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Core Rules

Executive Producer
Tony Pettersen
Creative Director
Tony Pettersen, Matthew Lee
Game Design Team
Tony Pettersen, Dave Sealy
Additional Game Concepts
Matthew Lee
Background Writing
Matthew Lee, Tony Pettersen
Editing
Matthew Lee
Graphic Design
Dave Sealy, Matthew Lee, Margo Zakharova, Craig Lee
Cover Art
Margo Zakharova
Illustrations
Craig Lee, Margo Zakharova
Community and Marketing
Matthew Wellings, Denzil Hussain, Tony Pettersen

Bloody Quest Core Book 3.0


Copyright 2017 Bloody Quest, All rights reserved, visit www.bloodyquest.com
Copyright 2017 Hammercore Productions and Tony Pettersen, All rights reserved,
worldwide.
All rights reserved, worldwide, under Universal Copyright convention, No part of
this book may be reproduced in part or whole, in any forms or any means, without
permission from the IP holder @Tony Pettersen, except for brief quotes for in
reviews. All incidents, situations, institutions, governments, rules and people are
fictional and any similarity, without satiric intent, of characters or persons living or
dead, is strictly coincidental or done through unintentional second hand influence.
No part of this Publication can be sold or distributed in any way, via paperback or
electronic publication on the web/internet or any other medium unless authorized
in writing by @Hammercore Productions or Tony Pettersen.
Bloody Quest RPG, produced by HammerCore Productions.

Contents
Introduction 4 Allocation and types of hits 35

Concepts and Definitions 5 Follow-up 35

Common Terms 5 Attack types and effects 36

Resources 7 Power Attack 37

Non-miniature Play 7 Cavalry 37


Falling 38
The Basics 8
Injury and Death 38
Measuring 8
Injuries and Knocked Down 40
Statistics (Stats) 8
Saves and Defending 10 Combat Phase Quick Reference 44

Initiative 13 Magic 46
Attacks and Attack Actions 13 Casting in the Combat Phase 46
Equipment 14 Major and minor spells 46

Game Phases 15 Magic Dice and Magic Points 46

Exploration Phase 15 Dispelling and Saves 47

Statistic Tests 20 Spell classes 48

Perception and spotting 21 Magic in the Exploration Phase 48

Combat Phase 24 Effects and special rules 49

Creature Types 24 Playing without Miniatures


and Terrain 53
Warbands 25
Zones 53
Size 25
Additional Terms 54
Initiative 26
Movement 54
The Phases 26
Actions 27
Standard Actions 27
Move Actions 28
Utility Actions 29
Proximity 30
Attacking 30
Roll to Hit 32
Calculating Damage 32
Defending and Saves 34

Introduction
Greetings traveller and welcome to Inside these books you’ll find
the exciting game of Bloody Quest. If everything you need to learn how to
this is your first foray into the world of play, organise sessions with friends,
RPGs and the heroism that is Bloody create your own PCs and NPCs, and
Quest then you are set to discover build your own adventures for the
an exciting new realm of tabletop Bloody Quest system.
gaming and adventure. We have taken What are you waiting for? Get started
considerable care to make sure that by reading through these tomes of
Bloody Quest is NOT your standard knowledge, and prepare yourself for
d20 RPG. It offers new and old players the excitement and fun that follows.
alike a fast, fun and engaging way to You have been called, but will you
play RPGs with their friends. survive your Bloody Quest?
You and your hero will experience If you are familiar with role playing
thrilling adventure and brutal combat, games some of the concepts and
in a fraction of the time of other ideas in Bloody Quest will be familiar
roleplay systems. Explore the Bloody to you, while others may not. But the
Quest world of Somnium, a troubled general idea is the same, a cooperative
place where classic roleplay ideas are encounter based game that revolves
given new twists to create a fresh and around player interaction with the
original gaming experience. environment and smashing any nasty
critters that get in your way.
If you’re new to roleplay games and
tabletop gaming, the rules may seem
overwhelming at first. But have
no fear, brave soul. Once you have
played your first few games you will
be lopping off heads and saving the
world in no time. Your familiarity with
the rules will grow as you play, but if
you make a few mistakes along the
way, so be it. The object is to have fun
so don’t be too hard on yourselves. As
you get to know the rules the game
will become fast and intuitive, and
playing will become more natural.
A typical encounter in Bloody Quest
should not last any longer than an
hour. In one night of play you could
get through a series of encounters
and adventures, a much quicker
experience than a lot of other roleplay
systems currently available.


Concepts and Definitions
Common Terms Creatures
Every model in the game is referred
Miniatures to as a Creature, from shambling
Bloody Quest uses miniatures to skeletons, to humans, or even farm
represent the heroes and their pigs. All are referred to as a Creature
enemies. Miniatures are small scale for the purpose of game mechanics.
models that can be sourced from a Even some things that may not
variety of places to meet your gaming normally be considered alive or have a
needs. model to represent it, will fall into this
category. For example a sentry gun or
a magic seal.

Allied Creature
Allied Creatures are your immediate
allies, such as another hero in your
party or a town guard aiding you in
combat. Any Creature who is not
acting hostile towards you, or is
actively fighting in support of you, is
considered to be an Allied Creature.
Play Area
You will need locations or
environments for your players to
explore and battle in. There are two
different types of play areas that you
can use in your Bloody Quest game,
3D or 2D. 3D play areas use small
scale models to create features and
terrain. These could be as intricate as
realistically detailed woods, to as basic
as tissue boxes placed to simulate
buildings in a village.
2D play areas, in contrast, are flat
sheets of paper or mats. Details
can be sketched down onto a piece Enemy Creature
of paper to make a rough map. Or
players may decide to use beautifully Enemy Creatures are hostile towards
illustrated mats. you and your party. More often than
not you will encounter these Creatures
Bloody Quest does not use grids on the field of battle and they must be
during play, which makes constructing dealt with. Enemy Creatures are those
your own 3D or 2D terrain a lot that are hostile towards you or those
simpler. who support you.

Most of the time in Bloody Quest
when rolling multiple dice they are
being rolled individually, meaning each
dices result will be counted separately.
Sometimes you may need to add one
or more dice together to raise a total
number over 6. For example, when
rolling to cast magic spells.
It will also be quite common to roll a
“D3”. D3 rolls are still using a D6, but
the result is divided by half (rounding
up any fractions) to determine the
number rolled. So when rolling a D6
use the following example to get the
result:
• 1 and 2 = 1
• 3 and 4 = 2
• 5 and 6 = 3

Inches
Inches is the unit of measurement you
use when determining distance, such
as how far a Creature can move or if
a missile weapon is within range. This
can be measured with a tool like a
tape measure or ruler.

PC
PC stands for Player Character. A
Player Character is just that, the
character the player controls. Whether
it be exploring a cave or fighting
hordes of skeletons, it will be a human
player controlling its actions (i.e. you).

Dice
In Bloody Quest you will regularly
need to roll dice to determine the
outcome of your actions. Bloody
Quest only uses six sided dice,
referred to as D6. More often than
not you’ll be called to roll multiple
D6 at once. When this arises it
will be written as “roll XD6”, “X”
being replaced with a number that
represents the amount of dice. For
example, 2D6 means to roll two six-
sided dice.

Resources
To start running Bloody Quest here
is a rundown of what you will likely
require:
· A collection of fantasy miniatures
· A table top with either 2D mats or
3D terrain.
· Tape measure/ruler
· A n assortment of D6s of various
colours
· Attack effect templates
· Paper, pencils and eraser
NPC · Character sheets, Skill references
and Spell references
Non-player Characters are those not
· Players
under the charge of the player, and
are instead controlled by the GM. · Someone to act as Game Master,
NPCs can be characters who are and an adventure to play though
enemies, neutral or friendly, and that · Creature Cards to go with the
the players will engage with. From adventure.
a common barmaid to the wounded
Fa’uwn Watcher that seeks a PC’s
assistance, they are all referred to as
NPCs.

GM Non-miniature
Game Masters are the most important Play
part of a roleplaying game. They
It is recommended, to gain the full
are humans who take on the role
experience, to play Bloody Quest with
of content creator, story writer and
miniatures and scenery. But this isn’t
“artificial intelligence”. They control
the only way to play. There is a section
all the NPCS, both enemies and allies
at the back of this document that will
of the PCs, plots. They ultimately
show you how to run Bloody Quest
control if the players succeed or fail.
with nothing but pens, dice, paper and
your imagination. This is advised for
The Party those looking for a classic role playing
We refer to the players PCs as a whole game experience.
as the ‘Party’. This can be taken to
To find the rules to convert Bloody
mean war party, war band, or any
Quest to pen and paper go to page 53
other collective name the players and
of the Core Rules.
GM wish to give the Party.

Caster
The Creature who created a Spell.


The Basics
Bloody Quest runs much faster than a Movement: This is how far a Creature
lot of typical role playing games, while can move in inches in a single turn.
still possessing a lot of depth within Every Creature will have an M
its rules. However it still has a few value, dictated by their race, and
moving parts to it. This section of the in some instances altered by their
rules will teach you how to understand class. Sometimes an M entry may
what you will encounter when looking read 0. These are Creatures which
at your Player Characters sheet or cannot move, but can still affect
Creature cards, and how to make their surroundings, like turrets or
sense of it. We will start with the most aggressive plants.
common elements. Melee Skill: This indicates a Creature’s
ability to engage in Melee combat. The
Measuring higher the Creatures MS is the better
When measuring distances in Bloody it is in close combat. MS is also used to
Quest with a tape measure it is determine a Creature’s Parry Defence
important to remember this golden Save. A high MS also can modify
rule; anyone may pre measure in defenders saves by Out matching
advance before casting, moving, them in melee combat.
shooting or committing to any type of Shooting Skill: This indicates a
action. Creature’s ability to aim missile
This is so players and GMs can weapons. The higher a Creature’s SS is
be as informed as possible when the more accurate it is hitting targets.
strategizing. However this is a A high SS also can modify defenders
cooperative game, so you don’t need saves by Out matching them with
to be 100% accurate with measuring. precise shooting.
If a Creature is 1 or ½ inch out of
range to do its chosen action, let it go
through.
It doesn’t need to be a precise affair,
more a general guideline to follow.
The important thing is to have fun,
and a bit of give or take will help you
enjoy the game a lot more. Power: This indicates the strength of
a source or Creature. All Creatures
will have a P statistic, the higher the P
Statistics (Stats) statistic the more Damage a Creature
Each Creature in Bloody Quest has is likely to do.
a set of Statistics (Stats). These are Damage Modifier: This is the modifier
used to resolve related actions, such for Damage to melee attacks you gain
as hitting in combat or reading an for higher or lower than usual Power
ancient tome. You will find entries for or levels. All outgoing Melee Damage
these on the Character Sheet, as well made is modified by this.
as on the Creature Cards.

Constitution: This is the measure of Magic Dice: Arcane and Divine casters
a Creature’s natural endurance. C will have one or more of these to use
modifies incoming Damage either to cast Spells each turn.
negatively or positively. Damage Capacity: This represents
Fortitude Modifier: This is the the amount of Damage a Creature, or
natural modifier Creatures have for part of a Creature’s anatomy, can take
either a higher or lower than usual before being rendered useless or the
Constitution, all incoming Damage is Creature is Killed.
modified by this statistic. Damage: The amount added to
Dexterity: This is a Creature’s natural an enemies Damage Capacity on
reflexes. The higher a Creature’s successful Rolls to Hit.
Dexterity the harder to hit with Hitbox: This is the term used to
ranged attacks they are, and the describe the system in Bloody Quest
more likely for them it is to be able to which represents a Creature’s various
break from combat or dodge incoming hit locations. There are three areas on
blows. Dexterity also modifies a every Creature; Critical, Vital and Light
Creature’s Dodge Saves. Wounds.
Initiative: is a Creature’s natural Hitbox refers to a section of a
reaction time. This is generated as a Character Sheet or Creature card. This
modifier of your D stat to add a bonus is an area with a figure silhouette or
when rolling for turn order in combat. Creature illustration which displays
Intelligence: This represents a 3 boxes. Each individual box is
Creature’s ability to recall or formulate associated with a Damage Capacity,
complex information. It is used to and represent a collection of areas or
gain additional spells or abilities and locations on a Creature’s body.
plays a role in determining how likely a For example the Critical area
Creature is to be hit by a magic attack. represents locations like the head
Attack Dice: Each time a Creature and throat. Vital is around the torso
makes an Attack Action this is how and groin area, and Light Wounds
many extra dice adds to its dice pool. represent arms, legs or cuts and
Defence Dice: Whenever Damage is bruises. If any one of them reaches
incoming a Creature rolls a Defence Damage Capacity the Creature is
Save against it. This is how many extra Knocked Down or Killed.
dice they add to their pool when rolling.

