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CONTENTS
Acknowledgements
RetroQuest is a derivative work from Daniel Proctor‟s excellent GORE™ rules. This game is the current incarnation of the rules used in the author‟s campaign, which started more than ten years ago using the Avalon Hill RuneQuest third edition rules. We still play in Greg Stafford‟s world of Glorantha, but this book contains no information or mention of such for copyright reasons. You can learn more about Glorantha at moondesignpublications.com. This book is werewolf-free, though regrettably no werewolves were harmed during its making.

Written by Alejandro J. Hartenstein, Michael Thomas & Tomas M. Trinckler, based on the GORE™ rules by Daniel Proctor. RetroQuest© is copyright 2011, Alejandro J. Hartenstein.

GORE™ is copyright 2007, Daniel Proctor. GORE™ and Lite GORE™ are trademarks of Daniel Proctor. These trademarks are used under the GORE™ Trademark License 2.0 available at www.goblinoidgames.com. Visit Goblinoid Games‟ website: www.goblinoidgames.com

Cover Artwork “Sigrid Silkönnen” by Celeste DeVita - vuelonocturno85@gmail.com. Visit Celeste‟s deviantART page at: vuelonocturno.deviantart.com.

Special Thanks to Agustin J. Paez, Juan Pablo Villarroel & Atgxtg, Mankam, Mugen, PhilHibbs, Seneschal, Smoking Frog and Rust from BRP Central.

For feedback or an editable copy of this game, contact Alejandro at alejandro.hart@gmail.com or Tomas at ttrickler@hotmail.com.

Table of Contents
Index Introduction ................................................... Creating a Character ..................................... Skills ................................................................. Languages ………......................................... Game Mechanics ........................................... Injury ............................................................... Combat ........................................................... Weapons & Armor ........................................ Open Game License ..................................... GORE™ License …..................................... 2 3 7 12 13 15 16 23 25 27

RetroQuest – Core Book 1st ed.

The first (designated before rolling) is the „tens‟ digit. . an updated version of this work will be released. RetroQuest follows a trend in penand-paper RPGs which has emerged over the last several years. How to Use RetroQuest This product can be used by itself. For example. RetroQuest rules use the following dice notations: D4 = Four-sided die D6 = Six-sided die D8 = Eight-sided die D10 = Ten-sided die D12 = Twelve-sided die D20 = Twenty-sided die D100 = Percentile dice. Add the results of the three rolls together. if the reader does happen to be new to roleplaying. This product is compatible not just with GORE™. The second is the „ones‟ digit. We hope you enjoy this product. but for other settings GORE™ is recommended.2 INTRODUCTION What is RetroQuest? RetroQuest uses Open Game Content and newly presents algorithms from 1980s role-playing games. There will certainly be points that need clarification or expansion. making material available to publishers to encourage competition and the contribution of high-quality gaming products to the market. and please watch for further RetroQuest and GORE™ material. RetroQuest – Core Book 1st ed. but also with any of several old-school games using a percentile-based system with similar algorithms. In addition. it is worth making a note of dice notation. Once enough corrections are gathered. We encourage feedback of any nature. that is.org/wiki/Role-playing_game Dice Notation However. Die rolls are expressed in the format of: [#] die type [+/– modifiers] EXAMPLE: 3d6+2 means: Roll 3 six-sided dice. this document will only find itself in the hands of those who already know.wikipedia. Most new language and presentation in RetroQuest comes from GORE™ and is Product Identity from Goblinoid Games. Add 2. and editorial mishaps that need fixing. However. used under a free license. The result is a role-playing system in the tradition of old-school percentile-based games. the following website has as good of an explanation of the concept as any: http://en. As a fantasy system RetroQuest stands fairly well on its own. there are probably tens of thousands of words dedicated to this subject spread throughout hundreds of RPG books. Final Notes This work should be considered a living project. a roll of „3‟ followed by „6‟ is read as 36. Anyone who sends errata will be credited in later releases. frankly. What is Role-playing? Just kidding! We won‟t go into that explanation here because. Two zeros represent 100. The reader will find that there are a number of products on the market that have been produced since the 1980s and are completely compatible with both RetroQuest and GORE™. A number between 1 and 100 is generated by rolling two different ten-sided dice.

Further. the character is considered crippled and is unable to get around. INT. like STR and CON. Constitution. can affect the amount of damage a character can deal and how well he can absorb it. poison. Human characteristics do not normally rise above 21 unless unnaturally augmented. Intelligence. POW. Female humans roll 3D4 for STR and 2D6+3 for SIZ. and CHA. Roll 2d6+6 for SIZ and INT. Re-roll all die results of „1‟ to prevent cripplingly low characteristics. Rolling Characteristics If characters of varying ability are desired. Size translated into Height and Weight SIZ Height (cm) Weight (kg) 5 135-140 20-55 6 140-145 25-60 7 145-150 30-65 8 150-155 35-70 9 155-150 40-75 10 160-165 45-80 11 165-170 50-85 12 170-175 55-90 13 175-180 60-95 14 180-185 65-100 15 185-190 70-105 16 190-195 75-110 17 195-200 80-115 18 200-205 85-120 19 205-210 90-125 20 210-215 95-130 21 215-220 100-135 RetroQuest – Core Book 1st ed. if any characteristic (except for CHA) ever reaches zero. Characteristics can decrease due to injury. and rolls may be different when dealing with characters of other races. with a wider range for weight. Note that these guidelines only apply to typical human characters. If any characteristic other than CHA falls to 3 or less. and should be modified for out-of-shape characters. . or age. players can hand-pick SIZ and roll 2D6+6 for all other characteristics to ensure more hardy characters. DEX. Constitution (CON) A measure of a character‟s health and stamina. Power and Charisma. CON affects how much damage he can sustain in combat as well as his general resistance to pain. players roll 3D6 for the characteristics of STR. It should be borne in mind that weight is a guideline only. CON.3 CREATING A CHARACTER Characteristics All characters and creatures have seven characteristics: Strength. Size (SIZ) This is an indication of a character‟s mass and. STR affects the amount of damage he deals and which weapons he can wield effectively. respectively. disease. Alternatively. the character dies. Strength (STR) A character‟s ability to apply brute force. SIZ has a 5cm height range per point. disease. Dexterity. and other illnesses.

. human or humanoid characters usually have a MOV of 3 points. and he or she will regain consciousness (and 1MP) after one hour. DEX aids in many physical actions. The character‟s starting Magic Points will be equal to the character‟s POW. and comparisons are relative. Dexterity (DEX) This is a character‟s agility. Movement is covered in detail in the Game Mechanics and Combat sections. A character goes unconscious if MP ever reach zero. To determine a character‟s DM. Attributes These are a set of secondary scores that further define what the character is capable of. add together his STR and SIZ scores and refer to the DM Table below: Damage Modifier Table STR+SIZ Damage Mod 1-8 –1D6 9-16 –1D4 17-24 0 25-32 +1D4 33-40 +1D6 41-56 +2D6 Each +16 Add +1D6 Hit Points (HP) These determine how much damage the character can sustain before reaching unconsciousness or death. HP are calculated by taking the average of SIZ and CON. generally MP are “spent” to cast spells. or both.4 Intelligence (INT) A character‟s ability to think around problems. including combat. Comparison of INT values INT Classification 18 Genius 17 Superior 15-16 Bright 12-14 Normal 10-11 Dull 9 Borderline 8 Defective IQ 131 or more 120-130 110-120 90-110 80-90 70-80 69 or less Power (POW) Perhaps the most abstract characteristic. Movement (MOV) Each species has a fixed MOV. allure. coordination and speed. RetroQuest – Core Book 1st ed. Damage Modifier (DM) The DM applies whenever the character uses a melee or thrown weapon. Magic Points (MP) Magic Points are involved in the use of magic. personal appeal and leadership potential. A character that reaches zero MP falls unconscious. POW is a measure of the character‟s life force and his personal force of will. Other beings can have a greater or lesser movement. Charisma (CHA) This quantifies a character‟s physical attractiveness. A low CHA score can indicate that the character is not personable or that he is unattractive. INT is used to analyze information and memorize instructions. rounding up. All MP returns at a rate of 1 per hour.

