<?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>Tue, 08 Dec 2009 12:14:38 CST</pubDate><lastBuildDate>Tue, 08 Dec 2009 12:14:38 CST</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>Silverlode Characters</title><link>http://risusiverse.wetpaint.com/page/Silverlode+Characters</link><author>RisusMonkey</author><guid isPermaLink="false">http://risusiverse.wetpaint.com/page/Silverlode+Characters</guid><comments>fixed spacing</comments><pubDate>Tue, 08 Dec 2009 12:14:38 CST</pubDate><description>&lt;b&gt;Alejandro Bardesano&lt;/b&gt;&lt;br&gt;An immortal swashbuckler with a heart of gold and fingers of butter.&lt;br&gt; &lt;br&gt;&lt;b&gt;Bluey-Bluey&lt;br&gt;&lt;/b&gt;An angry, unhinged clown looking for payback from life.&lt;br&gt;&lt;br&gt;&lt;b&gt;The Bounty Hunter &lt;/b&gt;&lt;br&gt;A serious-looking mulatto woman, armed to the teeth, who attempted to claim a bounty on Claire Teach. &lt;br&gt;&lt;br&gt; &lt;b&gt;Broken Claw&lt;/b&gt; &lt;br&gt;The strongest werewolf of Chief Silverfang&amp;#39;s warriors; who was unfortunate enough to have faced an angry clown in man-to-wolf combat. &lt;br&gt;&lt;br&gt; &lt;b&gt;Sheriff Albert Bruce&lt;/b&gt; &lt;br&gt;Silverlode&amp;#39;s semi-competant (and mostly corrupt) Sheriff. &lt;br&gt;&lt;br&gt;&lt;b&gt;Jackson &amp;quot;Wild Jack&amp;quot; Carson&lt;/b&gt;&lt;br&gt;A world-famous archaeologist and occultist.&lt;br&gt;&lt;br&gt;&lt;b&gt;Leonard Carstairs&lt;/b&gt;&lt;br&gt;An ex-cop and amateur detective who is hoping for a quiet life as pulp writer.&lt;br&gt;&lt;br&gt;&lt;b&gt;Father Javier Escarcega&lt;/b&gt;&lt;br&gt;Pastor of Silverlode&amp;#39;s only Catholic Church, St. Augustine&amp;#39;s, as well as a retired Hunter of the Dead.&lt;br&gt;&lt;br&gt;&lt;b&gt;Sylvia Franco&lt;/b&gt;&lt;br&gt;Italian archaeologist who is assisting British secret agents in Silverlode.&lt;br&gt;&lt;br&gt;&lt;b&gt;Ivan Gogol&lt;/b&gt;&lt;br&gt;Silverlode&amp;#39;s most brilliant Mad Scientist without tenure.&lt;br&gt;&lt;br&gt;&lt;b&gt;Viktor Gremiko&lt;/b&gt;&lt;br&gt;Russian Okrana agent in charge of the Tsar&amp;#39;s Silverlode operations, he was captured and psychically interrogated by Hiram Turner and Roger Zane.&lt;br&gt;&lt;br&gt;&lt;b&gt;Mathilda Yvonne Hattrack&lt;/b&gt;&lt;br&gt;A charming photographer who is also a secret agent.&lt;br&gt;&lt;br&gt;&lt;b&gt;J. Robert Hinkley&lt;/b&gt;&lt;br&gt;Enthusiastic student of Science!&lt;br&gt;&lt;br&gt;&lt;b&gt;&amp;quot;Igor&amp;quot;&lt;br&gt;&lt;/b&gt;Ivan Gogol&amp;#39;s obligatory crazed henchman.&lt;br&gt;&lt;br&gt;&lt;b&gt;Frank Janecek&lt;br&gt;&lt;/b&gt;Astral traveler and sponsor of Catherine Meyers&amp;#39; formal education since the death of her father.&lt;br&gt;&lt;br&gt;&lt;b&gt;Jessie Janecek&lt;/b&gt;&lt;br&gt;Wife of Frank Janecek and infrequent Astral traveler.&lt;br&gt;&lt;br&gt;&lt;b&gt;Lionel Joseph&lt;/b&gt;&lt;br&gt;Solitary Buffalo Soldier who can talk to spirits.&lt;br&gt;&lt;br&gt;&lt;b&gt;Tornado Kate&lt;/b&gt;&lt;br&gt;Enthusiastc werewolf hunter and unusually attractive mountain girl with a knack for knocking out magical effects.&lt;br&gt;&lt;br&gt;&lt;b&gt;Peter Knutsen&lt;/b&gt;&lt;br&gt;Charming but slightly off-putting executive of the Quicksilver Mining Company who was discovered to be an Ultraterrestrial Invader From Beyond.&lt;br&gt;&lt;br&gt;&lt;b&gt;Andrew Michael Le Croix&lt;/b&gt;&lt;br&gt;Prominent Silverlode citizen and contact of both Mathilda Hattrack and Catherine Meyers.&lt;br&gt;&lt;br&gt;&lt;b&gt;Gordon MacAlpine&lt;br&gt;&lt;/b&gt;Good-natured Mad Scientist and founder of the Silverlode Institute of Science &amp;amp; Technology.&lt;br&gt;&lt;br&gt;&lt;b&gt;Boris Makarov&lt;/b&gt;&lt;br&gt;Aging Russian of extremely short stature who is also Professor of Engineering at the Silverlode Institute of Science &amp;amp; Technology.&lt;br&gt;&lt;br&gt;&lt;b&gt;Pierre Marrat&lt;/b&gt;&lt;br&gt;Former proprietor of the French Letter and supected vampire with sorcerous talents.&lt;br&gt;&lt;br&gt;&lt;b&gt;Wayne McCoy&lt;/b&gt;Vampiric gunslinger and reluctant hero.&lt;br&gt;&lt;br&gt;&lt;b&gt;Catherine Meyers&lt;/b&gt;&lt;br&gt;The graceful young socialite from Chicago who is now a student of metaphysics.&lt;br&gt;&lt;br&gt;&lt;b&gt;Moondancer&lt;/b&gt;&lt;br&gt;The virginal daughter of Chief Silverfang who was abducted by German agents for her ability to open a path through the spirit world.&lt;br&gt;&lt;br&gt;&lt;b&gt;Betsy Morris&lt;/b&gt;&lt;br&gt;A spirited young cowgirl, struggling to help her windowed mother keep her ranch.&lt;br&gt;&lt;br&gt;&lt;b&gt;Mayor Eugene Nicklefoot&lt;/b&gt;&lt;br&gt;The current mayor of Silverlode. He must be doing something right because people still move here in spite of all the vampires, aliens, mad scientists, and werewolves.&lt;br&gt;&lt;br&gt;&lt;b&gt;Dr. Tobias O&amp;#39;Neil&lt;/b&gt;&lt;br&gt;Respected surgeon and notorious high-roller in the town&amp;#39;s gambling establishments.&lt;br&gt;&lt;br&gt;&lt;b&gt;Adele Parker&lt;/b&gt;&lt;br&gt;A Wild West Show Trick-Shot Expert who suffers from psychic episodes.&lt;br&gt;&lt;br&gt;&lt;b&gt;Arturo Sebastian Ramirez&lt;/b&gt;&lt;br&gt;A gunslinging musician and Hunter of the Dead.&lt;br&gt;&lt;br&gt;&lt;b&gt;Reinhardt &amp;amp; Reinhold&lt;br&gt;&lt;/b&gt;Twin train robbers that won&amp;#39;t stay dead.&lt;br&gt;&lt;br&gt;&lt;b&gt;Virginia Rose&lt;/b&gt;&lt;br&gt;Virginal schoolmarm and professional victim.&lt;br&gt;&lt;br&gt;&lt;b&gt;Johnny Runs-In-Shadow&lt;/b&gt;&lt;br&gt;Exiled werewolf and performer in Jackalope Jake&amp;#39;s Wild West Show who sold out his former chief&amp;#39;s daughter to German agents.