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HOW TO BUILD AN ARCANA CHARACTER

Step 1 = Choose the type of character that you want to play.
Step 2 = give your character ability points
Step 3 = if your character has no magical abilities, add the special power points to your character's ability points
Step 4 = Click on the 2 links below to download the Character Information sheet and the Character types/Abilities Sheet.  Use the sheets to create your character.

You get 20 ability points that you can divide and give to your character in whatever way you think will build the perfect character for you.  You will role play this character during class.  Here are the ability areas:

Agility = your balance and gymnastic skills

Constitution = General Health

Fighting Skills = the skills you developed through training

Humour = you ability to make light of a situation and make people laugh

Intelligence = your ability to think on the spot

Luck = your ability to win in situations where no skill is involved

Perception = ability to use your senses

Persuasion - your ability to convince people to do what you want

Stealth = your ability to sneak around

Strength = your raw strength

Speed = ability to move your body quickly

Wisdom = knowledge gained over your life

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HP (Health Points)

Elf = 9 HP

Giant = 11 HP

Human = 8 HP

Knight = 9 HP

Pixie - 7 HP

Wizard = 8 HP

Dragon = 11 HP

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Special Powers: Characters who do not have spell casting magical abilities have special ability points that you can add to your ability points.  Characters who have spell casting magical abilities (Giants from the Realm of Pax and Wizards) do not have any special power points.  There are lots of magical potions and magical items for sale in Arcana so characters who are not able to cast spells can still do a lot of magic.

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ELF

Place of Origin: lives in Pax’s realm in the forest region of the North

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HP (Health Points) = 9


Special Powers:


+1 for Constitution

  • knows a lot about medicine and healing

  • heals quickly when wounded

  • called immortals, but they do have a life span - about 3000 years long

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+1 for Perception

  • heightened senses (excellent hearing, sight, smell, taste, touch)

  • can sense when danger is near

  • excellent sense of direction

  • knowledgeable about the ways of the forest

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GIANT

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On Arcana, giants are creatures that combine bear and human features.  They have human hands, eyes, and intelligence; they have bodies that are covered in fur and shaped like a bear and claws on their feet.  Young giants are called cubs.  When they turn 15, they reach they reach their full cub height of 4 feet tall.  At 20, giants go through a process in which they "pop" into their adult forms.  As adults, they range form 12-15 feet tall and they are very strong.


Place of Origin:

Giants have villages in both the Realm of Pax and the Realm of Markadron.  The giants form the two realms have very different abilities and lifestyles.  Giants from the Realm of Pax have some magical abilities that were gifted to them from the fairies.  The giants from this realm spend their lives learning and often become teachers. 


Giants from the Realm of Markadron have no magical abilities. Young giants from the Realm of Markadron often work as accountants or bankers from the time that they turn 15. Once they pop into adult giants, they join the royal guard as soldiers or become private bodyguards of wealthy Markadron citizens. 

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HP (Health Points) = 11


Special Powers for Giants from the Realm of Markadron:

+1 for Strength (if your character has popped)

+1 for fighting skills

+1 for Intelligence

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Special Powers for Giants from the Realm of Pax:

Your special power is that you have magical abilities.  After you buy a ring, a spell stone, a Giant spell book, and a Tish dictionary, you will be able to cast spells. 


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HUMAN FROM EARTH

It is very rare that humans find the secret portal that links Earth to Arcana.  It is even more rare when they successfully activate the portal and travel to Arcana. Those who do this materialize in Lake Alba, in the southern part of the Realm of Pax.  The few individuals from Earth have all turned out to be special people who played roles in shaping the history of Arcana.

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HP (Health Points) = 7

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Special Powers:

+1 for Luck

+1 for Persuasion

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KNIGHT

Arcana knights know how to hunt, track, and fight.  They are also excellent horsemen. During times of peace, knight do military training drills in morning and hunt in the afternoons.  During times of war they do their duty and fight for their realm.


Place of Origin:

Knights live in the central region of the Realm of Pax

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HP (Health Points) = 9

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Special Powers:

+1 for justice

+2 for fighting skills

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PIXIE

Pixies range in height form 4 to 10 inches.  They have butterfly wings that they can use to fly. Although they are very truthful in the sense that they don't tell outright lies, Pixies love to mislead others by playing with words. 

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Place of Origin: Pixies can be found in the southern and central regions all three realms of Arcana.

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HP (Health Points) = 7

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Special Powers:

You have the following magical powers:

Dancing Feet: A pixie who is Level 0 or higher can cast a spell that forces an opponent to dance  (spell lasts 10 minutes)

Big Brains: A pixie who is Level 1 or higher can cast a spell that turns another creature into a genius (spell lasts 10 minutes)

Instant Gold: A pixie who is Level 2 or higher can give up to 10 gp to another player once a day

Attitude Adjustment: A pixie who is Level 3 or higher can cast a spell that changes an attacker's anger into kindness (spell lasts 10 minutes)

Smell the Flowers: A pixie who is Level 4 or higher can cast a spell that makes on opponent forget their objective and gives them an overwhelming desire to find and smell flowers (spell lasts 10 minutes)

Pixie Dust: A pixie who is Level 5 or higher can combine pixie dust with other ingredients to make potions. Go to the bookstore on 3rd street to buy a book called Potion Making for Pixies.

 

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WIZARD

It is very rare on Arcana, but sometimes a human is born with magical abilities.  As soon as the child reaches 10 years of age, he or she must go to see The Lady.  The Lady assesses the child’s nature and abilities and then consults the Seeing Pool.  If the child is destined to develop his/her powers, The Lady sends them to the Phillisian Islands in Northwestern Pax to attend wizard school.  They train for 10 years at the wizard academy under the instruction of teachers who have attained full wizard status.  


Some exceptionally talented and brilliant wizards, are able to reach very high levels of understanding of science and they discover how to move between the world of Arcana and Beyond.  When a wizard is able to go to Beyond, they become a Great Wizard.  In Beyond, they develop magical powers beyond anything that is possible on Arcana. 


Wizards live for the same amount of time as an average human.  The oldest great wizard was 700 turns old.


What are the different levels of being a wizard?

  • Novice

  • 3rd rank wizard

  • 2nd rank wizard

  • 1st rank wizard

  • Great Wizard

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HP (Health Points) = 8

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Special Powers for Wizards:

Your special power is that you have magical abilities.  After you buy a ring, a spell stone, a wizard spell book, and an Ishmerish dictionary, you will be able to cast spells. 

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DRAGON

Dragons are powerful, wise creatures who can fly for long distances.  They live for 500 turns.  Once too old to hunt, they go for their final flight and teleport to the world of Beyond.  Dragons are strong enough to do so, but they do not carry other creatures on their backs.  If they feel that there is no way to get around it, they will sometimes carry other creatures in their claws.  They can carry four humans at a time in this way, or two adult giants. 

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HP (Health Points) = 11


Special Powers for Dragons:

Your special powers are that you can fly and teleport.  Teleporting is when you disappear from one location and reappear in another.  Teleportation happens in an instant.  You can only teleport to places to which you have already travelled. 

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