QAGS Second Edition
QAGS Second Edition
QAGS Second Edition
Second Edition
By Steve Johnson & Leighton Connor
ENCH
DALE FR
Special Thanks to
Meredith Newton, Jason Breuwer, Eddie Mefford, Marc Broering, Steve Whiles, John Bowden, Barry Crawford, Erik
Parrent, Andy Davis, Amy Kilpatrick, Thomas Slaughter, Ben Bingham, Chris Schinaman, Miles “Milos Sleddodopolis”
Sledd, Tomoko Sengoku, Mike Wachter, Natalie Wise, Ken Baughman, Chris Canary, Jason Corner, Gena Davis, Ione
Damasco, Ross Fulton, Lisa Garrison-Ragsdale, Sarah Hamer, Drew Happli, Martha-Lynn Harrison, Matt Kish, Cecil P.
Leibman, Clayton Oliver, Gunther Oszloo, Dani and Hugo Peterman, Mr. Pookums, Ken and Diane Rayfield, Matt Reber,
Jeremy Schraffenberger, Chris and Xan Sprouse,Cullen Bunn, Undaunted Press, the Johns of Archon, and countless others
who inadvertently assisted in bringing this thing to life.
ISBN 0-9714812-6-1
QAGS Second Edition is ©2003 Steve Johnson and Leighton Connor. The Hex logo is ™ 2003 Hex Games. All rights
reserved. No part of this book may be reproduced without permission except short excerpts for the purpose of review, and
except for the worksheets in the appendix, which may be reproduced for personal use only.
PLAYER’S SECTION
Chapter One: The Character ..................................................................................................................................................................................9
Chapter Two: Doing Stuff ......................................................................................................................................................................................20
Chapter Three: Combat, or, the Simple Joy of Rolling a Die and Knowing That You Have Killed Something ............................................24
Chapter Four: Yum Yums ......................................................................................................................................................................................30
Chapter Five: The Fine Art of Role-Playing ........................................................................................................................................................37
Intermission
With Fuzzball and Scuzzball ................................................................................................................................................................................42
G M’S SECTION
Introduction ..........................................................................................................................................................................................................44
Chapter Six: The Basics ........................................................................................................................................................................................45
Chapter Seven: The Story......................................................................................................................................................................................50
Chapter Eight: The Fine Art of GMing ................................................................................................................................................................56
Appendices
Appendix One: Big Lists of Words ........................................................................................................................................................................59
Appendix Two: Qik Start Rules ............................................................................................................................................................................60
Appendix Three: Qik Start Genre Guides ............................................................................................................................................................60
Appendix Four: Sample Characters ....................................................................................................................................................................71
Appendix Five: Useful GMCs ................................................................................................................................................................................74
Appendix Six: Stuff ................................................................................................................................................................................................75
Appendix Seven: The Hero’s Journey ..................................................................................................................................................................78
Appendix Eight: Solo Game ..................................................................................................................................................................................78
Appendix Nine: Stupid Maps ................................................................................................................................................................................79
Appendix Ten: Dumb Tables ................................................................................................................................................................................81
Appendix Eleven: Conversion Rules ....................................................................................................................................................................83
other crap
Glossary ..................................................................................................................................................................................................................83
Character Sheet ....................................................................................................................................................................................................84
Advanced Character Sheet ..................................................................................................................................................................................85
Worksheets..............................................................................................................................................................................................................90
FOREWORD
Standing here on my balcony, looking out at the city, I can’t believe how far I’ve come. I remember the old days with
Leighton and Dale. Leighton, a man whose bitterness was surpassed only by his creepy obsession with men and women in col-
orful tights, and Dale, the groovy, slightly unstable gay guy who would always hit you up for loose change and cigarettes. Those
were shitty days. I mean, you should have seen us. We worked on this farm, and our only job was to shovel manure. All day
long, five days a week, shoveling shit from one pile into another. It gets in your hair, on your clothes . . . at night you still stink
but you don’t care because you can’t smell anything, and besides, how can it get any worse? Since we smelled like shit, nobody
else would hang out with us. So we turned to beer, and role-playing games, to briefly escape from our terrible lives.
We had all kinds of adventures in those days. We sought out blasphemous tomes in gothic manors . . . we hacked apart
armies of goblins in forgotten kingdoms . . . we piloted our starship into the sun. And after every game we’d sit back and we’d
talk. Not about life—what the hell had life done for us?—but about role-playing games. We talked about how most systems
are too complicated, and why most people despise gamers, and possible ways to make gaming accessible to a wider audience.
Most of all, though, we talked about how we wanted to become rock star game designers, with all the money, groupies, and hard
drugs we could handle.
Of course all those dreams came true, but not without some hard work. Even now, standing on the balcony of my penthouse
suite, dictating this introduction to my assistant Yolanda, I can remember our inauspicious beginnings, huddled around my
computer writing QAGS. Dale didn’t last long, of course—last I heard he had headed off to Argentina to sign up with the revo-
lutionaries. Or with the loyalists, I’m not entirely sure. Leighton and I considered halting our work on QAGS until Dale
returned, but eventually realized that Dale might never be seen again. After all, he might be killed by the loyalists (or, perhaps,
the revolutionaries), or run off to Zanzibar to learn mystical secrets, or be abducted by Elvis—with Dale, anything is possible.
No, if we were going to realize our dream, Leighton and I would have to do it without Dale.
Leighton and I struggled onward. After a year of writing, editing, and hard drinking, we were ready to unleash QAGS upon an
unsuspecting world. All we had to do was dupe our friends out of enough cash to print the book, and then we started trying to
sell the thing. We sold copies at local game stores, appeared at conventions where everyone ignored us, and set up a web site
where people throughout the world could order our Magnum Opus. Times were hard in those early days—we had a lot of trou-
ble finding a distributor, keeping up with the business end of things, and even convincing our so-called “friends” to play the
game with us. Back then it seemed impossible that we would ever succeed. Even though I know Yolanda will soon draw me a
bath of goat’s milk and serve me caviar and hashish from an ivory platter, I feel, deep down, like I’m still that humble shit-shov-
eler who dared to follow his dream.
You know the story—QAGS went on to become a sensation and forever changed the world of role-playing games. A few days
ago, however, I received a call from the Hex offices. It seems sales of QAGS have leveled off. They think the market is saturat-
ed. A perfect time, in other words, for a new edition. Though I really don’t need the money, I immediately pledged my involve-
ment. I hand-selected a team of the finest ghost-writers in the Hex offices and set them to work. After days of hard work they
have presented me with the fruits of their labors. A new edition that is, I’m told, a worthy successor to the original QAGS that
Leighton, Dale, and I created all those years ago. I hear Leighton may have also been involved in the project, and perhaps
wrote some of it. Whatever the case, those of you who have never read QAGS before are in for a real treat. And those of you
who know the original QAGS will feel like you are revisiting an old friend, who’s now thicker and has a different cover.
What are you waiting for, Yolanda? That’s the end of the foreword . . . draw the fucking bath already.
Steve Johnson
Steve Johnson
Lexington, KY
Most of you sitting around the table will be players, with Player Characters, or PCs. One lucky soul will be the Game Master, or GM.
Players control their characters; the GM controls everything else. It’s a tough job, but somebody’s gotta do it. Players can get away with
reading only the Player’s Section of this book. GMs must go that extra mile and read the entire book, including appendices.*
Once you’re ready to play you’ll need pencils, paper, a 20-sided die (d20) or two, and a few dozen copies of this book for easy refer-
ence. You’ll also need candy. Look for something bite-sized that you can buy in bulk, preferably something that all the players like to
eat. Go out and buy some now, but don’t start eating it yet—it’s an integral mechanic of the game. Trust us.
*
To be completely honest, if you just want to play or run QAGS, there’s a lot of stupid shit in this book you can ignore. Of course, if you want the total QAGS experience,
you really should read everything.
RICK HUDSON
We understand and we’re here to help. When we say “Quick Ass,” we mean it—
WHAT IS A SIDEBAR?
once you read the character creation rules, you’ll be able to make up a character in Those of you familiar with Steve Jackson
five minutes or less, and start play soon after that. The rules are simple enough that Games’ GURPS line already know what a
you can keep the game running smoothly without consulting any charts. sidebar is, and can ignore this sidebar. For
the rest of you, a sidebar is a piece of
QAGS is designed for cinematic role-playing. The rules don’t attempt to recreate text that gives supplemental information
the real world. Reality is so complicated it would take an infinite number of rules. about the subjects covered in the main
And while we could hire an infinite number of monkeys to type an infinite number of text. Often, the sidebar is set aside graph-
rules, that would probably be cost-prohibitive. Instead, QAGS is modeled after fic- ically from the main text. We will be using
tion. In fiction, heroes can do things that ordinary people can’t, and drama is more sidebars extensively throughout this book.
important than physics. QAGS games are fast-paced and exciting. Don’t get us After all, why should Steve Jackson have
wrong, though—by cinematic we don’t just mean action movies. If it’s done well, a all the fun?
courtroom drama can be more exciting than a Jackie Chan flick.
In fact, QAGS is flexible enough to accommodate any genre, whether or not that genre appears in movies. Western, Kung Fu, Super-
Hero, Gothic Romance, Shakespearean Tragedy . . . QAGS can do it all. This second edition offers an extensive genre guide section on
page 60, giving you what you need to get started playing in ten of our favorite genres.
Not only can you vary your genre, but you can also choose from a wide variety of moods and tones for your games. Your game can be
silly or serious, a three-hour session made up on the fly or a three-year epic that explores the absurdity of the human condition.
Whatever you choose, QAGS will meet your needs. So quit wasting time in the introduction and get reading.
Jesse: Hello. Luke: Whatever. Anyway, I think I’ve Luke: Nope. I met him on the Chris
found a couple of possible players. Elliot fan club message board. He
Luke: Hi Jesse, this is Luke. I was won- There’s this guy Bubba who works at seems like a really funny guy. He’s got
dering if you were gonna run a game the bottling plant with me. He used to this whole idea for a MUD based on
anytime soon. role-play and mentioned that he Cabin Boy, where—
wouldn’t mind getting back into it. He
Jesse: I’d like to, but, you know, ever said he’d bring his girlfriend along— Jesse: I really don’t need all the
since Bo went off to pursue his she’s never role-played, but he said details. Just find out when everyone
NASCAR career and Daisy joined the she’ll give it a try if he does it. can play and let me know.
Hare Krishnas, I don’t have the players
to run a game. Jesse: Well, that’d be three players, but
I’m a little worried that this girlfriend
Luke: And you’re uncomfortable with might not stick around.
me as a solo player because I’m
bisexual. Luke: Don’t worry,‘cause I’ve got
another player lined up. It’s this guy
Jesse: Dammit Luke, you know that Sparky that I met online—
isn’t true! I just, you know, don’t like the
idea of spending a lot of time on a Jesse: Online? Not in one of your
game that’s only for one person. bisexual chat rooms, I hope.
Note: For simplicity’s sake, whenever we refer to PCs in this book, we’re talking about the main protagonists. When we refer to GMCs, we’re talking about sup-
porting characters. Who’s actually playing these characters is between you and God.
ARCHETYPES
personality will largely be created during
play, you should have an idea of how he
acts and how others are likely to perceive
him.
When coming up with your initial character concept, you might want to think in Goals and motivations: Everybody
terms of archetypes. Psychologist Carl Jung coined the term “archetype” during a wants something—material wealth, true
weekend coke bender with Siggy Freud, but it was Sir James Frazer who really pio- love, whatever. Decide what your charac-
neered the concept in his book The Golden Bough. Joseph Campbell borrowed ter wants and how hard he’s willing to
Jung’s archetypes to describe the mother of all stories, the Hero’s Journey, which work for it. Consider his plans for the
George Lucas promptly cribbed and turned into a multi-million dollar media empire. future, his hopes and dreams.
Once you have a crystal-clear vision of
Since role-playing is about stories, we’re most interested in Campbell’s work. what you want your character to be, you
Campbell defines seven basic archetypes that usually appear in the Hero’s are ready to translate that character into
Journey. Since most stories follow Campbell’s basic outline, chances are that you’ll game terms. Each character is represent-
see these guys from time to time in your games. The basic archetypes are outlined ed by the words and numbers on a charac-
below, along with common subtypes and examples. In addition to thinking about ter sheet (see page 84 for a sample char-
what archetype your character falls into, consider what PCs and GMCs will fill the acter sheet). To keep things clear we
other archetypal roles in relation to your character. refer to the words on the character
sheet—such as Body, Job, and
The Hero: The Hero is the main protagonist of the story. Since every PC should be a Gimmick—as “Words.” The numbers
central character, it makes sense that every character will in some way fit this attached to these Words are referred to as
archetype. Even if your character usually fits one of the other archetypes (for “Numbers.” Keep in mind that your char-
example, Mentor), there are going to be some stories and sub-plots in which he acter sheet will never fully describe every
plays the central role. Even if you plan for your character to fill a supporting role aspect of your character. Bringing your
most of the time, you should still consider what type of Hero he will be when it’s his character to life and making him believ-
turn in the spotlight. We’ve outlined the four basic kinds of Heroes below. able requires role-playing, not dice rolls.
The Reluctant Hero: Unlike the Champion, the reluctant hero doesn’t really want to
go out and risk his life. Unfortunately, he doesn’t get much choice in the matter. He
may be “the chosen one,” the only person who can do the job, or simply in the
wrong place at the wrong time. Given the choice, the Reluctant Hero would
rather stay home and watch TV, but he knows that sometimes a man’s gotta do
what a man’s gotta do.
