not so good with people.&lt;br&gt;&lt;br&gt;Hook: Bad Case of Wanderlust. Pathological Need for &amp;lsquo;Me&amp;rsquo; Time.&lt;br&gt;&lt;br&gt;Tale: He grew up fast in the streets and alleys of Baghdad. His survival mentality is built around &amp;lsquo;keep moving and trust no one&amp;rsquo;. Stowed away on a ship and has been moving ever since.&lt;br&gt;&lt;br&gt;Taciturn Caravan Outrider (4) was an Agile and Cunning Street Urchin (3) and Is now a Well Traveled Dilettante Scholar (2) which allows him Universal Mage Abilities, and a Break Even Gambler (1).&lt;br&gt;[] [] [] [] [] []&lt;br&gt;&lt;br&gt;Princess Shalimar / Taura&lt;br&gt;&lt;br&gt;Hook: Price on Her Head. Secret Identity. Compulsive Thief&lt;br&gt;&lt;br&gt;Tale: She is a gypsy princess who fled her tribe because a traditionally evil uncle usurped power and wants to a) marry her off to some halfwit cousin, b) kill her off so he can take over. She was taken in by a group of traveling gypsies where she learned her trades. She uses her dance and social skills to locate loot and the best means to gain said loot.&lt;br&gt;&lt;br&gt;Little Nell&amp;rsquo;s Dancing Girl: &amp;lsquo;Lithe of limb, light of touch, and fleet of foot.&amp;rsquo; She is a renowned dancer with the ability to enthrall men as if they had drunk deeply of wine. She is also a gifted thief, pickpocket, con artist, and gambling cheat.&lt;br&gt;&lt;br&gt;Wily Gypsy Peasant (4) which allows her Universal Mage Abilities, Stunning Gypsy Princess (3), Savvy Merchant (2) Itinerant Bon Vivant (2).&lt;br&gt;[] [] []&lt;br&gt;&lt;br&gt;&lt;b&gt;Risus of Arabia Magic&lt;/b&gt;    &lt;div class=&quot;image-wrapper&quot;&gt;        &lt;/div&gt;  &lt;div class=&quot;content-wrapper&quot;&gt;&lt;div&gt;&lt;br&gt;          In The Nights, powerful sorcerers were trumped by Fate or cunning; and a butcher&amp;rsquo;s daughter was learned in enchantments. Magic is useful, and accessible; but not overwhelming. This magic is more enchantment than spell flinging. For a taste of magic from the Tales read the Second Kalandar&amp;rsquo;s Tale.   &lt;br&gt;&lt;br&gt;Magic objects can be handled like the &amp;lsquo;Gizmo&amp;rsquo; advantage for the Gadgetteer in GURPS Cliffhangers; devices, objects, and equipment are prepared before hand and can fill only five of the ten regular Gear Slots*. A set number of rings, vials, flasks, amulets, etc&amp;hellip; are not committed before a session, but are committed once they come into play; however the uncommitted slot must be named &amp;lsquo;ring, vial, flask, amulet, etc&amp;hellip;. One ring and one necklace can be &amp;lsquo;at the ready&amp;rsquo; for a PC, each costs a Gear Slot. No spell lists, decide what needs to be done and work out the mechanics. &lt;br&gt;(*see Vincent Diakuw&amp;rsquo;s Dungeonautica)   &lt;br&gt;&lt;br&gt;Summoner/Demonologist or Alchemist is taken as the clich&amp;eacute;. With augury and letter magic as skills in either. Both Summoner/Demonologist and Alchemist clich&amp;eacute;s can be taken but only one can be double pumped.  The division between Summoner/Demonologist and Alchemist was a personal preference; it was done solely to diffuse mage power, feel free to combine them. Note: most magic takes one or two turns to prepare. Being &amp;lsquo;combat ready&amp;rsquo; is tricky for a mage. Mages can have passable to excellent combat skills &amp;ndash; still it&amp;rsquo;s a good to have a trick, or two, up his or her sleeve.  &lt;br&gt;&lt;br&gt;Summoned jinns and demons are treated as temporary magic items* and get to make a break for it, after its task is completed, with a &amp;lsquo;Battle of Wills&amp;rsquo; using either the &amp;lsquo;wild dice rule&amp;rsquo; from WEG, or after a critical failure on a Control Roll - fair&amp;rsquo;s fair. Bound demons and jinns are automatically summoned and are at minus one die in &amp;#39;Battle of Will&amp;#39; rolls; if they do make a break for it they take their creation dice with them. Jinns and demons are created with the 3 to 1 &amp;#39;sidekick&amp;#39; dice rule. Lucky Shot dice can be held in reserve for summoned jinns or demons as bonus die.+&lt;br&gt;&lt;br&gt;Note: Demons are only vaguely referred to in The Nights; and the souls of the departed are in the hands of Allah, so no s&amp;eacute;ances or ghosts or ghosts-like apparitions. Spirits are mentioned in The Night, these are animistic hold overs from pre-Muslim Arab beliefs.&lt;br&gt;&lt;br&gt;For game purposes, jinns, as a rule, don&amp;rsquo;t do physical combat; the lower powered jinns can use their innate magic abilities to perform magical tasks. Higher level jinns can cast spells and enchantments. Demons, due to their less magical nature, are more suited for combat and physical tasks. And no, jinns and demons can&amp;rsquo;t be summoned at the same time.  &lt;br&gt;&lt;br&gt;*(Risus Magic Objects by Jason Puckett)  &lt;br&gt;&lt;br&gt;+(see Minute-Made Magic (M3) for summoning options)  &lt;br&gt;&lt;br&gt;Alchemy: potions, elixirs, devices, acids, explosives, tear gas, transmuting stuff, animating statues, make and use The Philosopher&amp;rsquo;s Stone, create homunculi (&amp;lsquo;do it yourself&amp;rsquo; Sidekick &amp;ndash; Companion page 51), and golems, (a Sidekick as a temporary magic item), etc&amp;hellip;  &lt;br&gt;Sample potions: heroism, speed, strength, healing, flash vial, paralyzation, polymorph, cure disease, regeneration&amp;hellip;&amp;hellip;. As well as powders for illusions and invisibility.&lt;br&gt;       &lt;br&gt;         Alchemists can carry five vials or two flasks per Gear Slot.   &lt;br&gt;&lt;br&gt;Universal Mage Abilities (see Risus Magic by Jason Puckett and S. John Ross) &lt;ul&gt;&lt;li&gt;Sensing magic items upon seeing or touching them  &lt;/li&gt;&lt;li&gt;Sensing other wizards on sight  &lt;/li&gt;&lt;li&gt;Sensing other wizards nearby, whether or not they&amp;#39;re visible (&amp;quot;I feel a disturbance in the Force...&amp;quot;)  &lt;/li&gt;&lt;li&gt;Sensing spells cast nearby  &lt;/li&gt;&lt;li&gt;Detecting the nature (necromancy, fire magic, good/evil/hostile/friendly magic) of magic items or spells in the area  &lt;/li&gt;&lt;li&gt;Dispelling other mages&amp;#39; spells *  &lt;/li&gt;&lt;li&gt;etc. &lt;/li&gt;&lt;/ul&gt;  * Dispelling an enchantment is a regular theme in The Nights, often involving time, effort, and travel. There is also a tacit &amp;lsquo;hands off&amp;rsquo; agreement among all magic user, both mages and Jinns. There is a tenuous connection between the caster and the enchantment so he or she knows when it is being tampered with. It also serves as an automatic Lojack for magic objects until the enchantment is cloaked, altered, or broken. Also a door can be given a slight enchantment to act as a silent alarm (a variation of Magic Mouth).   &lt;br&gt;&lt;br&gt;Also:  &lt;br&gt;&lt;br&gt;Augury: Astrology/Geomancy (sand writing, akin to reading tea leaves), ask the oracle simple questions &amp;hellip; (a shameless tool for the GM to use)   &lt;br&gt;&lt;br&gt;Letter Magic. - wards and glyphs, making amulets (protective) and talismans (empowering) to control the elements (not elemental spirits), control the weather, talk to animals, draw magic circles, create illusions, write home for help ... (necessary for making magic objects) Letter magic can be written or chanted (the &amp;#39;intelligible words&amp;#39; often spoken in The Nights) Letter magic is fundamental to most magic in The Nights.&lt;br&gt;&lt;br&gt;(Note: Enchantment, Illusions, and Shapeshifting are covered by a second tier of Letter Magic difficulty. We still need to suss out a few rules.)&lt;br&gt;&lt;br&gt;(Note: illusions are just trickery, the sort minor jinn engage in to mislead humans.No mind control involved.)&lt;br&gt;      Magic circles using wards and glyphs will add dice to a spell on a one shot basis. Wards and glyphs can be traced on walls or doors to make barriers or traps; or traced on the palm of the hand for a low powered quickie: flash, stun, confuse, enthrall, etc&amp;hellip; At higher levels letters can be traced in the air and cast like runes. &lt;br&gt; &lt;br&gt;(Note: Sleep is milieu passable; Charm, Suggestion, and other mind control spells are not.)  &lt;br&gt;(Note: I don&amp;rsquo;t remember if mesmerism is a part of The Nights; however, jinns could work illusions, mirages, and hallucinations; but not direct mind control, that would preclude free will. Mesmerism was included in the earlier incarnation of this game as a concession to a player who wanted an &amp;#39;always ready&amp;#39; wammy.)&lt;br&gt;        &lt;br&gt;Universal Mage Abilities can be a skill in an appropriate clich&amp;eacute;: a Gypsy Princess, Gypsy Peasant, Occult Scholar, etc&amp;hellip; with adjusted TNs. Or not. As a rule dilettante Universal Mage Abilities levels top out at either (2) or (3) no matter how high the  cliche goes.&lt;br&gt;  &lt;br&gt;There is a Spellflinger conversion chart; most &amp;lsquo;classic&amp;rsquo; spells can be replicated with this system &amp;ndash; the point is to have a broader use of magic. To cover the biggest bugbear, there are no Magic Missiles, Fireballs, Webs, or the like. Cure Wounds or Cure Disease are handled through other skills. (although in the second incarnation of this game Little Nell used a minor &amp;lsquo;bind&amp;rsquo; glyph to staunch a bleeding wound and a &amp;lsquo;hold&amp;rsquo; glyph to stop the progression of paralysis)  &lt;br&gt;&lt;br&gt;Augury covers ESP, Clairvoyance &amp;hellip;.  &lt;br&gt;&lt;br&gt;Letter Magic covers: Light, Protection from Evil, Hold Portal, Shield (detailed rules), Wizard Lock&amp;hellip;&lt;/div&gt;&lt;/div&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt; &lt;b&gt;Risus of Arabia Bestiary &lt;/b&gt;&lt;br&gt; &lt;br&gt; In the first incarnation the bestiary was divided by region, era, culture, and such, using the Cthulhu rule of thumb that the older the entity the more powerful it is. It was long and well over-thought.&lt;br&gt; &lt;br&gt; In the second incarnation we used the Harryhausen rule. Any creature animated by Harryhausen could be used. This was a more Greco-Roman themed bestiary.&lt;br&gt; &lt;br&gt; Types of monsters. &lt;br&gt; &lt;br&gt; Hybrids: Half and halfs like centaurs or Nagas and/or chimeras &amp;ndash; beasts of many parts.&lt;br&gt; &lt;br&gt; Melds: a Moreau-esque manimals, werewolves, lizardmen etc&amp;hellip;.&lt;br&gt; &lt;br&gt; BTL: Bigger than life. Large or giant creatures. &lt;br&gt; &lt;br&gt; There are no undead in The Nights or Egyptian mythology. The mummy&amp;rsquo;s curse was a product Victorian England.&lt;br&gt; &lt;br&gt; In the second incarnation demons were based on the Hindu and Egyptian pantheons, demons are minor aspects of the deities, mini avatars.&lt;br&gt; &lt;br&gt; Nagas &lt;br&gt; Base Clich&amp;eacute;: (3) slithering, listening to reedy music, hypnotizing birds&amp;hellip;.&lt;br&gt; Notes: bite, claw, whip with tail.&lt;br&gt; Can lunge.&lt;br&gt; Slow reptilian brain.&lt;br&gt; Tastes the air over short distances, heat sense.&lt;br&gt;Half man half snake, usually solo.&lt;br&gt; &lt;br&gt; Anubins. &lt;br&gt; Base Clich&amp;eacute;: (2) running in packs, having a &amp;lsquo;Day&amp;rsquo;, using curved bladed weapons. &lt;br&gt; Notes:. Jackelmen as from &amp;lsquo;The Mummy Returns&amp;rsquo;.&lt;br&gt; &lt;br&gt; &lt;br&gt;Sand Snake: Large snake (4)&lt;br&gt; Notes: Surprise attack &lt;br&gt; A really impressive hood. &lt;br&gt; Ambush hunter&lt;br&gt; &lt;br&gt; &lt;br&gt;&lt;b&gt;General notes on Jinn. &lt;/b&gt;&lt;br&gt;They were created from smokeless fire (humans were created from clay) and seem to be the missing link between angels/demons and men. They have a parallel society, marry, have families, hold slaves, and have jobs. They can pass for human, have sex with humans, and have the same emotional range as humans; though being created from fire, they are more passionate. The most common enchantments are shapeshifting, illusions, charm, fly, element control, talk to animals, and pass through walls. All are dependent on the jinn&amp;rsquo;s class and power.&lt;br&gt; &lt;br&gt; A by no means authoritative list of jinn-kind.&lt;br&gt; &lt;br&gt; Classes of Jinn&lt;br&gt;&lt;br&gt; Marid: A large jinn. (10)&lt;br&gt; Notes: All jinn abilities and then some. &lt;br&gt; All knowing, all seeing.&lt;br&gt; Wise, and well disposed towards polite company.&lt;br&gt; Fewest in number, strongest, solitary. Live near the coast and are masters of the weather, may appear as a wise old man or a porpoise, or a horse, leading travelers to wise courses.&lt;br&gt; &lt;br&gt; Ifrit:&lt;br&gt; Base Clich&amp;eacute;: Well meaning hothead(6)&lt;br&gt;Notes: illusions, fly, element control, talks to animals, and pass through walls.&lt;br&gt; Highly intelligent, have a quite evil temper, make homes in abandoned or desolate places. May appear as a soldier, or a great dog, often move across land as a great tornado of dust, or on magical camels made of sand and evil magic. They may also strike as giant serpents or scorpions spitting fire.&lt;br&gt; &lt;br&gt;Jinn&lt;br&gt; Base Clich&amp;eacute;: Joe Average jinn (3)&lt;br&gt; Notes: illusions, charm, fly, talk to animals, and pass through walls.&lt;br&gt; The longest lived of all the jinn, masters of deception, and can disappear in a cloud of smoke, traveling on clouds of hot air from place to place. They are well known for their pride, and are known to have human worshipers and slaves. &lt;br&gt; &lt;br&gt; Jann&lt;br&gt; Base Clich&amp;eacute;: Cherub of jinn-kind (2) &lt;br&gt; Notes: Illusions, charm, fly, talk to animals, and pass through walls&lt;br&gt; The most individualistic, could hide an oasis from those who had previously mistreated them or shown disrespect. &lt;br&gt; &lt;br&gt; Qareen:&lt;br&gt; Base Clich&amp;eacute;: Impish jinn (1)&lt;br&gt;Notes: illusions, charm, fly, and pass through walls.&lt;br&gt; According to Islamic literature, these are evil spirits, analogous to a personal demon, intent on tricking people into acts of sin. Binding a Qareen to someone is a form of a Hex.&lt;br&gt; &lt;br&gt; &lt;br&gt; Jinn are beings of flame or air that are capable of assuming human or animal form and are said to dwell in all conceivable inanimate objects&amp;mdash;stones, trees, ruins&amp;mdash;underneath the earth, in the air, and in fire. They possess the bodily needs of human beings and can even be killed, but they are free from all physical restraints. Jinn delight in punishing humans for any harm done them, intentionally or unintentionally, and are said to be responsible for many diseases and all kinds of accidents; however, those human beings knowing the proper magical procedure can exploit the jinn to their advantage.&lt;br&gt; &lt;br&gt; &lt;br&gt;Ghul&lt;br&gt; Base Clich&amp;eacute;: Hillbilly cousin of jinn-kind (3)&lt;br&gt; Notes: shape shifting, charm.&lt;br&gt; Stalk the trackless wastes of the desert and prey upon the living and the dead. They can change into vultures, Their alternative forms always have asses&amp;#39; hooves The only way to kill Ghul is to strike them with a single blow, since striking them twice will invest within them new life.&lt;br&gt; There is a debate as to whether ghuls are jinns, sometimes they are referred to as &amp;lsquo;ogres&amp;rsquo;. For games purposes, a family tree of less magical ghuls formed the workhorse / cannon fodder for players to stomp (much like the goblinoid monsters in D&amp;amp;D).&lt;br&gt; &lt;br&gt; &lt;br&gt;   &lt;br&gt;&lt;b&gt;Risus of Arabia movie list&lt;/b&gt; &amp;hellip;&lt;br&gt;&lt;br&gt;The Golden Voyage of Sinbad (The inspiring clich&amp;eacute;)&lt;br&gt;&lt;br&gt;Sinbad and the Eye of the Tiger&lt;br&gt;&lt;br&gt;The Desert Hawk&lt;br&gt;&lt;br&gt;The Prince who was a Thief&lt;br&gt;&lt;br&gt;The Princess of the Nile&lt;br&gt;&lt;br&gt;Legend of the Lost&lt;br&gt;&lt;br&gt;Allan Quartermain, King Solomon&amp;rsquo;s Mines, She.&lt;br&gt;&lt;br&gt;Beau Geste&lt;br&gt;&lt;br&gt;The Last Remake of Beau Geste&lt;br&gt;&lt;br&gt;Khartum&lt;br&gt;&lt;br&gt;The Wind and the Lion&lt;br&gt;&lt;br&gt;The Sheltering Sky &lt;br&gt;&lt;br&gt;Lawrence of Arabia&lt;br&gt;&lt;br&gt;Or Universal&amp;rsquo;s &amp;lsquo;tits and sand&amp;rsquo; easterns from the forties and fifties:&lt;br&gt;The Prince Who Was a Thief &lt;br&gt;Flame of Araby&lt;br&gt;Son of Ali Baba &lt;br&gt;Veils of Bagdad &lt;br&gt;The Golden Blade&lt;br&gt;&lt;hr size=&quot;1&quot;&gt;&lt;br/&gt;</description></item><item><title>Arcadomai</title><link>http://risusiverse.wetpaint.com/page/Arcadomai</link><author>Dantopia</author><guid isPermaLink="false">http://risusiverse.wetpaint.com/page/Arcadomai</guid><pubDate>Wed, 27 May 2009 13:52:34 CDT</pubDate><description>&lt;div align=&quot;center&quot;&gt;&lt;h2&gt;&lt;b&gt;  Arcadomai&lt;/b&gt;&lt;/h2&gt;&lt;/div&gt; &lt;br&gt;&lt;div align=&quot;center&quot;&gt;A fantasy Risus setting created by &lt;br&gt;Dan Suptic &amp;copy;2006  &lt;br&gt;&lt;br&gt;Any and all comments and constructive criticism are welcome - just add you thoughts as comments to this post, or email me at the address at the end of this page&lt;br&gt;&lt;br&gt;&lt;div align=&quot;left&quot;&gt;&lt;/div&gt;&lt;/div&gt;   &lt;b&gt;A note about Risus&lt;br&gt;&lt;/b&gt;Risus&lt;b&gt; &lt;/b&gt;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 &lt;a class=&quot;external&quot; href=&quot;http://risusiverse.wetpaint.comhttp://www222.pair.com/sjohn/risus.htm&quot; rel=&quot;nofollow&quot; target=&quot;_blank&quot;&gt;http://www222.pair.com/sjohn/risus.htm&lt;/a&gt; and download it there. The whole system is 6 pages long, and that&amp;rsquo;s all you&amp;rsquo;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&amp;rsquo;ll be able to play Arcadomai.&lt;br&gt;&lt;br&gt;&lt;b&gt;Additional Arcadomai Resources&lt;/b&gt;&lt;br&gt;&lt;a href=&quot;http://risusiverse.wetpaint.com/page/Arcadomai+Spell+Compendium&quot; target=&quot;_self&quot;&gt;Arcadomai Spell Compendium&lt;/a&gt;&lt;br&gt;&lt;a href=&quot;http://risusiverse.wetpaint.com/page/Arcadomai+Warrior+Creeds&quot; target=&quot;_self&quot;&gt;Arcadomai Warrior Creeds&lt;/a&gt;&lt;br&gt;&lt;a href=&quot;http://risusiverse.wetpaint.com/page/Arcadomai+Skill+Guide&quot; target=&quot;_self&quot;&gt;Arcadomai Skill Guide&lt;/a&gt;&lt;br&gt;&lt;br&gt;&lt;h3&gt;&lt;b&gt;The world of Arcadomai&lt;/b&gt;  &lt;/h3&gt;&lt;i&gt;&amp;ldquo;Such wonders. Such diversity. So many ideas, arts, and ways of life. And we spend it squabbling about city boundaries and taxes. My friends, or to those who hear my words, I leave to search for the one thing this place does not have &amp;ndash; peace.&amp;rdquo; last words, Dakar Frost, ex-politician.&lt;/i&gt;&lt;br&gt;An old world spins in the aether. Torn by magic, monsters, and the hands of men, this world is rugged, worn, and dangerous. 3 great continents mark the face of Arcadomai &amp;ndash; the reasonable peaceful lands of Primeria, the savage and decaying lands of Sunder, and the world long strip of unearthly land known as Cicatrix. Men work, live, fight and die to make the world a better place (or at least their own part of the world). Aristocrats and politicians plan and plot with merciless efficiency. Warriors and adventurers seek fame and fortune battling monsters, fiends and other creatures of alien design. Wizards and sorcerers bend reality to their will. Thieves and beggars try to live day by day, scrounging up a few meager hex (the currency of Arcadomai). Metal and stone, wood and mana, compassion and greed &amp;ndash; these are the building blocks of Arcadomai.&lt;br&gt;&lt;br&gt;&lt;b&gt;People  &lt;/b&gt;&lt;br&gt;&lt;i&gt;&amp;ldquo;She was a tall one, and a beauty too. I could tell she would be fun for a romp in the hay, if you catch my drift ~cough~. Didn&amp;rsquo;t know until later she was a damned pyromancer ~sniff~. Oh well, any tryst you can walk away from...&amp;quot; Gulaviar Poetaro, bard.&lt;/i&gt;    &lt;br&gt;&lt;br&gt;&lt;b&gt;Character Creation  &lt;/b&gt;&lt;br&gt;Characters are created with a base of 10 dice. Advanced options I, II and III are all used (Hooks and Tales, Pumping Clich&amp;eacute;s and Double-Pumps). Lucky Shots and Questing Dice may also be used (from the Risus Compendium) at the GM&amp;rsquo;s option. Gear and any spare hex should be determined by clich&amp;eacute;s chosen.&lt;br&gt;&lt;br&gt;&lt;b&gt;Races&lt;/b&gt;&lt;br&gt;The dominant race of Arcadomai is Human. Countless wars, and natural human dominance has all but driven the other peaceful races from Arcadomai. Being an Elf or Dwarf is possible, but non-human races are regarded with great suspicion and dislike. Those races special skills and talents offset this animosity. GMs should remember to give extra perks to those who play a non human race &amp;ndash; whatever seems appropriate to the race in question. Nimbleness for elves, sturdiness for dwarfs, etc. There is about 1 non human for every 1000 humans on Primeria and about 1 non human for every 100 humans on Sunder. No sentient humans or non humans live on Cicatrix, as the entire continent is very hostile to visitors.&lt;br&gt;&lt;br&gt;&lt;b&gt;Language&lt;/b&gt;&lt;br&gt;Everyone in Arcadomai speaks the same language &amp;ndash; a language so universal, the world doesn&amp;rsquo;t even need a name for it. Other races may remember a word or 2 from their heritage, but usually not enough to have a full conversation in.&lt;br&gt;&lt;br&gt;&lt;b&gt;Religion &lt;/b&gt;&lt;br&gt;&lt;i&gt; &amp;ldquo;What do you mean, &amp;lsquo;What do you believe in?&amp;rsquo;&amp;rdquo; typically heard in conversations about religion&lt;/i&gt;&lt;br&gt;A long time ago, there was 3 gods. Beautiful Primiar, patient Scar, and selfish Rage. Primiar created the world with her will and curiosity. Scar slowly tamed and stitched the new creation into form and function, while Rage destroyed all that was unnecessary. It was balance, not perfect, but workable. After seeing races of man and beast rise and fall, and the slow degradation of harmony, the 3 gods grew tired and left Arcadomai. Now, the world runs on the powers that the gods left behind, the Light (from Primiar), the Grey (from Scar) and the Dark (from Rage). Religion is not diverse here &amp;ndash; the gods don&amp;rsquo;t even care to focus on Arcadomai anymore. There are only 3 outcomes to your death based on your actions in life. You can merge with the Light, the soothing, healing and positive force of Arcadomai. You can be pulled into the Dark, the hateful, destructive and negative force of Arcadomai. Or, you can be reborn through the Grey, the power of fate, destiny, and luck. Kind, good and just people merge with the Light, to further help and heal their family and friends from beyond. Evil, selfish and unjust people get pulled into the Dark, where their hateful energies can be driven into still living enemies. Those who are neither virtuous nor vile are pulled through the Grey, their life&amp;rsquo;s experiences taken away, and are reborn into the world again.&lt;br&gt;&lt;br&gt;&lt;b&gt;Combat Clich&amp;eacute;s  &lt;/b&gt;&lt;br&gt;&lt;i&gt;&amp;ldquo;Do you see that? I&amp;rsquo;ve never seen anyone carry a two-handed claymore like that before. Five hex says he gets killed by the first guy he picks a fight with...&amp;rdquo; THUD &amp;ldquo;...you owe me five hex.&amp;rdquo; Daeg the Rat, beggar, former mercenary&lt;/i&gt;&lt;br&gt;What follows are some more of the common combat oriented clich&amp;eacute;s found on Arcadomai. While not an exhaustive list, the clich&amp;eacute;s presented here are by far the most commonly seen.&lt;br&gt;&lt;br&gt;Fighter &amp;ndash; Generic fighter, can use weapons and armor and fists and feet.&lt;br&gt;Soldier &amp;ndash; Highly trained fighter, able to also plan and strategize an attack&lt;br&gt;Barbarian &amp;ndash; One who loses himself to the rage of battle; a truly frightening foe&lt;br&gt;Fencer &amp;ndash; A swordsman with education, flair, and 3 &amp;frac12; feet of thin, pointy metal&lt;br&gt;Guard &amp;ndash; A hired combatant, usually pestering adventurers about their habits&lt;br&gt;Mercenary &amp;ndash; A hired combatant, usually pestering adventurers with their habits&lt;br&gt;Archer &amp;ndash; A skilled person who can stop a fight before you get to him&lt;br&gt;Assassin &amp;ndash; A frightful adversary who uses shadows and feints to land a killing blow&lt;br&gt;Brawler &amp;ndash; Never unarmed, a warrior who uses his own body to hurt you&lt;br&gt;Paladin &amp;ndash; A servant of the Light, his faith gives his weapons great strength  &lt;br&gt;&lt;br&gt;&lt;b&gt;Skill Clich&amp;eacute;s&lt;/b&gt;&lt;br&gt;&lt;i&gt;&amp;ldquo;Sure, being a peasant isn&amp;rsquo;t the most interesting life. But when I look at those poor bastards who have to actually learn to read and write? Thank the Light my life&amp;rsquo;s better than that!&amp;rdquo; Julia Gander, peasant&lt;/i&gt;&lt;br&gt;The clich&amp;eacute;s present here all focus on a particular skill. While certainly no list can encompass every skill worthy of focus, chances are that you&amp;rsquo;ll run into a fair amount of the following people before you run into that Cat Choreographer.&lt;br&gt;&lt;br&gt;Politician &amp;ndash; One who can manipulate bureaucracy to incredible ends&lt;br&gt;Aristocrat &amp;ndash; A ruler of a local area&lt;br&gt;Thief &amp;ndash; One who sees your wealth, and seizes it well&lt;br&gt;Blacksmith &amp;ndash; One who makes your weapons and armor&lt;br&gt;Merchant &amp;ndash; Buy low and sell high. The merchant&amp;rsquo;s credo&lt;br&gt;Sailor &amp;ndash; He knows how to sail a vessel across the seas, and that&amp;rsquo;s just useful&lt;br&gt;Bard &amp;ndash; One who inspires with poem and song, even in situations that seem wrong&lt;br&gt;Teamster &amp;ndash; Getting groups of animals working together is his occupation&lt;br&gt;Cook &amp;ndash; Give him random ingredients, he&amp;rsquo;ll give you random ingredient stew&lt;br&gt;Farmer &amp;ndash; He grows and cultivates what you eat&lt;br&gt;Peasant &amp;ndash; Great for manual labor. Not so great for anything else&lt;br&gt;Scribe &amp;ndash; Read stuff, write it down, hear stuff, write it down. Fun&lt;br&gt;&lt;br&gt;&lt;b&gt;Magic Clich&amp;eacute;s&lt;/b&gt;&lt;br&gt;&lt;i&gt;&amp;ldquo;Typical ebb and flow in the Dark can be mixed with the vitalizing forces of the Light to generate effects both spontaneous and destructive. Here we have a great text detailing combat and tactical utility of the spell &amp;lsquo;Fireball&amp;rsquo;&amp;rdquo; overheard in the Arcane College&lt;/i&gt;&lt;br&gt;Clich&amp;eacute;s present here are gathered through the understanding of the powers that still permeate the world. While any clich&amp;eacute; can be a double pump clich&amp;eacute;, magic clich&amp;eacute;s tend to be double pump much more than others. These clich&amp;eacute;s are the most studied, but others are certainly possible.&lt;br&gt;&lt;br&gt;Pyromancer &amp;ndash; A fire mage, able to cause great destruction&lt;br&gt;Cryomancer &amp;ndash; An ice mage, subtle, clever and deadly&lt;br&gt;Hydromancer &amp;ndash; A water mage, useful in many ways&lt;br&gt;Aeromancer &amp;ndash; An air mage, can use the power of wind and lighting&lt;br&gt;Geomancer &amp;ndash; An earth mage, can cause even the ground to betray you&lt;br&gt;Enchanter &amp;ndash; Magic item maker, and someone who can turn you into a frog, too&lt;br&gt;Diviner &amp;ndash; One who can read fate, fortune and destiny&lt;br&gt;Druid &amp;ndash; Nature mage, the woods is their playground&lt;br&gt;Cleric &amp;ndash; A healer, with enough training, can pull someone back to life&lt;br&gt;Necromancer &amp;ndash; A user of Dark magic, creating undead and snuffing life is their skill&lt;br&gt;Telemancer &amp;ndash; A force mage, can move people and things all about&lt;br&gt;Chronomancer &amp;ndash; A time mage, folding cause and effect to his whim&lt;br&gt;Stasiomancer &amp;ndash; An order mage, things always go smoothly for him&lt;br&gt;Chaomancer &amp;ndash; A chaos mage. Every fight is different with her&lt;br&gt;Illusionist &amp;ndash; An illusion mage. Hard to defeat when even your senses betray you&lt;br&gt;Summoner &amp;ndash; A summoning mage. Able to call forth all sorts of interesting allies  &lt;br&gt;&lt;br&gt;         &lt;h3&gt;&lt;b&gt;Plunder&lt;/b&gt;&lt;/h3&gt;&lt;i&gt;&amp;ldquo;Just 40 Hex, that&amp;rsquo;s right 40 Hex for this authentic God crafted dagger. Yessir, it&amp;rsquo;ll cut, slice, stab and puncture any beast, demon, monster or madman. No? How about 35 Hex? 30? Sir, this is a true God crafted....sir!&amp;rdquo; nameless merchant&lt;/i&gt;&lt;br&gt;There are three types of Bonus Gear in Arcadomai. + (number), + (number) die or dice, and + (number) pip. God crafted items simply refer to any item created in the times where the Gods still watched Arcadomai. These items will always have a +1 pip bonus, along with the ability of being indestructible. Most God crafted items are weapons, armor, and magic staves, but it seems like everyone knows someone who knows someone who owns a God crafted mug or pair of sandals. Bonus equipment only add their bonus when used for their implied purpose &amp;ndash; fighting for weapons, magic for staves, picking locks for lockpicks, etc.&lt;br&gt;&lt;br&gt;+ (number) = These items add the number after the plus to the final result of the roll. A +2 sword adds 2 to the final result of any roll with the sword. While this definitely appears to be the weakest bonus, some items come with a great bonus of this type. Lord Gunther, mightiest Paladin in Arcadomai, carries a +16 greatsword. These items typically cost an additional 25 hex per bonus point. Items with more than a +3 are unusual and hard to find.&lt;br&gt;&lt;br&gt;Note: Certain spells and effects can give you a minus (number) to your rolls. This cannot lower your final roll below the number of dice you rolled. Therefore, if you are a Soldier (3) and have a large minus (number) to your roll, your minimum roll result is a 3.&lt;br&gt;&lt;br&gt;+ (number) die or dice = These items add dice equal to the number whenever used. A +2 dice sword would add 2 dice to any roll used with it. These bonus dice don&amp;rsquo;t add to your actual clich&amp;eacute; &amp;ndash; if you&amp;rsquo;re a Guard (2), using a +2 dice sword, you still go down after you lose 2 dice. These items are powerfully helpful to those of low clich&amp;eacute; levels, but become less important the higher that clich&amp;eacute; becomes. These items typically cost an additional 100 hex per bonus die. Items with more than a +2 dice are unusual and hard to find.&lt;br&gt;&lt;br&gt;Note: Certain spells and effects can give you a minus (number) die or dice to your rolls. This effect does not count as clich&amp;eacute; damage. So long as the clich&amp;eacute; you&amp;#39;re using has any dice left in it, this effect won&amp;#39;t bring the dice you roll below one.&lt;br&gt;&lt;br&gt;+ (number) pip = These items add the number to each die rolled in the clich&amp;eacute; using it. A +2 pip sword would add 2 to each die when the wielder used a sword using combat clich&amp;eacute;. Thus, a Soldier (2) who rolled a 2 and a 3 would add 2 to each, getting a 4 and a 5. A + pip item cannot raise a die roll above a 6; therefore, a +5 pip item is the best you could ever get. In the hands of a trained person, this can easily become the best bonus for equipment, especially if the character is already getting + dice from seomthing else. These items typically cost an additional 150 hex per bonus pip. Items with more than a +2 pip are unusual and hard to find.  &lt;br&gt;&lt;br&gt;Note: Certain spells and effects can give you a minus (number) pip to your rolls. This cannot drop a die roll below one, and if you roll a six on a die, that die still counts as a six.&lt;br&gt;&lt;br&gt;&lt;b&gt;Hex&lt;/b&gt;&lt;br&gt;&lt;i&gt;&amp;ldquo;Take away the happy looks on the crowd&amp;rsquo;s faces. Take away the honorable and skilled combatants. Take away the cheers, the music, the food, and the glamour. All I love is the sound of hex being poured in my pockets&amp;rdquo; Darren Axesmith, arena master&lt;/i&gt;&lt;br&gt;Hex is the currency of Arcadomai. Hex (both singular and plural) are 1 inch wide hexagonal pieces of black glass inscribed magically with an amount (always 1, 5, 10 or 100). The pieces themselves are taken from the islands that surround the continent of Cicatrix. These islands (and Cicatrix itself if anyone is foolish enough to gather hex there) are composed entirely of this metal-hard black glass. When enough Geomancer force is applied to it, it naturally breaks off in these hexagonal pieces. When new currency is needed, a team of soldiers sail to one of these islands, bring back some large chunks of it, and get it to one of the larger cities (usually Corlavi, the biggest city in Arcadomai) to be broken apart and inscribed. It takes a TN 25 Geomancer check to break a main chunk into the single hex pieces and a TN 25 Illusionist check to inscribe them properly. 130 years ago, an Enchanter started infusing these pieces with a permanent mana supply (TN 30). Most shop keepers (at least on Primeria) are giving a null mana box (in exchange for slightly higher taxes) that will nullify any counterfeit coin put in it by dispelling the illusion cast on it. Since all currency now is made with it&amp;rsquo;s own mana supply, real hex keep their illusionary notation in these boxes. Hex is the only official currency in Primeria, although bartering and IOUs are neither prosecuted nor uncommon. In Sunder, hex is nearly worthless; bartering, IOUs, blackmail and debt are much more useful currency. In Cicatrix, hex is pointless since 1 &amp;ndash; the whole continent is made of it and 2 &amp;ndash; there&amp;rsquo;s nothing to buy there.&lt;br&gt;&lt;br&gt;&lt;b&gt;Weapons&lt;/b&gt;&lt;br&gt;&lt;i&gt;&amp;ldquo;This blade was given to me by my father, and to my father by his father before him. It shall go to you one day when I no longer need it&amp;rsquo;s power. It has slain evil men and monstrous creatures by the thousands, and always has kept it&amp;rsquo;s keen edge and perfect balance. Now, son, please describe to me exactly how this dagger was found stuck point up in the seat of your tutor&amp;rsquo;s chair...