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© 2015 MEGATON GAMES – WWW.MEGATONGAMES.COM QUESTCORE IS A ROLE-PLAYING GAME FOR AMAZING STORIES IN ALL YOUR WORLDS. BETA VERSION 0.52 TM THE ROLE-PLAYING GAME FOR ALL WORLDS EASY TO LEARN QUICK TO PLAY – BRINGS LIFE TO YOUR ADVENTURES MEGATON GAMES SUITABLE FOR THE STORMRING CAMPAIGN SETTING
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  • © 2015 MEGATON GAMES – WWW.MEGATONGAMES.COM

    QUESTCORE IS A ROLE-PLAYING GAME

    FOR AMAZING STORIES IN ALL YOUR WORLDS.

    BETA VERSION 0.52

    TM

    T HE ROLE-PL AYING GAME FOR ALL WORLDS

    EASY TO LEARN – QUICK TO PLAY – BRINGS LIFE TO YOUR ADVENTURES M E G A T O NG A M E S

    SUITABLE FOR THE STORMRING

    CAMPAIGN SETTING

  • BETA VERSION 0.52

    T HE ROLE-PL AYING GAME FOR ALL WORLDS

    QUESTCORE IS A ROLE-PLAYING GAME

    FOR AMAZING STORIES IN ALL YOUR WORLDS.

    GAME DESIGNCLAES SILLBERG

    PROOF READINGMIKAEL NILSSON

    GRAPHIC DESIGN AND LAYOUTCLAES SILLBERG

    GAME TESTERSMIKAEL NILSSON, PATRIK HJERPE, PETER GUSTAFSSON, RICHARD NORDLÖF

    THANKS TOROLLSPEL.NU

    MIKAEL ”OLD TIMER” BÖRJESSON

    CARTOGRAPHERS GUILD

    IN MEMORY OFRICHARD NORDLÖF

    © 2012–2015 MEGATON GAMES

    WWW.MEGATONGAMES.COM

    WWW.QUESTCORE.NET

    M E G A T O NG A M E S

    SUITABLE FOR THE STORMRING

    CAMPAIGN SETTING

  • TABLE OF CONTENTSWhat is QuestCore? ................5

    Players and the QuestMaster ......................................5Optional rules .................................................................5Time and scope in QuestCore ......................................5

    Dice .................................................................5Attributes, Skills and Abilities .....................5

    Attributes ........................................................................5Skills ................................................................................5Abilities ...........................................................................5

    Attributes .......................................................5Strength ..........................................................................5Stamina ..........................................................................5Agility...............................................................................5Dexterity ..........................................................................5Intelligence .....................................................................5Will ...................................................................................6Charisma ........................................................................6

    Level ...............................................................6

    Creating a player character ..6Improvement points (IP) ..............................6Place attribute bonuses ..............................6

    Minimum and maximum attribute bonus .................6What do the attribute bonuses mean? ......................6

    Place skill bonuses .......................................6What do the skill bonuses mean? ..............................6

    Choose your starting abilities .....................6Starting money .............................................6Buy equipment ..............................................6Carrying capacity and encumbrance .........7

    Lifting capacity ..............................................................7Formula: Lifting capacity .........................................7

    Light armour ...................................................................7Medium armour .............................................................7Heavy armour .................................................................7Large shields ..................................................................7High strength ..................................................................7

    Choose name, background and personality .....................................................7

    Other information ..........................................................7

    Skills........................................7Fighting skills .................................................................7Mundane skills ...............................................................7Special skills ..................................................................7

    Using skills .....................................................7Example: Using skills ....................................................7Optional rule: Take set value .......................................7Summary: Skill modification .......................................7

    Attacks and passive defence ......................8Example: Attack and defence .....................................8

    Attribute test .................................................8Advantage and disadvantage .....................8

    The rolls of 11 and 12 ..................................................8Effects of an advantage ...............................................8Effects of a disadvantage .............................................8

    List of skills ............................8

    Skill descriptions ....................8Fighting skills ................................................8

    Attack Melee (Agi) .........................................................8Attack Ranged (Dex) .....................................................8Defence (Agi) ..................................................................8

    Mental resistance (Will) ................................................9Missile damage (Dex) ...................................................9Resistance (Sta) .............................................................9Throw damage (Str) .......................................................9Will Power (Will).............................................................9

    Mundane skills ..............................................9Concentration (Will) ......................................................9Craft (Int or Dex) ............................................................9

    Optional rule: Craft and bruises .............................9Endurance (Sta) .............................................................9Knowledge (Int) ..............................................................9Manipulation (Dex) ........................................................9Manoeuvrability (Agi) ....................................................9Mobility (Agi) ..................................................................9Personality (Cha) ...........................................................9Perception (Will) ......................................................... 10Stealth (Agi) ................................................................. 10

    Special skills ..............................................10Restriction of special skills ....................................... 10Divine power (Will) ..................................................... 10Magic Arts (Int) ........................................................... 10Magic power (Will) ...................................................... 10Speak foreign language (Int) .................................... 10

    Damage and effect ................ 10Examples of common damage rolls ........................ 10Attribute score of -4 or lower .................................... 10Healing ......................................................................... 10Example: Melee attack .............................................. 10Example: Personality skill ......................................... 11Optional rule: Bruise .................................................. 11

    Equipment ............................. 11Improvised weapons .................................................. 11

    Pre-modern weapons .................................11Blades: ......................................................................... 11Brawl: ........................................................................... 11Club: .............................................................................. 11Bow: .............................................................................. 11Large: ........................................................................... 11Piercing: ....................................................................... 11Hafted weapons (axe/hammer): .............................. 11Thrown .......................................................................... 11

    Pre-modern armour ....................................11Armour ......................................................................... 11Shields.......................................................................... 11

    Modern weapons ........................................11Guns 1960-2020 ........................................................ 11Guns 1850-1959 ........................................................ 11Blades, modern:.......................................................... 11Piercing ........................................................................ 12Brawl ............................................................................ 12Thrown .......................................................................... 12Ranged weapon rules ................................................ 12Optional rule: Automatic fire .................................... 12Optional rule: Suppressing fire ................................. 12

    Modern armour ...........................................12Armour 1980-2020 .................................................... 12Shields 1980-2020 .................................................... 12

    Magic ............................................................12Damage modification for magic skills .................... 12

    Conflict ................................. 12Decide who acts first ................................................. 12Actions, rounds and turns ......................................... 12Surprise ........................................................................ 12

    Actions in a conflict ....................................12Examples of actions ................................................... 12

    Physical attacks .........................................13Attack modifications (physical attacks): ................. 13

    Gain Disadvantage ..................................................... 13Dodge attacks .........................................................13Parry ............................................................................. 13

    Grapple .........................................................13Grapple skill and size ................................................. 13Actions when grappling ............................................. 13List of actions when grappling ................................ 13

    Damage opponent ................................................. 13Escape grapple ...................................................... 13Lock opponent ....................................................... 13Escape lock ............................................................ 13Drag opponent ....................................................... 13Throw opponent to the ground ............................ 13

    Grappling and using weapons .................................. 13Optional rule: Simplified grappling .......................... 13

    Other actions in a conflict .........................13Defend action .............................................................. 13Ready ........................................................................... 13Move ............................................................................. 13Run ............................................................................... 14Aid ................................................................................. 14

    Zone of control ............................................14Free actions .................................................14

    Examples of free actions: .......................................... 14Free attack .................................................................. 14

    Conditions ............................ 14Prone ............................................................................ 14Dazed, exhausted or confused ................................. 14Blind ............................................................................. 14Paralyzed ..................................................................... 14Unconscious ................................................................ 14

    Magic .................................... 14Damage with magic spells........................................ 14Elemental lores ........................................................... 14

    List of the magic lores ...............................14Fire lore (Int) – ars Ignem ........................................ 14Water lore (Int) – ars Aquan .................................... 14Earth lore (Int) – ars Terram ..................................... 14Air lore (Int) – ars Auram ........................................... 14Mind lore (Int) – ars Mentem ................................... 15Force lore (Int) – ars Vim ........................................... 15Astral lore (Int) – ars Astra ........................................ 15Body lore (Int) – ars Corporem ................................ 15Negative Lore (Int) – ars Nox ................................... 15Positive lore (Int) – ars Lux ....................................... 15

    Abilities ................................. 15Attack abilities ............................................................ 15Optional rule: Use any attack ability ........................ 15

    Magic Abilities .............................................15Spell attack abilities .................................................. 15

