Arcidia: Flesh & Bone
Arcidia: Flesh & Bone is an epic Survival Horror, Sword and Sorcery, Resource Management game, set in a dying world.
Arcidia: Flesh & Bone
Arcidia: Flesh & Bone is an epic Survival Horror, Sword and Sorcery, Resource Management game, set in a dying world.
Arcidia: Flesh & Bone is an epic Survival Horror, Sword and Sorcery, Resource Management game, set in a dying world setting. In which the player are part of a conspiracy trying to win their world back from the invading gods.
In Arcidia: Flesh and Bone you will be playing one of the tainted, called Blooded. You have been touched by the power and blood of the dead or dying gods. To most people, touching the blood of the fallen dying god's means a slow and painful death. But to a small few, those cursed, this touch, this curse, changes them. A small fleck of divine power has melded with your core being, making you one of the people that can fight back in this time of great need. They become hunters of the invaders of this realm, the slayers of the Locust Lords. The Blooded!
Once, Arcidia worshiped dozens of greater deities and hundreds of minor gods and ancient spirits of the land and other beings that lacked a true divine spark but still held great terrestrial power. When the Locust Lords first attacked, they assaulted the realms of the gods; many of the native deities were killed and consumed. While the our gods were great the Locusts were thousands strong. For a time, the clerics mourned their gods but eventually people moved forward, struggling to survive in the new world. However, there is a truth unknown to anyone because it was unprecedented before the invasion: gods die slow.
Arcidia was a simple jumping off point and was not considered worth the time and effort to colonize. That was their only mistake. Our world was conquered. Our gods are dead or dying, but they did not fully crush us. They left for whatever was their final destination. This let us build in power, the few Locust Lords that remain were the ones that understood they would never get a bigger place at the table or were too old to move on. Now is our time to strike back.
Who or What are the Locust Lords?
Locust Lords are deific monsters from another world; these giant insects are demi-gods, capable of touching the divine but still formed of flesh and blood. Some say they can be slain by a mortal’s hands.
Each member of their race commands a host of servants, cultist, and "angels" who attend it, as well as ruling their slave population. During times of war, each Locust Lords can summons its Hoard to battle, call the Bound Host. When the Bound Host swarm marches to war, each Lord's Host is bound to its Lord by a divine link which helps to distinguish them from all other hosts. This divine link enable to the Locust Lord to control the Bound Host as if it was an extension of their own body.
Physically the Lords are vaguely giant humanoid locusts, roughly thirty feet tall, hence the label given to them in our world, but they aren't beings of exact design. Some are larger and some are smaller and their patterns, designs, and personal purview of abilities can vary greatly. Some look more like moths or winged crickets, a rare few have mammalian qualities like giant bats or even birds or reptiles.
As deific beings their physical forms are somewhat mutable and older Lords often have a much different appearance than their younger kin.
What is Gods Blood?
The blood of slain or dying gods, slowly bleeding out into their purview's that they once protected, within their blood were tiny pieces of their once great power and their dying hatred.
To most people, touching the blood of the fallen dying god's means a slow and painful death. But to a small few, those cursed, this touch, this curse, changes them. A small fleck of divine power has melded with your core being, making you one of the people that can fight back in this time of great need. They become hunters of the invaders of this realm, the slayers of the Locust Lords. Those followers of the Locust Lords know those that have been touched, the Blooded.
Some believe that when the greatest of all the gods died, with her last will and divine act, she was able to create the Blooded. This Divine act is the power that makes it possible for mortals of the world to be able to touch the divine and see it for what it is. Some cases use it to unravel the Locust Lord's power. Some say that with the Goddess death, she made her own Angels able to fight back.
That is the role the player will play. The last hope for this world!
The dice that are used in Flesh and Bone are d6, d8, and d10. D8s are the most-often used. It would be recommended to have at least five or more of each type.
Core Attributes and Derived Abilities.
In a roleplaying game, you need abilities and skills that represent what your character can do in the game. In Flesh and Bone, we have 3 Core Attributes, and 6 Derived Abilities.
The Core Attributes define the extent to which a character may interact with the world around him. The three Core Attributes are Body, Mind, and Spirit. The Core Attribute scores are the maximum number of dice you can keep after a rolling a skill challenge. Keep Dice will be explained in more detail in the Skill Challenge section.
