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Page 1: QUERP - Players Companion

Luca Ccb (order #5910746)

Page 2: QUERP - Players Companion

Luca Ccb (order #5910746)

Page 3: QUERP - Players Companion

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www.greywoodpublishing.com

QUERP: PLAYER’S COMPANION

CREDITS

QUERP created by Shane Garvey

Author:Shane Garvey

layout & Graphic Design: Jamie Wallis

Illustrations:Martin Mckenna; Cindi L; Andreas Meyer;

Jeff rey Collingwood; Johannes Wiebel; Mark William Penny; pzAxe; Ralf Juergen Kraft; Jamie Wallis; Sinisa Botas; Algol;

Drazen Vukelic & Linda Bucklin.

All character names and place names in this book are ictional. Any resemblance to actual persons or places is purely coincidental.

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QUERP: PLAYER’S COMPANION

Published by Greywood Publishingwww.greywoodpublishing.com

First Edition Print: July 2009Second Edition Print: July 2009

ISBN: 978-0-9559855-6-0

QUERP: Quick Easy Role Playingis © copyright 2009 Crymson Games

Text is © copyright 2009 Shane Garvey

Trade dress, QUERP Logo, Greywood Publishing Logo & cover design are © copyright 2009

Greywood Publishing

Images are © copyright their respective owners.

No part of this book may copied or reproduced with prior written permission of the the copyright holders

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INTRODUCTION 4

DISCLAIMER 4

HOW TO USE THIS BOOK 4

CHARACTER TYPES 5

CHARACTER ENTRIES 5

ALCHEMIST 6

ARCHER 8

ASSASSIN 9

BARBARIAN 10

BATTLEMAGE 11

BERSEKER 13

DUELLIST 14

DRUID 15

ILLUSIONIST 17

KNIGHT 19

MAGICIAN 20

MARTIAL ARTIST 21

NECROMANCER 22

PRIEST 23

RANGER 24

SAGE 25

TEMPLAR 26

THIEF 28

TROUBADOUR 29

WARRIOR 30

NON-HUMAN RACES 31

RACE ENTRIES 31

BEASTMAN 32

CENTAUR 33

HOBGOBLIN 39

ORC 40

ADVANCED CHARACTERS 41

1.DETERMINE CHARACTERISTICS 41

ASSIGN SCORES 42

STANDARD SCORES 42

RANDOM GENERATION 42

2. CHOOSE RACE 43

EXAMPLE 43

3. SPECIAL SKILLS 43

Advanced Knowledge 43

Alchemy 44

Animal Handling 45

Archery 45

Armour Training 45

Battle Rage 45

Bribery 45

Camouflage 45

Climbing 45

Code of Honour 45

Critical Strike 46

Damaging Blow 46

Dark Sight 46

Disarm 46

Disguise 46

Dodge 46

Etiquette 46

Foraging 46

Haggling 47

Healing 47

Hunting 47

Leap 47

Lock Picking 47

Martial Arts 47

Perception 47

Prayer 47

Riding 47

Shield Training 48

Sixth Sense 48

Sneak 48

Sorcery 48

Swimming 48

Tactician 48

Tough 48

Tracking 48

Wealthy 48

Weapon Mastery 48

Weapon Training 48

SORCERY 50

LIST OF SPELLS 50

SPELLS BY DIFFICULTY 55

4. PURCHASE EQUIPMENT 56

ARMOUR 57

WEAPONS 58

ADVENTURING GEAR 59

ADVENTURING GEAR cont 60

POTIONS 61

SPECIFIC ITEM DESCRIPTIONS 61

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INTRODUCTIONWelcome to the QUERP: Player’s Companion.

This tome aims to expand upon the six character types found in the QUERP Rulebook by adding almost forty more. In addition to warriors, mages, barbarians, priests, thieves and sages, players can now become a mighty berserker, a shady and dark necromancer, a noble knight or a na-ture-loving druid, as well as many more.

In addition, for the fi rst time players will be able to customize their charac-ters by playing a diff erent race, such as an elf or dwarf. No longer are you restricted to being a human!

Finally, the back section of the book provides advanced rules for character creation that allow you full fl exibility in creating the exact type of character you want. Be warned, however, as this section can take the ‘quick’ out of Quick Easy Role Playing!

DISCLAIMERThis is not a standalone book. This book requires the QUERP, Quick Easy Role Play, Rulebook as pub-lished by Greywood Publishing (ISBN: 978-0-9559855-0-8).

HOW TO USE THIS BOOKThis book is split into four parts. The fi rst section deals with character types as found in the QUERP Rule-book. Simply pick a character type you wish to play as and write all the relevant details down onto your character sheet.

The second section of the book con-tains the rules you need if you want to play a non-human character. It details any modifi cations you must make to your character’s scores as well as any special rules that race may give your character. Pick a race and make any adjustments to the character type you have chosen from the fi rst section of the book.

The third section of the book details a brand new and much more advanced method of choosing a character. This section is much more involved than the fi rst two and will require much more time and planning. However, it does off er unparalleled fl exibility in coming up with exactly the type of character you want.

Finally, the fi nal section off ers a new selection of equipment that you can arm your characters with.

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CHARACTER TYPESThis fi rst section of the book provides all new character types for your play-ers to choose from. For the sake of completion, the six character types from the QUERP Rulebook are also presented here.

It could not be simpler in choosing a character. Simply read through the available character types and pick one you like. Write all of the relevant details down on a character sheet and you are ready to play!

If you wish to play as a non-human character, you still need to pick one of the following character types be-fore referring to the Non-Human Races chapter of this book.

READING THE CHARACTER ENTRIESEach of the diff erent character types are presented in the same way. A brief description of the layout follows:

Characteristics: This section lists the character’s scores for Fighting, Mag-ic, Strength, Charisma, Stealth and Knowledge.

Starting Health and Mana: This lists the character’s starting Health and Mana scores.

Description: Includes background information of the character type, as well as the role they normally play in a group of adventurers.

Weapons and Armour: This entry lists what weapons and armour the character is able to use.

Starting Equipment: Listed here is how much money the character be-gins with to buy gear or, alternately, a package of gear they may take au-tomatically.

Special Rules: Every character type has at least one special rule, and these are listed in this section.

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ALCHEMISTFighting: 1

Magic: 5

Strength: 3

Charisma: 3

Stealth: 3

Knowledge: 6

Starting Health: 13 + 1 dice

Starting Mana: 10

In the world of QUERP, an alchemist is someone who is capable of creat-ing magical potions. Using special ingredients and a touch of magic, an alchemist can create a potion, tonic or salve for almost any situation. Their services are usually in high demand, and so a skilled alchemist can often make a good living from his craft.

A player character alchemist is valu-able to the group for the potions he can create. Whether to heal wounds or cause a fi ery explosion amongst the enemy, the alchemist often has a tool for any situation.

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Weapons & Armour: Alchemist may use daggers, staves and clubs. They may not wear armour or use a shield.

Starting Equipment: Dagger, back-pack, bedroll, clothing (average), fl ask, fl int and steel, 2 days worth of rations, waterskin, 2 potions of heal-ing, 35 silver coins.

Special Rules: Alchemists can cre-ate potions from the list below. To do this they must make a Knowledge roll against the listed Diffi culty of the potion. Each time they att empt to cre-ate a potion they must reduce their Mana score by 1. They must also pay 10-60 silver coins for each potion they att empt to create (roll 1 dice and mul-tiply the result by 10). This covers the cost of ingredients. Creating a potion takes an hour of game time.

Potion of Cure All (Diffi culty 15): The drinker of this potion regains all lost Health.

Potion of Curing (Diffi culty 13): The drinker of this potion regains 2-12 Health (roll 2 dice).

Potion of Dragon’s Breath (Diffi cul-ty 16): The drinker of this potion may breath fi re in the same was a dragon (or fi re dragon if using the QUERP Bestiary). This lasts for 1 minute of game time.

Potion of Enhancement (Diffi culty 14): Choose a characteristic, such as Fighting. The drinker of this potion gains a +2 bonus to that characteristic for the next 5 minutes of game time.

Potion of Healing (Diffi culty 11): The drinker of this potion regains 1-6 Health (roll 1 dice).

Potion of Invisibility (Diffi culty 12): The drinker of this potion turns in-visible for 5 minutes of game time.

Potion of Luck (Diffi culty 14): The drinker gets a +2 bonus on the dice roll for the next characteristic roll he makes.

Potion of Poison (Diffi culty 16): The drinker of this potion loses 2-12 Health (roll 2 dice).

Potion of Resistance (Diffi culty 13): The drinker of this potion takes 1 less damage from any source for the next 5 minutes of game time.

Potion of Skill (Diffi culty 15): The drinker gets a +1 bonus on all char-acteristics for the next 5 minutes of game time.

Potion of Sleep (Diffi culty 13): The drinker of this potion falls into a deep sleep for an hour of game time. Only att acking the drinker will wake him. 

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ARCHERFighting: 6

Magic: 2

Strength: 4

Charisma: 3

Stealth: 4

Knowledge: 2

Starting Health: 14 + 1 dice

Starting Mana: 4

If the warrior is the undisputed mas-ter of hand-to-hand combat, then the archer is undoubtedly the king of ranged fi ghting. Trained to use all manner of missile weapons, from bows and crossbows to spears and throwing daggers, archers are dead-eye marksmen who excel in fi ghting from a distance.

Player character archers are often found holding back from a fi ght, picking out lone enemies to shoot at. They are quite good at this but can also hold their own in close quarters fi ghting.