    Abilities descriptions ............ 15Abilities descriptions (attack abilities) ....15

    Blinding strike (attack) .............................................. 15Crippling attack (attack) ............................................ 15Daze (attack) ............................................................... 15Defensive stance (attack) ......................................... 15Dirty fighting (attack) ................................................. 15Fast Attack (attack) .................................................... 15Fast footwork (attack) ................................................ 15Feint (attack) ............................................................... 16Ki attack (attack) ........................................................ 16Knockdown (attack) ................................................... 16Manoeuvring attack (attack) .................................... 16Paralyzing touch (attack) .......................................... 16Parry stance (attack) ................................................. 16Power attack (attack) ................................................ 16

  • Powerful charge (attack) ........................................... 16Round kick (attack) .................................................... 16Running jump kick (attack) ...................................... 16Sneaky attack (attack) .............................................. 16Stunning strike (attack) ............................................. 16Sure strike (attack)..................................................... 16Sweeping attack (attack) .......................................... 16Tactical strike (attack) ............................................... 16Trip (attack) ................................................................. 16Two-Weapon fighting (attack) ................................... 16

    Abilities descriptions ..................................16Acrobatics .................................................................... 16Animal Friendship ...................................................... 16Animal Communication..............................................17Attack style master ....................................................17Detect evil .....................................................................17Familiar .........................................................................17Great Speed .................................................................17Heal ...............................................................................17Holy aura .......................................................................17Improved initiative .......................................................17Improved sneak ...........................................................17Improved Spell learning .............................................17Know your enemy ........................................................17Lock opponent .............................................................17Luck ...............................................................................17Manyspell ......................................................................17Martial arts ...................................................................17Multispell ......................................................................17Rage ............................................................................. 18Rich ............................................................................... 18Scholar ......................................................................... 18Specialize .................................................................... 18

    Attack melee (Agi) ................................................. 18Attack missile (Dex) .............................................. 18Knowledge (Int) ...................................................... 18Craft (Int) ................................................................ 18Magic Lore (Int) ...................................................... 18

    Spell attack versatility (Optional ability) ................. 18Trackless ...................................................................... 18Trap sense ................................................................... 18Turn Undead ................................................................ 18Unarmed dodge .......................................................... 19Unarmed parry ............................................................ 19Unholy aura ................................................................. 19Wand and staff creation ............................................ 19

    QuestMaster Abilities description ............19Chameleon .................................................................. 19Darkvision .................................................................... 19Evil ................................................................................ 19Fear aura...................................................................... 19Flying ability ................................................................ 19Good ............................................................................. 19Hover ............................................................................ 19Immune to fear ........................................................... 19Invisibility .................................................................... 19Large size ..................................................................... 20Natural armour ........................................................... 20Natural attack ............................................................. 20Poisonous attacks ...................................................... 20Regenerate .................................................................. 20Sacred ground immunity ........................................... 20Slow .............................................................................. 20Small size .................................................................... 20Undead ......................................................................... 20Vulnerability ................................................................. 20

    Magical abilities descriptions (Spell attacks) ........................................................20

    Attribute damage (Spell attack) ............................... 20Area (Spell attack)...................................................... 21Curse (Spell attack) .................................................... 21Daze (Spell attack) ..................................................... 21Freeze (Spell attack) .................................................. 21Knockdown (Spell attack) ......................................... 21Line attack (Spell attack) .......................................... 21Paralyze (Spell attack) ............................................... 21Ranged spell (Spell attack) ....................................... 21

    Magical abilities descriptions ...................21Astral step (Spell) ....................................................... 21Call elemental (Spell) ................................................ 21Cantrips (Spell) ........................................................... 21

    Light ......................................................................... 21Ghost sound ........................................................... 21

    Calm animal ........................................................... 21Wizards’ charm ...................................................... 21Wizards mark ......................................................... 21Sending ................................................................... 21Darkness ................................................................. 21Light a fire ............................................................... 21Conjure water ......................................................... 22Gust of wind ........................................................... 22Magic hand ............................................................. 22Warmth ................................................................... 22Tremble ................................................................... 22Trackless ................................................................. 22Find north ............................................................... 22Feel magic .............................................................. 22

    Detect magic (Spell) ................................................... 22Divination (Spell) ........................................................ 22Dispel magic (Spell) ................................................... 22Elemental weapon ..................................................... 22Fly (Spell) ..................................................................... 22Greater bless (Spell) ................................................... 22Greater curse (Spell) .................................................. 22Heal wounds (Spell) ................................................... 22Heighten attribute (spell) .......................................... 22Magic fog (Spell) ......................................................... 23Telekinesis (Spell) ....................................................... 23Transform (Spell) ........................................................ 23

    Game master section ............ 23Experience points (EXP) .............................23

    EXP to reach the level ................................................ 23Formula: EXP .......................................................... 23

    XP value for defeating an obstacle .......................... 23Formula: XP defeating obstacle .......................... 23

    0th level creatures......................................23Money ...........................................................23Treasures .....................................................23Equipment ...................................................24Travelling ......................................................24

    Travelling by foot ......................................................... 24Travelling by horse ...................................................... 24Seafaring ..................................................................... 24

    Darkness ......................................................24Water ............................................................24Fire ................................................................24Making money ............................................24

    Different jobs .............................................................. 24

    Game terms ........................... 24Attributes ..................................................................... 24Blind ............................................................................. 24Character ..................................................................... 24Conflict ......................................................................... 24Creature ....................................................................... 24Creature level .............................................................. 24Dazed ........................................................................... 25DC ................................................................................. 25Equipment ................................................................... 25Abilities ........................................................................ 25Ability (attack) ............................................................. 25Ability (spell) ................................................................ 25Ability (Spell attack) ................................................... 25Level ............................................................................. 25Paralyzed ..................................................................... 25PC .................................................................................. 25Prone ............................................................................ 25QC ................................................................................. 25QM................................................................................. 25QuestMaster ................................................................ 25Round ........................................................................... 25Skills ............................................................................. 25Skill bonus ................................................................... 25Stunned ........................................................................ 25Turn ............................................................................... 25Unconscious ................................................................ 25ZOC ............................................................................... 25

  • QuestCore • v.0.51 Visit www.QuestcCore.net for latest version6

    What is QuestCore?QuestCore is a role-playing game system.To play this game system you just need one or more friends (three to five of them usually work best) and a 12-sided die. A few pieces of paper and some pencils are good to have too. With these rules you can play any kind of role-playing game such as fantasy, science fiction or horror. While QuestCore offers most of the rules you need to play, you might want additional background material and more rules for the specific game setting where you want your stories to take place.

    Players and the QuestMasterOne of the participants takes the role of QuestMaster (or Game Master) and the rest are players. Each player assumes the role of a single character in a fictional setting. These characters are called Player Characters (abbreviated PC) and the QuestMaster (abbreviated QM) handles every other creature in the world – often called ”non-player characters” (or NPCs). The QM also acts as a storyteller and referee. There are no winners or losers in a role-playing game – instead the QuestMaster and the players create a story together.

    Optional rulesSome rules are optional. They are marked accordingly, and the QM (maybe together with the players) should decide if they should be used or not. Most optional rules are easy to include after the game has started, but often it’s good to decide beforehand if you wish to use the rule or not.Optional rules might be a more complicated version of the standard rule or a whole new rule. The optional rules might add more ”realism” to the game.

    Time and scope in QuestCoreThe imaginary world where the game takes place is often called “setting” or “campaign setting”. An example of a campaign setting is “StormRing”, a detailed fantasy setting published by the creator of QuestCore.A game session (typically one evening or one day in real life) might be divided by scenes (such as a meeting at the local inn or searching through an abandoned factory). When the player characters face an important obstacle or challenge, a conflict might arise. A Fight is a common type of conflict in many games. Conflicts in QuestCore have special rules and are divided into rounds and turns. During one round, every participant takes one turn. A series of game sessions (with the same player characters) often form an adventure. Several adventures might be connected to each other to form a “campaign”. Adventures and campaigns could be bought ready-made or be made up by the QM.

    DiceIn this game you use a twelve-sided die called d12. Some-times six-sided dice, called d6, are used. If you don’t have a 12-sided die you can roll a 6-sided die twice. If you roll 1-3 on the first die the second die is the result as it shows. If you roll 4-6 on the first die you add 6 to the result of the second die.

    Attributes, Skills and AbilitiesIn QuestCore’s rules, people and creatures are described using Attributes, Skills and Abilities.

