Querulents and Questers
A semi-traditional roleplaying game, played without randomisers.
Character Creation
- Choose a name and class. Come up with a brief concept
- Record your Level: 1
- Pick your starting Abilities
- Record your combat stats: Attack, Defense, Combat Pool, and Class Features. If a Class Feature modifies one of your combat stats, it’s already included in the class description.
- Describe your character.
Levelling Up
- Add 1 Ability point.
- On an even-numbered level, add 1 to Attack and Defense
- On an odd-numbered level, add 1 to Combat Pool
- At levels 3 and 6, pick a DMC power (below) that you can use by spending 2 Momentum
- Every even-numbered level, add a descriptor of your coolness to your name.
Systems
Abilities
Each character starts with a rating of 2 in the Ability for her power source and 1 in any other ability. Each ability can have a maximum rating of 5 and your class power source cannot dip below any other rating.
- Martial characters use Power — breaking doors or pulverising boulders (Warrior, Dervish, Ranger, Warlord)
- Talented characters use Skill — using tools and careful movement (Swashbuckler, Assassin, Thief, Artificer)
- Arcane characters use Cantrips — minor spells that get the job done (Sorcerer, Warlock, Wizard, Bard)
- Divine characters use Orisons — summoned minor servants of their deity (Paladin, Avenger, Invoker, Warpriest)
- Primal characters use Nature — plants or animals that solve the problem (Warden, Barbarian, Druid, Shaman)
- Psionic characters use Ki — telepathic and telekinetic abilities (Battlemind, Monk, Psion, Ardent)
When you face any challenge, you can use any ability to overcome it. You get one use of each ability per point per session. You automatically succeed, but each has a different downside for using it. The player or DM can include the downside when narrating the action if you do not, but it has to play a part for the rest of the scene.
Downsides can either present new problems — requiring players to spend Abilities to overcome these new problems — or may lead directly to combat.
- Power: You make a lot of noise or otherwise get a lot of attention.
- Skill: You take a whole lot of time, at least twice as long as other methods.
- Cantrips: Your flashy magic leaves you glowing or otherwise marked.
- Osrions: Your summoned minion hangs around, providing commentary.
- Nature: Vines, plants, and bugs erupt over the whole area.
- Ki: Your exertion has left you mentally weakened.
Combat
In combat, players divide their Combat Pool between attack and defense. Each role has a “base” attack and defense score; classes within that role have specific modifications. The Paladin, for example, is a shining beacon in combat and inspires the nearest ally, granting +2 to their Combat Pool, while a Sorcerer’s chaotic magic can turn attacks aside.
Range and movement is handled narratively. No class is better at range or up close; warriors can hurl axes and wizards can conjure phantasmal swords to be just as effective at any range. Some class powers rely on being “nearest”, this is based on the description of the fight; if it’s not at all clear, the player using the power gets to decide. Some groups may want to use a whiteboard just so everyone’s on the same page, while others prefer vivid descriptions.
Combat is a case of building Momentum — the ability to build off one successful attack to launch another, or to weather enough blows that one can finally break free with a sudden surge of power.
The DM has a Threat Pool in each fight equal to 10x(#players). DMCs have attack and defense scores listed, along with an individual Threat — how much the DM can spend from his Threat Pool to enhance the DMCs. Most DMCs have a special ability.
In combat, declare who is attacking whom. In a blind bid, everyone spends points from their Combat Pool to enhance attack and defense. If attack total > defense total, attacker gains Momentum equal to the difference, and has an opening — a chance to Take Out the defender. If defense total > attack total, defender gains Momentum equal to half the difference (round up).
The DM has a single pool of Momentum generated by all DMCs. Each PC tracks Momentum separately. To Take Out a defender, spend Momentum equal to its Threat or Combat Pool when you’ve got an opening. A couple of special cases apply:
- Minions don’t have Threat. If an attacker gains Momentum, the Minion is automatically Taken Out.
