QUERP: PLAYER’S COMPANION CREDITS
QUERP created by Shane Garvey Author: Shane Garvey layout lay out & Graphic Design: Jamie Wallis Illustrations: Martin Mckenna; Cindi L; Andreas Meyer; Jeffrey Collingwood; Johannes Wiebel; Mark William Penny; pzAxe; Ralf Juergen Kraft; Jamie Wallis; Sinisa Botas; Algol; Drazen Vukelic & Linda Bucklin. All character names and place names in this book are ictional. Any resemblance to actual persons or places is purely coincidental.
www.greywoodpublishing.com 1
QUERP: PLAYER’S COMPANION Published by Greywood Publishing www.greywoodpublishing.com First Edition Print: July 2009 Second Edition Print: July 2009 ISBN: 978-0-9559855-6-0 QUERP: Quick Easy Role Playing is © copyright 2009 Crymson Games Text is © copyright 2009 Shane Garvey Trade dress, QUERP Logo, Greywood Publishing Logo & cover design are © copyright 2009 Greywood Publishing Images are © copyright their respective owners. No part of this book may copied or reproduced with prior written permission of the the copyright holders
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INTRODUCTION
4
HOBGOBLIN
39
Healing
47
DISCLAIMER
4
ORC
40
Hunting
47
HOW TO USE THIS BOOK
4
ADVANCED CHARACTERS
41
Leap
47
CHARACTER TYPES
5
1.DETERMINE CHARACTERISTICS 41
Lock Picking
47
CHARACTER ENTRIES
5
ASSIGN SCORES
42
Martial Arts
47
ALCHEMIST
6
STANDARD SCORES
42
Perception
47
ARCHER
8
RANDOM GENERATION
42
Prayer
47
ASSASSIN
9
2. CHOOSE RACE
43
Riding
47
BARBARIAN
10
EXAMPLE
43
Shield Training
48
BATTLEMAGE
11
3. SPECIAL SKILLS
43
Sixth Sense
48
BERSEKER
13
Advanced Knowledge
43
Sneak
48
DUELLIST
14
Alchemy
44
Sorcery
48
DRUID
15
Animal Handling
45
Swimming
48
ILLUSIONIST
17
Archery
45
Tactician
48
KNIGHT
19
Armour Training
45
Tough
48
MAGICIAN
20
Battle Rage
45
Tracking
48
MARTIAL ARTIST
21
Bribery
45
Wealthy
48
NECROMANCER
22
Camouflage
45
Weapon Mastery
48
PRIEST
23
Climbing
45
Weapon Training
48
RANGER
24
Code of Honour
45
SORCERY
50
SAGE
25
Critical Strike
46
LIST OF SPELLS
50
TEMPLAR
26
Damaging Blow
46
SPELLS BY DIFFICULTY
55
THIEF
28
Dark Sight
46
4. PURCHASE EQUIPMENT
56
TROUBADOUR
29
Disarm
46
ARMOUR
57
WARRIOR
30
Disguise
46
WEAPONS
58
NON-HUMAN RACES
31
Dodge
46
ADVENTURING GEAR
59
RACE ENTRIES
31
Etiquette
46
ADVENTURING GEAR cont
60
BEASTMAN
32
Foraging
46
POTIONS
61
CENTAUR
33
Haggling
47
SPECIFIC ITEM DESCRIPTIONS 61
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HOW TO USE THIS BOOK
INTRODUCTION
This book is split into four parts. Welcome to the QUERP: Player’s The first section deals with character Companion. types as found in the QUERP RuleThis tome aims to expand upon book. Simply pick a character type the six character types found in the you wish to play as and write all QUERP Rulebook by adding almost the relevant details down onto your forty more. In addition to warriors, character sheet. mages, barbarians, priests, thieves The second section of the book conand sages, players can now become a tains the rules you need if you want mighty berserker, a shady and dark to play a non-human character. It necromancer, a noble knight or a na- details any modifications you must ture-loving druid, as well as many make to your character’s scores as more. well as any special rules that race In addition, for the first time players may give your character. Pick a race will be able to customize their charac- and make any adjustments to the ters by playing a diff erent race, such character type you have chosen from as an elf or dwarf. No longer are you the first section of the book. restricted to being a human! The third section of the book details a Finally, the back section of the book brand new and much more advanced provides advanced rules for character method of choosing a character. This creation that allow you full flexibility section is much more involved than in creating the exact type of character the first two and will require much you want. Be warned, however, as more time and planning. However, it er unparalleled flexibility in this section can take the ‘quick’ out does off coming up with exactly the type of of Quick Easy Role Playing! character you want.
DISCLAIMER
Finally, the final section off ers a new selection of equipment that you can This is not a standalone book. Th is arm your characters with. bo ok re quires the QUERP , Quick Easy Role Play, Rulebook as published by Greywood Publishing (ISBN: 978-0-9559855-0-8).
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READING THE CHARACTER ENTRIES
CHARACTER TYPES This first section of the book provides all new character types for your players to choose from. For the sake of completion, the six character types from the QUERP Rulebook are also presented here.
Each of the di ff erent character types are presented in the same way. A brief description of the layout follows:
Characteristics: This section lists the character’s scores for Fighting, MagIt could not be simpler in choosing a ic, Strength, Charisma, Stealth and character. Simply read through the Knowledge. available character types and pick Starting Health and Mana: This lists one you like. Write all of the relevant the character’s starting Health and details down on a character sheet and Mana scores. you are ready to play! Description: Includes background If you wish to play as a non-human information of the character type, as character, you still need to pick one well as the role they normally play in of the following character types be- a group of adventurers. fore referring to the Non-Human Weapons and Armour: This entry Races chapter of this book. lists what weapons and armour the character is able to use. Starting Equipment: Listed here is how much money the character begins with to buy gear or, alternately, a package of gear they may take automatically. Special Rules: Every character type has at least one special rule, and these are listed in this section.
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In the world of QUERP, an alchemist is someone who is capable of creating magical potions. Using special ingredients and a touch of magic, an alchemist can create a potion, tonic or salve for almost any situation. Their services are usually in high demand, and so a skilled alchemist can often make a good living from his craft.
ALCHEMIST Fighting:
1
Magic:
5
Strength:
3
Charisma:
3
Stealth:
3
Knowledge:
6
A player character alchemist is valuable to the group for the potions he can create. Whether to heal wounds or cause a fiery explosion amongst the enemy, the alchemist often has a tool for any situation.
Starting Health: 13 + 1 dice Starting Mana: 10
6
Weapons & Armour: Alchemist may use daggers, staves and clubs. They may not wear armour or use a shield.
Potion of Enhancement (Diffi culty 14): Choose a characteristic, such as Fighting. The drinker of this potion gains a +2 bonus to that characteristic for the next 5 minutes of game time.
Starting Equipment: Dagger, backpack, bedroll, clothing (average), Potion of Healing (Difficulty 11): flask, flint and steel, 2 days worth of The drinker of this potion regains 1-6 rations, waterskin, 2 potions of heal- Health (roll 1 dice). ing, 35 silver coins. Potion of Invisibility (Diffi culty 12): Special Rules: Alchemists can cre- The drinker of this potion turns inate potions from the list below. To visible for 5 minutes of game time. do this they must make a Knowledge roll against the listed Di fficulty of the Potion of Luck (Diffi culty 14): The potion. Each time they atempt to cre- drinker gets a +2 bonus on the dice ate a potion they must reduce their roll for the next characteristic roll he Mana score by 1. They must also pay makes. 10-60 silver coins for each potion they Potion of Poison (Difficulty 16): atempt to create (roll 1 dice and mul- The drinker of this potion loses 2-12 tiply the result by 10). This covers the Health (roll 2 dice). cost of ingredients. Creating a potion Potion of Resistance (Diffi culty 13): takes an hour of game time. The drinker of this potion takes 1 less Potion of Cure All (Di ffi culty 15): damage from any source for the next The drinker of this potion regains all 5 minutes of game time. lost Health. Potion of Skill (Diffi culty 15): The Potion of Curing (Difficulty 13): The drinker gets a +1 bonus on all chardrinker of this potion regains 2-12 acteristics for the next 5 minutes of Health (roll 2 dice). game time. Potion of Dragon’s Breath (Diffi culty 16): The drinker of this potion may breath fire in the same was a dragon (or fire dragon if using the QUERP Bestiary). This lasts for 1 minute of game time.
Potion of Sleep (Diffi culty 13): The drinker of this potion falls into a deep sleep for an hour of game time. Only atacking the drinker will wake him.
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ARCHER Fighting:
6
Magic:
2
Strength:
4
Charisma:
3
Stealth:
4
Knowledge:
2
Starting Equipment: Light armour, bow, dagger, short sword, 10 arrows, backpack, bedroll, clothing (average), flint and steel, quiver, 2 days worth of rations, waterskin, 20 silver coins. Special Rules: Archers inflict +1 damage when using a ranged weapon.
