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Written by Newt Newport
Illustrated by Simon Bray
Edited by Graham Spearing

cdefeghikhere isastring ofl SimpleQuest lnnopwerand here are some

Zero edition August 2008
This edition is missing the following chapters

10. Creatures, 11. Setting (“Gatan”) and 12. Adventure (“The road less travelled”) and of course an Index :)

Also while the text has had two passes through editorial, there might be typos. One of the reasons for
releaseing the Zero edition is to reduce the number of typos and errata in the final release.

So If you spot any please let me know at

It is also missing all but one piece of art.

The final game will be released September/August 2008. This is just a quick free release to tide you over
until then.


Newt Newport

Author : Newt Newport

Art: Simon Bray

Editoral: Graham Spearing

Chief Playtester: Neil Ford


<Names of SQ playtesters here>

A big thank you to the Grand Masters of D100 gaming

Greg Stafford, Steve Perrin, Ray Turney, Steve Henderson, Warren James, Lynn Willis, Charlie Krank, Ken
Rolston, Sandy Petersen

And to the carriers of the flame

Jason Durall, Lawrence Whitaker, Matt Sprange, Bryan Steele, Gareth Hanrahan.

The text of SimpleQuest is released under the Open Gaming License (OGL), see back of book. Everything
here is Open Gaming Content.

The Artwork is Copyright Simon Bray and may not be used without his permission.

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cdefeghikhere isastring ofl SimpleQuest lnnopwerand here are some

Chapter 1 Introduction 4

Chapter 2 Characters 10

Chapter 3 Skills 24

Chapter 4 Equipment 35

Chapter 5 Combat 43

Chapter 6 Battle Magic 54

Chapter 7 The Quest 64
and afterwards

Chapter 8 Divine Magic 76

Chapter 9 Sorcery 91
Character sheet 104
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Mancala and Abnon come out across sea at the black line of land that is rapidly to their senses and prepare spells and weapons to expanding to fill the horizon. ever you want based upon what you know about Rurik’s abilities and personality. or seeing what the author or director intends to happen next to Rurik and his companions. This is a that shroud the land and dreams of the ancient roleplaying game and your Games Master is asking magical knowledge left behind by the Old Empire you as the player. as the imp-driven fight the wyvern in a suitably epic fight? paddles of the Black Bess drove them towards their final destination. your alter ego in the game. thinks only of Rurik pulls out his sword and steels himself to face the evil he will slay and the souls he will save when the diving wyvern? he steps off the boat into this Goddess forsaken land. “So what do you do now?” Mancala. Wyvern! Out for food from its young nesting on yonder coast” replies the hardened sea dwarf pointing towards the coastline. the austere grey robed priest. now a renagade hiding on the island. and the Games Master narrate the result of your Thisisanaffectionatetributetorune 4 Thisisanaffectionatetriuneuest . their hopes and wouldn’t do that!’. a Dwarfen Steamship Rurik’s trance ends as the wyvern circles over the he and his companions are traveling in. Rurik’s three how the Dwarfen Captain is snatched up by the companions run across the deck to the prow to peer wyvern as Rurcik. a green snake like body as long as the adventure! ship. This time its claws narrowly miss the dwarfen deckhands who scatter across the main deck. who is the appointed Games Master. Perhaps. Abnon. has just Lura. stares thorough his magic looking glass If this was a novel or a movie we’d be reading across the grey sea.cdefeghikhere isastring ofl SimpleQuest lnnopwerand here are some Chapter 1 “No. Introduction Again the wyvern swoops over the ship. Rurik fingers the hilt of his sword. It dips down and scrapes the metal hull wyvern ‘Eat her instead of me!’? of the Bess with razor sharp talons. playing the role of Rurik waiting to be claimed in her quest to become the world’s greatest living Sorcerer. But we’re not passively reading this in a book or sitting there watching the screen thinking ‘I Each are lost in their own thoughts. Lura. what sun as it soars into the sky. the slender sorceress. you are sat round a table with expectations of the coming landfall running through three of your friends who are taking the roles of their heads.. You can tell the Games Master. across ship and dives straight towards the group of figures the sea far from the comforts of home. and then you “Dragon?” asks Rurik turning to face Wuzan. As it soars into sky Welcome to a world of Rurik watches fascinated by its powerful slender green form. the illegitimate son of a Senator.. under which two legs ending in razor sharp Rurik sights land talons and finally a long serpentine tail ending in a tip filled with iron hard spikes. Or maybe he prepares a spell to distract the beast while everyone escapes into the metal hold of the Suddenly Rurik is rudely awakened from his own steam ship? dreams of riches and glory by the sudden swooping noise of a huge flying reptile on the starboard side Or cowardly Rurik grabs Lura and shouts to the of the ship. Mancala and Abnon while another friend. Perhaps “Land ahoy” shouted Wuzan. an uncharted island in the Far Sea. His fine standing at the prow! chain mail armour.. revenge he will soon have upon the his father’s murderer. with two leathery wings half way down its length. full metal helm and father’s longsword hides his youth and inexperience of the So what do you do now? world. before rising once again a dark green shape that blots out the It’s up to you. Lura . fantasising about the is your character. Captain Wuzan. sees through the mists finished describing the dive of the wyvern. Rurik the Reckless stands tall and proud at the metal prow of the Black Bess. Beside him the Dwarfen Shipmaster. eagerly How do you answer? That’s for you to decide.

by the boundaries of a predefined character type or It takes place in the imagination of its players. that the player characters find themselves in. Otherwise they stays in the background and the players and Games exist only in the imagination of the player and come Master can enjoy their storytelling and roleplaying. In SimpleQuest these and one as units. smoothly. significant effect on play. traps roll is modified it is by adding a meaningfully huge and dangerous locations. such as 25% or even 50%. worlds where dragons live and magic exists and works! The players can take on the roles of brave warriors. These chance of success by adding a 10% here and taking ‘quests’ which are the focus of play. Features of the SimpleQuest rules Thisisanaffectionatetributetorune 5 Thisisanaffectionatetriuneuest . The Players take turns in describing their characters actions and the In SimpleQuest there are three magic systems. mysterious sorcerers and Percentile rolls any other type of fantasy character that they can think of. This character becomes their alter ego in to roll not once but twice to attempt some tasks. to life during the game. expressed as a percentage. until the adventure advancement comes to its natural conclusion and everybody agrees the story is over. which model different belief systems commonly held by fantasy spell casters. the game models a world where combat the players encounter during their adventures. involve danger a 5% away there. The dice determine iwhether the rules are kept to a minimum and straightforward character succeeds in combat to hit an opponent or to understand in order to make the game run not. is always a risk and the character faces grievous and permanent damage if they take the path to Typically the Games Master describes the scene adventure. Players go on adventures via their in game alter egos. At no point does the character get tied down to a set path determined SimpleQuest (SQ) is a game of fantasy adventure. in class. who gain fame. As the character grows during play the player chooses which areas the game about? character should advance in. with more Flexible character creation and decisions rewards and risks. the location and the non-player characters that are Four approaches to magic present and what they are doing. fantasy world and the non-player characters that However. Not only does this involving the same group of characters is called a remove the amount of fiddly maths players have to ‘Saga’ do. who each take on the role of a single Other D100 roleplaying games may also ask a player character. SQ avoids this complexity. A series of linked quests modifier. Weapon and armour rules are kept to a minimum to The Games Master. If a and risk in the form of villains. crafty thieves. but it means that when modifiers are applied to dice rolls when they have a meaningful and There are two types of players in SimpleQuest. Simplicity “Quest”. the fantasy world they are playing in and has a set As far as possible SimpleQuest tries to keep dice of numbers that describe their abilities which are rolling down to a bare minimum. Play and the story continues. weapons and magic What’s this Fantasy Roleplaying that they are proficient in. In SimpleQuest you decide what your character will be like and choose the skills. so that the system written down on a character sheet. Games Master tells them the results.cdefeghikhere isastring ofl SimpleQuest lnnopwerand here are some decision. known as a character. The core game mechanic is the percentile roll. monsters. and achieve their personal goals. Being a game there are rules to guide is then rolled on a ‘D100’: two ten sided dice of play when the outcome of a character’s action in different colours thrown together with one as tens the story is less than certain. While other D100 roleplaying games modify the fortune. For example Rurik the Reckless’s chance to hit with his Sword is 55%. How elaborate and different from the player this character becomes is up to the Risky and dangerous combat player and is the very essence of role-playing. The Players. The character’s chance to succeed at any given task is There’s a large hint in the name “Simple” + “Quest”. is in charge of running the preserve the game’s goal of keeping things simple. This “Simple”.

so you Creatures in SimpleQuest have access to the same need at least two players. or reaching a climactic cliff magic. Paper Thisisanaffectionatetributetorune 6 Thisisanaffectionatetriuneuest .uk/ Divine Magic comes straight from the Gods! It a simplequest/) you’ll need paper to write one out. Imagination What you’ll need to play SimpleQuest takes place in the imagination of the players and Games Master. drawing maps and SimpleQuest. Although metal A set of polyhedral dice miniatures. available on line and at games shops. When I roll them and the red comes up two and the white comes up three. Any a personality. Of all the approaches draw to help describe what is going on during the it is the least powerful. then this means my result is twenty three. ten. In SimpleQuest they are the allies. they have hopes. Monsters are not mere sword fodder. not actually a hundred sided dice but two D10’s rolled together. more than six players and it becomes difficult for waiting patiently in some underground complex to the Games Master to get round the table to find out be slaughtered. you will also need dice with four. Sorcery spells are potentially concentration and enjoyment. but is only available to those characters that piously follow the ways of their Time chosen deity. dreams and is four to six players and one Games Master. where x is the number of sides of the dice.cdefeghikhere isastring ofl SimpleQuest lnnopwerand here are some Battle Magic is the basic type of magic in You’ll need paper for note taking. As well as the familiar six fuel the story they are eight. It represents the personal magic any other quick explanatory pictures or diagrams system that all player characters have access to at that either the players or the Games Master want to the beginning of their careers. abilities are just as detailed and powerful. one to play the heroes magic and skills that a player character do. Dice are referred to as Dx in the rules. For example D10 refers to a ten sided dice The most commonly used dice are D100. adversaries. Game play usually happens in ‘sessions’ of three Sorcery is the magic of Wizards and Sorcerers and to four hours. can be used to help the players visualise the action( <image set of dice > especially during combat) at the end of the day the game stands or falls on how much the players and These are obtained from either online suppliers or Games Master use the power of their imagination to your local game store. Before the dice are thrown together it is decided in advance which will be tens and which will be units. sided dice that come with most boardgames.d101games. what each player wants to do. Some friends Monsters are people too! Roleplaying games are inherently social. foils and followers that the player characters interact with on their adventures. If you haven’t printed off a character sheet (available online at http://www. coming to a natural the most powerful and certainly the most flexible end of the adventure. twelve and twenty sides. Just like More players can be added. and the usual number the player characters. so their of the story and the other to be the Games Master. desired results than any of the other approaches. Sessions can take more or less time draws upon arcane magical laws that govern how usually determined by such factors as players the world works. game. powerful approach. For example: I have a red D10 which I use as tens and a white D10 which I uses as units. but it requires even more dedication and hanger where play can be picked up again quickly skill to manipulate the laws of magic to achieve the after a short recap at the next session.

six (Battle Magic) and seven gives rules on how skills are used in various types of (The Quest and afterwards). It is therefore marked as optional so that This chapter deals with the magic of the gods. Don’t worry at this stage villains. and facing opponents of similar skill. Also dotted as to how magic works within the game. Goons/Followers and action is less than clear. Characters. fatigue and encumbrance. to gain a deeper understanding of the game. missile and long and detailed chapter. works. Players and the Games Master should decide which disease. five (Combat). Therefore they should skim through the entire book and then read in Skills. unarmed combat this chapter deals with Spirit combat. Also of these ‘Optional’ rules are used in the game practical advice for players on what to expect on before the start of play.cdefeghikhere isastring ofl SimpleQuest lnnopwerand here are some What this book contains How to use this book In addition to this Introduction the book contains Players should skim read chapters one to seven the following chapters. How monsters are more than mere a conversation between the Players and the Games sword fodder. allies. then you need not burden yourself with memorising this Combat. This chapter lists all the Games Master should know about that rule. encounter during their adventure such as poison. Sorcery. Janet is playing Lura a sorceress. Rob is playing Rurik the along with an example character sheet. You’ll get to see how the game progresses as Creatures. For example you only need to read sections of the Divine Magic Equipment. arbiter on game rulings. As well as the main rules text there are also examples and asides which further illustrate and Battle Magic. It (Skills). with the occasional dice roll where the nemesis. their the group can decide whether or not to include it in worshipers. If all the characters equipment your character will need to pursue a are beginners who only know a smattering of Battle career in adventuring are found here. at the back of the book the Appendixes The group are sat round a table at John’s house. serve them. be consulted when they arise in play. Magic. That will be explained in the rest of the book. This chapter holds quick ‘Spot rules’ on the hazards that a character may Finally. the rules an adventure. As well has hand to hand. Finally. and how to use them as foils. for Major Wounds are optional. Sarju is playing Mancala. how to improve their characters. This chapter gives rules and advice on how to create your character. three character will use to perform tasks and actions. The Quest and afterwards. armour and other pieces of using magic from that chapter. temples and the religious cults that the game. or the extra time it takes to work out of magic and the preserve of advanced magicians. a magic system that all player Advice’ highlight boxes. This chapter details the basic rules explain how a rule is used in play. and then get stuck in and work through character generation to create a character. a highway man Thisisanaffectionatetributetorune 7 Thisisanaffectionatetriuneuest . falling. your alter ego in the The Games Master is expected to be the final fantasy world. This chapter details the skills that your detail chapters two (Character generation). to combat. which explain what the characters have access to. Reckless. The tools of your character’s trade. some of the rules are marked as ‘Optional’. actually work. collects the most commonly used charts and tables John is the Games Master. combats. The third and final set of advanced magic An example of play that sets out magic as a set laws of the universe to The following shows how a game of SimpleQuest be mastered by Wizards and Sorcerers. chapter in detail if either the players or creatures are All the weapons. This chapter concludes with a listing of how the numbers are worked out or how the rules creatures with full game stats. Master. The second of the three approaches results. players are free to read these as well. others may feel uncomfortable with the extra gore it brings to the description of combat Divine Magic. The spells from that system. Other chapters can situations. It’s focus around the main rules text are ‘Games Master’s is on Battle Magic. For example. a rash young warrior. henchmen. Some players may and what their characters can do in-between enjoy the extra realism that using this rule brings adventures.

you’ve not got time to do both. ha! Sarju: How far is the ship from land? John: Ok lets work this out. to make sure that he doesn’t where all your characters are now standing along sink like a stone when he hits the water. The spell works and a bubbling liquid of Rob: 15 silver acting as a second skin surrounds Lura to shield her from the wyvern’s attacks. worm of hell!!”. John: So. to do about one thing. no Sarju: We are so toast! problem. bite Rurik on the mast and lash out at mast of the ship to get a vantage point ready for Abnon on the deck with it’s tail. we left it last session with the wyvern John: Ok so Mancala jumps over the side. Red comes up five and busy swimming away to do anything else. Since its going to attack you. Wuzan. next. 34! Thisisanaffectionatetributetorune 8 Thisisanaffectionatetriuneuest . I roll…. Guess John: Not necessarily. Mancala jumps overboard and starts to anything about it. I rolled 54 which is under 85% so I get a success. Helen: Abnon sets his spear against the incoming Janet: 8 ouch! charge of the wyvern shouting ‘I fear you not. similarly it snaps at Rurik but doesn’t judge the John: Yes. distance well enough and bites too short. The wyvern has a Dexterity of 16 since it’s Janet: Lura’s Battle Magic is 85%. Mancala is slowly swimming to land and should get there in about a minute or so. Can anyone do better than then! that? Janet rolls two ten sided dice. swim to land! Janet: Lura’s going to jump out of the way. John: Ok so the wyvern has the highest Dexterity score so gets to go first. it all depends on what you do that’s him out of trouble. ship when the wyvern crashes down. It dives down and tries to Rob: Rurik draws his sword and climbs up the front grab Lura. but its going to hit Lura with its claws unless she does Sarju: Yup.cdefeghikhere isastring ofl SimpleQuest lnnopwerand here are some with a murky past. Remember each round is about five seconds of time. lets roll the dice quite sleak and agile. always had his own best interests at heart. one red which is tens Sarju: Mancala has a Dexterity of 17. what do want to do? John: Well that’s what the rules say. He is reckless after all!! Sarju: Ha. Helen: 14. which is a quick Athletics roll. John: About twenty metres or so. Characters act in Dexterity order. we’ll move into Combat Rounds to Janet: Lura fires off a Protection 4 spell. the white comes up four. but he’s too and one white which is units. John rolls dice against the monster’s weapon skills. She’s Rob: The coward! got a Dodge of 45%. keep track of time. and Helen is playing Abnon a Sarju: Well that’s what Mancala would do. which gives you enough time John: Give me a Battle Magic casting skill roll. stopping to think about drawing his sword. with the dwarf captian. A result of 54% John: How about everyone else? Janet: Ok. So what do you want to do? Everyone gets to do one thing before the wyvern crashes down to John: We’ll see. I think I can see where this is going. Give me diving towards the prow of the Black Bess. Sarju: [Rolls dice] My athletics is 65% I rolled 23. Rob: That’s a lot of attacks! John: Ah Rob that’s two actions.3 and 4. it’s got three modes of attacks and it’s agile enough to use them Rob: er……ok Rurik will climb up the mast without all at once. Ok so the rest of you are on the the deck. Sarju: So it’s swimable ? John: It lashes out at Abnon but misses completely. he’s stern and righteous priest. when the wyvern lands.

so the wyvern goes crashing into the does. Intelligently taking in the scene below it sees Rurik and Abnon’s weapons drawn on the ship below. but it decides that it is an easier meal than the food with weapons John: Yes that’s +25% on Abnon’s Spear skill. Onto Round two. But does it see Mancala swimming in the sea below? Sarju: Uh oh! John: I’ll roll against its Perception of 70% to see if it Thisisanaffectionatetributetorune 9 Thisisanaffectionatetriuneuest . because the wyvern took a swing at him Abnon moved out of the way and his attack was distracted and ineffective as a result. It whizzes straight past Rurik before he gets a chance to hit it. deck but Lura gracefully jumps out of the way. Mancala all on his own undefended. Sarju: Keep swimming of course!! John: Ok so the wyvern flies ten metres up into the sky. Rob: Rurik is going to swing at it with his sword as it goes past.cdefeghikhere isastring ofl SimpleQuest lnnopwerand here are some John: Great. Rob you want to do something else? Rob: No. What are people doing? Janet: Lura carries on running towards the stairs. John: Ok the wyvern reaches the top of its rise into the air and stops momentarily. Onto round three. a critical Rob: Rurik’s next. result!! Helen: Remember Abnon was setting his spear John: Oh no it rolled a critical!! Not only does it see against the diving wyvern. The wyvern is soaring back into the sky. she’ll make the stairs next round. John rolls the dice and comes up with 01. It can’t see Lura because she’s run below decks. and stars diving towards him! Helen: So that’s spear at 55% plus 25% a total of 80% So what are you going to do ? Helen rolls her D100 and gets 86! Helen: Nah he just missed. She doesn’t like the look of those claws!! John: Lura’s halfway across deck. She’s making sure that there’s more distance between her and the wyvern. I’ll wait until it comes down again. John: The rest of your characters do what they said they were doing. Helen: Abnon resets his spear and waits for the wyvern to dive again. John: Ok so that’s everyone had a go. he draws his sword. Janet: Lura next! She runs across the deck towards the stairs down below.

even non-magicians have some personal magic. fighting against the following features. From an early age. he ran off with living. This half is the personality of the Rurik’s story character and other intangibles such as goals and past history. Fantasy worlds are usually rich and the next day was marching off to fight in one in magic and SimpleQuest takes the view that of the minor wars between competing Nobles. he was snapping at the heels of the local part time A reasonable chance of doing the basic things militia and by fifteen he was a full time member. ‘Bladesharp’. take up the plough of the story that the players and Games Master and marry a nice local girl with whom he would are co-operatively going to play. and ‘Coordination’. his father’s sword to the nearest city. who gained his lands from the local Duke What are beginning characters like in for fighting in the wars against the Great Goblin of the neighbouring Darklands. This chapter will explain how character is like at the beginning of the game. A good to excellent chance of doing the things that their character should be more Sixteen was his coming of age. A character is your representation in the game. They have: neighbouring village kids and exploring the dark and forbidding woods at the edge of his father’s Abilities above the average man in the street. Five years later. lands. that really bring the Rurik was born on a farm in the gentle rolling character to life and give the player guidelines on fertile plains of Western Gatan. which means he had other ideas. with perhaps some quick notes on the character sheet. But that’s only half of what a character is. and “Let him get it out of his system” thought his speaking their own language. When he reached fourteen who stay at home. But Rurik a warrior has a 55% in sword. you create these numbers. which increases Duchy of Kuracan across the Grey Sea. which makes it easier time. he struck off on his own and boarded a ship to hit with his sword and causes more damage bound for adventure in the new territory of the when it does. that everyone knows. His family and than competent at. Your eyes. What is a Player character? how the character acts and thinks. He got a rules tend to be fairly well rounded as characters. Rather than accept a life of peace is fairly proficient with it and uses it to make a and boring hard work as a farmer. The process of creating a character is known as On one hand the character is a collection of ‘Character Generation’. in a process known as when the character is just starting out on their Thisisanaffectionatetributetorune 10 Thisisanaffectionatetriuneuest . His father in the meantime wanted his The player characters are the main characters eldest son to inherit his farm. and even at the bring up many grandchildren with. generation is an eight step process and at each skills and magic spells that are written down on step the player makes decisions about what their a character sheet. touch and feel in the imaginary Character Generation world that you and your fellow players create. sick of fighting for Lords who known as Battle Magic. For example Rurik who is village had even laid on a party for him. But the lad was start of the game they are better than the folk not to be dissuaded. These are the things that you can’t express in cold hard numbers. father “when he reaches manhood he’ll be ready to take over the farm”. his speed of reaction when cast. There he joined one of the recruiting mercenary companies Some magic. reputation for being reckless through childhood All starting SimpleQuest characters have the exploits of tree climbing. Rurik for example knows didn’t care for the common man or even pay on the spells. Such as riding a horse. SimpleQuest? Rurick’s father settled down and raised his family.cdefeghikhere isastring ofl SimpleQuest lnnopwerand here are some Chapter 2 ‘Character Generation’. Characters The other half exists mainly in the imagination of the player. Rurik was forever champing at Starting player characters generated using these the bit to follow in his father’s footsteps. ears. That life behind him. His father was a freeman. SimpleQuest character numbers which describe his/her characteristics.

what Thisisanaffectionatetributetorune 11 Thisisanaffectionatetriuneuest . therefore when choosing the right mix of skills for the party so it can skills Rurik puts points into Dodge and Unarmed survive the adventure. All characters and creatures have seven adventuring party that is made up of the other characteristics. rather than any of the Lores. a skill area or two that they excel at. Starting Character Generation with a Character concept A note on Party balance and survivability. A character concept is a one sentence summing up of what the character is all about.” characters start out being able to do most things.cdefeghikhere isastring ofl SimpleQuest lnnopwerand here are some adventuring career. sort of game that he has prepared. You are of course free to change the concept as Generating a Character Step 1: Determine you generate the character. Character generation produces characters that Mancala is “The illegitimate son of a murdered have skills in all the basic areas of expertise. playing opportunities . mental and spiritual characters don’t like each other. Most SimpleQuest protects the innocent. who survives through being a rogue. generation guides the whole process as you make choices to generate the numbers that you will roll Because SimpleQuest characters start off more against during play. As well as being useful indicators of goal of solving the mysteries and dilemmas thrown how to roleplay the character (see below) they are up by the Games master during the adventures that the scores that skills are initially based upon. The game is unlikely to be any fun if all the players have similar or near identical The characteristics are: concepts. which give the basic information players characters that work together. they play through. For example creating a warlike barbarian may not be a good idea Check with your Games Master that your character for a game that is going to revolve around a series concept fits in with the type of game that the group of magical mysteries where the characters will need is going to be playing.” a couple of speciality advanced skills. as a rule. combat. In one sentence sum up what your character is all about. even if the about the character’s physical. SimpleQuest’s skill and magic systems are pretty open. towards a common capabilities. Your character will be part of an character. Use the guidelines above to give yourself Your Games Master may ask you what your ideas. the concept. Ask the other players what their character character concept is before you start Character concepts are to make sure the party has an Generation. both at character generation and during For example character advancement. Strength that can work together to create interesting role- affects the amount of damage he deals. Noble. strong investigative and magical skills. stronger the character concept the easier it is to create an interesting character. some starting personal magic and some skill in at Abnon is “A pious priest who smites evil and least one or two weapons. Comparing concepts with the other players Characteristics before diving into character creation is strongly These are the primary building blocks of the recommended. as compared with a game where the party is made up of characters with different concepts Strength (STR): A character’s brute force. that the player chooses during character generation. both skills that will be highly useful when he gets into a fight. in that they don’t tie a character down to a predestined path of skill and Rurik is “A determined and foolhardy warrior magic increases dictated by the type of character seeking excitement and adventure”. Generally. to make sure that it fits in with the interesting selection of characters. For example for Rurik it states rounded there is less of an issue about getting clearly that he is a warrior. Lura is “A mysterious and elegant sorceress “. have Having a clear concept of what you want your a decent chance in a fight and have some magic character to be like at the beginning of character to even out the odds.

The random dice rolling method can be useful if you have a less clear idea Power (POW): Perhaps the most abstract of what your character concept is. can affect determines when he acts in initiative and is the base the amount of damage a character can deal and for many important skills for warriors. Other characteristics have a minimum Str 13. to make sure Characteristics. lift and so on. Siz 8. Magic is heavily tied around so that the characteristic scores match your into mental characteristics. You next INT and SIZ roll 2D6+6 have thirty points to distribute amongst them. CHA roll 3D6 (Option: Reroll 1. although this indicates that the character has a severe disadvantage in this area. Con 9. who is a rough and ready he can sustain in combat. Dex 10. while her mental clear idea of your character concept as it gives you characteristics are above average. user at the start of the game. reduce STR 8 to Emily rolls her character. playing a physically characteristic. character concept emerge from the dice rolls. DEX. especially Pow. You are not at the mercy of random orientated character such as a warrior is not going dice rolls (see below) or have to negotiate with your to be so advantageous as playing a more mentally or Games Master about switching the random rolls magically orientated character.cdefeghikhere isastring ofl SimpleQuest lnnopwerand here are some weapons he can wield effectively. but INT and SIZ have a minimum value of 7. as well as his general warrior. respectively to get a higher damage bonus and hit points total and for the ‘big bruiser’ element of Size (SIZ): This is an indication of the character’s the character concept. Pow 15. which is Thisisanaffectionatetributetorune 12 Thisisanaffectionatetriuneuest . co-ordination and speed. resistance to disease and other illnesses. Humans are the default character type in Generating a Character Step 2: Generating SimpleQuest. value of 3. CON. With Games Master approval you may swap any two rolls Charisma (CHA): This quantifies a character’s around. The maximum value of a characteristic during character For Example generation is 18. Unlike most other adds two points to both Int and Cha. STR. Finally he how well he can absorb damage. analyse information and memorise instructions. precise control on the relative strength of each looking at the numbers. He advantage. a high score in Size is not always an Rurik is average for Intelligence and sociability. Constitution (CON): A measure of the character’s health. While a large character can take more chooses not to increase POW at character creation damage. getting 6 to gain 2 points. how much he can concept.eight and eight to Str . Dexterity aids him in many physical He adds ten . SimpleQuest gives two methods to generate For humans characteristics. attractiveness and leadership qualities. Points method any 1’s to prevent low scores) Each characteristic starts with a value of 8. Power is a measure of the character’s dice and abiding with the outcome you will see your life force and the strength of his willpower. It is a very useful This is an alternate method to generate Characteristic for characters interested in becoming characteristics which is used as an alternative to the accomplished spellcasters. It is clear to her that apart from Strength all her character’s physical characteristics are either The Points method is better if you already have a average or below average. For example. Constitution affects how much damage Rob who is playing Rurik. For other races see the section Characteristics entitled Non-Human characters later in this chapter. Cha 15. standard Points method. POW. including combat. You may also lower a characteristic to gain extra points. and four to Dex since that mass and. For example. Therefore. Int 18. like Strength and Constitution. Intelligence (INT): A character’s ability to Random method (Optional rule) think around problems. a small character will have a much easier since he doesn’t really see Rurik as much of a magic time when sneaking around in the shadows. Siz and Con actions. Str 18 Con 12 Dex 12 Siz 16 Int 10 Pow 8 Cha 10 Dexterity (DEX): A character’s agility. By rolling the Characteristic. spends his 30 points in the following way.

Strength and Size together and look at the Damage Modifier table. Hit Points (HP): These determine how much on account of how base skills are affected. but damage the character can sustain before reaching actually they present good opportunities for unconsciousness or death. Such characters may at first glance look undesirable. and actually makes the character more interesting as a result. For any race the Maximum value of any characteristic is the max dice roll plus three. Damage Modifier (DM): The Damage Modifier which provides magic points that fuel spells. Humans this is 21. a key characteristic for sorcery skills. (OPTIONAL) Major wound Level: When the character takes this amount of damage in one Using Characteristics in Roleplaying go. broken ribcages As well as being numbers that are used to calculate and broken skulls. By taking that approach you will have some weak characteristics. such as a 31–45 +1D6 Dex of 8 indicating that your character is a bit slow and clumsy. 76--90 +4D6 You can also end up with characters with high and Every additional + 15 +1D6 low characteristics using the random method as well. Attributes are a set of secondary scores that rounded down. stronger. So a character with Strength of 16 will be of above Generating a Character Step 3: Determine Attributes average strength and a toned physique. It is calculated by adding the influence and other social skills. characteristics can affects if not healed by powerful magic. except spells the character knows. and the applies whenever the character uses a melee or high Charisma. perhaps To work out your character’s Damage modifier. such as severed limbs. which may put the character the skills and Attributes that influence the dice rolls unconscious immediately and may have permanent that are made during the game. roleplaying the flaws of the character. Size and Intelligence which weigh in around 13.\ The Damage Modifier is calculated by consulting the following table. such as an INT of 18 which shows 61-75 +3D6 your character is a natural born genius. the high Power. A character with a Charisma of 7 is well below average. Emily scores. add being shy or obnoxious and socially inept. Major wounds are injuries. For Damage Modifier table. unless you choose to reduce one of your 16–25 +0 characteristics from the initial allocation of eight 26–30 +1D4 or leave it unmodified. using these random charcteristics energy available to the character. character’s Strength and Size together. is looking to use the high Intelligence score. The average human has scores Magic Points (MP): These are used to activate any between 10 and 11 in most characteristics. since bigger. define the character’s potential to do and take physical damage. characters deal out more damage than Maximum value of Characteristics smaller. which is the key characteristic for thrown weapon. weaker characters. Emily comes up with the concept of determined from the character’s characteristic Lura “the elegant but mysterious sorceress”. Attributes are as a starter. Attributes Hit points equal Size plus Constitution divided by 2. but you will also have a few strong 46–60 +2D6 characteristics. and the amount of magical (Optional) Major Wound Level is equal to Total hit Thisisanaffectionatetributetorune 13 Thisisanaffectionatetriuneuest . they suffer a Major Wound. also be used used to give rough ideas as to what the character is like.cdefeghikhere isastring ofl SimpleQuest lnnopwerand here are some quite high at 15. Damage Having characteristics at high and low extremes of Total of STR and SIZ Modifier the possible ranges 1–10 –1D6 One feature of the points buy system is that it tends 11–15 –1D4 to produce characters that are close to the ‘average’ score.

Characteristics. the base score. to the character’s POW. probably from being Finally. Persistence 10+POW 76-99% Seasoned A local expert with Resilience CON+POW in the skill. who can perform it under Ride (Animal) DEX+POW most conditions with ease and elegance. character sheet. They allows him to perform a variety of actions with represent very specific areas of expertise and when varying degrees of expertise. The following table lists all the Basic skills that every character possesses and the Characteristics used to For example determine the skill’s base score. Athletics STR+DEX Culture (Own) INT Skill Levels Deception DEX +INT –SIZ Skill Expertise Dodge 10+DEX–SIZ Percentage Level Description Evaluate INT 0-25% Novice Some one with virtually no Healing INT experience with the skill Influence 10+CHA Language (own) INT + 50 26-50% Trained/ Some one who is Apprentice learning the skill Lore (Natural World) INT 51-75% Journeyman/ Some one who Performance CHA Veteran regularly uses the skill as part of their Perception INT+POW everyday life. which means that in base score. in actual combat as a warrior in the Ducal wars and learning by necessity to get out of the way of The character’s starting Magic Points will be equal weapon attacks. from the calculation provided. Then for each skill calculate the starting skill value. usually indicates that the skill has been used successfully. Some skills will also suffer a penalty A roll equal to or less than the skill percentage from other Characteristics. If a Characteristic is listed as a penalty. description is given in the Skills chapter. trained at a very basic level.cdefeghikhere isastring ofl SimpleQuest lnnopwerand here are some points divided by two. Then write it down on the This shows that Rurik with his Dodge of 45% is character sheet next to the skill. distribute 100 points between the basic Thisisanaffectionatetributetorune 14 Thisisanaffectionatetriuneuest . but a fuller the incoming blows of his opponent. deduct it from the skill’s Rurik has a Dodge of 45%. Generating a character step 4: Calculate 100+ Master The acknowledged best in that skill. and Basic skills regularly performs the impossible in Write down all the Basic skills above on the extremely difficult conditions. The table also gives each skill a brief combat he has to roll 45 or under on D100 to avoid description of what the skill does. What do the numbers mean? Basic skills The following table translates the skill percentage Skill Base Score into a ‘real world’ description of the level of expertise. Basic Skills Skills Every character has a range of Basic skills that Skills are things that the character can do. the skill is used in play the percentage value of the skill is rolled against using a D100 to work out if a Each Basic skill is set by the total of one or more character successfully completes a task in the game.

All Close Combat STR+DEX Resilience is a measure of your character’s All Ranged DEX health and their ability to survive exposure. halberd the starting skill value. with a limit of no more than 50 to be allocated calculation provided. The base score is calculated from characteristics as follows. Close combat deals with all hand to hand weapons and unarmed combat techniques. which are a grouping of weapons that have similar physical characteristics so that someone who Advanced skills is trained in one member of the group can pick up another member of the group and use it at the same These skills are usually professional skills that are skill without any penalty. Then write it down on the to any one skill. ranged combat. war sword. the base score. halberd Oratory POW + CHA 2H Flail Military flail Streetwise POW+CHA Great hammer. Persistence and Resilience are three very special basic skills that you should take note of Weapon skills and perhaps put some spare character points into during character generation. grain flail Language (Other) INT Warhammer.cdefeghikhere isastring ofl SimpleQuest lnnopwerand here are some skills. such as an incoming axe or dragon breath. Rurik is skilled in the use of his father’s advance it by spending character generation War Sword at 55%. knife Write down the advanced skills that you want on Martial Arts Fist. Dodge. To gain an advanced skill you must first For example. light mace Martial Arts DEX Bastard sword. calculate Polearm Bill. They are three Weapon skills fall into two categories: close and skills that allow the character to avoid harm. learnt by a small minority of people who practice them. with a limit of no more than 25 points and no less than one point on any one skill. Persistence is a measure of your character’s will power and resistance against hostile magic and is also rolled to resist attempts to influence the Weapon Skills Base Score character against their will. character sheet next to the skill. from the Thisisanaffectionatetributetorune 15 Thisisanaffectionatetriuneuest . Then distribute 50 points between the advanced skills you have Resistances chosen. heavy Lore (Type) INT 1H Hammer mace. Close Combat Weapons Skill Base Score Craft (Type) INT Skill Weapons Covered Drive (Type) INT +DEX 1H Axe Battleaxe. since both War (see Improving your character section later in this Swords and Scimitars are members of the 1H Sword chapter ) group. which means that when he points or improvement points during the game picks up a Scimitar he is also at 55%. groups. glaive. scimitar Mechanisms DEX+INT 2H Axe Battleaxe. It is also their chance to resist Weapons skills are further divided into weapon the effects of diseases. club. hunger and thirst. great axe. foot the character sheet. for each skill. 1H Sword shortsword. Dodge gets you out of the way of physical Ranged combat deals with missile weapons. heavy mace. great sword skills Dagger Dagger. hatchet Engineering INT 1H Flail Ball & chain. threats. Survival (inc Tracking) INT+POW 2H Hammer war maul Generating a character step 5: Calculate Advanced 2H Sword Bastard sword. Then.

Unarmed Fist. SimpleQuest takes as the default that all player characters have access to a basic type of magic Thisisanaffectionatetributetorune 16 Thisisanaffectionatetriuneuest . as well as their weapon skills. that you have not already Equipment allocated points to during character generation. Each character typically starts off with some money and the tools of their trade. lance.cdefeghikhere isastring ofl SimpleQuest lnnopwerand here are some called Battle Magic at the beginning of their Rapier Rapier adventuring careers. or Staff Quarterstaff magnitude as it is called. then check with your Games Master first and consult the section entitled Generating a Character step 7: Spend Free Skill “Starting Characters with Advanced Magic” in the points to personalise your character Divine Magic and Sorcery chapters. nomad bow. trade to survive. You have twenty five points to spend on any skill . For example despite his rugged warrior exterior Rurik has also got an By default Advanced Magic is not available at interest in poetry that helps him to muse about character generation. Advanced magic Personalising your character: Free skills As well as Battle Magic there are three other systems of magic. foot To determine if Battle magic is successfully cast the player rolls against the character’s Battle Magic Ranged Weapons Casting skill. Blowgun Blowgun Basic magic – Battle magic Longbow. Bow shortbow Skill Base Score Heavy crossbow. How widespread the use of magic is depends Generating a Character step 9: Work out starting on the world that the game is being played in. This is an advanced skill which the player can spend points on from their advanced skill Skill Weapons Covered pool (see above) at character generation. target Shield shield Battle Magic is a type of magic that draws its power from the very spirit of the character. Each Javelin. with a maximum of twenty five pointsallocated to any one skill. which are covered in the Up to this point the character generation system Advanced Magic chapter. staff sling magic spells the character has Generating a Character step 6: Determine weapon Look at the list of Basic Magic spells in the Basic skills Magic chapter (p xx-xx) and pick three points of magnitude worth. time a spell is cast successfully the caster must Spear shortspear spend magic points equal to the spell’s power. however if you want your existence and entertain himself in the quiet character to be a magic specialist with access to moments between battles. Also work out Battle Magic Take fifty points and distribute them amongst Casting Skill. it at the start of play. kite shield. cash and write down starting equipment. basic or advanced. but it doesn’t create rich magicians such as Priests (Divine) and Wizards individuals who have points in the arts and crafts (Sorcery). These are more powerful has given every character enough for them and complex magics that are used by experienced to survive in a game. light Battle Magic Casting POW x 3 Crossbow crossbow Generating a Character step 8: Work out what Sling Sling. This is not excessive. longspear. Buckler. Magic since one of the driving forces behind SimpleQuest characters at the beginning of their careers is that The existence of magic in Fantasy worlds is one of they are flat broke and need better tools of the the defining aspects of the genre. weapon skills.

suggestions in the package. Clear Path. character’s starting cash. Protection. before cutting loose to waterskin. Demoralise. Dispel Magic. Staff. Language(other). water skin. Weapon) Engineering. Speedart. become an adventurer. cleric for Game Masters who don’t want religion to feature heavily in their games. Heal. alms bowl. Fireblade. They are not strict character Battle Magic templates. Resilience. plus Bow and Dagger. Lore(world). Resilience. Firearrow. Ride (Animal) Optional Character generation rules. rope. warm animal pelt jacket and hat. dagger or appropriate cult weapons following equipment. skill and spell (in fact most templates have more Mobility. Advanced skills Craft (leather). leather armour. Dagger players who are struggling to decide which skills and magic to choose. process picking skills and magic from the Perception. Survival choose some skills and spend some points on them. + close combat 2H + Battle Magic dagger Heal. Roll for 1H Sword and Shield* or 1H Spear and Shield* or 1H money as normal.cdefeghikhere isastring ofl SimpleQuest lnnopwerand here are some Starting cash is 4d6 x 10 in silver pieces. Lore (Natural World). Healing. Go through Language (Other). with an option to Further information about equipment and game substitute specific cult skills/spells if they do. plus Bow and Dagger. Advanced skills Language (other). fire making equipment. Sling or Specific Cult weapons Leather + ranged weapon. but write down all the suggested Axe and Shield*. Bludgeon. Initiate Pierce. Perception. pick some Battle Magic spells and distribute Weapon skills points of magnitude between them. Spear. Instead they are suggestions of skills and Equipment spells available to someone who has previously Nomad bow. Influence. practised that occupation. spells listed than it is possible to select at character creation). equipment on the character sheet instead of the default starting equipment given above. leather In addition each character starts out with the armour. economics is given in the Equipment chapter. where you must write down every Bestial enchantment. Advanced skills Work through the package you choose. Tracking Previous experience packages (Optional) Weapon skills Previous experience packages give quick ideas for Nomad bow. Equipment Perception. Next. Battle Magic Bladesharp. Dodge. Multimissile. Mythos(Specific Theology) Each character starts out with one of the two Weapon skills following arms and armour packages. Second sight. leather Thisisanaffectionatetributetorune 17 Thisisanaffectionatetriuneuest . staff . Strength.Advanced. Vigour. Also the player is under no obligation to spend all his points on the packages. Riding. two weeks worth of traveling rough approximation to a wandering monk type of provisions. spear. Nomad Herder Your Games Master may allow you to buy additional Basic skills equipment before the game starts from the Athletics. Survival. dagger. Lore (Natural World). Lore (Military Tactics). Protection. 1H Sword and Shield or 1H Spear and Shield or 1H Axe and Shield. Bladesharp. Persistence. Healing. each skill category (Basic. Dagger. The default skills/magic of this package give a Backpack. Basic skills Healing. or as taught by Cult Or Leather + Shield + ranged weapon + close combat 1H +dagger Equipment Appropriate religious clothing. Solider Basic skills Follow steps 7-8 of the Character generation Athletics. Dodge.

lock pick set. Repair. Co-ordination. Bludgeon. any weapons that the character has ordination. Staff or dagger. Performance. staff. Perception. Emotion. Mobility. thrown dagger or Babel. Weapon skills Battle Magic 1H Sword or 1 H mace. Light. Perception. Dodge. Cover of Night. Fate. Weapon skills Perception. Dagger. Advanced skills Engineering. Thief Basic skills Entertainer Athletics. Counter Magic Advanced skills Shield. Befuddle. Weapon skills Equipment 1H Sword and Shield or 1H Mace and Shield or 1H Robes over leather armour. 1 h sword. Peg leg or Eye Patch optional. Dodge. Dodge. . Glamour. Multimissile. Lore (theatre). Barbarian warrior Weapon skills Basic skills Staff or dagger. Athletics. Sling Battle Magic Advanced skills Detect X. Leather armour. Dodge. 1H Sword (Cutlass) and shield or 1H Mace and Shield Sling + stones. Protection.Co-ordination. Drive (Ship). Staff or dagger. Long Bow or Thrown Dagger Sorcerer’s Apprentice Battle Magic Basic skills Bladesharp. Lore (any). appropriate costume for act. (cart). Firearrow. Light. Perception. Staff or dagger. Befuddle. sling. short bow. Equipment Advanced skills Any weapon or shield the character possesses skill Language (other). Dodge. thrown dagger or Persistence short bow.cdefeghikhere isastring ofl SimpleQuest lnnopwerand here are some armour. Survival. Mechanisms. Second Sight. Thisisanaffectionatetributetorune 18 Thisisanaffectionatetriuneuest . Survival Language (other). Language(other). Befuddle. Healing. Co- leather armour. Streetwise. Lore ( Natural World ) . Mind speech. Dagger. dagger. Darkwall. Water breath Persistence.Deception. Extinguish. Equipment Weapon skills Scholars robes over leather armour. Counter Magic. Riding. Sling Athletics. dagger. Versatility. or 1H Axe and shield. Battle Magic Babel. Martial Sailor Arts. 1 H axe.Resilience. Golden Tongue. traveling cloak. Good Fortune. Basic skills Athletics. . Slow Scholar Basic skills Equipment Evaluate. Survival. Ordeal. Lore (Sailing). rations. . Shimmer. Bladesharp. Evaluate. Lore (Sorcery)*. Influence. Lore (Natural world). Weapon skills Bow. Deception. Lore (Natural world) Advanced skills Advanced skills Martial Arts. Lore ( Natural World ). Dispel Magic. Babel. Bludgeon. Streetwise. Dispel Magic. Perception. Resilience. Engineering. Versatility. Language(other). water-skin. Second Sight. Oath of Drive (Boat). Good Fortune. Good Fortune Equipment Battle Magic Traveling clothes. Extinguish. Heal. Lore ( Natural World). skill in. Healing. Language (Other) Protection. Streetwise. Healing. Sling + Axe and Shield or 2H Axe or 2H Sword. stones sling or short bow. 1H sword or 1H mace. Drive in. leather armour. Lore Basic skills ( Natural World).

Repair. Perception. Lore ( Specific a ‘This Creature as a Player Character’section which Country’s culture ). Thunder’s Voice. Streetwise. waterskin. traits. will also have Drive (Cart) Language ( Other ). which may include spells. they have become acknowledged Masters of their field. Glamour. noted in the creature’s description take the skill Persistence. having both exclusively at their chosen area for a good five reasonable weapon skills and some magic. Good Fortune. warm animal furs. For weapon skills and skills Deception. or Warmth. Detect Your Games Master might decide to start your X. Take the value in brackets as the starting point and Equipment add twenty points amongst them. natural armour and the weapon Basic skills skills of the creature. Trader movement rates. appropriate specialised in their areas of expertise and gain the weapons. bag of shiny beads to impress following additions to the points described in the the locals. Mobility. Emotion. appointed to a local noble’s court. Golden Tongue. beginning previous experience section. What if years or so. Protection. with an increased limit of 50 points on any one weapon skill. More experienced Characters (Optional) Battle Magic Babel. Examples of this type of character are the Use the random method to determine King’s Court Magician and his General of his armies. Speedart. and allocate 2 Choose 3 skills to increase to 75% points of magnitude on Battle magic. Clear Path. Countermagic. or a Wizard who worked his way through Magic School and has become If this is the case use the following rules. description Coordination. Appropriate weapons. Advanced skills Some of the more playable creatures. Non human adventurers (Optional) Master characters With the Games Master’s permission your character Masters have focused so heavily on their chosen may be one of the creatures found in the Creatures area of expertise over most of their life time that section. Make a note of the special abilities. Ride (animal) value given as the base. magical items. waterskin. Befuddle. Heal. Battle magic 6 points or 6 points of either Sorcery or Magicians: Allocate 30 points on weapon skills and Divine magic. Warriors: Allocate 75 points on weapon skills Age Range 24 +3d6 (27-42) (instead of the usual 50). or have been involved in a campaign of you want to generate a character that is more of a intensive action. Skybolt. characters at higher skill levels than the normal Protection. Influence. Evaluate.cdefeghikhere isastring ofl SimpleQuest lnnopwerand here are some Battle Magic characteristics and roll the dice as suggested in the Bludgeon. Equipment The following notes describe characters that have Traveling clothes over leather armour. allocate 6 points of magnitude on Battle magic 1000 silvers worth of equipment. Strength. Versatility. Fanaticism. Specialists (Optional) Veteran characters The standard character generation rules create These are characters that have been working away characters that are Jack of all Trades. sling or short bow. Vigour. Examples are the warrior who has magician or more of a warrior? been away at the wars. Thisisanaffectionatetributetorune 19 Thisisanaffectionatetriuneuest . Warmth character generation produces. and shield. Bladesharp. dagger. Survival will give tips on previous experience packages that are available to the creature and any other special Weapon skills rules that are appropriate to using the creature as a 1H axe and shield or 1H sword and shield or 1H mace Player Character.

implausible edit must not break the group’s suspension of disbelief. This figure is used throughout the game to determine how far and how quickly a character 3 points for a drastic edit. In SimpleQuest it is usually the Games Master who describes the situation the player characters find It should be noted that characters generated by themselves in and the outcome of any skill test. For example. players the upper hand. which puts the player Movement: Human characters have a Movement character at an advantage. which changes small details in favour of the player. For example. refer to those rules to see how age assassin a clear bow shot at the tyrant. instead of being dead Plot edits may never completely remove obstacles the character is merely unconscious. the By this stage all the hard decisions on making your player character suddenly has an important item of character are over. For those who use the optional more are standing close by. If the character’s hit points are reduced to zero or less. which is a the dungeon door open but the jail guard is asleep game measurement of time that lasts roughly five at his table. as he falls 18 and 28. 5 points for an implausible edit. not only is rate of 4 metres (4m) per combat round. They allow the player character to: Plot edits must always come with sensible narration from the player so that even with the five point Reroll any failed dice roll. For example. seconds. This this method will not be as powerful or rounded as optional rule allows the player to take control of the characters who have reached a similar level through narrative and change the direction that the story is play. The Games Master awards hero points at the end of the Choose 3 skills to increase to 100% game session for moments of outstanding heroic play. but they do not suffer overcome obstacles. For example. cdefeghikhere isastring ofl SimpleQuest lnnopwerand here are some Age Range 40+d20 (41-70) Once hero points are spent they are gone. The character such as opposing characters or imposing physical remains in such a state until the combat is over at challenges.. allowing them to escape as the Hero points are what distinguishes the player guards are busy fighting off the flying fire breathing character from the normal stay at home type folk. to the player’s advantage. a fantasy setting).. he brings down the three body guards who and add 16. The Games Master has the Downgrade a Major Wound to a normal wound. going in by spending Hero Points. where something moves within a given time. dramatic and almost impossible happens to put the player character at a major advantage. a passing dragon swoops down What are Hero Points? and attacks the castle the player characters are imprisoned in. Age: Human characters start out at any age between the king trips up on his flowing robes and. reptile. Finishing off the Character 1 point for a minor edit. Avoid character death. giving the player character experience rules. General Information 2 points for a major edit. is determined. where the player Hero Points: Every character starts with two Hero stretches the boundaries of plausibility (even within Points. where they are truly stuck or have a cool situation in mind. but they can be used to temporarily give which point they awaken with one hit point. Battle magic 12 points or 12 points of either Sorcery or Divine Magic Spending Hero Points for Plot Edits 3000 Silvers in equipment. All that remains is to note down equipment that they previously forgot to bring with a few numbers on the character sheet and ponder them on the quest. For example you can’t use Thisisanaffectionatetributetorune 20 Thisisanaffectionatetriuneuest . The final say on whether a plot edit is allowed or not. or the guard forgets to lock the about the character’s background and motives. door to the dungeon that the player characters are imprisoned in. but save them for moments the messy effects of a major wound. which may include (optional) magical items. character still takes the half damage they would Players should not rely on plot edits to constantly normally to their Hit Points. To randomly determine this Roll 2D6 over.

They are the character’s goals. Kill the biggest monster on the hunt. For humans these are 4m. motives also drive the roughly what their background is previous to play. Example Character Generation: Map the ice deserts of Zhaind to increase the body Rurik the Reckless of knowledge of the Royal Library. Character Generation Step 1: Determine At the end of character generation choose two concept. long term Motives for your character and at the beginning of the adventure choose a suitable short Rurik is “A determined and foolhardy warrior term motive. Rurik’s story at the beginning of this chapter is an example of a Become King of the Amber Lands.cdefeghikhere isastring ofl SimpleQuest lnnopwerand here are some a plot edit to remove a mountain range or instantly per session. 2 and 18-30 respectively for human starter adventurers. character a history before the game starts but also as a way of noting all the ‘intangible’ elements Example long term motives. Writing down a background is optional. (Optional) Long term goals are things that are life goals. and are Note down Movement rate. The Games Master makes a note of motives and creates events Motives. Generating a Character step 10: Finish off the character Short term motives are usually relevant to the adventure currently being played. but you can use one to have your player character find an obscure Short term motives are removed at the end of the mountain pass or have the villain temporarily session. Every time a motive is brought into play in a Generating a Character Step 2: Generating concrete way. Hero Points and age. Defeat the evil Sorcerer Zanab Khan. and are only achievable over the period of a linked set of A background is useful not only to give the adventures. and can be done either before or after character generation. Finally if you haven’t done so already write the character’s name on the character sheet. determined near the beginning of the session by the players. Appearance and Personality removed from the player’s character sheet and the character earns five improvement points. Congratulations you are now ready to play!! Use the hunt to impress the King and improve their social standing at court. the character earns one improvement Thisisanaffectionatetributetorune 21 Thisisanaffectionatetriuneuest . of the character’s personality. seeking excitement and adventure”. background. direction of play as they strive to bring into play as well as visualizing what they actually look like. Motives are what drive the characters actions. Secure the rights to trade the hides of the monsters. Avenge my Father’s death. When a Long term motive is finally achieved it is Background. (Optional) which provide opportunity for the player to bring their motives into play. Even if you don’t use Motives or create a fully written up background it is worth making a mental As well as giving the players inspiration on how note of what the character is like as a person and to roleplay their character. knocked unconscious. can even emerge during play. Creating the character’s background. kill a major recurring villain. both short and long term. For example a set of short term goals coming out of a Royal Monster hunt in the bleak ice deserts of If you want to include background and character Zhaind Motives do this now. or Become the richest man in Red Hat County. commonly known as a ‘campaign’. motives to earn improvement points.

He spends 25 Generating a character step 4: Calculate points on Lore (military strategy) to reflect Rurik’s Basic skills background as a warrior who has fought in many military campaigns. He adds ten . He then decides to add four Athletics STR+DEX 30 30 60 to Dex as this characteristic determines when he Culture acts in initiative and is the base for many important (Own) INT 10 10 skills for warriors. Finally he adds two points to Deception DEX +INT –SIZ 8 8 both Int and Cha. Healing INT 10 10 Influence 10+CHA 20 20 Therefore Rurik’s final characteristics are: Language (own) INT + 50 60 60 Str 18 Con 12 Dex 12 Siz 16 Int 10 Pow 8 Cha 10 Lore (Natural Generating a Character Step 3: Determine World) INT 10 10 Attributes Performance CHA 10 10 Perception INT+POW 18 18 Rurik’s Strength and Size added together is 34 so from the Damage Modifier Table he gets a Damage Persistence 10+POW 18 13 31 Modifier of +1d6 Resilience CON+POW 20 20 40 Size 16 + Constitution of 12 equals 28.cdefeghikhere isastring ofl SimpleQuest lnnopwerand here are some Characteristics Rob decides to use the points method to determine His final set of basic skills looks like this Rurik’s characteristics and spends his 30 points in the following way. so his Magic Points total is also 8. He chooses not to Dodge 10+DEX–SIZ 8 37 45 increase Pow at character creation since he doesn’t Evaluate INT 10 10 really see Rurik as being much of a magic user at the start of the game. 30 points on Athletics. divided by 2 Ride (Animal) DEX+POW 20 20 gives Hit Points equal to 14. So he spends 37 point on Dodge raising it to a final score of 45%. Base Base Points Final Skill Characteristic(s) Score spent Total Lore (Military strategy) INT 10 25 35 Streetwise POW+CHA 18 10 28 Survival INT+POW 18 15 28 Thisisanaffectionatetributetorune 22 Thisisanaffectionatetriuneuest . Rob looks at advanced skills and decides how to spend the 50 points allowed. 20 points on Resilience and a final 13 on Persistence. Finally he spends going to have to spend a lot of points on Dodge 15 points on Survival. to make sure Rurik is average for Intelligence and sociability. because even though he is a farmer’s boy at heart. Siz and Con Base Base Points Final respectively to get a higher damage bonus and hit Skill Characteristic(s) Score added Score points total and for the ‘big bruiser’ element of the character concept. upbringing. to reflect his countryside to get it to a respectable value for a hardy warrior.eight and eight to Str . so his Major Wound Level is 7. Rurik has spent some time in the cities and is After working out the base scores from the accustomed to their mean streets from his time associated characteristics he realises that he is in the mercenary companies. Major Wound Level is equal to Total hit points Generating a character step 5: Calculate divided by two. He adds 10 points to Streetwise Rob has 100 points to spend on Rurik’s basic skills. Advanced skills Rurik’s POW is 8.

rope. For his three points of magnitude of Battle Magic spells. which is based on INT. Leather armour + Target Shield + War sword +dagger Thisisanaffectionatetributetorune 23 Thisisanaffectionatetriuneuest . and writes it down on the back of the character sheet. giving him a total of 35% Generating a Character step 8: Work out what magic spells the character has Rob is not expecting Rurik to be a good magician at this point. raising it to 40% And Target Shield. This produces a ‘stat’ block on Rurik’s character sheet. 4m for Skills Characteristic(s) Base Score humans. which Rob will refer to during combat. Generating a Character step 7: Spend Free Skill points to personalise your character Rob decides to give Rurik a soulful side and spends his 25 free points on Craft (Poetry) . Rurick’s bases are Generating a Character step 10: Finish off the character Weapon Base Rob writes the down Rurik’s Movement rate. Generating a Character step 9: Work out starting cash and write down starting equipment. so sticks with the basic Battle Magic Casting skill that Rurik’s rather feeble power gives him: 24%. 15 points raising it to 45% He also looks up the weapon statistics. All Ranged DEX 12 which is at the start of this chapter. fire making equipment. Hero Points. water skin. Combat STR+DEX 30 At this point he also creates Rurik’s back story.cdefeghikhere isastring ofl SimpleQuest lnnopwerand here are some Generating a Character step 6: Determine Backpack.and an age of a relatively All Close fresh twenty years of age. 25 points. 10 points. two weeks worth of travelling weapon skills provisions. Rob chooses Bladesharp 2 and Coordination 1. Rob rolls five for Rurik’s starting cash. raising it to 55% Dagger. 2 . base damage and armour points and makes a note of them on the character sheet. This is not really enough to spend on additional equipment. so Rurik starts out with the basic equipment that all player characters start with. so Rurik starts play with a small amount of only 50 silvers. He decides to spend his fifty points on War sword.

The task is completed with élan and style. the test is made under and how to judge tests where two characters are competing against each other. For example a local noble wants an artistic piece of pottery John: Rurik comes to a large and very deep ravine. the attempt is rather than zero. Rob: Ok. chance to gain a good reputation takes the commission. generally impressing witnesses. the player decides to roll the dice in the chance that he can produce something of the standard John: About two and a half metres. This chapter describes when and how to make skill The task is completed to a higher degree of expertise tests. ability. what’s there? The task is completed sooner. a list of skills used in the game is detailed. If the dice roll on a skill test is equal to or less than 10% John: Give me an Athletics skill test. Finally. looking the ravine. the noble expects. unless the player decides to take For example the chance with the dice and ask for a Skill test. It normally achieves one of the following results: Rob: 34 a success. then a critical success has been Jumping. his XX Mastery. The character has fumbled the roll. Rurik is going to take a running jump across Critical Successes the ravine. Rurik’s athletics is test was made. How SimpleQuest manages these very high skills is explained in Chapter For example. but decides to worry expectation of the player from when the original skill about that when and if it happens. I. When Rurik is jumping the chasm. Fumbles To make a skill test the player first describes what his character is doing. produce a couple of pots of Master will ask the player to make a skill test against the passable quality if working at his Master’s workshop. below he can hear water rushing along the bottom of His servant comes to the potter’s workshop. Athletics skill is 60% . test based upon the player’s original description of what their character was planning to do when the skill Under normal conditions a skill test is asked for when test was called for. successful.e. the two this to the relevant skill’s score. expertise can have skills above 100%. relevant skill to see if his character is successful. For example an apprentice potter (Craft (potter) When the outcome of an action is in doubt the Games 25% ) will. has the tools of his trade and is in sufficiently relaxed environment and state of mind. Of course work beyond the skill of the character is still beyond them. then it has failed. The character gains additional information or insight Characters who are considered Masters in their fields of into the task thanks to their brilliance. If the dice roll is D10s both come up 0 . If Rob rolls a 6 then Rurik has jumped with a critical success and the Games Master rules that Rurik easily jumps the chasm with grace and Skill Tests ease that allows him to carry on running without having to pause to catch his breath. The Games Master then describes the A fumble is the worst imaginable outcome of the skill result of the character’s success or failure. It’s the best possible result based upon 60% the player’s original statement of intent. the character is placed on the spot and has to make a successful action under pressure. day in day out. Far for a grand celebration he is holding later in the month. The actual result of a fumble is largely up to the Games Thisisanaffectionatetributetorune 24 Thisisanaffectionatetriuneuest .cdefeghikhere isastring ofl SimpleQuest lnnopwerand here are some Chapter 3 Skills If the character has lots of time. Knowing that his normal work will definitely not be Rob: How far across is it? up to scratch. The apprentice seeing a bridge that has been deliberately broken.then the player has rolled 100 equal to or less than the skill’s score. The basic skill test. Rurik works that out. since that covers of the modified skill. very nasty fall? A critical success has an outcome that far exceeds the Rob: Yeah. is largely up to the Games Master. If the total is greater than the skill’s score. Rob rolls a D100. Then they roll a D100 and compare Whenever a skill test results in a roll of 00. he completes the task to the best of his Characters use Skills to get things done in the game. You do realise that if Rurik fails he’s facing a achieved. and in front of him is the remains of a rope for the master who is out. his red dice (tens) comes up 3 and his The actual result of a critical success during a skill test white dice (units) comes up 4. Rurik takes a running jump across the ravine and is now on the other side. how to modify skills depending on the conditions than normal.

just give the player results for weapon skill tests in combat and magical the success without asking them to roll. The Games Master should never substitute a good description of the scene that the players find themselves in. If the game is flowing nicely as a result of the players and Games Master engaging in conversation and weaving a strong exciting story that is keeping everyone happy and entertained through roleplaying. 1. Rurik not only fails to the edge of your seat and the story could go make the jump over the chasm but goes plunging either way. in the Games makes further actions more difficult. describe it as relevant chapters. If the overall result of asking for down the ravine headfirst. Any skill test result of 96 to 00 is an automatic When the Games Master should not call for failure (and. for a series of dice rolls. think twice about breaking that mood by asking for a skill test. 3. 1. highlighting the tension. a fumble). All this does is break player immersion in the game. Think carefully before his failure. such as a minor scrap There are specific Critical Success and Fumble of information on a lore roll. When it is dramatically appropriate and raises The character becomes impeded or even harmed by tension in the game. If a similar skill test has just been made. such. or tracking an opponent through a dense jungle. Instead. Master’s opinion. Do not ask for another until the circumstances significantly change. the Any skill test result of 01 to 05 is an automatic player should be told before the character takes success. If it’s not clear cut. It is tempting to ask for a series of skill tests to simulate a difficult or arduous task. opening the character test. It normally results in one of the following mishaps: Thisisanaffectionatetributetorune 25 Thisisanaffectionatetriuneuest . 2. such as falling down a pit filled with spikes if an Athletics skill test is failed. Master to decide. If the casting skill tests. Don’t. which are described in the situation is more life or death. that a character can perform a task he is well within his rights to call for a skill The task fails spectacularly. such as climbing an especially difficult cliff. creating frustration and boredom as several meaningless rolls are made. Simply to provide drama and tension in game. asking for a skill test. ask for a single skill test and modify it to reflect the difficulty of the task. As a replacement for good story telling and roleplaying.cdefeghikhere isastring ofl SimpleQuest lnnopwerand here are some The task takes twice as long to finish and is still a When to call for a skill test failure. Where there are definite consequences to Automatic Success & Failure a failed skill test. and ask for a skill test. a skill test. a skill test is that it will provide the player a success of minor import. in the case of 00. the action. 2. up to derision and scorn from witnesses. Skill tests should be like those moments in a thriller where you are on Conversely if Rob rolls 00. When the outcome of the character’s action The task produces a useless result that actually is in doubt.

character has a boost to their chance of For Example. and where the character can rest Difficult –25% success. to see how their characters fare in this Broadly speaking there are three areas where unforgiving environment. The Games Master should Flynn’s Riders spend an extra couple of days in the Thisisanaffectionatetributetorune 26 Thisisanaffectionatetriuneuest . The Games Master has decided player’s immersion in the game. and apply the modifier based on Modifiers are temporarily applied to the skill for the that. and actually ‘walk’ up the cliff in places becomes an easy (+50%) skill test. in search of a lost +10% here and take -5% there. The three areas are: Skill What the modifier Difficulty Modifier means As a result of the task being intrinsically easy or The task is much difficult. As a result of the task being intrinsically easy or The task is simpler difficult. it is the rolpelaying for which are applied before the dice are rolled. These little modifiers temple. Resist the urge to hand out Several adventuring groups. If their plan is a sound and good one you should make the When should the Games Master should skill test Easy . than usual and while success is still no Some things are just naturally easier or harder to do means certain the than others. ropes and iron spikes) is an unmodified task. Doing the same The skill is climb in the pouring rain. are about to enter the Badlands. apply a modifier when it is important and brings something to the story. The character suffers a serious set back As a result of planning that may make success beyond their The players have outlined how their character Hard –50% reach. They should not be doled out for every skill test. The character is significantly hindered In comparison. For example if the player has roleplayed his duration of the test only.cdefeghikhere isastring ofl SimpleQuest lnnopwerand here are some Difficulty consider all three areas and decide which is the deciding factor. a don’t add much to the player’s chance of success notoriously harsh wilderness where it is hard to find and add annoying maths into play. breaking the water and food. success. Modifiers in the pouring rain. the Games Master awards a +50% bonus and not the rain. makes it difficult (-25% to unmodified since the skill) and if the character has also forgotten his normal conditions ropes and spikes then this makes it hard (-50% to the Normal +0% apply. Conversely. Easy +50% success. since this cheapens their dramatic effect. the Games Master should modify the player’s skill before a skill test. climbing a cliff where there are in their chance of numerous ledges. prepares to perform a task well in advance. while influencing a guardsman test harder while a bonus makes it easier.e. A penalty will make the character to the hilt. then make the resulting skill test Hard a significant effect on the character’s chance of . holds and with the proper equipment (i. which dampens the enthusiasm of the Difficulty Modifiers guardsman to -25%. in advance to ask the players to make survival skill tests. skill). easier than usual and the character should As a result of planning have an almost certain chance of As a result of good roleplaying. Climbing a steep cliff with natural hand Simple +25% success as a result. if the players have given apply difficulty modifiers? no thought as to how their characters approach a complex task which really does require preparation Modifiers should only be applied when they have and planning. Only For example: Expedition into the Badlands.

they manage +50%. skill. Fortunately for still rolled because on a roll of 00 Rurik can also Rob. The Games master calls for a Deception skill test from Rurik . kept in character and added to the fun of the game. Watch. success. Rurik’s player. Rurik. without replenishing other fails. walking up the opposite side of the street. so Rurik’s Athletics skill of 60% ends up being to track down a guide. then the successful character has won supplies. so Rurik watchman’s Perception is 40%.Simultaneously the Games Master makes is rated as a Hard (-50%) task. In exceptional circumstances. decides to Roll the dice anyway. since this skill deals with sneaking. When the who rolled the critical. because this is what automatically fails the test.. while the other rolls a success. If the player was entertaining. the Whoever rolled the lowest in their skill test wins the Games Master may award them a +25-50% bonus. mounts who are in direct competition with each other. to ride out into the Badlands on If one character succeeds their skill test and the the horses they arrived on. the Watch. Whoever rolled the highest in their skill test wins the opposed test. like Influence. Both Characters Succeed As a result of good roleplaying. Roll appropriately Hard (-50%) as a result of their rashness. the exchange between their character and the non-player character(s) being influenced may be Both Characters Fail roleplayed out. In this case the characters make the skill tests as normal. which is a higher level of player describes the action of their character. For example While at the Royal Court. to see if a critical success sneak past the Watchman. However the dice are he does for a living every night. The rolling a critical and impressing the onlooking ladies Games Master awards them a +50% (Easy) modifier of the court with his style and grace. and persuade him to come along. Rurik is asked Rurik’s Deception skill is only 8% as he is big to compose a clever and stimulating poem for the and clumsy and trained as a warrior and not a notoriously hard to please Count of Malvon. Both and the proper traveling clothing. The Rurik’s skill of Craft (Poetry) 35% to -15%. Finally. as soon as they hear about the lost temple. more than adequate supplies and equipment. borrow and steal maps of the Badlands. to their Survival roll. Remember good storytelling Its curfew in the big city and Rurik fancies going always comes before any dice rolling. to the local after hours drinking session at a local Tavern. Opposed Skill Tests The Red Hand Gang make the traditional preparations for any journey.cdefeghikhere isastring ofl SimpleQuest lnnopwerand here are some city planning and preparing for the trip. The Games Master makes their Survival the opposed skill test. or was For example: Rurik recklessly sneaks past the outstanding in their portrayal of their character. which gives him a 11% chance of expedition. Luck plays a large part in side of the street. the Games Master may waive the necessity for the skill test completely. by creeping up the dark or fumble is rolled. decide to live up to their name One Character Succeeds and simply decide. back by previous explorers. brought The Games Master rules that this is an easy task. Alber’s Lucky Five. rolling Games Master does not modify their Survival roll on 1D100 and attempting to roll equal to or under their account of their preparation. As he heads down the street towards the What happens if the modifier makes the Skill an local ale house. where the player reduced everyone to tears of laughter. Their After displeasing the Count. Rurik tries to hurdle a scholars hit the local Temple of Knowledge and beg small wall while being pursed by the Count’s guards. being Rurik. a survivor of a previous increased to 110%. However if one character rolls a This usually happens for skills that involve some critical. SimpleQuest to keep the game unpredictable and exciting. They buy Count. the character form of communication. the Games Master decides that fumble his attempt and find himself displeasing the Thisisanaffectionatetributetorune 27 Thisisanaffectionatetriuneuest . The modifier drops a Perception skill test for the watchman.. This thief. wins. opposed test. he sees a member of the city’s automatic success or failure? police force. They make sure they Opposed skill tests are made by both characters have enough supplies. but no back up. along with the extra beasts of burden to carry them.

at a mind boggling If Rurik rolls a 5 and gets a success and the 500%. Once a character’s skill score reaches 200% in a particular If Rurik rolls a 1% he gets a Critical success and skill.. will automatically lose against Grazum unless Rurik rolls a critical success (6% or lower) If Rurik rolls 65 fails and the watchman rolls 30 and Assistance gets a success. of his creep past the watchman. means that Rurik’s Deception is now 33% for the The character would have the usual 96 to 00 chance purpose of this test.cdefeghikhere isastring ofl SimpleQuest lnnopwerand here are some being on the shadowy side of the street significantly 100% then they only have a very small chance of helps Rurik. with 00 still being a whether he succeeds or not. Rurik wins again because Abnon with an Athletics of 50% helps him. The watchman thought he saw a shape one that the primary character is using for the test.who has an Athletics individually. the chance is reduced to 99 to 00. Of course the Master may also roll on the character sheet. Rurik evades him. Rurik sneaks past him this is not considered a fumble. However. an evil Orc are too broad then break them down into Warlord is a Master Arm Wrestler with an Athletics their separate skills and advance each skill of 120%. making the test simple (+25%). the failure Rurik if he rolls a Critical himself. but its gone so quickly that he thinks no more of it. daunting and confusing for players during play. then since Rurik both to the primary character’s skill. of failure. Deception are a grouping of several related Therefore to be beaten his opponent needs to score skills. chance reduces to 98 to 00. For example If Rurik rolls a 55 and the Watchman rolls 75. with 00 also being a fumble. the character will only fail on a roll of 00 and watchman rolls 55 and fails. Although Rurik stumbled out of the shadows badly at one stage +5% to Rurik’s Athletics. The skill used by the succeeded and made the highest roll he wins and character who is helping must be the same as the evades him. which failing in their specialised skill in normal skill tests. Very High Skills Character’s with Skills over 100% are considered Masters in their fields and under normal circumstances do not fail and quite often perform tasks that are considered impossible by normal people. then Rurik is trying to force open a old and moldy door. The watchman spots a shape in the shadows and heads over to investigate. Very High Skills and Automatic Failure Once a character has a skill equal to or greater than Thisisanaffectionatetributetorune 28 Thisisanaffectionatetriuneuest . This is to reduce the number of skills a critical success. in which case the highest roll wins. if you feel that these skills For example Grazum The Blackheart. If even though both fail. The Guard only sees fumble. skill of 60%. Very High Skills and Opposed Tests Exploding grouped Skills In opposed skill tests characters with skills over For simplicities sake both Athletics and 100% are already considered to have succeeded. Characters will often have the opportunity to help each other during various skill tests. in the shadows. as does the character adds his critical score (10% of his total skill) watchman who rolls 9%. At 400%. the watchman is so lost in his own thoughts that he is completely oblivious to Rurik’s blunder. Rurik recklessly challenges him to an arm resting contest. regardless of rolling skill tests with that skill. which can be quite a critical. they will only suffer a failure on 97 to 00 when manages to slip past the Guards man. Once a character reaches 300%. Rurik. on the darkened side of the street. Rob adds he rolled the lower of the two. Every assisting If Rurik rolls a 15% and succeeds. Finally.

To move at a normal rate requires an Acrobatics test. jumping and swimming. Stealth tests are opposed by the Perception skill and are modified Climbing: Given enough hand and footholds. Resilience CON+POW superstitions and common popular mythology. which is the world view of the people that the character is born into. Basic Skills List Jumping: In general. climbing. or STR+SIZ rather than STR+DEX. a according to the situation. politics. The character can move opposed by a Perception test if trying to avoid being at half his normal speed across an unstable surface identified. Athletics tests are only required Influence CHA +10 when conditions are less than ideal – swimming Language (own) INT + 50 while heavily encumbered or in strong currents for example. It is usually a narrow or unstable ledge. Rather than the normal This usually happens when a character either tries Characteristics. Lore (Natural World) INT Culture (Own) (INT) Performance CHA Each Culture skill is used to provide information Perception INT+POW about the world view of that group of people (or Persistence 10+POW creatures) that they share in common. geography. drawing undue attention. Brute force basically involves personally evade detection by another character. as long as he has at least five metres Athletics STR+DEX to run first. It is usually opposed by a Perception test if trying to avoid getting caught. a character can climb or descend These are skills that everyone knows. a successful Athletics test allows a character to jump up to twice his own Base height horizontally or up to half his own height Skill Characteristic(s) vertically. Evaluate INT Healing INT Swimming: Characters normally swim at half their usual Movement. Brute Force: Brute force is a particular application of Athletics that relies purely on power. without also halve the damage suffered from falling. lifting or dragging. brute force Athletics tests rely on to move quietly past an enemy. A successful Acrobatics test will Sleight: used to hide or take objects. is a basic Athletics (STR+DEX) skill. without penalty. performs a combination of both. such as Disguise: used to change a character’s appearance tumbling. All other foreign or alien cultures are Advanced Skills. A cumulative –20% penalty Dodge 10+DEX–SIZ is bestowed for every extra metre the character is trying to jump. double the rate of his climb or descent by making a Hard Athletics test. This broad skill covers a range of athletic activities useful to adventuring characters. Riding DEX+POW Culture (Own). including Deception (DEX +INT –SIZ) acrobatics. character can climb any surface given enough Thisisanaffectionatetributetorune 29 Thisisanaffectionatetriuneuest . Under normal circumstances. If he is making a standing jump these distances are halved. with no Stealth: used whenever a character attempts to finesse involved. A character can characteristics given in brackets next to their name. weather cycles. Culture (Own) INT+ 10 Deception DEX +INT –SIZ Penalties for jumping Athletics tests can be accrued by trying to jump further. pushing. Deception covers the arts of: Acrobatics: This allows a character to perform a variety of gymnastic and balancing tasks. This includes history. Their base one quarter of their Movement per Combat Round score at character generation is the sum of the (see Chapter 5 Combat for details ). hide from one. walking a tightrope or keeping balance on and adopt a different outward persona.cdefeghikhere isastring ofl SimpleQuest lnnopwerand here are some Basic Skills time without the need for a test.

stitch together rent flesh and restore the wound location so that it is on the road to recovery. Influence (10+CHA) where each character rolls individually against the Influencer. The bonus is equal to the Curing Diseases healer’s Healing skill divided by 10 (the critical success range). Influence skill tests or penalty to the skill test. or against crowds. Influence can never be used to get a character to act against their instinct for self- Evaluate (INT) preservation. Influence tests are either applied to individuals. Both characters must remain stationary and may not use Combat Actions or Reactions while this occurs. The use of Healing requires suitable medical equipment such as bandages or salves. but a physical hazard that can be avoided such as falling in the short term they go along with what the masonry . Thisisanaffectionatetributetorune 30 Thisisanaffectionatetriuneuest . though drugged Unconsciousness patients may inflict a penalty on the Healing test. a successful Healing test can attempt to set broken bones. Persistence or Influence skill. Once a successful Healing test has been made to quench the bleeding of a Major Wound. A successful Healing test allows a poisoned patient to attempt a second opposed Resilience versus poison Potency test. normally guessing accurately to within should apply difficulty modifiers” above) 10% of its actual value. The Evaluate skill enables the character to Influence skill tests are normally opposed by a determine the value placed on something by others. Particularly further modified by how much a character is trying common or obscure objects might give a bonus to change an opponent’s mind. The character’s argument. Healing (INT) Use of this skill will always require a healer’s kit. As long as the Healing test is a success. Perception. Other than magical healing. character suggests. Each use of the Healing skill generally takes 1d4+1 minutes to perform Healing Actions Injury or Ailment Treatment A successful Healing test removes the impaling item without causing more damage to Impalement the victim. Success will allow a are often modified by how well the player roleplays character to guess the average monetary value of the exchange (see “When the Games Master the object. They are effectively guessing its market value. the character’s The Dodge skill is used to avoid incoming objects audience is temporarily swayed in favour of the that are swung or thrown at the character. successful Surgery is the only way that a character can recover from a Major Wound. A successful Healing test allows a diseased patient to add a bonus to his next opposed Resilience versus disease Potency test to resist the disease. In time they may understand Dodge skill is normally used when character that they were fast talked. Stabilise Major A successful Healing test on a Major Wound will not restore the lost hit points. the stricken character gains one hit Surgery point and will begin to heal as normal It normally takes at least a few 1D4+1 minutes to administer Healing. Characters can entire crowd. The patient gains a bonus to his Resilience skill Curing Poisons equal to the healer’s Healing skill divided by 10 (the critical success range). Minor Injury A successful Healing test on a minor injury will heal 1D6 hit points. A successful Healing test can revive a character from unconsciousness.cdefeghikhere isastring ofl SimpleQuest lnnopwerand here are some Dodge (10+DEX–SIZ) use both logical and or emotional arguments. were one roll is made This is the art of verbally persuading another to resist based upon an average Persistence for the character to do what you want. bamboozled or attempts to dodge an incoming blow in combat or hoodwinked and their judgement clouded. If successful in an opposed skill test. This Wound Healing merely stabilises the patient enough so that they will not die of blood loss.

This skill covers acting. discover good places to grow crops. Plant: A character can identify plants in the wild. If a character is riding a creature with the help of habitats and so on. This is a a measure of how physically tough a character is. It can poison or disease. be broken into four specialist areas. breeding cycle. The higher a character’s Resilience. with the character making a skill test at the end of each week to succeed. It is used to resist the effects of magic Advanced skills. Perception (INT+POW) The Perception skill is used to represent the five senses of the character when detecting objects or other characters. Riding (DEX+POW) Animal: This covers the ability to recognise an animal. dance. each of which must be improved separately. Each Lore skill defines an area of knowledge for the character and skill tests are made whenever a player Resilience (CON+POW) wants to see if his character knows something about the subject at hand. readings and playing an instrument. If the be required. at not more than a walking 50% may try to domesticate a wild animal.cdefeghikhere isastring ofl SimpleQuest lnnopwerand here are some Lore (INT) singing. such as weathering a vicious sandstorm. decide which plants are edible and what unusual properties they may possess. may later train the animal not to panic in battle and to strike at his enemies. and often against another character’s attempt to use the Influence skill against them. The character obstacles. The skill of Lore (Natural Persistence represents a character’s mental World) is a Basic skill. he may train mount – such as traverse treacherous terrain. The Lore skill is actually an umberella term for Persistence (10+POW) several different skills. Thisisanaffectionatetributetorune 31 Thisisanaffectionatetriuneuest . A character with a skill of at least saddle and stirrups. Tests are required when a character character also has a Riding skill of at least 50% and wants to do something out of the ordinary with a the animal is capable of being ridden. then a Riding test will never a skill test after every full week of training. Performance (CHA) A successful test with this skill will result in the audience or partner being pleased by the character’s performance. Broadly speaking this Lore deals with the surviving in a drought. making pace across flat terrain. For example a common use of the Perception skill is as a straight skill test to detect hidden objects in a room or as an opposed test to detect a hidden character. or overcoming the effects of character’s knowledge of the natural world. detect fault lines and other dangerous features in the rock Weather: The character can predict changes in the weather. All other Lore skills are willpower. ride bareback and so on. know its feeding habits. jump the animal to ride during this period. This takes a further period of training. Mineral: This skill allows the character to detect precious metals and stones. Lore (Natural World) the more likely he is to handle adverse physical conditions.

Chariot) If a character is driving a wagon. Wagon and bowyer. regional. Skill tests are required when a character wants to do something out These are professional skills known only to a of the ordinary with a vehicle – such as traverse small proportion of people. Also some Advanced skills are separated into Craft (Carpenter) and Craft (Potter) are all individual specialisms. chariot or similar vehicle at not more than The Martial Arts skill is used in place of the Unarmed walking pace across flat terrain. activate. the player decides which Type of the skill they are going to learn. A list of potential areas of Lore study are listed here: (Boating) This covers small water-borne craft propelled manually by oars or paddles. Wagon. sabotage or disassemble large mechanisms or Base constructs such as siege machines. Craft (Armourer). mineshafts. law. Shiphandling. theology. build. Culture (Other) INT Craft INT Language (INT) Engineering INT The Language skill is actually several separate skills grouped under a single heading. which are mutually exclusive. a Driving skill Thisisanaffectionatetributetorune 32 Thisisanaffectionatetriuneuest . Like Basic skills they start at the sum of characteristics given in brackets after the skill name. So. geography. astronomy. potter. The Advanced range of possible skills is only covered by the skill. When skills. blacksmith. weather can bestow penalties. (Shiphandling) This skill is used in the same way as Martial arts schools and Sages. city gates and Skill Characteristic(s) drawbridges. poisons. across calm water does not usually require a skill heraldry. mineral. Streetwise POW+CHA Survival INT+POW A score in a Language skill of 80% or more will mean the character can also read and write in that language. Armourer. mason. limited by a player’s imagination. They are the preserve of Trade Guilds. Boating but is applied instead to water-borne craft that are powered by sail or rows of oars. sailing ships and so forth. Driving (Type) (INT+DEX) Lore (INT) This skill is actually a collection of several similar skills grouped under a single heading. Travelling Alchemy. Martial Arts DEX Every character with a Language skill of 50% or more Mechanisms DEX+INT is fluent in that language. Engineering (INT) Advanced Skills This skill is used to design. Craft (INT) However. painter. they start at 0%. Martial Arts (DEX) (Cart. logistics. basketweaver. Language INT Language (German) and Language (French) for Lore INT example are all individual skills. The name of This skill is used in the same way as the basic Lore the vehicle in brackets identifies the type of vehicle skill. The Craft skill is actually several separate skills grouped under a single heading. driving large horse drawn carts he doesn’t gain any smith. weaver. the local Team Masters Guild while he gains skill in leatherworker. although they are likely to have an accent if it is not their native language.cdefeghikhere isastring ofl SimpleQuest lnnopwerand here are some Advanced Skills test will never be required. weaponsmith. repair. sculptor. explicitly studied under the tutorship of an existing practitioner. Language (English). military tactics. candlemaker. butcher. gambling. joiner. fletcher. when Rurik learns Wagon from cartographer. baker. tailor. cobbler. The following list is by no means exhaustive: a character learns these skills. carpenter. unless the character has spent points advancing the skill. cooper. For example Driving covers Boating. that have to be treacherous terrain. art. jump obstacles and so on. skill in water borne vehicles. test but adverse conditions such as currents and philosophy. brewer.

foot character lacks either food. water or a safe place to sleep. disassembling a trap. Success indicates the character manages to Bill. could result in Rapier DEX+STR Rapier very serious consequences. glaive. Streetwise also Hammer DEX+STR maul covers following people down crowded city streets Bastard sword. foot Thisisanaffectionatetributetorune 33 Thisisanaffectionatetriuneuest . becomes opposed by the Mechanisms skill of the 1H club. Mechanisms (DEX+INT) Base Weapons Skill Characteristic(s) Covered Usually. Battleaxe. A character DEX+STR (with the exception of Unarmed and with Martial Arts also counts as possessing natural Martial Arts). war require a minimum of 1D4 hours. If a device has been designed to specifically resist 1H Flail DEX+STR grain flail attempts at disassembly. target Survival also covers tracking in the wilderness.cdefeghikhere isastring ofl SimpleQuest lnnopwerand here are some skill. without them noticing you. Shield DEX+STR shield With this skill a character can locate the tracks of a Javelin. larger or particularly complex devices will take 1H Sword DEX+STR scimitar longer. weaponry. rather than All close combat weapon skills are based on 1D3 for conventional Unarmed attacks. minute (12 Combat Rounds) to perform. light mace Mechanisms also used for picking a lock or Bastard sword. the Mechanisms test Warhammer. kite shield. made to locate the trail and then again every ten Spear DEX+STR shortspear minutes they are being followed. halberd Streetwise (POW+CHA) 2H Flail DEX+STR Military flail Streetwise allows a character to find fences for stolen goods. a character will simply make a Mechanisms Battleaxe. great 2H Axe DEX+STR axe. lance. information. specific creature and follow them. heavy character who created it. Such uses of Streetwise normally 2H heavy mace. with appropriate bonuses or penalties decided upon by the Games Master. Martial Arts parries may only parry natural weapons or Unarmed attacks and have an Close Combat Weapons AP of 3. black markets and general Great hammer. Hammer DEX+STR mace. 2H Sword DEX+STR great sword Survival (INT+POW) Dagger DEX+STR Dagger. test in order to succeed at assembling or 1H Axe DEX+STR hatchet disassembling a device. find whatever he is lacking – failure means he will Polearm DEX+STR halberd go without which. whereas shortsword. knife Martial One Survival test will be required every day that a Arts DEX Fist. Staff DEX+STR Quarterstaff Unarmed STR Fist. Buckler. Weapon Skills Martial Arts attacks deal 1D6 damage. Ball & chain. over several days. A test must be longspear. Survival tests are not used when the character is in a city or town. This usually takes at least one war sword.

is needed to learn or cast the particular type of magic it is associated with. Sorcery Spell (INT+POW) Thisisanaffectionatetributetorune 34 Thisisanaffectionatetriuneuest . the Magic Skills desire to create new skills to describe a previously undiscovered ability. Weapons Skill Base Covered Manipulation (Combine. Range or Targets) (INT + POW) Blowgun DEX Blowgun Longbow. new skills Crossbow DEX light crossbow Although the SimpleQuest skill list has been Sling. though the character will only be able to recall knowledge pertinent to the specified religion. Advanced Magic Divine Magic Mythos (Specific Cult/Religion) (INT) Mythos is used to recall knowledge of a religious nature. Is it a Basic or Advanced skill? If it is a Basic skill then think carefully. Magnitude. Each skill below consider these two points. You don’t need the Mythos skill to actually cast Divine magic but it is used to advance in status and power in the Cult. These skills are explained more fully in the magic either by Games Master design or Player request. and enhance the properties of a sorcery spell. It always counts as a cult skill. Learning Mythos (Specific Cult/Religion) requires a character to be at least a lay member of a particular cult. Before introducing a new skill. Is this skill really meaningful and distinct in its own right? Or is it something that can All these skills are considered Advanced skills for the be added to an existing skill? purposes of learning and advancement (see Chapter 7 The Quest and afterwards).cdefeghikhere isastring ofl SimpleQuest lnnopwerand here are some Ranged Weapons Each sorcery spell is treated as a separate Advanced skill. there will occur during play or during the design of non-player characters for Quests. Duration. Bow DEX shortbow Heavy Games Masters Advice: Creating crossbow. Make sure you don’t run the risk of unbalancing your game. These five skills are used by the sorcerer to change nomad bow. Advance skills are Battle Magic Casting (POW X 3) possessed by a tiny minority. Basic skills are possessed by every Basic Magic character in the game. It advances like any other advanced skill. Stop and think. staff designed to be as concise and complete as Sling DEX sling possible. Are you giving those people who possess the skill an unfair advantage? This is the central skill used in Battle Magic. and to grant access to higher magnitudes of Divine magic. chapters that they are relevant to.

a huge big budget areas. such as the These rules do not give detailed rules for trading recently arrived player characters. could think of the players as the actors and the In less prosperous cities and towns there is a smaller Games Master as the director and production team range available. will feel inclined to create fumbles this increases to a 25% for a success and colourful and flamboyant Merchant characters +50% for a critical. There might also be social consequences. sometimes at higher costs. unable to and have their moments in the spot light too on use skills as effectively and will become fatigued these mercantile adventures. Evaluate and Persuade tests can be used to handle the outcome The main thing to remember is that with any item of such action where it is less than clear cut. however. A success means a 10% increase/ discount. In rural providing the stage and scenery. the equipment that the player characters will these can lead to further adventure. There might be oddities to this model and props. since they tend to have good social skills. In civilised Thisisanaffectionatetributetorune 35 Thisisanaffectionatetriuneuest . Another more blunt way of seeing it is that village without an armourer has a large cache of old equipment lets the characters use their skills and armour and weapons for sale at a good price. only local produce and a small amount of supporting cast and every prop that the actors locally crafted goods can be bought at a reasonable could possibly need. The more martially and consequence is encumbrance. Like combat and magic. and fantasy world economics. a critical gets a +25%. or sorting have a stash of treasure back at their base due to all out a new trade deal with a noble family. Barter is the main method of exchanging goods for people outside Here’s something for both players and Games of the main urban areas. gathering gossip from the locals. nobility and rich merchants. taking on the villains more easily. the villagers oblige by sending a steady stream of fresh and inexperienced adventurers. The range of goods listed at the quoted prices are only going to be available in Fantasy roleplaying games can be thought of as a large metropolis with organised markets and a form of cooperative improvised theatre. In In game economics turn. a be using. legitimate way of finding information about a noble. and of equipment is that there are consequences in the ebb and flow of the character’s finances acts their use as well as benefits. to its lair. If you are in need of inspiration then you only have to look to the real A less obvious effect is that an obviously well life historical adventures of Marco Polo. This is are the tools of their trade. and weave stories around their trade missions to far off unexplored countries creating drama and tension on their trade negotiations and deals. Whoever wins the test gets a discount for a buyer or increase for a games seller to the price. successful Opposed Test using the Evaluate of the buyer versus the Persuade of the seller are needed Opportunities for Merchant based for the buyer to get the best deal. This chapter deals with the price. equipped character becomes a target for both minor and major theft. This Consequences is great and is to be encouraged. For example. In such transactions Masters to consider. hired by their rivals in commerce. Coins are the main exchange method for the landed Perhaps even more so. if these things were focused on it would Barter. quickly become tedious and detract from game’s aim of creating exciting fantasy adventure stories. You districts given over to shops and mercantile activity. because a local monster living in a nearby cave has been ambushing and killing adventurers for years and then trading their equipment to the villagers. The most obvious as an indicator of success. A heavily armoured magically inclined characters can provide support and equipped character will be slowed. organised bandit group who targets the player Often this goes on under the cover of trading in the character parties because they believe that they market. If the opponent Some players.cdefeghikhere isastring ofl SimpleQuest lnnopwerand here are some Chapter 4 Availability of Goods The equipment lists serve as ‘game tools’ to allow Equipment players to quickly and easily buy equipment for their characters. From the opportunistic thief Merchant characters also make great information who desires the player’s new sword to the more gatherers. which is a the flashy new equipment they are wearing.

whose assets are brought into the economy by enterprising adventurers. appointed by the local ruler. whose head appears on one side of the coin. Currency can be based upon what ever is valued by the culture using it. In some more draconian fantasy lands there may even be laws and social codes that dictate what arms and armour a citizen may own and in what situations they may carry it. 5 lead bits = 1 copper penny 10 copper pennies = 1 silver piece 20 silver pieces = 1 gold ducat Thisisanaffectionatetributetorune 36 Thisisanaffectionatetriuneuest . Other sources of coin are usually the treasure troves of monsters. displays of arms and armour by the player characters may unsettle and upset the locals and bring about the unwanted attention of the Watch who want to make sure that the characters are not violent trouble makers. For ease of use here’s a simple coin based currency that will be used throughout the rest of this book to give value to an item. This being a fantasy game many variant systems of currency can be created.cdefeghikhere isastring ofl SimpleQuest lnnopwerand here are some towns and cities. For example a system that uses the teeth of slain dragons or magical gemstones enchanted with minor magic that is useful in everyday life can be used as an exchange mechanism. Currency Coins are usually created in ‘Mints’ tightly controlled by the local nobility. If you want a real life example think of medieval Japan.

Polearm. However. Bill: A mounted defender does not get the standard +20% parry bonus against a bill. the wielder also suffers a –10% penalty to parry with this weapon. Improvised: Improvised weapons usually use the Unarmed skill. mounted character. Kite Shield: Kite shields can parry ranged weapons. Military Pick: Military picks may be used on inanimate objects without being destroyed. Ball & Chain: This weapon imposes a –10% penalty on an opponent’s parry roll. Great Hammer: The wielder suffers a –10% penalty to parry with this weapon. Bastard Sword: May be used with either one or two hands. the following weapons also have additional characteristics. Close Combat Weapons Each close combat weapon is characterised by the following qualities: Skill: The skill used to wield the weapon. Lance: When used by a charging. War Maul: War mauls may be used on inanimate objects without being destroyed. Buckler: Shields suffer a –10% penalty when used to attack. For every point a Characteristic is below these minimums. ENC: The weight and bulk of the weapon. the wielder may add his mount’s Damage Modifier as well as his own to the damage. Military Flail: Notoriously difficult to parry. STR/DEX: The minimum STR and DEX scores needed to easily wield this weapon. Target Shield: Shields suffer a –10% penalty when used to attack. Thisisanaffectionatetributetorune 37 Thisisanaffectionatetriuneuest . AP: The armour points possessed by the weapon Cost: The cost in silver pieces to purchase this weapon. All attempts to attack or parry with an improvised weapon suffer a –10% to –30% penalty (at the Games Master’s discretion). Halberd: The halberd can be used with either the Spear . Battleaxe: The battleaxe may be used with one or two hands. The lists provide the cost of the item and also details any game effects .cdefeghikhere isastring ofl SimpleQuest lnnopwerand here are some The Equipment lists The rest of this chapter is given over to equipment lists. the wielder also suffers a –10% penalty to parry with this weapon. Shields suffer a –10% penalty when used to attack. Quarterstaff: The wielder gains a +10% bonus to parry with this weapon. Close CombatWeapon characteristics (Optional rules) As well as the characteristics listed in the main equipment list opposite. or the 2H Axe skill. this weapon imposes a –10% penalty on an opponent’s parry roll. Damage Dice: The damage the weapon deals on a successful attack. a –10% penalty is applied to a character’s skill when attacking and parrying with this weapon. However. Great Axe: The wielder suffers a –10% penalty to parry with this weapon. though in certain cases the 1H Hammer or Staff skills are more appropriate.

cdefeghikhere isastring ofl SimpleQuest lnnopwerand here are some Weapon Skill Damage Dice STR/DEX ENC AP Cost Ball & chain 1H Flail 1D6+1 9/11 2 4 250 SP 1H Sword 1D8 13/9 Bastard sword 2H Sword 1D8+1 9/9 2 4 250 SP 1H Axe 1D6+1 11/9 Battleaxe 2H Axe 1D6+2 9/9 1 3 100 SP 2 Bill Polearm 1D6+1 7/9 2 2 50 SP Buckler Shield 1D4 —/5 1 5 50 SP Club 1H Hammer 1D6 7/ 1 2 5 SP 4 Dagger Dagger 1D4+1 —/— — 4 30 SP 2 Glaive Polearm 1D8+1 7/9 3 2 100 SP Great axe 2H Axe 2D6+2 13/9 2 3 125 SP Great hammer 2H Hammer 1D10+3 11/9 3 3 250 SP Great sword 2H Sword 2D8 13/11 4 4 300 SP 2H Axe 1D8+2 13/7 2 Polearm 1D8+1 9/9 1. 2. 2 This weapon may be set against a charge. 2 Longspear Spear 1D10 5/5 2 2 30 SP Military flail 2H Flail 1D10+2 13/11 3 3 250 SP Military pick 1H Hammer 1D6+1 11/5 3 3 180 SP Natural weaponry — As noted —/— — — — Quarterstaff Staff 1D8 7/7 2 3 20 SP 1 Rapier Rapier 1D8 7/13 1 3 100 SP Scimitar 1H Sword 1D6+1 7/11 2 4 200 SP 1. 3 This weapon may parry ranged weapons. 2 Halberd Spear 1D8 7/7 4 3 250 SP 4 Hatchet 1H Axe 1D6 —/9 1 3 25 SP 1H Hammer 1D8 11/7 Heavy mace 2H Hammer 1D8+1 9/7 3 3 200 SP Improvised Unarmed 1D6–1 —/— — —/— — 3 Kite shield Shield 1D6 13/— 3 10 300 SP Knife Dagger 1D3 —/— — 4 10 SP 1. 4 Shortspear Spear 1D8 5/5 2 2 20 SP 1 Shortsword 1H Sword 1D6 5/7 1 3 100 SP 3 Target shield Shield 1D6 9/— 2 8 150 SP Unarmed Unarmed 1D3 —/— — —/— — War maul 2H Hammer 2D6 13/7 3 3 150 SP War hammer 1H Hammer 1D8+1 11/9 2 3 150 SP War sword 1H Sword 1D8 9/7 2 4 175 SP 1 This weapon will impale an opponent upon a critical hit. 2 Lance Spear 1D10+2 9/9 3 2 150 SP Light mace 1H Hammer 1D6 7/7 1 3 100 SP 1. Thisisanaffectionatetributetorune 38 Thisisanaffectionatetriuneuest . 4 This weapon suffers no penalty when thrown.

a ranged weapon is treated STR/DEX: The minimum STR and DEX scores needed to easily as an improvised weapon. the following weapons also have Cost: The cost in silver pieces to purchase this weapon. Usually. As well as the characteristics listed in the main equipment list. the 1H Hammer wield this weapon. rules) AP: The armour points possessed by the weapon. 2 This weapon suffers no penalty when used in close combat. Ranged Weapon characteristics (Optional ENC: The weight and bulk of the weapon. additional characteristics. If used in close combat. 2 Spear or Throwing 1D8 25m — 5/9 2 2 20 SP Sling Sling 1D6 50m 1 —/11 — 1 5 SP Staff sling Sling 1D8 60m 2 —/11 2 2 20 SP Throwing star Throwing 1D4 15m — —/13 — 4 15 SP 1 This weapon will impale an opponent upon a critical hit. Thisisanaffectionatetributetorune 39 Thisisanaffectionatetriuneuest . For every point a Characteristic is below these skill or the Throwing skill may be used. Blowgun darts (10) 1 — 2 SP Damage Dice: The damage the weapon deals on a successful attack. Atatl: Only javelins may get the benefit from an atlatl. The maximum range a weapon can be fired or thrown is twice this score. minimums. Weapon Skill Damage Range Load STR/DEX ENC AP Cost Atlatl1 Spear or Throwing +2 +10m 2 5/11 1 2 20 SP Blowgun Blowgun 1D2 15m 1 —/9 — 1 30 SP Dagger2 Dagger or Throwing 1D6 10m — —/9 — 4 30 SP Dart1 Throwing 1D4 20m — —/9 — 1 10 SP Hatchet2 1H Axe or Throwing 1D8 10m — 7/11 1 3 25 SP Heavy crossbow1 Crossbow 2D8 150m 3 7/9 2 2 350 SP Javelin1 Spear or Throwing 1D6 40m — 5/9 1 1 20 SP Light crossbow1 Crossbow 2D6 100m 2 5/9 1 2 150 SP Long bow1 Bow 2D8 175m 1 13/11 1 2 200 SP Nomad bow1 Bow 1D10 120m 1 11/11 1 2 150 SP Rock/improvised Throwing 1D4 10m — 5/9 1 3 — Short bow1 Bow 1D8 60m 1 9/11 1 2 75 SP Shortspear1. a –5% penalty is applied to a character’s skill when attacking with this weapon. Crossbow bolts (10) 1 — 2 SP Sling bullets (10) 1 — 5 CP Range: This is the effective range of the weapon. Blowgun: A character’s Damage Modifier is never applied when using a blowgun.cdefeghikhere isastring ofl SimpleQuest lnnopwerand here are some Ranged Weapons Ranged Weapon Ammunition Each ranged weapon is characterised by the Ammunition AP/HP ENC Cost following qualities: Arrows (10) 1 — 1 SP Skill: The skill used to fire or throw the weapon. Using Ranged Weapons in Close Combat Load: This shows how many Combat Rounds are required to load or reload the weapon.

3m 4 2 SP armour. Hammer — 1 SP ENC: The weight and bulk of the armour. then the weapon breaks and is useless. Healer’s kit 1 150 SP Cost: The cost in silver pieces to purchase this Ladder. 10m 2 10 SP Effects of SIZ on Armour Sack. sheet — 5 CP Pole. Waterskin 1 5 CP Writing kit 1 45 SP Thisisanaffectionatetributetorune 40 Thisisanaffectionatetriuneuest . large 1 5 CP Armour made for a character of SIZ 1 to 5 will have Sack. Crowbar 1 25 SP First aid kit — 25 SP Armour Fish hook — 2 LB Each piece of armour is characterised by the Fishing kit 1 15 SP following qualities: Flint & tinder — 5 CP AP: How many armour points this type of armour Grappling hook — 5 SP provides. Light Crossbow: A character’s Damage Modifier is Item ENC Cost never applied when using a light crossbow. and the Chain.cdefeghikhere isastring ofl SimpleQuest lnnopwerand here are some Heavy Crossbow: A character’s Damage Modifier is General Items never applied when using a heavy crossbow. 1 hour — 1 CP If a weapon is used to parry a critical attack. depending on circumstance and Games Craft tools 2 75 SP Master discretion. 2 metres 2 40 SP parry attempt fails. small — 2 CP its cost and ENC halved from that shown on the Scythe 2 30 SP Armour table. Slingbag 1 5 CP Spade 1 25 SP Plate Armour: Characters may try using plate armour not designed for them but the ENC will be Torch / flaming brand — 4 CP doubled. Characters of SIZ 21 or higher will double the cost and ENC for armour made for them. glass — 2 SP Breaking weapons Candle. Climbing kit 1 25 SP Codex 1 60 SP A weapon may also break as a result of a fumbled attack. Backpack 1 5 SP Long Bow: A long bow cannot be used from Bedroll 1 1 SP horseback. 3m 1 1 SP Chainmail 5 8 3000 SP Quiver — 2 SP Platemail 6 12 9000 SP Rope. Block & tackle 1 15 SP Bottle. Lantern 1 10 SP Lock picks — 75 SP Armour Armour points Enc Cost Mining pick 1 35 SP Leather 2 3 500 SP Musical instrument 2 70 SP Ringmail 3 5 1000SP Oil. flask 1 1 SP Scalemail 4 7 1500 SP Papyrus.

it is considered a club (wielded with a –10% penalty). Block & Tackle: Adds +10% to Mechanisms tests to Sack. 10 Metres: A standard rope can support the weight of 50 ENC or 50 SIZ. –10% penalty). except that it does not inflict normal damage – instead. 1 Hour: A candle illuminates a one metre radius. it is considered a bill (wielded with a –10% penalty). it is considered a club (wielded weapon. Sack. Rope. 1 Hour: It will burn for one hour. A torch Crowbar: Adds +10% to brute force Athletics tests. Lantern: A lantern provides clear illumination out to a three metre radius. enough to sustain a small fire for one minute. Mining Pick: If used as a weapon. it is considered a club (wielded with a with a –10% penalty). it inflicts 1D4 fire damage and a First Aid Kit: A first aid kit is good for five uses fumble or critical hit will also extinguish the brand. Grappling Hook: It will support the weight of 50 ENC or 50 SIZ. It will burn for two hours on a flask of oil. Scythe: If used as a weapon. If used as a If used as a weapon. extinguish a candle. Flask: A flask of oil is enough to fuel a lantern for two hours or. Small: A small sack can hold 5 ENC of make or disarm large traps and makes Engineering equipment. Waterskin: A waterskin can hold enough water to Fish Hook: This item allows a character to use his sustain an adventurer for two days. or any combination thereof. Oil. Any wind stronger than a slight breeze will Slingbag: It can carry 15 ENC of equipment. to any Athletics skill tests made to climb. illuminates a three metre radius. Hammers may be used on inanimate objects without being destroyed. Quiver: Quivers can hold up to 30 arrows or crossbow bolts. Survival skill to catch a fish without suffering a penalty on the test. Large: Able to hold 10 ENC of equipment. Spade: If used as a weapon. Hammer: If used as a weapon. or any combination thereof. it is considered a club Climbing Kit: A climbing kit provides a bonus of 20% (wielded with a –10% penalty). Mining picks may be used on inanimate objects without being destroyed. Thisisanaffectionatetributetorune 41 Thisisanaffectionatetriuneuest . It requires at least 10m of rope to function. Candle. it is treated as a club (wielded with a –10% penalty). Flint & Tinder: A character with flint and tinder can build a fire in one minute under normal conditions without having to roll his Survival skill. Fishing Kit: The fishing kit grants a character a +20% bonus to his Survival test to catch fish.cdefeghikhere isastring ofl SimpleQuest lnnopwerand here are some Backpack: It can hold 20 ENC of equipment. Torch. tests possible in some circumstances. (whether the skill test succeeds or fails). if broken on the ground and ignited.

draft 400 SP Horse. 1 day 1 CP Chariot 600 SP Food & drink. riding 350 SP Horse. average. poor. average 1 SP Cart 75 SP Lodging. hunting 25 SP Fowl 1 SP Goat 50 SP Hawk 400 SP Horse. superior 5 SP Cat 2 SP Food & drink.cdefeghikhere isastring ofl SimpleQuest lnnopwerand here are some Animals and Transportation Food & Lodging Animal Cost Item Cost Bison 200 SP Lodging. superior. poor 2 CP Bull 250 SP Lodging. 1 day 5 CP Dog.000 SP Saddle & bridle 75 SP Sheep 30 SP Travel (by coach) 15 SP per kilometre Travel (by post- horse) 20 SP per kilometre Travel (by ship) 10 SP per kilometre Travel (by wagon) 5 SP per kilometre Wagon 300 SP Zebra 300 SP Thisisanaffectionatetributetorune 42 Thisisanaffectionatetriuneuest . 1 day 2 SP Dog. domestic 2 SP Trail rations. combat trained 500 SP Mule 125 SP Ox 200 SP Pig 50 SP Rhino 3. 1 day 5 CP Cow 150 SP Food & drink.

cdefeghikhere isastring ofl SimpleQuest lnnopwerand here are some

Chapter 5
several incoming attacks.

Even Masters who have 100% or more in their
weapon skills can be brought low by a lucky critical

Combat hit or an opponent who has lured them into an
ambush, surprised them, and stacked the odds
against them by careful planning.
Welcome to a world of risk,
These harsh realities mean that players tend to
danger and death! avoid combats where they do not have a very good
SimpleQuest is a swords and sorcery game and, chance to win. Instead of wading into masses of
as such, swords will be drawn during epic quests weaker opponents, hoping that lucky dice rolls will
with the aim of spilling blood. Be it for glory, see them through, they carefully plan ambushes,
honour, fame or riches, when all else fails violence where they have the benefit of terrain and
is the means of achieving these goals. The Player supporting soldiers from the local militia that will
characters come from worlds that are rife with allow them to wipe out the majority of the enemy
conflict, where warriors are required to wage wars before the first proper round of combat. They will
against evil neighbors, wandering bandits and foul use Battle Magic to boost their damage, chances
monsters that come out of the wilderness. to hit and armour, and if things are really tough
they call on their god using Divine Magic or invoke
It should be remembered that SimpleQuest is not powerful Sorcery spells to really boost their combat
a game purely about combat, just as it is not purely skills.
about magic. It would not be unusual for whole
sessions to pass without any physical violence.
However, in time characters will get involved in
Taking out insurance about death
Since SimpleQuest combat can be deadly there are
dangerous life threatening fights. This chapter
a number of ways that you can avoid your character
provides you with a straightforward and direct
dying if things go badly wrong.
system for playing out action packed and deadly
Realise that some foes in SimpleQuest are best
left alone. There’s always going to be someone or
What to expect if you get in a fight something more powerful than your character in
the game world. Since SimpleQuest is also a game
Characters that have weapon skills less than 100% of exploration and interaction, you might get to
are at the whim of the dice to determine whether or meet these people and creatures early on in your
not they land a blow in combat. Anything you do to adventurers career as part of a Quest. Some foes
increase your character’s chances to hit or hit first, such as the Gargantuan Kingdom Devourer or the
will stand in your favour and make the outcome Great Pit Demon are always going to be beyond the
more certain. capacity of the player characters to harm directly.
Be wise and move along quietly and quickly.
Once you are hit in combat, it starts getting messy.
Your character has a relatively low number of hit Run away to fight another day. Use magic or fast
points. In a couple of blows, or one lucky blow, feet to move out of combat. Heal, regroup and
these hit points can easily be reduced to zero, make a better plan of attack if you absolutely need
which indicates that the character has died. Make to best a foe. Otherwise learn your lesson and avoid
sure your character can dodge, parry or is magically the opponent in the future.
protected. If your player group has decided to use
the optional Major Wound system, your character is Surrender! Before things really get messy, throw
especially at risk of grievous and permanent harm down your weapons and put up your hands.
every time they decide to use violence to solve a Intelligent creatures will often take prisoners for
problem. ransom. If you don’t have any money then call in
your favours from friends, family, clan, guild or
Numbers count. If you are facing off against multiple cult to secure your release. Perhaps some of your
opponents, even weak and unskilled ones, you are friends ran away and can come back and mount a
quickly going to run out of attacks and reactions. In rescue attempt at a later date?
practical terms this means that your character may,
at best and assuming a successful attack, reduce the Spend Hero Points. These are your ultimate
number of attackers by one per round, while only insurance policy against death, accidental or
being able to protect themselves against one of otherwise. (see Chapter 2 Character Generation pxx

Thisisanaffectionatetributetorune 43 Thisisanaffectionatetriuneuest

cdefeghikhere isastring ofl SimpleQuest lnnopwerand here are some
Get your friends to rescue you from the Land of the Encounter Distance and engaging in
Dead. Depending on the game world your Quests
are set in, there may a way for characters to travel combat.
to the Otherworld, the ‘Land of the Dead’. Of course
the resulting Quest may be just as challenging as the Not all combats start with the two sides, the
circumstances that led to your character’s demise. players and their opponents, directly facing each
other within swords reach. At the beginning of a
combat, or potential combat, the Games Master
Summary of combat must determine which of the four distances the
encounter starts at.
Work out encounter distance and surprise: The
Games Master determines how far away the hostile Horizon (approx 100m+). A hostile character
group is to the player characters. If the hostiles are or group appears on the horizon. If the player
right on top of the player characters then a roll for characters make a Difficult perception roll (-25%)
surprise will be called for. If the hostiles are further then they see them. Conversely if the hostiles are
away, the player characters may get a couple of unaware of the player characters, they too can
Combat rounds of preparation, usually casting make a Difficult perception roll (-25%) to spot the
protective magic, and/or using ranged combat. player characters, modified if the player characters
are in cover (see below).
Drop into Combat time: Combat is divided into
rounds. A single round has a duration of five Until either the player characters or the hostiles
seconds of time, giving 12 rounds in every minute. close the distance, either side has the option of
During a round every character can perform one avoiding the other, preparing weapons or spells
action. Combat rounds cycle through the following for combat. Usually at this distance normal missile
steps: weapons and magic will be just out of range.

Determine order: At the start of every combat,
check each character’s DEX. This will determine the For example: Rurik and the rest of the gang, Lura,
order in which every character involved acts for the Mancala and Abnon are in an old ruined city. They
round. are currently standing on the tower ramparts of
an old temple. A group of six goblin marauders
Characters Take Action & Reactions: In a combat appear on the horizon, at the edge of the city.
round each character gets one Combat Action and Sharp eyed Lura sees the Goblins. Because the
one Defensive Reaction. Combat Actions, such player characters are in partial cover due to being
as attacks, take place in DEX order. The character behind the tower ramparts, the Goblins do not see
with the highest DEX will act first, followed by the them. Lura quickly alerts the others, who decide
character with the second-highest DEX, and so that it is best to hide in the temple and let the
on until the character with the lowest DEX acts. larger Goblin group past peacefully.
Reactions, such as parries or dodges, are made
during this process as they are needed. Characters Far (50m-100m). The Hostiles are within missile
casting spells act on their INT. range and if the player’s see them , a normal
perception roll modified by any cover, then they can
usually get a couple of rounds of ranged combat
For example Lura (INT 18) is casting a spell, while a or spell casting before the opponents close the
Goblin (DEX16) is attacking her with a sword and distance. Evasion at this point is possible, but the
Rurik (DEX 12) attacks the Goblin with his sword. players must be definite and make it their stated
The order of action is Lura first, then the Goblin goal. If either side opens up with ranged weapons,
and finally Rurik. test for Surprise (see below).
End of Combat Round: Once all eligible characters For example: Carrying on from the previous
have acted in the combat round, it is over. If there situation, Rurik decides to go after the Goblins. He
are characters still engaged in combat with enemies, leaves the temple with his long bow and creeps
another combat round begins. up behind the Goblin raiders who are advancing
up a long street in the distance. He then proceeds
to fire upon the Goblins at a range of 100m. The
Goblins, not being the brightest of creatures decide
to charge their tormentor and Rurik gets a good six
rounds of arrows off at the goblins killing two of

Thisisanaffectionatetributetorune 44 Thisisanaffectionatetriuneuest

cdefeghikhere isastring ofl SimpleQuest lnnopwerand here are some
Close (5m to 2m). This is the range that close Situations where the character could be surprised
combat occurs, with either side able to close into include the following;
close combat within a combat round.

For example: Two of the surviving Goblins finally Walk round a corner straight into the
make it to within five metres of Rurik, who is already opposition.
standing sword drawn, and charge into combat.

On top (1m or less). This is the range where the two Walk into an ambush.
sides literally bump into one another. This happens
either by design, when one side is deliberately
Opponent creeps up unnoticed and attacks.
sneaking up on or ambushing the other, or by
accident , such as when the party turns a corner in A test using Persistence is made, to see if a
an underground corridor and walks straight into a character is taken by surprise. Criticals and Fumbles
group of Goblin guards. At this distance no ranged have no effects for the purpose of surprise.
combat or preparation is possible. A surprise test
using Persistence, with a -25% modifier, is called for A surprised character automatically loses their
unaware characters. opportunity to perform any action in the first round
of combat but are still able to defend themselves
For example. The other two surviving Goblins, with Defensive Reactions .
being of a smarter breed than their cousins who
decided to attack Rurik, decide to hole up in the Combat Actions
big old temple they saw earlier. So, running to
what they think is safety, they burst in through The actions a character may take when it is his turn
the temple doors bumping straight into Abnon to act are detailed here. A character can only choose
who has decided to guard the doors. Both the one of the options below each round.
Goblins and Abnon roll for surprise, a Persistence
test at -25%. Abnon passes the test while the Close Combat Actions
Goblins fail so it turns out that while the Goblins
are taken aback by the sight of the tall man in Charge: If a character can move a minimum of five
grey, Abnon keeps his wits and swiftly draws his metres towards his opponent, then he can make
mace swearing holy retribution. a charge. He may move a distance up to twice his
Movement Rate. This must be in a straight line and
Running away from Combat. he must end up adjacent to an enemy. When the
move is complete, a close combat attack may be
The key to getting away from combat is to made against the enemy. If the attack is successful,
successfully move out of range of either close the character gains a bonus of +1D6 damage. He
combat or ranged combat, without your opponent loses his defensive reaction for the round that he
following you and keeping you involved. charges on.

This is mainly a matter of judgement on the Games Close Combat Attack: The character can make a
Master’s part, but here are some specific examples. single close combat attack. As well as a normal
attack, there are the following special attacks.
If all combatants are involved in fighting, then they
won’t notice your character quietly sneaking away All out Attack: The attacker gives up their Reaction
out of combat. This is achieved on a successful for the round but gains a second attack, which
Opposed Test of your character’s Deception vs the happens straight after the first attack. Both attacks
enemies’ Perception. are at -25% due to the loss of skill during this frenzied
attack. This type of attack cannot be combined with
Similarly your character can run away a distance, either the Piercing Attack or Great attack.
for example from close range to far range on a
successful Opposed Athletics test with a +25% if you Disarming Attack: Attacker attacks at -25% to
movement rate is higher than your opponents. his weapon skill with the aim of disarming their
opponent either of their weapon or shield. If the
Surprise attack is successful and the opponent fails to parry
or dodge, the weapon or shield is thrown D6 metres
Surprise happens when the character is taken away from the owner.
completely unaware by their opponent.

Thisisanaffectionatetributetorune 45 Thisisanaffectionatetriuneuest

then they may use that skill before the charge. type weapons (spears. of 8m and suffers a penalty to the attack equal to its ENC x 10. have had at least 25% losses either in numbers or hit points. modified as listed below. If he decides to target the whole group. Ranged Combat Actions +50% if the Enemy is still at full strength. This can either setting the shaft of a weapon. swords for example). such as a spear or be targeted at a single enemy or a group. Piercing Ranged Attack: If the character hits with this attack they find a chink in the opponents Note: these modifiers are not cumulative. instead. Change Stance: The character may stand up from Thisisanaffectionatetributetorune 46 Thisisanaffectionatetriuneuest . If the Group leader’s Influence skill is higher the character makes any other action or reaction than his Persistence. through concentration of effort. punch one that best describes the situation. Apply the armour. the character automatically gets an attack at +25% Groups roll once using the Persistence of the Group before the charging character gets their attack. damage bonus but loses his reaction for that combat round. Intimidate/Persuade: The character tries to get Set weapon: A character can spend an Action the other side to surrender or flee.cdefeghikhere isastring ofl SimpleQuest lnnopwerand here are some Great Attack: This attack is made using swords. A character can take no other Reaction -50% if the Enemy has taken more than half hit while aiming without losing the aim bonus. then then they find a chink in the opponents armour the Goblins will be at +25% to their Persistence. Aim: Every round spent aiming adds a +25% bonus to the character’s ranged Weapon skill. from an opponent. goblins. but they must be capable of some sort of sign or Piercing Attacks can not be combined with either an body language that the opponent is capable of All out Attack or Great Attack. the weapon. there are the following special attacks. daggers the players then only a critical roll for Influence vs and crossbow bolts for example). one of whom he has already badly wounded while the other three are still at full hit Movement Actions points. Either the usual Weapon skill or the For example: Rurik is fighting a group of four Throwing skill may be used. points in wounds and/or has seen half his group incapacitated by the players. Attacks may be combined with an Aim action(s). the weapon becomes ‘unset’. which as Piercing Attack: If the character hits with this attack a whole is undamaged and outnumbers him. or through concentration of effort. This bonus only -25% if the Enemy is fewer than the player’s side and applies to the first attack the character makes with has taken some wounds. a hole through their armour. in the ground in anticipation of a charge Opposed roll using the character’s Influence vs. Throwing Close Combat Weapons When the player attempting the roll declares it they If a close combat weapon that isn’t designed to be must decide whether they are targeting the whole thrown is hurled at an enemy then it has a range group or singling out an individual. Do an polearm. As well as a normal +25% if the Enemy out numbers the player’s side. axes If he decides to single out the wounded Goblin. which must be fired at the target being aimed at. The attack is at -25% to the The character need not speak the same language weapon skill and can only be done with impaling as the opponent they are trying to Influence. but attack. The attack is at -25% to the weapon skill and can only be done with If the Enemy is at full strength and/or out numbers impaling type weapons (arrows. Ranged Combat Attack: The character can make a single ranged combat attack. Piercing Ranged a failed Persistence roll will make them surrender. punch a hole through the armour. The taunting and the resultant urge to flee will be at attacker gains a +25% to attack and does maximum -25%. understanding. but has taken some minor wounds. or. or maces where the attacker has enough room to then the Goblin’s Persistence roll to resist Rurik’s wind up the weapon for a really forceful blow. spears. If leader. A fumbled persistence roll will see the Enemy suddenly rout. When the charge actually comes the enemies’ Persistence.

or Intimidate/Persuade persuade foes who are facing defeat. The character uses his Influence skill vs the enemies’ Persistence to either intimidate. When charge occurs character attacks Set Weapon first with +25% to weapon skill. May not attack and may only Dodge as a reaction. Sprint: The character may move a distance up to twice his Movement score. Gives up Reaction for round. Movement The character moves his movement score in metres Change Stance May move from prone to standing and vice versa. Character starts casting spell at beginning of Combat Round. onus lost if concentration broken. his Movement directly away from an enemy he is fighting. Disarming attack Attack at -25% to disarm opponent. tests vs. If a delaying character wishes to interrupt a specific character’s action as it occurs. Piercing ranged attack Attack at -25% and ignore armour if a successful hit. only being able to dodge as defensive reaction. Aim +25% per round aiming to first attack with ranged weapon. Gives up Reaction for round. He may only attack or defend but not both. as does readying two weapons. Ready weapon Character draws or loads weapon making it ready for combat. Character attacks opponent with weapon. forsaking his attack and Ready Weapon: Drawing a sword from its sheath. weapons can be reloaded with this action – this Summary of Combat Actions Action Description Character moves twice movement. Character attacks opponent with weapon.cdefeghikhere isastring ofl SimpleQuest lnnopwerand here are some prone. tests vs. for instance). Charge Loses Reaction for the round. Skill use Character uses a non combat skill. Ranged situation around him. unhooking an axe from one’s belt. All out attack Two attacks at -25%. they wait until that Fighting Retreat: A character may move up to half character has finished their Combat Action. Whoever wins the test acts first. A single Ready Weapon action can also include dropping a weapon currently held to the Cast Spell: Spells take effect when they are cast. followed by a close combat attack with a +1D6 to damage. If successful does weapon Close combat attack damage plus damage modifier. weapon skill. Piercing attack Attack at -25% and ignore armour if a successful hit Character sets spear or polearm in anticipation of charge. Thisisanaffectionatetributetorune 47 Thisisanaffectionatetriuneuest . nocking an arrow to one’s bow – all these actions take one combat Other Actions round. Sheathing one weapon and drawing another takes two Combat Delay: A character may pause to assess the tactical Rounds. If a delaying character merely wishes to act after a specific character has acted. or vice versa. takes effect on INT of Character in Cast spell order of combat Spell not cast if casting interrupted and concentration lost. Fighting Retreat Moves half his movement rate and may make one action or one reaction. Delay Character either waits until after another character’s action or tries to interrupt it. the character must Move: The character may move a distance up his make a test appropriate to his interrupting action (a Movement score. to flee or surrender. floor and then drawing a new one. Weapon skill test if the character wishes to attack. Sprint Moves twice movement score. weapon skill if successful then does weapon Ranged combat attack damage plus damage modifier. Great attack Attack at +25% with maximum Damage modifier if hit.

If the enemy has already reacted this round. Reduce the attack’s requires the use of a skill. If the defender is armoured then the armour will Skill Use. but also equal to or lower than the character’s critical score with that weapon. only one reaction for the weapon in question. score. If a character rolls greater than his Weapon skill. Maximum weapon damage (damage bonus rolled If the damage is greater than the target’s SIZ at normally) this point (before armour points are deducted). as they choose.cdefeghikhere isastring ofl SimpleQuest lnnopwerand here are some takes as many Combat Rounds as noted in the Knockback occurs. and rounded down. such as opening a locked damage by the armour points (AP) of the defender’s door with the Mechanisms skill. 3 – Damage Resolution Impaling Critical hit If the attack is successful. as that derived from statistics. he has hit his target. Weapon skill. The character performs one action which absorb some of this damage. The target may either attempt to dodge or parry the A critical hit automatically causes maximum damage attack. armour. Each Weapons that are capable of impaling (such as weapon has its own Damage score. arrows) do the following when a added the attacker’s Damage Modifier in order to critical is rolled. Close Combat Situational Modifiers Situation Skill Modifier Target is helpless Automatic Critical Hit Target prone or attacked from behind +25% Attacking or defending while on higher ground or on mount +25% Attacking or defending while prone –25% Attacking or defending while on unstable ground –25% Attacking or defending while underwater –50% Defending while on lower ground or against mounted foe –25% Fighting in partial darkness –25% Fighting in darkness –50% Fighting while blind or in pitch black –75% Thisisanaffectionatetributetorune 48 Thisisanaffectionatetriuneuest . weapon’s description. Every Weapon skill a character possesses has a If a character rolls equal to or lower than his critical score. are not maximised but rolled as normal. However. then the 2 – Target Reaction attack is considered a critical hit. character must roll a critical also. Move straight on to To avoid a critical hit the dodging or parrying Damage Resolution. then this attack is unopposed. Damage modifiers. divided by ten. to which is spears. swords. damage is rolled. he If the D100 attack roll is not only lower thnt the has missed his target. A Normal attack is made by simply rolling D100 and comparing it to the character’s skill in the weapon Critical Hits he is using. determine the total damage being dealt. such can be made to a successful attack per round. A critical score is the Weapon skill’s Weapon skill. Close Combat Attacks 4 – Damage Application 1 – Making the Attack Apply any remaining damage to the defenders’s hit points.

Critical Hit. First attack is at normal DEX and then subsequent Dodges can only be made against close combat attacks are at intervals of DEX divided by the attacks. because roll to fight through the pain. is affected by the skill penalty when wearing heavy armour. All the character’s skill rolls become Difficult (-25%) Parry because of the blinding pain. The defender rolls against his Dodge Murgan parries one of his attackers and chooses to use 75% of his skill. Reactions are made in round. Crushing Critical hit A character that scores a critical hit with a crushing Close Combat skills greater than weapon (such as clubs and maces) causes maximum 100% damage as normal. may choose to Parry with a weapon or shield as his reaction to avoid damage. Reactions For combat attacks at over 100% in the weapon skill the number of attacks and the allocated % of each A character can make one Reaction in a combat one must be declared at the start of the combat round. For example avoid damage. sling shot and cross bow bolts. On a critical of this you can use it to avoid all damage. If dodging against a Weapon remains stuck in opponent. plus he adds his maximum damage bonus A character with over 100% can split his skill to perform multiple attacks and parries or dodges. to roll their weapon skill to successfully do so. and they take 1 Hit point of additional damage per round that the When an attacker successfully hits. This means that he has 45% left to parry the next attacker in skill. Therefore the first attack occurs at DEX 10 and the second at DEX 5. Thisisanaffectionatetributetorune 49 Thisisanaffectionatetriuneuest . The defender rolls If the owner removes the weapon. the owner must roll a successful skill roll. then the defender must also roll a critical While the weapon remains impaled in the character: on their dodge roll to avoid the attack. Otherwise the armoured combatants tend to parry. critical parry against a normal success deflects all the damage. Each time the weapons owner attempts this they do the If the defender succeeds then take the AP of weapon’s damage again. Lightly first aid. Reactions are declared after a successful attack has For example Murgan the Mighty with a DEX 10 splits his occurred but before its effects are applied. Parries can be made against both ranged and close Divide the character’s DEX by the number of attacks combat attacks. Any allocation of split is allowed for Example response to the successful hits of enemies. although only shields can be used to find when attacks occur in the DEX sequence. Murgan the Mighty with an Axe skill of 120% can split it 90% /30% or make four attacks at four opponents There are two types of Reaction – dodge and parry. If parrying against a Critical Hit the To remove the weapon without causing any defender must also roll a critical on their Weapon additional damage. number of attacks. then they need against their Weapon skill of the . the defender the start of combat round but careful track must be may choose to Dodge as his reaction. without damage modifier.cdefeghikhere isastring ofl SimpleQuest lnnopwerand here are some Ignores armour If the defender succeeds then they have successfully avoided the attack. Unlike Actions. without Mainly down to a matter of combat style. while heavily roll no additional damage is taken. they must successfully make a Resilience armoured combatants tend to Dodge. in order to kept of how much has already been used. What’s the difference between Parry and Dodge? For the character to pull out the weapon. A Such additional damage is not reduced by armour. the weapon away from the rolled damage. the same round. because dodge character takes the weapon’s damage again. to parry arrows. the defender weapon remains stuck in them due to bleeding. in range at 30% each. Dodge Parries and Dodges do not need to be declared at When an attacker successfully hits. attack to make two attacks. First Aid.

but only take a single combat round to ready. Loading Ranged Weapons-Most ranged weapons The target may attempt to dodge the attack. 4. 3Only thrown weapons may be used underwater. Others may not normally parry it. shooting at a target within a mist that has moved more than 10m since the attacker’s last Combat Action imparts a –50% penalty. See weapon description in the equipment chapter. modifiers from different sections are cumulative. However. with the following other modifiers are applied).cdefeghikhere isastring ofl SimpleQuest lnnopwerand here are some Ranged Weapons attacked without penalty.Disarming 3. 2Attacker condition modifiers are cumulative.Ranged attacks may not be used as part of a charge or flurry. but the All ranged attacks are handled in same manner attacker’s effective Weapon skill is halved (before as close combat attacks. Ranged Attack Situational Modifiers Situation Skill Modifier Wind1 High wind –25% Fierce wind –50% Attack automatically Hurricane fails Target Movement1 Target has moved 10m or more since attacker’s last Combat Action –25% Target has moved 30m or more since last Combat Round –50% Target Visibility1 Target obscured by smoke. Therefore. Dodging and Parrying 2. mist or is in partial darkness –25% Target obscured by thick smoke. Range A character may not attempt to disarm targets with ranged attacks. Attacks against targets exceptions: beyond double the weapon’s range automatically fail. nor may he attempt to strike a A target within the weapon’s range may be target’s weapon or shield. 1. take more than one combat round to reload. fog or is in darkness –50% Target Size1 Target is under SIZ 5 –25% Target is above SIZ 20 +25% Target Condition1 Target is helpless +25% Target prone –25% Attacker Condition2 Attacker is prone –25% Attacker is underwater3 –25% Attacker is on unstable ground –25% Attacker is blinded –50% 1 Modifiers within these sections are not cumulative. Thisisanaffectionatetributetorune 50 Thisisanaffectionatetriuneuest . A target within double the weapon’s range may be attacked. 5. Bows and other projectile weapons will automatically miss if fired underwater.

When firing into a crowd. falls prone and can not move. attacks. This is in addition to any effects described below. 5 Broken ribs. against the unmodified attack skill. Lose 2 points of CON permanently. When hit points are reduced to the resolved as normal for a target behind cover. for defenders to shot through) -75% This rating is the amount of dice rolled when the weapon successfully hits a target. 6 Slashed stomach. Automatically drop any held items. The halved DEX is regained once the character starts to heal. Left Leg muscles badly cut/mangled or leg bone shattered and becomes useless . The effects of major wounds are permanent. 7 Heart stops in shock! Lose consciousness for the next D10 combat rounds. and all Lore . Lose 2 points of DEX and 2 STR permanently.fall prone. 9 Left Arm badly broken and becomes useless permanently .character permanently paralysed below the neck (odd result on dice) or the torso (even result on dice). lose 4 points of DEX.all skills become Very Hard due to severe pain. This includes Perception. Lose 3 points of CON permanently. Major Wound table Roll 1D10 Effect Lose an eye. shattered bones and severely damaged internal organs. 10 Right arm badly broken and becomes useless permanently. with a -50% modifier. Lose one extra Hit Point per round from blood loss. unless healed magically. -50% target’s hit points.g. brain damage. can 4 crawl at 1m per round. Half DEX permanently. can 3 only crawl at 1m per round. final one the character falls prone and must make an immediate Resilience test divided by ten rounded If attack fails to hit the defender and succeeds down to stay conscious. the Games Master will All damage is taken away from Hit points. Roll on the Major Wound Table below to see what type of wound the character has suffered. the firer has hit Major Wounds (Optional rule) If the character takes half of their original HP in one go then they suffer a major wound. Lose 2 points of DEX and 2 STR permanently.g low wall that leaves only head and torso exposed) -25% When a character successfully scores damage Very good cover eg. castle wall with arrow slits relevant Weapon table in the Equipment chapter. 8 Spine broken . Automatically drop any held items. All skills involving mental processes become -25 2 permanently. firing against a target it must be deducted from the from protected battlements. Persistance.All Perception rolls become Very Hard. Every weapon has a damage rating. This represents badly mangled limbs. If the roll is made then the character’s DEX is immediately halved and the character may only fight on for as many combat rounds as their remaining hit points before failing unconscious. which is listed in its statistical entry in the Virtually total cover (e. defender on a castle wall. determine how much cover the defender has from the ranged attack. Cracked skull. Mythos and Craft skills. or fall unconscious. Thisisanaffectionatetributetorune 51 Thisisanaffectionatetriuneuest . Right Leg muscles badly cut/mangled or leg bone shattered and becomes useless .cdefeghikhere isastring ofl SimpleQuest lnnopwerand here are some Cover one of the individuals adjacent to the target. Lose 4 points of INT. The ranged attack is then One hit point. since it represents the shock and trauma of the wound. Damage Partial cover (e. 1 point of CHA 1 permanently. They must immediately make a Resilience roll. The attacker’s Firing into a Crowd Damage Modifier is usually added to this. The accidental target may dodge against this attack as Cover affects both ranged and close combat normal.fall prone.

Character is dead. weapons dependent on a 2H Weapon skill. a Polearm or a Staff. score when moving rather than his own. For example Finbar the Unsucessful. If this roll is failed. target’s SIZ. Knockback can occur when a character is hit by Failing this test will cause the horse to automatically either ranged or close combat attacks. If the character who caused the damage did so as part of a Charge Combat Action. only If an unarmed attack is parried by a crafted or the character’s own SIZ is used and any Knockback natural weapon. to the limb he is Two Weapon Use using. Knockback occurs after Reactions have been completed. he must make a Dodge Skill test or suffer 1D6 damage as they slam into the A mounted warrior is prohibited from using obstruction. gets blasted Mounted Combat by a Dragon’s fiery breath for 30 points of damage. bonus attack is at -25% Weapon or Shield Skill. but before armour points are deducted Succeeding this test allows the horse to be treated from the attack’s damage. They may parry other natural weapons or unarmed attacks. backwards 1 metre by the force of the attack. shield attack. These modifiers do not apply if the target on foot is If a character is knocked back into a wall or as tall as the mounted character is while mounted. use the Flee Combat Action at every opportunity for the remainder of the Combat Round. the target is knocked Round. other solid object.cdefeghikhere isastring ofl SimpleQuest lnnopwerand here are some Hit points equal zero. with no damage modifier. so this sees his body reduced to ash. attacker suffers a –20% penalty to his Reaction skill. Character is this up immediately with a shield bash at -25% to the dead and body beyond repair. A mounted adventurer can use no weapon at a Skill For every five full points the damage exceeds the level greater than his Riding skill score. This weapon attacks. but not crafted Gain a single bonus Close Combat Attack action. then the attacker will immediately will cause him to be knocked off his mount. the distance the A mounted character uses his mount’s Movement target is knocked back is doubled. chance to make farewell speeches For example A warrior armed with sword and shield. This is in addition to the normal effect of the parry. If the damage at this as a trained mount for the remainder of the Combat point exceeds the target’s SIZ. Untrained Mounts The rider of a mount unused to combat must make a Knockback Riding Skill test at the start of each Combat Round. A character that suffers from Knockback must also a character on foot defending against a mounted succeed at an Acrobatics test or fall prone. A mounted warrior has a +20% bonus to his attacks and parries against adjacent opponents on foot. Beyond the pale – hit points in the negative to a can attack with the sword normally and then follow value equal to the original total value. Mounted characters suffering from Knockback can add the SIZ of their mount to their own if they make Unarmed Combat a successful Riding Skill test. In the grim second attack occurs at half the character’s DEX in and gritty world of SimpleQuest combat there is no order of combat. The Thisisanaffectionatetributetorune 52 Thisisanaffectionatetriuneuest . The damage they deal is listed in the OR monster’s description. they are knocked back an additional metre. A character wielding two weapons or a weapon and a shield may use the off-hand item to either: Natural Weapons Parry one additional attack per Combat Round (over Natural weapons such as the teeth and claws of and above the normal Reaction allowance) monsters are counted as weapons and not unarmed attacks. Unfortunately Finbar only has ten hit points. suffer the rolled damage of the parrying natural weapon.

Grapple Fails: The grapple attempt fails and the attack is considered to have missed. the attacker suffers 1D6 damage. Grapple Succeeds: The grapple attempt is successful and the two combatants are now grappling. Instead. If the character succeeds his roll while his opponent fails then the character has succeeded in breaking free and the combatants are no longer grappling. throw an opponent – this test suffers a penalty equal to the opponent’s DEX+SIZ. Grappling Combatants Grappling combatants will remain locked together until one combatant breaks free or is thrown out of the grapple. A grappling combatant is restricted to the following special Combat actions: Break Free: To break out of a grapple. the damage is 1D6 + damage modifiers A grapple attack is made in the same way as a normal unarmed or natural weapon attack but must Throw: It takes a successful Unarmed Skill test to be declared as such before any dice are rolled. no succeeds. If this skill test Should the attacker hit with his grapple attack. Grapple Succeeds. Immobilise: While immobilised.cdefeghikhere isastring ofl SimpleQuest lnnopwerand here are some Grappling the opponent’s DEX+CON. Grappling combatants may not use Reactions. The characters may only use the Unarmed Skill or a Natural Weapon skill in this case. the character makes an opposed grapple attempt. in a roll similar to an opposed skill test. If this skill test succeeds. Attacker may immediately make Inflict Pain or Immobilise or Throw attempt (attacker’s choice): The two combatants are now grappling and the attacker may immediately follow up on this success by attempting either a Throw or Immobilise manoeuvre. the opponent is thrown 2 metres and damage is initially caused. It takes a successful Unarmed Skill test to immobilise an opponent – this test suffers a penalty equal to the opponent’s DEX+STR. enemies are considered helpless. though they will be adjacent. then opposes his Unarmed Skill to the target’s Unarmed Skill (if parrying with a weapon) or Shield Skill (if parrying with a shield). Grappling combatants suffer a –20% penalty to any tests that do not target or directly respond to their grapple partner. Inflict Pain: It takes a successful Unarmed Skill test to inflict pain – this test suffers a penalty equal to Thisisanaffectionatetributetorune 53 Thisisanaffectionatetriuneuest . Martial Arts A character with Martial Arts may use his Martial Arts Skill rather than any other skill in the grapple rules. The grapple ends in this case.

Battle magic draws its power from the person Improvement points are covered on pxx of Chapter casting the spell. Because of this Battle magic is 7 The Quest and afterwards. either by sitting down and taking it very easy or by going to sleep for a good nights sleep. there are a fair few that will aid the wily Characters learn Battle Magic from other characters charmer and golden tongued manipulator. Despite the name not all the Learning Battle Magic Spells spells in this group are directly applicable to physical combat. Spells are learnt separately. hence the name given to this approach to magic. which can be the focus of a Quest. Thisisanaffectionatetributetorune 54 Thisisanaffectionatetriuneuest . The base chance for Battle Magic Casting is POW x3.cdefeghikhere isastring ofl SimpleQuest lnnopwerand here are some Chapter 6 Learning Battle Magic Casting Battle Magic Battle MagicCasting is treated as an Advanced Skill. who know the spell. they must pay the power of the caster’s spirit. fully rests. From local folklore and tradition . associated with their gods’ mythological exploits. Battle Magic Casting can be The most frequently encountered spells. eight Magic Points. the full price in improvement points to gain the spell at a higher magnitude. Even if a character also called ‘Spirit Magic’ because it draws directly on knows a spell at a lower magnitude. base. but the Battle Magic Of all the approaches to magic. he must All characters start play with Magic Points equal to spend four improvement points to gain the spell at their POW Characteristic score. Battle Magic is the Casting skill determines the success for casting most commonly available. However it is not necessary to learn score also acts as a maximum limit to the amount of the intermediate spell of Bladesharp 3 on the way to Magic Points a character can store at any one time. takes two hours of rest to regain two Magic Points . POW total. four hours From remote hermits and otherworldly shamans to regain four Magic Points. It costs one Improvement point per magnitude point to learn a Battle Magic Spell. that relate to combat. Regaining Magic Points Of all the approaches Battle Magic is the least powerful. Magic Points regenerate once the character sources. learning Bladesharp 4. six hours to regain who commune with the spirit world and learn it’s six Magic Points and eight hours to regain the full secrets. In some settings every all Battle Magic spells. If the teacher is indifferent to the player character to start with they will need to do some kind of service. So Rurik.families hand For every two hour period that a character rests down spells and the local wise woman can teach they regain Magic Points equal to a quarter of their healing spells to good members of the community. He wants to learn Bladesharp 4. Characters may never exceed their original Magic In each case the player character must be in good Point total by resting. Under the default rules all adult will know a few spells relevant to his or her player characters gain Battle Magic Casting skill at trade. Basically if the character has a comfortable uninterrupted sleep of eight hours they From local priests who teach Battle Magic will regain their full magic points. standing with the teacher before they will teach them the spell. and increased by spending points out of the Advanced making up the majority of the spell list are those skill points pool. but it is the easiest to obtain. and 3 points of magnitude of spells during character generation. A character’s POW that magnitude. Magic Points For example Rurik already knows Bladesharp at 2 magnitude. Using magic points is a draining and exhausting activity that requires a major effort for the body to Battle magic can be learnt from a number of regain. with a POW of 8.

does increase their chance of avoiding the effects of a not need to roll for each casting. a Battle Magic Casting test when the caster has been put on the spot in a moment of tension. requiring loses one Magic Point instead of the normal cost of the spellcaster to continue to hold the runes. their Movement while spell casting. the spellcaster and must be able to see his target. if using In a single Combat Round. or suffers a Taking the above rule into consideration. will either automatically ruin the spell (if the spellcaster is blinded or disarmed. spell. a caster can dismiss any magic such as Golden Tongue.cdefeghikhere isastring ofl SimpleQuest lnnopwerand here are some Casting Spells A fumble on a Spellcasting test means that the spellcaster has been unable to control the flow of A character must be able to move his hands to make the Battle Magic. and ignore distractions. GM s advice: When to ask for a Battle Distractions. to help with an Permanent spell(s) he has cast. Whenever a spell is cast using Battle magic. casts. loses a number of Magic Points equal to its Magnitude. Spell Traits & Descriptions If the Battle Magic casting test fails. Rather than losing a single Magic gestures and be able to chant in order to cast a spell Point for failing to cast the spell. Critical Success Concentration: The spell’s effects will remain A critical success on a Spellcasting test means that in place so long as the character continues to the spellcaster has been able to control the flow concentrates on it. which is used for ranged or close combat. such as in the midst of combat. a number enemies adjacent to them every Combat Round of Magic Points are deducted from the spellcaster’s they spend spellcasting. though the character may slowly walk up to half When the character is casting a spell under duress. If the character is relaxed and has all the time Casting begins at the start of the combat round and in the world then no casting test is needed. Thisisanaffectionatetributetorune 55 Thisisanaffectionatetriuneuest . When the situation is much more relaxed then Magical Defence there is no need to call for a Battle Casting test. Therefore after combat a character that is using Any target can spend Magic Points in order to Heal 2 to heal injured members of his party. Every Magic Point spent simply heal the damage and take off the magic in this way grants a +5% bonus to the target’s Resist points. the spell does The traits used by spells are detailed below. total equal to the Magnitude of the spell. Area (X): The spell affects all targets within a radius specified in metres. No other action may be taken while casting a spell. The spell then takes effect. of DEX. not take effect and the character loses one Magic Point. or attacks on the spellcaster as he Magic Casting roll. instead is automatically cast. the spell a spell’s effect happens on the Caster’s INT. test. The character functionally identical to casting the spell. In this regard Battle magic is like any other skill. This is usually during combat or. Concentrating on a spell is of the magic particularly effectively. Dismissing Spells where it is important whether the spell works or not. chant the spell. Instead they spell with the Resist trait. Duration (X): The spell’s effects will stay in place for Fumble the number of minutes indicated. Ceasing to cast a Influence test in social situations. most Wound) or requires Persistence tests to maintain of the time the Games Master will only call for concentration on the spell. there will always be some kind of sight and sound created Casting Time that is automatically detected by any creatures within ten metres times the Magnitude of the spell. Spellcasters draw possible free attacks from If the Battle Magic casting test succeeds. Concentration spell is immediate and not an action. they must pass a Battle Magic casting test to successfully cast the All spells take one combat round to cast.

Progressive. For every point of Magnitude. Persistence or Resilience test (as specified by the spell) in order to avoid the effect Duration 10. Note that Resist (Dodge) spells The target’s Unarmed attacks are considered require the target to be able to use Reactions in natural weapons. The touch his target for the spell to take effect. Magnitude 1. Battle Magic spell listing Magnitude (X): The strength and power of the spell. though it may not make any attacks unless learnt and cast at greater levels of Magnitude than it is attacked first. The weapon’s base damage remains non-magical. The spell itself then disappears. Other creatures (such as spirits or to a maximum distance of the character’s POW x 5 magical beasts like dragons) are not affected by this in metres. which is well below +25%. This is because such spells chance to hit with the weapon by +10% and deals start small and end up big. the low level magic of Bladesharp cannot benefit from Fireblade. A weapon under the effects of that it starts off small. Progressive. only take non-offensive actions. but within two is magical and will affect creatures that can only magnitudes at Bladesharp 3 it givies a +30% be hurt by magic. club or mace. the minimum modifier For every point of Magnitude. For every point of Magnitude the order to dodge. The spell then extra damage. a Bladesharp one point of extra damage. This spell can be cast on any weapon with a blade. extra damage. Resist (Dodge/Persistence/Resilience): The spell’s effects do not take effect automatically. and ends up big as the magic of spell slinging heroes. The weapon’s base damage bonus. This spell is effective against humanoids and natural Ranged: Ranged spells may be cast upon targets up creatures. street diviners and local wisewomen. This extra damage 1 spell gives a +10% bonus. Progressive. So. the minimum. such as a warhammer. it increases the normally handed out. Magnitude 2. The target may run if it so chooses and may dodge and parry normally in Progressive: This indicates that the spell can be combat. The base natural weapon damage remains non-magical. The target Bestial Enhancement may make a Dodge. the Resist spell increases the chance to hit with the target’s (Dodge) trait requires the target to dive in order to natural weapons by +10% and they deal one point of mitigate the spell’s effect. This extra damage is magical and will Touch: Touch spells require the character to actually affect creatures that can only be hurt by magic. Magnitude 1. Bludgeon Duration 10. Why do some of the spells break Bladesharp SimpleQuest’s big bonus rule? Duration 10. It’s an inbuilt feature of Battle Magic remains non-magical. Touch Some of the Battle Magic spells listed below give a bonus of +10% per point of Magnitude. Magnitude 1. Befuddle Also the minimum number of Magic Points required Duration 5. Ranged. (Persistence) Permanent: The spell’s effects remain in place until The affected target may not cast spells and may they are dispelled or dismissed. Thisisanaffectionatetributetorune 56 Thisisanaffectionatetriuneuest . it increases the chance to Trigger: The spell will lie dormant until an event hit with the weapon by +5% and deals one point of stated in the description takes place.cdefeghikhere isastring ofl SimpleQuest lnnopwerand here are some Instant: The spell’s effects take place instantly. affect creatures that can only be hurt by magic. weapon. Touch of the spell entirely. spell. This extra damage is magical and will takes effect and is expended. Touch spellcaster must remain in physical contact with the This spell can be cast on any crushing or smashing target for the entire casting. In the case of Area spells. Resist to cast it.

Magnitude 1. A successful Countermagic disrupts the The potion costs the enchanter magic points. Progressive. Progressive Duration 5. Countermagic All potions are one use. The magnitude of the Create For every point of Magnitude of this spell. For each additional point of Magnitude. (Potion making). As long as Countermagic’s must know the spell at the magnitude enchanting Magnitude equals or exceeds the target spell’s at. Instant. Touch take three hours per point of magnitude to create. open road. If they fail the potion is ruined and obscured. non-magical potions. Ranged The potion automatically works and doesn’t incur a Countermagic is only ever used as a Reaction. Duration Permanent. increases any skill that uses DEX as its base. Magnitude 1. Countermagic’s Range that the character wishes to counter.cdefeghikhere isastring ofl SimpleQuest lnnopwerand here are some Clear Path Charms take one hour per point of magnitude of spell(s) being stored to create. provides a Protection 1 processes and preparations required to assemble spell. The characteristic can be increased above normal racial The enchanter must have the advanced skill Lore maximum for the duration of the spell. Magnitude 1. the Potion spell needs to equal or exceed the highest target’s DEX score increases by +2. Charms are physical items that store one or more or it evaporates losing one point of magnitude per battlemagic spells. Progressive. a sword etched with runes that holds a Bladesharp 2 spell Advanced Skill: Lore ( Potion making ) and a sheet of paper with a poem that protects This skill allows the character to brew magical and the user against physical harm written on it which. Otherwise they are one use and lose the stored spell(s) when cast. Cover of Night There is an associated cost of 1 Gold Ducat per magnitude. the target spell is countered. Examples of charms are a week. This also magnitude of the spell being stored into the potion. Duration Permanent. Create Potion Co-ordination Duration Permanent. Progressive A potion must be stored in an air tight container. Touch Potions are liquids that store one or more battlemagic spells. Magnitude 1. thorny brush as if he were on an the item is broken the spell is dispelled. If the caster spends one Improvement Point at time Create Magic Point Store of creation they are reusable. the enchanter must roll This spell grants the target a +10% bonus on all successfully against Battle Magic Casting for each Deception tests per point of Magnitude and also spell being placed in the potion and against Lore provides them with the benefit of being partially (Potion Making). Reusable Charms Duration 10. Magnitude 1. . and infers a knowledge of the when worn against the skin. the necessary ingredients. Touch To make the potion. they lose the cost of the ingredients. Progressive. necklace that holds a Befuddle 4 spell. the potion. has magic point storing capabilities. They must be drunk in one swift gulp to work. Magnitude 1. They use the wielder’s Battlemagic casting skill and This spell allows the caster to create an item which magic points when used. Create charms Potions take one hour per point of magnitude of spell(s) stored to create. with the magic points of the spell being put into Magnitude. Magnitude 1. Progressive. They other spell and nullifies it. This spell allows the caster to move through even Charms are mundane items in their own right and if the most tangled. Duration 5. These allow the Thisisanaffectionatetributetorune 57 Thisisanaffectionatetriuneuest . cost in magic points to the person who is drinking and only when another spell is cast within the potion. Progressive. he may bring one person with him.

starting with the most powerful affecting the target. Concentration. If this spell takes effect before Disruption literally pulls a target’s body apart. This pool of magic points to cast the spell from. the target will try to avoid fighting target will suffer 1D4 points of damage to a random and will either run or surrender. in game terms treat them as This covers a family of spells that all operate in a unbreakable. magic points. The caster must provide their own magic points Detect Magic: Gives the location of the nearest to fill the item as part of the spell. Magnitude 1. Ranged. The amount of magic item. Ranged Instant. Ranged. the item can be refilled instantly from the creatures. though the stored in them to create. Once all the magic points Detect Enemy: Gives the location of the nearest are used. Resist (Resilience) spell has all Weapon skills halved and may not cast offensive spells. effect is stopped by a thick substance such as metal.e who intends to harm the caster. Magnitude 1. Detect Gold and Detect Wood. magical creature or active spell. Magnitude 1. ignoring any armour points. doing damage of 1 point Detect Substance: Each Detect Substance spell will per magic point still in the item to everything in a give the location of the nearest substance of the radius of one metre. The combat begins. A spell cannot be partially eliminated. earth or stone that is at least one metre thick. If the item is destroyed the magic points are released in a magic blast. If the improvement point is spent the item becomes resuseable. Examples of this spell include Detect Goblin. such as a bat’s sonar and other senses such as Night Dispel Magic will eliminate a combined Magnitude Vision (see chapter 10 Creatures) function normally. no more spells will be eliminated. The effects of this hit location. Detect Rhino and Detect Elf.. Resist affecting it eliminated. of spells equal to its own Magnitude. The separate are created they are non-reusable. Progressive. Ranged Light sources within a Darkwall area shed no light and normal sight ceases to function. of a number equal to the magnitude of user’s own magic points. the spell. (Persistence) Disruption This spell creates doubt and uncertainty into the very heart and soul of the target The target of this Instant. the spell is too high). Ranged Typically crystals are used due to their physical toughness. allowing the caster to locate the sword with Bladesharp 2 stored in it. to provide a closest target of the spell within its range. Other senses This spell will attack and eliminate other spells. If this option is chosen. This also applies to charms. Duration 5. magic points put into the item at the time of casting becomes the maximum that can be put into the Detect Species: Each Detect Species spell will give item. Magic point stores take one hour per magic point It is also blocked by Countermagic. If it fails to The caster may move the Darkwall one metre per eliminate any spell (because the spell’s Magnitude Combat Round. caster will know the target is somewhere within range (though not its precise location) and that it Unless one improvement point is spent when they is being protected by Countermagic. Once the magic Detect spells are listed below and must be learned points are used the item looses its ability to store separately to use them. specified type. This maximum can not be increased after the the location of the nearest creature of the specified spell is cast. Magnitude 2. Thisisanaffectionatetributetorune 58 Thisisanaffectionatetriuneuest . Magnitude 2. spell are automatically cancelled by the Fanaticism spell and vice versa. species. so a target under the effects Demoralise of a spell whose Magnitude is higher than that of Dispel Magic will not have any spells currently Duration 5. Examples of this spell include Detect Coal. such as a similar fashion. then its effects immediately end and gains the Concentration trait.cdefeghikhere isastring ofl SimpleQuest lnnopwerand here are some owner to have a pool of Magic Points in addition to Detect X their own. Darkwall Dispel Magic Area 5.

Magnitude 1.cdefeghikhere isastring ofl SimpleQuest lnnopwerand here are some Dullblade Firearrow Duration 10. Since Firearrow does magical damage. The effects of this spell are automatically cancelled by the Demoralise spell The touched creature gains a bonus to any and vice versa. buying or selling goods or equipment. Progressive. target’s CHA score increases by +2. Duration: Special Instant. Progressive. Ranged Glamour This spell instantly puts out fires. For burst into flame when it is fired and strikes a target. Progressive. this weapon will deal its Persistence. Only every target gains a +25% bonus to any skill tests the next skill test made after the spell’s casting is he is called upon to make. the missile will deal 1D10 dealt by the target weapon by one. either Concentration. Magnitude 2 a Small Fire. every point of Magnitude it reduces the damage When it hits a target. If it fails it is driven damage. The caster can increase or decrease the target’s next skill test by For as long as the caster maintains concentration. Magnitude 1. Heal Instant. Magnitude 3 a Large Fire and Magnitude 4 will put For every point of Magnitude of this spell. Touch. Progressive. Resist cannot benefit from Multimissile or Speedart. with a penalty of -10% for every 1D10 magical fire damage instead of its normal magnitude point of the spell. Resist (Persistence) Good Fortune This spell allows the caster to influence fate. cannot benefit from Bladesharp. Touch (see Chapter 10 for details on possession type). Progressive. A weapon under the effects of Fireblade back to the Spirit World. Progressive. Magnitude 1. (Persistence) Fireblade This spell excommunicates a spirit that is either passively or dominantly possessing a character Duration 5. The target will also Duration 10. A target cannot have its CHA increased in this way to more than Fanaticism twice its original CHA score. Drive out Spirit it affects creatures that are immune to normal damage. the caster Thisisanaffectionatetributetorune 59 Thisisanaffectionatetriuneuest . casting. The spirit resists eviction from its host using For the duration of the spell.. The target of this spell will have all close combat Golden Tongue Weapon skills increased by +25% but may not attempt to parry or cast spells. Progressive. Magnitude 1. Touch For every point of Magnitude of this spell. 10% for each point of the spell’s Magnitude. the out an Inferno. Magnitude 1. one person can be targeted by the spell. This bonus only applies Fate when a character is evaluating. Touch for the good or ill of the target. Instant. Progressive. Ranged Magnitude 2. Duration 5. For every point of affected. At Magnitude 1. Any skill that is based upon CHA also increases by +2 per Magnitude of the Duration 5. Touch it can extinguish a Flame. points of magical fire damage instead of its normal damage. Magnitude 1. Touch. opposed Evaluate or Influence test equal to 5 x the Magnitude of the spell. Trigger This spell can be cast on any weapon but will not Casting this spell on a missile weapon will cause it to affect unarmed attacks or natural weaponry. Since Fireblade does magical damage. which can be up to a day after the spell’s Magnitude. Ranged spell. Magnitude 1. Touch have its Dodge skill halved. A missile under the effects of Firearrow Instant Magnitude 1. it damages creatures immune Extinguish to normal damage. Magnitude 1. Magnitude 4.

Duration 10. creating a flame. Touch. Progressive. This stacks with any existing armour and is treated Duration 5. range. Instant. Trigger target. Touch Duration 10. Ranged language in which it was spoken. casting. fur or clothes) then the spell gains the Resist (Resilience) trait. Concentration. though targets will not have telepathy with one another. Progressive. Magnitude 1. in the same Duration 10. Magnitude 1. but it will be obvious to the area of effect. The marks of repair will remain visible. Ignite Magical missiles created through Multimissile will not cause critical hits. or he will be burned by any metal in contact with his flesh (causing Cast on a physical object (including living material). Creatures time the missile may remain ‘charged’ before the of a different species will have half this damage spell simply expires. Pierce Mindspeech Duration 5. For every point of Magnitude of this spell one Mobility armour point is added to the armour of the target. of Multimissile cannot benefit from Firearrow or Speedart. Progressive. Progressive. not a flame. thrown. Magnitude 1. caster and any target. It allows telepathy between the bypass magical armour as easily as normal armour. it ignores This spell can affect one target for every point one armour point when it strikes armour. Magical missiles created through Multimissile are magical and will affect creatures that can only Ignite will set fire to anything flammable within be hurt by magic. Magnitude 1. Ranged This spell can be cast on any weapon with a blade or point. A Magnitude 6 or higher Heal spell will also re- attach a severed limb accomplished within ten When the Multimissile-enchanted missile is fired/ rounds of the loss. Touch Multimissile Every point of Magnitude of this spell it will repair one hit point of damage to any one non-living Duration 1. same damage as the original (though they will not benefit from the character’s damage modifier). a missile weapon is charged with the spell. Ranged can. Magnitude 2. Magnitude 1. Magnitude 1. one additional magical missile is created for every point of Magnitude. A missile under the effects repaired (minimum of one hit point restored). Ranged under the effect of this spell. unless an appropriate Craft test is made at the time of If the spellcaster succeeds in casting the spell. The words transmitted Protection by telepathy must be whispered and will be heard directly in the head of the recipient. For every point of Magnitude of this spell. Magnitude 1. Each magical missile’s A Magnitude 8 or higher Heal spell will also cure any attack is rolled for separately and each does the single poison or disease affecting the target. Note that only the specified area is resisted. The Thisisanaffectionatetributetorune 60 Thisisanaffectionatetriuneuest . Progressive. the Repair target’s Movement score will be increased by one metre. illuminated – everything outside the area of effect is not. Touch Light The target must speak the truth as he knows it while Area 10. For every point of Magnitude. This this spell causes the object to shed light across spell may not be resisted. Magnitude 1. Resist (Persistence). Pierce can of Magnitude. Ranged in the same way. one hit point of damage per Combat Round).cdefeghikhere isastring ofl SimpleQuest lnnopwerand here are some can repair one hit point of damage of either himself Duration of the spell refers to the amount of or another target of the same species. Progressive. The area is considered to be the spellcaster if his Oath of Ordeal spell has been illuminated. This spell creates raw light. Skin or flesh cannot be ignited and if the target is attached to a living being Oath of Ordeal (such as hair. though the original missile Instant.

the caster from magic point loss as the result of a successful attack during Spirit Combat (see below) . if hostile Shimmer causes the target’s image to blur and or neutral to the caster. must make a Persistence distort. by Cast on a missile weapon. Attempts to parry or dodge the If the caster makes the Charm permanent the Spirit missile suffer a –10% penalty per Magnitude of the does not return to the Spirit World upon the caster’s spell and damage is increased by one point per death. then the Spirit is permanently bound into the service of the caster. For the duration of the spell Duration 5. Spirits must attempt the task to the best of their For every point of Magnitude of this spell the ability.cdefeghikhere isastring ofl SimpleQuest lnnopwerand here are some Second Sight Strength Duration 5. Duration 5 Magnitude 1. curse an area if the spirit is bound to it. Touch Second Sight allows the caster to gauge the POW For every point of Magnitude of this spell. when it is fired. This lasts until Magnitude 1. Ranged. A missile under the effects of Speedart cannot benefit from Firearrow or Multimissile. Progressive. by an attacking spirit by one point. If the spirit fails its Persistence test and the caster spends one improvement point per five points of Speedart power of the spirit. Spirits and their typical uses Spirit Shield Disease – Attack an enemy. otherwise it escapes the circle and returns to the spirit world. metre. The characteristic can be his own POW. Thisisanaffectionatetributetorune 61 Thisisanaffectionatetriuneuest . If the spirit fails this test then it must perform one Slow action for the caster. Magnitude 3. target’s STR score increases by +2. Magnitude. (Persistence) Shimmer This spell summons a spirit of a particular type to the caster’s location. Ranged the spirit is visible in the normal world. Progressive. Magic – Lend spells and its magic points to the Each point of magnitude reduces the damage done caster. Progressive. Any skills that use STR by the illuminated POW is less than his own POW. Magnitude 1. It is initially bound into a protective magic circle and. Magnitude 1. increases the target’s Dodge skill by +10%. Additionally. though only a hazy image Duration 10 Magnitude 1. Passion Spirit – Attack an enemy. this spell is triggered casting Create Charm at the same time as this spell. Every point of Magnitude of this spell test at -10% per point of Magnitude of the spell. Magnitude 1. Second Sight provides a +25% bonus on Perception tests to notice hidden magical items or Summon Spirit (Type) hiding people or creatures . Progressive. Ranged Duration 5. On a critical success Duration 5. A target’s Movement may not be reduced to below one metre through use of this spell. curse or protect an area if bound to it. increased above normal racial maximum for the duration of the spell. A target cannot The spell is blocked by anything that blocks normal have its STR increased in this way to more than vision. the of every creature and magic item within range. If asked for information they may not lie out target’s Movement score will be decreased by one right or be deliberately misleading. Resist will show (treat such targets as partially obscured). Touch. Second Sight will also reveal invisible entities. as a base also increase by +2 per magnitude for within three points of his own POW or greater than the duration of the spell. not only does the spirit escape the circle but it may Resist (Resilience) immediately attack the caster in Spirit combat. Trigger the spirit is defeated in Spirit combat or the Caster dies. Progressive Healing – Heal a character of disease or drive away a This spell forms a magical barrier that protects disease spirit. Bound spirits can be bound into Charms. The caster will know if each aura created twice its original STR score.

questions about the past and provide the caster one additional person can be included in the spell with the use of its abilities and magic via passive or an extension of the duration by one minute. This spell allows the target to breathe water for the Ancestor Spirit – Commonly summoned to answer duration of the effect. the encouraged to use their abilities for the shaman’s target’s CON score increases by +2. Touch the local spirit then bind them. Therefore it is important that shamans interact with this ‘Spirit World’. Malicious Shamans use Summon to forcibly call on Duration 5. For every point of Magnitude. A target cannot community. not see the character’s new friends in the Spirit Warmth also protects the target from one point of World. The character is usually then taken under cold damage (magical or mundane) for every point the wing of an existing ehaman who teaches them of Magnitude. Touch Shamans For every point of Magnitude of this spell. if honoured regularly. Progressive. Magnitude 1. If area must resist the spell in order to do so. Touch the character becomes attuned to the spirit world. the Shamanism is the belief that everything in the world target will have +10% added to its Influence skill. which can be communicated with for target’s voice may also be heard at up to the spell’s knowledge and power and that these spirits have Magnitude x 100 in metres. Becoming a shaman is a big Thisisanaffectionatetributetorune 62 Thisisanaffectionatetriuneuest . A village might have a guardian spirit that affects the fertility of the villagers and Duration 10. Magnitude 1. are born. Undead displeased by inappropriate offerings. Thunder’s Voice Duration 10. Magnitude 1. During the period of change. Magnitude 1. they might appear to have gone mad to their friends The target suffers no penalties to Fatigue tests from who are still rooted in the mundane world and can a cold environment while this spell is functioning. a character spends five improvement points and gains the Advanced skill of Lore(Shamanism) and Spirit Combat (see below) at their base skill ranking. Progressive. They exist in a Spirit World which exists alongside. The has a spirit. then the local spirit can resist it or be compelled to leave as quickly as blight crops and make sure no children or animals possible. Water Breath since it is easy enough to talk to them in their locale. Progressive. All skills that use CON who. can be increased above normal racial maximum for the duration of the spell. where Duration 10.cdefeghikhere isastring ofl SimpleQuest lnnopwerand here are some Local Spirit – These spirits are rarely summoned. Water Breath has no effect on the target’s ability to breathe air. They are also responsible for caring and have its CON increased in this way to more than communicating with the spirits of dead ancestors twice its original CON score. lots of healthy children and animals Any undead attempting to enter the protected are born and the fields yield bumper harvests. help the community as their base also increase by +2 per magnitude for by lending their advice and magical abilities. The characteristic Chapter 10 Monsters. the skills they will need in their new vocation. Progressive. In game terms. Becoming a shaman Warmth Usually a shaman is chosen by the spirit world and hears the call. behaviour within the zone at the time of its creation must or worst still neglect. Healing and Spell spirits have to be contacted and For every point of Magnitude of this spell. The the duration of the spell and the target gains +1 hit abilities and powers of these spirits are covered in point per magnitude of the spell. Magnitude 1. a direct effect on the world. possession. Area 5. but invisible to. Touch have to be exorcised by the shaman . the Undead Bane normal worldworld. (Persistence) If pleased and honoured with offerings at a well kept shrine. Progressive. Disease and Pain spirits regularly Duration 5. communicating with Vigour sympathetic spirits and driving off hostile spirits. while Magic. Resist their livestock and the bounty of their harvests. on behalf of her tribe.

such as a normal person who hasn’t been on. This isthe clash of spiritual energies each trying to overcome and dominate the other occurs. Some will be guardian spirits placed over treasure and locations to guard them against intruders who they will attack when they enter their area. shaman can engage in Spirit Combat with an attack equal to the Lore (Shamanism) score. No Magic Points are needed. For every ten points of POW above 20 a spirit See into Spirit World . If about the ‘geography’ of the spirit world and its the loser is a mortal with a body.The Shaman can always see combatant gains an extra +1D6 to the damage they what is happening in the Spirit world and therefore do in spirit combat. Spirit Combat Not all spirits in the Spirit World will be friendly to the player characters. In this Dissociated form the Spirit Block they may have cast on them. Resolve the Spirit Master allows it. unless the Games instantaneously in real time. If the opponent was using a Spirit in metres. The more powerful a spirit is the more damage it does.cdefeghikhere isastring ofl SimpleQuest lnnopwerand here are some commitment and is usually not taken by characters physical combat then an entire Spirit Combat occurs during character generation. Combat skill and knows the appropriate Summon spell for the spirit then they may bind the spirit to Knowledge of the Spirit World . Spirit Shield and Summon spirit. or in the case of Disassociate can be called upon. detect spirits that are invisible to non-shamans. The two are connected by a slender in Spirit combat. Procedure This is a simultaneous opposed test. If a combant’s Magic Points are reduced to 0 it loses Assess harmony of the Spirit World -This ability the combat. spirit capable of possession. Lore (Shamanism) (INT +POW) Use Spirit Combat skill vs Spirit Combat skill or This Advanced skill provides the following abilities.The Shaman learns their service for one action right there and then. If the opponent was using Persistance allows the Shaman to sense if something is wrong the spirit is banished and flees into the depths of with the immediate Spirit World to a range of POW the Spirit World. Drive out Spirit. It also allows them to bind a spirit silver cord. trained in shamanism. Some will be malignant entities that a shaman will encounter in his travels in the Spirit World looking for beneficial spirits. Spirit Combat (Type of Attack) (POW x 3) Disassociate from Body . is effectively dead and his spirit is trapped in the spirit world.The shaman can put his body into a deep sleep while his spirit travels the This advanced skill allows the character to engage spirit world. and the winner is a inhabitants. If the shaman is reduced to 1 or 0 Magic The combatant that loses the Spirit Combat Test Points while in the Spirit World his Spirit returns to loses D6 Magic Points minus the Magnitude of any his body immediately. Persistence if Character does not have Spirit These abilities although magical in origin are always Combat. In addition Shaman’s commonly learn the following Battle magic spells. and if the body is destroyed the shaman after successfully defeating them. the loser is possessed by the spirit. Combat before continuing with the rest of the combat round. If part of a Thisisanaffectionatetributetorune 63 Thisisanaffectionatetriuneuest . In these cases Spirit Combat will occur. Some will be hostile spirits unleashed in combat by enemy shamans.

Perhaps there is a villain from an earlier Quest that they want to hunt down and settle unfinished business with. An example player’s introduction. Part of the fun of the game is may define the reason for their participation in unpredictability and twists. If the Games Master asks the players what they another powerful organization. The middle is where all the dice rolling are. Thisisanaffectionatetributetorune 64 Thisisanaffectionatetriuneuest . Use the players’ ideas to provide you with a springboard to think up locations and encounters. allows you to feed in the excellent ideas that they have into your own. He might even decide that the affects them all. This gives the players a greater sense of involvement and Setup: The beginning. It is then up to the original investigation idea for another day when the players as to how their character’s react. which pays them want during set up then he can mix in some action for completing missions for them. wind and bring them to justice! forever. plan. Whatever might happen 500 irons and a villa in a prime part of the city to it will be a memorable event in the character’s anyone who can find out who is responsible for the lives that leaves them altered. afterwards Death comes to Ridsdale A Quest is an epic story that involves the player A bad wind howls through the empty streets of characters as the main characters. Like any story it the ‘Death Breeze’. while example a Games Master prepares a Quest which the players are still finding their feet in the game. where their creations player characters you want to have in the Quest. There is a chance Ridsdale. and action happens and most of the story is told. It may last one Merchant’s League of Ridsdale offers a reward of or more game sessions. as the locals are calling it. but the players are in a more reflective mood.cdefeghikhere isastring ofl SimpleQuest lnnopwerand here are some Chapter 7 By the end of this phase both the players and the Games Master know what the aims of the Quest is. relies heavily on investigation and politics. For the players Quests a strong idea of what locations. A foul magical wind that brings with it of reward or failure. Another way of and generally up the pace of the investigation so setting up a Quest is to have some sort of major that the players are no longer potentially twiddling event happen in the player character’s locale that their thumbs. the main purpose in the player character’s life. the has a beginning. He players are really looking forward to action based may set up a wealthy ‘Patron’ who requires the game. such as an out break of a magical players’ ideas are so cool that he puts aside his plague or a full scale invasion. Even when you have that they drastically change. At first. the Quest. Games Master Advice: Let your players The Quest is the centre of SimpleQuest play and help you. They may have some sort of normal life that they return Don’t feel that you have to always come up with to between Quests. The Games Master then starts play by sumarising the background and aims of the Quest in the form The Quest and of a ‘Player’s Introduction’. Once the players are more familiar with the game That being said. it are centre stage. remember to keep a few surprises and confident of their character’s abilities they up your sleeve. events and non- are where the fun happens. If the Games Master sticks to his original player characters to perform a job on his behalf. Or maybe there’s a far away part of their land they want to head off and Game play: The middle explore. of encountering foul monsters. With its citizens succumbing to dangerous magics and hidden traps. For and the players set up the Quest. central premise to the Quest has been set up and is already loaded with gaming possibilities. middle and an end. is useful to hear what the players have in mind and weave that into what you already have. then the players will get bored and not have The players’ characters may work for a Guild or fun. a deadly plague. for good or for bad. In this case the players work with the This phase of the game should be the main part of Games Master to define what the aims of the Quest the Quest. while the this process may be led by the Games Master. but it is during their adventures the starting point for Quests. It also ensures that you and This phase of the game is where the Games Master your players get the adventure you both want.

role in it. proper. Lura wants to find out what the magical power is behind the plague. time in describing the Divination and its results. the middle of the adventure is very different character has a different motive for doing so. to to make deals with the traders and merchants for consult its library to see if there has ever been the equipment they need. Some of the things that the player characters may Death comes to Ridsdale (continued) meet on their adventure are: fearsome and violent monsters. This is especially relevant to because of the Plague. The trying to find an especially obscure item a successful Games Master could make Lura’s player make a Streetwise test is required. water. characters that have either Divine or Sorcery spells (see Chapter8 & 9 respectively). Lura finds out that apart from an Research. Lura. horses and note that Rurik has a new shield and move on. but in this case it is quicker to give her the information. which is in the midst of the Hazards and dangers are part and parcel of Quest itself. the Games Master takes more embarks on the quest and will last throughout it. They decide that they are going to hazards and settings. local thieves know any thing about the Plague. So. appropriate clothing. which characters try to find out as much information was started by the vengeful Goblin King. justice to the fiend that has caused so many deaths in the city. Also those characters that are in good standing with Preparation is in the Game Play phase because their gods. Before setting Abnon makes a trip to his Temple to ask for off on the Quest the player characters cast long guidance from his God. If the characters are a similar incident in the history of Ridsdale. so the Games Master asks Rurik’s characters are equipped for the adventure. Especially if the player characters decide to and not fun. Apart from moans about business being slow Magical rituals. This ensures that the about the upcoming Quest is significant and magic is already in effect by the time that the group relevant to the story. ancient scrolls stored there. Before the Quest starts in earnest the players will probably want to have their characters prepare for During Preparation. This type of preparation is where the outbreak of ‘the shakes’ twenty years ago. for example. rather than Setup. it still isn’t really where the What happens on the Quest itself? players want to be. The game would be stale. unless the situation and story Questing. skill test. split up and do different things. Each players. Without risk the rewards of adventure are warrants it. to see if the the characters are planning to go. the players decide to split up. Since what the God reveals duration spells and rituals. Abnon wants to bring Preparation. reward. usually make a trip to their local Temple although it is a brief introduction to the Quest to ask the priests to cast Divination on their behalf. it involves the players taking an active to find out what their God knows about the Quest. in Ridsdale. The players make sure that their is a common item.cdefeghikhere isastring ofl SimpleQuest lnnopwerand here are some Since each story is different. Rather than describe they will want to make sure that they have enough Rurik’s shopping trip to the Market in detail. with its own characters. on Rurik’s character sheet. If roleplaying during the preparation phase leads into Games Master’s Advice: Don’t get stuck in the story proper. Also it can lead into the Quest itself. This Equipping. quickly move through the preparation not worth having. Mancala and Abnon met up in a Tavern Thisisanaffectionatetributetorune 65 Thisisanaffectionatetriuneuest . just food. just run with it and see where it the preparation! takes you. poisoning about the perils they will face on the quest. This usually entails a trip to the local market Lura goes to the local Temple of Knowledge. Rurik goes to the market to find a new shield. Preparation is usually of three kinds. There are however a few common and Mancala are motivated by the prospect of the features to all Quests. boring phase. Rurik for each Quest. there has never been a city may lead them into the local Temples to consult the wide epidemic in Ridsdale’s history. camping equipment for the long hard journey ahead. If they player to deduct the price and note the new shield are heading off into the wilderness. This the cities water supply. the Quest. Although Preparation is in the Game Play phase. he learns very little. and the unique actions of the find out who is responsible for the plague. Alternatively this may involve talking to people who have been to where Mancala goes to his favorite Tavern. fiendish traps and mysterious magic of Rurik.

After avoiding the Thisisanaffectionatetributetorune 66 Thisisanaffectionatetriuneuest . if the player characters game world. Traps were placed rationally. stop to talk and work out what the creature is This rationale can be the spring board to action and doing. Most creatures and monsters the player characters meet upon their Quests will have their own motives. perhaps merely only interested in defending to the players overlooking or failing to interact with their own territory and easily avoidable if the player it. In these cases the Games Master Master was describing.cdefeghikhere isastring ofl SimpleQuest lnnopwerand here are some ancient civilizations. adventures took place in underground complexes They follow up a lead that Abnon’s Divination filled with monsters. served only to slow down the players’ rampage through the dungeon. if searching for hidden keep out intruders or at least slow their advance clues.. The also be clues in the locations they find themselves inhabitants had some reason for being there and in. attacking the monsters that lived within and counting up their treasure once they had slain The backdrop to the Quest may bring its own them. Death comes to Ridsdale (cont) – The Games Masters Advice: Dungeon Ecology Quest In the early days of Fantasy roleplaying most The player characters investigate the deadly plague. or Perception. which no mater how fantastic helped apparent if the players ask or look in the right place ‘suspend the disbelief’ of the players immersing in the right way. Part of a good mystery anyway is down to how As the player characters moved out into the the players interpret the clues and how they act wilderness around the Dungeons and the Cities based upon what they know. They then repeated this procedure until they challenges. If something is in the cases Combat. There will out some form of ‘ecology’ to their dungeons. if questioning non-player usually in the territory of intelligent monsters. Much of this will be role played out. They might jump to which they called home. This will bring them into contact with non-player characters. Mainly these traps things the player characters will have to deal with. characters stay away from their lair. tests using Influence. Once away effort to spice things up traps would be randomly from the comforts of the city. the wilderness on placed round the dungeon.with the centrality of Quests as a Sometimes these will run counter to the player vehicle for interactive storytelling. The Boss Level the players and Games Master being in character. In an creatures who have made it their lairs. of the game. Scarcity the middle of corridors and doors trapped with of food and water. quickly becomes surroundings and some of the deeper mysteries boring. This style of play is commonly Through investigation the player characters will find known as ‘Kill things and take their stuff’ and while out more about what is going on in their immediate it can be exhilarating for a while. Ruined buildings may be littered with meet some big end of level boss monster. which could lead neutral. creating large fantasy worlds that have picture. they will find that instead of being only adventure when the players encounter it. doors. to characters. especially if they combine this with themselves in the fantasy world that the Games good roleplaying. Like all skill tests the Games Master should until an organized defense could be formed. became the ruler of the Dungeon. Players would move their characters and find that a group of necromancers have taken through the dungeon corridors. if it feels right and raises the tension the rest of the monsters followed out of respect. Concealed pit traps in the edge of civilization has many dangers. SimpleQuest . which Occasionally. with both had relationships with one another. Some clues are readily being their. be wary about making the players roll dice every Everything placed in the dungeon had a reason for time in an investigation. Sometimes. of the Quest. monster. treasure and traps called provided – a vision of an old disused graveyard – Dungeons. defeated unstable masonry as well as the traps laid by the it and returned home laden with treasure. the Games Master may call for skill or more likely fear. This will sword fodder they have aims and objectives similar prevent things encountered in a Quest becoming to their own. Some creatures of course will be meaningless and lacking context. emphasises this characters and lead to conflict and in some extreme approach to creating settings. kicking in locked up residence in an old crypt. should simply give the players the information. places and people in them loaded with potential stories just waiting to happen. this design principal was conclusions based upon only knowing part of the continued. who they will need So enterprising Games Masters started to work to influence to prise out information. adverse weather conditions and guillotine blades that could kill an unlucky player the danger of getting lost in difficult terrain are all character with little warning. make a quick note on why it’s there.

This can be modified if intruders. an undead creature known as a Lich. with the winner Every story has an end.cdefeghikhere isastring ofl SimpleQuest lnnopwerand here are some traps at the entrance of the crypt. For resolving a long term goal 5points. sarcophagus of the crypt is freshly disturbed and they realize that the master of the necromancers The group follows their noses and the trail of is newly risen and abroad in the city. aware that this is the aim of playing SimpleQuest and should gently steer the action towards such a At the end of ‘Death comes to Ridsdale’ the Games satisfying conclusion. but sharp eyed Mancala notices that the Death comes to Ridsdale –Concluded. Abnon and Rurik distinguishes themselves during For each session that the character played in 1 point the fight at the graveyard For being the person who pushes forward the plot It is Mancala who finds the clues at the graveyard at a crucial point in the story 1 point. This is determined by a vote amongst the players and Games Master. that the character has during a Quest the more improvement points they will earn by the end of the Abnon gains an extra point since it was his session. Improvement points are spent by players Divination that really gave the players their first to increase and add new skills and spells (see concreate lead. however. house. These are a measure of how the character For being the person who pushes forward the plot grows with experience. as does Mancala and Lura only If using the optional Motivations rule (see Chapter 1 gets one for the final fight against the Lich. In an average story. In this case the players and Games Master decide Resolution: The end. Every player gets 1 point because the Quest took Improvement Points one session to play. each character should also Thisisanaffectionatetributetorune 67 Thisisanaffectionatetriuneuest . Rurik gets 2. The players might instead have felt that escaping the city and leaving it to its doom was a Both the players and the Games Master should be satisfactory conclusion. the fight. Abnon and heroically. that a final battle royal between the group and the Lich and his undead armies. Which means Abnon gets 3 additional improvement points. For being the Player who helped everyone have the For bringing a Motivation into play 1 point most fun 2 points. is the way that they have an exciting climax which leaves the reader want to go. so he earns an additional point for Mancala. army of shuffling corpses has left the old necropolis. Hero Points So the final Improvement point totals are. giving a range of between zero and four Rurik particularly distinguish themselves during Hero Points awarded. Everyone votes that Mancala’s player Sarju helped everyone have fun and get involved in the game. The group initially thinks it’s all over at this point. and his zombie hordes besieging the city council led by the master necromancer. Characters). the most fun 2 points. meant to deter receive two Hero Points. For being the Player who helped everyone have All the characters where involved in this heroic fight. Master determines the Improvement points for each character: After the adventure has ended the Games Master should hand out any improvements that the players For each session that the character played in 1 point have earned for their characters. Many of the grave soil through the city and finds the master graves are empty and tracks show that that a small necromancer. The more experiences at a crucial point in the story 1 point. The resolution of the Quest is not fixed satisfied at the end of it. Improving Characters below). the group confronts the evil sorcerers the character performed particularly poorly or and their undead servants in the crypt. which lead them to the Lich. If it’s a good story it will deciding the fate of the city.

who give them their early Quests. Of course such characters may not are known as a Saga. with Poseidon trying to stop him at Hero Points for each character. deeds. such as the Icelandic Sagas. What interconnects the necessarily be good at heart and their allegiances Quests are the ‘Prize’. that they are still none the wiser the Saga for the players to develop their characters about why the necromancers took up residence in in the direction they want. obtainable by many grueling adventures and each Quest should see the player characters one little bit Nemeses are enemies who. theme. then not all the plot threads However the heroes also have gods who they have need be closed in the Resolution. in some Sagas this will be the main reason unresolved. They are the sutble while Abnon gets an extra point for going one to ideas that set the tone of the Quest and perhaps if one with the Lich in the final battle which concludes the players and the Quest. All this give the players and Games Master characters themselves. allies and nemeses. as a Saga see below). they tell of the exploits allies will become the great and the good that of a hero or band of heroes over a number of stories become impressed with our heroes noteworthy which build up to a suitable climax. Enemies might offended who intervene during the Saga to make escape to fight another day. They may be the institutions that the players are ideologically opposed to or an evil villain whose Thisisanaffectionatetributetorune 68 Thisisanaffectionatetriuneuest . It is the dual theme of the relationship between god and hero. How did they remain undetected mean that the Games Master should hand player for so long? Also he doubts that they could have desired improvements on a plate. In both of the examples above there is a common Opportunities for further Quests.cdefeghikhere isastring ofl SimpleQuest lnnopwerand here are some Abnon 4 Example prizes from classical epics Lura 2 In the story of Jason and the Argonauts. Death comes to Ridsdale – A mystery Indeed. Even if the Games Master has elaborate Themes and Prizes in mind. why the players are playing. ‘Themes’ and ‘Reoccurring’ to the player characters may change with the characters. the powerful allies. It is only characters. but the suspect that some greater evil power may still be at direction in which the player wants to develop their large in the city. further to obtaining it. side line mysteries and the heroes lives more difficult. Risk and danger resurrected the Lich on their own. at the hands of the player The Prize is the overall goal of the Saga. dilemmas may remain unsolved. Initially these will be the patrons epic poems of Homer. Allies could become enemies if they suffer slights. Rurik 3 In the ‘Odyssey’ the prize is Odysseus reaching home after a long and hazardous journey from the Then the Gamesmaster works out the number of war at Troy. oppose the efforts of the player characters. On the one hand the If you are playing in a series of linked Quests (known gods can both love and help the hero to succeed. Themes are less obvious at first. Of course it doesn’t the old Necropolis. real or imagined. he It occurs to Abnon after the celebrations of the must make sure that he provides opportunities in plague’s dispersal. The Iliad and The Odyssey. their close and powerful more ideas for future quests. and a successful Resolution may still pose as many questions as it Reoccurring Characters include the player answers. Quest after Quest. Everyone gets 1 point for playing through the Quest. One of the big attractions of running a Saga is watching how the player characters develop as they go from Quest to Quest. Later on these and the Epic of Gilgamesh. This makes him should still pave the way to rewards. every opportunity. the crew of the Argos led by the hero Jason are engaged in a Mancala 4 search for the fabulous Golden Fleece. wind. Sagas During a Saga the players will develop and meet In heroic literature. They will decide that their cause is aligned with the player characters and continue to help In SimpleQuest a series of interconnected Quests them as a result. character does give the Games Master a pool of ideas for Quests.

For each three month period of practice or research The most readily available sources of training for a character may gain +5% points for one skill or learn these sorts of professional skills are the Guilds. except for Sorcery Manipulation and Spell casting skills fall Lore skills. but also have additional requirements practiced. Note A player can choose to spend one improvement that in the case of Advanced skills. under the area of advanced skills for the purposes the skill must be initially learnt before it can be of learning. They can be monsters. Improving Characteristics By Experience A player can choose to spend three improvement points to increase one Characteristic by one point. Select the skill to be increased and the skill increases by +5% points. The players expect and deserve an even quite normal. Unlike an individual Quest’s Resolution. The Learn a new advanced skill. Group members may need to heal bigger pay off than at the end of a standalone from wounds suffered during the last Quest. SIZ may never be increased using improvement Thisisanaffectionatetributetorune 69 Thisisanaffectionatetriuneuest . initially learnt before it can be researched. Healing. Engineering. that must be met before they can be learnt. the Quest. All skills may be learnt through practice. Advanced or Basic.. Language. with all plot Improving outside of Quests: threads resolved. could also quite easily be a character or group of the maximum for a Characteristic is equal to characters that are much like the player characters. the skill must be point to increase one known skill. They a Characteristic to is 21. Improving characters During such downtime the players may improve their characters as per the guidelines below. the Lich from The maximum a human character can increase ‘Death comes to Ridsdale’ is a good example. There is no limit to the score a skill can reach. first have a trainer who can teach them the skill. players might actually request downtime between For the cost of two improvement points a character Quests to learn new skills and it is upto the Games may learn a new advanced skill.cdefeghikhere isastring ofl SimpleQuest lnnopwerand here are some grand master plan to dominate the world is being points. incrementally unraveled by the players Quest by Quest. it is at the end of several sessions of play. Once learnt the skill starts off at its base skill and Practice can be improved normally (see below). Evaluate. players may engage in some activity that takes time. The character must Master to determine if this is appropriate. at its base score if For example the Blacksmith’s guild teaches the they know an appropriate teacher. See the Chapter 9 Sorcery for more information. This is story. First Aid. the maximum possible starting score for the Characteristic plus three. Research The following skills can be increased through Improving Skills research: Craft. When a Saga finally climaxes. Although the Practice & Research player characters may live on and adventure with one another afterwards. this is the last time that The Player characters may often experience long they will all be Questing together in this particular stretches of ‘downtime’ between Quests. the finality of the Saga’s climax must be absolute. Note that in the case of Advanced skills. For non-humans. advanced skill of Craft (Blacksmith). Lore and Mechanisms. a new skill. or life may simply return to normal until the next danger to face the player characters appears.

3km Day (12 hours) 8.4km 16.cdefeghikhere isastring ofl SimpleQuest lnnopwerand here are some Summary of Improvements slowest member. Groups of characters travelling together will move at the speed of the Time Movement Movement Movement Movement Movement Movement Period 1m 2m 3m 4m 5m 6m Combat 1m (2m if 2m (4m if 3m (6m if 4m (8m if 5m (10m if 6m (12m if Round running) running) running) running) running) running) 12 (24m if 24m (48m if 36m (62m if 48m (96m if 60m (120m 72m (144m if Minute running) running) running) running) if running) running) Hour 0. Cost Improvement 1 improvement Any existing basic or Terrain & Weather point advanced skill +5% skill Movement rates can be hindered by terrain and 2 improvement Learn a new Advanced skill other adverse conditions such as wind. Moderate and Great Adversity. points per Magnitude Learn a Divine Magic spell Great Adversity: Reduce the character’s distance moved by 75%. SIZ Slight Adversity: Reduce the character’s distance 1 improvement Learn a Battle Magic spell moved by 25%.8km 26.9km 3. Two of these rules are optional: If mounts are being used by characters in a pursuit.. If a character succeeds at an Athletics test. As outlined in Chapter 2 Character Generation .4km 2. points. rain and hail. but which the Games Master and players may not want to be a feature of their games.4km 34. Quest. they may treat their Movement as one higher than normal for a single Combat Round or minute.2km 51. points (includes Sorcery Spells). Use them if you wish. These conditions are divided into three categories. +5% to an existing Basic Three months or Advanced skill OR new Chases & Pursuits of Practice or Advanced or Basic skill at Research base. standard movement for human characters is 4m. Questing spot rules Sprinting is very tiring when chasing and counts as This selection of rules is designed to deal with heavy activity. point per (see Chapter 6 Battle Magnitude Magic) Moderate Adversity: Reduce the character’s 2 improvement distance moved by 50%. individual situations that may crop up throughout the game. encumberance and fatigue. 3 improvement Any Characteristic except Slight.8km 43. Movement The Movement table shows how far characters with a variety of Movement scores can travel over various periods of time.6km 4. These two rules govern then the Athletics skill of the mount should be used ongoing situations that crop up continually in a rather than that of the character.7km 1.6km Thisisanaffectionatetributetorune 70 Thisisanaffectionatetriuneuest .2km 2.

–1m. cavern Movement task being completed successfully. a long hard march the characters are pressing on ahead so that they can reach a fort before an enemy army arrives there. are all examples of when a character radius of Movement can become fatigued and tired. Heavily Illuminating Items candlelit room. Normally possessed by subterranean or darkness aligned creatures. become near For example: Rurick has just been in a long. unless the activity is long and drawn out with stone are at -75%. combat against a group of bandits. within 10m. on Pitch Black many miles halved. and there is a real danger that Fatigue will stop the walls. In this case there is a real danger that the player characters will arrive not only too Thisisanaffectionatetributetorune 71 Thisisanaffectionatetriuneuest . This is normally possessed by nocturnal Brightly a rune of creatures. Campfire 5m Cavern mouth. illuminated only by -50% to Fatigue (Optional) embers. swimming against a within 5 x tests. Environment is… Example Effects Night Sight Blazing summer This ability allows the character to treat partial day.cdefeghikhere isastring ofl SimpleQuest lnnopwerand here are some Illumination & Darkness Dark Sight The following table gives the effects of various Allows the character to treat pitch black conditions types of illumination and darkness o the characters. strong current. then they may call for a tests reliant Resilience roll. climbing. If the character fails the roll they on vision suffer the effects of Fatigue (see below). tests. ten impossible. vision-based foggy day. Although as are he has emerged victorious. For example. sprinting. Close combat This roll is usually made after the activity has been Sealed room attacks completed. round. Rurik’s Resilience of 30% or become Fatigued. but unlike natural light 3 x radius of –25% to sources. Perception Combat. the Games Master rules ranged that Rurik’s player must successfully roll against attacks. darkness or darkness to Large cavern Light spell areas beyond this radius. misty Bonfire 10m day. shrine darkness as illuminated and darkness as only partial holding darkness. None. If the Games Master thinks that a character has been engaged in an activity that may have drained Perception him of physical energy. within radius of Flaming brand or illuminating lantern 3m Illuminated item. Example Radius overcast Candle or embers 1m day. Illuminated Light. the Light spell only illuminating vision-based illuminates a 10m radius and item (see Perception does not provide partial Partial Darkness below). illuminating penalised by Dark item. as dark.

Also themselves. whether from will remove the effects of any Fatigue. magical healing cannot re-attach severed limbs or revive the dead. day. for every condition he is will equal 1 ENC. If a character has been knocked unconscious due to a Major Wound. a spell. In addition to the restoration of hit points. movement drops by 1m. All skill tests are at -25%. The character also becomes sluggish. Natural or magical healing will not a suitable means of carrying them. such as a sack or heal this damage – only sufficient shelter. the restoration of a single hit point A character can survive for a number of days equal to the wound that caused the unconsciousness will to his CON before becoming starved. If the character fails this second skill test they Natural healing will not heal a Major Wound until it become heavily fatigued and all the above penalties has either been treated with a successful Healing become doubled. A character can survive for a number of hours equal to his CON x 2 before becoming chronically thirsty. Magical Healing A character who completely rests for 20-CON hours However magical healing is achieved. the these light items have until they start to carry a lot character will automatically suffer one D6 of of them – assume that an average of 20 such items damage every day. then another Resilience roll is made at -25%. as long as the character does not engage in then they immediately fall unconscious for 3D6 anything more than light activity. DEX and INT are each reduced by three Natural Healing points for the purposes of determining order in Combat. three days they will begin to suffer a –10% penalty to Fatigue tests. Healing The effects of fatigue. water can remedy the problem and allow natural or magical healing to take place. test or magical healing has been applied. and the character minutes and upon waking are still fatigued. of hours equal to his CON before suffering from exposure. or through If a character fails the Resillience test then they natural healing. In addition. food or backpack. Once they have Major Wounds heal at regain one hit point per If a character fumbles any of their Resilience rolls. Characters can starvation or thirst. Healing can be performed in one of three ways – using the First Aid skill. though particularly arid environments may reduce Encumbrance [Optional] this to CON x 1 or even CON x 1/2 Every piece of equipment in the Equipment chapter has an Encumbrance (ENC) score. apart from those Whenever a character is suffering from exposure. Unless specifically stated. resting while the injuries heal become fatigued.cdefeghikhere isastring ofl SimpleQuest lnnopwerand here are some late but tired and worn down. succeeds at a Resilience test. such as combat. a magical spell. A character’s Minor injuries regain CON/4 (round down) hit point per 24 hours. Starvation and Thirst even a single hit point restoration through magical healing will immediately stop bleeding and is healed A character can normally survive for a number sufficiently to benefit from natural healing. the Fatigue test penalty usually ignore the effects on Encumbrance that immediately doubles to –20%. Recovering from fatigue. on the basis that the character has experiencing. any character suffering a Major Wound that receives Exposure. Thisisanaffectionatetributetorune 72 Thisisanaffectionatetriuneuest . running. A Vigour spell (see Battle Magic) will also remove the effects of Fatigue. prayer or potion. it has an instantaneous effect. heavy labour or light activity. though after revive the character. items that are too small or light. as long as the If the fatigued character insists on engaging in character does not engage in anything more than heavy activity. A character can carry equipment whose total ENC is less than or equal to his STR+SIZ without penalty.

cdefeghikhere isastring ofl SimpleQuest lnnopwerand here are some Overloading Suffocating Substance A character carrying total ENC greater than his Substance Inhaled Damage Taken STR+SIZ is Overloaded. as shown on the Fire may attempt an Athletics test to mitigate falling and Heat table. Armour points do not reduce falling damage. Flame Candle 1 point Characters falling onto soft surfaces may have the Large Flame Flaming brand D4 points distance they fall effectively halved for the purposes Camp fire. does not subtract from the rolled damage. method of protecting themselves against predators. Every type of poison has the following information detailed: Thisisanaffectionatetributetorune 73 Thisisanaffectionatetriuneuest . Metal armour. Small Fire cooking fire D6 points Scolding steam. A successful test allows the character to mail. the character lands safely and is not prone. the character will require a Resilience test to be able to A character that takes damage from a fall ends up do anything other than wretch or gasp for breath prone. Character is exposed to Overloaded characters have their Movement the poison. They also suffer a –25% penalty to all Fatigue also a thick smoke. he automatically starts inhaling the Plants and creatures have developed poisons as a suffocating substance. treat the fall as if it were two metres shorter than it actually is. A character takes 1D6 damage per 1m fallen after the first metre. Large Fire burning rooms 2D6 points While underwater or moving through a poison gas cloud a character can hold his breath for a number of Combat Rounds equal to his CON. If the roll is a fumble then the Damage Source Example Combat round maximum possible damage is taken. they will depend on its intensity. STR+SIZ in ENC. They are also used by assasins and wrong doers of all kinds to murder victims. If the roll is a critical then miraculously Damage per no damage is taken. Lava. In addition. he must make a Resilience Poison test every round with a cumulative –10% penalty. If the gas is halved. of damage. Water 2D6 Overloaded characters suffer a –25% penalty to Vacuum 2D6 all tests that require physical actions. large Suffocation bonfires. then tests. Fire. such as Plate or Chain damage. Armour points do not reduce suffocation damage. for 1D4 Combat Rounds. Even then. If he fails. including Weapon skill tests and most tests that have DEX or Thick Smoke 1D6 STR as a Characteristic. as long as this test is a success and the character is not reduced to 0 hit Fire and Heat points due to the fall. 1D6 damage is incurred in addition to the poison’s A character cannot carry more than twice his Poison Gas effect. . inside a Inferno blast furnace 3D6 points Once a character has surpassed the time for which he can hold his breath. The damage will only cease once the character Falling can draw breathable air once more. and Heat The amount of damage suffered from fire or heat As long as the character was not surprised.

Whoever rolled the lowest in their test wins. system. Disease Succeeds. Disease is a source of threat in fantasy worlds. Poison Fails Potencies. Character Fails Thisisanaffectionatetributetorune 74 Thisisanaffectionatetriuneuest . paralysis or a combination Every type of disease has the following information of effects. Hit point snake haired Gorgon damage caused by disease will not automatically heal – it must be healed through magical or natural healing. the poison has no disease. will magical in nature. Also. Some magical diseases. Delay: 1D3 Combat Rounds Delay: The time between the poison’s introduction Potency: 34 to a character. Some poisons cause a character to sleep Spirits. paralysis or a combination of effects. Type: Ingested or smeared Type: Lists whether the poison is ingested. to the time its effect takes hold. or inhaled. Full Effect: 1D3 hit point damage applies –3 penalty Potency: This is a number between 10 and 100 that to victim’s CON measures the strength of a poison. Some magical poisons. Name: The disease’s name. A character must make an opposed Resilience test versus the disease’s Potency test If the character succeeds his Resilience test and in order to avoid or mitigate the damage of the the poison fails its Potency test. These take place after the Both Poison and Character Fail delay noted above.cdefeghikhere isastring ofl SimpleQuest lnnopwerand here are some Name: The poison’s name. affect the victim. A character must make an opposed Resilience test versus the poison’s Potency test Disease in order to avoid or mitigate the damage of the poison. measures the strength of a disease. effect. though this is Both Poison and Character Succeed not universal. touch or is airborne. The effects of the disease cannot be removed or healed until the disease itself has been neutralised Here is an example poison. It is also the time following disease contraction that Poison Succeeds. the poison has its Potency: This is a number between 10 and 100 that full effect. The effects of the poison cannot be removed or healed until the poison itself has Type: Lists whether the disease is spread through been neutralised or has dissipated in the victim’s contamination. Effect: Usually hit point damage. If the poison succeeds its Potency test and the character fails his Resilience test. Hit point damage caused by poison will not automatically heal – it must be healed through Delay: The time between the disease’s introduction magical or natural healing. used on a weapon. it will be mentioned here. may cause hallucinogenic effects. to a character. Also. like basilisk venom. These take place after the delay noted detailed: above. like the shining plague. that of the fearsome or has dissipated in the victim’s system. if the disease is Duration: How long the poison. More exotic diseases Whoever rolled the highest in their test wins. Many diseases will apply a penalty to Characteristics or skills. it will be mentioned here. though this is not from time to time or thouse caused by Disease universal. for a period of time. have even higher Character Succeeds. to the time its effect takes hold. if effective. Character Fails a victim will be forced to make follow-up opposed disease tests. More exotic poisons may cause hallucinogenic effects. either from fantastic diseases that ravage the land Effect: Usually hit point damage. have even higher Duration: 6D10 minutes Potencies. if the poison is Gorgon Serpent Venom magical in nature.

hgave caused the strands of reality to temporily bend and Character Succeeds. with the remainder Unlike a poison.cdefeghikhere isastring ofl SimpleQuest lnnopwerand here are some If the disease succeeds its Potency test and the Effect: This disease only occurs in areas where large character fails his Resilience test. he falls deeper into the disease. have a modifier statistic to determine how long this takes). diseases will progress if a character being applied to its hit points. STR and DEX per day. Disease Fails warp. the victim will have to make Brute a third opposed disease test. If the character succeeds his Resilience test and the disease fails its Potency test. Rope 1 3 +0% Potency: 50. losing two points of CON. The effected starts melting. one a normal Boulder 4 40 — mundane disease and one that is magical. Both Disease and Character Fail The object’s armour points will be deducted from Whoever rolled the lowest in their test wins. any damage dealt as normal. Inanimate Objects All inanimate objects have armour points and hit Both Disease and Character Succeed points. Wooden chair 2 6 +0% Effect: This flu like disease renders its victims in a Wooden door (normal) 2 25 +0% cold constantly shaking state. Once an object’s hit does not resist its effects. This automatically reduces the object’s hit has overcome the worst of the disease and will no points to 0. Magi have been figting with each other. Once the delay period has elapsed once more. Once the first opposed points have been reduced to zero. Iron door 4 75 -25% Delay: 1-2 days. Castle gate 4 120 –50% Example Diseases Castle wall (2m section) 5 250 –50% Chain 4 8 -25% Name: The Shakes. Except in the most unusual of circumstances. the disease has no effect. – characters simply need to work out how much damage they deal. Wooden fence (2m section) 2 5 +0% Name: Melting Disease (Magic) Type: Contamination. character must succeed at a brute force Athletics If the victim succeeds this second opposed test. longer suffer its effects (other than remaining hit Inanimate objects likely to block or restrain point damage) after while (use the disease’s delay characters. attacks on inanimate objects will automatically hit Whoever rolled the highest in their test wins. Apply all of the disease’s Inanimate Objects effects again to the character. such as when two powerful full effect. additional opposed test (after an amount of time To break down a door. and so on. he test. they will have to make an useless. or burst one’s bonds. Hut wall (2m section) 2 15 +0% Type: Touch. it is smashed and test is failed by the victim. a determined by the disease’s delay statistic). the disease has its discharges of magic. Thisisanaffectionatetributetorune 75 Thisisanaffectionatetriuneuest . during which DEX Wooden door (reinforced) 3 30 –25% is halved. to this test (see Brute Force Modifier below) If the victim fails this second opposed test. Inanimate Objects & Weapons Delay: Immediate Using a weapon on an inanimate object with armour points equal to or greater than that of the weapon Potency: 150 deals damage on both the object and the weapon. Armour Hit Force Object Points Points Modifier Here are two examples of Diseases. Also for each day that the victim suffers from the Shakes they take 1D6 hit points of damage. such as doors or ropes.

This short description briefly This is due to the shear power of the god or its covers the cult’s mythology and its current place in usefulness in the daily lives of its worshippers. The Universal Earth Mother Cult Cult Spells – usually made up of Battle Magic and The all embracing and loving Earth Mother is known Divine Magic that the god teaches. These cults worship a great deity that is known under one name or another throughout the world. For example a war god is likely to teach Bladesharp (Battle Magic ) and Battle Rage ( A Divine Magic specific to the war god) rather than Healing spells. Short description. and support of the cult. plus several specialist spells which Worshipper Duties – This is what the god and cult reflect the differing faces. They teach their this by performing Divination rituals by making members Battle Magic associated with the god sacrifices. Divine Magic spells come directly See the Universal Earth Mother below for an from the deity and given to the character to use on example of a cult write up. expect of it members. Types and sizes of Cult Each cult is described using the following Cult format. They range in size from a hand full of Gatan and is the main religion in the Darklands. Break these rules and expect expulsion. below). Often a great deity will be the head of a family of gods known as a pantheon. and hero of the revolution to the millions of devotees worshippers find direct guidance on how to achieve of a world spanning sun god. wherever he goes. In and provide temples where worshippers can learn Gatan it is being persecuted by the followers of Divine Magic directly from their deity. This is a religion from Gatan and the neighbouring Darklands. major temples often spread across different continents. or aspects. They have the Imperial Cult (see Chapter 11) which maintains rules and expectations of their worshippers and its Celestial Emperors hold sway over the primitive anyone found wanting is expelled from the comfort mud dwelling deities. The cult has numerous make up the cult members. Great Deity/Major world religion Name of God or Religion. The first step in learning Divine Magic is to join a cult Example Pantheon: The Earth Design that worships the deity whose magic the character wants to learn. Some people believe that she available when appropriate to the god’s sphere of Thisisanaffectionatetributetorune 76 Thisisanaffectionatetriuneuest . which are usually food or animals. of the deity. up in Chapter 11 Gatan. which are worshipped Worshippers – The type of people who typically along side the great deity. the world. Both types are throughout the world. It is an Earth Religion Put simply cults are the religions of the fantasy that is practised to some degree by peasants across world. It worshippers meeting in secret to honour a dead promotes balance and harmony with nature. On the other hand follow these rules Example and promote them to others and the character will advance in the cult’s hierarchy. a member of this Cult skills – These are skills favoured by the cult’s type of cult is guaranteed a place to worship his patron deity and taught to its worshippers by its god and a common bond with fellow worshippers priests. Despite schisms and differences in worship between the major centres of the religion. which will be used in the following Cults examples to show the different sizes of cult and the deities that they follow. More cults are written their behalf. The cult will teach all common divine magic. As well as common divine magic the Type of cult – This is the type and size of cult (see cult will also have special and unique divine magic. Divine Magic Special Benefits – any bonuses to skill use or other special abilities or advantages that a worshipper gains by being a member of the cult.cdefeghikhere isastring ofl SimpleQuest lnnopwerand here are some Chapter 8 influence. This type of magic is gained through the worship of a god or goddess.

Warmth after they die. Cult skills – Healing. and veneration of them provides one or two very specialised diving magic spells which are usually Special Benefits – Any member of this cult gains a unique to them. Lore (Natural World). This god is important in the Empire of Gatan where the river is a major trade route and provides a Thisisanaffectionatetributetorune 77 Thisisanaffectionatetriuneuest . these are the peasants who farm the land and the Their worship is important to a very select group of woodsmen who hunt and gather in the forests. The deity’s worship are still used by farmers today. In recognition of his skills and the spells that the cult teaches will be contribution to the Empire. Example Gustan -The River God. a part of. Example: The Corn Goddess Resilience. He fought many magical battles against the most a continent. has no power or influence. Mother and into the cycle of rebirth into the world. In people directly and may occasionally be important the savage wilderness of the Darklands the Elves. This graceful goddess is specific to the river plains of Worshipper Duties – Respect the Earth. Protection. such as a country or at Gatan. tidal waves and other natural disasters. She is the source of all nature’s source of fresh water for the cities that have sprung bounty. private houses of their cult members. Hero cults very rarely have temples +25% bonus to their Lore (Natural World) due too bigger than a shrine. Survival. Often at the end of their ‘heroic journey’ they are taken up into the Otherworld Divine Magic: All Common spells + Absorption. Practice the peaceful people’s diet. Independent Minor temples and nature. shrines are the order of the day for Minor Deities. by the gods themselves. the first Divine Emperor important to the very survival of the society that it is gave Tarken a place in the Imperial Cult. Major Deity/Regional religion Example: Tarken the Ploughman These cults are very important in the areas that their He was a hard working farmer who lived and temples influence. The the Empire to feed its people.cdefeghikhere isastring ofl SimpleQuest lnnopwerand here are some is the world itself. The cult will teach all common magic. Hero Cult Cult Spells The power of the deeds of great heroes lives on Battle Magic: Heal. and is what allows will be part of the social fabric of the region. but where they do hold sway they wild foreces of the Darklands that prevented land will have a major temple supported by a network being cleared for farming. a small prayer said in thanks to the animal spirit on a daily basis and the whole of the lowland before killing it for food that returns it to the Earth peasant populace during planting and harvest. Cultivate the Land their pantheon and Repulse Dark Lander. Major deities will Tarken is worshipped by a small cult of master also gain one or two spells from every other deity in farmers who can learn the spells. Outside Gatan ‘Old Man Gustan’ has a savage side that expresses itself in hurricanes. which are quite often housed their connection to Nature which they gain through within the temples of their patron deity or in the their relationship with the Earth Mother. They are remembered Berserk. that is especially sacred to the deity. She is found their cults with common magic plus one specialist where ever creatures have a connection with magic spell. but also up along its course. She is worshipped directly by farmers cut. A major deity is usually restricted worked during the life time of the first Emperor of to a specific geographic area. Minor Deities only provide Satyrs and Woods Men worship her.. Minor Deity Worshippers – The cult is made up of people and creatures who live off the land. although they may have one major temple at a place Type of Cult – Great Deity. In civilised areas This type of deity is highly localised and specialised. Heal Body. which clothes and feeds mankind. to the populace at large. plus a couple of specialist divine magic. Don’t foul lowland Gatan where corn is the main staple in the or pollute the environment. His techniques and magic of minor temples and shrines.

a crack of attend the temple on holy days. In return. When a character does an action that furthers one of the cult’s Motivations. Initiates can learn unlimited magnitude of any Battle Magic spell the religion Each cult has a set of Motivations detailed in teaches and up to 2 magnitude of any Divine Magic Worshiper Duties. since he has previously spent them on cult improvements. depending on the and teach the inner secrets of their religion (in one grievousness of their transgression. the religion will pay ransoms if they are captured and Worshipper duties. These are akin to character spell available to the religion. it again. pay their religious thunder or a shimmering in the air. although for a fee they Common Divine Spells. In order to acquire a particular Divine Magic If the offending character has no improvement spell. Lay members are normal worshippers of the Starting play with Divine Magic (Optional) religion. A character must be able to gesture with his This test of holiness can be taken once per season. Before a spell can be cast using Divine Magic. There are three ranks of cult membership. They lead the services for their temple on holy days and pay 25% of When a character does an action that goes against their yearly income to their central temple. may learn low magnitude (no more than magnitude 2) Battle Magic known to the cult. deity. The exact effects tithes (10% of their yearly income) and always are up to the Games Master and player to decide for Thisisanaffectionatetributetorune 78 Thisisanaffectionatetriuneuest . In return one of the cult’s Motivations they lose between one the religion will pay ransoms if they are captured and three improvement points. instructed by their deity to be their living points for a major act. hands and be able to chant in order to cast a spell. then they start losing magnitude). The player may choose which for that religion modified by -25%. They may choose strictures of the religion. pay their religious tithes (roughly 5% of their With Games Master approval a character may yearly income) and do their best to uphold the start play as an Initiate of a Cult. To become a Priest a character must magic spells learnt from the cult as a penance. The character must pay a cost in Improvement Points equal to the magnitude of the spell to the Cult Ranks. They regularly attend the temple on holy days. for that religion. He has no improvement points to lose. To become a lay Casting Divine Magic member of a religion a character must pass a normal Lore (Cult) test for that religion modified by +25%. These points are not regained even when the character leaves the religion. representative in the mortal world. on already be an initiate and pass a Lore (Cult) test a one to one basis. temple For example Gerik the Pious acts in away that brings his god into disrespect and loses an improvement Learning Divine Magic point. Lay members spells either from the Cult Divine Spells or the cannot learn Divine Magic. but they must be ones that they have a vacancy in the temple hierarchy or the Priest be learnt from the cult and Divine Magic is lost before willing to become a missionary and establish a new Battle Magic spells. If they have sense this means all available magic at unlimited no improvement points left. Initiates are worshippers who have dedicated their there will always be a sight and sound that nearby lives to the tenants of the religion. then they are appropriate to his religion and be of Initiate or Priest excommunicated from the cult and may never join within a cult dedicated to that religion. the so he loses Shield 3 that he previously learnt from following process must be followed: the cult. This test of holiness can be taken once per year. teach the initiate magic. They may choose two points of Magnitude initiates cast magic on their behalf. the caster must possess the Lore (Cult) skill points or spells to lose.cdefeghikhere isastring ofl SimpleQuest lnnopwerand here are some Improvement points and uphold the strictures of the religion. In return the religion Advanced and Basic Skills from the Cult Skills list to protects them as best it can and its priests and advance. they gain one Priests are the living embodiment of their Improvement Point for a minor act and up to three faith. To become an Initiate Motivations and represent the cult’s objectives in a member of a religion must pass a Lore (Cult) test the world. be it a flash of light. There must be spell to lose. They always creatures can detect. Whenever a spell is cast using Divine Magic.

Limitations Spell Traits & Descriptions A character may not store the same Divine Magic The traits used by Divine Magic spells are detailed spell twice. Each Divine Magic spell may be cast only once. he may choose to cast it as a single Magnitude spell. If the spell possesses the Duration trait. the target’s Resist test suffers a –10% penalty. Dismissing Divine Magic Spells Concentration: The spell’s effects will remain in place so long as the character concentrates on it. Progressive: This indicates that the spell can be learnt and cast at greater levels of Magnitude than Note that a character cannot pick and choose from the minimum. the above list – all of the effects will automatically Thisisanaffectionatetributetorune 79 Thisisanaffectionatetriuneuest . Divine magic spells do not stack. i. below. Ceasing to cast a Concentration spell is continue to gesture with both arms. Splitting Magnitude Magic Points Divine Magic allows the caster to ‘split’ a spell’s Magnitude into multiple spells. Permanent: The spell’s effects remain in place until they are dispelled or dismissed. even if they are of differing Magnitudes. Magnitude.cdefeghikhere isastring ofl SimpleQuest lnnopwerand here are some any given spell but will automatically be detected by occur if appropriate. Divine Magic spell. effects: Magnitude (X): The strength and power of the spell. requiring the spellcaster to action. 3 spell. Overcharging Divine Magic Spells Duration (X): The spell’s effects will stay in place for the number of minutes indicated. any creatures within ten times the Magnitude of the spell in metres. A Divine the character casting the spell. ignore distractions. after The Power of Divine Magic which the character must return to a temple and pray or take part in a worshiping ceremony on the When in a direct contest with other forms of magic. Divine Magic spells always take only a single combat A Divine Magic spell may not be ‘topped up’ by Action to cast and takes place on the DEX order of popping back to a temple and praying. Every Magic Point Instant: The spell’s effects take place instantly. or he may split it into three Magnitude 1 Absorption spells. If the spellcasting fails. A caster can dismiss any Permanent or Duration Concentrating on a spell is functionally identical Divine Magic spell(s) he has cast as a single combat to casting the spell. religion’s holy day to regain use of the spell. Shield 1 + Shield Area (X): The spell affects all targets within a radius 2 does not equal Shield 3 specified in metres. Magic spell must be entirely expended – every point of Magnitude purged from the character’s mind – Cast Once Only before it may be reacquired through prayer. If the spell possesses the Resist trait. the caster loses the Magic Points invested into overcharging the intended Casting a Divine Magic is automatically successful. No dice need be rolled.e. The expended in casting the spell has all the following spell itself then disappears. Divine spellcaster expends their own Magic Points in order to boost the spell. or one Magnitude 1 and one Casting Time Magnitude 2 Absorption spell. if the Divine Magic does not cost any Magic Points when it caster knows the Absorption spell at Magnitude is cast. unless the caster chooses to overcharge the 3. The Divine Magic is considered to have double its normal Caster need not spend Improvement Points again. chant and immediate and not a combat action. its duration is increased by +1. For instance. no chances to fumble or critical either.

The target may make a Dodge. dodge or Divine Magic spell listing cast any magic spells while under the influence of Berserk. Spiritual Journey. Find X. energy into Magic Points which are then available to the target. target for the entire casting. A character may not accumulate more Magic Points Trigger: The spell will lie dormant until an event than his POW while Absorption is in effect – excess stated in the description takes place. Divination. Water Thisisanaffectionatetributetorune 80 Thisisanaffectionatetriuneuest . Once cast on a subject. the subject may not parry. the recipient remains in the Absorption Berserk state for the entire 15 minute duration of the spell. Create Relic. At the end of the spell. Close Combat skills of the recipient receive a +50% Soul Sight. The recipient will automatically succeed any Resilience test for the duration of the spell. The cult’s Cults: Beasts. It will not have any effect on spells Duration 15. the spell is a Common spell available in all cults. recipient also automatically succeeds at any Fatigue Dismiss Magic. vanish. tests and cannot be rendered unconscious. Touch character to shake off the effects with a Persistence test modified by -50%. The effects of Absorption depend on the relative Magnitude Cults: Sea. . Extension. The following spells are listed as ‘All’ for the type of Cult that offers them. Night recipient immediately becomes Fatigued. bonus for the spell’s duration. Any spell in metres. Shield and Spirit Block. Mindlink. mitigate the spell’s effect. Magnitude 2. Resist (Dodge/Persistence/Resilience): The spell’s Absorption Results effects do not take effect automatically. The recipient of this spell is overcome with bloodlust. Normally. Heal Wound. Progressive. Touch worshippers. Excommunicate. but Games Masters may allow a Berserk Duration 15. Cult Berserk The type of cult that offers this spell to its Duration 15. War description will help determine which spells should or should not be available. Magnitude 1. Effect of the spell entirely. The Consecrate. Absorption Breathe Water will attempt to absorb the effects of any spells cast at the target. In the case of Area spells. However. Note that Resist (Dodge) spells require the target to be able to use Reactions in Equal to or weaker Incoming spell order to dodge. 1 or more points Touch: Touch spells require the character to actually stronger than Absorption eliminated touch his target for the spell to take effect. Create Blessed Item. This spell absorbs incoming spells aimed at the Berserk may not be combined with Fanaticism – target or his equipment. Spirit Block. The spell then Magic Points garnered through Absorption simply takes effect and is expended. Touch that are already affecting a character. . Absorption is incompatible with Reflection. causing him to disregard his own safety Common Divine magic and loyalties but imbuing him with tremendous stamina and combat ability. The Absorption’s and incoming spell spellcaster must remain in physical contact with the Magnitude takes effect. Persistence or Resilience test Incoming Spell’s (as specified by the spell) in order to avoid the effect Magnitude is. absorbed by this spell is cancelled and has no effect. the Cults: Earth. If the cult is listed as ‘All’. Magnitude 2. converting their magical Berserk will always take precedence in such cases.cdefeghikhere isastring ofl SimpleQuest lnnopwerand here are some Ranged: Ranged spells may be cast upon targets up of both itself and the incoming spell – see the to a maximum distance of the character’s POW x 5 Absorption Results table for more details. The Exorcism. the Resist than Absorption’s absorbed and (Dodge) trait requires the target to dive in order to Magnitude Absorption remains.

Consecrate means. The target will never again Thisisanaffectionatetributetorune 81 Thisisanaffectionatetriuneuest . Range that the character wishes to counter. so a target under the effects of a spell whose Only Priests and High Priests can create blessed Magnitude is higher than that of Dismiss Magic will items. but only one of the spells that the Holy Person knew in when another spell is cast within Dismiss Magic’s life at the magnitude they knew it. immediately and permanently lose all Divine Magic from the caster’s cult. the consecrating team must have at least one Priest. Permanent. Magnitude 1. Relics As long as Dismiss Magic’s Magnitude equals or The bones and other preserved clothes. If it fails to eliminate any spell This spell allows the caster to create items which (because the spell’s Magnitude is too high). causing the target of the spell to not be broken by normal non-magical means. as is its cornerstone. body part) stores Dismiss Magic may be fired as a Reaction. Each ‘part’ (item of clothing. . A spell cannot be partially eliminated. Magnitude 5. Ranged spell. This spell severs the mystical link an initiate enjoys Relics are protected by the cult’s deity and can with his god. The consecrated and can not be broken by normal non-magical sphere is sacred to the spellcaster’s god. A successful Dismiss Magic disrupts the other spell Relics are created at the time of death of the and nullifies it. the target cult Holy Person (minimum rank High Priest). then its store Divine Magic spell(s) that are blessed by a effects immediately end and no more spells will be Priest with power from the cult’s deity. eliminated. Cults: All Create Blessed items Dismiss Magic may be cast against either a general Area Special. Progressive. Magnitude 1. Progressive magnitude of the spell is higher than two. but once the item’s power is discharged then it must be reconsecrated at Consecrate a temple of the cult. Touch The wielder must be a member of same cult that the Holy Person was a member of and must be in Cults: All good standing with the Deity. item is blessed with. but may actually be cast almost anywhere.cdefeghikhere isastring ofl SimpleQuest lnnopwerand here are some This spell allows an air-breathing creature to The enchanter forgets the spell(s) he blesses the breathe water for the spell’s duration (the subject item with. It creates a sphere with a radius of ten Blessed items become protected by the cult’s deity metres per point of Magnitude. It may also be used upon a water-breathing creature to allow it The wielder of the item can cast the spell(s) the to breathe air. by itself does nothing to keep outsiders at bay. The caster can also target Dismiss Magic against a single specific spell. hair of a exceeds the target spell’s Magnitude. Permanent. The consecration takes as many hours as the magnitude of the spell. not have any spells currently affecting it eliminated. Excommunicate The wielder of the relic can cast the spell which is reusable. Progressive target or a specific spell. Permanent. but the caster of the spell will know immediately if a Dismiss Magic spell. starting with the most powerful affecting the target. Magnitude 1. its own Magnitude. Cults: All The wielder must be a member of either the cult This spell is as much a part of a temple’s foundation that created the blessed item. Dismiss Magic will eliminate a combined Magnitude of spells equal to Cults:All. spirit or someone who is not a lay member of his cult crosses the boundaries of the Consecrate Instant. Resist (Persistence). Holy Person. If the Area Special. spell is countered. will still be able to breathe air as well).

is not extended and operates normally. a Magnitude 2 increases it to one hour. The exorcist and spell succeeds. Extension. If the augmented spell fails to cast while the Extension In theory. Magnitude 1. Gods will also commonly ask for a sacrifice of an animal or precious object worth one Gold Ducat per Thisisanaffectionatetributetorune 82 Thisisanaffectionatetriuneuest . a their Persistence by +10% per point expended. Progressive Exorcism Cults: All Concentration. the spirit is ousted form the host body and may not re-enter it for a period equal to the exorcist’s POW in days. but will be completely ignorant about the Ocean. Magnitude 3 increases it to two hours. beings. This spell must be cast by a priest and takes one Extension hour to cast. Divination Duration: Instant. The wise exorcist will ensure that he has sufficient wards and protections ready to be used. As soon as the exorcist accumulates enough Magnitude 4 increases it to four hours. Spirit Screen. the augmented spell Resistance or similar effect. This is a dangerous spell to cast. immaterial. Magnitude 3 This spell lengthens the duration of any Divine Cults: All Magic spell with the Duration trait. though it will still be able to use Lore (Cult)for deities will demand blood sacrifices of sentient purely academic purposes. which they must answer to the best of their ability. Thus.cdefeghikhere isastring ofl SimpleQuest lnnopwerand here are some be able to learn or use Divine Magic spells from the question asked. as if the possessing spirit accumulates enough successes to equal the exorcist’s POW. exorcism is quite simple. The spellcaster must be open to the spirit world in order to cast this spell – he may not If the Extension spell fails to cast while the be shielded by a Spirit Block. successes to equal the possessing spirit’s POW. but Magnitude 1 Extension increases Breathe Water’s this bonus only lasts for a single test. Magnitude 1. that only one Divine Magic spell may be cast during Whether the possession is dominant or covert is a single Combat Round. as the spirit will likely be vengeful. the possessing spirit engage in a series of opposed Persistence tests. the victorious spirit may automatically ‘jump’ from its current body into the exorcist’s. The exorcist gains a +30% bonus Each point of Magnitude of the Extension spell to these tests. a divine spellcaster can draw the caster – this is an exception to the normal rule out a spirit currently possessing a corporeal being. A deity can only answer questions it knows about and that falls within its sphere of power. and so on. are cast simultaneously by By means of this spell. the Extension spell is not cast. Particularly cruel and bloodthirsty cult. Either may use Magic Points to boost doubles the target spell’s duration. Spirit augmented spell succeeds. and the spell it is extending. Progressive Cults: All For each point of Magnitude of this spell the caster can ask one question of their Deity. Duration Special. For example a Mountain God will know exactly what is going on its slopes at any given time. Duration to 30 minutes.

Target’s Find Species: Each Find Species spell will give the Persistence location of the nearest creature of the specified Test Effect species. Progressive. Find Victim instantly suffers enough and Find hit point damage to its Chest Target to cause a Major Wound. Touch Target fails available). This spell will not cause limbs to reattach or regenerate. Magnitude 1. unconscious targets. Magnitude 1. as its Find Substance: Each Find Substance spell will fumbles heart stops. Cults: Earth. intends to harm the caster. which allow the caster Cults: Moon. though equates to a speed of 1m for the illusion – thus a Thisisanaffectionatetributetorune 83 Thisisanaffectionatetriuneuest . Ranged This is actually several spells. terror for a number of Combat Rounds equal to 20 minus its The Games Master should provide the rough power POW (minimum of one Combat of the detected subject (‘weak magic’ or ‘rich gold Round). It is also blocked by Absorption. Victim is shaken and disturbed. Ranged. Trickster to locate the closest target of the spell within its range. Magnitude 1. however. Touch critically of Combat Rounds equal to its succeeds POW. Progressive. Examples of this spell include Find Victim flees in screaming Coal. in combat unless forced to and will use the Run Combat Action Heal Body whenever possible (unless a faster mode of egress is Instant. Fertility suffering a –25% penalty to all skill tests for a number of Combat This powerful spell instantly heals a number of hit Rounds equal to 20 minus its points equal to its Magnitude time four. Examples of this spell include Find . though they all operate in a similar fashion. Cults: All Find X This spell heals one Major Wound.cdefeghikhere isastring ofl SimpleQuest lnnopwerand here are some Fear the caster will know the target is somewhere within range (though not its precise location) and that it is Instant. Heal Body Target POW (minimum of one Combat will not reattach a severed limb or otherwise heal succeeds Round). This effect is stopped by a thick substance This spell is used to animate an illusion and move such as metal. Resist (Persistence. Fear Effects Find Magic: Gives the location of the nearest magic item. Find Gold and Find Wood. give the location of the nearest substance of the specified type. being protected by Absorption. Magnitude 1. earth or stone that is at least one it as the caster desires. Ranged Illusion (Motion) Cults: All Duration 15. Each point of Magnitude metre thick. targets without an INT Characteristic or targets that are currently under the Find Enemy: Gives the location of one creature who effect of a Fear spell. Fear has no effect on presence of whatever they are meant to locate. Duration 15. any Major Wound suffered by the recipient. Magnitude 1. the Find spells do not require concentration on the part of the This spell causes the target to be gripped caster – they simply function and alert him to the with overwhelming fear. Cults: Chaos. Victim will not engage lode’). The separate Find see below) spells are listed below. Night Unlike the Battle Magic Detect spells. Victim is unaffected by the Heal Wound spell and cannot be affected by Target further Fear spells for a number Instant. magical creature or active spell.

the caster can create Illusions are an exception to the rule that only a sound so loud it is incapacitating to those who one Divine Magic spell can be cast during a given hear it. Armour points are not Magnitude. Resist Illusion (Substance) (Dodge) Duration 15. Progressive. Cults: Moon. an illusion has one hit point per SIZ point. much as one SIZ point of material for each point of Magnitude. Ranged. Progressive. it will move Cults: Moon. Magnitude 1. Magnitude 1. each point of Magnitude of the of substance to an illusion for each point of spell will cause 1D6 damage. spell would create a SIZ 12 illusion. Progressive. For purposes of sustaining physical effective against this damage and it counts as both damage. to all skill tests until the spell ends or the character gets away from the sound. Trickster This spell causes a sizzling bolt of lightning to streak from the hand of the caster toward the target. Progressive. Ranged 1 Rose Water Whisper Cults: Moon. Progressive. for instance. Characters smelling the odour must make Cults: Moon. An illusion of sound can be used to cover or mask noise and an illusion of taste can be This spell creates the visual component of an used to conceal the acrid tang of poison and so on. The caster must specify the nature and 4 Ammonia Whisky Explosion duration of the sound at the time of casting. an spell to approximate the speed of an average illusion of SIZ 7 to 9 inflicts 1D8 damage and an human. If the spell is of at least Magnitude 3. If the This spell adds one SIZ (about four kilograms) bolt is not dodged. Ranged an odour so foul it is incapacitating to those who smell it. illusion. Magnitude 1. Magnitude 1. Illusion Strength Illusion (Sound) Magnitude Odour Taste Sound Duration 15. Ranged If an illusion is cast on a moving object. Trickster a Resilience test or suffer a –25% penalty to all skill tests until the spell ends or the character gets away This illusion creates a single taste covering as from the smell. Trickster with the object. Ranged somehow strike himself with the illusion – walking into an illusory wall of fire.cdefeghikhere isastring ofl SimpleQuest lnnopwerand here are some caster would need a Magnitude 4 Illusion (Motion) an illusion of SIZ 4 to 6 inflicts 1D6 damage. illusion of SIZ 10 or more inflicts 1D10 damage. If the caster wishes to Lightning Strike change the sound. Characters within two metres of the spell Combat Round. An illusion of SIZ 1 to 3 inflicts 1D4 damage. Ranged Cults: Storm Cults: Moon. A caster may cast as many Illusion must make a Resilience test or suffer a –25% penalty spells as he wishes simultaneously. he must cast the spell again. Each point of Magnitude will cover three The Illusion Strength table shows some standards points of SIZ – thus a Magnitude 4 Illusion (Sight) for sense-related illusions. Trickster Illusion (Taste) This spell reproduces a single scent. An illusion with substance can be used to deal damage. Instant. it must either be combined with Motion or the target must Duration 15. the caster can create Duration 15. Magnitude 1. If the spell is of at least Magnitude 3. Illusion (Sight) Divine Magic and Illusions Duration 15. Thisisanaffectionatetributetorune 84 Thisisanaffectionatetriuneuest . magical and electrical damage. Illusion (Odour) For an illusion with substance to do damage. Magnitude 1. Trickster 2 Smoke Banana Conversation This spell creates the sound component of an 3 Perfume Lemon Shout illusion. Progressive.

memories. Ranged. Ranged Target’s Persistence Test Effect Cults: All Victim instantly loses This spell allows the transmission of conscious 1D4 INT permanently thoughts. Progressive. Resist (Persistence. Thisisanaffectionatetributetorune 85 Thisisanaffectionatetriuneuest . catatonic state for a number of minutes Additional points of Magnitude allow multiple equal to 20 minus its Target fumbles Persistence POW (minimum of sets of people to be linked together. A Mindlink participant –20% penalty to all skill may cast a spell using a rune one of the other tests for a number of participants has. Madness has to the Magnitude of the spell. Magnitude 1. Target succeeds Persistence (minimum of one test Combat Round). period Roll 1D6: 1 – Move to close combat Participants in a Mindlink have a special vulnerability attack a random to INT. Magnitude 1. that participant is be affected by further considered to have left the Mindlink. If any participant in the spell and cannot Mindlink leaves the spell’s range. either test one Combat Round).cdefeghikhere isastring ofl SimpleQuest lnnopwerand here are some Madness Mindblast Instant. attack against random target. creating several separate pairs of Mindlinked people. or making the caster the central hub of a Victim gibbers and small Mindlink network. own entity. 3 – Cast a spell at random affect all those connected. Combat Rounds equal to 20 minus its POW (minimum of Mindlink must be cast upon all participants at the one Combat Round). Victim will perform Any participant in a Mindlink may use the spell random Combat knowledge and Magic Points of others they are Actions during this linked to without consent. Resist see below) (Persistence) Cults: Chaos. 5 – Shout at Although participants in a Mindlink share Magic random target. POW. In the second case. 6 – Points and conscious thought. Ranged. Mindlink does not include hidden thoughts. though all participants target. 4 – Use ranged are entitled to defend themselves individually. Moon Cults: Moon This spell causes the target to lose contact with This spell applies a penalty to the victim’s INT equal reality and become a gibbering loon. Progressive. targets without number of days equal to the caster’s current CHA. Mindlink Madness Effects Duration 15. runes and Magic Points and lapses into a between participants. The effect lasts a no effect on unconscious targets. Instant. Such target. Madness spells for a number of Combat Target critically succeeds Rounds equal to its Persistence test POW. Magnitude 1. suffering a permanent spell knowledge. they remain their Target fails Persistence test Change stance. 2 – Run in a a spell cast against any member of a Mindlink will random direction. but only if he himself has the Combat Rounds equal necessary Runecasting skill – Mindlink does not to 20 minus its POW allow sharing of skills. unconscious urges or Victim is shaken and disturbed. same time and is limited to consenting participants. Any participant may sever their connection to the Victim is unaffected by Mindlink as a Combat Action. spell knowledge. an INT Characteristic or targets that are currently under the effect of a Madness spell. CHA and morale-effecting spells. only raves uncontrollably the ‘central’ character is linked directly to other for a number of participants.

caster defeats the spirit. If the Reflection Results table for more details. Sun This spell reflects incoming spells aimed at the The body of the deceased must be present and target or his equipment. Magnitude 1. Shield caster loses. Cults: All The hit points lost due to the Major Wound are regained at the end of this period. Progressive Magnitude incoming spell takes effect. It also allows the recipient to see into the spirit world. Fertility. Touch magical attacks. If the Reflection is incompatible with Absorption. or poison. These effects are cumulative with other spells. as well as any physical armour the caster is wearing. during which time the caster must maintain concentration on the spell. Touch Cults: Trickster Cults: Death. Magnitude 2. . A resurrected character Magnitude is. Regrow Limb takes a number of Combat rounds Shield is incompatible with Absorption. The effects This spell summons the deceased spirit to approach of Reflection depend on the relative Magnitude its former body. Casting the spell Reflection’s Incoming spell reflected and after this point results in the magic automatically Magnitude Reflection remains. Equal to or Resurrect must be cast within a number of days weaker than equal to the POW of the deceased. Instant. and Spirit Block Resurrect takes a number of minutes equal to the Reflection Results target’s totalled Characteristics to take effect. A Magnitude This spell will cause a limb severed by a Major 4 Shield spell provides the caster with +4 AP and Wound to regrow. present. The caster of the spell must then of both itself and the incoming spell – see the engage in spirit combat with the deceased.cdefeghikhere isastring ofl SimpleQuest lnnopwerand here are some Reflection Resurrect Duration 15. Once cast on a subject. as well as the nature of any active spells or enchanted items the creature is carrying. This spell allows the recipient to see the POW aura of anyone he looks at. enabling him to discern that creature’s current Magic Points. or a if the detached limb is still a +40% bonus against malign spells. 1 or more points Shield stronger than Reflection’s Reflection eliminated and Duration 15. Effect has 0 hit points on all locations. during and Spirit Block. Magnitude 1. Thisisanaffectionatetributetorune 86 Thisisanaffectionatetriuneuest . Instant. Progressive. Soul Sight Regrow Limb takes a number of minutes equal to Duration 15. for instance. . at the target. failing. Magnitude 1. Reflection equal to the target’s SIZ to reattach a limb. Cults: War Regrow Limb This spell protects the caster from physical and Concentration Special. during which time the caster must maintain Incoming Spell’s concentration on the spell. If the target died due to disease back at the original caster. redirecting the spell must be whole. the ailment must be eliminated or the Reflection will attempt to reflect any spells cast Resurrect spell will fail. for the limb to reattach itself to its stump. the spirit is lost to death. he can force it back into the body. which time the caster must maintain concentration on the spell. restoring the individual to life. It will not have any effect on spells that are already affecting a character. Ranged Concentration Special. Touch the target’s SIZ to regrow a limb. Each point of Magnitude gives the caster one armour point on all hit locations and Cults: Fertility provides a +10% bonus to any tests the caster may make to resist malign magical effects. Magnitude 5.

The recipient’s corporeal body the target is within the maximum range of the literally disappears to mundane sight as it moves to weapon. Magnitude 1. None of the Cult: All recipient’s physical attacks can harm the mundane world but they will affect spirits. While on his Spiritual Journey. When cast. the recipient automatically gains the effects of Soul Sight for the Sureshot may not be combined with Firearrow. body phases back into the real world. concealment or any other factors. Reflection and Shield. who must be visible will not be able to personally attack or harm the to the caster. Ranged Cults: Hunter Spiritual Journey Cast on a missile weapon (such as a knife. As a traveller in the spirit world. including through ranged attacks (such way. Progressive. squared. exceeds Spirit Block’s Magnitude. the recipient’s Magnitude.cdefeghikhere isastring ofl SimpleQuest lnnopwerand here are some Spirit Block He may also interact with spirits on a near-equal footing. Magnitude 1. skills and Attributes and his equipment functions normally. regardless of coexist with the recipient’s spirit. duration of his Spiritual Journey. Sureshot Spirit Block is incompatible with Absorption. Resist (Dodge) 8 POW 65 or higher Cults: Sun 9 POW 82 or higher 10 POW 101 or higher This spell will only function in direct sunlight. Duration 15. mundane items or events in the real world while in the spirit world. Cults: All Unless the wielder of the weapon rolls an automatic failure or a fumble. Touch javelin or rock). The recipient of Spirit Block may only be touched by spirits with a POW greater than the spell’s When the spell’s Duration expires. So long as into the spirit world. Magnitude 4. Ranged. If the target does not dive out of the recipient. arrow. Magnitude 4. Spirit Block Effectiveness Summon (Cult Servitor) Spirit Duration ??? Magnitude 1 Progressive. the missile will strike home. the recipient Duration 15. Attempts to parry or dodge the missile suffer a –25% penalty. However. he will Multimissile or Speedart – Sureshot will always take suffer a –40% penalty to all Perception tests to spot precedence in such cases. A spell cast by a spirit Armour points are not effective against this damage at the recipient is blocked unless its Magnitude and it counts as both magical and fire damage. Block’s Recipient May Only Be Harmed By Examples Magnitude Spirits With… 1 POW 2 or higher Elemental Lesser 1 2 POW 5 or higher Elemental Medium 2 3 POW 10 or higher Elemental Greater 3 4 POW 17 or higher Vampire 3 5 POW 26 or higher 6 POW 37 or higher Sunspear 7 POW 50 or higher Instant. as a thrown spectral javelin). a shaft of light two metres wide streaks from A spirit unable to touch a Spirit Blocked character the sky to blast a single target. Thisisanaffectionatetributetorune 87 Thisisanaffectionatetriuneuest . Touch has all his usual Characteristics. the missile hits successfully This spell shunts the physical form of the recipient (though it may be dodged or parried). this spell is triggered when it is fired. Duration 15. the blazing light will burn it for 4D6 damage.

Various ‘divine’ effects are also possible. the gods demand a heavy price for their Consecrate spell in effect over the temple grounds – help and the character will suffer a permanent loss consult the Temple Defences table. Divine Intervention can take many forms and the following can be considered guidelines: Allow the character to cast any cult spell at any Magnitude with any amount of extra Magic Points used for overcharging it. Allow a cult spell to affect every worshipper of the god within the character’s line of sight. Finally they act as cult Magic training schools. the call for aid is answered. the cult’s Temples. As well as the spells themselves and the cults that teach them. Examples could include creating a fog to allow the character to escape from enemies. Temples that are bigger than a shrine also act as administrative centres. Both these aspects of Divine Magic are detailed below. share these Divine Intervention and develop an association with following attributes. effectively killing the character permanently (though his request will still be granted). Gods will refuse to aid non- Cults: War worshippers and their effects will be related to their sphere of influence. such as Damage Modifier. Magnitude 3. Ranged Divine Intervention cannot be used to directly harm or slay mortal creatures. double his STR to defeat a powerful enemy or cause a river to break its banks Thisisanaffectionatetributetorune 88 Thisisanaffectionatetriuneuest . cultists also gain the ability to call for All temples. Other modifiers. A character can only call for Divine Intervention once per month. Bring back to life a worshipper (who may not be the character calling for Divine Intervention). whether he is successful or not. of POW equal to the 1D100 roll if he is successful. All temples. a desperate situation. are not affected. with trainers to teach the cult skills and areas where members can learn magic. He may even do so if dead or unconscious. his soul is taken to serve the god directly. When Divine Intervention is requested. Temple Defence roll 1D100. no A character who is an Initiate or higher can call upon matter how small. The wielder of the weapon should roll These are the places that cult members gather to the weapon’s damage twice and total the result.cdefeghikhere isastring ofl SimpleQuest lnnopwerand here are some True (Weapon) to stall an invading army. allow the learning and recovery his deity for Divine Intervention whenever he faces of the god’s Divine Magic spells. Cast on the specified type of close combat weapon. where Other aspects of Divine cultists pay their tithes and the temple priests govern the cult’s hierarchy. The most basic defence is that of a permanent However. Learn & Recover Magic Temples act as centres to learn and recover Divine Divine Intervention Magic and cult-specific Battle Magic. this spell doubles that weapon’s normal damage Temples dice. worship their deity. regardless of the cult. If this roll is equal to or less than the character’s POW. Duration 15. If the character’s POW is reduced to 0 by this.

with up to a couple of rooms to otherwise it will remain at its current size.500 gold ducats of 1D3 Novice-level Major Temple 50. Every year. between five and 20 lay members). Instead. or lay members. though much of this may be in the form of trade goods. A site usually generates an income of 3d6 silver per month. A temple must be able to These are small buildings. a Priest and 1D3 initiates will be present. It must also generate about 20 silver per month (in money or goods) for every member of the permanent clergy and 10 silver per month per guard. Thisisanaffectionatetributetorune 89 Thisisanaffectionatetriuneuest .cdefeghikhere isastring ofl SimpleQuest lnnopwerand here are some Temple Defences Temple Growth Magnitude Temple Size Average Cost to Create of Other Site 3 gold ducats Temple Consecrate Magical Size Spell Defences Guards Shrine 150 gold ducats 50% chance Minor Temple 7. There is a Minor covering level 50% chance that an initiate will be present at a site at Temple 5 to 6 area sergeant any one time – if the roll is 05 or lower. Usually one Seasoned. worship area. rather than Temple Growth coin. running to only 1D6 silver every Trained. accommodate the Clergy. Number of Lay Members: A site will usually have level guard five worshippers. covering every five Shrine 3 to 4 area initiates Cost to Maintain: Maintenance of a site is generally Usually one exceptionally low. a number of sites are normally overseen by one or Magnitude plus one 1D6 spells Veteran- more initiates and the occasional acolyte. 1D2 initiates. initiates 1D4+1 level are expected to maintain the site every time they Magnitude sergeants visit. level guard present for Clergy: A site will only occasionally have a every five permanent clergy member assigned to it. paid to the itinerate clergy that come to conduct services. 2D6 spells and one Major covering Master-level Income: A site generates a very small amount Temple 7 or higher area commander of income. Sometimes Shrines are part of a temple to a larger deity of the same pantheon. which centre on the afford the cost of upgrading to its next temple size. Cost to Maintain: A shrine requires 20 silver per month simply to keep the structure standing. month. a temple that is successful in its daily Shrine tasks has a cumulative 1% chance of swelling to the next size of temple. Required Staff: A site has no required staff. for every initiate present for every four who regularly visits the site (usually somewhere initiates. small statue or primitive representation of the deity Magnitude level guard in a small cleared area dotted with offerings made 1D3 spell present for by locals and passers by. often literally a chance of Novice.000 gold ducats guards being Site 1 to 2 None present Site 50% Usually one These are the smallest size temples. plus 1D3 Veteran.

Clergy: A minor temple will always have more than Required Staff: A major temple requires a 20 initiates (1D100+20) permanently assigned to it. 20 silver per month per guard and 12 silver silver per month. and house the community of clergy and their servants Required Staff: A shrine has no required staff who are attached to the temple. temple operational. of course. cleaning and upkeep of the temple. An average minor temple brings in 2D6x1. and the gifts of the wealthy and noble. In addition. such as librarian. though they do command a greater income Thisisanaffectionatetributetorune 90 Thisisanaffectionatetriuneuest . it must generate approximately 40 silver upkeep of the clergy. servants to the clergy. the libraries fully Income: A shrine generates enough yearly income stocked and the ritual equipment in good repair. An average The staff perform multiple services. beyond the clergy and guards. the bulk of staff will be slaves. There will generate approximately 30 silver each month for also be a High Priest in residence. usually have 100 lay members for every initiate. The clergy and staff of a minor temple are usually not paid very well. Required Staff: A minor temple requires a modest permanent staff in order to operate. large staff. worship. an enormous Minor Temple sum. There will be 1d4 lay member staff plus one Priest for every twenty initiates. the bulk of staff will be slaves. requires about 4. teachers of children. have multiple training areas. multiple services.000 silver per month. They are small Number of Lay Members: A shrine will usually have complexes.cdefeghikhere isastring ofl SimpleQuest lnnopwerand here are some Obviously. In to pay for upkeep of the building and for the addition. In regions where slavery is legal and presuming the cult has no stance against it. servants to the clergy. each month for every member of its permanent of course. Number of Lay Members: A minor temple will groundskeepers and stable hands. which as well as the areas dedicated to 20 lay members for every initiate. than that of a shrine. libraries. valets. and are a hive of activity. 20 silver per month per guard and 10 silver per month for each Number of Lay Members: A major temple will member of its staff (or 2 silver if they are slaves). The staff perform chance). such as librarian. cooks. A High permanently attached to such a centre of worship Priest may well be in temporary residence too (50% for every 15 permanent clergy. In regions where usually have 40 lay members for every initiate. rooms for the clergy. teachers of children. Income: A minor temple generates enough yearly income to pay for upkeep of the building and for the upkeep of the clergy and lay staff. the staff of a shrine is not well paid. it must plus one Priest for every sixteen initiates.000 silver each month just to keep the building in good condition. but an average shrine brings in 1D6x100 clergy. the building in good condition. Clergy: A shrine will always have five or more initiates (3D6+2) permanently assigned to it and Major Temple quite often a Priest or two (1D4–2) will be in temporary residence. Major temples tend to rely upon benefactors such as local nobles (or adventurer initiates) for This is a distinct building on its own. every member of its permanent clergy. maids. slavery is legal and presuming the cult has no stance against it. major temple brings in 3D6x10. per month for each member of its staff (or 3 silver if they are slaves). There are lean and fat times.000 silver per month. with worship the large amounts of income required to keep the area. though they will often have meals brought to them by lay Cost to Maintain: An average major temple worshippers. This is. Cost to Maintain: An average minor temple Clergy: A major temple will always have hundreds requires about 500 silver each month just to keep of initiates (2D10x100) permanently assigned to it. a library and treasury. These great buildings are the headquarters of the cult. There will be Income: A major temple generates an astounding 1d4 lay member staff permanently attached to such amount of money through the tithing of the faithful a centre of worship for every 20 permanent clergy.

If a member of a school of wizardry they to promising candidates who. In order to learn a particular sorcery spell. but are Often Sorcery is atheistic. performing Example School menial tasks in their magical laboratories. usually including Mystic or simply as a helping hand around the magical Vision. They will have between five and ten spells ranging from This august institution was set up by the first 40% to 75%. which have their own books of spells and rules that Ranks of Sorcery they teach their apprentices. In return at the University. Most of the villagers think he is a mad fool. Graduates of the schools of wizardry. Each Sorcery spell is governed by a separate magical skill. the school’s behalf. It duties for the school. such as teaching apprentices has its own university in the capital city itself. He there are magical rules that govern the Universe lives in an old ruined tower just outside the village and that by studying these rules a Magician can conducting magical experiments and ensuring the manipulate reality to his will. an established and esteemed staff of adepts train a large body of apprentices under the gaze of the Magus. They maintains smaller schools will have ten spells at 75-90% and one to three spells in the Duchies to teach basic literacy and numeric at 100%. where or recovering lost magical knowledge. Students of sorcery they will only they take on an apprentice to teach their art know a couple of spells. or other jobs that their masters consider beneath them. an intelligent local lad. Uphold the laws of the Empire. He has taken a fondness to Yuren equal footing. The majority are organised into schools of wizardry. upon reaching adult will serve on its ruling body and have the complete hood and passing an exam. There are three basic ranks of sorcerers cut off from other sorcerers and society at large to focus purely on their magical activities. As well as being taught laboratory. As well as the magical safety of it is expected that they spend 90% of their time the city the College is responsible for providing researching. Occasionally Apprentices. A particular spell’s skill is automatically Thisisanaffectionatetributetorune 91 Thisisanaffectionatetriuneuest . If a member of a school of wizardry they Emperor of Gatan to ensure the correct tutoring are expected to spend 30% of their time performing and installation of socially responsible wizards. Practitioners of Sorcery develop in one of two ways. Sorcery Example Solo Sorcerer Haganst Ogran is a Hedge wizard.cdefeghikhere isastring ofl SimpleQuest lnnopwerand here are some Chapter 9 Support the Army in its efforts to expand the light of reason into the Darklands. at a base of 40%. the caster must possess the spell in written form or Duties be taught it by a teacher. teaching and performing missions on warlocks to the Imperial armies in time of wars. The Imperial College of Wizardry Adepts. who lives in an Sorcery is an approach to magic that acknowledges isolated village on the border with the Darklands. Learning Sorcery Temples and Strongholds Before a spell can be cast using sorcery. With his parents’ permission he is handing down his knowledge to the boy. research. Benefits Free board and lodging at all Imperial Hostelries. seeing gods and spirits not beyond seeking out his services of healing and as merely intelligent forces of the universe that are exorcism when beset by the strange magical horrors there to be interacted with and dealt with on an of the Dark Lands. the arts of sorcery they are expected to spend 60% of their time working for their tutors. go on to be apprentices resources of the school at their command. They Chancellor Magus. Alternatively there is a long tradition of practitioners working in solitude. the following process must be followed: For Adepts and Magus The character must first learn the spell through Rescue or ransom if captured. Acknowledged masters of sorcery. safety of the village from ‘things from beyond’.

a magical skill test appropriate to the spell in The Manipulation skills can increase the power of a question. Sorcerers are able to manipulate their magic Whenever a spell is cast using sorcery. points to learn any sorcery spell.cdefeghikhere isastring ofl SimpleQuest lnnopwerand here are some acquired at its basic score when the spell is first (Specific Sorcery Spell) (INT+POW) learned. the spell does not take effect. Range. It is not necessary to have any creatures within ten times the Magnitude of the the Manipulation skills in order to cast Sorcery spell in metres. the spells share the same base parameters: They have character will be ready to try casting it: a Magnitude of 1. This skill is increased using Casting Fumbles improvement points in the normal manner and can be increased through practise as well as research. A sorcerer may manipulate the or a shimmering in the air. New sorcery spells can either be taught by a teacher If a sorcery spellcasting test. If a Manipulation effect is applied to a spell. an applied Manipulation skill. results in a critical treat the sorcery spell as a new Advanced skill that success. in addition to the Magic Point loss for any sorcery spells equal to his INT Characteristic. the character gains the specific spell’s Magical skill at its basic score (INT+POW). the character must make POW in metres and may only affect a single Target. the spell’s effects take place. A player character may start with Sorcery instead of If the casting test fails. Once learnt. all a character –25% penalty. a Duration equal to the sorcerer’s POW in minutes. for instance. This skill allows the sorcerer to cast a specific Sorcery spell at its base parameters. Casting Sorcery Spells If the test fails. be it a flash of light. a crack of thunder with each casting. Manipulation effects or overcharging. The exact effects are up Magnitude. They may increase both Manipulation cast. the spell does not take Battle Magic during Character Generation. the spell Starting with Sorcery (Optional) takes effect. results in a critical success then Acquiring sorcery is an effort of will. If successful. there will through use of the Manipulation skills. the Magic Point cost for applying that must be learned. Thus it takes two improvement Manipulation effect is negated. a sorcerer casting Palsy must sorcery spell beyond these base parameters. needs to do is learn one sorcery spell. These allow always be a sight and sound that nearby creatures the sorcerer to change the parameters of a spell can detect. but without it. intellect and any attempts to resist or counter the spell suffer a research. Casting a Sorcery spell requires a successful skill test using the spell’s skill. If a Sorcery spellcasting test results in a fumble. skill points. make a Palsy skill test. when compared to or discovered through research. Such characters start as Apprentices. and Spells out of their beginning pool of Advanced each effect costs one Magic Point to apply. A character must be able to gesture with his hands and be able to chant in order to cast a spell. Most Sorcery Once the Sorcery spell has been learned. Magic Points Magnitude and Duration at base and have three spells plus Mystic Vision at base percentage All sorcery spells cost a base of one Magic Point to (Int+Pow). In either case. when compared to the spell’s specific skill. In order to be a sorcerer. If the test succeeds. they have been taught the Manipulation skills of Range. effect. Duration and Targets of any to the Games Master and player to decide for any spell he casts – he may even Combine multiple given spell but will automatically be detected by spells into one casting. Thus the Palsy skill is used when casting the Palsy spell. Thisisanaffectionatetributetorune 92 Thisisanaffectionatetriuneuest . the sorcerer is limited to the base parameters of spells. a Range equal to the sorcerer’s To cast a Sorcery spell. This skill may be improved normally though the use of improvement rolls. Casting Critical Successes Acquiring Sorcery If a sorcery spellcasting test. the spell fails and the sorcerer loses 1D6 Magic A sorcerer may only know a maximum number of Points.

apply all casting Manipulation modifiers that are applied to the spell’s casting test to this skill too. As long as this a spell. Ceasing to cast a casting modifiers that are applied to the spell’s Concentration spell is immediate and not a combat casting test to this skill too. the caster loses the Magic Points invested into overcharging the intended Manipulation (Range) (INT+POW) Sorcery spell. the spell’s Duration is increased. Specific spells may deviate from this If the spell is successfully cast. Magic Point expended in casting a spell has the following effect: It costs one Magic Point to apply this effect to a Sorcery spell. Round. apply all cast as a single combat action. whether or not the final spell is Wound) or require Persistence tests to maintain successful and regardless of the final Magnitude of concentration on the spell. the spell. This skill allows the sorcerer to increase the Range of a Sorcery spell. Dismissing Sorcery Spells Manipulation (Duration) (INT+POW) Like Battle Magic. As long as this also results in a success. The sorcerer expends their own Magic Points in order to boost If the Manipulation (Duration) skill is not applied the spell and a –5% penalty is applied to the casting to a Sorcery spell when it is cast. Note that while spellcasting a character will draw possible attacks from enemies they are If the Manipulation (Magnitude) skill is not applied adjacent to during a Combat Round. to overcharging a Battle Magic spell. They are acquired as new Advanced score. Manipulation (Magnitude) (INT+POW) If the Manipulation (Range) skill is not applied to a Sorcery spell when it is cast. apply in minutes. every additional default. Manipulating Sorcery Spells table. As long as this also results in a success. is increased. The casting test’s action. the target’s successful and regardless of the final Duration of Resist test suffers a –10% penalty. Distractions or attacks on the spellcaster as he casts will either automatically ruin the spell (if the It costs one Magic Point to apply this effect to spellcaster is blinded or disarmed. If the spellcasting fails. When used. a caster can dismiss any This skill allows the sorcerer to increase the Permanent or Duration Sorcery spell(s) he has Duration of a Sorcery spell. The casting test’s D100 result is also These skills may only be learnt through research or compared to this modified Manipulation (Range) from a teacher. the spell will have test for every Magic Point spent in this way. When used. the skills and thus cost two improvement rolls each to spell’s Range is increased. The maximum Range to initially learn. the spell’s Magnitude half their Movement. Subsequent improvement of these which the spell can be increased to is noted in the skills can be done through practise or research. Overcharging Sorcery Spells The maximum Duration to which the spell can be increased to is noted in the Manipulating Sorcery Overcharging a Sorcery spell is superficially similar Spells table below.cdefeghikhere isastring ofl SimpleQuest lnnopwerand here are some Casting Time spell’s casting test to this skill too. though the character may slowly walk up to also results in a success. The maximum Magnitude to which the spell can be increased to is noted in the A spell takes effect at the end of its casting Combat Manipulating Sorcery Spells table. The casting test’s D% result is also compared to this modified No other Combat Action may be taken while casting Manipulation (Magnitude) score. or suffers a Major a Sorcery spell. to a Sorcery spell when it is cast. Thisisanaffectionatetributetorune 93 Thisisanaffectionatetriuneuest . D100 result is also compared to this modified Manipulation (Duration) score. the spell will have This skill allows the sorcerer to increase the a default Range equal to the POW of the caster Magnitude of a Sorcery spell. the spell will have a default Magnitude of 1. whether or not the final spell is If the spell possesses the Resist trait. Specific spells may deviate from this all casting modifiers that are applied to the default. When used. the spell. a default Duration equal to the POW of the caster in minutes.

cdefeghikhere isastring ofl SimpleQuest lnnopwerand here are some
It costs one Magic Point to apply this effect to If the Manipulation (Targets) skill is not applied to
a Sorcery spell, whether or not the final spell is a Sorcery spell when it is cast, the spell will have a
successful and regardless of the final Range of the default Target of one person or item. Specific spells
spell. may deviate from this default.

Manipulation (Targets) (INT+POW) It costs one Magic Point to apply this effect to
a Sorcery spell, whether or not the final spell is
This skill allows the sorcerer to increase the number successful and regardless of the final number of
of targets of a Sorcery spell. When used, apply all targets of the spell.
casting modifiers that are applied to the spell’s
casting test to this skill too. The casting test’s Manipulation (Combine) (INT+POW)
D100 result is also compared to this modified
Manipulation (Targets) score. As long as this also This skill allows the sorcerer to combine the effects
results in a success, the spell’s number of targets of multiple Sorcery spells in a single casting, so they
is increased. The maximum number of targets the will affect the target simultaneously. This is one of
spell can affect is noted in the Manipulating Sorcery the more powerful aspects of Sorcery, as it allows
Spells table. a skilful sorcerer to use his Magic Points judiciously
and achieve multiple effects within a short space of
If the character is able to affect 5, 10, 15 or 20 time.
targets, the caster may choose instead to affect a
5m, 10m, 15m or 20m radius, respectively, instead of A spell may not be combined with itself – only
selecting specific targets. different spells may be combined.

Manipulation Score Magnitude minutes) Range (in metres) Targets
1% to 10% 1 POW POW 1
11% to 20% 2 POW x 2 POW x 2 2
21% to 30% 3 POW x 3 POW x 3 3
31% to 40% 4 POW x 4 POW x 4 4
41% to 50% 5 POW x 5 POW x 5 5 or 5m radius
51% to 60% 6 POW x 6 POW x 6 6
61% to 70% 7 POW x 7 POW x 7 7
71% to 80% 8 POW x 8 POW x 8 8
81% to 90% 9 POW x 9 POW x 9 9
91% to 100% 10 POW x 10 POW x 10 10 or 10m radius
101% to 110% 11 POW x 11 POW x 11 11
111% to 120% 12 POW x 12 POW x 12 12
121% to 130% 13 POW x 13 POW x 13 13
131% to 140% 14 POW x 14 POW x 14 14
141% to 150% 15 POW x 15 POW x 15 15 or 15m radius
151% to 160% 16 POW x 16 POW x 16 16
161% to 170% 17 POW x 17 POW x 17 17
171% to 180% 18 POW x 18 POW x 18 18
181% to 190% 19 POW x 19 POW x 19 19
191% to 200% 20 POW x 20 POW x 20 20 or 20m radius

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The spells must all have the same target or targets. successfully cast, the spell costs a two magic
A sorcerer cannot combine a Palsy targeting an points to cast. One magic point for the magnitude
enemy and a Spell Resistance targeting himself, for manipulation effect plus one magic point for the
instance. duration manipulation effect.

All skills involved in the spellcasting suffer a –10%
penalty per spell (therefore there is a minimum of a Spell Traits
–20% penalty, as all combined spells contain at least
two spells). The traits used by Sorcery spells are detailed below.

All skills involved in the spellcasting may not Concentration: The spell’s effects will remain in
individually exceed the sorcerer’s modified score in place so long as the character concentrates on it.
Manipulation (Combine). Concentrating on a spell is functionally identical
to casting the spell, requiring the spellcaster to
Any Manipulation effects applied to a combined continue to gesture with both arms, chant and
spellcasting apply to each of the spells involved. ignore distractions. This trait overrides the normal
Only one Magic Point need be spent per Sorcery spell default Duration.
Manipulation effect, regardless of the number of
spells involved. Instant: The spell’s effects take place instantly. The
spell itself then disappears. This trait overrides the
Even though the spells are being cast normal Sorcery spell default Duration.
simultaneously, it is quite possible for one spell to
succeed while the others fail. Permanent: The spell’s effects remain in place until
they are dispelled or dismissed. This trait overrides
Example of Manipulation in action the normal Sorcery spell default Duration.

Lura casts Damage Boosting on Rurik’s sword, and Resist (Dodge/Persistence/Resilience): The spell’s
wants it to be at a magnitude of 4 for an hour. So effects do not take effect automatically. The target
that means as well as casting the spell successfully may make a Dodge, Persistence or Resilience test
she will also have to manipulate its magnitude (as specified by the spell) in order to avoid the effect
(which would otherwise be 1) and its duration . of the spell entirely. Note that Resist (Dodge) spells
require the target to be able to use Reactions in
She has a Damage Boosting casting skill of 60%, order to dodge. In the case of Area spells, the Resist
Manipulation (Duration) 35% and a Manipulation (Dodge) trait requires the target to dive in order to
(Magnitude) of 45% and a Power of 18. Looking mitigate the spell’s effect.
at the Manipulation table (see above), Lura has a
maximum of extending the duration to 64 minutes, Touch: Touch spells require the character to actually
so she can successfully set the duration she wants, touch his target for the spell to take effect. The
and could set the magnitude at 5 if she wishes. spellcaster must remain in physical contact with the
target for the entire casting. This trait overrides the
Lura’s player makes one D100 roll for casting. normal Sorcery spell default Range.

If she rolls over 60% the spell casting fails. Trigger: The spell will lie dormant until an event
stated in the description takes place. The spell then
If she rolls under 60% but higher than 45% the takes effect and is expended.
spell casting succeeds but all the manipulations
fail. Therefore the spell only lasts 18 minutes at a Defaults
magnitude of 1.
Sorcery spells tend to have far fewer traits than
If she rolls under 45% but higher than 35%, the spell’s other types of magical spell. This is because most
magnitude is increased to 4 but its duration remains Sorcery spells share the same basic qualities: A
at the basic 18 minutes. Duration equal to the character’s POW, a Magnitude
of 1, a range equal to the character’s POW in metres
If she rolls under or equal to 35% the spell is and the default Sorcery spell will only affect one
successfully cast and both the magnitude and target.
duration manipulations are successful.

Regardless of the spell being successfully cast
, the final magnitude or duration of the spell if

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Sorcery spell list Spell matrices are mundane items in their own right
and if the item is broken then the spell is dispelled.
However at time of enchantment the enchanter
Animate (Substance)
can spend another permanent point of POW to
magically harden the item doubling its hit points and
armour points.
This spell allows the sorcerer to animate the
substance indicated, up to one SIZ for every point of Create Scrolls
Magnitude. The sorcerer can cause it to move about
and interact clumsily (Movement of 1m per three
points of Magnitude).
These are written items which store Sorcery Spells.
The sorcerer’s chance to have the animated object
The enchanter must have Language (Sorcery) at
perform any physical skill successfully is equal
80%, to allow the enchanter to inscribe the complex
to his own chance to perform that action halved
magical sigils.
(before any modifiers). If combined with the
appropriate Form/Set spell (though application of
All scrolls have an attached cost of 1Gold Ducat per
the Manipulation (Combine) skill), the caster can
magnitude of spell in ingredients for special inks/
perform much finer manipulation of the object. In
parchments etc
this case, the animated object will use the caster’s
full skill scores for physical activities. To create the scroll the enchanter must successfully
roll against the casting skill of the spell(s) and any
This spell can only be used on inanimate matter.
manipulations being used. If successful the caster
spends the magic points needed to cast the spell
Cast Back and perform the manipulations, and the spell(s)
is stored on the scroll. If unsuccessful the scroll is
This protective spell shields the caster from hostile
ruined and unusable. On a fumble a cursed scroll is
magic and has a chance of sending it back to the
created where if the scroll is read, the effects are
attacking spellcaster.
those of a fumbled version of the spell.
Cast Back only affects spells that target the user
The resulting scroll is a one use item, which upon
specifically and have the Resist trait. Such spells may
a successful Language ( Sorcery ) roll is casts the
affect the protected character normally, but if it is
spell(s) with any manipulations at the magnitude
resisted, the spell is launched back at the person
that was cast on the scroll.
who cast it, as long as its Magnitude is not greater
than the Cast Back’s Magnitude.
Alternatively, upon a successful Language ( Sorcery
), the reader of the scroll can learn the spell at base
Create Spell Matrix skill percentage.
Damage Boosting
These are items that store Sorcery spells.
The enchanter must have Language (Sorcery)
This spell can be cast upon any weapon up to five
at 80%, to allow the enchanter to en-scribe the
ENC. Each point of Magnitude adds one point to
complex magical sigils.
the weapon’s damage (the basic spell will increase
a hatchet from 1D6 damage to 1D6+1 damage, for
All spell matrices have an attached cost of 1 Gold
Ducat per magnitude of spell in special materials.

The enchanter pays 1 Improvement point per spell Damage Resistance
stored in the matrix.
The wielder can cast the spell at the skill of the
This spell protects the body of the recipient. Any
original enchanter, using their own magic points and
incoming attack dealing damage equal to or less
manipulation skills to fuel and direct the spell.
than the Magnitude of the spell is ignored. Any
Spell matrices are reusable. incoming attack dealing more damage than the
Magnitude of Damage Resistance is unaffected and

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Form/Set (Substance) The controlled creature shares a telepathic link with Instant the sorcerer by which it can receive its orders. the sorcerer can order it about existence. DEX. it must obey the commands of the caster for the duration of the spell. Objects must have an ENC lower than the sorcerer’s Applying a penalty to POW does not reduce the POW characteristic. INT. A sorcerer casting this spell at Magnitude 4 Resist (Persistence) may fly himself with a Movement of 4m. Each point of Magnitude allows the caster to shape The original spell must be cast within normal Range one ENC of solid substance or one cubic metre of an parameters but subsequent mental control is ethereal substance (like darkness). spell. All objects and character moved Note that not all uses of this spell are malign. The caster applied by this spell may not reduce a Characteristic may levitate a number of objects or characters (the below one and a creature must have the caster counting as one of these characters if he so Characteristic in question to be affected by this wishes). or fly This spell allows the caster to gain control over a himself and three friends with a Movement of 1m creature belonging to a specific species. The caster must calculated in kilometres rather than metres. the substance retains its shape. Persistence. Enhance allows the sorcerer Divine Magic spell Shield or the Rune Magic spell to temporarily apply a bonus to the specified Protection. There are actually seven Enhance spells. Note that the Touch protected character may still suffer from Knockback if applicable. POW and CHA are resisted with the sorcerer’s POW characteristic. Damage Resistance is bypassed. A compared to the Damage Resistance spell first and creature must have the Characteristic in question to only encounters the Shield or Protection spells if the be affected by this spell. Character or objects moved by this spell have a Movement of 1m. the dominated creature to perform. Enhance (Characteristic) When the caster has finished the forming process. The spell will temporarily applies a penalty to the specified Characteristic Using this spell allows the caster (or whomever or equal to the Magnitude of the spell. Resist (Persistence) each Characteristic. one for each Characteristic. one for Concentration. fly himself and a friend with a Movement of 2m each. Diminish (SIZ) spell. as it can greatly enhance their ability to enter restricted areas… Each point of the spell’s Magnitude may either be used to increase the target’s Movement by +1m or Dominate (Species) to target an additional object or character – but not both. fails to resist the spell. Rigid substances Thisisanaffectionatetributetorune 97 Thisisanaffectionatetriuneuest . Applying a bonus to POW does not increase the Diminish (Characteristic) character’s Magic Points. CON and SIZ) are resisted with must have a SIZ Characteristic which is lower than Resilience. from by forming a mental image of the actions he wishes steel to smoke to water. If the sorcerer and the creature dominated do not share a There are an unlimited number of Form/Set spells in common language. Essentially the reverse of Damage Resistance may be combined with the the Diminish spell. In either case. not Thieves and others often value the timely use of a their own. nor will it affect any Dedicated POW. one for every substance imaginable. character’s Magic Points. Touch Fly There are actually seven Diminish spells. incoming damage is Characteristic equal to the Magnitude of the spell. If the target each. The penalty whatever he targets with the spell) to fly. Resist (Persistence/Resilience). by this spell move at the spellcaster’s behest.cdefeghikhere isastring ofl SimpleQuest lnnopwerand here are some will deal its full damage as normal. be familiar with the shape he is forming. A levitated character may not be Overloaded and Diminish (STR.

Mystic Vision also allows a recipient to see an area of light one metre in radius. Glow as well as enchanted items with their own Magic Points or spells. If learn more about what he is seeing. in the Magnitude of Mystic Vision. either increase the STR of the bond by +1 or double As soon as Neutralise Magic can no longer dismiss the area affected. This spell can only be used on inanimate substances. Neutralise Magic Holdfast Instant Touch This spell allows a caster to neutralise other spells. at the Games Master’s from the Movement rate of the target. Every two choice. he will suffer a penalty to Magnitude of Mystic Vision to the Magnitude of any all attack. Magnitude 5. it increases to that of a campfire and at Magnitude 10 to that of a bonfire. The sorcerer must form the entire object Mystic Vision and must succeed at an appropriate Craft test but if successful he will restore the full hit points to an Concentration item. 21–30 and so forth). parry and Dodge tests. living being with this spell. ten centimetre surfaces (roughly the size of a man’s starting with the most powerful affecting the target. By looking at a spell effect. the caster will be able to precisely determine the effects of the perceived Haste spell. rune. a target’s spells. a recipient of Strike Rank. exceeds the other spell’s. This spell allows the recipient to literally see magic. and mystic). the spell creates work. At Magnitude 3. Each additional point of Magnitude increases the radius of effect by one The recipient of the spell will only know roughly metre. including whether it has been overcharged and a mental image of who cast the spell (if it is not Each point of Magnitude of Haste adds 1 metre obvious). Mystic Vision will automatically be aware of its gross magical effects (such as the types of enchantment Hinder currently on the item). the spell gains the Resist (Resilience) trait. Compare the the target fails to resist it. As long as Mystic Vision’s Magnitude Magnitude. At (1–10. as well as any skills spell that the target is either casting or under the relying upon vision. while more mutable substances like water substances. By augmenting the recipient’s natural vision. to the Movement rate of the recipient. If the caster is attempting to bond a will immediately lose their shape. This spell can be used to mend damage done to an object. a recipient of Mystic Vision will automatically be aware of its magical This spell can be cast on an opponent’s eyes if origin (divine. the spell allows him to see a creature’s Magic Points. its effects immediately Thisisanaffectionatetributetorune 98 Thisisanaffectionatetriuneuest . points of Magnitude also reduces the target’s Strike Rank by –1. By increasing combined with the Manipulation (Range) spell. Neutralise Magic will eliminate a combined This spell causes two adjacent ten centimetre by Magnitude of spells equal to its own Magnitude. Each additional point of Magnitude will will instead target the second-most powerful spell. The recipient must be able to This spell causes a glowing point of light to appear actually see the creature or object for this spell to on a solid substance. Every two points of Magnitude also adds +1 to the recipient’s By looking at an enchanted item. because all the remaining spell’s Magnitudes are too high). giving off the into the spirit world.cdefeghikhere isastring ofl SimpleQuest lnnopwerand here are some like steel will hold the form they had at the end of This spell can affect organic and inorganic the spell. At its base. the brightness of the spell how many Magic Points an object or creature has increases to that of a flaming brand at its centre. the caster can which case it also gains the Resist (Dodge) trait. palm) to commingle into one. The basic bond has If it fails to eliminate the most powerful spell then it a STR of 1. equal to five times the spell’s influence of. until the spell ends or is dispelled. 11–20. Each point of Magnitude of Mystic Vision will also determine either the invested Resist (Resilience) POW (and therefore the relevant strength) of a particular enchantment or a particular condition Each point of Magnitude of Hinder subtracts 1 metre laid upon an enchantment. same illumination as a candle.

much as one SIZ point of material for each point of A successful Neutralise Magic disrupts the other Magnitude. Characters within two metres of the spell must make a Resilience test or suffer a –10% penalty Sample Odour Magnitudes to all skill tests until the spell ends or the character gets away from the sound. spell and nullifies it. Each Phantom (Sense) spell is a separate spell. the caster can create This spell creates the sound component of an an odour so foul it is incapacitating to those who illusion. Taste Neutralise Magic can be fired as a Reaction. The spell will paralyse the target. hear it. but only when another spell is cast within Neutralise This illusion creates a single taste covering as Magic’s Range that the character wishes to counter. he can turn the victim’s own nervous system 12 Hot pepper against him. Illusion. 6 Fresh onions A spell cannot be partially eliminated. 1 Clear glass Sorcerers do not need an additional spell to cause their phantoms to move. Sight Phantom (Sense) This spell creates the visual component of an Concentration illusion. Characters smelling the odour must make duration of the sound at the time of casting. provided the spell’s Magnitude is greater than the 20 Overwhelming taste target’s hit points. If the a Resilience test or suffer a –10% penalty to all skill spell is of at least Magnitude 6. If the caster wishes to Magnitude Example change the sound. the target spell is countered. If the spell is of at least Magnitude 6. The caster must specify the nature and smell it. the caster can create tests until the spell ends or the character gets away a sound so loud it is incapacitating to those who from the smell. These spells encompass the five base senses Sample Sight Magnitudes but there are also variants for any unusual sensory mechanism appropriate to the game world (such as Magnitude Example sonar). As long as Neutralise Magic’s Magnitude equals or exceeds the target spell’s Sample Taste Magnitudes Magnitude. 12 Murky water 20 Opaque Odour Sound This spell reproduces a single scent. Each point of Magnitude will cover three points of SIZ – thus a Magnitude 4 Illusion (Sight) The Phantom spells are the sorcerous version of spell would create a SIZ 12 illusion. Magnitude Example Palsy 1 Fresh water Resist (Resilience) 3 Potato If the caster is able to overcome his target with this 6 Fruit spell. 1 Spring rain Sample Sound Magnitudes 3 A flower Thisisanaffectionatetributetorune 99 Thisisanaffectionatetriuneuest . Following 6 Stained glass are the Phantom (Sense) spells for the five base senses. he must cast the spell again. so a target 12 Ammonia under the effects of a spell whose Magnitude is higher than that of Neutralise Magic will not have 20 An irritated skunk any spells currently affecting it eliminated.cdefeghikhere isastring ofl SimpleQuest lnnopwerand here are some end. The Movement speed for 3 Rippling water any phantom is equal to its Magnitude.

which receives the specified cast on a vehicle (such as the bed of a wagon) or a type of sensory input and transmits it to the caster. in that it will cause a severed or maimed limb to regrow or reattach. an illusion Regenerate takes a number of Combat Rounds of SIZ 10 to 14 inflicts 1D8 damage and an illusion of equal to the target’s SIZ to reattach a limb.cdefeghikhere isastring ofl SimpleQuest lnnopwerand here are some attacks/spells but have no effect on those attacks Magnitude Example made within the sphere (including attacks targeting 1 A snake moving in grass those outside the sphere). The spell Magnitude. A Protective Circle the sorcerer can find his target efficiently). Wound taken. 3 Moving water The hit points lost due to the major wound are recovered at the end of this period. while touch spells require Touch out outside spirits but have no effect on those Projection (and likely Sight Projection too. If this spell is cast on the ground (or forms an invisible and intangible sensor. Protective Circle only inhibits spells or attacks entering the circle from the outside – attacks or Spells can be cast through the sensor of some spells originating within the circle are unaffected. some ten other immovable place) it cannot be moved. the Protective Circle will create a sphere-shaped This spell allows the caster to project one of his area of protection with a radius equal to the spell’s senses anywhere within the spell’s Range. during which time the caster must maintain concentration on the spell. illusion of SIZ 7 to 9 inflicts 1D6 damage. 6 Firm grip 12 Malleable clay (Sense) Projection 20 Solid rock Concentration Protective Circle Each (Sense) Projection spell is a separate spell. an illusion has one hit point per SIZ point. Spell Resistance. For instance. which time the caster must maintain concentration Sample Touch Magnitudes and Damage on the spell. Touch 12 Loud horn 20 A dragon’s bellow This spell functions much like the Divine Magic spell Regrow Limb. combination of these three spells. It must be combined with Damage mechanism appropriate to the game world (such as Resistance. during SIZ 15 or more inflicts 1D10 damage. if the detached limb damage. Magnitude Example Regenerate takes a number of minutes equal to the 1 Ant crawling on skin target’s SIZ to regrow a limb. ranged spells require Thus a Protective Circle against spirits would block Sight Projection. it will move with the target. This spell will cause a limb severed by An illusion with substance can be used to deal a Major Wound to regrow or. Projection spells. An illusion of SIZ 1 to 3 inflicts 1D2 damage. The hit points lost due to the major wound are recovered at the end of this period. Spirit Resistance or any sonar). an stump. simply so already inside its perimeter. person. is still present. Casting against damage or spells would block out incoming another spell through a (Sense) Projection spell Thisisanaffectionatetributetorune 100 Thisisanaffectionatetriuneuest . When completed. The sensor can move a number of metres per Combat Round equal to the spell’s Magnitude at The Protective Circle’s perimeter contains the the sorcerer’s direction and allows him to use his benefits of its combined Resistance spell(s). for the limb to reattach itself to its an illusion of SIZ 4 to 6 inflicts 1D4 damage. These spells encompass the five base senses but This spell requires the use of the Manipulation there are also variants for any unusual sensory (Combine) skill. of substance to an illusion for each point of The Magnitude of the spell must equal or exceed Magnitude. For purposes of sustaining physical the maximum hit points lost as a result of the Major damage. 3 Conversation Regenerate 6 Close shout Concentration Special. If centimetres across. Instant. The Perception skill through the sensor. Regenerate Touch cannot return a character from the embrace of This spell adds one SIZ (about four kilograms) death.

with the additional restriction that the spell’s Magnitude may not exceed the (Sense) Projection Touch spell’s Magnitude. Each point of Magnitude will vulnerable to magic. If it fails. the surface nearest the caster will glow supply. it may hold his breath for a moment. Magnitude 2 a Large Flame. However. essentially an appropriate colour visible only to the caster – drowning on dry land. determines whether it is able to gasp in one last wood or dirt. If the source is concealed behind such breath before Smother cuts off the ambient oxygen a material. the target’s Resilience test Magnitude allows it to penetrate one metre of rock. gaining the STR. comprising a new spell for creatures. Changing a mouse into a incoming spell’s Magnitude is equal to or greater lion (SIZ 19) is Magnitude 19. amber will shine like a campfire and so on. Magnitude 7 a Large Fire Each Shapechange spell is a separate spell. Touch can extinguish a Flame. due to such factors as drowning sensor and attack it if they wish. DEX. Spell Resistance spell gains the Permanent trait. the Unlike many protective spells. If Spell greater than the average SIZ of both specified Resistance’s Magnitude is greater than the incoming species. This spell protects the recipient from suffocation Characters using Mystic Vision can see the by air deprivation. then the incoming spell has no effect. this spell neutralises the air surrounding the target. Of all and Magnitude 10 will put out an Inferno. making each breath stale Eminently useful for finding valuables from afar. though it is only or the Smother spell. Thus changing a mouse (SIZ 1) into a newt spell’s. and worthless. it Resist (Resilience). Smother Sense (Substance) Concentration. of the substance within range of the spell to glow the target will be unable to breathe. The spell only works on living things – the dead or Spell Resistance inanimate cannot be shapechanged. almost every combination of creatures imaginable. Thisisanaffectionatetributetorune 101 Thisisanaffectionatetriuneuest . then the spell affects the target normally. Smother spells with multiple variations. This spell matches its Magnitude against the The Magnitude of the spell must be equal to or Magnitude of any incoming spell. POW and CHA are magically heal the recipient of Spell Resistance must unchanged and the target retains its memories and overcome it in order to successfully use a healing abilities (though it may be unable to use some of spell. remains in place for the entirety of its Duration – spells that successfully breach the spell do If the spell is successful. Resist (Resilience Special) Concentration If successful. the target will be not dispel it. than the Magnitude of Spell Resistance. Its INT. Combat Round. The caster this spell has a variation for every substance must concentrate each round in order to keep imaginable. will instead transfer their damage directly to the caster in a random hit location. depriving it of oxygen. Magical weapons and spells cover three points of SIZ – thus a Magnitude 4 Skin employed against the sensor will not destroy it but of Life spell would sustain a SIZ 12 creature. CON between incoming spells – a comrade attempting to and SIZ of its new form. Each point of this spell’s When the spell begins. If the caster spends a number of Magic Points equal to the spell’s Magnitude at the time of casting. as the flames will be starved of oxygen. diamonds will gleam like ice. the Shapechange has no effect on magical fire or on fire-based spell has the most. though it can penetrate ore. Shapechange (Species) to (Species) This spell can also be used to extinguish fires. Magnitude 4 a Small Fire. If the target succeeds. it will start drowning in the next metal.cdefeghikhere isastring ofl SimpleQuest lnnopwerand here are some requires the use of the Manipulation (Combine) Skin of Life spell. those abilities in its new form). Sense (Substance) will cause all sources the spell operating. The spell cannot penetrate refined as normal. If the (also SIZ 1) is Magnitude 1. At Magnitude 1. it does not discriminate biologically changed. For the duration of the spell.

one for each based skills become based on POW for the Duration Characteristic. The creature is not automatically under the the duration of his Spiritual Journey. It is also invisible. will begin to suffer. DEX. the recipient’s spirit must be close to its host body. There are actually seven Tap spells. Persistence caster to permanently strip a target of Characteristic and Stealth all gain a temporary +10% bonus. The soul will If the recipient of the spell’s combined POW + Spirit always know the direction its host body lies in and Resistance’s Magnitude is greater than the spirit’s the rough range to it in metres. including for a wandering spirit to possess the host body. Every minute it is world. As long as it Touch is within the spell’s Range in metres. Duration of the Spiritual Projection. the spirit cannot touch the recipient. a Spiritual Projection causes the recipient’s soul to soul that is too far away or has had its body killed leave its corporeal body and manifest in the spirit or possessed. It is also possible able to personally attack or harm him. This means that it lacks Tap (Characteristic) STR. and Undead. A spell cast by a spirit at the leaving the wandering soul trapped as a spirit… at recipient is blocked unless its Magnitude exceeds least until the spell ends and the soul dies. they need to use the appropriate will suffer a –40% penalty to all Perception tests to Dominate (Creature) spell for that. these reasons that most sorcerers ensure that their bodies are protected by Damage. ranged attacks. If POW reaches zero.cdefeghikhere isastring ofl SimpleQuest lnnopwerand here are some Spiritual Projection When the spell’s Duration expires. such as spirits. the soul and body reunite without any problems. Elementals. the soul Spiritual Projection is sometimes used for scouting dies. The recipient’s corporeal body slumps into a denied from its body. The travelling soul is immune to any either physically or through Touch Projection in effect requiring a Resilience test. Only points. purposes (as the recipient’s spirit can pass through nearly any obstacle) it is usually used to combat or Spirit Resistance confront spirit world denizens. This spell matches its Magnitude against the POW of The recipient’s body remains vulnerable for the any spirit that comes into contact with the recipient. Only when the soul is reunited with work on targets with a STR of 6 or lower. body’s senses. the spirit loses one point of catatonic state for the remainder of the spell. However. These devastating spells allow the of Spiritual Projection – plus Dodge. It is quite possible for a wandering soul to have its body destroyed and not realise it A spirit unable to touch a recipient will not be until it returns from its sojourn. The Range of this spell is in summon spell determines how long the creature is kilometres – a recipient may not travel further than trapped on the mundane world. However. the body will the effects apply. all STR- based skills become based on CHA and all CON. The duration of the while in the spirit world. this from its host body. but it cannot use the POW. SIZ and CON and calculates its Attributes as a spirit does. any injuries incurred will not affect the wandering Thus a Magnitude 6 Tap Strength spell would only soul in any way. with the exception of hit points. Characteristic points lost to Tap are lost Thisisanaffectionatetributetorune 102 Thisisanaffectionatetriuneuest . on incorporeal creatures. through ranged attacks. Resist (Persistence). While POW. Example Otherworld creatures. order to Tap it – therefore the spell cannot be used though not to other spirits. This spell allows the Sorcerer to summon one As a traveller in the spirit world. world can harm it and it always causes only its Damage Modifier in damage with close combat or The caster must make contact with the target. he Sorcerer’s control. greater than the target’s specified Characteristic. Concentration. It is for Spirit Block’s Magnitude. However. If a soul’s projection is attacked and damaged. Spirits He may also interact with spirits on a similar footing. permanently. Spell and Spirit Summon (Otherworld creature) Resistance before casting Spiritual Journey. its Tap will only work if its Magnitude is equal to or wounds will manifest on its host body. Touch All DEX-based skills become based on INT. transforming them into Magic Points for his magical damage or damage originating in the spirit own use. the recipient otherworld creature per casting to the mundane automatically gains the effects of Mystic Vision for world. In fact. the projected soul is considered a spirit for the Duration of the spell. and if so inclined spot mundane items or events in the real world may be hostile to the sorcerer.

For each Characteristic point the sorcerer taps. For every point of Magnitude of this spell. Touch This spell infuses the target’s body with a magical poison. The target may resist the poison with a Resilience test. Thisisanaffectionatetributetorune 103 Thisisanaffectionatetriuneuest . The sorcerer is limited in the number of Magic Points he can gain through Tap. Venom Resist (Resilience Special). the spell can only increase his Magic Points to double his normal limit. Touch This spell must be cast upon a wounded character. Treat Wounds Instant. If the sorcerer gains more Magic Points through Tap than his normal maximum. the caster can repair one hit point? Treat Wounds cannot reattach or regrow a severed limb and will not work on any location suffering from a Major Wound. The Potency of the poison is equal to the spell’s Magnitude x 5 .cdefeghikhere isastring ofl SimpleQuest lnnopwerand here are some permanently. No Characteristic may be Tapped below 1. though the victim can raise them again through normal means of increasing a Characteristic. It dramatically accelerates the natural healing rate of the target. they will disappear at the rate of one Magic Point per minute once the spell finishes. as normal. takes affect instantly and does damage equal to the magnitude per combat round for the for the spell’s Duration. he will gain one Magic Point. A sorcerer may simply Tap a target and dissipate any gained Magic Points.

cdefeghikhere isastring ofl SimpleQuest lnnopwerand here are some Character Name Nationality Player Name Tribe/Clan Gender Cult Race Occupation Strength Consitution Size Dexterity Charisma Intelligence Power Movement Damage Modifier Magic Points Hero Points Hit Points Major Wound Armour worn Armour points Basic Skill Base Total Advanced Skill Base Total Athletics (STR+DEX) Craft INT Boating STR Dance DEX Culture(Own) INT Disguise CHA Deception DEX+INT-SIZ Engineering INT Evaluate INT Language (Other) INT Healing INT Lore INT Influence CHA+10 Martial Arts DEX Evaluate INT Mechanisms DEX+INT Healing INT Shiphandling INT Influence 10+CHA Streetwise POW+CHA Language (Own) INT Survival INT+POW Lore (Natural World) INT Performance CHA Perception INT+POW Persistence 10+POW Resilience CON+POW Riding DEX+POW Thisisanaffectionatetributetorune 104 Thisisanaffectionatetriuneuest .

cdefeghikhere isastring ofl SimpleQuest lnnopwerand here are some Weapons Damage Armour Weapon Base Total Damage Bonus Points Range Load Close Combat STR+DEX Ranged Combat DEX Battle Magic Casting % Other Notes Spell Magnitude Equipment Item ENC Thisisanaffectionatetributetorune 105 Thisisanaffectionatetriuneuest .

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