&amp;rdquo; Johnathael Lighthand, former soldier&lt;/i&gt;&lt;br&gt;Most basic weapons are standard gear for clich&amp;eacute;s, and usually only cost 10 to 15 hex to replace if broken, stolen or lost. Bonus gear of all types is available for all clich&amp;eacute; types, and follow normal equipment rules for prices of bonus die equipment. A unique set of weapons exists in this world &amp;ndash; the Sledge Sword, the Hammer Axe, and the Twin Maul. Each of these swinging weapons has an additional piece coming off the hilt &amp;ndash; a thin band of metal with a strong weight attached to the end. When swung, these weapons first hit their foe, and then the weight knocks in the blade or maul head, driving the weapon further into the foe. These items are +1 dice equipment, and normally cost around 80 to 90 hex. The only downside is if they&amp;rsquo;re swung too hard &amp;ndash; a roll of all 6&amp;rsquo;s when used causes the extra weight to destroy the main weapon, making it useless. God crafted items are +1 pip items that never break or become dull. They usually range around the 130 to 160 hex range. Their only disadvantage is that they may not be further enchanted or improved.  &lt;br&gt;&lt;br&gt;&lt;b&gt;Skill Gear&lt;/b&gt;&lt;br&gt;&lt;i&gt;&amp;ldquo;I need some oil, metal springs, cogs, tension coils, glue, and flexible metal rods. Yes, this purchase is entirely legitimate.&amp;rdquo; Sandi the Quick, master thief&lt;/i&gt;&lt;br&gt;Like weapons, most skill gear (lockpicks, bard&amp;rsquo;s instrument, etc.) is standard equipment, costing only about 10 to 15 hex to replace. Bonus gear of all types is available for all clich&amp;eacute; types, and follow normal equipment rules for prices of bonus die equipment. 2 examples of bonus equipment follow.&lt;br&gt;&lt;br&gt;Clockwork Lockpicks - +1 dice lockpicks. These lockpicks use a combination of springs, cogs, and coils set in a small wind up box. The thief inserts the correct picks into the box and lock, winds the box and then listens while 20 or 30 minutes of work clanks away in second.&lt;br&gt;&lt;br&gt;Glass Lute - +4 lute. This lute is made of carefully blown and calibrated glass. The tunes it gives off are crystal clear, sharp and melodically perfect.&lt;br&gt;&lt;br&gt;&lt;b&gt;Magic Staves and Wands&lt;/b&gt;&lt;br&gt;&lt;i&gt;&amp;ldquo;So I said &amp;lsquo;If you want this ancient staff, you&amp;rsquo;ll just have to take it from me!&amp;rsquo; What did he do, you say? He took it from me. Turns out it wasn&amp;rsquo;t an ancient Necromancer staff at all....it was a curtain rod, ok? Shut up about it.&amp;rdquo; Theodynin Blackbone, apprentice necromancer&lt;/i&gt;&lt;br&gt;For magic staves , bonus gear of all types are available for all magical clich&amp;eacute; types, and follow normal equipment rules for prices of bonus die equipment. Each staff is connected to a certain clich&amp;eacute; of magic, and only adds it&amp;rsquo;s bonus to that type of magic. Thus a Pyromancer staff only adds it&amp;rsquo;s bonus to the Pyromancer clich&amp;eacute;, etc etc.&lt;br&gt;&lt;br&gt;Wands may be of any bonus type, but only cost 10 hex per +(number), 25 hex per +(number) dice, and 40 hex per +(number) pip. This is because wands only add their bonus to one particular spell, and only a mage of the appropriate type can use it. So only a Necromancer can use a +1 die Wand of Create Skeleton, and only an Aeromancer can use a +20 dice Wand of Create Soothing Breeze.  &lt;br&gt;&lt;br&gt;&lt;b&gt;Magic Cards&lt;/b&gt;&lt;br&gt;&lt;i&gt;&amp;ldquo;I don&amp;rsquo;t like them at all. Magical cards that can give powers to anyone who has them? We have enough trouble keeping law and order around here. Do I use them? Well, of course. But, see, I&amp;rsquo;m a guard. I&amp;rsquo;m a good guy.&amp;rdquo; Thomak, city guard&lt;/i&gt;&lt;br&gt;Magic cards are enchanted slips of stiff parchment that have specific spells embedded in them. These can be used by anyone, and vanish after one use. The cost for magic cards varies widely, depending on what the spell does. A card of Minor Healing may be only 5 or 10 hex, while a card of Extremely Potent Explosions of Deadly Doom may cost a bit more. Combat oriented cards usually let the character act like a magic using clich&amp;eacute; for one round, at a level determined by the power of the spell on the card. So, a card of Electrical Spark can let someone act as an Aeromancer (1) for a turn, while a card of Entomb in the Core of the World would let someone act as a Geomancer (6) for a turn. If you lose a round of combat while using a magic card, you lose a die in any of your clich&amp;eacute;s of your choice. If you have at least 3 clich&amp;eacute;s total in mage clich&amp;eacute;s, you know what any card does when you see it. Anyone can use magic cards, but someone who doesn&amp;#39;t have 3 dice in magical clich&amp;eacute;s will have to either know what the card does and have it prepared in a certain place (left pocket is heal, right pocket is ice dagger) or they could just cast it blindly (I&amp;rsquo;m sure that could never go wrong). Mage characters that have 4 dice in one specific magic clich&amp;eacute; can create cards. The mage specifies what spell he wants to inscribe, and what clich&amp;eacute; level it will be. A mage may only make a certain number of cards a day &amp;ndash; he cannot make more clich&amp;eacute; levels of cards total than his mage clich&amp;eacute;s. So a Pyromancer (5) can create a total of 5 clich&amp;eacute; levels worth of cards in a day. Blank cards cost 1 hex per card. &lt;br&gt;&lt;br&gt;&lt;b&gt;Other Items&lt;/b&gt;&lt;br&gt;Other magic items (and mundane items too) exist in this world, of course. GMs are free to come up with anything that seems interesting and useful. A few items are presented here to help spark that imagination.&lt;br&gt;&lt;br&gt;Hex Armor&lt;br&gt;This suit of armor is made entirely of uninscribed hex, fused together to fit an individual by a powerful Geomancer. It provides a +5 dice bonus to any combat situation where being almost unkillable is useful...which is pretty much any combat situation. It cost about 1500 hex to get a personalized suit made, even if you can find a suitably powerful Geomancer to take the time to make it for you.&lt;br&gt;&lt;br&gt;Smoking Pipe&lt;br&gt;This pipe is enchanted to always be full of burning tobacco. It&amp;rsquo;s always the favorite type of the smoker in question, and even persists in keeping lit in rains and high winds. A simple command word stops the tobacco from burning. These items cost about 20 hex.&lt;br&gt;&lt;br&gt;Lucky Charm&lt;br&gt;This small charm gives the bearer a +1 die bonus to one roll. After that, the charm breaks and becomes useless. This plus one must be used before the dice are rolled, and only 1 Lucky Charm may be used in a day. These charms are usually hex pieces that have been enchanted with a special luck symbol, and cost 5 hex. &lt;br&gt;&lt;br&gt;            &lt;h3&gt;&lt;b&gt;Places&lt;/b&gt;&lt;/h3&gt;&lt;i&gt;&amp;ldquo;I&amp;rsquo;ve been around Arcadomai, but I swear I&amp;rsquo;ll never understand why every new place I find has higher inn prices...&amp;rdquo; Kara Steppes, traveler&lt;/i&gt;&lt;br&gt;The map to Arcadomai need not be precise. Cities, towns and areas of interest can be placed wherever the GM feels. That said, there are certain spots in Arcadomai that are iconic to this world.&lt;br&gt;&lt;br&gt;&lt;b&gt;&lt;u&gt;Primeria&lt;/u&gt;&lt;/b&gt;&lt;br&gt;&lt;i&gt;&amp;ldquo;I&amp;rsquo;d much rather live on Primeria than that horrible continent, Sunder. They&amp;rsquo;ve got horrible beasts, robbers, thieves, and all sorts of unpleasantness. I&amp;rsquo;ll gladly take life here, thank you.&amp;rdquo; Irena DeVault, Corlavi citizen&lt;/i&gt;&lt;br&gt;Primeria was blessed by Primiar when she left the world, giving it&amp;rsquo;s inhabitants a great feeling of peace and unity. Of course, over the countless ages, these feelings of cooperation and compassion have died down a bit, but Primeria is still the most civil of the three continents. The whole continent is ruled by the Council of 3, located in the city/state of Corlavi. The council consists of 3 members &amp;ndash; a great politician, a great warrior, and a great mage. These positions change constantly, but the newcomer to any position must be personally approved by the holder of the current position. Underneath each main council member is their Council Advisory - other politicians, philosophers and other idea men and women who help the Council make and enforce decisions. The council usually promotes members of their own Council Advisory to take their place, but it is not unheard of to take exceptional people into their position. Most of the continent of Primeria is verdant grasslands, with some notable forests, lakes, and some mountains towards the north.&lt;br&gt;&lt;br&gt;&lt;b&gt;Corlavi&lt;/b&gt;&lt;br&gt;Corlavi is the greatest city in Arcadomai. It houses about 500,000 people, all from different walks in life. The housing districts range anywhere from cheap slums (20 hex a month for a small 2 bedroom) to giant mansions and manor houses (300 to 500 hex a month for the smaller ones. Larger mansions and manor houses almost always belong to royal or political families, and are available on heritage only). Arcadomai has many training facilities, from the royal guard barracks, to the towering Arcane College. Finding a job in Corlavi is easy &amp;ndash; anyone is willing to hire simple labor for a few hex a day, and people with more professional goals will find great places to start almost any career imaginable. In the giant market square, there are literally hundreds of different shops selling anything imaginable. All the laws in Arcadomai originate from the great Council here, even though the laws are really only respected in Primeria. Adventure in Corlavi can keep a group of PCs busy for weeks. Even with the city guard making a great presence here, there&amp;rsquo;s enough small time criminals to catch, outbreaks of monsters to contain and all sorts of odds and ends to tie up for anyone willing to sign on.  &lt;br&gt;&lt;br&gt;&lt;b&gt;Talonstrike Mountains&lt;/b&gt;&lt;br&gt;The main mountain range in Primeria is about 3 days travel from Corlavi. These great mountains house a lot of interesting creatures, including the main population of Arcadomai&amp;rsquo;s dragons. There are many caves, both up in the mountains and underneath them. A few clans of people live near the base of the mountains in a series of connected camps called Vailan. These people are always willing to house travelers, since most visitors come from Corlavi, bringing with them a lot of hex and dreams of fast riches in the mountains cave network. Adventurers must be wary of their travels here &amp;ndash; it makes a short life to accidentally stumble upon a dragon&amp;rsquo;s lair.&lt;br&gt;&lt;br&gt;&lt;b&gt;The Plains of Conviction&lt;/b&gt;&lt;br&gt;These great plains are dotted with old temples and churches dedicated to the old 3 gods of times past. Anything of value has been stripped from these once noble houses of worship. Once in a while, a group of people may make a pilgrimage here to pray to the gods, asking for their return. Most people scoff at anyone who thinks the gods would ever return to this neglected place.&lt;br&gt;&lt;br&gt;&lt;b&gt;Gravelight&lt;/b&gt;&lt;br&gt;This bizarre city is entirely composed of the undead, plus a few living guards borrowed from Corlavi. In the middle of this city stands a great obelisk of black stone, carved with many glowing runes and sigils. This obelisk is simply called the Gravestone, and emanates with a strange power. Any undead within 5 miles of this stone remember their entire life they had in perfect clarity. Therefore, the undead of Gravelight are content to live their unlives as they had in life. The Gravestone also supplies the undead&amp;rsquo;s requirement for continued unlife. Thus, vampires don&amp;rsquo;t need blood, ghosts don&amp;rsquo;t need raw emotion, zombies don&amp;rsquo;t need fresh flesh, etc. The town guards here are given quite nice housing to stay in this land of the living dead. Their job is to corral any stray undead found outside of Gravelight into the city (so they stop causing trouble and just live like normal), and to stop anyone from destroying the Gravestone. A very powerful necromancer on Sunder loves sending ringers in to Gravelight in hopes of destroying the Gravestone and having the once controlled undead run amok. She sends in undead that were murderers or anarchists in life, and tells them she&amp;rsquo;ll give them lichdom if the succeed. No one has thankfully even gotten close. Much to the disappointment of the peaceful undead, Gravelight has become a bit of a tourist attraction for the wealthy and the vogue. Right now, the current leader of Gravelight (a ghost named Fior Litar, a once powerful member of a royal family) is trying to get a law passed requiring that visitors have a special pass. While not disposed to dislike the living (a couple taverns in Gravelight even have potable water and non-perishable foods on demand), the undead are sick of being viewed as an exhibition. They just want to live in piece.&lt;br&gt;&lt;br&gt;&lt;b&gt;Port Towns&lt;/b&gt;&lt;br&gt;Port towns are plentiful on the edges of Primeria. The ones leading to the islands around Cicatrix bring in the raw hex for Corlavi to process. These port towns are built more like forts, in case creatures from Cicatrix find a way to hitch a ride back to Primeria. The port towns leading to Sunder take people with an exaggerated sense of adventure, and those criminals whose crimes are not ever, but likely to be repeated (repeated theft and vandalism, and certain crimes of passion). Being exiled to Sunder is a little embarrassing, but most common criminals get used to the lawless lands of Sunder pretty quick.&lt;br&gt;&lt;br&gt;&lt;b&gt;Other Places&lt;/b&gt;&lt;br&gt;Primeria has many towns and cities, and many other places of interest. When building places in Primeria, keep in mind that a respect for life and order permeates the general areas. Even dungeons and caves have a structure to them here.&lt;br&gt;&lt;br&gt;&lt;b&gt;&lt;u&gt;Sunder&lt;/u&gt;&lt;/b&gt;&lt;br&gt;&lt;i&gt;&amp;ldquo;I&amp;rsquo;d much rather live on Sunder than that boring continent, Primeria. There, it&amp;rsquo;s all politics and rules. Nothing interesting ever happens, and you can&amp;rsquo;t even come up with anything to do that doesn&amp;rsquo;t break at least 5 laws. I&amp;rsquo;ll gladly take life here, and the Dark can take those who think different.&amp;rdquo; Vek Bloodpaw, Sunder barbarian&lt;/i&gt;&lt;br&gt;Scar left the world without so much as a backward glance. He felt that the people of the land now known as Sunder should be left to their own fates. When left to their own will, the people here became more savage and brutal &amp;ndash; honor and prestige are foreign notions in Sunder. There is no law, other than what few rules and restrictions local rulers set up. It is a dangerous land to be a traveler in, as theft and murder are largely unchecked. The guards of Primeria make no presence here, as whoever has power in this land are the ones who rule. Most of the lands in Sunder are wastes of desert or swamp, with cities and towns springing up around any areas of drinkable water and usable vegetation.&lt;br&gt;&lt;br&gt;&lt;b&gt;Chaocisca&lt;/b&gt;&lt;br&gt;This is the largest and most hospitable city in Sunder. It is currently ruled by a warlord named Kurias. His law is simple &amp;ndash; do what you like, but when times of war come, stand by my side. He constantly conducts small raids on nearby towns, and keeps those willing to fight as new soldiers for his city. Chaocisca is a port city, and most visitors come to Sunder through here. The city boasts a great arena, where most of it&amp;rsquo;s populace spends it&amp;rsquo;s free time. Bets are taken on winners, and the arena masters always find new and interesting monsters to fight. Once in a while, they sometimes even find a creature from Cicatrix that they can goad into battle. Housing here is cheap and dirty &amp;ndash; the only nice place to live is in the fortress of Kurias. Shops sell whatever they can scrounge up, and usually have to be haggled down before prices look anything close to reasonable. It&amp;rsquo;s unwise for visitors here to be out after dark, as thievery is rampart in this town. Most natives of Chaocisca know to carry expendable valuables for the thieves here. The city here also has a small non-human population. Half-orcs, goblins and even ogres and trolls can be seen from day to day. An assassins guild of elves also reside here, and a small group of gnomes and dwarves make their living by engineering the expansion of the city.   &lt;br&gt;&lt;br&gt;&lt;b&gt;The Broken Lands&lt;/b&gt;&lt;br&gt;There was a time, long ago, when 3 archmages waged a great war against each other. They all perished in the final battle, but the lands are still devastated and the 3 great castles and their surrounding cities still lie in ruins. Lorua (a great Pyromancer) died when her castle was cast into a giant fissure. Her castle ruins are all underground, scattered in the bottom of a giant pit drilled into the earth by magic. Kato (a powerful Geomancer) died as demons summoned from some unknown realm swept through his castle, killing and eating most of the inhabitants. His castle stands well and whole, heavily populated by the furious devils who now roam the Broken Lands. Shilneous (a skillful Summoner) died as fireballs, flame spears and burning clouds rained upon his castle and lands. His castle reeks still of smoke, and the burnt and melted halls still hide great treasure. The land around this area is incredibly hostile. Mile deep fissures are everywhere, anything that grew has been burnt to ashes, and demons and devils freely roam the land. There is treasure here, but also great danger to those adventurers brave enough to search these lands.&lt;br&gt;&lt;br&gt;&lt;b&gt;The Necropolis, Termniar&lt;/b&gt;&lt;br&gt;This is what a city of the dead should look like. Built like a graveyard, this city hosts a varied range of powerful undead, all under the control of Marika. She is one of Arcadomai&amp;rsquo;s most powerful necromancers, and has every undead creature here under her iron clad will. She revels in death, and wants nothing more than to take control of Gravelight and the undead there. Thankfully, she spends all her time trying to figure out new ways to cause Gravelight to fall, so the other residents of Sunder rarely see her legions outside the wall of Termniar. If Marika ever succeeds in taking control of Gravelight, all of Arcadomai will likely fall.&lt;br&gt;&lt;br&gt;&lt;b&gt;Other Places&lt;/b&gt;&lt;br&gt;Sunder has many small towns and villages and other interesting places. There are even small camps entirely composed of non-humans. When creating places in Sunder, keep in mind that the strong rule, and that chaos and conflict permeates the land here.&lt;br&gt;&lt;br&gt;&lt;b&gt;&lt;u&gt;Cicatrix&lt;/u&gt;&lt;/b&gt;&lt;br&gt;&lt;i&gt;&amp;ldquo;That place has creatures I could never imagine. By night, their howls and strange language dance on the air and chill the bones. I miss those I took with me, but am glad I returned to tell the tale. 12 hex? Thank you sir, just put it right in my cup here &amp;ndash; I&amp;rsquo;d shake your hand if I still had arms. 4 more hex? You&amp;rsquo;re a saint. May the Light be with you.&amp;rdquo; Adam Tirkin, former adventurer&lt;/i&gt;&lt;br&gt;Cicatrix was formed when Rage attempted to destroy the world with his leaving. Rage pulled down a star from the heavens and crashed it into Arcadomai. This boiled the seas and left a world long continent of land dotted on each side with small islands composed of some unearthly material, known as hex. Whatever star Rage pulled down already teemed with life, and now the strange and alien creatures of Cicatrix call this place home. At night, wavering arcs of deep red and purple lights can be seen over the main lands of Cicatrix from the islands, and bizarre howls, groans and screams carry over the water from the large continent. No one knows what the denizens of Cicatrix are doing, and aside from the hex, there is nothing to be gained from travelling there. The only time anyone has anything to do with Cicatrix&amp;rsquo;s natives are when they are sometimes found on the small islands or when a creature manages to make it&amp;rsquo;s way to Primeria or Sunder.&lt;br&gt;&lt;br&gt;&lt;b&gt;The Fortress of Damnation&lt;/b&gt;&lt;br&gt;There exists one place of note on Cicatrix. The Fortress of Damnation is a giant building comprised entirely of hex that sits in the southern area of the continent. The only person who has ever seen it and returned to talk of it is a ghost name Rachela, who now resides in Gravelight and takes much coercion to even talk about it. Nothing else is known about the fortress, for all who have even caught sight of it has been torn apart by the seemingly endless supply of guardians that surround it.&lt;br&gt;&lt;br&gt;               &lt;h3&gt;&lt;b&gt;Creatures&lt;/b&gt;&lt;/h3&gt;&lt;i&gt;&amp;ldquo;Can I keep it?&amp;rdquo; often heard request from children&lt;/i&gt;&lt;br&gt;Aside from mundane creatures like lions and wolves, Arcadomai hosts a number of unique creatures. The creatures below are present in whichever continent they are native to. In both Primeria and Sunder, any creature below may be found. In Cicatrix, non-native creatures tend to have very short life spans, and are not usually found here, save for a few bones. The dice presented for the creatures are the average dice for a creature of that species &amp;ndash; they can certainly have more or less, depending on the age and skill of the individual. The creatures below are not a full list of Arcadomai&amp;rsquo;s bestiary &amp;ndash; anything the GM feels appropriate may be included.&lt;br&gt;&lt;br&gt;&lt;b&gt;&lt;u&gt;Primeria&lt;/u&gt;&lt;/b&gt;&lt;br&gt;&lt;i&gt;&amp;ldquo;Watch for turtles&amp;rdquo; a Primeria cautionary saying&lt;/i&gt;&lt;br&gt;&lt;br&gt;&lt;b&gt;Dragonblood Turtles&lt;/b&gt;&lt;br&gt;These turtles have dragon-like wings on their shells. They rarely fight, unless someone disturbs a nest. Then they take to the air, recede into their shell, and drop like a rock onto the interloper with surprising accuracy. On the first round of combat, they always pump their clich&amp;eacute; up to the point of leaving them 1 die left (representing their dive bomb attack), then snap at the enemy on the ground.&lt;br&gt;&lt;br&gt;Dragonblood Turtle&lt;br&gt;Accurate Rock-hard Projectile from the Skies (3)&lt;br&gt;&lt;br&gt;Elder Dragonblood Turtle&lt;br&gt;Accurate Rock-hard Projectile from the Skies (5)&lt;br&gt;&lt;br&gt;&lt;b&gt;Dragon&lt;/b&gt;&lt;br&gt;Dragons come in all shapes and sizes, and all different types. They tend to be hostile and solitary, but a few goodhearted ones have been known to exist. They are all intelligent and cunning, and very protective of their homes. They usually reside in the Talonstrike Mountains. All their dice are double pump dice, and they are built like characters, save that they usually have more dice&lt;br&gt;&lt;br&gt;Gorvexis&lt;br&gt;Acid Spewing Dragon [5]&lt;br&gt;Raging Reptilian Beast [4]&lt;br&gt;&lt;br&gt;&lt;b&gt;Wallcat&lt;/b&gt;&lt;br&gt;These bizarre cats are found in city areas. Not only are they smarter than regular cats, these cats can also walk on walls and ceilings. They make oblique surface to surface jumps, raking enemies with razor sharp claws. The can be identified from regular cats in that their tail splits in two from about 1/3 of the way to the end.&lt;br&gt;&lt;br&gt;Wallcat&lt;br&gt;Gravity Defying Mass of Claws and Fur (2)&lt;br&gt;&lt;br&gt;&lt;b&gt;Golem&lt;/b&gt;&lt;br&gt;Golems are created by mages and usually perform menial tasks. While normally under the control of their creator, golems sometimes go berserk because of wayward spells or deliberate magical curses. Golems can be made from any solid material, but stone and wood are the most common. Golems can only be harmed by magic, or magically enchanted weapons &amp;ndash; if you succeed a round of combat with a non-magical weapon, it only counts as a tie.&lt;br&gt;&lt;br&gt;Wood Golem&lt;br&gt;Mindless and Powerful Automaton (2)&lt;br&gt;&lt;br&gt;Stone Golem&lt;br&gt;Mindless and Powerful Automaton (3)&lt;br&gt;&lt;br&gt;Steel Golem&lt;br&gt;Mindless and Powerful Automaton (4)&lt;br&gt;&lt;br&gt;Gem Golem&lt;br&gt;Mindless and Powerful Automaton (6)&lt;br&gt;&lt;br&gt;&lt;b&gt;Burning Wasp&lt;/b&gt;&lt;br&gt;These little bastards ignite whatever they sting. While quite weak, their flammable venom lets them have a bonus in combat.&lt;br&gt;&lt;br&gt;Burning Wasp&lt;br&gt;Stinging Insect with Flaming Venom (1) +2 dice&lt;br&gt;&lt;br&gt;&lt;b&gt;Sentipede&lt;/b&gt;&lt;br&gt;These man-sized centipedes tend toward the caverns and caves found in Primeria. They are intelligent, and can use weapons and armor. A few have even been found using enchanted gear. The walk on half their legs, and carry anything useful in the other half.&lt;br&gt;&lt;br&gt;Sentipede&lt;br&gt;Man Sized Insect Warrior (3)&lt;br&gt;&lt;br&gt;&lt;b&gt;&lt;u&gt;Sunder&lt;/u&gt;&lt;/b&gt;&lt;br&gt;&lt;i&gt;&amp;ldquo;Oh, that&amp;rsquo;s a good one! Catch it, it&amp;rsquo;ll fight like mad!&amp;rdquo; Elvirae Crule, arena herder&lt;/i&gt;&lt;br&gt;&lt;br&gt;&lt;b&gt;Saddle Gator&lt;/b&gt;&lt;br&gt;These overgrown and surprisingly swift alligators have a dip in their back, perfect for sitting in. While normally violent and uncontrollable, they can be trained, if training is done from hatching. These make terrific mounts, and also capable combatants on their own. Most fighters who use them as mounts ride them quickly into battle, then dismount and fight alongside these creatures.&lt;br&gt;&lt;br&gt;Saddle Gator, Untrained&lt;br&gt;Viscous Beast (4)&lt;br&gt;&lt;br&gt; Saddle Gator, Trained&lt;br&gt;Viscous Mount (4)&lt;br&gt;&lt;br&gt;&lt;b&gt;Demons and Devils&lt;/b&gt;&lt;br&gt;Spawned from violent magic, demons and devils are drawn to places where they fit in. Demons and devils can be of any power and from any school of magic. The most commonly found are of the 4 basic elements &amp;ndash; earth, air, fire and water. Demons and devils are immune to the magic that spawned them.&lt;br&gt;&lt;br&gt;Fire Demon&lt;br&gt;Annoying Burning Pest (2)&lt;br&gt;&lt;br&gt; Earth Devil&lt;br&gt;Obstinate Earthen Brawler (3)&lt;br&gt;&lt;br&gt;Necro Demon&lt;br&gt;Ravenous Necrotic Horror (4)&lt;br&gt;&lt;br&gt;&lt;b&gt;Needle Crow&lt;/b&gt;&lt;br&gt;These avian menaces can shoot thin feather-like darts from their wings. They are almost always found in groups, yet always attack in single units. The razor sharp darts are easy to throw, giving the thrower a +1 to the combat clich&amp;eacute; they use.&lt;br&gt;&lt;br&gt;Needle Crow&lt;br&gt;Dangerous Arial Assailant (2) +1&lt;br&gt;&lt;br&gt;&lt;b&gt;Severing Spider&lt;/b&gt;&lt;br&gt;These giant spiders walk on legs that are sharp as daggers. The web they spin is so thin and strong that, opposed to being stuck to it, it slices and impairs those who walk into it. These arachnids attack with their front two legs, puncturing and slicing any they see as prey. Their super sharp legs give them a +1 pip bonus, and small daggers made from their legs will have the same quality.&lt;br&gt;&lt;br&gt;Severing Spider&lt;br&gt;Bladed Arachnid (3) +1 pip&lt;br&gt;&lt;br&gt;&lt;b&gt;Leaping Snake&lt;/b&gt;&lt;br&gt;These poison snakes can coil up and leap amazing distances to a foe. They usually pump 1 die up, strike and then recede and wait for their quarry to die. If anyone loses a clich&amp;eacute; to a leaping snake, have them roll a die. On a 1-3 they are fine and may stop rolling. On a 4-6 they lose a clich&amp;eacute; next turn, and must roll again on the next turn.&lt;br&gt;&lt;br&gt;Leaping Snake&lt;br&gt;Venomous Snake (2)&lt;br&gt;&lt;br&gt;&lt;b&gt;Rat Dog&lt;/b&gt;&lt;br&gt;These large dogs have a head and a tail like a rat. They hunt in packs of 3 to 5, and can display cunning pack tactics. When rat dogs team up, they act as a PC team does. If a PC team is noticeable stronger than the rat dog team, they will divvy up and force the PCs to attack on a 1 to 1 basis&lt;br&gt;&lt;br&gt;Rat Dog&lt;br&gt;Large Canine Vermin (3)&lt;br&gt;&lt;br&gt;&lt;b&gt;&lt;u&gt;Cicatrix&lt;/u&gt;&lt;/b&gt;&lt;br&gt;&lt;i&gt;&amp;ldquo;Where should I aim? It doesn&amp;rsquo;t even have a head!&amp;rdquo; Broque Cleriman, archer&lt;/i&gt;&lt;br&gt;&lt;br&gt;&lt;b&gt;Thinglings&lt;/b&gt;&lt;br&gt;These creatures all have one leg that they hop around on, one arm with serrated claws and a clump in the middle with one eye. They attack in large swarms, and seem to be the most numerous creatures on Cicatrix. In battle, after all the PCs have done something, add 1 die to the clich&amp;eacute; of the swarm &amp;ndash; when fighting, these things keep coming from everywhere until brought down to zero dice, in which they finally leave.&lt;br&gt;&lt;br&gt;Thingling Swarm&lt;br&gt;Nasty Swarm of Limbs (any number, usually starts around 3 or 4)&lt;br&gt;&lt;br&gt;&lt;b&gt;Hell Lanterns&lt;/b&gt;&lt;br&gt;These red glowing balls of light can teleport around the battlefield, confusing and annoying foes. They attack be firing red and purple beams of light that leave hexagonal shaped burns on the victim. These are nearly always found in groups of 3. Roll a die whenever a hell lantern would lose a clich&amp;eacute; &amp;ndash; on a 1-4 it loses a clich&amp;eacute; like normal, on a 5-6 they teleport out of the way and keep the clich&amp;eacute;. &lt;br&gt;&lt;br&gt;Hell Lantern&lt;br&gt;Ball of Destructive Light (3)&lt;br&gt;&lt;br&gt;&lt;b&gt;Pounder&lt;/b&gt;&lt;br&gt;This large (20 ft tall) man shaped creature has 2 arms that end in giant fleshy mallets. Instead of a head, it has a tentacle ending with a ball of solid bone. These creatures attack by pounding whatever they sense into paste. They&amp;rsquo;re never seen in groups or pairs, which is good, because they are almost unkillable.&lt;br&gt;&lt;br&gt;Pounder&lt;br&gt;Huge Abomination with Many Ways to Pummel You (8)&lt;br&gt;&lt;br&gt;&lt;b&gt;Air Snake&lt;/b&gt;&lt;br&gt;This is a floating strip of flesh covered in many mouths, filled with jagged teeth. These things love wrapping around an opponent and chewing away.&lt;br&gt;&lt;br&gt;Air Snake&lt;br&gt;Floating and Wrapping Toothy Snake-like Thing (4)&lt;br&gt;&lt;br&gt;&lt;b&gt;Hex Ray&lt;/b&gt;&lt;br&gt;These look like manta rays (that can fly through the air) with several barbed strands trailing behind them. They can also dive seamlessly through hex, which can make them annoying to fight. When down to one dice in their clich&amp;eacute;, they always dive into the hex of Cicatrix and disappear. They attack by raking their barbed tails across their foes.&lt;br&gt;&lt;br&gt;Hex Ray&lt;br&gt;Flying Manta Ray with Nasty Barbed Tails (4)&lt;br&gt;&lt;br&gt;&lt;b&gt;Walker&lt;/b&gt;&lt;br&gt;This house sized creature looks like a giant ball of heads with 5 very long and many jointed legs coming out of it. The heads laugh constantly while the spindly legs attack any who get near it. The legs end in metal hooves, and severely electrocute any that they touch. This electricity gives the walker a +1 die bonus&lt;br&gt;&lt;br&gt;Walker&lt;br&gt;Electrified 5 Legged Freak (5) +1 die&lt;br&gt;&lt;br&gt;&lt;b&gt;Adventure Seeds&lt;/b&gt;&lt;i&gt;&lt;br&gt;&amp;ldquo;I can&amp;rsquo;t believe it! We found the lost tomb of Ol-Shar-Gyre! We&amp;rsquo;re gonna be so rich! Right guys? Guys?&amp;rdquo; last words, Kelon Freeman, adventurer&lt;/i&gt;&lt;br&gt;What follows are adventure ideas, either to start a campaign with, or to add to an existing campaign. Each adventure presented here is geared towards a certain area, but the GM may feel free to adjust anything he sees fit.&lt;br&gt;&lt;br&gt;&lt;b&gt;&lt;u&gt;Primeria&lt;/u&gt;&lt;/b&gt;&lt;br&gt;&lt;b&gt;&lt;br&gt;Wallcat Infestation&lt;/b&gt;&lt;br&gt;There&amp;rsquo;s been a large number of wallcats found in Corlavi as of late. They&amp;rsquo;re simply everywhere! They&amp;rsquo;re hurting kids and peasants, eating the stocks of food and generally making life miserable for everyone. The PCs are hired to find out where these things are coming from and to put a stop to the inflow of unwelcome residents. &lt;br&gt;&lt;br&gt;&lt;b&gt;Needle in a Haystack&lt;/b&gt;&lt;br&gt;The PCs are hired to track down an undead creature that has been snuck into Gravelight to destroy it. In life, the man was a cunning assassin. In death, he looks just like every other skeleton in the city. The guard is currently busy dealing with a tide of thinglings that have swam to the mainland, so the PCs must root out this little troublemaker.&lt;br&gt;&lt;br&gt;&lt;b&gt;Dragon Problems&lt;/b&gt;&lt;br&gt;A daughter of a rich nobleman has been kidnapped by a dragon and taken to a cave in the Talonstrike Mountains! The PCs must rescue her. When they find the dragon, it seems that the girl and beast have fallen in love, and that the dragon is really a nice guy. When the nobleman learns of this, he berates the PCs for failing and hires a band of ruthless mercenaries from Sunder. The PCs must now work with the dragon to fend of the bounty hunters now on the way to slay it.  &lt;br&gt;&lt;br&gt;&lt;b&gt;&lt;u&gt;Sunder&lt;/u&gt;&lt;br&gt;&lt;br&gt;Arena Battles&lt;/b&gt;&lt;br&gt;The PCs are in Sunder, and kidnapped by the arena master&amp;rsquo;s servants. They are set up for battles in the arena. It starts out easy enough, but pretty soon the PCs should see that they are overmatched. They must find a way to escape, and to hopefully return to the main land. Some other prisoners may be willing to help, but in Sunder, there&amp;rsquo;s always a price.&lt;br&gt;&lt;b&gt;&lt;br&gt;Getting the Goods&lt;/b&gt;&lt;br&gt;The PCs are hired by a local ruler to find a specific item in one of the ruined castles in the Broken Lands. Too bad he doesn&amp;rsquo;t know which castle it was held in. The PCs must go from castle to castle, battling demons and devils on a quest to retrieve this item. Every ruined castle seems to point to the other ones as the final resting-place of this item. The PCs must solve ancient riddles and see through misdirection to find it.&lt;br&gt;&lt;br&gt;&lt;b&gt;Dawn of the Dead&lt;/b&gt;&lt;br&gt;A lot of undead have been seen in a seemingly useless area of land. They all bear the mark of Marika, and have been setting up something that looks like an excavation camp. The PCs must break into the camp, find out what&amp;rsquo;s going on and stop it before it gets out of hand. Since the undead are already here, it may have gotten out of hand already.