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Slip! Repainted: A Colorful RPG Guide

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0% found this document useful (0 votes)
72 views52 pages

Slip! Repainted: A Colorful RPG Guide

Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

1

Writing, Game Design,


Layout, Interior Art,
Interior Art, Cover,
Game Design, 3D Art,
[Link] [Link]
This game is Illuminated by LUMEN, based on the LUMEN RPG
system designed by Spencer Campbell, Gila RPGs. This game is
in no way affiliated with Spencer Campbell or Gila RPGs.

Introduction & Lore


Çøñtëñts
Pg.2 Clay & Slips Pg.13

Sculpt Creation Pg.3 Prisms Pg.14

Outcome Points Pg.4 Colour Palettes Pg.15


Combat Pg.5 The Painted World Pg.24
Equipment Pg.7 Seasons &Weather Pg.35

Recovering Resources Pg.11 Cooking Pg.39

Status Effects Pg.12 Monsters Pg.43


Substrate & Etherings Pg.50
2
Ïñtrødüçtïøñ & Lørë
Slip! Repainted is a tabletop role-playing game set in a colourful and ridiculous world,
based around a somewhat mutated version of the 'Lumen' game system developed by Gila
RPGs. In Slip! Repainted, players control powerful Sculpts who battle, travel and cook their
way through the Painted World, spending Outcome Points to solve the issues they come
across whilst cooking and eating flavourful food that regains these resources.

It is a time beyond time: science and technology had long ago reached the point of magic,
and now have devolved into nonsense.

Sculpts. The Ether.


Sculpts are the inhabitants of the Painted World, The Ether was once made to be a simulated
humanoid beings that are comprised of the Clay, afterlife, a pool of glowing whiter-than-white
coming in a variety of Colour Palettes that argent that rests underneath the Painted World
determine their biome of origin as well as potent and leaks up through fissures in the 'Cube Plateau'
magic-like Prisms they can use. and 'Ether Springs' biomes.
In the past, consciences were loaded into the Ether
Clay. through a machine known as the Substrate. The
The Clay is a forgotten technology, a symbiotic Ether has since decayed, the consciesnesses
memory-holding foam that has propegated across merged into horrific monsters known as
the land and now constitutes everything in the Holographic Alammgamms.
Painted World. Different colours hold different
memories, and those memories hold power: these The Substrate.
powers are known as Prisms. Vestibule to the Ether, the Substrate - a great
mechanical tree that holds up the glowing argent
Slips. pool of the Ether - is where deceased Scultps were
Slips are totems of merged Clay that, when uploaded into simulated existance. Now, with the
crafted, allow the Sculpts to use Prisms outside of Ether devolved, The Substrate acts to be a method
that of their own colour palette.
of reincarnation: Sculpts can ascend the metal tree
Prisms. to return to life, returning to the point of origin
Prisms are magic-like powers wielded by Sculpts appropriate to their colour palette.
and Slips, exhalations of reality sparked through Time passes whilst in the Substrate.
the recollection of the memory-holding Clay.
Prisms influence the world, cast terrible harm
upon foes and alter the very fabric of nature. Slyphs.
If there were ever a religion in the Painted World,
Etherings. it would be that of the Slyphs: ancient mystic-
Etherings are powerful expressions of mysticism warriors who freed the land from the rule of the
that go beyond the Prisms of the Clay, learned terrible Khanarchs. There were seven of them in
through spending years enrolled in mystic total, and it is said that they hide somewhere in
universities. They are of Argent, the colour whiter the world, trapped in a half-existance. An echo of
than white, and are fueled by the failed simulated what they once were. Their teachings form the
afterlife known as the Ether. basis of Psymarch and Preytell society.

Khanarchs.
Tyrannical rulers of the Painted World, long-dead.
Ancient societies known as the 'Particle-Breakers'
and 'Pyramid-Builders' existed during the time of
their rule.
3

Sçülpt Çr ë å t ïø ñ
Use the following Process to create a Sculpt: Self is the stability of the Clay that comprises a
Sculpt. Should it drop too low they fall dormant,
1. Choose their Colour Palette. This is a single melting, and enter the Substrate.
Colour that determines what their Innate Prisms Self is lowered through attacks from enemies and
are and what Globs can heal their Self. traps.
2. Determine Self, Juice and Slick. These all Consuming a Clay globule restores [1] Self, at the cost of
begin at 1. Spend 12 points between these to an Outcome Point. All Self is regained when the body
increase them. The maximum score any of these and mind are properly rested.
can have is 10.
Juice is the lifeblood, a data-rich balm that flows
3. Determine Outcome Points. Every Sculpt has through the vacuoles of all Sculpts.
three Outcomes: Sugar, Sour and Spice. These all Juice is spent to activate Slips, which put powerful
start at 1. Spend 5 points between these to and reality-altering Prisms into effect.
increase them. No Outcome can have a score Juice is regained through absorbing Juice Pods and
higher than 4. through drinking Juice.

Slick is the speed and agility of a Sculpt.


4. Determine the Sculpt's Loadout. Pick from the Slick is the amount of Zones a Sculpt can move per
Basic Tool and Common Helm tables, or make
turn in combat.
your own of either.
Outcomes are spent to resolve Outcome
Checks, determining how the Sculpts interact with
and are influenced by risks and reward.
Outcomes are spent to resolve Outcome Checks
Outcome Points are also spent if Self is regained
through absorbing Globs.
Outcomes are restored through eating flavourful food.
Øütçømës
Sculpts use their Outcomes to influence decisions with
4

enhanced risk or reward. Outcomes are measured in points


and are spent when an Outcome Check is called into play.
Every Sculpt has the following three Outcomes:

SUGAR is used to influence Outcomes in a sense that


is immediately beneficial to the Sculpts. Outcome Checks
solved with Sugar result in direct assistance.

SOUR is used to influence Outcomes in a manner that


is immediately detrimental to any adversay the Sculpts
may be facing. In some circumstances, this may result in
an effect similar to Sugar Outcomes, though generally will
halt or prevent adversaries and their actions.

SPICE is used to influence Outcomes in a manner that


both assists the Sculpts and blocks adversaries. This
combines effects from the Sugar and Sour Outcomes,
though without the intensity of either.

üØ tçømë Çhëçks
Outcome Checks are called into play when a Sculpt attempts an action with a degree
of risk or reward. To resolve an Outcome Check, a Sculpt must spend [1] Outcome
Point. This Outcome is then put into effect.

If the Sculpt has no Outcome Points remaining, the Outcome results in a


consequence that directly and negatively impacts the Sculpt.

Ëxåmplë Øütçømë Çhëçks


Packunekyak wants to dig for an artefact in the Stagkafkat is trying to elude a trouppe of
Mountain of Rahdanshail. They have the appropriate vicious Crescent Cultists that are stalking her in the
gear for the task and have set up their dig site. As Server Substrate. As she is in a situation with risk,
they spend time digging, an Outcome Check is called an Outcome Check is called into play. Stagkafkat
into play. Packunekyak spends [1] Point of Sugar to spends [1] Point of Sour to resolve the check.
resolve the check.
Outcomes resovled with Sour are immediately
Outcomes resovled with Sugar are immediately detrimental to adversaries. Stagkafkat is able to
beneficial to the Sculpts. Packunekyak finds a rare push over a server to create a blockage between her
and valuable artefact. and the Cultists.
Çømbåt
5

Rounds and Turns.


Combat encounters are played in Rounds. During a Round, every Sculpt and Enemy has Turn.
During their Turn combattants can move across the arena, attack with Tools, cast Prisms and
use a variety of Items including Consumables.

Turn Order.
All Sculpts have their Turns before the enemies. The Sculpts decide the order in which they
act. After every Sculpt has acted, the Enemy Turn begins. After the Enemy Turn the Round
resets and the Sculpts may act again.

Movement and Zones.


Arenas used in combat encounters are measured in Zones. A Zone is an abstract form of
measurement: two beings a Zone apart can touch one another with the tips of their fingers.

Tools and Prisms have specific Zones that they can effect targets within. A melee Tool, for
example, may only work on targets in the Same Zone as, or in a Zone adjacent to, the user.
Others may only work if there is a Zone in-between the user and target, or may have other,
more specific applications.

Harm, Self and Armour.


Harm is the direct physical damage dealt to a Sculpt or enemy during an attack. Harm is dealt
immediately and is subtracted from the target's Self. When Self reaches [0], the target is
defeated: enemies are killed and spawn Drops, and Sculpts melt and enter the Substrate.

Armour is extra Self that is gained at the start of combat. Armour is always lost before Self.
In combat, Armour cannot be regained once it is lost, though is restored at combat's end.

Sçülpt Türñs
Sculpt Turn Actions.
During their Turn a Sculpt can do two actions: an Attack OR Run and a Cast OR Item.
The Sculpt must choose between only one action between these two sets: if they Attack,
they cannot Run.
Two Actions:
Attack OR Run + Cast OR Item.
-Attack! Use a Tool to attack an enemy.
-Run! Pass through Zones up to 1D6 + Slick.
-Cast! Spend Juice to activate their Innate Prism or use a Slip.
-Item! Use a Consumable.
Enemy Activation.
Ëñëmÿ Türñs
After all Sculpts have had their Turn the enemies act. When an enemy
6

turn begins, enemies equal to the amount of fighting Sculpts are


activated.

When an enemy is activated, they can Move and Attack. Enemies can
Move Zones Equal to their Slick score and may have a number of
Attacks they can use.

Enemy Attacks.
If an activated enemy can attack during its turn, it will. Certain
attacks may target Sculpts in certain positions or states.

Enemies with multiple attacks available to them have their attacks


shown in a table. When such an enemy is activated, roll on the table to
determine which attack they use.
Powerful enemies may be able to attack multiple times per
activation.

Enemy Drops.
When an enemy is reduced to [0] Self, they are killed and spawn their
Drop. Typically this is Juice or Clay. Enemies killed by Combos may

Çømbøs
create different Drops.

Combo Tokens.
Throughout battle, Sculpts and enemies may set up powerful attacks through
coordination and careful execution. These attacks are known as Combos.

Combos are set up through the application of Combat Tokens. Combat Tokens are
primarily applied through repeated Tool attacks upon enemies. A combattant can
only have one Combo Token applied to them at a time. Combo Tokens do not stack.

Applying Combo Tokens.


When, during a Sculpt's turn, a target is attack twice in a row by a Tool, a Combo
Token is added to them. The use of some Prisms and Consumables also applies
Combo Tokens.

Using Combo Tokens.


When an enemy with a Combo Token is hit by an attack from a Tool or Prism, the
Tool or Prism's Combo Ability is put into effect and the Combo Token is removed.
Every Tool has its own unique Combo Ability, as does every Prism colour.

Enemy Combos.
Enemies can use Combos on Sculpts. However, during an enemy turn, the enemies
may either apply Combo Tokens or activate Combo Abilities. They cannot do both
during the same turn.
7
Tøøls
Tools are the primary weapons used by Sculpts. They are used in combat to attack enemies.

Tool attributes.
Tools have the following attributes:
-Attack. This is how the Tool attacks enemies, including the damage that is dealt to the enemy's
Self and the Zones that the Tool can target.
-Combo. A stronger ability that is activated when the Tool is used to attack an enemy with a
Combo Token. Activating this ability removes the Combo Token.

