A vastly versatile table top RPG that's incredibly fair and balanced.
A vastly versatile table top RPG that's incredibly fair and balanced.
This project will only be funded if it reaches its goal by Wed, December 4 2019 10:15 PM UTC +00:00.
Quest is an imaginative, tabletop RPG that opens a world of endless adventure to its players, the likes of which are found nowhere else. Its balanced game mechanics challenge the player's abilities at every turn. By making careful and strategic choices, you can improve your character's strengths over time. You can gain new skills, master ancient spells as well as create some of your very own. you can collect items of legend and craft items to your liking, solve puzzles; all the while allowing you and your friends to freely roam the worlds they create. It’s up to you, decide who your enemies are, make alliances, complete heroic missions, and seek rare treasures, but be wary. Adeltha is just as unforgiving as it is vast. Adventure is waiting for you and it has been waiting a long time.
Quest takes place in a world called Adeltha. It has several major continents namely Windel, the Brin, Sandora, Monith, Balta, Makindaw, and the isles eight. Each having a number of countries each country having its own unique culture and laws. Every country is full of many cities and small towns, and each one having a deep rich history. The world is truly massive.
There are hundreds of playable races that inhabit this world. All with a lengthy ancestry spanning over 3,799 years. There are 120 constellations every person is born under one of these Zodiacs signs know as birth signs and it imbues them with a special power. There are well over 100 classes such as ranger, paladin, barbarian, wizard, assassin and tons more. Each bringing its own different valuable skill set. Not to mention the endless spells, feats and enchanted items. It’s true that the vastness of it all can be quite overwhelming, but luckily you only have to be worried with your own character and their story's place in it all. So come and join us, and start your very own Quest.
Like most classical RPGs, The storyteller will explain a scenario that your character is in. You respond with what you would do if you were the character you've made. Any time you attempt an action of note you roll a d20. The higher the number on the d20 the better you perform the action attempted. Your character will also have skills and stat modifications that will add or take away from the number rolled depending on what type of action it was. The Storyteller will continue with the scenario and you will react to said scenario, the storyteller and players will guide a story together, creating a intricate story-line. You will travel breathtaking lands, fight exhilarating battles, make new friendships, strengthen old ones, face hardships and experience great victories. The story continues until your character dies for good, which is typically how you lose or until you and the storyteller feel that it wraps up nicely. How you win at quest is by playing out a story that is captivating and would be worth telling or reading.
How to make a character: in order to play you need a character. Here is a list of things that must be done to make a character. You won’t probably know what they mean, but don’t worry, as you read on you will be able to figure out what they are. You need to roll your starting stats and assign them. You need to pick a race, you need to choose 4 feats, then roll your birth sign. Roll for Hp and Mp distribute your skill points and then give your character a name. Do all of those things in that order and your character will be complete and ready to play.
One of the only things you can’t choose in quest. This is completely random and you must have your storyteller there to witness the rolls. Now keep in mind, not everyone is going to have the best stats ever and that's okay, you can still have the best story ever, that part is fully and completely up to you (and your storyteller), so if you get poor stats don’t cry about it. Suck it up and be an adult, Quest life isn’t always fair. The greatest stories ever told in Quest aren't about being the strongest, fastest, smartest person and saving those who need your help, but rather they are about those who know that they aren’t, and they save them anyway… now enough of that pep talk. This is how you roll for starting stats. You take 3 d6 and roll them you add that up and write it down on scratch paper. You repeat that process until you have 7 numbers. The higher the number the better. If you feel like all of the rolls are low then you may invert them all which means every point they are above ten they go below 10 that many, however many points below 10 they go above ten that many. Understand? If you Invert you must invert them all. You can’t just leave some the way they are and invert the others, it just doesn’t work like that. Once you have your numbers you assign them to your stats. There are 7 stats in Quest: Strength, Accuracy, Agility, Toughness, Personality, Intelligence, and Utility. When that is done you may take 1 point from a stat and put in on another. This is called your strength and weakness. You don’t have to do that, but you may.This can only be done once. Every even numbered level you reach you will gain 1 stat point to put wherever you choose. Since you start at level 2 you get to add 1 stat point right away. That's it as far as starting stats go. Keep in mind that your race will adjust these stats a little.
The race you choose determines what type of creature your character is and is also permanent. This will affect the way he/she looks, what skills and feats they start out with and how your starting stats will change. Race is a key component in the unique identity of your character. There are hundreds of diverse races to choose from in the vast and exciting world of Adeltha.