&lt;br&gt;&lt;br&gt;&lt;b&gt;Marcelo Saltore&lt;/b&gt;&lt;br&gt;A wealthy professor of metaphysics and engineering with a talent for sorcery.&lt;br&gt;&lt;br&gt;&lt;b&gt;Eva Schneider&lt;/b&gt;&lt;br&gt;Formidable older woman who is Heinrich von Loaph&amp;#39;s right hand.&lt;br&gt;&lt;br&gt;&lt;b&gt;Chief Silverfang&lt;/b&gt;&lt;br&gt;The venerable leader of the local werewolf tribe.&lt;br&gt;&lt;br&gt;&lt;b&gt;Jessica Small&lt;/b&gt;An adorable six-year-old encountered in the lobby of the Grand Hotel and abducted by werewolves.&lt;br&gt;&lt;br&gt;&lt;b&gt;Matsui Tanaka&lt;/b&gt;Japanese secret agent killed before he was able to ally himself with Mathilda Hattrack and the U.S. Secret Service.&lt;br&gt;&lt;br&gt;&lt;b&gt;Claire Teach&lt;/b&gt;&lt;br&gt;Kind hearted owner of the General Store who is also wanted for practicing witchcraft back east. Currently shacking up with the chief of the werewolves.&lt;br&gt;&lt;br&gt;&lt;b&gt;Russell Timberlake&lt;/b&gt;&lt;br&gt;Gallant US Secret Service agent sent to investigate foreign interest in Silverlode. Killed by trainrobbers.&lt;br&gt;&lt;br&gt;&lt;b&gt;Hiram Turner&lt;/b&gt;&lt;br&gt;A former U.S. cavalry officer with powerful mental powers who occasionally does work for the U.S. Secret Service.&lt;br&gt;&lt;br&gt;&lt;b&gt;Heinrich von Loaph&lt;/b&gt;&lt;br&gt;Immortal occultist who is leading the German effort to find mysterious artifacts in Silverlode.&lt;br&gt;&lt;br&gt;&lt;b&gt;Roger Zane&lt;/b&gt;&lt;br&gt;A scruffy and malodorous prospector who has &amp;quot;seen strange sights&amp;quot;.&lt;br&gt;&lt;br&gt; &lt;br&gt;&lt;br&gt;&lt;i&gt;For full &lt;/i&gt;&lt;b&gt;Risus&lt;/b&gt;&lt;i&gt; stats for some of the above characters (as well as details of their adventures), please see &lt;a class=&quot;external&quot; href=&quot;http://risusiverse.wetpaint.comhttp://www.velvet-edge.com/characters/silverlode1908_characters.html&quot; rel=&quot;nofollow&quot; target=&quot;_blank&quot;&gt;Silverlode 1908&lt;/a&gt; at the &lt;a class=&quot;external&quot; href=&quot;http://risusiverse.wetpaint.comhttp://www.velvet-edge.com/risusmonkey.html&quot; rel=&quot;nofollow&quot; target=&quot;_blank&quot;&gt;Risus Monkey&lt;/a&gt;.&lt;/i&gt;&lt;br&gt;&lt;hr size=&quot;1&quot;&gt;&lt;br/&gt;</description></item><item><title>Silverlode</title><link>http://risusiverse.wetpaint.com/page/Silverlode</link><author>RisusMonkey</author><guid isPermaLink="false">http://risusiverse.wetpaint.com/page/Silverlode</guid><comments>Characters linked in</comments><pubDate>Mon, 07 Dec 2009 21:07:00 CST</pubDate><description>&lt;b&gt;&lt;i&gt;Silverlode&lt;/i&gt;&lt;/b&gt; is a &lt;b&gt;&lt;i&gt;Risus &lt;/i&gt;&lt;/b&gt;campaign set in the last days of the Weird West. Players will  								assume the roles of newcomers to the fictional town of Silverlode, a former  								boomtown in southwestern Colorado that is just getting over the Silver Panic of  								1893 and long suffering a reputation for strange occurrences. The mysterious  								Anasazi were only one of many famous disappearances from the area and foul  								things are rumored to inhabit the old silver mines that were once a source of  								great wealth for the region. At the dawn of the new century, Silverlode acts  								like a magnet for curious occultists, courageous adventurers, and covetous  								treasure seekers from all over the world.&lt;br&gt;&lt;br&gt; &lt;br&gt;&lt;blockquote&gt;&lt;a href=&quot;http://risusiverse.wetpaint.com/page/Silverlode+Characters&quot; target=&quot;_self&quot;&gt;Dramatis Personae&lt;/a&gt;&lt;br&gt;&lt;a href=&quot;http://risusiverse.wetpaint.com/page/Silverlode+Gazetteer&quot; target=&quot;_self&quot;&gt;Gazetteer&lt;/a&gt;&lt;br&gt;&lt;/blockquote&gt; &lt;br&gt;&lt;br&gt;&lt;h2&gt;Character Concept&lt;/h2&gt;The first step in creating a character is to decide on an interesting concept.  								Though set in 1908, this mini-campaign draws its inspiration from the cinematic  								pulp adventures of the Indiana Jones movies as well as the steampunk fantasy of  								R. Talsorian&amp;#39;s &lt;i&gt;Castle Falkenstein&lt;/i&gt; (with elements of &lt;i&gt;The X-Files&lt;/i&gt;, &lt;i&gt;The  									Adventures of Brisco County Jr.&lt;/i&gt;, and &lt;i&gt;Deadlands&lt;/i&gt; thrown in for  								good measure). Players should choose heroic concepts that are appropriate to  								the inspirational material. This usually means cinematic pulp or western  								archetypes, but it can also mean concepts that imply some ability to employ  								supernatural forces or weird science for dramatic effect. &lt;br&gt;&lt;br&gt; 							The character&amp;#39;s concept will often directly translate into the character&amp;#39;s  								clich&amp;eacute;s. More importantly, the concept will help define the character&amp;#39;s  								motivation as well as their role in the unfolding adventure.&lt;div&gt;							&lt;br&gt;&lt;div&gt;&lt;/div&gt;&lt;div&gt;&lt;h2&gt;Character Clich&amp;eacute;s&lt;/h2&gt;&lt;b&gt;&lt;i&gt;Silverlode &lt;/i&gt;&lt;/b&gt;characters are created using standard &lt;b&gt;&lt;i&gt;Risus &lt;/i&gt;&lt;/b&gt;rules: 10 dice are divided among their clich&amp;eacute;s with a maximum of 4 dice in any single clich&amp;eacute;. Hooks and Tales are allowed and recommended. Double-Pumps and Funky Dice are also allowed, but they require special approval from the GM since they are not appropriate for all clich&amp;eacute;s (though they may be required for some). In general, Double-Pumped clich&amp;eacute;s are used when a character can sacrifice energy or health to achieve greater (usually supernatural) power for a given action. Funky Dice are used to build clich&amp;eacute;s that imply superhuman scale or potency for otherwise human levels of mastery. If Funky Dice are used, characters are limited to 60 points (plus 6 points each for Hook and Tale).