    AttributesAttributes are the basic abilities of a character such as Strength and Agility. Attributes are explained below.

    SkillsSkills are proficiencies you can learn and improve by train-ing, such as firing a bow or crafting. See the Skills chapter for detailed information about all skills.

    AbilitiesAbilities are all the special traits that a character or other creature in the world might have. Examples of abilities are Sweeping Attack, Improved Initiative, and Great Speed. Abilities might also be magical abilities such as a magic fireball spell and racial abilities such as natural armour. Abilities are listed in the Abilities chapter.

    AttributesThe basic attributes of a creature are: Strength, Stamina, Agility, Dexterity, Intelligence, Will, and Charisma.

    StrengthStrength is a measure of your raw muscular strength. This ability is useful for lifting things and dealing damage.

    StaminaStamina determines how much physical damage you can withstand and is also a measure of your endurance.

    AgilityAgility determines how quickly a creature reacts and exam-ples of use include dodging attacks and jumping.

    DexterityDexterity is a measure of eye-hand coordination and manual dexterity. Dexterity can be used for things such as trying to pick a lock or shooting arrows.

    IntelligenceIntelligence is your memory and logical reason. It’s used, for example, to learn languages or to cast magic spells.

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    WillWill is your willpower and mental strength. It’s also a meas-ure of your ability to concentrate. Skills that rely on will include Will resistance and Search.

    CharismaCharisma determines how other people perceive you and your ability to convince people. It’s used when you try to bluff or hold a rallying speech etc.

    LevelAll creatures in the game have “levels”. The more levels the creature has the more experienced it is. A high level can also reflect the special innate abilities of a creature. A young untrained and unskilled person might be level 0 while a master smith or high officer might be level 5 or higher. Player characters start at level 1. As the game advances they gain experience points and when they reach a certain number of experience points they gain an additional level.

    Creating a player characterThis chapter explain how a player character is created, but the QuestMaster uses the same rules when he or she creates non-player characters or other creatures in the world.

    Improvement points (IP)You get a total of 20 improvement points (IP) to place in attribute bonuses, skill bonuses and abilities. Every level after the first you gain 3 IP. You can spend your IP when you gain a level or you can choose to save IP for later use. Unspent IP can only be used the next time you get IP (usually the next time you gain a level).

    Place attribute bonusesAttribute bonuses start at 0. Every attribute bonus you raise above 0 costs 3 IP. Every attribute bonus you raise above 2 costs 6 IP. Every attribute bonus you decrease below 0 gives you 1 IP.

    Minimum and maximum attribute bonusAt level 1 you can have a minimum attribute bonus of -2 and a maximum bonus of 2. Depending on the power level of the campaign the QM could restrict the maximum attribute for player characters. An attribute bonus of 3 is the recommended maximum for player characters in a normal fantasy campaign.

    What do the attribute bonuses mean?-3 Extremely low-2 Very Low

    -1 Low0 Average1 High2 Very High3 Extremely high4 Superior

    Place skill bonusesSkill bonuses start at 0. Every skill you train costs 2 IP and increases your skill bonus by 2. At least one of three skills must be a mundane skill (see skill list). You also gain skill bonus according to your level. For every 4 levels you gain 1 skill bonus on all skills (you must still be trained in a “special” skill to use it (see “special skills” in the “Skill” chapter).Skills you have trained can be improved further with the Specialize ability. See the Specialize ability for more information.

    What do the skill bonuses mean?0 Untrained1 Beginner2 Trained 3 Experienced4 Very Experienced5 Master6 Grand master7+ Superhuman

    Choose your starting abilitiesOne ability costs 2 IP. The maximum number of abilities you can have are your level plus one (level+1). As Quest-Core can be set in many different worlds the QM often restricts which ones you may choose between. The “Quest-Master abilities” are generally restricted to special creatures or non-human races.

    Starting money(6 + Int + Cha + Will) x 40 standard coins. These ”standard coins” might be, for example, ”gold pieces” in a fantasy world, ”galactic credits” in a science fiction setting or ”dollars” in modern day USA. The details of the monetary system of the game and the value of ”standard coins” are determined by the game world setting and the QM. The quantity of starting coins can also vary greatly between different game world settings.

    Buy equipmentDepending on the adventure setting, the characters have different equipment lists. The QM might also have restric-tions on the starting equipment for his or her game.Write down your equipment and also note any equipment bonus and which skill that is used for each.

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    Carrying capacity and encumbranceLifting capacityDepending on your strength you can lift a certain weight from the ground and still be able to move slowly. Strength Pounds Kg-3 20 lbs. 10 kg-2 80 lbs. 40 kg-1 140 lbs 70 kg0 200 lbs 100 kg+1 260 lbs 130 kg+2 320 lbs 160 kg+3 380 lbs 190 kg+4 440 lbs. 220 kgFormula: Lifting capacityStr x 60 + 200 lbs. (or Str x 30 + 100 kg)

    Light armourLight armour gives you no penalties.

    Medium armourIf you wear medium armour you are encumbered. This may affect certain skills and manoeuvres such as swimming and climbing.

    Heavy armourIf you wear heavy armour you are heavily encumbered. Heavily encumbered creatures get an Agi penalty of -1. You cannot swim wearing a heavy armour (regardless of your strength).

    Large shieldsA large shield adds to the overall hindrance and changes unencumbered to encumbered and encumbered to heavily encumbered.

    High strengthIf you have more than STR 0 you deduct one step from encumbrance level (heavily encumbered to encumbered etc.).

    Choose name, background and personalityYou will also need a name and it might be good to write down the personality and background of your character. You can write as much or as little as you wish. Many players choose to develop these things as the game proceeds but at least a name and some basics are recommended for a start.

    Other informationDepending on the setting it might be good to write down things such as weight, height, gender and age, but these things have little or no actual effect on the character in terms of the rules. Extreme variations are covered by Abili-ties (like giant sized creatures or very small creatures).

    SkillsThere are three different groups of skills. Generally you can try to use a skill even if you haven’t trained it (except for Special skills).

    Fighting skillsFighting skills are used when you attack (such as Attack Melee when you try to hit someone in close combat) or some other training used in combat such as Resistance for enduring damage.

    Mundane skillsMundane skills are skills you use when you try to accom-plish something that is neither an attack nor a special skill.

    Special skillsSpecial skills can only be used when you have trained them. They can be magical skills such as Magic Arts or very spe-cialized training. The QM might decide that some special skills can’t be trained (depending on the game world and setting).

    Using skillsWhen you use a skill you roll a d12 and add various mod-ifiers. You must reach or exceed the difficulty class (DC) to succeed. The DC is determined by the QuestMaster. To succeed at a simple task you need to reach 4 or more. A normal task has a DC of 6. A hard task is DC 8.Skill modifiers often include attribute bonus, skill bonuses and equipment bonuses. The skill bonuses represent your training in the skill.

    Example: Using skillsCaitlyn has trained the Manipulation skill and wants to try to open a locked door. A usual standard lock is DC 8 to open. Caitlyn has a dexterity attribute of +1 and a Manip-ulation skill of +2. She also has some really good, master-work, lock picks which give her a bonus of +1. She rolls a 6 on a d12 and adds +4 to the roll for a total of 10. 10 is equal to or greater than the DC of 8 so she successfully picks the lock.

    Optional rule: Take set valueDepending on the situation you can choose not to roll for the skill use, but pick (“take”) a set value.Take 3: Whenever you wantTake 5: Whenever the situation is calm (no enemies around and you’re not in a conflict (e.g. in combat)).Take 10: When you have lots of time (and you could fail without any consequences).

    Summary: Skill modificationSkill modification: attribute bonus + skill bonus + speciali-zation bonus + equipment bonus + advantage/disadvantage

  • QuestCore • v.0.51 Visit www.QuestcCore.net for latest version9

    Attacks and passive defenceMany times when you use a skill, you use it against another creature. The creature can usually use a skill (or skills) to defend himself. Unless otherwise noted you do not roll the defending skill but use the number 6 as a base and add the skill value.

    Example: Attack and defence Regnor the fighter is about to attack a giant lizard with his battle axe. Regnor is level 2 and has trained his “Attack Melee” skill. He has an attack melee bonus of 2. He adds his agility bonus (which is 1) and the QM rules that he gains +1 for being on higher ground than his opponent. Regnor rolls a d12 and adds 4 to the result. He rolls 5 and gets a total of 9 which is enough to hit the giant lizard, which is DC 8 to hit (the DC is determined by adding 6 + agility + defence).