Common Subtypes: The Chosen One (Frodo, Buffy the Vampire Slayer), The Best of
the Best (Derek Flint, Topper Harley), The [Insert Noun] With a Heart of Gold (Jack
QIK START
Burton, Bret Maverick), The Hunted (Sidney Prescott, The Fugitive), The Gay Love
Interest (Samwise Gamgee) CHARACTERS
While the Yum Yum-based character
The Crusader: As the name implies, this type of hero is out to further some cause creation system presented here
that he believes in—ending crime, converting the infidels, saving the environment, allows players a lot of control over
killing a huge fuckin’ shark, whatever. Unlike the Champion, the Crusader rarely their characters, it can be a bit time
acts out of simple altruism. He usually has personal reasons for doing what he consuming, taking up to 20 minutes in
does, and is not necessarily interested in doing good if it doesn’t further his own some extreme cases. If you’d like to
goals. Crusaders who let their dedication to the Cause outweigh good judgment start playing right damn now, we rec-
can easily become Anti-Heroes. ommend using the Qik Start
Character rules provided in
(continued on page 12) Appendix Two.
Gimmicks
(The Big Lebowski), The Delusional Hero (Don Quixote), The Gay Robot (C3PO)
Common Tragic Subtypes: The Vigilante (The Punisher), The Mercenary (The A-
Team), The Sadist (Dirty Harry), The Heroic Bad Guy (Seth Gecko), The Scumbag This Word is an unusual or unique trait,
Private Detective (Joe Hallenbeck), The Coward (Hoggle) advantage, resource, or ability your char-
acter possesses. For example, most people
The Mentor: The Mentor’s job is to guide the Hero through his quest. While the tradi- can’t just be vampires. But if your
tional Mentor is a wise old guy with a beard wearing a big sign that says “I’m Gimmick is “Vampire,” then by God, you
Gonna Die,” this is not strictly required. Any character who teaches the Hero, helps can be! In general, Gimmicks should not
him make important decisions, or helps him learn more about himself and his des- simply be skills that fall outside the scope
tiny is basically fulfilling the Mentor role. If you’re thinking about playing a Mentor, of your character’s Job. The exception to
keep in mind that your job is not to command the other party members. Instead, this rule is when a character has some
your character should share his insights, experience, and knowledge, but ultimate- kind of natural (or supernatural) knack at
ly let the others make their own decisions. using a skill that allows him to take it
Common Mentor Subtypes: The Wise Old Gray-Bearded Doomed Guy (Obi-Wan beyond the normal range of human
Kenobi), The Mysterious Stranger Who Teaches The Hero Something About Himself accomplishment. For example, a charac-
(Shane, several Clint Eastwood characters), The Shaman (Reverend Cleophus ter with the Gimmick “World’s Greatest
Jones, Yoda), The Wise Servant (Alfred the Butler), The Spunky Young Runaway Who Archer” will be able to do things with a
Shows the Hero How To See the Good in Everyone (Little Orphan Annie), The bow and arrow that are clearly in viola-
Disgraced Hero (Crash Davis, The Waco Kid), The Redeemed Villain (Angel(us)) tion of the laws of physics. In most cases,
you can’t learn a Gimmick; you either
The Herald: The Herald’s main role in the story is to get things moving by delivering have it or you don’t.
a message, issuing a challenge, or whipping out a prophecy. The Herald often A Gimmick can also represent a facet of
appears only at the beginning of the story, but may occasionally tag along with the character’s Body, Brain, or Nerve that
the Hero (usually as a Mentor, Shapeshifter, or Fool). is not reflected by the basic score. For
Common Herald Subtypes: The Messenger (R2D2), The Prophet (The Metatron), The example, your character may be a com-
Boss (M), The Recruiter (Agent K) plete moron who happens to be very good
at solving crossword puzzles. In this case,
The Threshold Guardian: The Threshold Guardian’s job is to test the Hero’s abilities he’d have an extremely low Brain Number
and worth. He may be good, bad, or just doing his job, and doesn’t even have to and the Gimmick “Crossword Puzzle
be an actual character—any obstacle that the Hero has to overcome to contin- Genius.”
ue his Journey is a type of Threshold Guardian. Threshold Guardians can occasion- Finally, a Gimmick can represent some
ally be befriended and persuaded to join the Hero, at which point they often take important advantage or resource that
on another archetype. your character has which is not described
Common Threshold Guardian Subtypes: The Gatekeeper (Cerberus), The Riddler by his other Words. For example, a char-
(Gollum), The Challenger (Sir Lancelot), The Temptress (the sirens), The Atomic acter with a magical ring may choose the
Monster (Godzilla) “Cool Toy” Gimmick.
Keep in mind that some Gimmicks may
The Shapeshifter: The Shapeshifter is a character whose real loyalties and goals not be appropriate because the charac-
ter’s other scores already reflect them.
(continued on page 14) For example, a Body Number of 16 implies
that the character is extremely physically
12 QAGS SECOND EDITION
Steven Thum (order #1779505) 9
WEIRD SHIT & GAME MECHANICS
Fictional characters are often able to do things that are simply not possible in the normal world. They fly through the air under
their own power, shoot lightning from their asses, and rampage through cities causing massive destruction. Okay, only Gamera
does all of these things, but you get the idea. The point is, it’s important for the GM and the players to have a good idea of what
is or is not possible in their game world. Often the genre will suggest the general level of weird shit possible in a game. For exam-
ple, characters based on action movie heroes will be able to make amazing shots, fire for hours without running out of ammuni-
tion, and survive explosions with only a few scratches. But they won’t be able to throw fireballs or petition the gods for
assistance.2
Even though the genre will set certain broad limits on weird shit, it’s up to the GM (with input from the players) to decide exactly
how this weird shit is handled in terms of the game rules. For our purposes, weird shit includes everything that defies the laws of
physics, from making an impossible jump to building a time machine or calling upon the elemental forces of cheese.
Yum Yum Expenditure: Some weird shit can be accomplished simply by spending Yum Yums. As a rule of thumb,Yum Yums allow
a character to succeed in weird shit if any character in the game world could theoretically perform the feat, given enough
adrenaline and some luck. For characters in a modern-day setting this generally means action movie stunts—probably impossi-
ble but still vaguely believable, though some game worlds may allow more spectacular results.
Skill Required: In some cases, a character will need an appropriate Skill to do something weird. For example, if a character
wants to use the Blasphemous Tome of Yargolith to summon a snot demon, he’ll have to be able to read the text, which is writ-
ten in Sanskrit. Unless the character has bothered to learn a 3,000 year-old dead language, he’s out of luck. If anybody could
learn how to do the weird shit with a little training, a Skill will be sufficient.
Job Required: Many types of weird shit require years of study to master. Even if powered armor is common in your world, a char-
acter won’t be able to build himself a new mecha suit without the proper training and equipment. As with Skill Required weird
shit, these kinds of tricks can be accomplished by anyone who has the proper training. The difference is that the training for Job
Required weirdness is much longer and more intense.
Gimmick Required: There are some things that most people just can’t do—flying comes to mind. This sort of thing requires the
character to have the appropriate Gimmick. Keep in mind that the norm is for the game world, not our world—if everyone in the
game world has four arms, the character doesn’t have to take the “Extra Appendages” Gimmick.
Combination: Sometimes, a combination of the above requirements will be necessary. A few examples are given below.
• Yum Yums and Job: This combination is useful for setting limitations on characters with special powers. Take, for example, a wiz-
ard who is drained by spell-casting. He makes all rolls using his “Wizard” Job, but in order to power his spells, he has to spend Yum
Yums (the exact number determined by the power of the spell). When he runs out of Yum Yums, he’s channeled as much mysti-
cal energy as he can for the time being.
• Skill and Gimmick: Say you have a character born with the ability to control fire. The character needs a Gimmick to be pyroki-
netic in the first place, and the Gimmick Number is the basic roll. The Skill represents the character’s ability to control her power.
• Job and Gimmick: If only the Chosen Ones of Flanchelder can become Cheese Wizards, the character will need the “Chosen
One of Flanchelder” Gimmick and the “Cheese Wizard” Job. If a person can only handle so much cheese magic before
becoming exhausted, the character may also have to spend Yum Yums to cast his spells. Of course, Flanchelder will probably
show favor (grant Yum Yums) to Cheese Wizards who glorify cheese and cheesemaking in all its forms.
A Note on Weaknesses: Weaknesses can, of course, trump a character’s ability to do weird shit. For example, if only the chaste
can wield the Sword of Mighty Power, chances are your character’s “Nymphomaniac” Weakness will keep her from using it.
2
These are generalizations that do not necessarily apply to Big Trouble in Little China or any movie made in Hong Kong.
fit. Taking the “Healthy as a Horse” character trait or minor inconvenience. As with Gimmicks, a character’s
Gimmick would probably be overkill. The character’s Weakness should be Weakness may reflect a facet of his Body,
something that he has little or no control Brain, or Nerve that is not properly
over and that presents a constant threat reflected by his Number in that Word. For
Weaknesses to his well-being. Curses, debilitating example, if your character is a fantasy
A Weakness is something that fucks up injuries, and psychological malfunctions mage, he will be Physically Weak regard-
your character. It should be like a tragic of every type are good examples of less of his Body Number. If his Body
flaw in literature, not just some annoying Weaknesses. Number is average or better, he should
GARY BEDELL
Jesse: I’m not sure how much Luke has are wandering around the U.S. and Jesse: That could work, but he sounds
told you about the kind of games I run, why you’re working together. like sort of a lone wolf.
but for the most part I like games with Why would he be traveling with
a lot of role-playing and storytelling, Sparky: Can I play Jerry O’Connell? the others?
but plenty of action, too. Anyway, the
other day I came up with the idea of Jesse: Huh? Bubba: Because they’re the other PCs.
doing a campaign where the PCs trav-
el the country helping others—kind of Sparky: Jerry O’Connell. You know, Luke: What he means is, why would
an “A-Team”/”Incredible Hulk” kind of [Orson Welles voice] “He wanders the your character want to travel with the
thing. What do you guys think? countryside, righting wrongs, defending rest of us? He has to have some kind of
the weak and protecting the innocent. reason. Like, maybe my character
Bubba: I was hoping we’d play D&D. For he knows what it’s like to be an saved your character’s life in a bar-
But I sure do like Mr. T and The Hulk, so I outsider. For he is Jerry O’Connell: The room brawl and in gratitude you
reckon your idea’ll work. What system Fat Kid from Stand By Me!” promised to help him find his sister.
are we using?
Jesse: Interesting concept, but it’s a lit- Bubba: I thought you said your charac-
Jesse: I always use the QAGS system tle out there. After all, Jerry O’Connell ter was a fudgepacker. How’s he going
has a very successful movie career. I to save a badass biker dude’s life?
Sparky: Kick ass! I love QAGS. I’m even don’t think he’d give it all up to walk
a Knome!4 the earth. Jesse: Don’t—
Bubba: I never played QAGS. Anybody Sparky: That’s cool. How about I play Luke: First off,“fudgepacker” isn’t a
got a rulebook I can borrow? Elvis? very appropriate term. Second, he’s
bisexual, not gay. Third, gay and bisexu-
Sparky: QAGS is so easy that you don’t Jesse: Well, I’d kind of like to keep Elvis al men are not necessarily effeminate.
need a rulebook to play. Of course, open as a possible GMC for later on. They can be as tough and manly as
you’ll want to buy a copy for yourself Would an Elvis impersonator work? anybody. My character’s like that. In
anyway. It’s a damn good read. fact, your character probably has no
Sparky: That just might! Let me think idea about my character’s sexual pref-
Bianca: Uh, what are you guys talking about it. erence.
about?
Luke: I’m thinking that my character’s Bubba: Okay, okay. So your character
Luke: The game system—the rules we a bisexual construction worker who’s saved my ass and I swore on my
use to decide what happens in the looking for his missing sister. leather jacket that I’d help him find his
game. Don’t worry, Sparky’s right. sister.
QAGS is a really easy system to learn. Jesse: Sounds like a good start, and it’ll
You’ll pick it up in no time. give your character a reason to travel. Jesse: Now we’re getting somewhere.
Did you have any ideas, Bianca?
Jesse: Yeah, we’ll teach you how to Bubba: I want to play, like, this total
play. Anyway, does anybody have badass biker dude. He’s wanted in 12 Bianca: I don’t really know. What are
character ideas? The big thing here is states, so he can’t settle in any one my choices?
to figure out a reason why you guys place.
4
Curious what Sparky’s talking about? Visit www.hexgames.com to learn more, and maybe even join the Order of Knomes yourself.
Jesse: So the little girl says,“Mommy and Bianca: Calm down, Bubba, it’s only a Bianca: I’ll try to sneak in through the
daddy are still missing. The clowns came game. What did I do wrong? window. Can I pile up the garbage cans
and took them one night. I told the and climb on top of them, like I said
police, but no one believes me . . .” Luke: Our characters can talk to people before?
and do everyday tasks easily enough,
Sparky: Holy shit! Evil clowns! but if you want to do something more Jesse: Sure. They’re unstable, so it will be
difficult there’s a chance of failure. That’s difficult to keep your balance. Being a
Bianca: Watch your language, Jimmy, what Jesse’s here for. That, and he feels a rodeo clown means you’ve had experi-
there’s a child present. need to exert control over a little fictional ence jumping up on barrels and stuff,
world since he’s so powerless in his own though, so roll your Job score.
Sparky: Oops, sorry. life.
Bianca: Okay. My Number is 15, and I roll
Bianca: Michelle says,“Little girl, I believe Jesse: Luke— a…16. That’s high—rolling high is good,
your story. I, too, have had run-ins with right?
these evil clowns. And I promise that me Luke: Just kidding, Chief. Anyway, in a sit-
and my friends will bring your parents uation like this we roll dice to figure out Jesse: Sorry, you want to roll high without
what happens. going over.
back to you.”