- PCs can avoid being Taken Out by spending a combination of Momentum or Combat Pool equal to their original Combat Pool. Any amount spent from the Combat Pool is regained at the end of the fight, but until then the character is easier to Take Out.
Example: Danny’s Assassin falls victim to a lucky blow from an orc’s sword. The DM spends 10 Momentum to take him out. Danny has 7 Momentum; he has to augment that with 3 points from his Combat Pool. He’s still up and running, but for the rest of the fight, his Combat Pool is reduced to 7. Only after the fight does he return to 10 points in his Combat Pool.
Taken Out is just a state in which the character can’t contribute to the fight. She may be unconscious, badly wounded, or just too scared to go on. DMCs may be dead; PCs can only die if the player is OK with it.
In addition to their base attack and defense scores, each role has a special power. To use it, spend two points of Momentum. The effects last for a single action.
Classes
Martial Heroes
Often the survivors of many wars, martial heroes use their incredible strength, knowledge of combat, and force of arms to fight for what they know is right.
- Warrior
- A master of arms and armor, proficient in every weapon and armor style, warriors get in the face of their foes and punish those who ignore them.
- Abilities: Power 2, one other at 1
- Combat: Attack 3, Defense 5, Combat Pool 12
- Master of Arms: A Martial hero increases her Combat Pool by 2.
- Special: When a DMC successfully attacks one of your allies, remove DMC Momentum equal to its Threat. The monster does not get an opportunity.
- Dervish
- Most enemies only see a dervish as a whirling storm of blades, wielding axes, swords, and throwing knives with equal grace and skill
- Abilities: Power 2, one other at 1
- Combat: Attack 6, Defense 2, Combat Pool 12
- Master of Arms: A Martial hero increases her Combat Pool by 2.
- Special: After revealing attack/defense totals, spend up to 4 extra points on either.
- Ranger
- Trackers and hunters specialising in bows and thrown weapons, rangers use trick arrows and potions to alter the flow of battle.
- Abilities: Power 2, one other at 1
- Combat: Attack 5, Defense 3, Combat Pool 12
- Master of Arms: A Martial hero increases her Combat Pool by 2.
- Special: Subtract DMC Momentum equal to your Attack this round.
- Warlord
- Generals, sergeants, and leaders of men through force of personality, a warlord is never afraid to lead from the front.
- Abilities: Power 2, one other at 1
- Combat: Attack 4, Defense 4, Combat Pool 12
- Master of Arms: A Martial hero increases her Combat Pool by 2.
- Special: Transfer Momentum between two allies on a 1/1 basis.
Talented Heroes
People whose skill and flair allows them to excel both in and out of combat, skilled heroes have no real organization, preferring to do their own — often less than legal — thing.
- Swashbuckler
- Whether jumping from chandeliers, or distracting a foe with a clever feint, a swashbuckler keeps an enemy’s eyes on her rather than her allies.
- Abilities: Skill 2, one other at 1
- Combat: Attack 3, Defense 5, Combat Pool 10
- Dance of Blades: When a Talented hero successfully defends, he gains an opportunity.
- Special: When a DMC successfully attacks one of your allies, remove DMC Momentum equal to its Threat. The monster does not get an opportunity.
- Assassin
- Poison, stiletto blades, garottes, concealed crossbows, and other subtle weapons make an assassin one of the deadliest people alive.
- Abilities: Skill 2, one other at 1
- Combat: Attack 6, Defense 2, Combat Pool 10
- Dance of Blades: When a Talented hero successfully defends, he gains an opportunity.
- Special: After revealing attack/defense totals, spend up to 4 extra points on either.
- Thief
- Thieves set traps, use blackout bombs, and whatever minor magical items they can to distract and dismay their foes.
- Abilities: Skill 2, one other at 1
- Combat: Attack 5, Defense 3, Combat Pool 10
- Dance of Blades: When a Talented hero successfully defends, he gains an opportunity.
- Special: Subtract DMC Momentum equal to your Attack this round.
