Adventure Quest

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    Adventure Quest

    Character Creation

    Creating a hero for a play is a collaborative event between the Playersand Dungeon Master. They need to flesh out the character concept &

    background to devise a suitable hero for play giving plenty ofopportunity for quest hooks.

    Characters use Quest Points to purchase ranks, gain epiphany, createmagic items and even cheat death during the game. Quest points aregained by completing adventures, and are awarding on a basis of howsuccessfully the players overcame the challenges and role played theirhero.

    A party of heroes can be created by the DM allocating a pool of initialquest points to share for buying ranks and exceptional items, recreatingthe mixed parties found in most fantasy novels.

    Rank

    The rank chart is used to create any kind of hero from the gallant knight,mighty sorcerer to the crafty thief. Players spend quest points topurchase ranks, which in turn govern the amount of points available tospend on attributes.

    Rank Attribute Points Quest Points

    0 Unranked 5 0

    1 Apprentice 6 (+1) (1*)

    2 Journeyman 10 (+4) 4(+3)

    3 Adept 15 (+5) 7(+3)

    4 Master 20 (+5) 10(+3)

    5 Hero 25 (+5) 13(+3)

    6 Legendry 30 (+5) 16(+3)

    * Point cost when using party pool method of creation.

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    Attributes

    Characters are defined using the following attributes:

    Fighting Prowess (Fp), a measure of the heros martial ability.

    Skulduggery (Sk), a characters ability at nefarious acts and stealth.

    Vitality (Vt), a general measure of health and fortitude.

    Awareness (Aw), a measure of the characters perceptive abilities

    Resolve (Re), the heros mental strength and determination.

    Mystical Aptitude (Ma), a measure of the heros control over the mysticalrealm. This skill is harder to hone than other attributes and is bought ona two point for one point improvement basis.

    Characters also have two derived attributes;

    Stamina, the characters threshold for damage. Stamina is equal to 4+Vt

    Mana, the heros reserve of magical energy. A characters mana is equalto Ma*4

    Completing the Character

    All that is left now is to note the attributes onto a record card along witha few notes, a brief description and any starting items and spells.

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    Adventuring

    Resolution Mechanic

    Resolution is performed using a simple dice roll;

    Attacker Defender1d12 + attribute vs

    .7+attribut

    e

    A success is equal or greater to the target value. Wherever possible rollsshould be made by the players. A roll of 1 is always a failure and a 12 isalways a success.

    When a character is attempting a feat of skill without a direct defenderthe Dm should assign a difficulty rating, using the chart below.

    Simple 3

    Easy 5-6

    Challenge 10

    Hard Challenge 14

    Amazing 18

    Miscellaneous Actions

    Actions are resolved by matching the appropriate attribute against asuitable target number. Typical examples include:

    EvasionWhere possible test awareness to evade an attack. Characters inmedium armour suffer a -2 penalty or -4 if in full knights armour.

    Perception/Spot hidden

    Test awareness when the character is searching for hidden objects orpeople. Note it may be more suitable for the DM to make this rolldepending on the circumstances.

    Disarming TrapsTest the heros skulduggery. On a roll of 1 the character backfires thetrap on himself.

    Sleight of HandTest the heros skulduggery verses awareness. On a roll of 1 the targetdetects the thiefs attempt.

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    ClimbingCharacters in medium armour suffer a -2 penalty or -4 if in full knightsarmour. On a roll of 1 the hero slips and may suffer damage.

    Locked doors

    There are three ways of opening a locked door; By force, test vitality against the door strength

    Picking the lock, test skulduggery against the lock

    Using the key, much simpler by far!

    StealthTest the characters skulduggery against the sentrys perception. Whenmore than 1 character is trying to sneak through each must make acheck. However if they are sneaking past a group of guards only thehighest perception score is used.

    Stealth modifiers Stealth Perceptionmodifiers

    Perception

    wearing mediumarmour

    -3 pitch darkness -7

    wearing knightsarmour

    -6 torch or dusk no mod

    not moving +3 broad daylight -+5

    moving slowly no mod asleep -9

    moving quickly -2 looking other way -5within 3m of enemy -5 listening intently +2 *

    no cover available -5 ) extraneous noise orbustle

    -3

    Knockout AttacksAn attacker can try a special knockout attack against an unaware target,by testing skulduggery against the opponents vitality.

    EncumbranceCharacters can wear one set of armour at a time. As for other items thecharacter can carry up to ten items in equivalent size to a weapon. Smallitems such as rings and amulets are not counted against this total.

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    Combat

    Order of Combat

    Determine surprise if necessary

    Check for spell expiry and vitality checks for unconscious

    characters Combatants declare intentions in ascending order of awareness

    Resolve intentions in descending order of Awareness

    Surprise RollIf circumstances dictate check for surprise, check by testing theadvancing groups skulduggery against the others awareness. Successgrants the group a free combat round. For mixed groups use the lowestskulduggery against the highest perception.

    The Combat Round

    Each round lasts for 10 seconds in duration in which a combatant canperform one of the following actions:

    Attack with a weapon

    Notch and shot an arrow

    Load a crossbow

    Aim & fire a crossbow

    Draw a weapon

    Cast a spell

    Take out and unroll a scroll

    Activate a scroll

    Take out and unstopper a potion

    Drink a potion

    Activate a magical device

    Use a special ability

    To hit rollWhen attempting to hit an opponent each combatant uses their Fpattribute. A hit is scored when an attacker rolls equal or higher than thedefenders target value, thereby inflicting damage.