&lt;/div&gt;&lt;div&gt;&lt;br&gt;Players are free to be brief or verbose when naming their clich&amp;eacute;s. If players don&amp;#39;t mind long clich&amp;eacute; names then&lt;b&gt;&lt;i&gt;The Risus Companion &lt;/i&gt;&lt;/b&gt;has some excellent advice for clich&amp;eacute; construction. Regardless of whether a character is a Gunslinger (4) or a Spiritually Gifted Wanderer of the Old West (4), the player should write a brief description of what the clich&amp;eacute; entails. That way, the GM and the player will have a clear understanding of how the clich&amp;eacute; can be used during play. In addition to skills and abilities, players should specify what Proper Tools (including Yes-Men and non-portable items) come with the clich&amp;eacute; and which of these are required for any particular endeavor.&lt;br&gt;&lt;br&gt;This following list of clich&amp;eacute;s is provided to give players examples that are especially suitable for the setting. Players are encouraged to customize these or invent new clich&amp;eacute;s of their own.&lt;/div&gt;&lt;div&gt;&lt;br&gt;&lt;ul&gt;&lt;li&gt;&lt;b&gt;Blacksmith&lt;/b&gt;(Being strong; crafting knives and other metal tools; running a small business)&lt;/li&gt;&lt;li&gt;&lt;b&gt;Bounty Hunter&lt;/b&gt;(Tracking and apprehending fugitives; shooting; fist-fighting, intimidating; riding)&lt;/li&gt;&lt;li&gt;&lt;b&gt;Captain of Industry&lt;/b&gt;(Having lots of money, investing wisely, running a large business, calling in favors, delegating to minions)&lt;/li&gt;&lt;li&gt;&lt;b&gt;Cinematic Inventor&lt;/b&gt;(Creating amazing inventions that are either anachronistic or that strain the laws physics; understanding and repairing machines of all kinds, often with inappropriate parts; always having just the right gadget handy)&lt;/li&gt;&lt;li&gt;&lt;b&gt;Cowboy&lt;/b&gt;(Ridin&amp;#39;, ropin&amp;#39;, brandin&amp;#39;, spittin&amp;#39;, shootin&amp;#39;)&lt;/li&gt;&lt;li&gt;&lt;b&gt;Dashing Cavalry Officer&lt;/b&gt;(Riding; fighting with gun and sword, on foot or on horseback; looking good in uniform; commanding others)&lt;/li&gt;&lt;li&gt;&lt;b&gt;Demimondaine&lt;/b&gt;(Being beautiful, being charming, getting other people to buy you things)&lt;/li&gt;&lt;li&gt;&lt;b&gt;Dilettante&lt;/b&gt;(Knowing etiquette, having friends in high places, not needing to work for a living)&lt;/li&gt;&lt;li&gt;&lt;b&gt;Doctor&lt;/b&gt;(Extracting bullets, sewing up wounds, cutting off limbs, knowing various remedies)&lt;/li&gt;&lt;li&gt;&lt;b&gt;Explorer&lt;/b&gt;(Finding one&amp;#39;s way, chatting up natives, surviving in the outdoors, not taking a bath)&lt;/li&gt;&lt;li&gt;&lt;b&gt;Gambler&lt;/b&gt;(Playing cards, rolling dice, knowing the odds, cheating, spotting cheaters, getting out of scrapes, shooting a hold-out pistol, running away)&lt;/li&gt;&lt;li&gt;&lt;b&gt;Greenhorn&lt;/b&gt;(Riding and shooting under controlled circumstances; having fancy but inappropriate clothes and equipment; being underestimated)&lt;/li&gt;&lt;li&gt;&lt;b&gt;Gunslinger&lt;/b&gt;(Being quick on the draw, fancy shooting, starring folks down, having a serious reputation)&lt;/li&gt;&lt;li&gt;&lt;b&gt;Hermetic Magician&lt;/b&gt;(Creating magical effects through complex rituals; knowing occult lore; reading and speaking arcane languages)&lt;i&gt;(Usually Double-Pumped)&lt;/i&gt;&lt;/li&gt;&lt;li&gt;&lt;b&gt;Indian Brave&lt;/b&gt;(Riding; tracking; hunting; being generally athletic; being perceptive; fighting with bow, tomahawk, and possibly guns)&lt;/li&gt;&lt;li&gt;&lt;b&gt;Indian Shaman&lt;/b&gt;(Creating magical effects by invoking certain spirits; consulting other spirits for occult knowledge; venturing into the spirit-world; preparing herbal remedies)&lt;i&gt;(Often Double-Pumped)&lt;/i&gt;&lt;/li&gt;&lt;li&gt;&lt;b&gt;Kid&lt;/b&gt;(Being a sidekick to heroes, making friends with Giant Monsters, running, hiding, being cute)&lt;/li&gt;&lt;li&gt;&lt;b&gt;Lawman&lt;/b&gt;(Riding, shooting, calling a posse, hanging desperados, bossing folks around)&lt;/li&gt;&lt;li&gt;&lt;b&gt;Mad Scientist&lt;/b&gt;(Creating diabolical inventions that blatantly violate the laws physics; being extraordinarily well educated; megalomaniacal ranting; recruiting minions)&lt;/li&gt;&lt;li&gt;&lt;b&gt;Mechanical Man&lt;/b&gt;(Being strong; being rather sturdy; having interesting accessories; operating in inhospitable environments; performing mindless and repetitive tasks)&lt;i&gt;(Funky Dice appropriate)&lt;/i&gt;&lt;/li&gt;&lt;li&gt;&lt;b&gt;Medium&lt;/b&gt;(Channeling spirits, wearing funny clothes, putting on a good show, telling fortunes)&lt;/li&gt;&lt;li&gt;&lt;b&gt;Mentalist&lt;/b&gt;(Possessing a psychic power like telepathy, ESP, or telekinesis)&lt;i&gt;(Usually Double-Pumped)&lt;/i&gt;&lt;/li&gt;&lt;li&gt;&lt;b&gt;Mountain Man&lt;/b&gt;(Being strong and tough; thriving in the wilderness; knowing Indian languages and customs; having wild animals for pets)&lt;/li&gt;&lt;li&gt;&lt;b&gt;Muckraker&lt;/b&gt;(Digging up dirt, inventing stories, getting paid to write, inciting public opinion)&lt;/li&gt;&lt;li&gt;&lt;b&gt;Outlaw&lt;/b&gt;(Hiding out, surviving in the wild, riding, fighting, intimidating, running a gang)&lt;/li&gt;&lt;li&gt;&lt;b&gt;Pinkerton&lt;/b&gt;(Going undercover, investigating, being perceptive, shooting)&lt;/li&gt;&lt;li&gt;&lt;b&gt;Pioneer&lt;/b&gt;(Farming, ranching, being