Arcana Academy
Arcana Academy
Arcana Academy
The Game 3
Getting Started ....................................................................... 4
The Conversation .................................................................. 5
Follow the Fiction ................................................................... 7
Making Moves ....................................................................... 7
The Mystery .......................................................................... 9
The School ............................................................................ 11
Before Starting ...................................................................... 12
Player Comfort ..................................................................... 15
The Other Characters ........................................................... 16
Character Creation ............................................................... 17
The Characters 19
Playing Your Character ........................................................ 19
Creating Traits ...................................................................... 20
Conditions ........................................................................... 23
Creating Spells ..................................................................... 24
Spell Types ........................................................................... 25
Spell Progression ................................................................ 29
Connections ........................................................................ 30
Sway ..................................................................................... 34
1
The moves 35
How Moves Work .................................................................. 36
Getting Into Trouble ............................................................. 37
Basic Moves ......................................................................... 37
Take Action ........................................................................... 38
Lash Out ............................................................................... 39
Figure it out .......................................................................... 40
Sneak Around ....................................................................... 42
Convince ............................................................................. 43
The Special Move ................................................................. 44
Magic Solves Everything ...................................................... 45
Warwick Academy 67
The Faculty ........................................................................... 68
Locations .............................................................................. 75
School Life ............................................................................ 79
2
The Game
Arcana Academy is a game where you get to tell the
stories of students attending a magical school. You get
to learn new spells, make friendships, get into trouble
together, and try to figure out why there are so many
strange things happening at your school. You and your
friends get to be at the center of this story, working to
solve the mysteries before it’s too late.
3 | The Game
The game is first and foremost a game about
students at a magic school, but it’s also a game
about getting into trouble with your friends and
solving mysteries. Strange things are going on at
school, and it’s your job to figure out what’s going
on and put a stop to it.
getting started
Sitting down to play a session of the game will
usually take around 2 to 4 hours. While it’s still fun
to play just a single session, the game is designed to
ideally take place over multiple linked sessions. This
allows the characters and story to develop in
interesting ways over time.
The Game | 4
and what spells they’ve mastered. They are the
main characters, and the story is always centered on
them. Though there isn’t a strict player count, the
game works best when there are 3 to 5 characters.
The Conversation
Playing the game is just like having a conversation.
You say what your character is doing, saying,
thinking, and feeling. You react to the events that
come up, and listen as the other players do the
same. Arcana Academy is a game that’s all about
working together to tell a story.
5 | The Game
While the conversation is going to naturally
progress, it’s important to remember that the point
of all of this is to create an interesting story.
Sometimes this means you will make decisions that
aren’t in your character’s best interests, but sound
like a fun direction to take this story.
While it may feel like it’s the GM’s job to keep the
story going, it is the job of everyone at the table.
You as a player need to interact with the story, so
it’s important to reach out to the people your
character is close to, or try and get involved in the
problems happening at school. Being involved as a
player is the best way to make the story fun for
everyone.
The Game | 6
Follow the Fiction
The game works best when you worry about what’s
happening in the fiction. Listen to what the other
players and the GM are saying; don’t worry about
where you think the story should go.
Making Moves
The narrative is naturally going to hit points of
uncertainty. These moments are broken up into a set
of moves that work to keep the conversation
moving in interesting ways.
7 | The Game
Moves are made up of two parts: a fictional trigger,
and a mechanical outcome. Moves are an extension
of the story, not a replacement of it. In order to use
a move, you have to perform the trigger in the
fiction first. What your character is doing in the
story sets the move up, and the rules take over to
keep things interesting.
The Game | 8
The Mystery
The mystery is the core conflict that the game
revolves around. Something strange is always going
on at the school. It won’t always be world-ending,
but it will matter to your characters.
It’s your job to try and solve the mystery before bad
things happen. Mysteries are broken down into two
separate parts: the question the characters are
trying to answer, and the bad things that happen
when they don’t. In order to solve a mystery, there
are three steps the players must take.
9 | The Game
2. Finding the Answer
Once you know what question you’re trying to
answer, you will have to search for the answer
yourselves. During this step, you will use clues to
help you look for the answer. They are a great way
to help lead you to the answer, even if they can’t be
used to solve the mystery directly.