Saves and When Damage is incoming a Creature
will roll all their defence D6s first, and
Defending assign the results to whatever saves
they are eligible to. Remember to roll
In Bloody Quest, when a Creature is
first, then assign.
struck it doesn’t have to just stand
there and take the hit, nor does it The three Defence saves are:
wear all that armour just for show. ·A
 rmour: An Armour save can be
When Damage is dealt to a Creature it granted through wearing armour,
may attempt to negate the hit using spells or even a Creature’s natural
saves. defence. Armour has both a
Defence Saves are performed by front value and rear value, some
rolling a D6 and beating or equalling a Creatures will have stronger
target number. For example, a human armour when being attacked from
wearing medium armour has an their front facing and lower when
armour save of a 5+. Whenever there being attacked from behind. There
is incoming Damage he may roll a d6, are no follow-ups when armour is
and if he rolls a 5 or more the Damage used.
is blocked by the armour save. So the ·P
 arry: Parrying is a Creature
lower the save the better the chance actively trying to deflect the
of avoiding Damage. attack with its weapon. A Parry
Save is tied to a Creature’s Melee
Skill. The higher a Creature’s MS
the lower the target roll required.
Parry follow-ups are called Counter
Attack and Slam.
·D
 odge: Dodging is a Creature
actively trying to move out of the
way of an attack. A Creature’s
Dodge Save is tied to its DEX stat.
The higher a Creatures DEX the
Defence Saves lower the Dodge save roll required.
A Creature performs a Defence Saves Dodge follow-ups are called a
by taking a D6 for each source of Tumble and Shift.
Damage incoming from an Attack
Action. These are known as defence
dice. They then add any bonus defence
dice to that pool, generated by
equipment or skills, then roll all the
dice at once to try and equal or beat
their own save scores. Magic Resistance
There are 3 types of Defence Saves Some Creatures have a resistance to
available, and some Creatures will magic. This is a special save that the
be better at certain ones depending Creature can use immediately once
on their equipment and stats. Every targeted or affected by any magic
Defence Save has an effect that a source. Before any to hit rolls are
Creature can cause if it successfully made the Creature can roll 1D6 and if
passes the corresponding save. A they pass their save the spell or effect
Defence Save can never be modified is wasted. This even applies to attacks
below a 2+ under any circumstances. with the “unsavable” special rule.
10
Follow Ups Figuring out your
When a Creature successfully passes a saves
Defence Save with either of the parry To figure out your saves you need
or dodge saves, after any Damage has to convert your relevant stat to its
been applied and resolved, they can relative save, using the following
immediately do what’s called a follow chart. All Creatures are covered
up. These are actions that help a by these charts so when making
Creature react after avoiding Damage. characters or Creatures you will use
After all, the enemy is now off guard these to find their saves.
and it’s time to make the most of the
opportunity. Both your dodge save and you parry
save are determined by the same
After any unsaved Damage is applied chart using the following stats.
to the defender, the defender “if still
conscious” can use any follow ups. DEX/MS
Follow ups are all free Actions and can 1 -
be resolved in any order the defender
2 6+
wishes.
3 6+
There are 4 types of follow ups that a
player can do: 4 5+
5 5+
·C
 ounter Attack: Counter Attack
is done after passing a Parry 6 4+
save. The attacking Creature 7 4+
immediately suffers a Graze (one 8 3+
point of Damage) to their Light
Wounds (see areas below). This 9 3+
graze has the Unsavable special 10 2+
rule, and so cannot be saved
against.
·S
 lam: Slam is done after passing a
parry save, the attacking Creature
is immediately knocked prone. This
can only happen if the attacking
Creature is the same size or one
size larger than the defender. Once
knocked prone the attacker cannot
stand or reposition.
·S
 hift: Shifting is done after passing
a dodge save, you may move to the
Creature’s rear facing immediately.
After the defender has used Shift
the attacking Creature may not
reposition by pivoting.
·T
 umble: Tumbling is done after
successfully dodging an attack, you
may make a free Move Action as if
you had successfully disengaged.
This applies even against ranged
attacks.
11
Out Matched
Creatures with a high Melee or
Shooting Skill can modify their
opponents rolled saves. We call this
being outmatched. For each point
of Melee skill over 3 an attacking
Creature can modify any rolled
defence dice by -1, higher their MS the
Natural Modifiers more modifiers they have to apply.
Creatures with higher or lower than Note that these each modifier can only
normal power or constitution modify be applied to one rolled defence dice
all Damage made or generated from each, it does not modify all defence
hits. Check the following chart to dice rolled. So having 2 save modifiers
see if and what modifies Damage means you can modify up to 2 rolled
positively or negatively. defence dice.

Fortitude modifier MS/SS Modifier


Constitution Modifier 1 -
1 +2 2 -
2 +1 3 -
3 - 4 -1
4 -1 5 -2
5 -2 6 -3
6 -3 7 -4
7 -4 8 -5
8 -5 9 -6
9 -6 10 -7
10 -7

Damage modifier
Power Modifier
1 -2
2 -1
3 -
4 +1
5 +2
6 +3
7 +4
8 +5
9 +6
10 +7
A note on modifiers: Damage can
never be modified below 1 no matter
the Creature’s modifiers.
12
Initiative Attacks and
When rolling for Turn Order you need Attack Actions
to add a Creature’s INI bonus total
Each time a Creature makes an Attack
to each group roll it is part of. The
Action it generates 1 Attack Dice to
method to figure out a Creatures INI
use against its target. It then also adds
score is as follows. For each point of
any bonus Attack Dice it gains from
DEX over 3 the Creature gains a +1
equipment, skills and their current
bonus to their INI score. For example,
load out. Each Attack Dice represents
if a Creature has a DEX of 4 it will gain
an individual strike against the target.
a +1 bonus. A Creature with a DEX of 5
The higher the Attack Dice the more
will be a +2 bonus, and so on.
individual attacks a Creature can make
Here’s a chart to help simplify the with an Attack Action. Each turn a
process. Creature has one Standard Action with
Initiative which to make an Attack Action with.
DEX
Bonus For example a Creature makes an Attack
1 - Action, and also has a combat Skill that
grants the Creature a +1 Attack Dice
2 -
modifier, meaning it has 2 attacks when
3 - making an Attack Action.
4 +1
5 +2 Free attacks
6 +3 Sometimes a Creature may be given
a free attack. Note that this is only a
7 +4
single Attack Dice with an equipped
8 +5 weapon. This will only be one attack,
9 +6 and not a full complement of attacks
10 +7 with any bonus dice.
13
0 or below generated per hit. At certain levels
you will add a level bonus modifier to
Some effects which Creatures may Damage as well.
suffer decrease the availability of
Attack Dice. If at any point this brings Ranged weapons Damage: Ranged
a Creatures Attack Dice to 0 or below weapons and spells do not add
it can still choose to Attack as a any statistic bonus to the weapons
Standard Action. However it must Damage, it is a static number that at
perform the Roll to Hit on 2D6 and certain levels will gain a level bonus
discard the highest result. modifier to Damage as well.
Weapon Loadouts: Depending on
what you equip in your hands it can
add to your Attack and Defence Dice
modifiers. Some might take both
hands to use and give you another
Damage Counters type of bonus instead.
Each attack that scores a hit generates Dual wielding: When a Creature has
a source of Damage. So whenever a a weapon equipped in each hand
hit is scored you immediately generate they add an additional Attack Dice.
Damage for it. Use a D6 to record the This applies to one handed ranged
amount of Damage each hit creates weapons also. When rolling to hit
based off of weapon and power while dual wielding you may assign
bonuses. Essentially using the D6 as each dice result to either weapon
Damage counter for each hit. Note after you have rolled. Just make a note
that misses will still cause a graze and of which Damage counter represents
should be counted on a D6 also. what weapon.
One hand melee/one hand ranged: If
Equipment a Creature has a one handed melee
Equipment in Bloody Quest comes in weapon and a one handed ranged
a variety of shapes and sizes. Swords, weapon equipped the ranged weapon
shields, magic scrolls, camping gear, gains the “spitfire” special rule. They
rope, it all falls under the category do not gain an additional attack
of equipment. To gain the benefit of however.
most equipment you need to equip it Shields: When a Creature equips
to the relevant slots. Weapons need to a shield in their offhand they gain
be equipped in your hands, armour on an additional defence dice, heavier
your body etc. Some equipment may shields can lower armour saves as
modify your base Stats, such as adding well.
attacks or decreasing Dexterity.
Two-handed weapons: Two-handed
Weapons: When equipping weapons weapons require both hands to use.
there are 2 distinct types, ranged and They often have a higher Weapon
melee. The difference between the Damage than their single handed
two being how to calculate to hit and counterparts, or offer some other
Damage for each type. bonus.
Melee weapon Damage: To calculate A Creature may have up to two
Damage for equipped melee weapons different loadouts to offer flexibility
use the power modifier of the in a pinch. They may only have one
Creature, and add it to the weapons load out equipped at once.
base Damage. The total is the Damage
14
Game Phases
Bloody Quest uses two distinct game switches to the Combat Phase.
phases, the Exploration Phase and Meaning as soon as steel is drawn it’s
the Combat Phase. The Exploration time to move to the combat.
Phase is where the players are free For example, the GM might inform the
to explore their environment. A large players that they have woken up in a
portion of the players time will be room with an unopened chest in the
spent in this phase, as they follow up middle and a rotted door preventing
quest leads, go to shops and generally them from leaving. The player, James,
do whatever it is that comes into their says he is going to try to open the
minds. The game shifts to the Combat chest, while Bob says he will try to kick
Phase when confrontations need to the mouldy door down. The GM tells
be resolved. Here players can engage Bob he will need to pass an Athletics
in melee or ranged combat and cast Skill Test to kick the door down. The
spells. GM will also decide how James’ task will
be resolved and take into account the
Exploration skills James’ Character has to work out
Phase his chances of success. Once the players
have all nominated their actions the GM
It is in this phase that players make assigns an order to them. Each action
use of their non-combat Exploration is resolved, and any consequences
Skills to manipulate their surroundings played out. Bob for example may
and engage with NPCs. They might succeed in kicking down the door and
find themselves in a dusty old tomb the party can be on their way. However
or roaming a busy city, and it’s up James’ haphazard opening of the chest
to the players to deal with whatever releases a dozen Giant Spiders, which
situation presents itself to them. immediately set upon the party. At
There is no specific order for players this point the game switches to the
to follow in this phase. They declare Combat Phase. Once the Combat Phase
what they are doing at any given time. is played out, the game returns to the
The GM will resolve what order, if any, Exploration Phase and the adventure
needs to be applied. If the situation continues.
turns to a violent confrontation the During the Exploration Phase the
Game Master runs the world around
the players. For instance, the Game
Master will know if there is a mob
of thugs around the corner about to
jump out and ambush the players. It is
up to the players to explore, hopefully
detecting the thugs, talk them down
or scare them off by using their
Exploration Skills first. If that fails
then try and fight their way out.

15
Using Exploration The reason for declaring both action
and intent is twofold. Firstly, it allows
Skills the GM to choose the appropriate
Every Creature in Bloody Quest difficulty (as any given action may be
has, and is able to use, Exploration more effective at achieving one intent
Skills. Exploration Skills are used for rather than another) and, secondly, it
taking actions and interacting with helps to clarify what should happen on
the environment during both the a success or a failure.
Exploration Phase and Combat Phase.
If a roll is ultimately successful, then
Exploration Skills come into play when the PC should be judged to succeed
a player declares an action on the part at both the action and get what they
of the character and the outcome of intended. If the GM agrees to a roll
the action is subject to opposition, based on the declared intent and the
challenge or chance. If the action is roll is a success then the GM is bound
of a routine nature, and there are no to give effect to the player’s intent in
additional factors that intervene to good faith.
make it more difficult then there is no
For example, Steven is playing Sven,
need to make a skill roll.
a human fighter. Sven has cornered a
If a roll is required then the following thug in an alley and declares that he is
steps should be followed: going to try and use his imposing size
· Declare action and intent and aggressive demeanour to frighten
the thug, by threatening to beat him up
· Determine the appropriate Skill
if he doesn’t do what he wants. Tony,
(GM)
the GM, asks Steven what Sven wants to
· Set the Difficulty (GM) get out of scaring the thug.
· Call for Help
Steven thinks about if for a few seconds
· Roll the Skill Check and decides that Sven wants to frighten
· Succeed or Fail the thug into running away, so that he
doesn’t have to enter combat. Steven
could also have chosen other intents,
such as getting the thug to give him
information or to get the thug to put
his weapon away so that Sven could
attack him without resistance.