hardy, homesteading, hunting, cooking)&lt;/li&gt;&lt;li&gt;&lt;b&gt;Preacher&lt;/b&gt;(Preaching, arguing theology, making converts, commanding respect, casting out demons)&lt;/li&gt;&lt;li&gt;&lt;b&gt;Prospector&lt;/b&gt;(Prospecting; panning; mining; defending a claim with force or guile)&lt;/li&gt;&lt;li&gt;&lt;b&gt;Pulp Archaeologist&lt;/b&gt;(Recovering ancient artifacts; being knowledgeable about occult history; fighting with gun, fist, or whip; avoiding and disarming traps; knowing many languages; being generally athletic; riding; being mostly fearless)&lt;/li&gt;&lt;li&gt;&lt;b&gt;Secret Agent&lt;/b&gt;(Inventing and maintaining a cover identity; shooting; brawling; participating in cinematic chases; using the latest surveillance equipment; assassinating enemy agents)&lt;/li&gt;&lt;li&gt;&lt;b&gt;Servant&lt;/b&gt;(Being unfazeable, being well mannered, assisting the master in all endeavors)&lt;/li&gt;&lt;li&gt;&lt;b&gt;Snake Oil Salesman&lt;/b&gt;(Hawking phony elixirs and formulations; conning people out of money; getting out of town in a hurry)&lt;/li&gt;&lt;li&gt;&lt;b&gt;Soiled Dove&lt;/b&gt;(Being beautiful; horizontal dancing; inspiring pity; defending one&amp;#39;s self with wits or guns)&lt;/li&gt;&lt;li&gt;&lt;b&gt;Vampire&lt;/b&gt;(Being supernaturally strong, fast, and tough; not aging, breathing, or suffering from most poisons or diseases; soaking most forms of damage; recovering quickly from wounds; having acute senses; dominating progeny and blood minions;physically attacking peopleand sucking their blood)&lt;i&gt;(Funky Dice appropriate, Double-Pumps possible, actual powers may vary, comes withadditional Hooks)&lt;/i&gt;&lt;/li&gt;&lt;li&gt;&lt;b&gt;Werewolf&lt;/b&gt;(Changing between wolf, human, and hybrid forms; being strong, fast, and tough; soaking most forms of damage other than silver and supernatural attacks; recovering from injuries quickly; fighting with tooth and claw)&lt;i&gt;(Funky Dice appropriate, may come with various Hooks)&lt;/i&gt;&lt;/li&gt;&lt;/ul&gt;&lt;/div&gt;&lt;/div&gt;&lt;h2&gt;Sidekicks &amp;amp; Shieldmates&lt;/h2&gt;The &amp;quot;Sidekicks &amp;amp; Shieldmates&amp;quot; rule from&lt;b&gt;&lt;i&gt; The Risus Companion&lt;/i&gt;&lt;/b&gt; is available to characters. Essentially, this rule allows players to trade one or more dice (or Funky Dice points) during character generation for&lt;i&gt;three&lt;/i&gt;times as many dice (or points) to be used on NPC allies. These allies can be regular individuals or they can be something more unusual like a piece of magical equipment, a really good horse, or a grunt-squad of loyal followers. Sidekicks are limited to a maximum of four dice in any single clich&amp;eacute; and they should not have any clich&amp;eacute;s that are better than the player character&amp;#39;s best clich&amp;eacute;.&lt;div&gt;&lt;br&gt;Sidekicks &amp;amp; Shieldmates are usually under the player character&amp;#39;s control, though the GM is free to use them as required. They do not advance like player characters and will only gain clich&amp;eacute; dice in special circumstances. Note that it is possible to have minions and special equipment without spending dice on them, as they could be handled with the Proper Tools rules.&lt;br&gt;&lt;h2&gt;Lucky Shots &amp;amp; Questing Dice&lt;/h2&gt;Another rule from&lt;b&gt;&lt;i&gt; The Risus Companion &lt;/i&gt;&lt;/b&gt;that we will be using is &amp;quot;Lucky Shots &amp;amp; Questing Dice&amp;quot;. During character generation, players may sacrifice one or more dice (or multiples of 6 Funky Dice points) for&lt;i&gt;three&lt;/i&gt;Lucky Shots or&lt;i&gt;five&lt;/i&gt;Questing Dice. A Lucky Shot can be used to increase a character&amp;#39;s clich&amp;eacute; by one for a single roll provided the player explains how luck will benefit the character. Additionally, characters can spend two Lucky Shots to completely recover all the dice in a single clich&amp;eacute; during combat (effectively a second wind or heroic surge). Lucky Shots are recovered at the end of the session and they do not carry over if unused.&lt;/div&gt;&lt;div&gt;&lt;br&gt;Questing Dice work just like Lucky Shots except that they must have a narrative or thematic limitation that restricts their use to certain situations (such as when a character is pursuing a specific goal). Questing Dice must be narrowly focused and approved by the GM in advance.&lt;/div&gt;&lt;div&gt;&lt;br&gt;It should also be noted that the &amp;quot;Eye of the Tiger&amp;quot; rule from&lt;b&gt;&lt;i&gt; The Risus Companion&lt;/i&gt;&lt;/b&gt; are also recommended.&lt;br&gt;&lt;h2&gt;Final Character Bits&lt;/h2&gt;The final steps in character creation involve fleshing out the details not immediately apparent from the character&amp;#39;s clich&amp;eacute;s or hook. The player should note the character&amp;#39;s appearance and other physical details. The player should also note which languages the character speaks or reads (and to what level of proficiency). Some clich&amp;eacute;s allow the character to have command of a large assortment of useful languages. In these cases, the player should only note what languages the character definitely does or does not speak (or read), while other languages can be known with a Target Number roll.&lt;/div&gt;&lt;div&gt;&lt;br&gt;Finally, the player should note any additional equipment or possessions, beyond those that were agreed to be included with the character&amp;#39;s clich&amp;eacute;s. The GM will approve most reasonable requests, so long as they are properly justified.