The QuestFRP Player's Handbook
[Player's Handbook Table of Contents]
[Game Master's Guide Table of Contents]
[Monstrous Manual Table of Contents]
[ Grand Central ]
INTRODUCTION
INTRODUCTION
[1.1.1]
This fantasy role playing game, Quest, is designed to be an
open-ended game system in which you, the Player, design your own
Character conception. Virtually any fantasy concept is reproducible
using Quest, although this may not seem to be the case at first glance.
What makes Quest truly open-ended is the interaction between abilities.
Imagination and cleverness are the watchwords for Quest. Along with
some d6 and d20. We are constantly trying to improve the system, and
any suggestions you have are welcome.
The precise
effects of Spells and abilities are, for the most part, left up to the
discretion of the Game Master. This philosophy will allow the Game
Master to control the game more easily, and will allow the Game Master
to tailor the rules to his or her campaign. Some of the effects are
discussed in detail, because of their importance to game balance. The
Game Master may use these as a guide for making decisions concerning
other effects, but he or she should not feel constrained by these
discussions.
Potential Players and Game Masters
should note that unlike most fantasy role playing games, reasonably
high levels of technology are possible within the system. If the Game
Master or Players feel too uncomfortable, they may, of course, agree to
eliminate the Technical skills, although this is NOT recommended. The
Game Master could set the campaign upon a mineral-poor world as a limit
the technological expansion, but technology adds a great deal to a game
and is necessary when reproducing some fantasy concepts.
As
the above paragraph implies, it is possible to eliminate whole sections
of skills without too severely damaging the rules system. Another
example of deleting bodies of skills would be to eliminate the fantasy
elements and play in some historical time period (for the purposes of
technological development) of the real world. A realistic
representation of the European Middle Ages would require the Game
Master to limit the Technical Disciplines to the third Degree of
Mastery (see the glossary below) and delete Fencing, oriental
Disciplines, and all Spell Lists from the game. Be prepared for a
bloody game! There will be no magical healing and the medical services
will be poor. There are good possibilities for tailoring the game to a
specific campaign.
by Michael Greenholdt, Gene Masters, Todd Richmond, and Michael Behrman
A
final word. Quest is the sort of game system that will absorb as much
work as you want to put into it. It can function reasonably well with
just a little time devoted to your world, but it also has the
guidelines for letting the Game Master get as detailed as possible.
TABLE OF CONTENTS
GLOSSARY
GLOSSARY
[3.1.1]
GLOSSARY
| AGILITY |
This Statistic represents foot speed, dodging ability, and quickness. See the Statistics section for more detail. |
| ASSESSMENT STATISTIC |
This aggregate statistic is used as a base in your
Assessment Roll (see GMG), the larger the number the slower you are to
assess a situation. Assessment Statistic = 20 - Intellect |
| BASE HIT POINTS |
Base Hit Points are used to determine the Character's
Blood Points and the hit points for various body parts. For a breakdown
of the Hit Points for each body part see page. Damage effects vary with
the specific body part damaged. Damage effects are found on the
Character Sheet and in the Operations Manual. Base Hit Points are
calculated as follows: BHP = 3*Constitution + 2*Will |
| BLOOD POINTS |
Blood Points are equal to the Character's Base Hit
Points and represent the amount of blood the Character may lose before
dying of blood loss. |
| BLOW |
A Blow is the basic measurement of a Character's
actions. An active use of a weapon, whether to parry or attack, will
generally require one Blow. All Characters may use one Blow per Melee
Round. Additional Blows are gained with specific weapons, or attack
modes as the Character increases his or her Degree of Mastery in the
relevant Discipline. |
| BOOSTING |
Boosting is the procedure for modifying spell effects,
such as reducing a target's Saving Throw or increasing Spell range,
duration, or damage, by the expenditure of additional Spell Power
Points (SPP), above and beyond the SPP needed to cast the Spell. To
reduce a target's saving throw, a -1 penalty to the target's Saving
Throw and to the Character's Cast Chance is assessed for every 2
additional SPP used to Boost the Spell. The amount that a Spell may be
boosted is determined a Mage's DoM in Spell Casting. To increase range,
duration or damage, the SPP cost of the Spell is doubled. The magnitude
of the increase is dependent on the Caster's DoM in Spell Casting.
Other effects that Boosting can have are explained in the particular
spell lists. This is explained in further detail in the Mage section. |
| CAST CHANCE |
This number refers to the probability the Character
has of casting either a Clerical or Magical Spell. It is a d100 roll.
The Cast Chance formulas is as follows: Cast Chance = ((Base Statistics
Number) + Bonus) - (10% * DoM of Spell). The Bonus refers to the
increased Cast Chance received from Prayer or Mystic Theory, as
appropriate, as well as other pluses gained from spells and
spell-casting aids. Mystic Theory is used for Mage Spells, and Theology
is used for Clerical Spells. |
| CHARACTER |
The term "Character" refers to the Player's fantasy individual or persona. |
| COMBAT RATING (CR) |
Combat Rating (CR) is the measure of the Character's
ability to strike an opponent in combat. It will vary from weapon to
weapon, depending upon the Character's Degree of Mastery with the
particular weapon's Discipline, the weapon's craftsmanship, magical
bonuses, etc. Characters begin with a base CR of 0. |
| CONSTITUTION |
Constitution represents the hardiness of a Character. See the Statistics section for more detail. |
| DAMAGE BONUS |
Derived from the Character's Strength. Each point of
Damage Bonus adds an additional dice of damage to hand-to-hand attacks
and reduces the inherent DR penalty for wearing armor by 1/3 of a
point. If the Character has a Damage Penalty, the reverse of above is
true. See Strength for formula for calculating Damage Bonus. |
| DEFENSIVE RATING (DR) |
Defensive Rating (DR) is the measure of a Character's
ability to avoid being struck in combat. DR is increased in melee by
the use of a shield, and by the Degree of Mastery (DoM) the Character
has with his or her weapon Discipline. Characters begin with a base DR
of 0. |
| DEGREE OF MASTERY (DoM) |
The Degree of Mastery (DoM) refers to the relative
degree of difficulty of skills or spells. Beginning difficulty skills
or spells begin a DoM 1. DoM 3 and 4 are generally considered to be the
normal level for practicing craftsmen, spellcasters and clerics. DoM 5
and 6 represent master level, while higher level DoMs represent very
difficult and uncommon skills and spells. |
| DEXTERITY |
Dexterity represents the Character's hand-eye
coordination, nimbleness of hands and fingers, and reaction time. See
the Statistics section for more details. |
| DISCIPLINE |
The Disciplines are the heart of the system. A
Discipline represents a body of knowledge that the Character will gain
greater expertise with as the Character gains experience in the
Discipline. Disciplines are grouped into skill and spell trees such as
Clerical Healing, Fire Magics, CR Fighting Skill, and Confidence. |
| DODGE |
A Dodge is a combat maneuver that expends one Blow,
adds the Character's Dodge bonus to the Character's DR, and subtracts 3
from the Character's CR. A Character's Dodge bonus is equal to
Agility/5. |
| EXPERIENCE |
Experience points are the abstract measure of how much
a Character has worked on, or been exposed to, a Discipline. A
Character earns Experience by studying a, working in, or using a
Discipline. All Disciplines require the same Base Experience per DoM.