Training (STR. roll twice and take the best result. CON. The gamesmaster might grant from 3 to 7 EP at the end of each adventure. . Dexterity Test (DEX x 5) This test is used in a situation in which knowing whether a character can perform a feat of agility is important. The maximum a human character can increase his or her POW score is thus 21. The maximum value a character can increase his or her characteristic scores through training is the species maximum possible roll (thus. Intelligence Test (INT x 5) This test is used to determine if a character notices something important or unusual. Only STR.g. The training time needed to raise a characteristic is 1 day per point. Creatures with a higher POW characteristic dice roll can keep increasing it (by rolling a 20 result on the D20) up to the maximum species die roll. CON. DEX and CHA may be improved by training. Characteristic tests are normally rolled against the relevant characteristic x 5%. RetroQuest – Core Book 1st ed. Luck Test (POW x 5) When chance is the only way of determining an outcome. or to see if the character has a sudden insight to a problem. These are known as characteristic tests. either alone or with the help of a mentor. increase it by 1 point. Examples can include determining if a character remembered to bring an item. DEX would mean practice in coordination and flexibility and CHA calls for learning social skills and assertiveness. Examples could include avoiding a fall or catching a thrown object. while STR would require strength training. If the D20 result is equal to or greater than the characteristic. Charisma Test (CHA x 5) This test is used to determine if a character makes a favorable impression. Training for CON would involve building endurance. See the Skills section below for more information. DEX and CHA only) Some characteristics can be raised through training. but in some cases this may be less (e. it increases by 1 point.    Roll 1D20. After the training period is over. DEX and CHA up to 18). the gamesmaster can ask for the player to take a Luck test. CON. or whether a gamble goes in his favor. humans can increase STR. If the character has a mentor.5 Characteristic Tests Sometimes Characteristics are used in place of skills. Constitution Test (CON x 5) This test is used to determine whether a character can endure extreme physical pain or privation. Improving Characteristics Characteristics can be improved in two ways. such as a major wound. gains the favor of another. characteristic x 3% or even x 1%). the following procedure determines the result:     Roll 1D20. If the result is equal or greater than the POW characteristic. A mentor may train a character up to a number of points equal to the amount by which his own attribute was increased. or diffuses a hostile situation. through experience or through training: Experience (POW only) A player can choose to spend 1 experience point (EP) to attempt to increase POW by 1 point. especially when no particular skill is applicable.

the first character would have a 50% chance of overcoming the other. In a Resistance test. EXAMPLE: Two characters. That means he must roll 35 or lower on D100 to succeed – not very good odds. INT versus INT to outsmart someone. . because his opponent’s STR score is 3 points higher. such the potency (POT) of a poison or the SIZ of a boulder. However. STR versus STR when arm wrestling. equally matched scores grant an equal or 50/50 chance of either side being victorious. there is a cumulative 5% increase in the odds in favor of the higher characteristic. or STR vs. This could be a contest of CON vs. CON in an endurance race. one of STR 14 and the other of STR 17 engage in an arm-wrestling contest. For every 1 point difference between the opposing scores. Resistance Table 03 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 50 45 40 35 30 25 20 15 10 05 04 55 50 45 40 35 30 25 20 15 10 05 05 60 55 50 45 40 35 30 25 20 15 10 05 06 65 60 55 50 45 40 35 30 25 20 15 10 05 07 70 65 60 55 50 45 40 35 30 25 20 15 10 05 08 75 70 65 60 55 50 45 40 35 30 25 20 15 10 05 09 80 75 70 65 60 55 50 45 40 35 30 25 20 15 10 05 10 85 80 75 70 65 60 55 50 45 40 35 30 25 20 15 10 11 90 85 80 75 70 65 60 55 50 45 40 35 30 25 20 15 12 95 90 85 80 75 70 65 60 55 50 45 40 35 30 25 20 95 90 85 80 75 70 65 60 55 50 45 40 35 30 25 95 90 85 80 75 70 65 60 55 50 45 40 35 30 95 90 85 80 75 70 65 60 55 50 45 40 35 95 90 85 80 75 70 65 60 55 50 45 40 95 90 85 80 75 70 65 60 55 50 45 95 90 85 80 75 70 65 60 55 50 13 14 15 16 17 18 RetroQuest – Core Book 1st ed. there may be an impersonal opponent. SIZ when trying to lift an unconscious character.6 Resistance Test Sometimes a character will pit one of his characteristics against an opposing characteristic of another character. he suffers a (3 x 5%) –15% modifier to the roll. At other times. If both had equal scores. These are just some of the possibilities. etc.

However. Examples include two rival speakers trying to use their Oratory skills to sway a crowd to their respective side. Skill Tests Roll D100 and compare this to the relevant skill‟s percentile score. or one character using his Stealth skill to defeat a guard‟s Perception. To calculate the critical success chance. In some cases this could still result in effective failure for one side. plus or minus any modifiers. a critical success always beats a normal success. attempting to roll equal to or under their modified skill score on D100. generally impressing witnesses. the attempt is successful.. then it has failed. The character gains additional information or insight into the task thanks to his brilliance. If the dice roll is equal to or less than the modified skill score. Skill tests may be subject to cumulative modifiers of +30% or –30% if the character is at some advantage or disadvantage (or both).  One Character Succeeds: If one character succeeds in his test and the other fails. The task is completed to a higher degree of expertise than normal. If the total is greater than this score. Opposed Skill Tests Opposed skill tests are made by two characters attempting related skill tests.   RetroQuest – Core Book 1st ed. e. while others must be learned before they can be used at all. then a critical success has been achieved. The actual result of a critical success during a test is largely up to the gamesmaster. It normally achieves one of the following results:     The task is completed sooner. Both Characters Succeed: Whoever rolled the highest in his skill test wins. Skills can be raised above 100% through experience. Critical Successes If the dice roll in a skill test is equal to or less than 10% of the modified skill (always round down).g. Automatic Success & Failure Any test result of 01-05 is an automatic success. Both Characters Fail: A complete failure of the contest with no success for either side. Any test result of 96-00 is an automatic failure.7 SKILLS Every character has an array of skills that allow him to perform a range of activities with varying degrees of expertise. Both characters take their tests as normal. the successful character has won the opposed test. simply discard the units of the skill score (after applying modifiers) to find the roll needed. a character who fails his Stealth test may still be spotted by a guard even if the latter also failed his Perception test. Some skills have a base percentage that everyone shares even without prior training. . The task is completed with élan and style.