Slasher.
Båsïç Tøøls Cursed Blade.
-Attack. [1] Target, adjacent Zone. [2] Harm. -Attack. [1] Target, adjacent Zone. [2] Harm.
-Combo. [+3] Harm. Can wound Ghosts and other incorporial beings.
-Combo. Applies Flame to the target.
Stamper.
-Attack. [1] Target, adjacent Zone. [2] Harm. Fossil Blade.
[+1] Combo Token. -Attack. [1] Target, adjacent Zone. [1] Harm.
-Combo. [+1] Harm. -Combo. [+1] Harm / [+2] Harm to Armour.

Staff. Autogun.
-Attack. [2] Targets, 2-Zone range. [1] Harm. -Attack. [1] Target, 4-Zone range. [2] Harm.
[+1] Combo Token. Hits [2] Targets if used consecutively.
-Combo. Also hits [+2] additional adjacent -Combo. [+1] Harm per consecutive strike.
targets.
Kilned Mits.
Netgun. -Attack. [1] Target, adjacent Zone. [2] Harm.
-Attack. [2] Targets, adjacent Zone. [1] Harm. -Combo. Activate a Brass Prism.
-Combo. Targets cannot Move for [1] Round.
Scimitar.
-Attack. [1] Target, adjacent Zone. [1] Harm.
Rail-Launcher. [1] Harm to an adjacent target.
-Attack. [1] Target, 3-Zone range. [2] Harm.
-Combo. [+D3] affected targets or [+D3] Harm.
-Combo. Also hits [+1] additional adjacent
target.
Apparatus.
-Attack. [1] Target, adjacent Zone. [2] Harm.
Bowstring. -Combo. Harm of one of the target's attacks is
-Attack. [1] Target, 3-Zone range. [1] Harm.
reduced by [1].
-Combo. [+2] Targets.

Pestle & Mortar. Slyph Scanner.


-Attack. [1] Target, 1-Zone range. [1] Harm. -Attack. [1] Target, any Zone. [1] Harm. If
Place the Pestle in a Zone. Attacks made in this target is in the same zone: [2] Harm.
Zone get a [+2] Harm bonus. -Combo. Apply Shard to the target.
-Combo. [+1] Harm.
8
Çømmøñ Hëlms
Helms are the upper heads of a Sculpt and determine an attribute of their physical appearance. Helms
also determine a minor quality that the Sculpt has. Helms cannot be changed.

Horned. Scowling.
Once per activation, deal [1] Harm to a target in Increase Sour by [3].
the Sculpt's Zone.
Weeping.
Photoreceptive. Leaks a paint of the Sculpt's colour palette. Can
Covered in minescule photo-receptors. Cannot always change Slips and Clay Globules into the
be Blinded. colour palette of the Sculpt.

Patterned. Antennae.
Functions as a Slip for another colour. Has its Can always speak to allies, no matter the
own Prism. distance.

Opulent. Cowled.
All prices are reduced by the Sculpt's current Cultists will not be automatically hostile to the
Sugar Points. Sculpt. The Sculpt can understand their speech.

Argonaut. Argonaut.
Increase the value of all pieces of Armour by Increase the value of all pieces of Armour by [+1].
[+1].

Cervine. Braided.
The Sculpt moves silently. Damage to enemies in the same Zone gets a [+1]
bonus.
Skeletal.
A skull worn as a hat. Scares off adversaries of Heavily Armoured.
the same origin as the skull. Begin all combat encounters with [2] Armour.

Finned.
The Sculpt can always breathe underwater and
can swim great distances.
9
Å rm ø ü r
Armour is used to protect the body from injury. When a Sculpt wearing Armour enters combat, they
gain Armour points equal to the total Armour of their outfit.
Unless otherwise specified - or unless the Sculpt has more body parts than the norm - they can only
wear one Mask, Cuirass, Gauntlets and Leggings at a time.

Typical Breastplate. Typical Leggings.


Cuirass, [+2] Armour. Leggings, [+2] Armour.

Typical Gauntlets. Typical Mask.


Gauntlets, [+1] Armour. Mask, [+1] Armour.

Ëxåmplë Årmøür
Strange pieces of Armour may be found as treasure
or as rare artefacts across the Painted World.

Crown of Jewels. Totem Mask.


Mask, [+1] Armour. [+1] Sugar. Mask, [+2] Armour. The user, when Armoured,
can turn into a statue to gain invulnerability, at
Liquimetal Breastplate. the cost of being wholly immobile.
Cuirass, [+2] Armour. Spend [1] Outcome point
to regain [+1] Armour. Arachnea Frame.
Cuirass+Gauntlets, [+2] Armour. Add [2]
Holomath Projection. arms for the Sculpt to use.
Mask, Increase all Armour by [+1].
Psymari Veil.
Digitalisman. Mask, [+2] Armour. Allows the wearer to
Mask, Once per Combat, spend [1] Juice to activate a Melon Prism on a Combo.
create a hologram decoy that fools all enemies
within [2] Zones of it. Musculature Pads.
Gauntlets, [+1] Armour. Automatically pass
Exoskeleton Legs. Outcome Checks reliant on strength or might.
Leggings, [+1] Armour. [+2] Slick.
Ablative Legplates.
Sporadic Jets. Leggings, [+4] Armour. [-2] Slick. Cannot be
Leggings, When activated: roll [1D3+Slick]. worn if this reduces Slick to 0.
That is the Sculpt's Slick for the round.
Çøñsümåblës
Consumables are items that can be expended in combat encounters or whilst exploring the Painted
10
World that, when used, provide a direct benefit to the Sculpts. Such items are also commonly sold in
the shops found across outposts and cities.

Ëxåmplë Çøñsümåblës
Healing Incense. Hardlight Battery.
All Sculpts restore [3] Self. Spend [1] Juice to restore all Armour the Sculpt
has lost.
Confusion Horn.
Apply a Combo Token to all enemies within [2] Ghost Bomb.
Zones of the Sculpt. Deal [1] Harm and apply Ghouled to a target. If
used on a Ghouled target, the Sculpt immediately
Juice Pod. posesses them and can activate them. This
[+2] Juice. removes the Ghouled effect.

Fizzy Drink. Sharpness Venom.


[+1] Juice. [+1] Sugar. Empower the next Tool attack, dealing an
additional [+1D3] Harm.

Battery Acid.
[+1] Juice. [+1] Sour. Numbing Venom.
Empower the next Tool attack, making it so that
the target has an attack's damage reduced by [1].
Hot Sauce.
[+1] Juice. [+1] Spice.
Exposure Beacon.
Highlight enemy weaknesses, dealing the
Substrate Totem. Vulnerable status effect to any enemy within [1]
Instantly revive a Sculpt in the Substrate. Zone of the Sculpt.

Jellified Crystal. Flashbang.


Transform Armour into Jelly Armour.
Throw the bomb up to [2] Zones away. Deal [1]
Harm and Blind all enemies within [2] Zones of
Bonebomb. the bomb.
Deal [4] Harm to everything within [2] Zones of
the bomb, [2] Rounds after it is activated.
Shimmer Vial.
Drink to activate a random Ethering.
11
Rëçøvërïñg Rësøürçës
As the Sculpts explore the Painted World, coming across danger and peril as they do so, they will invariably
spend their key resources: Self, Juice and Outcomes. Recovering each of these involves caring for the body
and mind; the continuation of life between adventure and intrigue.

Recovering Juice Recovering Outcomes


Juice is recovered through absorbing refined ichor Outcome Points are recovered through eating
into the body. This substance, which is often known flavourful food. The substance of the food in
as 'Juice' itself, permeates the Painted World. question dictates the Outcome Point that is
recovered: sweet desserts recover Sugar, tart fruit
Singular points of Juice can be dropped by some and vegetables recover Sour and hot curries recover
enemies upon their defeat, though is primarily Spice.
regained through hydrating the body and absorbing
Juice Pods. Eating a meal aligning to a specific Outcome flavour
will recover any spent Outcome Points.
Juice Pods
Juice Pods can be found throughout the world, in Having a balanced dinner, including a drink of
environments such as cafes and orchards, as well as water, will recover all spent. Outcome Points and
growing in secluded groves within dungeons and Juice.
other areas of hazard.

Consuming a Juice Pod restores [2] Juice. If plucked Cleaning the Body
from their point of origin, Juice Pods remain stable Thoroughly Cleaning the body will remove any
for 24 hours before withering away. lingering status effects.

Recovering Self
Self is recovered through the rest and repair of the Preparing Meals
body. During the hardy desperation of deep When not adventuring, Sculpts can create the goods
adventure, this may be done by absorbing Clay that will help them remain healthy during
Globs into the body. Elsewise, Self is recovered exploration.
through good sleep and a proper rest of muscle and
mind. For more details on how Sculpts can prepare food
during downtime, or for packing a bag for
Absorbing Globs adventure, see Cooking ([Link])
Only Globs of the same colour as a Sculpt's Colour
Palette can be absorbed. For every [1] Glob
absorbed, the Sculpt regains [1] Self but loses [1]
Outcome Point. If no Outcome Points can be spent,
the Sculpt cannot regain Self.

Resting
If the body and mind are rested properly and
completely, without stress or danger for a
weekend's time, all lost Self is restored.
12
Ståtüs Ëffëçts
The following are the different status effects that Prisms, Tools and environments can apply to targets.

Asleep. Targets sleep, and cannot be activated Impale. The target takes [1] Harm whenever they
during their round until awoken through sound or move a Zone.
being dealt harm.
Jelly Armour. Whilst Jelly Armour remains on
Blind. Enemies afflicted by Blind cannot be an ally, all status effects are blocked from being
activated during the following Enemy Turn. applied ot them.

Enrapture. The target will only attack the Leaking. When hit by an attack, spawn [1] [+1]
casting Sculpt. Juice Drop. The effect then ends.

Flamed. Targets take [1] Harm the next time they Shard. Enemies afflicted by Shard, when struck
are activated. by an attack, will always take at least [1] Harm to
Self.
Frozen. The target cannot move if activated.
Harm shatters the ice, spawning a single [+1] Self Vibrating. Every time the target is activated,
Drop. moves or attacks, they are dealt [1] Harm.

Ghouled. Opens the target up for psychic attack Vulnerable. A Combo Token is applied every
and mind-control. time the target is hit.

Ichor-Soaked. Vampyrs can always smell the Dazzled. The Blindness status effect lasts for [2]
Ichor-Soaked and will attack them with ravenous rounds whilst Dazzled. Removed through resting
ferocity. Vampyr attacks deal an additional [+1] the eyes.
Harm to Ichor-Soaked targets.
Removed through bathing, or otherwise when the Slimed. If no Movement is made by the end of an
body is cleaned. activation, the Sculpt gains [+1] Armour. Removed
when the body is cleaned.
Çlåÿ & Slïps
13

Clay Globules.
Clay is the covering of all, the skin of reality. Clay is measured in
globules. One globule is enough to fill someone's hands, perhaps the
size of a balled fist.

Sculpts primarily gain Clay globules through defeating enemies. Most


enemies are covered in the clay and will drop a globule of Clay
appropriate to their colour when defeated. For example, Ruby
enemies drop Ruby-coloured Clay.

Uses of the Clay.


