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CONTENTS
Acknowledgements
RetroQuest is a derivative work from Daniel Proctors excellent GORE rules. This game is the current incarnation of the rules used in the authors campaign, which started more than ten years ago using the Avalon Hill RuneQuest third edition rules. We still play in Greg Staffords world of Glorantha, but this book contains no information or mention of such for copyright reasons. You can learn more about Glorantha at moondesignpublications.com. This book is werewolf-free, though regrettably no werewolves were harmed during its making.

Written by Alejandro J. Hartenstein, Michael Thomas & Tomas M. Trinckler, based on the GORE rules by Daniel Proctor. RetroQuest is copyright 2011, Alejandro J. Hartenstein.

GORE is copyright 2007, Daniel Proctor. GORE and Lite GORE are trademarks of Daniel Proctor. These trademarks are used under the GORE Trademark License 2.0 available at www.goblinoidgames.com. Visit Goblinoid Games website: www.goblinoidgames.com

Cover Artwork Sigrid Silknnen by Celeste DeVita - vuelonocturno85@gmail.com. Visit Celestes deviantART page at: vuelonocturno.deviantart.com.

Special Thanks to Agustin J. Paez, Juan Pablo Villarroel & Atgxtg, Mankam, Mugen, PhilHibbs, Seneschal, Smoking Frog and Rust from BRP Central.

For feedback or an editable copy of this game, contact Alejandro at alejandro.hart@gmail.com or Tomas at ttrickler@hotmail.com.

Table of Contents
Index Introduction ................................................... Creating a Character ..................................... Skills ................................................................. Languages ......................................... Game Mechanics ........................................... Injury ............................................................... Combat ........................................................... Weapons & Armor ........................................ Open Game License ..................................... GORE License ..................................... 2 3 7 12 13 15 16 23 25 27

RetroQuest Core Book 1st ed.

INTRODUCTION
What is RetroQuest?
RetroQuest uses Open Game Content and newly presents algorithms from 1980s role-playing games. The result is a role-playing system in the tradition of old-school percentile-based games. RetroQuest follows a trend in penand-paper RPGs which has emerged over the last several years, that is, making material available to publishers to encourage competition and the contribution of high-quality gaming products to the market. Most new language and presentation in RetroQuest comes from GORE and is Product Identity from Goblinoid Games, used under a free license. This product is compatible not just with GORE, but also with any of several old-school games using a percentile-based system with similar algorithms.

How to Use RetroQuest


This product can be used by itself. As a fantasy system RetroQuest stands fairly well on its own, but for other settings GORE is recommended. The reader will find that there are a number of products on the market that have been produced since the 1980s and are completely compatible with both RetroQuest and GORE.

What is Role-playing?
Just kidding! We wont go into that explanation here because, frankly, this document will only find itself in the hands of those who already know. In addition, there are probably tens of thousands of words dedicated to this subject spread throughout hundreds of RPG books. However, if the reader does happen to be new to roleplaying, the following website has as good of an explanation of the concept as any: http://en.wikipedia.org/wiki/Role-playing_game

Dice Notation
However, it is worth making a note of dice notation. RetroQuest rules use the following dice notations: D4 = Four-sided die D6 = Six-sided die D8 = Eight-sided die D10 = Ten-sided die D12 = Twelve-sided die D20 = Twenty-sided die D100 = Percentile dice. A number between 1 and 100 is generated by rolling two different ten-sided dice. The first (designated before rolling) is the tens digit. The second is the ones digit. For example, a roll of 3 followed by 6 is read as 36. Two zeros represent 100. Die rolls are expressed in the format of: [#] die type [+/ modifiers] EXAMPLE: 3d6+2 means: Roll 3 six-sided dice. Add the results of the three rolls together. Add 2.

Final Notes
This work should be considered a living project. There will certainly be points that need clarification or expansion, and editorial mishaps that need fixing. Once enough corrections are gathered, an updated version of this work will be released. We encourage feedback of any nature. Anyone who sends errata will be credited in later releases. We hope you enjoy this product, and please watch for further RetroQuest and GORE material. RetroQuest Core Book 1st ed.