Starting Health: 14 + 1 dice Starting Mana: 4 If the warrior is the undisputed master of hand-to-hand combat, then the archer is undoubtedly the king of ranged fighting. Trained to use all manner of missile weapons, from bows and crossbows to spears and throwing daggers, archers are deadeye marksmen who excel in fighting from a distance. Player character archers are often found holding back from a fight, picking out lone enemies to shoot at. They are quite good at this but can also hold their own in close quarters fighting. Weapons & Armour: Archers may use any weapons as long as they are not two-handed. They may wear light or medium armour, but may not use shields.
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Player character assassins work for the side of good in the fight against evil. Though murder is a crime their reasons are often just; they do it for the greater good. In a group of adventurers they are able to quickly bring down their enemies from either close range or afar.
ASSASSIN Fighting:
5
Magic:
1
Strength:
3
Charisma:
4
Stealth:
6
Knowledge:
2
Weapons & Armour: Assassins can use any weapons. They may wear light armour, but cannot use shields.
Starting Equipment: Light armour, 3 daggers, short sword, backpack, bedroll, clothing (average), flint and Starting Mana: 2 steel, 2 days worth of rations, waterAssassins are men and women that skin, 50 silver coins. are highly trained for one thing – to kill. Usually evil, an assassin is ca- Special Rules: Assassins are trained pable of sneaking up on someone killers and now how to strike to cause completely undetected and plunging maximum damage. When rolling for a knife into the base of their neck be- damage, an assassin may roll 2 dice fore they can even register something instead of 1 and may pick the highest is wrong. Some assassins, however, roll to use for calculating damage. For are hired to take out evil doers before an example, if an assassin rolled a 3 and a 5, he may use the 5 for damage. they can cause great harm. Starting Health: 13 + 1 dice
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Starting Equipment: Light armour, shield, batle axe, spear, sling, 10 sling stones, backpack, bedroll, clothing (average), flint and steel, 2 days worth of rations, waterskin, 40 silver coins.
BARBARIAN Fighting:
5
Magic:
3
Strength:
6
Charisma:
2
Stealth:
4
Knowledge:
1
Special Rules: Barbarians are tougher than other character types, and thus begin with more Health (this is reflected in the Starting Health score, above).
Starting Health: 19 + 1 dice Starting Mana: 6 Barbarians are strong and powerful men and women who live far from civilized lands. They are often considered to be savages by ‘normal’ people, but the truth of the ma ter is that they simply have developed their own culture, one that depends on living off the land rather than in a town or city. They usually organize themselves into clans and tribes based around a totem animal. Player character barbarians are usually used in a fighting roll, often standing at the front lines and facing the most dangerous enemies. They are also called upon when great strength is required. Weapons & Armour: Barbarians may use any weapon, but may only wear light armour. They may use shields.
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BATTLEMAGE Fighting:
5
Magic:
5
Strength:
4
Charisma:
2
Stealth:
1
Knowledge:
4
Starting Health: 14 + 1 dice Starting Mana: 10
When a batlemage takes the field of batle it is indeed wise to be wary, for these warrior-wizards combine exemplary fighting abilities with the devastating arts of war magic. Wielding both sword and spell, a batlemage is a fearsome opponent, using both forms of atack to great e ff ect. Player character batlemages are part of the group for one reason only – to kill the group’s enemies. Should someone or something stand in the group’s way, a ba tlemage knows how to handle it – and that is with brute force.
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Weapons & Armour: Batlemages may wield any weapon. They may wear light armour and can use shields.
Flaming Sword (Difficulty 14): A sword of fire appears in the hands of the batlemage. The spell lasts for one combat. As long as the ba tlemage is wielding the flaming sword, he deals Starting Equipment: Light armour, 2-12 damage (roll 2 dice). dagger, sword, backpack, bedroll, clothing (average), flint and steel, 2 Invisible Shield (Difficulty 10): If days worth of rations, waterskin, po- successful, this spell creates a disc tion of healing, 25 silver coins. of force that the batlemage may use as a shield, adding +1 to his or her Special Rules: Batlemages can cast Defence. If the batlemage already spells from the list below. To do so carries a shield, the Defence bonus they must pass a Magic roll against of it increases by an additional +1. the listed Diffi culty of the spell. Ev- The spell lasts for 5 minutes of game ery time they atempt to cast a spell time. they must spend 1 point of Mana, Vigour (Diffi culty 14): The caster imwhether the spell works or not. bues himself or one of his allies with Arcane Arrow (Diffi culty 12): This great energy. The target immediately spell summons an arrow of magical regains 1-6 Health (roll 1 dice), and energy that shoots at an opponent. may add +1 to his Fighting and inThe caster must make a Fighting roll crease the damage he in flicts by +1 against the target’s Defence; if suc- for one minute of game time. cessful, the spell does 1-6 damage (roll 1 die). Batle Armour (Diffi culty 13): Casting this spell encases the ba tlemage in a field of glowing blue that off ers great protection. The spell lasts for 5 minutes of game time, during which time the caster gains a +4 bonus to his or her Defence score.
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Starting Equipment: Two-handed sword, backpack, bedroll, clothing (average), flint and steel, 2 days worth of trail rations, waterskin, 50 silver coins.
BERSEKER Fighting:
6
Magic:
3
Strength:
6
Charisma:
1
Stealth:
2
Knowledge:
3
Special Rules: Bersekers are ferocious individuals. When fighting in hand-to-hand combat, a berserker adds +2 to any damage he deals, but must also reduce his Defence score by 2. A berserker may never escape from hand-to-hand combat.
Starting Health: 16 + 1 dice Starting Mana: 6 In many cultures it is traditional for some warriors to work themselves into a frenzy before a ba tle. These men and women are often wildlooking, with many scars to show for their passion. They often paint their faces with intimidating patterns and designs, with bold striking colours to cause fear in their opponent’s hearts. Player character berserkers are dangerous people in hand-to-hand com bat, able to deal out a lot of damage. However, they are vulnerable, and must pick and choose their fights carefully. Weapons & Armour: Bersekers may wield any weapon. They may not wear armour or use shields.
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Starting Equipment: Dagger, rapier, shield, backpack, bedroll, clothing (fine), deck of cards, flint and steel, 2 days worth of trail rations, waterskin, 50 silver coins.
DUELLIST Fighting:
5
Magic:
2
Strength:
3
Special Rules: A duellist may challenge a single humanoid opponent Charisma: 5 each combat. As long as the duellist Stealth: 4 is fighting that opponent by himself, he gains a +1 bonus to both his FightKnowledge: 2 ing and Defence scores, as well as a +1 bonus to any damage he deals. No Starting Health: 13 + 1 dice one else may join that combat at any Starting Mana: 4 time. If they do, or if the duellist esDuellists – sometimes also known as capes from the combat, he loses this swashbucklers – are men and wom- ability for a week of game time. en who are daring, charming and also quite dangerous. They love to prove how superior they are to others by the art of swordplay, challenging those who insult or wrong them to a duel of blades. More often than not, they will win these tests of skill, though they will not consider it a win unless they humiliate their opponent in the process. Player character duellists are quick wited and fast talking. They are skilled in combat, though are not the front line fighters that warriors and barbarians are. However, they can be expected to fight and win. Weapons & Armour: Duellists may only use weapons which are not twohanded. They may not wear armour, but they may use shields.
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DRUID Fighting:
3
Magic:
6
Strength:
4
Charisma:
2
Stealth:
2
Knowledge:
4
Starting Health: 14 + 1 dice Starting Mana: 12
A druid is a man or woman who worships the forces of nature. They live alone or in small groups deep within the forests or high within the mountains, where they meditate and prey until they become one with the land itself. Once achieved, they become masters of all things natural: animals, plants and the elements. Player character druids are powerful spellcasters equal in power to magicians. However, a druid’s power is not derived from pure sorcery and the aff ects are more natural.
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Weapons & Armour: Druids may only use wooden weapons (bow, club, sling, spear and sta ff ) as well as the sickle. They may wear light armour but may not use shields. Starting Equipment: Sickle, sling, staff , 10 sling stones, backpack, bedroll, clothing (average), flint and steel, 2 days worth of trail rations, waterskin, potion of curing, 25 silver coins. Special Rules: Druids can cast spells from the list below. To do so they must pass a Magic roll against the listed Diffi culty of the spell. Every time they atempt to cast a spell they must spend 1 point of Mana, whether the spell works or not. Animal Speech (Diffi culty 10): This spell allows the druid to communicate with any normal animal. He can understand its language and the animal can understand the druid. Concussive Blast (Difficulty 11): Choose a target. A blast of concussive air pummels the target, causing 1-3 damage (roll 1 dice and divided it by 2).
Immolation (Diffi culty 14): Choose a target. That target suddenly bursts into flames, causing 2-7 damage (roll 1 dice + 1). Pacify (Difficulty 13): The druid may cast this spell on any animal that is about to atack or is atacking the group. That animal will no longer atack. However, if the animal is attacked the spell will be broken and the animal may fight as normal. Part Water (Diffi culty 12): This spell allows the druid to create a path through a body of water that allows free passage without having to swim. The druid can only maintain this spell for two minutes of game time. Tremor (Difficulty 12): This spell causes an earth tremor to shake the ground. All creatures in the area immediately fall over, except for the caster. Player characters may make a Stealth roll (Diffi culty 10) to remain standing. Creatures that fall over must make a move action to stand up or suff er a -1 penalty to their Fighting and Defence scores.
