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Adventure Quest

Character Creation
Creating a hero for a play is a collaborative event between the Players and Dungeon Master. They need to flesh out the character concept & background to devise a suitable hero for play giving plenty of opportunity for quest hooks. Characters use Quest Points to purchase ranks, gain epiphany, create magic items and even cheat death during the game. Quest points are gained by completing adventures, and are awarding on a basis of how successfully the players overcame the challenges and role played their hero. A party of heroes can be created by the DM allocating a pool of initial quest points to share for buying ranks and exceptional items, recreating the mixed parties found in most fantasy novels. Rank The rank chart is used to create any kind of hero from the gallant knight, mighty sorcerer to the crafty thief. Players spend quest points to purchase ranks, which in turn govern the amount of points available to spend on attributes.

0 1 2 3 4 5 6

Rank Unranked Apprentice Journeyman Adept Master Hero Legendry

Attribute Points 5 6 (+1) 10 (+4) 15 (+5) 20 (+5) 25 (+5) 30 (+5)

Quest Points 0 (1*) 4(+3) 7(+3) 10(+3) 13(+3) 16(+3)

* Point cost when using party pool method of creation.

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Adventure Quest Attributes Characters are defined using the following attributes: Fighting Prowess (Fp), a measure of the heros martial ability. Skulduggery (Sk), a characters ability at nefarious acts and stealth. Vitality (Vt), a general measure of health and fortitude. Awareness (Aw), a measure of the characters perceptive abilities Resolve (Re), the heros mental strength and determination. Mystical Aptitude (Ma), a measure of the heros control over the mystical realm. This skill is harder to hone than other attributes and is bought on a two point for one point improvement basis. Characters also have two derived attributes; Stamina, the characters threshold for damage. Stamina is equal to 4+Vt Mana, the heros reserve of magical energy. A characters mana is equal to Ma*4

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

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Adventure Quest

Adventuring
Resolution Mechanic Resolution is performed using a simple dice roll; Attacker 1d12 + attribute vs . Defender 7+attribut e

A success is equal or greater to the target value. Wherever possible rolls should be made by the players. A roll of 1 is always a failure and a 12 is always a success. When a character is attempting a feat of skill without a direct defender the Dm should assign a difficulty rating, using the chart below. Simple Easy Challenge Hard Challenge Amazing 3 5-6 10 14 18

Miscellaneous Actions Actions are resolved by matching the appropriate attribute against a suitable target number. Typical examples include: Evasion Where possible test awareness to evade an attack. Characters in medium armour suffer a -2 penalty or -4 if in full knights armour. Perception/Spot hidden Test awareness when the character is searching for hidden objects or people. Note it may be more suitable for the DM to make this roll depending on the circumstances. Disarming Traps Test the heros skulduggery. On a roll of 1 the character backfires the trap on himself. Sleight of Hand Test the heros skulduggery verses awareness. On a roll of 1 the target detects the thiefs attempt.

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Adventure Quest Climbing Characters in medium armour suffer a -2 penalty or -4 if in full knights armour. On a roll of 1 the hero slips and may suffer damage. Locked doors There are three ways of opening a locked door; By force, test vitality against the door strength Picking the lock, test skulduggery against the lock Using the key, much simpler by far! Stealth Test the characters skulduggery against the sentrys perception. When more than 1 character is trying to sneak through each must make a check. However if they are sneaking past a group of guards only the highest perception score is used. Stealth modifiers wearing medium armour wearing knights armour not moving moving slowly moving quickly within 3m of enemy no cover available Stealth -3 -6 +3 no mod -2 -5 -5 ) Perception modifiers pitch darkness torch or dusk broad daylight asleep looking other way listening intently extraneous noise or bustle Perception -7 no mod -+5 -9 -5 +2 * -3

Knockout Attacks An attacker can try a special knockout attack against an unaware target, by testing skulduggery against the opponents vitality. Encumbrance Characters can wear one set of armour at a time. As for other items the character can carry up to ten items in equivalent size to a weapon. Small items such as rings and amulets are not counted against this total.

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Adventure Quest Combat Order of Combat Determine surprise if necessary Check for spell expiry and vitality checks for unconscious characters Combatants declare intentions in ascending order of awareness Resolve intentions in descending order of Awareness Surprise Roll If circumstances dictate check for surprise, check by testing the advancing groups skulduggery against the others awareness. Success grants the group a free combat round. For mixed groups use the lowest skulduggery against the highest perception. The Combat Round Each round lasts for 10 seconds in duration in which a combatant can perform one of the following actions: Attack with a weapon Notch and shot an arrow Load a crossbow Aim & fire a crossbow Draw a weapon Cast a spell Take out and unroll a scroll Activate a scroll Take out and unstopper a potion Drink a potion Activate a magical device Use a special ability To hit roll When attempting to hit an opponent each combatant uses their Fp attribute. A hit is scored when an attacker rolls equal or higher than the defenders target value, thereby inflicting damage. Fighting in the dark Characters fighting with no light source suffer a -4 penalty to fighting prowess. Multiple attackers When fighting more than one opponent at a time a hero must divide his FP the incoming attacks. This is declared at the start of the combat. Missile Attacks Archers ignore the defenders fighting prowess. Note a failure can result in hitting allies with missile attacks. The following modifiers apply to the archers shot in the targets favour.
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Adventure Quest Shirt range Medium range Long range no mod +2 +5 Target moving quickly In poor lighting Small or crouching +3 +3 +2