Sparky: Screw dice! It’s all about the Sparky: Like on “The Price is Right!”
Luke: Bruce nods sadly, and you can see
Yum Yums.
by the look in his eyes that he believes
Jesse: So a 16 is a failure.Your Gimmick
there’s no hope for the parents.
Bubba: “Yum Yums” is a stupid name. of “Lightning Reflexes” seems like it would
help you in this situation, though, so you
Bubba: Okay, okay, so we’re gonna track
Bianca: Are you talking about these little can make a Second Chance roll.
down this kid’s parents. Where do we
pieces of candy you handed out?
start?
Sparky: “Second Chance”? Wasn’t that
Jesse: Yes, those are Yum Yums. Like a show on Fox?
Luke: Hmmmm…killer clowns…that
Sparky said,Yum Yums are an important
would explain the really tiny car we saw
part of a QAGS game, but before we Bubba: Shut up.
parked outside Mr. Harrison’s disco. I bet
get into that you need to understand
Harrison’s in league with the clowns. We
how to use the dice. Let’s take this step Bianca: My “Lightning Reflexes” Number is
should sneak into his office and check it by step. 13, and I roll a 9. I rolled under! I succeed!
out.
Bianca: Sounds reasonable. Jesse: You climb up on top of the
Bianca: Okay, I ride back into town, garbage cans.You start to fall, but with
sneak into the alley behind the disco, Jesse: You guys get back downtown your lightning reflexes you’re able to right
pile up a couple of garbage cans and easily enough.You know that Mr. yourself. Now that you can take a closer
climb up through the second story win- Harrison’s office is on the second floor look at the window you find that it is,
dow, and pick the lock to Mr. Harrison’s above the disco. There’s an alley beside indeed, locked.
office. Once I’m inside, I— the building but you can’t tell if the win-
dow is open or not. And it’s broad day- Bianca: Shoot!
Jesse: Hold on, hold on.You can’t do all light, so sneaking around is going to be
that. difficult. Bubba: Don’t worry, baby, I got a Skill in
“Breaking and Entering.” Ol’ Mad Dog
Bubba: Why are you always giving her a Luke: I’ll station myself at the end of the will climb up there to take a look at this
hard time? Let her do what she wants! alley and keep a lookout. window.
and a defender. The attacker is the person arrow is small, for example. For guns, size goes without receiving treatment, another
firing the gun, launching the cathe- is based on the power and ammunition of Body roll is required. If the roll fails, the
dralpult, or throwing the rock. The defend- the weapon, not the physical size of the character permanently loses 1 point from
er is the guy he’s shooting at, flinging a gun or the bullets: BB guns are tiny; .22 his Body score. If the character’s Body
church at, or throwing towards. While the rifles are small; 9mm pistols are medium; score reaches 0, or if he takes any more
attacker uses whatever Word is most .44 magnums are large; .50 caliber damage, he’s dead, Jim.
appropriate to the sort of attack he’s mak- machine guns are frickin’ huge.
ing, the defender uses whatever Word best While size matters, it’s not the only
reflects his ability to avoid the attack. This thing that determines a weapon’s ability Complications
is almost always Body, though a few Jobs or to deal damage. When figuring out how The basic QAGS combat system is
Gimmicks can be used instead. While much damage an attack does, consult the extremely simple. Unfortunately, there
either participant in hand-to-hand combat Additional Damage Modifiers table and are a number of factors that can make
can cause damage to the other, only the add all appropriate modifiers. For exam- things a bit trickier. In addition, some
attacker can cause damage in ranged com- ple, a broadsword is big and pointy, which groups may want to add a few additional
bat. If the defender wins the roll, the means it has a Damage Bonus of +4. A rules to enhance their combat pleasure.
attacker simply misses his target. chainsaw is big, sharp, mechanically Before the game starts, check with your
assisted, and scary, for a total Damage GM to determine which optional rules she
Bonus of +6. A cathedralpult is frickin’ plans to use in the game.
Damage huge, mechanically assisted, and building-
Whenever the result of a combat destroying, for a Damage Bonus of +55.
sequence indicates that a character takes Combining “Hand-To-Hand”
damage, simply subtract the losing roll
(or zero, if the loser failed his roll) from Death and Ranged Combat
the winning roll. The result is the base When a character’s Health Point total If someone’s attacking you with a shot-
amount of damage caused by the attack. reaches zero, he’s dead. Theologians and gun and you’ve only got a rusty can open-
If the character who caused the damage philosophers have theorized for centuries er, chances are you’re not going to just
is using a weapon, add the weapon’s about what, if anything, happens to the stand there and let him shoot you.
Damage Bonus (see below) to this total. human soul after death. All that need Instead, you’re going to attempt to get
Subtract the result from the injured char- concern you, however, is that it’s time to close enough to take a swing at him. The
acter’s Health Points. make up a new character. Well, okay, your GM will decide exactly what is required to
character still has one last chance for life, close into hand-to-hand range (usually a
assuming he’s an Important Person (as series of Body rolls will do the trick).
Damage Bonus determined by the GM—many PCs quali- Until this happens, ranged attacks are
The basic Damage Bonus for an attack fy). When your character is mortally resolved normally. The ranged attacker
is based on the size of the weapon: +0 for wounded, make a Body roll. If the roll gets free attacks until his opponent is (a.)
tiny weapons, +1 for small weapons, +2 fails, he dies. If the roll succeeds, the dead or (b.) close enough to take a swing.
for medium-sized weapons, +3 for big character is alive, but in serious danger of If (a.) occurs, combat is over. If (b.)
weapons, and +4 for frickin’ huge shedding the mortal coil. Until the char- occurs, use normal hand to hand rules.
weapons (telephone poles, thrown cars). acter gets medical attention, he cannot Assuming the ranged attacker is still try-
For most ranged weapons, size is based on do anything other than bleed, gurgle, and ing to shoot at his opponent (and the GM
the size of the missile being fired—an perhaps cry for Mommy. For every hour he rules that the ranged attack will still work
QAGS SECOND EDITION 25
Steven Thum (order #1779505) 9
at such close range), he uses his ranged Whenever this happens, the GM decides classic literary device, after all. If fire just
attack Word and normal weapon modifiers. who has a chance of being affected by the burned for a minute and then went out, it
attack. The attacker makes a single would be handled like any other attack.
attack roll and each of the characters in However, since fire keeps burning until it
Armor danger of being hit by the attack makes is deprived of oxygen or fuel, and because
Sometimes your character will wear appropriate rolls to dodge or otherwise it’s so much fun, we feel that fire deserves
armor. Armor prevents damage. How do defend themselves. If the attacker tries to its own set of rules.
we convert this simple observation to focus the attack on a particular enemy, Whenever a character takes damage
game mechanics? Simple! Just subtract that character receives a -3 penalty. from a fire-based attack, he is on fire. If
the armor’s Armor Rating from the dam- the character is in danger of being set on
age total of the attack. See Dumb Table 5 fire in some other way, he must make a
for some sample Armor Ratings. Combat Modifiers Body roll against a Difficulty Number
Sometimes, characters can get the advan- Many situations can give a combatant determined by the GM (based on the type
tages of armor without having to wear an edge against his opponent. In hand-to- of fire he’s dealing with). If the character
elaborate bondage gear. For example, if hand combat, size, reach, and the condi- fails the roll, he takes damage as if the
your character’s ducking behind a car tions of the battlefield can all affect the DN of the fire were a successful attack. In
door, it’s a lot like wearing plate mail, only outcome of an exchange of swings. For either case, the amount of damage a char-
without so much chafing. Such “hard ranged combat, the distance between the acter takes from the fire becomes his On
cover” works just like traditional armor. attacker and defender, targeting equip- Fire Number (OFN). If the character
ment, and visibility can affect the out- remains in a fire-setting predicament, he
come of an attack. Assigning comprehen- must make a new Body roll every round. If
“ganging Up” sive modifiers to every single thing that the roll fails, his new OFN is added to the
When multiple people attack the same could affect combat would be really hard, old one.
opponent, that opponent becomes much and waste valuable time that could be Assuming the character gets out of the
easier to defeat. You remember when they spent making bisexuality jokes. Therefore, fire, his OFN automatically drops by 2 every
used to gang up on you back in high the GM should arbitrarily assign modifiers round. Usually, when someone’s on fire, he
school, right? This is the same kind of whenever she feels like it. Generally, no will attempt to put the fire out. To do so,
thing. The first attack against an oppo- single circumstance should result in a the character forgoes all other actions for
nent during a combat sequence is modifier worse than -5 or better than +5. the round and makes a Body roll. If the
resolved normally. For each subsequent Body roll succeeds, it is subtracted from
attack, the character being ganged up on the character’s OFN. At the end of each
receives a -2 penalty to his combat Using Yum Yums to round, the character takes damage equal
Number (-2 for the second attack, -4 for
the third, etc). Unless the creature being
Increase or Decrease to his current OFN. If his OFN is zero, the
fire has been extinguished.
ganged up on is exceptionally large, no Damage A third party may attempt to put out
more than four people can attack him in a
given combat round. This rule does not A character may increase the amount
apply to ranged combat—a character can of damage he does to an opponent, or
dodge each ranged attack that comes at decrease the amount of damage an oppo-
him using his full Body Number. nent does to him, by spending Yum Yums.
Every YY spent increases or reduces dam-
In addition to being stabbed, shot, and the character. For attacks by the CFU that
set on fire, there are many other ways a take a while to kill the character (poison,
Jesse: Suddenly, a group of clowns come Any modifiers? Bianca: I’ll try to keep the one I’ve got in
rushing out of the door at the end of the the rope busy.
hallway! They look pissed! Jesse: Sure, why not? I’ll give you +2 since
the clowns are at close range. Sparky: I attack one with a rubber chick-
Bubba: How many clowns? en!
Bubba: Cool! That means I need an 11 or
Jesse: You gonna stand there and count? less. Dammit! I rolled a 15. Jesse: All right, we’ll go Mad Dog, Bruce,
Jimmy, Michelle. Then the clowns that you
Bubba: Guess not. Mad Dog draws his Jesse: You miss. The bullet goes into the guys don’t attack will go.
gun. ceiling. Bianca, it’s your turn. Since you’re
in such a tight space, I’m going to give [Bubba rolls a 9. The clown he’s fighting
Jesse: What’s everyone else doing? you a -3 penalty. Use your “Robo Clown” rolls a 15, which fails.]
score.
Luke: I pull out my MagLite™ and get Jesse: The clown comes after you with a
ready to bust some heads. Bianca: That means I need to roll under bowling pin, but you manage to shoot
12. [rolls] Twelve! Nailed it! him before he can hit you. Let’s see,
Bianca: Is there room in here for me to you’ve got a .44, which is considered
use my lasso? “large,” so its base damage is +3. Since it’s
Jesse: [rolling for the clown] The clown
a gun, you get an extra +1. That means
got a 17, which is higher than his Body. The
Jesse: You think so, but it’ll be close. you do 13 points of damage. The clown
lasso doesn’t normally do any damage,
Sparky, what’ s Jimmy going to do? falls dead at your feet.Your turn, Luke.
but since you got a Lucky Break, I’m
going to say that the rope’s tangled
Sparky: I look around for a weapon. [Luke rolls 9, which is less than 1/2 his Body
around his neck. Let’s see—every round
plus his “Self Defense” Skill. The clown
you guys can make resisted Body rolls. If
Jesse: The clowns are all rushing toward that’s attacking him rolls 5.]
you win, you can cause damage as if
you. They won’t get here until next round.
you’d attacked him, since you’re choking
Bubba, you go first. Jesse: Luke, a clown tries to attack you
him. If he wins, he breaks free.
with a giant pencil, but you duck out the
Bubba: All right, I shoot the one in front. way and conk him on the head with your
Let’s see, do I use my Job for that? Luke: I just stand my ground and wait. flashlight. [Jesse calculates the damage.
Luke rolled a 9, but the clown rolled a
Jesse: I don’t think so.You can use the Jesse: Sparky, you’re looking around for a successful 5, which means the base dam-
Job for hand-to-hand fighting, but I don’t weapon. The only things lying around are age is 4. Since Luke’s flashlight is a medi-
think bikers shoot people enough for it to the rubber chickens. um weapon, he has a damage bonus of
be part of the Job. Use half your Body +2, for a total of 6. The clown has 12 HP.
score. Sparky: I pick up two and start swinging He’s in pain, but not out of the fight yet.)
them around like nunchukas. The clown yelps and stumbles a little bit.
Bubba: My Body’s 15, so that means half Your move, Sparky!
of it’s 8— Jesse: Right. Time for a new round. The
clowns are all going to make hand-to- [Sparky rolls a 19, which fails. The clown
Sparky: Hold on there, BoBo, you always hand attacks, except the one caught in attacking him rolls an 8, which succeeds.]
round down. That’d make it a 7. the rope. What are you guys doing?