Weapons & Armour: Archers may use any weapons as long as they are not two-handed. They may wear light or medium armour, but may not use shields.

Starting Equipment: Light armour, bow, dagger, short sword, 10 arrows, backpack, bedroll, clothing (average), fl int and steel, quiver, 2 days worth of rations, waterskin, 20 silver coins.

Special Rules: Archers infl ict +1 dam-age when using a ranged weapon.

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ASSASSINFighting: 5

Magic: 1

Strength: 3

Charisma: 4

Stealth: 6

Knowledge: 2

Starting Health: 13 + 1 dice

Starting Mana: 2

Assassins are men and women that are highly trained for one thing – to kill. Usually evil, an assassin is ca-pable of sneaking up on someone completely undetected and plunging a knife into the base of their neck be-fore they can even register something is wrong. Some assassins, however, are hired to take out evil doers before they can cause great harm.

Player character assassins work for the side of good in the fi ght against evil. Though murder is a crime their reasons are often just; they do it for the greater good. In a group of adven-turers they are able to quickly bring down their enemies from either close range or afar.

Weapons & Armour: Assassins can use any weapons. They may wear light armour, but cannot use shields.

Starting Equipment: Light armour, 3 daggers, short sword, backpack, bedroll, clothing (average), fl int and steel, 2 days worth of rations, water-skin, 50 silver coins.

Special Rules: Assassins are trained killers and now how to strike to cause maximum damage. When rolling for damage, an assassin may roll 2 dice instead of 1 and may pick the highest roll to use for calculating damage. For an example, if an assassin rolled a 3 and a 5, he may use the 5 for damage.

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BARBARIANFighting: 5

Magic: 3

Strength: 6

Charisma: 2

Stealth: 4

Knowledge: 1

Starting Health: 19 + 1 dice

Starting Mana: 6

Barbarians are strong and powerful men and women who live far from civilized lands. They are often con-sidered to be savages by ‘normal’ people, but the truth of the matt er is that they simply have developed their own culture, one that depends on living off the land rather than in a town or city. They usually orga-nize themselves into clans and tribes based around a totem animal.

Player character barbarians are usu-ally used in a fi ghting roll, often standing at the front lines and facing the most dangerous enemies. They are also called upon when great strength is required.

Weapons & Armour: Barbarians may use any weapon, but may only wear light armour. They may use shields.

Starting Equipment: Light armour, shield, batt le axe, spear, sling, 10 sling stones, backpack, bedroll, cloth-ing (average), fl int and steel, 2 days worth of rations, waterskin, 40 silver coins.

Special Rules: Barbarians are tough-er than other character types, and thus begin with more Health (this is refl ected in the Starting Health score, above).

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BATTLEMAGEFighting: 5

Magic: 5

Strength: 4

Charisma: 2

Stealth: 1

Knowledge: 4

Starting Health: 14 + 1 dice

Starting Mana: 10

When a batt lemage takes the fi eld of batt le it is indeed wise to be wary, for these warrior-wizards combine exem-plary fi ghting abilities with the dev-astating arts of war magic. Wielding both sword and spell, a batt lemage is a fearsome opponent, using both forms of att ack to great eff ect.

Player character batt lemages are part of the group for one reason only – to kill the group’s enemies. Should someone or something stand in the group’s way, a batt lemage knows how to handle it – and that is with brute force.

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Weapons & Armour: Batt lemag-es may wield any weapon. They may wear light armour and can use shields.

Starting Equipment: Light armour, dagger, sword, backpack, bedroll, clothing (average), fl int and steel, 2 days worth of rations, waterskin, po-tion of healing, 25 silver coins.

Special Rules: Batt lemages can cast spells from the list below. To do so they must pass a Magic roll against the listed Diffi culty of the spell. Ev-ery time they att empt to cast a spell they must spend 1 point of Mana, whether the spell works or not.

Arcane Arrow (Diffi culty 12): This spell summons an arrow of magical energy that shoots at an opponent. The caster must make a Fighting roll against the target’s Defence; if suc-cessful, the spell does 1-6 damage (roll 1 die).

Batt le Armour (Diffi culty 13): Cast-ing this spell encases the batt lemage in a fi eld of glowing blue that off ers great protection. The spell lasts for 5 minutes of game time, during which time the caster gains a +4 bonus to his or her Defence score.

Flaming Sword (Diffi culty 14): A sword of fi re appears in the hands of the batt lemage. The spell lasts for one combat. As long as the batt lemage is wielding the fl aming sword, he deals 2-12 damage (roll 2 dice).

Invisible Shield (Diffi culty 10): If successful, this spell creates a disc of force that the batt lemage may use as a shield, adding +1 to his or her Defence. If the batt lemage already carries a shield, the Defence bonus of it increases by an additional +1. The spell lasts for 5 minutes of game time.

Vigour (Diffi culty 14): The caster im-bues himself or one of his allies with great energy. The target immediately regains 1-6 Health (roll 1 dice), and may add +1 to his Fighting and in-crease the damage he infl icts by +1 for one minute of game time. 

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BERSEKERFighting: 6

Magic: 3

Strength: 6

Charisma: 1

Stealth: 2

Knowledge: 3

Starting Health: 16 + 1 dice

Starting Mana: 6

In many cultures it is traditional for some warriors to work themselves into a frenzy before a batt le. These men and women are often wild-looking, with many scars to show for their passion. They often paint their faces with intimidating pat-terns and designs, with bold striking colours to cause fear in their oppo-nent’s hearts.

Player character berserkers are dan-gerous people in hand-to-hand com-bat, able to deal out a lot of damage. However, they are vulnerable, and must pick and choose their fi ghts carefully.

Weapons & Armour: Bersekers may wield any weapon. They may not wear armour or use shields.

Starting Equipment: Two-handed sword, backpack, bedroll, cloth-ing (average), fl int and steel, 2 days worth of trail rations, waterskin, 50 silver coins.

Special Rules: Bersekers are fero-cious individuals. When fi ghting in hand-to-hand combat, a berserker adds +2 to any damage he deals, but must also reduce his Defence score by 2. A berserker may never escape from hand-to-hand combat.

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DUELLISTFighting: 5

Magic: 2

Strength: 3

Charisma: 5

Stealth: 4

Knowledge: 2

Starting Health: 13 + 1 dice

Starting Mana: 4

Duellists – sometimes also known as swashbucklers – are men and wom-en who are daring, charming and also quite dangerous. They love to prove how superior they are to oth-ers by the art of swordplay, challeng-ing those who insult or wrong them to a duel of blades. More often than not, they will win these tests of skill, though they will not consider it a win unless they humiliate their opponent in the process.

Player character duellists are quick witt ed and fast talking. They are skilled in combat, though are not the front line fi ghters that warriors and barbarians are. However, they can be expected to fi ght and win.

Weapons & Armour: Duellists may only use weapons which are not two-handed. They may not wear armour, but they may use shields.

Starting Equipment: Dagger, rapier, shield, backpack, bedroll, clothing (fi ne), deck of cards, fl int and steel, 2 days worth of trail rations, water-skin, 50 silver coins.

Special Rules: A duellist may chal-lenge a single humanoid opponent each combat. As long as the duellist is fi ghting that opponent by himself, he gains a +1 bonus to both his Fight-ing and Defence scores, as well as a +1 bonus to any damage he deals. No one else may join that combat at any time. If they do, or if the duellist es-capes from the combat, he loses this ability for a week of game time.

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DRUIDFighting: 3

Magic: 6

Strength: 4

Charisma: 2

Stealth: 2

Knowledge: 4

Starting Health: 14 + 1 dice

Starting Mana: 12

A druid is a man or woman who wor-ships the forces of nature. They live alone or in small groups deep within the forests or high within the moun-tains, where they meditate and prey until they become one with the land itself. Once achieved, they become masters of all things natural: animals, plants and the elements.

Player character druids are powerful spellcasters equal in power to magi-cians. However, a druid’s power is not derived from pure sorcery and the aff ects are more natural.

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Weapons & Armour: Druids may only use wooden weapons (bow, club, sling, spear and staff ) as well as the sickle. They may wear light ar-mour but may not use shields.

Starting Equipment: Sickle, sling, staff , 10 sling stones, backpack, bed-roll, clothing (average), fl int and steel, 2 days worth of trail rations, waterskin, potion of curing, 25 silver coins.

Special Rules: Druids can cast spells from the list below. To do so they must pass a Magic roll against the listed Diffi culty of the spell. Every time they att empt to cast a spell they must spend 1 point of Mana, whether the spell works or not.

Animal Speech (Diffi culty 10): This spell allows the druid to communi-cate with any normal animal. He can understand its language and the ani-mal can understand the druid.

Concussive Blast (Diffi culty 11): Choose a target. A blast of concus-sive air pummels the target, causing 1-3 damage (roll 1 dice and divided it by 2).

Immolation (Diffi culty 14): Choose a target. That target suddenly bursts into fl ames, causing 2-7 damage (roll 1 dice + 1).

Pacify (Diffi culty 13): The druid may cast this spell on any animal that is about to att ack or is att acking the group. That animal will no longer att ack. However, if the animal is at-tacked the spell will be broken and the animal may fi ght as normal.

Part Water (Diffi culty 12): This spell allows the druid to create a path through a body of water that allows free passage without having to swim. The druid can only maintain this spell for two minutes of game time.

Tremor (Diffi culty 12): This spell causes an earth tremor to shake the ground. All creatures in the area im-mediately fall over, except for the caster. Player characters may make a Stealth roll (Diffi culty 10) to remain standing. Creatures that fall over must make a move action to stand up or suff er a -1 penalty to their Fighting and Defence scores. 