The Learning Rate will determine how Experience earned in a Discipline
counts towards achieving the next DoM of a Discipline. |
| FAITH |
Faith is a measure of both the Character's devotion to
a chosen god or goddess, and the strength of his or her link with the
chosen deity. See the Statistics section for more details. |
| HANDEDNESS |
The Character's "dominant" hand. When a Character uses
his or her "off" hand, he or she is subject to a -3 penalty to CR and
PR, and is at -2 Physical Strength. If the Character is ambidextrous,
he or she suffers no penalty when using the "off" hand. |
| IMMEDIATE |
An Immediate is a Spell that is Cast very quickly,
with a word and/or a gesture. Mages may cast Spells as Immediates after
learning the Powerword version of each Spell. Some cleric spells are
naturally cast as Immediates. |
| INTELLECT |
This Statistic represents the Character's IQ and problem solving ability. See the Statistics section for more details. |
| LEARNING RATE |
The Learning Rate is a measure of how quickly one can
learn a Discipline. Learning Rates are calculated as a sum of five
Statistics expressed as a Percentage. A Learning Rate of 80% means that
a DoM 2 Skill or Spell, which (under normal circumstances) requires 200
Base Experience Points to master, would require 200/0.80 or 250
Experience Points. More examples are given below in the Character
Generation section. |
| MAGIC TALENT |
This is the Character's ability to manipulate magical energy. See the Statistics section for more details. |
| MELEE |
The 30 sub-phases of the Round during which a Character may perform Actions, expend Blows, or cast Spells. |
| PARRY |
A parry is a defensive Blow which has a chance of
deflecting successful melee attacks, and in case of some General
Fighter skills, missile attacks can be deflected as well. |
| PARRY RATING (PR) |
Parry Rating is the measure of an individual's ability
to execute a parry. The Character's PR will vary depending upon the
Character's DoM in the weapon's Discipline and on the particular weapon
being used. Beginning Characters have a base PR of 0 |
| POISON ADJUSTMENT |
A Character's Poison Adjustment is equal to 1/5 of the
Character's Base Hit Points. It is subtracted from a poison's Toxicity
Level (see Game Master's Handbook for handling of poisons). |
| ROUND |
The Round is the basic unit of time in a fight. It
represents 3 seconds and divided into 30 sections, also called
subphases or pulses. A more complete description may be found in the
Operations Manual. |
| SAVING THROW |
A Saving Throw is a roll of a d20 against some
Statistic to avoid some harmful effect. Saving Throws are usually made
against Spell effects, and a Saving Throw can be modified by many
factors. |
| SKILL ROLL |
This is the number a Character must roll, equal to or
less than, on a d100, in order to perform some action in a Discipline.
The base Skill Roll is equal to the Base Statistics Number, as modified
in the Discipline description. The Skill Roll will increase as the
Character's DoM in the Discipline increases. The Roll may also be
modified by the difficulty of the maneuver. Not all Disciplines require
Skill Rolls. |
| SPELL |
A Spell is a Magical or Clerical effect upon the
normal world. Note when the term "magic" is used generically, it refers
to both types of Spells. |
| SPELL FUMBLE |
A Spell Fumble occurs when a Mage fails his or her
Cast Chance by 25% or more (for Table see the Game Master's Handbook).
It represents a severe lapse in concentration. Clerics are subject to
fumbles only if they Boost a Spell. |
| SPELL POWER POINTS (SPP) |
Spell Power Points (SPP) represent the quantity of
magical (Mage) or divine (Cleric) power to which the Character has
access. A Character receives Clerical or Mage SPP only if he or she has
at least DoM 1 in Prayer/Mystic Theory. When a Character gets DoM 1 in
either of these Disciplines he or she receives SPP equal to his or her
Faith/Magic Talent. Thereafter, the Character receives an additional
50% of his or her Faith/Magic Talent in SPP per DoM of Theology/Magic
Talent. SPP are used to pay the cost of the Spell, 1 SPP per DoM of the
Spell attempted. If a Character is both a Mage and a Cleric, he or she
has both sets of SPP. SPP are regained by prayer (Clerics) or
meditation (Mages). A Character without Prayer or Mystic Theory has 50%
of their Faith for Clerical SPP and 50% of their Magic Talent for Mage
SPP and regain SPP at the rate of 1 SPP every 24 hours. |
| SPELL TREE |
A Spell Tree is a Mage or Clerical Discipline consisting partially or entirely of Spells, generally related by a common theme. |
| STATISTIC |
A Statistic is a numerical representation of some
physical or mental attribute of a Character. There are eight Statistics
that are initially determined in creating a Character: Strength,
Dexterity, Agility and Constitution (the four physical Statistics) and
Intellect, Magical Talent, Faith, and Will (the four mental
Statistics). From these eight, a number of other Statistics are
determined, including: Base Hit Points, Combat Rating (CR), Defensive
Rating (DR), Parry Rating (PR), and Spell Power Points (SPP) if the
Character is a Mage and/or Cleric. The eight Statistics also used to
determine the Learning Rates for all of a Character's Disciplines. |
| STRENGTH |
A measure of the characters physical power. See the Statistics section for more details. |
| SUBPHASE |
A subphase (also called a pulse) is a subsection of a
Round. There are 30 subphases in a Melee Round and actions may be taken
at each subphase. Each subphase is 0.1 second. The Game Master's
Handbook has a detailed list of actions and the number of subphases
required to complete each action. |
| WILL |
This Statistic represents the Character's willpower and mental strength. See the Statistics section for more detail. |
HOW TO CREATE A CHARACTER
LEARNING SKILLS AND EXPERIENCE POINTS
[4.1.10]
How does a Character learn Skills: Disciplines, Degrees Of Mastery And Experience
When
a Character is created, he or she receives a quantity of starting
experience with which the Character may learn varying Degrees of
Mastery (DoMs) in Disciplines. Thereafter, a Character may improve his
or her current Disciplines, or learn new Disciplines, only by devoting
experience towards a specific Discipline. All Disciplines have a
Learning Rate based on the Character's Statisics. The Learning Rate is
a numerical expression of how well a Character may understand and learn
a specific Discipline. The Learning Rate is equal to the Base
Statistics Number of the Discipline. Learning Rates may be improved by
bonuses from other Disciplines, bonuses from Enchanted Items, Spells,
or by other special circumstances. Disciplines that are relatively easy
to learn have a Learning Rate/Base Statistics Number equal to the
addition of 5 Statistics. For example, Hand Held Weapons has a Learning
Rate of Strength*2+Dexterity*2+Agility. A human with perfect physical
stats would have a Learning Rate of 100%. Most humans, however, will
learn this list less effectively. More difficult Disciplines use four
Statistics, and the most difficult Disciplines may use only three
Statistics. Thus, for the most difficult Disciplines, even with perfect
Statistics, a Character would have a beginning Learning Rate of 60%.
[4.1.20]
| LEARNING/EXPERIENCE TABLE |
|---|
|
|
| 1 | 100 | 172 | 139 | 116 |
| 2 | 200 | 345 | 278 | 233 |
| 3 | 300 | 517 | 417 | 349 |
| 4 | 400 | 690 | 556 | 465 |
| 5 | 500 | 862 | 694 | 581 |
| 6 | 600 | 1034 | 833 | 698 |
| 7 | 700 | 1207 | 972 | 814 |
| 8 | 800 | 1379 | 1111 | 930 |
| 9 | 900 | 1552 | 1250 | 1047 |
| 10 | 1000 | 1724 | 1389 | 1163 |
[4.1.40]
Types Of Experience
There are three categories of
awarded or earned experience. There is experience earned in a
Discipline. This experience may only be used in the Discipline in which
it was earned. The next type of experience is adventure experience.
This experience may be used in any Discipline that one already posesses
and has used during the adventure. Lastly, there is general experience.
This experience may be used in any Discipline or in the General
Disciplines. There are three major ways of gaining experience. A
Character may study a Discipline, with a teacher who is more proficient
in the Discipline, or by his- or herself. All such experience is
Discipline specific. A Character will also gain experience working at
some Disciplines, especially Technical or Mage Creation Disciplines.