The Game | 10
The School
All stories are a lot more than just what is going on;
they have different elements that make them
interesting. In this game, there are two other things
that are included in the story: the side characters
and the various locations.
11 | The Game
Special locations are the areas that have special
significance to the group. Each special location has
some positive or negative attribute that changes
how you can interact with it. Knowing what is
easier and harder because of where you are is a
great way to get ahead and solve your problems.
Before starting
Before you’re ready to start playing the game, there
are a few things the group needs to take care of.
First, it’s important to have a conversation about
what everyone should expect. Below are a few topics
that are worth talking about before you jump into
the game.
The Game | 12
Expectations
Everybody should be on the same page when it
comes to what they’re expecting out of the game.
This should usually include things like the tone and
whether the game will be more silly or serious. It
can also include what everybody’s expectations of
the world are like, and how they envision magic
working. If you are using a specific setting, some of
these questions will already be answered.
The Group
Next is figuring out what the characters’ group
dynamic is like. How do they know each other? How
does the group feel about the characters not getting
along with each other? Why do these characters
spend time together? Do you want to have mean or
selfish characters in your group?
13 | The Game
Style of Play
It’s good to know how casual or involved everyone is
expected to be in the story. Don’t forget that
different people find different things fun, and some
people may want to be more or less involved during
certain parts of the game. Make efforts to
accommodate and share the spotlight.
Logistics
Setting up how often you plan on meeting and if
there’s a schedule can prevent a lot of headaches in
the future. You might also ask about the plan in
case someone can’t make a session, and discuss how
it will affect their character if you decide to play
without them. Get a reference for how long you
expect each session to run and how long the whole
campaign will last.
The Game | 14
Player Comfort
Each player’s level of comfort with specific topics is
one of the most vital things to go over. Everyone
should feel like the table is a safe place. If there are
certain topics or situations that make a player feel
uncomfortable, the group should respect that.
15 | The Game
Sometimes this does mean adapting the story. It
could also mean that the game or group isn’t a good
fit. Regardless, players should always work together
to create an open and comfortable environment for
everyone.
The Game | 16
Character Creation
You should now be ready to start creating your
character. To start, you will choose three traits for
your character, three spells you know, and one
connection. The next section will guide you through
each of these steps.
17 | The Game
The Game | 18
The Characters
The characters you create are all at the center of the
story. When you’re creating your character, try to
imagine what they’re like. You don’t need a detailed
backstory, but you should have a good idea of who
they are and how they approach problems.
19 | The Characters
Remember that the other players don’t know what’s
going on inside your character’s head, so it’s
encouraged to share what they are thinking or
feeling in any given moment. This helps deepen the
story and give context for what your character is
doing.
Creating Traits
Your character is created by using short descriptions
of specific qualities called traits. These traits cover
the details that set your character apart. When you
can apply one or more of your traits to a given
situation, you gain +1 to any move. Each player
chooses three different traits for their character.
Traits cover things such as your beliefs, personality,
talents, and resources.
Beliefs
Your beliefs are the things your character holds to
be true. They are the way you see the world or the
way you choose to live your life.
The Characters | 20
Personality
Your personality is the aspects that make you
unique. They might be the things you are passionate
about or defining emotions for your character.
Talents
Your talents are the things you’re particularly good
at. They are the things you know or do better than
anybody else.
Resources
Your resources are the things you can count on
when you need them. It might be a person you can
call on, a special possession, or something else
entirely. Resources are not unique magical items.
Magic is reserved for spells.
21 | The Characters
Because traits are open-ended, you need to get them
approved by your GM to make sure they would be a
good fit for the game. A good trait should pass a
simple three part test.
The Characters | 22
Third, traits should be descriptive. Traits are
supposed to be what makes your character special.
A good trait tells a story about your character.
Physically fit is a bad trait, because it doesn’t tell
us much about how you approach challenges. Strong
as an ox is a better trait because it’s not only more
descriptive, but gives an idea of how you tackle your
problems.
Conditions
Sometimes a move or other consequence will ask you
to mark a condition. Essentially, this is a one word
description of what’s affecting you that is tied to
one of your traits. When a trait has a condition
attached to it, you can’t use that trait.
23 | The Characters
You might feel the urge to try and immediately seek
a way to rid yourself of a condition, but it can be a
lot of fun to role-play a negative trait. Wait to get
rid of your condition until it feels like the natural
time to do so.