&lt;/div&gt;&lt;br&gt; &lt;br&gt;&lt;br&gt;&lt;h2&gt;Magic &amp;amp; Other Dramatic Effects&lt;/h2&gt;The &lt;i&gt;&lt;b&gt;Risus Companion&lt;/b&gt;&lt;/i&gt; section entitled &amp;quot;Target Numbers and the Single Showoff&amp;quot; will be my guide to handling the rather open-ended use of superpowers, magic, psionics, and weird-science gadgets. Target Numbers are assigned to tasks based on the dramatic impact of what the character is attempting. The following table is for players who lack The &lt;i&gt;&lt;b&gt;Risus Companion&lt;/b&gt;&lt;/i&gt; (it also borrows from S. John Ross&amp;#39; article on &lt;a class=&quot;external&quot; href=&quot;http://risusiverse.wetpaint.comhttp://www.io.com/%7Esjohn/element.htm&quot; rel=&quot;nofollow&quot; target=&quot;_blank&quot;&gt;Elemental Magic&lt;/a&gt;):&lt;br&gt;&lt;br&gt;&lt;table align=&quot;bottom&quot; cellpadding=&quot;3&quot; class=&quot;WPC-edit-style-grid1 WPC-edit-border-all WPC-edit-styleData-color1=%23ebebeb&amp;color2=%23c7c7c7&quot; height=&quot;264&quot; width=&quot;600&quot;&gt;&lt;tbody&gt;&lt;tr&gt;&lt;td class=&quot;&quot; width=&quot;23%&quot;&gt;Simple (TN5)&lt;/td&gt;&lt;td class=&quot;&quot; width=&quot;77%&quot;&gt;Any effect up to and including that which helps the party achieve something as a whole, or that acts as a tool to facilitate another activity.&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td class=&quot;&quot; width=&quot;23%&quot;&gt;Ordinary (TN10)&lt;/td&gt;&lt;td class=&quot;&quot; width=&quot;77%&quot;&gt;A standard effect that is meant to overcome a single obstacle that faces the character, or handle the character&amp;#39;s share of an obstacle that faces the party.&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td class=&quot;&quot; width=&quot;23%&quot;&gt;Complex (TN15)&lt;/td&gt;&lt;td class=&quot;&quot; width=&quot;77%&quot;&gt;The effect would hog the scene a bit.&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td class=&quot;&quot; width=&quot;23%&quot;&gt;Difficult (TN20)&lt;/td&gt;&lt;td class=&quot;&quot; width=&quot;77%&quot;&gt;The effect would entirely upstage the other players, turning the other characters into bystanders for the rest of the scene and then some.&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td class=&quot;&quot; width=&quot;23%&quot;&gt;Dangerous (TN25) &lt;/td&gt;&lt;td class=&quot;&quot; width=&quot;77%&quot;&gt;The effect would shortcut (or instantly rewrite) the whole scenario.&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td class=&quot;&quot; width=&quot;23%&quot;&gt;Impossible (TN30)&lt;/td&gt;&lt;td class=&quot;&quot; width=&quot;77%&quot;&gt;The effect would utterly wreck the campaign world or campaign plotline.&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;br&gt;To the above Target Numbers, I will add a modifier based on how appropriate the clich&amp;eacute; is to the given task: +5 if the clich&amp;eacute; implies a secondary ability, +10 if the clich&amp;eacute; implies a distant ability to handle the task, +20 if the clich&amp;eacute; implies a remote chance of success.&lt;br&gt;&lt;br&gt;Just what is actually possible and how it can be achieved depend entirely on the clich&amp;eacute; description. When describing their character&amp;#39;s supernatural or super-science clich&amp;eacute;s, players should consider the following:&lt;br&gt;&lt;br&gt;&lt;blockquote&gt;&lt;b&gt;Nature of the Ability: &lt;/b&gt;Players should describe the nature of the ability as well as any peculiarities of its use. Does the clich&amp;eacute; allow the character to perform magic rituals? Does it allow the character to invent super-science gizmos or alchemical formulations? Perhaps it is an inborn psychic ability? The possibilities are endless, though players should consult with the GM to make sure that the nature of the clich&amp;eacute; is appropriate to the setting.&lt;br&gt;&lt;br&gt;&lt;b&gt;Repertoire of Effects:&lt;/b&gt; Players should specify, at least in general terms, what it is that the clich&amp;eacute; allows their character to do. Perhaps the character knows one or more spells and can research and invent more? Perhaps the character has broad powers within a narrow metaphysical domain? A Mad Scientist might have a technical specialty and supernatural creatures usually have very specific powers. It is also possible that characters can gain access to more effects as they gain dice in their clich&amp;eacute; (drawing inspiration from other game systems). Players should consult with the GM to make sure their clich&amp;eacute; is specific enough and that the GM and the player are interpreting the clich&amp;eacute; in the same manner.&lt;br&gt;&lt;br&gt;&lt;b&gt;Proper Tools: &lt;/b&gt;Unless it only grants a handful of specific effects, players should specify interesting and inconvenient Proper Tools for their clich&amp;eacute;. For clich&amp;eacute;s that grant the ability to research and invent new effects (such as Hermetic Magicians or Mad Scientists), it is appropriate and recommended that the exact Proper Tools depend on the specific ritual or invention. In these cases, the GM can help assign Proper Tools appropriate to the task at hand. It is also important to remember that Proper Tools are not always physical objects; gestures, forceful incantations, special talents, and auspicious times are examples of interesting and inconvenient Proper Tools that enhance the atmosphere of the game.