Declare Action and


Intent
First a player should declare what
action their PC is attempting to take,
and what they intend to achieve by
that action. The action is the how the
character will get what they want,
while the intent is what the character
wants. A player must declare both
action and intent before a roll can be
made.
16
Determine the
Appropriate Skill
Bloody Quest has a small set of Skills
that cover a wide variety of different
situations. Usually the appropriate
Skill for a given task will be fairly
obvious. The Skill descriptions in
the Player’s Guide will help provide
guidance if there is confusion. A player
may suggest what Skill they think is
appropriate but the final decision
rests with the GM.
In many cases an action may still be
attempted even if the PC does not
possess the appropriate Skill, they
simply receive no bonus to their roll.
However the GM may determine that
some tasks may not be attempted by
a PC with no training in the relevant
Skill.
If a PC has trained in the relevant
Skill, they get that number as a bonus
modifier to their roll. If they have
is for tasks that someone with proper
improved the Skill when advancing
training would succeed at around half
in level then they will get additional
the time. Tasks with a Difficulty of 8
bonuses in accordance with the taken
are tasks that a trained person would
improvement.
generally need help or favourable
For example, Sven is trying to scare the circumstances to succeed at. Tasks
thug and get him to run away. Steven with a Difficulty of more than 12 are
and Tony both agree that this is an impossible for even a trained person
obvious use of the Intimidate Skill. Sven of normal skill (tests of this difficulty
has trained in Intimidate twice and will generally arise as a result of the epic
get a +2 bonus to his roll. challenges faced by high level Bloody
Quest characters).
Set the Difficulty
MS/SS Modifier
Once the GM knows the action, the
3 Simple
intent and the Skill being tested they
can then set the Difficulty. Difficulty 4 Easy
in Bloody Quest is generally between 5 Average
3 and 12 (see the table below). If an 6 Challenging
action would have a difficulty of 1 or 2
7 Hard
it isn’t worth rolling for, and succeeds
automatically. 8 Very Hard
A Difficulty of 3 is a routine task that 9 Heroic
someone trained enough in the area 10 Epic
of Skill would always succeed at in 11 Legendary
normal circumstances. A Difficulty of 6
12 Impossible
17
Call for Help
Player characters in Bloody Quest
generally work together, and should
aim to Help one another out. If a
PC is attempting an action that
requires a skill check then they may
be helped in that check by another
PC. Generally only one other PC may
Help on a check, although the GM has
the discretion to allow additional PCs
to Help if it makes sense and seems
appropriate (this should be relatively
rare).
In order to Help another character
must offer their aid and the acting
character must accept it. The helping
If there are additional circumstances character must describe how they
surrounding the action that would are helping with an appropriate
make it more difficult than normal, Exploration Skill. In order to provide
then the Difficulty is increased by one any mechanical bonus the helping
for each of those factors. Such factors character must be trained in the Skill
should be relatively significant and they are using to Help. The helping
this is not an opportunity for the DM action must make sense and logically
to look for every possible downside be able to confer assistance to the
imaginable. acting PC
If there exist any circumstances A helping PC confers a +1 bonus to
around the action that are particularly the acting PCs roll. The price they pay
favourable to the PC then the PC for providing their Help is that if the
gets a +1 to their roll. A PC only gets a acting PC fails, and there are negative
single +1 bonus, no matter how many consequences, then the helping PC
favourable factors exist. exposes themselves to the negative
For example, Sven is using his Intimidate consequences as well.
Skill to try and get a cornered thug to
give up on fighting and run away. Tony,
the GM, consults his notes and sees
that the thug has been hired by a major For example, Sven’s ally, Durgan the
villain to attack and mug Sven, but he dwarf rogue, is lurking in the shadows
doesn’t work for the villain and will only while Sven Intimidates the thug. When
lose out on his payment if he cuts and Sven reaches the Call for Help step
runs. Durgan’s player, Margo, offers to Help
Tony determines the Difficulty should by having Durgan step out the shadows
be an average test with 5 Difficulty. and tell the thug some made up stories
However, Sven was out drinking earlier about the unpleasant things Sven has
in the evening and still a bit groggy done to people after beating them in a
and probably slurring his words. Tony fight. Margo says that this Help is using
decides that this is a negative factor for Durgan’s Deception Skill, in which he is
Sven as it makes him appear comical, trained, and Tony, the GM, agrees. Sven
rather than frightening. He increases will get a +1 to his roll for Durgan’s gory
the Difficulty to a challenging 6. tall tales.
18
Roll the Check completely failed at their action, only
that they did not achieve their whole
Once the action and intent have intent; a failed roll should not bring
been declared, the appropriate skill the action of the game grinding to a
determined, the difficulty set and halt.
any Help offered, it is time to roll the
dice. The player of the acting PC rolls a The process of having a player
single D6 and adds any bonus for skill declare both action and intent is a
training, favourable circumstances and significant asset in following this
Help. approach. For example, a player may
declare the intent of unlocking a
For example, Sven’s player, Steven, door. While similar, this is a different
grabs a D6 and rolls it. It comes up with intent to unlocking the door without
a 4. Steven then adds +2 for Sven’s Skill anyone being able to tell the lock was
level in Intimidate and a further +1 for tampered with. In the latter example
Durgan’s Help. There is no bonus due to a potential result of a failed roll is
favourable circumstances. The total of that the door is successfully unlocked
the roll is therefore a 7. but the PC was not careful enough.
Anyone examining the lock will know
Succeed or Fail? it was tampered with.
Once the die has been rolled, and a
total result for the check calculated, it
is compared against the Difficulty of
the task. If the total of the roll equals
or succeeds the Difficulty then the Even in the situation where the
action is successful and the character declared intent was simply to open the
achieves their intent. lock, that does not mean that a failed
If the result of the roll is less than the roll must simply mean that the door
Difficulty of the test then the PC fails. stays locked, particularly if that would
The GM must then determine what mean that the action in the game
happens as a result of the failure, would be stopped dead. Instead it
being guided by the PC’s intent (see might be that the lock is opened, but
Fail Forward below). it takes more time than expected. In
this way the failure is not to perform
For example, Steven rolled a total
the task at all, but a failure to perform
of 7 for Sven’s Intimidate check. The
it optimally. The GM might also offer
Difficulty set by Tony, the GM, was 6.
a twist or complication, rather than
Sven succeeds in his task and achieves
outright failure. In this case the failed
his intent of scaring the thug into
roll might mean that a lot of noise
running away. The thug, for his part,
was made, and the rogue who was
goes running off into the night grateful
picking the lock is surprised when the
to have survived.
door swings open from the other side
revealing an alerted guard.
Fail Forward
Applying these techniques is not
Bloody Quest encourages GMs
necessary for every roll, sometimes
to embrace a concept that has
a failure is just a failure. But it is a
sometimes been referred to as ‘fail
useful technique for keeping the game
forward’.
moving and adding interest and colour
The concept of fail forward is to your game. Make the best use of it
simply this: a failure on a test does you can.
not necessarily mean that the PC
19
Statistic Tests
Statistic Tests (also known as Stat
Tests) are different to Skill Tests as
they rely on the Creatures raw physical
and mental abilities as opposed to
a test of learnt knowledge. Statistic
Tests are more a test of endurance
for the Creature being required
to perform one, and can both
be used in both the Combat and
Exploration Phases, depending on the
circumstances and action indicated.

Modified or unmodified: In most cases


when called on to perform a Stat
Test caused by an effect it will state
if it is unmodified or not. Remember
that some items will affect your stats
and it might not always be clear what
should be used. In which case the GM
can make a judgement call as to if
To perform a Statistic Test a Creature
they test is against an unmodified or
uses the relevant Statistic entry
modified stat.
(selected by the GM) on their profile.
The relevant number is halved, For example, a Creature trying to land
rounding up any remainders. This when falling in full armour would
number will be the modifier added to most likely be a modified Dexterity
their rolled result. The Creature then Test. Whereas someone trying to hold
rolls a D6 and adds the modifier to the their breath underwater might be an
amount rolled. Just as in a Skill Test unmodified Constitution Test.
the GM will generate a target score to
beat. The difference
Most of the time a Statistic Test will between Stat Tests
be a forced upon a Creature by an and Skill Tests
effect or an involuntary action. But
The difference between how Stat
sometimes in combat a Creature may
Tests and Skill Tests are performed is
be required to perform a voluntary
easy to remember. If a player wishes
Statistic Test, for instance if they
to interact with the environment it
wished to move behind an opponent.
is usually a Skill Test. If there is some
For example, Sven the fighter is Locked unforeseen effect or consequences
in Combat with an orc. He wishes to try to an action or event which the GM
and move behind the orc by performing wishes to test the players for, it should
a “switch” Move Action, which requires be a Stat Test.
a Dexterity Statistic Test to be passed.
As always it’s up to the GM what
Sven has a Dexterity of 3, which he
applies but as a rule of thumb, Skill
halves to 1.5 and the rounds up for a
Tests are made for choices players
total modifier of 2. This will grant him a
make, Stat Tests for effects imposed
+2 to the result rolled on the dice for his
on Creatures.
Statistic Test.
20
Perception and To successfully spot something a
player must pass a Perception Skill
spotting Test. This means they must roll equal
to or higher than number generated
Perception is very important as it
by the GM.
determines what a Creature is aware
of. This covers awareness in a number For example, the player Robbie wants
of situations such as realising other to search a treasure chest for traps.
Creatures are nearby, a trap is just The GM knows that the box is indeed
about to be sprung, or detecting rigged with a poison arrow trap that
environmental clues. will activate when opened, but Robbie
doesn’t have a torch in this dark room.
In order for a Creature to spot
something the GM must first take into So the GM adds a +2 to a typical search
consideration any factors that make roll of 5 for a total of 7 needed. Robbie
the target harder or easier to spot. For performs his Perception Skill Test and
instance, a trap that is tucked away in rolls a 3. He can add +2 to the roll, for
a tomb wall is hard to see. In this case being trained for a total of 5 as a result.
the GM may decide to add +1, or more, The GM informs Robbie that he does
to the Skill Test needed to spot the not detect anything out of the ordinary.
trap.
21
Spotters Stealth
Every party or encounter of enemies Using Stealth in Bloody Quest is
will have a Creature who is the straight forward. Any Creature can
nominated Spotter. Spotters are the nominate to Sneak. All it has to do
groups eyes and ears, responsible is declare that it is. While a Creature
for keeping a lookout for any danger. is Sneaking any enemies will have
Spotters Statistics are used when to perform a Spot check to see
rolling Perception for the entire group, them, instead of just spotting them
when Creatures or objects are near automatically.
them. While in Stealth a Creature is subject
Usually you want the player or to the following rules:
Creature with the highest Perception • A Creature can never run or
Skill to be the Spotter. Whenever the charge when Sneaking. They
GM calls for a ‘Spot check’, rather than always move at their base Move
the whole group rolling it is up to the rate.
party’s eyes and ears, the Spotter,
• A Creature cannot nominate to
to perform the roll. This is to help
use Stealth while in combat.
streamline the game and not have so
many checks happening at once. • If a Creature who is using Stealth
attacks an enemy in melee that
Sometimes there won’t be a group has not spotted it then they
with a Spotter, or the group comprises gain the bonuses +1 to hit and
of one Creature, or there might be +1 Damage. The defender can
several individual Spotters in an area only opt use their armour save,
(for example, sentries). and must reroll successful saves,
Sentries should all get a chance to accepting the second roll. If the
spot, as well as any groups Spotter. defending Creature survives the
They use their own Perception training attack it immediately spots the
for each roll. If it is just an individual attacker.
then they use their own Perception • Ranged attacks performed by
training as well. a Creature using Stealth are
Note that there might be times when treated the same as melee
there are multiple Creatures using attacks performed while using
stealth in a 10” radius. Some may Stealth, with the exception that
have the Stealth ability, while others the defending Creature can only
do not. In this case still roll a Spot immediately spot the attacker
check, but add the Stealth Creatures after the attack if they are within
Thievery or Survival bonus to the 4” (20 feet) of each other.
difficulty to be spotted. This might
result in some Creatures being spotted Proximity
and others remaining hidden. If this When rolling to spot it is important
should happen the Creatures that are to take into account the proximity
undetected receive a free turn at the (range) of the Creature from the
beginning of the first round, with a target. For instance the further
full count of actions like a normal turn. away something is, the harder it is to
If there isn’t a nominated Spotter then see. The position and visibility of a
use the group’s highest Perception Creature should be considered when
skill as a default. applying difficulty to a Spot check.