Jesse: Bad news, Sparky. He stabs you
Bubba: My name’s Bubba, you shithead. Luke: Hit one with my flashlight. with a knife, which does +3 because it’s
Okay, 7, then. Plus I’ve got “Shooting” at small, sharp, and scary—it’s one of those
+2, so that means I need to roll 9 or less. Bubba: I’ll shoot the one coming at me. creepy curvy daggers. That means you
The Theory Behind Yum stop sounding silly (“Naboo” is a notable exception). If, however, you just can’t get
over the silliness of the term “Yum Yums,” feel free to call them something else—
Yums hero points, karmic counters, whatever you like. After all, we certainly wouldn’t
want you to feel silly while you’re pretending to be a swashbuckling elf named
Many game systems attempt to model Glixicore Mistymoon.
reality. A statistical analysis of the QAGS
30 QAGS SECOND EDITION
Steven Thum (order #1779505) 9
GARY BEDELL
IMPROVEMENT
happen in QAGS, you don’t need a Skill. You can just use Body, Brain, or Nerve. To
make things even clearer, you have to think like a number-crunching munchkin for
a moment. The key to trading in Skill bonuses without “forgetting” anything is to just
Changes to the character should trade in +1 from each Skill.
make sense within the story. For the Let’s say your character has a Body of 11 and has the following Skills: Climbing +1,
most part, improving Numbers and Running +2, Swimming +3, and Dodge +2. That means that he needs to roll 12 or
Skill Bonuses isn’t a big deal, especial- less to climb, 13 or less to run or dodge, and 14 or less to swim. To raise his Body
ly if the character has used those Number, he’d need to trade in 4 Skill Bonuses (12 divided by 3). If he trades in +1
Numbers or Skill Bonuses regularly. from each of his skills, he still needs to roll 12 (Body 12) or less to climb, 13 or less to
However, when a character learns run or dodge (Body 12 +1 Skill Bonus), and 14 or less to swim (Body 12 +2 Skill Bonus).
something new, it should be some- On top of that, if he wants to break down a door or something, he’s got a slightly
thing that makes sense in terms of better chance (since he’s rolling against 12 instead of 11).
the story. For some Skills, this can be
done by simply describing what you can use them to increase your Health Bonuses. Numbers must be raised one
characters do during their down Point Number. The cost is 3 Yum Yums point at a time. The Skill Bonuses that the
time. For example, the Gunslinger per Health Point. character trades in have to be in Skills
may teach the Kid how to shoot, or that are in some way related to the Word
being raised, but don’t all have to come
Increasing Other Numbers
the Tap Dancer may enroll in an
algebra class. Other skills may require from the same Skill. For example, the
a bit more work, or be impossible to You can increase any other Number character raising his Body could trade in
learn. For example, a character who (Body, Brain, Nerve, Job, or Gimmick) by Skill Bonuses from “Climbing”,
wants to learn the “Pilot” Skill will spending a number of Yum Yums equal to “Swimming”, or “Weight Lifting”, but not
need access to a plane, while the the new Number. So, if you want to raise from “History”. Skill Bonuses that are trad-
character who’s stranded on a your Body from 9 to 10, it’ll cost you 10 ed in no longer affect the character—basi-
desert island will probably need to Yum Yums. If you want to decrease your cally they’re now reflected in the higher
put his dreams of becoming a com- Weakness Number, the cost is equal to the score of the Word that the character raised.
puter programmer on hold until he OLD Number. So, if your Weakness If a character’s Skill Bonus in a Skill drops
gets back to the mainland. Number is 12, it’ll cost you 12 YY to lower to zero, he no longer has that Skill.
it to 11. Players are forbidden to keep a list of
Skill Bonuses that have been traded in or
“Bustin’ Kneecaps” Skill Bonus from +3 to Skills that have been lost due to such
+4, it would cost him 4 Yum Yums. A char- Trading In Skill Bonuses trading. If you can’t remember that your
acter can learn a new Skill, with a Skill It takes a lot of Yum Yums to increase character once knew how to do something
Bonus of +1, by spending 3 Yum Yums. A your Numbers, and it’s sometimes hard to without looking at a list, chances are he’s
Skill Bonus can only be increased by +1 resist the temptation to just eat the big forgotten how to do it, gotten rusty, or
per session, unless you can give the GM a pile of candy you’ve been saving to get that whatever. If it was important enough that
compelling reason to the contrary. For new, higher Body Number. If you want to your character would remember learning
most games, +5 is the maximum Skill get some use out of those Yum Yums now the Skill, you should remember it, too. In
Bonus a character may have in any Skill. without losing the chance to improve your this case, just remind the GM that your
character later, put them into Skill character “used to work at Subway” or
Bonuses. Later on, you can trade in those whatever and she’ll probably give you a
Increasing Health Points Skill Bonuses to improve your Body, Brain, concept bonus for your roll to make that
If you’ve ever watched a movie or tele- Nerve, Gimmick, or Job Number. This sec- sandwich.
vision, you’ve probably noticed that stars tion tells you how that works. Note: At the GM’s discretion, it’s possi-
don’t die as often or as easily as random The number of Skill Bonuses required ble for a character to trade in Skill
extras. That’s because they’re more inter- to raise a Number is equal to the new Bonuses in order to lower his Weakness
esting—they’ve got names and stuff. Number in the Word divided by three. So, Number. In this case, the character trades
Since Yum Yums are basically a measure if a character wants to raise his Body in a number of Skill Bonuses equal to his
of how interesting QAGS characters are, from 11 to 12, he’ll have to trade in 4 Skill old Number, divided by three. So, if a
32 QAGS SECOND EDITION
Steven Thum (order #1779505) 9
character wants to decrease a Weakness appropriate to that Job. It’s up to the GM few differences in the basic duties and
from 9 to 8, it’ll cost him 3 Skill Bonuses. and player to decide what Skills are Skills for the Job, the character simply
As with other Words, the Skill Bonuses essential, and at what level of compe- changes his Job title to reflect his new
traded in must be appropriate—in this tence they need to be learned. Once the position, pay scale, or whatever.
case, things that offset the Weakness. So, character’s got all the necessary Skills, he Shifting Focus: Sometimes a character
if a character wants to decrease his still doesn’t necessarily have the Job. takes on a new job with different duties
“Smelly Gamer Geek” Weakness, he may Remember, a Job isn’t just about Skills— but many of the same primary skill
trade in Skill Bonuses from skills like it also includes trappings, official accep- requirements. When this happens, the
“Personal Hygiene” and “Not Talking tance (if applicable), and sometimes even character will change his Job title and
about My D&D Character.” a paycheck. In most cases, these are lose a few points off of his Job Number to
things that the character has to get “in- reflect the fact that he’s still getting used
game.” A character who wants to become to the new duties and learning the new
Using Skill Bonuses to a Private Detective can probably get away skills. The number of points lost will
Increase Skill Bonuses with just buying a gun, renting an office,
and filling out the appropriate forms to
depend on how different the two jobs are.
Becoming a Specialist: If the charac-
As masturbatory as it may sound, a get a P.I. license. A character who wants ter is merely taking on a more specialized
character may trade in Skill Bonuses to to become Pope, on the other hand, will form of his existing job, he’s becoming a
increase other Skill Bonuses. Usually, this have to spend years rising through the specialist. To do this, the player and GM
happens when a character trades in “spe- ranks of the Catholic Church. Once the first determine the requirements for
cialty” type Skills to improve the more character has secured all the trappings becoming a specialist. This is much like
general Skill. For example, a character and learned the basic Skills, he gets the determining the requirements for a Job.
may trade in Skill Bonuses in “American Job with a Number of 6. He may then Once the character has met those
History”, “German History”, and “French trade in appropriate Skill Bonuses to requirements, he trades in the appropri-
History” to increase his “History” score. increase the Number. ate Skill Bonuses for a new Job title (the
The number of Skill Bonuses required in Job Number stays the same).
this case is equal to the new Skill Bonus Getting Rid of a Job: Sometimes, one
in the Skill being raised. Other Stuff with Jobs of a character’s old Jobs just doesn’t make
In addition to getting a new Job, char- sense anymore. When this happens, the
acters may sometimes want to make character can get rid of the old Job. When
Learning a New Job changes to, or entirely rid themselves of, he does this, the character gets a number
When a character wants to learn a new an existing Job. Here’s how you do it. of Skill Bonuses (unattached to any spe-
Job, he’ll start out by learning the Skills Changing Job Titles: If there are very cific Skill) equal to his Number in the
“GROOVIN’” GARY BEDELL
Sparky: That’s just what I’m saying, Luke. Luke: Good God, no! find it completely empty. No clowns, no
It’s criminal how underrated Hudson Mr. Harrison, nothing.
Hawk is. Absolutely criminal. Jesse: What you have to understand
about QAGS, Bianca, is that it doesn’t Luke: I want to search the whole build-
Luke: Sparky, are you insane? That attempt to model reality. Instead, it— ing, top to bottom, for clues. That would
movie’s terrible. be, what, a Brain roll?
Sparky: He means you can bribe the
Sparky: [forms his fingers into a cross] GM with candy. Jesse: Sounds good.
Blasphemer! Get thee behind me!
Jesse: Yes, that’s the basic idea. I hand Luke: Damn, I rolled a 14. I fail.
Jesse: Please, Sparky, take your Ritalin. out Yum Yums when you players are
It’s time to get started. doing a good job. For instance, remem- Bianca: Let me try. I’m also going to
ber last time when you came up with search the building, but I’m going to
Sparky: Sorry, Jesse, it’s just a very sensi- that plan to get Jimmy registered in the spend a Yum Yum. [hands Jesse a piece
tive topic with me. Before we start, hospital? I gave you a Yum Yum then for of candy]
though, I’ve got something for you. your quick thinking.
[Sparky reaches into his backpack and Jesse: [pops the candy in his mouth]
produces a large bag of Smarties™, Once you’ve got Yum Yums, you can Aha! You find something that Bruce
which he hands to Jesse.] spend them to influence the game. You overlooked—a hidden trapdoor in the
can buy an automatic success, for basement. It’s large and it looks heavy.
Jesse: Hey, thanks! I was almost out. example.
[Jesse opens the bag and hands Sparky Bianca: I open it. [rolls Body] I roll a 3,
some candy.] Here’s a couple of Yum Bianca: Oh, cool! We don’t have to roll which is a success.
Yums for your efforts. the dice so much.
Jesse: Unfortunately, this is a very big
Sparky: Excellent. Bubba: What are you talking about? I door. You rolled under the DN, so it still
love rolling dice! [Bubba picks up a die won’t come open. It probably takes
Jesse: Hopefully all of you wrote down and rolls it.] Look! I got an 18! I rock! several people to open it.
how many Yum Yums your characters
had at end of last week’s session. [Jesse distributes the appropriate Yum Bianca: I round up the other three and
Yums to everyone.] get them to help me.
Bianca: I got five pieces of candy last
session but I still don’t understand what Jesse: When we left off last time, you Sparky: Other two—I’m still in the hospi-
they’re for. Am I supposed to eat them? guys had gone back to the disco to tal.
Luke: If the door has a set Difficulty Bianca: I shudder at the sight of all these Bianca: Well, I’d kind of like for my char-
Number, one Yum Yum probably won’t horrible, evil clowns and fall down to the acter to know more about the evil
be enough. ground clutching my head and moaning. clown cult. Can I get some kind of Skill in
that?
Bianca: How many Yum Yums will I Jesse: Way to stay in character, Bianca.
need? Have a Yum Yum. [hands Bianca a piece Jesse: Well, since all you know about
of candy] them is what’s in your background and
Jesse: Who can say? [Jesse performs a the few things you’ve picked up during
quick calculation—he’s assigned the Bubba: Anything cool on the altar? the session, it doesn’t really make sense.
door a DN of 10. Each Yum Yum Bianca But if you can figure out a way for
spends will be worth 3 points, so she will Jesse: Just dried blood. You’re not sure if Michelle to learn more about the cult
need 4 YY to succeed in this task.] it’s human or not. between now and the next session, I
guess you could get a skill in “Evil Clown
Bianca: I spend 3 Yum Yums. [hands Luke: These pictures on the wall are of Cults.”
Jesse three pieces of candy] evil clowns from throughout history, right?
Bianca: I guess I could check out the
Luke: Here, take a couple of mine, too. Jesse: Looks that way. library, but I doubt there’d be much
[tosses Jesse two pieces of candy.] there. How about if I start checking out
Luke: So it makes sense that there might the internet for information on the guys
Bianca: Thanks! You didn’t have to do be some recent evil clowns on here as who are confirmed evil clowns. Would
that. well, right? Maybe some evil clowns that that be okay?
we know?
Bubba: Hey, is that allowed? Those aren’t Jesse: That would work, but you guys
her Yum Yums! Jesse: It’s possible, but— don’t have a computer in the van.
Jesse: I’d say it’s okay. Bruce is thinking Luke: [hands Jesse two pieces of candy] Bianca: Could I maybe go to cyber-
positive thoughts about Michelle or I’d say it’s likely, wouldn’t you? cafes and public libraries whenever we
something. stop to rest?
Jesse: [eats the candy] Yeah, now that
Anyway, Michelle, you summon up all you mention it, you do notice a picture Jesse: I’ll let you get away with that. It’ll
your strength and all your rage at the on the wall that looks a lot like someone cost you 3 Yum Yums to get a Skill Bonus
evil clowns who have ruined your life, you know. of +1.
and with a mighty effort you swing the
trapdoor open. It reveals a stone stair- Bianca: Really? Who is it? Bianca: Cool. Oh, wait! Since we adopt-
way. ed the little girl whose parents were
Jesse: Beneath the facepaint and the killed by the evil clowns, do we need to
Bianca: I head down the stairs. sinister grin, it looks a lot like sweet old get any Gimmicks or Weaknesses?
Nurse Quigsley. Maybe “Sidekick” and “Obligations” or
Luke: Bruce hears the loud sound of something?
Michelle opening the trapdoor, and Bubba: Holy shit!
comes down to the basement. Jesse: Nope. We can handle any
Jesse: Meanwhile, Jimmy, you’re in the advantages or drawbacks of having an
Bubba: Yeah, so does Mad Dog. hospital when you see that nice Nurse 8 year-old around through role-playing.
Quigsley coming into your room… Besides, you’ll only have her with you
Jesse: The three of you descend into the until you get to her distant aunt’s house
darkness. You find a large, open room. (Several Hours Pass) in Montana.