    Fighting in the darkCharacters fighting with no light source suffer a -4 penalty to fightingprowess.

    Multiple attackersWhen fighting more than one opponent at a time a hero must divide hisFP the incoming attacks. This is declared at the start of the combat.

    Missile AttacksArchers ignore the defenders fighting prowess. Note a failure can resultin hitting allies with missile attacks. The following modifiers apply to thearchers shot in the targets favour.

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    Shirt range no mod Target moving quickly +3

    Medium range +2 In poor lighting +3

    Long range +5 Small or crouching +2

    ArmourIf an attack is successful, the next stage is to determine if the blowactually penetrates the defenders armour. Armour reduces the amountof damage sustained from a below as shown below;

    Light TravellersArmour

    -1 to damage

    Adventurers Armour -2 to damage

    Knights Armour -3 to damage -2 to F.p.

    Shields add to a defenders fighting prowess. Small shields add +1, kiteshields add +2.

    Weapons and DamageThe damage inflicted by a weapon depends on its type. Weapons alsohave a quickness modifier that affects the order of combat.

    Unarmed combat 1d4-2 (minimum of 1 point), with a +1quickness bonus.

    Simple weapons, i.e. daggers cudgels. These are commonlyfound and inflict 1d4-1 damage to stamina (minimum of 1 point),with a +1 quickness bonus.

    Hand weapons, i.e. swords, axes, maces, stave etc. These inflict1d4 damage to stamina, with no modifier to quickness.

    Martial weapons, i.e. Two-handed swords, battle axes etc. Theseinflict 1d6 damage to stamina, with -1 modifier to quickness.

    Hurled Weapons, i.e. daggers, rocks, slings inflicting 1d4-1damage.

    Propelled weapons, i.e. bows inflicting id4 wounds.

    Wounds and recovery

    Damage inflicted is dependant upon the weapon used. If a character isreduced to 0 stamina they must make a Vt check every round until theirwounds are tended. A failed roll results in death. Wounds are healedthrough proper rest and recuperation at a rate of 2 points per night whenstaying at a proper inn or sanctuary, or at a lesser rate of 1 point pernights rest in the open air.

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    Magic

    The basics of magic

    When a hero casts a spell he tests his Mystical Ability. A sorcerer canattempt to create an effect of magic from the chart below. The Dmdecides ion the difficulty of the spell which becomes the target number.

    School of Magic DescriptionDivination Used to fortell portents and detect for

    effects.Charms Effects that effect the mind of the target,

    for example creating a phantom image orbewitching their thoughts

    Wards Magic used to protect the caster fromharm

    Enchanting Using magic to imbue powers into objects,such as enchanting a clock to grant itswearer flight.

    Conjurations Using magic to create or summon matterfrom other realms.

    Transfiguring Spells that alter the state and properties ofa person or object.

    How long a spell lastsMost spells occur instantaneously. However some spells last for aduration. Some may last for a specific length of time, others for arandom duration. Spells with a random duration are subject to a spellexpiry roll at the start of each round. On a roll of 1 on 1d12 the spellstops functioning.

    How a spell affects its victimSpells either directly or indirectly affect their victim. An example of a

    direct spell is a sorcerer casting a hex to curse his enemy. In which casethe spell casters mystical ability is tested against the targets resolve +spell difficulty. An indirect spell may be a warlock blasting his foe with a

    jet of flame as it is the fire not the spell itself harming the target. In thiscase the warlock would make a mystical attack as if he was making amissile attack on the target.

    How far can a spell reach?Different spells have different ranges, some requiring touch, others just aline of sight. The most powerful of magics can be cast from afar,harming their targets

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    Potions and Mystical Artefacts

    Sorcerers with mystical abilities are capable of producing potions andmystical artefacts given the proper equipment.Characters of Apprentice rank can produce simple potions given theingredients and a work space. On reaching Adepthood they can begin to

    artifice magical objects. By expending quest points the enchantmentscan be made permanent. Artificing is a slow and laborious processrequiring the sorcerers full attention, preventing the character fromadventuring for the period of construction.

    Special PowersSome characters may have heightened senses or powers that arentspells but are more than just raw ability and fall into the heading ofspecial powers. For example a hero may be blessed with luck and mayactivate this power by expending mana. Alternatively a thief may beintroduced to series of techniques to focus their concentration in tacklinga lock or act of legerdemain or in passing almost un-noticed through aroom. These should be devised by the DM to fit the concept and game.

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    Adventurers wares

    The right equipment can make all the difference to an adventurerssuccess.

    Standard Gear

    Armours & Weapons Cost DescriptionLight ArmourWarriors ArmoursKnights ArmourShieldKite Shield

    Simple WeaponsHand WeaponsMartial WeaponsBowsArrows (12)

    MiscellaneousBlessingHoly WaterCrucifix

    Thieves toolkitSilvered dagger

    PotionsPotion of restorationHeroic brewElixir of StrengthDust of Slumber

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    Character Sheet

    Character SheetName Rank

    Fp Vt

    Sk Aw

    Re

    Ma

    Stamina

    Mana

    current current

    ShieldArmour

    Weapon

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