Again the experience is Discipline specific. The third manner is by
adventuring, going out and risking life and limb in pursuit of some
goal. It is usually this third way that Skill Class and General
experience are earned. A detailed explanation of awarding experience
and gaining experience from training and adventuring can be found in
the Game Master's Handbook.
STATISTICS
[4.2.5]
Overview of QuestFRP Statistics
The statistics are the
center of a character. They indicate what the character does or does
not do well well, and gives a framework for determining what these
things are. Statistics, when well used, should indicate to a player how
a character should be role-played - the use of the statistics are not
just limited to the wrote rules given below.
There
are many ways in which statistics are used in QuestFRP (refer to
appropriate sections for in-depth discussion). These include
determining special skills, or calculated statistics (such as cast
chance or extra damage from great strength). Learning rates for
disciplines are also based on statistics, as are many saving throws for
getting through difficult situations. If you choose an extremely low or
high value for a statistic there are likely to be effects. In QuestFRP
the average adventurer has a 14, and the average person a 12 in their
statistics. Species do have different highs and lows, but the averages
are the same between species.
For an in-depth discussion of how to choose statistics for your character see the creating a character section.
[4.2.10]
Strength
This Statistic represents the Character's ability to lift, carry and to impart force to a physical attack.
Damage Bonus:
for every two points above 15 (round down) a damage bonus is gained.
Damage bonuses transform into extra dice which are added to weapon
based damage rolls. One damage bonus gives a character an extra d4, two
an extra d6, three an extra d8, four an extra d10, and five an extra
d10 + d4 (and continue in a like manner cycling the d4 up through the
dice). So, a 16-17 Strength gives a d4 damage bonus, 18-19 gives d6,
20-21 gives d8, 22-23 gives d10, and 24-25 gives d10 + d4.
Damage Penalty:
for every two points below 10 (round up) a Character suffers a damage
penalty. Damage penalties transform into extra dice which are
subtracted from weapon based damage rolls. One damage penalty causes a
character to subtract d4, two to subtract d6, three to subtract d8, and
four to subtract d10. So, a 9-8 Strength gives a d4 damage penalty, 7-6
gives d6, 5-4 gives d8, 3 gives d10 damage penalty.
In
addition, every weapon has a minimum Strength needed to wield the
weapon. If a Character's Strength is less than the minimum needed to
wield the weapon, the Character loses one CR and one dice of damage for
every point he or she is below that minimum. For example, a longsword
requires an 11 Strength to wield normally, and it does a 3d6. A
Character with a 10 Strength would suffer a -1 CR penalty and do a 2d6
for damage. A Character with a 17 Strength gains no CR bonus but does
3d6 plus d4 damage with a longsword.
Low Strength: if a character has a strength of less than three he or she is not able to move their naked body.
[4.2.20]
Dexterity
Dexterity represents the Character's
hand-eye coordination, nimbleness of hands and fingers, and reaction
time. It is the Statistic used to determine all manual activities such
as drawing weapons and retrieving fallen objects from the ground.
Equip time modifiers:
below are the modifiers to the time it takes to equip (become ready to
strike with) a weapon for combat based on dexterity. These modifiers
are also applied in the rules governing picking up a dropped weapon.
[4.2.25]
| EQUIP TIME MODIFIERS |
|---|
|
|
| 3 | +20 |
| 4 | +15 |
| 5 | +12 |
| 6 | +9 |
| 7 | +7 |
| 8 | +5 |
| 9 | +3 |
| 10 | +1 |
| 11-12 | +0 |
| 13-14 | -1 |
| 15-16 | -2 |
| 17 | -3 |
| 18 | -4 |
| 19 | -5 |
| 20 | -6 |
[4.2.30]
Agility
This Statistic represents foot speed, dodging
ability, and quickness. Having an agility below 3 means that the
Character is incapable of movement on their own power.
Agility
determines movement speeds in combat (see Movement in GMG). It also
determines movement speeds overland, though in general a person does
not move at full walking speed on long journeys.
[4.2.35]
| OVERLAND MOVEMENT |
|---|
|
|
| 3-4 | 1 km/hr |
| 5-6 | 2 km/hr |
| 7-9 | 3 km/hr |
| 10-12 | 4 km/hr |
| 13-15 | 5 km/hr |
| 16-18 | 6 km/hr |
| 19+ | 7 km/hr |
[4.2.40]
Constitution
Constitution represents the hardiness of
a Character. In concert with the Character's Will, it is used to
generate the Character's Base Hit Points. It also determines how well a
Character stands up to disease, fatigue, and injuries. A Character with
a Constitution below 3 must live their lives in a bubble because
exposure to the outside world is too dangerous to their health.
A
Character's Constitution determines how long they are able to move
above a walking speed in combat (see Movement in GMG). It also effects
how many hours a day a character may walk (table below). For every hour
a Character overwalks their max travel time the following day they
travel and make Saving Throws as if they had 1 point less of
Constitution.
[4.2.45]
| MAX TRAVELING TIME |
|---|
|
|
| 3 | 1 hr |
| 4 | 2 hr |
| 5 | 3 hr |
| 6-7 | 4 hr |
| 8-9 | 5 hr |
| 10-11 | 6 hr |
| 12-13 | 7 hr |
| 14-15 | 8 hr |
| 16-17 | 9 hr |
| 18-19 | 10 hr |
| 20+ | 11 hr |
[4.2.50]
Intellect
This Statistic represents the Character's IQ
and problem solving ability as well as their instinctual abilities.
Intellect determines the Assessment Statistic, of vital importance in
combat, and is very important in calculating Cast Chance for Mages.
More than anything else Intellect needs to be kept in mind while
role-playing a Character. A Character with a 16 Intelligence is much
more likely to come up with those great ideas, while one with an 8
Intelligence might be a bit on the slow side to make connections (even
if you, as the Player, would make them). Try to make the Intellect
roughly equal to some conception of the Character that you have so that
it is not completely off base. If the GM feels a Player is overplaying
a Character's Intellect a good way to curb the behavior is to enforce
Intelligence saves.
In terms of concrete penalties a
person with a 6 or 7 Intellect would be known as the "village idiot"
and can only be told directly what to do (if it is not something
they've practiced an Intelligence Save is needed). A person with an 8
or 9 Intellect can never learn to read well and is unlikely to come up
with complex connections on their own. Having an Intellect of 5 makes
you as smart as an average Bear or other large mammal, while something
less than that puts you on par with a large mammalian grazer or a
reptile. Such people may not be taken adventuring except as "pets" to
be blindly loosed upon an enemy and can only understand simple queues
and commands in the same way that a dog or cat might.
[4.2.60]
Magic Talent
This is the Character's ability to
manipulate magical energy. It is used to generate initial SPP for Mage
Spells, determines how many SPP the Mage receives per DoM of Mystic
Theory, and is of great importance in determining Mage Discipline Check
Rolls. For non-magic users it is important in a number of Saving Throws
against various spells and other magical effects.
[4.2.70]
Faith
Faith is a measure of both the Character's
devotion to a chosen god or goddess, and the strength of his or her
link with the chosen deity. Faith is used to generate initial SPP for
Clerics, determine how many SPP the Cleric receives per DoM of
Theology, and is of great importance in determining Clerical Discipline
Check Rolls. For Characters who are not Clerics, Faith is important in
defending against Clerical attacks. Faith is also important in a number
of resurrection methods, and having a Faith below 6 may stop such
attempts altogether - after all, why should a god care whether or not
you're alive?