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ILLUSIONISTFighting: 1

Magic: 6

Strength: 1

Charisma: 4

Stealth: 5

Knowledge: 4

Starting Health: 11 + 1 dice

Starting Mana: 12

Tricky, cunning, devious and de-ceitful – all of these words perfectly describe the illusionist. Masters of deceptive magic, illusionists are of-ten seen as lesser magicians who use their arts to beguile others. However, many put their skills to use to en-tertain others, creating pictures and sounds to delight and amuse.

Player character illusionists are usu-ally employed to trick or bluff their way past encounters without hav-ing to engage in combat. These skills come in hand particularly when the group is badly wounded and may not survive another fi ght.

Weapons & Armour: Illusionists can only use daggers or staves. They may not wear any armour or use shields.

Starting Equipment: Dagger, staff , backpack, bedroll, clothing (average), fl int and steel, 2 days worth of trail rations, waterskin, potion of luck, 10 silver coins.

Special Rules: Illusionists can cast spells from the list below. To do so they must pass a Magic roll against the listed Diffi culty of the spell. Ev-ery time they att empt to cast a spell they must spend 1 point of Mana, whether the spell works or not.

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Grand Illusion (Diffi culty 15): This spell works in a similar way to the il-lusion spell below. Where it diff ers is that touching the illusion does not cause the spell to end. Instead, only a Magic roll at Diffi culty 15 by some-one att empting to discern if what they are seeing is an illusion or not can break the spell. This spell lasts for 5 minutes of game time.

Illusion (Diffi culty 13): The illusion-ist can use this spell to create things that make onlookers believe what they are seeing is actually real. The illusion can be absolutely anything at all: a huge dragon, a pot of gold, a castle in the clouds or simply a wall blocking some ones path. The illusion has full sound eff ects and even gives off an odour if need be. Of course, these things are not actually there and cannot cause any damage. The spell can be broken by someone sim-ply touching the illusion. The spell lasts for 5 minutes of game time.

Invisibility (Diffi culty 12): This spell will make the illusionist appear to vanish into thin air. Only the keen-est eye will spot the illusionist as the spell bends light around him. The il-lusionist can talk and act as normal wile under the eff ects of the spell. However, if he att empts to cast an-other spell or att ack the spell will be broken. This spell lasts for 5 minutes of game time. The caster gains a +4 bonus to their Defence score while the spell lasts.

Phantasm (Diffi culty 11): With this spell an illusionist can create an im-age in the mind of one target creature nearby. Like the illusion spell, the image can be of anything the caster wishes; however, it will only be able to be seen by the target. The image created is simply an image; no sound is heard from the phantasm. The spell can be broken by the target simply touching the illusion. The spell lasts for 5 minutes of game time.

Reveal Illusion (Diffi culty 10): By casting this spell, the illusionist will instantly sense anything near him that is an illusion. That illusion will then have no aff ect on him.

Transformation (Diffi culty 13): The casting of this spell allows the il-lusionist to appear as someone or something else. Anyone viewing the illusionist while the spell is in eff ect will instead see the image the cast-er has created. If the illusionist has transformed into a specifi c person in order to imitate them, then any-one who sees the illusionist and is familiar with that person may make a Knowledge roll (Diffi culty 13). If they succeed they realize that what they are seeing is an illusion and the spell is broken. Transformation lasts for 5 minutes of game time. 

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KNIGHTFighting: 6

Magic: 2

Strength: 4

Charisma: 5

Stealth: 1

Knowledge: 3

Starting Health: 14 + 1 dice

Starting Mana: 4

Looking splendid in their shining armour and mounted upon mag-nifi cent war horses, the knights of the world are both a respected and feared force. Ferocious in batt le but gentle with their words, knights are both skilled and charming fi ghters whose mission is to protect the weak and frail and rid the world of evil.

Player character knights are often the spokesperson for the adventur-ing group as well as one of the front line fi ghters. They must remain dis-ciplined and true to their course though, lest they become a liability.

Weapons & Armour: Knights may use any weapons except ranged ones (these are considered dishonourable). They may wear any armour and use shields.

Starting Equipment: Heavy armour, shield, sword, dagger, backpack, bedroll, clothing (average), fl int and steel, 2 days worth of trail rations, waterskin, 5 silver coins.

Special Rules: Knights gain a +1 bo-nus to all dice rolls. However, a knight must abide by a strict code of honour in order to keep this ability; should they break the code of honour, they instead suff er a -1 penalty to all dice rolls for a week of game time.

In order to maintain their honour, a knight may not ever willing do one of the following acts:

• Tell a lie

• Flee from batt le

• Refuse to help those less fortunate than themselves

• Commit an evil act

• Kill an opponent off ering mercy

• Insult a lady

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MAGICIANFighting: 1

Magic: 6

Strength: 2

Charisma: 4

Stealth: 3

Knowledge: 5

Starting Health: 12 + 1 dice

Starting Mana: 12

Magicians are men and women who dedicate their lives to the art of spell casting. They spend long hours read-ing dusty old tomes, hoping to un-lock the secrets of the arcane. Few succeed, but those who do gain the ability to wield great power.

Player character magicians are valued for their magical skills and knowl-edge. Although not good in a fi ght, magicians can still blast enemies from a distance and their spells are useful in a variety of situations.

Weapons & Armour: Magicians can only use daggers or staves. They may not wear any armour or use shields.

Starting Equipment: Dagger, staff , backpack, bedroll, clothing (aver-age), fl int and steel, 2 days worth of trail rations, waterskin, potion of in-visibility, potion of healing, 25 silver coins.

Special Rules: Magicians can cast spells from the list below. To do so they must pass a Magic roll against the listed Diffi culty of the spell. Ev-ery time they att empt to cast a spell they must spend 1 point of Mana, whether the spell works or not.

Enhancement (Diffi culty 14): This spell gives either the magician or an ally a +2 bonus to one of their charac-teristics for 1 minute of game time.

Fiery Blast (Diffi culty 13): Choose a target. A bolt of fl ame shoots from your palm and hits it in the chest, causing 1-6 damage (roll 1 die).

Levitation (Diffi culty 12): This spell allows the magician to move one creature or object up and down through the air for up to 1 minute of game time.

Lightning Bolt (Diffi culty 16): Choose a target. A bolt of lightning shoots from your hand and hits the target, causing 2-12 damage (roll 2 dice).

Mage Light (Diffi culty 10): This spell can be cast on an inanimate object, causing it to glow like a lantern for up to 1 hour of game time.

Protective Aura (Diffi culty 11): A fi eld of energy surrounds the ma-gician, granting him or her a +2 bo-nus to their Defence for 5 minutes of game.

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MARTIAL ARTISTFighting: 6

Magic: 1

Strength: 4

Charisma: 2

Stealth: 5

Knowledge: 3

Starting Health: 14 + 1 dice

Starting Mana: 2

A martial artist is a man or woman who is a master of unarmed com-bat. For these people fi ghting is like a strange dance, with punches, kicks and throws mixed in with blocks and swift movement. They strive to per-fect their art, in the process becom-ing combat machines, and are almost graceful to watch.

Player character martial artists are on the front lines when combat starts, using their hands and fi sts to fi ght their enemies. They are as eff ective as any other combat-oriented class when the fi ghting starts.

Weapons & Armour: Martial artists can use daggers and staff s. They may not wear armour or use shields.

Starting Equipment: Backpack, bed-roll, clothing (average), fl int and steel, 2 days worth of trail rations, water-skin, potion of resistance, potion of invisibility, 15 silver coins.

Special Rules: As masters of un-armed combat, a martial artist may add their Strength scores to any dam-age they deal while unarmed. There-fore, a starting martial artist will do +1 damage when unarmed (-3 for be-ing unarmed, +4 for their Strength, equals a total of +1).

In addition, a martial artist can use defensive techniques instead of all out att ack. To do this, they must re-duce their Fighting score to 1, but may increase their Defence by +4. They may only do this when fi ghting unarmed.

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NECROMANCERFighting: 1

Magic: 6

Strength: 2

Charisma: 1

Stealth: 5

Knowledge: 6

Starting Health: 12 + 1 dice

Starting Mana: 12

Dark, mysterious and often evil; this description perfectly fi ts the necro-mancer. These men and women are spell casters whose magic is per-formed on the dead; usually it is as-sociated with summoning zombies, ghosts and skeletal warriors. How-ever, not all necromancers are evil. Some use their magic for good, in or-der to banish and protect against the undead.

Player character necromancers are not evil and do indeed use their mag-ic for the greater good. However, they carry a stigma with them that, should other people fi nd out, could lead to the necromancer and the ad-venturing group into trouble with the authorities.

Weapons & Armour: Necromancers can only use daggers or staves. They may not wear any armour or use shields.

Starting Equipment: Dagger, staff , backpack, bedroll, clothing (average), fl int and steel, 2 days worth of trail rations, waterskin, potion of sleep, 35 silver coins.

Special Rules: Necromancers can cast spells from the list below. To do so they must pass a Magic roll against the listed Diffi culty of the spell. Every time they att empt to cast a spell they must spend 1 point of Mana, whether the spell works or not.

Banish the Dead (Diffi culty 14): This spell can be cast upon any undead creature. It infl icts 2-12 damage (roll 2 dice).

Bone Spear (Diffi culty 13): The cast-er creates a spear of gleaming white bone that he throws at a target. The victim takes 1-6 damage (roll 1 dice).

Drain Life (Diffi culty 12): A black ray shoots out from the casters hand and hits another creature between the eyes. That creature loses 1-3 Health (roll 1 die and divide by 2) and the caster regains 1-3 Health.