&lt;br&gt;&lt;br&gt;&lt;u&gt;&lt;b&gt;Cicatrix&lt;/b&gt;&lt;br&gt;&lt;br&gt;&lt;/u&gt;&lt;b&gt;Lost&lt;/b&gt;&lt;br&gt;The PCs have been marooned on the main continent of Cicatrix. Whether through shipwreck or a teleporting spell that went foul, the PCs must somehow find a way back to their home. It will take a lot of swordplay to get through the natives of Cicatrix, and very clever thinking to find a way home.&lt;br&gt;&lt;br&gt;&lt;b&gt;The Fortress of Damnation&lt;/b&gt;&lt;br&gt;This is the ultimate adventure. Infiltrate the Fortress of Damnation, battle though tons of alien creatures, explore the catacombs and rooms of the fortress and return to tell the tale. Who knows what items of great power can be found within it&amp;rsquo;s depths? This is only suitable to a group of very high-powered PCs.&lt;br&gt;&lt;br&gt;                                       &lt;h3&gt;&lt;b&gt;Character Examples&lt;/b&gt;&lt;/h3&gt;&lt;i&gt;&amp;ldquo;Keep an eye on these two. The one with the sword can cut you 100 times before you unsheathe whatever weapon you like, while the quiet one can freeze the blood in your body with a gesture of his hand.&amp;rdquo; Big Brad, tavern owner&lt;/i&gt;&lt;br&gt;Here&amp;rsquo;s a couple of ready to go adventures fit for the Arcadomai setting. They work great as an NPC team as well, to either help or hinder your PCs from their quest.&lt;br&gt;&lt;br&gt;&lt;b&gt;Reskori the Brave&lt;/b&gt;&lt;br&gt;Jovial Barbarian (4)&lt;br&gt;Trained Soldier (4)&lt;br&gt;Charming Story Teller (3)&lt;br&gt;Singer (1)&lt;br&gt;&lt;br&gt; Hook &amp;ndash; Lecherous &amp;ndash; Reskori is always looking for a warm bed, it seems. In any situation where an attractive lady is present, he will always do what he believes will impress her the most.&lt;br&gt;&lt;br&gt;Tale &amp;ndash; Reskori was born in Vailan at the base of the Talonstrike Mountains. He was a very energetic lad, and learned the ways of the barbarian from an early age. Eager for adventure, he headed to Corlavi, where he begun training as a true soldier. After years of boring and routine work, he quit the army and began freelance work. He teamed up with Edgar and together have been making a very decent living as adventurers for hire. He&amp;rsquo;s always looking for a lady to spend time with, and constantly pesters Edgar that he doesn&amp;rsquo;t do the same. He sees Edgar as a boring and stuffy mage, but respects his magical skills greatly.&lt;br&gt;&lt;br&gt;&lt;b&gt;Edgar Cotrell&lt;/b&gt;&lt;br&gt;Condescending Cryomancer [4]&lt;br&gt;Condescending Scholar (4)&lt;br&gt;&lt;br&gt; Hook &amp;ndash; Neat freak &amp;ndash; Edgar must have everything around him clean and orderly. He is always cleaning something and tends to annoy people with his perfectionism. &lt;br&gt;&lt;br&gt;Tale &amp;ndash; Edgar was born in Corlavi to a wealthy merchant family, and always taught to be cleanly. When he turned 14, he found he had magical skill, and was sent to the Arcane College. His perfectionist nature helped him greatly here, and he quickly learned the powerful art of Cryomancy. He also learned quite a bit of other useful information, and always has something to say about everything around him. He met Reskori after graduating, and teamed up with him to travel about the world. He can&amp;rsquo;t stand his womanizing ways or his teasing, but does respect his skill with a blade.&lt;br&gt;&lt;br&gt;&lt;b&gt;Join us Again, Fellow Traveler&lt;/b&gt;&lt;br&gt;This concludes the world of Arcadomai. All it needs now is a group of adventures to delve into it, and a GM to steer the world in the best direction they feel. If you have any questions or comments, please email them to &lt;a href=&quot;http://risusiverse.wetpaint.commailto:dsuptic@gmail.com&quot; target=&quot;_self&quot;&gt;&lt;i&gt;dsuptic@gmail.com&lt;/i&gt;&lt;/a&gt;&lt;br&gt;Adventure on, and may the Light guide you.&lt;b&gt;  &lt;/b&gt;&lt;hr size=&quot;1&quot;&gt;&lt;br/&gt;</description></item><item><title>Optional Rules</title><link>http://risusiverse.wetpaint.com/page/Optional+Rules</link><author>Wheelockian1</author><guid isPermaLink="false">http://risusiverse.wetpaint.com/page/Optional+Rules</guid><pubDate>Sun, 24 May 2009 22:20:06 CDT</pubDate><description>&lt;h2&gt;   Alternatives Exist&lt;/h2&gt;  &lt;blockquote&gt;  Standard practice is to add a new page for your &lt;b&gt;optional rule &lt;/b&gt;and once it is complete, add a link to it here by adding your &lt;b&gt;optional rule&lt;/b&gt; to the list (use the &lt;b&gt;Subhead&lt;/b&gt; option to list your &lt;b&gt;optional rule &lt;/b&gt;name and link that subhead to your new page using the +link option) and add a brief description.&lt;br&gt;&lt;/blockquote&gt;&lt;font size=&quot;4&quot;&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;a href=&quot;http://risusiverse.wetpaint.com/page/Evens+Up%3A+A+New+Dice+Mechanic+for+Risus&quot; target=&quot;_self&quot;&gt;Evens Up&lt;/a&gt;&lt;/font&gt;&lt;br&gt;A New Dice Mechanic for Risus.&lt;h3&gt;  &lt;a href=&quot;http://risusiverse.wetpaint.com/page/The+Blank+Slate&quot; target=&quot;_self&quot; title=&quot;The Blank Slate&quot;&gt;The Blank Slate&lt;/a&gt;&lt;/h3&gt;Developing your character over the course of a few adventures.   &lt;br&gt;&lt;br&gt;&lt;h3&gt;  &lt;a href=&quot;http://risusiverse.wetpaint.com/page/A+Matter+of+Size&quot; target=&quot;_self&quot;&gt;A Matter of Size&lt;/a&gt;&lt;/h3&gt;dealing with large variances in character size.   &lt;br&gt;&lt;br&gt;&lt;h3&gt;  &lt;a href=&quot;http://risusiverse.wetpaint.com/page/Alternity+Inspired+Dice+Mechanic&quot; target=&quot;_self&quot;&gt;Alternity Inspired Dice Mechanic&lt;/a&gt;&lt;/h3&gt;a different way to use some dice that might be lying around.   &lt;br&gt;&lt;br&gt;&lt;h3&gt;  &lt;a href=&quot;http://risusiverse.wetpaint.com/page/FickleGM%27s+Risus+Gear&quot; target=&quot;_self&quot;&gt;FickleGM&amp;#39;s Risus Gear&lt;/a&gt;&lt;/h3&gt;the method that I am using to deal with gear  &lt;br&gt;&lt;br&gt;&lt;h3&gt;  &lt;a href=&quot;http://risusiverse.wetpaint.com/page/Forget+Something%3F&quot; target=&quot;_self&quot;&gt;Forget Something&lt;/a&gt;&lt;/h3&gt;A way to change characters over time.   &lt;br&gt;&lt;br&gt;&lt;h3&gt;  &lt;a href=&quot;http://risusiverse.wetpaint.com/page/Diceless+Risus&quot; target=&quot;_self&quot;&gt;Diceless Risus&lt;/a&gt;&lt;/h3&gt;  Getting rid of dice altogether. &lt;br&gt;&lt;br&gt;&lt;a href=&quot;http://risusiverse.wetpaint.com/page/Lethal+Risus&quot; target=&quot;_self&quot;&gt;&lt;font size=&quot;4&quot;&gt;Lethal Risus&lt;/font&gt;&lt;/a&gt;&lt;br&gt;A simple rule to inject verisimilitude into your Risus games. &lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;h3&gt;  &lt;a href=&quot;http://risusiverse.wetpaint.com/page/Using+Risus+for+solitaire+play&quot; target=&quot;_self&quot;&gt;Using Risus for solitaire play&lt;/a&gt;&lt;/h3&gt;A way to use your imagination for playing Risus by yourself.   &lt;br&gt;&lt;br&gt;&lt;h3&gt;  &lt;a href=&quot;http://risusiverse.wetpaint.com/page/When+The+Cure+Is+Worse+Than+The+Disease&quot; target=&quot;_self&quot;&gt;When The Cure Is Worse Than The Disease&lt;/a&gt;&lt;/h3&gt;Dealing with healing...why have a healer.   &lt;br&gt;&lt;br&gt;&lt;h3&gt;  &lt;a href=&quot;http://risusiverse.wetpaint.com/page/Dungeon+Master&quot; target=&quot;_self&quot;&gt;Dungeon Master the RPG&lt;/a&gt;&lt;/h3&gt;Using DnD material to enhance your game.  &lt;br&gt;&lt;br&gt;&lt;h3&gt;  &lt;a href=&quot;http://risusiverse.wetpaint.com/page/The+Oracle&quot; target=&quot;_self&quot;&gt;The Oracle&lt;/a&gt;&lt;/h3&gt;How to play Risus without a gamemaster (solo or group roleplay).  &lt;br&gt;&lt;br&gt;&lt;h3&gt;  &lt;a href=&quot;http://risusiverse.wetpaint.com/page/Saga+Rules&quot; target=&quot;_self&quot;&gt;Saga Rules&lt;/a&gt;&lt;/h3&gt;Notes for using the mechanic from TSR&amp;rsquo;s out of print &lt;a class=&quot;external&quot; href=&quot;http://risusiverse.wetpaint.comhttp://philippe.tromeur.free.fr/marvel/What_Is_Saga.html&quot; rel=&quot;nofollow&quot; target=&quot;_blank&quot;&gt;Saga&lt;/a&gt; mechanic (a nice simple card-based mechanic). Now you can play Risus without any dice, just a deck (or two) of cards.  &lt;br&gt;&lt;br&gt;&lt;a href=&quot;http://risusiverse.wetpaint.com/page/Bouncing+Off+the+Walls&quot; target=&quot;_self&quot;&gt;&lt;font size=&quot;4&quot;&gt;Bouncing Off the Walls!&lt;/font&gt;&lt;/a&gt;&lt;br&gt;Getting more out of your scenery.&lt;br&gt;&lt;a href=&quot;http://risusiverse.wetpaint.com/page/Minute-Made+Magic+%28M3%29&quot; target=&quot;_self&quot;&gt;&lt;font size=&quot;4&quot;&gt;&lt;br&gt;Minute-Made Magic&lt;/font&gt;&lt;/a&gt;&lt;br&gt;Simple approach to a no target number optional magic system.&lt;br&gt;&lt;br&gt;&lt;h3&gt;  &lt;a href=&quot;http://risusiverse.wetpaint.com/page/Skill+That+Clich%C3%A9&quot; target=&quot;_self&quot;&gt;Skill that Clich&amp;eacute;&lt;/a&gt;&lt;/h3&gt;Rules for adding a specialty skill system to Risus.  &lt;br&gt;&lt;br&gt;&lt;h3&gt;  &lt;a href=&quot;http://risusiverse.wetpaint.com/page/Skills+Within+Cliches&quot; target=&quot;_self&quot;&gt;Skills Within Cliches &lt;/a&gt;&lt;/h3&gt;Alternate way to add skills to cliches from S. John Ross.  &lt;br&gt;&lt;br&gt;&lt;font size=&quot;4&quot;&gt;&lt;a href=&quot;http://risusiverse.wetpaint.com/page/Travelling+Heavy&quot; target=&quot;_self&quot;&gt;Travelling Heavy - Starships&lt;/a&gt;&lt;/font&gt;&lt;br&gt;Converting starships to Risus.&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;hr size=&quot;1&quot;&gt;&lt;br/&gt;</description></item><item><title>Evens Up: A New Dice Mechanic for Risus</title><link>http://risusiverse.wetpaint.com/page/Evens+Up%3A+A+New+Dice+Mechanic+for+Risus</link><author>Wheelockian1</author><guid isPermaLink="false">http://risusiverse.wetpaint.com/page/Evens+Up%3A+A+New+Dice+Mechanic+for+Risus</guid><pubDate>Sun, 24 May 2009 21:42:33 CDT</pubDate><description>&lt;div align=&quot;left&quot;&gt;&lt;font face=&quot;Times&quot; size=&quot;4&quot;&gt;&lt;b&gt;&lt;i&gt;&lt;br&gt;Evens Up: A New Approach to Risus&lt;/i&gt;&lt;/b&gt;&lt;/font&gt;&lt;/div&gt;&lt;font face=&quot;Times&quot; size=&quot;3&quot;&gt;&lt;br&gt;&lt;/font&gt;&lt;blockquote&gt;&lt;font face=&quot;Times&quot; size=&quot;3&quot;&gt;What follows is a new way to play &lt;i&gt;Risus&lt;/i&gt; using the dice mechanics from &lt;i&gt;Faery&amp;rsquo;s Tale &lt;/i&gt;(FT), a RPG by Patrick Sweeney and friends. The two games work well together because both use the same core conflict mechanics&amp;mdash;the &amp;ldquo;Unholy Trinity&amp;rdquo; S. John Ross outlines in his &lt;i&gt;Risus Companion&lt;/i&gt;: the &amp;ldquo;single-action contest&amp;rdquo; (simply called a &amp;ldquo;contest&amp;rdquo; in FT), &amp;ldquo;combat&amp;rdquo; (referred to as a &amp;ldquo;duel&amp;rdquo; in FT), and the &amp;ldquo;target number roll&amp;rdquo; (called a &amp;ldquo;challenge&amp;rdquo; in FT). The only major difference lies in how the dice are counted.&lt;/font&gt;&lt;br&gt;&lt;/blockquote&gt;&lt;font face=&quot;Times&quot; size=&quot;3&quot;&gt;&lt;br&gt;&lt;b&gt;&lt;i&gt;The Basic Rule:&lt;/i&gt;&lt;/b&gt;&lt;br&gt;&lt;br&gt;&lt;/font&gt;&lt;blockquote&gt;&lt;font face=&quot;Times&quot; size=&quot;3&quot;&gt;Unlike in &lt;i&gt;Risus&lt;/i&gt;, where dice numbers in a roll are added to form a sum, in &lt;i&gt;Faery&amp;rsquo;s Tale&lt;/i&gt;, &lt;b&gt;when dice are rolled,&lt;/b&gt; &lt;b&gt;each even-numbered result is counted as a &amp;ldquo;success.&amp;rdquo;&lt;/b&gt; Odd numbers are discarded. In addition, &lt;b&gt;sixes always &amp;ldquo;ace.&amp;rdquo; &lt;/b&gt;That is, each six not only counts as a success, it is immediately re-rolled, with an even result added to the success total (and continuing to ace as long as a six is rolled&amp;mdash;the beloved &amp;ldquo;exploding dice effect.&amp;rdquo;) &lt;/font&gt;&lt;br&gt;&lt;/blockquote&gt;&lt;font face=&quot;Times&quot; size=&quot;3&quot;&gt;&lt;br&gt;&lt;br&gt;&lt;b&gt;&lt;i&gt;How It Works in Risus:&lt;/i&gt;&lt;/b&gt;&lt;br&gt;&lt;br&gt;&lt;/font&gt;&lt;blockquote&gt;&lt;font face=&quot;Times&quot; size=&quot;3&quot;&gt;1) &lt;b&gt;Single-Action Contests&lt;/b&gt;: Both sides roll the appropriate number of dice for their respective clich&amp;eacute;s. The side with the most number of successes wins. Ties can either be rerolled or go to the side who rolled the fewest (or most!) dice depending on the group&amp;rsquo;s preference. (See the &amp;ldquo;Goliath Rule&amp;rdquo; in the &lt;i&gt;Risus Companion&lt;/i&gt;)&lt;/font&gt;&lt;br&gt;&lt;/blockquote&gt;&lt;font face=&quot;Times&quot; size=&quot;3&quot;&gt;&lt;br&gt;&lt;/font&gt;&lt;blockquote&gt;&lt;font face=&quot;Times&quot; size=&quot;3&quot;&gt;2) &lt;b&gt;Combat&lt;/b&gt;: Each round, both sides roll the appropriate number of dice for their respective clich&amp;eacute;s. The side with the most successes wins, resulting in the loss of one clich&amp;eacute; dice (or more, depending on the situation) for the loser. Ties can be handled as above. &lt;/font&gt;&lt;br&gt;&lt;/blockquote&gt;&lt;font face=&quot;Times&quot; size=&quot;3&quot;&gt;&lt;br&gt;&lt;/font&gt;&lt;blockquote&gt;&lt;font face=&quot;Times&quot; size=&quot;3&quot;&gt;This dice mechanic works particularly well for combat, especially as a variant for the &amp;ldquo;Deadly Combat Rules&amp;rdquo; also described in the &lt;i&gt;Risus Companion&lt;/i&gt;. It provides a nice middle ground between the original &lt;i&gt;Risus&lt;/i&gt; combat rules&amp;mdash;which can make even small numerical differences between competing clich&amp;eacute;s devastating&amp;mdash;and the &amp;ldquo;Best of Set&amp;rdquo; variant, which minimizes those differences. &lt;/font&gt;&lt;br&gt;&lt;/blockquote&gt;&lt;font face=&quot;Times&quot; size=&quot;3&quot;&gt;&lt;br&gt;&lt;/font&gt;&lt;blockquote&gt;&lt;font face=&quot;Times&quot; size=&quot;3&quot;&gt;The &amp;ldquo;teaming up&amp;rdquo; rules can be handled in one of two ways: either all even results count as successes toward the team leader&amp;rsquo;s total or just sixes, as in the original rules. If just sixes count, allow those sixes to ace as normal. If all evens can contribute, just allow the team leader&amp;rsquo;s sixes to ace. &lt;/font&gt;&lt;br&gt;&lt;br&gt;&lt;font face=&quot;Times&quot; size=&quot;3&quot;&gt;(Players should remember that in single-action contests and combat, &lt;i&gt;opponent&amp;rsquo;s&lt;/i&gt; dice can ace, as well&amp;hellip;)&lt;/font&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;font face=&quot;Times&quot; size=&quot;3&quot;&gt;3) &lt;b&gt;Target Number Roll&lt;/b&gt;: Instead of rolling against a target number, a certain number of successes is required to achieve the desired result using the following difficulty scale:&lt;/font&gt;&lt;br&gt;&lt;br&gt;&lt;blockquote&gt;&lt;blockquote&gt;&lt;blockquote&gt;&lt;font face=&quot;Times&quot; size=&quot;3&quot;&gt;&lt;b&gt; Easy: 1 / Tricky: 2 / Hard: 3 / Heroic: 4 / Legendary: 5 / Impossible: 6+&lt;/b&gt;&lt;/font&gt;&lt;br&gt;&lt;/blockquote&gt;&lt;/blockquote&gt;&lt;/blockquote&gt;&lt;br&gt;&lt;font face=&quot;Times&quot; size=&quot;3&quot;&gt;The process used to determine the difficulty rating in &lt;i&gt;Risus&lt;/i&gt;&amp;mdash;by figuring out how hard the task is in the context of the clich&amp;eacute;&amp;rsquo;s relevance&amp;mdash;is still used the same way here, as is the idea that the &lt;i&gt;degree&lt;/i&gt; of success or failure may affect the overall result. And yes, sixes still ace.&lt;/font&gt;&lt;br&gt;&lt;br&gt;&lt;font face=&quot;Times&quot; size=&quot;3&quot;&gt;4) &lt;b&gt;Funky Dice&lt;/b&gt;: Funky dice can still be used in this system. Just make sure that &lt;b&gt;ALL even results of six and higher ace&lt;/b&gt;. Obviously, the odds of acing on a 12 or 20-sided die-roll are pretty good, but that&amp;rsquo;s what makes them so damn funky.&lt;/font&gt;&lt;br&gt;&lt;br&gt;&lt;/blockquote&gt;&lt;font face=&quot;Times&quot; size=&quot;3&quot;&gt;&lt;br&gt;&lt;b&gt;&lt;i&gt;So Why Bother?&lt;/i&gt;&lt;/b&gt;&lt;br&gt;&lt;br&gt;&lt;/font&gt;&lt;blockquote&gt;&lt;font face=&quot;Times&quot; size=&quot;3&quot;&gt;Of course, there&amp;rsquo;s nothing wrong with playing &lt;i&gt;Risus&lt;/i&gt; as-is. It&amp;rsquo;s a brilliant rules-set that&amp;#39;s encouraged me to think about RPGs in a totally new way. &lt;i&gt;Risus&lt;/i&gt; liberated me from a library of stat-filled gaming books and at the same time made them valuable again, since all the cool stuff in them can just be expressed as clich&amp;eacute;s.&lt;/font&gt;&lt;br&gt;&lt;br&gt;&lt;font face=&quot;Times&quot; size=&quot;3&quot;&gt;So why bother with this method? For me, the FT dice mechanic is clean, simple, and easy. Yes, I know&amp;mdash;&lt;i&gt;Risus&lt;/i&gt; is pretty clean, simple, and easy already, but why not make it even more so? Counting evens is quicker than trying to tally up a lot of individual numbers; thinking of difficulty ratings for challenges in terms of ordinary language tied to a 1-6 scale is easier than trying to pin down a precise target number for a task. Most of all, exploding dice are fun! &lt;/font&gt;&lt;br&gt;&lt;br&gt;&lt;font face=&quot;Times&quot; size=&quot;3&quot;&gt;Of course, there&amp;rsquo;s no reason why you have to use this method for all three core conflict mechanics. You could just use it for single-action contests and combat, and stick with the normal target number system. Or even just use it for combat as a substitute for the &amp;ldquo;Best of Set&amp;rdquo; option. At the end of the day, a clich&amp;eacute; gives you a certain number of dice to roll regardless of how you want to count them. &lt;/font&gt;&lt;br&gt;&lt;/blockquote&gt;&lt;font face=&quot;Times&quot; size=&quot;3&quot;&gt;&lt;br&gt;&lt;i&gt;&amp;mdash;D Stahler &lt;/i&gt;&lt;/font&gt;&lt;hr size=&quot;1&quot;&gt;&lt;br/&gt;</description></item><item><title>Deck Breakdown</title><link>http://risusiverse.wetpaint.com/page/Deck+Breakdown</link><author>Ruminator</author><guid isPermaLink="false">http://risusiverse.wetpaint.com/page/Deck+Breakdown</guid><pubDate>Wed, 13 May 2009 08:15:36 CDT</pubDate><description>This article provides a more detailed deck of cards for &lt;a href=&quot;http://risusiverse.wetpaint.com/page/Saga+Rules&quot; target=&quot;_self&quot;&gt;Saga Rules&lt;/a&gt; in Risus.&lt;br&gt;&lt;br&gt;The &lt;b&gt;Saga &lt;/b&gt;deck that comes with the &lt;b&gt;Marvel Super Heroes Adventure Game&lt;/b&gt; is made up of 96 cards. Of these, 16 cards are used for the &lt;b&gt;Doom &lt;/b&gt;suit (i.e. the&lt;b&gt; GM Payback&lt;/b&gt; suit). In other words, 16.7% of the cards are of the &lt;b&gt;GM Payback&lt;/b&gt; variety. In order to do something similar with regular playing cards, you could take 3 decks of cards, but only include 2 sets of Spades. This will get you to 18% of the deck being GM Payback. If you limit the Spades to only include one Ace and one ten (instead of two), you would be right at 16.7%. Close enough for this.&lt;br&gt;&lt;br&gt;&lt;div&gt;&lt;/div&gt;&lt;div&gt;If you want to create a deck where the odds of a specific card being available match what is in the &lt;b&gt;Saga &lt;/b&gt;suit, you would need 4 decks of cards to do it. Here is how each suit would break down:&lt;br&gt;&lt;br&gt;&lt;h3&gt;Regular Suits&lt;/h3&gt;&lt;br&gt;&lt;table align=&quot;bottom&quot; cellpadding=&quot;3&quot; class=&quot;WPC-edit-style-list5 WPC-edit-border-rows WPC-edit-styleData-color1=%23ebebeb&amp;color2=%23c7c7c7&quot; height=&quot;264&quot; width=&quot;200&quot;&gt;&lt;tbody&gt;&lt;tr&gt;&lt;td class=&quot;&quot; width=&quot;41%&quot;&gt;Aces&lt;/td&gt;&lt;td class=&quot;&quot; width=&quot;59%&quot;&gt;1&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td class=&quot;&quot; width=&quot;41%&quot;&gt;2&lt;/td&gt;&lt;td class=&quot;&quot; width=&quot;59%&quot;&gt;1&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td class=&quot;&quot; width=&quot;41%&quot;&gt;3&lt;/td&gt;&lt;td class=&quot;&quot; width=&quot;59%&quot;&gt;2&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td class=&quot;&quot; width=&quot;41%&quot;&gt;4&lt;/td&gt;&lt;td class=&quot;&quot; width=&quot;59%&quot;&gt;4&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td class=&quot;&quot; width=&quot;41%&quot;&gt;5&lt;/td&gt;&lt;td class=&quot;&quot; width=&quot;59%&quot;&gt;4&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td class=&quot;&quot; width=&quot;41%&quot;&gt;6&lt;/td&gt;&lt;td class=&quot;&quot; width=&quot;59%&quot;&gt;4&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td class=&quot;&quot; width=&quot;41%&quot;&gt;7&lt;/td&gt;&lt;td class=&quot;&quot; width=&quot;59%&quot;&gt;2&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td class=&quot;&quot; width=&quot;41%&quot;&gt;8&lt;/td&gt;&lt;td class=&quot;&quot; width=&quot;59%&quot;&gt;1&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td class=&quot;&quot; width=&quot;41%&quot;&gt;9&lt;/td&gt;&lt;td class=&quot;&quot; width=&quot;59%&quot;&gt;1&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td class=&quot;&quot; width=&quot;41%&quot;&gt;10&lt;/td&gt;&lt;td class=&quot;&quot; width=&quot;59%&quot;&gt;0&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/div&gt;&lt;div&gt;&lt;/div&gt;&lt;h3&gt;GM Payback Suit&lt;/h3&gt;&lt;br&gt;&lt;table align=&quot;bottom&quot; cellpadding=&quot;3&quot; class=&quot;WPC-edit-style-list5 WPC-edit-border-rows WPC-edit-styleData-color1=%23ebebeb&amp;color2=%23c7c7c7&quot; width=&quot;200&quot;&gt;&lt;tbody&gt;&lt;tr&gt;&lt;td class=&quot;&quot; width=&quot;50%&quot;&gt;Aces&lt;/td&gt;&lt;td class=&quot;&quot; width=&quot;50%&quot;&gt;1&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td class=&quot;&quot; width=&quot;50%&quot;&gt;2&lt;/td&gt;&lt;td class=&quot;&quot; width=&quot;50%&quot;&gt;1&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td class=&quot;&quot; width=&quot;50%&quot;&gt;3&lt;/td&gt;&lt;td class=&quot;&quot; width=&quot;50%&quot;&gt;2&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td class=&quot;&quot; width=&quot;50%&quot;&gt;4&lt;/td&gt;&lt;td class=&quot;&quot; width=&quot;50%&quot;&gt;2&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td class=&quot;&quot; width=&quot;50%&quot;&gt;5&lt;/td&gt;&lt;td class=&quot;&quot; width=&quot;50%&quot;&gt;2&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td class=&quot;&quot; width=&quot;50%&quot;&gt;6&lt;/td&gt;&lt;td class=&quot;&quot; width=&quot;50%&quot;&gt;2&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td class=&quot;&quot; width=&quot;50%&quot;&gt;7&lt;/td&gt;&lt;td class=&quot;&quot; width=&quot;50%&quot;&gt;2&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td class=&quot;&quot; width=&quot;50%&quot;&gt;8&lt;/td&gt;&lt;td class=&quot;&quot; width=&quot;50%&quot;&gt;2&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td class=&quot;&quot; width=&quot;50%&quot;&gt;9&lt;/td&gt;&lt;td class=&quot;&quot; width=&quot;50%&quot;&gt;1&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td class=&quot;&quot; width=&quot;50%&quot;&gt;10&lt;/td&gt;&lt;td class=&quot;&quot; width=&quot;50%&quot;&gt;1&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;br&gt;However, if you use these breakdowns, the chance of getting a &lt;b&gt;GM Payback&lt;/b&gt; card jumps to 21% (since we have only 4 suits to use instead of 5). If you change it so that there are only 1 of everything except for 5s and 6s in the &lt;b&gt;GM Payback&lt;/b&gt; suit, then the odds remain about the same: 16.67%.&lt;br&gt;&lt;br&gt;It might be more work this way, but then you get a better distribution of cards to use that might actually work better for play (assuming that TSR did their research when the originally developed &lt;b&gt;Saga&lt;/b&gt;.&lt;br&gt;&lt;div&gt;&lt;/div&gt;&lt;br&gt;&lt;hr size=&quot;1&quot;&gt;&lt;br/&gt;</description></item><item><title>Saga Rules</title><link>http://risusiverse.wetpaint.com/page/Saga+Rules</link><author>Ruminator</author><guid isPermaLink="false">http://risusiverse.wetpaint.com/page/Saga+Rules</guid><comments>add link to deck breakdown</comments><pubDate>Wed, 13 May 2009 08:13:35 CDT</pubDate><description>&lt;div class=&quot;writeboardbody&quot;&gt;          What follows are notes for using the mechanic from TSR&amp;rsquo;s out of print &lt;a class=&quot;external&quot; href=&quot;http://risusiverse.wetpaint.comhttp://philippe.tromeur.free.fr/marvel/What_Is_Saga.html&quot; rel=&quot;nofollow&quot; target=&quot;_blank&quot;&gt;Saga&lt;/a&gt; mechanic (a nice simple card-based mechanic).  Now you can play Risus without any dice, just a deck (or two) of cards.&lt;br&gt;&lt;h2&gt;Creating Your Character   	&lt;/h2&gt;Guess what, nothing has changed here. Create your character exactly as you would using the main Risus rules (or whatever agreed upon variations you are using). However, there is one additional step. Your GM will need to tell you what your default Edge and Handsize are.   	&lt;h3&gt; Edge and Handsize&lt;/h3&gt;&lt;b&gt;   	 Edge&lt;/b&gt; is a rough way to say how much experience you have (i.e. if you can edge out your competition).  Edge is a numerical value from 1 to 4.  1 represents an inexperienced hero, and a 4 represents a greatly experienced hero.  Edge comes into play during resolution.  It is recommended that players start out with an Edge of 2.&lt;br&gt;&lt;br&gt;&lt;b&gt;   	Handsize&lt;/b&gt; is a representation of how many cards are in your hand at any given time (barring any injury).  It is directly tied to your Edge:  Handsize = Edge + 2.  If you have an Edge of 2, you have a Handsize of 4.&lt;br&gt;&lt;h2&gt;   	 Building A Deck   	&lt;/h2&gt; All you need to use this is a deck (or two, or more) of cards. Just take out all of the jokers and the face cards (i.e. keep A-10 for all suits; Aces count as 1). Deal cards out to the players up to their Handsize.  The rest of the deck becomes the draw pile. For a more complicated deck, refer to &lt;a href=&quot;http://risusiverse.wetpaint.com/page/Deck+Breakdown&quot; target=&quot;_self&quot;&gt;Deck Breakdown&lt;/a&gt;.&lt;br&gt;&lt;h3&gt; Trump Bonus: Using the Deck to Encourage Roleplaying&lt;/h3&gt;   	 The GM should map 3 of the suits to broad action styles.  The recommended approach is:  Clubs are physical actions; Hearts are social actions; Diamonds are other actions; and Spades are GM Payback.  Feel free to modify these actions to meet the needs of your group (i.e. Diamonds represent magic actions in a Sword and Sorcery campaign).   	 The card you play on your turn may turn into a Trump Bonus later.   	&lt;h3&gt; A Note About GM Payback&lt;/h3&gt;   	 GM Payback represents cards that, when played, do not go to a normal discard pile. Instead, these cards move to the GMs &amp;ldquo;hand&amp;rdquo;. These cards can be played by the GM at any time to make things more difficult for the players.&lt;br&gt;&lt;h2&gt;   	 Actions Against a Target Number   	&lt;/h2&gt; The basic resolution mechanic is play a card from your hand, add it to your appropriate clich&amp;eacute; rating, and see if you&amp;rsquo;ve won. Nice and straight forward, but there are some twists.   	&lt;h3&gt; Applying Edge&lt;/h3&gt;   	 If the value of the card you play is equal to or lower than your Edge score, you may play another card from your hand.  If you have an Edge of 3 and play a 2 of Clubs, you can also play another card and add it to your total. This continues until you play a card that is higher than your Edge score or you run out of cards in your hand.   	&lt;h3&gt; Trump Bonus&lt;/h3&gt;   	 If the suit of the card that you play matches up with the type of action you are performing, you may flip the next card from the draw pile and add it to your score. If the card you flip is also of the same suit, you flip the next card as well. This continues until the suit no longer applies (but you do keep the total from the last card and every card in between).&lt;br&gt;&lt;br&gt;   	 Let&amp;rsquo;s say you need to scale over a fence to get away from a dog in the junk yard. The GM determines that the difficulty for this is a 10 for your weekend warrior (3) clich&amp;eacute; (the dog has rabbies). Your hand is a 4C 3S 2H. Since this is a physical action, you play your 4C &amp;ndash; this gets you to a 7, but since Clubs is a trump suit for physical actions, you can flip the next card on the draw pile. You flip over a 2C. Still only a 9, but since it was a Club, you can flip the next card (a 5H), and add it to your total:  now you have a 14, more than enough to make it.   	&lt;h3&gt; Combining Edge and Trump Bonus&lt;/h3&gt;   	 In the last example, you could have played your 2H, which being equal to the default Edge of 2H would mean you could have played another card from your hand also. Playing the 4C, you would have a total of 9, and then thanks to the trump bonus, you&amp;rsquo;d get the next card from the deck (in this case, you&amp;rsquo;d succeed no matter what).   	&lt;h3&gt; Applying GM Payback&lt;/h3&gt;   	 At the GMs whim, he can decide to play any (and all) card(s) he&amp;rsquo;s collected from players playing a Spade. The total of the cards he plays is automatically added to the difficulty of an action. Your success can suddenly turn into dismal failure.   	&lt;h3&gt; Pumping Clich&amp;eacute;s&lt;/h3&gt;   	 Pumping a clich&amp;eacute; makes it so that the card that you play from your hand is doubled in value. If you are pumping a double pumped clich&amp;eacute;, the card you play is doubled, plus you get to add the value of the next card from the draw pile.&lt;br&gt;&lt;br&gt;   	 However, if you pump your clich&amp;eacute;, you do not get to redraw the card at the end of the round, it is lost until such time as the GM has determined you&amp;rsquo;ve &amp;ldquo;healed up.&amp;rdquo;   	&lt;h3&gt; Refilling Your Hand&lt;/h3&gt;   	 After you have completed your action (either successfully or not), you replenish your hand back to your initial Handsize (minus any cards lost due to pumping).&lt;br&gt;&lt;h2&gt;   	 Single Action Conflicts &amp;amp; Full Combat   	&lt;/h2&gt; Single action conflicts and full combat really works in much the same way as an action against a target number. However, the default target number is the rank of the clich&amp;eacute; that your opponent is using plus the GM will flip the top card from the draw pile and add it to the value. So if you are fighting a Ninja: 4, and the GM flips the 8 of Hearts, you are going up against a 12.   	&lt;h3&gt; Opponents and Trump&lt;/h3&gt;   	 If the card that the GM flips for the round is of the appropriate trump, he will also flip the next card (until there a non-trump card is flipped). If that Ninja 4 had flipped a 8 of Clubs in your martial arts extravaganza, he would flip the next card as well.  If he got a 4 of Hearts, you&amp;rsquo;d be facing a difficulty of 18.   	&lt;h3&gt; Damage&lt;/h3&gt;   	 If the opponent loses the round, their clich&amp;eacute; rank is dropped by one.  Once the opponent gets to zero, the players win.&lt;br&gt;&lt;br&gt;   	 If the player loses the round, their hand size is dropped by 1 (or more if they were pumping) for the remainder of the fight. If they get to zero cards, they are out of the fight.       &lt;/div&gt;&lt;br&gt;&lt;hr size=&quot;1&quot;&gt;&lt;br/&gt;</description></item><item><title>Hard Roads</title><link>http://risusiverse.wetpaint.com/page/Hard+Roads</link><author>cleireac</author><guid isPermaLink="false">http://risusiverse.wetpaint.com/page/Hard+Roads</guid><comments>added tables</comments><pubDate>Sun, 10 May 2009 18:31:48 CDT</pubDate><description>&lt;div class=&quot;Section1&quot;&gt;&lt;div align=&quot;center&quot;&gt; &lt;/div&gt;&lt;div align=&quot;center&quot;&gt;&lt;b&gt;&lt;font face=&quot;Impact&quot;&gt;&lt;i&gt;&lt;font color=&quot;#000000&quot; size=&quot;7&quot;&gt;Hard Roads&lt;/font&gt;&lt;/i&gt;&lt;/font&gt;&lt;/b&gt;&lt;/div&gt;&lt;div align=&quot;center&quot;&gt;A &lt;a class=&quot;external&quot; href=&quot;http://risusiverse.wetpaint.comhttp://www222.pair.com/sjohn/risus.htm&quot; rel=&quot;nofollow&quot; target=&quot;_blank&quot;&gt;Risus&lt;/a&gt; Adaptation of &lt;a class=&quot;external&quot; href=&quot;http://risusiverse.wetpaint.comhttp://www.sjgames.com/carwars/&quot; rel=&quot;nofollow&quot; target=&quot;_blank&quot;&gt;Car Wars&lt;/a&gt; by Hank Harwell&lt;br&gt;Version 1.0 3/7/05&lt;/div&gt;&lt;br&gt;Introduction: In 1981, a small Texas game company released a game using a Post-apocalyptic SciFi setting to simulate combat between vehicles. The game quickly took off, and on the strength of &lt;a class=&quot;external&quot; href=&quot;http://risusiverse.wetpaint.comhttp://www.sjgames.com/carwars/&quot; rel=&quot;nofollow&quot; target=&quot;_blank&quot;&gt;Car Wars&lt;/a&gt; and many other releases, &lt;u&gt;&lt;a class=&quot;external&quot; href=&quot;http://risusiverse.wetpaint.comhttp://www.sjgames.com/&quot; rel=&quot;nofollow&quot; target=&quot;_blank&quot;&gt;Steve Jackson Games&lt;/a&gt;&lt;/u&gt; is now one of the largest game companies in the business.&lt;br&gt;&lt;br&gt;Throughout the years, &lt;a class=&quot;external&quot; href=&quot;http://risusiverse.wetpaint.comhttp://www.sjgames.com/carwars/&quot; rel=&quot;nofollow&quot; target=&quot;_blank&quot;&gt;Car Wars&lt;/a&gt; has developed a loyal following and many regional tournaments all over the . Not long after its introduction, some players would string together scenarios, forming a very simple, extremely rules-lite role-playing game. &lt;br&gt;Capitalizing on these variants, &lt;a class=&quot;external&quot; href=&quot;http://risusiverse.wetpaint.comhttp://www.sjgames.com/&quot; rel=&quot;nofollow&quot; target=&quot;_blank&quot;&gt;SJG&lt;/a&gt; release &lt;a class=&quot;external&quot; href=&quot;http://risusiverse.wetpaint.comhttp://www.sjgames.com/gurps/books/Autoduel/&quot; rel=&quot;nofollow&quot; target=&quot;_blank&quot;&gt;Autoduel&lt;/a&gt; as one of the first worldbooks for its revolutionary new rpg, &lt;a class=&quot;external&quot; href=&quot;http://risusiverse.wetpaint.comhttp://www.sjgames.com/gurps/&quot; rel=&quot;nofollow&quot; target=&quot;_blank&quot;&gt;GURPS&lt;/a&gt;.&lt;br&gt;&lt;br&gt;In the early 1990&amp;#39;s, a former writer for &lt;a class=&quot;external&quot; href=&quot;http://risusiverse.wetpaint.comhttp://www.sjgames.com/&quot; rel=&quot;nofollow&quot; target=&quot;_blank&quot;&gt;SJG&lt;/a&gt; (and former president of the &lt;a class=&quot;external&quot; href=&quot;http://risusiverse.wetpaint.comhttp://www.sjgames.com/carwars/aada/&quot; rel=&quot;nofollow&quot; target=&quot;_blank&quot;&gt;American Autoduel Association (AADA&lt;/a&gt;))S. John Ross, released a rules-lite rpg that is flexible enough to be played in any genre, &lt;a class=&quot;external&quot; href=&quot;http://risusiverse.wetpaint.comhttp://www222.pair.com/sjohn/risus.htm&quot; rel=&quot;nofollow&quot; target=&quot;_blank&quot;&gt;Risus&lt;/a&gt;. &lt;a class=&quot;external&quot; href=&quot;http://risusiverse.wetpaint.comhttp://www222.pair.com/sjohn/risus.htm&quot; rel=&quot;nofollow&quot; target=&quot;_blank&quot;&gt;Risus&lt;/a&gt;, too has developed a loyal fan base of folks who have adapted many genres to play.