Slip! Repainted: A Colorful RPG Guide
Slip! Repainted: A Colorful RPG Guide
It is a time beyond time: science and technology had long ago reached the point of magic,
and now have devolved into nonsense.
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.
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.
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.
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.
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
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.
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.
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.
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.
Ëxåmplë Årmøür
Strange pieces of Armour may be found as treasure
or as rare artefacts across the Painted World.
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.
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.
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.
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.
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
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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
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.
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.
Øvëñ - Lëvël 1
ur to the Flatbread.
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
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
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]
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].
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]
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.
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]
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.
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]
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]
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]
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]
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]
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.