[4.2.80]
Will
This Statistic represents the Character's
willpower and mental strength. It is of prime importance in determining
a Character's Base Hit Points. It is also often a constituent in Mage
and Clerical Check Rolls. A Will Saving Throw is usually needed to
avoid the more dire consequences of injury (unconsciousness versus
death). Furthermore Will plays into how capable a Mage is in regaining
their SPP. Will is also often a component in Learning Rates, and as
such having an especially low Will generally causes a character to be a
slow learner.
[4.2.100]
Calculated Statistics
Calculated Statistics are all
based upon the core Statistics outlined above. Calculated statistics
that appear at the top of the Character Sheet such as Base Hit Points,
Damage Bonus, and Poison Adjustment are explained in the Glossary and
detailed for in-game use in the Game Master's Guide.
SPECIES
[4.3.1]
Dwarf
As a species, Dwarves are noted for building in
stone and for fine craftsmanship. They delight in creating magic and
Dwarven Mages are by no means rare. For fighting, Dwarves favor heavy
armor and axes. Dwarves have excellent night vision and can see in all
but total darkness. Dwarves live to be about 250 years old. Players
should note that basic Statistics and abilities might vary, depending
on the Game Master and campaign.
[4.3.2]
Half-Elves
Half-Elves are the result of matings
between Fairie/Elves and Humans. They will breed true, depending on
their mates. Half-Elf/Human alliances produce Humans, Half-Elf/Fairie
alliances produce Fairie, and two Half-Elves produce Half-Elves.
Half-Elves are too diverse to make any generalizations about species
preferences, although they will generally adopt the habits of their
parent Human race, unless they are raised among Fairie.
[4.3.3]
Elves/Fairie
Elves are the Elder Race of the world.
They have slight builds, are extremely skilled in handwork, and are
close to nature. Traditionally, they are fair skinned and fair haired,
nimble and quick. Elves have excellent night vision and can see in all
but total darkness. Elves may be immortal, as none are known to have
died of old age. Players should note that these Statistics and
abilities may vary depending upon the Game Master and the campaign.
[4.3.4]
Humans
Humans are the base species in Quest. All of
their statistics are limited to a maximum of 18 and a minimum of 3 for
starting characters. GameMasters may choose to have different races or
cultures in their campaigns/worlds, with different Statistic modifiers
or limitations.
[4.3.5]
Minimum and Maximum Statistics
The following table
lists the species minimum and maximum values for each statistic as well
as the height and weight ranges for each species. The minimum and
maximums are absolute unless magical means are used to go beyond them
for the given race.
[4.3.6]
| Species Statistics |
|---|
|
|
| | | | | | | | |
| Physical Strength | 3 | 18 | 3 | 16 | 3 | 14 | 3 | 20 |
| Manual Dexterity | 3 | 18 | 5 | 19 | 5 | 20 | 3 | 18 |
| Agility | 3 | 18 | 5 | 20 | 5 | 20 | 3 | 15 |
| Constitution | 3 | 18 | 3 | 18 | 3 | 16 | 9 | 20 |
| Intelligence | 3 | 18 | 3 | 18 | 3 | 18 | 3 | 18 |
| Magic Talent | 3 | 18 | 5 | 20 | 9 | 22 | 3 | 18 |
| Faith | 3 | 18 | 3 | 16 | 3 | 12 | 3 | 14 |
| Will | 3 | 18 | 3 | 18 | 3 | 18 | 3 | 18 |
| Height (cm) | 100 | 200 | 80 | 180 | 60 | 160 | 60 | 130 |
| Weight (kg) | 40 | 120 | 35 | 100 | 30 | 90 | 25 | 150 |
CREATING A CHARACTER
[4.4.1]
The process of creating a character in Quest is not designed
to reflect the population as a whole. The assumption is that Characters
have above average Statistics and talents, and are not representative
of the general public. The adjustment of Statistics and application of
Floating Statistics Points represent the Character's natural talents
and aptitudes.
[4.4.11]
Beginning The Character Generation Process: Form A Character Concept
Looking
at the Skill Classes, Disciplines, and species, you should determine
what you want your Character to be, i.e., form a Character conception.
Think about the skills and spells you want your Character to have,
keeping in mind that your Character will grow. Try to determine all of
the Disciplines that you think your Character may want to learn in his
or her lifetime. This will be important in adjusting your Character's
Statistics. For example, your Character may start out with only one or
two Fighter and Open Disciplines, but your eventual goal may be for the
Character to learn some Mage Skills. It is important to make sure that
your Character has a reasonable Intellect and Magic Talent, even though
they may not be important for the starting Disciplines, so that
learning those skills is not prohibitively difficult in the future.
[4.4.12]
Species, Sex, And Beginning Statistics
Choose your
species. There are four base species in Quest, although individual
campaigns may have more or less. The four species are Human, Elf,
Half-Elf, and Dwarf. Any limits resulting from belonging to a certain
species are detailed above, in the section on Species and Races.
No
matter what species you choose, start with an 11 for each of the
following Statistics: Strength, Dexterity, Agility, Constitution,
Intellect, Magic Talent, Faith, and Will. Choose the sex of your
character as well. This is for role-playing only, as the basic rules do
not impose any statistic differences between males and females,
although individual Game Masters may come up with their own
advantages/disadvantages based on sex. If adjustments are used they
should not result in Statistics of less than the minimum specie
statistic or greater than maximum species statistic.
Next
determine your Character's age. Most beginning characters should start
at age 18 to 20 years (young adults). There are presently no age-based
Statistics modifiers in Quest.
[4.4.15]
Choose and Adjust Your Statistics
Adjust your
Statistics to fit your character concept (i.e. adjust your Statistics
so that the Character's Learning Rates are optimized for your chosen
Disciplines - see the learning skills and experience point section
above). Each character is given 30 floating statistic points
(floaters). These extra statistic points represent the difference
between you - a future Hero - and the average peasant scum. You may add
these points to your eight base Statistics (Strength, Dexterity,
Agility, etc.). In addition, you may switch points between statistics.
To do so, take one point out of any statistic or out of your floaters
and add one to any other statistic. It is a good idea to reference the
Statistics section above while doing this since there are various good
and bad effects to having high and low numbers in any given statistic.
Note:
to raise a statistic to within one point of the species maximum you
must pay two points. To raise a statistic to the species maximum costs
four points. Other than by using magical means no statistic may be
raised higher than the species maximum. To see your species minimum and
maximum statistics reference the species section above.
The Character may also become ambidextrous by expending 3 floating points.
[4.4.16]
Calculate Your Base Hit Points (BHP)
Your Base Hit
Points are how much damage your character can sustain before injury or
death. Your Hit Points are calculated using the following formula: BHP
= 3*Constitution + 2*Will
The hit point
distribution table below is used to calculate how many hit points each
limb gets (round the calculated figure), based on your BHP. It is
useful to see whether gaining an extra BHP will effect an important
limb statistic, such as your head, when you are deciding your
Constitution and Will statistic values.
[4.4.16.5]
| HIT POINT DISTRIBUTION |
|---|
|
|
| Head | BHP * 0.15 |
| Chest | BHP * 0.40 |
| Abdomen | BHP * 0.30 |
| Groin | BHP * 0.20 |
| Right Leg | BHP * 0.20 |
| Left Leg | BHP * 0.20 |
| Weapon Arm* | BHP * 0.15 |
| Shield Arm* | BHP * 0.15 |
| Blood | BHP |
[4.4.17]
Choose Height, Weight, and Body Build Type
Choose any
combination of height and weight that fits your Character conception
(short and thick, tall and thin, medium, whatever) limited only by the
species maximum and minimum. QuestFRP deliberately disassociates height
and weight from BHP and how much damage a Character can take so as to
allow the most flexibility in character concept.