The walls are ringed in candles, and by
their light you can see ancient runes Jesse: Good job, everyone! Before we Sparky: I seriously need some more
and terrifying pictures of clowns through- call it a night, does anyone want to Health Points. How much will that cost
out history. In the center of the room is improve their character? me?
MARK KIDWELL
5
Every gaming group has at least one person who wants to play the brooding loner. If you feel you must do this, please figure out a compelling reason why your char-
acter might actually work with the other characters. Once your character says “I’m not a team player,” they’ll be entirely within their rights to say “Okay,” and ignore
you for the rest of the evening.
Jesse: Oh, hello, Bianca. The game’s Jesse: Damn. I had my doubts about Sparky: I want to—
not for another fifteen minutes. you at first, Bianca, but you’ve turned
out to be a really good player. Bubba: What other plans?
Bianca: I know. I came early so I could
show you some of the stuff I’ve been Bianca: It’s funny, I didn’t expect to Bianca: It’s none of your business.
working on. even like role-playing—I only came
along to please Bubba. But now I love Bubba: I say it is my business. You’re my
Jesse: Huh? it. This game is the high point of my girlfriend, aren’t you?
week.
Bianca: Remember how you said you Luke: Stop harassing her, Bubba.
were having trouble figuring out the Jesse: I bet Bubba’s proud of you.
evil clowns? Like, where they originat- Bubba: Shut up. Come on, what it is
ed? I did some research online, and Bianca: Who cares what he thinks? you got to do that’s so important?
figured out a way to tie the clown cult
in with Babylonian mythology. There Jesse: Uh, right. Hey, looks like Sparky’s Bianca: If you must know, I’m going out
are some really cool parallels. Here, I here. with Luke.
printed it out. [hands Jesse some
sheets of paper] Sparky: Howdy, folks! I brought the Bubba: What?! But he’s queer!
Cheetos™ and root beer!
Jesse: Wow. Thanks. I can’t promise I’ll Luke: Bisexual. That means I like boys
use this, but I’ll definitely read it. [Luke and Bubba arrive and, after and girls. [smiles at Bianca] Girls like the
some small talk and snacking, play lovely Bianca.
Bianca: I’ve also been thinking about begins.]
Michelle’s past a lot. I never figured out Bubba: [rising from the table] So you
why she became a rodeo clown in the Jesse: We left off in the bar, where you like girls, huh? Do you like getting your
first place. I mean, I know where she and Monty got into that big fight with ass kicked? Huh?
got the skills, but what about the moti- the hitmen. Bubba, your dear friend
vation? Then last session when I had Monty is lying there filled with bullets. Jesse: Bubba, please! Not in my living
her jump off the building and tackle His blood is splattered all around the room!
the evil Elvis impersonator — room. He’s still stirring, though, and you
can see that he’s slowly, painfully, trying Sparky: Come on, man. You can’t
Jesse: That was great, by the way. Very to speak . . . blame her. Luke’s just way cooler than
dramatic. you are.
Bubba: Whatever. I wait until he croaks.
Bianca: Thanks. Anyway, after that, it Bubba: I’m gonna strangle you, you
occurred to me that she acts really Bianca: [sighs disapprovingly] little— [reaches for Sparky]
brave to compensate for this deep-
rooted fear she has. It all goes back to Bubba: Hey Bianca, you wanna catch Jesse: Bubba! Get ahold of yourself! All
her childhood . . . well, I’ll let you read a movie tomorrow night? of you, listen to me! This is supposed to
about it. [hands Jesse some pages] I be a role-playing game, not profession-
wrote up a short personal history. It’s Bianca: No thanks, Bubba. I’ve got al wrestling! It’s fun! It’s make-believe!
got some GMCs you can use, but other plans. So let’s leave our personal problems at
mainly I wrote it to get a better handle the door!
on her. I think she’ll have a lot more Jesse: Can we please focus on the
depth now. game here? Bubba: Fuck this. I’m out of here. [walks
GARY BEDELL
The good news is, the GM really does wield tremendous power in the game—even more in QAGS than in most game systems. You
can veto character concepts. You can decide whether actions succeed. You can demand tribute in the form of candy.
The bad news is, you won’t have tremendous power in real life. You’ll still be the same old you. If you’re a power-mad tyrant who
crushes the PCs at every turn, the players will quit the game. They may even key your car. And you’ll be powerless to stop them
because, let’s face it, they can kick your pasty ass.
Since they can shut down the game at any time, it’s in your best interests to work with the players. Set aside any domination issues
you may have. Treat the players with respect— you’re not the boss of them. All of you are working together to tell a story and have a
good time. Those are the only two goals that matter: tell a story and have a good time. It’s a game, right? You’ll have a lot more fun
when you’re working with the players than if you’re trying to crush them like bugs (not literally, of course).
As the GM, you’ll be in charge of maintaining the game world, the fictional environment in which the game takes place. You’ll create
big chunks of the world, set the tone, control dozens of characters, direct events, and resolve character actions. It’s an awesome
responsibility, but we think you’re up to it. After all, we’ve had our eye on you for quite some time now.
GARY BEDELL
7
Yeah, right . . . like any player is going to come up with a weak character concept. Still, we can dream.
Yum Yums
You already know what Yum Yums are
and how they work. “But how,” you ask,
“do I know when to give Yum Yums to the
players?” Damn, you sure ask a lot of
questions. If you keep this up, we’ll be
here all night. But we are willing to go
that extra mile for you, our fanatically
devoted fan base. The answer to your
question is simple: give the players Yum
Yums whenever they do something that
helps you out or makes the game more
fun. Yum Yums can be awarded for any-
thing from good role-playing to paying for
the pizza.
The number of Yum Yums you hand out
RICK HUDSON
and style to your ficton, and give your players the opportunity to play a
drinking game and role-play at the same time.
LEARN IN ENGLISH CLASS these people will never play a major role
in the story doesn’t mean they shouldn’t
be memorable. By making them seem like
A good story answers six key questions: Who?, What?, When?, Where?, Why?, and real people, you’ll make your world seem
How? Good stories used to also answer the question “To What Extent?” but this a lot more believable.
qualification was repealed in 1989 during negotiations to prevent a teachers’ Here are five helpful hints and one
strike. Anyway, if any of your players happen to be English teachers, you’ll probably clever lie about using GMCs in your game.
want to make sure your story answers these questions. 1. Give them personalities. Make
Who are the characters in the story? Since you already know who the PCs are, the GMCs colorful and memorable. Even
main “Who?” you need to worry about is the person responsible for causing the stock characters used only briefly should
conflict. In addition, you need to think about what other characters the PCs are be given quirks or identifying mannerisms
likely to encounter during the story. Who are they? What do they know? What that make them unique. If most GMCs
resources to they have? don’t have personalities, players will prob-
What is the conflict of the story? Conflict is essential to a good story. That’s why ably suspect those that do of secretly
people don’t tell stories about going to the store to buy a loaf of bread unless being major villains.
they’re attacked by terrorists along the way, spot Elvis in aisle six, or have to deal 2. The level of detail necessary for a
with some incompetent cashier in the checkout line. GMC is proportional to the amount of
When is the story taking place? While the setting of the story will tell you the gener- “screen-time” that character will
al geological era in which the story happens, it’s good to have a bit more detail. receive. It isn’t necessary to know the life
How much time will pass during the story? Will major events happen at day or at history and innermost thoughts of the
night? What time of year is it? Are there any time limits on the action (the ritual pizza guy, unless he is secretly a major vil-
must be completed by midnight, Dr. Villain will destroy the world if he doesn’t get lain.
his Girl Scout Cookies by Thursday)? 3. Don’t get too attached to your
Where does the story take place? Again, you’ll already know some of this from the GMCs. If it’s time for them to die, let
setting. Think about where the PCs might go, where supporting characters are likely them go gently into that good night.
to be found, and what locations lend themselves to dramatic scenes. The level of Remember, the PCs are the heroes. If the
detail you’ll need for a location depends on what you suspect will take place GMC was secretly a major villain or some-
there. If the PCs are visiting King Vitamin’s castle for a masquerade ball, you’ll just thing, any information about him that the
need to know that it’s a nice place. If they’re storming King Vitamin’s castle, on the players don’t know can easily be trans-
other hand, you’ll probably want to draw a map and come up with lots of details ferred to another character.
about the castle’s defenses. 4. Don’t give GMCs access to knowl-
Why is this happening? Most conflict in RPGs is caused by a villain, so the key ques- edge that they wouldn’t realistically
tion here is “Why the hell is he doing that?” What does the antagonist hope to have. It is highly unlikely that the cab dri-
accomplish if his plans succeed? In addition to the bad guy, you’ll need to consid- ver knows the PCs’ plans and motives,
er the motivations of supporting characters. unless he is secretly a major villain.
How is the bad guy doing this? How can he be stopped? In order to commit a 5. Don’t let the GMCs do too much.
crime, you need means, motive, and opportunity. You already know the bad guy’s They should not overshadow the PCs, and
motive, and opportunity is usually completely arbitrary. While you don’t have to you should never let them resolve a major
know the villain’s plan down to the last detail, you need to know what resources he plot conflict. Also, keep in mind that
has available and how he plans to use them. You’ll also need to consider what GMCs should never simply be resources.
contingency plans the villain has in place in case something goes wrong. Finally, They’ve got their own problems, and won’t
since you probably want the PCs to win, you’ll need to make sure there are flaws in always have time to bail the PCs out of
the plan, and ways for the PCs to discover and exploit them. trouble. This is especially true when the
GMC has no particularly good reason to
52 QAGS SECOND EDITION
Steven Thum (order #1779505) 9
help the PCs—for example, if he’s secret-
ly a major villain.
6. Every GMC should secretly be a
major villain.
Themes
CONVENTION GAMES Before you start plotting your story,
consider what its central theme might be.
Convention games are quite different from the games you run at home for your Most stories have one, and knowing it
friends. Therefore, you’ll need to follow a slightly different process when preparing early on can make plotting a lot easier.
for a con game. These guidelines will help you get started. Try to sum up the theme in a single sen-
Players: The first thing to realize when preparing a con game is that there’s a tence, like “Actions have consequences,”
good chance you’re not going to know most of the players. More importantly, at or, “Monkeys are not to be trifled with.”
least 25% of con-goers are card-carrying, USDA-approved morons. Understand Most themes are much more complex
going in that the odds of you having a good time are not good. than a single sentence, but this will get
Genre and Setting: You’re not going to have time to establish a rich world with you started. Whatever theme you’ve cho-
subtle nuances in a few hours, so stick with a straightforward setting. If there are sen, try not to be heavy-handed. The play-
important diversions from the “default” world for the genre you’re using (for exam- ers are interested in a game, not a ser-
ple, a fantasy world where knomes are 17’ tall), make sure you can easily convey mon.
the information to your characters. It might be a good idea to provide a handout Once you know your theme, you can
listing important facts about the setting. add in things that help underscore it. For
Character Concepts: Don’t worry too much about motivations, backgrounds, and example, if your theme is “Be careful
other lofty ideas when creating characters for con games. A simple concept that what you wish for,” let the nerdy PC use
fits the game world is all you really need. After all, most of these people just want
his Love Ray on the head cheerleader.
to roll dice anyway, and you’re not getting paid to teach them about the finer
Then show him what a bitch she is. To add
aspects of gaming.You’ll probably also want to establish that all the characters
thematic complexity to the story, you can
already know one another, since you’re running on a tight schedule and don’t
add an element of moral ambiguity. Just
as characters are more interesting when
have time for all that “getting to know you” crap.
they’re flawed, stories become more inter-
Character Words and Numbers: Despite the simplicity of the QAGS system,Yum
esting when the protagonists are faced
Yum-based character creation can be a little time consuming. One way to over-
with problems to which there are no easy
come this problem is to simply create the PCs in advance. If you’d prefer to give
and obvious solutions.
the players some control over their characters, however, we suggest using the Qik
If you don’t have any ideas for a theme,
Start Character Creation rules in Appendix 60. As the players create their charac-
don’t worry. You can always fall back on
ters, be on the lookout for disruptive Jobs, Gimmicks, and Skills such as “Mad
“good vs. evil.” If a theme becomes obvi-
Bomber,”“Make Things Explode Though Sheer Force of Will,” and “Demolitions.”
ous as the story unfolds, run with it. If
Themes: For convention games, it’s best to stick with simple, universal themes.
not, that’s okay, too. A story can be enter-
You’re usually not going to properly explore a complex theme in the few hours
taining and exciting even without a lot of
you’ll have to run the game. Besides that, you don’t know the players, so it’s best
subtext.
to avoid themes that might offend or confuse them.