&lt;br&gt;&lt;br&gt;&lt;a class=&quot;external&quot; href=&quot;http://risusiverse.wetpaint.comhttp://www222.pair.com/sjohn/risus.htm&quot; rel=&quot;nofollow&quot; target=&quot;_blank&quot;&gt;Risus&lt;/a&gt; uses clich&amp;eacute;s to describe player characters. These clich&amp;eacute;s describe a variety of skills, motivations, experience levels and many other themes.&lt;br&gt;&lt;br&gt;It is long past time for these two great systems to be combined into the document you now see before you: Hard Roads.&lt;br&gt;&lt;br&gt;Inspirations: The most obvious inspirations for &lt;a class=&quot;external&quot; href=&quot;http://risusiverse.wetpaint.comhttp://www.sjgames.com/carwars/&quot; rel=&quot;nofollow&quot; target=&quot;_blank&quot;&gt;Car Wars&lt;/a&gt; are the Mad Max movies (Mad Max, The Road Warrior, Mad Max Beyond Thunderdome). The Mad Max films are loaded with &lt;a class=&quot;external&quot; href=&quot;http://risusiverse.wetpaint.comhttp://www222.pair.com/sjohn/risus.htm&quot; rel=&quot;nofollow&quot; target=&quot;_blank&quot;&gt;Risus&lt;/a&gt;-worthy clich&amp;eacute;s. Look at the list of sample clich&amp;eacute;s below and see how many you can identify as characters from any of the Mad Max films.&lt;br&gt;&lt;br&gt;In addition, Roger Corman&amp;#39;s film Race 2000, and Roger Zelazny&amp;#39;s story Damnation Alley contribute also to the themes.&lt;br&gt;&lt;br&gt;&lt;h3&gt;Sample PC Clich&amp;eacute;s:&lt;/h3&gt;&lt;b&gt;  &lt;table align=&quot;bottom&quot; cellpadding=&quot;3&quot; class=&quot;WPC-edit-style-none WPC-edit-border-none WPC-edit-styleData-color1=%23ebebeb&amp;color2=%23c7c7c7&quot; height=&quot;25&quot; width=&quot;593&quot;&gt;&lt;tbody&gt;&lt;tr&gt;&lt;td class=&quot;&quot; width=&quot;32%&quot;&gt;&lt;b&gt;Clich&amp;eacute;&lt;/b&gt;&lt;/td&gt;&lt;td class=&quot;&quot; width=&quot;68%&quot;&gt;&lt;b&gt;What It&amp;rsquo;s Good For&lt;/b&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/b&gt;&lt;table cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;MsoNormalTable&quot;&gt;     &lt;tbody&gt;         &lt;tr&gt;             &lt;td width=&quot;199&quot;&gt;             Burly Trucker&lt;/td&gt;             &lt;td width=&quot;391&quot;&gt;             Wearing sweat-stained   t-shirts and &amp;ldquo;gimme&amp;rdquo; caps, driving big rigs,   talking on the CB, living on little sleep and caffeine, driving in convoys             &lt;/td&gt;         &lt;/tr&gt;         &lt;tr&gt;             &lt;td width=&quot;199&quot;&gt;             Cocky Arena Duellist&lt;/td&gt;             &lt;td width=&quot;391&quot;&gt;             Playing to the crowd,   wearing flashy colors, shooting cars, driving cars, taking chances             &lt;/td&gt;         &lt;/tr&gt;         &lt;tr&gt;             &lt;td width=&quot;199&quot;&gt;             Cold-hearted   Mercenary&lt;/td&gt;             &lt;td width=&quot;391&quot;&gt;             Selling combat skills to   highest bidder, knowing about weapons, using weapons             &lt;/td&gt;         &lt;/tr&gt;         &lt;tr&gt;             &lt;td width=&quot;199&quot;&gt;             Crackerjack Mechanic&lt;/td&gt;             &lt;td width=&quot;391&quot;&gt;             Tinkering with engines,   fixing engines, improving engines             &lt;/td&gt;         &lt;/tr&gt;         &lt;tr&gt;             &lt;td width=&quot;199&quot;&gt;             Geeky Computer Hacker&lt;/td&gt;             &lt;td width=&quot;391&quot;&gt;             Wearing glasses, never   having a date, breaking into computer networks, building computer equipment             &lt;/td&gt;         &lt;/tr&gt;         &lt;tr&gt;             &lt;td width=&quot;199&quot;&gt;             Law Enforcement   Officer&lt;/td&gt;             &lt;td width=&quot;391&quot;&gt;             Arresting people, giving people tickets, chasing people,   shooting people             &lt;/td&gt;         &lt;/tr&gt;         &lt;tr&gt;             &lt;td width=&quot;199&quot;&gt;             Merciless Bounty   Hunter&lt;/td&gt;             &lt;td width=&quot;391&quot;&gt;             Hunting criminals,   capturing criminals, shooting criminals             &lt;/td&gt;         &lt;/tr&gt;         &lt;tr&gt;             &lt;td width=&quot;199&quot;&gt;             Miracle-working Medic&lt;/td&gt;             &lt;td width=&quot;391&quot;&gt;             Saving lives,   administering first aid, giving drugs             &lt;/td&gt;         &lt;/tr&gt;         &lt;tr&gt;             &lt;td width=&quot;199&quot;&gt;             Outlaw Biker&lt;/td&gt;             &lt;td width=&quot;391&quot;&gt;             Wearing leather, riding   motorcycle, terrorizing women and children, hijacking lone vehicles             &lt;/td&gt;         &lt;/tr&gt;         &lt;tr&gt;             &lt;td width=&quot;199&quot;&gt;             Punk Anarchist&lt;/td&gt;             &lt;td width=&quot;391&quot;&gt;             Wearing orange hair,   having piercings, advocating the overthrow of the   government, planting bombs             &lt;/td&gt;         &lt;/tr&gt;         &lt;tr&gt;             &lt;td width=&quot;199&quot;&gt;             Repo Man&lt;/td&gt;             &lt;td width=&quot;391&quot;&gt;             Breaking into vehicles,   driving vehicles, getting shot at             &lt;/td&gt;         &lt;/tr&gt;         &lt;tr&gt;             &lt;td width=&quot;199&quot;&gt;             Road Duellist&lt;/td&gt;             &lt;td width=&quot;391&quot;&gt;             Driving cars, shooting   cars on highway, taking license plates             &lt;/td&gt;         &lt;/tr&gt;         &lt;tr&gt;             &lt;td width=&quot;199&quot;&gt;             Scavenger&lt;/td&gt;             &lt;td width=&quot;391&quot;&gt;             Looking for wrecks, picking   over wrecks, salvaging items from wrecks, selling salvage             &lt;/td&gt;         &lt;/tr&gt;         &lt;tr&gt;             &lt;td width=&quot;199&quot;&gt;             Trustworthy Courier&lt;/td&gt;             &lt;td width=&quot;391&quot;&gt;             Delivering packages, taking tips             &lt;/td&gt;         &lt;/tr&gt;         &lt;tr&gt;             &lt;td width=&quot;199&quot;&gt;             Vehicle Gunner&lt;/td&gt;             &lt;td width=&quot;391&quot;&gt;             Riding &amp;ldquo;shotgun&amp;rdquo;,   shooting other cars             &lt;/td&gt;         &lt;/tr&gt;     &lt;/tbody&gt; &lt;/table&gt; &lt;br&gt;&lt;br&gt;Vehicles: The real stars of &lt;a class=&quot;external&quot; href=&quot;http://risusiverse.wetpaint.comhttp://www.sjgames.com/carwars/&quot; rel=&quot;nofollow&quot; target=&quot;_blank&quot;&gt;Car Wars&lt;/a&gt; are, well, the cars. In &lt;a class=&quot;external&quot; href=&quot;http://risusiverse.wetpaint.comhttp://www.sjgames.com/carwars/&quot; rel=&quot;nofollow&quot; target=&quot;_blank&quot;&gt;Car Wars&lt;/a&gt;, vehicles are even more highly detailed than the drivers! In &lt;a class=&quot;external&quot; href=&quot;http://risusiverse.wetpaint.comhttp://www222.pair.com/sjohn/risus.htm&quot; rel=&quot;nofollow&quot; target=&quot;_blank&quot;&gt;Risus&lt;/a&gt;, players purchase vehicles as per &amp;quot;Sidekicks and Shieldmates&amp;quot; rules from the &lt;a class=&quot;external&quot; href=&quot;http://risusiverse.wetpaint.comhttp://www222.pair.com/sjohn/risus-companion.htm&quot; rel=&quot;nofollow&quot; target=&quot;_blank&quot;&gt;Risus Companion&lt;/a&gt;. The GM may rule that certain vehicles must be purchased at &amp;ldquo;double-pump&amp;rdquo; values. In other words, the cost will be two dice for a four-dice vehicle, but at least one clich&amp;eacute; must be double-pumped. All equipment and weapons must be detailed in the character, er, vehicle description. Weapons will be considered &amp;quot;tools of the trade&amp;quot; for any combat-oriented clich&amp;eacute;s. If the item is not listed on the description, it cannot be used.&lt;br&gt; &lt;h3&gt;Sample Vehicle Cliches&lt;/h3&gt;&lt;b&gt;  &lt;table align=&quot;bottom&quot; cellpadding=&quot;3&quot; class=&quot;WPC-edit-style-none WPC-edit-border-none WPC-edit-styleData-color1=%23ebebeb&amp;color2=%23c7c7c7&quot; height=&quot;25&quot; width=&quot;593&quot;&gt;&lt;tbody&gt;&lt;tr&gt;&lt;td class=&quot;&quot; width=&quot;43%&quot;&gt;&lt;b&gt;Clich&amp;eacute;&lt;/b&gt;&lt;/td&gt;&lt;td class=&quot;&quot; width=&quot;57%&quot;&gt;&lt;b&gt;What It&amp;rsquo;s Good For&lt;/b&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/b&gt;&lt;table cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;MsoNormalTable&quot;&gt;     &lt;tbody&gt;         &lt;tr&gt;             &lt;td width=&quot;253&quot;&gt;             Lightly-armed   Subcompact&lt;/td&gt;             &lt;td width=&quot;337&quot;&gt;             Driving fast, carrying   courier packages             &lt;/td&gt;         &lt;/tr&gt;         &lt;tr&gt;             &lt;td width=&quot;253&quot;&gt;             Machine-gun-equipped   Compact&lt;/td&gt;             &lt;td width=&quot;337&quot;&gt;             &amp;ldquo;Hit and run&amp;rdquo; fighting,   Drive-by shooting             &lt;/td&gt;         &lt;/tr&gt;         &lt;tr&gt;             &lt;td width=&quot;253&quot;&gt;             Rocket-Launching Mid-Sized&lt;/td&gt;             &lt;td width=&quot;337&quot;&gt;             Arena Autoduelling&lt;/td&gt;         &lt;/tr&gt;         &lt;tr&gt;             &lt;td width=&quot;253&quot;&gt;             Marauding Big Rig   Truck&lt;/td&gt;             &lt;td width=&quot;337&quot;&gt;             Carrying heavy loads   cross country, running roadblocks             &lt;/td&gt;         &lt;/tr&gt;         &lt;tr&gt;             &lt;td width=&quot;253&quot;&gt;             Assault Van&lt;/td&gt;             &lt;td width=&quot;337&quot;&gt;             Transporting SWAT Team members,   carrying sophisticated equipment             &lt;/td&gt;         &lt;/tr&gt;         &lt;tr&gt;             &lt;td width=&quot;253&quot;&gt;             Heavy Police Cruiser&lt;/td&gt;             &lt;td width=&quot;337&quot;&gt;             Car chasing, carrying &amp;ldquo;perps&amp;rdquo;             &lt;/td&gt;         &lt;/tr&gt;     &lt;/tbody&gt; &lt;/table&gt; &lt;br&gt;&lt;i&gt;&lt;b&gt;Vehicular Combat&lt;/b&gt;&lt;/i&gt;: The mechanic for this uses the Teaming Up rules from page 3 of the standard ruleset with the following variations: PC&amp;#39;s and their vehicles are considered a &amp;quot;Team&amp;quot;. The Vehicle is the Team Leader and the PC will add his &amp;quot;sixes&amp;quot; to dice rolls where appropriate. In a combat, only the vehicle takes &amp;quot;damage,&amp;quot; i.e., loses dice upon losing a combat round. There is no &amp;ldquo;noble sacrifice and vengeance&amp;rdquo; rule in effect. When the vehicle is reduced to zero, the team is Disbanded, and the PC takes the one-die loss to his driving (or autoduelling) clich&amp;eacute;.&lt;br&gt;&lt;br&gt;Where more than one vehicle wants to form a team, then standard Teaming Up rules apply; only the vehicles form teams (not vehicles plus their drivers), and when the team loses a combat round, the &amp;quot;noble sacrifice and vengeance&amp;quot; rules apply. When the Lead Vehicle is reduced to zero, then the team disbands and all remaining vehicles lose one die of &amp;quot;damage.&amp;quot;&lt;br&gt;&lt;br&gt;Additional Notes:There are some elements of cyberpunk in &lt;a class=&quot;external&quot; href=&quot;http://risusiverse.wetpaint.comhttp://www.sjgames.com/carwars/&quot; rel=&quot;nofollow&quot; target=&quot;_blank&quot;&gt;Car Wars&lt;/a&gt;. However, these will be minimal. The vast World Wide Web was severely compromised in the collapse of society. Some of the major metropolitan areas still maintain extensive computer networks, but these will be minimal.&lt;br&gt;&lt;br&gt;Go to an Adventure Writeup by &lt;a href=&quot;http://risusiverse.wetpaint.com/page/Hard+Roads+Writeup&quot; target=&quot;_self&quot;&gt;StrongBif&lt;/a&gt;&lt;br&gt;&lt;br&gt;Disclaimer: material presented here is an adaptation of the &lt;a class=&quot;external&quot; href=&quot;http://risusiverse.wetpaint.comhttp://www.sjgames.com/carwars/&quot; rel=&quot;nofollow&quot; target=&quot;_blank&quot;&gt;Car Wars&lt;/a&gt;/&lt;a class=&quot;external&quot; href=&quot;http://risusiverse.wetpaint.comhttp://www.sjgames.com/gurps/books/Autoduel/&quot; rel=&quot;nofollow&quot; target=&quot;_blank&quot;&gt;GURPS Autoduel&lt;/a&gt; system from &lt;a class=&quot;external&quot; href=&quot;http://risusiverse.wetpaint.comhttp://www.sjgames.com/&quot; rel=&quot;nofollow&quot; target=&quot;_blank&quot;&gt;Steve Jackson Games &lt;/a&gt;for &lt;a class=&quot;external&quot; href=&quot;http://risusiverse.wetpaint.comhttp://www222.pair.com/sjohn/risus.htm&quot; rel=&quot;nofollow&quot; target=&quot;_blank&quot;&gt;Risus: The&lt;/a&gt; Anything RPG&lt;br&gt;by S. John Ross. This material is not official and is not endoresed by Steve Jackson Games nor by S. John Ross/&lt;a class=&quot;external&quot; href=&quot;http://risusiverse.wetpaint.comhttp://www222.pair.com/sjohn/cumberland.htm&quot; rel=&quot;nofollow&quot; target=&quot;_blank&quot;&gt;Cumberland Games and Diversions&lt;/a&gt;. &lt;/div&gt;&lt;br&gt;&lt;hr size=&quot;1&quot;&gt;&lt;br/&gt;</description></item><item><title>Arcadomai Warrior Creeds</title><link>http://risusiverse.wetpaint.com/page/Arcadomai+Warrior+Creeds</link><author>Dantopia</author><guid isPermaLink="false">http://risusiverse.wetpaint.com/page/Arcadomai+Warrior+Creeds</guid><pubDate>Fri, 01 May 2009 16:51:13 CDT</pubDate><description>A supplement to the Risus setting Arcadomai created by Dan Suptic&amp;copy;2007   &lt;br&gt;&lt;br&gt;   &lt;b&gt;A note about Risus and Arcadomai&lt;/b&gt;&lt;br&gt;Arcadomai is a fantasy setting (created by Dan Suptic) that uses the Risus system to play. It can be found at &lt;a href=&quot;http://risusiverse.wetpaint.com/page/Arcadomai&quot; target=&quot;_self&quot;&gt;http://risusiverse.wetpaint.com/page/Arcadomai&lt;/a&gt;. 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 &lt;a class=&quot;external&quot; href=&quot;http://risusiverse.wetpaint.comhttp://www222.pair.com/sjohn/risus.htm&quot; rel=&quot;nofollow&quot; target=&quot;_blank&quot;&gt;http://www222.pair.com/sjohn/risus.htm&lt;/a&gt; and download it there. The whole system is 6 pages long, and that&amp;rsquo;s all you&amp;rsquo;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&amp;rsquo;ll be able to use the Arcadomai Warrior Creeds.&lt;br&gt;&lt;br&gt;&lt;b&gt;What lies within&lt;/b&gt;&lt;br&gt;This supplement contains detailed abilities of the combat clich&amp;eacute;s found in the Arcadomai setting. While certainly not an extensive list of ability for each clich&amp;eacute;, every list here should be enough to give the GM and the Player a good knowledge of what the clich&amp;eacute; can do. Also contained is information that all combat clich&amp;eacute;s can use&lt;br&gt;&lt;br&gt;&lt;b&gt;Strength, Dexterity and Health based clich&amp;eacute; rolls&lt;/b&gt;&lt;br&gt;Every combat clich&amp;eacute; can make rolls when involved in situations that relay on Strength, Dexterity or Health. Each clich&amp;eacute;, though, has one area that they&amp;rsquo;re not as good at as the other 2. Normally, doing something that only is implied by your clich&amp;eacute; adds a +5 to the TN. Since combat clich&amp;eacute;s 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.&lt;br&gt;  &lt;table cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;WPC-edit-border-all&quot; width=&quot;400&quot;&gt;  &lt;tbody&gt;&lt;tr&gt;   &lt;td class=&quot;&quot; width=&quot;25%&quot;&gt;&lt;br&gt;&lt;/td&gt;   &lt;td align=&quot;center&quot; class=&quot;&quot; width=&quot;25%&quot;&gt;   &lt;b&gt;Strength&lt;/b&gt;&lt;b&gt; TN&lt;/b&gt;&lt;/td&gt;   &lt;td align=&quot;center&quot; class=&quot;&quot; width=&quot;25%&quot;&gt;   &lt;b&gt;Dexterity&lt;/b&gt;&lt;b&gt; TN&lt;/b&gt;&lt;/td&gt;   &lt;td align=&quot;center&quot; class=&quot;&quot; width=&quot;25%&quot;&gt;   &lt;b&gt;Health&lt;/b&gt;&lt;b&gt; TN&lt;/b&gt;&lt;/td&gt;  &lt;/tr&gt;  &lt;tr&gt;   &lt;td class=&quot;&quot; width=&quot;25%&quot;&gt;   &lt;b&gt;Fighter&lt;/b&gt;&lt;/td&gt;   &lt;td align=&quot;center&quot; class=&quot;&quot; width=&quot;25%&quot;&gt;   Normal&lt;/td&gt;   &lt;td align=&quot;center&quot; class=&quot;&quot; width=&quot;25%&quot;&gt;   Normal&lt;/td&gt;   &lt;td align=&quot;center&quot; class=&quot;&quot; width=&quot;25%&quot;&gt;   +3 to TN&lt;/td&gt;  &lt;/tr&gt;  &lt;tr&gt;   &lt;td class=&quot;&quot; width=&quot;25%&quot;&gt;   &lt;b&gt;Soldier&lt;/b&gt;&lt;/td&gt;   &lt;td align=&quot;center&quot; class=&quot;&quot; width=&quot;25%&quot;&gt;   Normal&lt;/td&gt;   &lt;td align=&quot;center&quot; class=&quot;&quot; width=&quot;25%&quot;&gt;   +3 to TN&lt;/td&gt;   &lt;td align=&quot;center&quot; class=&quot;&quot; width=&quot;25%&quot;&gt;   Normal&lt;/td&gt;  &lt;/tr&gt;  &lt;tr&gt;   &lt;td class=&quot;&quot; width=&quot;25%&quot;&gt;   &lt;b&gt;Barbarian&lt;/b&gt;&lt;/td&gt;   &lt;td align=&quot;center&quot; class=&quot;&quot; width=&quot;25%&quot;&gt;   Normal&lt;/td&gt;   &lt;td align=&quot;center&quot; class=&quot;&quot; width=&quot;25%&quot;&gt;   +3 to TN&lt;/td&gt;   &lt;td align=&quot;center&quot; class=&quot;&quot; width=&quot;25%&quot;&gt;   Normal&lt;/td&gt;  &lt;/tr&gt;  &lt;tr&gt;   &lt;td class=&quot;&quot; width=&quot;25%&quot;&gt;   &lt;b&gt;Fencer&lt;/b&gt;&lt;/td&gt;   &lt;td align=&quot;center&quot; class=&quot;&quot; width=&quot;25%&quot;&gt;   +3 to TN&lt;/td&gt;   &lt;td align=&quot;center&quot; class=&quot;&quot; width=&quot;25%&quot;&gt;   Normal&lt;/td&gt;   &lt;td align=&quot;center&quot; class=&quot;&quot; width=&quot;25%&quot;&gt;   Normal&lt;/td&gt;  &lt;/tr&gt;  &lt;tr&gt;   &lt;td class=&quot;&quot; width=&quot;25%&quot;&gt;   &lt;b&gt;Guard&lt;/b&gt;&lt;/td&gt;   &lt;td align=&quot;center&quot; class=&quot;&quot; width=&quot;25%&quot;&gt;   Normal&lt;/td&gt;   &lt;td align=&quot;center&quot; class=&quot;&quot; width=&quot;25%&quot;&gt;   +3 to TN&lt;/td&gt;   &lt;td align=&quot;center&quot; class=&quot;&quot; width=&quot;25%&quot;&gt;   Normal&lt;/td&gt;  &lt;/tr&gt;  &lt;tr&gt;   &lt;td class=&quot;&quot; width=&quot;25%&quot;&gt;   &lt;b&gt;Mercenary&lt;/b&gt;&lt;/td&gt;   &lt;td align=&quot;center&quot; class=&quot;&quot; width=&quot;25%&quot;&gt;   Normal&lt;/td&gt;   &lt;td align=&quot;center&quot; class=&quot;&quot; width=&quot;25%&quot;&gt;   Normal&lt;/td&gt;   &lt;td align=&quot;center&quot; class=&quot;&quot; width=&quot;25%&quot;&gt;   +3 to TN&lt;/td&gt;  &lt;/tr&gt;  &lt;tr&gt;   &lt;td class=&quot;&quot; width=&quot;25%&quot;&gt;   &lt;b&gt;Archer&lt;/b&gt;&lt;/td&gt;   &lt;td align=&quot;center&quot; class=&quot;&quot; width=&quot;25%&quot;&gt;   +3 to TN&lt;/td&gt;   &lt;td align=&quot;center&quot; class=&quot;&quot; width=&quot;25%&quot;&gt;   Normal&lt;/td&gt;   &lt;td align=&quot;center&quot; class=&quot;&quot; width=&quot;25%&quot;&gt;   Normal&lt;/td&gt;  &lt;/tr&gt;  &lt;tr&gt;   &lt;td class=&quot;&quot; width=&quot;25%&quot;&gt;   &lt;b&gt;Assassin&lt;/b&gt;&lt;/td&gt;   &lt;td align=&quot;center&quot; class=&quot;&quot; width=&quot;25%&quot;&gt;   +3 to TN&lt;/td&gt;   &lt;td align=&quot;center&quot; class=&quot;&quot; width=&quot;25%&quot;&gt;   Normal&lt;/td&gt;   &lt;td align=&quot;center&quot; class=&quot;&quot; width=&quot;25%&quot;&gt;   Normal&lt;/td&gt;  &lt;/tr&gt;  &lt;tr&gt;   &lt;td class=&quot;&quot; width=&quot;25%&quot;&gt;   &lt;b&gt;Brawler&lt;/b&gt;&lt;/td&gt;   &lt;td align=&quot;center&quot; class=&quot;&quot; width=&quot;25%&quot;&gt;   Normal&lt;/td&gt;   &lt;td align=&quot;center&quot; class=&quot;&quot; width=&quot;25%&quot;&gt;   +3 to TN&lt;/td&gt;   &lt;td align=&quot;center&quot; class=&quot;&quot; width=&quot;25%&quot;&gt;   Normal&lt;/td&gt;  &lt;/tr&gt;  &lt;tr&gt;   &lt;td class=&quot;&quot; width=&quot;25%&quot;&gt;   &lt;b&gt;Paladin &lt;/b&gt;&lt;/td&gt;   &lt;td align=&quot;center&quot; class=&quot;&quot; width=&quot;25%&quot;&gt;   Normal&lt;/td&gt;   &lt;td align=&quot;center&quot; class=&quot;&quot; width=&quot;25%&quot;&gt;   +3 to TN&lt;/td&gt;   &lt;td align=&quot;center&quot; class=&quot;&quot; width=&quot;25%&quot;&gt;   Normal&lt;/td&gt;  &lt;/tr&gt; &lt;/tbody&gt;&lt;/table&gt;    &lt;br&gt;   &lt;b&gt;Mundane Weapons&lt;/b&gt;&lt;br&gt;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&lt;br&gt;&lt;br&gt;&lt;b&gt;1 hex weapons&lt;/b&gt;&lt;br&gt;Dagger &amp;ndash; a small blade, easy to hide&lt;br&gt;Sling &amp;ndash; a sling that throws hard metal bullets&lt;br&gt;Sling bullets &amp;ndash; a pack of 10 bullets&lt;br&gt;Quarterstaff &amp;ndash; a 5 to 6 foot long sturdy staff&lt;br&gt;&lt;b&gt;3 hex weapons&lt;/b&gt;&lt;br&gt;Short sword &amp;ndash; a short sword, machete or any other blade around 2 feet long&lt;br&gt;Short bow &amp;ndash; a normal bow&lt;br&gt;Arrows or Bolts &amp;ndash; a pack of 10 arrows or crossbow bolts&lt;br&gt;Mace &amp;ndash; a heavy metal ball attached to a foot long handle&lt;br&gt;Axe &amp;ndash; a hand axe, refit for battle&lt;br&gt;Spear &amp;ndash; a wooden or metal spike attached to a long pole&lt;br&gt;&lt;b&gt;5 hex weapons&lt;/b&gt;&lt;br&gt;Long sword &amp;ndash; a long sword, katana or any other blade around 3 feet long&lt;br&gt;Epee &amp;ndash; an epee, rapier or other fencing sword&lt;br&gt;Long bow &amp;ndash; a longer bow with greater range&lt;br&gt;Crossbow &amp;ndash; a crossbow or any other automated bow&lt;br&gt;Morning star &amp;ndash; a heavy, spiked and large metal ball attached to a foot long handle&lt;br&gt;Battleaxe &amp;ndash; a woodcutters axe, refit for battle&lt;br&gt;&lt;b&gt;7 hex weapons&lt;/b&gt;&lt;br&gt;Great sword &amp;ndash; a great sword, claymore or any other blade longer than 4 feet&lt;br&gt;Flail &amp;ndash; a spiked ball attached by chain to a foot long handle&lt;br&gt;Warhammer &amp;ndash; a large hammer&lt;br&gt;Polearm &amp;ndash; any military polearm&lt;br&gt;Exotic weapons &amp;ndash; double edged swords, double axes, nunchucks, war fans or anything else that wouldn&amp;rsquo;t fall under the classification of common weapons&lt;br&gt;&lt;b&gt;10 hex weapons&lt;/b&gt;&lt;br&gt;Custom weapons &amp;ndash; 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&lt;br&gt;Ornate weapons &amp;ndash; these weapons have ornate designs or sigils engraved on them. Besides the prestige of such weapons, these have no effect on combat&lt;br&gt;&lt;b&gt;50 hex weapons&lt;/b&gt;&lt;br&gt;Silver weapons &amp;ndash; any weapon made of tempered silver. Were-creatures lose 2 dice instead of one when hit with these&lt;br&gt;&lt;b&gt;100 hex weapons&lt;/b&gt;&lt;br&gt;Gold weapons &amp;ndash; any weapon made of tempered gold. Undead must make a Persistent based clich&amp;eacute; roll (TN = to the wielder&amp;rsquo;s combat roll) or be destroyed when the lose a round of combat against these weapons&lt;br&gt;&lt;b&gt;500 hex weapons&lt;/b&gt;&lt;br&gt;Gemstone weapons &amp;ndash; 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 clich&amp;eacute; that was damaged each turn until healed&lt;br&gt;&lt;br&gt;&lt;b&gt;Mundane Armor&lt;/b&gt;&lt;br&gt;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&lt;br&gt;&lt;br&gt;&lt;b&gt;1 hex armor&lt;/b&gt;&lt;br&gt;Cloth &amp;ndash; tightly woven cloth armor&lt;br&gt;Leather &amp;ndash; specially cured leather fashioned into armor&lt;br&gt;Wood &amp;ndash; planks of wood attached by strong cords&lt;br&gt;Buckler &amp;ndash; a shield made of wood&lt;br&gt;&lt;b&gt;3 hex armor&lt;/b&gt;&lt;br&gt;Banded Mail &amp;ndash; leather armor with bands of metal sewn in&lt;br&gt;Ring Mail &amp;ndash; leather armor with a net of large metal rings woven around it&lt;br&gt;Studded Leather &amp;ndash; leather armor with numerous metal studs woven into it&lt;br&gt;Shield &amp;ndash; a metal shield&lt;br&gt;&lt;b&gt;5 hex armor&lt;/b&gt;&lt;br&gt;Chain Mail &amp;ndash; small metal rings, chained together into an entire outfit&lt;br&gt;Scale Mail &amp;ndash; overlapping metal pieces&lt;br&gt;Plate Mail &amp;ndash; plates of metal with loose leather joints&lt;br&gt;Large shield &amp;ndash; a large metal shield&lt;br&gt;&lt;b&gt;7 hex armor&lt;/b&gt;&lt;br&gt;Full plate &amp;ndash; full body plate mail, including helmet&lt;br&gt;2 layer armor &amp;ndash; chainmail sewn into any other armor&lt;br&gt;Tower shield &amp;ndash; a shield so big, you can almost hide behind it&lt;br&gt;&lt;b&gt;10 hex armor&lt;/b&gt;&lt;br&gt;Custom Armor &amp;ndash; armor made to specifically fit your body. Anyone else who tries to wear this armor suffers a -1 penalty to all rolls with it&lt;br&gt;Ornate armor &amp;ndash; this armor has ornate designs or sigils engraved on them. Besides the prestige of such armor, this has no effect on combat&lt;br&gt;&lt;b&gt;50 hex armor&lt;/b&gt;&lt;br&gt;Pale Armor &amp;ndash; 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&lt;br&gt;&lt;b&gt;150 hex armor&lt;/b&gt;&lt;br&gt;Silver armor &amp;ndash; 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-clich&amp;eacute;&lt;br&gt;&lt;b&gt;1500 hex armor&lt;/b&gt;&lt;br&gt;Hex armor &amp;ndash; 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 clich&amp;eacute;, as hex is nearly indestructible on its own. Hex in this quantity radiates the natural rage of Cicatrix; while wearing this armor, any clich&amp;eacute; may be used as a combat clich&amp;eacute;  &lt;br&gt;&lt;br&gt;   &lt;b&gt;Strength based clich&amp;eacute; rolls&lt;/b&gt;&lt;br&gt;What follows is some information on what you can do with Strength rolls&lt;br&gt;&lt;br&gt;&lt;b&gt;Arm wrestling, other contests of strength&lt;/b&gt;&lt;br&gt;Simple Strength versus Strength roll&lt;br&gt;&lt;b&gt;Breaking down doors&lt;/b&gt;&lt;br&gt;Wooden door &amp;ndash; TN 5&lt;br&gt;Wooden banded door &amp;ndash; TN 8&lt;br&gt;Stone door &amp;ndash; TN 11&lt;br&gt;Metal door &amp;ndash; TN 15&lt;br&gt;Reinforced &amp;ndash; adds 3 to the TN&lt;br&gt;Oversized &amp;ndash; adds 4 to the TN&lt;br&gt;Barricaded &amp;ndash; adds 5 to the TN&lt;br&gt;&lt;b&gt;Lifting&lt;/b&gt;&lt;br&gt;Half your weight &amp;ndash; TN 8&lt;br&gt;Your weight &amp;ndash; TN 12&lt;br&gt;One and a half times your weight &amp;ndash; TN 15&lt;br&gt;Double your weight &amp;ndash; TN 19&lt;br&gt;Two and a half times your weight &amp;ndash; TN 22&lt;br&gt;Three times your weight &amp;ndash; TN 24&lt;br&gt;+2 TN for every full increase in times-your-weight (4 times you weight, TN 26 etc)&lt;br&gt;&lt;b&gt;Jumping&lt;/b&gt;&lt;br&gt;1 foot up or 5 feet across &amp;ndash; TN 6&lt;br&gt;1.5 feet up or 7 feet across &amp;ndash; TN 10&lt;br&gt;2 feet up or 10 feet across &amp;ndash; TN 13&lt;br&gt;2.5 feet up or 12 feet across &amp;ndash; TN 17&lt;br&gt;3 feet up or 15 feet across &amp;ndash; TN 20&lt;br&gt;+5 TN for each extra foot up or 5 feet across&lt;br&gt;&lt;b&gt;Breaking constraints&lt;/b&gt;&lt;br&gt;Rope &amp;ndash; TN 7&lt;br&gt;Leather straps &amp;ndash; TN 10&lt;br&gt;Chains &amp;ndash; TN 14&lt;br&gt;Wire &amp;ndash; TN 18&lt;br&gt;+2 TN for every extra binding used beyond what was necessary&lt;br&gt;&lt;b&gt;Climbing&lt;/b&gt;&lt;br&gt;Ladder or knotted rope &amp;ndash; TN 4&lt;br&gt;Rope, or handholds &amp;ndash; TN 8&lt;br&gt;Very rough wall, or natural chinks in the wall &amp;ndash; TN 12&lt;br&gt;Rough stone or brick wall &amp;ndash; TN 16&lt;br&gt;Smooth stone or brick wall &amp;ndash; TN 20&lt;br&gt;&lt;b&gt;Pushing opponents back&lt;/b&gt;&lt;br&gt;Strength versus strength roll&lt;br&gt;For every 2 points you beat your opponent by, you push them back 1 foot&lt;br&gt;&lt;b&gt;Throwing&lt;/b&gt;&lt;br&gt;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.&lt;br&gt;&lt;br&gt;&lt;b&gt;Dexterity based clich&amp;eacute; rolls&lt;/b&gt;&lt;br&gt;What follows is some information on what you can do with Dexterity rolls&lt;br&gt;&lt;br&gt;&lt;b&gt;Sports, other contests of skill&lt;/b&gt;&lt;br&gt;Straight Dexterity versus Dexterity rolls&lt;br&gt;&lt;b&gt;Weapon demonstration&lt;/b&gt;&lt;br&gt;This allows you to show off your combat clich&amp;eacute; to please a crowd&lt;br&gt;Average demonstration &amp;ndash; TN 5&lt;br&gt;Decent demonstration &amp;ndash; TN 8&lt;br&gt;Entertaining demonstration &amp;ndash; TN 10&lt;br&gt;Great demonstration &amp;ndash; TN 14&lt;br&gt;Masterful demonstration &amp;ndash; TN 16&lt;br&gt;Amazing demonstration &amp;ndash; TN 20&lt;br&gt;Nearly unbelievable demonstration &amp;ndash; TN 26&lt;br&gt;If you have other combat clich&amp;eacute;s, you may incorporate their moves into your demonstration. Roll each of the other combat clich&amp;eacute;s (TN 10). For each success, add 2 to your primary performance&lt;br&gt;&lt;b&gt;Balancing&lt;/b&gt;&lt;br&gt;6 inch wide plank &amp;ndash; TN 8&lt;br&gt;4 inch wide plank &amp;ndash; TN 12&lt;br&gt;2 inch wide plank &amp;ndash; TN 15&lt;br&gt;1 inch wide plank &amp;ndash; TN 18&lt;br&gt;A tightrope &amp;ndash; TN 21&lt;br&gt;A wire &amp;ndash; TN 24&lt;br&gt;&lt;b&gt;Falling&lt;/b&gt;&lt;br&gt;Fall 3 feet with no problem &amp;ndash; TN 6&lt;br&gt;Fall 6 feet with no problem &amp;ndash; TN 9&lt;br&gt;Fall 10 feet with no problem &amp;ndash; TN 12&lt;br&gt;Fall 15 feet with no problem &amp;ndash; TN 15&lt;br&gt;Fall 20 feet with no problem &amp;ndash; TN 28&lt;br&gt;+4 TN for every additional 5 feet&lt;br&gt;&lt;b&gt;Staying afoot on unstable ground&lt;/b&gt;&lt;br&gt;Gravel strewn, 15 degree tilt &amp;ndash; TN 4&lt;br&gt;Slippery or waxed, 25 degree tilt &amp;ndash; TN 7&lt;br&gt;Shaking, breaking apart, 40 degree tilt &amp;ndash; TN 11&lt;br&gt;Greased or Icy, 50 degree tilt &amp;ndash; TN 16&lt;br&gt;Severe shaking, falling apart right underneath you, 65 degree tilt &amp;ndash; TN 21&lt;br&gt;Frictionless, 80 degree tilt &amp;ndash; TN 26&lt;br&gt;&lt;b&gt;Maneuvering&lt;/b&gt;&lt;br&gt;Jump on or off a table, roll under a table &amp;ndash; TN 5&lt;br&gt;Swing on a chandelier or rope &amp;ndash; TN 7&lt;br&gt;Slide down a banister or safely tumble down steps &amp;ndash; TN 10&lt;br&gt;Dart through chair legs, roll over tables while attacking &amp;ndash; TN 14&lt;br&gt;Run across a crowd&amp;rsquo;s shoulders, dart through the spokes of moving wheels &amp;ndash; TN 18  &lt;br&gt;&lt;br&gt;   &lt;b&gt;Health based clich&amp;eacute; rolls&lt;/b&gt;&lt;br&gt;What follows is some information on what you can do with Health rolls&lt;br&gt;&lt;br&gt;&lt;b&gt;Races, other contests of stamina&lt;/b&gt;&lt;br&gt;Straight Health versus Health rolls&lt;br&gt;&lt;b&gt;Holding your breath&lt;/b&gt;&lt;br&gt;30 seconds &amp;ndash; TN 4&lt;br&gt;45 seconds &amp;ndash; TN 6&lt;br&gt;1 minute &amp;ndash; TN 8&lt;br&gt;1 minute and 30 seconds &amp;ndash; TN 11&lt;br&gt;2 minutes &amp;ndash; TN 14&lt;br&gt;+4 TN for each additional minute&lt;br&gt;&lt;b&gt;Resisting pain without yelling out&lt;/b&gt;&lt;br&gt;Stepping on a sharp rock barefoot, scraping your arm &amp;ndash; TN 3&lt;br&gt;Small cut or pin pricks, slight heat &amp;ndash; TN 6&lt;br&gt;Major cuts, stabs, burning heat, bruising something &amp;ndash; TN 10&lt;br&gt;Wild animal bites, searing heat, breaking a small bone &amp;ndash; TN 14&lt;br&gt;Stripped flesh, searing continuous heat, breaking a major bone &amp;ndash; TN 20&lt;br&gt;&lt;b&gt;Prolonged strenuous activity&lt;/b&gt;&lt;br&gt;30 minutes without rest &amp;ndash; TN 5&lt;br&gt;An hour without rest &amp;ndash; TN 8&lt;br&gt;4 hours without rest &amp;ndash; TN 12&lt;br&gt;8 hours without rest &amp;ndash; TN 17&lt;br&gt;12 hours without rest &amp;ndash; TN 22&lt;br&gt;+4 TN for every additional 4 hours&lt;br&gt;&lt;b&gt;Less sleep&lt;/b&gt;&lt;br&gt;Only sleep 6 hours with no problems &amp;ndash; TN 4&lt;br&gt;Only sleep 4 hours with no problems &amp;ndash; TN 8&lt;br&gt;Only sleep 2 hours with no problems &amp;ndash; TN 12&lt;br&gt;No sleep at all &amp;ndash; TN 16&lt;br&gt;+2 TN for each consecutive night of less sleep&lt;br&gt;&lt;b&gt;Drinking&lt;/b&gt;&lt;br&gt;Act without penalty after 1 drink &amp;ndash; TN 3&lt;br&gt;Act without penalty after 2 drinks &amp;ndash; TN 5&lt;br&gt;Act without penalty after 4 drinks &amp;ndash; TN 8&lt;br&gt;Act without penalty after 8 drinks &amp;ndash; TN 13&lt;br&gt;Act without penalty after 16 drinks &amp;ndash; TN 18&lt;br&gt;+4 TN per 8 additional drinks&lt;br&gt;&lt;b&gt;Recovering Clich&amp;eacute; damage after resting (One hour&amp;rsquo;s rest)&lt;/b&gt;&lt;br&gt;1 die in a clich&amp;eacute; &amp;ndash; TN 4&lt;br&gt;Up to 2 dice in clich&amp;eacute;s &amp;ndash; TN 7&lt;br&gt;Up to 3 dice in clich&amp;eacute;s &amp;ndash; TN 10&lt;br&gt;Up to 4 dice in clich&amp;eacute;s &amp;ndash; TN 14&lt;br&gt;Up to 6 dice in clich&amp;eacute;s &amp;ndash; TN 18&lt;br&gt;Up to 8 dice in clich&amp;eacute;s &amp;ndash; TN 23&lt;br&gt;+5 TN per additional 2 dice healed  &lt;br&gt;&lt;br&gt;   &lt;font size=&quot;4&quot;&gt;&lt;b&gt;Fighter&lt;/b&gt;&lt;/font&gt;  &lt;table cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;WPC-edit-border-all&quot; width=&quot;400&quot;&gt;  &lt;tbody&gt;&lt;tr&gt;   &lt;td class=&quot;&quot; width=&quot;33%&quot;&gt;   &lt;b&gt;Strength&lt;/b&gt;&lt;b&gt; TN&lt;/b&gt;&lt;/td&gt;   &lt;td class=&quot;&quot; width=&quot;33%&quot;&gt;   &lt;b&gt;Dexterity&lt;/b&gt;&lt;b&gt; TN&lt;/b&gt;&lt;/td&gt;   &lt;td class=&quot;&quot; width=&quot;33%&quot;&gt;   &lt;b&gt;Health&lt;/b&gt;&lt;b&gt; TN&lt;/b&gt;&lt;/td&gt;  &lt;/tr&gt;  &lt;tr&gt;   &lt;td class=&quot;&quot; width=&quot;33%&quot;&gt;   Normal&lt;/td&gt;   &lt;td class=&quot;&quot; width=&quot;33%&quot;&gt;   Normal&lt;/td&gt;   &lt;td class=&quot;&quot; width=&quot;33%&quot;&gt;   +3 to TN&lt;/td&gt;  &lt;/tr&gt; &lt;/tbody&gt;&lt;/table&gt;  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&lt;br&gt;&lt;br&gt;&lt;b&gt;Incorporate Style&lt;/b&gt;&lt;br&gt;This ability lets the Fighter use different weapon styles with the weapon they&amp;rsquo;re using (chopping like an axe with a sword, fencing with a katana, etc). The Fighter takes a -3 penalty to his roll results, causing his opponent to take a -1 die penalty to their rolls&lt;br&gt;&lt;br&gt;&lt;b&gt;Weapon Collection&lt;/b&gt;&lt;br&gt;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&lt;br&gt;&lt;br&gt;&lt;b&gt;Customize&lt;/b&gt;&lt;br&gt;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&amp;rsquo;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&lt;br&gt;&lt;br&gt;&lt;b&gt;Specialize&lt;/b&gt;&lt;br&gt;At the end of any game session, the player of the Fighter may choose to permanently change the Fighter clich&amp;eacute; to any other combat clich&amp;eacute; of their choice&lt;br&gt;&lt;br&gt;&lt;b&gt;Generalize&lt;/b&gt;&lt;br&gt;This ability stays with the Fighter even when he changes his clich&amp;eacute; 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 clich&amp;eacute; to Fighter&lt;br&gt;  &lt;br&gt;   &lt;font size=&quot;4&quot;&gt;&lt;b&gt;Soldier&lt;/b&gt;&lt;/font&gt;  &lt;table cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;WPC-edit-border-all&quot; width=&quot;400&quot;&gt;  &lt;tbody&gt;&lt;tr&gt;   &lt;td class=&quot;&quot; width=&quot;33%&quot;&gt;   &lt;b&gt;Strength&lt;/b&gt;&lt;b&gt; TN&lt;/b&gt;&lt;/td&gt;   &lt;td class=&quot;&quot; width=&quot;33%&quot;&gt;   &lt;b&gt;Dexterity&lt;/b&gt;&lt;b&gt; TN&lt;/b&gt;&lt;/td&gt;   &lt;td class=&quot;&quot; width=&quot;33%&quot;&gt;   &lt;b&gt;Health&lt;/b&gt;&lt;b&gt; TN&lt;/b&gt;&lt;/td&gt;  &lt;/tr&gt;  &lt;tr&gt;   &lt;td class=&quot;&quot; width=&quot;33%&quot;&gt;   Normal&lt;/td&gt;   &lt;td class=&quot;&quot; width=&quot;33%&quot;&gt;   +3 to TN&lt;/td&gt;   &lt;td class=&quot;&quot; width=&quot;33%&quot;&gt;   Normal&lt;/td&gt;  &lt;/tr&gt; &lt;/tbody&gt;&lt;/table&gt;  The Soldier is a member of the local military, usually trained from a young age. The Soldier&amp;rsquo;s life is usually dictated by their commander, but Soldier&amp;rsquo;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&lt;br&gt;&lt;br&gt;&lt;b&gt;Loyalty&lt;/b&gt;&lt;br&gt;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.