Instructions

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Initiative

Initiative is rolled on 1d20. Players roll individually; Enemies roll individually for initiative to determine turn order, but the result is averaged so all enemies take their turns together. Players win ties.

Gameplay

A turn consists of:

  • A trap roll (if traps are present)
  • An action phase


Traps

  • Some monsters drop traps throughout the battlefield that the players may need to avoid.
  • If these are present, the player must roll 1d20 before his or her action and roll above the Trap Number. Bad Things will likely happen if the player does not!
  • Players that are Standing Still or Immobilized do not risk stepping on traps and do not need to roll.


Announce

Players should describe their attempted action before rolling the dice; They should then describe the result afterwards.


Movement

  • Most of the time, players are assumed to be Moving.
  • Players may instead choose to Stand Still; They suffer -2 to Defense, but may struggle twice instead of just once, and do not roll for traps this turn.


Actions

During their turn, players may:

  • Use a Basic or Special Action of their class
  • Struggle with their own bindings
  • Assist another with their bindings

Players may also use any number of One-Shot abilities, before or after their attack. One-Shot abilities do not take up the player’s turn and can each be used once per fight. Monsters may only use an Action from their list.


Attacking

When using an Attack action, you must roll to hit.

  • This is rolled on 1d20; The attacker must equal or exceed the target’s defense.
  • A natural roll of 20 indicates a Critical Hit, and will hit regardless of penalties or bonuses. When a critical occurs:
    • Damaging Attacks do 1d6 extra damage.
    • Bondage Attacks get to move up one Tier of Effect. If the Effect result is already the maximum, add one level to any bondage applied.
    • Other effects of criticals may apply; if so, they will be in the ability’s description.

Bindings

Bindings come in Levels, which represent the thoroughness and security of a given binding. Each tier typically comes with more debiliatating effects and is harder to remove.

Level Bondage Class
1 Easy
2 Medium
3-4 Hard
5-7 Extreme
8-10 Impossible

When a bondage attack hits, roll 1d20 to determine the severity of the result on the attack’s Effect Table. Bondage levels of the same type and same location stack.

The locations on which bindings can be applied vary per monster group; Common locations include head, arms, legs, torso, and crotch.


Struggling and Assiting

During your turn, you can instead choose to try to escape bindings on you. Be descriptive, if possible; Your fellow players will thank you. Roll 1d20 against the Escape tables linked here, and apply the result.

If assisting a fellow player, your roll is at +4.


Ending the Fight

A fight is over when:

  • All enemies are reduced to 0 HP;
  • All players are caught in a full set of Impossible bindings;
  • The GM says the fight’s over, typically because one of the above is inevitable.

Additionally, enemies and scenarios may have special victory conditions for suitably restrained players. See their descriptions for details.