Plot: Because you’ve only got a limited amount of time, you’re going to have to
make sure that your plot is interesting but still relatively simple. Make sure that you Plot
can involve the PCs in the action immediately, either by giving them a “mission” or All right. You’ve got a genre, a setting,
by setting up the opening scene of the game in such a way that they have no some characters, and a theme. To com-
choice but to get involved. Make sure that everything the characters need to plete the story, you need a plot. Without
know to resolve the plot turns up in the story. The players are unfamiliar with the one, this thing you’ve created is no more a
world, so they’re not going to know that wizards always wear purple or that ram- story than that Ewok village diorama you
paging swamp beasts explode when they hear “Purple Rain” unless you tell them. built out of Tinkertoys. As we learned in
PC Death: The great thing about con games is that people don’t get too English class, every story has a beginning
attached to their characters. Therefore, there’s nothing wrong with letting PCs die. (where conflict is introduced), a middle
Usually, you’ll want to let the characters live through most of the game (especially (where the conflict is resolved), and an
for “pay to play” events), but there are two circumstances in which you should end (the aftermath of the conflict). If
have no qualms about killing a PC. The first is when the player has something else you’d like a more detailed plot outline to
to do—for example, if he wants to go to a panel that starts before the game’s work from, take a look at the Hero’s
scheduled to end. The second is when the player’s causing trouble. If he’s ruining Journey appendix.
the game for everyone else, kick his (character’s) ass and get him out of the way. Beginning: Your most important job
After all, you’ll probably never see him again, so who cares if he gets mad? here is figuring out how the PCs find out
about the plot and why they decide to
become involved. The “how” part is usual-
QAGS SECOND EDITION 53
Steven Thum (order #1779505) 9
ly easy—the baron asks them to slay the Middle: Just like a stromboli, most of that, think about where the action will
dragon, or the ship they’re traveling on the really good stuff about a story is in the take place and what resources, informa-
gets taken over by terrorists. The “why” middle, so your biggest job is to figure out tion, and other tools are available to the
part is a little more difficult. The charac- what happens after you get the players PCs.
ters will usually have the option of refusing involved but before the story ends. Don’t End: There’s no way to know exactly
to become actively involved in the story, so plot your story by trying to figure out what how the story will end until you’ve actually
you’ll have to find a way to motivate them. the PCs are going to do. Players are played the game. Still, you’ll need a rough
While some characters are motivated by skilled at completely ignoring the obvious idea of the rewards for success and the
the desire to do the right thing, most do course of action in favor of something the consequences of failure. Also, you’ll want
things for more selfish reasons (money, GM never even considered. Instead, think to consider how to make sure that the end
revenge, to get laid). Knowing what makes about what the other characters in the of the story supports your theme. For
the characters tick is key to getting the game—villains, cops, gods, or whatever— example, if your theme is “Crime doesn’t
PCs involved in the story. will do. Develop a rough timeline of pay” and the bad guy manages to escape,
events as they will happen if the charac- you’ll need to tack on an epilogue in which
ters don’t get involved. After you’ve done the PCs hear a news story about the crimi-
nal being captured by police, killed by
his partner, or eaten by wild dogs.
In addition to the main action of the
story, your game may include one or
more subplots. Subplots are stories that
run parallel to the main narrative and
may or may not have a direct effect
upon the primary plot. Subplots are usu-
ally about the things that are going on
in the characters’ personal lives, and
will often be suggested (or even fully
plotted) by the players. John McClane’s
troubled marriage in the Die Hard
movies is a good example of a sub-
plot. Developing subplots is just like
developing the main storyline.
The Campaign
In RPG jargon, a campaign is
an ongoing series of stories that
takes place in the same ficton
and usually involves the same set
of characters. While some cam-
paigns consist of a series of
unrelated stories, most of the
time each new story builds on
the previous ones to create an
overarching plot. Campaigns
allow for game worlds, charac-
ters, plots, and themes with a
great degree of depth and complexity,
and can be very rewarding for the GM
and the players. Creating a campaign is
just like creating a story, only there’s a
lot more work involved. Some of the
most important aspects of a good cam-
paign are described below.
A good campaign has a beginning,
a middle, and an END. Even if all of
the individual stories are completely
unrelated, your campaign is a story.
GARY BEDELL
Mood
Mood is the atmosphere you create in
your game world. It’s up to you to com-
municate the appropriate mood to the
players. As A Dictionary of Literary
Terms9 points out, “An atmosphere of
childlike simplicity, for example, or of
mystery, may be set up, partly by the
objects described and partly by the style
of the description.” This doesn’t mean
that you should spend a great deal of
time describing every aspect of the set-
ting during the game. A few telling
details should do the trick.
Really, though, we don’t think we can
put it better than our old friend Ryan
Trimble, who once wrote, “Mood is very
important to a game. The gaming atmos-
phere can tell the players what kind of
an adventure to expect. A dimly-lit room
with candles and Gregorian chants sug-
gests an adventure filled with mystery
and horror. In addition to lighting and
music, props can be used to suggest
MARK KIDWELL
hard work that won’t earn you a dime. mood in the game.
The best you can hope for is the respect of Music can be used to
your players, and even that’s hard to come manipulate people’s
by. Still, if you’re a true GM you don’t care emotions, and so can
about the money or the respect—you’re different types of
in it because it’s become a dangerous lighting. Be careful
obsession. Here are some advanced tech- not to overdo the
niques to make your life more complicat- music and the weird
ed. lights—you don’t
Sharing GMCs: As we mentioned earli- want to give anybody
er, you can let the players take control of a headache.
58 QAGS SECOND EDITION
Steven Thum (order #1779505) 9
APPENDIX ONE Big Lists of Words
The majority of ESCRT agents are not typ- brought along just in case they succeed.
Sample Special Ops ical humans. Most have some form of
metahuman ability or power useful in
• Eightball agents believe that the
murderer they’ve been tracking may be a
Campaign: Eightball combat situations. ESCRT’s primary func- powerful demon. ESCRT agents are sent
tion is similar to that of a swat team, but to assist in the arrest.
Special Crises Response occasionally ESCRT agents are assigned • Dr. Mecha is attacking Des Moines.
to accompany regular Eightball teams ESCRT is sent to help capture him.
Team who expect that they’ll need the extra
Setting: Modern Day United States muscle.
ESCRT Rules
Campaign Set-Up: Project Eightball is
the FBI’s top-secret task force for dealing • ESCRT agents can have superpowers.
Adventure Ideas
with supernatural and paranormal situa- • The U.S. government is not as picky
tions. While all Eightball agents receive • A superhuman criminal known as about who it works with as M-Force.
extra combat training, even the best G- Captain AC/DC with lightning powers has Monsters, aliens, and the like are possi-
Man is going to have trouble bringing in taken hostages. ESCRT is called in to ble, as long as they can curb their desire
an eight-hundred-pound talking gorilla. handle the situation. to kill innocent civilians, eat human flesh,
The Eightball Special Crises Response • A group of Eightball agents have and engage in other illegal activities.
Team (commonly referred to as “Escort”) tracked a pack of werewolves to their • Once a GMC has a name, he becomes
is called in whenever Eightballers find wilderness compound. ESCRT is called in much harder to kill.
themselves in over their heads. to eliminate them. • The civilian/military authorities
ESCRT agents are specially trained in • Eightball agents discover that a involved always have a plan. This plan
capturing (or killing, when appropriate) group of heavily-armed cultists are plan- almost always fails and results in a high
unusually tough and powerful criminals ning to summon ARARARARAR, God of body count.
with a minimum of collateral damage. FIRE and EVIL! ESCRT agents are • Action movie physics apply.
• ESCRT has access to mind-boggling
powerful experimental technology. So do
many of the bad guys.
• If ESCRT is being called to handle a
situation, there WILL be massive property
damage.
ACTION CHARACTERS
How to Be an Action Hero: “What
Archetypes would Joe do if he were here?… He’d
Hero: The Tough Cop (John McClane) shoot everybody and smoke some ciga-
Mentor: The Partner (Roger Murtaugh) rettes.” – Jimmy Dix, The Last Boy Scout
Herald: The [Insert Noun] In Trouble (Kip Raines)
Threshold Guardian: Nameless Mooks (Mobsters)
Shapeshifter: The Mysterious Babe (Jinx)
Trickster: The Sidekick (Short Round)
Shadow: The Criminal Mastermind (Dr. Evil)
Popular Action Gimmicks: Unlimited Ammo, Powerful Kung Fu, Stunt Driving,
Crack Shot, Tough As Nails, Cool Toys, Bad Mother F—Shut Yo’ Mouth, Contacts
Popular Action Weaknesses: Enemy, Hunted, Overconfidence, Flashbacks,
Alcoholic, Wrong Place at the Wrong Time, Vendetta
slingers, even rock musicians. pawn in their plan to achieve great mysti-
Sample Urban Fantasy By the 21st century, the Powers That cal power. Their understanding of the
Be announced the metaphysical equiva- nature of magic is misguided at best.
Campaign: Gods for Hire lent of downsizing. Forgotten gods and • The characters attempt to regain
heroes were to be let go. Those that popularity and restore themselves to their
Setting: Modern-Day America stayed would be combined into proper place in the collective uncon-
Campaign Set-Up: In the old days, it “Archetypal Godheads.” The Archetypal scious.
was good to be a god. The world’s popula- Godhead is sort of a divine time share • The characters search for one of their
tion was low, which meant that there was deal loosely based on Christianity’s Holy old allies.
plenty of room in the collective uncon- Trinity. Rather than hang around as a bit • The characters become involved in an
scious for everyone. If you were a god, you player in a Hollywood theme park version adventure with uncanny similarities to
never had to worry that your favored fol- of your old self, you decided to pack your their traditional myths.
lower or bastard son would be forgotten bags and head for earth. • The characters attempt to gather an
by future generations. All you had to do army of fallen gods to storm the collective
was ask management for a little extra unconscious.
Adventure Ideas:
mind space and he could set up shop for • Gods from another pantheon declare
himself. As the earth’s population grew, • The characters attempt to adjust to war on the characters.
however, things started to get a little everyday life.
crowded. Eventually, you and your fellow • A group of college students who dab-
G ods for Hire Rules
gods were forced to yield territory to ble in the occult manage to entrap one of
knights in shining armor, outlaw gun- the characters. They plan to use him as a • A god can’t go against his basic
nature.
• Prophecies, omens, and portents
regarding the gods also apply to their
human form. For example, Balder can
only be killed by mistletoe.
• Fallen gods still have many of their
FANTASY CHARACTERS traditional powers, but in weakened form.
• A god’s power depends on the num-
Fantasy Archetypes ber of followers he has. These people do
Hero: The Brave Warrior/Wizard/Little Girl (Hawk the Slayer/Harry not have to worship the god in a tradition-
Potter/Dorothy) al sense. As long as they trust, respect, or
Mentor: The Wise Old Wizard (Gandalf) idolize the god, he’ll be able to leech
Herald: The Omen (The Sword in the Stone) some power from them. (This is why a
Threshold Guardian: The Gatekeeper (Fluffy) number of gods have sought work in the
Shapeshifter: The Literal Shapeshifter (The Frog Prince) entertainment industry).
Trickster: The Trouble-Causing Fairy (Puck)
Shadow: The Would-Be Conqueror (Marvin the Martian)
Popular Fantasy Gimmicks: Band of Followers, Cool Toy, Warp Reality, Favored Fun Fact: Poseidon is a huge fan of
by the Gods, Good at Riddles, Pure of Heart, Super Strength, True Love Jimmy Buffett.
Popular Fantasy Weaknesses: Achilles’ Heel, Code of Honor, Cursed,
Disgraced, Enemy, Hubris, Physically Weak
Sample High Seas good weather, the sailors may actually Santa Lucinda Rules
make it there alive.
Campaign: Santa Lucinda • There’s always a crusty old sailor who
knows everything.
Adventure Ideas:
Setting: The High Seas, 1570 • Rum goes down better if you sing a
Campaign Set-Up: Even though Sir • The ship runs into a gale that threat- song about drinking it.
Francis Drake and his men attack other ens to tear it apart. • Not paying attention to the sea will
ships and take their treasure, they are not • Spanish pirates try to recover the get you killed.
pirates. No, they are doing their part to Santa Lucinda’s gold. • There’s always a traitor among the
serve the glory of England by attacking • Most of the sailors don’t believe in crew.
Spanish ships. In 1570, somewhere sea serpents. Until they actually see one. • Enemy ships have better range on
between the Bahamas and the Florida • The crew must send a landing party their cannons, but the Santa Lucinda’s
Keys, Drake has just taken command of to a nearby island to find food and fresh cannons do more damage.
the Spanish galleon Santa Lucinda. water. Unbeknownst to them, there is a • Mutineers never come to a good end.
Santa Lucinda is loaded with treasure, Spanish fort on the island. • Carrying multiple guns will insure
treasure that must be sent back to • Years after the crew has brought the that you never run out of ammunition.
England. Drake has handpicked a crew to Santa Lucinda back to England, Sir • The Captain has better aim than any-
sail the ship to Dover. The trip will take Francis Drake recruits them to help him one else on the ship.
about six months across the open ocean, repel the Spanish Armada.
and with some courage, fortitude, and
Nautical Fun Fact: The figurehead of a
ship is often a bare-breasted woman. This
is due to a sailor’s superstition that
claims topless ladies calm stormy seas.
HISTORICAL CHARACTERS
Historical Archetypes
Hero: The Unlikely Champion (Joan of Arc)
Mentor: The Monarch’s Advisor (John Dee)
Herald: The Monarch (Queen Elizabeth)
Threshold Guardian: The Noble Savage (Squanto)
Shapeshifter: The Traitor (Benedict Arnold)
Trickster: The Entertainer (William Shakespeare)
Shadow: The Foreign Ruler (Saladin)
Popular Historical Gimmicks: Born Leader, Brilliant Inventor, God’s Little Buddy,
Has the King/Queen’s Ear, King/Queen, Tactical Genius, Unerring Sense of
Direction, Visionary
Popular Historical Weaknesses: Decadent, Delusions of Grandeur,
Excommunicated, Filthy Peasant, French, Social Stigma, Syphilis, Sworn Duty
Sample Monster Hunter monsters. Similarly all applicants must go Rampaging Swamp Beast.
through an extensive battery of physical • The PCs’ local office holds a 4th of
Campaign: M-Force tests to insure that they are human and July picnic. As if on cue, monsters attack.
not undercover monsters. • The PCs organize a charity event to
Setting: Modern-Day America Most M-Forcers are part time agents. raise money for their local field office.