Clay globules have a number of uses. Potential uses for Clay globules
include the following:
-Commerce. Some regions of the Painted World may use Clay
Globules as currency. Specific colours may be worth more than
others.
-Healing. A Clay globule, if absorbed by a Sculpt, restores [1] Self.
-Slip-making. Merging two Clay globules together is the primary
method of creating a Slip.

Slïps
Slips are the totems of altered Clay that allow Sculpts to harness Prisms
beyond that of the one innate to their flesh.

Creating a Slip.
Slips are created through the merging of [2] Clay globules. This
functionally destroys the Clay in question, making them useless as
currency or for healing.

Slips are of a specific colour. To determine what Clay globules must


be merged to create a Slip of a specific colour, consult the Clay
Colour Wheel. Merging Clay globules outside of the combinations in
this wheel results in useless mud.
For example, merging a globule of Ruby and Kumquat Clay results in a
Brass Slip.

Using Slips.
When a Sculpt uses the 'Cast!' Action in combat, they may brandish a
Slip and spend [1] Juice to activate its Prism.

Every Slip is connected to [1] Prism. Initially the nature of this Prism
is unknown to the Sculpt. Upon a Slip's first use in combat, a Prism is
rolled on the Prism colour table appropriate to the Slip's colour.
After this has been rolled, the Slip will always use this Prism.
Prïsms
Sculpts have access to Prisms, powerful abilities of magic that are Cast into being.
Sculpts always have access to three Prisms, which are their Innate Prisms. This is
14

determined at character creation.

Other Prisms can be used through the creation and brandishing of Slips.

Innate Prisms.
Every Sculpt has [3] Innate Prisms. These are the Prisms of their Colour Palette.
Innate Prisms cannot be changed.

Using Prisms in Combat.


To use a Prism in combat, a Sculpt must choose the 'Cast!' action and must spend [1]
Juice. The Sculpt can then choose one of their available Prisms to cast. Sculpts are
always able to cast their Innate Prisms, as well as the Prisms tied to any Slips they
are carrying. The chosen Prism is then immediately put into effect.

Using Prisms out of Combat.


To use a Prism a Sculpt has access to out of combat, the Sculpt must spend [1] Juice.

Restoring Juice.
Juice is restored through using Juice-restoring Consumables and absorbing Juice
Pods. Juice Pods can be found across the Painted World and restore [2] Juice.

Çlåÿ Çølø ür
Whëël
15

Çøløür Pålëttës
16
16
Rübÿ
Warlord Ux-Qiannaral fed upon the blood of felled enemies, his own marrow a concoction of festering microbots and
vampiric enzymes. When his heart was bled out upon the Fragment of An-Shelle, the burgeoning Clay supped upon his
refuse. That ichor left an imprint upon the Ruby colouration.

Bloodboil.
A target in melee range has their blood boil into vapour,
dealing [2] Harm. The target immediately drops [1] Juice
drop.

Sanguine Slip.
Consume all Juice drops. Enemies equal to Juice drops
consumed begin Leaking.

Wretched Leech.
Consume all Juice drops. Either split damage equal to the
drops consumed across one or more targets, or heal that
much Self across one or more allies.

Combo. Apply the Leaking effect to [1] target.

Bråss
Those of the Brass Clays are drawn from the Flame Pits, a sphere beyond the Painted World, Clay-covered and molten,
connected through a single teleportation terminal in the Great Forge. Brass Clays, then, are molten in nature, forged and
flaming .

Reforging.
The using Sculpt or an ally of their choice gains [+1] Armour.

Molten Armour.
Sacrifice [-1] Armour and hurl a molten droplet at [1] target
within [1] Zone, dealing [4] Harm.

Metalworking.
Sacrifice [-1] Armour a to empower a Tool. The user of this
Tool gains another attack on the following round that has a
[+2] Harm bonus.

Combo. If the target has any Armour, they lose [-1] and
the Sculpt gains [+1] Armour.
17
17
Kümqüåt
A colour of molecular reconfiguration, assosciated with the mighty lasers of ancient Particle-Breakers and the technology
that was used by them to reshape the world with radiation and nucleus. A fragment of that past lingers in the Kumquat
Clays.

Neutrino Dragon.
Target [1] enemy within [1] Zone and conjure forth a
flickering draconic image in particle-fire. Deals [2] Harm +
Blind.

Molecular Reshuffle.
Target a visible Zone and dazzle it with a novae of boson
particles. Deal [1] Harm + Blind to all enemies within.

Halved-Life.
Target [1-3] enemies in a [1-3] Zone range and shoot beams of
gluon-breaking energy. Each of these beams hit a target of the
Sculpt's choice and deal [1] Harm + Blind OR [+1] Combo
Token.

Combo. Instances of Blind are removed. For every


Blind removed, deal [1] Harm.

Ümbër
Sand and earth flow between the hands of many who sift through the past, such fragmented detritus desecrated without
the presense of the life-granting Clay, missing the symbiosis that smothers all. Such substances are remembered in the
Umber Clays.

Outer Erosion.
Select [1] visible enemy and shred their Clay with a whirlwind
of desecrated particulates. Deal [2] Harm and removes all
Armour from their body.

Antique Detritus.
Summon an urn of ancient masonry from the ether. This adds
[+1] Armour if used as a shield, or can be launched at an
enemy within [2] Zones to deal Shard to them.

Forlorn Fragments.
Summon [3] shards of antiquity. Launch these into enemies up
to [3] Zones away to apply Shard to them. Alternatively,
remove all Shards to deal [1] Harm to any enemy per Shard
removed.

Combo. The Sculpt gains [+2] Armour.


18
18
Åmbër
The Amber Clay remembers a world unseen, one that cannot quite be reached through typical means: a heavenly world,
a decaying simulation. An afterlife, designed as a nirvana for simulated conciences but left to rot with time. The holy
light of that world is the glow of the amber, burning in its radience.

Solar Flare.
The Sculpt begins to glow brightly, illuminating the area and
Blinding any enemies within [2] Zones. Ally Sculpts within
this light restore [1] Self.

Scorched.
The Sculpt emits heat, either dealing [1] Harm to up to [3]
targets within [1] Zone or launching a searing beam that
deals [3] damage to [1] target up to [2] Zones away.

Truest Nectar.
Shining the light of a simulated heaven, the Sculpt restores
[3] Self to itself or an ally. This ally can then choose to either
gain [+1] Armour or deal [1] Harm to an enemy at any range.

Combo. The taget is afflicted with Blind for [1] Round.

Lëmøñ
The citrus odour lingers in the Lemon clays, potent and calming with amnesiac properites. What memory is held in this
colour is unknown, lost to the annals of history and forgotten by those who experienced it; though they cannot harm,
their ability to forget is potent and hazardous in its own right.

Hypnos Aura.
Set non-elite targets equal to current Sugar Asleep. Loud
noises and being hurt will wake them up. Those Asleep wake
naturally in a few minutes.

Dream Beam.
Deal [1] Harm to any target and cause a single non-elite enemy
adjacent to them to fall Asleep. Harm is increased to [2] if the
the target is Asleep.

Sweetsaying.
Select a visible Zone. All allies within restore Self equal to
current Sugar.

Combo. Remove a Combo Token from [1] ally.


19
19
Mëløñ
Students of the Hall of Psymari, the mystic temple of Melon-tinted clay, learn how to draw upon the Ether in a manner
quite unlike any other: to generate hard light from thought alone, supped from the knowlege of mystic-philosophers.
Psychic Flotsam.
Summon [1D6] Cubes. They float like a halo.
Cubes can be spent to strike an enemy within [2-4] Zones,
dealing [1] Harm each.

Mesh-Orb.
Spend [1D6] Cubes to form a protective mesh that covers [1]
Zone. The mesh acts as an orb that traps anything within it,
and has Self equal to [2*] Cubes spent. If reduced to [0] Self, it
is destroyed.

Hardlight Pike.
Spend [1D6] Cubes and create equal Pikes. Pikes can deal
Harm as Cubes can and additionally Impale enemies / 1
Round.

Combo. Summon [+1D3] Cubes or Pikes.

Çåçtüs
Spikes linger, coiling and thrashing, atop the Clay of the Hunting Plants. They spread outwards across the Spike Forest,
smothering and impaling all that came before them as a vengeful plague of bloodlust. That slaughter remains felt in the
Cactus Clay.

Entangled Vines.
Tangling vines constrict a target within [2] Zones, Impaling
them. Vines have [2] Self. Destroying them instantly deals [3]
Harm to the target.

Spike-Strip.
Turn Zones equal to Sour into fields of spikes. Any enemy that
passes through these is dealt [2] Harm and is Impaled.

Serrated Spines.
Apply Impale to a target. If the target already has Impale,
remove the effect and deal [2] Harm.

Combo. Activate Serrated Spines at no Juice cost.


20
20
Lïmë
Ghouled beings skulk in the gloaming mists of Lime-controlled territory, controlled from afar by unseen advisors. The
Lime clay allows such possession, summoning cosmic rays that bring with them seeds of the caster's mind; openings that
can be exploited to implant their will into a vessel not of their own.

Gnarp Projectiles.
Select [1] target in a visible Zone. They are dealt [2] Harm
and instantly Ghouled.

Lifesap.
Select [1] target in a visible Zone. They are dealt [1] Harm
and instantly Ghouled. The Sculpt or an ally restores [+1]
Self.

Ghouled.
Select a Ghouled target. They are insantly put under the
command of the user and are activates as per a Sculpt or
enemy turn.

Combo. Activate the Ghouled ability at no Juice cost .

Tëål
The Teal colouration flickers in light, split between multiple frequencies as it shimmers between inconstance: a remnant
of ancient splicing cast between the dimensions. Those of Teal Clay absorb such difference, and use it to warp themselves
across space, summoning portals of flickering indifference.

Displacement Beam.
Shoot a beam of teal energy to a visible target. This beam deals
[2] Harm and causes the user and target to swap places,
teleporting instantly.

Ambush Strike.
Teleport next to a visible target and make an immediate Tool
attack.

Portal Manifestation.
Create a Portal in the currently occupied Zone. All Portals
link to all other Portals, and can be used by Sculpts to traverse
distance instantly.
Alternatively, destroy a Portal, dealing [3] Harm to all enemies
within [1] Zone.

Combo. Create a Portal to any Zone in the arena.


21
21
Mïñt
Sharpness and bitterness is held in the Mint Clays, grown from biting winds that howl across the highest reaches of the
splintered mountain, the patterns of fragmenting rhinestone painted atop the frosted remnants of its passage.

Freezing Ray.
Launch two icy rays to visible targets that deal [1] Harm and
Freeze.

Ice Wall.
Summon awall of ice that extends through up 3 Zones, or that
connects between [2] Frozen targets. This wall cannot be
passed through and every Zone of it has [1] Self. I freduced to
[0] Self, the wall is destroyed. Targets that are in the path of
the wall, if they have already been Harmed this round, are
Frozen.

Shatter.
Deal [1] Harm to all targets with the Freeze effect. Destroy
any active Ice Wall to deal [1] Harm to any adjacent target.

Combo. Apply Freeze / [1] Round to a visible target.