&lt;br&gt;&lt;br&gt;&lt;b&gt;Courage&lt;/b&gt;&lt;br&gt;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&lt;br&gt;&lt;br&gt;&lt;b&gt;Discount&lt;/b&gt;&lt;br&gt;The Soldier can get a discount on the cost of replacing his clich&amp;eacute; equipment, by letting the merchant know that they&amp;rsquo;re helping refit a member of the army. They roll their Soldier clich&amp;eacute;, and the TN they beat determines the discount of all their clich&amp;eacute; equipment. This ability can also be used on any single item in the Weapon or Item list earlier&lt;br&gt;TN 4 &amp;ndash; Soldier pays 90% of cost&lt;br&gt;TN 8 &amp;ndash; Soldier pays 80% of cost &lt;br&gt;TN 12 &amp;ndash; Soldier pays 70% of cost &lt;br&gt;TN 16 &amp;ndash; Soldier pays 60% of cost &lt;br&gt;TN 20 &amp;ndash; Soldier pays 50% of cost &lt;br&gt;&lt;br&gt;&lt;b&gt;Teamwork&lt;/b&gt;&lt;br&gt;This ability may be used when the Soldier teams up in combat with other Soldiers. After rolling, team members supporting the leader&amp;rsquo;s roll may decide which number they contribute, instead of always contributing sixes&lt;br&gt;&lt;br&gt;&lt;b&gt;Plan&lt;/b&gt;&lt;br&gt;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&lt;br&gt;&lt;br&gt; &lt;font size=&quot;4&quot;&gt;&lt;b&gt;Barbarian&lt;/b&gt;&lt;/font&gt;  &lt;table cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;WPC-edit-border-all&quot; width=&quot;400&quot;&gt;  &lt;tbody&gt;&lt;tr&gt;   &lt;td class=&quot;&quot; width=&quot;33%&quot;&gt;   &lt;b&gt;Strength&lt;/b&gt;&lt;b&gt; TN&lt;/b&gt;&lt;/td&gt;   &lt;td class=&quot;&quot; width=&quot;33%&quot;&gt;   &lt;b&gt;Dexterity&lt;/b&gt;&lt;b&gt; TN&lt;/b&gt;&lt;/td&gt;   &lt;td class=&quot;&quot; width=&quot;33%&quot;&gt;   &lt;b&gt;Health&lt;/b&gt;&lt;b&gt; TN&lt;/b&gt;&lt;/td&gt;  &lt;/tr&gt;  &lt;tr&gt;   &lt;td class=&quot;&quot; width=&quot;33%&quot;&gt;   Normal&lt;/td&gt;   &lt;td class=&quot;&quot; width=&quot;33%&quot;&gt;   +3 to TN&lt;/td&gt;   &lt;td class=&quot;&quot; width=&quot;33%&quot;&gt;   Normal&lt;/td&gt;  &lt;/tr&gt; &lt;/tbody&gt;&lt;/table&gt;  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&lt;br&gt;&lt;br&gt;&lt;b&gt;Rage&lt;/b&gt;&lt;br&gt;The Barbarian may make a Barbarian clich&amp;eacute; roll before pumping his clich&amp;eacute;. Depending on what TN he beats, the pumped clich&amp;eacute; will stay pumped for additional turns&lt;br&gt;TN 8 &amp;ndash; Pumped clich&amp;eacute; stays pumped for 1 additional turn&lt;br&gt;TN 14 &amp;ndash; Pumped clich&amp;eacute; stays pumped for 2 additional turns&lt;br&gt;TN 20 &amp;ndash; Pumped clich&amp;eacute; stays pumped for 3 additional turns&lt;br&gt;&lt;br&gt;&lt;b&gt;Smash&lt;/b&gt;&lt;br&gt;The Barbarian receives a +3 bonus on any Strength roll made to break something&lt;br&gt;&lt;br&gt;&lt;b&gt;Tough Gut&lt;/b&gt;&lt;br&gt;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&lt;br&gt;&lt;br&gt;&lt;b&gt;Excessive Force&lt;/b&gt;&lt;br&gt;Before making a combat roll, the Barbarian may choose to take a die of damage in the Barbarian clich&amp;eacute;. If they succeed at their next attack, their opponent loses two dice instead of one&lt;br&gt;&lt;br&gt;&lt;b&gt;Patch Up&lt;/b&gt;&lt;br&gt;The Barbarian may make his base Barbarian clich&amp;eacute; roll (his clich&amp;eacute; level before he took any damage) immediately following combat. The chart below shows how many dice the Barbarian can regain in his clich&amp;eacute;s. The Barbarian must be victorious in order to use this ability.&lt;br&gt;TN 8 &amp;ndash; 1 die in a clich&amp;eacute;&lt;br&gt;TN 12 &amp;ndash; Up to 2 dice in clich&amp;eacute;s&lt;br&gt;TN 17 &amp;ndash; Up to 3 dice in clich&amp;eacute;s&lt;br&gt;TN 22 &amp;ndash; Up to 4 dice in clich&amp;eacute;s&lt;br&gt;+6 TN per additional 1 die healed  &lt;br&gt;&lt;br&gt;  &lt;font size=&quot;4&quot;&gt;&lt;b&gt;Fencer&lt;/b&gt;&lt;/font&gt;  &lt;table cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;WPC-edit-border-all&quot; width=&quot;400&quot;&gt;  &lt;tbody&gt;&lt;tr&gt;   &lt;td class=&quot;&quot; width=&quot;33%&quot;&gt;   &lt;b&gt;Strength&lt;/b&gt;&lt;b&gt; TN&lt;/b&gt;&lt;/td&gt;   &lt;td class=&quot;&quot; width=&quot;33%&quot;&gt;   &lt;b&gt;Dexterity&lt;/b&gt;&lt;b&gt; TN&lt;/b&gt;&lt;/td&gt;   &lt;td class=&quot;&quot; width=&quot;33%&quot;&gt;   &lt;b&gt;Health&lt;/b&gt;&lt;b&gt; TN&lt;/b&gt;&lt;/td&gt;  &lt;/tr&gt;  &lt;tr&gt;   &lt;td class=&quot;&quot; width=&quot;33%&quot;&gt;   +3 to TN&lt;/td&gt;   &lt;td class=&quot;&quot; width=&quot;33%&quot;&gt;   Normal&lt;/td&gt;   &lt;td class=&quot;&quot; width=&quot;33%&quot;&gt;   Normal&lt;/td&gt;  &lt;/tr&gt; &lt;/tbody&gt;&lt;/table&gt;  The Fencer is a high class combat clich&amp;eacute;. They are taught honor, fairness, flair and respect for the upper class. Many high class individuals will have at least 1 die in this clich&amp;eacute;. The Fencer&amp;rsquo;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&amp;rsquo;s art&lt;br&gt;&lt;br&gt;&lt;b&gt;Taunt&lt;/b&gt;&lt;br&gt;The Fencer rolls their Fencer clich&amp;eacute; against a target&amp;rsquo;s Willful based clich&amp;eacute;. If the Fencer succeeds, the target must pump their clich&amp;eacute; 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&lt;br&gt;&lt;br&gt;&lt;b&gt;Double Strike&lt;/b&gt;&lt;br&gt;The Fencer attacks twice in quick succession. The Fencer rolls twice, while his opponent rolls only once. If the Fencer beats the opponent&amp;rsquo;s roll with each of his rolls, the opponent loses 2 dice in their clich&amp;eacute;. If the Fencer beats the opponent&amp;rsquo;s roll with one of his rolls, but fails to beat the opponent&amp;rsquo;s roll with the other roll, both the Fencer and his opponent lose a die in their clich&amp;eacute;. If the Fencer fails to beat the opponent&amp;rsquo;s roll with both rolls, the Fencer loses one die in their clich&amp;eacute; and may not double strike against this opponent for the remainder of the combat&lt;br&gt;&lt;br&gt;&lt;b&gt;Theatrics&lt;/b&gt;&lt;br&gt;The Fencer receives a +1 die bonus to all rolls involving the Maneuvering list for Dexterity based clich&amp;eacute; rolls.&lt;br&gt;&lt;br&gt;&lt;b&gt;Scar&lt;/b&gt;&lt;br&gt;The Fencer makes a combat roll as normal. If they succeed against their opponent, they may leave a scar on them instead of dealing clich&amp;eacute; damage. This scar will last a number of weeks equal to the clich&amp;eacute; level of Fencer that the Fencer has. If the Fencer fails the roll, they take damage to their clich&amp;eacute; like normal&lt;br&gt;&lt;br&gt;&lt;b&gt;Insult&lt;/b&gt;&lt;br&gt;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 &amp;ndash; anything that only requires one hand may be done while fighting&lt;br&gt;  &lt;b&gt;&lt;br&gt; &lt;/b&gt;  &lt;font size=&quot;4&quot;&gt;&lt;b&gt;Guard&lt;/b&gt;&lt;/font&gt;  &lt;table cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;WPC-edit-border-all&quot; width=&quot;400&quot;&gt;  &lt;tbody&gt;&lt;tr&gt;   &lt;td class=&quot;&quot; width=&quot;33%&quot;&gt;   &lt;b&gt;Strength&lt;/b&gt;&lt;b&gt; TN&lt;/b&gt;&lt;/td&gt;   &lt;td class=&quot;&quot; width=&quot;33%&quot;&gt;   &lt;b&gt;Dexterity&lt;/b&gt;&lt;b&gt; TN&lt;/b&gt;&lt;/td&gt;   &lt;td class=&quot;&quot; width=&quot;33%&quot;&gt;   &lt;b&gt;Health&lt;/b&gt;&lt;b&gt; TN&lt;/b&gt;&lt;/td&gt;  &lt;/tr&gt;  &lt;tr&gt;   &lt;td class=&quot;&quot; width=&quot;33%&quot;&gt;   Normal&lt;/td&gt;   &lt;td class=&quot;&quot; width=&quot;33%&quot;&gt;   +3 to TN&lt;/td&gt;   &lt;td class=&quot;&quot; width=&quot;33%&quot;&gt;   Normal&lt;/td&gt;  &lt;/tr&gt; &lt;/tbody&gt;&lt;/table&gt;  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&lt;br&gt;&lt;br&gt;&lt;b&gt;Stoic&lt;/b&gt;&lt;br&gt;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 clich&amp;eacute; roll &amp;ndash; the TN they beat determines how long they can go before a break&lt;br&gt;TN 4 &amp;ndash; One hour&lt;br&gt;TN 6 &amp;ndash; Two hours&lt;br&gt;TN 10 &amp;ndash; Four hours&lt;br&gt;TN 16 &amp;ndash; Eight hours&lt;br&gt;TN 24 &amp;ndash; Sixteen hours&lt;br&gt;&lt;br&gt;&lt;b&gt;Summon Help&lt;/b&gt;&lt;br&gt;The Guard can give a shout that will draw other guards in the area to the spot. The Guard roll his Guard clich&amp;eacute; &amp;ndash; the TN they beat determines how many guards (with a Guard clich&amp;eacute; equal to one less than the Guard that called him) respond to his call&lt;br&gt;TN 10 &amp;ndash; One Guard&lt;br&gt;TN 14 &amp;ndash; Two Guards&lt;br&gt;TN 18 &amp;ndash; Three Guards&lt;br&gt;+5 TN for every additional guard&lt;br&gt;&lt;br&gt;&lt;b&gt;Resupply&lt;/b&gt;&lt;br&gt;The Guard&amp;rsquo;s employer will supply the Guard with his clich&amp;eacute; 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&lt;br&gt;&lt;br&gt;&lt;b&gt;Retribution&lt;/b&gt;&lt;br&gt;The Guard gets +1 dice to their combat rolls against someone who breaks or steals an item their guarding. For each clich&amp;eacute; of damage an opponent does against a person the Guard is guarding, the guard receives +2 to their combat roll against them&lt;br&gt;&lt;br&gt;&lt;b&gt;Steadfast&lt;/b&gt;&lt;br&gt;Guards gain a +3 bonus to resist intimidation, torture or any other tactic to get the Guard to leave what he&amp;rsquo;s guarding&lt;br&gt;  &lt;b&gt;&lt;br&gt; &lt;/b&gt;  &lt;font size=&quot;4&quot;&gt;&lt;b&gt;Mercenary&lt;/b&gt;&lt;/font&gt;  &lt;table cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;WPC-edit-border-all&quot; width=&quot;400&quot;&gt;  &lt;tbody&gt;&lt;tr&gt;   &lt;td class=&quot;&quot; width=&quot;33%&quot;&gt;   &lt;b&gt;Strength&lt;/b&gt;&lt;b&gt; TN&lt;/b&gt;&lt;/td&gt;   &lt;td class=&quot;&quot; width=&quot;33%&quot;&gt;   &lt;b&gt;Dexterity&lt;/b&gt;&lt;b&gt; TN&lt;/b&gt;&lt;/td&gt;   &lt;td class=&quot;&quot; width=&quot;33%&quot;&gt;   &lt;b&gt;Health&lt;/b&gt;&lt;b&gt; TN&lt;/b&gt;&lt;/td&gt;  &lt;/tr&gt;  &lt;tr&gt;   &lt;td class=&quot;&quot; width=&quot;33%&quot;&gt;   Normal&lt;/td&gt;   &lt;td class=&quot;&quot; width=&quot;33%&quot;&gt;   Normal&lt;/td&gt;   &lt;td class=&quot;&quot; width=&quot;33%&quot;&gt;   +3 to TN&lt;/td&gt;  &lt;/tr&gt; &lt;/tbody&gt;&lt;/table&gt;  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&lt;br&gt;&lt;br&gt;&lt;b&gt;Intimidation&lt;/b&gt;&lt;br&gt;The Mercenary rolls his Mercenary clich&amp;eacute; against the target&amp;rsquo;s Willful based clich&amp;eacute;. 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&lt;br&gt;&lt;br&gt;&lt;b&gt;Torture&lt;/b&gt;&lt;br&gt;The Mercenary must have the target bound or otherwise helpless. He rolls his Mercenary clich&amp;eacute; against the target&amp;rsquo;s Health based clich&amp;eacute;. If he succeeds, the target takes a clich&amp;eacute; of damage to a clich&amp;eacute; of their choice and does whatever the Mercenary wants. If he fails, the target still takes a clich&amp;eacute; of damage to the clich&amp;eacute; of their choice, but does not submit. The Mercenary can try again and again. Each attempt causes a clich&amp;eacute; of damage and gives the Mercenary a cumulative +2 to his roll, until his target submits or dies&lt;br&gt;&lt;br&gt;&lt;b&gt;Friends in Low Places&lt;/b&gt;&lt;br&gt;Mercenaries have a lot of powerful friends of questionable morals. Whenever the Mercenary is in jail, there&amp;rsquo;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 clich&amp;eacute; level of the Mercenary&lt;br&gt;Mercenary (1) &amp;ndash; A roll of 6 on a d6&lt;br&gt;Mercenary (2) &amp;ndash; A roll of 5 or more on a d6&lt;br&gt;Mercenary (3) &amp;ndash; A roll of 4 or more on a d6&lt;br&gt;Mercenary (4) &amp;ndash; A roll of 3 or more on a d6&lt;br&gt;Mercenary (5) &amp;ndash; A roll of 2 or more on a d6&lt;br&gt;Mercenary (6) &amp;ndash; Someone always breaks the Mercenary out if they&amp;rsquo;re jailed&lt;br&gt;&lt;br&gt;&lt;b&gt;More for the Money&lt;/b&gt;&lt;br&gt;A well paid Mercenary is a happy Mercenary. And a happy Mercenary puts a lot more effort into the job he&amp;rsquo;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&lt;br&gt;+50 Hex &amp;ndash; a +1 bonus to all rolls made while completing the job&lt;br&gt;+100 Hex &amp;ndash; a +2 bonus to all rolls made while completing the job&lt;br&gt;+150 Hex &amp;ndash; a +1 die bonus to all rolls made while completing the job&lt;br&gt;+250 Hex &amp;ndash; a +1 pip bonus to all rolls made while completing the job&lt;br&gt;+500 Hex &amp;ndash; a +2 pip bonus to all rolls made while completing the job&lt;br&gt;+1500 Hex &amp;ndash; a +3 pip bonus to all rolls made while completing the job&lt;br&gt;&lt;br&gt;&lt;b&gt;Hatred of Authority&lt;/b&gt;&lt;br&gt;Mercenaries receive a +1 bonus to combat rolls against Soldiers, Guards and Paladins&lt;br&gt;&lt;br&gt;&lt;font size=&quot;4&quot;&gt;&lt;b&gt; Archer&lt;/b&gt;&lt;/font&gt;  &lt;table cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;WPC-edit-border-all&quot; width=&quot;400&quot;&gt;  &lt;tbody&gt;&lt;tr&gt;   &lt;td class=&quot;&quot; width=&quot;33%&quot;&gt;   &lt;b&gt;Strength&lt;/b&gt;&lt;b&gt; TN&lt;/b&gt;&lt;/td&gt;   &lt;td class=&quot;&quot; width=&quot;33%&quot;&gt;   &lt;b&gt;Dexterity&lt;/b&gt;&lt;b&gt; TN&lt;/b&gt;&lt;/td&gt;   &lt;td class=&quot;&quot; width=&quot;33%&quot;&gt;   &lt;b&gt;Health&lt;/b&gt;&lt;b&gt; TN&lt;/b&gt;&lt;/td&gt;  &lt;/tr&gt;  &lt;tr&gt;   &lt;td class=&quot;&quot; width=&quot;33%&quot;&gt;   +3 to TN&lt;/td&gt;   &lt;td class=&quot;&quot; width=&quot;33%&quot;&gt;   Normal&lt;/td&gt;   &lt;td class=&quot;&quot; width=&quot;33%&quot;&gt;   Normal&lt;/td&gt;  &lt;/tr&gt; &lt;/tbody&gt;&lt;/table&gt;  Archers devote their combat skills to bows and crossbows. Any team of serious combatants should include an Archer &amp;ndash; 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&lt;br&gt;&lt;br&gt;&lt;b&gt;Aim&lt;br&gt; &lt;/b&gt;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 &amp;ndash; if they&amp;rsquo;re attacked, they lose any bonus from aiming. The bonus stack for each previous turn of aiming &amp;ndash; if they aim for 2 turns, they get the bonus for both 1 and 2 turns of aiming&lt;br&gt;1 turn aiming &amp;ndash; +2 to the next combat roll against the target&lt;br&gt;2 turns aiming &amp;ndash; +1 die to the next combat roll against the target&lt;br&gt;3 turns aiming &amp;ndash; 2 damage to the target&amp;rsquo;s clich&amp;eacute; if combat roll succeeds&lt;br&gt;&lt;br&gt;&lt;b&gt;Double Shot&lt;/b&gt;&lt;br&gt;The Archer may shoot 2 different opponents at once. They must divide the dice they have in their Archer clich&amp;eacute; 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 clich&amp;eacute; of damage&lt;br&gt;&lt;br&gt;&lt;b&gt;Trick Shot&lt;/b&gt;&lt;br&gt;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&amp;rsquo;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&lt;br&gt;&lt;br&gt;&lt;b&gt;Pin&lt;/b&gt;&lt;br&gt;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 clich&amp;eacute; roll (TN equal to the Archer&amp;rsquo;s roll) to escape&lt;br&gt;&lt;br&gt;&lt;b&gt;Slayer&lt;/b&gt;&lt;br&gt;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&lt;br&gt;&lt;br&gt; &lt;font size=&quot;4&quot;&gt;&lt;b&gt;Assassin&lt;/b&gt;&lt;/font&gt;  &lt;table cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;WPC-edit-border-all&quot; width=&quot;400&quot;&gt;  &lt;tbody&gt;&lt;tr&gt;   &lt;td class=&quot;&quot; width=&quot;33%&quot;&gt;   &lt;b&gt;Strength&lt;/b&gt;&lt;b&gt; TN&lt;/b&gt;&lt;/td&gt;   &lt;td class=&quot;&quot; width=&quot;33%&quot;&gt;   &lt;b&gt;Dexterity&lt;/b&gt;&lt;b&gt; TN&lt;/b&gt;&lt;/td&gt;   &lt;td class=&quot;&quot; width=&quot;33%&quot;&gt;   &lt;b&gt;Health&lt;/b&gt;&lt;b&gt; TN&lt;/b&gt;&lt;/td&gt;  &lt;/tr&gt;  &lt;tr&gt;   &lt;td class=&quot;&quot; width=&quot;33%&quot;&gt;   +3 to TN&lt;/td&gt;   &lt;td class=&quot;&quot; width=&quot;33%&quot;&gt;   Normal&lt;/td&gt;   &lt;td class=&quot;&quot; width=&quot;33%&quot;&gt;   Normal&lt;/td&gt;  &lt;/tr&gt; &lt;/tbody&gt;&lt;/table&gt;  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&amp;rsquo;s training focuses all about stealth, patience and masterful skill with his weapons. An Assassin should never be in a position where they&amp;rsquo;d have to overcome an opponent with strength alone&lt;br&gt;&lt;br&gt;&lt;b&gt;Assassinate&lt;/b&gt;&lt;br&gt;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 clich&amp;eacute; roll. If the Assassin wins, the target dies. If not, the Assassin takes a die of damage to their Assassin clich&amp;eacute;, and normal combat starts&lt;br&gt;&lt;br&gt;&lt;b&gt;Stealth&lt;/b&gt;&lt;br&gt;The Assassin rolls his clich&amp;eacute;. The result is the TN that an opponent needs to roll on a Perceptive based clich&amp;eacute; roll to notice his presence. The Assassin must be out of sight of anyone before using this skill&lt;br&gt;&lt;br&gt;&lt;b&gt;Always Alert&lt;/b&gt;&lt;br&gt;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&lt;br&gt;&lt;br&gt;&lt;b&gt;Combat Poison Making&lt;/b&gt;&lt;br&gt;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 clich&amp;eacute; roll (equal to the roll to create the poison) or suffer the effects listed&lt;br&gt;TN 5 &amp;ndash; a -1 penalty on the opponent&amp;rsquo;s next roll&lt;br&gt;TN 9 &amp;ndash; a -1 penalty on the opponent&amp;rsquo;s rolls until end of combat&lt;br&gt;TN 14 &amp;ndash; a -1 die penalty on the opponent&amp;rsquo;s rolls until end of combat&lt;br&gt;TN 18 &amp;ndash; a -1 pip penalty on the opponent&amp;rsquo;s rolls until end of combat&lt;br&gt;+6 TN for each additional -1 pip penalty&lt;br&gt;&lt;br&gt;&lt;b&gt;Ingested Poison Making&lt;/b&gt;&lt;br&gt;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&amp;rsquo;s food or drink. After consuming the food or drink, the target makes a Health based clich&amp;eacute; roll (equal to the roll to create the poison) or suffer the effects listed&lt;br&gt;TN 12 &amp;ndash; target suffers pain all throughout the day and is at -1 to all rolls&lt;br&gt;TN 16 &amp;ndash; target suffers delirium and hallucinations, taking -1 die to all rolls all day&lt;br&gt;TN 18 &amp;ndash; target immediately falls into a deep sleep for an hour&lt;br&gt;TN 20 &amp;ndash; target dies  &lt;br&gt;&lt;br&gt;  &lt;font size=&quot;4&quot;&gt;&lt;b&gt;Brawler&lt;/b&gt;&lt;/font&gt;  &lt;table cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;WPC-edit-border-all&quot; width=&quot;400&quot;&gt;  &lt;tbody&gt;&lt;tr&gt;   &lt;td class=&quot;&quot; width=&quot;33%&quot;&gt;   &lt;b&gt;Strength&lt;/b&gt;&lt;b&gt; TN&lt;/b&gt;&lt;/td&gt;   &lt;td class=&quot;&quot; width=&quot;33%&quot;&gt;   &lt;b&gt;Dexterity&lt;/b&gt;&lt;b&gt; TN&lt;/b&gt;&lt;/td&gt;   &lt;td class=&quot;&quot; width=&quot;33%&quot;&gt;   &lt;b&gt;Health&lt;/b&gt;&lt;b&gt; TN&lt;/b&gt;&lt;/td&gt;  &lt;/tr&gt;  &lt;tr&gt;   &lt;td class=&quot;&quot; width=&quot;33%&quot;&gt;   Normal&lt;/td&gt;   &lt;td class=&quot;&quot; width=&quot;33%&quot;&gt;   +3 to TN&lt;/td&gt;   &lt;td class=&quot;&quot; width=&quot;33%&quot;&gt;   Normal&lt;/td&gt;  &lt;/tr&gt; &lt;/tbody&gt;&lt;/table&gt;  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&lt;br&gt;&lt;br&gt;&lt;b&gt;Always Ready&lt;/b&gt;&lt;br&gt;The Brawler has no specific clich&amp;eacute; equipment he needs to fight. Brawlers never suffer the half dice penalty of using a clich&amp;eacute; without its equipment&lt;br&gt;&lt;br&gt;&lt;b&gt;Pummel&lt;/b&gt;&lt;br&gt;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&lt;br&gt;&lt;br&gt;&lt;b&gt;Brutalize&lt;/b&gt;&lt;br&gt;Sometimes a Brawler gets into a battle just a little too much, resorting to tactics that some would find&amp;hellip;unpleasant. If a Brawler rolls more than double his opponent&amp;rsquo;s combat roll, the Brawler&amp;rsquo;s opponent loses 2 dice instead of 1. If a Brawler rolls more than triple his opponent&amp;rsquo;s combat roll, the Brawler&amp;rsquo;s opponent loses 3 dice instead of 1.&lt;br&gt;&lt;br&gt;&lt;b&gt;Take the Hit&lt;/b&gt;&lt;br&gt;Immediately after taking a die of damage to a clich&amp;eacute;, 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&lt;br&gt;&lt;br&gt;&lt;b&gt;Drunken Rage&lt;/b&gt;&lt;br&gt;Brawlers are mean drunks. Instead of rolling on the Health based clich&amp;eacute; Drinking list, a Brawler makes a Health based clich&amp;eacute; roll on the following list&lt;br&gt;Drinking&lt;br&gt;1 drink &amp;ndash; TN 4 &amp;ndash; the Brawler gains a +1 to combat rolls until sober&lt;br&gt;2 drinks &amp;ndash; TN 8 &amp;ndash; the Brawler gains a +2 to combat rolls until sober&lt;br&gt;4 drinks &amp;ndash; TN 12 &amp;ndash; the Brawler gains a +1 die to combat rolls until sober&lt;br&gt;8 drinks &amp;ndash; TN 16 &amp;ndash; the Brawler gains a +1 pip to combat rolls until sober&lt;br&gt;16 or more drinks &amp;ndash; TN 20 &amp;ndash; the Brawler gains a +2 pip to combat rolls until sober  &lt;br&gt;&lt;br&gt;  &lt;font size=&quot;4&quot;&gt;&lt;b&gt;Paladin&lt;/b&gt;&lt;/font&gt;  &lt;table cellpadding=&quot;0&quot; cellspacing=&quot;0&quot; class=&quot;WPC-edit-border-all&quot; width=&quot;400&quot;&gt;  &lt;tbody&gt;&lt;tr&gt;   &lt;td class=&quot;&quot; width=&quot;33%&quot;&gt;   &lt;b&gt;Strength&lt;/b&gt;&lt;b&gt; TN&lt;/b&gt;&lt;/td&gt;   &lt;td class=&quot;&quot; width=&quot;33%&quot;&gt;   &lt;b&gt;Dexterity&lt;/b&gt;&lt;b&gt; TN&lt;/b&gt;&lt;/td&gt;   &lt;td class=&quot;&quot; width=&quot;33%&quot;&gt;   &lt;b&gt;Health&lt;/b&gt;&lt;b&gt; TN&lt;/b&gt;&lt;/td&gt;  &lt;/tr&gt;  &lt;tr&gt;   &lt;td class=&quot;&quot; width=&quot;33%&quot;&gt;   Normal&lt;/td&gt;   &lt;td class=&quot;&quot; width=&quot;33%&quot;&gt;   +3 to TN&lt;/td&gt;   &lt;td class=&quot;&quot; width=&quot;33%&quot;&gt;   Normal&lt;/td&gt;  &lt;/tr&gt; &lt;/tbody&gt;&lt;/table&gt;  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 clich&amp;eacute; 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&amp;rsquo;s combat ability&lt;br&gt;&lt;br&gt;&lt;b&gt;Darkbane&lt;/b&gt;&lt;br&gt;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&lt;br&gt;&lt;br&gt;&lt;b&gt;Noble Sacrifice&lt;/b&gt;&lt;br&gt;The Paladin may heal 2 dice of a target&amp;rsquo;s clich&amp;eacute;s. 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 clich&amp;eacute; as well. This damage to the Paladin&amp;rsquo;s clich&amp;eacute; may not be healed until a Paladin has had a full night&amp;rsquo;s sleep&lt;br&gt;&lt;br&gt;&lt;b&gt;Purity&lt;/b&gt;&lt;br&gt;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&lt;br&gt;&lt;br&gt;&lt;b&gt;Leader of Men&lt;/b&gt;&lt;br&gt;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&lt;br&gt;&lt;br&gt;&lt;b&gt;Scourge of the Undead&lt;/b&gt;&lt;br&gt;Undead that are weaker that the Paladin can be instantly destroyed. If the Paladin wins a combat roll against an undead, and the Paladin&amp;rsquo;s Paladin clich&amp;eacute; is at least two dice higher than the undead&amp;rsquo;s Undead clich&amp;eacute;, the undead creature is instantly and completely destroyed&lt;br&gt;&lt;br&gt;&lt;b&gt;Code of Honor&lt;/b&gt;&lt;br&gt;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 clich&amp;eacute; abilities, and must atone for a number of days equal to his Paladin level&lt;hr size=&quot;1&quot;&gt;&lt;br/&gt;</description></item><item><title>Rogue Risus</title><link>http://risusiverse.wetpaint.com/page/Rogue+Risus</link><author>Dantopia</author><guid isPermaLink="false">http://risusiverse.wetpaint.com/page/Rogue+Risus</guid><pubDate>Thu, 30 Apr 2009 12:45:49 CDT</pubDate><description>&lt;div align=&quot;center&quot;&gt;&lt;h2&gt;Rogue Risus&lt;/h2&gt;&lt;/div&gt;&lt;div align=&quot;center&quot;&gt;A rogue dungeon game for Risus &lt;br&gt;by Dan Suptic &amp;copy;2006  &lt;/div&gt;   &lt;b&gt;A note about Risus&lt;/b&gt;&lt;br&gt;Risus is a free and easy to learn role-playing game (created by S. John Ross) that is used to play Rogue Risus. Simply go to the freebie page on &lt;a class=&quot;external&quot; href=&quot;http://risusiverse.wetpaint.comhttp://www222.pair.com/sjohn/risus.htm&quot; rel=&quot;nofollow&quot; target=&quot;_blank&quot;&gt;http://www222.pair.com/sjohn/risus.htm&lt;/a&gt; and download it there. The whole system is 6 pages long, and that&amp;rsquo;s all you&amp;rsquo;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&amp;rsquo;ll be able to play Rogue Risus.&lt;br&gt;&lt;br&gt;&lt;b&gt;What&amp;rsquo;s a Rogue Dungeon?&lt;/b&gt;&lt;br&gt;A rogue dungeon is an RPG computer game that creates a random dungeon every time you play it. All items are random drops, and usually must be used before you know what they do. The characters, items and monsters are usually represented by ASCII characters, making these games very popular in the early 80&amp;rsquo;s, as you didn&amp;rsquo;t need a powerful machine to run them. &lt;br&gt;&lt;br&gt;&lt;b&gt;So Rogue Risus&amp;hellip;&lt;/b&gt;&lt;br&gt;...is rogue-like dungeon emulated by Tarot cards and Risus rules. You are a lone adventurer, attempting to get to the heart of the dungeon to retrieve the powerful Worldstone. Only the Worldstone can save you village from the curse that rots the land and makes the people ill. You must get down to the 20th level, get the Worldstone, and get out again in one piece.&lt;br&gt;&lt;br&gt;&lt;b&gt;What you&amp;rsquo;ll need to play&lt;/b&gt;&lt;br&gt;The Character sheet in this document (there&amp;#39;s also a seperate character sheet linked to this page if you just want to print that - you can find it &lt;a href=&quot;http://risusiverse.wetpaint.com/page/Character+Sheet+for+Rogue+Risus&quot; target=&quot;_self&quot;&gt;here&lt;/a&gt;)&lt;br&gt;Printed out forms for monsters, potions, scrolls, wands and special items in this document&lt;br&gt;A pack of Tarot cards (can usually be found at most book stores, the Rider-Waite deck is preferred)&lt;br&gt;An opaque bag with identical tokens numbered 1 to 14&lt;br&gt;&lt;br&gt;&lt;b&gt;Note - &lt;/b&gt;If you&amp;#39;d like the really nice printer friendly .doc file of Rogue Risus, just EMail me at &lt;a href=&quot;http://risusiverse.wetpaint.commailto:dsuptic@gmail.com&quot; target=&quot;_self&quot;&gt;dsuptic@gmail.com&lt;/a&gt; and ask for a copy.&lt;br&gt;&lt;br&gt;&lt;b&gt;Your Character&lt;/b&gt;&lt;br&gt;  Extra Shots &amp;ndash; You begin the game with 5 extra shots. An Extra Shot may be used to add one die to any combat roll after the dice have all been rolled. Any number of Extra Shots can be used on one roll.&lt;br&gt;&lt;br&gt;You start the game with 1 die in one of the following clich&amp;eacute;s &amp;ndash;  &lt;br&gt;&lt;br&gt;Fighter&lt;br&gt;Fire mage&lt;br&gt;Ice mage&lt;br&gt;Lightning Mage&lt;br&gt;&lt;br&gt;Fighters start with a sword and basic armor&lt;br&gt;Mage clich&amp;eacute;s just start with a robe (counts as armor for them, but they cannot wear any other armor or wield any weapon found in the dungeon)&lt;br&gt;Mage clich&amp;eacute;s are pumpable, but aside from this, no other advanced options are used (no pumping the fighter clich&amp;eacute;).&lt;br&gt;   &lt;br&gt;   Each clich&amp;eacute; also does a certain type of damage in combat&lt;br&gt;&lt;br&gt;Fighter &amp;ndash; Physical&lt;br&gt;Fire Mage &amp;ndash; Fire&lt;br&gt;Ice Mage &amp;ndash; Ice&lt;br&gt;Lightning Mage &amp;ndash; Electricity&lt;br&gt;&lt;br&gt;Monsters may have resistance or weakness to a damage type. If they are resistant to the type of damage you are dealing, subtract a number equal to the total number of dice you rolled from your final roll (so if you rolled 3 dice, subtract 3 from your total roll). If they are weak against the damage type, add a number equal to the total number of dice you rolled to your final roll (so if you rolled 5 dice, add 5 to your total roll). With certain equipment items, you can become resistant against types of attacks as well &amp;ndash; the monster rolls are reduced by the number of dice that they roll (so a Monster (4) that you are resistant against subtracts 4 from their roll).&lt;br&gt;&lt;br&gt;&lt;b&gt;Equipment&lt;/b&gt;&lt;br&gt;A Fighter has his 1 weapon and 1 suit of armor, and may equip 1 amulet and 2 rings&lt;br&gt;The Fighter&amp;rsquo;s weapon and armor bonus dice start at zero.&lt;br&gt;A Mage has his 1 robe (armor), and may equip 1 amulet, 2 rings and 1 special item&lt;br&gt;The Mage&amp;rsquo;s armor bonus dice start at zero.&lt;br&gt;If you get an equipment item type that you already have equipped, you must choose which one to keep.&lt;br&gt;Any class may carry any number of Potions, Scrolls and wands.&lt;br&gt;Potions, scrolls and wands are notated by the suit cards of the Tarot deck.&lt;br&gt;W = Wands, C = Cups, P = Pentacles&lt;br&gt;A = Ace, P = Page, Kn = Knight, Q= Queen, K = King&lt;br&gt;So, a 3 of cups is noted 3C under the potions list, while a Queen of Pentacles is noted as QP under the scrolls list.&lt;br&gt;All other equipment uses the Major Arcana (like Death, the Lovers, etc.) and should be notated by the card&amp;rsquo;s name. The Worldstone takes up no equipment spots.&lt;br&gt;&lt;br&gt;&lt;b&gt;Usable Items&lt;/b&gt;&lt;br&gt;When you get a usable item from exploration, you&amp;rsquo;ll write down how many you get next to the card designator in the item list on your character sheet. Potions and scrolls are always 1 per find, but wands are 3, due to having multiple charges on them. If you already have an item of that card, just add another to that item&amp;rsquo;s total (or 3 in case of wands). When you first use an item, the effect area will be blank. Pull a random token from the token bag, do what that number says for the item and write down the effect number by the item slot. Now, every time you get this item again, it does the same thing. If you pull a number that already is in the effect list for that item type, simply set it aside and draw again. Return all tokens to the bag after you&amp;rsquo;ve found out what the item does. Wands may be only used in combat, and can target either you or your opponent &amp;ndash; choose BEFORE you find out the effect. Potions and scrolls may be used at any time, and can only target you. If an effect says Combat, this means for the whole next combat, or until the end of the current combat.  &lt;br&gt;&lt;br&gt;   &lt;b&gt;Starting the game&lt;/b&gt;&lt;br&gt;Separate The World card from the deck and lay it aside. Separate the suits from the major arcana cards and shuffle each of these separately. Put the Dungeon Level 1 monster roster in front of you. Deal out 25 of the suit cards face down into one pile &amp;ndash; this represents the first level of the dungeon. You explore the dungeon by drawing a card from the level deck. Depending on what you draw you can either get a chance at gaining at item, or fight a monster. Put the cards aside after you deal with them. After you&amp;rsquo;ve draw 16 cards from the deck, you may choose to go down to the next level. If you don&amp;rsquo;t, you may keep drawing cards until you either run out of the 25 cards (in which case you must go to the next level), or you decide to go down to the next level. When you go to the next level, shuffle all the suit cards together again, draw 25 new suit cards for the dungeon level and put the next level dungeon monster roster in front of you.&lt;br&gt;&lt;br&gt;&lt;b&gt;Reaching level 20&lt;/b&gt;&lt;br&gt;When you reach level 20, put in The World card in the mix of 25 suit cards. If you draw The World, you get the Worldstone item and may attempt to escape from the dungeon. When you choose to escape, pull out all swords cards from the suit deck and shuffle them. You must now beat a monster from every level in the dungeon, starting with level 20. Draw a random sword card for each level, placing back in the deck when your done fighting. If you beat all levels worth of monsters, from 20 to 1, you win the game!&lt;br&gt;&lt;br&gt;&lt;b&gt;Exploring the dungeon&lt;/b&gt;&lt;br&gt;When you&amp;rsquo;re ready to explore, draw a card and place in face up in front of you. Then, follow the below instructions depending on the suit you drew.&lt;br&gt;&lt;br&gt;&lt;b&gt;Swords&lt;br&gt; &lt;/b&gt;Fight a monster. Look up the card on the current monster roster (if you drew the 8 of swords, look up 8S) and fight that enemy. If the enemy clich&amp;eacute; level is &amp;frac12;, simply roll a die and divide by 2 (rounding up). Enemies with a &amp;frac12; clich&amp;eacute; are defeated when they lose it, just like a 1 die clich&amp;eacute; character. Enemies will also have one of the 4 subtypes, abbreviated P for Physical, F for Fire, I for Ice or E for Electrical. After that, there will be any Resistances, Weaknesses and immunities that monster may have. If they have a weakness, it will have the letter of the attack and then the letter W (so fire weakness is FW). If they have a resistance, it will have the letter of the attack and then the letter R (so Ice Resistance is IR). If the monster has the word Item at the end of the entry, you draw one random major arcana equipment card after the battle, and then shuffle that major arcana card back in. If the monster beats you, you lose the game.&lt;b&gt;&lt;br&gt;Experience - &lt;/b&gt;If you kill a monster, mark off the next number on you Monsters Killed list, starting with 1. Every time you mark off a number with an exclamation point (!) by it, you gain 1 die in your clich&amp;eacute;. You cannot go above 6 in your clich&amp;eacute; (which is why the Monsters Killed list stops after 150, where you get your 6th die). You gain a die in your clich&amp;eacute; after you kill 10, 30, 60, 100 and 150 monsters.   &lt;br&gt;  &lt;b&gt;&lt;br&gt; &lt;/b&gt;  &lt;b&gt;Cups&lt;/b&gt;&lt;br&gt;Roll one die. On a 5 or higher, fight a monster as if you had drawn a sword. After that battle, roll one die. On a 2 or more, you gain 1 potion in the slot for this card you drew. Potion effects are applied immediately when drunk.&lt;br&gt;&lt;br&gt;&lt;b&gt;Pentacles&lt;/b&gt;&lt;br&gt;Roll one die. On a 5 or higher, fight a monster as if you had drawn a sword. After that battle, roll one die. On a 3 or more, you gain 1 scroll in the slot for this card you drew.&lt;br&gt;Scroll effects are applied immediately when cast.&lt;br&gt;&lt;br&gt;&lt;b&gt;Wands&lt;/b&gt;&lt;br&gt;Roll one die. On a 5 or higher, fight a monster as if you had drawn a sword. After that battle, roll one die. On a 4 or more, you gain 3 wand charges in the slot for this card you drew.&lt;br&gt;&lt;br&gt;  When you roll a 5 or higher to see if you battle for a card draw that is not a sword, you always resolve the battle before you roll for the item - you can&amp;#39;t get the item from a cup, pentacle or wand draw before you resolve the battle (if there is one).  &lt;br&gt;&lt;br&gt;Some effects can raise or lower your weapon or armor clich&amp;eacute;. Your weapon and armor can never go below -1, and may never rise above +3. These bonuses and penalties are the number of extra (or less) dice you roll in combat. If you get a -1 enchanted armor or weapon, and you only have 1 die in your clich&amp;eacute;, you divide your roll results by 2. If you get a -1 enchanted armor AND weapon, and you only have 1 die in your clich&amp;eacute;, you divide your roll results by 3.&lt;br&gt;&lt;br&gt;  &lt;b&gt;Resting&lt;/b&gt;&lt;br&gt;Before you draw a card, you may choose to rest. Roll one die &amp;ndash; on a 2 or higher, you heal one die in your clich&amp;eacute;. If you roll a 1 instead, you must immediately draw the next exploration card, you do not heal and any roll to see if you fight a monster counts as a six. You may attempt to rest only once between each exploration card draw.  &lt;br&gt;&lt;br&gt;&lt;b&gt;Go and explore, adventurer&lt;/b&gt;&lt;br&gt;That&amp;rsquo;s all the rules you need to know the play Rogue Risus. Everything else is devoted to item lists, monster descriptions, the character sheet and the quick rules sheet. If you got this setting from an online website, it&amp;rsquo;s strongly advised that you copy and paste the item lists and monster rosters into a word processor before printing. Other than that, enjoy Rogue Dungeon! If you have any questions or comments, please email them to &lt;a href=&quot;http://risusiverse.wetpaint.commailto:dantopia5@hotmal.com&quot; target=&quot;_self&quot;&gt;&lt;i&gt;dantopia5@hotmail.com&lt;/i&gt;&lt;/a&gt;&lt;br&gt;&lt;br&gt;&lt;b&gt;Item Roster Information&lt;/b&gt;&lt;br&gt;First is the effect number&lt;br&gt;Second is the item name&lt;br&gt;Third is the item effect&lt;br&gt;&lt;br&gt;&lt;b&gt;Monster Roster Information&lt;/b&gt;&lt;br&gt;First is the Swords card the monster corresponds to&lt;br&gt;Then, their name and combat clich&amp;eacute; level&lt;br&gt;Then, the type of damage they do (P &amp;ndash; physical, F &amp;ndash; fire, I &amp;ndash; ice, E &amp;ndash; electrical)&lt;br&gt;&lt;br&gt; &lt;b&gt;&lt;u&gt;Effect Number Lists&lt;/u&gt;&lt;/b&gt;&lt;br&gt;&lt;b&gt;-Potions-&lt;/b&gt;&lt;br&gt;1 &amp;ndash; Minor Healing &amp;ndash; Heals 1 die in your clich&amp;eacute; &lt;br&gt;2 &amp;ndash; Major Healing &amp;ndash; Heals 2 dice in your clich&amp;eacute;&lt;br&gt;3 &amp;ndash; Poison &amp;ndash; Deals 1 die of damage to your clich&amp;eacute;&lt;br&gt;4 &amp;ndash; Haste &amp;ndash; Combat &amp;ndash; Roll twice for each attack, taking the better of the two&lt;br&gt;5 &amp;ndash; Slow &amp;ndash; Combat &amp;ndash; Roll twice for each attack, taking the worse of the two&lt;br&gt;6 &amp;ndash; Berserk &amp;ndash; Fighter only &amp;ndash; Combat &amp;ndash; You get +2 bonus dice to all rolls&lt;br&gt;7 &amp;ndash; Invisibility &amp;ndash; Combat &amp;ndash; If you&amp;#39;re damaged, roll 1 die. On a 4+, cancel the damage&lt;br&gt;8 &amp;ndash; Gain Strength &amp;ndash; Mark off 2 monsters on your monster killed list&lt;br&gt;9 &amp;ndash; Confusion &amp;ndash; Combat &amp;ndash; If you do damage, roll 1 die. On a 5+, cancel the damage&lt;br&gt;10 &amp;ndash; Levitation &amp;ndash; Combat &amp;ndash; You get +1 bonus dice to all rolls&lt;br&gt;11 &amp;ndash; Clarity &amp;ndash; Mage only &amp;ndash; On your next pumped roll, you lose no dice afterwards&lt;br&gt;12 &amp;ndash; Paralysis &amp;ndash; Combat &amp;ndash; The next monster roll against you is multiplied by 2&lt;br&gt;13 &amp;ndash; Revivify &amp;ndash; Go back to your full clich&amp;eacute;&lt;br&gt;14 &amp;ndash; Water &amp;ndash; Does nothing, but sure is refreshing!&lt;br&gt;&lt;b&gt;-Scrolls-&lt;/b&gt;&lt;br&gt;1 &amp;ndash; Enchant Weapon &amp;ndash; Fighter only &amp;ndash; Your weapon&amp;rsquo;s bonus increases by 1&lt;br&gt;2 &amp;ndash; Curse Weapon &amp;ndash; Fighter only &amp;ndash; Your weapon&amp;rsquo;s bonus decreases by 1&lt;br&gt;3 &amp;ndash; Enchant Armor &amp;ndash; Your armor&amp;rsquo;s bonus increases by 1&lt;br&gt;4 &amp;ndash; Curse Armor &amp;ndash; Your armor&amp;rsquo;s bonus decreases by 1&lt;br&gt;5 &amp;ndash; Remove Curse &amp;ndash; If your weapon and/or armor is at -1, set them back to 0&lt;br&gt;6 &amp;ndash; Identify &amp;ndash; Pull and record an effect token for any 1 blank effect item that you have&lt;br&gt;7 &amp;ndash; Teleport &amp;ndash; Immediately draw a new suit card and do that room now&lt;br&gt;8 &amp;ndash; Fear &amp;ndash; Combat &amp;ndash; On their next roll, all opponents&amp;rsquo; dice count as showing a 1&lt;br&gt;9 &amp;ndash; Immolate &amp;ndash; Deals 1 damage unless you have fire resist and you lose 1 random scroll &lt;br&gt;10 &amp;ndash; Magic Mapping &amp;ndash; Turn the Dungeon Level deck face up for the rest of the level&lt;br&gt;11 &amp;ndash; Blink &amp;ndash; End the current Dungeon Level card and place it in your set aside pile&lt;br&gt;12 &amp;ndash; Chaos &amp;ndash; Erase all effect numbers by all items in one group of your choice&lt;br&gt;13 &amp;ndash; Gift &amp;ndash; The next roll to see if you get an item automatically succeeds&lt;br&gt;14 &amp;ndash; Blank Scroll &amp;ndash; It&amp;rsquo;s just a piece of paper with nothing written on it&lt;br&gt;&lt;b&gt;-Wands-&lt;/b&gt;&lt;br&gt;1 &amp;ndash; Teleport &amp;ndash; Target is affected by the Teleport Scroll effect&amp;ndash; if on a monster, it vanishes&lt;br&gt;2 &amp;ndash; Haste &amp;ndash; Target is affected by the Haste Potion effect&lt;br&gt;3 &amp;ndash; Slow &amp;ndash; Target is slowed by the Slow Potion effect&lt;br&gt;4 &amp;ndash; Polymorph &amp;ndash; Monster is now the monster 2 down or up on the list, chosen at random&lt;br&gt;5 &amp;ndash; Stone Missile &amp;ndash; Counts as a Physical (4) attack&lt;br&gt;6 &amp;ndash; Fire Bolt &amp;ndash; Counts as a Fire (4) attack&lt;br&gt;7 &amp;ndash; Ice Bolt &amp;ndash; Counts as an Ice (4) attack&lt;br&gt;8 &amp;ndash; Lightning Bolt &amp;ndash; Counts as a Lightning (4) attack&lt;br&gt;9 &amp;ndash; Disintegrate &amp;ndash; If the monster is not physical resistant, it takes a die of damage&lt;br&gt;10 &amp;ndash; Fire Storm &amp;ndash; If the monster is not fire resistant, it takes a die of damage&lt;br&gt;11 &amp;ndash; Blizzard &amp;ndash; If the monster is not ice resistant, it take a die of damage&lt;br&gt;12 &amp;ndash; Ball Lightning &amp;ndash; If the monster is not electrical resistant, it takes a die of damage&lt;br&gt;13 &amp;ndash; Invisibility &amp;ndash; Target is affected by the Invisibility Potion effect&lt;br&gt;14 &amp;ndash; Empty Wand &amp;ndash; This wand has been all used up, sorry&lt;br&gt;&lt;br&gt;&lt;b&gt;&lt;u&gt;Major Arcana Equipment List&lt;/u&gt;&lt;/b&gt;&lt;br&gt;&lt;b&gt;The Fool&lt;/b&gt; &amp;ndash; Jester&amp;rsquo;s Cap &amp;ndash; Special &amp;ndash; You get a +3 bonus to your clich&amp;eacute; if you are fire mage. Otherwise, the bonus is just +1&lt;br&gt;&lt;b&gt;The Magician&lt;/b&gt; &amp;ndash; Magic Staff &amp;ndash; Special &amp;ndash; You get a +3 bonus to your clich&amp;eacute; if you are a lighting mage. Otherwise, the bonus is just +1&lt;br&gt;&lt;b&gt;The High&lt;/b&gt; &lt;b&gt;Priestess&lt;/b&gt; &amp;ndash; Ice Crown &amp;ndash; Special &amp;ndash; You get a +3 bonus to your clich&amp;eacute; if you are an ice mage. Otherwise the bonus is just +1&lt;br&gt;&lt;b&gt;The Empress&lt;/b&gt; &amp;ndash;Ring of Warmth &amp;ndash; Ring &amp;ndash; You gain ice resistance&lt;br&gt;&lt;b&gt;The Emperor&lt;/b&gt; &amp;ndash; Ring of Coolness&amp;ndash; Ring &amp;ndash; You gain fire resistance&lt;br&gt;&lt;b&gt;The Hierophant&lt;/b&gt; &amp;ndash; Ring of Grounding &amp;ndash; You gain electricity resistance&lt;br&gt;&lt;b&gt;The Lovers&lt;/b&gt; &amp;ndash; Amulet of Health &amp;ndash; You heal 1 die after every combat&lt;br&gt;&lt;b&gt;The Chariot&lt;/b&gt; &amp;ndash; Amulet of Speed &amp;ndash; When you explore, you now draw 2 dungeon exploration cards, pick the one you want to encounter and put the other face down on the bottom of the deck&lt;br&gt;&lt;b&gt;Strength&lt;/b&gt; &amp;ndash; Amulet of Strength &amp;ndash; Fighter only &amp;ndash; You win ties and may pump the fighter clich&amp;eacute; &lt;br&gt;&lt;b&gt;The Hermit&lt;/b&gt; &amp;ndash; Alchemist&amp;rsquo;s Ring &amp;ndash; You automatically succeed when rolling to find potions&lt;br&gt;&lt;b&gt;The Wheel of Fortune&lt;/b&gt; &amp;ndash; Fate&amp;rsquo;s Ring &amp;ndash; You succeed when rolling to find scrolls on a roll of 2 or more&lt;br&gt;&lt;b&gt;Justice&lt;/b&gt; &amp;ndash; Justicar&amp;rsquo;s Ring &amp;ndash; You succeed when rolling to find wands on a roll of 3 or more&lt;br&gt;&lt;b&gt;The Hanged&lt;/b&gt; &lt;b&gt;Man&lt;/b&gt; &amp;ndash; Amulet of Torture &amp;ndash; Whenever your opponent loses a clich&amp;eacute;, you heal a clich&amp;eacute; on a roll of 5 or more on one die&lt;br&gt;&lt;b&gt;Death&lt;/b&gt; &amp;ndash; Amulet of Decay &amp;ndash; Whenever you lose a clich&amp;eacute;, your opponent loses a clich&amp;eacute; on a roll of 5 or more on one die&lt;br&gt;&lt;b&gt;Temperance&lt;/b&gt; &amp;ndash; Amulet of Life &amp;ndash; You ignore the first clich&amp;eacute; of damage you would take in any combat&lt;br&gt;&lt;b&gt;The Devil&lt;/b&gt; &amp;ndash; Ring of Infernal Knowledge &amp;ndash; Mage only - You gain +2 in your mage clich&amp;eacute;, but take 2 clich&amp;eacute;s of damage whenever you lose a combat roll&lt;br&gt;&lt;b&gt;The Tower&lt;/b&gt; &amp;ndash; Ring of Rage &amp;ndash; Fighter only &amp;ndash; When you win a combat roll without using any item (or being under the effect of an item), you do 2 dice of damage instead of 1&lt;br&gt;&lt;b&gt;The Star&lt;/b&gt; &amp;ndash; Ring of the Heavens &amp;ndash;  You do 2 dice of damage instead of one when using a wand that damages your opponent&lt;br&gt;&lt;b&gt;The Moon&lt;/b&gt; &amp;ndash; Polar Ring &amp;ndash; Your opponents lose ice resistance&lt;br&gt;&lt;b&gt;The Sun&lt;/b&gt; &amp;ndash; Solar Ring &amp;ndash; Your opponents lose fire resistance&lt;br&gt;&lt;b&gt;Judgement&lt;/b&gt; &amp;ndash; Storm Ring &amp;ndash; Your opponents lose electricity resistance&lt;br&gt;&lt;b&gt;The World&lt;/b&gt; &amp;ndash; The Worldstone is added to the dungeon level cards when you reach level 20. It takes up no equipment spaces and allows you to go through the escape&lt;br&gt;  &lt;br&gt;   &lt;b&gt;&lt;u&gt;Dungeon Level 1&lt;/u&gt; &amp;ndash; The Entrance Caves&lt;/b&gt;&lt;br&gt;&lt;b&gt;AS&lt;/b&gt; &amp;ndash; Rat (&amp;frac12;) P&lt;br&gt;&lt;b&gt;2S&lt;/b&gt; &amp;ndash; Bat (&amp;frac12;) P&lt;br&gt;&lt;b&gt;3S&lt;/b&gt; &amp;ndash; Small Snake (&amp;frac12;) P &amp;ndash; CW&lt;br&gt;&lt;b&gt;4S&lt;/b&gt; &amp;ndash; Poison Spider (&amp;frac12;) P &amp;ndash; PW &lt;br&gt;&lt;b&gt;5S&lt;/b&gt; &amp;ndash; Baby Alligator (&amp;frac12;) P &amp;ndash; EW &lt;br&gt;&lt;b&gt;6S&lt;/b&gt; &amp;ndash; Polar Bear Cub (&amp;frac12;) P &amp;ndash; FW &lt;br&gt;&lt;b&gt;7S&lt;/b&gt; &amp;ndash; Snapping Turtle (&amp;frac12;) P &amp;ndash; PR &lt;br&gt;&lt;b&gt;8S&lt;/b&gt; &amp;ndash; Cougar (1) P&lt;br&gt;&lt;b&gt;9S&lt;/b&gt; &amp;ndash; Jackal (1) P&lt;br&gt;&lt;b&gt;10S&lt;/b&gt; &amp;ndash; Fox (1) P&lt;br&gt;&lt;b&gt;PS&lt;/b&gt; &amp;ndash; Feral Cat (1) P&lt;br&gt;&lt;b&gt;KnS&lt;/b&gt; &amp;ndash; Feral Dog (1) P&lt;br&gt;&lt;b&gt;QS&lt;/b&gt; &amp;ndash; Coyote (1) P&lt;br&gt;&lt;b&gt;KS&lt;/b&gt; &amp;ndash; Wererat (1) P &amp;ndash; PR &amp;ndash; Item&lt;br&gt;&lt;br&gt;&lt;b&gt;&lt;u&gt;Dungeon Level 2&lt;/u&gt; &amp;ndash; The Goblin Caves&lt;/b&gt;&lt;br&gt;&lt;b&gt;AS&lt;/b&gt; &amp;ndash; Goblin Digger (1) P&lt;br&gt;&lt;b&gt;2S&lt;/b&gt; &amp;ndash; Goblin Builder (1) P&lt;br&gt;&lt;b&gt;3S&lt;/b&gt; &amp;ndash; Goblin Scout (1) P&lt;br&gt;&lt;b&gt;4S&lt;/b&gt; &amp;ndash; Goblin Fire Adept (1) F &amp;ndash; IW&lt;br&gt;&lt;b&gt;5S&lt;/b&gt; &amp;ndash; Goblin Ice Adept (1) I &amp;ndash; FW &lt;br&gt;&lt;b&gt;6S&lt;/b&gt; &amp;ndash; Goblin Archer (1) P&lt;br&gt;&lt;b&gt;7S&lt;/b&gt; &amp;ndash; Goblin Grenadier (1) F&lt;br&gt;&lt;b&gt;8S&lt;/b&gt; &amp;ndash; Goblin Warrior (2) P&lt;br&gt;&lt;b&gt;9S&lt;/b&gt; &amp;ndash; Goblin Fire Mage (2) F &amp;ndash; FR &lt;br&gt;&lt;b&gt;10S&lt;/b&gt; &amp;ndash; Goblin Ice Mage (2) I &amp;ndash; IR&lt;br&gt;&lt;b&gt;PS&lt;/b&gt; &amp;ndash; Goblin Storm Caller (2) E &amp;ndash; ER&lt;br&gt;&lt;b&gt;KnS&lt;/b&gt; &amp;ndash; Goblin Brute (2) P &amp;ndash; PR FW IW EW&lt;br&gt;&lt;b&gt;QS&lt;/b&gt; &amp;ndash; Guard Dog (2) P&lt;br&gt;&lt;b&gt;KS&lt;/b&gt; &amp;ndash; Goblin War Chief (2) &amp;ndash; FR &amp;ndash; Item &lt;br&gt;&lt;br&gt;&lt;b&gt;&lt;u&gt;Dungeon Level 3&lt;/u&gt; &amp;ndash; The Spacious Tunnels&lt;/b&gt;&lt;br&gt;&lt;b&gt;AS&lt;/b&gt; &amp;ndash; Crow (1) P&lt;br&gt;&lt;b&gt;2S&lt;/b&gt; &amp;ndash; Pixie (1) E &amp;ndash; ER PW&lt;br&gt;&lt;b&gt;3S&lt;/b&gt; &amp;ndash; Dragonnette (1) F &amp;ndash; FR IW&lt;br&gt;&lt;b&gt;4S&lt;/b&gt; &amp;ndash; Snow Spirit (1) I &amp;ndash; IR FW&lt;br&gt;&lt;b&gt;5S&lt;/b&gt; &amp;ndash; Dust Cloud (1) P &amp;ndash; PR&lt;br&gt;&lt;b&gt;6S&lt;/b&gt; &amp;ndash; Hawk (2) P&lt;br&gt;&lt;b&gt;7S&lt;/b&gt; &amp;ndash; Vulture (2) P&lt;br&gt;&lt;b&gt;8S&lt;/b&gt; &amp;ndash; Giant Bat (2) P&lt;br&gt;&lt;b&gt;9S&lt;/b&gt; &amp;ndash; Whirlwind (2) P &amp;ndash; PR &lt;br&gt;&lt;b&gt;10S&lt;/b&gt; &amp;ndash; Silver Sparrow (2) I &amp;ndash; IR&lt;br&gt;&lt;b&gt;PS&lt;/b&gt; &amp;ndash; Winged Cat (3) P&lt;br&gt;&lt;b&gt;KnS&lt;/b&gt; &amp;ndash; Nightmare Colt (3) F &amp;ndash; FR IW&lt;br&gt;&lt;b&gt;QS&lt;/b&gt; &amp;ndash; Storm Hawk (3) E - ER&lt;br&gt;&lt;b&gt;KS&lt;/b&gt; &amp;ndash; Griffon (3) P &amp;ndash; Item&lt;br&gt;&lt;br&gt;&lt;b&gt;&lt;u&gt;Dungeon Level 4&lt;/u&gt; &amp;ndash; The Gnoll Camp&lt;/b&gt;&lt;br&gt;&lt;b&gt;AS&lt;/b&gt; &amp;ndash; Gnoll Scavenger (2) P&lt;br&gt;&lt;b&gt;2S&lt;/b&gt; &amp;ndash; Gnoll Crossbowman (2) P&lt;br&gt;&lt;b&gt;3S&lt;/b&gt; &amp;ndash; Gnoll Guard (2) P&lt;br&gt;&lt;b&gt;4S&lt;/b&gt; &amp;ndash; Gnoll Brawler (2) P&lt;br&gt;&lt;b&gt;5S&lt;/b&gt; &amp;ndash; Gnoll Priest (2) F &amp;ndash; FR EW&lt;br&gt;&lt;b&gt;6S&lt;/b&gt; &amp;ndash; Gnoll Sorcerer (2) E &amp;ndash; ER IW&lt;br&gt;&lt;b&gt;7S&lt;/b&gt; &amp;ndash; Gnoll Wizard (2) I &amp;ndash; IR FW&lt;br&gt;&lt;b&gt;8S&lt;/b&gt; &amp;ndash; Gnoll Beast (3) P&lt;br&gt;&lt;b&gt;9S&lt;/b&gt; &amp;ndash; Gnoll Warrior (3) P&lt;br&gt;&lt;b&gt;10S&lt;/b&gt; &amp;ndash; Gnoll Basher (3) P&lt;br&gt;&lt;b&gt;PS&lt;/b&gt; &amp;ndash; Rockeater (3) P &amp;ndash; PR &lt;br&gt;&lt;b&gt;KnS&lt;/b&gt; &amp;ndash; Guard Beast (3) P &amp;ndash; EW &lt;br&gt;&lt;b&gt;QS&lt;/b&gt; &amp;ndash; Albino Gnoll (3) P &amp;ndash; IR FW&lt;br&gt;&lt;b&gt;KS&lt;/b&gt; &amp;ndash; Gnoll Commander (3) P &amp;ndash; IR &amp;ndash; Item &lt;br&gt;&lt;br&gt;&lt;b&gt;&lt;u&gt;Dungeon Level 5&lt;/u&gt; &amp;ndash; The Orcish Mines&lt;/b&gt;&lt;br&gt;&lt;b&gt;AS&lt;/b&gt; &amp;ndash; Grunt (2) P&lt;br&gt;&lt;b&gt;2S&lt;/b&gt; &amp;ndash; Orc Soldier (2) P&lt;br&gt;&lt;b&gt;3S&lt;/b&gt; &amp;ndash; Orc Stone Thrower (2) P&lt;br&gt;&lt;b&gt;4S&lt;/b&gt; &amp;ndash; Orc Cave Maker (2) P &amp;ndash; PR&lt;br&gt;&lt;b&gt;5S&lt;/b&gt; &amp;ndash; Orc Blaster (2) F &amp;ndash; FR&lt;br&gt;&lt;b&gt;6S&lt;/b&gt; &amp;ndash; Orc Warrior (3) P&lt;br&gt;&lt;b&gt;7S&lt;/b&gt; &amp;ndash; Orc Pit Fighter (3) P&lt;br&gt;&lt;b&gt;8S&lt;/b&gt; &amp;ndash; Orc Drill Sergeant (3) P &amp;ndash; IR EW&lt;br&gt;&lt;b&gt;9S&lt;/b&gt; &amp;ndash; Orc Slave Enforcer (3) E &amp;ndash; FR PW&lt;br&gt;&lt;b&gt;10S&lt;/b&gt; &amp;ndash; Orc Kapeetan (3) P &amp;ndash; Item&lt;br&gt;&lt;b&gt;PS&lt;/b&gt; &amp;ndash; Orc Monstrosity (4) P&lt;br&gt;&lt;b&gt;KnS&lt;/b&gt; &amp;ndash; Orc War Priest (4) I &amp;ndash; IR FW&lt;br&gt;&lt;b&gt;QS&lt;/b&gt; &amp;ndash; Orc Metalbeast (4) P &amp;ndash; EW &lt;br&gt;&lt;b&gt;KS&lt;/b&gt; &amp;ndash; Orc Leader (4) P &amp;ndash; FR &amp;ndash; Item  &lt;br&gt;&lt;br&gt;   &lt;b&gt;&lt;u&gt;Dungeon Level 6&lt;/u&gt; &amp;ndash; The Lair of Beasts&lt;/b&gt;&lt;br&gt;&lt;b&gt;AS&lt;/b&gt; &amp;ndash; Bull (3) P&lt;br&gt;&lt;b&gt;2S&lt;/b&gt; &amp;ndash; Wild Horse (3) P&lt;br&gt;&lt;b&gt;3S&lt;/b&gt; &amp;ndash; Giant Tortoise (3) P &amp;ndash; PR EW&lt;br&gt;&lt;b&gt;4S&lt;/b&gt; &amp;ndash; Salamander (3) F &amp;ndash; FR IW&lt;br&gt;&lt;b&gt;5S&lt;/b&gt; &amp;ndash; Lion (3) P&lt;br&gt;&lt;b&gt;6S&lt;/b&gt; &amp;ndash; Ox (3) P&lt;br&gt;&lt;b&gt;7S&lt;/b&gt; &amp;ndash; Giant Spider (3) P &amp;ndash; Item&lt;br&gt;&lt;b&gt;8S&lt;/b&gt; &amp;ndash; Lioness (4) P&lt;br&gt;&lt;b&gt;9S&lt;/b&gt; &amp;ndash; Giant Gecko (4) P &amp;ndash; FR IW&lt;br&gt;&lt;b&gt;10S&lt;/b&gt; &amp;ndash; Boa Constrictor (4) P&lt;br&gt;&lt;b&gt;PS&lt;/b&gt; &amp;ndash; Gorilla (4) P&lt;br&gt;&lt;b&gt;KnS&lt;/b&gt; &amp;ndash; Winter Wolf (4) I &amp;ndash; IR FW&lt;br&gt;&lt;b&gt;QS&lt;/b&gt; &amp;ndash; Tiger (4) P&lt;br&gt;&lt;b&gt;KS&lt;/b&gt; &amp;ndash; Giant Trapdoor Spider (4) P &amp;ndash; Item  &lt;br&gt;&lt;br&gt;   &lt;b&gt;&lt;u&gt;Dungeon Level 7&lt;/u&gt; &amp;ndash; The Necropolis&lt;/b&gt;&lt;br&gt;&lt;b&gt;AS&lt;/b&gt; &amp;ndash; Skeleton Warrior (3) P &amp;ndash; FR &lt;br&gt;&lt;b&gt;2S&lt;/b&gt; &amp;ndash; Zombie Warrior (3) P &amp;ndash; IR &lt;br&gt;&lt;b&gt;3S&lt;/b&gt; &amp;ndash; Ghost (3) E &amp;ndash; PR FW&lt;br&gt;&lt;b&gt;4S&lt;/b&gt; &amp;ndash; Skeleton Mage (3) F &amp;ndash; FR&lt;br&gt;&lt;b&gt;5S&lt;/b&gt; &amp;ndash; Zombie Blighter (3) I &amp;ndash; IR &lt;br&gt;&lt;b&gt;6S&lt;/b&gt; &amp;ndash; Necrophage (4) P &amp;ndash; ER &lt;br&gt;&lt;b&gt;7S&lt;/b&gt; &amp;ndash; Wraith (4) I &amp;ndash; IR PR FW&lt;br&gt;&lt;b&gt;8S&lt;/b&gt; &amp;ndash; Hungman (4) I &amp;ndash; IR &lt;br&gt;&lt;b&gt;9S&lt;/b&gt; &amp;ndash; Hellhound (4) F &amp;ndash; FR IW&lt;br&gt;&lt;b&gt;10S&lt;/b&gt; &amp;ndash; Mummy (4) P &amp;ndash; ER IR FW &amp;ndash; Item&lt;br&gt;&lt;b&gt;PS&lt;/b&gt; &amp;ndash; Necromancer (5) I&lt;br&gt;&lt;b&gt;KnS&lt;/b&gt; &amp;ndash; Ghoul (5) P - IR&lt;br&gt;&lt;b&gt;QS&lt;/b&gt; &amp;ndash; Damned Spirit (5) I &amp;ndash; IR PR FW&lt;br&gt;&lt;b&gt;KS&lt;/b&gt; &amp;ndash; Executed Blasphemer (5) E &amp;ndash; ER &amp;ndash; Item  &lt;br&gt;&lt;br&gt;   &lt;b&gt;&lt;u&gt;Dungeon Level 8&lt;/u&gt; &amp;ndash; The Watery Passage&lt;/b&gt;&lt;br&gt;&lt;b&gt;AS&lt;/b&gt; &amp;ndash; Alligator (4) P &amp;ndash; EW&lt;br&gt;&lt;b&gt;2S&lt;/b&gt; &amp;ndash; Giant Crab (4) P &amp;ndash; EW&lt;br&gt;&lt;b&gt;3S&lt;/b&gt; &amp;ndash; Jelly Fish (4) E &amp;ndash; ER &lt;br&gt;&lt;b&gt;4S&lt;/b&gt; &amp;ndash; Electric Eel (4) E &amp;ndash; ER &lt;br&gt;&lt;b&gt;5S&lt;/b&gt; &amp;ndash; Water Wyrm (4) I &amp;ndash; IR FW&lt;br&gt;&lt;b&gt;6S&lt;/b&gt; &amp;ndash; School of Piranhas (4) P&lt;br&gt;&lt;b&gt;7S&lt;/b&gt; &amp;ndash; Merfolk Warrior (4) P &amp;ndash; Item&lt;br&gt;&lt;b&gt;8S&lt;/b&gt; &amp;ndash; Tiger Shark (5) P &amp;ndash; EW &lt;br&gt;&lt;b&gt;9S&lt;/b&gt; &amp;ndash; Merfolk Mage (5) I &amp;ndash; FR &lt;br&gt;&lt;b&gt;10S&lt;/b&gt; &amp;ndash; Merfolk Assassin (5) P&lt;br&gt;&lt;b&gt;PS&lt;/b&gt; &amp;ndash; Great White Shark (5) &amp;ndash; EW &lt;br&gt;&lt;b&gt;KnS&lt;/b&gt; &amp;ndash; Merfolk Priest (5) E &amp;ndash; IR&lt;br&gt;&lt;b&gt;QS&lt;/b&gt; &amp;ndash; Leviathan Spawn (5) P &amp;ndash; IR &lt;br&gt;&lt;b&gt;KS&lt;/b&gt; &amp;ndash; Merfolk Lord (5) P &amp;ndash; FR &amp;ndash; Item &lt;br&gt;&lt;br&gt;     &lt;b&gt;&lt;u&gt;Dungeon Level 9&lt;/u&gt; &amp;ndash; The Ogre Caverns&lt;/b&gt;&lt;br&gt;&lt;b&gt;AS&lt;/b&gt; &amp;ndash; Orc Slave (4) P&lt;br&gt;&lt;b&gt;2S&lt;/b&gt; &amp;ndash; Guard Orc Slave (4) P&lt;br&gt;&lt;b&gt;3S&lt;/b&gt; &amp;ndash; Ogre Grunt (4) P&lt;br&gt;&lt;b&gt;4S&lt;/b&gt; &amp;ndash; Ogre Mage (4) F &amp;ndash; FR IW&lt;br&gt;&lt;b&gt;5S&lt;/b&gt; &amp;ndash; Ogre Priest (4) E &amp;ndash; ER &amp;ndash; Item &lt;br&gt;&lt;b&gt;6S&lt;/b&gt; &amp;ndash; Ogre Slavedriver (5) P&lt;br&gt;&lt;b&gt;7S&lt;/b&gt; &amp;ndash; Two Headed Ogre (5) P&lt;br&gt;&lt;b&gt;8S&lt;/b&gt; &amp;ndash; Ogre Tunnel maker (5) P &amp;ndash; PR FW&lt;br&gt;&lt;b&gt;9S&lt;/b&gt; &amp;ndash; Ogre Magus (5) E&lt;br&gt;&lt;b&gt;10S&lt;/b&gt; &amp;ndash; Ogre Blacksmith (5) P &amp;ndash; FR &amp;ndash; Item &lt;br&gt;&lt;b&gt;PS&lt;/b&gt; &amp;ndash; Three Headed Ogre (6) P&lt;br&gt;&lt;b&gt;KnS&lt;/b&gt; &amp;ndash; Guard Hydra (6) P &amp;ndash; FR &lt;br&gt;&lt;b&gt;QS&lt;/b&gt; &amp;ndash; Dire Wolf (6) P &lt;br&gt;&lt;b&gt;KS&lt;/b&gt; &amp;ndash; Ogre Commander (6) P &amp;ndash; Item &lt;br&gt;&lt;br&gt;&lt;b&gt;&lt;u&gt;Dungeon Level 10&lt;/u&gt; &amp;ndash; The Hive&lt;/b&gt;&lt;br&gt;&lt;b&gt;AS&lt;/b&gt; &amp;ndash; Giant Worker Ant (5) P&lt;br&gt;&lt;b&gt;2S&lt;/b&gt; &amp;ndash; Giant Killer Bee (5) P&lt;br&gt;&lt;b&gt;3S&lt;/b&gt; &amp;ndash; Giant Soldier Ant (5) P &amp;ndash; PR &lt;br&gt;&lt;b&gt;4S&lt;/b&gt; &amp;ndash; Giant Mayfly (5) P &amp;ndash; PW&lt;br&gt;&lt;b&gt;5S&lt;/b&gt; &amp;ndash; Scarab Swarm (5) P &amp;ndash; ER &lt;br&gt;&lt;b&gt;6S&lt;/b&gt; &amp;ndash; Army Ant Swarm (5) F &amp;ndash; FR&lt;br&gt;&lt;b&gt;7S&lt;/b&gt; &amp;ndash; Giant Dung Beetle (5) P &amp;ndash; Item &lt;br&gt;&lt;b&gt;8S&lt;/b&gt; &amp;ndash; Giant Scorpion (6) P&lt;br&gt;&lt;b&gt;9S&lt;/b&gt; &amp;ndash; Giant Centipede (6) P&lt;br&gt;&lt;b&gt;10S&lt;/b&gt; &amp;ndash; Giant Wasp (6) P &amp;ndash; PW&lt;br&gt;&lt;b&gt;PS&lt;/b&gt; &amp;ndash; Giant Shield Bug (6) P &amp;ndash; PR &amp;ndash; Item&lt;br&gt;&lt;b&gt;KnS&lt;/b&gt; &amp;ndash; Swarm of Killer Lightning Bugs (6) E &amp;ndash; ER FW&lt;br&gt;&lt;b&gt;QS&lt;/b&gt; &amp;ndash; Big Pile of Nasty Insects (6) P&lt;br&gt;&lt;b&gt;KS&lt;/b&gt; &amp;ndash; Giant Queen Bee (6) P &amp;ndash; IR &amp;ndash; Item&lt;br&gt;&lt;br&gt;&lt;b&gt;&lt;u&gt;Dungeon Level 11&lt;/u&gt; &amp;ndash; The Dark Elf Dungeons&lt;/b&gt;&lt;br&gt;&lt;b&gt;AS&lt;/b&gt; &amp;ndash; Dark Elf Scout (5) P &amp;ndash; IR &lt;br&gt;&lt;b&gt;2S&lt;/b&gt; &amp;ndash; Dark Elf Warrior (5) P&lt;br&gt;&lt;b&gt;3S&lt;/b&gt; &amp;ndash; Dark Elf Moon Mage (5) I &amp;ndash; IR FW&lt;br&gt;&lt;b&gt;4S&lt;/b&gt; &amp;ndash; Dark Elf Storm Mage (5) E &amp;ndash; ER&lt;br&gt;&lt;b&gt;5S&lt;/b&gt; &amp;ndash; Dark Elf Cleric (5) F &amp;ndash; FR &amp;ndash; Item&lt;br&gt;&lt;b&gt;6S&lt;/b&gt; &amp;ndash; Dark Elf Assassin (6) P &amp;ndash; IR&lt;br&gt;&lt;b&gt;7S&lt;/b&gt; &amp;ndash; Dark Elf Knight (6) P &lt;br&gt;&lt;b&gt;8S&lt;/b&gt; &amp;ndash; Dark Elf Betrayer (6) F &amp;ndash; FR IW&lt;br&gt;&lt;b&gt;9S&lt;/b&gt; &amp;ndash; Dark Elf Dread Cavalry (6) P&lt;br&gt;&lt;b&gt;10S&lt;/b&gt; &amp;ndash; Dark Elf Lieutenant (6) P &amp;ndash; Item&lt;br&gt;&lt;b&gt;PS&lt;/b&gt; &amp;ndash; Dark Elf Elite Guard (7) P&lt;br&gt;&lt;b&gt;KnS&lt;/b&gt; &amp;ndash; Dark Elf Enchanter (7) E &amp;ndash; IR &amp;ndash; Item&lt;br&gt;&lt;b&gt;QS&lt;/b&gt; &amp;ndash; Dark Elf Sergeant (7) P &lt;br&gt;&lt;b&gt;KS&lt;/b&gt; &amp;ndash; Dark Elf Night Lord (7) I &amp;ndash; Item  &lt;br&gt;&lt;br&gt;   &lt;b&gt;&lt;u&gt;Dungeon Level 12&lt;/u&gt; &amp;ndash; The Underground  Forest&lt;/b&gt;&lt;br&gt;&lt;b&gt;AS&lt;/b&gt; &amp;ndash; Vicious Vines (6) P &amp;ndash; ER FW&lt;br&gt;&lt;b&gt;2S&lt;/b&gt; &amp;ndash; Wooden Soldier (6) P&lt;br&gt;&lt;b&gt;3S&lt;/b&gt; &amp;ndash; Needle-Burst Bush (6) P &amp;ndash; IR FW&lt;br&gt;&lt;b&gt;4S&lt;/b&gt; &amp;ndash; Ent (6) P &amp;ndash; IR ER FW &amp;ndash; Item &lt;br&gt;&lt;b&gt;5S&lt;/b&gt; &amp;ndash; Flaming Vines (6) F &amp;ndash; FR&lt;br&gt;&lt;b&gt;6S&lt;/b&gt; &amp;ndash; Living Marsh (6) I &amp;ndash; IR &lt;br&gt;&lt;b&gt;7S&lt;/b&gt; &amp;ndash; Trapping Foliage (6) P &amp;ndash; Item &lt;br&gt;&lt;b&gt;8S&lt;/b&gt; &amp;ndash; Assassin Vine (7) P&lt;br&gt;&lt;b&gt;9S&lt;/b&gt; &amp;ndash; Topiary Guardian (7) P &amp;ndash; PR FW&lt;br&gt;&lt;b&gt;10S&lt;/b&gt; &amp;ndash; Living Hedge Maze (7) P &amp;ndash; IR ER&lt;br&gt;&lt;b&gt;PS&lt;/b&gt; &amp;ndash; Ent Soldier (7) P &amp;ndash; IR ER FW &amp;ndash; Item&lt;br&gt;&lt;b&gt;KnS&lt;/b&gt; &amp;ndash; Cold Spore Mushroom (7) I &amp;ndash; IR FW&lt;br&gt;&lt;b&gt;QS&lt;/b&gt; &amp;ndash; Jolting Roots (7) E &amp;ndash; ER PW&lt;br&gt;&lt;b&gt;KS&lt;/b&gt; &amp;ndash; Lord of Leaves (7) P &amp;ndash; PR IR ER FW &amp;ndash; Item  &lt;br&gt;&lt;br&gt;   &lt;b&gt;&lt;u&gt;Dungeon Level 13&lt;/u&gt; &amp;ndash; The Elemental Fissures&lt;/b&gt;&lt;br&gt;&lt;b&gt;AS&lt;/b&gt; &amp;ndash; Dust Elemental (6) P &amp;ndash; IR FR EW&lt;br&gt;&lt;b&gt;2S&lt;/b&gt; &amp;ndash; Glass Elemental (6) P &amp;ndash; IR ER PW&lt;br&gt;&lt;b&gt;3S&lt;/b&gt; &amp;ndash; Smoke Elemental (6) F &amp;ndash; FR PR IW&lt;br&gt;&lt;b&gt;4S&lt;/b&gt; &amp;ndash; Snow Elemental (6) I &amp;ndash; IR ER FW&lt;br&gt;&lt;b&gt;5S&lt;/b&gt; &amp;ndash; Mud Elemental (6) P &amp;ndash; PR FR EW &amp;ndash; Item &lt;br&gt;&lt;b&gt;6S&lt;/b&gt; &amp;ndash; Ice Elemental (7) I &amp;ndash; IR ER FW&lt;br&gt;&lt;b&gt;7S&lt;/b&gt; &amp;ndash; Magma Elemental (7) F &amp;ndash; FR ER IW&lt;br&gt;&lt;b&gt;8S&lt;/b&gt; &amp;ndash; Metal Elemental (7) P &amp;ndash; PR FR EW &amp;ndash; Item &lt;br&gt;&lt;b&gt;9S&lt;/b&gt; &amp;ndash; Sandstone Elemental (7) P &amp;ndash; FR IR PW&lt;br&gt;&lt;b&gt;10S&lt;/b&gt; &amp;ndash; Copper Elemental (7) P &amp;ndash; PR IR EW - Item&lt;br&gt;&lt;b&gt;PS&lt;/b&gt; &amp;ndash; Fire Elemental (8) F &amp;ndash; PR FR IW&lt;br&gt;&lt;b&gt;KnS&lt;/b&gt; &amp;ndash; Water Elemental (8) I &amp;ndash; IR ER FW &amp;ndash; Item &lt;br&gt;&lt;b&gt;QS&lt;/b&gt; &amp;ndash; Air Elemental (8) E &amp;ndash; ER FR PW&lt;br&gt;&lt;b&gt;KS&lt;/b&gt; &amp;ndash; Earth Elemental (8) P &amp;ndash; PR IR EW &amp;ndash; Item   &lt;br&gt;&lt;br&gt;   &lt;b&gt;&lt;u&gt;Dungeon Level 14&lt;/u&gt; &amp;ndash; The Factory&lt;/b&gt;&lt;br&gt;&lt;b&gt;AS&lt;/b&gt; &amp;ndash; Mechanical Arachnid (7) P &amp;ndash; PR EW&lt;br&gt;&lt;b&gt;2S&lt;/b&gt; &amp;ndash; Animated Hammer (7) P&lt;br&gt;&lt;b&gt;3S&lt;/b&gt; &amp;ndash; Animated Lathe (7) P &lt;br&gt;&lt;b&gt;4S&lt;/b&gt; &amp;ndash; Clockwork Blacksmith (7) P &amp;ndash; FR ER &amp;ndash; Item &lt;br&gt;&lt;b&gt;5S&lt;/b&gt; &amp;ndash; Trained Fire Breathing Wyrm (7) F &amp;ndash; FR IW&lt;br&gt;&lt;b&gt;6S&lt;/b&gt; &amp;ndash; Giant Mechanical Arm (7) P&lt;br&gt;&lt;b&gt;7S&lt;/b&gt; &amp;ndash; Mechanical Overseer (7) E &amp;ndash; ER PW &amp;ndash; Item&lt;br&gt;&lt;b&gt;8S&lt;/b&gt; &amp;ndash; Clockwork Warrior (8) P&lt;br&gt;&lt;b&gt;9S&lt;/b&gt; &amp;ndash; Clockwork Magus (8) F &amp;ndash; FR IW&lt;br&gt;&lt;b&gt;10S&lt;/b&gt; &amp;ndash; Freezing Construct (8) I &amp;ndash; IR FW &amp;ndash; Item &lt;br&gt;&lt;b&gt;PS&lt;/b&gt; &amp;ndash; Juggernaut (8) P &amp;ndash; PR &lt;br&gt;&lt;b&gt;KnS&lt;/b&gt; &amp;ndash; Bladestorm Mechanica (8) P &amp;ndash; Item &lt;br&gt;&lt;b&gt;QS&lt;/b&gt; &amp;ndash; Hammerer (8) P &amp;ndash; FR IR&lt;br&gt;&lt;b&gt;KS&lt;/b&gt; &amp;ndash; Grand Mechanic (8) E &amp;ndash; ER IR &amp;ndash; Item  &lt;br&gt;&lt;br&gt;   &lt;b&gt;&lt;u&gt;Dungeon Level 15&lt;/u&gt; &amp;ndash; The Slime Pits&lt;/b&gt;&lt;br&gt;&lt;b&gt;AS&lt;/b&gt; &amp;ndash; Gelatinous Cube (7) P &amp;ndash; IR&lt;br&gt;&lt;b&gt;2S&lt;/b&gt; &amp;ndash; Copper Jelly (7) E &amp;ndash; ER &lt;br&gt;&lt;b&gt;3S&lt;/b&gt; &amp;ndash; Bronze Slime (7) P &amp;ndash; PR &amp;ndash; Item &lt;br&gt;&lt;b&gt;4S&lt;/b&gt; &amp;ndash; Flaming Ooze (7) F &amp;ndash; FR &lt;br&gt;&lt;b&gt;5S&lt;/b&gt; &amp;ndash; Slush Ooze (7) I &amp;ndash; IR &amp;ndash; Item &lt;br&gt;&lt;b&gt;6S&lt;/b&gt; &amp;ndash; Green Slime (8) P &amp;ndash; PR &lt;br&gt;&lt;b&gt;7S&lt;/b&gt; &amp;ndash; Caustic Jelly (8) F &amp;ndash; FR &lt;br&gt;&lt;b&gt;8S&lt;/b&gt; &amp;ndash; Bubbling Sphere (8) P &amp;ndash; ER &amp;ndash; Item &lt;br&gt;&lt;b&gt;9S&lt;/b&gt; &amp;ndash; Tar Slime (8) F &amp;ndash; FR &lt;br&gt;&lt;b&gt;10S&lt;/b&gt; &amp;ndash; Glacial Ooze (8) I &amp;ndash; IR &amp;ndash; Item &lt;br&gt;&lt;b&gt;PS&lt;/b&gt; &amp;ndash; Boiling Pitch (9) F &amp;ndash; FR &lt;br&gt;&lt;b&gt;KnS&lt;/b&gt; &amp;ndash; Mercury Slime (9) P &amp;ndash; PR &amp;ndash; Item &lt;br&gt;&lt;b&gt;QS&lt;/b&gt; &amp;ndash; Winter Ooze (9) I &amp;ndash; IR &lt;br&gt;&lt;b&gt;KS&lt;/b&gt; &amp;ndash; Electric Jelly (9) E &amp;ndash; ER &amp;ndash; Item &lt;br&gt;&lt;br&gt;&lt;b&gt;&lt;u&gt;Dungeon Level 16&lt;/u&gt; &amp;ndash; The Maze&lt;/b&gt;&lt;br&gt;&lt;b&gt;AS&lt;/b&gt; &amp;ndash; Animated Armor (8) P &amp;ndash; PR &lt;br&gt;&lt;b&gt;2S&lt;/b&gt; &amp;ndash; Tunnel Crawler (8) E &amp;ndash; ER FR IW&lt;br&gt;&lt;b&gt;3S&lt;/b&gt; &amp;ndash; Minotaur (8) P &amp;ndash; IR &amp;ndash; Item &lt;br&gt;&lt;b&gt;4S&lt;/b&gt; &amp;ndash; Tunnel Rat Swarm (8) P &amp;ndash; PR &lt;br&gt;&lt;b&gt;5S&lt;/b&gt; &amp;ndash; Chaos Mage (8) F &amp;ndash; FR IW &amp;ndash; Item &lt;br&gt;&lt;b&gt;6S&lt;/b&gt; &amp;ndash; Mimic (8) P - IR&lt;br&gt;&lt;b&gt;7S&lt;/b&gt; &amp;ndash; Soul Collector (8) I &amp;ndash; IR FW &amp;ndash; Item &lt;br&gt;&lt;b&gt;8S&lt;/b&gt; &amp;ndash; Mirror Monster (9) P &amp;ndash; ER PW&lt;br&gt;&lt;b&gt;9S&lt;/b&gt; &amp;ndash; Lost Soul (9) I &amp;ndash; IR PR FW&lt;br&gt;&lt;b&gt;10S&lt;/b&gt; &amp;ndash; Animated Vault (9) P &amp;ndash; FR &amp;ndash; Item &lt;br&gt;&lt;b&gt;PS&lt;/b&gt; &amp;ndash; Skulking Devourer (9) P&lt;br&gt;&lt;b&gt;KnS&lt;/b&gt; &amp;ndash; Minotaur Barbarian (9) P &amp;ndash; FR &amp;ndash; Item &lt;br&gt;&lt;b&gt;QS&lt;/b&gt; &amp;ndash; Stonework Golem (9) P &amp;ndash; PR &lt;br&gt;&lt;b&gt;KS&lt;/b&gt; &amp;ndash; Lord of Madness (9) E &amp;ndash; ER FR IR - Item  &lt;br&gt;&lt;br&gt;   &lt;b&gt;&lt;u&gt;Dungeon Level 17&lt;/u&gt; &amp;ndash; The Giant&amp;rsquo;s Fortress&lt;/b&gt;&lt;br&gt;&lt;b&gt;AS&lt;/b&gt; &amp;ndash; Guard Giant (8) P &lt;br&gt;&lt;b&gt;2S&lt;/b&gt; &amp;ndash; Desert Giant (8) F &amp;ndash; FR IW&lt;br&gt;&lt;b&gt;3S&lt;/b&gt; &amp;ndash; Frost Giant (8) I &amp;ndash; IR FW &amp;ndash; Item &lt;br&gt;&lt;b&gt;4S&lt;/b&gt; &amp;ndash; Storm Giant (8) E &amp;ndash; ER&lt;br&gt;&lt;b&gt;5S&lt;/b&gt; &amp;ndash; Soldier Giant (8) P &amp;ndash; PR &amp;ndash; Item &lt;br&gt;&lt;b&gt;6S&lt;/b&gt; &amp;ndash; Giant Feral Hound (9) P &amp;ndash; IR FR&lt;br&gt;&lt;b&gt;7S&lt;/b&gt; &amp;ndash; Fire Mage Giant (9) F &amp;ndash; FR ER IW &amp;ndash; Item &lt;br&gt;&lt;b&gt;8S&lt;/b&gt; &amp;ndash; Giant Feral Lion (9) P &amp;ndash; IR ER&lt;br&gt;&lt;b&gt;9S&lt;/b&gt; &amp;ndash; Ice Mage Giant (9) I &amp;ndash; IR PR FW &amp;ndash; Item &lt;br&gt;&lt;b&gt;10S&lt;/b&gt; &amp;ndash; Barbarian Giant (9) P &amp;ndash; PR &lt;br&gt;&lt;b&gt;PS&lt;/b&gt; &amp;ndash; Assassin Giant (10) P &amp;ndash; FR IW &amp;ndash; Item &lt;br&gt;&lt;b&gt;KnS&lt;/b&gt; &amp;ndash; Giant Mammoth (10) P &amp;ndash; IR &lt;br&gt;&lt;b&gt;QS&lt;/b&gt; &amp;ndash; Queen Giant (10) P &amp;ndash; PR IR FW &amp;ndash; Item &lt;br&gt;&lt;b&gt;KS&lt;/b&gt; &amp;ndash; King Giant (10) P &amp;ndash; PR FR IW &amp;ndash; Item   &lt;br&gt;&lt;br&gt;   &lt;b&gt;&lt;u&gt;Dungeon Level 18&lt;/u&gt; &amp;ndash; The Forgotten Pit&lt;/b&gt;&lt;br&gt;&lt;b&gt;AS&lt;/b&gt; &amp;ndash; Abomination (9) P &amp;ndash; PR ER IW &lt;br&gt;&lt;b&gt;2S&lt;/b&gt; &amp;ndash; Chaos Beast (9) E &amp;ndash; ER IR PW &amp;ndash; Item &lt;br&gt;&lt;b&gt;3S&lt;/b&gt; &amp;ndash; Will o&amp;rsquo; the Wisp (9) I &amp;ndash; FR IR&lt;br&gt;&lt;b&gt;4S&lt;/b&gt; &amp;ndash; Patchwork Man (9) P &amp;ndash; FR EW &amp;ndash; Item &lt;br&gt;&lt;b&gt;5S&lt;/b&gt; &amp;ndash; Alien Creature (9) F &amp;ndash; FR PR IW &lt;br&gt;&lt;b&gt;6S&lt;/b&gt; &amp;ndash; Ferryman (9) I &amp;ndash; IR ER PW &amp;ndash; Item &lt;br&gt;&lt;b&gt;7S&lt;/b&gt; &amp;ndash; Floating Eye (9) E &amp;ndash; ER FR PW&lt;br&gt;&lt;b&gt;8S&lt;/b&gt; &amp;ndash; Tessellating Nightmare (10) P &amp;ndash; PR FW &amp;ndash; Item &lt;br&gt;&lt;b&gt;9S&lt;/b&gt; &amp;ndash; Chimera (10) F &amp;ndash; FR IR EW&lt;br&gt;&lt;b&gt;10S&lt;/b&gt; &amp;ndash; Doppelganger (10) P &amp;ndash; PR ER FW &amp;ndash; Item &lt;br&gt;&lt;b&gt;PS&lt;/b&gt; &amp;ndash; Living Wall (10) P &amp;ndash; PR FR IW&lt;br&gt;&lt;b&gt;KnS&lt;/b&gt; &amp;ndash; Psychic Warrior (10) E &amp;ndash; ER PR &amp;ndash; Item &lt;br&gt;&lt;b&gt;QS&lt;/b&gt; &amp;ndash; Apocalypse Spirit (10) F &amp;ndash; FR ER &lt;br&gt;&lt;b&gt;KS&lt;/b&gt; &amp;ndash; Mindflayer (10) P &amp;ndash; PR FR IR EW &amp;ndash; Item &lt;br&gt;&lt;br&gt;&lt;b&gt;&lt;u&gt;Dungeon Level 19&lt;/u&gt; &amp;ndash; The Dragon&amp;rsquo;s Lair&lt;/b&gt;&lt;br&gt;&lt;b&gt;AS&lt;/b&gt; &amp;ndash; Red Dragon (10) F &amp;ndash; PR FR ER IW&lt;br&gt;&lt;b&gt;2S&lt;/b&gt; &amp;ndash; White Dragon (10) I &amp;ndash; IR ER PR FW &amp;ndash; Item &lt;br&gt;&lt;b&gt;3S&lt;/b&gt; &amp;ndash; Blue Dragon (10) E &amp;ndash; ER IR FR PW&lt;br&gt;&lt;b&gt;4S&lt;/b&gt; &amp;ndash; Green Dragon (10) P &amp;ndash; PR ER IR FW &amp;ndash; Item &lt;br&gt;&lt;b&gt;5S&lt;/b&gt; &amp;ndash; Black Dragon (10) P &amp;ndash; PR ER FR IW&lt;br&gt;&lt;b&gt;6S&lt;/b&gt; &amp;ndash; Fire Dragon (10) F &amp;ndash; PR FR ER IW &amp;ndash; Item &lt;br&gt;&lt;b&gt;7S&lt;/b&gt; &amp;ndash; Earth Dragon (10) P &amp;ndash; PR FR IR EW &amp;ndash; Item &lt;br&gt;&lt;b&gt;8S&lt;/b&gt; &amp;ndash; Water Dragon (11) I &amp;ndash; IR PR ER FW&lt;br&gt;&lt;b&gt;9S&lt;/b&gt; &amp;ndash; Air Dragon (11) E &amp;ndash; ER FR IR PW &amp;ndash; Item &lt;br&gt;&lt;b&gt;10S&lt;/b&gt; &amp;ndash; Death Dragon (11) I &amp;ndash; IR FR ER PW&lt;br&gt;&lt;b&gt;PS&lt;/b&gt; &amp;ndash; Mud Dragon (11) F &amp;ndash; FR IR PR EW &amp;ndash; Item &lt;br&gt;&lt;b&gt;KnS&lt;/b&gt; &amp;ndash; Chaos Dragon (11) E &amp;ndash; ER IR PR FW&lt;br&gt;&lt;b&gt;QS&lt;/b&gt; &amp;ndash; Time