Campaign Set-Up: In the early 1950s, They lead completely normal lives and • M-Forcers are turning up dead. Could
Dr. Henry Fields founded M-Force, an orga- work day jobs most of the time, only being the PCs be next?
nization dedicated to fighting monsters in called to active duty when monster activi-
America. Today, M-Force is the world’s pre- ty is suspected in their area. When a mon-
mier monster-hunting organization, with ster is reported, the agent is notified via M-Force Rules
field offices throughout the U.S. M-Force is his M-Force badge, which functions as a • People know that monsters exist.
a private organization headquartered in pager and locator beacon. Once the badge Most people consider monsters to be kind
Caledonia, Massachusetts. Its activities are alert is received, the agent is expected to of like rock stars—there’s no denying
regulated by the federal government’s report to his local field office for further they’re out there, but most people doubt
Bureau of Monster Affairs. instructions. The primary goal of any M- they’ll ever meet one.
M-Force agents come from all walks of Force mission is to protect human life, • Creatures classified as monsters are,
life. There are M-Forcers of every race, sex, which should be above all other con- by definition, hostile to humans. There are
class, religion, gender, nationality, sexual cerns—even killing the monster. no noble vampires or happy-go-lucky zom-
orientation, and political affiliation. M- bies in the world of M-Force. It should be
Force does not discriminate on any of noted, however, that not all supernatural
Adventure Ideas:
these grounds; all they ask is that agents creatures are considered monsters.
be dedicated, fit, and sane. All applicants • Police suspect that a demon may be • M-Force only accepts stable humans
must go through psychological screening behind a series of bizarre murders. M- as agents. Psychopaths, criminals, were-
to weed out those who are too mentally Forcers are called in to investigate. wolves, and multi-dimensional space elves
unstable to carry weapons and hunt • M-Force is called in to stop a need not apply.
• M-Forcers are average citizens. While
they are given a certain amount of leeway
when fighting monsters, they can’t fla-
grantly ignore the law. Likewise, they do
HORROR CHARACTERS not have the authority to call in air strikes,
declare martial law, or act as judge, jury,
Horror Archetypes Loomis) and executioner.
Hero: The Virgin (Laurie Strode) Trickster: The Geeky Sidekick (Xander Harris) • Other weird stuff (psychic powers,
Mentor: The Monster Expert (The Frog Shadow: The Serial Killer (Hannibal Lecter) fallen gods, weird science) also exists in
Brothers) Popular Horror Gimmicks: Clue Magnet, the world of M-Force, though most of it
Herald: The Ghost Story (The “Camp Blood” Duct Tape & Chicken Wire, Hard to Kill, isn’t as widely known and well publicized
story) Innocent, Prepared as the existence of monsters.
Threshold Guardian: The Skeptical Authority Popular Horror Weaknesses: Coward, Crisis • Innocent civilians (especially scrappy
Figure (Lt. Donald Thompson) of Faith, Flashbacks, Haunted, Punching kids) have a knack for ending up in exact-
Shapeshifter: The Prime Suspect (Billy Bag,Victim of the Past, Weak Stomach ly the wrong place at precisely the wrong
time.
Sample Hardboiled expected to withhold information from • The detectives are hired to recover
the authorities if necessary. Sometimes an ancient and extremely valuable arti-
Detective Campaign: The they end up on the wrong side; sometimes fact that has been lost for hundreds of
the innocent suffer and the guilty walk years. Of course other people are looking
Herrick Agency away scot free. It’s not easy work, espe- for it too.
cially if you have a conscience, but it’s a • A member of the American
Setting: New York City, 1938 living. Crimefighters’ Association has been mur-
Campaign Set-Up: In the 1920’s a man dered, and all the other members are sus-
named Herrick made a name for himself pects.
Adventure Ideas:
as a private investigator. When he got
some money he founded his own detective • The detectives are hired by a local
agency. Now it’s 1938, and people in the politician to prove that he’s innocent of Herrick Agency Rules:
know turn to the Herrick Agency when charges that have been brought against • The obvious suspect is never the mur-
they need a case handled discreetly. The him. In the course of their investigation derer.
Herrick Agency employs tough men (and they discover that the charges are false, • The local authorities can’t be trusted.
occasionally a feisty dame or two) who but the politician is guilty of a much • Beautiful women can’t be trusted.
are willing to do what it takes to solve the greater crime. Do they stay loyal to their • The only thing a man can count on is
mystery at hand. Though this does often client, or expose him and risk their jobs? his own code of honor, and even that can
require a keen mind, it also involves a • A radio executive has been murdered be compromised.
great deal of time asking questions in the and, for reasons the station executives • Honest people never prosper.
bad parts of town. Above all else, Herrick don’t understand, he has green blood. The • When an informed consideration of
detectives are ordered to be discreet and executive is an undercover Martian, and the clues at hand isn’t working out, you
respect their clients’ confidentiality. his death might spark an interplanetary can always turn to violence.
This means that sometimes they’re war. • Many criminals prefer blackjacks to
firearms. Once they’ve knocked a detec-
tive out with a blackjack, they’ll probably
leave him someplace interesting.
• Ghosts, aliens, gods, and costumed
MYSTERY CHARACTERS crime fighters may very well exist, but it’s
hard to care too much when you can’t
Mystery Archetypes make this month’s rent.
Hero: The Hardboiled Detective (Mike Hammer)
Mentor: The Loyal Manservant (Max from “Hart to Hart”)
Herald: The String of Mysterious Murders All Linked by One Common Feature Fun Fact: Hardboiled detective Mike
Threshold Guardian: The Clues Hammer was originally a comic strip
Shapeshifter: The Femme Fatale (Any female character in any Raymond character named Mike Danger. The char-
Chandler novel) acter appeared in two issues of a comic
Trickster: The Sidekick (Theodore “T.C.” Calvin) called Crime Detector and may have been
Shadow: The Criminal Mastermind (James Moriarty) the subject of a short-lived newspaper
Popular Mystery Gimmicks: Polymath, Ratiocination, Intuition, Criminal Genius, strip. In the 1990s, Mickey Spillane fan
Hardboiled, Tough, Contacts Max Allan Collins revived the character
Popular Mystery Weaknesses: Addiction, Overly Clever, Enemy, Socially as a 20th century detective transported to
Dysfunctional, Bad Reputation the future in a comic book series appro-
priately titled Mike Danger.
Sample Adventures in of course, but they landed a recording band of rebels who want their help in
contract in the process. Now Groovin’ Zed overthrowing the planet’s oppressive king.
Another Galaxy Campaign: and the Roller Kings make their way • After years of wandering, the band
around the galaxy in the Love Ship, play- discovers a way back to Earth—but can
Groovin’ Zed and the ing gigs, righting wrongs, and hoping to they give up the fame and success they’ve
someday find a planet that grows killer found among the stars?
Roller Kings space weed.
Setting: Another Galaxy
Campaign Set-Up: In 1976, Groovin’ Groovin’ Zed and the
Adventure Ideas:
Zed and the Roller Kings was perhaps the
worst band in America. Though the band • A bitter rival from the battle of the
Roller Kings Rules
had taken to the road in the Love Bus to bands vows to destroy the Roller Kings. • Whenever the band first appears,
promote their single “Peyote,” they met • The band finally finds some killer “Peyote” plays in the background.
with little success and were forced to con- space weed, but when their dog Reefer • Life in another galaxy is a lot like life
sider getting real jobs. Then an alien tal- eats it he mutates into a terrifying mon- on Earth, only more exciting and with
ent scout abducted Groovin’ Zed and all strosity. more bright colors.
four of the Roller Kings and whisked them • Groovin’ Zed and Roller Kings are • Most alien races enjoy rock music.
away to an alien world billions of light invited to perform on the planet Zalooga. • Warping technology allows spaceships
years away to compete in an intergalactic Once there, though, they discover that to travel vast distances across the galaxy,
battle of the bands. The Roller Kings lost, they’ve actually been invited by the secret but for some reason Earth is usually inac-
cessible.
• Universal translators make it easy
to communicate with most alien races.
• Reefer the dog always gets into
trouble.
wrong. Your group has planned out a tour infidelity, and the players must help prove
Sample Shakespearean that will take you to Verona, Venice, her innocence.
Tragedy Campaign: The England, and Scotland. Things have been
bad in the past, but now that you’re keep-
• The Players discover that Thane
Macbeth is plotting to assassinate the
Players ing your eyes open for trouble you’re sure
you can prevent any more catastrophes.
King of Scotland.
• After constant exposure to death and
Setting: The Vague Past despair, one of the Players loses it and
Campaign Set-Up: You and your friends becomes a tragic character himself.
Adventure Ideas:
always dreamed of the stage, and finally
worked up the courage to run away from • The Players go to Verona and are
home and join a traveling troupe of caught up in a feud between the houses of The Players Rules
actors. You learned your Virgil, your Montague and Capulet, which only gets • Everywhere the Players go, tragedy
Seneca, and your Platus; you mastered more complicated when they learn that ensues.
comedy, history, and tragedy. You began two children from opposing sides have • At any appropriate time a character
playing for wealthy patrons all across the fallen in love. may choose to soliloquize. No other char-
land. But lately life seems to have taken a • While in England the players get acters can hear the soliloquy.
tragic turn. Shortly after you performed at wind of a plan by King Lear’s daughters to • Whenever possible, characters should
the castle Elsinore in Denmark, the seize control of the throne. speak in iambic pentameter.
entire royal family ended up dead and the • While in Venice the Players befriend • If a character is about to leave a
kingdom fell to invaders. Now everywhere a woman named Desdemona. Her hus- room, his final comments should be in the
you go, it seems like things go horribly band, the general Othello, suspects her of form of a rhyming couplet.
• Ghosts, fairies, and spirits are real.
• Prophecies come true, especially if
you don’t believe them.
• An important character who is fatally
wounded must deliver a speech before
dying.
Sample Golden Age Super- Adventure Ideas: • Time travelers from the future have
come back seeking the ACA’s help in
Heroes Campaign: ACA • The maniacal Dr. M is seeking mem- defeating the Steel Swastika, whose evil
bership in the League of Alphabetical lives on in the year 2314.
Setting: 1940’s America Madmen, and to prove himself must com-
Campaign Set-Up: In 1941, during the mit seven high-profile crimes in seven dif- ACA Rules
darkest hours of World War II, the ferent cities in seven days. • A normal, red-blooded American
American Crimefighters’ Association has • An archaeological dig in the Middle male is good with his fists and fairly
assembled to battle Axis agents in East has unearthed the Spear of Destiny. knowledgeable about science.
America and abroad. This loose assem- If Hitler gets his hands on it, according to • Killing is wrong, though special
blage brings together grim urban vigi- the legends, his army will be unstoppable. exceptions can be made during wartime.
lantes, colorful patriots, and enthusiastic • A team of Japanese occultists has • In 1941 there’s no such thing as a
youngsters, all dedicated to the common located the mystical green gem that will transistor radio, but scientists have made
cause of freedom and democracy. From summon the great sea dragon Typhonis, amazing advances in the fields of robot-
their secret headquarters in Washington who they plan to send to attack America’s ics, brain transplant surgery, and invisi-
DC, the ACA answers the government’s west coast. bility rays.
call and takes on those cases too dan- • Nazis have secretly constructed a • Scientists don’t feel safe committing
gerous for the regular authorities to zeppelin brigade that’s about to their ideas to paper, and tend to have
handle. bomb Manhattan. short life expectancies, so none of the
aforementioned amazing devices are ever
mass-produced.
• No one really considers himself
SUPER-HERO CHARACTERS evil… except for a select few, who call
themselves things like “Dr. Hate.”
Archetypes Human Physical Perfection, Super Strength, • War is Hell, but beating the tar out of
Hero: The Average Joe with Powers (Bruce Fly, Magical Artifact, World’s Greatest [Insert a ring of fifth columnist spies is a blast.
Willis in Unbreakable) Activity], Control [Insert Energy Type], [Insert • Even if he has no super-powers, a
Mentor: The Wise Uncle (Uncle Ben) Ability] of a [Insert Animal], Heightened man in a costume can easily beat up ten
Herald: The Sympathetic Cop Senses, Stretching Powers, Shapeshifting, normally clothed men of the approximate
(Commissioner Gordon) Super Speed, Teleportation, [Insert same size and build.
Threshold Guardian: The Giant Robot (a Pantheon] God, Invulnerable, Size Control, • Taking a child into combat is safe, as
giant robot) Talk to Animals, Useful Gadget,Vast Cosmic long as you give him a costume first.
Shapeshifter: The Thief with a Heart of Gold Power, Wizard, Filthy Rich, Aquatic Powers • Good generally defeats evil, though
(Catwoman) Popular Super-Hero Weaknesses: sometimes good has to make sacrifices.