    Attribute testTo test an attribute (when no particular skill can be used):Roll d12 + Attribute

    Advantage and disadvantageThe rolls of 11 and 12When you roll 11 or 12 when you make a skill roll you either gain advantage or you gain disadvantage. 11 counts as if you rolled 4 on the die and 12 counts as if you rolled 7 on the die. If you fail the attempt (using the 4 or 7) you get Disadvantage and if you succeed you gain Advantage.You can also gain advantages in other ways, mainly by manoeuvring or using abilities in combat (see the Conflict chapter). The Advantage lasts until the end of your next turn.

    Effects of an advantageYou can choose to spend the Advantage to give you a +2 bonus on your next skill roll or +2 on a defence. You then loose the advantage. In close combat you can, as an action, spend the Advantage to cancel another creature’s advantage. You can also, as an action, opt to spend the Advantage to reload an attack ability.

    Effects of a disadvantageThe disadvantage gives you -2 in your next attack roll or defence. You don’t automatically loose a Disadvantage.

    List of skillsFighting skillsAttack melee (Agi) Attack ranged (Dex) Defence (Agi) Melee Damage (Str)

    Mental resistance (Will)Missile Damage (Dex) Resistance (Sta)Throw damage (Str) Will Power (Will)Mundane skillsConcentration (Will) Craft (Int) Manipulation (Dex)Endurance (Sta) Knowledge (Int) Manoeuvrability (Agi)Mobility (Agi) Perception (Will)Personality (Cha) Stealth (Agi)Special skillsSpecial skills may not be used untrained.Divine power (Will) Foreign language (Will) Magic Arts (Int)Spellpower (Will)

    Skill descriptionsFighting skillsAttack Melee (Agi)You can use weapons such as short sword and great axe to attack in melee. This skill also covers various natural weap-ons such as claws (for beasts etc.) or fists (for humans etc.). You must choose to specialize in a specific weapon category when using the Specialize Ability. Even more specialized training (such as martial arts) might be covered by other special skills or abilities.

    Attack Ranged (Dex)You can use different types of ranged weapons such as crossbows, guns, rifles and modern firearms. You are also trained to throw things with precision (such as daggers, javelins and grenade weapons). You must choose to spe-cialize in a specific ranged weapon category when using the Specialize Ability.

    Defence (Agi)This is the skill you use when you avoid attacks. Commonly used as a passive defence. Defence is also the skill you use when you use the parry action in combat.

    Melee damage (Str)This is the skill that represents your ability to deal damage with most melee weapons.

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    Mental resistance (Will)This skill is used to defence against various mental attacks. Often used as a passive defence.

    Missile damage (Dex)This is the skill that represents your ability to deal damage with most missile weapons.

    Resistance (Sta)This skill represents your innate and trained ability to withstand (and ignore) physical violence. Used also when resisting poison or certain magical attacks.

    Throw damage (Str)This is the skill that represents your ability to deal damage with most thrown weapons.

    Will Power (Will)This is the skill you use when determining the damage you deal with spells and other kinds of magic.

    Mundane skillsConcentration (Will)This skill can be used when concentration is the key to success. You can always use concentration (DC6) as a standard action to gain Advantage (see Advantage and Disadvantage).

    Craft (Int or Dex)This skill represents your general skill and knowledge in all kinds of crafts. You must choose to specialize in a specific craft when using the Specialize Ability. Different crafts might include metal smithing, carpentry, cooking, fishing, sewing, or painting. They also include such knowledge as first aid (stop a bleeding wound with a bandage) and wilderness survival (making a fire, collecting food and water, building a windbreak).Use First Aid to heal wounds: it can be used on every wound once per day. The DC to heal a normal wound is 8. This skill can also stop bleeding.Optional rule: Craft and bruisesIf you use the bruise rules you reduce one wound to a bruise instead of healing.

    Endurance (Sta)This skill represents the training and endurance that lets you run or march for a longer time without tiring. It is also used to withstand thirst, hunger and cold weather. You can run for a number of minutes equal to double your skill level (minimum 1 minute).

    Knowledge (Int)This skill covers all kinds of knowledge. Depending on the game setting this covers different things, but usually everything that you can learn at, for example, a university.

    In a fantasy world, this knowledge might include plants and animals, magic, history, geography and knowledge about various planes of existence (such as heaven and hell).In a modern world (such as the 20th century), things included might be mathematics, medicine, history, biology, economics, and computer science.You must choose to specialize in a specific field of knowl-edge when using the Specialize Ability. The QM might demand a Specialize ability for certain Knowledge checks.

    Manipulation (Dex)This skill is used whenever you try to manipulate mechan-ical devices: everything from locks, clocks and traps to drawbridges. Also used when you try to manipulate small objects unnoticed (e.g. pick pocket attempts and card tricks).Pick lock: A simple lock is DC 8 and a normal lock is DC 12. It requires at least some simple instrument to use as a lock pick. Masterwork lock picks give a +1 bonus, but only if you are trained in Manipulation.Often the successful use of this skill requires the Knowledge skill (especially for complicated technology).

    Manoeuvrability (Agi)Used to ride various steeds such as horses or giant lizards, as well as when you are riding a flying mount or magic broom or otherwise are manoeuvring in the air. Also used for high tech flying crafts but these may require other skills as well. Control a mount in combat: DC 8.When you drive a vehicle of some sort you also use this skill (can be cars (in a modern setting) or a wagon).

    Mobility (Agi)Use this skill when you when you try to climb, jump far, or swim, or when you need to keep your balance. Used as a defence for trip attacks and when you are, for example, trying to fight standing on a chair. To determine how long you can jump: Roll a d12 and add your skill. This is how far you jump in feet. Used to swim in water: DC 4 is required to stay afloat. To swim with half your movement speed is DC 6.

    Personality (Cha)A high score in this skill represents training and/or natural aptitude for making people or other creatures listen to you and be convinced that what you say is true. This skill can be used when you are trying to get the information you want. Also use this skill when you are trying to intimidate an opponent.If used in a bigger settlement to gather general information, the skill generally takes about two hours (the QM might rule otherwise depending on the situation). Acting out a role: Can be used when trying to act like someone else.Handle animal: When you try to make an animal do what you wish. The skill is also used when training animals (such as teaching dogs different tricks or trying to break a horse).

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    The amount of time and the DC varies greatly depending on what you’re trying to do.

    Perception (Will)Used when you are trying to figure out when someone is lying. This skill is also used to detect hidden dangers in your surroundings or when you’re searching for something hidden.Searching: Normally you search a small area like a small room (about 10x10 feet). Each skill check takes about one minute. If you want to search a bigger area in one minute the DC increases by 2 for each 10x10 feet. A small item such as a coin is DC 8; a bigger thing such as a carefully concealed body is DC 6.

    Stealth (Agi)This skill is used when you are trying to be quiet and hide from sight. The DC is the passive perception of the crea-tures that might hear or see you. You must have some kind of cover or concealment to be able to hide (such as some furniture to hide behind, or dark shadows). If the creature that you are trying to hide from can see you (such as a creature seeing you stand in a dark alley prior to the stealth attempt) you have -5 on the roll.

    Special skills Restriction of special skillsSpecial skills may not be used untrained. The QM can and should restrict the learning of special skills. Some skills are not suitable for certain campaign settings (e.g. magic in a non-magic world).

    Divine power (Will)This is the skill you use when determining the damage you deal with divine lore.

    Magic Arts (Int)Use these to attack someone with magic in close combat. You can also learn various abilities to enhance the attacks and learn spells that require lore skills.You must choose to specialize in a specific kind of magic when using the Specialize Ability.

    Magic power (Will)This is the skill you use when determining the damage you deal with most kinds of magic lores.

    Speak foreign language (Int)This skill is actually one skill for every language you want to learn. DC 4 for simple conversations and DC 6 for more complex discussions.

    Damage and effectIn QuestCore many different things can do different sorts of damage. A dagger can inflict bleeding wounds, some cleverly spread rumours can harm the managing directors’ reputation. Normally only Stamina, Will, and Charisma can be dam-aged. The QM might rule otherwise in some occasions.If you succeed with your damage roll you inflict 1 damage. If you exceed the DC with 5 you inflict 1 additional point of damage. If you exceed it by 10 you inflict 2 additional and so on. Normally this is used in combat (when you attack someone with a weapon) but can be used in other situations as well.