If a heavy weight like plate armor or a backpack filled with coins is worn.  Jump: A character can jump forward from a standing position up to a distance equivalent to his height. Once drowning begins. he can use any type of 1. assuming the character is conscious and able to move freely. Clubs. Melee Weapons (STR + DEX) There are four melee weapon groups. Examples range from hearing faint footfalls or discussion occurring in another room. daggers. If a Swim task is failed. but a Luck or Dexterity test might be allowed to avoid falling. no progress is made in the climb but the character does not fall. each of which represents a separate Melee Weapons skill: Axes. the character cannot swim. a roll that succeeds on a subsequent round allows a character to breathe. sounds and smells. This skill covers both attack and parry. In addition. for example. running or swimming. Thrown weapons such as daggers. except when the character rolls a critical success. jumping. and twice that with a running jump. It will also expose a character pretending to be something that he is not. Melee combat is covered in detail in the Combat section.   Close Combat (STR + DEX) The Close Combat skill covers all close-contact fighting (both attack and parry) from simple brawling and wrestling to creature attacks like bite and claw. Weapons in other groups are used at base chance. or smelling the faint smoke of a camp fire. for example. If a character has. Throw: This is usually used to judge the accuracy of the character when throwing improvised objects. For a comprehensive description of Close Combat. the skill will tell the user what sort of emotions the characters around him are experiencing. also use the Close Combat skill. the drowning process begins again. such as keeping watch. RetroQuest – Core Book 1st ed. If leather armor is worn. Perception (CON + INT) This skill covers both casual scanning. and it may be difficult to tell exactly what is burning. Specific words may not be understandable. axes and javelins use the Ranged Weapons skill below. the Swim score is at –30%. A Close Combat parry can be attempted at any time in combat. etc. . whether or not another character is anticipating or anxious something. the Jump score is at –30%. but with multiple uses in one round penalties accrue at a cumulative –30% for every dodge attempt after the first. If a roll is failed again.  Climb: A failed skill test causes a character to fall. Spears and Swords.or 2-handed sword to attack or parry at his normal skill score. see the Combat section below. Insight (INT + POW) This is the ability to sense that something is not quite right about someone else‟s actions or reactions. but a second success the next round is required for a character to begin to make progress swimming in a direction. Melee Weapons (Swords) skill. but all other melee weapons are used at their base chance. A successful Insight test will tell the character whether or not other characters have something significant to hide when asked a question or engaged in conversation. and jump upwards (to grasp something) for a distance equal to 1. Athletics (STR + DEX) This skill is used for athletic feats such as climbing. or the nature of what is being hidden.5 times his height. from small stones to bar stools. In addition. the character begins to drown (see the Suffocation & Drowning rules below). rowing. Perception represents a character‟s ability to perceive sights. the character cannot jump at all. Perception is usually opposed to Stealth. Swim: Normally. If armor heavier than leather is worn. If metal armor is worn. Weapons without reach like knives. a character can swim without the need of a skill roll unless in turbulent water or an otherwise unusual situation. to spying characters creeping through a forest. If this test is a success. it can be used to avoid incoming objects that are swung or thrown at the character.8 Basic Skills Basic skills are usable without training at their base chance. or a grappling hook at the end of a rope. given in parenthesis after the skill name below. The character can jump down a distance equal to his own height. and detailed study such as looking for a secret door. knuckle spikes. that the unassuming cook sweating over the fire is really a trained warrior.

he receives a bonus of +30%. scribe. cooper. leatherworker. and other ingestible compounds. armorer. Fast Talk is usually opposed by Insight (whoever rolls higher without failing wins. Archery (including bows and crossbows). for example. In any case. Ride (DEX + POW) This skill is the ability to ride a horse or other trained mount. potentially lasting for years or even permanently. cobbler. the character is „brought back to life‟. the guards‟ Perception skills. but all other ranged weapons are used at their base chance. bowyer. First Aid (INT + DEX) First Aid is used to resuscitate characters. animal trainer. move without making noise or hide in shadows. Persuade is applied in one of two ways:  Fast Talk: The application of short term persuasion through verbal argument. Weapons in the other groups are used at base chance. This includes knowledge of both natural and artificial substances. basketweaver. Craft (Carpenter) and Craft (Potter) are all individual Craft skills. axes. etc. The Herbalist skill grants the ability to treat victims of disease and poison by preparing a cure. set broken limbs. a small amount of time will allow reflection and a likely change of mind by the „victim‟. Further. weaver. each of which represents a separate skill. after which the character can use the skill at the base chance. juggler. avoid detection by watchmen. This takes 1 week. weaponsmith. The successful application of First Aid heals 1D4 hit points of damage immediately (2D4 on a critical success). elephants. see the Combat section. If a character has. an extra 1D4 hit points. per week. Ranged Weapons (DEX x 2) There are three ranged weapon groups. Craft (varies. joiner. RetroQuest – Core Book 1st ed. Influence is unlike Fast Talk in that the act can take hours or days. For a discussion of fighting from horseback. contingent on the situation and the opponent's original thoughts and opinions. stop the flow of blood. daggers.g. This could be used by a character to talk his way out of a tricky situation or persuade someone to lend him something. The following list is by no means exhaustive: alchemist. If the character succeeds in a Charisma test prior to the Persuade attempt. cartographer. mason. . gryphons) are ridden at –30%. potter.9 Persuade (INT + CHA) This skill is used to change the minds and sometimes the hearts of others. The gamesmaster should define each craft as needed for his game world. he can use any type of bow or crossbow at his normal skill score. given in parenthesis after its name. If the damage healed from First Aid brings a character up to at least 1HP within a number of rounds equal to his CON score. so that he awakens immediately. If the character using this skill is moving through an area being actively watched. Craft (Armorer). Ranged Weapons (Archery) skill. usually INT + DEX) The Craft skill is actually several separate skills grouped under a single heading. If a character is riding a creature with the help of saddle and stirrups at not more than a walking pace across flat terrain. First Aid can be applied to someone who has been knocked unconscious. baker. a Ride test will never be required. he must succeed in an opposed skill test vs. poisons.). allowing the victim to make a new Resistance test against the poison’s POT with a +30% bonus. etc. This skill includes animal care and the knowledge and general maintenance of riding gear. Stealth (DEX x2) Stealth is used to take cover from pursuers. candle-maker. Slings (slings and staff slings) and Thrown (javelins.  Influence: Similar to Fast Talk but with a much more long-term effect. More exotic animals (e. blacksmith. brewer. First Aid can be applied to each wound only once. each representing all the typical abilities needed to practice a particular profession. An example of a typical craft skill is given below: Craft (Herbalist) (INT x 2) A character with a high Herbalist skill is an expert in drugs. carpenter. tailor. A wounded person under the care of First Aid heals. butcher. sculptor. though a critical success will beat any normal success). Ranged combat is covered in detail in the Combat section. Advanced Skills Advanced skills cannot be used at all until a character is first trained in them. painter. performer. fletcher.