- Artificer
- A combination of master craftsman, fence, and mastermind, an artificer uses his skills and esoteric equipment to confound his foes
- Abilities: Skill 2, one other at 1
- Combat: Attack 4, Defense 4, Combat Pool 10
- Dance of Blades: When a Talented hero successfully defends, he gains an opportunity.
- Special: Transfer Momentum between two allies on a 1/1 basis.
Arcane Heroes
Masters of the arcane arts of magic, an arcane hero might be steeped in lore and book-learning or a natural wellspring of arcane force.
- Sorcerer
- Born with the blood of a dragon, a sorcerer’s body gains scales and claws in combat, while her magic wields the power of chaos.
- Abilities: Cantrips 2, one other at 1
- Combat: Attack 3, Defense 5, Combat Pool 10
- Surge of Power: Hold back up to 2 CP and spend them after the reveal.
- Special: When a DMC successfully attacks one of your allies, remove DMC Momentum equal to its Threat. The monster does not get an opportunity.
- Warlock
- Others are born with power, or learn it from books, but warlocks bargain with a powerful patron to gain destructive magics.
- Abilities: Cantrips 2, one other at 1
- Combat: Attack 6, Defense 2, Combat Pool 10;
- Surge of Power: Hold back up to 2 CP and spend them after the reveal.
- Special: After revealing attack/defense totals, spend up to 4 extra points on either.
- Wizard
- Abilities: Cantrips 2, one other at 1
- Combat: Attack 5, Defense 3, Combat Pool 10
- Surge of Power: Hold back up to 2 CP and spend them after the reveal.
- Special: Subtract DMC Momentum equal to your Attack this round.
- Bard
- Using the powerful magics locked within stories, songs, and yo momma jokes, the bard can literally insult an opponent to death
- Abilities: Cantrips 2, one other at 1
- Combat: Attack 4, Defense 4, Combat Pool 10
- Surge of Power: Hold back up to 2 CP and spend them after the reveal.
- Special: Transfer Momentum between two allies on a 1/1 basis.
Divine Heroes
Priests and leaders, empowered by the gods to intervene in mortal affairs, a divine hero might be a member of a church or a wandering penitent or apostate.
- Paladin
- A knight who swore fealty to a holy cause, the paladin defends the weak and enforces her god’s will in the world.
- Abilities: Orisons 2, one other at 1
- Combat: Attack 3, Defense 7, Combat Pool 10
- Wrath of Gods: Taking Out an enemy requires 2 less Momentum
- Special: When a DMC successfully attacks one of your allies, remove DMC Momentum equal to its Threat. The monster does not get an opportunity.
- Avenger
- Trained as part of a secret order, you will stop at nothing to scourge the enemies of the gods from the face of the world.
- Abilities: Orisons 2, one other at 1
- Combat: Attack 6, Defense 2, Combat Pool 10
- Wrath of Gods: Taking Out an enemy requires 2 less Momentum
- Special: After revealing attack/defense totals, spend up to 4 extra points on either.
- Invoker
- Living conduits of the gods, invokers can summon angels and minions of their deity to do their bidding.
- Abilities: Orisons 2, one other at 1
- Combat: Attack 5, Defense 3, Combat Pool 10
- Wrath of Gods: Taking Out an enemy requires 2 less Momentum
- Special: Subtract DMC Momentum equal to your Attack this round.
- Warpriest
- The thick robes and heavy maces of the warpriest allow him to lead from the front, screaming his devotion at the enemy
- Abilities: Orisons 2, one other at 1
- Combat: Attack 4, Defense 4, Combat Pool 10
- Wrath of Gods: Taking Out an enemy requires 2 less Momentum
- Special: Transfer Momentum between two allies on a 1/1 basis.
Primal Heroes
Drawing on the inherent power of the natural world, primal heroes embody the changing nature of the seasons and the cycle of life in their shapeshifting nature.
- Warden
- Taking on aspects of mountains, trees, and terrible beasts, the Warden stands in place and dares enemies to face him.