Feats are abilities, powers, immunities and skills that your character develops and they are what make him/her different and set apart from those around them. When choosing feats, choose carefully and thoughtfully because once chosen they are permanent and become a crucial part of your character's identity. You get feats from your race, birth sign, and from leveling up. Feats and birth signs have a little list of markers at the end of them in parentheses called Tags. Tags really help keep the game balanced and playable. So this rule is very important. You can only have 3 of the same Tags in a character sheet. There must be at least one level in between a feat with the same tag as another feat. for instance if i took a feat with the tag (Au2) at level 3 then the next available time i could take another feat with the tag (Au2) would be level 5. If an enchanted item you have also has an ability with a tag you already have, then you must choose between your feats tag ability and the item’s ability when the item is active. Other than that good luck and find amazing feat combos!
Once your character is all made and ready to play, you add the capstone, the final touch, that is to say the birth sign. Your birth sign is one of the few things you don't get to choose in Quest. It’s kind of like real life in the way that you don’t get to choose where and when you were born, however unlike real life the time and season you were born in Adeltha gives you powerful abilities called Birth Signs. Well that's neat and all but how do you put it down on your character sheet if you can’t choose it? Simple. You turn to the section in the manual titled birth signs and you roll a d6 to see which season you were born, then you roll a d20 to see which day in that season. Whatever it ends up being whether something you wanted or not, you write it on your character sheet. This is done in front of your Storyteller so he can witness just like your starting stats.
Leveling up/ Gaining Experience
Leveling up is the written record of your character growing in knowledge and power as the story goes on. Increasing in level is a matter of gaining Exp also known as experience. You can gain Exp in a lot of different ways: Battling monsters, picking locks, Haggling with merchants, outsmarting villains and the list goes on. Each one of these achievements has a number attached to it called a difficulty level, this number turns into Exp and is divided with all the characters involved in accomplishing the achievement. Normally if your character is not a child you start at level 2. To level up you need Exp equal to the next level times itself. When you pay the Exp it leaves your pool but you advance in level. The benefits of gaining a level are as follows: gain 2 new free feats, your utility mod in free skill point, your Magic points and Health points go up permanently as well, you get to choose the set of dice they go up by. The choices are a d10 for one and a d6 for the other or ad8 for both. Whatever the Hp roll ends up as you add your toughness mod to it. The number can’t go below one point. Whatever your Mp roll ends up as you add your intelligence mod to it. The number can’t be lower than one point. Whenever you advance to an even numbered level you gain 1 free stat point to add where ever you like.
In the world of quest, any action you perform that requires any amount of skill, other than a basic attack and magic, is called a skill. For instance climbing is a skill. Every character has a number for each skill that represents how capable they are at performing that skill. If they have a zero in a skill it means they have no training in it. The number in each skill ranges from 0-8 except for a few special cases. When performing a certain skill, let's say climbing for instance, you roll a d20 then add your characters skill number to the roll, if the resulting number is equal to or higher than the difficulty level of the thing being climb, you successfully climb the obstacle and the story goes from there. You gain raw skill points to distribute into any skills you choose every time you level up. The number of skill points you get each level is based on your utility stat. Listen close because this is kind of tricky. If your utility stat is 10 you gain 3 skill points when you level up. If it 11 you gain 4, if it is 12 you gain 5, if it is 13 you gain 6 and so on. However if your utility stat is 8 or nine you gain 2 skill points when you level up, if it is 6 or 7 you gain 1, if it is 4 or 5 you gain 0, if it is 2 or 3 you get a -1 on all skills you preform. It it is a 1 you get a -2 to all skills you perform. You may only assign 2 skill points to a skill each time you level up. You may save skill points up in your pending skill box, but they can only be added during a leveling up phase.
Attack action, Move action and 2 Bonus actions: every unit in a battle gets one turn a round. A turn consists of an attack action, a move action and 2 bonus actions.
Initiative: once the battle has begun, whoever has the highest agility mod out of enemies and allies goes first then the next highest and so on.
Attacking: it costs one attack action to attack. When you attack a target you roll a d20 plus your accuracy mod, if the resulting number is equal to or higher than the targets agility score you hit successfully and deal damage. If the resulting number is lower than the target's agility score, you miss. How you deal damage depends on the weapon or spell you are using.
Combat additions: require one move action and one bonus action to use. Combat additions are namely reflex, concentrate, Blocking, and lifting they are all skills that can add to the combat of a battle. How you use reflex is you roll a reflex check divide the result by 5 round down then add that number to your agility score for the round. How you use concentrate roll a concentration check divide the result by 5 round down then add that number to your Accuracy mod for the following attack. How you use Blocking is you roll a blocking check divide the result by 5 round down then you block that amount of damage from the next attack made on you. You lose all of these bonus even if you're not attacked or don’t attack when your turn comes around again.