    Examples of common damage rollsMelee attacks: Melee damage (Str) to Resistance (Sta)Ranged attacks: Missile damage (Dex) to Resistance (Sta)Mental attacks: Will Power (Will) to Will power (Will)Mental spell attacks: Spellpower (Will) to Will power (Will)Social attacks: Personality (Cha) to Personality (Cha)

    Attribute score of -4 or lowerNormally the damage is inflicted to Stamina (or Will) and when Stamina (or Will) reaches -4 the creature falls unconscious and might die. Every round that a creature is left unattended, roll a normal attribute check (DC 6). On a failed roll the creature takes an additional point of damage. A creature that reaches -10 Stamina (or Will) dies immedi-ately. A successful attribute roll of 10 or higher stabilizes the creature. A stabilized creature doesn’t have to roll attribute checks and will not automatically lose any more Stamina or Will.If Charisma reaches -4 or lower that creature cannot use any Charisma based skills or abilities.

    HealingIn one day of rest a creature heals 1 point of damage. If the creature is not resting it heals at most 1 point every two days.

    Example: Melee attackDetermining the effect of a melee attack. The fighter Harold hits a wolf with a medium sized axe. Roll a d12 and add the Melee damage skill plus adjustments. Harold rolls 8 and adds his Melee damage skill of 4, also adding the damage bonus for the axe which is 2. That is 8+4+2 which adds up to 14. The wolf has a damage resist skill of 3 which give it a damage resistance of 9 (base of 6 plus 3). The wolf takes 2 points of damage (14 is 5 more than 9 but less than 10 more). The wolf deducts 2 points from its Stamina, leav-ing it with a Stamina bonus of -1 and survives the attack.

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    Example: Personality skillDetermining the outcome of a gubernatorial election. The two politicians attack with a roll for their personality skill (d12 + personality) and defend with personality (6 + personality skill). They take turns attacking and charisma is damaged. The one that first gets to -4 charisma is the loser.This “combat” can go on for days or even weeks. The QM should modify the roll depending on situations (e.g. one politician gives money to the poor to improve his roll).

    Optional rule: BruiseIf you fail your damage roll by no more than 2, you have inflicted one Bruise. 3 bruises give 1 damage.

    EquipmentMany times equipment gives different bonuses to skills. Generally you can only use a light weapon in one hand if you have a strength bonus of -2 or better. You can only use a medium weapon in one hand if you have a strength of 0 or more. You can only use a heavy weapon in two hands if you have a strength of +1 or more. If you are large size and have a strength of +3 or more you can use a heavy weapon in one hand.

    Improvised weaponsThe weapon statistics below are used for quality weapons designed to do harm (martial weapons). For improvised weapons (e.g. small kitchen knives and chairs) you use a similar martial weapon but at -2 attack and -2 damage. In some cases the QM might rule that an improvised weapon differs from this general rule.

    Pre-modern weaponsBlades:Light blades: +1 damage (short sword, ninjato) Medium blades: +2 damage (longsword, katana, sabre)

    Brawl:Light brawl: -2 damage (Hand)Medium brawl: -1 damage(Knuckles, kick, gauntlet, hand (large size))Hand (small size): -3 damage

    Club:Light club: -1 damage (small club, cane)Medium club: +0 damage (club, staff, nunchakos)

    Bow:Light bow: +0 damage (short bow, hand crossbow) Heavy bow: +2 damage (longbow, crossbow)

    Large:Heavy Martial large: +3 damage (greatsword, great axe, halberd, and war maul) Heavy Simple large: +2 damage (great club, long spear, and sledge)

    Piercing:Light piercing: -1 damage (dagger)Medium piercing: +2 damage (short sword, short spear)

    Hafted weapons (axe/hammer):Medium hafted: +2 damage (hand axe, mace, morningstar, warhammer)Heavy hafted: +3 damage (battle axe, great axe,)

    ThrownLight thrown: -1 damage. Range 6 m. (dagger, dart, shuriken, simple sling (range 10 m))Medium thrown: +1 damage. Range 12m (javelin, throw-ing axe, martial sling)Heavy thrown: +2 damage. Range 12m (huge rock, thrown medium melee weapons)

    Pre-modern armourArmourLight armour +1 Resistance (leather armour)Medium armour +2 Resistance (chain mail)Heavy armour +3 Resistance (plate mail)

    ShieldsSmall shield: +0 Defence, +1 parry, -1 damage (small round shield, steel buckler)Large shield: +1 Defence, +2 parry, +0 damage (large round shield)

    Modern weaponsGuns 1960-2020Pistol or revolver, small: +2 damage. Range: 15 mPistol or revolver, large: +4 damage. Range 25 mRifle, small: +2 damage range: 30 m. Rifle, large: +5 damage. Range 60 m Sniper rifle: +5 damage. Range 200 mShotgun: +4 damage. Range 10 m. Special: shotgun gets -1 damage every range but no penalty to hit.

    Guns 1850-1959Pistol or revolver, small: +1 damage. Range: 7 mPistol or revolver, large: +3 damage. Range 10 mRifle, small: +1 damage range: 20 m Rifle, large: +3 damage. Range 30 m Shotgun: +3 damage. Range 7 m. Special: shotgun gets -2 damage every range but no penalty to hit.

    Blades, modern:Light blades: +1 damage (machete)

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    PiercingLight piercing: -1 damage (combat knife, dagger, cane sword)Medium piercing: +2 damage (bayonet (on rifle))

    BrawlMedium brawl: -1 damage (knuckles)

    ThrownHand grenade: +3 damage. +2 to hit. Affects everyone within 10 feet from the detonation point. Flash grenade: Blinds on hit.

    Ranged weapon rulesAll ranged weapons have a “range” that affects the chance to hit the target. Up to its range it has normal chance, -1 for double range, -2 for triple range etc. Normal maximum range is range x 6. If you’re attacking someone in close combat you get -2 on attack with ranged weapons. If you’re grappling you cannot use ranged weapons.

    Optional rule: Automatic fireBy firing automatic fire of 3 rounds you get -1 to hit but you get 3 attacks. You cannot use any ability to attack more times using automatic fire.Full automatic fire functions similar. Roll 3 times at -2 but if you hit you double your damage. Full automatic fire wastes 9 bullets per “attack”.

    Optional rule: Suppressing fireBy automatic fire on a general area you can hinder people from entering that area. The area is normally 30 x 30 feet (but the QM can decide differently from case to case). People who enter the area can be hit by your bullets.Roll an attack immediately when they enter the area at -3 attack. Each round of suppressing fire uses up 9 bullets.

    Modern armourArmour 1980-2020Light armour +2 Resistance (kevlar vest)Medium armour +3 Resistance (kevlar vest, protective clothes, gauntlets and helmet)Heavy armour +5 Resistance (full composite armour)

    Shields 1980-2020Small shield: +0 Defence, +2 parry, -2 damage (small modern plastic shield)Large shield: +1 Defence, +3 parry, -1 damage (large modern plastic shield)Heavy military shield: +4 Defence, +3 parry, no damage. Only effective against missile weapons from one direction. Always counts as heavily encumbered when carrying and operating this shield. (Large modern steel military shield.)

    MagicDifferent kind of magic training function the same as equipment/weapons and have different damage modifica-tions. See the table below for damage modifications.

    Damage modification for magic skillsSkill ModificationNo lore specified: -2 damageAir lore: -2 damage Astral lore: -2 damage Body lore: -1 damageEarth lore: -1 damage Fire lore: +1 damageForce lore: +1 damage Mind lore: +0 damage Negative Lore: +1 damage Positive lore: -1 damageWater lore: +0 damage

    ConflictA conflict arises when one or more creatures are trying to defeat one or more other creatures. A common example of a conflict is a combat (mainly involving physical attacks). A conflict can be any situation that cannot be resolved by a simple skill roll; a fight, a competition or a diplomatic conflict. During a conflict the antagonists will do many things that are covered by other chapters in the rules. See mainly the “Using Skills” section in the Skill chapter, the Damage and effect chapter, and the Conditions chapter.

    Decide who acts firstFirst every participant in the conflict rolls Perception. The participants act in order from highest to lowest.

    Actions, rounds and turnsConflicts consist of rounds and on your turn you may perform up to two actions. During the turn of the other participants in the conflict you can normally only use defensive actions and skills (such as dodge, will defence and Resistance).

    SurpriseUntil it’s your turn to act in the conflict, you are surprised and at a Disadvantage. Some abilities might work differ-ently on/by surprised creatures.