The skill test suffers a penalty of –30% for each day since the tracks have been made. water or a safe place to sleep. Lore offers knowledge of different cultures and how to study and interpret them. With this skill a character can identify or locate the tracks of a specific creature and follow them. and other rudimentary natural sciences. Survival can also be used to find plants which are safe to eat. Particularly common or obscure objects might modify the test score. Sleight (INT + DEX) This skill covers everything from picking pockets. Larger waterborne craft that are driven by sail or banks of oars require a Navigate score of at least 30%. The opposed skill test rules are used to resolve the outcome (see Skill Tests above). Trade (INT + CHA) This skill is used whenever haggling over goods. services. and can be used to identify objects or writing. When in the wild. but will then be subject to –30% when taking a Lore test for any other fields. Literacy tests will not be required unless the character is trying to decipher a particularly dense text or understand an obscure dialect. Normally. but success will allow a character to guess the average monetary value (or barter value) of the object. the character gains +30% to the Oratory roll. RetroQuest – Core Book 1st ed. Successfully employing another relevant skill or attribute at the same time. with the one who succeeds getting the better end of the deal. or other things of value. such as strong currents or bad weather bestow a –30% penalty. Survival represents relatively wide knowledge gained through life experience or very general study. Lore (INT x 2) This skill grants a character knowledge of people and places through time. a successful character guesses accurately to within 10% of the object‟s actual value. over several days. The character can increase his score with a successful Charisma test taken just before the Oratory attempt. Very skilled characters with scores of 60% or more are also versed in the use of navigational instruments and gauging location by the stars. Fumbling an Oratory test can lead to derision from the crowd addressed. Failure means he will go without – which. Trade enables a character to determine the value placed on something by others. disabling traps and sleight-of-hand.10 Literacy (INT x 2) This skill covers the ability to read and write those languages known to the character. In addition. locks. animals. Success indicates the character manages to find whatever he is lacking. can raise a character‟s Trade score by +30%. but must subtract 30% for any other area when taking a Sleight test. Two characters take an opposed Trade test. Navigate (CON + INT) This skill covers waterborne crafts propelled manually by oars or sometimes paddles with no penalty. whether current or ancient. In addition. up to and including physical attack. Oratory (INT + CHA) This skill is used to sway the thoughts or mood of a large group through a speech or other lengthy address. as well as predicting their behavior. one test will be required every day that a character lacks either food. but a critical success can extend this period for 7 days or longer. Crossing calm waters does not usually require a skill test but adverse conditions. If successful. people with this skill have a knack for locating hidden compartments. A fumbled Charisma test reduces the roll by –30%. could result in very serious consequences. A character can choose a particular specialty for a bonus of +30% in this area. Survival (CON + INT) This skill covers a broad field of knowledge about plants. The crowd will be affected for at least 1 day. effectively guessing its market value. such as Persuade or a Charisma test. . In addition. A character can choose a particular specialty for a bonus of +30% in that area. For most instances.

on a successful roll as per Method 2 above. equivalent to the critical success chance) the character already possesses in the skill. There is no upper limit to the score a skill can reach through experience. Practice & Research Practicing or researching a skill generally takes 1 day. select the skill to be increased and roll D100:      +1% if the result is equal to or less than the current skill. The trainee gets to apply a bonus of +30% to his improvement roll when attempting to research a skill with the aid of a mentor. „Heroic‟ characters start with 250 percentile points. “Buying” and advanced skill at base chance costs 10%. The player makes a note of the skill and the gamesmaster usually allows the test to take place at the end of a scenario.11 Improving Skills There are two ways of improving a character‟s skill scores. A roll of 96-00 always gives an increase of 5%. Starting Skills Beginning characters are given a certain number of percentile points to divide among skills. with a maximum score of 90% in any given skill. but higher than the base chance. plus 1 extra day for every full 10% (i. the character now knows the advanced skill at base chance (do not add 1D6%). through experience. +5% if the result is greater than the skill‟s current score. . „Veteran‟ characters start with 175 percentile points. Skills can be increased as long as the character‟s current score at the start of the practice or research session is equal to or less than twice the base chance. and if the resulting score is greater than the skill percentage. A mentor increases the Improvement test chance by +30%. +3% if the result is equal to or lower than the base skill chance. Method 2 (improvement tests) In addition. each character should receive 5 experience points (EP). Mentors Characters can improve their chances of raising a skill by employing a mentor. with limits to the total percentile points and maximum scores according to the campaign power level. An Improvement test result of 96-00 is always a success. RetroQuest – Core Book 1st ed. a character can advance through experience.    „Fresh from the farm‟ characters start with 100 percentile points. The mentor must have a score of at least 90% in the skill. with a maximum score of 50% in any given skill. Experience Method 1 (experience points) In an average adventure. giving a range of 3 to 7 EP awarded. that skill score is raised by +1D6%. the gamesmaster can inform a player upon an exceptionally use of a skill (a critical success on the first skill use attempt in any given scene) that the skill has earned an Improvement test. Acquiring Advanced Skills Learning the basics of an advanced skill takes 1 week of training. or by the application of practice and research. To determine the result. After spending the appropriate amount of time. After acquitting this basic knowledge. A player can choose to spend 1EP to attempt to increase one known skill. The types of skills can be chosen freely from the list of basic and advanced skills. The player rolls D100. the player gets an Improvement test for the skill as per Method 2 above.e. practice or training as normal. with a maximum score of 75% in any given skill. This can be modified if the character performed particularly poorly or heroically.

Level 1 – Beginner Has extremely limited vocabulary (e. plus 2 more for level 2. and dialects. Level 2 – Advanced Has the ability to converse about fairly abstract ideas. and thus encounters serious problems in an immersion situation. has difficulty making himself understood by native speakers. In theory. buy goods. time.g. or through training with a mentor.e. state opinions. Has a native (i. The character can only succeed in a social skill test if he manages to score a critical success. but only with great difficulty. In addition to their native tongue. understands essentially everything in the language: all vocabulary. and find lodging for the night. complicated grammatical structures. weather. but can reorganize sentences in order to communicate and figure out the majority of new vocabulary within its context. understand the language when spoken normally.12 LANGUAGES Fluency Levels Languages have five fluency levels. clothes) and grammar. Learning Languages Characters learn new languages by living in an area and communicating with native speakers. Social skills tests are taken at –30%. date. a character is always level 5 (native) in his native language. Still has some trouble with specialized vocabulary and complicated grammar. Related languages or dialects are always at -1 level. Has good accent and understands dialects with slight-to-moderate difficulty. understand the language with slight-tomoderate difficulty when spoken normally by native speakers. understands very little of the language when spoken normally. Level 3 – Fluent Can participate in extended conversations. RetroQuest – Core Book 1st ed. family. and a character must buy each level separately (thus. Level 4 – Native Someone who has spoken the language from at least the age of 5.     Level 1: two weeks Level 2: one season Level 3: one year Level 4: usually unattainable Optional Rule: Multiple languages at character creation In most fantasy campaigns characters usually know a myriad of languages. and then 3 more for level 3). Every fluency level is worth 1 point. A beginner may be able to order food. attaining level 3 in a language costs six points: 1 for level 1.. Social skills may be used without penalty. starting characters have a number of points equal to their INT. cultural references. debate. . and use and understand complicated grammatical structures with little or no difficulty. normal in his region) accent. figure out meaning of words within context.