Bonus Action: this type of action can be used to pick up an item off the ground, draw or sheath a weapon, talk during combat, and even toggle the effect of spells you cast. it can also be used to add 1 to the damage you deal with melee weapons that round, or add 1 to your chance to hit that round, or add 1 to your ability to dodge that round, block 1 incoming damage that round, or it can be used to move 2 spaces. You may also use one move action plus both bonus actions to gain an attack. an attack gained this way doesn't have feats or your strength mod added to it. you can also use one move action and two bonus actions to disengage.
Auto fails/Criticals: whenever you roll a 20 on the d20 it is called a critical. And besides being a great roll it has additional beneficial effects. A critical also has the chance to become a super Critical. After rolling a critical you roll a d4 and if it lands on 4 your critical becomes a super-critical witch does even greater things for you and your party, but it doesn’t stop there, if you got the 4 you roll a d6 if it lands on 6 you roll a d8 if it lands on 8 you roll a d10 and so on. Each successful dice roll multiplies the beneficial effect tremendously. However this work in the opposite way as well. If you roll a 1 on the d20 it is called an auto fail and no matter how good you are at the task attempted you still fail. If you roll an auto fail then you roll a d4 if it lands on 4 the auto fail becomes a tragedy which is much worse, than you roll a d6 and so on. The further it goes the worse the event is by a ton for you and your party.
Movement spaces: moving costs a move action. you move 6 spaces a round. Unless you choose to sprint. Sprinting takes your move and your attack action. When sprinting you move normal spaces plus a sprint check divided by 5 rounded down. When sneaking, swimming, carrying max capacity, or tumbling you move half spaces.
Melee zone: all the adjacent squares around a unit is that units melee zone.
Free hits/ free hit slots: free hits are attacks you get under certain conditions that don’t cost a move or attack action. Some of the ways to gain a free hit are: when and enemy leaves your melee zone or moves more than 2 spaces within your melee zone you gain a free hit. When an enemy attacking you rolls a 1 on the d20 you get a free hit. If a feat you have says you gain an attack action, that is a free hit. You can only use a certain number of free hits a round. The number of free hits you have is called your free hit slots. Your free hit slots is equal to your agility mod plus 1, if the resulting number is 0 or less, then you don’t get free hits.
Disengage: you may choose to disengage moving 1 space invoking no free hits. But it requires one attack action or one move action and two bonus actions to do so.
Flat footed: flat footed is when a unit isn’t able to dodge properly. Flat footed characters are a 5 to hit, regardless of what their agility may be. Times you would be flat footed are: when a unit successfully snuck up on you, when tied up, froze, paralyzed and so on. When you are prone you are semi flat footed. You are a 5 to hit plus your agility mod.
Prone: prone is when a unit is lying down. It takes a move action to stand up.
Disarmed: it takes a move action or a bonus action to grab your weapon again.
Other things that take a move action or a bonus action: Grabbing items off the ground or shelves, untying knots, opening doors, climbing a ladder, lighting a lantern and just about every minor activity takes a move action or a bonus action.
Summoning slots: is the number of summoned creatures you may have under your control at one time. The number of summoning slots you have is equal to your level.
Summoning sickness: sometimes casting a spell or summoning a creature cost Mhp (Max hit points) if so that does not recover until you sleep it back. Hp summons vs Mp summons: Mp summons only last until the battle is over, or if they are cast outside of battle they only last until a battle starts. Hp summons on the other hand last in and outside of battle and only disappear when you recover the Mhp used to summon them.
Channeling a spell: spells that take more than one turn to cast count as channeling. When a unit channels a spell they are considered flat footed until the spell is cast.
Flanking: when attacking from behind you get a +1 to accuracy.
Sneak damage: if you attack a unit while undetected they are flat footed and you gain an extra d4 damage on top of your normal attack.
Feats: Feats in most all cases modify the rules for your character. Here are some examples of feats and how they change the rules.
Sneak attack: add another d4 to sneak damage.
Legion leader: gain to extra summoning slots.
Battle caster: dodge normally while channeling spells.
Maneuverer: move normally while sneaking, swimming, and tumbling.
Reach: increase melee zone to 2 spaces around you.
Weapon focus: increase damage of 3 chosen weapons by one dice roll.
Athlete: gain 2 more movement spaces.
Risks and challenges
The risks and challenges of making Quest a reality is simple and the same reason I needed to get on Kickstarter. It needs tons more art to be done, and good art can be pricey. With all the vastness of the Quest world, comes the responsibility of painting some of the pictures of it to give some semblance of an idea to the players. also we do plan on making custom miniatures for the game witch is even more costly. However I believe once people get a feel for the game, they will love it and will be glad to help us paint it's unique and massive world.Learn about accountability on Kickstarter