[4.4.18]
Choose Handedness
Choose your Character's handedness,
either left-handed or right-handed. To become ambidextrous you must
expend 3 of your floaters.
[4.4.22]
Language
Your Character also receives a number of
"Language Points" to buy language Discipline(s). Each point is the
equivalent of 1 DoM in a language. If possible, a Character must begin
the game fluent (DoM 3) in a language, this being his or her native
tongue. The remainder of the language points may be used as the Player
sees fit. Any unused Language points are lost.
For more information, see the Language discipline in Mundane Skills.
[4.4.23]
| LANGUAGE POINT TABLE |
|---|
|
|
| 4 or less | 1 |
| 5 to 8 | 2 |
| 9 to 11 | 3 |
| 12 to 15 | 4 |
| 16 to 19 | 5 |
| 20 or more | 6 |
[4.4.24]
Calculated Statistics
Using your Character's
Statistics, calculate Base Hit Points, Dodge, Poison Adjustment, Damage
Bonus/Penalty, and SPP for Mage and/or Cleric (see STATISTICS above, or
the example of Character generation below).
[4.4.25]
| CALCULATED STATISTICS |
|---|
|
|
| Base Hit Points = | 3*Constitution + 2*Will |
| Cleric Spell Power Points (SPP) = | Faith + 0.5 * Faith per DoM of additional Prayer (0.5 * Faith if no Prayer) |
| Cleric Cast Chance (CC) = | 5*Faith + 10% per DoM of additional Prayer (0 if no Prayer) |
| Combat Rating (CR) = | 0 |
| Damage Bonus = | as per the Strength rules (see STATISTICS) |
| Defensive Rating (DR) = | 0 |
| Dodge Bonus = | Agility/5 |
| Mage Spell Power Point (SPP) = | Magic Talent + 0.5*Magic Talent per DoM of additional Mystic Theory (0.5*Magic Talent if no Mystic Theory) |
| Mage Cast Chance (CC) = | 5*Magic Talent + 10% per DoM of additional Mystic Theory (0 if no Mystic Theory) |
| Parry Rating (PR) = | 0 |
| Poison Adjustment = | BHP/5 |
[4.4.26.5]
Choosing Disciplines and Calculating Learning Rates
Chose
the disciplines that you want your Character to start with and examine
the Learning Rates for the skills/spells within those Disciplines. You
will want to have an idea of what Statistics are important for the
beginning Disciplines, as well as future Disciplines that the Character
may wish to learn.
Determine the Learning Rates for
the various starting skills/Spells in those Disciplines and decide what
Degree of Mastery to obtain. A Character starts with 3000 experience
points. For a detailed example of calculating Learning Rates, choosing
Degrees of Mastery, and allotting experience see 'How does a Character
learn Skills' section above. No character should start with a list
higher than DoM 3 with starting experience. At this time, the Character
must also choose a specific weapon for each weapon Discipline. Unused
starting experience is saved as general experience.
The
player may also pick up to five background skills from the MUNDANE
SKILLS - BACKGROUND SKILLS section. These are not deep skills (perhaps
on the level of a high school course) and should reflect the
character's background to some extent. (Coming from a fishing village
would give Knot Tying and Small Boat Sailing, a pig farmer would know
Animal Science and Mammal Studies, etc)
[4.4.27]
Outfitting The Character
Generate your Character's
starting funds, and outfit him or her. The average starting funds for a
Character are equal to about 3000 Copper Pence. Equipment lists can be
found at the end of the Player's Handbook. The Player should not expect
this amount, this is a guideline and the Game Master may alter starting
funds with impunity.
[4.4.28]
Adjustments To DR Due To Shields And Armor
When your
Character wears armor and/or uses a shield, his or her DR will change.
Penalties for wearing armor are noted in the Armor section. Shields add
a DR bonus; these are noted in the Arms section. There are lines on the
Character record sheet for adjusted DR while using shield and armor.
[4.4.29]
Example of Character Generation
What follows is a
comprehensive example of an individual's efforts to create a QuestFRP
Character, using the Character generation process described above. We
will call our example player Terry. The paragraph headings correspond
with the descriptive paragraphs above, and show step-by-step how to put
together a beginning QuestFRP Character
[4.4.30]
Character Concept
Terry forms her Character
conception. Terry decides she wants her Character, Elidora, to be an
half-elven woodsman/ranger. She wants Elidora to have a wide range of
skills, but mostly Mage skills to start with. Terry has no plans for
her Character to become a Cleric, or learn Clerical Spells, so she
decides to start Elidora with a low Faith when allocatting Statistics
Points later.
[4.4.31]
Species, Sex And Beginning Statistics
As stated above,
Terry chooses to be a Half-Elf. This has no effect on her starting
Statistics so she starts with a 11 for each of the eight Statistics,
which are: Strength = S; Dexterity = D; Agility = A; Constitution = C;
Intellect = I; Magic Talent = M; Faith = F; Will = W. Terry chooses her
sex as female since she feels more comfortable playing a female
Character. With the consent of the GM, she chooses her Character's age
to be 18.
[4.4.32]
Height And Weight Determination
Since body weight and
height do not influence her Character's Physical Statistics or ability
to take damage, Terry decides she would like her Half-elf to be tall
and of medium build. She chooses a height of 173 cm, and a weight of 70
kg. Elidora now looks like this, where HT = height and WT = weight:
[4.4.34]
| Elidora: Height and Weight Calculations |
|---|
| S: 11 | I: 11 | HT: 173 cm |
| D: 11 | M: 11 | WT: 70 kg |
| A: 11 | F: 11 | |
| C: 11 | W: 11 | |
[4.4.35]
Choosing Disciplines, Calculating Learning Rates, And Adjusting Statistics
Terry
starts with a total of 30 Floating Statistic Points (known as
"floaters", among Quest Players). Looking over the Disciplines she
knows she wants her Character to start with and those that she
eventually wants her Character to learn, she decides to add points to
Physical Statistics, in order to boost her effectiveness as a fighter,
and add points to Magic Talent and Intellect to boost her Mage skills.
Terry now allocates her "floaters" and redistributes her statistics.
She uses her "floaters" as follows: +9 points to Strength (+3 from 11
to 14, +2 from 14 to 15, and +4 from 15 to 16, since the species
maximum strength for a halfling is 16); +4 points to Dexterity; +3
points to Agility; +5 points to Constitution; +3 points to
Intelligence; +6 point to Magic Talent; and +3 points to Will. She also
subtracts 3 points from Faith, swapping them into Strength. Terry could
have reserved one or more floaters to use later in the process. Elidora
now look like this:
[4.4.36]
| Elidora: Adjusted Statistics |
|---|
| S: 16 | I: 14 | HT: 173 cm |
| D: 15 | M: 17 | WT: 70 kg |
| A: 14 | F: 8 | |
| C: 16 | W: 14 | |
[4.4.37]
Terry must now determine the handedness of Elidora. Terry
chooses to have her be left handed, having not reserved 3 floaters to
become ambidextrous.
[4.4.38]
Next Terry chooses Elidora's Disciplines. She chooses a Battle
Axe as her weapon, and chooses to learn 2 DoMs of CR, 1 DoM of DR, 1
DoM of PR, and 2 DoMs of blows with the Battle Axe. The Battle Axe has
a modification to her learning rates (see the weapons tables) of: +10%
to CR, -15% to DR, -25% to PR (it is not a good parrying weapon) and 0%
to Blows.