22
Proximity plays an important role not spotted the attacker, the group
when a Creature is trying to sneak, automatically spots the attacker.
and will dictate how many chances
a group gets to roll to spot it. For
example, when a PC is sneaking up on
a group of bandits, the bandits get the
opportunity to spot the PC on their
approach. For example, Terry is playing a ranger,
The standard range for a Creature and decides to scan the wooded area
to spot something is 10” (50 feet). ahead the players are in for enemies.
Meaning that when something comes The GM checks the notes, and sees that
within 10 inches of a Creature or its there are some bandits hiding in a bush
party, and they are unaware of its 30 inches away from the players.
approach, the designated Spotter This means that the GM adds a +2
begins making Spot checks. difficulty modifier to the Spot for long
Every time the Creature using Stealth range, and a +4 modifier because of the
performs a Move Action within 10” bushes obscuring his vision, making a
of an unaware group or individual total of a 6 to beat . Terry has +2 to his
the Spotter may make a Spot check. perception skill through training, he
The Move speed of most Creatures is needs to beat the target number of 6
4”, so on average a Spotter will have to succeed at the Spot check.
two or three attempts at spotting a Terry rolls and scores 4 and adds his +2
Creature using Stealth. modifier for his training for a total of
Sometimes it might be appropriate to 6, and the GM informs him about the
do a Spot check outside the 10” range. bandits hiding in the bushes.
A loud explosion or the cries of battle The players decide they wish to sneak
might give away a Creatures position. up on the bandits and take them by
If that is the case, the Spotter makes surprise. The players move towards
a Spot check taking into account long the bandits using Stealth. As soon as
range and any other facts the GM may they are within 10 inches the bandits
decide are relevant. designated spotter performs a Spot
Long range Spot checks are made check, which it fails to pass.
for every 10 inches further than the The players continue to move using
standard perception distance on 10 Stealth, and move their full 4 inches
inches. For each 10 inches the Creature towards the bandits. The bandit spotter
adds a +1 modifier to the difficulty of gets to make another Spot check after
the Spot check. Sometimes it might be they have moved. The bandit spotter
appropriate to add bonuses to Spot fails again to detect the players.
checks, for instance, a PC spotting
a Creature out in the open in broad Again, the players move using Stealth.
daylight and within 10 inches might This time they move behind some
grant a free perception reroll. rocks, so the GM decides that the
bandit spotter check will now be at
Whenever a Creature attacks or +2 to difficulty to spot the players
attempts to manipulate something now hidden behind the rock. Again
the enemy group will get a free Spot the bandit spotter fails to hit its
Check after the action has been target number, and the players ready
attempted. If an attacker does not themselves to strike the unaware
successfully kill their target, when bandits.
the target is part of a group that has
23
Combat Phase
The Combat Phase is the other mode Lords: These are the strongest
of play that the game switches to humanoid Creatures which can
when entering an in game fight. It is be encountered. They are usually
the most complex and important part reserved for the major characters or
of the game, and is the meat of Bloody ‘boss battles’ in an Encounter. They
Quest. At first there is a lot to take come stacked with offensive and
in, but it is all there to make combat defensive powers as well as large
faster, engaging and urgent. Once you amounts of health.
have learnt the basics of the combat Monsters: Monsters are usually big
system and played a few Encounters nasty brutes that can be a challenge
it will become second nature and all on their own. They possess high
intuitive. amounts of health and a variety of
This section will run you through all abilities. A Monster should never be
the basics of combat, and expand taken lightly in combat.
upon some of the ideas already Legendary Monsters: These Creatures
presented in the rules. It will cover are the stuff of myth and dread.
how to start a combat, and everything Fighting a Legendary Monster is a
needed to bring it to its bloody last resort, their attacks being able
conclusion. to instantly kill many hard-bitten
warriors. They are used usually
reserved for Encounters which
culminate Campaigns.
Players Characters: PCs are the
Creature Types characters which represent the
All Creatures fall into a type. A type players. They are considered their
is a rough guide for how powerful or own type of Creature, and share their
challenging a Creature is. There are six turn with the other PCs in a round of
types: combat.
Henchmen: Henchmen are the Non-player Characters: NPCS are
weakest Creatures. They are easy to friendly or neutral Creatures. Much
kill, but can be lethal if left unchecked. like the PCs, they can cover a wide
variety of individuals, such as farm
Threats: Threats usually have Stats
animals or town guards. Being an NPC
comparable with the players. They
does not automatically mean that
have more Hit Points than Henchmen,
the Creature will fight on the players
and come with better Equipment and
behalf.
Skills.
Minions: Minions are Creatures under
Heroes: Heroes are leaders, or people
the control of other Creatures. They
of importance. They have more Hit
are unique in the sense that they
Points than Henchmen and Threats,
perform their turn at the same time
and come with Skills and Equipment
as their master. They also don’t have a
to make them a real danger to the
multiple hitboxes like other types.
players.
24
Warbands
Every Creature in Bloody Quest is
broken up by type into a Warband.
Each Warband acts independently, and
rolls separately when determining the
Initiative Order for the Combat Phase.
There may be instances where there
are multiple Warbands of one type, or
a Warband which consists of a single
Creature.
When it is a Warbands turn to act all
Creatures within the Warband activate
together. Each Creature in the group
takes their turn, and may do so in any Normal: This is the size of all
order. When the players Warband humanoid Creatures, such as humans,
activates, they elect amongst dwarves or katsai. They are mounted
themselves who goes first, second, on bases between 25mm-40mm bases.
and so on.
Cavalry: Cavalry Creatures which are
slightly larger than humanoids, such as
Size animals able to be ridden on. They are
Each Creature will have a size mounted on 25mm x 50mm or 40mm
assigned to it. The size of the to 50mm bases.
Creature will determine certain rules Large: Large Creatures are
and characteristics it is subject to, considerably larger than humanoids.
namely its size, what diameter base These include trolls, kenturi and
it should be mounted on, and how seynire. They are mounted on bases
many Creatures it takes to Outnumber 40mm to 60mm. Large Creatures can
them. The bigger the Creature, the reroll any failed Disengage tests when
more smaller Creatures they can Locked in Combat with Creatures of a
handle in one combat. If a Creature is smaller size category
Outnumbered it is considered to also
be Flanked. Gigantic: These are the biggest
Creatures there are, and include
A Creature is considered Outnumbered mundane animals like rhinosaurs
if they are Locked in Combat with: as well as legendary figures such as
• 2 or more Creatures of the same dragons. They are mounted on bases
size or larger. 60mm-100mm. Gigantic Creatures
• 3 or more Creatures of one size can choose to automatically pass any
smaller. Disengagement rolls when Locked in
Combat with Creatures of a smaller
• 4 or more Creatures two or more
size.
sizes smaller.
These base sizes and scale are
Small: Small Creatures do not have guidelines. People should feel free
any base assigned to them. These are to amend the sizes to suit their own
usually very minor Creatures such as miniature collection. As long as the
rats, cats, fairies and the like. They size entry in the Creatures profile is
can never be Locked in Combat or followed, along with any associated
Outnumbered. rules, then the physical size and scale
of the miniatures is adaptable.
25
Initiative Lastly the GM rolls for the Threats,
who also have no INI bonus, and
Before the Combat Phase is started scores a 1. Coming into the Combat
the Initiative order needs to be Phase the initiative order now looks
decided. Each Warband involved in like; Henchman (6) going first, Player
the phase rolls for initiative, and this Characters (5) going second, Heroes (3)
creates the turn order in which the going third and Threats (1) going last.
Warbands activate during the phase. Record this down on paper some where
See the Warbands section for rules on to keep track of combat.
what constitutes a Warband.
The Phases
The Combat Phase revolves around
two sub phases, the Action Phase
and the End Phase. One full cycle of
the phases, that is one Action Phase
and one End Phase, is referred to as a
Round.
Each Warband rolls a D6, and adds Each Round always has the Action
all of its members INI bonuses to the Phase first, followed by the End Phase.
result. Scores are organised from Once a Round is completed, it begins
highest to lowest, with the Warband again, The Rounds, and Combat Phase,
which scored the highest going first in stops when a resolution is reached,
the action phase, the Warband which such as all enemies being slain or
scored second highest second, and so giving up.
on.
If the player party total score is equal
to another Warbands total score, the
player party gets preference and is Action Phase
placed before the other equal scores
This is when Warbands, and the
in the turn order (they are the heroes
Creatures therein, take their turn to
after all!).
perform actions such as moving and
For example, the Combat Phase is attacking.
initiated with the player party facing
2 Heroes, 2 Threats and 1 Henchman. End Phase
The 2 Heroes together are treated as
During this phase players or GMs
a single Warband, the 2 threats are
resolve any lingering effects, be it on
treated as a single Warband, and the
a Creature or environmental. These
lone Henchman is also treated as a
will be any effects which have not
Warband.
been activated through Creature turns
One of the players is nominated by the during the Action Phase. An example
group to roll for the party. They roll a 4, of this is a fire consuming a building,
but the players gain +1 for the Rogues or Creatures affected by a poisonous
INI bonus, bringing them to a total of cloud created by another Creature in a
5. The GM rolls a 3 for the Heroes, who previous Round.
possess no INI bonus. Next the GM
Creatures which take Damage during
decides to roll for the Henchman, rolling
the End Phase can perform Saves or
a 5, and adding the Henchman’s INI +1
Stat Tests to negate them as normal.
for a total score of 6.
26
Actions Swapping actions
Actions are how Creatures interact A Creature can swap their starting
with the world and each other. These Standard Action or Move Action for
include attacking enemies, climbing another utility action. Free actions
obstacles, and operating levers. cannot be swapped for another action
Actions are divided into three types, type.
Utility, Move and Standard.
Exploration Skills in
Each type performs specific outcomes.
Every Creature starts their turn with the Combat Phase
one of each of the three types of Player Characters in the Combat
actions, which the player can utilise as Phase can use their Exploration Skills
they see fit. After an action is used it just as they would in the Exploration
is unavailable until the next Round. At Phase. As with the Exploration Phase
the start of each Round each Creature the exact actions and their required
gains all their actions back. Skill Tests it will be up to the GM’s
A Creature can use their actions in any discretion. To use a Skill during the
order they choose, so they can choose Combat Phase it takes a Standard
to use their Move Action and then Action, and the player must declare
their Attack action one Round, then what skill they are using as well as the
swap them the next Round to use intent.
the Attack action first and the Move
Action second.
Utility Action: Utility Actions are used
on small decisions that don’t require
that much time or energy to perform. Standard Actions
These can be the casting of minor Each turn a Creature can make use of
spells, the use of items, or changing their Standard Action. Standard Actions
equipment loadouts. are the main source for Creatures to
Move Action: Move Actions are act and attack during their turn. From
used to move Creatures in their attacking, to casting spells, to using
environment. For more on moving see Exploration Skills in combat, it is all
the Movement and Moving in Combat done with a Standard Action.
sections. The three main selections for the
Standard Action: Standard Actions are Standard Action are Attack action,
used to cast Major spells, or perform Cast Major Spell and Use Exploration
Attack Actions using their current Skill. There is also a fourth catch-all
equipped weapon load out. They are also classification of Generic.
used to attempt to activate Exploration Attack Action: The Creature will use
Skills during the Combat Phase. their currently equipped weapon load
out to engage an enemy. This can be
Free actions with either a melee or ranged attack
Under certain circumstances a depending on equipment.
Creature may be given a free action. It Cast Major Spell: Mages can use their
may be a general action, like Attack, or Standard Action to cast any Major
specific selections such as Run. Either Spell they wish. This action can also be
way these actions are free to use as used to cast a Minor Spell, if the player
the receiver sees fit. wishes.
27
Use Exploration Skill: The Creature The Move Actions that a player can
can use any Exploration Skill they wish select are:
to as a Standard Action. This works Walk: The Creature moves their base
in exactly the same as it would if the MOV value.
player was using the Exploration Skill
in the Exploration Phase. Shift: This can only be used while
Locked in Combat. The Creature
Generic: A Generic action is when attempts to maneuver into an enemy
a player or Creature attempts Creature’s rear facing. In order to
something which seems to fall outside do this the Creature performing the
of the descriptions of the other action must pass a Dexterity Test.
selections.They might be actions like
picking up a enemy and throwing Run: The Creature doubles its MOV
them, or grappling and pinning an value and adds +1D6. This combined
opponent. In these cases it is up total is the number of inches the
to the GM to decide if the action Creature can move. Selecting Run uses
is feasible and how to resolve it, both the Creature’s Standard Action
whether that be through tests, using a and Move Action for this Round. If the
Roll to Hit, or any other system the GM Creature has already used its Standard
wishes to institute. In some cases the Action, then it cannot select Run as
GM may decide that it requires the use its Move Action. While using Run a
of a Standard Action in combination Creature can attempt to pass as many
with a Move Action or Utility Action, Exploration Skill Tests as necessary
or maybe all three. Again it’s up to the to avoid obstacles and terrain.
GMs discretion. These tests must be performed as
the Creature reaches the relevant

Move Actions obstacle. Should the Creature fail the


Exploration Skill Tests, its movement
The Move Action allows a Creature is immediately stopped in front of the
to travel from one point to another. obstacle.
There are many different selections Charge: Charge uses both the
that can be made with a Move Action, Creature’s Standard Action and Move
from walking to a point, running, Action. When a Creature Charges they
charging or even disengaging from an are committing to a headlong assault,
enemy. Remember that any Creature their adrenaline is pumping and the
can pre measure distances before rush of battle is in full effect. First the
performing a Move Action. A Player Creature must declare what enemy
should declare what they are doing they are Charging. The Charging
before any movement is made. Creature is moved up to double their
A Creature can change their facing MOV value in inches in a straight line
or direction as many times as they towards the target. They may not
like before, after or during moving. stop, change course or change facing.
However they always move in a While using Charge a Creature can
straight line. Essentially models are attempt to pass as many Exploration
moved in a zigzag pattern, rather than Skill Tests as necessary to avoid
arcs. You may move through friendly obstacles and terrain. These tests
Creatures freely, but not enemies. In must be performed as the Creature
order to move through an enemy the reaches the relevant obstacle. Should
Creature must first pass a Skill Test to the Creature fail the Exploration Skill
dodge, jump or otherwise avoid the Tests, its movement is immediately
enemy in some way. stopped in front of the obstacle. If the
28
Charging Creature makes it into base– opening doors, pulling levers and
to-base contact with its target they searching for traps.
must attack using all their Attack Dice Use an item: Any items on the
immediately. A Creature who has used Creature can be consumed.
Charge receives a +1 Damage bonus to Unless otherwise stated in the
all attacks that hit. item description, the effects are
Disengage: This can only be used instantaneous.
while Locked in Combat. When a Pick up item: If there is an unclaimed
Creature is Locked in Combat they item near the Creature, usually within
may attempt to break away by using 1 inch, they can pick it up and add it to
Disengage. The Creature will need their inventory.
to perform a Dexterity Stat Test. If
it passes it may move up to its MOV Cast Minor Spell: Mages and Exarchs
value in inches. If it fails any enemies can cast any Minor Spell in their
that the Creature is Locked in Combat repertoire.
with causes an immediate Graze with Activate ability: This allows the
one equipped weapon. If an enemy Creature to use any ability which it
possesses multiple active weapons the possesses, as long as its description
controlling player or GM may choose allows it to be used as a utility action.
which weapon is used. These attacks These include abilities granted by
cannot be defended against. If the Class, Skill or Equipment such as magic
Creature is Knocked Down or Killed weapons. Abilities which do not have
as a result of the Graze they do not Utility Action listed in their description
move. cannot be selected.
Stand: When knocked Prone a Activate Power Attack: Creatures
Creature can use Stand to return to an can convert one attack dice in the
upright position. Creatures next Attack Action into a
Mount: A Creature may mount power attack, the power attack will
another Creature, making both subject differ from Creature to Creature.
to the rules of Cavalry. Creature’s can Swap load out: This allows the
only mount other Creatures who grant Creature to change their currently
permission, or in cases where it seems selected loud out with an alternative
reasonable to do so. Creatures cannot one.
mount other Creatures which are
smaller in size.