&lt;br&gt;&lt;br&gt;&lt;b&gt;Double-Pumps:&lt;/b&gt; If the clich&amp;eacute; is Double-Pumped, players should be prepared to explain the nature of dice loss due to Double-Pumping, as well as under what circumstances a Double-Pump can be used. &lt;br&gt;&lt;br&gt;&lt;b&gt;Failure:&lt;/b&gt; Finally, players should specify the possible consequences of failing their Target Number rolls. The player has three choices. The simplest, and least interesting choice is that nothing happens on a failed roll. This option should only be used for clich&amp;eacute;s that produce very limited effects. The other choices depend highly on the nature of the clich&amp;eacute;. In cases where a little knowledge is worse than no knowledge (such as most magical and weird-science clich&amp;eacute;s), characters who fail their Target Number roll will still produce effects appropriate to the magnitude of the roll, only the effects will be unpredictable and most likely annoying or dangerous to the character and the party. In other cases (such as for most innate supernatural abilities), rolling low is bad thing and the severity of a mishap will depend entirely on the margin of failure. True mishaps would be rare and even narrowly missed rolls can produce some beneficial effects with side effects.&lt;br&gt;&lt;/blockquote&gt;&lt;br&gt;&lt;h2&gt;Bonus Gear &amp;amp; Other Enhancements&lt;/h2&gt;Characters with the ability to produce supernatural or super-science effects will likely want to create lasting enhancements with their special powers. This can be handled by trading dice from the character&amp;#39;s clich&amp;eacute; to buy either clich&amp;eacute; augmentation for themselves or others, or to gain three times as many points in Bonus Gear or Sidekicks. For as long as the effect is still considered temporary, the character will roll to advance using the old value. Permanent effects permanently reduce the character&amp;#39;s clich&amp;eacute; and advancement rolls are thus made at the new value.&lt;br&gt;&lt;br&gt;Note that a Target Number roll is still required to create Bonus Gear or enhancements. Most lasting effects will be Complex or Difficult, as they tend to hog the scene a bit. Also note that minor &amp;quot;enhancements&amp;quot; that alter the nature of a clich&amp;eacute; without changing its level are possible. In these cases, a minimum sacrifice of one die is still required.&lt;br&gt;&lt;br&gt; &lt;br&gt;&lt;br&gt;&lt;h2&gt;For More Information...&lt;/h2&gt;This is a revised version of &lt;b&gt;Silverlode&lt;/b&gt; for the &lt;i&gt;&lt;b&gt;Risusiverse&lt;/b&gt;&lt;/i&gt;. It lacks custom rules and details pertaining to my specific campaign. For more information, see &lt;a class=&quot;external&quot; href=&quot;http://risusiverse.wetpaint.comhttp://www.velvet-edge.com/silverlode_1908.html&quot; rel=&quot;nofollow&quot; target=&quot;_blank&quot;&gt;Silverlode 1908&lt;/a&gt; (hosted at the &lt;a class=&quot;external&quot; href=&quot;http://risusiverse.wetpaint.comhttp://www.velvet-edge.com/risusmonkey.html&quot; rel=&quot;nofollow&quot; target=&quot;_blank&quot;&gt;Risus Monkey&lt;/a&gt;).&lt;br&gt;&lt;hr size=&quot;1&quot;&gt;&lt;br/&gt;</description></item><item><title>Silverlode Gazetteer</title><link>http://risusiverse.wetpaint.com/page/Silverlode+Gazetteer</link><author>RisusMonkey</author><guid isPermaLink="false">http://risusiverse.wetpaint.com/page/Silverlode+Gazetteer</guid><comments>Risusiverse version</comments><pubDate>Mon, 07 Dec 2009 20:51:01 CST</pubDate><description>&lt;h3&gt;The Bone Chance &lt;br&gt;&lt;/h3&gt;Pretentious gambling establishment that isn&amp;#39;t really all that exclusive.&lt;br&gt;&lt;br&gt;&lt;h3&gt;The Bull&amp;#39;s Head Saloon&lt;/h3&gt;Modest establishment that is well known for its excellent food and friendly staff. Not particularly known for exciting entertainment.&lt;br&gt;&lt;br&gt;&lt;h3&gt;The French Letter&lt;/h3&gt;Formerly Silverlode&amp;#39;s premiere brothel and dance hall catered to all types, living and dead. Now just a fire-blackened ruin.&lt;br&gt;&lt;br&gt;&lt;h3&gt;The Grand Hotel&lt;/h3&gt;The largest and most expensive hotel in Silverlode. Also the site of an attempt to summon demons into this reality by some evil or very misguided cultists. The Grand Hotel is owned by Andrew Michael LeCroix and notable guests include Mathilda Hattrack and the mysterious child Jessica.&lt;br&gt;&lt;br&gt;&lt;h3&gt;Merchant&amp;#39;s Hotel&lt;/h3&gt;Low-rent hotel that is currently home to Roger Zane.&lt;br&gt;&lt;br&gt;&lt;h3&gt;Quicksilver Mining Company&lt;/h3&gt;Former headquarters of Silverlode&amp;#39;s largest mining consortium and beachhead for an alien invasion.&lt;br&gt;&lt;br&gt;&lt;h3&gt;Saint Augustine&amp;#39;s&lt;/h3&gt;Silverlode&amp;#39;s only Catholic Church and the home of Father Javier Escarcega (as well as Arturo Sebastian Ramirez).&lt;br&gt;&lt;br&gt;&lt;h3&gt;Shaft 23&lt;/h3&gt;Notoriously &amp;quot;haunted&amp;quot; mine-shaft used by ultraterrestrial invaders as bait to lure virtuous adventurers that could be exploited for their orgone energies.&lt;br&gt;&lt;br&gt;&lt;h3&gt;The Silverlode General Store&lt;/h3&gt;A well-stocked general store run by a nice woman named Claire Teach (who has unfortunately been chased out of town by a bounty hunter).&lt;br&gt;&lt;br&gt;&lt;h3&gt;The Silverlode Institute of Science and Technology&lt;/h3&gt;Destined to be the finest college of weird science and metaphysics in the American West once it opens in the fall. Founded by Andrew Michael LeCroix and Gordon MacAlpine, the Institute employs Boris Makarov and Marcelo Saltore as professors (among others). Notable students include Catherine Meyers and J. Robert Hinkley.