Armour If an attack is successful, the next stage is to determine if the blow actually penetrates the defenders armour. Armour reduces the amount of damage sustained from a below as shown below; Light Travellers Armour Adventurers Armour Knights Armour -1 to damage -2 to damage -3 to damage

-2 to F.p.

Shields add to a defenders fighting prowess. Small shields add +1, kite shields add +2. Weapons and Damage The damage inflicted by a weapon depends on its type. Weapons also have a quickness modifier that affects the order of combat. Unarmed combat 1d4-2 (minimum of 1 point), with a +1 quickness bonus. Simple weapons, i.e. daggers cudgels. These are commonly found and inflict 1d4-1 damage to stamina (minimum of 1 point), with a +1 quickness bonus. Hand weapons, i.e. swords, axes, maces, stave etc. These inflict 1d4 damage to stamina, with no modifier to quickness. Martial weapons, i.e. Two-handed swords, battle axes etc. These inflict 1d6 damage to stamina, with -1 modifier to quickness. Hurled Weapons, i.e. daggers, rocks, slings inflicting 1d4-1 damage. Propelled weapons, i.e. bows inflicting id4 wounds. Wounds and recovery Damage inflicted is dependant upon the weapon used. If a character is reduced to 0 stamina they must make a Vt check every round until their wounds are tended. A failed roll results in death. Wounds are healed through proper rest and recuperation at a rate of 2 points per night when staying at a proper inn or sanctuary, or at a lesser rate of 1 point per nights rest in the open air.

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Adventure Quest

Magic
The basics of magic When a hero casts a spell he tests his Mystical Ability. A sorcerer can attempt to create an effect of magic from the chart below. The Dm decides ion the difficulty of the spell which becomes the target number. School of Magic Divination Charms Wards Enchanting Conjurations Transfiguring Description Used to fortell portents and detect for effects. Effects that effect the mind of the target, for example creating a phantom image or bewitching their thoughts Magic used to protect the caster from harm Using magic to imbue powers into objects, such as enchanting a clock to grant its wearer flight. Using magic to create or summon matter from other realms. Spells that alter the state and properties of a person or object.

How long a spell lasts Most spells occur instantaneously. However some spells last for a duration. Some may last for a specific length of time, others for a random duration. Spells with a random duration are subject to a spell expiry roll at the start of each round. On a roll of 1 on 1d12 the spell stops functioning. How a spell affects its victim Spells either directly or indirectly affect their victim. An example of a direct spell is a sorcerer casting a hex to curse his enemy. In which case the spell casters mystical ability is tested against the targets resolve + spell difficulty. An indirect spell may be a warlock blasting his foe with a jet of flame as it is the fire not the spell itself harming the target. In this case the warlock would make a mystical attack as if he was making a missile attack on the target. How far can a spell reach? Different spells have different ranges, some requiring touch, others just a line of sight. The most powerful of magics can be cast from afar, harming their targets

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Adventure Quest

Potions and Mystical Artefacts Sorcerers with mystical abilities are capable of producing potions and mystical artefacts given the proper equipment. Characters of Apprentice rank can produce simple potions given the ingredients and a work space. On reaching Adepthood they can begin to artifice magical objects. By expending quest points the enchantments can be made permanent. Artificing is a slow and laborious process requiring the sorcerers full attention, preventing the character from adventuring for the period of construction. Special Powers Some characters may have heightened senses or powers that arent spells but are more than just raw ability and fall into the heading of special powers. For example a hero may be blessed with luck and may activate this power by expending mana. Alternatively a thief may be introduced to series of techniques to focus their concentration in tackling a lock or act of legerdemain or in passing almost un-noticed through a room. These should be devised by the DM to fit the concept and game.

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Adventure Quest

Adventurers wares
The right equipment can make all the difference to an adventurers success. Standard Gear Armours & Weapons Light Armour Warriors Armours Knights Armour Shield Kite Shield Simple Weapons Hand Weapons Martial Weapons Bows Arrows (12) Miscellaneous Blessing Holy Water Crucifix Thieves toolkit Silvered dagger Potions Potion of restoration Heroic brew Elixir of Strength Dust of Slumber Cost Description

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Adventure Quest

Character Sheet

Character Sheet
Name Fp V t Sk A w R e M a Rank Stamin a current Shiel d Armour Weapon Man a current

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