Querp Preview PDF
Querp Preview PDF
Querp Preview PDF
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INTRODUCTION
Welcome to QUERP, the game of QUick Easy Role rules in a fair manner, not trying to work against
Playing. the players, but rather challenge them to complete
their goals. The Gamesmaster neither wins nor
What you hold in your hands is not just a book, but loses; although, if everyone is having fun, the
a gateway to worlds of imagination. Worlds where Gamesmaster can consider that a win.
dragons fly through the sky, knights save maidens
from evil monsters, wizards practice powerful This book is divided into sections. For the Players
magic and adventurers quest in search of fame provides all of the rules the players need to create
and fortune. a character and play the game. For the
Gamesmaster offers advice and further rules for
So, what is role playing, you ask? Think of it like a Gamesmasters, so that they may create a fun and
novel or story. The players take on the roles of the engaging game. Fantasy Monsters provides a small
heroes in the story, controlling their own actions list and description of common monsters the
and doing whatever they want to. One player, players and their characters will encounter
known as the Gamesmaster, doesn’t play as a throughout the course of a game. Treasure
hero; instead, he or she takes on the roll of all the provides a convenient way for Gamesmasters to
other characters the heroes meet, and all the hand out treasure, magic items and gems.
monsters they must fight.
Finally we come to two sample adventures. Solo
Usually, before the game, the Gamesmaster Adventure: Min’s Pearls is a specially designed
develops a quest or mission for the other players adventure that can be played by yourself, with the
to undertake. The goal of the game is to complete book acting as the Gamesmaster. Group Adventure:
the mission successfully. There are no winners or Tomb of the Warlord is a typical adventure
losers; instead, the players work together to try to designed to be run by a Gamesmaster with a small
complete whatever the Gamesmaster puts in front group of players, generally three to five.
of them. In return, the Gamesmaster enforces the
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FOR THE PLAYERS
If you are going to be playing, rather than and decide his or her destiny. You will be
Gamesmastering, a game of QUERP, then this responsible for maintaining the health, equipment
section is for you. and life of your player character.
As a player, you will be responsible for creating But do not despair! Although that sounds
and maintaining a player character (PC for short). intimidating, it really isn’t; in fact, it is actually
From the first time you write his or her name quite fun and rewarding to see your character
down a piece of paper and through all of his or her grow as they go on adventures and gain more and
adventures, you get to decide how he or she reacts more experience and more and more treasure.
CHARACTERISTICS
Charisma: The Charisma score represents how so on. Stealth is also used to measure a characters
persuasive and likeable you are. Those with high general agility and reflexes, as well as their
Charisma scores are more likely to make friends perception skills.
and are able to use smooth talking to get what
they want. Knowledge: Your Knowledge score shows how
intelligent your character is. The higher this score,
Stealth: This score is a representation of how the more your character knows.
sneaky a PC is. It is the ability to move without
being heard or seen, pick locks, disable traps and
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Each of these scores is rated with a numerical injured or gains experience, but they can never go
value between 0 and 10. Beginning characters will below 0 or above 10. How to use your
generally have a score between 1 and 6. These can characteristics will be explained later.
and will change over time as your character gets
CHARACTER TYPES
Now that you know what the six characteristics your characteristics are, plus provide you with
are and what they represent, it is time to work out some special rules related to that character type.
what type of character you want to play as. The six Pick one of them and write down the information
character types listed below will set what scores presented.
WARRIOR
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FOR THE GAMESMASTER
If you are going to be the Gamesmaster for a game Gamesmastering a game of QUERP is both
of QUERP, then this section is for you. However, it rewarding and challenging at the same time. It
should be noted that you should at least make requires a good imagination, good communication
yourself familiar with this whole document; it is and good storytelling skills. The following sections
one of the key points in becoming a great should provide you with some advice in dealing
Gamesmaster. with common situations that arise during a game.
DIFFICULTY ROLLS
As the Gamesmaster it is your job to assign the Looking at his notes, the Gamesmaster sees that
number needed for a Difficulty roll. This can sound there are a lot of dead tree roots jutting out from
like a daunting task, but it is really very easy. the side of the cliff. This will make climbing a lot
easier, so the Gamesmaster deducts 2 from the
The average score in a characteristic is 3. The Difficulty. This is the only thing making the climb
average roll on 2 dice is 7. Therefore, an average easier, so the final Difficulty the player needs to
task that could be completed 50% of the time by beat is 12.
an average person has a Difficulty of 10. By using
this as a base Difficulty, you can begin to work out By using this method you should be able to quickly
how easy or hard something is to accomplish and and easily work out the Difficulty score in any
assign an appropriate Difficulty score. given situation.
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FANTASY MONSTERS
This appendix presents a small list of common games. The list is by no means complete, and you
fantasy monsters. You will find a description of should feel free to modify these monsters or even
each monster along with pertinent stats and make up your own for your own games.
special rules in order to run them in your QUERP
BASILISK
A basilisk is a reptilian creature that grows up to 2 Special Rules: Anyone damaged by a basilisk
metres long. They are born when a lizard or snake must make a Strength roll with a Difficulty of 11. If
egg is hatched by a cockerel. The baby basilisk they fail they have fallen victim to its venom and
cracks out of its egg and devours its mother, must lose an additional 1-6 Health (roll 1 die). In
before going on a feeding orgy. addition, anyone fighting a basilisk must make
sure not to meet its gaze. Unless a PC specifically
Basilisks look like large lizards with green-grey closes their eyes they have a 2 in 6 chance of
scales and eight legs. Their heads are very un- meeting the basilisk’s gaze each turn. If this
lizard like, resembling that of a bird instead. They happens, they must make a Magic check (Difficulty
are usually found in wild areas but occasionally 10) or die from the effects if it’s baleful glare.