Dragon (11) P &amp;ndash; IR ER FR PW &amp;ndash; Item &lt;br&gt;&lt;b&gt;KS&lt;/b&gt; &amp;ndash; Dragon Lord (11) F &amp;ndash; FR PR ER IW &amp;ndash; Item   &lt;br&gt;&lt;br&gt;   &lt;b&gt;&lt;u&gt;Dungeon Level 20&lt;/u&gt; &amp;ndash; Hell&lt;/b&gt;&lt;br&gt;&lt;b&gt;AS&lt;/b&gt; &amp;ndash; Anubis (11) P &amp;ndash; PR FR IR&lt;br&gt;&lt;b&gt;2S&lt;/b&gt; &amp;ndash; Legion (11) E &amp;ndash; ER IR FR &amp;ndash; Item &lt;br&gt;&lt;b&gt;3S&lt;/b&gt; &amp;ndash; Mammon (11) F &amp;ndash; FR IR PR&lt;br&gt;&lt;b&gt;4S&lt;/b&gt; &amp;ndash; Aneris (11) I &amp;ndash; FR IR ER &amp;ndash; Item &lt;br&gt;&lt;b&gt;5S&lt;/b&gt; &amp;ndash; Lilith (11) P &amp;ndash; PR IR ER &lt;br&gt;&lt;b&gt;6S&lt;/b&gt; &amp;ndash; Hades (11) I &amp;ndash; PR FR ER &amp;ndash; Item &lt;br&gt;&lt;b&gt;7S&lt;/b&gt; &amp;ndash; Dante (11) F &amp;ndash; PR ER FR &amp;ndash; Item &lt;br&gt;&lt;b&gt;8S&lt;/b&gt; &amp;ndash; Chaos (12) E &amp;ndash; PR ER FR &lt;br&gt;&lt;b&gt;9S&lt;/b&gt; &amp;ndash; Gorgon (12) I &amp;ndash; PR FR IR &amp;ndash; Item &lt;br&gt;&lt;b&gt;10S&lt;/b&gt; &amp;ndash; Lucifer (12) F &amp;ndash; PR FR ER &lt;br&gt;&lt;b&gt;PS&lt;/b&gt; &amp;ndash; War (12) P &amp;ndash; PR FR ER &amp;ndash; Item &lt;br&gt;&lt;b&gt;KnS&lt;/b&gt; &amp;ndash; Famine (12) I &amp;ndash; PR FR IR &lt;br&gt;&lt;b&gt;QS&lt;/b&gt; &amp;ndash; Pestilence (12) E &amp;ndash; PR IR ER &amp;ndash; Item &lt;br&gt;&lt;b&gt;KS&lt;/b&gt; &amp;ndash; Death (12) P &amp;ndash; FR IR ER &amp;ndash; Item   &lt;br&gt;&lt;br&gt;&lt;b&gt;Sample Character Sheet&lt;br&gt;&lt;br&gt;&lt;/b&gt;   &lt;b&gt;Character Name&lt;/b&gt;:________________________&lt;br&gt;&lt;b&gt;Character Clich&amp;eacute;&lt;/b&gt;:________________________( 1 2 3 4 5 6 )&lt;br&gt;&lt;b&gt;Weapon&lt;/b&gt; (N/A for Mages)( -1 0 +1 +2 +3 )&lt;br&gt;&lt;b&gt;Armor&lt;/b&gt;: ( -1 0 +1 +2 +3 )&lt;br&gt;&lt;b&gt;Amulet&lt;/b&gt;:____________________&lt;br&gt;&lt;b&gt;Ring 1&lt;/b&gt;:_____________________&lt;br&gt;&lt;b&gt;Ring 2&lt;/b&gt;:_____________________&lt;br&gt;&lt;b&gt;Special Item&lt;/b&gt; (N/A for fighter):_____________________&lt;br&gt;&lt;b&gt;Extra Shots ( )( )( )( )( )&lt;/b&gt;&lt;br&gt;&lt;b&gt;&lt;br&gt;&lt;/b&gt;&lt;table align=&quot;bottom&quot; class=&quot;WPC-edit-border-all&quot; width=&quot;100%&quot;&gt;&lt;tbody&gt;&lt;tr&gt;&lt;td class=&quot;WPC-edit-border-all&quot; width=&quot;11%&quot;&gt;&lt;b&gt;Potions &lt;/b&gt;&lt;/td&gt;&lt;td align=&quot;center&quot; class=&quot;WPC-edit-border-all&quot; width=&quot;11%&quot;&gt;&lt;b&gt;- &lt;/b&gt;&lt;/td&gt;&lt;td align=&quot;center&quot; class=&quot;WPC-edit-border-all&quot; width=&quot;11%&quot;&gt;&lt;b&gt;-&lt;/b&gt;&lt;/td&gt;&lt;td class=&quot;WPC-edit-border-all&quot; width=&quot;11%&quot;&gt;&lt;b&gt;Scrolls       &lt;/b&gt;&lt;/td&gt;&lt;td align=&quot;center&quot; class=&quot;WPC-edit-border-all&quot; width=&quot;11%&quot;&gt;&lt;b&gt;-&lt;/b&gt;&lt;/td&gt;&lt;td align=&quot;center&quot; class=&quot;WPC-edit-border-all&quot; width=&quot;11%&quot;&gt;&lt;b&gt;-  &lt;/b&gt;&lt;/td&gt;&lt;td class=&quot;WPC-edit-border-all&quot; width=&quot;11%&quot;&gt;&lt;b&gt;Wands &lt;/b&gt;&lt;/td&gt;&lt;td align=&quot;center&quot; class=&quot;WPC-edit-border-all&quot; width=&quot;11%&quot;&gt;&lt;b&gt;- &lt;/b&gt;&lt;/td&gt;&lt;td align=&quot;center&quot; class=&quot;WPC-edit-border-all&quot; width=&quot;11%&quot;&gt;&lt;b&gt;- &lt;/b&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td align=&quot;center&quot; class=&quot;WPC-edit-border-all&quot; width=&quot;11%&quot;&gt;&lt;u&gt;Card&lt;/u&gt;&lt;/td&gt;&lt;td align=&quot;center&quot; class=&quot;WPC-edit-border-all&quot; width=&quot;11%&quot;&gt;&lt;u&gt;Qty&lt;/u&gt;&lt;/td&gt;&lt;td align=&quot;center&quot; class=&quot;WPC-edit-border-all&quot; width=&quot;11%&quot;&gt;&lt;u&gt;Effect&lt;/u&gt;&lt;/td&gt;&lt;td align=&quot;center&quot; class=&quot;WPC-edit-border-all&quot; width=&quot;11%&quot;&gt;&lt;u&gt;Card&lt;/u&gt;&lt;/td&gt;&lt;td align=&quot;center&quot; class=&quot;WPC-edit-border-all&quot; width=&quot;11%&quot;&gt;&lt;u&gt;Qty&lt;/u&gt;&lt;/td&gt;&lt;td align=&quot;center&quot; class=&quot;WPC-edit-border-all&quot; width=&quot;11%&quot;&gt;&lt;u&gt;Effect&lt;/u&gt;&lt;/td&gt;&lt;td align=&quot;center&quot; class=&quot;WPC-edit-border-all&quot; width=&quot;11%&quot;&gt;&lt;u&gt;Card&lt;/u&gt;&lt;/td&gt;&lt;td align=&quot;center&quot; class=&quot;WPC-edit-border-all&quot; width=&quot;11%&quot;&gt;&lt;u&gt;Qty&lt;/u&gt;&lt;/td&gt;&lt;td align=&quot;center&quot; class=&quot;WPC-edit-border-all&quot; width=&quot;11%&quot;&gt;&lt;u&gt;Effect&lt;/u&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td class=&quot;WPC-edit-border-all&quot; width=&quot;11%&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;WPC-edit-border-all&quot; width=&quot;11%&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;WPC-edit-border-all&quot; width=&quot;11%&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;WPC-edit-border-all&quot; width=&quot;11%&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;WPC-edit-border-all&quot; width=&quot;11%&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;WPC-edit-border-all&quot; width=&quot;11%&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;WPC-edit-border-all&quot; width=&quot;11%&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;WPC-edit-border-all&quot; width=&quot;11%&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;WPC-edit-border-all&quot; width=&quot;11%&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td class=&quot;WPC-edit-border-all&quot; width=&quot;11%&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;WPC-edit-border-all&quot; width=&quot;11%&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;WPC-edit-border-all&quot; width=&quot;11%&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;WPC-edit-border-all&quot; width=&quot;11%&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;WPC-edit-border-all&quot; width=&quot;11%&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;WPC-edit-border-all&quot; width=&quot;11%&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;WPC-edit-border-all&quot; width=&quot;11%&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;WPC-edit-border-all&quot; width=&quot;11%&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;WPC-edit-border-all&quot; width=&quot;11%&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td class=&quot;WPC-edit-border-all&quot; width=&quot;11%&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;WPC-edit-border-all&quot; width=&quot;11%&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;WPC-edit-border-all&quot; width=&quot;11%&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;WPC-edit-border-all&quot; width=&quot;11%&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;WPC-edit-border-all&quot; width=&quot;11%&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;WPC-edit-border-all&quot; width=&quot;11%&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;WPC-edit-border-all&quot; width=&quot;11%&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;WPC-edit-border-all&quot; width=&quot;11%&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;WPC-edit-border-all&quot; width=&quot;11%&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td class=&quot;WPC-edit-border-all&quot; width=&quot;11%&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;WPC-edit-border-all&quot; width=&quot;11%&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;WPC-edit-border-all&quot; width=&quot;11%&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;WPC-edit-border-all&quot; width=&quot;11%&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;WPC-edit-border-all&quot; width=&quot;11%&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;WPC-edit-border-all&quot; width=&quot;11%&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;WPC-edit-border-all&quot; width=&quot;11%&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;WPC-edit-border-all&quot; width=&quot;11%&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;WPC-edit-border-all&quot; width=&quot;11%&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td class=&quot;WPC-edit-border-all&quot; width=&quot;11%&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;WPC-edit-border-all&quot; width=&quot;11%&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;WPC-edit-border-all&quot; width=&quot;11%&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;WPC-edit-border-all&quot; width=&quot;11%&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;WPC-edit-border-all&quot; width=&quot;11%&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;WPC-edit-border-all&quot; width=&quot;11%&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;WPC-edit-border-all&quot; width=&quot;11%&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;WPC-edit-border-all&quot; width=&quot;11%&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;WPC-edit-border-all&quot; width=&quot;11%&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td class=&quot;WPC-edit-border-all&quot; width=&quot;11%&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;WPC-edit-border-all&quot; width=&quot;11%&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;WPC-edit-border-all&quot; width=&quot;11%&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;WPC-edit-border-all&quot; width=&quot;11%&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;WPC-edit-border-all&quot; width=&quot;11%&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;WPC-edit-border-all&quot; width=&quot;11%&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;WPC-edit-border-all&quot; width=&quot;11%&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;WPC-edit-border-all&quot; width=&quot;11%&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;WPC-edit-border-all&quot; width=&quot;11%&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td class=&quot;WPC-edit-border-all&quot; width=&quot;11%&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;WPC-edit-border-all&quot; width=&quot;11%&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;WPC-edit-border-all&quot; width=&quot;11%&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;WPC-edit-border-all&quot; width=&quot;11%&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;WPC-edit-border-all&quot; width=&quot;11%&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;WPC-edit-border-all&quot; width=&quot;11%&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;WPC-edit-border-all&quot; width=&quot;11%&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;WPC-edit-border-all&quot; width=&quot;11%&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;WPC-edit-border-all&quot; width=&quot;11%&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td class=&quot;WPC-edit-border-all&quot; width=&quot;11%&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;WPC-edit-border-all&quot; width=&quot;11%&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;WPC-edit-border-all&quot; width=&quot;11%&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;WPC-edit-border-all&quot; width=&quot;11%&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;WPC-edit-border-all&quot; width=&quot;11%&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;WPC-edit-border-all&quot; width=&quot;11%&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;WPC-edit-border-all&quot; width=&quot;11%&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;WPC-edit-border-all&quot; width=&quot;11%&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;WPC-edit-border-all&quot; width=&quot;11%&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;br&gt;&lt;b&gt;Monsters Killed&lt;/b&gt; &amp;ndash; 1 2 3 4 5 6 7 8 9 &lt;b&gt;&lt;u&gt;10!&lt;/u&gt;&lt;/b&gt; 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 &lt;b&gt;&lt;u&gt;30!&lt;/u&gt;&lt;/b&gt; 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 &lt;b&gt;&lt;u&gt;60!&lt;/u&gt;&lt;/b&gt; 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 &lt;b&gt;&lt;u&gt;100!&lt;/u&gt;&lt;/b&gt; 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 &lt;b&gt;&lt;u&gt;150!&lt;/u&gt;&lt;/b&gt;&lt;br&gt;&lt;br&gt;&lt;b&gt;Worldstone in inventory&lt;/b&gt; &amp;ndash; ( )&lt;br&gt;&lt;br&gt;&lt;b&gt;Escape&lt;/b&gt; - 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1&lt;br&gt;&lt;br&gt;&lt;br&gt; &lt;b&gt;Quick Sheet&lt;/b&gt;&lt;br&gt;25 cards per dungeon level, Must have drawn 16 to go to next level.&lt;br&gt;Add The World Card on level 20.&lt;br&gt;If you get the world, beat a random monster from level 20 to 1 to win.&lt;br&gt;&lt;br&gt;&lt;b&gt;-Sword-&lt;/b&gt;&lt;br&gt;Fight a monster!&lt;br&gt;&lt;b&gt;-Cup-&lt;/b&gt;&lt;br&gt;5+, fight a monster&lt;br&gt;2+, get 1 potion&lt;br&gt;&lt;b&gt;-Pentacle-&lt;/b&gt;&lt;br&gt;5+, fight a monster&lt;br&gt;3+, get 1 scroll&lt;br&gt;&lt;b&gt;-Wands-&lt;/b&gt;&lt;br&gt;5+, fight a monster&lt;br&gt;4+, get a wand w/ 3 charges&lt;br&gt;&lt;br&gt;  &lt;b&gt;Resting&lt;/b&gt;&lt;br&gt;Once before exploration, roll 2+ to heal a die in your clich&amp;eacute;&lt;br&gt;Otherwise, immediately draw the next card  - monster roll counts as a six&lt;br&gt;&lt;br&gt;&lt;b&gt;Monster Stuff&lt;/b&gt;&lt;br&gt;If they have a &amp;frac12; as their clich&amp;eacute; level, roll the die and divide the result by 2 (rounded up)&lt;br&gt;P &amp;ndash; Physical, F &amp;ndash; Fire, I &amp;ndash; Ice, E - Electrical&lt;br&gt;PR &amp;ndash; Physical Resist, FR &amp;ndash; Fire Resist, IR &amp;ndash; Ice Resist, ER &amp;ndash; Electrical Resist&lt;br&gt;PW &amp;ndash; Physical Weak, FW &amp;ndash; Fire Weak, IW &amp;ndash; Ice Weak, EW &amp;ndash; Electrical Weak&lt;br&gt;&lt;br&gt;&lt;b&gt;Resistance and Weakness&lt;/b&gt;&lt;br&gt;If they are resistant to the type of damage you are dealing, subtract a number equal to the total number of dice you rolled from your final roll.&lt;br&gt;If they are weak to the type of damage you are dealing, add a number equal to the total number of dice you rolled to your final roll.&lt;br&gt;&lt;br&gt;&lt;b&gt;Equipment&lt;/b&gt;&lt;br&gt;Mages carry no weapon&lt;br&gt;Fighters cannot carry special items&lt;br&gt;If you get a -1 enchanted armor or weapon, and you only have 1 die in your clich&amp;eacute;, you divide your roll result by 2 (rounded up).&lt;br&gt;If you get a -1 enchanted armor AND weapon, and you only have 1 die in your clich&amp;eacute;, you divide your roll result by 3(rounded up).&lt;br&gt;&lt;br&gt;&lt;b&gt;Usable Items&lt;/b&gt;&lt;br&gt;Potions and scrolls can be used anytime, and only target you.&lt;br&gt;Wands can only be used in combat and target either you or the opponent &amp;ndash; choose who you target BEFORE you find out the effect.&lt;hr size=&quot;1&quot;&gt;&lt;br/&gt;</description></item><item><title>SHGGFTAWSGDSSFDF</title><link>http://risusiverse.wetpaint.com/page/SHGGFTAWSGDSSFDF</link><author>Dantopia</author><guid isPermaLink="false">http://risusiverse.wetpaint.com/page/SHGGFTAWSGDSSFDF</guid><pubDate>Thu, 30 Apr 2009 12:38:53 CDT</pubDate><description>&lt;div align=&quot;center&quot;&gt;&lt;h2&gt;  Super-Happy-Go-Go-Fun-Time-&lt;/h2&gt;&lt;h2&gt;All-World-Speedy-Good-Delivery-Service-&lt;/h2&gt;&lt;h2&gt;Special-Force-Delta-Five &lt;br&gt;&lt;/h2&gt;&lt;/div&gt;&lt;div align=&quot;center&quot;&gt;A bizarre, outrageous and ridiculous Risus setting by Dan Suptic &amp;copy;2006  &lt;/div&gt;&lt;br&gt;   &lt;b&gt;A note about Risus&lt;/b&gt;&lt;br&gt;Risus is a free and easy to learn role-playing game (created by S. John Ross) that is used to play Super-Happy-Go-Go-Fun-Time-All-World-Speedy-Good-Delivery-Service-&lt;br&gt;Special-Force-Delta-Five (from now on, simply called SHGGFTAWSGDSSFDF). Simply go to the freebie page on &lt;a class=&quot;external&quot; href=&quot;http://risusiverse.wetpaint.comhttp://www222.pair.com/sjohn/risus.htm&quot; rel=&quot;nofollow&quot; target=&quot;_blank&quot;&gt;http://www222.pair.com/sjohn/risus.htm&lt;/a&gt; and download it there. The whole system is 6 pages long, and that&amp;#39;s all you&amp;#39;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&amp;#39;ll be able to play SHGGFTAWSGDSSFDF.&lt;br&gt;&lt;br&gt;&lt;b&gt;So, what&amp;rsquo;s this setting all about then?&lt;/b&gt;&lt;br&gt;SHGGFTAWSGDSSFDF is a special team of Delivery Agents that are sent across time and space to deliver Important Stuff to Important People. The PCs are conscripted out of their normal lives and sent to a space station (in the year 73,491) where they are given anything they desire (including a very nice apartment) so long as they continue to make deliveries for the SHGGFTAWSGDSSFDF. &lt;br&gt;&lt;br&gt;&lt;b&gt;Who&amp;rsquo;s in charge of this craziness?&lt;/b&gt;&lt;br&gt;The entire SHGGFTAWSGDSSFDF is run by one man &amp;ndash; Mr. Kuri-kana-suro-san. He runs the delivery service to put particular items into the hands of influential people in the past (and sometimes future), in the hopes of guiding the timeline to make the year 73,491 as perfect as possible. Mr. Kuri-kana-suro-san recruits people from all over the timeline, sends them on missions once a week for a year, and then puts them right back when they came from (with appropriate age reversal and memory deleting, of course). He is a normal looking middle aged Japanese man, who acts very much like the stereotypical Japanese slave-driver boss. He&amp;rsquo;ll also smack anyone on the head with a bamboo sword if they mispronounce his name, or if they leave any words out when referring to the SHGGFTAWSGDSSFDF.&lt;br&gt;&lt;br&gt;Mr. Kuri-kana-suro-san&lt;br&gt;Stereotypical Japanese Slave-Driver Boss (6)&lt;br&gt;Time Traveling Scientist (6)&lt;br&gt;Enough of a Ninja to Defend Himself (4)&lt;br&gt;&lt;br&gt;&lt;b&gt;Characters&lt;/b&gt;&lt;br&gt;First off, and most importantly, DON&amp;rsquo;T TELL THE PLAYERS WHAT THEY ARE MAKING CHARACTERS FOR. Just tell them to make any character they want. From any setting or time period. They can use any Advanced Option they want, and they can use any extra options out of the Risus Companion they want. Another important note &amp;ndash; NONE OF THE PLAYERS MAY CONVERSE WITH EACH OTHER, OR COMPARE CHARACTERS AT ALL. Once all the players get done with there PCs, give them all a copy of the Welcome to the SHGGFTAWSGDSSFDF letter. As they read it, tell them that they are surrounded by a blue light, and they appear in some type of lounge.&lt;br&gt;&lt;br&gt;&lt;b&gt;Where are we again?&lt;/b&gt;&lt;br&gt;The PCs are now in orbit around the Earth in the space station called D5. This space station has all the amenities that the year 73,491 has to offer. It has very large and well furnished apartments for the PCs. It has a high tech stable for any mounts the PCs may be riding. There&amp;rsquo;s an arcade, sport arena and gym for the PCs when they aren&amp;rsquo;t on the job. There&amp;rsquo;s a giant electronic library for the bookworms of the group. There&amp;rsquo;s holodecks, restaurants, theatres, pools, indoor parks&amp;hellip;everything. This place has it all. It also has high tech weapons and tools (which will surely add dice to some PC clich&amp;eacute;s), but those are given out only as rewards for a job well done. Robot workers roam the halls, doing everything from repairing the reactor, to serving the PCs some grilled cheese sandwiches. There is also one more item of note &amp;ndash; the Transportatron.&lt;br&gt;&lt;br&gt;&lt;b&gt;The Transportatron&lt;/b&gt;&lt;br&gt;This device looks like your typical Sci-Fi teleportation device. This will transport the PCs through time and space (and sometimes alternate dimensions) to where they need to go to deliver their item. The problem is, it&amp;rsquo;s hard to get exact coordinates with the Transportatron. Therefore, anywhere the PCs end up will be at least 3 Plot Points away from their target. The problems the PCs can run into can be literally anything, anywhere, at any time period. Dragons on a starship, robots in ancient Greece, ninjas at the Dawn of Time &amp;ndash; anything. Why is this so? Simple! While the PCs are working for the SHGGFTAWSGDSSFDF on the D5, the D1 through the D4 all have their own similarly named projects to change the past to their own ideas of a perfect world. So, not only do the PCs have to worry about normal threats in the time they show up in, they also have to worry about four other organization&amp;rsquo;s teams of highly skilled delivery personal to deal with. &lt;br&gt;&lt;br&gt;&lt;b&gt;The Mission&lt;/b&gt;&lt;br&gt;Mr. Kuri-kana-suro-san always gives the PCs a choice of 3 different missions to choose from each week. Therefore, as the GM, it&amp;rsquo;s handy to make a list of all possible missions, pick 3 of those, and write an adventure for them. Then, next time you play, choose a new mission to replace the one the PCs chose last time. Or you could choose 3 all new missions. Anyways, always give the PCs 3 choices of what mission to take.&lt;br&gt;&lt;br&gt;&lt;b&gt;Sample Mission Roster&lt;/b&gt;&lt;br&gt;&lt;br&gt;&lt;table align=&quot;bottom&quot; class=&quot;WPC-edit-border-all&quot; width=&quot;100%&quot;&gt;&lt;tbody&gt;&lt;tr&gt;&lt;td align=&quot;center&quot; class=&quot;WPC-edit-border-all&quot; width=&quot;33%&quot;&gt;&lt;b&gt;-Available Missions-&lt;/b&gt;&lt;/td&gt;&lt;td align=&quot;center&quot; class=&quot;WPC-edit-border-all&quot; width=&quot;33%&quot;&gt;&lt;b&gt;-Person to Deliver to-&lt;/b&gt;&lt;/td&gt;&lt;td align=&quot;center&quot; class=&quot;WPC-edit-border-all&quot; width=&quot;33%&quot;&gt;&lt;b&gt;-Item to Deliver-&lt;/b&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td align=&quot;center&quot; class=&quot;WPC-edit-border-all&quot; width=&quot;33%&quot;&gt;Not yet&lt;/td&gt;&lt;td align=&quot;center&quot; class=&quot;WPC-edit-border-all&quot; width=&quot;33%&quot;&gt;Elvis&lt;/td&gt;&lt;td align=&quot;center&quot; class=&quot;WPC-edit-border-all&quot; width=&quot;33%&quot;&gt;Blue Suede Shoes&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td align=&quot;center&quot; class=&quot;WPC-edit-border-all&quot; width=&quot;33%&quot;&gt;Yes&lt;/td&gt;&lt;td align=&quot;center&quot; class=&quot;WPC-edit-border-all&quot; width=&quot;33%&quot;&gt;Young Charlton Heston&lt;/td&gt;&lt;td align=&quot;center&quot; class=&quot;WPC-edit-border-all&quot; width=&quot;33%&quot;&gt;Rifle&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td align=&quot;center&quot; class=&quot;WPC-edit-border-all&quot; width=&quot;33%&quot;&gt;Not yet&lt;/td&gt;&lt;td align=&quot;center&quot; class=&quot;WPC-edit-border-all&quot; width=&quot;33%&quot;&gt;Area 51 Personnel&lt;/td&gt;&lt;td align=&quot;center&quot; class=&quot;WPC-edit-border-all&quot; width=&quot;33%&quot;&gt;Spaceship Repair Manual&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td align=&quot;center&quot; class=&quot;WPC-edit-border-all&quot; width=&quot;33%&quot;&gt;Not yet&lt;/td&gt;&lt;td align=&quot;center&quot; class=&quot;WPC-edit-border-all&quot; width=&quot;33%&quot;&gt;Ugg the Caveman&lt;/td&gt;&lt;td align=&quot;center&quot; class=&quot;WPC-edit-border-all&quot; width=&quot;33%&quot;&gt;Wheel&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td align=&quot;center&quot; class=&quot;WPC-edit-border-all&quot; width=&quot;33%&quot;&gt;Not yet&lt;/td&gt;&lt;td align=&quot;center&quot; class=&quot;WPC-edit-border-all&quot; width=&quot;33%&quot;&gt;Aleksey Pajitnov&lt;/td&gt;&lt;td align=&quot;center&quot; class=&quot;WPC-edit-border-all&quot; width=&quot;33%&quot;&gt;Lego&amp;rsquo;s Building Blocks&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td align=&quot;center&quot; class=&quot;WPC-edit-border-all&quot; width=&quot;33%&quot;&gt;Yes&lt;/td&gt;&lt;td align=&quot;center&quot; class=&quot;WPC-edit-border-all&quot; width=&quot;33%&quot;&gt;Captain Kirk&lt;/td&gt;&lt;td align=&quot;center&quot; class=&quot;WPC-edit-border-all&quot; width=&quot;33%&quot;&gt;Toupee&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td align=&quot;center&quot; class=&quot;WPC-edit-border-all&quot; width=&quot;33%&quot;&gt;Not yet&lt;/td&gt;&lt;td align=&quot;center&quot; class=&quot;WPC-edit-border-all&quot; width=&quot;33%&quot;&gt;Napoleon Bonaparte&lt;/td&gt;&lt;td align=&quot;center&quot; class=&quot;WPC-edit-border-all&quot; width=&quot;33%&quot;&gt;Booster Seat&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td align=&quot;center&quot; class=&quot;WPC-edit-border-all&quot; width=&quot;33%&quot;&gt;Yes&lt;/td&gt;&lt;td align=&quot;center&quot; class=&quot;WPC-edit-border-all&quot; width=&quot;33%&quot;&gt;Frodo Baggins&lt;/td&gt;&lt;td align=&quot;center&quot; class=&quot;WPC-edit-border-all&quot; width=&quot;33%&quot;&gt;Crocs Therapeutic Shoes&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td align=&quot;center&quot; class=&quot;WPC-edit-border-all&quot; width=&quot;33%&quot;&gt;Not yet&lt;/td&gt;&lt;td align=&quot;center&quot; class=&quot;WPC-edit-border-all&quot; width=&quot;33%&quot;&gt;Julius Caesar&lt;/td&gt;&lt;td align=&quot;center&quot; class=&quot;WPC-edit-border-all&quot; width=&quot;33%&quot;&gt;44 B.C. Calendar&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td align=&quot;center&quot; class=&quot;WPC-edit-border-all&quot; width=&quot;33%&quot;&gt;Not yet&lt;/td&gt;&lt;td align=&quot;center&quot; class=&quot;WPC-edit-border-all&quot; width=&quot;33%&quot;&gt;Mr. Kuri-kana-suro-san&lt;/td&gt;&lt;td align=&quot;center&quot; class=&quot;WPC-edit-border-all&quot; width=&quot;33%&quot;&gt;Transportatron Schematics&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;b&gt;&lt;br&gt;Mission&lt;/b&gt;&lt;b&gt; Start&lt;/b&gt;&lt;br&gt;The PCs are always given a small device with a button on it by Mr. Kuri-kana-suro-san. They can use this to instantly return to D5 after the mission is done. Mr. Kuri-kana-suro-san will describe where (and when) they are going to, describe the person that the parcel is to be delivered to and of course, give them the item for delivery. They get into the Transportatron, it goes (insert Sci-Fi power up sound here) and the PCs find themselves within Getting There in One Gaming Session distance from the target.&lt;br&gt;&lt;br&gt;&lt;b&gt;The Mission Itself&lt;/b&gt;&lt;br&gt;The PCs must overcome humorous and bizarre obstacles to get to the target. Many anachronistic jokes, horrible puns and general mayhem ensues.&lt;br&gt;&lt;br&gt;&lt;b&gt;Mission&lt;/b&gt;&lt;b&gt; Success!&lt;/b&gt;&lt;br&gt;If the PCs succeed in their mission, and do so under any restrictions from Mr. Kuri-kana-suro-san (stealthily, no innocent hurt, no buildings blown up, no art damaged, etc etc etc), they&amp;rsquo;ll be rewarded. With better equipment. That probably gives a +1 (or more, if they already have a +1) die bonus to a clich&amp;eacute;. &lt;br&gt;&lt;br&gt;&lt;b&gt;Mission Success&amp;hellip;sort of&amp;hellip;&lt;/b&gt;&lt;br&gt;If the PCs deliver the item, but make a huge mess of things (being seen in a stealth mission, hurting an innocent in a no innocent hurt mission, blowing up the Vatican in a no buildings blown up mission etc etc etc), Mr. Kuri-kana-suro-san will berate them for being clumsy fools, but still give them some kind of positive recognition. Maybe extra pudding at dinner. Yeah, extra pudding is nice.&lt;br&gt;&lt;br&gt;&lt;b&gt;Mission&lt;/b&gt;&lt;b&gt; Failure!&lt;/b&gt;&lt;br&gt;If the PCs just utterly fail in delivering the item, they&amp;rsquo;ll get a whole day of being smacked around with the bamboo sword.&lt;br&gt;&lt;br&gt;&lt;b&gt;Character Example&lt;/b&gt;&lt;br&gt;Um, yeah. Pretty much any character ever made for any Risus setting works.&lt;br&gt;&lt;br&gt;&lt;b&gt;SHGGFTAWSGDSSFDF Campaigns&lt;/b&gt;&lt;br&gt;If you can actually keep this up for more than 3 or 4 sessions, more power to you. One thing you MUST do in an ongoing campaign is to have the PCs go on a mission where they need to stealthily deliver the Welcome to the SHGGFTAWSGDSSFDF letters to themselves.&lt;br&gt;&lt;br&gt;&lt;b&gt;You Go Now! Make Delivery!&lt;/b&gt;&lt;br&gt;Well, hmm. Yes, that&amp;rsquo;s a rather silly setting. But it&amp;rsquo;s a great way to introduce players who have played Serious-And-Not-Silly-At-All RPGs into the world (and mindset) of Risus. So have fun, relax, and enjoy the whole wacky ride. As always, Email me at &lt;a href=&quot;http://risusiverse.wetpaint.commailto:dsuptic@gmail.com&quot; target=&quot;_self&quot;&gt;dsuptic@gmail.com&lt;/a&gt; if you have any questions. Oh yeah, the Welcome to the SHGGFTAWSGDSSFDF letter is at the bottom of this page. Enjoy.  &lt;br&gt;&lt;br&gt;&lt;b&gt;Welcome to the SHGGFTAWSGDSSFDF letter&lt;br&gt;&lt;br&gt;&lt;/b&gt;TO: New Employee&lt;br&gt;FROM: Mr. Kuri-kana-suro-san&lt;br&gt;RE: Employee Orientation&lt;br&gt;&lt;br&gt;Welcome to Super-Happy-Go-Go-Fun-Time-All-World-Speedy-Good-Delivery-Service-&lt;br&gt;Special-Force-Delta-Five, new employee! I, Mr. Kuri-kana-suro-san, feel so much happiness in my bowels that you are here. You are in the future! On a giant space station! Hooray! You have been chosen because you have special skills. Your skills are needed for special delivery service. You go into the past, or into maybe future, all over the world, even maybe other dimension. You take package with item in it to very important people. Then you hit button and come back to space station. Very fun and good time. You work only one day a week. Very relaxing! In off time, you train and have fun in gym or sporting field. After one year, you go back home. You go back right when you left. You will not remember space station. You will not remember Mr. Kuri-kana-suro-san. But you have happy feelings now, since you do important job. I give you any instructions you need when time for delivery. For now, you walk around space station. Eat food, ask robots if you need help around space station. You get your own sufficient apartment living place to sleep in. After sleep, you go on first mission. Happiness is ready for you! Success is coming to us and to you too! Succeed in missions, and you get neat stuff and yummy food for your stomach to enjoy. Fail in missions and you get hit on head with my bamboo sword that I use for hitting people on the head! Do not fail! You will not fail because I pick you to be my team! Welcome to my team that I picked that includes you. Welcome to Super-Happy-Go-Go-Fun-Time-&lt;br&gt;All-World-Speedy-Good-Delivery-Service-Special-Force-Delta-Five! Okay!&lt;br&gt;&lt;br&gt;Your honorable employer,&lt;br&gt;Mr. Kuri-kana-suro-san&lt;br&gt;&lt;br&gt;PS &amp;ndash; There are donuts and coffee on the table which is located in the break room. The donuts are well and good to eat for your stomach. You only eat two donuts. You eat more than two donuts and you get hit in the head with my bamboo sword. The coffee is also well and good for drinking. You may drink all cups of coffee that you wish to drink. Thank you. Okay!&lt;hr size=&quot;1&quot;&gt;&lt;br/&gt;</description></item><item><title>Risus Mariachi</title><link>http://risusiverse.wetpaint.com/page/Risus+Mariachi</link><author>Dantopia</author><guid isPermaLink="false">http://risusiverse.wetpaint.com/page/Risus+Mariachi</guid><pubDate>Thu, 30 Apr 2009 12:37:21 CDT</pubDate><description>&lt;h2 align=&quot;center&quot;&gt;Risus Mariachi&lt;/h2&gt;&lt;div align=&quot;center&quot;&gt;A Risus setting created by Dan Suptic &amp;copy;2006  &lt;/div&gt;&lt;br&gt;&lt;div align=&quot;center&quot;&gt;Any and all comments and constructive criticism are welcome - just add you thoughts as comments to this post, or email me at the address at the end of this page&lt;/div&gt;&lt;br&gt;   &lt;b&gt;A note about Risus&lt;/b&gt;&lt;br&gt;Risus is a free and easy to learn role playing game (created by S. John Ross) that is used to play Risus Mariachi. Simply go to the freebie page on &lt;a class=&quot;external&quot; href=&quot;http://risusiverse.wetpaint.comhttp://www222.pair.com/sjohn/risus.htm&quot; rel=&quot;nofollow&quot; target=&quot;_blank&quot;&gt;http://www222.pair.com/sjohn/risus.htm&lt;/a&gt; and download it there. The whole system is 6 pages long, and that&amp;rsquo;s all you&amp;rsquo;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&amp;rsquo;ll be able to play Risus Mariachi.&lt;br&gt;&lt;br&gt;&lt;b&gt;The world of Risus Mariachi&lt;/b&gt;&lt;br&gt;All across the USA are people who love music. Some people love rock and roll, some love rap, and some even love disco. But you and your companions know the truth. The best music in the world is&amp;hellip;Mariachi! Yes, that beautiful Spanish guitar, the folk harp, and the guitarr&amp;oacute;n and vihuelas make the perfect musical performance that people will love. But a lot of muchachos and muchachas are lured into less perfect music by many performers around the country. So it is you and your band mate&amp;rsquo;s duty to convert these misled peoples to the wonder of mariachi, and to also stop the other band&amp;rsquo;s seemingly endless bids for world domination. Yes, you will play for crowds, hone your mariachi playing skills, and battle the other non-mariachi bands and their minions as they try to take over the world. Welcome to Risus Mariachi. &amp;iexcl;Ol&amp;eacute;!&lt;br&gt;&lt;br&gt;&lt;b&gt;Character Creation &amp;ndash; Me Llamo Risus&lt;/b&gt;&lt;br&gt;In Risus Mariachi, you play a Spaniard mariachi band member who has come to the USA to impress and possibly convert the ignorant masses to the great beauty of mariachi. You need appropriate clich&amp;eacute;s to play for crowds, to fight the minions of other bands, and to speak good enough English to get information to and from the locals. Options I and II are both used (hooks and tales, and pumping clich&amp;eacute;s).&lt;br&gt;&lt;br&gt;&lt;b&gt;Musical Clich&amp;eacute;s &amp;ndash; Me Canto&lt;/b&gt;&lt;br&gt;In order to entertain (and hopefully convert) fans of other music types, you have to have some ability to play music. In fact, it works better if your whole group can play, so make sure everyone in the group takes at least 1 clich&amp;eacute; in some type of mariachi instrument playing. Some example clich&amp;eacute;s follow.&lt;br&gt;&lt;br&gt;Spanish guitarist&lt;br&gt;Bass player&lt;br&gt;Muted trumpeter&lt;br&gt;Spanish vocalist&lt;br&gt;Tambourine or maracas percussionist&lt;br&gt;Folk harp player&lt;br&gt;Violinist&lt;br&gt;&lt;br&gt;Your musical clich&amp;eacute; will be quite important as it is used to gain new followers in the mariachi culture and to deplete other bands of their fan base.  &lt;br&gt;&lt;br&gt;   &lt;b&gt;Combat Clich&amp;eacute;s &amp;ndash; &amp;iexcl;Estoy Enojado!