Raise the Dead (Diffi culty special): This spell can only be cast on a dead creature. That creature is turned into one of the undead, of a type of the necromancer’s choosing. The Diffi -culty of the spell depends on what type of creature is being created: Skeleton (Diffi culty 12), Wraith (Dif-fi culty 15) or Zombie (Diffi culty 12).

Resurrection (Diffi culty 18): By cast-ing this spell, the necromancer is able to restore to life a recently deceased creature. The creature (or person, for that matt er) must have been dead less than 24 hours for this spell to work. The creature is restored to life, with 1 Health point.

Vile Curse (Diffi culty 13): The caster may choose one enemy. That creature suff ers a -1 penalty to all dice rolls for the next 1 minute of game time.

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PRIESTFighting: 1

Magic: 5

Strength: 3

Charisma: 6

Stealth: 2

Knowledge: 4

Starting Health: 13 + 1 dice

Starting Mana: 10

Priests are religious men and women who devote their lives to following the teachings of their god or god-dess. As individuals they are trusted and respected by the general popu-lace, but with this comes the respon-sibility of helping wherever they can. Most priests are att ached to a church is some way, but often get sent away on pilgrimages and other missions.

Player character priests are valued members of the group due to their helpful magic. They are also often used as the party spokesperson due to their high Charisma.

Weapons & Armour: Priests may only use blunt weapons. They may wear light armour only, and may not use shields.

Starting Equipment: Mace, back-pack, bedroll, clothing (average), fl int and steel, holy symbol, holy water, 2 days worth of trail rations, waterskin, 25 silver coins.

Special Rules: A priest may pray to his or her god for assistance when making a characteristic roll. This costs 1 Mana and the priest then makes a Charisma roll using the Diffi culty of the action he is att empting to infl u-ence. If the roll is passed, the priest gains a +2 bonus on the characteristic roll.

Priests can also cast spells. To do so they must pass a Magic roll against the listed Diffi culty of the spell. Ev-ery time they att empt to cast a spell they must spend 1 point of Mana, whether the spell works or not.

Banish the Dead (Diffi culty 14): This spell can be cast upon any undead creature. It infl icts 2-12 damage (roll 2 dice).

Blessing of the Gods (Diffi culty 12): This spell gives the priest or one of his or her allies a +1 bonus to one of the characteristics for 1 minute of game time.

Divine Guidance (Diffi culty 13): The priest gains a +1 bonus to all dice rolls for the next 1 minute of game time.

Healing Hands (Diffi culty 11): The target of this spell regains 1-6 Health (roll 1 die).

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RANGERFighting: 5

Magic: 2

Strength: 4

Charisma: 1

Stealth: 6

Knowledge: 3

Starting Health: 13 + 1 dice

Starting Mana: 4

The life of a ranger is often a lonely one. Living in the wild amongst the animals and plants, they often go without human contact for months or years on end. This usually leads to them being and feeling awkward amongst other people, especially in urban environments. However, once in the forests and woodlands they call home, they are much more com-fortable and it is there that their skills really shine through.

Player character rangers are often unsociable fellows who care litt le for their fellow man. In a group of ad-venturers they often talk litt le and can seem a litt le standoffi sh, but once they are out in the wild their skills take over and they become extremely valuable to the group.

Weapons & Armour: Rangers may use any weapons. They may wear light armour, though they may not use shields.

Starting Equipment: Light armour, bow, dagger, spear, 10 arrows, back-pack, bedroll, clothing (average), fl int and steel, quiver, 2 days worth of trail rations, waterskin, 10 silver coins.

Special Rules: Rangers live their lives amongst the animals of the woods, often trapping and hunting them for food. A ranger therefore gains a +1 bonus to their Fighting score against animals. In addition, a ranger may make a Stealth check (Diffi culty 12) when in areas of wilderness (such as forests or mountains) to hunt for food. If successful, they fi nd enough food to feed 1-6 people (roll 1 dice). This ability cannot be used in areas of desert or wasteland.

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SAGEFighting: 2

Magic: 5

Strength: 3

Charisma: 4

Stealth: 1

Knowledge: 6

Starting Health: 13 + 1 dice

Starting Mana: 10

The sage is a scholarly character who seeks knowledge in all its forms. Ded-icated to their studies, a sage often spends long, lonely hours in dusty libraries reading obscure tomes and scrolls from ages past. Sometimes they will devote themselves to one particular fi eld of study, but more of-ten than not they will gather informa-tion on whatever takes their fancy at the time.

Player character sages are used by the adventuring group for their intelli-gence. When something unknown to the rest of the group appears, the sage can often provide valuable informa-tion. In addition, their versatile choice of spells allows them to play whatever role is needed for the group.

Weapons & Armour: Sages can use any weapons and armour. However, if they use a weapon other than a dag-ger or staff they suff er a -1 penalty to their Fighting score. If they wear me-dium or heavy armour they also suff er a -1 penalty to their Fighting score.

Starting Equipment: Dagger, staff , backpack, bedroll, clothing (average), fl int and steel, 2 days worth of trail ra-tions, waterskin, potion of skill.

Special Rules: Sages may choose any two spells available to any character type. They may cast these spells as normal. To do so they must pass a Magic roll against the listed Diffi culty of the spell. Every time they att empt to cast a spell they must spend 1 point of Mana, whether the spell works or not.

Sages often train extensively in one area of expertise. A starting sage char-acter may therefore increase one of his or her characteristic scores by 1 point before the game begins.

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TEMPLARFighting: 6

Magic: 3

Strength: 5

Charisma: 4

Stealth: 1

Knowledge: 2

Starting Health: 15 + 1 dice

Starting Mana: 6

A templar is a holy knight, a warrior in service to a specifi c deity. They usually serve in the temples and churches of their patron god or god-dess, where they train and study to become a protector of the faith. Al-though normally assigned to guard places held sacred by their deity, they are also often used to protect pilgrims and travellers on the dan-gerous highways of the world.

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Player character templars are, fi rst and foremost, fi ghters. They can and should be one of the fi rst to wade into combat. However, the small amount of divine magic they gain also allows them some fl exibility in their role in the adventuring group.

Weapons & Armour: Templars can use all weapons, armour and shields.

Starting Equipment: Medium ar-mour, war hammer, backpack, bed-roll, clothing (average), fl int and steel, holy symbol, 2 days worth of trail ra-tions, waterskin, 10 silver coins.

Special Rules: Templars can cast spells. To do so they must pass a Mag-ic roll against the listed Diffi culty of the spell. Every time they att empt to cast a spell they must spend 1 point of Mana, whether the spell works or not. A templar only knows one spell, which must be chosen from the Priest spells.

Divine Shield (Diffi culty 10): The target of this spell may add +1 to their Defence for fi ve minutes of game time.

Healing Hands (Diffi culty 11): The target of this spell regains 1-6 Health (roll 1 dice).

Holy Blade (Diffi culty 13): This spell causes the templar’s weapon to be-come imbued with divine power.

While using this weapon, the templar adds +1 to his Fighting and damage for one minute of game time.

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THIEFFighting: 3

Magic: 4

Strength: 1

Charisma: 5

Stealth: 6

Knowledge: 2

Starting Health: 11 + 1 dice

Starting Mana: 8

Thieves are sly, sneaky and deceitful people, who use their unique skills and talents to steal whatever it is they want. Usually found in large cities, professional thieves sometimes belong to a guild that regulates an individual thief’s jobs, but also splits the spoils evenly amongst its members. However, some thieves go solo, preferring to do their own thing and play by their own rules.

Player character thieves are those who have given up a life of crime to go adventur-ing instead, something that their unique skills are well suited for. As long as they don’t cross the group or try

stealing from them, thieves can be in-valuable as an adventurer.

Weapons & Armour: A thief can use any weapon, as long as it is not two-handed. They may wear light armour only. They may not use a shield.

Starting Equipment: Light armour, dagger, short sword, backpack, bed-roll, clothing (average), fl int and steel, grappling hook, 2 days worth of trail rations, rope, thieves tools, potion of skill, waterskin, 20 silver coins.

Special Rules: Thieves start with more money than other characters; this is refl ected in their starting equip-ment. They also start with a free set of thieves’ tools.

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TROUBADOURFighting: 2

Magic: 2

Strength: 2

Charisma: 6

Stealth: 4

Knowledge: 5

Starting Health: 12 + 1 dice

Starting Mana: 4

A troubadour is a wandering min-strel or bard, a traveller who journeys from place to place telling stories and singing songs. They are great students of history, studying the ancient tales for more stories to tell. Being well travelled they also know much about the land and its people.

Player character troubadours are valuable not for their fi ghting prow-ess or magical abilities but for their knowledge and charm. They are, along with sages, one of the most in-telligent character types and are of-ten the spokesperson for the group.

Weapons & Armour: Troubadours may use daggers, staves, clubs and short swords, as well as slings. They may only wear light armour and may not use shields.

Starting Equipment: Dagger, short sword, backpack, bedroll, clothing (fi ne), fl int and steel, mirror, musical instrument, 2 days worth of trail ra-tions, waterskin, 60 silver coins.

Special Rules: Troubadours have a great knowledge of history and geog-raphy due to their studies and travel. Whenever a troubadour must make a Knowledge roll on something to do with either of these two subjects, he may add +2 to the roll.

Due to their charming nature and quick wit, a troubadour may also add +2 to any Charisma roll they make when att empting to bribe someone.