&lt;br&gt;&lt;hr size=&quot;1&quot;&gt;&lt;br/&gt;</description></item><item><title>Settings</title><link>http://risusiverse.wetpaint.com/page/Settings</link><author>RisusMonkey</author><guid isPermaLink="false">http://risusiverse.wetpaint.com/page/Settings</guid><comments>Silverlode wired up</comments><pubDate>Mon, 07 Dec 2009 20:44:02 CST</pubDate><description>&lt;h3&gt;  Places for Adventure&lt;/h3&gt;  &lt;blockquote&gt;  Standard practice is to add a new page for your setting and once it is complete, add a link to it here by adding your setting to the list (use the &lt;b&gt;Subhead&lt;/b&gt; option to list your setting 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 check out &lt;a href=&quot;http://risusiverse.wetpaint.com/page/Adventures&quot; target=&quot;_self&quot; title=&quot;Adventures&quot;&gt;Adventures&lt;/a&gt;.&lt;br&gt;&lt;/blockquote&gt;  &lt;div align=&quot;left&quot;&gt;  &lt;/div&gt;    &lt;br&gt;&lt;h3&gt;  &lt;a href=&quot;http://risusiverse.wetpaint.com/page/Risus+Playground&quot; target=&quot;_self&quot; title=&quot;Risus Playground&quot;&gt;Risus Playground&lt;/a&gt;&lt;/h3&gt;taking it to the school yard...   &lt;br&gt;&lt;h3&gt;  &lt;br&gt;&lt;a href=&quot;http://risusiverse.wetpaint.com/page/Something+Familiar&quot; target=&quot;_self&quot; title=&quot;Something Familiar&quot;&gt;Something Familiar&lt;/a&gt;&lt;/h3&gt;be an animal helping out a wizard.   &lt;br&gt;&lt;br&gt;&lt;h3&gt;  &lt;a href=&quot;http://risusiverse.wetpaint.com/page/Ars+Incant%C3%A2tio&quot; target=&quot;_self&quot;&gt;Ars Incant&amp;acirc;tio&lt;/a&gt;&lt;/h3&gt;All about the magic...   &lt;br&gt;&lt;br&gt;&lt;h3&gt;  &lt;a href=&quot;http://risusiverse.wetpaint.com/page/Barbarian+Light&quot; target=&quot;_self&quot;&gt;Barbarian Light&lt;/a&gt;&lt;/h3&gt;A far future fantasy campaign.   &lt;br&gt;&lt;br&gt;&lt;h3&gt;  &lt;a href=&quot;http://risusiverse.wetpaint.com/page/Worlds+at+War&quot; target=&quot;_self&quot;&gt;World at War&lt;/a&gt;&lt;/h3&gt;the thought process behind the Worlds at War setting.   &lt;br&gt;&lt;br&gt;&lt;h3&gt;  &lt;a href=&quot;http://risusiverse.wetpaint.com/page/UUUOOOOOHHH&quot; target=&quot;_self&quot;&gt;UUUOOOOOHHH&lt;/a&gt;&lt;/h3&gt;Please pass the brains...a zombie campaign.   &lt;br&gt;&lt;br&gt;&lt;h3&gt;  &lt;a href=&quot;http://risusiverse.wetpaint.com/page/Anachromerica&quot; target=&quot;_self&quot;&gt;ANACHROMERICA&lt;/a&gt;&lt;/h3&gt;It&amp;#39;s 20th Century America with all the historical accuracy of Xena: Warrior Princess!   &lt;br&gt;&lt;a href=&quot;http://risusiverse.wetpaint.com/page/Gears+and+Portals&quot; target=&quot;_self&quot;&gt;&lt;br&gt;&lt;/a&gt;  &lt;h3&gt;  &lt;a href=&quot;http://risusiverse.wetpaint.com/page/Gears+and+Portals&quot; target=&quot;_self&quot;&gt;Gears &amp;amp; Portals&lt;/a&gt;&lt;/h3&gt;Magic and technology collide in the fantasy Multiverse   &lt;br&gt;&lt;br&gt;&lt;h3&gt;  &lt;a href=&quot;http://risusiverse.wetpaint.com/page/Risus+Gijika&quot; target=&quot;_self&quot;&gt;Risus Gijika&lt;/a&gt;&lt;/h3&gt;Who loves Internet memes?   &lt;br&gt;&lt;br&gt;&lt;h3&gt;  &lt;a href=&quot;http://risusiverse.wetpaint.com/page/Arcadomai&quot; target=&quot;_self&quot;&gt;&lt;u&gt;Arcadomai&lt;/u&gt;&lt;/a&gt;&lt;/h3&gt;Another Risus fantasy setting!   &lt;br&gt;&lt;br&gt;&lt;h3&gt;  &lt;a href=&quot;http://risusiverse.wetpaint.com/page/Risus+Mariachi&quot; target=&quot;_self&quot;&gt;&lt;u&gt;Risus Mariachi&lt;/u&gt;&lt;/a&gt;&lt;/h3&gt;Bring the love of Mariachi music to all   &lt;br&gt;&lt;br&gt;&lt;h3&gt;  &lt;a href=&quot;http://risusiverse.wetpaint.com/page/Dao+Sheng&quot; target=&quot;_self&quot;&gt;&lt;u&gt;Dao Sheng&lt;/u&gt;&lt;/a&gt;&lt;/h3&gt;Martial arts and post-apocalyptic scavenging. Who could ask for more?   &lt;br&gt;&lt;br&gt;&lt;h3&gt;  &lt;a href=&quot;http://risusiverse.wetpaint.com/page/SHGGFTAWSGDSSFDF&quot; target=&quot;_self&quot;&gt;&lt;u&gt;SHGGFTAWSGDSSFDF&lt;/u&gt;&lt;/a&gt;&lt;/h3&gt;Or in other words, it&amp;#39;s the Super-Happy-Go-Go-Fun-Time-All-World-   &lt;br&gt;Speedy-Good-Delivery-Service-Special-Force-Delta-Five. It&amp;#39;s time travel. It&amp;#39;s a delivery service in space. It&amp;#39;s the weirdest thing I&amp;#39;ve ever written. Don&amp;#39;t say I didn&amp;#39;t warn you.&lt;br&gt;&lt;br&gt;&lt;h3&gt;  &lt;a href=&quot;http://risusiverse.wetpaint.com/page/Rogue+Risus&quot; target=&quot;_self&quot;&gt;&lt;u&gt;Rogue Risus&lt;/u&gt;&lt;/a&gt;&lt;/h3&gt;What does Risus, NetHack and a deck of Tarot Cards all have in common? Nothing, unless you play Rogue Risus!   &lt;br&gt;&lt;br&gt;&lt;h3&gt;  &lt;a href=&quot;http://risusiverse.wetpaint.com/page/Adventure+Street+Omnibus&quot; target=&quot;_self&quot;&gt;Adventure Street Omnibus&lt;/a&gt;&lt;/h3&gt;A (sort of) serious adaptation of various genres of Pulp Magazine Adventures for Risus   &lt;br&gt;&lt;br&gt;&lt;h3&gt;  &lt;a href=&quot;http://risusiverse.wetpaint.com/page/Universe+Setups&quot; target=&quot;_self&quot; title=&quot;Universe Setups&quot;&gt;Universe Setups&lt;/a&gt;&lt;/h3&gt;Premade universes for quick themed play.   &lt;br&gt;&lt;br&gt;&lt;h3&gt;  &lt;a href=&quot;http://risusiverse.wetpaint.com/page/Paladin&quot; target=&quot;_self&quot;&gt;Paladin&lt;/a&gt;&lt;/h3&gt;A conversion of the classic Anvilwerks game to Risus rules.   &lt;br&gt;&lt;br&gt;&lt;h3&gt;  &lt;a href=&quot;http://risusiverse.wetpaint.com/page/Terra+Tertia&quot; target=&quot;_self&quot;&gt;Terra Tertia&lt;/a&gt;&lt;/h3&gt;A Gamma World to Risus conversion&lt;br&gt;&lt;br&gt;   &lt;div&gt;  &lt;/div&gt;  &lt;div&gt;  &lt;h3&gt;  &lt;u&gt;&lt;a href=&quot;http://risusiverse.wetpaint.com/page/eternity%21&quot; target=&quot;_self&quot;&gt;ETERNITY&lt;/a&gt;&lt;/u&gt;!&lt;/h3&gt;&lt;/div&gt;  &lt;div&gt;  Keeping history on track with Personages of Historical Significance!