Çÿåñ
Sky-touched clay held back by the great net of light that sequesters. Sky-touched clay that explored ever edifice of the
upper reefs and great cloud-corals. Cyan clay, explorers, blinded by the light that surges through them, seeking to escape
just as they seek to discover.

Flare Shot.
Select a visible target. They gain a Combo Token. The Sculpt
gains the Blinded Condition.
If used in a Combo, do not remove the Combo Token on the
target and instead give another new target a Combo Token.

Light-beam Overcharge.
Deal [4] Harm to a single target up to [3] Zones away. The
Sculpt gains the Blinded Condition.

Scatterblast.
Deal [1] Harm to every target within [1] Zone of the Sculpt.
The Sculpt gains the Blinded Condition.

Combo. The Sculpt is not Blinded.


22
22
22
Åzürë
Of ocean and aquarius, the Azure clay lives for the water. Commanding their psuedo-oceanic matter in great floods of
might, the forms of these clays remember a time in the far past in which the ocean ruled the land.

Cerulean Beams.
Shoot an azure laser either targeting an adjacent Zone and
Flooding it, deal [1] Harm to a single target or dealing [2] Harm
to a target [2] Zones away and Flooding the Zone the beam
moved through.

Tri-Pisces.
Summon up to three holographic fishtails that each fan a
different Zone. This deals [1] Harm to a single target within the
fanned Zone and moves any present Flood into an adjacent
Zone.

Aquatic Rumbles.
Move every Flood into an adjacent Zone, dealing [2] Harm to
any target struck by the moved Flood.

Combo. Instantly Flood a new Zone or move an


already existing Flood.

Çøbålt
The Jelly Tropics are a subsidiary of the Clay, a gelatinous mixture of typical memoryform matter that protects in
symbiosis. The Cobalt Clays are masters of that Jelly, commanding it to protect others and strip illness from flesh.

Melting Purity.
Deal [1] Harm to a single target within [2] Zones of the Sculpt
and apply [+1] Armour to an Ally.

Jelly Armour.
Turn all Armour an ally has into Jelly Armour. This adds [+2]
Armour and removes all status effects.

Slippery Slush.
Melt into jelly and pass through Zones equal to Slick. Enemies
inhabiting Zones within this path take [1] Harm. Allies
inhabiting Zones within this path gain [+2] Armour.

Combo. Any ally gains [+1] Armour or has [1] Armour


replaced with Jelly Armour.
23
23
Vïølët
Shards of attunement splinter through the memory of the Violet Clay, of weapons held in hand across battles aplenty,
dancing between enemies in a theatre of violence.

Foresight.
Apply a Combo Token to targets equal to Sour.

Blade Dance.
Make an additional Tool attack against any target and, if
possible, teleport into the same Zone as any enemy with a
Combo Token.

Slingshot Strike.
Throw an equipped Tool to a target within [3] Zones. This
deals damage as per attack. Either teleport into the target's
Zone or have the Tool returned to the Sculpt's hands.

Combo. Make an additional Tool attack.

Mågëñtå
An undulating clay of wonderous pink that was cast upon the ancient jelly-tropics in a thousand dancing motions.
Melodic memories are held withstandinf in the Magenta Clay, that which moves rhythmic and hypnotic in its motions,
and those are cast into song.

Rhythmic Jiggles.
Hypontising wiggles apply Enrapture a target in an adjacent
Zone. If a none-elite target is Asleep or Blinded: pacify them
and remove them from combat.

Hollowing Sound.
A hollowing, harrowing sound is screamed towards a target
within [3] Zones, applying Vulnerable.

Punishing Vibrato.
A sound of deep timbre rings out. All targets afflicted with
Enrapture or Vulnerable have those effects removed and
have Vibrating applied.

Combo. A single target is afflicted with Enraptured.


24

Thë Påïñtëd Wørld


25
9.

8.

7.
10.
12.
11.

6.

5.
26
1. Veniya Cava

14. 2. Rusk
3. Rotnkin
4. Sanesht
5. Preytell
6. The Mystics
7. Psymarch
8. Timid Agave
9. Garduntras
10. Tierar
11. Craves
12. Lemmings Flat
13. 13. Aqar
14. Golshnous
15. Ccryvyk
16. Jubilant Chorus

15.

16.

3.
1.
2.

4.

Thë Påïñtëd Wørld


27 Venyia Cava Rusk
The Viscera Fields, The Singed Radius,
of Ruby Clay of Brass Clay
Ripples of unrefined Juice gush from the mounds The greatest metallurgists in the Painted World find
and valleys of the Venyia Cava, a morass of Ichor home and work in Rusk, a tectonically-hazardous
pumped through ancient biomechanical machinery region of colliding plates and bubbling magma;
and smothered in the gore-remembering Ruby Clay. where the failure of the Rontkin's Remnant caused a
The shattered shrine, the Fragment of An-Shelle, cascading conflagration that annhilited much of the
long-lost, formed the foundations for the castle- land and reduced it to flame; thermal excess now
kingdom of Ventirca Palisade; a society of gluttony used to power forges aplenty.
and feasting, fearful of the native Vmapyrs that
stalk amidst shadows. Wilderness - Singed Radius.
Of immense heat. Boiling, bubbling, hot underfoot,
Wilderness - Viscera Fields. with molten rock accosting the halls of civilisation.
Ichor-flooded clay ripples across Venyia Cava, Floes of igneous matter sway in the magma.
flowing in mounds of reddish offal that wax and
wayne as if in tide. The Fields are a swamp marred Outcome Consequence: Failed Outcome
and rooted by tree-like spines of black keratin, Checks sresult in Magma Floes travelling elsewhere
difficult to wade through and haunted by ichor- atop the lava, in addition to the typical
sucking Vampyrs. consequence.

Outcome Consequence: Failed Outcome Ember Rains: Every [1D6] days, fire rains
Checks result in the Sculpt having Ichor-Soaked down upon the land. This applies Flamed to all
applied to them, in addition to the typical combattants when a Combat Encounter begins. Does
consequence. not affect those wearing flame-resistant armour.

Ichor Slush: The Ichor - unrefined Juice Tectonic Movements: The ground is
pumped by the biomechanical Snag - waterlogs the always rumbling, shifting perpetually. Every
Fields. A Sculpt can, whilst travelling, spend [1] Location in Rusk is assosciated with a D6 die. Every
Sour to partake in the Ichor, regaining [1D3] Juice time an Ember Rain begins, these are rolled. Any
but gaining the Ichor-Soaked status effect if they dice that roll identical numbers shift together,
are not of the Ruby Colour Palette. causing an ocean of magma to cleft between them
until the next Ember Rain.

1. The Snag. Magma: Functionally impassible. Any none-


A thicket of razor sharp brambles the height of Brass Sculpt that touches it is instantly returned to
houses surrounding a great fluttering heart that the Substrate.
expels red Ichor from the aquifer beneath the fields. Floes of rock move atop the magma. They can be
Continuously creates biological refuse that merges used to cross locations.
into a functionally infintie quantity of Vampyrs. A
dangerous landmark, but one that keeps the land 1. City - Conflagra.
saturated with ichor and alive. Lakes of lava dot the Singed Radius, none of them as
large nor as potent as Conflagra, being host to the
2. City - Ventrica Palisade. primary industrial district of Rusk.
The largest settlement and primary ruling kingdom A large city, industrial district, and a variety of
of Venyia Cava, ruled by the mysterious Bloodline small forges can be found across the region.
Mensoourssa. A fair leader from the shadows, some
rumour to see her gaunt figure skulking around the 2. Obsidian Borders.
palace come nightfall. The most blasphemous claim These pillars, craggy and dark, protect the diaspora
her to be a Vampyr herslef; such claims are but of forges from the toxic air of Rontkin's Remnant.
hushed whispers amidst the broad populace. Standing in their shadow will ward away the
miasma and provide some protection to those who
Ventrica Palisade is a complete City with a full travel the polluted wastes.
roster of Shops and explorers for hire.
Rontkin Sanesht
28
28
The Pestilent Dust Bowl, of The Interred Desert, of
Kumquat Clay Umber Clay
A desolate desert filled with toxins and miasma, an Pyramid-Builders, once believed to have lived in
ancient shattered shell that spewed destructive and this desolate stretch of desert, constructed sky-
invisible matter across the surface of the Derelict reaching ziggurats to conceal their forbidden
Continent. Crafted by the long-lost Particle- technology and dangerous science; though now
Breakers, Rontkin was once a great energy station unstable in architecture, these artefacts are of great
that powered much of the Painted World. Old interest to explorers and researchers alike.
rivalries escalated power generation, as the grid of
Leemings Flat took over majoritary production. The Wilderness - Interred Desert.
machines were pushed too far: Rontkin ruptured, Largely desolate and empty, dotted by the shadows
fragmenting the young region of Rusk into volcanic of ruined structures looming and the camps of the
desolation and gushing toxicity into the basin. prospecting hopeful. Those ziggurats and crypts are
the most noteworthy aspect of the horizon, ever-
Wilderness - Pestillent Dust Bowl. present in their saturation.
Barren and scorching, the Pestillent Dust Bowl is a
region of sheer heat and toxicity, poor in resources Outcome Consequence: Failed Outcome
and inhabitance. Its desolation is rarely traversed Checks result in the following Delve having [2]
on-foot - perhaps the forgotten deserts hold hazard dice for the first 3 rolls, in addition to the
artefacts unseen, of the Particle-Breakers or other typical consequence.
ancient folk.
Pyramid Delves: For every Pyramid the
Outcome Consequence: Failed Outcome Sculpts explore, roll 2D6. One of these dice
Checks result in a piece of electronic or mechanical corresponds to the amount of Treasure they gain.
equipment breaking, in addition to the typical The other is representative of the danger. When two
consequence. sixes are rolled on the danger dice, the tomb
collapses and all treasure is destroyed.
Toxic Miasma: Every Day the Sculpts travel Sculpts can leave the Pyramid at any time.
in the Pestillent Dust Bowl without protective
respirators or other toxin-purging equipment, their Fossil Beds: The remnants of long-dead
maximum Self is reduced by [1], to a minimum of species litter the surrounding waters. Finding these
[1]. Cleaning the body recovers this loss. fossils plays out as a Pyramid Delve, though requires
a boat or submarine.
1. City - Rontkin's Remnant.
This smouldering shell, an echo of the long-passed 1. City - Sanesht.
travesties of the Particle-Breakers, is all that Built from the quarried stone of the pyramids, the
remains of the mythic energy centre that once was city of Sanesht began, perhaps, in construction as a
Rontkin. Ancient toxins now form the basis of a new home for the mythic Pyramid-Makers. It has since
energy network, one that acts to be the foundation became a home for the archeotechs and explorers of
of a wonderous city of Kumquat Clay. Though some the pyramid-tombs, more akin to a commune than
toxic detritus still lingers in the air, the people of city, with a strong sense of community and lax
this city are warm to those who enter, leering only leadership.
to their ancient enemies of Cyan Clay. Delves into the Pyramids can be arranged here.