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ILLUSIONIST Fighting:
1
Magic:
6
Strength:
1
Charisma:
4
Stealth:
5
Knowledge:
4
Player character illusionists are usually employed to trick or bluff their way past encounters without having to engage in combat. These skills come in hand particularly when the group is badly wounded and may not survive another fight. Weapons & Armour: Illusionists can only use daggers or staves. They may not wear any armour or use shields.
Starting Equipment: Dagger, staff , backpack, bedroll, clothing (average), flint and steel, 2 days worth of trail Starting Mana: 12 rations, waterskin, potion of luck, 10 Tricky, cunning, devious and de- silver coins. ceitful – all of these words perfectly describe the illusionist. Masters of Special Rules: Illusionists can cast deceptive magic, illusionists are of- spells from the list below. To do so ten seen as lesser magicians who use they must pass a Magic roll against their arts to beguile others. However, the listed Diffi culty of the spell. Evmany put their skills to use to en- ery time they atempt to cast a spell tertain others, creating pictures and they must spend 1 point of Mana, whether the spell works or not. sounds to delight and amuse. Starting Health: 11 + 1 dice
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Grand Illusion (Diffi culty 15): This spell works in a similar way to the illusion spell below. Where it diff ers is that touching the illusion does not cause the spell to end. Instead, only a Magic roll at Di ffi culty 15 by someone atempting to discern if what they are seeing is an illusion or not can break the spell. This spell lasts for 5 minutes of game time.
Phantasm (Diffi culty 11): With this spell an illusionist can create an image in the mind of one target creature nearby. Like the illusion spell, the image can be of anything the caster wishes; however, it will only be able to be seen by the target. The image created is simply an image; no sound is heard from the phantasm. The spell can be broken by the target simply touching the illusion. The spell lasts Illusion (Diffi culty 13): The illusion- for 5 minutes of game time. ist can use this spell to create things that make onlookers believe what Reveal Illusion (Diffi culty 10): By they are seeing is actually real. The casting this spell, the illusionist will illusion can be absolutely anything instantly sense anything near him at all: a huge dragon, a pot of gold, a that is an illusion. That illusion will castle in the clouds or simply a wall then have no aff ect on him. blocking some ones path. The illusion has full sound eff ects and even gives Transformation (Diffi culty 13): The off an odour if need be. Of course, casting of this spell allows the ilthese things are not actually there lusionist to appear as someone or and cannot cause any damage. The something else. Anyone viewing the ect spell can be broken by someone sim- illusionist while the spell is in e ff ply touching the illusion. The spell will instead see the image the caster has created. If the illusionist has lasts for 5 minutes of game time. transformed into a specific person Invisibility (Difficulty 12): This spell in order to imitate them, then anywill make the illusionist appear to one who sees the illusionist and is vanish into thin air. Only the keen- familiar with that person may make est eye will spot the illusionist as the a Knowledge roll (Diffi culty 13). If spell bends light around him. The il- they succeed they realize that what lusionist can talk and act as normal they are seeing is an illusion and the wile under the eff ects of the spell. spell is broken. Transformation lasts However, if he atempts to cast an- for 5 minutes of game time. other spell or atack the spell will be broken. This spell lasts for 5 minutes of game time. The caster gains a +4 bonus to their Defence score while the spell lasts.
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Starting Equipment: Heavy armour, shield, sword, dagger, backpack, bedroll, clothing (average), flint and steel, 2 days worth of trail rations, waterskin, 5 silver coins.
KNIGHT Fighting:
6
Magic:
2
Strength:
4
Charisma:
5
Stealth:
1
Knowledge:
3
Special Rules: Knights gain a +1 bonus to all dice rolls. However, a knight must abide by a strict code of honour in order to keep this ability; should they break the code of honour, they instead suff er a -1 penalty to all dice rolls for a week of game time.
Starting Health: 14 + 1 dice
In order to maintain their honour, a knight may not ever willing do one Looking splendid in their shining of the following acts: armour and mounted upon magnificent war horses, the knights of • Tell a lie the world are both a respected and • Flee from batle feared force. Ferocious in batle but gentle with their words, knights are • Refuse to help those less fortunate than themselves both skilled and charming fighters whose mission is to protect the weak • Commit an evil act and frail and rid the world of evil. • Kill an opponent off ering mercy Player character knights are often the spokesperson for the adventur- • Insult a lady ing group as well as one of the front line fighters. They must remain disciplined and true to their course though, lest they become a liability. Starting Mana: 4
Weapons & Armour: Knights may use any weapons except ranged ones (these are considered dishonourable). They may wear any armour and use shields.
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Special Rules: Magicians can cast spells from the list below. To do so they must pass a Magic roll against the listed Diffi culty of the spell. Every time they atempt to cast a spell they must spend 1 point of Mana, whether the spell works or not.
MAGICIAN Fighting:
1
Magic:
6
Strength:
2
Charisma:
4
Stealth:
3
Knowledge:
5
Enhancement (Difficulty 14): This spell gives either the magician or an ally a +2 bonus to one of their characteristics for 1 minute of game time.
Starting Health: 12 + 1 dice
Fiery Blast (Diffi culty 13): Choose a target. A bolt of flame shoots from Starting Mana: 12 your palm and hits it in the chest, Magicians are men and women who causing 1-6 damage (roll 1 die). dedicate their lives to the art of spell casting. They spend long hours read- Levitation (Difficulty 12): This ing dusty old tomes, hoping to un- spell allows the magician to move lock the secrets of the arcane. Few one creature or object up and down succeed, but those who do gain the through the air for up to 1 minute of game time. ability to wield great power. Player character magicians are valued for their magical skills and knowledge. Although not good in a fight, magicians can still blast enemies from a distance and their spells are useful in a variety of situations.
Lightning Bolt (Difficulty 16): Choose a target. A bolt of lightning shoots from your hand and hits the target, causing 2-12 damage (roll 2 dice).
Mage Light (Difficulty 10): This spell Weapons & Armour: Magicians can can be cast on an inanimate object, only use daggers or staves. They may causing it to glow like a lantern for not wear any armour or use shields. up to 1 hour of game time. Starting Equipment: Dagger, staff , Protective Aura (Difficulty 11): A backpack, bedroll, clothing (aver- field of energy surrounds the maage), flint and steel, 2 days worth of gician, granting him or her a +2 botrail rations, waterskin, potion of in- nus to their Defence for 5 minutes of visibility, potion of healing, 25 silver game. coins.
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Special Rules: As masters of unarmed combat, a martial artist may add their Strength scores to any damage they deal while unarmed. Therefore, a starting martial artist will do +1 damage when unarmed (-3 for being unarmed, +4 for their Strength, equals a total of +1).
MARTIAL ARTIST Fighting:
6
Magic:
1
Strength:
4
Charisma:
2
Stealth:
5
In addition, a martial artist can use defensive techniques instead of all Knowledge: 3 out atack. To do this, they must reduce their Fighting score to 1, but Starting Health: 14 + 1 dice may increase their Defence by +4. Starting Mana: 2 They may only do this when fighting A martial artist is a man or woman unarmed. who is a master of unarmed com bat. For these people fighting is like a strange dance, with punches, kicks and throws mixed in with blocks and swift movement. They strive to perfect their art, in the process becoming combat machines, and are almost graceful to watch. Player character martial artists are on the front lines when combat starts, using their hands and fists to fight their enemies. They are as e ff ective as any other combat-oriented class when the fighting starts. Weapons & Armour: Martial artists can use daggers and sta ff s. They may not wear armour or use shields. Starting Equipment: Backpack, bedroll, clothing (average), flint and steel, 2 days worth of trail rations, waterskin, potion of resistance, potion of invisibility, 15 silver coins.
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Special Rules: Necromancers can cast spells from the list below. To do so they must pass a Magic roll against the listed Difficulty of the spell. Every time they atempt to cast a spell they must spend 1 point of Mana, whether the spell works or not.
NECROMANCER Fighting:
1
Magic:
6
Strength:
2
Charisma:
1
Stealth:
5
Knowledge:
6
Banish the Dead (Difficulty 14): This spell can be cast upon any undead creature. It inflicts 2-12 damage (roll 2 dice).
Starting Health: 12 + 1 dice Starting Mana: 12 Dark, mysterious and often evil; this description perfectly fits the necromancer. These men and women are spell casters whose magic is performed on the dead; usually it is associated with summoning zombies, ghosts and skeletal warriors. However, not all necromancers are evil. Some use their magic for good, in order to banish and protect against the undead.