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WARRIORFighting: 6

Magic: 2

Strength: 5

Charisma: 1

Stealth: 4

Knowledge: 3

Starting Health: 15 + 1 dice

Starting Mana: 4

Warriors are born to fi ght. Whether it is with sword and shield, axe or mace, spear or staff , a warrior is an expert in the art of hand-to-hand combat. They can be found in every culture, in every race, and in every part of the world. They know how to use the weapons they wield to full eff ect and often fi nd themselves put-ting those skills to good use.

Player character warriors are front-line fi ghters, usually one of the fi rst to tackle any monsters the adventur-ing group encounters. If anyone is going to take the monsters down it will be the warriors!

Weapons & Armour: Warriors can use any type of weapon, wear any type of armour and use shields.

Starting Equipment: Medium ar-mour, shield, dagger, sword, spear, backpack, bedroll, clothing (average), fl int and steel, 2 days worth of trail rations, waterskin, 10 silver coins.

Special Rules: When fi ghting in hand-to-hand combat, a warrior may increase any damage they deal by +1 due to their training with weapons.

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NON-HUMAN RACESUp until now, it has simply been assumed that the default race for your character is human. Individual Gamesmasters have had to come up with rules for those people wanting to have elf, dwarf or other types of characters. This chapter provides of-fi cial rules for people wanting to play something more exotic than a mere human.

Players may now choose one of the races below for their characters. It should be noted that your Games-master may not allow certain races into his or her game; for instance, those running a purely good game may not want orcs running around as characters. Make sure you check with your Gamesmaster which races are allowed.

Simply pick one of the races listed in the following pages, then note down any special rules or characteristic modifi cations you must make to your character.

READING THE RACE ENTRIESEach of the diff erent character races are presented in the same way. A brief description of the layout follows:

Characteristics: This section lists any modifi cations that must be made to the character’s Fighting, Magic, Strength, Charisma, Stealth and Knowledge scores.

Description: Includes background information of the race, as well as the character types they are most suited to.

Special Rules: Every character race has at least one special rule, and these are listed in this section.

31

with your Gamesmaster which racesare allowed.

Simply pick one of the races listed inthe following pages, then note downany special rules or characteristicmodifi cations you must make to yourcharacter.

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BEASTMANFighting: +1

Magic: -1

Strength: +1

Charisma: -2

Stealth: +0

Knowledge: +0

Bred from the magical joining of man and animal, beastmen are wild creatures not often accept-ed by society. Al-though they can look like almost any type of animal, a beastman walks upright like a human and can speak and think like one, too. They do not of-ten become adven-turers, but those that do are fi erce and savage with their enemies.

Player character beastmen are suited more to the fi ghting class-es than the magical ones. They are often quite brutal and make excel-lent barbarians, berserkers, rangers and warriors.

Special Rules: When you create your beastman character choose an animal type (such as wolf, cat or lizard). Not only will your beastman look like that animal, but can also speak with them. In addition, beastmen may cast the animal speech druid spell.

Al-n looky type astman like aspeak one,of-

en-e

acter uited ing class-cal ones. They are

al and make excel-berserkers, rangers

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CENTAURFighting: +1

Magic: +0

Strength: +1

Charisma: +0

Stealth: -2

Knowledge: -1

A centaur is a creature that is half human and half horse. Their upper torso, head and arms are human in form, but from the waist down they possess the body and legs of a horse. Rarely do they become adventurers, as their larger bodies are not suited for journeying underground, where they fi nd the narrow spaces very confi ning.

Player character beastmen are suited more to the fi ghting classes. They of-ten become archers, barbarians, rang-ers and warriors.

Special Rules: Centaurs can speak with horses. In addition they are very fast, and can move at twice the speed of a normal character.

Knowledge: -1

A centaur is a creature that is half human and half horse. Their uppertorso, head and arms are human inform, but from the waist down theypossess the body and legs of a horse.Rarely do they become adventurers,as their larger bodies are not suited for journeying underground, wherethey fi nd the narrow spaces veryconfi ning.

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DRAGONMANFighting: +1

Magic: -1

Strength: +2

Charisma: -2

Stealth: -1

Knowledge: -1

Ages ago, some powerful but mad wizard had the idea to create a hybrid dragon and hu-man. The result, which prompt-ly killed the mad wizard, was the dragonman. Tall, strong, and powerful, dragonmen are a force to be reckoned with. They are rare beings and pre-fer to keep to themselves, but some will occasionally devel-op the same lust for treasure that their draconic ancestors possess and set out on a life of adventure.

Player character dragonmen are al-most always some kind of fi ghter. Usu-ally this means bar-barian, berserker, or warrior.

Special Rules: Dragonmen have a thick, scaly hide that provides them with a +2 bonus to their Defence scores,

me powerful buthad the idea tod dragon and hu-t, which prompt-

mad wizard, wasan. Tall, strong,

dragonmen are reckoned with.eings and pre-

hemselves, but sionally devel-ust for treasureconic ancestors t out on a life of

aracterre al-some

. Usu-s bar-rker, or

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DWARFFighting: +0

Magic: -1

Strength: +1

Charisma: +0

Stealth: -1

Knowledge: +0

Alongside humans and elves, dwarfs are common-ly seen wandering the lands as adventurers. Due to their natural ability to see in the dark, something that comes from years of living deep underground, they are natural dungeoneers. They also have a love for gold and treasure; all in all, they seem born to be adventur-ers.

Player character dwarfs vary in their character type. Magic using dwarfs are un-common though not un-known, as are any character types that rely on agility and dexterity, such as thieves.

Special Rules: Dwarf characters can see in the dark without need for a lantern or torch. They may also add +1 to their Fighting scores when bat-tling against goblins.

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ELFFighting: -1

Magic: +1

Strength: -2

Charisma: +0

Stealth: +1

Knowledge: +0

Tall, graceful and angelic, elves are common adventurers. Nat-ural magic users, they are often employed for their arcane abilities. Should the ad-venture take place in a forest so much the bett er, as elves are almost unparralled in woodland areas.

Player character elves gravitate towards the magical classes, such as magician, illusionist and dru-id. They also sometimes become rangers and thieves.

Special Rules: Natural magic users, elves begin play with 3 extra points of starting Mana.

36

-1

+1

-2

+0

+1

e: +0

ul and angelic, elves on adventurers. Nat-

users, they are often for their arcane

Should the ad-ke

almost d in areas.

aracter elves gravitatehe magical classes, such

n, illusionist and dru-lso sometimes become d thieves.

ules: Natural magices begin play with 3ts of starting Mana.

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GNOMEFighting: -1

Magic: +0

Strength: -1

Charisma: +1

Stealth: -1

Knowledge: +1

Looking much like a shorter, less stocky dwarf, gnomes are diminutive people who love nothing more than peace, quiet and a good story. Rarely do they become adventurers, though some suff er from a ‘disease’ they call wander-lust. A gnome who catch-es this ‘ailment’ leaves his cosy home and sets off on a life of adventure.

Player character gnomes who become adventurers often take up the role of sages or troubadours, roles they fi ll quite naturally. Druids and rangers are also good gnomish types.

Special Rules: A gnome can speak to animals and understand what they are saying. They may also rec-ognize any plants or herbs they come across.

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GOBLINFighting: -1

Magic: +0

Strength: -1

Charisma: -1

Stealth: +2

Knowledge: -1

Goblins are devious, evil creatures who delight in sneaking about and steal-ing from others. They hate dwarfs with a passion, and usually try to murder them whenever possible. How-ever, sometimes a goblin will renounce its evil ways and become an adventurer, often going up against its own kind in search of gold and other treasures.

Player character goblins are very rare. They usually become thieves or assas-sins, roles they are natu-rally suited for.

Special Rules: Goblins are sneaky individuals and gain a +2 bonus to any dice rolls made when they are sneaking or hiding.

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HOBGOBLINFighting: +1

Magic: +0

Strength: +0

Charisma: -2

Stealth: +1

Knowledge: -1

Bigger versions of their cousins, the gob-lins, hobgoblins stand around two metres tall. Like their smaller kin, they are sneaky and devious but, in addi-tion, they are clever strategists and well-trained fi ghters. They are mean and aggressive, and al-most all of them are thoroughly evil; it is very rare for a hobgoblin to take up the adventuring life.

Player character hobgoblins who do become adventurers usually become archers or fi ghters, though a few also become assassins or thieves.

Special Rules: Hobgoblins are trained fi ghters. They may add +1 to any damage they deal in hand-to-hand combat.

+1

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s. Theyaggressive, and al-em are thoroughly are for a hobgoblin to enturing life.

r hobgoblins who dourers usually becomeers, though a few alsons or thieves.

s: Hobgoblins ares. They may add +1they deal in hand-to-

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ORCFighting: +2

Magic: +0

Strength: +1

Charisma: -2

Stealth: -1

Knowledge: -2

An orc, although similar in appear-ance to a hobgoblin, is vastly diff erent in att itude. They are brutish thugs,

with no subtlety at all. An orc has one thought and one thought only: fi ght! They live to fi ght, either against com-mon enemies or if no bett er target presents itself, they will simply bash each other’s brains in.

Player character orcs are uncommon though not completely unknown. They usually become warriors, bar-barians or berserkers.

Special Rules: Orcs are tough indi-viduals and may add +1 to their De-fence and +1 to their starting Health scores.

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A D V A N C E D CHARACTERSBe warned! This section defi nitely takes the ‘Quick’ out of Quick Easy Role Play!

The following rules allow you to cre-ate characters exactly as you want them to be. It allows much more fl exibility and customization in your characteristic scores and special abil-ities. However, as the above warning should tell you, it takes much longer create a character using this system.

When creating a character using this system, use the following steps in or-der.