Each Core Attribute is broken down into two Derived Abilities. These Abilities are used to determine the amount of influence that characters can extend to any given task. The Derived Abilities are also the number of dice that players can add to a skill pool in a skill challenge roll.
Body: The physical power and hand-eye coordination of the character. Grace, balance and Reflexes.
Brawn: The combination of Physical Strength and Mass.
Coordination: Hand-eye coordination, Grace, Reflexes.
Mind: The ability to recall data and use facts. Mental acuity.
Reasoning: The ability to figure out a puzzle or riddle. Common sense. To find a hidden, logic-based clue. Notice skill rolls.
Intellect: Learned and Remember information. The ability to recall or remember a piece of information or data. Knowledge skills roll. Recall information and facts. Learned information. The mind's ability to react to situations.
Spirit: The person’s willpower. Both Divine and magical power of your character. Luck.
Will: This is integrity and personal strength of will and personal strength of character. Your personal Presence. Personal Confidence.
Power: Magical or Divine power and aptitude. Luck.
Allocation of your Core Attributes will also be used to in determining your starting Talent Points.
A Skill challenge is any obstacle that a character needs to overcome, whether it is combat, opening a locked door, or even social encounters.
The dice pool is based on your Derived Ability score plus your Skill pool and any extra dice added for any Qualities you have that apply. To this you will add any dice for other characters or actions that may give you extra dice. Once you have gotten your pool of dice, all dice are rolled vs the dice pool for the challenge.
Simple Challenge: A Simple challenge is a normal pass/fail challenge. This is normally used in combat when you just need to see if you hit and how many times. The number of net hits is the power of the hit. The more net hits that is scored the better the action was done.
Normally this is used in a combat skill challenge. The number of net hits scored is the damage dealt by the blow. The Players would then add in any additional damage due to the weapons or Fortes.
Skill Challenge: For a Skill challenge the player will need a certain number of successes in order to accomplish the task. The Storyteller determines the difficulty Rank of the challenge like simple challenge, but notes the “Net Hits Required” column. That will set the number of net hits the player will need to pass the challenge. In most cases the player will be able to roll more than once in order to obtain the total number of net hits needed.
Each roll is 1 round of actions for that player. If the player fails to get any net hits for two rolls, the Skill challenge fails.
Derived Ability dice + Skill dice = Dice Pool.
Power-ups and Power-downs
The rules system incorporates varying degrees of success or failure, allowing for more than simple pass-fail results.
The dice system uses a d8 standard with a power-up and power-down mechanic.
A power-up is any advantage that a character may have in the course of completing a task, and is represented by upgrading a d8 to a d10.
A power-down is any disadvantage and downgrades a d8 to a d6.
Power-ups and power-downs cancel each other out, so an advantage due to knowledge may offset a disadvantage due to positioning, leaving the d8 unmodified.
Reaction Pool: The Reaction Pool is the measure of how fast a character can react to a given situation and how many spells they can cast. This is a done by adding the character’s Coordination, Intellect, and Will, then dividing this number by 2. This will give you the points in the Reaction Pool for your character.
Coordination – To react to something happening.
Intellect – How long it takes the mind to get around to realizing that something is happening and get over the fight or flight reaction.
Power – The Lucky tend to go first, get out of the way or activate that spell just in time.
Reaction Pool is spent on three things: Initiative, Defense and Magical Activation.
Initiative – Point put into Initiative are added to the to the character's initiative die roll calculations. Once the players roll the dice add in any point assigned to initiative for the character total initiative for that round.
Defense - Points in the Defense Pool can only buy down physical damage marked on the Body Damage Track, against whatever caused said damage. You cannot use these points to buy down damage from social or mental damage. All points refresh at the start of a new round.
Mana Pool - Activated Powers and Spell casting takes mana. Points invested into the Mana Pools are used to power spell casting or power some Talents that may have an activation cost to be used that round. The higher the Rank the more mana it will take to get the spell off. Spells cost 1 point of mana per level of the spell being cast to active.
Stability Damage is a type of mental and spiritual damage that the character receives from fighting and interacting with Deific or Horrific Monster, events and places. This damage is normally in the form of fear or mental instability.
As the characters take more and more stability damage a debilitating fear starts growing in the pit of their stomach. It will affect all your ability skill rolls.
