Sabledrake Magazine

September, 2000

 

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     In the Name of Survival

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     Warriors of Faith

     Arcadia

     Changeling Seed, Chapter 9

     A King for Hothar, Part IX

          

 

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Arcadia

 

by Matthew Rees

 

 

 

This is a rough sketch for a fantasy game with a Victorian flavor. It was initially inspired by reading about the upcoming computer RPG Arcanum, but is not intended to be a conversion for that game. (For one thing, I haven’t used Arcanum’s premise that technology and magic interfere with each other.) There are other precedents for the style as well, such as Castle Falkenstein, For Faerie, Queen & Country, and probably others I don’t know about. This is not a completely-detailed campaign setting. I haven’t attempted to create a history and geography for the world. The focus here is on the society and the interaction between the races. Furthermore, these rules have not been playtested; if you use them, feedback would be greatly appreciated.

In deciding on a rules system, the one that sprang immediately to mind was the Storyteller system – specifically, Mage: the Ascension. It has an extremely flexible character creation system, and a magic system that’s designed to allow spells to be made ‘on the fly’. It’s also designed for a modern setting that mixes magic with technology. However, this is not another expansion for the World of Darkness. This setting is intended to have a much more optimistic feel to it.

There are seven races in this world, but all of them are subspecies of Homo sapiens. Interbreeding is possible, though usually looked down upon, especially if it occurs between one of the “higher” races and one of the “lower” races. (Prejudice, unfortunately, is alive and well in this setting.)

Although magic is commonplace in this world, and the rules system is modeled after Mage, that does not mean that player characters are required to be magicians. In fact, probably only one in a hundred people in this world is actually a practicing magician. If you wish to play a non-magical character, ignore any reference to spheres in the racial descriptions. I suggest giving non-mages more ability points to reflect the fact that learning magic takes time which could be spent practicing other skills.

If you do play a mage, you should keep in mind that Paradox does not exist in this world. I’ve made no effort to force the metaphysical assumptions of M:tA onto this setting. In this world, reality is not swayed by belief, and the difference between coincidental and vulgar magic is simply descriptive. Coincidental magic is still easier to perform than vulgar (and recommended if you want to be inconspicuous), and the rules mechanics covering magic are the same, except that it doesn’t matter whether there are witnesses. Use the rules for “vulgar without witnesses” to cover all vulgar magic. Foci are still used as per the original rules; they help control the flow of mystical energies until the mage becomes fully attuned to them and can manipulate them without assistance. (NB: In case any of you are wondering, this is not the setting which I referred to in my article on the metaphysics of magic.)

Paradox is replaced by Strain, and Arete is now called Aura. A character’s Aura starts at zero, and can only be raised using freebie points (this will help balance mage with non-mage characters). As usual, no Sphere rating may exceed Aura. Also, a mage’s rating in Magic knowledge must be equal to or greater than his Aura. Mage characters start with five dots in Spheres instead of six.

There are equivalents to Traditions in this setting, called Societies. There are nine Societies, one for each sphere. If you play a mage, you may choose a Society or be a maverick. The Avatar background is replaced with Initiation, which represents the mage’s standing in a Society and has the same effect on Quintessence. A maverick may not take the Initiation background. Essence no longer has any game effect, but is still a useful descriptor.

The character sheet now looks like this:

  • Name, Player, Chronicle

  • Nature, Demeanor, Essence

  • Race, Occupation, Society (optional)

  • Attributes: same as always

  • Talents: Alertness, Artistry, Athletics, Brawl, Dodge, Expression,Instruction, Intimidation, Intuition, Leadership, Subterfuge

  • Skills: Animal Handling, Crafts, Etiquette, Firearms, Gambling,
    Larceny, Melee, Stealth, Streetwise, Survival, Tinkering

  • Knowledges: Academics, Culture, Enigmas, Investigation, Languages,
    Law, Lore, Magic, Medicine, Politics, Science

The alert reader may notice that, in addition to adding some new abilities to replace those which don’t fit the setting, I have also changed Streetwise from a talent to a skill, and Leadership from a skill to a talent. I think this arrangement makes more sense, because being Streetwise is something you learn from experience, whereas Leadership is usually more of a personality trait. Tinkering stands in for both Technology and Repair, and Lore now covers Occult as well. Magic is knowledge of magical theory and can be possessed even by non-mages. A character’s Initiation background rating may not be higher than his Magic knowledge.