Further. 1d6. the player rolls 2D6 to determine if old age reduces any of his character‟s characteristics due to decrepitude and senility. but the character still takes damage as normal. the armor will receive minimum damage to its AP each round. Timely application of the Athletics skill reduces falling damage (–1D6 on a normal success. Strong acid cause 1d8+1 points of damage per round. inflicting different amounts of damage depending on its strength. medium or weak. Character Aging Table 2D6 Aging rolls 2 or 12 Roll 4 times 3 or 11 Roll 3 times 4 or 10 Roll 2 times 5 or 9 Roll 1 time 6 to 8 No Aging Characteristic Loss to Age 1D10 Attribute 1-2 STR 3-4 CON 5-6 DEX 7-8 CHA 9-10 No Loss Note that this rule applies to standard humans. or vice versa. The damage caused by fire depends on its intensity. –2D6 on a critical success). Acid continues to burn for 1D6 rounds after the target is no longer exposed to the source. which can and will damage the character if it‟s higher than the armor‟s current AP. medium. This is in addition to the normal damage roll. and heavy armor like plate actually increases damage by +1D6 to the total. as shown below: Fire and Heat Source Damage Candle 1 point Torch 1D6 Bonfire 2D6 Furnace 3D6 Effects It hurts! Luck test to avoid catching on fire unless wearing armor Hair and clothing catches on fire Luck test to avoid suffocation RetroQuest – Core Book 1st ed. some races may begin to show signs of age in later years and at less frequent intervals. 1D4-1. Falling For every 3 meters fallen. Character Aging Starting at the age of 41 and every year thereafter. losing protection until it‟s destroyed. Any burn damage equal to 50% or more of a character's maximum HP also causes 1D4 rolls on the Characteristic Loss to Age table. 1 of which is from CHA and any others are determined randomly. . Acid and Armor Armor can protect a character from acid.13 GAME MECHANICS Acid Acid is rated as strong. Characteristic points lost due to aging lower both the character‟s current score and his species maximum value. medium acid will do 1 point per round and strong acid will do 2 points per round. and magic can influence when decrepitude begins to set in and how it progresses. Magic armor (and armor made of noble metals) is usually immune to acid. Weak acid will not damage armor. Fire & Heat Armor protects from the effects of fire until its AP are surpassed (adding total fire damage over rounds). a character suffers 1D6 points of damage. and weak. Armor does not reduce falling damage.

. if effective. However. More exotic poisons may cause hallucinations. If the poison is magical in nature. The difference between the MOV points indicates how much the opponent will gain each round. If the character eventually succeeds in a Dexterity test. The effects of the poison cannot be removed or healed until the poison itself has been neutralized or has dissipated in the victim‟s system. Some poisons may have different POT at the gamesmaster‟s discretion. he can resume swimming until he reaches his goal or starts drowning again. etc. and comparisons are relative. Others can put a character to sleep for a period of time. or any other means. Other beings can have a greater or lesser MOV. inhaled. but with a range of 2 to 4 times that depending on whether the character is running or sprinting. Time Time is divided into familiar units of minutes. When it is important to determine whether a pursuer catches up to a character. Suffocation & Drowning A character can generally hold his breath for CON/2 rounds. Poison Every type of poison is detailed in terms of the following items of information: Name: The poison‟s name. usually equal to their POT score.e. many actions such as combat and skill tests require fractions of a minute. Potency (POT): This is a number between 3 and 21 that measures the strength of a poison. For each round of suffocation or drowning. Swimming If a character fails an Athletics test. he catches up. with about 12 seconds per round (5 rounds per minute). Alternatively. Type: Lists whether the poison is ingested. paralysis or a combination of effects. both runners can take an opposed Athletics test. CON Resistance test to determine who tires and falls behind first. Delay: The time between the poison‟s introduction to a character to the time its effects take hold.14 Movement Human or humanoid characters usually have a movement allowance (MOV) of 3 points. the character will begin to take this damage automatically from the start. DEX x 4. However. RetroQuest – Core Book 1st ed. These fractions are called rounds. when MOV is equal between opponents. the Dexterity test is reduced by one DEX multiplier (i. this will also be mentioned here. Duration: How long the poison. he must immediately succeed in a Dexterity test or drowning begins. If suffocating while under physical exertion. A character must take a Resistance test of his CON vs. will affect the victim. DEX x 3. If the pursuer wins. he loses his quarry. For instance. MOV can be representative of about 10 meters per point per round on average. if he fails. the opponent with the higher MOV will eventually outpace the one with lower MOV.) to a minimum of DEX x 1 for the roll. the character must take a CON vs. if a predator with a MOV of 9 is chasing a human with a MOV of 3. if appropriate. Effect: Some poisons cause damage. the predator will gain at least 6 MOV points per round. etc. after which he suffers 1D6 HP of damage per round (5D6 per minute). All of these take place after the delay noted above. Each new drowning episode begins anew with DEX x 5 Dexterity tests. hours. With every failed roll the character suffers 1D6 points of damage until he can catch a breath. the poison‟s POT in order to avoid or mitigate the damage of the poison. used on a weapon. and half that if resisted successfully.

The character losses 1 HP each round unless a Constitution test is successful or First Aid or magical healing is applied. . the character suffers further effects as indicated by a roll on the Hit Location Table below. This amount can be increased under the care of someone with the First Aid skill (+1D4 HP per week of care). characters naturally recover 1D4 HP. RetroQuest – Core Book 1st ed. Serious Wound A serious wound is a wound from a single cause that inflicts more than 50% of a character's maximum HP. it is sufficient to apply healing within a number of minutes equal to his CON. However. the character drops prone. If several minor wounds total more than 50% of a character's HP in a 24 hour period. he is beyond all attempts at resuscitation save divine intervention or other exotic magic. Unconsciousness Any time a character drops to 1 or 2 HP. Damage is classified according to degree and defined below. any items carried in that hand are dropped. he dies. otherwise the penalties due to the injury are permanent barring some extraordinary feat of magical repair. If an arm is hit. above. A character suffering a serious wound must succeed in a Luck test. After that. For magical means. the character survives. but MOV will be at -1. and bleeding occurs as for an abdominal serious wound.15 INJURY The overall state of health of a character is represented by his hit points (HP). he must take a successful Luck test to avoid falling unconscious for 1 hour. Hit Location Table D20 Location 1-3 Right Leg 4-6 Left Leg 7-9 Abdomen 10-12 Chest 13-15 Right Arm 16-18 Left Arm 19-20 Head Abdomen The character falls to the ground and both legs are useless. Chest or Head The character immediately becomes unconscious. The character can move by crawling at MOV1. Recovery Per week. or at the discretion of the gamesmaster. if First Aid returns him to at least 1HP within a number of rounds equal to his CON score. If a leg is wounded. Limbs The limb in question will be rendered useless until the character receives magical healing or First Aid. he falls unconscious until First Aid or other healing brings him back up to 3 HP or more. In addition. Minor Wound Minor wounds are caused by attacks or other mishaps which deal damage of 50% or less of the character‟s maximum HP. Terminal Wound If a character‟s HP total reaches zero or less. This wound causes so much trauma that the character can only act for a number of rounds equal to his remaining HP before falling unconscious for 1 hour. He can get up again.