    Actions in a conflictExamples of actionsAttackMoveDefendParry

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    Use a Ability (unless part of another action)Use a skill (unless part of another action)ReadyGrappleStand up from proneAidReload

    Physical attacks In many games attacking someone with a weapon or magic spell is the most common action in a conflict. Most physical attacks are made with a melee attack skill, ranged attack skill, or magic lore skill. Most physical attacks are countered with the Defence skill.

    Attack modifications (physical attacks):The target behind cover: -2 (When at least half the target is behind cover.)The target behind heavy cover: -6 (such as the target look-ing through an arrow slit.) You can’t use an Advantage with attacks on a creature behind heavy cover.

    Gain DisadvantageBe next to 2 or more armed enemies in close combat (dis-advantage lasts until the start of your turn).BlindDazedStunnedParalyzedBe next to an armed enemy when lying on the groundSurprised

    Dodge attacksNormally you automatically use your passive defence when attacked.

    ParryYou can also use the parry action to make one attempt to parry an attack. If you get hit you can use your defence skill to parry. If you roll higher than the attackers’ attack roll you negate the attack. You must hold a melee weapon (or shield) to be able to parry.

    GrappleTo attempt to enter a grapple, a creature attacks using Grapple skill vs. the opponents’ Defence. If the defender wins the defender gets a free attack. If the attacker wins the contestants starts to grapple. This initial grapple attempt does no damage.When you deal damage with any grapple action you nor-mally use Melee damage skill.

    Grapple skill and sizeDepending on your size you gain different modifications on your grapple skill. Tiny is -4, small is -2, large is +2, and huge is +4.

    Actions when grapplingYou can make some different actions when grappling – the QM can improvise this or use the examples below. Most actions use the grapple skill vs. grapple skill.

    List of actions when grappling Damage opponentIf you succeed you deal damage as usual.Escape grappleIf you succeed you are no longer grappling your opponent.Lock opponentIf you succeed the opponent can take no other actions than escape a lock or to take mental actions. A locked opponent looses the ability to dodge (locked opponents Defence is 3). Escape lockThe only physical action you can take when locked by the opponent. If successful you are no longer locked.Drag opponentIf you succeed you can drag the opponent up to half your normal move.Throw opponent to the groundIf you succeed the opponent is prone. You can choose to keep grappling and follow the opponent to prone position.

    Grappling and using weaponsYou can also make an attack using a light piercing weapon (a dagger for example) or unarmed attack. If you’re special-ized in Attack Gun you can use a pistol or revolver to attack as well.

    Optional rule: Simplified grapplingThe only option when you grapple is to damage your oppo-nent or to escape grapple. This will make the grapple rules a bit easier but will make specializing in the grapple skill less useful. Some abilities might also be affected.

    Other actions in a conflictDefend actionIf you use the defend action once you get +2 on defence until your next round.If you use it twice in a round you get +3 on defence until your next round.

    ReadyUse the Ready action to delay one specific action. You have to specify what will trigger your readied action. Example: Mistlake is about to take an action and fire her . However she is waiting for an enemy to

    MoveEach time you use the Move action you can move your Speed (usually 20 ft.).If the ground is uneven (a rough cave floor etc.), you can only move your half speed.If you are lying down you can only crawl 5 ft. every move.

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    RunIf you move on even ground and in a straight line you can move at double your speed.

    AidYou can aid another willing creature that is using a skill. The creature must be next to you. The bonus is 1/2 of your own skill (round down). One skill roll can only get a maximum aid bonus of +3, no matter how many creatures that are aiding.

    Zone of controlWhen an enemy enters your zone of control (ZOC) he must stop. If he doesn’t stop you get a free physical attack action on him at once. The normal ZOC for a normal human sized creature is 5 feet in every direction.

    Free actionsThere are actions that take little or no time called Free Actions. You can perform a few of those (how many is up to the QM) without using up an action (see above).

    Examples of free actions:Lay downTalk (say a few sentences)Draw a weaponDrop an item or a weaponSheathe a weaponReload a bow or crossbow

    Free attackSometimes a creature gets a free attack. This attack does not count against the creatures two actions each round. The free attack must be made immediately and can be made during another creature’s turn. You can make a maximum of free attacks during one round equal to your Dex bonus (mini-mum 1).

    ConditionsProneYou cannot use dodge to avoid melee attacks (your defence is 3). You have a Disadvantage when attacking someone in melee combat (except versus a target you are grappling). StunnedYou can’t take any action. You cannot Dodge (your defence is 3). You gain Disadvantage on all skills except Resistance (and Dodge as you’re already very easy to hit).

    Dazed, exhausted or confusedYou gain disadvantage on all skills except Resistance. You can only move at half your speed.

    BlindYou cannot see. You gain Disadvantage on all skills (exceptions include Listen, Resistance, all damage skills). Also, some actions, like searching visually, reading, or jumping across a gorge might be very hard or even impossi-ble while blind. If you succeed with your listen skill (often versus the Move Silently skill of an adjacent enemy) you may attack an enemy in melee combat.

    ParalyzedYou cannot move your body in any way. You cannot dodge (your defence is 3). You can hear but you cannot talk. You can make some mental actions such as using Knowledge skills and using Will resistance.

    UnconsciousYou fall prone and can’t take any actions. You cannot dodge (your defence is 3). You are not aware of your surroundings. See also damage.

    MagicYou roll Lore skill to hit with your spell. The skill used for defence is determined by the spell. Use Spellpower to determine damage. Some forms of magic (such as divine miracles) might work differently.

    Damage with magic spellsDifferent kinds of magic training function the same as equipment/weapons and have different damage modifica-tions (see Equipment).

    Elemental loresThe four elemental lores are sometimes treated different. The Elemental lores are Air lore, Earth lore, Fire lore, and Water lore.

    List of the magic loresFire lore (Int) – ars Ignem This element attacks with burning fires.

    Water lore (Int) – ars Aquan This elemental force sends water and ice missiles towards the enemy.

    Earth lore (Int) – ars TerramThis element attacks using everything nature has to offer. Stones from the ground, violent nature spirits, etc.

    Air lore (Int) – ars AuramSpells that attack with this force create strong winds and almost solid missiles of air.

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    Mind lore (Int) – ars Mentem Mind lore spells attack the mind of the creature, damaging the will. Unless otherwise noted, Mind lore spells only damages Will.

    Force lore (Int) – ars VimThis element damages by pure force ripping flesh and other matter.

    Astral lore (Int) – ars AstraThis elemental lore calls forth the dangerous purple coloured energy of the astral world.

    Body lore (Int) – ars Corporem This lore damages by destroying and warping flesh. Unless otherwise noted, body lore spells only damage living creatures.

    Negative Lore (Int) – ars Nox This dark elemental energy destroys flesh and other matter upon touch.

    Positive lore (Int) – ars LuxPositive energy burns away flesh and other matter as if burned by white fire.

    AbilitiesAt first level you can use IPs to gain a maximum of two Abilities. You can have a maximum number of abilities equal to your level plus 1. With each new ability you can either take a new ability or improve one you already have. Some abilities can be picked several times, but this is usu-ally stated in the ability description.The first time you pick an ability the effect is listed after the (roman) number “I”. If you improve an ability once you can read the effect under “II” et cetera.

    Attack abilitiesAttack abilities (abilities labelled ”(attack)”) can be used once every 5 minutes unless otherwise noted.Attack abilities can be reloaded by using an action and spending an advantage (you can then use the Attack ability as if it had not been spent). Normally you can only use a specific Ability once per round. However, you can combine two different attack abilities in one single attack.

    Optional rule: Use any attack abilityYou can use any attack ability freely but if you’re not trained you get -3 on the attack and -1 on damage.

    Magic AbilitiesThe various lore skills are the basic skills used to hit targets and penetrate magic defences.

    Spell abilities are the magic tricks you’ve learnt.

    Spell attack abilitiesAll spell attack abilities can be used once every 5 minutes.Spell attack abilities can be reloaded by using an action and spending an advantage (you can then use the ability as if it had not been spent). Up to two “Spell attack” abilities can be combined into one effect. You can only use one magic lore in each attack. Normally you roll only once for attack and damage.

    Abilities descriptionsAbilities descriptions (attack abilities)Blinding strike (attack)Use your Unarmed attack with this attack.You try to blind your foe. If your attack roll using Unarmed attack hits and is higher than the opponents Res the target is blind until the start of your next turn.

    Crippling attack (attack)You aim careful at a limb and try to disable it with an Unarmed attack. If your attack roll using Unarmed attack is higher than the opponents Res and you deal damage the limb of your choice is unusable until the start of your next turn (weapons drop or move at half speed only).