 

Humans


Humans are found throughout all strata of society, but mostly in the middle class. Other races are sometimes hesitant to trust a human, not because they are considered dishonest (like gnomes or goblins), but because they have a reputation for being unpredictable. They are considered wild cards, and are the most likely of all the races to seek a living as ‘free agents’.
Humans average 5½’ tall, and are the most physically variable of all the races.
Advantages: None
Disadvantages: None
Requirements: None
Role-playing Suggestions: Don’t settle for a life of dull routine. There’s a world full of possibilities just waiting for you to explore it. Never pass up an opportunity; it might not come your way again. Seize the day!
Sample character concepts: Troubleshooter, Military Officer, Trader, Privateer, Journalist, Spy

 

Dwarves


If there’s one word that describes the typical dwarf, it’s gumption. Dwarves often do the jobs that the other races consider too hard or too dangerous. As a result, although most dwarves are in the working-class, they get accorded a high degree of respect by many people. Those who don’t like dwarves will rarely say so to their faces, as they don’t take an offense lightly. Dwarves have a strong community spirit, and will almost always stick up for other dwarves and help them out of a tight spot.
Dwarves average 4’ tall and have stocky, muscular builds and thick body hair. Most males grow beards (surprise, surprise), but females do not (despite jokes to the contrary).
Advantages: Dwarves have excellent night-vision. In any situation where other races would have a penalty to Perception rolls due to darkness, dwarves do not. (This does not apply to other vision-limiting factors such as smoke or fog, nor does it help in total darkness.) Furthermore, dwarves are exceptionally hardy and gain an extra Health Level.
Disadvantages: They’re short. A dwarf can only move at two-thirds the speed of a human, and can only jump half the distance (horizontally or vertically). They’re also not very agile, so they have a +1 to the difficulty of dodging attacks or performing acrobatic feats.
Requirements: Min. Strength and Stamina of 3, max. Dexterity of 4. Dwarven mages must have at least one dot in Matter.
Role-playing Suggestions: Never give in, never say die! It doesn’t matter if everyone says it’s impossible. Impossible feats are your meat and drink. You laugh in the face of danger and spit in the face of death. The greatest shame in life is to walk away from something without finishing it, whether it’s a fight or a work of art.
Sample character concepts: Mercenary, Miner, Sapper, Engineer, Gunslinger, Alchemist

 

Elves


Many races hold upper-class positions in society, but the elves are the true nobility – although the title doesn’t always give them any real influence. Many of them are haughty and elitist. Almost all of them have refined aesthetic sensibilities, which often translates to expensive tastes. The easiest way to insult an elf is to tell them they have poor taste.
Elves average 5½’ tall, but are more slender than humans and have pointed ears and very little facial or body hair. They are almost always attractive by the standards of any race.
Advantages: Because of their position in society, elves start out with an extra 5 points in Backgrounds. They also have keen hearing, and have a +1 to Perception rolls to hear things. Finally, elves never botch Leadership rolls.
Disadvantages: Elves are relatively fragile; soak rolls are made at Difficulty 7 instead of 6. Also, because of their reputation for arrogance, the difficulty of Leadership rolls to command non-elves whom they are not already on friendly terms with are increased by 1 (nobility cuts both ways).
Requirements: Min. Dexterity, Appearance and Intelligence of 2, max. Strength of 4. Elven mages must have at least one dot in Life.
Role-playing Suggestions: You are the crème de la crème, and you know it. Demand respect and give it in return. Never stoop to rudeness, even when others are rude to you. Never accept less than the best.
Sample character concepts: Aristocrat, Artist, Socialite, Naturalist, Green Circle Initiate

 