Utility Actions
Utility Actions are minor or incidental
tasks that don’t require much effort
or time to perform. As such they can
be done in conjunction with other
actions, like running, attacking or
casting powerful spells.
The Utility Actions that players can
select are:
Activate environment: This allows
a Creature to interact with the
environment. Possible actions include
29
Proximity must be able to see it. So a Creature
behind a solid castle wall cannot be
Proximity during the Combat Phase attacked, even if the attacker is aware
operates differently than in the of its presence. To determine Line of
Exploration Phase. The positioning, Sight draw an imaginary line between
facing and distance of all Creatures the two miniatures. If there are
plays an important part. Having obstacles obstructing more than half
terrain and miniatures will help of the Creature then they cannot be
drastically during this phase. targeted.
Facing: Each Creature has a front Obscured: When a Creature is
facing and rear facing. The front Obscured any attacker suffers a -1 to
facing of a Creature is wherever seems hit with ranged attacks. Creatures are
logical on the model, while the back is Obscured when they are blocked by
the opposite side. Commonly the front terrain which can be seen through,
is considered the side where the face such as if a Creature is behind a
and chest of the model are. Look over fence or bush. On occasion while
the miniature and draw an imaginary determining Line of Sight there will be
horizontal line through the middle of Creatures in the way. Creatures do not
it. The section with the face and chest block Line of Sight, be they allied or
is the front, with the rear being the enemy. However enemy Creatures in
other section. Where the face and Line of Sight between an attacker and
chest is not apparent the front facing its target make the target Obscured.
is up to the GMs decision. Only Rear
Armour Saves can be selected when
defending against attacks made in a
Attacking
Creatures rear facing. In order to attack a target a Creature
must select an Attack action as their
Locked in Combat: Whenever two
Standard Action. Creatures must be
miniatures are in base to base contact,
Locked in Combat to choose melee
they are considered to be Locked
selections, or be within range of their
in Combat. While Locked in Combat
equipped weapon to shoot. When
they cannot move away until either
attacking a Creature always uses their
one combatant dies, or one Creature
currently equipped load out. When
tries to Disengage as a Move Action.
making an Attack Action, 1 Attack
Creatures can only select melee Attack
Dice is automatically granted to the
actions when Locked in Combat.
attacking Creature. Additional Attack
Movement: Creatures move their MOV Dice are added to the pool from skills,
statistic in inches. When measuring, effects or equipment. After Attack
use the front of the miniatures base. Dice are generated the Creature Rolls
The front of the miniatures base to Hit.
is placed at the point the Creature
Attacking and defending are the most
moves too, when it is moved. The
complex systems in the game, and
Creature can move in any 360o
work hand in hand. There are three
direction, and can change facing and
different attacks in Bloody Quest;
direction as many times as they like
Melee attacks, Ranged attacks and
when moving.
Magic attacks. The type of attack
Line of Sight: Line of Sight is an is will dictate what saves targeted
important aspect of combat in Bloody Creatures can perform and what stats
Quest. In order to target a Creature to compare.
with an attack or spell the attacker
30
Melee Attack Attack Sequence
Melee attacks can only be targeted All attack selections follow the same
against those the Creature is Locked in sequence, which is:
Combat with. When defending against • Declare eligible target
Melee attacks a Creature may use
• Generate Attack Dice
Parry, Dodge or Armour saves.
• Work out modifiers
Sometimes a Creature may only
• Roll to Hit
have his fists or shield left to bash
with. These are considered Unarmed • C alculate Damage, and apply
attacks, and will have a weapon Damage modifiers.
Damage of 1. • Defender rolls saves
• Attacker modifies rolled dice
Shooting Attack • Defender assigns dice to
Shooting attacks are done at the appropriate save options
range of the Creatures equipped • Defender uses successful saves to
weapon. When defending against cancel out attacks.
shooting attacks a Creature may use • Damage saved against is
Dodge or Armour saves. Shooting discarded
attacks cannot be selected while
• Remaining Damage is applied
Locked in Combat.
to the target Creature by the
attacker to the appropriate
Magic Attack hitboxes.
Magic attacks vary in how they • Defender initiates Follow-up if
are performed. Refer to the spell able.
description for details on how a spell
is performed, and what kinds of saves
the target Creature can perform.
31
Roll to Hit Hit
To perform a Roll to Hit the attacking When a hit is landed it generates a
Creature and defending Creature Damage value equal to the Creature’s
relevant STAT entries are compared. If weapon or spell Damage. Modifiers,
the attacking Creatures STAT is higher such as from skills or weapon abilities,
than the defending Creature STAT are added to this for a final Damage
then the target role is 3+, and if the value. Unsaved hits are applied to the
attacking Creatures STAT is equal to defenders Vital area of their Hitbox.
or lower than the defending Creatures
STAT the target roll is 4+. This is Critical Hit
the Roll to Hit Value. The attacking When a Creature performs a Roll to
Creature takes all the Attack Dice Hit, any dice that result in a 6 are
generated and rolls them. Any which designated as a Critical Hit. Modifiers
meet or exceed the Roll to Hit Value can be applied to make a roll a Critical
are considered to have hit, and will do Hit. Critical Hits generate the same
Damage. Damage as normal hits, but allow that
Hit Damage to be allocated to either the
Situation Vital or Critical area of the targets
Threshold
Hitbox. Remember to make note of
Stat Attacker > Stat 3+
any criticals scored.
Defender
Stat Attacker = or < Stat 4+ Graze
Defender
Any attack that misses counts as a
Depending on the type of attack being Graze. Grazes generate 1 point of
performed different STAT values are Damage and cannot be modified.
compared. Unsaved Grazes can only be applied to
Melee Attack: To perform a melee the Light Wound area of the Hitbox.
Roll to Hit, compare the MS of the
attacking Creature and defending Modifiers
Creature, remembering to take into Roll to Hit modifiers are applied to
account any modifiers or bonuses. the dice roll, not the target number.
Ranged Attack: To perform a ranged For example, if a Creature with a +1
Roll to Hit, compare the SS of the modifier had a target of 4+ for its Roll
attacking Creature and Dex of the to Hit and rolled a 3 on the Attack
defending Creature, remembering to Dice, the +1 will increase the 3 rolled to
take into account any modifiers or a 4 and make the Roll to Hit a success.
bonuses.
Flank
Magic: Refer to the spell description
for details on how to hit with a spell. When a Creature is Outnumbered they
To find out more check the Magic are considered flanked, any attackers
section on page 46. gain a +1 modifier on their Roll to Hit.

Miss Calculating
Whenever rolling to hit, a roll of a Damage
natural 1 is always considered a miss.
This is even if modifiers applied would The next step in combat is calculating
mean that a 1 should be a successful the Damage of each Roll to Hit. It is
Roll to Hit. recommended that a Damage tally
32
is kept during the process. Marking
Damage down on paper, or keeping
track on spare dice, are two options.
Each successful Roll to Hit scored
creates a Damage source equal to
the Weapon Damage of the equipped
weapon, plus any modifiers the
weapon may have. To this value
add any additional modifiers which
will increase the total, such as from
Charging or Spell effects. Then
subtract any modifiers granted to the
defender, such as for their CON STAT
or armour reductions. Damage cannot
be reduced below 1, so any hit will
always do at least 1 Damage. This final
number is the Damage Total for the
hit.
The defender is now free to perform
saves against each hit and graze.
Attacks cause the Damage Total to the
relevant area of the Hitbox.

Melee weapon Damage Equipment modifiers


All Melee weapons add the Creatures
Equipment modifiers applied by the
PWR modifier stat to the Damage
defender can only be used once per
entry of the weapon. This combined
turn. For example, a shield which
value is the total Weapon Damage.
provided a -2 Damage modifier can
For convenience there is a spot for
only be applied to one hit of a series
Weapon Damage to be recorded on
of successful Rolls to Hit. It is up to
Player Character sheets, and Weapon
the defender to choose which hits
Damage plus modifiers should already
Damage the modifier is applied too.
be listed in Creature descriptions.
For example, Sven the fighter has
Charged a Creature and landed two
hits, with one being Critical. He records
the Weapon Damage of 3 for each hit
individually, making a note of which hit
is the Critical one.
He then adds the modifier for Charging
to both hits, making the total 4 Damage
for each individual hit. The defender
Ranged weapon has a Damage reduction of -1 for
Damage wearing scale mail.
All Ranged weapons, and those Spells They decide to apply this to the Critical
which act as Ranged weapons, use hit, bringing that hits Damage Total to
the Damage entry of the weapon as 3. The defender is now looking at two
the Weapon Damage. No additional hits, one regular hit with 4 Damage and
Creature STAT modifiers are added. one Critical hit with 3 Damage.
33
Defending and
Saves
After Damage has been generated
the defending Creature is given the
opportunity to negate the incoming
Damage. The defender takes dice
equal to the number of Rolls to Hit
that were made against them to
create a Defence Dice pool. Additional
Defence Dice, such as from Skills or
equipment, are then added to the
pool.
The defender rolls the pool of Defence
Dice and compares the results to the
available save listed on the Creatures
STATs. Defence Dice which meet or
exceed any of the Creatures save
values can be allocated that save type,
and used to remove one of the Rolls Modifiers to Defence
to Hit, thus cancelling the Damage
Dice
generated by that hit. The Defender
chooses which hits to cancel. In some cases rules may modify rolled
Defence Dice. These modifiers are
applied to the result of the Defence
Dice rolled, and not to the save target
number.
For example an attacker has performed
a Melee Attack and made two Rolls to For example an attacker has landed
Hit, scoring a Critical and a Graze. The two hits, each causing 3 Damage. After
Critical hit has generated 3 Damage, and modifying the Damage the defender
the Graze will do 1 Damage. rolls their two Defence Dice. The result
is 4 and a 5. Checking their STATs the
The defender adds two dice to its
defender indicates they have two 5+
Defence Dice pool, one for each Roll
saves, and so can allocate the 5 roll to
to Hit. An additional Defence Dice is
cancel a hit.
added as the defender is equipped with
a shield, bringing the Defence Dice pool The attacker has a high Melee Skill of 4,
total to three dice. which lets it modify one Defence Dice
by -1. The attacker chooses the dice
The defender rolls all three Defence
which rolled 5, reducing it to a roll of 4.
Dice, getting the results 1, 4 and 6.
This means the defender now cannot
Checking their STATs the defender has
allocate either Defence Dice to a save.
two 6+ saves; Parry and Armour. So the
Both hits, 6 Damage in total, is applied
defender discards the rolls of 1 and 4.
to the defender.
The roll of 6 is allocated to the Parry
save, which is in turn used to remove Natural 1s and 6s:
the Roll to Hit which caused the Critical
Whenever rolling Defence Dice, a roll
hit. The Graze hit goes unchallenged,
of a 1 is always considered a fail and a
and the attacker is free to assign the 1
roll of a 6 is always a pass, no matter
Damage caused by the Graze.
what modifiers apply.
34
0 or below Prone
Some effects which Creatures may When a Creature is Prone incoming
suffer decrease the availability of hits may be applied to the Creature’s
Defence Dice. If at any point this Critical area. Even if the Roll to Hit was
brings a Creatures Defence Dice to 0 not a natural 6.
or below it can still perform a save.
However when rolling saves they must Spells and Criticals
add an addition D6 to the pool, and
Some spells will require Roll to Hit on
discard the highest result rolled.
the Creature just to apply an effect.
In these cases Critical Rolls to Hit are
ignored, and treated as a Hit.