She wishes Elidora to have three Mage
Spells: Simple Self Healing, Detect Movement, and Mystic Shields. All
three of these spells have prerequisites. When Terry looks at the
"Display Prerequisites Graphically" link in the spell description, she
sees that both Simple Self Healing and Detect Movement have a single
prerequisite of Mystic Theory I, while Mystic Shields has a string of
prerequisites: Minor Bindings, Mend and Mystic Theory I. Of course,
Elidora only has to learn Mystic Theory I once.
Terry now calculates the Learning Rates for Elidora's starting
Disciplines (see table below). She has 3000 starting experience, and
uses 2957 experience to give Elidora the Disciplines that she wants.
Terry records the extra 43 experience as General Experience, which she
may use to help learn another Skill or Spell at a later time.
[4.4.39]
| Elidora: Disciplines |
|---|
|
|
| Handheld Weapon - CR | S*2 + D*2 + A +10 | 16*2 + 15*2 + 14 +10 | 86% | 2 | (100 + 200) / 0.86 | 349 |
| Handheld Weapon - DR | S*2 + D*2 + A -15 | 16*2 + 15*2 + 14 -15 | 61% | 1 | 100 / 0.61 | 164 |
| Handheld Weapon - PR | S*2 + D*2 + A -25 | 16*2 + 15*2 + 14 -25 | 51% | 1 | 100 / 0.51 | 196 |
| Handheld Weapon - Blows | S*2 + D*2 + A +0 | 16*2 + 15*2 + 14 +0 | 76% | 2 | (300 + 600) / 0.76 | 1184 |
| Simple Self Healing | I + M + W*3 | 14 + 17 + 14*3 | 73% | 1 | 100 / 0.73 | 137 |
| Mystic Theory I | I*3 + M*2 | 14*3 + 17*2 | 76% | 1 | 100 / 0.76 | 132 |
| Mystic Shields | M*2 + W*3 | 17*2 + 14*3 | 76% | 2 | 200 / 0.76 | 132 |
| Minor Bindings | M*2 + W*3 | 17*2 + 14*3 | 76% | 2 | 200 / 0.76 | 263 |
| Mend | M*2 + W*3 | 17*2 + 14*3 | 76% | 1 | 100 / 0.76 | 132 |
| Detect Movement | I*3 + M + W | 14*3 + 17 + 14 | 73% | 1 | 100 / 0.73 | 137 |
| Total | | | | | | 2957 |
[4.4.40]
For Elidora's Background Skills, Terry chooses to have them
all fit with Elidora's background of coming from a seashore village. So
she chooses: Rowing, Small Boat Sailing, Fishing, Knot Tying, and
Weather.
For her Language skills, Elidora's
Intellect of 14 gives her 4 language points. Terry uses those points to
give Elidora DoM 3 (Fluent) in the common language of her Character's
world, and DoM 1 (Tyro) in Elvish, as she hopes to have Elidora travel
in the Elven lands.
[4.4.41]
Terry now calculates the calculated Statistics for her Character.
[4.4.42]
| Elidora's Calculated Statistics |
|---|
|
|
| Base Hit Points = | 3*C + 2*W | = 3*16 + 2*14 | = 76 |
| Cleric Spell Power Points (SPP) = | Faith + 0.5 * Faith per DoM of additional Prayer (0.5 * Faith if no Prayer) | = 0.5 * 14 | = 7 SPP |
| Cleric Cast Chance (CC) = | 5*Faith + 10% per DoM of additional Prayer (0 if no Prayer) | = 0 | = 0 CC |
| Damage Bonus = | as per Strength rules (see STATISTICS) | = 16 PS | = +d4 damage douse |
| Dodge Bonus = | A/5 | = 14/5 | = 3 |
| Mage Spell Power Point (SPP) = | M + M*0.5 per DoM of additional Mystic Theory | = 17 +17*0.5*1 | = 25.5 SPP |
| Mage Cast Chance (CC) = | 5*Magic Talent + 10% per DoM of additional Mystic Theory (0 if no Mystic Theory) | = 5*17 +10*1 | = 95% CC |
| Poison Adjustment = | BHP/5 | = 76/5 | = 15.2 = 15 |
| Combat Rating (CR) = | 0 +2 with Battle Axe | = 2 | = 2 |
| Defensive Rating (DR) = | 0 +1 with Battle Axe | = 1 | = 1 |
| Parry Rating = | 0 +1 with Battle Axe | = 1 | = 1 |
[4.4.43]
| Elidora's Hit Point Distribution |
|---|
|
|
| Head | 76 * 0.15= 11 |
| Chest | 76 * 0.40= 30 |
| Abdomen | 76 * 0.30= 23 |
| Groin | 76 * 0.20= 15 |
| Right Leg | 76 * 0.20= 15 |
| Left Leg | 76 * 0.20= 15 |
| Weapon Arm | 76 * 0.15= 11 |
| Shield Arm | 76 * 0.15= 11 |
| Blood | 76 * 1.00= 76 |
[4.4.45]
Outfitting The Character
Elidora starts out with 250
silver shilling (2500 copper). She buys a leather cuirass (100 SS),
arming bracers and buskins (30 SS), a leather cap (25 copper), a kite
shield (50 SS), and a battle axe (50 SS). These basic accoutrements
costs her 2325 copper, leaving her 175 copper for backpacks, camping
gear, food, living expenses, etc.
[4.4.46]
Adjustments To DR Due To Shields And Armor
Terry must
now calculate her Elidora's DR while wearing armor and using her
shield. While using a kite shield, she has a base DR of 3. None of her
armor has any DR penalties, so her Base DR remains 3. With her Battle
Axe in hand, which gives her a 1 weapons DR, she has a total DR of 4.
Elidora's
DR from the front and left side is a 4, because of her kite shield and
Battle Axe. Her PR with a Battle Axe is a 1, because of her DoM 1 PR
skill with the weapon. She has 4 points of armor on her chest, abdomen,
and groin, and 4 points of armor on her head, arms and legs. Her kite
shield adds 2 points of armor on her shield arm (and on 3 other
conjoined body parts against missile attacks, such as chest, abdomen,
groin).
[4.4.47]
Elidora's Character Sheet
Check the Player's Handbook Appendix: Example Character Sheets for Elidora's final Character Sheet.
CLERIC SKILLS
INTRODUCTION TO CLERICAL SKILL CLASS
[5.1.1]
Casting Clerical Spells
Spells are cast by the
expenditure of time and Spell Power Points. The more potent the Spell
the more power it takes to cast. One Spell Power Point is expended per
Degree of Mastery needed to cast the Spell (i.e., if a Spell of the
fifth Degree of Mastery is cast, 5 Spell Power Points are expended). To
successfully cast a Spell, a d100 is rolled against Cast Chance which
is calculated as follows:
Cast Chance = (Prayer Base Statistic Number + Cast Chance Bonus )- (10% * DoM of the Spell)
The Cast Chance Bonus is the total of the Bonus from Prayer,
Spellcasting aids such as Enchanted Items, and any additional pluses
from other Spells. A roll equal to or less than the Cast Chance results
in the Spell being successfully cast. If the casting roll fails by 1%
or more, the Spell fails to be cast, though the Spell Power Points are
still expended. Regardless of final figured Cast Chance, a percentage
roll of 100% always fails. A Cleric must be able to speak and have the
free use of one hand in order to cast Spells. If a Cleric has a Focus
on his or her person, the Cleric does not need a free hand.
Clerical SPP are regained by prayer. The Cleric regains one fifth of his or her total SPP per hour of prayer.
There
are several basic differences between Clerical and Mage Magic. The
Clerical Spells generally tend to take longer to cast, have longer
durations, and often may affect multiple targets. While Cleric spells
may not be Boosted, they cannot Fumble nor do they cause Spell Casting
Fatigue.