Bone Spear (Diffi culty 13): The caster creates a spear of gleaming white bone that he throws at a target. The victim takes 1-6 damage (roll 1 dice). Drain Life (Diffi culty 12): A black ray shoots out from the casters hand and hits another creature between the eyes. That creature loses 1-3 Health (roll 1 die and divide by 2) and the caster regains 1-3 Health. Raise the Dead (Diffi culty special): This spell can only be cast on a dead creature. That creature is turned into one of the undead, of a type of the necromancer’s choosing. The Difficulty of the spell depends on what type of creature is being created: Skeleton (Diffi culty 12), Wraith (Difficulty 15) or Zombie (Diffi culty 12).
Player character necromancers are not evil and do indeed use their magic for the greater good. However, they carry a stigma with them that, should other people find out, could lead to the necromancer and the ad- Resurrection (Diffi culty 18): By castventuring group into trouble with ing this spell, the necromancer is able the authorities. to restore to life a recently deceased creature. The creature (or person, for Weapons & Armour: Necromancers can that mater) must have been dead less only use daggers or staves. They may than 24 hours for this spell to work. not wear any armour or use shields. The creature is restored to life, with 1 Starting Equipment: Dagger, staff , Health point. backpack, bedroll, clothing (average), Vile Curse (Difficulty 13): The caster flint and steel, 2 days worth of trail may choose one enemy. That creature rations, waterskin, potion of sleep, 35 suff ers a -1 penalty to all dice rolls for silver coins. the next 1 minute of game time.
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Starting Equipment: Mace, backpack, bedroll, clothing (average), flint and steel, holy symbol, holy water, 2 days worth of trail rations, waterskin, 25 silver coins.
PRIEST Fighting:
1
Magic:
5
Strength:
3
Charisma:
6
Stealth:
2
Knowledge:
4
Special Rules: A priest may pray to his or her god for assistance when making a characteristic roll. This costs 1 Mana and the priest then makes a Charisma roll using the Diffi culty of the action he is a tempting to influence. If the roll is passed, the priest gains a +2 bonus on the characteristic roll.
Starting Health: 13 + 1 dice Starting Mana: 10 Priests are religious men and women who devote their lives to following the teachings of their god or goddess. As individuals they are trusted and respected by the general populace, but with this comes the responsibility of helping wherever they can. Most priests are a tached to a church is some way, but often get sent away on pilgrimages and other missions. Player character priests are valued members of the group due to their helpful magic. They are also often used as the party spokesperson due to their high Charisma.
Priests can also cast spells. To do so they must pass a Magic roll against the listed Diffi culty of the spell. Every time they atempt to cast a spell they must spend 1 point of Mana, whether the spell works or not. Banish the Dead (Difficulty 14): This spell can be cast upon any undead creature. It inflicts 2-12 damage (roll 2 dice). Blessing of the Gods (Diffi culty 12): This spell gives the priest or one of his or her allies a +1 bonus to one of the characteristics for 1 minute of game time.
Weapons & Armour: Priests may only use blunt weapons. They may Divine Guidance (Difficulty 13): The wear light armour only, and may not priest gains a +1 bonus to all dice rolls for the next 1 minute of game time. use shields. Healing Hands (Diffi culty 11): The target of this spell regains 1-6 Health (roll 1 die).
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Starting Equipment: Light armour, bow, dagger, spear, 10 arrows, backpack, bedroll, clothing (average), flint and steel, quiver, 2 days worth of trail rations, waterskin, 10 silver coins.
RANGER Fighting:
5
Magic:
2
Strength:
4
Charisma:
1
Stealth:
6
Knowledge:
3
Starting Health: 13 + 1 dice Starting Mana: 4 The life of a ranger is often a lonely one. Living in the wild amongst the animals and plants, they often go without human contact for months or years on end. This usually leads to them being and feeling awkward amongst other people, especially in urban environments. However, once in the forests and woodlands they call home, they are much more comfortable and it is there that their skills really shine through.
Special Rules: Rangers live their lives amongst the animals of the woods, often trapping and hunting them for food. A ranger therefore gains a +1 bonus to their Fighting score against animals. In addition, a ranger may make a Stealth check (Di ffi culty 12) when in areas of wilderness (such as forests or mountains) to hunt for food. If successful, they find enough food to feed 1-6 people (roll 1 dice). This ability cannot be used in areas of desert or wasteland.
Player character rangers are often unsociable fellows who care litle for their fellow man. In a group of adventurers they often talk li tle and can seem a litle standoffish, but once they are out in the wild their skills take over and they become extremely valuable to the group. Weapons & Armour: Rangers may use any weapons. They may wear light armour, though they may not use shields.
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Starting Equipment: Dagger, staff , backpack, bedroll, clothing (average), flint and steel, 2 days worth of trail rations, waterskin, potion of skill.
SAGE Fighting:
2
Magic:
5
Strength:
3
Charisma:
4
Stealth:
1
Knowledge:
6
Special Rules: Sages may choose any two spells available to any character type. They may cast these spells as normal. To do so they must pass a Magic roll against the listed Di ffi culty of the spell. Every time they atempt to cast a spell they must spend 1 point of Mana, whether the spell works or not.
Starting Health: 13 + 1 dice
Sages often train extensively in one Starting Mana: 10 area of expertise. A starting sage character may therefore increase one of his The sage is a scholarly character who or her characteristic scores by 1 point seeks knowledge in all its forms. Ded- before the game begins. icated to their studies, a sage often spends long, lonely hours in dusty libraries reading obscure tomes and scrolls from ages past. Sometimes they will devote themselves to one particular field of study, but more often than not they will gather information on whatever takes their fancy at the time. Player character sages are used by the adventuring group for their intelligence. When something unknown to the rest of the group appears, the sage can often provide valuable information. In addition, their versatile choice of spells allows them to play whatever role is needed for the group. Weapons & Armour: Sages can use any weapons and armour. However, if they use a weapon other than a dagger or staff they suff er a -1 penalty to their Fighting score. If they wear medium or heavy armour they also suff er a -1 penalty to their Fighting score.
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TEMPLAR Fighting:
6
Magic:
3
Strength:
5
Charisma:
4
Stealth:
1
Knowledge:
2
A templar is a holy knight, a warrior in service to a speci fic deity. They usually serve in the temples and churches of their patron god or goddess, where they train and study to become a protector of the faith. Although normally assigned to guard places held sacred by their deity, they are also often used to protect pilgrims and travellers on the dangerous highways of the world.
Starting Health: 15 + 1 dice Starting Mana: 6
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Player character templars are, first While using this weapon, the templar and foremost, fighters. They can and adds +1 to his Fighting and damage should be one of the first to wade into for one minute of game time. combat. However, the small amount of divine magic they gain also allows them some flexibility in their role in the adventuring group. Weapons & Armour: Templars can use all weapons, armour and shields. Starting Equipment: Medium armour, war hammer, backpack, bedroll, clothing (average), flint and steel, holy symbol, 2 days worth of trail rations, waterskin, 10 silver coins. Special Rules: Templars can cast spells. To do so they must pass a Magic roll against the listed Di ffi culty of the spell. Every time they a tempt to cast a spell they must spend 1 point of Mana, whether the spell works or not. A templar only knows one spell, which must be chosen from the Priest spells. Divine Shield (Diffi culty 10): The target of this spell may add +1 to their Defence for five minutes of game time. Healing Hands (Diffi culty 11): The target of this spell regains 1-6 Health (roll 1 dice). Holy Blade (Difficulty 13): This spell causes the templar’s weapon to become imbued with divine power.
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stealing from them, thieves can be invaluable as an adventurer.
THIEF Fighting:
3
Magic:
4
Strength:
1
Charisma:
5
Stealth:
6
Knowledge:
2
Weapons & Armour: A thief can use any weapon, as long as it is not twohanded. They may wear light armour only. They may not use a shield. Starting Equipment: Light armour, dagger, short sword, backpack, bedroll, clothing (average), flint and steel, grappling hook, 2 days worth of trail rations, rope, thieves tools, potion of skill, waterskin, 20 silver coins.
Starting Health: 11 + 1 dice Starting Mana: 8 Thieves are sly, sneaky and deceitful people, who use their unique skills and talents to steal whatever it is they want. Usually found in large cities, professional thieves sometimes belong to a guild that regulates an individual thief’s jobs, but also splits the spoils evenly amongst its members. However, some thieves go solo, preferring to do their own thing and play by their own rules.
Special Rules: Thieves start with more money than other characters; this is reflected in their starting equipment. They also start with a free set of thieves’ tools.
Player character thieves are those who have given up a life of crime to go adventuring instead, something that their unique skills are well suited for. As long as they don’t cross the group or try
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TROUBADOUR Fighting:
2
Magic:
2
Strength:
2
Charisma:
6
Stealth:
4
Knowledge:
5
Starting Health: 12 + 1 dice
Starting Equipment: Dagger, short sword, backpack, bedroll, clothing (fine), flint and steel, mirror, musical instrument, 2 days worth of trail rations, waterskin, 60 silver coins. Special Rules: Troubadours have a great knowledge of history and geography due to their studies and travel. Whenever a troubadour must make a Knowledge roll on something to do with either of these two subjects, he may add +2 to the roll.