Creating Spells
After your traits, the most important thing that
your character has are the spells they know. Spells
work similarly to traits, but with a few exceptions.
If the player rolling doesn’t have a relevant spell,
you are able to cast one to help them accomplish
something. Choose a thematic name for each spell
your character can use. Using a spell grants +1 to
any given roll. Each character starts by knowing
three different spells. There are six different spell
archetypes you can choose from.
The Characters | 24
Spell Types
Power
How does this spell allow you to physically affect the
world around you?
25 | The Characters
Influence
How does this spell allow you to influence others?
Knowledge
How does this spell help you know things you
wouldn’t otherwise know?
The Characters | 26
Creation
What does this spell bring into the world?
Mobility
How does this spell help you get somewhere else?
27 | The Characters
Change
What does this spell alter the state of and how?
The Characters | 28
Spell Progression
While you may know a few spells, you are still new
to magic and don’t have control of your spells yet.
Each spell should have one weakness attached to it.
What’s most interesting about a spell isn’t always
what it can do, but what it can’t do. Answer one of
the following weaknesses for each spell you know.
29 | The Characters
Connections
Your connections are the other characters that are
important to your character’s story. Connections are
allowed to be either another player’s character or a
side character. With each connection, you will also
write down a brief description of the associated
emotion or relationship with that character. The
GM will be able to compel you to act a certain way
towards these characters, giving you a bonus if you
listen, or a penalty if you don’t.
The Characters | 30
Who do you really dislike?
The reasons you dislike someone can be very
different. They might have wronged you at some
point, they could be the person that your crush likes
instead of you, or you could be jealous that
they’re doing better in
school than you. They
don’t have to dislike
you back, but they
often do. Be careful
before choosing
another player’s
character for this
connection. Playing out a
rivalry can be fun, but it
can also be hard. The GM
will compel you to try and compete
with this person or make them look
bad in some way.
31 | The Characters
friend, or maybe someone who is always there for
you. The GM will compel you to be nice to this
person and always help them out when they’re in
need.
The Characters | 32
A shift in a connection means that something is
going to change in the relationship. There are three
different ways that a connection shifts. You can
choose the option that will take the story in the
most interesting direction, or the one that you just
want to happen. They are as follows.
Fade Away
When a connection fades away it means that you
just don’t feel as strongly as you once did. This
person is no longer part of your story. They likely
will interact with you less and you cannot add them
as a connection again without special permission
from the GM.
Deepen
When a connection deepens, it means that you
realized it really matters to you. You refuse to
forget what they did to you or for you and don’t
want to let go. When the GM compels you with this
character, you take a condition in addition to the
normal consequences for refusing. You also remove
strain every time you accept a compel relating to
this character.
33 | The Characters
Change
When a connection changes, it means that you don’t
feel the same way about this character, and in fact
feel quite different. This character changes to a
different kind of connection, potentially replacing
someone else.
Sway
When one character gains leverage over another
character, they get to take sway over them. This is
a representation of intimidation, favors, guilt, or
anything else that would give one character
influence over another.
The Characters | 34
The Moves
Always keep in mind that moves are triggered by
what is happening in the fiction, and not by anything
else. Every move has two parts: the fictional element
required to trigger it, and the mechanical elements
that you resolve using the rules.
35 | The Moves
Remember that just because there isn’t a move for
something doesn’t mean you can’t do it. They aren’t
a list of actions you are supposed to choose from.
Their purpose is to create moments of uncertainty
and add complications you have to react to. They
are there to help create interesting outcomes, not
tell you what you can or can’t do.
The Moves | 36
getting into Trouble
When you roll a 6 or less, or give the GM the
perfect opportunity to have something go wrong,
they get to make something bad happen. They have
a list of options for what kind of trouble they can
cause the characters. Usually, trouble forces you try
a new strategy or focus on the new problem that
came up.
Basic Moves
There are five basic moves that players can trigger.
Take Action, Figure it Out, Sneak Around, Lash
Out, and Convince Someone. Each of these moves
are given in more detail below.
37 | The Moves
Take Action
When you try and do something challenging or risky,
make a roll. On a 10+ you make it happen. On a 7-9
the GM will tell you what it will cost to succeed.