    Daze (attack)Melee attacks only. Your attack can daze your target. Make an extra attack roll with your weapon skill versus Dam Res. If you succeed your opponent is dazed until the start of your next turn. II: You stun the opponent instead of dazing.

    Defensive stance (attack)+2 defence until start of your next turn.

    Dirty fighting (attack)You use all your dirty tricks trying to inflict maximum damage to your target. Roll Attack melee versus Perception. If successful the attack gets +3 on damage. You can only use this once per target each 5 minutes.

    Fast Attack (attack)You get one bonus (extra) attack action directly after you use this attack ability. Your extra attack has a penalty of -1.

    Fast footwork (attack)You get +3 on Dodge when attacked by unarmed oppo-nents until the start of your next turn.

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    Feint (attack)You can try to feint one opponent so that the opponent loses his or her ability to dodge this attack or your next attack (your choice). You must make the attack before the start of your next turn. Roll Personality versus Personality OR Manipulation versus Defence (attacker’s choice).

    Ki attack (attack)By drawing power from your inner force you deal extra damage with an unarmed attack. I: +2 damageII: +3 damage

    Knockdown (attack)Melee attacks only. If your attack hits you can knock your target down using force. Roll d12 plus the damage dealt plus strength vs. Resistance or Mobility (defender’s choice). If you succeed the target is prone.

    Manoeuvring attack (attack)You can attack and move 10 feet or move 10 feet and then attack.

    Paralyzing touch (attack)Use your Unarmed attack with this attack.You try to paralyze your foe. Roll for Unarmed attack against Res. If successful the target is paralyzed until the start of your next turn.

    Parry stance (attack)You can use the parry skill once until your next round with-out having to do the Parry action.

    Power attack (attack)You can make a deadly attack in combat. You get a +2 bonus on damage.

    Powerful charge (attack)Melee attacks only. To use Powerful Charge you move at least 20 ft. in a straight line and then attack a creature in melee. +3 on damage

    Round kick (attack)Use your Unarmed attack with this attack and attack with a kick.You make a round kick which give you extra damage and is difficult to dodge.I: +1 on attack, +1 on damageII: +2 on attack, +2 on damage

    Running jump kick (attack)Use your Unarmed attack with this attack and attack with a kick.To use Running jump kick you must move at least 10 ft. in a straight line and then attack a creature in melee. I: +2 on damageII: +3 on damage

    Sneaky attack (attack)When you attack an enemy using Advantage, your attack gets a bonus on damage.You get a +3 bonus on damage.

    Stunning strike (attack)Use your Unarmed attack with this attack and attack with a bare hand.You can attempt to stun your target. If your attack roll using Unarmed attack is higher than the opponent’s Resist-ance the target is stunned until the start of your next turn.-1 on attack

    Sure strike (attack)You make an attack that has greater success of hitting.I: +2 attackII: +4 attack

    Sweeping attack (attack)Melee attacks only. The attack you make effects two targets adjacent to you.-2 on attack -1 on damage. II: You can attack three adjacent targets.

    Tactical strike (attack)You gain Advantage as a result of the attack (successful or not).

    Trip (attack)Melee attacks only. If your attack hits you can trip your target. Roll an extra attack with your weapon against Resistance or Mobility (defender’s choice). If you succeed the target is prone.

    Two-Weapon fighting (attack)You can attack with two one hand weapons at the same time; gaining one extra attack action with your second weapon.-1 on attack

    Abilities descriptionsAcrobaticsYou are trained in acrobatics and can tumble around. You roll twice for Mobility when doing acrobatics.

    Animal FriendshipYou have befriended one animal. The animal is loyal to you as long as you treat it well. You can only communicate with the animal in the most basic ways. If you can somehow communicate (speak) with the animal you can it give more complex orders and the animal can also tell you things it knows about. This animal is otherwise a normal specimen. If the animal dies (or if you release the animal) you can get a new animal friend after 1 day. If you willfully harm your animal you must wait 1 month to get a new animal friend.I: You have befriended a small harmless animal. II: You have befriended an animal of level 1 or lower.

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    III: You have befriended an animal of level 2 or lower.IV: You have befriended an animal of level 3 or lower.V: You have befriended animals of a total of 4 or less levels.

    Animal CommunicationYou can communicate with animals. This does not give you any power over animals or make the animals more intelligent. I: Communicate with mammals. II: Communicate with mammals and birds.III: Communicate with mammals, birds, reptiles and insects.

    Attack style master You can use any one of your attack abilities once more every 5 minutes. You can pick this ability several times. This ability can be used on a different ability every time it is used.

    Detect evilYou can detect the presence of evil creatures that are within 30ft.I: You can use detect evil once every 5 minutes. II: You can use detect evil how often you like.

    FamiliarYou have a familiar in your service. If you treat your famil-iar badly it might flee. If you somehow lose your familiar you can get a new familiar in 1 week. The familiar is not a normal animal.I: Your familiar is a harmless animal. It may be cute.II: Your familiar is a level 1 (or lower) animal. You can speak with your familiar. The familiar only attacks if attacked.III: Your familiar is a level 2 (or lower) animal. The animal is more intelligent than normal animals (it gets INT -1). You can speak with your familiar and also communicate telepathically with it (up to 120 ft. away). The familiar only attacks if attacked.IV: Your familiar is a level 2 (or lower) creature. You can speak with your familiar and also communicate telepathi-cally with it within 120 ft.

    Great SpeedYou move faster.I: Your speed increases by 5 ft.II: Your speed increases by 10 ft.III: Your speed increases by 15 ft.

    HealYou can use mystic energies to heal wounds (yours or others’). You must touch the subject.I: You can use Heal once per day. Every use heals one damage. II: You can use Heal twice per day. Every use heals one damage. III: You can use Heal three times per day. Every use heals one damage.

    IV: You can use Heal three times per day. Every use heals two damage.

    Holy auraYou are surrounded by a holy aura that brings comfort and strength of will to friends nearby.I: Friends within 20 ft. receive a +1 bonus on their will resistance.II: Friends within 60 ft. receive a +2 bonus on their will resistance.

    Improved initiativeYou get +2 on the Perception roll to see who acts first in the fight. This stacks with the Alertness ability

    Improved sneakYou get +1 bonus on Stealth to Move Silently and Hide.

    Improved Spell learningYou must be specialized on at least one Magic lore.I: Next level you gain two free Abilities (Spell).II: Next level you gain two free Abilities (Spell) (in addition to those gained with Improved Spell Learning I).

    Know your enemyOnce per 5 minutes you can predict the actions of a person in combat. Roll Perception against Personality. This counts as an action. If successful the opponent loses the ability to dodge your attacks until the end of your next turn.

    Lock opponentIf you make the extra attack when someone moves in your ZOC you get a +3 bonus on attack and a +1 bonus on damage.

    LuckOnce per day you can reroll one roll you’ve just made and add 2 to the new result.

    ManyspellOnce per 5 minutes you can use one Spell attack ability once more.

    Martial artsYou have received special training in Unarmed fighting. Your Unarmed attacks deal more damage. To gain the attack bonus or damage bonus you must use your bare hand or bare foot to attack. You are no longer considered unarmed when defending or attacking (you still can’t use the parry action unless you carry a weapon). You can wear light non-magical garment such as thin gauntlets or light shoes/sandals and still use martial arts.I: +2 damage.II: +2 damage and +1 attack. You also gain an additional attack ability which states in the description that it can only be used with Unarmed attacks.

    MultispellI: Once per day you can use an ability (Spell) once more.

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    RageOnce per day. You start to rage and don’t dodge attacks. You can’t use dodge during the rage. I: You rage for 2 rounds. +2 attack and +2 damage on all attacks. II: You rage for 3 rounds. +2 attack and +2 damage on all attacks.

    RichYou start the game with 300 extra standard coins. You can only take this ability at 1st level.

    ScholarYou specialize in two new Knowledge sub-skills. This ability can only be picked once.