Due to their charming nature and quick wit, a troubadour may also add A troubadour is a wandering min- +2 to any Charisma roll they make strel or bard, a traveller who journeys when atempting to bribe someone. from place to place telling stories and singing songs. They are great students of history, studying the ancient tales for more stories to tell. Being well travelled they also know much about the land and its people. Starting Mana: 4
Player character troubadours are valuable not for their fighting prowess or magical abilities but for their knowledge and charm. They are, along with sages, one of the most intelligent character types and are often the spokesperson for the group. Weapons & Armour: Troubadours may use daggers, staves, clubs and short swords, as well as slings. They may only wear light armour and may not use shields.
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WARRIOR Fighting:
6
Magic:
2
Strength:
5
Charisma:
1
Stealth:
4
Knowledge:
3
Starting Equipment: Medium armour, shield, dagger, sword, spear, backpack, bedroll, clothing (average), flint and steel, 2 days worth of trail rations, waterskin, 10 silver coins. Special Rules: When fighting in hand-to-hand combat, a warrior may increase any damage they deal by +1 due to their training with weapons.
Starting Health: 15 + 1 dice Starting Mana: 4 Warriors are born to fight. Whether it is with sword and shield, axe or mace, spear or sta ff , a warrior is an expert in the art of hand-to-hand combat. They can be found in every culture, in every race, and in every part of the world. They know how to use the weapons they wield to full eff ect and often find themselves putting those skills to good use. Player character warriors are frontline fighters, usually one of the first to tackle any monsters the adventuring group encounters. If anyone is going to take the monsters down it will be the warriors! Weapons & Armour: Warriors can use any type of weapon, wear any type of armour and use shields.
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NON-HUMAN RACES Up until now, it has simply been assumed that the default race for your character is human. Individual Gamesmasters have had to come up with rules for those people wanting to have elf, dwarf or other types of characters. This chapter provides official rules for people wanting to play something more exotic than a mere human. Players may now choose one of the races below for their characters. It should be noted that your Gamesmaster may not allow certain races into his or her game; for instance, those running a purely good game may not want orcs running around as characters. Make sure you check with your Gamesmaster which races are allowed.
READING ENTRIES
THE
RACE
Each of the di ff erent character races are presented in the same way. A brief description of the layout follows: Characteristics: This section lists any modifications that must be made to the character’s Fighting, Magic, Strength, Charisma, Stealth and Knowledge scores. Description: Includes background information of the race, as well as the character types they are most suited to. Special Rules: Every character race has at least one special rule, and these are listed in this section.
Simply pick one of the races listed in the following pages, then note down any special rules or characteristic modifications you must make to your character.
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Special Rules: When you create your beastman character choose an animal type (such as wolf, cat or lizard). Not only will your beastman look like that animal, but can also speak with them. In addition, beastmen may cast the animal speech druid spell.
BEASTMAN Fighting:
+1
Magic:
-1
Strength:
+1
Charisma:
-2
Stealth:
+0
Knowledge:
+0
Bred from the magical joining of man and animal, beastmen are wild creatures not often accepted by society. Allthough they can look like almost any type of animal, a beastman stman walks upright like ike a human and can speak peak and think like one one, too. They do not often become advennturers, but thosee that do are fierce and savage with their enemies. Player character cter beastmen are suited uited more to the fighting ing classes than the magical ca ones. They T ey are often quite brutall and make excellent barbarians, berserkers, erserkers, rangers and warriors.
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Player character beastmen are suited more to the fighting classes. They often become archers, barbarians, rangers and warriors.
CENTAUR Fighting:
+1
Magic:
+0
Strength:
+1
Charisma:
+0
Stealth:
-2
Knowledge: nowledge:
-1
Special Rules: Centaurs can speak with horses. In addition they are very fast, and can move at twice the speed of a normal character.
A centaur is a creature that is half human and half horse. Their upper torso, head and arms are human in form, but from the waist down they possess the body and legs of a horse. Rarely arely do they become adventurers, as their larger bodies are not suited for journeying underground, where they find the narrow spaces very confining.
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DRAGONMAN Fighting:
+1
Magic:
-1
Strength:
+2
Charisma:
-2
Stealth:
-1
Knowledge:
-1
Special Rules: Dragonmen have a thick, scaly hide that provides them with a +2 bonus to their Defence scores,
Ages ago, somee powerful but mad wizard had ad the idea to create a hybrid dragon dragon and human. The result, t, which promptly killed the mad ad wizard, was the dragonman. n. Tall, strong, and powerful, dragonmen are a force to be reckoned eckoned with. They are rare beings ings and prefer to keep to themselves, emselves, but some will occasionally ionally develop the same lust st for treasure that their draconic onic ancestors possess and sett out on a life of adventure. Player character racter dragonmen aree almost always some kind of fighter. UsuUsually this meanss bar barian, berserker, ker, or warrior.
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DWARF Fighting:
+0
Magic:
-1
Strength:
+1
Charisma:
+0
Stealth:
-1
Knowledge:
+0
Special Rules: Dwarf characters can see in the dark without need for a lantern or torch. They may also add +1 to their Fighting scores when battling against goblins.
Alongside humans and elves, dwarfs are commonly seen wandering the lands as adventurers. Due to their natural ability to see in the dark, something that comes from years of living deep underground, they are natural dungeoneers. They also have a love for gold and treasure; all in all, they seem born to be adventurers. Player character dwarfs vary in their character type. Magic using dwarfs are uncommon though not unknown, as are any character types that rely on agility and dexterity, such as thieves.
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ELF Fighting:
-1
Magic:
+1 +
Strength:
-2
Charisma:
+0
Stealth:
+1
Knowledge: e:
+0
Tall, graceful ul and angelic, elves are common n adventurers. Natural magic users, they are often employed for their arcane abilities. Should hould the adventure takee place in a forest so much the beter, as elves are almost lmost unparralled in woodland areas. Player character racter elves gravitate towards thee magical classes, such as magician, n, illusionist i usionist and an druruid. They also lso sometimes become rangers and thieves. Special Rules: ules: Natural atural magic users, elvess begin play with 3 extra pointss of starting Mana.
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Special Rules: A gnome can speak to animals and understand what they are saying. They may also recognize any plants or herbs they come across.
GNOME Fighting:
-1
Magic:
+0
Strength:
-1
Charisma:
+1
Stealth:
-1
Knowledge:
+1
Looking much like a shorter, less stocky dwarf, gnomes are diminutive people who love nothing more than peace, quiet and a good story. Rarely do they become adventurers, though some suff er from a ‘disease’ they call wanderlust. A gnome who catches this ‘ailment’ leaves his cosy home and sets off on a life of adventure. Player character gnomes who become adventurers often take up the role of sages or troubadours, roles they fill quite naturally. Druids and rangers are also good gnomish types.
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GOBLIN Fighting:
-1
Magic:
+0
Strength:
-1
Charisma:
-1
Stealth:
+2
Knowledge:
-1
Goblins are devious, evil creatures who delight in sneaking about and stealing from others. They hate dwarfs with a passion, and usually try to murder them whenever possible. However, sometimes a goblin will renounce its evil ways and become an adventurer, often going up against its own kind in search of gold and other treasures. Player character goblins are very rare. They usually become thieves or assassins, roles they are naturally suited for. Special Rules: Goblins are sneaky individuals and gain a +2 bonus to any dice rolls made when they are sneaking or hiding.
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HOBGOBLIN Fighting:
+1
Magic:
+0
Strength:
+0
Charisma:
-2
Stealth:
+1
Knowledge:
-1
Bigger versions of their cousins, the goblins, hobgoblinss stand around two metres tres tall. Like their smaller ler kin, they are sneaky y and devious but, in addition, they are clever strategists and welltrained fighters.. They are mean and aggressive, ggressive, and almost all of them m are thoroughly evil; it is very rare re for a hobgoblin to take up the adventuring nturing life. Player character hobgoblins who do become adventurers rers usually become archers or fighters, rs, though a few also become assassinss or thieves. Special Rules: : Hobgoblins are trained fighters.. They may add +1 to any damage they t ey deal ea in hand-toan -tohand combat.
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ORC Fighting:
+2
Magic:
+0
Strength:
+1
Charisma:
-2
Stealth:
-1
Knowledge:
-2
with no subtlety at all. An orc has one thought and one thought only: fight! They live to fight, either against common enemies or if no be ter target presents itself, they will simply bash each other’s brains in. Player character orcs are uncommon though not completely unknown. They usually become warriors, bar barians or berserkers.
Special Rules: Orcs are tough indiAn orc, although similar in appearviduals and may add +1 to their Deance to a hobgoblin, is vastly diff erent fence and +1 to their starting Health in atitude. They are brutish thugs, scores.