2. The Pyramids.
In the far past, the mythic Pyramid-Makers created
these hewn constructs of tremendous scale and hid
ancient technology and other detritus within. There
are more Pyramids than can be counted, both big
and small, and all contain their own treasures.
Delves can be made to explore these forlorn crypts.
29 Preytell The Mystics
The Ether Springs, The Citrine Pillowtop,
of Amber Clay of Lemon Clay
Pier cities dot the eternal canyon of Preytell, a The Pillowtop, a unique formation of numbing
golden crag nourished by the pale Shimmer that clouds atop the calm southern ocean, sits north of
flows from the ever-surging Ether Springs. Echoes the Preytell Ether Springs. With the ability to
of the Slyphs haunt this region, preached by the influence the emotions of those who inhale them, a
Amber Mystic-Philosophers that inhabit the springs, society of skydwellers painted by the citrus clouds;
and search for their forlorn remains. Sculpts of Lemon composition who spread the mist
across the land, a near-religious effort to unite all in
Wilderness - Ether Springs. glee.
Mesas situated across canyons, the pale resevoirs of
Shimmer flooding outwards into cascading Wilderness - Citrine Pillowtop.
waterfalls atop glowing rivers. The Ether flows The Mystics are defined by their clouds, citrus
purest here, pumped from the wellspring beneath conglomerations of dense and fluffy air that sit atop
Prysmarch by conveluted forces, trailing between the calm ocean, amnesiac and dulling to those who
the golden mountains. are exposed to their mists.

Outcome Consequence: Failed Outcome Outcome Consequence: Failed Outcome


Checks result in the Sculpts growing Dazzled, in Checks result in the Sculpts spending a day lost in
addition to the typical consequence. the mist, in addition to the typical consequence.

Shimmer Cascades: The Shimmer floods Pillowtop Alteration: Those exposed to


from the caverns upon every mesa in Preytell, and the joyous clouds of the Pillowtop for an amount of
are used to rinse the body and partake in Etherings. days longer than their max Self become of the
A Sculpt who drinks the Shimmer has their Lemon Colour Palette. This remains until they have
maximum Juice reduced by [3] but gains access to left the Mystics.
[1] Ethering. This lasts until the body is cleaned,
and can only be done once at a time. 1. Muloo Wheels.
Eastward, sinking into the Pillowtop, are great
Slyph-Followers: The majority of the wheels that spin in constant motion, churning up
populace follow the teachings of the Slyphs, and will the cloud into mobile activity and distributing it
sponsor and follow attempts to discover their across the canyon whilst also providing a slow
remnants. transportation across the mountains. Used as
transportation instead of airship or float. Outposts
1. Holian's Oasis. built to function as hot-air balloons hover amidst
An area of verdancy in the soft gold of the Springs, the wheels.
one of the few of its kind. The fluid here is clear, not
of the Etheriel Shimmer, and cleans the body if 2. Crescentend Mountain.
bathed in. A common landmark used for rest and The largest of all the mountains and a major
relaxation. landmark in the region, Crescentend's peak serves
to be the largest airship launching platform in the
2. Wellspring Cascade. entirety of the Mystics, tall enough such that - even
The largest waterfall of Shimmer, a glowing torrent by merely gliding - a vessel launched from its tip
of fluid that fuels lakes and rivers of the Preytell can travel anywhere in the region.
lowlands. Embedded in the side of the Wellspring
mountain are tunnels that extend beneath Preytell, 3. City - Outto.
some flooded with Shimmer, others echoing and Atop the most western of mountains, Outto is the
fabled to house one of the seven Slyphs of old. largest and most diverse city in the Mystics, famed
as a melting pot for Sculpts of all varieties and as
3. City - Pallidan. the most exquisite place for the most extravagant
A mystic city overseen by followers of the Slyphs food.
and Mystic-Philosophers that practice Slyphic
Etherings.
Psymarch Timid Agave
30
30
The Cube Plateau, The Spike Forest,
of Melon Clay of Cactus Clay
Lying in the centre of the Verdant Continent atop a Often it is the most beautiful of the roses that have
wellspring of Ether-born majesty, the flathead of the sharpest of thorns, and such does Sage Saguaro,
Psymarch is a realm of foliage unlike that of a forest greatest of the verdant cities, rest in amidst the land
or jungle: it is a plateau of perpetual moss, soft and of forests and spikes: Timid Agave. The mid-western
springy underfoot and completely level in segment of the Verdant Continent, bordering ocean
distribution. Once the site of ancient pilgrimages, to the west and south, remains a hotbed for
the land is populated by hovering cubes and other education and enlightenment even as the Hunting
structures summoned from the holy light itself: a Plants snake towards the sounds of commerce.
geometric land of mysticism and curiosity.
Wilderness - Spike Forest.
Wilderness - Cube Plateau. Beyond the halls of cities are great groves of
Great melon cubes emerge from the glowing Ether shrapnel, organic spikes of cellulose protruding
beneath the plateau, summoned by the enlightened from the bark of every tree and the leaves of every
mystic-philosophers of the Hall of Psymari. They are plant. Grass is as sharp as broken glass, every frond
holographic in nature, shimmering and bright a bristle fine enough to puncture any skin.
across the flathead.
Outcome Consequence: Failed Outcome
Outcome Consequence: Failed Outcome Checks result in the Sculpt being dealt [1] Harm, in
Checks summons [1D6+Sculpt no.] Holographic addition to the typical consequence.
Alammgamms, in addition to the typical
consequence. Thorns: When not walking on a pre-made path,
Armour-naked Sculpts take [1] Harm per day
Cubic Summoning: The use of Etherings in travelled. Sculpts with any Armour are protected
this region causes [1D6] Cubes to be instantly from the thorns.
created. These can be used in Melon Sculpts' Prisms.
1. City - Sage Saguaro.
Mystic Populace: Psymarch is primarily A metropolis atop the plateau, buildings of radiant
inhabited by Mystic-Philosophers and followers of architecture and solid stone. Functions as a
the Slyphs. Quests that include the examination of complete City with a complete roster of Shops and
Ether or the Slyphs will result in interest. Students Explorers native to Timid Agave for hire.
looking for work experience may even volunteer at
no cost. 2. University - Condor Slabs.
A hall of enlightenment situated in the middle of
1. University - Hall of Psymari. the region. Mystic-Philosophers native to Timid
Most tremendous of all the University Halls in the Agave can be found here and the premises can be
Painted World, Psymari - fabled to have been used to train Etherings.
formed from the teachings of the Goli - is the truest Also includes a Trinket Shop ran by an eccentric
teacher of all Ether matters. Mystic-Philosophers mystic.
can be trained here, as do many of the Melon
palette, who bend their innate ability to summon 3. Settlement - Tydes and Tynes.
from the Ether to power mighty Etherings. During the Scorching Months, everything can be
found here. During the Frigid Months, it's a calm
2. City - Golius Sage. place to rest.
Built around the ancient and central structure of
Psymari, Golius Sage is the Pateau's largest city, and 4. Speckled Rock.
home to the most concentrated population of Geysers emerge from this hollow butte, the primary
Melon-palette Sculpts. water source for the Timid Agave. Spending a day
bathing here restores all Juice and Self.
31 Garduntras Tierar
The Peridot Necropolis, The Containment Spheres,
of Lime Clay of Teal Clay
To the north of the Verdant Condinent gret pillars Sequestered in containment spheres, the south-
of lime-green crystal emerge from the ground, eastern segment of the Verdant Continent is one
mountainous edifices that set Ghouling afflictions commanded and overseen by Sculpts of the Teal
upon those who breathe in the noxious fumes they palette: a mechanical realm powered by Etherial
emanate. light, chanelled from the holographic prisms of
Psymarch. Every Terrarium is a sealed world unto
Wilderness - Peridot Necropolis. itself, locked from outside reality and accessible
A realm of green gemstones that emerge in pillars only through the manipulation of the portals of Teal
from atop the clay, argon mist bringing Ghouled science.
afflictions flow from the slow melting of these eons-
old monoliths. Often inhabited by Ghoulomancers, Wilderness - Containment Spheres.
this land is rugged and mountainous, the great A calm coastline of white sand sits populated by
crystals home to graveyard and antennae aplenty. great mechanical domes, metal-walled with a roof of
crystalline glass. Externally, there is no way within
Outcome Consequence: Failed Outcome these structures: within lies a network of portals
Checks result in the Sculpt being dealt the Ghouled that connect all spheres.
afflictin, in addition to the typical consequence.
Outcome Consequence: Failed Outcome
Argon Mist: Low-lying Argon Mist collects Checks result in becoming lost in the Sphere, losing
when the weather is still. Every [1D6] days, the mist sight of the Portal Pit, in addition to the typical
gathers, and anything not at higher elevation consequence.
becomes Ghouled. Lime Sculpts remain unaffected.
Portal Pits: When entering the Portal at the
Cosmic Antennae: Ghouled Sculpts that centre of a Containment Sphere, a Sculpt may
pass ancient antennae have a 1-in-3 chance of being choose any other Sphere to be instnatly transported
commanded by them, being subconsciously drawn to.
to the The True Necropolis.
Containment: None-Sculpt life seldom
1. The True Necropolis. enters the Spheres. No adverseries that may be
Biggest of all the forgotten tombs, carved into the following the Sculpts can enter - but neither can
mist-soaked facade of a great mountain, the True aynthing undersirable within leave.
Necropolis is a catacomb of death drenched in the
will of Ghoulomancers. The Ghouled beings there - 1. City - Sphere of Halls.
many of them cadavers from an age before the Most northern of the three Spheres, this terrarium
Substrate - work tirelessly and inexplicably to dig holds within it a mixture of city and jungle, where
deeper into the depths of the peridot crystal, the most successful of the Teal universities and
protecting their work with feverish violence. research outposts lie. A functional and robust City,
if one can enter it. Many of the Teal-palette
2. City - Boltbucket. inhabitants would be interested in leaving to see the
Built atop the skull of a half-buried war machine wider world.
form ages past, Boltbucket is a true city that lies at
the edge of the plateau. Its mechanical apparatus 2. Antropic Sphere.
purge Argon Mist from its internal halls. Jungles and tropics of verdant life, cleft from the
land, were planted into this sphere for use of study
3. Tar Rock. and recreation. Purging invasive species that
A calm fishing settlement nestled amidst the wormed into this Sphere, and accompanying others
towering cosmic antennae of the necropolis, built onto hunting trips, may provide rapport with the
atop a meteor from beyond the Painted World. folk of the Spheres.
The Lime palette Sculpts offer others the ability to
dispel the Argon Mists.
Craves Leemings Flat
32
32
The Ice Shards, The Sky-Mountain,
of Mint Clay of Cyan Clay
A region desolate, with inhabitance and danger Industrial seat of all, source of the Painted World's
comparable to that of Rontkin, Craves describes an power and light, Leemings Flat is, if such a thing
ecosystem entirely unheard of elsewhere in the were to exist, the capital of the Painted World. A
Painted World: one of ruling frost and biting ice, place of historic relevance, where the Tyrants used
industrialised with black bridges and small bubbles to reign, now a community for all. That wretched
of inhabitance. An unclaimed land. past was blown away with the advent of the
Retrogenesis Grid, but - what with the rivalry
Wilderness - Ice Shards. between them and Rontkin - some fear that the
Spires of ice, like colossal daggers emerging from a concept of a ruling elite may not be entirely dead.
frozen-over ocean, split impassible across the
Craves region. A Sculpt not travelling atop the Wilderness - Sky-Mountain.
bridges of metal and crystal risks freezing in the Tallest of all the spires in the Painted World, largest
rhinestone. of all the Mesas. The Sky-Mountain is the great
flathead that seperates the western and eastern
Outcome Consequence: Failed Outcome segments, a frigid landscape where the flickering
Checks result in the Sculpts getting ambushed atop lights of aurorae above illuminate the mesa beneath
the bridges, in addition to the typical consequence. in flickering cyan splendour.