The Moves | 38
Lash Out
When you try to affect someone, emotionally or
physically, make a roll. On a 10+ you give them a
condition, or they are unable to react to what you
do next. On a 7-9 you succeed, but also gain a
condition.
39 | The Moves
Figure It out
When you examine a location or person, make a roll.
On a 10+ gain two clues. On a 7-9 treat it as a
success but choose one.
The Moves | 40
You also can’t use this move if someone else has
already searched this area. Without new information
to go off of, you only get the one chance. Multiple
characters are not allowed to search the same area
in the hopes of finding more clues. It is assumed you
are working together, but the person making this
move is the one who noticed something.
41 | The Moves
Sneak Around
When you attempt to sneak around or do something
without drawing attention, make a roll. On a 10+
nobody notices. On a 7-9 you either have to quickly
leave and lose this opportunity or you won’t have
long and the Game Master can trigger trouble at
any time in the future.
The Moves | 42
On a 7-9, you have to choose between delaying a
bad consequence or giving up and turning away.
Losing this opportunity means that you can’t
attempt to try sneaking again unless the situation
changes dramatically and the obstacle that stopped
you is no longer present.
Convince Someone
When you give another student a good reason to do
what you say, make a roll. On a 10+ they do what
you say. On a 7-9 they do what you say, but gain
sway over you.
43 | The Moves
If you roll a 7-9, they gain sway over you, meaning
that they can compel you at a later time. You owe
them, and sooner or later they will come to try and
make good on that debt. Refusing their favor may
mean that they will be less likely to be persuaded,
and will require a really good reason to listen to you
in the future.
The Moves | 44
Magic Solves Everything
When you need to special magic to solve a problem,
ask the GM what it will take to make it happen.
After you have met the requirements, make a roll. On
a 10+ it goes as planned. On a 7-9 the GM chooses
one:
• There is an unintended consequence
• Using the magic puts you in a bad situation
• The magic will not last very long
45 | The Moves
On a 7-9, the GM has three options for how to
complicate the outcome of the magic. An
unintended consequence might stem from something
you messed up earlier when fulfilling the
requirements, or might just be a fluke, but
something will go wrong. The magic mostly worked,
but with some condition.
The Moves | 46
The Game Master
The Game Master is responsible for keeping the story
going in the right direction. To help them, this chapter
outlines their agenda, the principles they use to
make the game fun for everyone, as well as other
helpful tips on creating the other elements necessary
to the game.
Your Agenda
The GM has one of the most important roles in the
group. Your agenda is broken down into three separate
parts: fill the world with wonder, keep the story
exciting, and play to find out what happens. If you are
doing these three things, then you’re a good GM.
Trouble
Trouble is meant to drive the action forward even
during failures. It provides new problems that have
to be dealt with and shifts the player’s priorities.
Creating a Mystery
The mystery is the most important aspect of your
planning. It’s what the entire game revolves around.
To create a mystery, first think in terms of what
question you want the characters to answer. Often,
questions that ask why or how are better than
simply what is going on.
Concept
An old rival of the Headmaster got past the school’s
defenses and is hypnotizing students to get artifacts
from the school’s attic. He is after something
specific, but doesn’t know how to get it directly.
Questions
What is causing the students to have large gaps in
their memories?
67 | Warwick Academy
years of spells rarely mix well together, and often
create strange and unpredictable phenomena. Some
see this as one of the school’s features rather than a
flaw. Students of Warwick Academy leave knowing
how to handle cases of aberrant magic.
The Faculty
Professor Longfellow - Alchemy
Professor Longfellow has been teaching at the
Academy for the past 48 years, and he’s seen it all.
Lacking all interest in his job, students are able to
get away with anything in his class. He teaches the
brewing of potions and other alchemicals, and has
been known to completely ignore students that nab
a few ingredients for their own personal studies.
Warwick Academy | 68
Sandra - Necromancy
Sandra is a brand new teacher at Warwick Academy.
She’s incredibly excited to be here, and insists that
all her students call her by her first name. She
teaches necromancy classes, which is a big surprise
to everyone given her excitable personality.
69 | Warwick Academy
Professor Locke - Conjuration
Professor Locke is one of the meaner professors at
the academy. He is not above calling out students
who he believes aren’t understanding the material,
and is hated universally by the students of the
academy.