Follow-up
If a defender is still alive after Damage
has been applied, they can choose to
use a Follow-up. A Follow-up is created
when a Defence Dice succeeds in
meeting a save requirement. It doesn’t
necessarily have to have been used to
cancel a Roll to Hit however.
Allocation and The defender can perform up to one

types of hits more Follow-ups then there were Rolls


to Hit against them. For example, if a
Once saves have been made the defender had two Rolls to Hit against
attacker applies any unsaved Damage them, but managed to make four
to the defending Creature. There successful Defence Dice rolls, then the
are three different Hitbox location defender could only use three Follow-
areas that Damage can be allocated ups.
too. Which location Damage can be All follow ups are instantaneous and
allocated too depends on what kind of do not require any further rolls.
hit was made.
Graze: Can only be assigned to Light
Wounds area of the Hitbox.
Hit: Can be assigned to Vital area of
the Hitbox.
Critical: Can be assigned to the Critical
or Vital areas of the Hitbox.
There are four types of Follow-ups.
Each corresponds with particular
Recording Damage
types of successful save rolls.
When recording Damage onto a
Counter Attack: A successful Parry
Creature, any Damage applied to
save allows the Creature to choose
the Vital and Critical areas also gets
Counter Attack. A Counter Attack
recorded in the Light Wounds area
generates a Graze on the attacker,
as well. All Damage pools in this box
which is applied as normal. The
to represent attrition through small
attacker cannot defend against the
injuries like bleeding, cuts and bruises.
Graze.
35
Attack types and
effects
Spells, weapons and equipment can
do more than just stab or shoot.
Some explode, or rain down from
above. Others send volleys of blasts to
pepper their foes. If a Spell, weapon
or item does a particular attack type it
will be listed in its entry.
Spindrift: An attack which uses
Spindrift is done with either a cone
template, or straight line. The Spell
or item details will say which. Unless
otherwise stated, a Spindrift has a
point of origin from the caster or
equipment holder. All Creatures within
the effect area of a Spindrift are
counted as having a successful Roll to
Hit against them.
Explosion: An attack which is listed as
an Explosion uses a round template.
The centre of the template is placed
anywhere within range of the attack.
Perform one Ranged Attack Roll to
Hit against each Creature partially or
completely under the template. Roll
Slam: A successful Parry save allows for each Creature individually.
the Creature to choose Slam, however Discharge: Discharges come from the
it requires a shield or two handed user as a point of origin. Every enemy
weapon to be equipped. This Follow- Creature between the point of origin
up immediately makes the attacking and the range of the spell is targeted.
Creature Prone. The attacking Refer to the Spell or equipment
Creature must be Locked in Combat description for details on whether a
with the defender, and of the same Roll to Hit for each target is required.
same size or smaller. The attacker If performing a Roll to Hit, roll for
cannot choose to stand until the next each Creature individually.
turn.
Tumble: A successful Dodge save
allows the Creature to choose to
Tumble. This allows the Creature
to move as if they had passed a
Disengage Move Action. Volley (+X): A Volley grants additional
Shift: A successful Dodge save allows Attack Dice to the attacker. In the
the Creature to choose Shift. The description of the Spell or equipment,
Creature is moved to the attacking after the Volley entry will be a number.
Creature’s rear facing. The attacker This is the amount of additional Attack
cannot choose to pivot until the next Dice the Volley provides. These Attack
turn. Dice will still need to make Rolls to Hit.
36
Power Attack Dexterity of the two. While a rider,
a Creature can only add its defence
Some Creatures have access to a dice and not those granted by abilities
Power Attack. Before attacking in a or equipment of the mount. Also, all
combat, a Creature can nominate to Defence Dice, save types and save
use a Utility Action to convert one targets are those of the rider.
Attack Dice into a Power Attack. A
Incoming Damage is modified by
successful Roll to Hit with the Power
the highest constitution modifier of
Attack brings the Creatures listed
the two. Damage done to Calvary
Power Attack rules into effect.
by Hits or Grazes must be assigned
When using a Power Attack in combat, to the rider. Damage caused by
it is recommended that the players use unsaved Criticals may be applied to
a distinct dice to identify which attack the mount or the rider. Should the
is the Power Attack. Alternatively, the mount be Killed the rider is flung from
Power Attack can be rolled after all the saddle and becomes Prone. The
the standard Attack Dice are. Cavalry model is replaced with the
rider Creature model, and the Creature
Cavalry is now no longer considered Cavalry.
While mounted riders are immune
Creatures often ride upon the backs
to being knocked Prone by the Slam
of beasts such as horses, giant wolves,
Follow-up.
erbexs or even dragons. Most Cavalry
are Minions that a Creatures rides In combat rider and mount make
upon. The Creature being ridden is their own attacks using their relevant
referred to as the mount, while the STATs and equipment. Both rider and
Creature (or Creatures) on the mount mount attacks are performed at the
are referred to as the rider. Together same time. Keep track with different
they are referred to as Cavalry. dice, or perform the rider and mount
attack Rolls to Hit separately, before
Cavalry are considered to be one
calculating Damage and allowing
Creature for the purpose of targeting.
saves.
They occupy the same space, and
when they move it is as one, using the If the rider dies or forcibly dismounted
mounts Move value. and the mount is left alive it can still
act under the control of the mounts
While part of a Cavalry unit the mount
owner and uses its own saves and
does not have access to its own Move
modifiers.
Action, though does still gain both
Standard and Utility Actions. The
Cavalry uses the riders Move Action
to perform movement. If the Cavalry
charges, the mount will count as
using its Standard Action as well. Both
mount and rider gain the appropriate
Charge bonuses. Cavalry that is
Dismount: Unique
Locked in Combat uses the mounts Cavalry Move Action
unmodified Dexterity STAT when Cavalry can choose Dismount as a
choosing to Disengage as a Move Move Action. This removes the Cavalry
Action. from play and places the separate
When performing Rolls to Hit against rider and mount Creatures back into
Cavalry use the highest Melee Skill or play.

37
Falling Injury and Death
Creatures can take Damage when Fighting in Bloody Quest is not for the
falling from heights. A failed jump, or weak hearted. Once steel has been
being lifted into the air and dropped, drawn and the soldier’s heart stirred
can send even the lightest Creature there is always bloodshed. Victory
falling to its doom. To represent this and death are on the mind of the
here are a few guidelines for both combatants, and no mercy shall be
Exploration and Combat Phases. given nor any expected.
When a fall is a distance over 4 inches During the Combat Phase it is quite
(20 feet) the Creature is considered common that Creature’s arms and
to be free falling. For each 4 inches legs are savaged to the point where
(20 feet) they fall, they must pass a they cannot be used. A solid blow to
modified Dexterity Stat Test. Roll all the head is a fast way to put a warrior
the tests at once for the total height out of commission. There is a safety
fell. For each one failed the Creature net for players however, should death
takes an automatic hit. The Damage come for them.
taken is equal to the 5 times the
number of tests taken, and added to Hitbox
the Light Wounds area of the Hitbox.
The Hitbox represents a Creatures
No saves can be taken to cancel
overall physical health. A Creatures
Damage caused by falling.
Hitbox has three areas, which
For example a Creature is falling 16 represent the various locations on
inches (80 feet). They perform four their body. When an area takes full
Dexterity Stat Tests, one for each Damage it will either kill the Creature,
4 inches fallen. One is passed and or have some negative impact on it.
three are failed. The Creature takes 15 The different types of locations are
Damage in its Light Wounds area. broken into Critical, Vital and Light
Wound.
38
Critical
The Critical area represents the
most vulnerable part of a Creature’s
body, like the head or heart. This
area has a lower Damage capacity
total compared to the Vital area. The
Critical area is a small portion, overall,
of a Creature and thus harder to hit.
Damage can only be applied to the
Critical area if it comes from a Roll to
Hit which is a Critical Hit. If this area
reaches full Damage capacity the
Creature is Knocked Down or Killed.

Vital In addition, when a Creature takes


Damage in its Critical or Vital areas
The Vital area is important to that amount of Damage is also applied
a Creature’s survival. It usually to the Light Wounds area. When a
represents the torso, groin, shoulders Creature has suffered over half their
or other large portions on a Creature’s capacity for Light Wounds they are
body. Successful Rolls to Hit are subject to an Injury. The type of Injury
allocated to the Vital area. Once the is selected by the player or GM who
Vital area has taken Damage capacity dealt the Damage. When the Light
the Creature is Knocked Down or Wound Damage capacity is reached,
Killed. or exceeded, the Creature is Knocked
Down or Killed.
For example, a Creature has a Light
Wound Damage Capacity of 10. It takes
4 Damage from a successful Roll to Hit
and also 1 Graze from an unsuccessful
Roll to Hit. The Creatures player marks
4 points into the Vital area of its Hitbox
for the successful Roll to Hit.
The player then marks 5 points into
the Light Wounds area of the Hitbox, 4
for those that went into Vital and the
additional 1 caused by the Graze.

Damage Overflow
In some cases a Creature will take
Light Wound a massive amount of Damage to a
Light Wounds is the maximum total Hitbox area, far above the areas
amount of Damage that a Creature capacity. Damage which exceeds
can take before succumbing to his an areas capacity is referred to as
wounds. Even if a Creature has taken Damage Overflow. Damage Overflow
no Damage on his Vital or Critical should be recorded next to the
areas, if it suffers enough Grazes it corresponding area, and is used to
will eventually be Killed. Any Grazes calculate if a Creature suffers instant
that are unsaved are all recorded here. death.
39
Injury Locations
Arms: If the Creature suffers an Arm
injury it generates one less Attack
Dice with its equipped load out. If
this brings the Creature to 0 or below
Attack Dice, refer to the Attacks and
Attack Actions section.
Legs: When a Creature suffers an
Injury on its Legs it immediately
becomes Prone. The Creature also
loses 1 Defence Dice. It generates one
Defence Dice with its equipped load
out. If this brings the Creature to 0
or below Defence Dice, refer to the
Defence Dice section.

Killed
When a Creature reaches Damage
capacity on an area of the Hitbox,
it is considered Killed. The Creature
has perished, can no longer perform
any actions, and is removed from the
game.

Injuries and Knocked Down


Knocked Down This is what happens to Player
Characters when an area of the Hitbox
Injuries has reached Damage capacity. Rather
When a Creature suffers over half than immediately being considered
of their total Light Wounds Damage Killed, the player has a small window
capacity they succumb to an Injury. of opportunity to recover.
This represents the ongoing physical On reaching max Damage capacity
trauma suffered by the Creature, the Player Character is immediately
and includes ailments such as broken considered Knocked Down. The
bones or the rupture of internal Creature Prone as well. The Creature
organs. The Injury comes into effect also does not have access to its
after the Damage which brought the Standard, Move or Utility Actions.
Light Wounds Damage capacity to
over half is recorded. The attacker To recover from being Knocked Down
who caused the Damage chooses the player must pass a Death Save.
where the Injury is placed, the Arms Alternatively, if the Knocked Down
or the Legs. If the Damage is caused Creature has healing performed on it,
by environmental effects in the End and all areas of the Hitbox are brought
Phase, then the affected Creature may below capacity, then it is subject to
choose where the Injury is sustained. Back From The Brink.
40
Death Save Legendary Resolve
As soon as the player’s Warband Legendary Resolve allows a player to
activates all Player Characters who are remove enough Damage to bring each
Knocked Down must perform a Death area of the Hitbox to one point below
Save. Each player roll 1D6. A result of 6 capacity. The Player Character regains
allows the Player Character to activate access to their Standard, Move and
Legendary Resolve. On any other Utility Actions again, though they are
result the player marks off one entry still subject to being Prone however.
in the Player Characters Death Strike
box, on their Character Sheet. If the
last Death Strike box is marked, the
Player Character is considered Killed.
Marked Death Strikes remain, even
after a player performs Legendary
Instant death
Resolve. To remove the marked Death If a Creature takes double the Damage
Strikes the Player Character must rest. capacity to any of their Hitbox areas
For each 8 hours of uninterrupted rest they are immediately considered
the player can remove one marked Killed. Their bodies are in a complete
Death Strike. ruin, never to be healed.
41
to heal an area which has sustained
no Damage, and cannot heal past zero
capacity.

Daily Healing Limit


A Creature’s Daily Healing Limit is how
many times it may be healed in a day
before fatigue catches up with them.
Once the Daily Healing Limit is reached
the Creature cannot be healed
again. The Daily Healing Limit can be
recouped when the Creature rests. For
each 4 hours of rest the Creature can
remove regain one Daily Healing Limit
space. A Creatures Daily Healing Limit
is double its Con STAT.