Permafrost: Weather in the Shards is always Outcome Consequence: Failed Outcome


rolled on the Rawe Weather Table, regardless of the Checks result in the Sculpts falling ill on public
season. favour, in addition to the typical consequence.

Freezing Shards: The shards themselves are Metropolis: Largely industrialised and
deathly cold. A non-Mint Sculpt them directly inhabited, friends can always be found across the
applies the Frozen status effect. surface of Leemings Flat. Ancestral animosity
lingers between the Cyan and Kumquat clays,
1. Craves Disperal. however, and to those that are enemies of the Flat,
There are no major population centres in the there is always adversity to be found.
Craves, just a spattering of different and smaller
communes that are dispersed across the Shards. 1. City - Iasporia.
These are enclosed bubbles: some are universities, Largest of all cities and the industrial powerhouse of
others are shopping centres or regions where the the region. The republic, as well as a university and
ice of the Shards is chipped off to be sent elsewhere. shopping district, sits here. Explorers and Mystics of
They are safe, but travelling between them - atop all varieties live in the City, to be hired in
the metal bridges and surrounded by the rhinestone exploration of the world.
- is a danger.
2. Retrogenesis Grid.
Drawing power from the aurora-saturated fluid that
pools in the resevoirs of the Mountain, the
Retrogenesis Grid is a great dam, and power
provider for much of the Painted World. Its
spillways lead out into the ocean, sometimes used as
a shortcut for travellers.

3. Tyranny Raconteur.
An old edifice to times past, besmirching the Tyrant
Cresind who used to reign over the world with
terrifying rage. Though supposedly banished by the
ancient seers who's remnants became the Slyphs,
some fear this terrible lord to remain somewhere,
hidden in the world and commanding evil.
33 Aqar Golshnous
The Submerged Cage, The Jelly Tropics,
of Azure Clay of Cobalt Clay
Machined into a spherical container not unlike that Symbiotic jelly, a subsect of the memory-holding
of the Tierar terrariums, Aqar is a kingdom entirely Clay, covers the Jelly Tropics of Golshnous entirely,
oceanic constructed in the lukewarm waters protecting the flora from destruction. This has
between the Jelly Tropics and the Slime Mounds, a resulted in the region bearing a slushy ecosystem of
place seeded with new life that flourished in the drifting isles, the dense canopy overhead filtering
indigo waters, tended to by Azure Sculpts of aquatic cobalt-purple light down to the slimegrass and
adaptation. ferns. Those successful in this climate cling to the
treetops, from the city of the Great Bubbletree to
Wilderness - Submerged Cage. the snarling fauna skulking atop the canopy.
Completely flooded, completely submerged. Aqara is
a kingdom beneath the water, and those waters are Wilderness - Jelly Tropics.
tumultuous. Aqara is enclosed in a pen of sorts: a Dense and gelatinous, the Jelly Tropics are among
cage that nothing can swim out of, rich in fauna and the most untamed of all areas in the Painted World,
flora and tamed by the Sculpts of Axure Clay. jungles of jelly-smothered flora atop rolling hills of
slimegrass. Divided into a diaspora of isles and
Outcome Consequence: Failed Outcome rooted together by the hyphae of the Great
Checks result in the Sculpts being pulled elsewhere Bubbletree.
by the current, in addition to the typical
consequence. Outcome Consequence: Failed Outcome
Checks result in the Sculpts getting lost and moving
Underwater: The Submerged Cage is entirely to another isle, in addition to the typical
oceanic and underwater. Non-Azure Sculpts must consequence.
either wear breathing equipment or be enclosed in
some kind habitat or submersible to travel beyond Bubble Jungle: The tropics are divided into a
any settlements. multitude of indistinct isles. Climbing trees or using
bubbles to jump or float above the canopy will allow
Deeper Depths: The deeper one dives into Sculpts to ascertain their position. Unfortunately,
the sphere of Aqar, the darker the water gets. hazardous fauna native to the region enjoys
Particularly deep areas are host to dangerous flora lounging about in those leaf-strewn treetops.
and fauna, as well as uniquely exotic nightclubs and
markets selling aquatic treasures. 1. City - The Great Bubbletree.
Situated around the central Bubbletree, anchor of
1. City - Aqaria. the Tropics, is a bustling city as dense as the slime-
The only oceanic city in the Painted World, Aqaria covered foliage around it. This treeborn colony is
has streets both open to the water and enclosed in the only population centre in the Tropics, bearing a
land-dweller accessible habitats. Spas and large airship port that visitors and explorers alike
bathhouses, water drawn from the azure depths can dock at. From this vantage point, expeditions
around the city, are common across its districts, into the Tropics can be planned, the tree a landmark
with Slimesweepers from the Jubilant Chorus often that all across Golshnous can see.
highly-sought after for their skills in cleaning and
purification. Too can aquatic equipment be found in
no short supply, including boats and submerisables
for sale.
Ccryvyck Jubilant Chorus
34
34
The Tainted Bayou, The Slime Mounds,
of Violet Clay of Magenta Clay
Now a hedonistic landscape of pleasure and pain, A soft region of magenta slime and whistling trees,
the bayou of Ccryvyk - named after its ancient king the Jubilant Chorus is a society of woodwind song
- was once a landscape prowled by monstrous and slime-cleaners, the Slime Mounds their cities
terrors. The old war created a new society of and settlements inhabit difficult to traverse yet
bloodlust, and changed the land forever with its bearing protection from hostility, should they
disperal of acrid flesh. remain maintained.

Wilderness - Tainted Bayou. Wilderness - Slime Mounds.


Rotting matter cast from the bones of biomech and Across the Chorus sit Slime Mounds, edifices of
derelict monstrositied seeded this land with life jelly-like material of varying density and adhesion,
born from rot: though once this land was soft in some areas and tough in others. Rooted
indestinguishable from the Jubilant Chorus, in its amidst these Mounds are the mycelia of whistling
rotting it has taken on a purple colouration, an trees, coiling wild alongside the anthill-like tunnels
imprint of violence that the Violet Clay remembers. of small settlements and other outposts.

Outcome Consequence: Failed Outcome Outcome Consequence: Failed Outcome


Checks result in the Sculpt losing [1D3] maximum Checks result in the Sculpts sinking into a tunnelled
Juice, reeling from the odour of rot, in addition to Mound, in addition to the typical consequence.
the typical consequence. This remains until the
Sculpt is cleaned. Whistling Trees: Above ground, Whistling
Trees emit a loud rhyme known as the Flutesong,
Acrid Odour: Saturated in rotting flesh and which scares away undersirable creatures. After
locked in a cycle of humidity, the Bayou does not heavy weather the trees become clogged with gunk,
smell good. All monsters found in the Bayou have and must be cleared by a Slimesweeper before their
excellent smell and can track down any prey. warding effect resumes.
Similarly, Sculpts not of the Violet Colour palette There are no trees in the tunnelled Mounds.
cannot discern any scents whilst in the Bayou.
Slimesweepers: An integral role towards the
1. City - Langthorn. maintainance of the Slime Mounds and their singing
Artistic beauty flourishes in the swamp-rooted forests, Slimesweepers get a [-2] Glob discount on all
society, a place of ritual and expressionistic violence goods in Stiltcity and get free admission to the
that merges aspects of strong emotion into affection Northern Hotsprings. To maintain employment,
and community: serene and calm whilst stalwart in once a week a Slimesweeper must venture out into
expression, beautiful architecture and thoughftul the Slime Mounds to tend to their duties in cleaning
paintings dot the landscape of this peculiar, clogged Whistling Trees.
hedonistic city.
1. City - Stiltcity.
2. Preserved Detritus. Three settlements split across the Slime Mounds,
Colossal hostilities, biomechs and derelicts, once Stiltcity contains a wide roster of shops and
roamed the lands of the bayou; the ancient war that facilities useful to explorers. Those seeking
spurred the foundation of Langthorn's masochism employment across the Mounds may find it in the
having been a fight of survival against such city, alongside consistent housing for those of the
monstrosities. Dusty bones lie half-obscured in the slimesweeper profession.
bog, preserved, sitting around the raptorous sword
of old King Ccryvyck, who slew the beasts. 2. Norhtern Hotsprings.
Admission is granted to those of the Slimesweeper
profession, or who have otherwise helped Stiltcity.
Bathing in the Northern Hotsprings fully
replenishes Juice and Self, as well as granting the
Slimed status effect.
35

ø ñ s , W
Sëås ëstïvåls ëå t h ër &
F
36

Seasonal Change.
Thë Sëåsøñs
As Sculpts explore the Painted World, they will witness the season change. This alters how
they interact with the environment as well as how they spend their downtime between
adventures. Every season has unique weather patterns and different festivals take place
across the cycle of the year to commemorate the passage of time and to venerate life.

The Seasons.
The Painted World is host to six seasons, all lasting 30 days across a total annual cycle of 180
days. Though the biomes and lands of the Painted World are diverse, the seasons alter them in
a somewhat uniform manner: during the scorching months, the land heats up and during the
colder, more bitter months, snow falls and the skies darken. This is a constant across the land,
only to be altered through terraformers and weather machines long-forgotten. The seasons
reign over change, and the land bows to their will.

1. Tille 3. Bisque 5. Clayme


The season of thawing, from Rawe Hottest of the seasons, when the A dry season of cold temperatures,
to Luster. A wet and cold time that Bisquen festival takes place. one that creates resilience in
prepares the world for its most preperation for the coldest season.
fertile period. Host to the Great Harvest festival.

2. Luster 4. Sheen 6. Rawe


Midway between Tille and Bisque, Beyond the scorching heat of Coldest and most bitter of the
the most fertile time. The Slip & Bisque, when the land begins to seasons, home to the Rawbleat
Score festival occurs in this cool in autumnal rest. festival. The last season of the
season. annual cycle.
Wëåthër Ëvëñts
37
Weather can be activated in two circumstances: through Weather Checks made whilst
travelling, or through Pathos.

Weather Checks
Weather Checks are rolled throughout travel. Generally, their frequency is up to the
travellers: they could be rolled every day, every week or only when it feels appropriate.

When a Weather Check is made, roll 1D6. If the result is a 1 or 2 a Weather event occurs. Roll
on the Weather Table appropriate to the season to determine what the event is.

Pathos
Pathos reflects the mood of the travellers. Use this instead of Weather Checks for particularly
thematic travel. When Pathos is activated, the Weather is based on the mood of the travellers:
when they are happy, it is sunny. When they are sad, it rains.

Wëåthër Tåblë- Tïllë


1. Flash Flood. A rapid flood approahces. Any Sculpts in low-lying areas run the
risk of being swept out towards the nearest coast.
2. Downpour. The Sculpts get thoroughly drenched. Water-sensitive
equipment becomes ruined until dried. Largely harmless, if unpleasant.
3. Minor Storm. Lightning and high winds berate the land. Unpleasant and
frightening for those not attuned to lightning and electricity: most will stay inside.