&lt;br&gt;&lt;br&gt;&lt;h3&gt;  &lt;a href=&quot;http://risusiverse.wetpaint.com/page/Hard+Roads&quot; target=&quot;_self&quot;&gt;Hard Roads&lt;/a&gt;&lt;/h3&gt;A Car Wars/Autoduel to Risus Adaptation&lt;/div&gt;  &lt;h3&gt;  &lt;a href=&quot;http://risusiverse.wetpaint.com/page/Murphy%27s+World&quot; target=&quot;_self&quot;&gt;Murphy&amp;#39;s World&lt;/a&gt;&lt;/h3&gt;A Risus setting in a world not completely unlike our own where anything that can go wrong, will.   &lt;br&gt;&lt;br&gt;&lt;h3&gt;  &lt;a href=&quot;http://risusiverse.wetpaint.com/page/Silver+Screen&quot; target=&quot;_self&quot;&gt;Silver Screen&lt;/a&gt;&lt;/h3&gt;Reliving 40s and 50s movie dramas? Here&amp;#39;s how!  &lt;br&gt;&lt;br&gt;&lt;h3&gt;  &lt;a href=&quot;http://risusiverse.wetpaint.com/page/Risus+of+Arabia&quot; target=&quot;_self&quot; title=&quot;Risus of Arabia&quot;&gt;Risus of Arabia&lt;/a&gt;&lt;/h3&gt;The Land of Fate and barely dressed harum girls!  &lt;br&gt;&lt;br&gt;&lt;h2&gt;&lt;a href=&quot;http://risusiverse.wetpaint.com/page/Silverlode&quot; target=&quot;_self&quot;&gt;Silverlode&lt;/a&gt;&lt;/h2&gt;Fantastic adventures in the last days of the Weird West.&lt;br&gt;&lt;br&gt;&lt;hr size=&quot;1&quot;&gt;&lt;br/&gt;</description></item><item><title>Arcane Arclight</title><link>http://risusiverse.wetpaint.com/page/Arcane+Arclight</link><author>Lodestone</author><guid isPermaLink="false">http://risusiverse.wetpaint.com/page/Arcane+Arclight</guid><pubDate>Mon, 07 Dec 2009 00:02:34 CST</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;/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;/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;br&gt;Tahnis, pondering the log was interupted by the impact of Rotwang&amp;#39;s cart against his shin. Undstandably, Rotwang did not want to remain in one place long after what people of stricter moral standards would label theft so his apologies were brief and he was off running. He had not got far before Tahnis realised the collision caused him to drop the aetheriometer, now sitting in the Rotwang&amp;#39;s cart. His long legs ate the distance between them.&lt;br&gt;&lt;br&gt;Meanwhile in the stovepipe, Aujo Rikk, encouraged by friendly strangers paying for his beer was recounting the various conspricy theories swirling around the ban on shard-summoning using a Ou Matrix, postulating that the entities summoned where considerbly more dangerous than previously supposed. The reluctance of one of the city&amp;#39;s leading shardmancers, Ormhon in handing over his Ou Matrix and his threats that any attempted seizure would be met with resistance and his links to various cargo syndicates (some involving smuggling) gave him a prominent place in the tale. Directions to Ormhon&amp;#39;s tower were also forthcoming. And after Aujo left to return home, Kren dragged Rodion out to his steam-car, &amp;quot;What in Infinity where you trying to do back there?!&amp;quot; Checking the water levels and finiding them satisfactory hot, Kren jumped into the driver&amp;#39;s side and engaged the engine. They learched forward and Kren aimed his vehicle along the directions to Ormhon&amp;#39;s to see what could be seen. Along the way he introduced himself, &amp;quot;Call me Kren. I think I can get into Ormhon&amp;#39;s place. Can you play the role of ship captain better than diplomatic twit?&amp;quot; &lt;br&gt;&lt;br&gt;What could be seen was a large cat-man holding a gobber around the throat, while he babbled excitedly about the noises a small device was making. The Aetheriometer, whilse pointed at the upper levels of a nearby tower made a rapid chirping sound. This indicated something which neither of the parties were at that point interested in persuing, locked as they were in a discussion about the ownership of the device. The argument was brought short by the sudden silence of the aetheriometer and the simultanous flash from a newly formed vortex of electric purple hues swirling about the top of the tower. There was no doubt there was something going on in the tower which would worth investigating.&lt;/div&gt;&lt;div&gt;&lt;/div&gt;&lt;div&gt;&lt;/div&gt;&lt;div&gt;A growl from Tahnis distracted both Kren and Black. They turned to see the large cat man doubled over, and the gobber fleeing down a side street. Tahnis stood up again slowly, looking around and deciding that pursuing the vile creature was no longer possible he moved towards the others. The slit at gate is no longer occupied by watching eyes, and the sounds from within the compound have become louder and more violent, with the occasional scream now mixed in. Whatever is happening inside there, it&amp;#39;s clearly not pleasant for most involved. The solid gate is still locked but the shaking of the building suggests that opening it should be done before the gatehouse and archwaycollapse on top of it.&lt;br&gt;   &lt;div&gt;&lt;/div&gt;&lt;div&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;/div&gt;&lt;/div&gt;&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>Fri, 04 Dec 2009 19:14:23 CST</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;&lt;br&gt;Wards and glyphs can be traced on walls or doors to make barriers or traps; 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;**** 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>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>Fri, 27 Nov 2009 18:56:15 CST</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:dsuptic@gmail.com&quot; target=&quot;_self&quot;&gt;&lt;i&gt;dsuptic@gmail.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>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>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></channel></rss>