Performing First Aid


A friendly Creature can choose to
heal an ally. This can be done to
any friendly Creature, even if they
are Knocked Down, but not if they
are Killed. The Creatures need to
be in base contact. The Creature
performing the first aid can choose to
do so with an Exploration Skill as part
of a Standard Action.
In order to successfully administer aid
the Creature must pass a First Aid Skill
Test. If the test is passed the target
Creature can remove at least 1 point of
Damage from any area of the Hitbox.
Depending on the skill of the Creature
performing the first aid, what is
Healing happening around them, or many
other factors, the GM can choose for
Creatures can be healed in Bloody
more Damage to me removed.
Quest through a variety of methods,
usually by using Skills, Magic or Where multiple Damage is being
potions. When a Creature is healed removed this can be spread over
they choose which area of the Hitbox different areas of the Hitbox. When an
to remove Damage from. When a area is healed, any Damage Overflow
Creature removes Damage from is removed for free before applying
either the Critical or Vital areas that the Damage reduction to the area.
amount is also removed from the Light When a Creature has had first aid
Wounds area. Any Damage Overflow performed on it, the player must put a
that is healed on a Creature who is mark in the Daily Healing Limit area of
Knocked Down is removed for free the Character Sheet. First Aid cannot
before applying the Damage reduction be performed on a Creature if its Daily
to the area. A Creature cannot choose Healing Limit is full.
42
For example Bjork the fighter has Resting
suffered Damage Overflow and been
Knocked Down. The Critical area of his When a Creature rests they may
Hitbox has a capacity of 4 Damage, but remove Damage from areas of
has sustained 7 Damage. the Hitbox. For each 2 hours of
uninterrupted sleep the Creature can
Pic the rogue attempts to perform first remove 1 point of Damage from any
aid. Pic possesses First Aid training, area of the Hitbox. If the Creature has
so the GM declares that 2 Damage can First Aid training, or access to another
be removed if the First Aid Skill Test is Creature with First Aid training, they
passed. Pic passes the test, and Bjork can remove an additional point of
opts for the Damage to be removed Damage for each level tier they have
from the Critical area. reached. When removing more than
The Damage Overflow on the Critical 1 Damage it does not all have to be
area is removed, as well as 2 Damage taken from the one area.
points from both the Critical and Light
Wound areas. Bjork is now no longer Spells and potions
Knocked Down. Some Spells grant healing far more
effective than standard first aid. How
Back From the Brink these are applied to a Creature, and
A Creature under the effect of Back the amount of Damage they remove,
From the Brink gains a Move and will be detailed in the Spell or item
Utility Action, but no Standard Action. description.
The Creature is affected by Back From
the Brink for one full Round and may
otherwise act normally.
43
Combat Phase
Quick Reference
Overview Creatures
• A Round consists of one Action • A Creature can allocate a
Phase (page 26) and then one End Standard Action to activate one
Phase (page 26). of its Combat or Exploration
• A ll Creatures are sorted into Skills.
Warbands (page 25) according • Models have two zones to them, a
to their type (page 24). Each Front facing (page 30) and a Rear
Warband rolls Initiative (page 26) facing (page 30).
and adds any INI bonuses (page • Creatures attacked in their Rear
13) it may have. The Warbands facing can only choose Armour as
and their totals are ordered from their Save selection.
highest to lowest. This is the • A Creature needs to have
Initiative Order for the entire Line of Sight (page 30) to a
Combat Phase target in order to attack it. If
• Warbands activate in Initiative environmental objects or enemy
Order during the Action Phase. Creatures are in the Line of Sight
Creatures can take their turn then the target is Obscured (page
in any order, but must perform 30).
all the Actions (page 27) they • To perform a Stat Test (page
wish before moving onto the 20) the GM indicates a target
next Creature. The players elect number and STAT (page 8). The
at which point each will have Creature rolls a dice and adds any
their turn when their Warband Stat bonus the GM grants. If the
activates. The GM dictates what resulting number is equal to or
order the Creatures in other more than the target number the
Warbands take their turns in. The Stat Test is passed.
order Creatures activate in does
not have to be decided until the
Warband activates.
• Creatures can choose from Move
(page 27), Standard (page 27)
or Utility (page 27) Actions. A
Creature can opt to swap either
their Move or Standard Action for
an additional Utility Action.
• Once all Creatures in a Warband
have had a turn, the next
Warband in the Initiative Order is
activated. Once all Warbands have
activated play moves to the End
Phase.
44
Movement Combat
• Creatures move in a straight line, • A Creature must be Locked in
but may change direction as many Combat (page 30) with the target
times as they wish (page 28). to perform a Melee Attack (page
• Move Action choices are Walk 31) using its Standard Action to
(page 28), Shift (page 28), Run make an Attack action (page 27).
(page 28), Charge (page 28), • A Creature cannot be Locked in
Disengage (page 29), Stand (page Combat with any other Creature
29) and Mount (page 29). to perform a Ranged Attack (page
• To choose Charge as a Move 31) as its Attack option.
Action the Creature must have • T he attacker creates an Attack
Line of Sight (page 30). Dice pool (page 30).
• A Creature can pivot on the spot • T he attacker and defender
at any time without having to use compare the relevant STAT (page
an action (page 28). 32), and then reference the Roll to
Hit table (page 32).
• Roll all Attack Dice first, and then
apply modifiers (page 32).
• A natural roll of 1 misses, and will
cause a Graze (page 32). A natural
roll of 6 is a Critical (page 32).
• If a Creature is attacking with
multiple weapons, they nominate
which Attack Dice are associated
with which weapon after rolling
(page 14).
• Generate Damage (page 32), apply
modifiers (page 33) and record
Damage of each Roll to Hit (page
33).
• T he defender creates a Defence
Dice pool (page 34).
• T he Defence Dice are rolled and
Saves are allocated (page 34),
after which the attacker can
modify the values (page 34).
• Rolls to Hit are removed by
successful saves (page 34).
• Damage is allocated by the
attacker (page 35).
• If still alive, the defender can
perform a Follow-up (page 35).
45
Magic
Magic in Bloody Quest is versatile Major Spell
and lethal. It can manipulate enemies
to act against their will, animate the A Major Spell is complicated or energy
dead, blasting apart foes, and much draining spell, and so requires a
more. However it can be fickle. From Standard Action to cast
round to round the magic users ability
to cast Spells will wax and wane. Each Minor spells
round Creatures will need to think A Minor Spell is quick to create or isn’t
strategically about what they cast and a huge energy drain. These can be
when. cast using either a Standard or Utility
There are two distinct types of magic; Action.
Arcane and Divine. Arcane magic
finds its source in the world around, Free Spells
plucked from reality by those that Some casters are so adept with
can manipulate it and weave it into certain spells that they can conjure
spells. Divine magic is drawn from the them without even thinking. A Free
Gods themselves, channelled by their Spell requires no action to cast,
servants to fulfil their deity’s wishes. though the caster still must spend
In Bloody Quest the power used to Magic Points. Free Spells are more
cast spells is called Magic Points. prevalent in Divine Magic.

Casting in the Magic Dice and


Combat Phase Magic Points
Combat is a dangerous time, especially Magic Dice are what Creatures trained
for those attempting to conjure in either Arcane or Divine magic
otherworldly powers. Some Spells receive to cast their spells with. To
are powerful and deadly, but take a determine how many Magic Dice
lot to manifest. While other Spells are a Player Character has check the
particularly weak, but extremely easy relevant Class entry. Other Creatures
to summon in the heat of battle. will have their Magic Dice listed in
their Bestiary description.
Major and minor
spells
There are three types of Spells
that casters have access too. They
represent the speed and ease with
which they can be created and how
much, or little, strain it puts on the
caster. The three Spell types are Major
Spell, Minor Spell and Free Spell.

46
Generating Magic If the caster does not generate
enough Magic Points to fulfil this
Points requirement, or simply does not wish
When a Warband activates all casters to continue the Spell effects, then the
immediately roll their Magic Dice. The Spell is immediately removed from
result on the dice is how many Magic play. Keeping the Spell effect in play,
Points the caster has to spend that or letting it lapse, is considered a Free
turn. action.

Casting a Spell Dispelling and


To successfully cast a Spell the caster
must be able to fulfil equal to or above Saves
the Spells Casting Cost. This will be Spell effects that persist on the field
listed in the Spells description. The can be a serious threat. Mages can
caster subtracts the Casting Cost from attempt to remove an enemy Spell
the total Magic Points generated. effect from play by Dispelling it.
If the caster does not have enough Arcane magic users are the only mages
Magic Points it may not cast the Spell. who can perform Dispelling.