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A D V A N C E D CHARACTERS Be warned! This section de finitely 3. Choose Special Skills takes the ‘Quick’ out of Quick Easy You may choose a special skill for Role Play! your character to learn. More skills The following rules allow you to cre- can be chosen once your character ate characters exactly as you want has earned some experience points. them to be. It allows much more Purchase Equipment flexibility and customization in your 4. characteristic scores and special abil- Determine how much money you ities. However, as the above warning have, and then purchase gear for should tell you, it takes much longer your character. The final section create a character using this system. of the book contains an expanded When creating a character using this equipment section. system, use the following steps in or- 5. Go Adventuring! der. Your character is complete, so it’s 1. Determine Characteristic Scores time to go adventuring! Firstly you must determine what D E T E R M I N E your Fighting, Magic, Strength, Cha- 1. risma, Stealth and Knowledge scores CHARACTERISTICS are. There are three diff erent ways to do this, as described below. You may Figuring out exactly what your characteristic scores are is the first thing choose one of the methods. you must do when creating an ad2. Choose Race vanced character. There are three ways to do this. You and the other Next, choose one of the races from players may use any of the methods the previous section of the rules. In described below, even if you don’t all addition you may choose to be hu- use the same. man, which off ers no special racial rules.
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ASSIGN SCORES
RANDOM GENERATION
Using this method, you have 21 points to split between all of your characteristics. You can split these points however you wish; for instance, you might decide to put 6 points into Fighting, 6 into Knowledge, 3 into Magic and split the remaining 6 points between Strength, Charisma and Stealth. It is entirely up to you. The only restrictions using this method are that no characteristic can be more than 6, and each characteristic must have at least 1 point.
This method uses the roll of a dice to determine what your characteristic scores are. Starting with Fighting, roll a dice. Write down the roll next to your Fighting characteristic. This will be your Fighting score. Now do the same for Magic, Strength, Charisma, Stealth and Knowledge. Whatever the dice roll is, that is your score for that characteristic.
This method is capable of generating quite powerful characters, but it is also capable of producing weaker ones too. As such, it is a risky methThis method off ers the greatest flex- od, but one that can be rewarding. ibility of all, and you can precisely create the type of character you want EXAMPLE: Bob has decided to create a new character. He wants to play to play. as a swashbuckling type of guy, and he chooses to use the Assign Scores STANDARD SCORES method of generating his characterisThe standard scores method gives tic scores. He puts 5 points into both you scores of 6, 5, 4, 3, 2 and 1. You Fighting and Charisma, which leaves may assign each of these scores to one 11 to put in to others. Next he decides of your characteristics. For instance, 4 points in both Strength and Stealth you may decide to put 6 into Stealth, is appropriate. He has now spent 18 5 into Strength, 4 into Charisma, and points, so has 3 remaining. He puts so on. 2 into Knowledge and 1 into Magic. This method is quicker than the first His final scores are: Fighting 5, Magone but still off ers quite a lot of flex-- ic 1, Strength 4, Charisma 5, Stealth 4,Knowledge ibility.
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2.
CHOOSE RACE
3.
The next step is to choose whether to play as a human character or as a nonhuman race. If you choose human, there is no special modi fications that need to be made to your character at this stage. If you choose non-human, pick one of the races presented in the previous chapter and apply all characteristic modifications and special rules to your character.
SPECIAL SKILLS
Once your characteristics and race are chosen, it is time to move on to the heart of the advanced character creation system: special skills. These special skills simulate the special rules found in the normal character section of the rules, such as the warrior’s ability to in flict +1 damage in hand-to-hand combat. When creating a character you may choose four special skills. As your character completes adventures you may learn new special skills, which may also be chosen from the list below. To learn a new special skill, you must spend 1 experience point.
It is worth noting at this point that if your chosen race would reduce one of your characteristic scores below 0, then you may not choose that race. Either pick another race, or go back to step 1 and redo your characteristic All characters begin with Weapon scores. Training with the dagger, club and staff . This is a free skill and does not EXAMPLE count towards the four that you may Bob now choose which race he wants choose. to play as. He likes the idea of a dwarf, so he looks up the dwarf race Advanced Knowledge in the previous chapter. He applies Your character has studied in an area all of the modifiers to his characteris- of expertise. When you choose this tic scores, which means his scores are skill, choose an area you would like now Fighting 5, Magic 0, Strength 5, your character to have extra knowlCharisma 5, Stealth 3 and Knowledge edge in. This could be anything, such 2. He also notes down that he can see as history, geography, languages, in the dark and gets the bonus to his etc. The area you choose has no limFighting score against goblins. its, but must first be approved by the Gamesmaster. If your character ever needs to make a Knowledge roll for something covered by your Advanced Knowledge, you may add +2 to the roll.
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•
Alchemy
Your character has studied the mystical art of potion-making. When you pick this skill, choose two of the po- • tions listed below. You may now create those potions. To do this you must make a Knowledge roll against the listed Diffi culty of the potion. Each • time you atempt to create a potion you must reduce their Mana score by 1. You must also pay 10-60 silver coins for each potion you atempt to create (roll 1 dice and multiply the • result by 10). This covers the cost of ingredients. Creating a potion takes an hour of game time. • • Potion of Cure All (Diffi culty 15): The drinker of this potion regains all lost Health. •
•
•
Potion of Curing (Diffi culty 13): The drinker of this potion • regains 2-12 Health (roll 2 dice). Potion of Dragon’s Breath (Difficulty 16): The drinker of this potion may breath fire in the • same was a dragon (or fire dragon if using the QUERP Bestiary). This lasts for 1 minute of game time. Potion of Enhancement (Difficulty 14): Choose a characteristic, such as Fighting. The drinker of this potion gains a +2 bonus to that characteristic for the next 5 minutes of game time.
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Potion of Healing (Diffi culty 11): The drinker of this potion regains 1-6 Health (roll 1 dice). Potion of Invisibility (Diffi culty 12): The drinker of this potion turns invisible for 5 minutes of game time. Potion of Luck (Diffi culty 14): The drinker gets a +2 bonus on the dice roll for the next characteristic roll he makes. Potion of Poison (Difficulty 16): The drinker of this potion loses 2-12 Health (roll 2 dice). Potion of Resistance (Diffi culty 13): The drinker of this potion takes 1 less damage from any source for the next 5 minutes of game time. Potion of Skill (Diffi culty 15): The drinker gets a +1 bonus on all characteristics for the next 5 minutes of game time. Potion of Sleep (Diffi culty 13): The drinker of this potion falls into a deep sleep for an hour of game time. Only atacking the drinker will wake him.
Animal Handling
Camouflage
You have been trained how to handle and train animals, even wild ones. If confronted with a hostile animal, you may make a special Charisma roll at Diffi culty 13. If you succeed, you pacify the animal so that it will not atack you.
You know how to conceal yourself from the watchful eyes of others. If you have this skill you may add +2 to your Stealth rolls when hiding.
Archery You have been trained with ranged weapons to a high level. If you have this skill you may add +1 to any damage you inflict with ranged weapons.
Climbing You are adept at climbing even the sheerest of surfaces. You may add +2 to all dice rolls when climbing.
Code of Honour
Characters with this skill gain a +1 bonus to all dice rolls. However, they must abide by a strict code of honour in order to keep this ability; should Armour Training they break the code of honour, they This skill allows you to wear any instead suff er a -1 penalty to all dice type of armour. Without this skill, rolls for a week of game time. you may not wear armour at all. In order to maintain their honour, a character may not ever willing do Battle Rage one of the following acts: In the heat of combat you fly into a berserk frenzy. When fighting in • Tell a lie hand-to-hand combat, a character • Flee from batle with this skill adds +2 to any damage he deals, but must also reduce • Refuse to help those less fortuhis Defence score by 2. A character nate than themselves with this skill may never escape from • Commit an evil act hand-to-hand combat.
Bribery
•
You know just how to bribe certain • individuals to get what you want. You may add +2 to any Charisma roll you make when atempting to bribe someone.
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Kill an opponent off ering mercy Insult a lady
Critical Strike
Disguise
You have an intimate knowledge of anatomy and know just where to strike an opponent to cause the most damage. When rolling for damage, a character with this skill may roll 2 dice instead of 1 and may pick the highest roll to use for calculating damage. For an example, if you rolled a 3 and a 5, you may use the 5 for damage.
The art of disguise involves changing your appearance to make yourself look like someone – or something – else. This skill gives you a +2 bonus to any dice rolls required when you are disguised.
Dodge
You are agile and nimble and able to avoid blows with ease. As long as Damaging Blow you are not wearing armour or using When you hit with your weapon, a shield, you may add +2 to your Deyou hit hard. In hand-to-hand com- fence. bat you may add +1 to any damage you deal. Etiquette
Dark Sight Having spent a great deal of time underground, you have developed the ability to see with no light. You do not suff er any penalties for fighting er in the dark and can see as you normally would.
Disarm In combat, instead of hurting your opponent you are able to knock his weapon out of his hand. You must choose to use this skill before atacking. If your atack is successful, you do no damage to your opponent, but instead disarm him. That opponent must now fight unarmed.