Gnomes


Gnomes occupy many prominent positions in society, both publicly and behind the scenes. They’re the ones who pull the strings: the bankers, the politicians, the robber barons. They have a reputation for being devious, which in many cases is well-deserved. Many famous scientists and inventors are gnomes as well.
Gnomes average 3½’ tall, and are thinner than dwarves. They tend to have bulbous noses, large eyes and large, pointed ears.
Advantages: When creating a gnome character, the player may choose any one Social or Mental attribute, except for Appearance, which has a rating of at least 3. The character will never botch rolls using this attribute. Gnomes also gain 3 additional points to spend on Knowledges.
Disadvantages: Gnomes are short and suffer the same penalties to jumping and movement rates as dwarves. Furthermore, target numbers of Intimidation rolls are increased by 2.
Requirements: Min. Intelligence of 3, max. Strength of 3, max. Appearance of 4. Gnomes cannot take Physical Attributes as Primary, or Knowledges as Tertiary. Gnome mages must have at least one dot in Forces.
Role-playing Suggestions: Always try to profit from every situation. Remember that knowledge can be just as much a form of profit as money. Never show your hand.
Sample character concepts: Burgomaster, Demagogue, Professor, Gadgeteer, Snake-oil Salesman, Circus Ringmaster

 

Goblins


Description: Goblins make up the largest part of the lower class. They are the most gregarious of all the races, which is a good thing since they tend to have large families and usually live in small, closely-packed houses with six or more to a room. Goblins are treated as the underdogs of society, and have adapted to the role very well.
Goblins average just over 5’ tall, although they often look shorter because they tend to walk with a hunched-over posture. They are usually thin and lanky, with large noses and small eyes.
Advantages: Goblins never botch Subterfuge rolls. Goblins also have acute senses of smell and gain a +1 to Perception rolls involving smell or taste (since taste is really mostly smell).
Disadvantages: Due to their poor living conditions, goblins typically have weak immune systems. Difficulties to resist disease are increased by 2. Goblins also start with the Flaw: Illiterate, but can buy it off using freebie points. (They do not get extra freebie points for illiteracy.)
Requirements: Min. Perception of 2, max. Strength, Stamina and Appearance of 3. Must have at least one dot in Streetwise (this is not free). Goblin mages must have at least one dot in Entropy.
Role-playing Suggestions: Use your best Cockney accent. Bow and scrape to your superiors. It won’t kill you, and it’ll usually cause them to underestimate you. Those who recognize your true capabilities are worthy of your respect. Never hesitate them to do them a good turn, as long as they do one for you first.
Sample character concepts: Fixer, Fortune-teller, Petty Thief, Smuggler, Jockey, Cabbie

 

Ogres


Description: Ogres average 6½’ tall, and are extremely heavyset, with a tendency towards square jaws and low brows. Some people assume that ogres are stupid because they look stupid, but in fact they’re just as intelligent as any other race. They aren’t often found in leading roles in society, not because they aren’t capable, but because they are discriminated against and relegated to the role of the grunt. Ogres tend not to take this as personally as orks do, however. They know they’re superior, so why should they care what the “little people” think of them?
The superior strength of ogres raises the question of why they haven’t taken over the world. The answer is that they lack the subtlety and patience required for long-term planning. They are also too independent to work very well together.
Advantages: Ogres get an additional dot in Strength and Stamina, both of which have a maximum value of 7. Ogres also have the Merit: Huge Size and the extra Health Level it bestows. Disadvantages: Ogres start with a Willpower of 3 and can never raise it above 8. They suffer a one die penalty to all actions requiring fine manual dexterity (e.g. lockpicking, picking pockets, sleight-of-hand, forgery) because of their large hands.
Requirements: Min. Strength and Stamina of 4 (after adjustment), max. Dexterity and Appearance of 4.
Role-playing Suggestions: Most of the time, you are very laid-back: que sera, sera. When you want something, however, you always take the direct approach. You don’t have the patience for anything else.
Sample character concepts: Bodyguard, Soldier, Gentleman Adventurer, Crime Lord, Constable

 

Orks


Description: Orks are the most discriminated against of all the races, because they have a reputation for being violent trouble-makers. Unfortunately, this is a self-perpetuating prejudice, because orks’ behavior is a reaction to being treated as second-class citizens. Most orks hold low-paying jobs such as factory- or dock-workers.
Orks average about 5½’ tall, with stocky builds. They have slightly pointed teeth, flattened noses, and pronounced brow ridges.
Advantages: Orks are tough as nails, gaining an extra Health level and an extra die for soak rolls. The difficulty of Intimidation rolls is reduced by 1.
Disadvantages: Difficulties to create a good impression on a non-ork are increased by 2. This applies to attempts to charm, seduce or gently persuade someone, but not to Intimidation or Subterfuge rolls. Furthermore, orks are notoriously short-tempered and must make a Willpower roll to avoid flying off the handle anytime someone insults them. If the insult is especially bad, a penalty may be imposed.
Requirements: Min. Strength and Stamina of 3, Max. Appearance of 4.
Role-playing Suggestions: Don’t let anyone push you around. You’re an ork, and that’s something to be proud of! Anyone who says otherwise needs a good pounding.
Sample character concepts: Roughneck, Union Leader, Prizefighter, Brigand, Enforcer, Sailor