CENTAUR
Part human and part horse, centaurs are creatures Stats: Fighting 4,
caught between two worlds. They have the body, Defence 11, Health
legs and tail of a horse, but where their necks 16, Damage by
would begin there is a human torso, arms and weapon or 1-6 (1 die)
head. Most centaurs are nomadic creatures,
wandering the plains or forests of the world with Special Rules:
their tribes, where they hunt game. However, Centaurs can speak
some centaur tribes are warlike and aggressive, with horses.
raiding merchant caravans and small towns.
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DRAGON
Powerful, mighty and terrifying; these three Fire dragons are immune to any damage inflicted
words and more can be used to describe the by fire.
ancient race of dragons. They are huge winged
serpents, growing to over thirty metres in length. Dragons are also accomplished spell casters and
They have four legs that end in powerful talons, may cast any spell available to characters. They
and huge fang-filled mouths. They are highly have an effective Magic score of 9.
intelligent and are able to
converse in many languages.
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SOLO ADVENTURE: MIN’S PEARLS
To introduce you to the rules of QUERP, here is a
special solo adventure called Min’s Pearls. It is Otherwise, you can look around the temple.
designed to be played by just one person: you. If you want to talk to some of the priests and
There is no need for any other players or even a priestesses, turn to 120.
Gamesmaster; the text acts as the Gamesmaster
instead. If you want to take a look around, turn to 63.
It is very simple to play. Simply make a character If you want to leave, turn to 30.
as normal, using the rules given earlier in the
book. Then simply begin reading at section 1.
When you are given a choice simply turn to the 3
section indicated by the text.
The temple of Lachlan is a small building located
down a back alley. The temple's symbol, a curved
1 dagger, is emblazoned upon the door, which
The rain is coming down rather heavily as you stands open. You enter and are immediately
enter the city of Port Bannon. The cobblestoned approached two men in masks.
streets are slick with the water, so you tread
"Can we help you?" they say, both at the same
carefully. It has been a while since you have been
time.
to Port Bannon, but it seems like nothing has
changed. The ramshackle buildings, the city guard If you want to make a donation to the temple, turn
upon the walls, the peddlers trying to get you to to 20.
sample their merchandise; it all has a very familiar
feel to it. If you want to ask about the necklace, turn to 91.
You are walking along one of the main roads If you want to leave, turn to 30.
through Port Bannon, seeking a tavern in which to
shelter from the storm. You are thoroughly soaked
and the quicker you can find a dry place, the
better. As you pass by a narrow alley between two 4
buildings you hear a scream. Peering down the
alleyway you have trouble making anything out You spend a day wandering the docks, talking to
due to the intensity of the storm. The scream people and listening in on conversations.
comes again, and you deduce that it sounds like a However, you are unable to find out anything
woman in trouble. about Min's pearl necklace. Turn to 34.
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GROUP ADVENTURE: TOMB OF THE
WARLORD
Tomb of the Warlord is a short adventure for three To your great relief, the map turned out to be
to six characters and one Gamesmaster. If you are real. It led you into the forests north of the
playing in the adventure, you should stop reading village of Pinebridge, where you have found the
now! It will lessen your enjoyment of the entrance to the tomb. Peering in, you can see it
adventure if you know what is going to happen. is awfully dark…
If you are the Gamesmaster, make sure you have This should be a hint to the players that they need
your players, some dice, some paper and pens a light source of some kind. If they don’t have any
handy and of course a copy of this book. torches or lanterns, encourage them to return to
Pinebridge and buy some. You should note if they
Boxed text (which is also written in italics like light a lantern or torch; if they don’t they will not
this) is designed for you to read aloud to your be able to see inside the tomb.
players; all other text is for your eyes only.
You should also ask for a ‘marching order’; in
When all is in readiness, read the following to your effect, the order that the party will travel in while
players: in the tomb.
For months you had been hearing rumours of Some monsters have found the tomb before the
long-lost treasure. Apparently the treasure is characters and are, at this moment, searching
located in the forgotten tomb of a warlord from around inside for treasure. They have left some
ages past. Being new and keen adventurers, tracks in the ground outside the entrance, which
you had investigated these tales but had turned may be noticed by the party. Have everyone make
up very little evidence – until one day in the city a Stealth roll (Difficulty 10); if they succeed, tell
of Port Bannon. them they notice some tracks leading into the
tomb.
You had agreed to meet a merchant who
claimed to have a map leading to the treasure. When you are ready, proceed to area 1.
The map looked genuine – even if the merchant
didn’t – so you agreed to purchase it from him in
the hope that you would finally find something.
All doors in the tomb are unlocked, unless open; when the adventurers try to open a door,
otherwise noted in the individual room roll 1 dice. On a roll of 1-4, the door is stuck and
descriptions. However, due to the age of the tomb, requires a Strength roll to open (Difficulty 10).
many of them have rusted hinges and are hard to
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