Knowledge of etiquete and proper courtly manners is a huge advantage when dealing with kings and rulers. If you have this skill and need to make a Charisma roll when dealing with the nobility, you may add +2 to the roll.
Foraging You know how to look for food in the wild, and can identify edible plants. A character with this skill may make a Stealth check (Diffi culty 12) when in areas of wilderness (such as forests or mountains) to hunt for food. If successful, they find enough food to feed 1-6 people (roll 1 dice). This ability cannot be used in areas of desert or wasteland.
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Haggling
Martial Arts
You know how to haggle with merchants in order to score a bargain. When you are buying something, you may make a Charisma roll at Diffi culty 13. If successful, You may reduce the cost of the item buy 25%. However, if you are unsuccessful, the price of the item goes up by 10%.
Having studied combat in the far east, you are now a master of unarmed fighting. A character with this skill may add their Strength scores to any damage they deal while unarmed. In addition, you can use defensive techniques instead of all out atack. To do this, you must reduce your Fighting score to 1, but may increase your Defence by +4. You may only do this Healing Characters with this skill have stud- when fighting unarmed. ied the medical arts and know how to treat wounds. With a successful Perception Knowledge roll (Diffi culty 10) you You have exceptional hearing and may heal one person per day, restor- vision. Whenever you are searching ing 1-3 Health (roll 1 dice and halve or listening for something, you may the result). add +2 to your Stealth rolls.
Hunting
Prayer
You are a master hunter, having tracked and trapped animals in the woods of the world. You gain +1 to your Fighting score against animals.
A character with this skill may pray to his or her god for assistance when making a characteristic roll. This costs 1 Mana and the character then makes a Charisma roll using the Difficulty of the action he is a tempting Leap You have a spring in your step that to influence. If the roll is passed, the allows you to jump further than oth- character gains a +2 bonus on the ers. You You may add +2 to any dice rolls characteristic roll. made when jumping.
Riding
Lock Picking
Although most characters can ride a The fine art of picking locks comes horse, this skill means your character naturally to you. You may add +2 to is highly trained in doing that activany Stealth rolls made when a tempt- ity. You may add +1 to any dice rolls you make while on horseback. ing to pick a lock.
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Shield Training
Tough
By picking this skill you may mow You are very hardy and resilient, able use shields. Without it, you may not to withstand blows others would use them at all. crumble under. Whenever you lose any Health, you may reduce the amount you lose by 1, down to a Sixth Sense minimum of 1. Your awareness and danger instincts are second to none. You know when danger is around you. If you have Tracking this skill you may add +1 to your De- You know how to follow footprints fence score and +2 to your initiative and trails. If you are in the wilderrolls. ness and are atempting to follow tracks you may add +2 to any Stealth rolls you must make. Sneak Your character knows how to move without making a sound. If you have this skill, you may add +2 to any Stealth rolls you make when sneaking.
Wealthy
You are richer than most other characters, having come from an a ffluent background. This skill may only be selected when first creating your character. You start with double Sorcery the amount of money you normally This skill allows you to cast spells. would. See the section on Sorcery, below, for more details.
Weapon Mastery
Swimming
Choose one of the weapons you have Weapon Training in. When you use Not everyone can swim; this skill en- this weapon, you may add +1 to your sures that your character can do so. You may add +2 to any dice rolls you Fighting score. make for swimming.
Weapon Training
Tactician Your character has an advanced knowledge of batle tactics and is able to advise others on the best course of action and strategy. When a combat begins, you may make a Knowledge roll at Diffi culty 13. If successful, all friendly participants in the ba tle gain a +1 bonus to their Fighting scores.
When you choose this skill, choose three diff erent weapons. You may erent use those weapons. Without this skill, you may not use any weapons that you have not chosen.
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SORCERY The Sorcery skill allows your character to cast spells. Every time you choose the Sorcery skill, you may choose two spells from the list below. Your character can now cast these spells during the game.
LIST OF SPELLS To cast a spell you must pass a Magic roll against the listed Di ffi culty of the spell. Every time you a tempt to cast a spell they must spend 1 point of Mana, whether the spell works or not.
Batle Armour (Diffi culty 13): Casting this spell encases the caster in a field of glowing blue that off ers great protection. The spell lasts for 5 minutes of game time, during which time the caster gains a +4 bonus to his or her Defence score. Beguile (Difficulty 13): When this spell is cast upon another humanoid creature the target becomes the casters best friend. The target will do whatever the caster asks, as long as it doesn’t include harming itself in any way. If the caster asks the target to do something it otherwise wouldn’t, the target may make a Charisma check (Difficulty 13) to resist. The spell lasts for one question.
Animal Speech (Diffi culty 10): This spell allows the caster to communicate with any normal animal. He can Blessing of the Gods (Diffi culty 12): understand its language and the ani- This spell gives the caster or one of mal can understand the caster. his or her allies a +1 bonus to one of Arcane Arrow (Diffi culty 12): This the characteristics for 1 minute of spell summons an arrow of magical game time. energy that shoots at an opponent. The caster must make a Fighting roll against the target’s Defence; if successful, the spell does 1-6 damage (roll 1 die).
Bone Spear (Diffi culty 13): The caster creates a spear of gleaming white bone that he throws at a target. The victim takes 1-6 damage (roll 1 dice).
Concussive Blast (Difficulty 11): Banish the Dead (Difficulty 14): This Choose a target. A blast of concusspell can be cast upon any undead sive air pummels the target, causing creature. It inflicts 2-12 damage (roll 1-3 damage (roll 1 dice and divided 2 dice). it by 2).
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Counterspell (Difficulty 14): This spell is unique, as the caster may only cast it when an enemy spell casters casts a spell. This is done outside of the normal turn sequence. If the counterspell is successful, the enemy spell is cancelled and has no e ff ect.
ESP (Difficulty 14): This spell allows the caster to read another person’s thoughts. The target can make a Knowledge roll (Difficulty 14) to resist this eff ect. The spell only lasts for an instant.
Fiery Blast (Diffi culty 13): Choose Create Golem (Diffi culty 16): This a target. A bolt of flame shoots from spell gives life to statue, creating a your palm and hits it in the chest, golem that will faithfully serve the causing 1-6 damage (roll 1 die). caster. The statue must be between 1.5 and 2.5 metres in height and made Flaming Sword (Difficulty 14): A out of a single piece of clay, stone, sword of fire appears in the hands of the caster. The spell lasts for one wood or iron. combat. As long as the caster is wieldDivine Guidance (Diffi culty 13): The ing the flaming sword, he deals 2-12 caster gains a +1 bonus to all dice rolls damage (roll 2 dice). for the next 1 minute of game time. Grand Illusion (Diffi culty 15): This Divine Shield (Difficulty 10): The tar- spell works in a similar way to the ilget of this spell may add +1 to their lusion spell below. Where it diff ers Defence for five minutes of game is that touching the illusion does not time. cause the spell to end. Instead, only a Magic roll at Di ffi culty 15 by someDrain Life (Diffi culty 12): A black one atempting to discern if what ray shoots out from the casters hand they are seeing is an illusion or not and hits another creature between the can break the spell. This spell lasts eyes. That creature loses 1-3 Health for 5 minutes of game time. (roll 1 die and divide by 2) and the caster regains 1-3 Health. Healing Hands (Diffi culty 11): The target of this spell regains 1-6 Health Enhancement (Difficulty 14): This (roll 1 die). spell gives either the caster or an ally a +2 bonus to one of their characteris- Holy Blade (Difficulty 13): This spell tics for 1 minute of game time. causes the casters weapon to become imbued with divine power. While using this weapon, the caster adds +1 to his Fighting and damage for one minute of game time.
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Illusion (Diffi culty 13): The caster Invisibility (Difficulty 12): This spell can use this spell to create things that will make the caster appear to vanmake onlookers believe what they ish into thin air. Only the keenest eye are seeing is actually real. The illu- will spot the caster as the spell bends sion can be absolutely anything at all: light around him. The caster can talk a huge dragon, a pot of gold, a castle and act as normal wile under the efin the clouds or simply a wall block- fects of the spell. However, if he ating some ones path. The illusion has tempts to cast another spell or a tack full sound eff ects and even gives o ff the spell will be broken. This spell an odour if need be. Of course, these lasts for 5 minutes of game time. The things are not actually there and can- caster gains a +4 bonus to their Denot cause any damage. The spell can fence score while the spell lasts. be broken by someone simply touching the illusion. The spell lasts for 5 Languages (Diffi culty 11): This spell allows the caster to understand and minutes of game time. speak any language (though not that of animals; see the animal speech spell). The caster can communicate in any language for 5 minutes of game time. Levitation (Diffi culty 12): This spell allows the caster to move one creature or object up and down through the air for up to 1 minute of game time. Immolation (Diffi culty 14): Choose a target. That target suddenly bursts into flames, causing 2-7 damage (roll 1 dice + 1).