For each net hit of Deific or Horrific stability damage taken by the character, the player will mark off a stability point box on their Stability Tracker.If the characters Stability Damage track has surpassed the Characters Stability Score, then character has Cracked. When they have filled enough boxes to equal their Characters Stability Score, they will have a Power Down of 1d8 to 1d6, when using any skill challenge. The Character Stability Pool will also be reduced by 1.
Your Character Destiny Path will set the type of character and the set cost of Talents and abilities. There are 3 types of Heroic Paths.
The Path of Sword, The Path of Magic, and The Path of Divine
Path of Sword: Path of Sword are Warriors and Fighters, Headstone and always first into combat, explorers. They tend to come out ahead in tight situations and get the most out of weapons and equipment. They get discount cost on Weapon and Armor Talents.
Path of Magic: Path of Magic are people with a deep understanding of magic and the arcane. They are the constant students, learning and studying. This is your classic Mages and magic welding backgrounds. They get discount cost for Spells and arcane talents.
Path of Divine: Path of Divine are masters of the divine powers and understand of the Gods, both new and old. This is your classic Clerics and Divine magic welding backgrounds. They get discount cost for divine spells and divine talents.
Humans - Humans possess exceptional drive and a great capacity to endure and expand. Add 1 point to any 2 non-joined derived attributes.
Eldar Race (Elf) - the elves are the first born of the mortal races, given souls by the primal earth goddess. Add 1 to Coordination and Intellect.
Dwarf - Stone folk, the Dwarven people are a sturdy race and are known for their masterwork, stonecutters, artisans, and engineers and sure footing. Add 1 to Brawn and Reason.
Orc - Do to the constant wars the Orcs waged endlessly on the humans, elves, dwarves, and other folk of Arcadia, they were far better prepared to face the forces of the Locust Lords. Add 1 to Brawn and Will.
Bird folk - The Bird folk are one of the most varied among sentient creatures, though despite their differences of appearance, they are each able to produce fertile offspring with another Bird folk. Derived attributes are variable based on bird type
Serpentas - The odd of all the Races. Serpentas are humanoid with scaled skin and snake like heads. Add 1 to Reason and Power
Flesh & Bone is written to be a classic fantasy world in ruins. By showing you how we are converting D&D 5e Monsters in to Flesh & Bone you will be able to use all your favorite bad guys and monsters in Flesh and Bone. It should also be noted that this will also enable you to run all the classic 2e & 5e adventures. This is still very much a work in progress.
As a personal note:
We really would love to hit the level that we do a full 5e conversion for Flesh and Blood. There will be basic rules on how to convert into Flesh and Bone so you can take your fav D&D adventures, monster and covert them into Flesh and Bone. But taking Arcidia: Flesh & Bone and convert it in a 5e world setting, that would be beyond words. Converting into 5e makes this project really big and adds several thousand words alone and is something we are really looking forward to writing for you.
Our basic backer levels do not include physical copies of the print book we're producing. If you're just looking for the PDF versions of the books, then this section need not concern you. However, if you do want a printed copy, this part is VERY IMPORTANT.
Once the Kickstarter concludes, we will finish up the last few bits of development, including final artwork, integration of playtest feedback, and anything else that crops up. After the PDF of the book is sent out to backers, we will commission print-on-demand proofs through DriveThruRPG. The creative team will review the proofs, and once they meet our satisfaction, we will grant access to backers. (We plan to show images of the different printing and binding options as well.) At that time, backers who pledged for a physical copy of the book can visit DriveThruRPG.com to purchase the print copy of the book at varying levels of binding and printing quality.
As part of this Kickstarter, and the level you support, you will receive one copy of the book at cost. The normal printing cost will be roughly another $6 to $10 depending upon the quality level and the backers desires. (MSRP for these books will be $25 - $35, depending upon binding and print quality.) An additional shipping cost is also incurred at this point; shipping costs are typically ~$5 for US backers, and range from ~$5 to ~$12 for international backers, depending upon the availability of local printing facilities. (There are print facilities in the US, the UK, and other countries.)
Neither the printing cost nor the shipping cost is included in the amount pledged as part of this Kickstarter campaign, and you are responsible for paying DriveThruRPG directly. When the book is done, all backers who pledged for a physical copy of the book will get a coupon for the print-on-demand copy at-cost (i.e., you are only paying material and distribution costs, and we do not receive additional profits from your purchase), then you pay DriveThruRPG the cost of the book + shipping and they will print (via Lightning Source) and ship to you directly. This allows us to dedicate 100% of backer money to the project, and we don't have to charge additional money upfront and increase the goal to cover the costs of printing and shipping. This project’s #1 goal is to finish the book.