There are several skills and Spells that
can help a Cleric's usefulness. The first is the Bequest skill. After
learning DoM 3 Prayer, a Cleric may elect to learn Bequest - a skill
that allows the Cleric to cast Spells in the morning (during morning
prayers, for example) and hold those Spells for quick release at some
point in the next 24 hours. The second is the ability to declare
individuals as Companions (see description below).
[5.1.2]
Touch Spells
Many of the Clerical Spell ranges are
listed as "Touch or Companions". For clerical lists, Touch is as many
people as the Cleric can touch with hands or Focus, or who can touch
the Cleric's body or focus, up to the number of DoMs he or she has in
Prayer. For example, a Cleric with DoM 5 Prayer could cast a "Touch"
range Spell on up to 5 people, if they could manage to touch each other
at the time the Spell is cast.
[5.1.3]
Companions
The Companion Symbol Spell allows the
Cleric to "declare" a holy symbol as a clear identifier for his or her
friends or fellow travelers. For example, if the Cleric's personal holy
symbol was a circle with arrows crossing it, an amulet could be
fashioned in that shape, as could a tattoo. The cleric does not have to
make the symbol, merely consecrate the symbol using the Companions
Symbol Spell. Once an individual bears the Cleric's personal symbol,
all clerical Spells that have the terms "or companions" in the
description may affect anyone bearing one of the symbols, if they are
within 1 kilometer of the Cleric when the Spell is cast. A Cleric may
affect as many Companions as they have DoMs of Prayer; a Cleric with
DoM 5 Prayer could cast a "Touch or companions" Spell on any 5 of his
or her Companions within a 1 kilometer radius.
[5.1.4]
Clerical magical items
Instead of permanent magic
items, clerics can create holy objects (rosearys, mitres, rings, etc.)
capable of storing Clerical Spells, which may be released quickly when
needed. Each item may store Spells from only one Clerical Spell Tree
such as Healing, Creation, Nature, etc. The creation of a such a
storage item requires the Create Clerical Storage Item Skill (DoM 4,
Prayer) and at least some knowledge of the desired Spell Tree. For each
Spell DoM to be stored, the cleric must spend 100 hours in prayer.
Additional Clerics may assist with the creation, each adding hours of
prayer. As an extreme example, 100 Clerics praying together could
create an item capable of holding a single Spell DoM in one hour. It
would not be unusual for conclaves of Clerics to assemble to assist
each other in the creation of such holy storage items. After the item
is created, any Cleric can recharge it by simply casting the spells
into the item. The Cleric must be of the same religion/pantheon as the
creating Clerics. To release a stored Spell, the holder of the item
must concentrate for a moment on the desired Spell. If the Spell is
stored within the item, it will be released in 10 pulses. No roll is
necessary to activate the item or release the Spell.
[5.1.5]
ExampleFour Clerics begin the
process of creating a shepherds crook capable of holding Spells of the
Healing Spell Tree. They decide that they would like it to hold 10 DoMs
of Healing Spells. This will require 1000 prayer hours. For the four
Clerics, this means that each must devote 250 hours in prayer to
creating the item, over a period of multiple weeks or months. Once
finished, the crook can hold any combination of Healing Spells. That
might be 10 Simple Heals (DoM 1) or 6 Simple Heals and 2 Clots (DoM 2),
or 1 Knit Fracture (DoM 5), 2 Clots, and 1 Simple Heal, or any other
combination that adds up to 10 total DoMs. Once any of the Spells are
used, any Cleric with Healing Spells of the same religion may recharge
the item with the same Spell, or any Healing Spell of an equivalent DoM
or less.
[5.1.6]
Spell Explanations
- CT = Casting Time
- R = Range
- D = Duration
- ST = Saving Throw Statistic
If the Saving Throw has an additional subtraction after the Statistic
(i.e. Will-4), this means that the Saving Throw Roll is that much
harder.
BALANCE
[5.2.1]
| DoM 1) Switch |
| Learning Rate: + (
Agility
)+ (
Intellect
)+ (
Faith*
2
)+ (
Will
) |
| CT:
30 seconds
| R: Touch And/Or Companions | D:
60 minutes
| ST: None | |
| The target will exchange 2 points of CR for 2 points of DR (either direction). |
| Base:100 | | | | |
| Exchange 2 points of CR for DR. |
Prerequisites: Prayer I [Display prerequisites graphically]
[5.2.2]
| DoM 2) Twist |
| Learning Rate: + (
Agility
)+ (
Intellect
)+ (
Faith*
2
)+ (
Will
) |
| CT:
100 pulses
| R: Touch And/Or Companions | D:
60 minutes
| ST: None | |
| The
target may exchange 2 hit points for 1 point of CR or DR, up to the
total of the target's skill in CR plus DR (before any spell
enhancements). Example: The target has 80 hit points, a CR of 5 and a
DR of 4 with her sword. Desiring greater CR, she exchanges 8 HP, giving
her a CR of 9, DR of 4, and 72 HP for the duration of the Spell. |
| Base:200 | | | | |
| Exchange hit points for CR or DR |
Prerequisites: Switch [Display prerequisites graphically]
[5.2.3]
| DoM 3) Hold |
| Learning Rate: + (
Agility
)+ (
Intellect
)+ (
Faith*
2
)+ (
Will
) |
| CT:
100 pulses
| R: 30 meters | D:
2 hours
| ST: Faith | |
| Any
foes within the radius of effect must save versus Faith or operate at a
-2 or -10% penalty in any attack (including Spell Casting) against the
Cleric or his or her minions. |
| Base:600 | | | | |
| Faith save or -2/-10% to rolls. |
Prerequisites: Twist [Display prerequisites graphically]
[5.2.3]
| DoM 3) Toughen |
| Learning Rate: + (
Agility
)+ (
Intellect
)+ (
Faith*
2
)+ (
Will
) |
| CT:
100 pulses
| R: Touch And/Or Companions | D:
60 minutes
| ST: None | |
| The target may add +4 to all Will, Intellect and Faith Saving Throws. |
| Base:300 | | | | |
| +4 to all Will, Intellect and Faith Saving Throws |
Prerequisites: Twist [Display prerequisites graphically]
[5.2.4]
| DoM 4) Heal / Harm |
| Learning Rate: + (
Agility
)+ (
Intellect
)+ (
Faith*
2
)+ (
Will
) |
| CT:
100 pulses
| R: 30 meters | D:
None | ST: Faith | |
| This
Spell represents the dual aspect of nature, both that of life and
destruction. With this Spell the Cleric casts a bolt of lightning. He
or she must roll to hit the target with a +3 CR bonus. The bolt does
3d8+2 worth of damage, not stopped by nonmagical armor. However much
damage this bolt does through armor to the target acts as Healing on
the Cleric. |
| Base:400 | | | | |
| Lightning hurts foe, heals cleric. |
Prerequisites: Toughen [Display prerequisites graphically]
[5.2.5]
| DoM 5) Reflect |
| Learning Rate: + (
Agility
)+ (
Intellect
)+ (
Faith*
2
)+ (
Will
) |
| CT:
100 pulses
| R: Touch And/Or Companions | D:
60 minutes
| ST: None | |
| As
long as the target is under the influence of this Spell, any and all
damage taken by the Character will be divided in half, with the
Character taking 1/2 and the inflicter of the damage taking 1/2. The
inflicter of the damage receives a Saving Throw to avoid taking the