1. Determine Characteristic Scores

Firstly you must determine what your Fighting, Magic, Strength, Cha-risma, Stealth and Knowledge scores are. There are three diff erent ways to do this, as described below. You may choose one of the methods.

2. Choose Race

Next, choose one of the races from the previous section of the rules. In addition you may choose to be hu-man, which off ers no special racial rules.

3. Choose Special Skills

You may choose a special skill for your character to learn. More skills can be chosen once your character has earned some experience points.

4. Purchase Equipment

Determine how much money you have, and then purchase gear for your character. The fi nal section of the book contains an expanded equipment section.

5. Go Adventuring!

Your character is complete, so it’s time to go adventuring!

1. D E T E R M I N E CHARACTERISTICSFiguring out exactly what your char-acteristic scores are is the fi rst thing you must do when creating an ad-vanced character. There are three ways to do this. You and the other players may use any of the methods described below, even if you don’t all use the same.

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ASSIGN SCORESUsing this method, you have 21 points to split between all of your character-istics. You can split these points how-ever you wish; for instance, you might decide to put 6 points into Fighting, 6 into Knowledge, 3 into Magic and split the remaining 6 points between Strength, Charisma and Stealth. It is entirely up to you. The only restric-tions using this method are that no characteristic can be more than 6, and each characteristic must have at least 1 point.

This method off ers the greatest fl ex-ibility of all, and you can precisely create the type of character you want to play.

STANDARD SCORESThe standard scores method gives you scores of 6, 5, 4, 3, 2 and 1. You may assign each of these scores to one of your characteristics. For instance, you may decide to put 6 into Stealth, 5 into Strength, 4 into Charisma, and so on.

This method is quicker than the fi rst one but still off ers quite a lot of fl ex-ibility.

RANDOM GENERATIONThis method uses the roll of a dice to determine what your characteris-tic scores are. Starting with Fighting, roll a dice. Write down the roll next to your Fighting characteristic. This will be your Fighting score. Now do the same for Magic, Strength, Charis-ma, Stealth and Knowledge. What-ever the dice roll is, that is your score for that characteristic.

This method is capable of generat-ing quite powerful characters, but it is also capable of producing weaker ones too. As such, it is a risky meth-od, but one that can be rewarding.

EXAMPLE: Bob has decided to cre-ate a new character. He wants to play as a swashbuckling type of guy, and he chooses to use the Assign Scores method of generating his characteris-tic scores. He puts 5 points into both Fighting and Charisma, which leaves 11 to put in to others. Next he decides 4 points in both Strength and Stealth is appropriate. He has now spent 18 points, so has 3 remaining. He puts 2 into Knowledge and 1 into Magic. His fi nal scores are: Fighting 5, Mag-ic 1, Strength 4, Charisma 5, Stealth 4,Knowledge

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still off ers quite a lot of fl ex- g4,Knowledge

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2. CHOOSE RACEThe next step is to choose whether to play as a human character or as a non-human race. If you choose human, there is no special modifi cations that need to be made to your character at this stage. If you choose non-human, pick one of the races presented in the previous chapter and apply all char-acteristic modifi cations and special rules to your character.

It is worth noting at this point that if your chosen race would reduce one of your characteristic scores below 0, then you may not choose that race. Either pick another race, or go back to step 1 and redo your characteristic scores.

EXAMPLEBob now choose which race he wants to play as. He likes the idea of a dwarf, so he looks up the dwarf race in the previous chapter. He applies all of the modifi ers to his characteris-tic scores, which means his scores are now Fighting 5, Magic 0, Strength 5, Charisma 5, Stealth 3 and Knowledge 2. He also notes down that he can see in the dark and gets the bonus to his Fighting score against goblins.

3. SPECIAL SKILLSOnce your characteristics and race are chosen, it is time to move on to the heart of the advanced character creation system: special skills. These special skills simulate the special rules found in the normal character section of the rules, such as the war-rior’s ability to infl ict +1 damage in hand-to-hand combat.

When creating a character you may choose four special skills. As your character completes adventures you may learn new special skills, which may also be chosen from the list be-low. To learn a new special skill, you must spend 1 experience point.

All characters begin with Weapon Training with the dagger, club and staff . This is a free skill and does not count towards the four that you may choose.

Advanced KnowledgeYour character has studied in an area of expertise. When you choose this skill, choose an area you would like your character to have extra knowl-edge in. This could be anything, such as history, geography, languages, etc. The area you choose has no lim-its, but must fi rst be approved by the Gamesmaster. If your character ever needs to make a Knowledge roll for something covered by your Ad-vanced Knowledge, you may add +2 to the roll.

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AlchemyYour character has studied the mysti-cal art of potion-making. When you pick this skill, choose two of the po-tions listed below. You may now cre-ate those potions. To do this you must make a Knowledge roll against the listed Diffi culty of the potion. Each time you att empt to create a potion you must reduce their Mana score by 1. You must also pay 10-60 silver coins for each potion you att empt to create (roll 1 dice and multiply the result by 10). This covers the cost of ingredients. Creating a potion takes an hour of game time.

• Potion of Cure All (Diffi culty 15): The drinker of this potion regains all lost Health.

• Potion of Curing (Diffi culty 13): The drinker of this potion regains 2-12 Health (roll 2 dice).

• Potion of Dragon’s Breath (Dif-fi culty 16): The drinker of this potion may breath fi re in the same was a dragon (or fi re drag-on if using the QUERP Bestiary). This lasts for 1 minute of game time.

• Potion of Enhancement (Diffi -culty 14): Choose a characteris-tic, such as Fighting. The drinker of this potion gains a +2 bonus to that characteristic for the next 5 minutes of game time.

• Potion of Healing (Diffi culty 11): The drinker of this potion regains 1-6 Health (roll 1 dice).

• Potion of Invisibility (Diffi cul-ty 12): The drinker of this potion turns invisible for 5 minutes of game time.

• Potion of Luck (Diffi culty 14): The drinker gets a +2 bonus on the dice roll for the next charac-teristic roll he makes.

• Potion of Poison (Diffi culty 16): The drinker of this potion loses 2-12 Health (roll 2 dice).

• Potion of Resistance (Diffi culty 13): The drinker of this potion takes 1 less damage from any source for the next 5 minutes of game time.

• Potion of Skill (Diffi culty 15): The drinker gets a +1 bonus on all characteristics for the next 5 minutes of game time.

• Potion of Sleep (Diffi culty 13): The drinker of this potion falls into a deep sleep for an hour of game time. Only att acking the drinker will wake him.

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Animal HandlingYou have been trained how to handle and train animals, even wild ones. If confronted with a hostile animal, you may make a special Charisma roll at Diffi culty 13. If you succeed, you pacify the animal so that it will not att ack you.

ArcheryYou have been trained with ranged weapons to a high level. If you have this skill you may add +1 to any dam-age you infl ict with ranged weap-ons.

Armour TrainingThis skill allows you to wear any type of armour. Without this skill, you may not wear armour at all.

Battle RageIn the heat of combat you fl y into a berserk frenzy. When fi ghting in hand-to-hand combat, a character with this skill adds +2 to any dam-age he deals, but must also reduce his Defence score by 2. A character with this skill may never escape from hand-to-hand combat.

BriberyYou know just how to bribe certain individuals to get what you want. You may add +2 to any Charisma roll you make when att empting to bribe someone.

CamouflageYou know how to conceal yourself from the watchful eyes of others. If you have this skill you may add +2 to your Stealth rolls when hiding.

ClimbingYou are adept at climbing even the sheerest of surfaces. You may add +2 to all dice rolls when climbing.

Code of HonourCharacters with this skill gain a +1 bonus to all dice rolls. However, they must abide by a strict code of honour in order to keep this ability; should they break the code of honour, they instead suff er a -1 penalty to all dice rolls for a week of game time.

In order to maintain their honour, a character may not ever willing do one of the following acts:

• Tell a lie

• Flee from batt le

• Refuse to help those less fortu-nate than themselves

• Commit an evil act

• Kill an opponent off ering mercy

• Insult a lady

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Critical StrikeYou have an intimate knowledge of anatomy and know just where to strike an opponent to cause the most damage. When rolling for damage, a character with this skill may roll 2 dice instead of 1 and may pick the high-est roll to use for calculating damage. For an example, if you rolled a 3 and a 5, you may use the 5 for damage.

Damaging BlowWhen you hit with your weapon, you hit hard. In hand-to-hand com-bat you may add +1 to any damage you deal.

Dark SightHaving spent a great deal of time un-derground, you have developed the ability to see with no light. You do not suff er any penalties for fi ghting in the dark and can see as you nor-mally would.

DisarmIn combat, instead of hurting your opponent you are able to knock his weapon out of his hand. You must choose to use this skill before att ack-ing. If your att ack is successful, you do no damage to your opponent, but instead disarm him. That opponent must now fi ght unarmed.

DisguiseThe art of disguise involves changing your appearance to make yourself look like someone – or something – else. This skill gives you a +2 bonus to any dice rolls required when you are disguised.

DodgeYou are agile and nimble and able to avoid blows with ease. As long as you are not wearing armour or using a shield, you may add +2 to your De-fence.

EtiquetteKnowledge of etiquett e and proper courtly manners is a huge advantage when dealing with kings and rul-ers. If you have this skill and need to make a Charisma roll when dealing with the nobility, you may add +2 to the roll.

ForagingYou know how to look for food in the wild, and can identify edible plants. A character with this skill may make a Stealth check (Diffi culty 12) when in areas of wilderness (such as for-ests or mountains) to hunt for food. If successful, they fi nd enough food to feed 1-6 people (roll 1 dice). This ability cannot be used in areas of des-ert or wasteland.