    Specialize Once you reached Trained in a skill you can pick this ability and can get a bonus of +1 to the skill once every 5 minutes. This ability can be picked several times; choose a new skill or sub-skill each time.Some skills can only be specialized in (Attack melee, Knowledge, Craft, and Magic lore). See table below. Specializing gives a bonus to that sub-skill once every 5 minutes. The bonus is equal to the attribute bonus for that sub-skill (see table below). Specializing cannot give you less than 0 bonus even if you have a sub-skill that uses negative ability bonuses (a negative attribute bonus is only deducted in the basic skill). The Specialize ability can be reloaded using an advantage (see “Advantage and disadvantages” in the Skills chapter). Attack melee (Agi)Attack Blades (Agi)Attack Axes (Str)Attack Piercing (Dex)Attack Large (Str)Attack Club (Agi)Unarmed attack (Agi)Grapple (Str)Attack missile (Dex)Attack ranged (Dex)Attack Gun (Dex)Attack Bow (Dex)Attack Throw (Dex)Knowledge (Int)Knowledge History (Int)Knowledge Physics (Int)Knowledge Mathematics (Int)Knowledge Medical (Int)Knowledge Law (Int)Knowledge Business & Trade (Int)Knowledge Nature (Int)Knowledge Arcana (Int)Profession (Will)Read and Write (Int)Craft (Int)Metalcraft (Str)

    Woodcraft (Int)Cloth- and leatherworking (Dex)Cooking (Int)First aid (Int)Disguise (Int)Repair (Dex)Survival (Int)Magic Lore (Int)Divine Lore (will)Air lore (Int)Astral lore (Int)Body lore (Int)Earth lore (Int)Fire lore (Int)Force lore (Int)Mind lore (Int)Negative Lore (Int)Positive lore (Int)Water lore (Int)

    Spell attack versatility (Optional ability)You can use any Spell attack ability, but at an additional -5 attack.

    TracklessI: You leave no visible tracks in natural terrain (can still be tracked by smell). II: You leave no tracks in natural terrain (cannot be tracked).

    Trap senseYou have a greater chance to spot traps. +1 on the roll to Perception to search traps.

    Turn UndeadYou can use your will power to attack undead. You can damage undead, stop them or even scare them away.Make a mental attack against an undead creature. Every point of damage inflicted also stuns the undead for one round. Range is 20 ft. You can use Turn undead in close combat with no penalties (the attack counts as a melee attack (but it can’t be dodged or parried)).I: You can use Turn Undead twice per day against one undead.II: You can use Turn Undead twice per 5 minutes against one undead. If you inflict more than 1 wound the undead also flees instead of getting stunned.III: You can use Turn Undead twice per 5 minutes against one undead. If you inflict more than 1 wound the undead also flees instead of getting stunned. You get +2 bonus on damage.IV: You can use Turn Undead once per round against one undead. If you inflict more than 1 wound the undead also flees instead of getting stunned. You get +2 bonus on damage.V: You can use Turn Undead once per round against one undead. If you inflict more than 1 wound the undead also

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    flees instead of getting stunned. You get a +2 bonus on damage.

    Unarmed dodgeYou have trained to dodge attacks when wearing no armour and when you’re not encumbered. I: You get +1 on Defence vs. attacksII: You get +2 on Defence vs. attacks

    Unarmed parryYou can use your arms and hands (or other suitable appendages) to parry weapons. I: You gain a +1 bonus on one parry action when you hold nothing in your hands. This can be used once per 5 minutes.II: You gain a +1 bonus on your parry actions when you hold nothing in your hands.

    Unholy auraYou are surrounded by an unholy aura that brings discom-fort to enemies nearby. You can turn off this Ability as an action. You can turn this Ability on as a free action.I: Enemies within 20 ft. receive a -1 penalty to their will resistance.

    Wand and staff creationYou can create a personal magic wand or a staff. You can only have one wand or one staff at a time. If you make more the old ones gets useless. When you use this ability you charge the wand or staff with a spell ability you know. The Wand costs 50 standard coins for every level of the spell. The Staff costs 100 standard coins for every level of the spell. The wand has 10 charges and the staff has no limit of uses. You can use the wand or the staff once per day. Crafting a staff or wand takes one full day during which the crafter can do nothing else except sleep and eat.You get a +1 bonus on will defence as long as you have the wand or staff in your hand.I: You can make wands and staffs with max 2nd level. II: You can make wands and staffs with max 3rd level. III: You can make wands and staffs with max 3rd level. You can choose two spells that you can store in the wand of staff (you can still only use it once per day). If you craft a wand it gets 15 charges instead of 10 charges.

    QuestMaster Abilities descriptionThese abilities can only be used at the QM’s discretion. Examples include creatures made by the QM or when a player creates a special PC with special powers (with the permission of the GM).

    ChameleonThe colour of your skin changes to match the surroundings making you harder to spot. You have to be at least partly naked to use this effectively.

    I: Your skin changes somewhat. +1 Defence and +2 Con-centration to hide. You have to succeed a Concentrate check once each round or you will turn visible.II: Your skin changes somewhat. +1 Defence and +2 Con-centration to hide.II: Your skin changes to match the surroundings. +2 Defence and +4 Concentration to hide.

    DarkvisionYou can see better in darkness. I: You see three times as far as normal in darkness (but nothing in complete darkness). II: You can see as normal in darkness up to 60ft away.III: You can see as normal in darkness.

    EvilThe creature has an evil soul and gains the Vulnerability (Holy Damage) ability. The creature gains one extra ability.

    Fear auraI: Animals get scared in your vicinity. -1 on will resistance. 60 ft. radius and the animal has to see you. You can turn this ability on or off as an action.II: All living creatures within 60 ft. that are not immune to fear and see you get -1 on will resistance. You can turn this ability on or off as an action.

    Flying abilityYou have some kind of physical ability to fly (wings etc.). You cannot hover in air (see Hover ability). Minimum speed is 20 ft. every round.I: Fly at the speed of 20 ft.II: Fly at the speed of 30 ft.III: Fly at the speed of 60 ft.IV: Fly at the speed of 120 ft.

    GoodThe creature has a good soul and gain the Vulnerability (unholy Damage) ability. The creature gains one extra ability.

    HoverIf you have the ability to fly you can hover in air (you do not have to move in air).

    Immune to fearYou are not affected by fear attacks, fear abilities or fear effects of spells. You can still be affected by other effects that are part of the same attack (like damaged by a sword that also sends the target fleeing in fear).

    Invisibility You have the ability to turn invisible. Your equipment does not turn invisible. You have to be naked to use this effectively.I: You can turn translucent (but not fully invisible) for one round. If you don’t wear any equipment/clothes you get +1

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    Defence and +2 Stealth to hide. You have to succeed a Con-centrate check once each round or you will turn visible.II: You can turn invisible for 1 round. You have to succeed a Concentrate check once each round or you will turn visible.III: You can turn invisible for 3 rounds. You have to suc-ceed a Concentrate check once each round or you will turn visible.IV: You can turn invisible for 1 minute. You have to suc-ceed a Concentrate check once each round or you will turn visible.V: You can turn invisible for as long as you wish. You don’t have to concentrate.VI: You can turn invisible for as long as you wish. You don’t have to concentrate. Your equipment turns invisible as well.

    Large sizeThis ability increases your size. This ability is usually picked when the creature is created.I: You get a +1 bonus on stamina. Your agility decreases by 1. A creature with this ability called a large creature.Its ZOC increases by 5 ft.II: You get a +1 bonus on strength and +1 bonus on stam-ina. Your agility decreases by 1. Your ZOC increases by 5 ft. A creature with this ability called a huge creature.

    Natural armourYou have some kind of natural armour. I: Damage resistance +1II: Damage resistance +2III: Damage resistance +3IV: Damage resistance +4V: Damage resistance +5VI: Damage resistance +6

    Natural attackYou have one natural attack such as a claw attack or bite attack that does more damage than a regular unarmed attack.I: Damage 0II Damage +1III Damage +2IV Damage +3V: Damage +4

    Poisonous attacksEach attack that damages the opponent using the poisoned limb/fang gets a free damage roll using (only) the bonus below. The type of damage is specified when you take this ability.I: -2 damageII: +0 damageIII: +2 damage

    RegenerateI: You regain stamina at the rate of 1 each 10 minutes. If you die you cannot regenerate.

    II: You regain stamina at the rate of 1 each minute. If you die you cannot regenerate.III: You regain stamina at the rate of 1 each round. If your stamina is -4 or below you don’t die but fall unconscious (and keep regenerating). Damage taken by fire or acid can be regenerated at the rate of 1 every minute and you can die by this kind of damage. The QuestMaster may decide to exchange fire and acid to other kind of damage (such as silver or magic weapons).IV: You regain stamina at the rate of 1 each round. You can only die under certain circumstances specified by the QuestMaster (such as exposed to sunlight or losing your head).

    Sacred ground immunityA creature with this ability can enter sacred grounds even if prohibited from doing so by another ability. If prohibited by more