Wëåthër Tåblë- Lüstër


1. Monsoon. Shuddering downpours batter the land, scowling across the land
with howling speed. Tidal swells present some risks to coastal settlements.
2. Tornado. Hot and cold winds swirl into a twisting vortex, which trails across
the land in a straight line. Any settlements within its path evacuate.
3. Flash Flood. A rapid flood approahces. Any Sculpts in low-lying areas run the
risk of being swept out towards the nearest coast.

Wëåthër Tåblë- Bïsqüë


1. Minor Storm. Lightning and high winds berate the land. Unpleasant and
frightening for those not attuned to lightning and electricity: most will stay inside.
2. Heatwave. Sun scorches the land. Sculpts must consume plenty of fluid and
stay in the shade or face heatstroke, being unable to travel if afflicted.
3. Drought. A lack of hydration causes the land to crust over, dessicated. The
next Weather Event is rolled on the Sheen table.
38
Wëåthër Tåblë- Shëëñ
[Link] Storm. Land dried through the excessive heat falls brittle, cast across
the land in great and encompassing winds. Visibility becomes low.
2. Heatwave. Sun scorches the land. Sculpts must consume plenty of fluid and
stay in the shade or face heatstroke, being unable to travel if afflicted.
3. Uneven Crust. Uneven drying creates unstable and brittle ground. Slow
travel must be held lest the explorers step upon a fault line and fall into chasms below.

Wëåthër Tåblë- Çlåÿmë


[Link] Storm. Land dried through the excessive heat falls brittle, cast across
the land in great and encompassing winds. Visibility becomes low.
2. Tornado. Hot and cold winds swirl into a twisting vortex, which trails across
the land in a straight line. Any settlements within its path evacuate.
3. Cold Front. The temperature plummets. Those not dressed appropriately
must find warmth or huddle close to others, facing travel inability travel otherwise.

Wëåthër Tåblë- Råwë


1. Snow Storm. A mixture of high winds, lightning and heavy snow make
travelling almost impossible. Non-Mint Sculpts travelling on foot may face injury.
2. Flash Freeze. Cold Weather brings frost that renders the ground slippery.
Finesse of movement is difficult atop the frostbitten land. Mint Sculpts fare better.
3. Snowed In. Heavy snowfall coats the land in a thick carpet of frost.
Movement is slowed through the thick snow. Mint Sculpts fare better.

Fëstïvåls øf thë Çÿçlë


Slip and Score (Luster).
The celebration of fertility, growth and ambition. A
Great Harvest (Sheen / Clayme).
Labour's benefits emerge at this time, when the
time for gift-giving, life-celebration and bouquet- ground is ripe with food to be stored for winter. A
making. A prominent time of the year for couples, calm period just before the frost. Brewing, candle
who often propose and celebrate the love they share making and blanket sewing are common throughout
with one another. this time.

Bisquen (Bisque). Rawebleat (Rawe).


At the solstice of heat. A celebration of prosperity, The end of the annual cycle marks the greatest
success and gratitude. Picnics, gardening, seasonal celebration of the year, often celebrated by a
markets and outdoor theatre and music are gorgeous meal with family, gift baskets, candy-
common during this time. making and hot chocolate.

Festivals last for one week, occuring in the final week of their respective seasons.
39
39
39

Fø ød
kï ñ g
øÇ ø
40
Çøøkïñg
Cooking involves the Sculpts, during downtime or when preparing for adventures, preparing
ingredients at workstations to create meals. Meals can be consumed to restore spent
Outcome points, the Outcome points that are restored being those that align with the
flavour of the meal consumed: Sugar for sweet desserts, Sour for foods bitter and tart and
Spice for hot meals.

Flavour
The amount of Flavour a meal has within it determines how many Outcome Points the meal
restores when eaten. Flavour is gained through ingredients; the higher the quality of
ingredient, the more Flavour it has.

When creating a meal, the Flavour of every individual ingredient is added together. This total
is the Flavour of the meal.

Ingredient Qualities
There are three qualities of ingredients: Poor, Medium and High. The quality of an
ingredient determines its Flavour.

Ingredient Qualities
Poor Quality: +1 Flavour
Medium Quality: +2 Flavour
High Quality: +3 Flavour

Creating Food: Recipes and Levels.


Meals are created by following a recipe at a Workstation. Most recipes are tied to a specific
workstation. These recipes can only be created at certain workstations. For example, the Pie
recipe can only be created at the oven workstation. Recipes may also have a level attached to
them. These recipes can only be crafted at a Workstation with a level equal to or greater than
the recipe's level. Using the example of the Pie, the Pie recipe has a level of 2. As such, only
ovens of level 2 or higher can be used to create the Pie recipe.

Workstations.
There are a variety of workstations that food can be created at. These may come pre-installed
in the home of a Sculpt, or may otherwise have to be bought and installed. Workstations have
a Level assigned to them. The higher this level is, the more recipes the Workstation will be
able to craft. Improving the Workstation's level is akin to improving its facilities, with it
gaining hardier equipment and the tools necessary for cooking increasingly more complex
meals.

Flavour Total.
When cooking a meal, count up the Flavour of every ingredient used. This gives the Flavour
total of the meal.

For every 2 points of Flavour a meal has, 1 Outcome Point


can be restored through its consumption. For example, a
meal with a total Flavour of 4 can restore 2 Outcome
Points.
41
Shops.
Gåthërïñg Føød
Most shops will generally sell basic ingredients such as flour, milk, eggs and roots, with
smaller shops selling food only that grows in the immediate area (often supplied by nearby
farms and orchards) and larger, more expensive establishments having the ability to sell
produce form further afield.

Farms.
Buying from farms is cheaper than buying from shops, but all produce they sell is of the same
Quality and they cannot stock food that grows outside their native region.

Foraging.
Foraging can only be done when the Sculpts are exploring a wilderness, and cannot be done in
the colder months of Rawe and Tille.
Once per day, when travelling a region, a group of Sculpts may choose to gain one food of
high quality. This must be a base produce item, such as a vegetable, fruit or meat, and must be

Mëål Flåvøürs
native to the area.

Meals can be of three flavours: Sugary, Sour and Spicy. This determines the Outcome points
that are regained through the meal's consumption.
If the Scultps are following a pre-established recipe, it may already come with a flavour
assosciated with it. Hot Wings, for instance, made with spicy sauce and meat, would be of the
Spicy flavour. A custard pudding, with a fluffy and sweet filling, would be of the Sugary
flavour.

Ingredient Flavours
Some ingredients may come with a pre-established flavour assosciated with them. Bitter
Roots are Sour. Maple Syrup is sweet. If the Sculpts are following their own recipe, look to the
flavour of the majority of the ingredients and use that to determine the meal's overall
flavour.

Neutral Flavours
Not all ingredients may have a flavour assosciated with them and may be counted as Neutral.
Though they contribute flavour points to the overall meal, they do not contribute to whether
the meal is coutned as being Sugary, Sour or Spicy.

Wørkståtïøñs
Workstations can be of three levels. Their minimum level is 1 and their maximum is 3.
Workstation improvements allow for more ingredients to be used when cooking meals.

Workstation Level 1: Maximum 2 Different Ingredients


Workstation Level 2: Maximum 5 Different Ingredients
Workstation Level 3: Maximum 7 Different Ingredients
Recipes with more ingredients than the Workstation level can accomidate cannot be created
at the Workstation.
Ëxåm plë Rëçïp ës 42
Use these recipes as examples when creating the Sculpts
create their own foods as they travel across the Painted
World and collect ingredients.
When making an ingredient for anot
her recipe (such as
flatbread being used to make the sand
wich), the quality of the
Baked Flatbread is used to add flavo

Øvëñ - Lëvël 1
ur to the Flatbread.

The quality of the Flatbread, which is used as an


Baked Flatbread (Neutral, Ingredient) ingredient in other recipes, is determined by the
[1] Flour, [1] Milk. majority quality of the ingredients used. If the
ingredients are poor, the Flatbread will be poor, and
have a score of only 1.

Øvëñ - Lëvël 2
Toasty Sandwich (Flavour determined by filling) The flavour of flavour-determined foods is
[1] Baked Flatbread, [1] Meat, [1] Plant. decided by the Flavour of the ingredients
used in its creation. If, for example, Bitter
Pie (Flavour determined by filling) Roots are used in the Coldcut, the meal will be
[2] Egg, [2] Flour, [2] Milk, [1] Meat/Plant/Fruit Filling spicy.

Wørktøp - Lëvël 1
Chunky Noodles (Neutral, Ingredient) Lime Yoghurt (Sour)
[4]Rice, [1] Plant. [1]Yoghurt, [1] Melon Lime

Pickled Veg (Sour) Fruit Salad (Sweet)


[2] Vinegar, [2] Sour Plant. [2] Pulpy Fruit, [1] Bayou Saltberry

Wørktøp - Lëvël 2
Crispy Nugget Sandwich (Spicy)
These example recipes uses specific ingredients: as
opposed to Plants, which are a stand-in for any fruit
or veg, it uses Pulpy Fruit, Melon Lime and Bayou
[1] Meat, [1] Baked Flatbread, [1] Pulpy Fruit, [1] Saltberries. Use these as examples for specific
Bayou Saltberry, [1] Yoghurt. plants that may grow in the Painted World, and
place their farms and growing locations where you
see fit.

Pøt - Lëvël 1
Meat Stock (Neutral, Ingredient) Sour Soup (Sour)
[1] Meat, [1] Sour Plant. [1] Sour Plant, [1] Melon Lime

Jam (Sweet, Ingredient) Alcoholic Spirit (Sour)


[1] Pulpy Fruit. [1] Sugar. [2] Intoxicating Agave, [2] Melon Lime
43
43

Mø ñ s t ë r s øf t h ë
Påïñtëd W ø r l d
44
44
Rëflëçtëd Mïrrørfåçë
Lasers coaxed into sentience through refraction
Self: [6] // Slick: [3]

across sophonce circuits, then encased to be the


pilots of a rotating metal shell. They are fabricated
endless in forbidden laboratories deep in the guts
of the Peridot Necropolis, listeners to the Cosmic
Antennae and arbiters of its unknowable will.

Laser Bolt: [1] Target, 4-Zone Range. [2]


Harm. Combo: [+1] Harm.

Cosmic Song: [2] Targets. Apply Combo


Token. Ghouled Targets become afraid of the
Relfected Mirrorface for [1] Turn and will not
move closer towards them.

Refraction Pyramid
The Reflected Mirrorface attack through shining
powerful lasers at adversaries, that result in
intense and narrow burns. Their refraction
pyramids allow for these lasers to be shot around
corners.
Refracting a laser through a pyramid increases its
Harm by [1].

Çësïüm Whålë Self: [28] // Slick: [5]

Metal fragments, melted, fused into a sculpture of


obliteration that flows as a toxic ocean atop the
polluted soil of Rontkin's Remnant. Particle-
Breaker technology, broken down and devolved,
its only yearn to spread the contaminated malaise
further afield.

Ichor Flood: Affects all Targets within 3


Zones. [2] Harm. Combo: Applies Blinded.

Smash: Affects all Targets in [1] Zone in a 2-


Zone Range. [3] Harm. Applies Vulnerable.