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HagglingYou know how to haggle with mer-chants in order to score a bargain. When you are buying something, you may make a Charisma roll at Diffi culty 13. If successful, You may reduce the cost of the item buy 25%. However, if you are unsuccessful, the price of the item goes up by 10%.

HealingCharacters with this skill have stud-ied the medical arts and know how to treat wounds. With a successful Knowledge roll (Diffi culty 10) you may heal one person per day, restor-ing 1-3 Health (roll 1 dice and halve the result).

HuntingYou are a master hunter, having tracked and trapped animals in the woods of the world. You gain +1 to your Fighting score against animals.

LeapYou have a spring in your step that allows you to jump further than oth-ers. You may add +2 to any dice rolls made when jumping.

Lock PickingThe fi ne art of picking locks comes naturally to you. You may add +2 to any Stealth rolls made when att empt-ing to pick a lock.

Martial ArtsHaving studied combat in the far east, you are now a master of unarmed fi ghting. A character with this skill may add their Strength scores to any damage they deal while unarmed. In addition, you can use defensive tech-niques instead of all out att ack. To do this, you must reduce your Fight-ing score to 1, but may increase your Defence by +4. You may only do this when fi ghting unarmed.

PerceptionYou have exceptional hearing and vision. Whenever you are searching or listening for something, you may add +2 to your Stealth rolls.

PrayerA character with this skill may pray to his or her god for assistance when making a characteristic roll. This costs 1 Mana and the character then makes a Charisma roll using the Dif-fi culty of the action he is att empting to infl uence. If the roll is passed, the character gains a +2 bonus on the characteristic roll.

RidingAlthough most characters can ride a horse, this skill means your character is highly trained in doing that activ-ity. You may add +1 to any dice rolls you make while on horseback.

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Shield TrainingBy picking this skill you may mow use shields. Without it, you may not use them at all.

Sixth SenseYour awareness and danger instincts are second to none. You know when danger is around you. If you have this skill you may add +1 to your De-fence score and +2 to your initiative rolls.

SneakYour character knows how to move without making a sound. If you have this skill, you may add +2 to any Stealth rolls you make when sneak-ing.

SorceryThis skill allows you to cast spells. See the section on Sorcery, below, for more details.

SwimmingNot everyone can swim; this skill en-sures that your character can do so. You may add +2 to any dice rolls you make for swimming.

TacticianYour character has an advanced knowledge of batt le tactics and is able to advise others on the best course of action and strategy. When a combat begins, you may make a Knowledge roll at Diffi culty 13. If successful, all friendly participants in the batt le gain a +1 bonus to their Fighting scores.

ToughYou are very hardy and resilient, able to withstand blows others would crumble under. Whenever you lose any Health, you may reduce the amount you lose by 1, down to a minimum of 1.

TrackingYou know how to follow footprints and trails. If you are in the wilder-ness and are att empting to follow tracks you may add +2 to any Stealth rolls you must make.

WealthyYou are richer than most other char-acters, having come from an affl u-ent background. This skill may only be selected when fi rst creating your character. You start with double the amount of money you normally would.

Weapon MasteryChoose one of the weapons you have Weapon Training in. When you use this weapon, you may add +1 to your Fighting score.

Weapon TrainingWhen you choose this skill, choose three diff erent weapons. You may use those weapons. Without this skill, you may not use any weapons that you have not chosen.

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SORCERYThe Sorcery skill allows your char-acter to cast spells. Every time you choose the Sorcery skill, you may choose two spells from the list below. Your character can now cast these spells during the game.

LIST OF SPELLSTo cast a spell you must pass a Mag-ic roll against the listed Diffi culty of the spell. Every time you att empt to cast a spell they must spend 1 point of Mana, whether the spell works or not.

Animal Speech (Diffi culty 10): This spell allows the caster to communi-cate with any normal animal. He can understand its language and the ani-mal can understand the caster.

Arcane Arrow (Diffi culty 12): This spell summons an arrow of magical energy that shoots at an opponent. The caster must make a Fighting roll against the target’s Defence; if suc-cessful, the spell does 1-6 damage (roll 1 die).

Banish the Dead (Diffi culty 14): This spell can be cast upon any undead creature. It infl icts 2-12 damage (roll 2 dice).

Batt le Armour (Diffi culty 13): Cast-ing this spell encases the caster in a fi eld of glowing blue that off ers great protection. The spell lasts for 5 min-utes of game time, during which time the caster gains a +4 bonus to his or her Defence score.

Beguile (Diffi culty 13): When this spell is cast upon another human-oid creature the target becomes the casters best friend. The target will do whatever the caster asks, as long as it doesn’t include harming itself in any way. If the caster asks the target to do something it otherwise wouldn’t, the target may make a Charisma check (Diffi culty 13) to resist. The spell lasts for one question.

Blessing of the Gods (Diffi culty 12): This spell gives the caster or one of his or her allies a +1 bonus to one of the characteristics for 1 minute of game time.

Bone Spear (Diffi culty 13): The cast-er creates a spear of gleaming white bone that he throws at a target. The victim takes 1-6 damage (roll 1 dice).

Concussive Blast (Diffi culty 11): Choose a target. A blast of concus-sive air pummels the target, causing 1-3 damage (roll 1 dice and divided it by 2).

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Counterspell (Diffi culty 14): This spell is unique, as the caster may only cast it when an enemy spell cast-ers casts a spell. This is done outside of the normal turn sequence. If the counterspell is successful, the enemy spell is cancelled and has no eff ect.

Create Golem (Diffi culty 16): This spell gives life to statue, creating a golem that will faithfully serve the caster. The statue must be between 1.5 and 2.5 metres in height and made out of a single piece of clay, stone, wood or iron.

Divine Guidance (Diffi culty 13): The caster gains a +1 bonus to all dice rolls for the next 1 minute of game time.

Divine Shield (Diffi culty 10): The tar-get of this spell may add +1 to their Defence for fi ve minutes of game time.

Drain Life (Diffi culty 12): A black ray shoots out from the casters hand and hits another creature between the eyes. That creature loses 1-3 Health (roll 1 die and divide by 2) and the caster regains 1-3 Health.

Enhancement (Diffi culty 14): This spell gives either the caster or an ally a +2 bonus to one of their characteris-tics for 1 minute of game time.

ESP (Diffi culty 14): This spell al-lows the caster to read another per-son’s thoughts. The target can make a Knowledge roll (Diffi culty 14) to re-sist this eff ect. The spell only lasts for an instant.

Fiery Blast (Diffi culty 13): Choose a target. A bolt of fl ame shoots from your palm and hits it in the chest, causing 1-6 damage (roll 1 die).

Flaming Sword (Diffi culty 14): A sword of fi re appears in the hands of the caster. The spell lasts for one combat. As long as the caster is wield-ing the fl aming sword, he deals 2-12 damage (roll 2 dice).

Grand Illusion (Diffi culty 15): This spell works in a similar way to the il-lusion spell below. Where it diff ers is that touching the illusion does not cause the spell to end. Instead, only a Magic roll at Diffi culty 15 by some-one att empting to discern if what they are seeing is an illusion or not can break the spell. This spell lasts for 5 minutes of game time.

Healing Hands (Diffi culty 11): The target of this spell regains 1-6 Health (roll 1 die).

Holy Blade (Diffi culty 13): This spell causes the casters weapon to become imbued with divine power. While using this weapon, the caster adds +1 to his Fighting and damage for one minute of game time.

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Illusion (Diffi culty 13): The caster can use this spell to create things that make onlookers believe what they are seeing is actually real. The illu-sion can be absolutely anything at all: a huge dragon, a pot of gold, a castle in the clouds or simply a wall block-ing some ones path. The illusion has full sound eff ects and even gives off an odour if need be. Of course, these things are not actually there and can-not cause any damage. The spell can be broken by someone simply touch-ing the illusion. The spell lasts for 5 minutes of game time.

Immolation (Diffi culty 14): Choose a target. That target suddenly bursts into fl ames, causing 2-7 damage (roll 1 dice + 1).

Invisible Shield (Diffi culty 10): If successful, this spell creates a disc of force that the caster may use as a shield, adding +1 to his or her De-fence. If the caster already carries a shield, the Defence bonus of it in-creases by an additional +1. The spell lasts for 5 minutes of game time.

Invisibility (Diffi culty 12): This spell will make the caster appear to van-ish into thin air. Only the keenest eye will spot the caster as the spell bends light around him. The caster can talk and act as normal wile under the ef-fects of the spell. However, if he at-tempts to cast another spell or att ack the spell will be broken. This spell lasts for 5 minutes of game time. The caster gains a +4 bonus to their De-fence score while the spell lasts.

Languages (Diffi culty 11): This spell allows the caster to understand and speak any language (though not that of animals; see the animal speech spell). The caster can communicate in any language for 5 minutes of game time.

Levitation (Diffi culty 12): This spell allows the caster to move one crea-ture or object up and down through the air for up to 1 minute of game time.

Lightning Bolt (Diffi culty 16): Choose a target. A bolt of lightning shoots from your hand and hits the target, causing 2-12 damage (roll 2 dice).

Mage Light (Diffi culty 10): This spell can be cast on an inanimate object, causing it to glow like a lantern for up to 1 hour of game time.

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Pacify (Diffi culty 13): The caster may cast this spell on any animal that is about to att ack or is att acking the group. That animal will no longer att ack. However, if the animal is at-tacked the spell will be broken and the animal may fi ght as normal.