CREATING A CHARACTER
Characteristics
All characters and creatures have seven characteristics: Strength, Constitution, Dexterity, Intelligence, Power and Charisma. Rolling Characteristics If characters of varying ability are desired, players roll 3D6 for the characteristics of STR, CON, DEX, INT, POW, and CHA. Roll 2d6+6 for SIZ and INT. Female humans roll 3D4 for STR and 2D6+3 for SIZ. Re-roll all die results of 1 to prevent cripplingly low characteristics. Alternatively, players can hand-pick SIZ and roll 2D6+6 for all other characteristics to ensure more hardy characters. Note that these guidelines only apply to typical human characters, and rolls may be different when dealing with characters of other races. Human characteristics do not normally rise above 21 unless unnaturally augmented. Characteristics can decrease due to injury, disease, or age. If any characteristic other than CHA falls to 3 or less, the character is considered crippled and is unable to get around. Further, if any characteristic (except for CHA) ever reaches zero, the character dies. Strength (STR) A characters ability to apply brute force, STR affects the amount of damage he deals and which weapons he can wield effectively. Constitution (CON) A measure of a characters health and stamina, CON affects how much damage he can sustain in combat as well as his general resistance to pain, disease, poison, and other illnesses. Size (SIZ) This is an indication of a characters mass and, like STR and CON, can affect the amount of damage a character can deal and how well he can absorb it, respectively. SIZ has a 5cm height range per point, with a wider range for weight. It should be borne in mind that weight is a guideline only, and should be modified for out-of-shape characters. Size translated into Height and Weight SIZ Height (cm) Weight (kg) 5 135-140 20-55 6 140-145 25-60 7 145-150 30-65 8 150-155 35-70 9 155-150 40-75 10 160-165 45-80 11 165-170 50-85 12 170-175 55-90 13 175-180 60-95 14 180-185 65-100 15 185-190 70-105 16 190-195 75-110 17 195-200 80-115 18 200-205 85-120 19 205-210 90-125 20 210-215 95-130 21 215-220 100-135

RetroQuest Core Book 1st ed.

Intelligence (INT) A characters ability to think around problems, INT is used to analyze information and memorize instructions. Comparison of INT values INT Classification 18 Genius 17 Superior 15-16 Bright 12-14 Normal 10-11 Dull 9 Borderline 8 Defective IQ 131 or more 120-130 110-120 90-110 80-90 70-80 69 or less

Power (POW) Perhaps the most abstract characteristic, POW is a measure of the characters life force and his personal force of will. Dexterity (DEX) This is a characters agility, coordination and speed. DEX aids in many physical actions, including combat. Charisma (CHA) This quantifies a characters physical attractiveness, allure, personal appeal and leadership potential. A low CHA score can indicate that the character is not personable or that he is unattractive, or both.

Attributes

These are a set of secondary scores that further define what the character is capable of. Damage Modifier (DM) The DM applies whenever the character uses a melee or thrown weapon. To determine a characters DM, add together his STR and SIZ scores and refer to the DM Table below: Damage Modifier Table STR+SIZ Damage Mod 1-8 1D6 9-16 1D4 17-24 0 25-32 +1D4 33-40 +1D6 41-56 +2D6 Each +16 Add +1D6 Hit Points (HP) These determine how much damage the character can sustain before reaching unconsciousness or death. HP are calculated by taking the average of SIZ and CON, rounding up. Magic Points (MP) Magic Points are involved in the use of magic; generally MP are spent to cast spells. The characters starting Magic Points will be equal to the characters POW. A character goes unconscious if MP ever reach zero. All MP returns at a rate of 1 per hour. A character that reaches zero MP falls unconscious, and he or she will regain consciousness (and 1MP) after one hour. Movement (MOV) Each species has a fixed MOV; human or humanoid characters usually have a MOV of 3 points. Other beings can have a greater or lesser movement, and comparisons are relative. Movement is covered in detail in the Game Mechanics and Combat sections. RetroQuest Core Book 1st ed.

Characteristic Tests
Sometimes Characteristics are used in place of skills, especially when no particular skill is applicable. These are known as characteristic tests. Characteristic tests are normally rolled against the relevant characteristic x 5%, but in some cases this may be less (e.g. characteristic x 3% or even x 1%). Charisma Test (CHA x 5) This test is used to determine if a character makes a favorable impression, gains the favor of another, or diffuses a hostile situation. Constitution Test (CON x 5) This test is used to determine whether a character can endure extreme physical pain or privation, such as a major wound. Dexterity Test (DEX x 5) This test is used in a situation in which knowing whether a character can perform a feat of agility is important. Examples could include avoiding a fall or catching a thrown object. Intelligence Test (INT x 5) This test is used to determine if a character notices something important or unusual, or to see if the character has a sudden insight to a problem. Luck Test (POW x 5) When chance is the only way of determining an outcome, the gamesmaster can ask for the player to take a Luck test. Examples can include determining if a character remembered to bring an item, or whether a gamble goes in his favor.