Toxic Leachate
Cesium Whales constantly leache radioactive
slime, leaving it behind them in a sticky, glowing
trail that smothers the Zones they pass through. A
Sculpt who wades through this slime either takes
[1] Harm or has a Combo Token applies to them.
45
Shårdlïñgs Self: [4] // Slick: [4]

Residents of crystalline caverns of unflitered


colour hidden beneath the world in rabbit-holes
and chasms, the shattered Shardlings relish in the
thievery of all manner of shiny things, taking
what they can before scattering light and fleeing
under optical invisibility.

Crystalline Chomp: [1] Target, adjacent


Zone. [2] Harm. Combo: [+1] Harm.

Pickpocket: [1] Target, adjacent Zone. [1]


Harm. The Sculpt must spend [1] Outcome Point
or else the Shardling steals [1] item they have on
them.

Light-Scatter Invisibility
After stealing an item, the Shardling will scatter
light around it, rendering it completely invisible
to any Sculpt that uses visible light to see. They
will then run to their burrow, wherever it is, and
hide their quarry there.

Våmpÿrë Self: [8] // Slick: [5]

Deep in the Viscera Fields, the Snag - an ancient


biomechanical pump created to flush ichor out
from beneath the Venyia Cava - churns in its
devolution. It splutters chunks of biological refuse
that coalesce into near-Sculpt beings: Vampyres,
their abhorrent biology seeking sustainance from
the Juice of Sculpts, lest their anatomy crumble.

Vein Whip: [1] Target, 2-Zone Range. [2]


Harm. Applies Leaking.

Bloodsuck: [Leaking targets only] [1] Target,


adjacent Zone. [3] Harm. Remove Leaking, the
Sculpt loses [3] Juice. At [0] Juice, the Sculpt loses
[3] Self.

Juice-Feasting
Vampyres can consume the Juice of Sculpts. Doing
so allows them to restore Self equal to Juice
consumed.
Vampyres are comfortable in close quarters: they
will flee from adversaries wielding ranged
weapons.
46
46
Çrÿptøgråphïç Slëëp Åñømålÿ
A being of nonexistance, the residue of ancient
Self: [N/A] // Slick: [N/A]

attempts to meddle with time and stasis, a lesion


of artificial dreams. A shadow on the wall, glowing
and multicoloured, that looms over those it
haunts, writhing in ecstasy as it feeds off their
nightmares.

Nightmare Incarnate
When a Sculpt targetted by an Anomaly sleeps,
instead of regaining Self, they are pulled into a
nightmare. This acts as its own area, inhabited by
vague recollections of enemies and people that
the Sculpt must fight through to recover Self and
wake up. Dying in a nightmare wakes the Sculpt
with a jolt, recovering no Self.

Nonexistance
The Anomaly exists in a hypothetical form. The
Anomaly cannot be wounded or banished through
physical means of weaponry. Perhaps a normality-
inducing weapon, or simply a belief in the
Anomaly's inability to do harm, could do the trick
in getting it off a Sculpt.

Khåñårçh Wår Ëlëphåñt


Immortal beasts summoned to protect antiquated
Self: [20] // Slick: [6]

kingdoms still guarding even as their ancient


Kharnarch masters lay banished from the Painted
World. They hunt their palaces and vaults,
guarding untold riches from intrusion and theft.
Blindly loyal, and of deceptive intelligence.

Trunk: Affects all Targets within [1] Zone in a


2-Zone Range. [3] Harm.

Trample: Any Sculpt inhabiting a Zone the


Elephant passes through must spend an Outcome
Point or take [4] Harm.

Immortality
If reduced to [0] Self, the Elephant will rapidly
crumble into a shimmering sand-like material.
Over the course of the next day, they will be
rebuilt in a fabrication chamber within the vault
of the Khanarch they were bound to, the
memories from their past incarnation downloaded
into the new vessel.
47
Løøpër Self: [8] // Slick: [3]

A somewhat aquatic form that nestles itself in the


undersea laboratories and reactors of the
Submerged Cage, feeding off the residue of
temporal paradoxes. Their diet imparts a unique
defense mechanism: the ability to trap adversaries
in looping time paradoxes.

Time Beam: [1] Target, 3-Zone Range. [1]


Harm. The Sculpt is sent backwards in time, their
position being reset to that which it was at the
end of their last turn.

Tentacle Rewind: [2] Targets, 3-Zone


Range. [2] Harm. The targets instantly swap
places.

Temporal Squid-Ink
When threatened, the Loopers can release a cloud
of temporal squid-ink. Sculpts caught in this ink
are trapped in a localised time loop that persists
until the Ink dissipates.
When cornered, the Looper will release this cloud
and flee.

Åçhrømåtïç Lïbrårïåñ
Forbidden knowlege is abound in the Painted
Self: [16] // Slick: [2]

World, written by the Kharnarchs and Slyphs,


tellings of the Ether and the Substrate and Ichor
beneath the world. Those truths must be hidden,
and in ancient libraries the librarians guard. They
hover about on their robotic treads, their memetic
light broadcasting that which they know and
scanning the minds of interlopers.

Treads: Any Sculpt inhabiting a Zone the


Librarian passes through takea [2] Harm.

Light: [1] Target, 2-Zone Range. The Sculpt


must spend an Outcome Point or be afflicted with
the Ghouled effect.

Brain Scan
Achromatic Librarians shine a magnolia-coloured
light from their bodies. Those who witness it have
their memories downloaded into the Librarians,
who then use these discoveries to create new
books detailing every aspect and secret of the
scanned life.
48
48
Høløgråphïç Ålåmmgåmm
The Ether was intended to be a simulated afterlife.
Self: [5] // Slick: [4]

In this regard it failed. Consciences were uploaded


into it, the Substrate their vestibule, and in that
existance they stagnated. The simulation failed:
the conscinces merged, now amalgamates
summoned through Etherings ran afoul.

Holographic Tendril: [1] Target, adjacent


Zone. [2] Harm. The Sculpt must spend Outcome
Points equal to the amount of times they have
been hit by the tendril or become afflicted with
the Vibrating effect.

Shining Reflection: The Alammgamm


activates a Prism that has been used this round.

Ether Banishment
Etherings do not work when in the immediate
vicinity of an Alammgamm. The Ethering instead
creates a violent flare that banishes the
Alammgamm back to the Ether and returns the
Sculpt to the Substrate.

Thïëvïñg Bïrds
Evolved from the avian pets of the shattered
Self: [4] // Slick: [6]

Mauve Khanarch, the Thieving Birds carried on


their scheming plans even after the deposition of
their ruler: the theft of weapons and armour, to be
coalesced into a great horde and sent elsewhere in
the world. Too do they steal the Shardlings,
leading some to speculate of a connection
between the two species of scallywag...

Peck: [1] Target, adjacent Zone. [1] Harm. If the


target is distracted or Blinded: pickpocket an
item.

Squabble: [1] Target, 2-Zone Range. The Bird


flies in the face of the target, Blinding them.

Weapon Theft
The Thieving Birds will always try to steal the
weapons of the Adversaries they combat, and will
then proceed to actually fight with them, instead
of using Peck. Thieving Birds cannot fly if they are
carrying something particularly heavy, such as a
longsword or cannon.
49
Kïlñïñg Mëtåmørphøsïs
As the Cryptographic Sleep Anomaly is a
Self: [6] // Slick: [4]

nightmare incarnate, the Kilning Metamorphosis


is a fear given flesh: a shapeshifting mass of
oneirographic matter that takes on the form of
those it haunts. A being that relishes in fear and
torment, such commotion its diet.

Tentacle Mouth: [1] Target, adjacent


Zone. [2] Harm. The Sculpt must spend an
Outcome Point or become Blinded with fear.

Mad Scrabble: [2] Targets, adjacent Zone.


[1] Harm. Pushes the targets into adjacent Zones.
Fear-Eating Shapeshift
If a Sculpt shows fear towards the Metamorphosis
it regains [1] Self.
Metamorphosies can transform into any Sculpt
they have harmed with near-perfect accuracy. In
dim light or when confused, the mimicry seems
exact.
The Metamorphosis will attempt to frighten
targets to feed, then will vanish into the darkness
and return to its lair.

Påïñtïñg Prïsm Self: [16] // Slick: [4]

Stone made animate, Ichor of three shimmering


tints coursing through its xylem, these guardians
of the Pyramid-Builders stand watch over the
Interred Desert. With their flickering visors of
cyan, magenta and yellow they shine their sight
upon intruding Sculpts, dimming the colour of
their clay and rendering their Prisms ineffective.
Fierce guards.

Bite: [1] Target, adjacent Zone. [4] Harm.

Flashing Colours: [Affects all targets


within [2] Zones]. Targets must spend an Outcome
Point or be Blinded. The Painting takes its vision
off any Sculpts it is watching.

Hue-Shift Vision
The Painting can focus its vision upon one Sculpt
every time it is activated. This Sculpt has their
colour palette filtered into dark shadow, making it
so that they cannot use Prisms whilst vision
remains focused upon them.
50
Dying.
Thë Sübstråtë
When a Sculpt is reduced to [0] Self they melt and - for all intents and purposes - die. Their
cosncience is returned to the Substrate, a mechanical device that once acted to be the vestibule
into a simulated afterlife known as the Ether. That afterlife has long decayed; now the Substrate
acts only as a method through which deceased Sculpts can return to the Painted World.

The Substrate.
When a Sculpt dies, they drop all items and equipment and enter the Substrate. It looks
something like the internal hollow of a giant tree, though is entirely mechanical. All currently
deceased Sculpts populate the Substrate. They are aetherial and shimmering, and can be spoken
to. It is not uncommon for Sculpts to make new friends and lovers in the Substrate.

To leave, Sculpts must ascend the internal hollow to the glowing peak of the Substrate. This takes
time. Under most circumstances, it takes only a day or so; in times of war and anguish it can take
whole seasons. Time passes whilst Sculpts persist in the Substrate.

Reincarnation.
When a Sculpt leaves the Substrate they are reincarnated at their point of origin. This is often the
largest city in the biome of the Painted World in which their colour palette is tied to.

It is said that some Sculpts, Weapons or Monsters can forcefully disconnect others from the
Substrate, making reincarnation impossible. Such true death is a thing of fear and myth.

Ëthërïñgs
Etherings are mystic expressions of the Ether, the decayed afterlife simulation that persists
beneath the Painted World, and which flows into the Cube Plateau and Ether Springs.

Studying at a mystic university for a cycle allows a Sculpt to learn an Ethering. Etherings can be put into
effect by spending [1] Juice. Etherings are as follows:

Intangibility. The Sculpt can pass through Telepathy. The Sculpt can read the minds of
physical matter. others.

Invisibility. The Sculpt turns invisible to Reviving. The Sculpt instantly revives an ally
those who use eyes to see. from the Substrate.

Empathy. The Sculpt compells everyone Soaring. The Sculpt can fly. They can cross a
around them to speak the truth. biome of the Painted World in a week.

Amphibious. The Sculpt can breathe Repainting. The Sculpt can change their
underwater, can walk on water and is not affected palette into one other different colour.
by intense water pressure.

When an Ethering is learnt, the Sculpt gains a stripe of whiter-than-white


Argent on their body. One Stripe is gained for every Ethering learnt.

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