 

Societies

 

The Alchemists (Matter): Seekers after the secrets of the elements. This is the second-oldest Society, after the Green Circle. Its members are usually solitary, although they do share discoveries with one another, generally through their published journal, Arcanum. Gnomes and dwarves make up the majority of this Society.

The Chronographers (Time): The Chronographers are the smallest Society, since Time magic is difficult to master. Their main role is that of historians, using their magic to uncover lost information. There are very few who have the ability to actually time-travel, and they have strict rules of non-interference. They informally police the timestream against rogue mages trying to alter history. Most members, however, are limited to viewing the past remotely or reading impressions from objects. They are frequently employed to help with criminal investigations and archaeological digs.

The Enchanters (Prime): Most people of Arcadia recognize the existence of three gods: the All-Father, who conceived of the world in his mind; the Great Mother, who gave birth to the world and nurtures it, and their rebellious offspring, the Dark Son, who seeks to destroy the world. The Green Circle reveres the Great Mother, the Sorcerers served the Dark Son, but the Enchanters worship the All-Father. Their goal is to achieve individual enlightenment by emulating his act of creation. They place great emphasis on the concepts of the idea given form and the shaping of patterns. Their magic is used primarily to enhance the properties of objects or of living things, including their own bodies, by binding Quintessence into their patterns. They have long had a relationship of mutual respect with the Alchemists.

The Gadgeteers (Forces): The newest of the Societies, the Gadgeteers are inventors who use magic to make their inventions work. They range from the completely eccentric to the intensely practical. Many of the best-known are gnomes, but they also count a large proportion of humans, dwarves and goblins among their number. Elves tend to steer clear of this Society, since the strange contraptions they produce don’t please their aesthetic sensibilities.
Before the Gadgeteers, the sphere of Forces was the province of the Sorcerers, who used dark magics to increase their power and smite their enemies. The Sorcerers were outlawed over a century ago, and are pretty much extinct, although there are still a few who dabble in the old ways.

The Green Circle (Life): This is an ancient society with druidic tones. In times of old it was part of the ruling class, and hence its members are still mostly upper-class, primarily elves. Their magic is tied to ancient forms and rituals. They are organized in Rings of 10-20 members, who hold conclaves in their sacred circles every full moon.

The Gremlins (Entropy): Gremlins are mages who have learned to make the laws of chance and fate work in their favor. They barely qualify as a Society, since their methods are very diverse and their organization non-existent. Becoming an initiate is a matter of finding one of them to instruct you.  Some Gremlins use Entropy to divine the probable course of events (i.e. fortune-telling). Others use it (illegally) for gambling. Then there are those who specialize in bending machinery to their will. These are the ones who give the Society their name, and they have a love-hate relationship with the Gadgeteers.

The Psychics (Mind): The Psychics believe in enlightenment through understanding of the workings of the mind, which they say is the path to the soul. Their methods rely heavily on meditation and self-discipline. They organize themselves in monastic Houses. Some people scoff at their philosophies, but there is no denying that they possess some incredible mental powers.

The SpiritGuard (Spirit): The SpiritGuard specialize in hunting down and banishing malevolent spirits. They are not hostile to all spirits, however; in fact they employ the aid of spirits in their work more often than not. They have a loose militia-like structure, but they do not follow a strict chain of command or use military titles (except for regional leaders, who are referred to as ‘captains of the guard,’ and the overall head, who holds the title of ‘Commander’). Individual members are usually assigned to watch over a specific area, but they are free to use whatever methods they choose, and to take on assistants without seeking approval from the rest of the Society. Other members wander from place to place, seeking out potential trouble-spots.

The Voyagers (Correspondence): The Voyagers are great explorers, using their magical skills to go where angels fear to tread. They have explored almost the entire world, and are now setting their sights on the unknown vistas of space and the ocean depths, with the help of vehicles produced by the Gadgeteers.

 

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