&lt;/b&gt;&lt;br&gt;Sometimes you have to beat down a group of angry heavy metal fans to get to your gig. Sometimes a rapper will try to bust a cap in your skull for trying to steal his fans. Sometimes a group of disco lovers will walk up ready for a break-dance style beat down. But fear not, hombre! Just because you are a kind and peaceful mariachi player doesn&amp;rsquo;t mean you can&amp;rsquo;t fight back! And taking a decent combat clich&amp;eacute; like the ones below will ensure you come out with your cajon&amp;eacute;s attached.&lt;br&gt;&lt;br&gt;Brawler&lt;br&gt;Wrestler&lt;br&gt;Bullfighter&lt;br&gt;Boxer&lt;br&gt;Desperado&lt;br&gt;Bandito&lt;br&gt;etc. &lt;br&gt;&lt;br&gt;Your combat clich&amp;eacute; is also an important clich&amp;eacute;, but it should not be the main focus of your character. Even if you can hit a bull&amp;rsquo;s-eye from 200 feet away with a .22 cal, your true love and purpose belongs to mariachi!&lt;br&gt;&lt;br&gt;&lt;b&gt;Special clich&amp;eacute; &amp;ndash; English Speaker &amp;ndash; Yo Hablo Ingl&amp;eacute;s&lt;/b&gt;&lt;br&gt;Your character has just come off the boat/plane/etc from Spain or Mexico. Therefore, it can be useful to take the English Speaker clich&amp;eacute;. At least one character in the group should take this at a reasonable level; otherwise, it&amp;rsquo;s hard to get around the good ol&amp;rsquo; US of A. You never need to roll against your English Speaker clich&amp;eacute; &amp;ndash; the level of this clich&amp;eacute; simply determines how you have to talk when you&amp;rsquo;re talking in character. Whenever you&amp;rsquo;re explaining actions to the GM, or explaining things to the other PCs, you may use your normal voice, regardless of your English Speaker clich&amp;eacute;.&lt;br&gt;&lt;br&gt;English Speaker (0) &amp;ndash; You must always speak in Spanish. If you can&amp;rsquo;t speak Spanish, you must talk in as close to Spanish as you can fake. Most people outside of your band don&amp;rsquo;t understand a word you say.&lt;br&gt;&lt;br&gt;English Speaker (1) &amp;ndash; 50% of what you say has to be Spanish or fake Spanish. You must talk with a heavy accent (rolling your R&amp;rsquo;s, etc.)&lt;br&gt;&lt;br&gt;English Speaker (2) &amp;ndash; You have a moderate Spanish accent. 10% of what you say must be in Spanish or fake Spanish.&lt;br&gt;&lt;br&gt;English Speaker (3) &amp;ndash; You have a slight Spanish accent. Once or twice in a conversation, you will throw in a Spanish or fake Spanish word.&lt;br&gt;&lt;br&gt;English Speaker (4) &amp;ndash; You may use your normal voice all the time. A little boring, but useful if you are not good with Spanish or accents.  &lt;br&gt;&lt;br&gt;   &lt;b&gt;Handy Spanish phrases&lt;/b&gt;&lt;br&gt;Yes &amp;ndash; S&amp;iacute;&lt;br&gt;No &amp;ndash; No&lt;br&gt;Good &amp;ndash; Bueno&lt;br&gt;Bad &amp;ndash; Malo&lt;br&gt;Help &amp;ndash; Ayuda&lt;br&gt;Run &amp;ndash; Corra&lt;br&gt;We&amp;rsquo;re on fire! (as in, we&amp;rsquo;re rocking hard)- &amp;iexcl;Estoy en fuego!&lt;br&gt;Hello - Hola&lt;br&gt;Goodbye - Adios&lt;br&gt;Hello (city) &amp;ndash; Hola, (city)&lt;br&gt;Goodnight (city) &amp;ndash; Beuno noches, (city)&lt;br&gt;One, two, one, two, three, four &amp;ndash; Uno, Dos, Uno, Dos, Tres, Quatro&lt;br&gt;Prepare to die! - &amp;iexcl;Preparas a morir!&lt;br&gt;&lt;br&gt;&lt;b&gt;Entertaining and Converting Fans - &amp;iexcl;Escuchame!&lt;/b&gt;&lt;br&gt;One of the most important parts of this game (and your character&amp;rsquo;s life) is to entertain and even convert groups of fans to the mariachi type. Whenever you and your band play for a group of fans, you use the Teaming Up option in the main rules. Whoever is the Leader at that show counts all their dice when they roll, and the other band members contribute any sixes they roll. If you don&amp;rsquo;t beat the entertain target number, the crowd gets annoyed and forces you off the stage. If you beat the entertain target number, but not the convert target number, the crowd really enjoys the show, but stays true fans to their original type of music. If you beat the convert target number, this local of fans is now a mariachi fan base! To find the target numbers, just look under Fan Type to find what type of fans you&amp;rsquo;re dealing with. If you don&amp;rsquo;t see the Fan Type, select one that is as close to the fan type as possible.&lt;br&gt;&lt;br&gt;  &lt;div&gt;&lt;div align=&quot;center&quot;&gt;  &lt;/div&gt;&lt;div align=&quot;center&quot;&gt;&lt;/div&gt;&lt;b&gt;&lt;table align=&quot;bottom&quot; cellpadding=&quot;3&quot; class=&quot;WPC-edit-border-all&quot; width=&quot;100%&quot;&gt;&lt;tbody&gt;&lt;tr&gt;&lt;td align=&quot;center&quot; width=&quot;33%&quot;&gt;&lt;b&gt;Fan Type&lt;/b&gt;&lt;/td&gt;&lt;td align=&quot;center&quot; width=&quot;33%&quot;&gt;&lt;b&gt;Entertain TN&lt;/b&gt;&lt;/td&gt;&lt;td align=&quot;center&quot; width=&quot;33%&quot;&gt;&lt;b&gt;Convert TN&lt;/b&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td width=&quot;33%&quot;&gt;Mariachi  &lt;/td&gt;&lt;td align=&quot;center&quot; width=&quot;33%&quot;&gt;0*&lt;/td&gt;&lt;td align=&quot;center&quot; width=&quot;33%&quot;&gt;0**&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td width=&quot;33%&quot;&gt;Salsa, Mexican polka, anything Spanish&lt;/td&gt;&lt;td align=&quot;center&quot; width=&quot;33%&quot;&gt;5&lt;/td&gt;&lt;td align=&quot;center&quot; width=&quot;33%&quot;&gt;10&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td width=&quot;33%&quot;&gt;Classic rock, blues, classical, ska&lt;/td&gt;&lt;td align=&quot;center&quot; width=&quot;33%&quot;&gt;10&lt;/td&gt;&lt;td align=&quot;center&quot; width=&quot;33%&quot;&gt;20&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td width=&quot;33%&quot;&gt;Hard rock, alternative, new age&lt;/td&gt;&lt;td align=&quot;center&quot; width=&quot;33%&quot;&gt;15&lt;/td&gt;&lt;td align=&quot;center&quot; width=&quot;33%&quot;&gt;30&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td width=&quot;33%&quot;&gt;Heavy metal, hip hop, rap&lt;/td&gt;&lt;td align=&quot;center&quot; width=&quot;33%&quot;&gt;20&lt;/td&gt;&lt;td align=&quot;center&quot; width=&quot;33%&quot;&gt;40&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td width=&quot;33%&quot;&gt;Death metal, speed metal, techno&lt;/td&gt;&lt;td align=&quot;center&quot; width=&quot;33%&quot;&gt;25&lt;/td&gt;&lt;td align=&quot;center&quot; width=&quot;33%&quot;&gt;50&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td width=&quot;33%&quot;&gt;Very esoteric regional music, Bj&amp;ouml;rk&lt;/td&gt;&lt;td align=&quot;center&quot; width=&quot;33%&quot;&gt;30&lt;/td&gt;&lt;td align=&quot;center&quot; width=&quot;33%&quot;&gt;60&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/b&gt;&lt;/div&gt;* it takes no effort to entertain mariachi fans&lt;br&gt;** they&amp;rsquo;re already mariachi fans &amp;ndash; you don&amp;rsquo;t need to convert them&lt;br&gt;&lt;br&gt;If another band tries to entertain or convert mariachi fans away from your fan base, use the same table above, but instead of looking at the fans (which will be mariachi), look for the performer type in the fan type field. Therefore, if a New Age group tried to play for a crowd of mariachi fans, they would need to get a 15 to entertain them, and a 30 to convert them to New Age fans.  &lt;br&gt;&lt;br&gt;   &lt;b&gt;Inevitable Battle - &amp;iexcl;Es el tiempo para muerte!&lt;/b&gt;&lt;br&gt;Mariachi is pure, holy, and el mejor buena m&amp;uacute;sica. Other types of bands hate mariachi and all it stands for. While mariachi band members are naturally peaceful and kind, there comes many times where they must defend themselves. Attacks come from many fronts, but the main 3 are from fans, hired security, and band members. &amp;iexcl;Es malo multiplica de tres! The samples provided below are just samples &amp;ndash; feel free to make your own fans, security, and band members.&lt;br&gt;&lt;br&gt;&lt;b&gt;Sample Fans&lt;/b&gt;&lt;br&gt;&lt;br&gt;Metal head &amp;ndash; Brawler (2), Mosher (2)&lt;br&gt;Hippie &amp;ndash; Bottle chucker (2), Drug user (4)&lt;br&gt;Cowboy &amp;ndash; Marksman (3)&lt;br&gt;Goth &amp;ndash; Apathetic fighter (2), Apathetic drinker (4)&lt;br&gt;Gansta &amp;ndash; Gangster (2), Brawler (2)&lt;br&gt;Rave Junkie &amp;ndash; Hyperactive berserker (3)&lt;br&gt;Old time rocker &amp;ndash; Ass kicker (2), Whiner (4)&lt;br&gt;Alternative rocker &amp;ndash; Brawler (2), Whiner (2)&lt;br&gt;Punk &amp;ndash; Thug (2), Skateboarder (3)&lt;br&gt;etc. etc. etc.&lt;br&gt;&lt;br&gt;&lt;b&gt;Sample Security Personal&lt;/b&gt;&lt;br&gt;&lt;br&gt;Rent-a-cop &amp;ndash; Marksman (2)&lt;br&gt;Rent-an-actual-cop &amp;ndash; Marksman (3), Brawler (2), Taser expert (2)&lt;br&gt;Big beefy bruiser &amp;ndash; Brawler (4)&lt;br&gt;Karate Cop &amp;ndash; Martial arts (3)&lt;br&gt;Taser cop &amp;ndash; Taser expert (3)&lt;br&gt;Pepper spray cop &amp;ndash; Crowd control personnel (3)&lt;br&gt;etc. etc. etc.&lt;br&gt;&lt;br&gt;&lt;b&gt;Sample Band Members&lt;/b&gt;&lt;br&gt;&lt;br&gt;While both fans and security can be pretty generic characters, it&amp;rsquo;s always good to have your band members be fully fleshed out. Band members should be built around 10 dice, so as to present a true threat to your PCs. The band members below work well as leaders of their bands; build bands around these iconic characters. &amp;iexcl;Qu&amp;eacute; especial!&lt;br&gt;&lt;br&gt;&lt;b&gt;Bling-a-thang&lt;/b&gt;&lt;br&gt;Rapper (4), Gangster (3), Legal loophole expert (3)&lt;br&gt;&lt;br&gt;&lt;b&gt;Dorian Greyblood  &lt;/b&gt;&lt;br&gt;Creepy goth singer (3), Actual real life necromancer (4), Whiny goth (3)&lt;br&gt;&lt;br&gt;&lt;b&gt;Paul McSampson&lt;/b&gt;  &lt;br&gt;Country music guitarist (4), Bar room brawler (4), Binge drinker (2)  &lt;br&gt;&lt;br&gt;&lt;b&gt;Attax&lt;/b&gt;&lt;br&gt;Heavy metal drummer (4), All around thug (3), Drug dealer (2), Songwriter (1)&lt;br&gt;&lt;br&gt;&lt;b&gt;Timothy Salderson&lt;/b&gt;  &lt;br&gt;Classical pianist (4), Fencer (4), Poet (2)&lt;br&gt;&lt;br&gt;&lt;b&gt;DJ Suptic&lt;/b&gt;  &lt;br&gt;Techno DJ (4), Mixer (3), Discordian (3)&lt;br&gt;&lt;br&gt;&lt;b&gt;Sian Sukaru&lt;/b&gt;  A&lt;br&gt;sian sitar player (3), Martial artist (4), Zen monk (2), Artist (1)&lt;br&gt;&lt;br&gt;&lt;b&gt;Bj&amp;ouml;rk  &lt;/b&gt;&lt;br&gt;Crazy singer (4), Crazy songwriter (3), Crazy Icelandic ninja (3)&lt;br&gt;&lt;br&gt;&lt;b&gt;Adventure Seeds - &amp;iquest;Qu&amp;eacute; haces ahora?&lt;br&gt; &lt;/b&gt;These adventure seeds will help set up a Risus Mariachi campaign, or breathe new life into an existing campaign. Feel free to adjust the specifics to your own group&amp;rsquo;s liking.&lt;br&gt;&lt;b&gt;&lt;br&gt;Home base&lt;/b&gt;&lt;br&gt;This is a good seed for the beginning of a campaign. The PCs enter the USA with no money or place to live. They must find a gig, preferably with fans that will be easy to convert. Once they find a local with loyal mariachi fans, the PCs can start to build a power base to spread the music.&lt;br&gt;&lt;br&gt;&lt;b&gt;Jail break  &lt;/b&gt;&lt;br&gt;The PCs have ended up in jail after a really bad show. They must gather a team of skilled inmates by converting them to mariachi fans. First problem, all the inmates are either heavy metal or rap fans. Second problem, the PCs have no instruments. Third problem, the PCs are set for execution by elevator music in one week.&lt;br&gt;&lt;br&gt;&lt;b&gt;The race for the stage&lt;/b&gt;  &lt;br&gt;Some huge city has an opening for a band to play. The catch is, the populace of the city has been listening to such dull music, that any band that plays for them will win them over as fans! The PCs must sign their band in person, and will have to race against metal head, goths, punks, and hippies to get to the prize.&lt;br&gt;&lt;br&gt;&lt;b&gt;Blue man blues&lt;br&gt;&lt;/b&gt;The PCs find out one of their fan bases has been turned into Blue Man Group fans (use statistics for new age fans). They found a way to play a show right after the Blue Man Group, but because of the unique nature of how Blue Man Group performs, not only must they outplay them, they must also put on a more interesting and bizarre show. Good luck!&lt;br&gt;&lt;br&gt;   &lt;b&gt;A plea for help&lt;/b&gt;&lt;br&gt;One night, after a really good rehearsal, one of the PCs finds a note is his tequila bottle. It seems a city far away has come under the total grip of Bj&amp;ouml;rk fans. The writer of the note is sending a desperate plea to free his city from the grip of the fans. The PCs must hone their skills until they are ready to take on the crowd of Bj&amp;ouml;rk fans and win them back over to the light. The light called...mariachi!&lt;br&gt;&lt;br&gt;&lt;b&gt;Stage fright  &lt;/b&gt;&lt;br&gt;The PCs are on stage performing when out of nowhere, skeletons attack! For real! It&amp;rsquo;s the work of Dorian Greyblood, the evil, goth singing necromancer. Dorian is trying to win back a fan base the PCs recently stole from him, and won&amp;rsquo;t rest until the PCs are dead. Looks like it&amp;rsquo;s time to pay Se&amp;ntilde;or Dorian a visit.    Character Example &amp;ndash; &amp;iexcl;Hola, Amigo!  Here&amp;rsquo;s an example of a character ready to jump into the world of Risus Mariachi. If he can a few band mates and a place to call home, he&amp;rsquo;ll be ready to start converting fans to the greatest cause in the world &amp;ndash; mariachi! &amp;iexcl;Bueno trabajo, hombre!&lt;br&gt;&lt;br&gt;&lt;b&gt;El Torrido&lt;/b&gt;&lt;br&gt;Bass player (4)&lt;br&gt; Bandito (4)&lt;br&gt;Cook (3)&lt;br&gt;English speaker (1)&lt;br&gt; &lt;br&gt; Hook &amp;ndash; Alcoholic &amp;ndash; If El Torrido ever gets his hands on a few drinks, he will drink himself stupid. While drunk, all of El Torrido&amp;rsquo;s clich&amp;eacute; roll results are divided by two, rounded down.&lt;br&gt;&lt;br&gt;Tale &amp;ndash; El Torrido grew up in the town of Meso  Pueblo in the northern parts of Mexico. His father taught him from a young age to love and respect mariachi music. El Torrido was a street punk, who soon learned he had a knack for overly dramatic criminal flair. When El Torrido turned 16, he got a job at the local Wal-Mart (they&amp;rsquo;re everywhere, aren&amp;rsquo;t they?). Once he saved up some money, he bought himself a 5 stringed bass and started teaching himself some great mariachi tunes. On his 20th birthday, he bought a plane ticket to the USA and landed in Denver Colorado. He still can&amp;rsquo;t speak English to well, but when the going gets tough, he reverts to his younger days as a little bandito and scares problems away with his two silver plated desert eagles (painted with gold frillwork to look very impressive). El Torrido is now looking for bandmates to help him get going in the strange new world.&lt;br&gt;&lt;br&gt;&lt;b&gt;Adios, mi amigos&lt;/b&gt;  &lt;br&gt;Well, that&amp;rsquo;s the world of Risus Mariachi. I hope you enjoy running it. If you have any questions or comments, feel free to email me at &lt;a href=&quot;http://risusiverse.wetpaint.commailto:dsuptic@gmail.com&quot; target=&quot;_self&quot;&gt;dsuptic@gmail.com&lt;/a&gt;&lt;br&gt;Until then, keep that guitar tuned, muchachos. &amp;iexcl;Adios!&lt;hr size=&quot;1&quot;&gt;&lt;br/&gt;</description></item><item><title>Dao Sheng</title><link>http://risusiverse.wetpaint.com/page/Dao+Sheng</link><author>Dantopia</author><guid isPermaLink="false">http://risusiverse.wetpaint.com/page/Dao+Sheng</guid><pubDate>Thu, 30 Apr 2009 12:34:54 CDT</pubDate><description>&lt;h2 align=&quot;center&quot;&gt;  ~~Dao Sheng~~&lt;/h2&gt;                                                  &lt;br&gt;&lt;div align=&quot;center&quot;&gt;A martial arts Risus setting by Dan Suptic and Nicholas Suddarth &amp;copy;2006  &lt;br&gt;&lt;br&gt;Any and all comments and constructive criticism are welcome - just add you thoughts as comments to this post, or email me at the address at the end of this page&lt;/div&gt;   &lt;b&gt;A note about Risus&lt;/b&gt;&lt;br&gt;Risus is a free and easy to learn role-playing game (created by S. John Ross) that is used to play Dao Sheng. Simply go to the freebie page on &lt;a class=&quot;external&quot; href=&quot;http://risusiverse.wetpaint.comhttp://www222.pair.com/sjohn/risus.htm&quot; rel=&quot;nofollow&quot; target=&quot;_blank&quot;&gt;http://www222.pair.com/sjohn/risus.htm&lt;/a&gt; and download it there. The whole system is 6 pages long, and that&amp;#39;s all you&amp;#39;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&amp;#39;ll be able to play Dao Sheng.&lt;br&gt;&lt;br&gt;&lt;b&gt;Dao Sheng&lt;br&gt; &lt;/b&gt;Dao Sheng is a Mandarin Chinese phrase meaning Birth of a New Way. Our planet has gone through some changes in the Dao Sheng setting, and the people of our world have taken up a new way of life. In this section, you will see what happened to our world, and why almost everyone you meet knows some form of martial arts.&lt;br&gt;&lt;br&gt;&lt;b&gt;Good intentions&lt;/b&gt;&lt;br&gt;About 20 years in the future, the world is doing great. No war raging on, no places of great famine or disease, and the economy is doing better than it has in a very long time. With the growth and spread of humanity, the biggest concern of most countries is that energy costs are starting to get a bit out of control. So, to solve this, a team of US and Japanese scientists got together to build a power plant greater than any other running in the world. Using cold fusion and point-mass fuel cells, they found a way to generate limitless energy with a nearly unending supply of power. The power plant itself was built in Uranium City, in Saskatchewan, Canada. They built giant relay towers all over the world and attached them to the power plant in a web of high transfer power lines. Once the world was connecting, they powered up the plant.&lt;br&gt;&lt;br&gt;&lt;b&gt;Glitch&lt;/b&gt;&lt;br&gt;The power plant turned on. It generated immense and limitless power. But it did not transfer it. Somewhere, somehow, components of the plant were installed wrong. The plant let out an EMP so massive that it spread over the entire earth. All over the world, lights flickered, screens dimmed, and everything electrical shut off. Everything except the plant, which still emits its powerful EMP, keeping the earth in a powerless state. &lt;br&gt;&lt;br&gt;&lt;b&gt;So why not just turn the power plant off?&lt;/b&gt;&lt;br&gt;Good question. The EMP field around the power plant, and about 15 miles out from it, is so strong that it stops even the electricity in the human body. Get within 15 miles of the plant, and your heart stops instantly. No one has figured out a good way to get to the power plant, and the fuel cell still has 35,000 years worth of life in it. So, for now, the world is stuck as it is.  &lt;br&gt;&lt;br&gt;   &lt;b&gt;Unrest&lt;/b&gt;&lt;br&gt;Riots broke out pretty quick. In a few days, after a lot of food spoiled and people were getting hungry and angry, fighting broke out everywhere. Gunshots filled the streets, and many people died. The world&amp;rsquo;s armies tried to maintain order, but without communications or mobility, they fell to rioting like the rest. For weeks, the world was a battlefield. But, city by city, country by country, the gunfire ceased. Bullets ran out, and without supply caravans or factories running, no one had ammunition. The riots calmed down, but resources where still scarce, and people armed themselves with whatever implements were at hand.&lt;br&gt;&lt;br&gt;&lt;b&gt;Learning&lt;/b&gt;&lt;br&gt;It didn&amp;rsquo;t take long to see that groups and individuals who could fight without guns were winning battles and getting the best land, housing and non-perishable foods. So, people began to look into unarmed and melee weapon fighting. Asia already had a great wealth of knowledge on martial arts, and North America began seeing people using boxing skills along with Tae Kwon Do and versions of Karate and judo. Even the most peaceful recluse would hire someone or acquire manuals on defensive martial arts. It didn&amp;rsquo;t take long to see martial arts and other close range combat skills spread through the lands. You learned a martial art to defend your home or to take supplies from those less worthy. &lt;br&gt;&lt;br&gt;&lt;b&gt;Life Today&lt;/b&gt;&lt;br&gt;Living in the world of Dao Sheng is a constant test of your will to live. Money no longer means anything &amp;ndash; goods and services are bartered and traded. With resources in short supply and people all over the world needing them, day to day life is filled with hard work and occasional run ins with people who want what you have. You may live alone, maintaining a small family and area to farm. You may live in a small commune or clan of people who work together to maintain a block of houses and stores of food. You might live in a military style complex, likely in an abandoned office building or skyscraper, as a member of a scouting team finding new places to farm or caches of old non-perishable food. Any way you choose to live, you have to work everyday to maintain your way of life. And any free time you have is devoted to your martial art or weapon style to keep what you have from countless enemies. This is the world of Dao Sheng. It&amp;rsquo;s your job to keep your place in it.&lt;br&gt;&lt;br&gt;&lt;b&gt;Combat in Dao Sheng&lt;/b&gt;&lt;br&gt;Combat in Dao Sheng works like normal Risus combat, with the addition of stances. Every time you use a Martial Art, Animal Style or Weapon Style clich&amp;eacute;, you choose one of three stances. The GM (or opposing player) does the same. You and the GM reveal each stance at the same time. The easiest way to do this is with a deck of cards, with each person getting 3 different suits. Each stance does better against one other stance, kind of like Rock, Paper, Scissors.&lt;br&gt;&lt;br&gt;   &lt;b&gt;Stances&lt;/b&gt;&lt;br&gt;There are 3 stances for each Martial Art, Animal Style or Weapon Style clich&amp;eacute;: Offensive (abbreviated O, and using Spades), Defensive (abbreviated D, and using Clubs) and Technique (abbreviated T, and using Diamonds).&lt;br&gt;&lt;br&gt;&lt;b&gt;Offensive beats Technique &amp;ndash; &lt;/b&gt;You go in very fast while the opponent wastes time setting up a complicated technical maneuver.&lt;br&gt;&lt;br&gt;&lt;b&gt;Technique beats Defensive &amp;ndash; &lt;/b&gt;While the opponent waits for your attack, you do something complex and unexpected.&lt;br&gt;&lt;br&gt;&lt;b&gt;Defensive beats Offensive &amp;ndash; &lt;/b&gt;You bide your time while your enemy tires himself out, waiting for the perfect chance to strike.&lt;br&gt;&lt;br&gt;Each style has different numbers for each stance. When you beat someone&amp;rsquo;s stance, you get a bonus to your total die roll equal to the stance you took. So, if you take an Offensive stance (and your Offensive score is 3), and your opponent was in Technique stance, you add 3 to the total roll of the dice. Ties give neither side a bonus.&lt;br&gt;&lt;br&gt;&lt;b&gt;Characters&lt;/b&gt;&lt;br&gt;Characters are created with a base of 10 dice. Advanced options I and II are used. Lucky Shots and Questing Dice may also be used (from the Risus Compendium) at the GM&amp;#39;s option. When picking a Martial Art, Animal Style or Weapon Style clich&amp;eacute;, the level you take it at determines it&amp;rsquo;s name according to this chart.&lt;br&gt;~name of style~ Student (1) &lt;br&gt;~name of style~ Adept (2)&lt;br&gt;~name of style~ Disciple (3)&lt;br&gt;~name of style~ Warrior (4)&lt;br&gt;~name of style~ Sensei (5)&lt;br&gt;~name of style~ Master (6)&lt;br&gt;So if you take Tae Kwon Do at clich&amp;eacute; level 4, you would have Tae Kwon Do Warrior (4).&lt;br&gt;&lt;br&gt;And remember &amp;ndash;&lt;br&gt;O &amp;ndash; Offensive win bonus&lt;br&gt;D &amp;ndash; Defensive win bonus&lt;br&gt;T &amp;ndash; Technique win bonus  &lt;br&gt;&lt;br&gt;   &lt;b&gt;Martial Art Styles&lt;/b&gt;  &lt;ol&gt;&lt;li&gt;Tai      Chi &amp;ndash; A fluid art that focuses on redirection and well timed attacks.&lt;br&gt;      O-1 D-2 T-3&lt;/li&gt;&lt;li&gt;Wing      Chun - A Chinese martial art that emphasizes short-range combat and quick,      strong strikes.&lt;br&gt;      O-2 D-1 T-3&lt;/li&gt;&lt;li&gt;Muay      Thai - Muay Thai is referred to as &amp;quot;The Science of Eight Limbs&amp;quot;,      as the hands, shins, elbows, and knees are all used extensively in this art.&lt;br&gt;      O-3 D-1 T-2&lt;/li&gt;&lt;li&gt;Kenpo      &amp;ndash; Also known as Karate, this is a standard art that teaches a well rounded      suite of moves.&lt;br&gt;      O-2 D-2 T-2&lt;/li&gt;&lt;li&gt;Tae      Kwan Do &amp;ndash; A Korean art that focuses very heavily on all types of kicks.&lt;br&gt;      O-2 D-1 T-3&lt;/li&gt;&lt;li&gt;Jeet      Kun Do &amp;ndash; Bruce Lee&amp;rsquo;s style, very quick and agile, and very showy.&lt;br&gt;      O-3 D-1 T-2&lt;/li&gt;&lt;li&gt;Aikido      &amp;ndash; A defensive martial art that focuses on using your opponent&amp;#39;s energy and strength against them.&lt;br&gt;      O-1 D-3 T-2&lt;/li&gt;&lt;li&gt;Jujitsu      &amp;ndash; Also known as Judo, this is an art that focuses on throws and take downs.&lt;br&gt;      O-2 D-3 T-1&lt;/li&gt;&lt;li&gt;Parkour      &amp;ndash; A French art that uses constant movement and the environment around you      to take down your foe.&lt;br&gt;      O-3 D-1 T-2&lt;/li&gt;&lt;li&gt;Capoeira      &amp;ndash; A Brazilian art that incorporates dancing into their powerful attacks.&lt;br&gt;      O-1 D-1 T-4&lt;/li&gt;&lt;li&gt;Boxing      &amp;ndash; A simple attack style that uses fierce punches exclusively.&lt;br&gt;      O-4 D-1 T-1&lt;/li&gt;&lt;li&gt;Hung      Gar &amp;ndash; This martial art features a low stance and focuses on hand strikes.&lt;br&gt;      O-3 D-2 T-1&lt;/li&gt;&lt;li&gt;Drunken      Boxing &amp;ndash; This style&amp;rsquo;s moves are hard to predict as the practitioner      emulates being drunk.&lt;br&gt;      O-1 D-2 T-3&lt;/li&gt;&lt;li&gt;Shinwa      Tae Do &amp;ndash; A mostly defensive martial art that focuses on locks, throws and      sympathetic pain points.&lt;br&gt;      O-1 D-4 T-1&lt;/li&gt;&lt;li&gt;Dim      Mak &amp;ndash; A martial art that uses knowledge of pressure points to cause      suffering to opponents.&lt;br&gt;      O-2 D-1 T-3&lt;/li&gt;&lt;/ol&gt;  &lt;br&gt;   &lt;b&gt;Animal Styles&lt;/b&gt;  &lt;ol&gt;&lt;li&gt;Tiger      &amp;ndash; A very powerful style that incorporates a 2 hit strike with the palm and      fingers that can literally tear off skin.&lt;br&gt;      O-4 D-1 T-1&lt;/li&gt;&lt;li&gt;Crane      &amp;ndash; A defensive and reactive art, Crane style users almost always wait until      their opponent moves in.&lt;br&gt;      O-1 D-4 T-1&lt;/li&gt;&lt;li&gt;Leopard      &amp;ndash; A more agile and defensive version of the Tiger style.&lt;br&gt;      O-1 D-2 T-3&lt;/li&gt;&lt;li&gt;Dragon      &amp;ndash; A powerful style full of advancing and rushing hand strikes.&lt;br&gt;      O-3 D-1 T-2&lt;/li&gt;&lt;li&gt;Snake      &amp;ndash; A very quick style that uses spear hand, ridge hand and knife hand      strikes in quick succession.&lt;br&gt;      O-1 D-1 T-4&lt;/li&gt;&lt;li&gt;Small      Monkey &amp;ndash; An art where you dart around and distract the opponent while      timing your strikes.&lt;br&gt;      O-2 D-1 T-3&lt;/li&gt;&lt;li&gt;Stone      Monkey &amp;ndash; A more aggressive form of the Monkey style.&lt;br&gt;      O-3 D-1 T-2&lt;/li&gt;&lt;li&gt;Mantis      &amp;ndash; A fluid art that forces your opponent into very close quarters.&lt;br&gt;      O-2 D-2 T-2&lt;/li&gt;&lt;li&gt;Eagle      &amp;ndash; In this style, you strike fast with a curved hand, digging into your opponent.&lt;br&gt;      O-2 D-3 T-1&lt;/li&gt;&lt;li&gt;Bear &amp;ndash;      This style emulates a bear&amp;rsquo;s ferocity, power and rage.&lt;br&gt;      O-3 D-2 T-1&lt;/li&gt;&lt;/ol&gt;  &lt;br&gt;   &lt;b&gt;Weapon Styles&lt;/b&gt;  &lt;ol&gt;&lt;li&gt;Katana      &amp;ndash; This curved sword is handy for any close combat encounter, also can be a      Samurai sword.&lt;br&gt;      O-2 D-2 T-2&lt;/li&gt;&lt;li&gt;Bo      Staff &amp;ndash; A long wooden staff with excellent reach.&lt;br&gt;      O-3 D-2 T-1&lt;/li&gt;&lt;li&gt;Bow      &amp;amp; Arrow &amp;ndash; A bow an arrow, easy to make, easy to use.&lt;br&gt;      O-3 D-1 T-2&lt;/li&gt;&lt;li&gt;Three      Section Staff &amp;ndash; A very complex weapon made of 3 sticks attached in a line      by chains.&lt;br&gt;      O-1 D-1 T-4&lt;/li&gt;&lt;li&gt;Nunchaku      &amp;ndash; 2 short sticks attached by a chain or rope; very fast and hard to      predict in it&amp;rsquo;s movements.&lt;br&gt;      O-2 D-1 T-3&lt;/li&gt;&lt;li&gt;Butterfly      Swords &amp;ndash; 2 short and thick blades with a slightly rounded edge; almost      always used in pairs.&lt;br&gt;      O-1 D-3 T-2&lt;/li&gt;&lt;li&gt;Hook      Swords &amp;ndash; Swords with a half-circle curve on the end and a bladed guard;      almost always used in pairs, and useful for disarming opponents.&lt;br&gt;      O-2 D-3 T-1&lt;/li&gt;&lt;li&gt;Rope      Dart &amp;ndash; A long rope with a metal spike on the end, thrown spike first at      the opponent and quickly pulled back.&lt;br&gt;      O-3 D-1 T-2&lt;/li&gt;&lt;li&gt;Chinese Strait Sword &amp;ndash; A straight blade,      useful in both thrusts and slices.&lt;br&gt;      O-3 D-2 T-1&lt;/li&gt;&lt;li&gt;Eskrima      &amp;ndash; 2 20-25 inch straight wooden sticks, always used in pairs. Uses the 12 angles of attack routine.&lt;br&gt;      O-2 D-1 T-3&lt;/li&gt;&lt;li&gt;Iron Fans      &amp;ndash; Collapsible fans made of sheet iron.      Fast and easy to conceal, usually used in pairs.&lt;br&gt;      O-1 D-2 T-3&lt;/li&gt;&lt;li&gt;Sai &amp;ndash;      A small 3 pronged weapon, perfect for defense and disarming; usually used      in pairs.&lt;br&gt;      O-1 D-4 T-1&lt;/li&gt;&lt;li&gt;Kama &amp;ndash; A small stick with a curved sickle blade on      the end; almost always used in pairs.&lt;br&gt;      O-3 D-2 T-1&lt;/li&gt;&lt;li&gt;Naginata      &amp;ndash; A long polearm with a long, curved blade on the end. Very powerful with long reach.&lt;br&gt;      O-4 D-1 T-1&lt;/li&gt;&lt;li&gt;Throwing      stars &amp;ndash; A pack of small bladed stars, easy to conceal and accurate in      throwing.&lt;br&gt;      O-2 D-1 T-3&lt;/li&gt;&lt;/ol&gt;  &lt;b&gt;&lt;br&gt; &lt;/b&gt;  &lt;b&gt;But my style isn&amp;rsquo;t on the list!&lt;br&gt; &lt;/b&gt;No problem. All you need is a Name, Description, and the 3 stance statistics. You get 6 points to allocate between the 3 stances. None of the 3 stances can have more than a 4, or less than a 1. That&amp;rsquo;s all there is to it.&lt;br&gt;&lt;br&gt;&lt;b&gt;Gun clich&amp;eacute;s&lt;/b&gt;&lt;br&gt;Despite not having mass produced bullets, simple guns are still appearing here and there. Any clich&amp;eacute; that uses a gun (like Gang Member or Soldier) assumes that you have an older gun and home made bullets. Your gun using clich&amp;eacute; also lets you create new ammunition. When a gun is used in battle, it has a 1 in 6 (a roll of one on a d6) chance of failing, reducing the gun clich&amp;eacute; to 1 (where you can now just pistol whip your opponent). Every consecutive turn you use a gun clich&amp;eacute;, the odds of failure go up by one. So, the second turn you use the gun clich&amp;eacute;, it fails on a roll of a 1 or 2 on a d6, etc. Martial Arts, Animal and Weapon styles get no bonuses for stances, and anyone damaged by a gun clich&amp;eacute; loses 2 dice instead of 1.&lt;br&gt;&lt;br&gt;&lt;b&gt;Non-martial art clich&amp;eacute;s&lt;/b&gt;&lt;br&gt;Any clich&amp;eacute; that is not a Martial Art, Animal or Weapon style (with scores in the 3 stances) does not get to choose a stance. Any style&amp;rsquo;s stance used against them automatically beats their non-stance, and gets the stance&amp;rsquo;s bonus. Thugs, street fighters, brawlers and any other combat clich&amp;eacute; that doesn&amp;rsquo;t imply formal training fits into this category.&lt;br&gt;&lt;br&gt;&lt;b&gt;Adventure Seeds&lt;/b&gt;&lt;br&gt;&lt;br&gt;&lt;b&gt;Defend our home&lt;/b&gt;&lt;br&gt;The PCs are paid to protect someone&amp;rsquo;s living area. The PCs must formulate a plan to protect it and keep stamina up for the entire assault. What the PCs don&amp;rsquo;t know is that their employer paid several groups to attack his own home, hoping the PCs (who wronged him previously, at least in his opinion) will be killed.&lt;br&gt;&lt;br&gt;&lt;b&gt;In need of healers&lt;/b&gt;&lt;br&gt;Someone in the PCs home area is very sick or injured. They need them to get well since they train the people here in martial arts. The PCs must go forth and find doctors and supplies to bring the Sensei back to fighting form.&lt;br&gt;&lt;br&gt;&lt;b&gt;Get him!&lt;/b&gt;&lt;br&gt;A local gang of fighters is causing hell for the community. The PCs must infiltrate the enemy&amp;rsquo;s stronghold and dispose of the leader. It doesn&amp;rsquo;t help that this group has a bunch of guns, and that their soldiers are trained marksmen.&lt;br&gt;&lt;br&gt;&lt;b&gt;Supply chain&lt;/b&gt;&lt;br&gt;The PCs are selected to guard the caravan that brings food and supplies to the local community. They must defend against thieves, protect the caravan from the elements and help choose what food and supplies are needed for their home.  &lt;br&gt;&lt;br&gt;   &lt;b&gt;Character Example&lt;/b&gt;&lt;br&gt;&lt;br&gt;&lt;b&gt;Angela Wall&lt;/b&gt;&lt;br&gt;Kenpo Warrior (4)&lt;br&gt;Nunchaku Disciple (3)&lt;br&gt;Amazing Scrounging Cook (3)&lt;br&gt;Bluegrass Violin Player (2)&lt;br&gt;&lt;br&gt;Hook &amp;ndash; Bad Temper &amp;ndash; Whenever things don&amp;rsquo;t go right, or people tick her off, Angela tends to fly off the handle. And break stuff.&lt;br&gt;&lt;br&gt;Tale &amp;ndash; Angela was born in a commune south of Chicago where she was trained to be a cook. She took to it quite well, but was always interested in being a fighter. Angela would always sneak into the training dojo and practice the moves, out of sight of the instructors. She constructed her Nunchakus herself, and is quite skilled with both those and her Kenpo. Angela helps with a little bit of everything, and cheers the whole commune up with her lively music. She&amp;rsquo;s happy to remain a cook for now, but will take any chance she can get to go into battle.&lt;br&gt;&lt;br&gt;&lt;b&gt;Go in Peace&lt;/b&gt;&lt;br&gt;Enjoy the world of Dao Sheng. Thanks go out to Nicholas Suddarth for help with the martial art styles and to Ben Clay who created our great Dao Sheng title page art. If you have any questions or comments, please email them to &lt;a href=&quot;http://risusiverse.wetpaint.commailto:dsuptic@gmail.com&quot; target=&quot;_self&quot;&gt;dsuptic@gmail.com&lt;/a&gt; May you find food and shelter in these dark times.&lt;hr size=&quot;1&quot;&gt;&lt;br/&gt;</description></item></channel></rss>