damage, although even if a Saving Throw is made, the target still takes
only 1/2 damage. The damage is applied to the same body part on both
the target and the inflicter of the damage. |
| Base:500 | | | | |
| Self damage is halved, rest reflected onto inflicter. |
Prerequisites: Heal / Harm [Display prerequisites graphically]
[5.2.7]
| DoM 7) Form Change |
| Learning Rate: + (
Agility
)+ (
Intellect
)+ (
Faith*
2
)+ (
Will
) |
| CT:
100 pulses
| R: Touch And/Or Companions | D:
60 minutes
| ST: None | |
| The
Cleric may change his or her form into that of any other humanoid. Such
duplication is near perfect. Individual magic powers are not
duplicated, although generic species powers are duplicated. That is, if
the Cleric takes on the form of a powerful Mage, the Cleric will gain
none of the Mage's Spell abilities, but if the Cleric becomes a
birdman, he or she will be able to fly. |
| Base:700 | | | | |
| Change to any humanoid, can use species abilities (like flight) |
Prerequisites: Hold [Display prerequisites graphically]
[5.2.8]
| DoM 8) Archonize |
| Learning Rate: + (
Agility
)+ (
Intellect
)+ (
Faith*
2
)+ (
Will
) |
| CT:
5 pulses
| R: 30 meters | D:
None | ST: Faith | |
| This
is a very risky Spell! The Cleric casts the Spell and then compares his
or her current SPP (either Mage or Cleric) with that of the target. If
the Cleric's is higher, then the target is destroyed. If the target's
SPP total is higher, then the Cleric is destroyed. No Saving Throw is
allowed in this case. If the target has no SPP (i.e., is not a spell
Caster), then there is no comparison, but the target does receive a
Saving Throw against either Magic Talent or Faith, whichever is higher. |
| Base:800 | | | | |
| Compare SPP to target, lesser is destroyed. |
Prerequisites: Form Change [Display prerequisites graphically]
[5.2.9]
| DoM 9) Freedom |
| Learning Rate: + (
Agility
)+ (
Intellect
)+ (
Faith*
2
)+ (
Will
) |
| CT:
100 pulses
| R: 15 meters | D:
60 minutes
| ST: Faith | |
| When
this Spell is thrown upon non-believers, and the target fails its
Saving Throw, it will be paralyzed for the duration of the Spell. If
cast upon a believer, it will release all bonds, both mental and
physical, on the target. |
| Base:900 | | | | |
| Target paralyzed/freed. |
Prerequisites: Archonize [Display prerequisites graphically]
[5.2.10]
| DoM 10) Exchange Life |
| Learning Rate: + (
Agility
)+ (
Intellect
)+ (
Faith*
2
)+ (
Will
) |
| CT:
50 minutes
| R: Touch | D:
None | ST: Faith | |
| The
Cleric may raise any true follower of his/her beliefs from the dead,
with no ill effects for the target, or any Saving Throws needed as long
as a non-believer is sacrificed. The non-believer must be another
humanoid. |
| Base:1000 | | | | |
| Believer raised, non-believer sacrificed. |
Prerequisites: Heal / Harm [Display prerequisites graphically]
[5.2.100]
Balance Tree

BLESSINGS
[5.3.1]
| DoM 1) Reinforce |
| Learning Rate: + (
Faith*
3
)+ (
Will*
2
) |
| CT:
5 minutes
| R: Touch | D:
180 days
| ST: None | |
| This
Spell may be cast on any item to reinforce it and help prevent it from
breaking. If the owner of the item makes a Faith save, an item that
would normally break will remain intact. The Cleric may affect 10 items
per DoM of Prayer. |
| Base:100 | | | | |
| No break on Faith save |
Prerequisites: Prayer I [Display prerequisites graphically]
[5.3.1]
| DoM 1) Create Holy Water |
| Learning Rate: + (
Faith*
3
)+ (
Will*
2
) |
| CT:
5 minutes
| R: Touch | D:
Permanent | ST: None | |
| This
ritual consecrates fresh water or sea water, creating a holy substance
that can be used to annoint, heal or harm. A Cleric may create 1 liter
of Holy Water per DoM of Prayer. A sprinkling of Holy Water on a
follower of the faith will act as an Annoint Spell (Blessings, DoM 2)
for 24 hours. A standard dose of Holy water (100 mls) will Clot a
bleeding wound or heal 10 pts of damage if the recipient makes a Faith
save. Used against a demon or undead, a standard dose will do 10 pts of
damage to the affected body part (roll to hit on +3 column on the Melee
Hit Chart). |
| Base:100 | | | | |
| Create Holy Water; heal/harm 10 pts |
Prerequisites: Prayer I [Display prerequisites graphically]
[5.3.2]
| DoM 1) Fortune |
| Learning Rate: + (
Faith*
3
)+ (
Will*
2
) |
| CT:
5 minutes
| R: Touch | D:
30 days
| ST: None | |
| Characters
under the influence of this Spell will find that circumstances tend to
favor them. There is less chance of unfavorable random encounters, and
a greater chance of good things happening to the Character. For
example, if shopping, the Character will be more likely to find things
they are looking for, and be more likely pay less for it. If walking
through a city, the Character is likely to have their purse stolen, or
encounter hostile guards. This Spell does not affect Character skills
or spells. |
| Base:100 | | | | |
| +/-5% for chance encounters |
Prerequisites: Prayer I [Display prerequisites graphically]
[5.3.3]
| DoM 1) Bounty |
| Learning Rate: + (
Faith*
3
)+ (
Will*
2
) |
| CT:
5 minutes
| R: Special | D:
180 days
| ST: None | |
| This
Spell will increase the yield of gardens, farm fields, orchards,
rivers, lakes and other agricultural areas by 10%. Only one instance of
the Spell may be cast on an area at any one time. The Cleric may affect
10000 square meters per DoM of prayer. |
| Base:100 | | | | |
| +10% to the harvest |
Prerequisites: Fortune [Display prerequisites graphically]
[5.3.4]
| DoM 1) Guiding Hand |
| Learning Rate: + (
Faith*
3
)+ (
Will*
2
) |
| CT:
100 pulses
| R: Touch | D:
60 minutes
| ST: None | |
| The recipient of this Spell will recieve +2 CR to melee and missile weapons. |
| Base:100 | | | | |
| +2 CR |
Prerequisites: Reinforce, Fortune [Display prerequisites graphically]
[5.3.5]
| DoM 2) Godspeed |
| Learning Rate: + (
Faith*
3
)+ (
Will*
2
) |
| CT:
100 pulses
| R: Touch | D:
60 minutes
| ST: None | |
| The recipient of this Spell gains +8 Agility and +2 DR in combat. |
| Base:200 | | | | |
| +8 Agility; +2 DR |
Prerequisites: Reinforce, Fortune [Display prerequisites graphically]
[5.3.6]
| DoM 2) Gods Arm |
| Learning Rate: + (
Faith*
3
)+ (
Will*
2
) |
| CT:
100 pulses
| R: Touch | D:
60 minutes
| ST: None | |
| The recipient of this Spell recieves +8 Strength. |
| Base:200 | | | | |
| +8 Strength |
Prerequisites: Reinforce, Fortune [Display prerequisites graphically]
[5.3.7]
| DoM 2) Endurance |
| Learning Rate: + (
Faith*
3
)+ (
Will*
2
) |
| CT:
100 pulses
| R: Touch | D:
24 hours
| ST: None | |
| The
recipient of this Spell will have incredible endurance. While the Spell
is running, the recipient will not have to eat or sleep and may labor,
walk, or trot tirelessly under normal conditions. The recipient is +3
Constitution, which will affect the Character's BHP. This may have
consequences when the Spell ends. However, at the conclusion of the
Spell, the recipient will pay no other penalties for the being under
the influence of the Spell; they will be just as tired or hungry as
|