Trickster: The Sidekick (Snapper Carr) Borderline Psychotic,Vulnerability to an
Shadow: The Evil Genius Bent on Taking Element, Code of Honor, Enemy,
over the World (take your pick) Unpredictable Power, Achilles’ Heel, Genre Patron Saint: Jack Kirby
Popular Super-Hero Gimmicks: Peak of Frightens Small Children, Reeks of Fish
WESTERN CHARACTERS
Archetypes
Hero: The Gunslinger (Wyatt Earp)
Mentor: The Mysterious Stranger (Preacher)
Heralds: The Town in Trouble (Santa Poco)
Threshold Guardians: Hostile Indians (The Apache)
Shapeshifter: Anyone with “Kid” In His Name (The Waco Kid)
Trickster: The Town Drunk (Festus)
Shadows: The Evil Rancher (Elliot Marston)
Popular Western Gimmicks: Fastest Gun in the West, Crack Shot, Nerves of
Steel, Good Horse, Friends in High Places, Reputation, Tougher Than Leather,
Eagle Eyes, Grizzled Veteran
Popular Western Weaknesses: Tinhorn, Wanted, Enemy, Drunk, Code of Honor,
Delusions of Grandeur, Social Stigma, Getting Too Old For This Shit
Artie King Gimmick: ................................Fearless (14) Amy Morales, known to her friends as
Weakness: ..................Overconfidence (11) Gremlin, discovered at age 12 that she
Body: ..........................................................16 Skills:................................Monsterology +3; could control electronic devices. At 15,
Brain: ........................................................16 Music Trivia +2; Dancing +3; she used this ability to break into her
Nerve: ........................................................16 English Lit +2 father’s company headquarters (Morales
Job: ..................................Talent Agent (12) HP:..............................................................20 Industries, America’s leading manufactur-
Gimmick: ........Once and Future King (15) YY: ................................................................2 er of spy cars) and steal an experimental
Weakness: ............................ Alcoholic (15) Tag Line: ........................“This one’s mine.” motorcycle so she could run away from
Skills: ................................Sports Trivia +3; WWPHITM?:............................Eliza Dushku home. She traveled around the country
Brawling +2; Poker +2 Favorite Movie: ......................Men In Black making friends and having wacky adven-
HP:..............................................................18 tures. Eventually, she became involved
Yum Yums: ..................................................2 When Autumn was seven years old, her with the Heroic Ensemble of Metahuman
Tag Line:............................“I need a drink.” father took her to work with him. That People, an underground crime-fighting
WWPHITM? ..............................Kevin Kline afternoon the giant monster Ortogon organization (mainly because they throw
Most Famous Client: ..............“Stone Cold” attacked the city. Autumn watched in ter- really good parties). Gremlin doesn’t take
Steve Austin ror as Ortogon moved toward her father’s orders well, has a nasty temper, and tends
Artie King used to have it all—loyal office building, throwing cars and knock- to be a little gun-happy. Still, she basically
knights, a big castle, and a hot (if unfaith- ing down buildings. Right before he got to means well and the gun is usually loaded
ful) queen. Then management started the building, though, M-Forcers managed with non-lethal bullets supplied by her
“cleaning house.” The knights were sent to distract the monster and lure him out friends the Munitions Brothers. She only
away, Camelot was replaced with a scale of town. From that day on, Autumn had uses real bullets against X, The
model, and Art was moved into a fifth- only one dream in life: to become an M-
Multidimensional Man, who she’s killed
floor walk-up with Richard the Lion- Force agent. Autumn’s parents forced her
about 30 times.
Hearted and JFK. Eventually, he just to go to college, where she majored in
couldn’t take it anymore, so he applied for English. Immediately after graduation, G roovin’ Zed
a passport and headed back to the world she enrolled in the M-Force Academy. She
Body: ..........................................................10
of mortals. graduated with honors, and today she’s a
Brain: ..........................................................8
Things had changed, but Art figured member of the San Antonio field office.
Nerve: ........................................................14
he’d be just fine if he could locate the When she’s not fighting monsters,
Job: ........................Singer/Songwriter (11)
sword and find Merlin. Unfortunately, he Autumn works at The Slipped Disc, a CD
had no idea how to quest for things on his shop. Gimmick: ..........................Dumb Luck (16)
own. Back in the day, he had people to Weakness: ..........................Addictions (14),
take care of things like that. He needed to Enemies: Rival Bands (12)
G remlin Skills: Rock Trivia (Up to 1976) +3,
find some of the boys to help him find the
sword. Art set himself up as a talent Body: ..........................................................12 Drawing +1, Find Drugs +2
agent, figuring that strapping, handsome Brain: ........................................................13 HP:..............................................................10
lads like Galahad would seek work in the Nerve: ........................................................15 Yum Yums: ..................................................1
entertainment and sports fields. That was Job: ................................Crime Fighter (14) Tag Line:..................................“Check it out
four years ago, and Art still hasn’t man- Gimmick: ....................Electrokinetic (11); —hot alien babes!”
aged to locate a single knight. These days, Contacts (17) WWPHITM? ..............................Jeff Bridges
Artie King is a depressed, broken man Weakness: Enemy Latest Addiction: ..........................Ortellian
who spends most of his time at the corner (X, The Multi-Dimensional Man) (12); Pleasure Slugs
bar ranting and raving about his glory Bad Temper (15)
days. Skills: ......................Motorcycle Riding +3; When Nelson Mackey’s band decided to
Firearms +2; Freeloading +1 call itself Groovin’ Zed and the Roller
HP:..............................................................14 Kings, Nelson volunteered to be Groovin’
Autumn Nicole Bedell
11
Sometimes you don’t have time to lovingly flesh out every GMC. Sometimes you just need monsters and thugs for the PCs to fight.
Once again, we’re here to help. Below are some of the most commonly used GMCs from QAGS playtesting.
APPENDIX EIGHT
Solo Game Monster Cave 2: The Monster Caverns
Playing QAGS by yourself is fun and easy. 1 You find yourself in a dark cave. Say, left, go to 4. If you leave the caverns, go to
Who needs other people, anyway? Other what’s that up ahead? Oh my God—it’s a 5.
people don’t show you the respect you monster! It attacks you! 3 The monster kills and eats you. You
deserve. They laughed at you in high Fight the monster, using normal QAGS lose!
school, but you’ll show them—you’ll show rules (see appendix five for the monster’s 4 After following the tunnel for 1d20
them all! To play the QAGS solo game, you stats). If you win, go to 2. If you lose, go to feet, you notice that up ahead it widens
will need a character, some Yum Yums, and 3. into a cave. If you enter the cave, go to 1. If
a 20 sided die. Make your character 2 You defeat the monster. Give yourself you leave the caverns, go to 5.
according to the standard QAGS rules. a Yum Yum! Looking around the cave, you 5 You’ve made it safely out of Monster
Got your character made? Good. Go to 1 notice that there are tunnels to the right Caverns. You win! Give yourself 3 Yum
to start the game. and left. If you go right, go to 4. If you go Yums.
78 QAGS SECOND EDITION
Steven Thum (order #1779505) 9
APPENDIX NINE
Stupid Maps
DUMB TABLE 9:
RANDOM MAGICAL EFFECT TABLE
01 You die
02 You turn into a frog
03 You turn into a rampaging swamp beast
04 You forget how to dance
05 You become king of the planet Zalooga
06 Everything you touch turns to Spam™
07 You get the song “Disco Duck” by Rick Dees stuck in your head
08 You change sex
09 You change gender
10 Discuss the difference between “sex” and “gender”
11 Women find you irresistible
12 Men find you irresistible
13 Animals find you irresistible
14 You are Disco Duck, baby
15 The king of the planet Zalooga swears vengeance upon your soul
16 You summon ARARARARAR, God of FIRE and EVIL!
17 You suffer an existential crisis
18 You gain the ability to fly and shoot laser beams out of your eyes
19 Everything you eat tastes like cheese
20 You are transported to another world (roll on Random Dimensional Travel Table)
Glossary of Abbreviations
ACA – American Crimefighters’ HEMP – Heroic Ensemble of Metahuman RFTHOI – Rolling For The Hell Of It
Association People RPG – Role-playing Game
BNSA – Bramd New Stupid Acronyms HP – Health Points WWPHITM? – Who Would Play Him/Her In
CFU – Cruel Forces of the Universe OFN – On Fire Number The Movie?
D20 – A 20-sided die PC – Player Character YY – Yum Yums
GM – Gamemaster QAGS – Quick Ass Game System
GMC – Gamemaster Character RAAD – Running Around Acting Dumb
GUFT – Getting Up From the Table RAF – Random Acts of Fate
Body Name
character sheet Skills
Nerve Job
H.P. Gimmick
Educational Background
Name of School Graduation Date Degree GPA
Elementary:
Middle School:
High School:
College:
Post-Graduate:
Vocational/Trade
School:
Other:
Military Service
Branch of Service: Rank:
Dates of Service: Discharge Status:
Awards and Achievements
List any rewards or other forms of special recognition you have received.
If you have any other special skills, licenses, or certifications, please list them here:
Criminal History
Have you ever been convicted of a crime? yes no
If you answered yes, please provide complete details.
Medications Taken:
Does anyone in your family have a history of cancer,
diabetes, heart attacks, asthma, etc.?
Equipment
Vehicles Owned (Cars, Boats, Zeppelins, etc): Misc. Equipment:
Weapons:
Notes
Essay Questions
1. Explain, in 50 words or less, what you can add to your PC party.
Here are some GMCs Ill need. Ill figure out the details any STUFF:
minute now: Zeppelin
Cathedralpult
Giant Robot
Big Pile of Gold
Blasphemous Tome
Time Machine
Spaceship
Magic Cheese
Drugs
Occult Artifact
Compromising Photos
©2003 Hex Games. Permission to photocopy for personal use.
Plot
Beginning: Why?
When and where will the opening scene take place?
Middle:
Besides the PCs and the primary antagonist(s), what other
characters are likely to become involved? How and why?
Timetable of Events
End:
What happens if the PCs succeed?
If they fail?
Name
Campaign worksheet
General Information Characters
Genre: How many Yum Yums
will players get for
Setting: character creation?
Theme(s):
General Information Character creation
requirements and
Ficton Rules restrictions:
Characters:
Magic/Supernatural:
Realism:
Recurring GMCs
Drama:
Trademarks:
Stories
What is the overall storyline of the campaign?
Name
gmc worksheet
Name:
Body H.P. How are the PCs likely to meet this character?
Gimmick(s):
What are the characters goals?
Weakness(es):
What does the character value in life?
Notes:
What are some of the characters interesting quirks?
7. Launch the !
8. B.J. and the Bear was a popular TV show about a man and his .
Name
PC aptitude worksheet
Experienced QAGS players have no problem creating an interesting, engaging character at a moments notice.
Still, even the best players occasionally have trouble coming up with a character, and those new to role-playing
may find the entire process bewildering. This worksheet helps players determine what character type theyre best
suited for.
My character would like to: My characters motto is: The most rewarding thing to me is:
a. Make his dramatic entrance a. Nip it in the bud. a. A good laugh
without falling down (for a b. With great power comes great b. A job well done
change) responsibility. c. Doing the right thing
b. Eat at a fancy restaurant c. Good always triumphs over evil. d. Winning
c. Save the world d. Never give up the fight. e. Revenge
d. Smite infidels e. If you ask me to go into the Black f. Good sex
e. Brood Forest and slay the dragon, and I
f. Hang out at the mall do it, who are you to question My character most wants:
my methods? a. Respect
People would describe my charac- f. Go Team! b. Security
ter as: c. World peace
a. Wacky My favorite movie is: d. Victory
b. Homebody a. Fear and Loathing in Las Vegas e. Power
c. Saintly b. Die Hard f. A State Championship
d. Determined c. Star Wars
e. Moody d. The People vs. Larry Flynt My character believes enemies are:
f. Sexy e. Heathers a. No fun
f. But Im a Cheerleader b. Scary
My favorite comic book character c. Misguided
is: The literary figure I most admire is: d. Godless scum
a. The Tick a. Baron Munchausen e. Fun to kill
b. Spider-Man b. Frodo Baggins f. Kinda cute
c. Superman c. Parcivale
d. Batman d. Romeo
e. The Punisher e. Hamlet
f. Wonder Woman f. Artemis
Scoring:
For each question you answered with an a, give yourself 1 point; 2 points for each b; 3 for every c; 4 for each d; 5
for an e; and 6 for each f. Then look up your total below to find out what type of character you should play.
13 or less: Saving the worlds all white hats. You think that heroes sorry, we meant to say explore the
well and good, but deep down should be heroic. Flaws and prob- depths of human misery. After the
youd rather tell knock-knock jokes. lems are for common folk. In other game, maybe you should try to go
You should play a Comic Anti-Hero. words, you should play a Champion. out and have a good time, or even
see a shrink. Whaddaya say?
14-22: You enjoy pretending to kill 32-40: Whether youre an aging
dragons and stuff, but realize that hippie, an evangelical Christian, or 50+: You want to play a bisexual
your character would have to be just a member of the Green Party, cheerleader, dont you? Hey,
some kind of sociopath to really you believe in something, and you nothing wrong with thatin fact, we
enjoy doing these sorts of things. want to bring that kind of belief to love the idea. The only trouble will
Youll want to play a Reluctant role-playing. You should play a be finding other gamers with similar
Herothe guy who does what has Crusader. interests. Of course, if you happen
to be done, but isnt insane enough to actually be a bisexual cheer-
to actually enjoy risking life and limb 41-49: You like to wear lots of black, leader, the Hex staff would love to
day in and day out. huh Sparky? Youre probably also a role-play with you (and maybe a
big fan of dark fantasy, Anne Rice couple of your friends) sometime.
23-31: Youre probably a big fan novels, and self-mutilation. Looks like Feel free to contact us. Be sure to
of space opera, high fantasy, and youre all set to play the brooding, include a photo.
westerns where the good guys wear angsty Tragic Anti-Hero. Have fun. Oh,
M-Force and Spooky are available at finer game stores everywhere. If your local game store doesn’t carry Hex products, you can order
directly from Hex at www.hexgames.com.
Hex Games
www.hexgames.com
Are you sick and miserable now that you’ve finished reading QAGS? Do you wish it could just keep going somehow? There is an
answer to your problem. Visit the Hex Games page to find scads of gaming tips, free sample adventures (like Deep Space Rescue), sam-
ple characters, the history of Hex Games, the Hex convention schedule, product listings, and breaking news. Best of all, you can learn
how to become a Knome!
M-Force
www.mforcer.com
Curious what all the talk is about? Visit the official homepage of M-Force for an overview of the 21st century’s premier monster-hunt-
ing organization. In addition to excerpts from the main rulebook, you’ll find news updates, case profiles, and, of course, monsters.
QAGS SECOND EDITION 96
Steven Thum (order #1779505) 9
Steven Thum (order #1779505) 9