Dispelling
To perform Dispelling on a Spell, a
caster may use a Standard Action to
try and negate it during their turn.
To dispel a D6 is rolled. If the result
is equal to or higher than half the
Arcane Spells in Casting Cost of the Spell the Spell
combat effect is immediately removed from
play. A roll of 6 is always successful.
Arcane spells can never be cast while
Locked in Combat. However, while
Locked in Combat an Arcane caster
may spend Magic Points to keep spells
in play. Magic Resistance
Some equipment or abilities might
Divine Spells in combat grant a save from Spells or Spell
Divine spells can be cast in while effects. This is referred to as Magic
Locked in Combat. Resistance. Magic Resistance is used
when the Creature will be effected by
Keeping spell effects a Spell. The Creature immediately rolls
1D6.
in play
If the Creatures Magic Resistance
Some Spell effects can be kept in play
score is equalled or exceeded then the
after they have been cast. Any Spell
Spell has no effect on the Creature.
which can be kept in play will have a
Creatures with Magic Resistance
second negative number next to the
caught in the area of effect of a Spell
Spells Casting Cost. In order to keep
may still make a Magic Resistance
a Spell effect in play this number is
save. However the save only affects
subtracted from the Magic Points
them. Any other Creatures are
total generated by the casters Magic
affected by the Spell as normal.
Dice each Round.
47
Spell classes Summoning Spells fall into two sub-
types; Creature and Totem.
Spells fall into different classes.
A Summoning: Creature spell conjures
The Spells class is how the Spell is
a Minion which may act exactly like
delivered into the game.
a Player Character. When summoned
they must wait one Round before they
Blast can act.
A Blast acts exactly the same as a
A Summoning: Totem is an inanimate
Ranged Attack made from a Ranged
object that grants effects within a
Weapon. It generates 1 Attack Dice
certain range. Once cast their effects
when cast.
are instantaneous. As with Creatures,
Totems can be targeted and Killed.
Conjuration
A Conjuration is a spell that requires a
Roll to Hit. The Spells description will
Magic in the
provide which STATs the caster and Exploration
target should compare. The caster
requires Line of Sight of the target. Phase
Magic works the same in the
Curse Exploration Phase as it does in the
A Curse affects a Creatures STATs Combat Phase, with one exception.
or abilities in a negative way. It How Spells are cast.
automatically affects the target When attempting to cast during the
Creature without requiring any kind of Exploration Phase the mage can roll
roll. The caster requires Line of Sight one of their Magic Dice and use the
of the target. resulting Magic Points to immediately
cast the Spell. However, for each
Blessing 15 in game seconds they wait after
declaring to cast, they may add an
A Blessing affects a Creatures
additional Magic Dice to the roll. They
STATs or abilities in a positive way.
can continue to do this until they
It automatically affects the target
reach their Magic Dice limit.
Creature without requiring any kind of
roll. The caster requires Line of Sight The longer a mage waits to cast the
of the target. more vulnerable and visible they
become. The GM should take this
Summoning into account in regards to the mages
surrounding environment.
A Summoning Spell brings forth a
Creature known as a Minion. The
Minion is under the control of the
Mages Arcane Skills
caster, and has its turn as part of Player mages will have access to
the casters Warband activation. A special Exploration Skills granted
Summoning Spell must have Magic to them by their relevant schools of
Points spent on it each Round to keep magic. These special abilities are used
the Minion in play (see Keeping Spell through passing an Arcane Skill Test.
Effects in Play). Casters can only have These are performed just like a regular
one Summoning Spell active at a time. Skill Test, and it is up to the GM to
If the caster with an active Summoned generate difficulty and success as
Minion is Knocked Down or Killed then usual.
the Minion is removed from play.
48
Effects and special rules
There are many effects and special Berserk: Berserk may be selected as
rules throughout Bloody Quest. This a Utility Action. The Creature gains
section will provide explanations on an additional Attack Dice for its next
the most common keywords, special Attack Action, but can only opt to
rules and effects that you will find in use their Armour Defence Save when
the game. defending. Berserk lasts until the
Accessible: Equipment that has this beginning of the Creatures next turn.
keyword means that it does not need Bleeding: During the End Phase a
to be part of a load out to be used in Creature which has taken Damage
an action. For instance, a throwing from a successful Roll to Hit with the
dagger does not have to be in a Bleeding special rule must add a point
Creatures active load out to be used in of Damage to its Light Wounds area.
a Ranged Attack action. This Damage is cumulative; multiple
hits from attacks with the Bleeding
rule will result in multiple Damage
being applied to the Light Wound
area in the End Phase. The affected
Creature can attempt to remove
Bleeding by passing a Constitution
Stat Test, and will remove all Bleeding.
This is to be done after the effects of
Bleeding are applied each End Phase.
Blinded: While a Creature is affected
Anon: The Creature gains an additional by blinded they are at MS 1 and SS 1.
turn after all Warbands have Also any failed Roll to Hit does not
activated. They gain all their actions generate a Graze.
as normal. If multiple Creatures have Blocker: Grants an additional Defence
Anon they take their turns in the Dice when active. (note this will
current Initiative Order. already be included on a Creature
Armour Piercing: A Roll to Hit made profile on their loadouts)
with Armour Piercing is converted Brittle: Creatures who take any
to a Graze if it is saved against. The Damage from a source with Brittle
defender can allocated one of their have their Armour Defence Save
unused Defence Dice rolls to save raised by 1, up to a maximum of 6+,
against this Graze. A Roll to Hit which until the end of their next turn.
has resulted in a Grazes does not
benefit from Armour Piercing. Confused: When a Creature is
confused they must pass an
Auto Hit: All Attacks automatically Intelligence Test at the beginning of
hit the target. There is no need to their next turn, should they fail they
perform a Roll to Hit. will move to attack the nearest target,
Bane: Force a defending Creature to be it friend or foe.
Reroll one defence dice result.
49
Ethereal: Rolls to Hit against the Creature
only ever succeed on a result of 6.
Flanked: When performing Rolls to
Hit against the affected Creature
attackers gain a +1 modifier.
Flying: The Creature doubles its MOV
Stat whenever it is used and can
Reroll failed Disengage Move Actions.
The Creature also lowers its Dodge
Defence Save by -1. When moving the
Creature can choose to Fly, which
allows it to pass over terrain and
Creatures without making any Stat
or Skill Tests. Whether the Creature
can fly in a location is up to the GM’s
discretion.
Fortitude: Fortitude affect all Damage
generated by successful Rolls to
Hit. This can affect Damage results
positively or negatively depending on
a Creatures Constitution Statistic.
Freedom: Can ignore the special rules
Rooted, Hold and Frozen.
Frozen: The affected Creature may
not perform any Move Actions, and
all incoming Damage is increased by 1.
When the affected Creatures Warband
activates it may perform a Con Stat
Test to remove the effects of Frozen,
Damage Reduction: The Creature if successful frozen is removed and
chooses a source of Damage. Damage they can act as normal.
from this source causes 1 less Damage
Greater Magic Resistance *+: This acts
point, to a minimum of 1 Damage.
the same as Magic Resistance, except
You cannot modify a single source
the Creature rolls 2D6 and keeps the
of Damage more than once. Damage
highest result.
Reduction can be used in conjunction
with natural modifiers.
Darting: The attacker can remove
one Defence Dice roll by the defender
after they roll. The attacker chooses
which Defence Dice to remove.
Defender: Weapons with this special Great Weapon: Always causes 2
rule lower the Creature’s front armour Damage on a Roll to Hit which results
save -1 bonus. in a Graze or Hits. Damage done with
Despise (Creature): The Creature Great Weapon cannot be modified
can Reroll one Roll to Hit against any below 2 under any circumstances.
Creature listed after their Despise Heavy: -1 to the Creatures MOV Stat.
entry. Creatures cannot use Flying.
50
Hidden: Enemy Creatures suffer a -1 Never Die *: When this Creature
Roll to Hit when performing Melee or is Killed mark or note the location
Ranged Attack actions. where it perished. At the start of each
Hold: Characters suffering the effects Round, if the Creature can roll equal
of Hold must perform a base Power to or over it’s Never Die number on
Stat Test at the beginning of their next 1D6, it may immediately be placed
turn. If they fail they are unable to back in play in the marked location. All
choose Move Actions, or Dodge as a Damage Overflow is removed, and half
Defence Save. They may still pivot on the Damage Points are removed from
the spot. all the Creatures Hitbox areas.
Nimble: Can ignore the rules for being
Locked in Combat.
Obscured: Enemy Creatures suffer a -1
Roll to Hit when performing Ranged
Attack actions.
One Use: Once the item is activated
it is removed from the Creatures
Ignore Blow *: After Defence Saves inventory. This is even if the items
have been allocated and resolved roll effect ultimately fails.
1D6 for each source of Damage the
Creature will suffer from unsaved Out-matched: This allows an attacker
hits. Any results equal to or over the to modify a defenders rolled Defence
Creatures Ignore Blow number cancel Dice. For each point of MS over 3,
one of the points of Damage. The the attacker has they may select
defending Creature chooses which one rolled Defence Dice and apply a
Damage to remove, if it comes from -1 modifier to it. A naturally rolled 6
multiple sources. Ignore Blow is not a cannot be modified by this rule.
Defence Save and so does not activate Outnumbered: See page 25.
a Follow-up.
Paralyse: An affected Creature must
Long Reload: A Generic Standard pass an INT Stat Test at the beginning
Action is required to be spent before of their next turn or suffer Stunned.
this can be used again.
Poison *: During the End Phase a
Magic Resistance *+: The Creature can Creature affected by Poison must
ignore a Spells effects by rolling equal roll a dice. Any result which is under
to or above their Magic Resistance the Poison number (provided after
number. This roll is made with 1D6, the Poison title, on the source of the
and is performed before any other Poison effect) means the Poison has
rolls are made. run its course and no longer affects
Mind Rot: The affected Creature the Creature. A result which is equal
must perform an Intelligence Stat to that of the Poison number causes 1
Test whenever they cast a Spell (of Damage the Light Wounds area of the
any type). If the Stat Test is failed the Hitbox. For each number rolled higher
Creature suffers D3 Damage Points, than the Poison number an additional
allocated to an area of the Hitbox 1 Damage is added to the effect. For
selected by the Creature. example, a Creature is affected by
Poison 4. It rolls 1D6 during the End
Move or Shoot: Requires both an Phase with a result of 5. The Creature
available Move and Attack action to takes 2 Damage.
use.
51
Prone: A successful Roll to Hit may be Steady Aim: -1 on any Roll to Hit with
applied to any area of the Creature’s a Ranged Attack if the Creature used a
Hitbox. The Creatures Move Stat is Move Action before firing.
halved, and it may not select Run or Steely Mind: Can ignore the special
Charge Move Actions. rules Confuse, Blinded, Stunned and
Rear Attack: Defence Saves Paralyse. Also they can never be Mind
performed against Rolls to Hit made in Controlled by any source.
the Creatures rear can only select the Stunned: When a Creature is Stunned
Rear Armour option. they lose all their actions during their
Rejuvenate *: During the End Phase next turn, and can only choose to do
the Creature can roll 1D6. If the roll is use its Armour Defence Save.
equal to or higher than the Rejuvenate The More You Suffer: The Creatures
number they remove 1 Damage gains 1 Attack Dice for the rest of the
point from any Hitbox area. For each Encounter whenever they cause an
number rolled above the Rejuvenate enemy to be Knocked Down or Killed.
number they may also remove an
additional 1 Damage point. Thrown: This can be used for a Ranged
Attack, and has a range of 10 inches.
Reroll: Either allows a Creature to
choose to roll a dice again, or to force Two-handed: Must be equipped using
another Creature to roll a dice again. both hand slots.
A dice that is rolled again due to the
Reroll rule cannot be made to Reroll
again, under any circumstance.
Rooted: When rooted a Creature
cannot use their move action or dodge
save. They may still pivot and use
Attack Actions.
Unsavable: This attack cannot have
Scolded: The affected Creature does 1 any Defence Saves made against
less point of Damage with all attacks it. Magic Resistance can be used as
made, to a minimum of 1. When the normal.
affected Creatures Warband activates
it may perform a Con Stat Test to Venom: A Creature affected by Venom
remove the effects of Scolded. suffers D3 Damage in the Light Wound
area of its Hitbox during the End
Silence: Any Creatures suffering the Phase. This effect can be removed by
effect of Silence cannot give verbal passing a Constitution Stat Test by the
commands (such as a Warlords Creatures after any Damage has been
shouts), cast Arcane Spells or engage dealt from the Venom.
in dialog.
Vicious: Generate additional Damage
Sixth Sense: Treats being attacked in if a Roll to Hit results in a Critical. This
the rear arc as if it was being attacked additional Damage is considered its
in the front arc for the purposes of own Roll to Hit, and does Damage
Parry and Dodge Saves. equal to half the Damage (rounding
Spitfire: Can be used to perform a up) of the original attack. It can be
Ranged Attack action when Locked saved against as normal.
in Combat. The target must be a Volley *: Adds Attack Dice equal to the
Creature that the Creature with Volley number.
Spitfire is currently Locked in Combat
with.
52
Playing without
Miniatures and Terrain
By default Bloody Quest relies on
the use of miniatures and terrain,
with measurement of distance and
movement in inches. Many players
prefer to play without the use of
miniatures and terrain in what has
come to be called a “theatre of the
mind” style play.
The simplest way to do this is to
do away with the miniatures and
terrain and have everyone picture the
battlefield in their heads. The Game
Master will need to clearly describe
the scene and ensure that the players miniatures. We believe it makes the
have a clear understanding of their Bloody Quest system more compatible
surroundings. When converting to this style of play, is easier to handle,
distances for this mode of play, treat and helps to retain a degree of the
an inch on the tabletop as 5 feet of tactical depth and granularity that we
real world distance. believe the miniature and terrain rules
This approach to miniature-less offer.
roleplaying has been common since This mode of play can still benefit
the early days of the hobby. It can from using miniatures, small maps
have some downsides though, and index cards to act as visual
particularly when playing a game with cues and reminders, but they are
a tactical element like Bloody Quest. used only to track relative position
With no physical map the onus is on and not required to track precise
the GM to keep a clear mental map of measurements.
what is occurring, and many people
have difficulty in understanding the
scale of distance in their imagination. Zones
In addition many questions can arise When questions of distance become
as to precisely where a given Creature important (primarily during the
is positioned, whether they have Line Combat Phase) the GM should take the
of Sight, and other similar issues. area in which the action is occurring
If your group is comfortable with and divide it up into one or more
dealing with these sorts of challenges Zones. A Zone is an abstract division
then go ahead and play the way that of the Encounter area and usually
works for you. represents an area of roughly 8 x 8
With that in mind we have developed metres (26 x 26 feet or 10 x 10 inches
as set of guidelines for Bloody in standard play). Generally a Zone is a
Quest, so that you can play without distinct and easily described section of
the Encounter area.
53
X Zones away: If a Creature is further
away from you than In an Adjacent
Zone, count the number of zones
between you and it, not counting
your own zone but counting the
other Creature’s zone. The Creature is
considered the number of zones away.
For example if there are two zones
between you and a naga warrior (not
counting your own, and counting the
naga’s) the naga is Two Zones Away.

Movement
Pivot: Even without miniatures facing
is important in Bloody Quest combat
and regard to should be had to the
Use the Zones to conceptualise the
direction which a Creature is facing
spaces. If the area is a single room
when it ends its turn. Often this will
then it may only need to be a single
be a matter of common sense based
Zone. If the action is occurring on
on the action the Creature took on its
two sides of a ravine connected by a
turn, but any player who wants to be
bridge, then it might make sense to
facing a definite direction should state
divide the area into three Zones. A
as much during their turn, otherwise
battle in a throne room might take
it will be up to the GM to determine
place over two Zones, the front of
what direction the Creature is facing.
the throne room by the main doors,
and the back of the room around the Note: using these rules it become
throne itself. somewhat easier to get behind an
opponent due to the freedom of
One method to keep track of Zones
movement within zones, this means
is to write the name of each onto
that any Creatures who rely upon
separate index cards and lay them on
getting behind their target may see a
the table as a reminder of the area
boost in power with these rules.
layout. Notable features of a Zone can
also be recorded on the index card. Move: When in combat, or otherwise
acting in initiative order, a Creature
Additional Terms with a move value between 1-5 may
use its move action to move anywhere
The following terms are introduced in within its own zone, so long as there
this mode of play. is nothing obstructing it from doing
Face to Face: Base to base contact is so. While this method of play is more
now referred to as face to face. abstracted than miniatures based
play, elements of terrain and other
In the same Zone: Creatures that are
battlefield features are relevant.
in the same Zone as each other.
Movement may require a Creature
Nearby: Creatures that are in the same to make Skill Test to overcome that
Zone as each other, but relatively close obstacle as described in the combat
together. rules. A Creature can use a standard
In an adjacent Zone: Other Creatures move to move into an adjacent zone
that are in a Zone next to the but not interact with anything in it. If
Creature. a Creature has a move value between
54
6-10 it may move and interact freely Creatures are positioned and what
in its current zone and any adjacent obstacles are in the way.
zone. Range: When determining who can be
Run: If a Creature sacrifices both their hit by a ranged attack or spell use the
move action and their standard action following guide to convert distances:
they may move to anywhere up to Two • 10” or less: may affect any target
Zones Away. If the Creature has an M or point in the acting Creature’s
of 6-10 or greater (or that is flying) own zone
may move to anywhere up to Three
• 11” - 20”: may affect any target or
Zones Away when running.
point in the acting Creature’s own
zone or an adjacent zone
• More than 20”: may affect any
target or point in the acting
Creature’s own zone or up to two
zones away.
Area of Effect: When determining
how many Creatures are with an area
of effect use the following guide to
convert area/number of targets.
Charge: When a Creature with a move Spindrift/Cone: Affects 1d6 targets in
value between 1-5 charges they must the acting Creature’s zone who are all
nominate a target in their own zone. If nearby each other
a Creature has a move of between 6-10 Explosions: Affects 1d3+2 targets
it may charge a Creature in its current within range who are all nearby each
zone or an adjacent one. They must other.
then move in a straight line (i.e there
must not be any obstacles in the way, Discharge:
or they must clear them as described • 2” or less: affects 1 nearby target.
in the combat rules) towards the • 3” - 9”: affects 1d3+1 targets in the
target of their charge until they are acting Creature’s zone
Locked in Combat.
• 10”: effects 1d3+2 targets in acting
Disengage: The rules for disengaging Creature’s zone
are the same as in the combat rules,
but a Creature that successfully A Note on Targeting
disengages is simply no longer If you roll a number of targets greater
considered to be Locked in Combat, than the number of Creatures that
and instead Nearby the Creature/s can be affected then the extra targets
from which it disengaged. rolled are ignored. If a spell or effect
Flanking: These rules remain only affects enemies then determine
unchanged. the number of targets by counting
only enemies. Likewise if a spell or
Stand: These rules remain unchanged.
effect only affects allies determine
Prone: These rules remain unchanged. targets by counting allies only. If the
Line of Sight: Without miniatures spell or effect affects all Creatures,
line of sight become more difficult to first determine how many targets can
determine with precision. It will be be affected, and then the GM should
up to the GM to determine whether randomly determine which of the
line of sight exists based upon where potential targets are affected.
55
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