Hi I'm Dan, I am very proud to be one of the Games designers and creator behind Galaxy Incorporated and Arcidia: Flesh & Bone. I’ve been an avid roleplayer and tabletop gamer for years, but I always found that I kept re-writing parts of the games systems I used to fit what I needed. That was when a friend said I should write my own game. So I did.
Hi, I'm Peter. I've been a game master for over a decade, creating original adventures in a wide range of RPGs for players to enjoy. Last year I wrote an adventure called Boiling Point for the Base Raiders RPG and creator behind Galaxy Incorporated that was successfully Kickstarted. It was published in both print and PDF this year.
Between us we have over 40 years of combined gaming experience and 3 Published Gaming products.
What We Are Asking For
The principal writing of Arcidia: Flesh & Bone is mostly complete and will be available to backers for review once the Kickstarter has successfully funded. That means we have done a lot of the heavy lifting already. We are still writing and creating content to provide a rich history and game setting. We have been writing and play-testing for over a year, running games at local (and a few not-so-local) game stores. We still need to write some of the background talents, spells and about the monsters and critters and the world itself, but the game mechanics are mostly complete and already in a very playable state.
We are still working on the artwork, some of which you can see throughout this Kickstarter. But we need more. Proper art is critical to setting the “look and feel” of any game setting. We have added some very talented artists including:
Bradley K. McDevitt (profile). We have already commissioned 15 pieces of new art from Bradley and are looking to get at least 15 more art pieces.
Eric Lofgen (profile). He is the artist we used for the cover Art for Galaxy Incorporated. Once again, he will be doing the cover art.
B Simon Smith. Simon did the Galaxy Map for Galaxy Incorporated. He will be working on maps, dungeons and other fun art.
We're lucky enough to have some top-tier talented artists willing to work with us, and we want to compensate them fairly for their outstanding work.
As things currently stand, we cannot afford to purchase enough artwork to bring this up to the quality that we think is necessary for an epic Sword and Sorcery fantasy setting of this caliber. The initial funding goal includes the costs for additional artwork, graphic design, editing, proofing, and assorted other miscellaneous fees.
Breakdown of Expenses: We are looking at around 200 copies. Here is the line item breakdown of cost per Book. This itemized list is as good as I can possibly make it. Here is the breakdown of cost used to higher the artist, editor and layout artist. Also, as volume goes up, the per-unit cost goes down.
Cost Per Book with all the color art is about: $16.25
Overview of Backer Rewards:
LOCKED ($2500): More Art
When we reach this goal, we'll increase the amount of art in the book. We will be shooting for a full color book at this level. We are hoping to be able to add additional artist or two at this level.
LOCKED ($4000): Bestiary / Monster Manual.
When we reach this goal, we’ll include a dedicated Monster Manual. This will be an additional book with additional printing and ship costs.
LOCKED (6000): Exclusive KS Adventure (PDF Only)
When we reach this goal, all backers at the PDF level or higher (The Blooded Adventure) will receive a Kickstarter exclusive adventure.
The Pilgrim will be a stand along campaign covering 3 townships and a Locus Lord and all its followers. Full NPC’s and Pre-Gen characters will be included. The map that is used as part of the art will be full detailed and playable as part of this goal.
LOCKED ($10,000): Full D&D 5ed Compatible Setting
When we reach this goal, we will do a full conversion to D&D 5ed. The Arcidia: Flesh & Bones world will be converted to a D&D 5ed world setting. This will be an additional book and additional printing and ship costs.
Risks and challenges
Our challenge lies in the ability to raise the funds needed to cover the initial costs of the project; specifically, the artists, editors, and layout designers.
Once funded, our risk is low as we have most of the core rules written. This Kickstarter is to fund the cost of making the game accessible to everyone. By hitting the lowest level of funding, we can secure an editor and black and white artwork. At higher goals, we can commission higher quality art from our artists.
With the principal writing on the Arcidia: Flesh & Bone mostly complete, a large amount of the risk has been eliminated. However, bonus goals added to this project as a result of stretch goals might delay delivery. We believe in full transparency and will do our best to communicate every progression and delay in development. We take our commitment to fulfill our stated goals on time and within our budget very seriously.Learn about accountability on Kickstarter
- (30 days)