Number of Attackers Only 5 attackers can engage the same opponent at the same time. The effects of surprise generally only last for the first round of combat. Delay A character may pause to assess the tactical situation around him. DEX determines SR. or act immediately upon a specific trigger. A surprised individual is still able to parry (or dodge). for instance). and this number is reduced if the opponent chooses his position to avoid being surrounded. If a delaying character merely wishes to act after a specific character has acted. regardless of SR.16 COMBAT Combat occurs in rounds. the character must make a skill test appropriate to his interrupting action (a Weapon test if he wishes to attack. surprise occurs when someone is unexpectedly attacked. A ready weapon action costs 5SR. a character with a DEX of 14 would have a SR of 7 for the duration of the first combat round. he is no longer delaying and his SR is modified as appropriate to his new position in the SR order. Normally. during which a character can perform a variety of combat actions. If the triggering character is capable of opposing the test with a test of his own. Once the character has acted. Normally. Weapon Reach Characters attacking with a long weapon versus a shorter weapon attack first. the gamesmaster may allow an Alertness or skill test for the character to avoid surprise. the combatant with the longer weapon will be able to attack at that SR. If there is any chance the character could have noticed the attack ahead of time. but in this case the attacker catches the opponent off guard. Ready Weapon Drawing a sword from its sheath. If a faster opponent rushes the attack. he may do so. With 5 rounds in every minute. A surprised character suffers a -50% penalty to his SR. Whoever wins the test acts first. Surprise Generally. but cannot attack until his SR comes around. for example. Determine Strike Rank For each situation. RetroQuest – Core Book 1st ed. each side rolls 1D10 and the highest-rolling opponent goes first. A single ready weapon action can also include dropping a currently held weapon to the floor and then drawing a new one. In a case where two opponents have equal DEX. The delaying character‟s SR is then altered to reflect his new place in the SR order and he acts as normal. the character with the highest DEX score acts first. . Unless otherwise modified. unhooking an axe from one‟s belt. SR is equal to DEX for each person in a combat situation. Penalties to this test may be applied depending on the situation. there are a variable number of Strike Ranks (SR) equal to the highest DEX score among the participants. a single round translates to 12 seconds of time. knocking an arrow to one‟s bow – all these actions require the ready weapon CA. If a delaying character wishes to interrupt a specific character‟s action as it occurs. he waits until that character has finished his CA.

If a character rolls equal to or lower than this score. A special hit has the following results:  Roll twice for weapon damage. taking into account any armor. Successful parries reduce the attacker‟s success level by one. if the character does not have a shield).  Roll for weapon damage as normal and add maximum weapon damage. 3 – Damage Resolution If the attack strikes home. Each parry made after the first attempt in the same round suffers a cumulative –30% penalty. Ranged weapons can be parried with a shield at the full skill score (or dodged at –30%. the attack is unopposed if successful.  A critical parry will completely negate a critical hit  A successful parry will turn a critical hit into a special hit.  A successful parry will turn a special hit into a normal hit. damage is rolled. rounding down. he has hit his target. he has missed his target. and critical parries stop all attacks. Parry A character may usually attempt a parry at any time during a round. Critical Hits A critical hit occurs with attacks that succeed with a roll that is at or below 10% of the modified skill score. Special hits are unique to weapon attacks. dodges or skill tests. but add any DM and magical bonuses only once. to which is added the attacker‟s DM in order to determine the total damage dealt. Move straight on to Damage Resolution. Each weapon has its own damage roll. and grant the defender a riposte (see the Fight Defensively section below). then apply any DM or other modifiers. Special Hits (attack only) A special hit occurs on attacks that succeed with a result equal to or below 20% of the modified skill score. A parry may be made at the character‟s modified melee weapon skill score. A quick method is to double the critical hit chance and add 1 if the units are 5 or more determine the special hit chance. 4 – Damage Application Apply any damage to the opponent‟s HP. subject to parry attempts by the latter. rounding down. If the enemy has no percentile points left to parry due to multiple uses of these skills in the same round. .  A critical parry will negate a special hit. 2 – Target Reaction The target may attempt to parry the attack.17 Combat Actions The actions a character may take when it is his turn to act are detailed below:      Attack (Melee) Attack (Ranged) Fight Defensively Move Non-Combat Action Attacks 1 – Making the Attack An attack is made by simply rolling D100 and comparing it to the character‟s skill score in the weapon he is using plus or minus any modifiers imposed by the gamesmaster. RetroQuest – Core Book 1st ed. A quick method of finding the critical hit chance is to discard the unit number on the skill score. parries. and don‟t apply to unarmed attacks. If a character rolls higher than this score.

When parry is impossible. Long-Range Attacks A target within a missile weapon‟s normal range may be attacked without penalty. his first parry test in the round will be at 80%. Opponent Size and Missiles If a character is attacking another creature that is smaller than SIZ 5. An unarmed character cannot parry a weapon attack either. are affected by lighting conditions as follows. and a large shield gives cover. there is a –30% penalty. Higher Ground A character attacking from higher ground than his opponent gains a +30% bonus to his Melee Weapon or Close Combat attack score. Crouching under a shield increases cover by one level. Barring other modifiers. depending on the situation. RetroQuest – Core Book 1st ed. This assumes a human-sized attacker – the gamesmaster should determine what size ranges provide these modifiers for larger or smaller attackers. but the attacker‟s effective skill score will be at –30% (in addition to other modifiers). . Fighting from the Ground A prone combatant suffers –30% to his melee weapon and close combat scores. a character cannot parry an opponent more than twice his or her SIZ. but prone targets have partial cover against ranged attacks. You may use the Defend combat action (see below) to dodge away from your opponent at DEX x5 (by moving backwards). In addition. Fighting Blind: The lower of skill score –30% or take Luck test at POW x 3. attacking targets of SIZ 40 or larger grant an attack bonus of +30%.18 EXAMPLE: A character has a Melee Weapon (Sword) score of 80%. The next would be at -10%. so no further parries are possible in that round. attackers gain a higher ground bonus (see below). A character that wishes to dodge and act must use his combat skill (either melee or unarmed) at -30%. Cover roughly equals the percentage of the target‟s body protected. Combat Modifiers Darkness Skill tests (combat or otherwise). Missile Cover Cover does not deflect critical hits. a –30% penalty is applied to the Ranged Weapon attack score. Dodge Sometimes. the second at 50% and the third at 20%. In addition. Conversely. Attacks against targets beyond twice the weapon‟s range automatically fail. and has the following probabilities of blocking missile weapons:  Partial Cover: 30%  Cover: 60%  Full Cover: 90% A shield provides partial cover. assuming they rely on vision to some extent. the only option is to dodge the attack. a blow is just too powerful to parry. nor ranged attacks. One handed small weapons (those that do 1D8 or less damage) cannot parry two handed weapons (those that do 1D12 or 2D6 damage).    Near Dark: Skill score –30% . but the character cannot then parry (or dodge) the missile attack. Shooting Blind: The lower of skill score –30% or take Luck test at POW x 1. Firing Upwards or Downwards with Missiles When firing upward or downward at a 45 degree angle or more. a character might be able to use his other senses to reduce these penalties. Crossbows are the only ranged weapon that can be used while prone. A target may be attacked at up to twice the weapon‟s range.