Lightning Bolt (Difficulty 16): Choose a target. A bolt of lightning shoots from your hand and hits the target, causing 2-12 damage (roll 2 Invisible Shield (Diffi culty 10): If dice). successful, this spell creates a disc Mage Light (Difficulty 10): This spell of force that the caster may use as a can be cast on an inanimate object, shield, adding +1 to his or her De- causing it to glow like a lantern for fence. If the caster already carries a up to 1 hour of game time. shield, the Defence bonus of it increases by an additional +1. The spell lasts for 5 minutes of game time.
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Pacify (Difficulty 13): The caster may cast this spell on any animal that is about to atack or is atacking the group. That animal will no longer atack. However, if the animal is attacked the spell will be broken and the animal may fight as normal.
Protective Aura (Difficulty 11): A field of energy surrounds the caster, granting him or her a +2 bonus to their Defence for 5 minutes of game. Raise the Dead (Diffi culty special): This spell can only be cast on a dead creature. That creature is turned into one of the undead, of a type of the necromancer’s choosing. The Difficulty of the spell depends on what type of creature is being created: Skeleton (Diffi culty 12), Wraith (Difficulty 15) or Zombie (Diffi culty 12).
Resurrection (Diffi culty 18): By casting this spell, the necromancer is able to restore to life a recently deceased creature. The creature (or person, for that mater) must have been dead less Part Water (Diffi culty 12): This spell than 24 hours for this spell to work. allows the caster to create a path The creature is restored to life, with 1 through a body of water that allows Health point. free passage without having to swim. Reveal Illusion (Diffi culty 10): By The caster can only maintain this casting this spell, the caster will inspell for two minutes of game time. stantly sense anything near him that Phantasm (Diffi culty 11): With this is an illusion. That illusion will then ect on him. spell the caster can create an image in have no aff the mind of one target creature near by. Like the illusion spell, the image can be of anything the caster wishes; however, it will only be able to be seen by the target. The image created is simply an image; no sound is heard from the phantasm. The spell can be broken by the target simply touching the illusion. The spell lasts for 5 minutes of game time.
Summon Angel (Diffi culty 20): Successfully casting this spell summons an angel to do the caster’s bidding for the next hour of game time. If the summoning happens for a reason the angel feels is unworthy, the angel will turn on the caster. (See the QUERP Bestiary for more details on angels).
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Summon Demon (Difficulty 22): Successfully casting this spell summons a demon to do the caster’s bidding for the next hour of game time. If the summoning happens for a reason the demon feels is unworthy, the demon will turn on the caster. (See the QUERP Bestiary for more details on demons). Summon Elemental (Diffi culty 18): This spell will summon an elemental of the casters choosing. The elemental will do the caster’s bidding for the next hour of game time.
Tremor (Difficulty 12): This spell causes an earth tremor to shake the ground. All creatures in the area immediately fall over, except for the caster. Player characters may make a Stealth roll (Diffi culty 10) to remain standing. Creatures that fall over must make a move action to stand up or suff er a -1 penalty to their Fighting and Defence scores.
Vigour (Diffi culty 14): The caster im bues himself or one of his allies with great energy. The target immediately regains 1-6 Health (roll 1 dice), and may add +1 to his Fighting and inTeleport (Diffi culty 17): The caster crease the damage he in flicts by +1 and up to four other creatures can for one minute of game time. move from their present location to anywhere within 100 kilometres. Vile Curse (Difficulty 13): The caster may choose one enemy. That creature Transformation (Diffi culty 13): The suff ers a -1 penalty to all dice rolls for casting of this spell allows the caster the next 1 minute of game time. to appear as someone or something else. Anyone viewing the illusionist Wings of the Arcane (Diffi culty 15): while the spell is in e ff ect will instead A pair of magical wings made of arsee the image the caster has created. If cane energy sprouts from the back of the caster has transformed into a spe- the caster or one other target. For the cific person in order to imitate them, next minute of game time, the target then anyone who sees the caster and may fly through the air. is familiar with that person may make a Knowledge roll (Diffi culty 13). If Wizard’s Key (Difficulty 10): This they succeed they realize that what spell allows the caster to open an oththey are seeing is an illusion and the erwise locked object, such as a box or spell is broken. Transformation lasts door. for 5 minutes of game time.
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SPELLS BY DIFFICULTY Diffi culty 10
Diffi culty 13
•
Animal Speech
•
Batle Armour
•
Divine Shield
•
Beguile
•
Invisible Shield
•
Bone Spear
•
Mage Light
•
Divine Guidance
•
Reveal Illusion
•
Fiery Blast
•
Wizard’s Key
•
Holy Blade
Diffi culty 11
•
Illusion
•
Concussive Blast
•
Pacify
•
Healing Hands
•
Transformation
•
Languages
•
Vile Curse
•
Phantasm
Diffi culty 14
•
Protective Aura
•
Banish the Dead
Diffi culty 12
•
Counterspell
•
Arcane Arrow
•
Enhancement
•
Blessing of the Gods
•
ESP
•
Drain Life
•
Flaming Sword
•
Invisibility
•
Immolation
•
Levitation
•
Vigour
•
Part Water
Diffi culty 15
•
Raise the Dead (skeleton or zom- • bie) •
Grand Illusion
Tremor
Wings of the Arcane
•
•
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Raise the Dead (wraith)
Diffi culty 16
4.
•
Create Golem
•
Lightning Bolt
The final stage of creating your character is to purchase equipment for him or her. This involves buying weapons, armour, potions and anything else you deem necessary. Each character begins with 100s.
Diffi culty 17 •
Teleport
Diffi culty 18 •
Resurrection
•
Summon Elemental
Diffi culty 20 •
Summon Angel
Diffi culty 22 •
Summon Demon
PURCHASE EQUIPMENT
The following is a master list of all equipment available to purchase. It includes both items listed in the QUERP Rulebook as well as new ones. Items marked with an * are new and are detailed further below. Items are now also listed with an Availability and Encumbrance. Common items are always available for purchase. Uncommon items are only available for purchase it a player first rolls a 4 or more on a dice. Rare items are only available if the player first rolls a 6 or more on a dice. The Gamesmaster is free to add a bonus to these dice rolls under certain circumstances; for instance, in a big city, the Gamesmaster may allow the players a +2 bonus on these dice rolls. Encumbrance indicates how bulky and weighty an item is. The number listed under Encumbrance shows how many items it counts as when a character is carrying it.
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ARMOUR Item
Cost
Availability
Light armour
20s
Common
1
Medium armour
40s
Uncommon
2
Heavy armour
60s
Rare
2
Shield
10s
Common
1
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Encumbrance
WEAPONS Item
Cost
Availability
Encumbrance
Batle axe
15s
Uncommon
1
Broad sword
25s
Uncommon
1
Bow
30s
Common
1
Club
5s
Common
1
Crossbow
50s
Uncommon
1
Dagger
2s
Common
1
*Flail
20s
Rare
1
*Gauntlet
1s
Uncommon
1
Halberd
20s
Uncommon
1
Javelin
2s
Common
1
Lance
15s
Uncommon
2
Mace
15s
Common
1
Morningstar
15s
Uncommon
1
*Net
2s
Common
1
*Rapier
15s
Uncommon
1
Short sword
10s
Common
1
Sickle
5s
Common
1
Sling
4s
Common
1
Spear
10s
Common
1
Sword
15s
Common
1
Staff
2s
Common
1
Two-handed sword
35s
Uncommon
1
War hammer
15s
Uncommon
1
*Whip
2s
Common
1
Arrow or bolt
2c
Common
1
Sling stone
free
Common
1
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ADVENTURING GEAR Item
Cost
Availability
*Ale
5c
Common
1
Backpack
3s
Common
1
Bedroll
5c
Common
1
Blanket
2c
Common
1
Boots
1s
Common
1
Candle
1c
Common
½
Cart
60s
Common
-
Cloak
1s
Common
1
*Clothing (poor quality)
5c
Common
-
*Clothing (average)
2s
Common
-
*Clothing (fine quality)
10s
Uncommon
-
*Cooking Pot
2s
Common
1
*Deck of cards
3s
Common
½
*Dice
2s
Common
½
Flask
2c
Common
1
Flint and steel
5c
Common
1
Grappling hook
3s
Uncommon
1
Holy symbol
25s
Uncommon
1
Holy water
25s
Uncommon
1
Horse (riding)
75s
Common
-
Horse (war)
200s
Rare
-
Lantern
9s
Common
1
*Meal (tavern)
1s
Common
-
Mirror
10s
Uncommon
1
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Encumbrance
ADVENTURING GEAR continued... Item
Cost
Availability
Mule
20s
Common
-
*Musical instrument
10s
Uncommon
1
Oil
1s
Common
1
*Parchment
5c
Common
½
*Pouch
5c
Common
1
Quiver
2s
Common
1
Rations (per day)
15c
Common
1
Rope
1s
Common
1
Saddlebags
6s
Common
1
*Tent
12s
Uncommon
2
Thieves tools
30s
Uncommon
1
Torch
8c
Common
1
*Wagon
100s
Common
-
Waterskin
1s
Common
1
*Wine
1s
Uncommon
1
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Encumbrance