Part Water (Diffi culty 12): This spell allows the caster to create a path through a body of water that allows free passage without having to swim. The caster can only maintain this spell for two minutes of game time.

Phantasm (Diffi culty 11): With this spell the caster can create an image in the mind of one target creature near-by. Like the illusion spell, the image can be of anything the caster wishes; however, it will only be able to be seen by the target. The image created is simply an image; no sound is heard from the phantasm. The spell can be broken by the target simply touching the illusion. The spell lasts for 5 min-utes of game time.

Protective Aura (Diffi culty 11): A fi eld of energy surrounds the caster, granting him or her a +2 bonus to their Defence for 5 minutes of game.

Raise the Dead (Diffi culty special): This spell can only be cast on a dead creature. That creature is turned into one of the undead, of a type of the necromancer’s choosing. The Diffi -culty of the spell depends on what type of creature is being created: Skeleton (Diffi culty 12), Wraith (Dif-fi culty 15) or Zombie (Diffi culty 12).

Resurrection (Diffi culty 18): By cast-ing this spell, the necromancer is able to restore to life a recently deceased creature. The creature (or person, for that matt er) must have been dead less than 24 hours for this spell to work. The creature is restored to life, with 1 Health point.

Reveal Illusion (Diffi culty 10): By casting this spell, the caster will in-stantly sense anything near him that is an illusion. That illusion will then have no aff ect on him.

Summon Angel (Diffi culty 20): Suc-cessfully casting this spell summons an angel to do the caster’s bidding for the next hour of game time. If the summoning happens for a reason the angel feels is unworthy, the an-gel will turn on the caster. (See the QUERP Bestiary for more details on angels).

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Summon Demon (Diffi culty 22): Successfully casting this spell sum-mons a demon to do the caster’s bid-ding for the next hour of game time. If the summoning happens for a rea-son the demon feels is unworthy, the demon will turn on the caster. (See the QUERP Bestiary for more details on demons).

Summon Elemental (Diffi culty 18): This spell will summon an elemental of the casters choosing. The elemen-tal will do the caster’s bidding for the next hour of game time.

Teleport (Diffi culty 17): The caster and up to four other creatures can move from their present location to anywhere within 100 kilometres.

Transformation (Diffi culty 13): The casting of this spell allows the caster to appear as someone or something else. Anyone viewing the illusionist while the spell is in eff ect will instead see the image the caster has created. If the caster has transformed into a spe-cifi c person in order to imitate them, then anyone who sees the caster and is familiar with that person may make a Knowledge roll (Diffi culty 13). If they succeed they realize that what they are seeing is an illusion and the spell is broken. Transformation lasts for 5 minutes of game time.

Tremor (Diffi culty 12): This spell causes an earth tremor to shake the ground. All creatures in the area im-mediately fall over, except for the caster. Player characters may make a Stealth roll (Diffi culty 10) to remain standing. Creatures that fall over must make a move action to stand up or suff er a -1 penalty to their Fighting and Defence scores.

Vigour (Diffi culty 14): The caster im-bues himself or one of his allies with great energy. The target immediately regains 1-6 Health (roll 1 dice), and may add +1 to his Fighting and in-crease the damage he infl icts by +1 for one minute of game time.

Vile Curse (Diffi culty 13): The caster may choose one enemy. That creature suff ers a -1 penalty to all dice rolls for the next 1 minute of game time.

Wings of the Arcane (Diffi culty 15): A pair of magical wings made of ar-cane energy sprouts from the back of the caster or one other target. For the next minute of game time, the target may fl y through the air.

Wizard’s Key (Diffi culty 10): This spell allows the caster to open an oth-erwise locked object, such as a box or door.

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SPELLS BY DIFFICULTYDiffi culty 10

• Animal Speech

• Divine Shield

• Invisible Shield

• Mage Light

• Reveal Illusion

• Wizard’s Key

Diffi culty 11

• Concussive Blast

• Healing Hands

• Languages

• Phantasm

• Protective Aura

Diffi culty 12

• Arcane Arrow

• Blessing of the Gods

• Drain Life

• Invisibility

• Levitation

• Part Water

• Raise the Dead (skeleton or zom-bie)

• Tremor

Diffi culty 13

• Batt le Armour

• Beguile

• Bone Spear

• Divine Guidance

• Fiery Blast

• Holy Blade

• Illusion

• Pacify

• Transformation

• Vile Curse

Diffi culty 14

• Banish the Dead

• Counterspell

• Enhancement

• ESP

• Flaming Sword

• Immolation

• Vigour

Diffi culty 15

• Grand Illusion

• Raise the Dead (wraith)

• Wings of the Arcane

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Diffi culty 16

• Create Golem

• Lightning Bolt

Diffi culty 17

• Teleport

Diffi culty 18

• Resurrection

• Summon Elemental

Diffi culty 20

• Summon Angel

Diffi culty 22

• Summon Demon

4. PURCHASE EQUIPMENTThe fi nal stage of creating your char-acter is to purchase equipment for him or her. This involves buying weapons, armour, potions and any-thing else you deem necessary. Each character begins with 100s.

The following is a master list of all equipment available to purchase. It includes both items listed in the QUERP Rulebook as well as new ones. Items marked with an * are new and are detailed further below.

Items are now also listed with an Availability and Encumbrance. Com-mon items are always available for purchase. Uncommon items are only available for purchase it a player fi rst rolls a 4 or more on a dice. Rare items are only available if the player fi rst rolls a 6 or more on a dice. The Gamesmaster is free to add a bonus to these dice rolls under certain circum-stances; for instance, in a big city, the Gamesmaster may allow the players a +2 bonus on these dice rolls.

Encumbrance indicates how bulky and weighty an item is. The number listed under Encumbrance shows how many items it counts as when a character is carrying it.

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ARMOURItem Cost Availability Encumbrance

Light armour 20s Common 1

Medium armour 40s Uncommon 2

Heavy armour 60s Rare 2

Shield 10s Common 1

57

Shield 10s Common 1

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WEAPONSItem Cost Availability Encumbrance Batt le axe 15s Uncommon 1Broad sword 25s Uncommon 1Bow 30s Common 1Club 5s Common 1Crossbow 50s Uncommon 1Dagger 2s Common 1*Flail 20s Rare 1*Gauntlet 1s Uncommon 1Halberd 20s Uncommon 1Javelin 2s Common 1Lance 15s Uncommon 2Mace 15s Common 1Morningstar 15s Uncommon 1*Net 2s Common 1*Rapier 15s Uncommon 1Short sword 10s Common 1Sickle 5s Common 1Sling 4s Common 1Spear 10s Common 1Sword 15s Common 1Staff 2s Common 1Two-handed sword 35s Uncommon 1War hammer 15s Uncommon 1*Whip 2s Common 1Arrow or bolt 2c Common 1

Sling stone free Common 1

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ADVENTURING GEARItem Cost Availability Encumbrance

*Ale 5c Common 1

Backpack 3s Common 1

Bedroll 5c Common 1

Blanket 2c Common 1

Boots 1s Common 1

Candle 1c Common ½

Cart 60s Common -

Cloak 1s Common 1

*Clothing (poor quality) 5c Common -

*Clothing (average) 2s Common -

*Clothing (fi ne quality) 10s Uncommon -

*Cooking Pot 2s Common 1

*Deck of cards 3s Common ½

*Dice 2s Common ½

Flask 2c Common 1

Flint and steel 5c Common 1

Grappling hook 3s Uncommon 1

Holy symbol 25s Uncommon 1

Holy water 25s Uncommon 1

Horse (riding) 75s Common -

Horse (war) 200s Rare -

Lantern 9s Common 1

*Meal (tavern) 1s Common -

Mirror 10s Uncommon 1

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ADVENTURING GEAR continued...Item Cost Availability Encumbrance

Mule 20s Common -

*Musical instrument 10s Uncommon 1

Oil 1s Common 1

*Parchment 5c Common ½

*Pouch 5c Common 1

Quiver 2s Common 1

Rations (per day) 15c Common 1

Rope 1s Common 1

Saddlebags 6s Common 1

*Tent 12s Uncommon 2

Thieves tools 30s Uncommon 1

Torch 8c Common 1

*Wagon 100s Common -

Waterskin 1s Common 1

*Wine 1s Uncommon 1

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POTIONSItem Cost Availability Encumbrance

*Cure All 100s Rare 1

*Curing 50s Uncommon 1

*Dragon’s Breath 125s Rare 1

*Enhancement 75s Rare 1

*Healing 25s Uncommon 1

*Invisibility 35s Rare 1

*Luck 75s Uncommon 1

*Poison 125s Uncommon 1

*Resistance 50s Rare 1

*Skill 100s Rare 1

*Sleep 50s Uncommon 1

SPECIFIC ITEM DESCRIPTIONSFlail: A fl ail is a set of two or more chains, often with spiked balls on the end, att ached to a handle. It is used two-handed and does +1 damage.

Gauntlet: This is a metal or chain glove warn to enhance the damage a punch can do. When fi ghting un-armed but wearing a gauntlet, a char-acter may add +1 to damage (in other words, they deal -2 damage instead of -3).

Net: Nets are thrown weapons, but they do not deal damage. Instead, if they hit they entangle the victim, re-ducing its Defence score by 3.

Rapier: A rapier is a thin short sword. It deals -1 damage, but adds +1 to the user’s initiative rolls.

Wagon: Wagons are a bigger form of a cart. It can carry up to 30 items.

Whip: A whip is a very long weapon. Although it is used in hand-to-hand combat, it can be used on enemies up to 5 metres away. A whip deals -2 damage.

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