but each subsequent attack takes place 5 SR later. If the attempt is successful. but magical bonuses are applied in full. Multiple Attacks A character with a modified score of 100% or more in any attack skill can attack more than once. if successful. the opponent is knocked unconscious for 1D10+10 rounds and sustains no damage. an unarmed attacker can disarm with a successful Wrestle test. Aim Every 10SR spent aiming increases weapon skill scores by +30%. With a successful resistance test of STR vs. See the Wrestle skill description under the Skills section above for an in-depth explanation. Knockback A character can use a Close Combat wrestle or shield test to force an opponent backwards. Charging up to MOV delays the attack by 5SR.g. Knockout This is an attack in which the object is to knock an opponent unconscious rather than kill him. the character gains a bonus of +1D4 damage. 60%. Damage is halved and no DM is added. A critical success also knocks the opponent down. The opponent could instead try to cut free with a knife or dagger. or twice his MOV while attacking at –30%. his DEX 9 means the first attack happens at SR9. he cannot do so. only the minimum damage (weapon plus DM and any magical bonus) is delivered and the opponent is still conscious. Light Blow A character can opt to reduce damage dealt by not using full force or a cutting edge. Aim and multiple attacks are the only available maneuvers for ranged combat. Disarm The attacker declares that he is attempting to disarm the target of a single. EXAMPLE: A character has a modified Melee Weapon (Spears) score of 160%. STR. removing the weapon when the opponent is immobilized. held weapon. If the equivalent of a light wound is rolled. When the charge is complete. At least the last 10 meters of this charge must be in a straight line and the attacker must end up adjacent to an enemy. . he can get free with a successful Dexterity test of DEX x 3. Wrestle cannot be used if the opponent is using a shield. Entangle With a successful attempt to entangle an opponent in a rope. 50% and 50%). the attacker with the net or rope can disarm the opponent (see the disarm combat maneuver above for the result). the weapon is dropped. he decides divide his score in half and attack twice at 80% each. If the attacker rolls damage equivalent to a serious wound. The first attack occurs at SR. the attacker must succeed in a resistance test of the attackers STR vs. wrestle forces the opponent backwards 1 meter and shield knocks him back 2 meters. Charge The character may move a distance up to his maximum MOV and attack at no penalty. If successful. However. This bonus only applies to the attack the character makes with the weapon in the current round. and the third is not possible because it would be at SR–1. This intention must be stated before the attack is made. and charging up to twice MOV delays the attack by 10 SR. the opponent is unable to move or act for the current round or the following round. or other restraining implement. a melee attack may be made against the enemy. RetroQuest – Core Book 1st ed. Alternatively. The attack is performed at –30% to the skill score and. If a character does not have enough SR to Charge. If the attacker succeeds. The opponent can attempt to retain the weapon with a successful Strength test of STR x 3. The skill score is divided by the number of attacks attempted. at a minimum of 50% per attack (e. net. He would be able to attack three times in one round. his opponent‟s weapon flies 1D6–1 meters in a random direction (a result of zero places the weapon at the defender‟s feet). Accordingly. but each attack must be with a score of at least 50%. Should the attacker ultimately succeed. A character without enough SR cannot perform multiple attacks even if his attack score is high enough. the second at SR4. In the third and subsequent rounds.19 Combat Maneuvers Only one combat maneuver may be attempted per round. and must be directed at the target being aimed at. the opponent‟s SIZ.

. Alternatively. Disengage A character wishing to get away from an opponent must succeed in doing nothing but parrying (or dodging) an opponent for 1 round (without the bonus normally given for a defend CA). The character may move a distance of up to four times his MOV score. Sprint A character can double his MOV distance if he succeeds in an Athletics test. or change to a shorter weapon. e. If successful. a damage of 1d8+1 would yield a score of 8). Movement Flee Combat Any enemy in reach of the fleeing character may make a free attack at +30% in response to this action. If he does so. incurring a 10 SR delay. Defend A character may elect only to defend himself. giving up all attacks but effectively adding +30% to any parry (or dodge) tests he is called upon to make in that round. Note that if a character chooses to run away anyway. If the character moves a distance between his MOV and twice his MOV. the character with the longer weapon can attempt a knockback combat maneuver to push the closing character away again. the character cannot get away from the opponent in that round. Fighting Defensively Close In/Regain Reach The opponent with the shorter weapon can parry (or dodge with a combat skill at -30%) in order to move in to engage in an attack. This is counted as his action for that round. In addition. If the attacker ultimately succeeds. The attack occurs at the full modified Melee Weapon score. he has the option of quickly striking back with the non-defending weapon. he may try to dodge at DEX x5 instead of using a combat skill. the character can use all of his MOV points at the end of the round and escape.e. but only one riposte is allowed per round regardless of further critical parries. the defending weapon breaks. and weapons can damage only equal or inferior quality other weapons (i. Move A character may move up to his normal MOV. a regular one or another magic one).20 Strike Weapon/Shield If an attack is successful. he can perform a CA at –30% .g. If any of the parry or dodge tests fail. and is an extra attack that does not count as the defender‟s normal attack for the round. the attacker can make a Resistance test using both weapons‟ maximum damage (without any adds. a magic weapon vs. Characters with a DEX of 3 or less (considered crippled) must successfully sprint in order to move at all in combat. RetroQuest – Core Book 1st ed. Riposte When a critical parry is rolled and the defender is using two weapons. This attack takes place at the same SR as the parry. If a character does not have enough SR to move. delaying actions 5 SR. he cannot do so. he must use the flee CA instead. the opponent with the longer weapon must either disengage by parrying (or dodging) in order to keep the other at a distance. Natural weaponry may not be attacked in this way.

If successful. Most exotic mounts are treated as war horses in these respects. Cavalry Mounts A trained mount (called a cavalry horse. or 2D6 if the mount was moving at the time. this modifier does not apply if the target on foot is as tall as the character while mounted. and the character can make a Ride test at –30% as a dodge for the horse if it is attacked (counting as an action for the purposes of multiple parries (or dodge) penalties for the rider). Succeeding in this test allows the horse to be treated as a trained mount for the remainder of the round. War horses can also dodge at the rider's command like a cavalry horse.21 Non-Combat Actions Skill Use A character can use any skill during his CA. Ranged Weapon or Close Combat). Mounted Combat Benefits and Restrictions  A mounted character uses his mount‟s MOV score when moving rather than his own. War Mounts A war horse will take care of itself (like a cavalry horse) and will attack opponents on its own if the character does not act. due to the horse dying or stumbling. .  Ranged weapons are used at –30% while mounted (used when determining which of the character‟s scores is lower. unless common sense dictates otherwise. the character takes normal fall damage. etc.  A mounted character suffers a further –30% penalty to his dodge score. whichever is lower.  A mounted warrior uses either his Ride score or his combat skill score (Melee Weapon. Falling from Horseback A fall from horseback will do 1D6 damage. Spellcasting The character can cast a single sorcery spell as a CA (see the RetroQuest Magic book). whichever is lower. When falling together with the mount (into a concealed pit. and cannot dodge with a DEX x5 roll  A mounted character is unable to use two-handed melee weapons such as pole axes or staves.  A mounted character has a higher ground bonus (+30% attack) against adjacent opponents on foot. Falls from flying mounts are determined as for normal falling damage depending on height. or whatever species it may be) needs no Ride tests to remain under control in combat. Failure means a random hit location is pinned under the beast.). Ride or Ranged Weapon). A mounted adventurer uses weapons at the relevant Weapon score or his Ride score. Many skill tests are resolved in a single round. Mounted Combat Untrained Mounts The rider of an untrained mount unused to combat must make a Ride test at the start of each round engaged in melee. a Ride test must be taken. RetroQuest – Core Book 1st ed.  A mounted character that charges gains a +1D6 bonus to damage instead of the usual +1D4. Spirit combat The character can attack once in spirit combat during his CA (see the RetroQuest Magic book). Failing this test will cause the horse to automatically use the flee CA at every opportunity for the remainder of that round.