- Abilities: Nature 2, one other at 1
- Combat: Attack 3, Defense 5, Combat Pool 10
- Bones of Earth: You gain full Momentum from successful defense.
- Special: When a DMC successfully attacks one of your allies, remove DMC Momentum equal to its Threat. The monster does not get an opportunity.
- Barbarian
- Masters of the warp spasm,barbarians increase their own strength through supernaural rage to defeat nature’s foes
- Abilities: Nature 2, one other at 1
- Combat: Attack 6, Defense 2, Combat Pool 10
- Bones of Earth: You gain full Momentum from successful defense.
- Special: After revealing attack/defense totals, spend up to 4 extra points on either.
- Druid
- Possessing a mystic link with a companion animal, both totem and friend, druids use nature magic to confound their foes.
- Abilities: Nature 2, one other at 1
- Combat: Attack 5, Defense 3, Combat Pool 10
- Bones of Earth: You gain full Momentum from successful defense.
- Special: Subtract DMC Momentum equal to your Attack this round.
- Shaman
- Summoning the spirits of the natural world itself to aid her, the shaman guides through mystic visions and intuition.
- Abilities: Nature 2, one other at 1
- Combat: Attack 4, Defense 4, Combat Pool 10;
- Bones of Earth: You gain full Momentum from successful defense.
- Special: Transfer Momentum between two allies on a 1/1 basis.
Psionic Heroes
Born in an area infused with the power of the Crystal Gate, psionic heroes can use telepathy, telekinesis, and more esoteric psychic powers to hold back the darkness.
- Battlemind
- Reading the mind of attackers, the battlemind can dodge or telekinetically redirect blows — and wrack an opponent with pain for daring to ignore her.
- Abilities: Ki 2, one other at 1
- Combat: Attack 3, Defense 5, Combat Pool 10
- Distraction: On a successful attack, reduce you target’s Threat by 2
- Special: When a DMC successfully attacks one of your allies, remove DMC Momentum equal to its Threat. The monster does not get an opportunity.
- Monk
- Using telekinesis to enhance his attacks or to dart across a battlefield at incredible speeds, a monk’s discipline is a wonder to behold.
- Abilities: Ki 2, one other at 1
- Combat: Attack 6, Defense 4, Combat Pool 10
- Distraction: On a successful attack, reduce you target’s Threat by 2
- Special: After revealing attack/defense totals, spend up to 4 extra points on either.
- Psion
- Using telepathy and illusion to misdirect her enemies, a psion’s mind proves more than a match for many opponents.
- Abilities: Ki 2, one other at 1
- Combat: Attack 5, Defense 5, Combat Pool 10
- Distraction: On a successful attack, reduce you target’s Threat by 2
- Special: Subtract DMC Momentum equal to your Attack this round.
- Ardent
- Using a psychic link to direct her allies, a psion allows a team to act with one overarching mind and will rather than a disorganised mob.
- Abilities: Ki 2, one other at 1
- Combat: Attack 4, Defense 4, Combat Pool 10
- Distraction: On a successful attack, reduce you target’s Threat by 2
- Special: Transfer Momentum between two allies on a 1/1 basis.
DMCs
DMCs are rated with four traits: Attack, Defense, Threat, and Stability. Attack and Defense work like the player traits — each one is the base level of a creature’s attack and defense. Threat indicates how much of the DM’s Threat Pool the DM can spend on the creature. Stability indicates how much Momentum a character needs to spend in order to Take Out the DMC.
Minions do not have Stability. Instead, when a character gains an opportunity against a minion, she can take that minion out automatically. Likewise, each minion of the same type shares the Threat spent — if the DM spends 3 Attack/4 Defense on a 4/4 Minion, all minions of that type have 7/8 that turn. A mob of four minions is normally equivalent to a single “regular” foe.
Most DMCs have a power that differentiates them from one another, that they can use when the DM spends 2 points of Momentum.
- DMC Powers
- Area Attack: The DMC uses its attack against two characters
- Burning: On a successful defense, the DMC gains an opportunity.
