Reviews

The rules of the Artesia: Adventures in the Known World RPG are based upon the Fuzion™ system (a combination of RTG’s Interloc System and the Hero System from Hero Games). Artesia AKW is d10 based, meaning the primary die roll you make to resolve conflicts and tests is ten-sided. All basic Characteristics are also measured from 1 to 10 (lowest to highest), though higher scores are possible through hard work and the luck of the draw.

Characters have 15 basic Characteristics (sounds like a lot, but they’re pretty easy to use) divided into Physical, Mental, and Spiritual Characteristics. Those Characteristics – such as Strength, Wisdom, Memory, Imagination, etc., – serve as the primary tools for testing your Character during adventures. In addition, each Character also has Skills (things you learn to do), Gifts (special things you are born being able to do or which emerge as you mature), and Bindings (things that serve as limits on what you can do, or that make tests more difficult for you). Your Skills, Gifts, and Bindings help or hurt your Characteristics when combined with them during tests. Tests either have Difficulty Ratings determined by the Guide (Game Master) that you have to equal or surpass with your die roll, or they are Opposed Tests when two different Characters are testing each other (with the higher roll being the victor).
As you adventure through the Known World, your actions are rewarded by Arcana Points for one or more of the Arcana – which are 22 images that represent different Paths that you can take depending on what your actions and inclinations are. The Arcana are based on the Tarot of the Known World. You can take multiple Paths at once (each of us is a complicated person, and we’re always being tugged in different directions). The Arcana Points you earn can then be used to improve your Characteristics, Skills, and Gifts, or reduce the Bindings that are upon you. This is designed to give you maximum flexibility as you adventure, and allows the Guide to reward you for doing more things than just killing monsters and piling up treasure. For example, the fourth Arcana is The Emperor, the path of power and dominion, often taken by rulers and dominators. You can earn Emperor Arcana Points by showing loyalty to a leader or by commanding loyalty in others, by performing missions for authority figures or taking an oath of fealty. So if you’re a knight and during the course of an adventure you swear fealty to a King, you can gain Arcana Points for doing so. The eighth Arcana is The Sword (sometimes called The Chariot), and it is the path of victory, triumph, self-control, action, and valor; you can earn Sword Arcana Points by entering into and winning contests of skill or combat, so lots of adventurers will probably earn Sword Arcana Points…
Artesia: Adventures in The Known World is a 352-page, full-color hardcover book containing all the rules and background material needed to begin play. The book is profusely illustrated by images from the comic book series and by images and maps specially prepared by the author for the game. The book includes:

• Histories and descriptions of the major regions and cultures of the Known World, the setting of the award-winning fantasy comic book Artesia.
• Expansive character generation rules adapting R,Talsorian Games’ LifePath™ system, including birth omens, star signs, and divine and heroic lineages.
• Rules for the use of hermetic, folk and cult magic, along with alchemy and divination.
• Rules for talents and abilities accessible to characters through the Arcana, the Tarot-like system representing the Known World’s archetypal paths of power and the foundation of an unique system of experience, allowing game rewards for virtually all types of character actions.
• A bestiary of common, uncommon, and a few rare creatures encountered in the Known World.
• A complete introductory adventure, The Witch’s Price, designed to bring players into the setting and lay the ground works for many adventures to come!

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