All options which cause damage also grant the opponent a STR vs. Strangle: This takes place immediately upon a successful wrestle attack with no additional skill tests required. This can be repeated in subsequent rounds with further successful wrestle tests. Knock Down: This action is automatic upon a successful wrestle attack and requires no extra rolls. 9. Punches. and shields. Natural Weapons Natural weapons such as the teeth and claws of monsters are counted as unarmed attacks. STR Resistance test is allowed to attempt to break free.    If an unarmed attack is parried with a weapon or natural weapon. Throw: It takes a successful Resistance test between the average of the attacker‟s STR and SIZ vs. weapons with no reach. after which a new STR vs. the attacker will immediately suffer the rolled damage of the parrying weapon (without DM or magical bonuses). the opponent is thrown 2 meters and suffers 1D6 damage. Weapons Without Reach Small weapons that do not significantly extend the wielder‟s reach also use the Close Combat skill. Wrestling combatants suffer a –30% penalty to any tests that do not target or directly respond to their opponent. but not other weapon attacks. They may parry other natural weapons or unarmed attacks. punching. The hold lasts for the round. For example. They can be used to parry other weapons. the attacker can take one of the following actions: Immobilize: While immobilized. The opponent is choking and suffocating (see the rules on Suffocation & Drowning above). and gouging practiced by brawling humans. Shield attacks can only be parried by other shields (but can be dodged at the normal -30% penalty). A throw ends the wrestle. RetroQuest – Core Book 1st ed. Disarm: The attacker can disarm an opponent by making another successful wrestle test to grab the weapon. otherwise the opponents have not yet engaged. A critical success in an unarmed Close Combat attack can knock the opponent unconscious as per knockout rules (see the Injury section above). STR Resistance test to maintain a hold on the opponent. but at –30% unless the attacking weapon is a natural weapon or another weapon without reach. head-butts and all other human Close Combat attacks do 1D4 points of damage. The Close Combat Skill encompasses attacks and parries with natural weapons. or a 60% chance for the attacker. The damage they deal is 1D4 for humans as noted above. If the attack succeeds. . STR Resistance test to escape the Wrestle. biting. the average of his opponent‟s combined STR and SIZ. the damage is 1D6 + DM. or is listed in the monster‟s description (see the RetroQuest Creatures book). daggers. Wrestling Wrestle attacks can only be parried in the first round by the opponent if the attacker makes a successful Close Combat test. In addition. It takes a successful STR vs. an attacker with STR 12 and SIZ 10 (average 11) against an opponent of STR 9 and SIZ 9 (average 9) would mean a Resistance test of 11 vs. Upon succeeding in a wrestle test. shields give the user additional AP and may be used as cover against missile fire. Multiple attackers or defenders can pool their STR for this test. They include knives. Shields A character can parry attacks with a shield at his full Melee Combat score. spiked gauntlets and the like. kicks. enemies are considered helpless. but shield attacks are taken at –30%. Inflict Damage: It takes another successful wrestle test to inflict damage. as are the normal kicking.22 Close Combat Close Combat covers fighting almost or actually in physical contact. but doing full damage on a minor wound result. It is also used to dodge incoming attacks at -30%. If this skill test succeeds.

² Great Ax Clubs Club Mace² Maul Staff Daggers Knife¹ Dagger¹ Shield³ Round Large Spears Dart¹ Javelin¹ Spear¹. RetroQuest – Core Book 1st ed. ² Pike² Swords Short Scimitar War Long² Unarmed Unarmed Rock¹ Cestus Damage 1D8 1D10 2D6 Damage 1D6 1D10 2D6 1D10 Damage 1D4 1D6 Damage 1D8 1D8 Damage 1D6 1D8 1D10 1D10 Damage 1D6 1D10 1D10 1D10 Damage 1D4 1D6 1D8 Reach Short Medium Long Reach Medium Medium Medium All Reach Short Short Reach Short Short Reach Medium Medium Long Extreme Reach Short Medium Medium Extreme Reach Shortest Shortest Shortest Hands 1 1 or 2 2 Hands 1 1 2 2 Hands 1 1 AP +1 +2 Hands 1 1 1 or 2 1 or 2 Hands 1 1 1 1 or 2 Hands 1 1 1 Cost Inexpensive Average Average Cost Cheap Average Average Inexpensive Cost Inexpensive Average Cost Inexpensive Inexpensive Cost Inexpensive Inexpensive Inexpensive Inexpensive Cost Average Average Average Expensive Cost Nothing Nothing Average ¹ This weapon may be thrown (using the Throw score) at an effective range of up to STR in meters. ² This weapon does 1D12 damage when used 2-handed ³ All shields are 1-handed. . or a maximum range of STR x 2 meters. The AP value is added to any armor worn.23 WEAPONS & ARMOR TABLES Melee Weapons Axes Hatchet¹ Battle Ax¹.

it is usually made of some rare animal hide (such as dragon scales). Recurve and long bows require at least +1D4 DM. Metal bullets do 1D10 damage instead of 1D8 for normal stones. However. Armor Quilted Shirt Quilted Tunic Scale Armor¹ Scale Tunic¹ Mail Byrne Mail Hauberk Plate Helm Magical Armour² AP 1 2 3 or 4 4 or 5 5 6 7 +1 +2 Cost Cheap Inexpensive Average Expensive Average Expensive Expensive Average Priceless ¹ Scale Armor has two AP scores. A character‟s DM is never added to crossbow damage. the first one is for leather scales. Characters with a DM one step lower may use the weapons at -30%. Armor takes 1 round per AP to put on. ² Magical Armor adds +2 AP over and above the normal AP for that type of armor. the second for metal scales. while characters with two or more steps less cannot use these weapons at all. or a magical metal. ² The crossbow takes 1 CA to reload. it is only used to determine whether he can use the weapon at his normal score. to use a self bow without penalty. ³ A character‟s DM is added to sling damage as normal. a character‟s DM is never added to bow damage. . as a minimum.24 Ranged Weapons Bow¹ Self Bow Recurve Bow Long Bow Crossbow² Crossbow Sling³ Sling Damage 1D10 2D6 2D6 Damage 2D8 Damage 1D8 Range 60/120 90/180 120/240 Range 60/120 Range 90/90 Hands 2 2 2 Hands 2 Hands 1 HP 5 7 6 HP 10 HP N/A Cost Cheap Average Cheap Cost Average Cost Cheap ¹ A character must have no negative DM. Armor Armor Points (AP) represent the amount of damage the armor absorbs before any remaining damage strikes the character. RetroQuest – Core Book 1st ed.

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