It's not bad. Knowing you've never played FF makes me somewhat forgiving on this, but it sounds a lot like materia as introduced in FF7. I personally find nothing wrong with the name magicite, though (didn't play FF3). The good/evil stuff seems a little illogical (to me, substances are a media and have no innate good or bad, it is how they are used that determines their worth), but I'll wait for you to flesh that out before judging. Good write up.
The Brute - He will more than get the job done, but don't expect a clean kill. Not a masochist like the Mutilator, this one just happens to prefer killing by blunt force trauma more than anything else.
The Black Widow - Part seductress, part killer. She lures in her prey with her sexuality before killing them.
The Politico - She'll only take jobs that match her political leanings - or, at the least, don't oppose them. Her victims are usually found with some revolutionary pamphlet explaining the murder. These tend to be high profile contracts as well.
The Sniper - His victims never see it coming. An expert at all projectiles - bows, crossbows, darts, javelins, basically anything that can be used from a distance. He is rarely caught due to his distance from the target, but he won't dare take a shot unless he's 100% sure it'll hit, making some jobs more difficult than others.
The Decoy - Not so much a skilled assassin as an average man on the street who knows which end of the knife is pointy. If a large, prominent organization - a government, for example - wants a job done but needs to distance itself from the target for political reasons, a decoy can be hired to do the hit and take blame.
The Shadow - In and out before anyone can see her, this assassin is the definition of stealth. She can leave a mess since she leaves before any clean up can be done, but she is rarely caught. This also makes her very pricey.
The Bomber - An alchemist and sapper, this assassin specializes in explosives. A bomb can be rigged just about anywhere for the right price. He tends to move from town to town, as his explosive calling card is too distinct to stay under cover too long.
The Trapper - A wizard and woodsman, this assassin prefers to set up elaborate traps to eliminate targets. Because of the specialized nature of her work, she tends to only be useful in jobs involving castles or out-of-the-way public places, not house calls.
The Infiltrator - It doesn't matter where the target is hiding, this assassin will get in and make the hit. Particularly useful when a lord or other paranoid locks himself away in a keep or mansion. Some infiltrators have a short life expectancy: they can get in easily enough, but getting out alive is sometimes tougher. Go to Comment
A few miles outside of a farming village, the PCs see the road blocked by a small crowd. At the center of the crowd are two old men, farmers by the look of them, furiously shouting at each other. If the PCs inquire, someone in the crowd will explain that it's Old Man Cheras and Papa Ghel, the patriarchs of two large farming families that go back generations. A feud between the families also goes back a ways. Most have forgotten it, but when Old Man Cheras saw a Ghel shepherd treading on his land, he went berserk. Now the two elderly gentlemen are close to duking it out in the center of the main highway. Perhaps the PCs could negotiate peace between them--or side with one and end the feud by force. Or they could just move around them. Go to Comment
Really great archetypes. I like that you've drawn from history, but instead of lifting wholesale wizards we're familiar with, you've molded famous personages into unique mages. Well done. Go to Comment
I think the trick is to remember that priests are people, too. To make them one dimensional - purely good, or evil, or what have you - is to weaken their character too much.
I post this with full realization that my 30 is essentially a list of one-dimensional characteristics, perhaps two. But I see these as archetypal seeds to plant a full-fledged character with flaws and virtues like anyone else.
I think any of these clergy have the potential to be good or bad. To wit: the Pardoner, though corrupt in his desires, can provide hope to the hopeless by appealing to the benefits of the afterlife. Maybe he even cuts his prices to peasants who have seen particularly bad times. Conversely, the Merciful might blindly protect some trickster criminal or worse, inadvertently providing his church's sanctuary to a villain and making capture by the PCs all the more difficult. Go to Comment
A world based not on light and dark in conflict, but light and dark in balance. A world governed by a giver and a taker, rather than a creator and a destroyer. A world where evil is as much a corruption of light as it is darkness. Conflict arises out of a will to upset the balance.