Warwick Academy | 70
where students can show up and ask him whatever
questions they have about the intricacies of rituals.
These sessions often focus on the kinds of rituals not
taught in his class, and vary a lot depending on the
group of students that shows up each morning.
71 | Warwick Academy
time and place to cause the most amount of
mayhem. Most of the faculty take her antics in
stride, treating her as one would a natural disaster
rather than a person.
Warwick Academy | 72
Professor Khun - Practical Magic
Professor Khun enjoys competition above all else.
As a practical magic teacher, she is responsible for
teaching her students the basic magics that can
affect the world around them in a variety of ways.
Her favorite way to do this is with a series of games
and sports that put her students’ problem solving
skills to the test.
73 | Warwick Academy
Dominic wants to be a famous explorer when he
leaves the academy, and spends his time exploring
ancient ruins for clues about forgotten magic and
rediscovering the way the people of the past used
their abilities.
Stick - Dragonhand
Stick is the dragonhand in charge of running the
dragon stables and keeping them safe. He’s not
technically a professor, though many of the faculty
look to him for his expertise in handling various
magical and dangerous creatures.
Warwick Academy | 74
Locations
The Labyrinthine Library
The library at Warwick Academy is a labyrinth of
bookshelves organized with the fundamental
materials at the front, and more complex works
deep within the maze. Many students go missing in
the library and have to be rescued by Dominic.
75 | Warwick Academy
In the center of the courtyard is an enormous tree
that students often climb and wander around. Over
the years, dozens of bridges, ladders, and walkways
have been set up to help students get about from
limb to limb.
Treehearth
Just outside of the school grounds is an enormous
tree that was rumored to be planted over the grave
of a particularly old dragon. The tree slowly alters
it’s appearance throughout the year. It might
appear as a pine tree in the winter or an apple tree
in summer, but constantly shifts to fit the seasons.
Warwick Academy | 76
The Dragon Stables
Like all good institutions in this day and age,
Warwick Academy has its own dragon stables. It’s
incredibly dangerous to sneak into the stables
unsupervised, yet it remains a popular place to
students who are seeking to prove how brave they
are by attempting to milk a dragon.
77 | Warwick Academy
eachother’s realms. Many rumors insist that this
gate was the reason the school was built in this
location, but it’s hard to separate the truth from
the rumors.
School Life
Final Exams
Every year, students are expected to complete a
rigorous test to evaluate their progress. The exact
nature of the exams is entirely a secret, and many
are confused at how the school and faculty are able
to maintain secrecy year to year. There are rumors
that a few exceptionally talented students have been
able to discover what these exams are going to
cover, but the faculty determined that their
ingenuity was proof of their skill.
Warwick Academy | 78
One thing is known about the exams, however. Each
one is individual to a student or select groups that
work well together, and are designed to seem
impossible. While this is hidden from the students,
some of these exams are in fact impossible and
merely a test of what the students will try when
there is no obvious solution.
79 | Warwick Academy
While most of the society is dedicated to harmless
pranks, they tend to mess with those students who
feel they are above others. The group maintains that
they are about pursuing fun, which means that
doing anything to students who often find
themselves picked on is explicitly against everything
the society stands for.
Moonlit Dance
Once each year, the school holds an elaborate dance
for its students to attend. This dance is something
many look forward to all year, because it takes place
during the annual gathering of magical spirits at the
school. Nobody really understands why they come,
but certain things in nature function completely
different during this time.
Warwick Academy | 80
The Crafters’ Bazaar
Each month, a set of the school’s best and brightest
students sets up an impromptu bazaar of magically
enchanted items they have made. In previous years,
the school had tried to keep this from happening
due to potentially dangerous items being made, but
in recent years has taken the approach to regulate it
instead.
81 | Warwick Academy
Warwick Academy | 82
Arcana Academy
Name: Pronouns:
Description:
A role-playing game of magic and mystery
Character Traits
Your Spellbook
Name:
Name:
Type:
Type:
Condition:
Weakness:
Name:
Name:
Type:
Type:
Condition:
Weakness:
Name:
Name:
Type:
Type:
Condition:
Weakness:
Connections
Who do you really dislike? Name:
Name: Type:
Strain: 0 0 0 0 0 0 Compel: 0 Weakness: