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Healing:

QACC: Clerics can also heal themselves or others by


making a save roll at a level of the number of
dice of Hit Points(HP) they are trying to heal. A
Quick And Concise Clerics party member is hurt in combat lost 6 HP. The
cleric in the group wants to try and heal a lot of
A pious supplement for the damage and shoots for 2 dice of HP healed.

QADD: Quick And Dirty Dungeons Turning Undead:


Clerics can repel or turn the undead by making a
Written by Charlie Fleming. saving roll at a level how how many undead they
are turning or at a level of how powerful the
The QADD System: undead creature is. Turning a zombie should be
The premise of the QADD system is to have a lite easier than turning a demon. As with most
and flexible set of rules for a quick night of saving rolls, the Game Master decides on the
gaming using any same-sided dice you have(See level of difficulty the roll is going to be. Turning
QADD for more information). QACC is a basic three skeletons might be a level 3 save roll
structure for playing clerics(holy men) in your whereas only turning 1 of them would be level 1.
QADD sessions. As with QADD, QACC is A wight might be a level 4 creature to turn. If the
considered to be the “basic set”. The rules don’t save roll is a success to turn the undead monster
cover everything and are meant to be modified but is rolled within 2 points of the target score
to taste by those who play them. the creature will shy away from the group in the
same room as long as they stick close together.
Character Creation: If anyone separates from the party they are fair
Clerics are, for lack of a better term, the holy game for the undead. If made by 3 or more the
men/women of fantasy role playing games. creature flees the area or is sent back to the
They are devout worshipers of a God or nether world, depending on what type of the
Goddess, or any pantheon there of. In QADD, monster it is.
Clerics are created by adding an additional
attribute called Piety. Piety is the clerics Theology:
measure of how favored by the Gods they are. Clerics get a +2 advantage on any save rolls that
How it is used will be discussed later. A cleric pertain to their religion or against anything
determines his/her Piety by adding Brains + unholy, except Piety rolls. They get a +1
Luck and divide the sum by 2. if the result has a advantage on save rolls pertaining to any other
decimal below .5 then round down. If it's .5 or religion.
above round up.
Praying(Piety Rolls):
Weapons: Once a day a cleric may pray to his or her god(s)
Clerics are forbidden to use a weapon with an give them knowledge or wisdom, affect a
edge. situation or event, or give them an advantage on
a save roll or combat. What is being prayed for
Special Abilities: is given a reasonable level by the GM. The cleric
They live their lives for their deity or deities. rolls the number of dice of his or her Piety score
They are granted certain special abilities or and the GM rolls the number of dice as the level.
boons because of this. If the cleric rolls higher then the boon is granted.

QADD is copyright 2014Charlie Fleming. All illustrations are assumed to be in the public domain.
QADD is published by Rarr! I'm A Monster Publishing.

Barth Séb (Order #20804766)


The Undead: Lich:
BS:6 HP:5
Dragur: Liches were once wizards who's power was so
BS:4 HP 3 great that they were able to survive death and
Dragur are reanimated corpses that live in continue to live in an undead form. They are
graves and are usually protecting treasure. They sentient, intelligent, an able to use all of the
appear as black bloated corpses with a same eldritch power they had in life.
horrendous stench about them. They are
stronger than an average man and can increase
their size up to twice their regular size at will. Skeleton:
Dragur will try to crush their enemies and BS: 2 HP: 1
devour them. Skeletons are the reanimated bones of a once
living thing, usually a humanoid. If they had
Ghosts: hands in life they can fight with weapons. They
Intelligent ghosts may be able to communicate, can also use armor.
be a nuisance to or even help the players.
Residual hauntings, those that aren't aware of Vampire:
the present and just repeat things that have BS:5 HP:5
happened in the past. Ghosts cannot cause Vampires can pass as the living. They live in the
harm, nor be harmed. night or any darkness and sunlight can destroy
them. Vampires can shape shift into bats,
Ghouls: wolves, or even mist. They must feed on blood
BS: 2+2 HP 3 everyday. Starving vampires have been know to
Ghouls are cadaver eating monstrosities. They go berserk in hunger, attacking any living thing
are grizzled, twisted, and smell like a tomb. they can find.
Their skin is gray and they have yellow eyes and
teeth. Ghouls attack with their grimy claws. And Wight:
filthy teeth BS: 3 HP:2+2
Wights are human souls that have been captured
Haugbui: by dark forces and turned in to specters. They
BS: 3 HP: 3 are have the ability to fly and can hide in the
Similar in nature to the Dragur but appear more darkest of places. Wights are semi corporeal so
rotted than bloated. Haugui only live in the players must add -2 to their combat roll when
tombs they were buried in and only attack when attacking them and they get -1 on any damage
trespassing on their territory. they take.

Husks: Zombie:
BS:1 HS: 1 BS: 1 HP: 1
Husks are once living beings who have been The shambling reanimated corpses of dead
hollowed out by dark eldritch means. They have humans. One isn't too bad to handle but in a
no minds of their own but have been group they can be quite formidable.
programmed by evil sorcerers to do particular
tasks. They are mostly used as guards or a line
of defense.

QADD is copyright 2014Charlie Fleming. All illustrations are assumed to be in the public domain.
QADD is published by Rarr! I'm A Monster Publishing.

Barth Séb (Order #20804766)

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