- Cull the Weak: If a character successfully defends, the DMC can redirect its attack against a character with lower defense.
- Deadly: Taking Out a character requires 2 less Momentum.
- Fast Reactions: After the reveal, swap the DMC’s Attack and Defense spends
- Hefty: Gain full Momentum from a successful defense.
- Pinning Strike: On a successful attack, the DMC’s opponent loses 2 Momentum.
- Rage: If the DMC fails to defend, increase its Threat by 2
- Sneaky: A successful defense against the DMC’s attack does not gain Momentum (if the attacker would normally gain full Momentum, she instead gains half).
- Teamwork: If two or more DMCs with Teamwork attack the same character, increase their Defense by 2.
DMC Traits
A 0-level DMC has the following traits: Attack 2, Defense 2, Threat 8, Meat 8, one power. Every level, increase Attack and Defense by 1. Threat and Meat increase by 1 every odd-numbered level. At 3rd and 6th level, pick another power.
Elite DMCs have Threat +2, Meat +2 and an extra power. They count as 2 monsters.
Equal-level monsters should face the characters on a 1/1 basis. If they’re level –1, they should be encountered 3/2 (so 4 characters would face 6 DMCs). Level +1 should be encountered 2/3, level +2 1/2. Round all fractions up.
Roles
Adjust the DMC’s traits according to its role. The suggested powers are inspiration, not in addition to the one power a 0-level DMC gets anyway. Do not increase Threat for minions.
- Skirmisher
- Lightly-armored, mobile attackers
- Attack +2, Threat +1
- Suggested Powers: Fast Reactions, Sneaky
- Soldier
- Disciplined front-line fighters
- Defense +2, Threat +1
- Suggested Powers: Hefty, Phalanx Fighting
- Brute
- Heavy-hitters with little defense
- Attack +2, Defense –1, Meat +2
- Suggested Powers: Cull the Weak, Rage
- Artillery
- Ranged attackers with little protection
- Attack +1, Threat +2
- Suggested Powers: Burning, Deadly
- Controller
- Tacticians and mages who re-shape the battlefield
- Attack +2, Defense +1
- Suggested Powers: Area Attack, Pinning Strike
Sample DMCs
Goblins
Small, green skin, nasty sense of humour, sneaky buggers. You know the drill.
- Goblin Raiders
- 0-level soldier minions
- Attack 2, Defense 4, Threat 8, Sneaky
- Goblin Shaman
- 0-level elite controller
- Attack 4, Defense 3, Threat 10, Meat 10, Area Attack (Fireball), Pinning Strike (Web)
- Goblin Archers
- 0-level artillery
- Attack 3, Defense 2, Threat 10, Meat 8, Sneaky
- Goblin Prodders
- 0-level skirmisher
- Attack 4, Defense 2, Threat 9, Meat 8, Pinning Strike (Spear)
Shadowborn
Teleporting, chain-wielding emo kids from a realm where Death no longer exists.
- Shadowborn Skirmishers
- 2nd level skirmisher minions
- Attack 6, Defense 4, Threat 9, Fast Reactions
- Shadowborn Chainfighter
- 2nd level brute
- Attack 6, Defense 3, Threat 9, Meat 11, Area Attack
- Shadowborn Assassin
- 2nd level elite skirmisher
- Attack 6, Defense 4, Threat 12, Meat 12, Cull the Weak, Fast Reactions
Dragons
Drakes, wyrms, dragons, you know the drill.
- Ice Wyrm
- 4th level artillery minions
- Attack 8, Defense 6, Threat 10, Area Attack, Teamwork
- Steel Drake
- 4th level soldier minion
- Attack 6, Defense 8, Threat 11, Meat 10, Phalanx, Rage
- Young Red Dragon
- 4th level elite brute
- Attack 8, Defense 5, Threat 12, Meat 14, Area Attack, Burning, Rage
- Red Dragon
- 6th level elite brute
- Attack 10, Defense 7, Threat 13, Meat 15, Area Attack, Burning, Deadly, Rage