Improving Characteristics
Characteristics can be improved in two ways, through experience or through training: Experience (POW only) A player can choose to spend 1 experience point (EP) to attempt to increase POW by 1 point. The gamesmaster might grant from 3 to 7 EP at the end of each adventure. See the Skills section below for more information. Roll 1D20. If the result is equal or greater than the POW characteristic, increase it by 1 point. The maximum a human character can increase his or her POW score is thus 21. Creatures with a higher POW characteristic dice roll can keep increasing it (by rolling a 20 result on the D20) up to the maximum species die roll.

Training (STR, CON, DEX and CHA only) Some characteristics can be raised through training, either alone or with the help of a mentor. The training time needed to raise a characteristic is 1 day per point. Training for CON would involve building endurance, while STR would require strength training; DEX would mean practice in coordination and flexibility and CHA calls for learning social skills and assertiveness. After the training period is over, the following procedure determines the result: Roll 1D20. If the character has a mentor, roll twice and take the best result. If the D20 result is equal to or greater than the characteristic, it increases by 1 point. Only STR, CON, DEX and CHA may be improved by training. A mentor may train a character up to a number of points equal to the amount by which his own attribute was increased.

The maximum value a character can increase his or her characteristic scores through training is the species maximum possible roll (thus, humans can increase STR, CON, DEX and CHA up to 18). RetroQuest Core Book 1st ed.

Resistance Test

Sometimes a character will pit one of his characteristics against an opposing characteristic of another character. This could be a contest of CON vs. CON in an endurance race, STR versus STR when arm wrestling, INT versus INT to outsmart someone, or STR vs. SIZ when trying to lift an unconscious character. At other times, there may be an impersonal opponent, such the potency (POT) of a poison or the SIZ of a boulder, etc. These are just some of the possibilities. In a Resistance test, equally matched scores grant an equal or 50/50 chance of either side being victorious. For every 1 point difference between the opposing scores, there is a cumulative 5% increase in the odds in favor of the higher characteristic. EXAMPLE: Two characters, one of STR 14 and the other of STR 17 engage in an arm-wrestling contest. If both had equal scores, the first character would have a 50% chance of overcoming the other. However, because his opponents STR score is 3 points higher, he suffers a (3 x 5%) 15% modifier to the roll. That means he must roll 35 or lower on D100 to succeed not very good odds.

Resistance Table 03 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 50 45 40 35 30 25 20 15 10 05 04 55 50 45 40 35 30 25 20 15 10 05 05 60 55 50 45 40 35 30 25 20 15 10 05 06 65 60 55 50 45 40 35 30 25 20 15 10 05 07 70 65 60 55 50 45 40 35 30 25 20 15 10 05 08 75 70 65 60 55 50 45 40 35 30 25 20 15 10 05 09 80 75 70 65 60 55 50 45 40 35 30 25 20 15 10 05 10 85 80 75 70 65 60 55 50 45 40 35 30 25 20 15 10 11 90 85 80 75 70 65 60 55 50 45 40 35 30 25 20 15 12 95 90 85 80 75 70 65 60 55 50 45 40 35 30 25 20 95 90 85 80 75 70 65 60 55 50 45 40 35 30 25 95 90 85 80 75 70 65 60 55 50 45 40 35 30 95 90 85 80 75 70 65 60 55 50 45 40 35 95 90 85 80 75 70 65 60 55 50 45 40 95 90 85 80 75 70 65 60 55 50 45 95 90 85 80 75 70 65 60 55 50 13 14 15 16 17 18

RetroQuest Core Book 1st ed.

SKILLS
Every character has an array of skills that allow him to perform a range of activities with varying degrees of expertise. Some skills have a base percentage that everyone shares even without prior training, while others must be learned before they can be used at all. Skills can be raised above 100% through experience.

Skill Tests
Roll D100 and compare this to the relevant skills percentile score, plus or minus any modifiers. If the dice roll is equal to or less than the modified skill score, the attempt is successful. If the total is greater than this score, then it has failed. Skill tests may be subject to cumulative modifiers of +30% or 30% if the character is at some advantage or disadvantage (or both). Critical Successes If the dice roll in a skill test is equal to or less than 10% of the modified skill (always round down), then a critical success has been achieved. The actual result of a critical success during a test is largely up to the gamesmaster. It normally achieves one of the following results: The task is completed sooner. The task is completed to a higher degree of expertise than normal. The task is completed with lan and style, generally impressing witnesses. The character gains additional information or insight into the task thanks to his brilliance.

To calculate the critical success chance, simply discard the units of the skill score (after applying modifiers) to find the roll needed. Automatic Success & Failure Any test result of 01-05 is an automatic success. Any test result of 96-00 is an automatic failure. Opposed Skill Tests Opposed skill tests are made by two characters attempting related skill tests. Examples include two rival speakers trying to use their Oratory skills to sway a crowd to their respective side, or one character using his Stealth skill to defeat a guards Perception. Both characters take their tests as normal, attempting to roll equal to or under their modified skill score on D100. One Character Succeeds: If one character succeeds in his test and the other fails, the successful character has won the opposed test. Both Characters Succeed: Whoever rolled the highest in his skill test wins. However, a critical success always beats a normal success. Both Characters Fail: A complete failure of the contest with no success for either side. In some cases this could still result in effective failure for one side, e.g., a character who fails his Stealth test may still be spotted by a guard even if the latter also failed his Perception test.

RetroQuest Core Book 1st ed.

Basic Skills
Basic skills are usable without training at their base chance, given in parenthesis after the skill name below. Athletics (STR + DEX) This skill is used for athletic feats such as climbing, jumping, rowing, running or swimming. Climb: A failed skill test causes a character to fall, but a Luck or Dexterity test might be allowed to avoid falling. If this test is a success, no progress is made in the climb but the character does not fall. Jump: A character can jump forward from a standing position up to a distance equivalent to his height, and twice that with a running jump. The character can jump down a distance equal to his own height, and jump upwards (to grasp something) for a distance equal to 1.5 times his height. If armor heavier than leather is worn, the Jump score is at 30%. If a heavy weight like plate armor or a backpack filled with coins is worn, the character cannot jump at all. Swim: Normally, a character can swim without the need of a skill roll unless in turbulent water or an otherwise unusual situation. If a Swim task is failed, the character begins to drown (see the Suffocation & Drowning rules below). Once drowning begins, a roll that succeeds on a subsequent round allows a character to breathe, but a second success the next round is required for a character to begin to make progress swimming in a direction. If a roll is failed again, the drowning process begins again. If leather armor is worn, the Swim score is at 30%. If metal armor is worn, the character cannot swim. Throw: This is usually used to judge the accuracy of the character when throwing improvised objects, from small stones to bar stools, or a grappling hook at the end of a rope. Thrown weapons such as daggers, axes and javelins use the Ranged Weapons skill below.

Close Combat (STR + DEX) The Close Combat skill covers all close-contact fighting (both attack and parry) from simple brawling and wrestling to creature attacks like bite and claw. Weapons without reach like knives, daggers, knuckle spikes, etc. also use the Close Combat skill. In addition, it can be used to avoid incoming objects that are swung or thrown at the character, assuming the character is conscious and able to move freely. A Close Combat parry can be attempted at any time in combat, but with multiple uses in one round penalties accrue at a cumulative 30% for every dodge attempt after the first. For a comprehensive description of Close Combat, see the Combat section below. Insight (INT + POW) This is the ability to sense that something is not quite right about someone elses actions or reactions. A successful Insight test will tell the character whether or not other characters have something significant to hide when asked a question or engaged in conversation. It will also expose a character pretending to be something that he is not. In addition, the skill will tell the user what sort of emotions the characters around him are experiencing; whether or not another character is anticipating or anxious something; or the nature of what is being hidden, for example, that the unassuming cook sweating over the fire is really a trained warrior. Melee Weapons (STR + DEX) There are four melee weapon groups, each of which represents a separate Melee Weapons skill: Axes, Clubs, Spears and Swords. Weapons in other groups are used at base chance. This skill covers both attack and parry. If a character has, for example, Melee Weapons (Swords) skill, he can use any type of 1- or 2-handed sword to attack or parry at his normal skill score, but all other melee weapons are used at their base chance. Melee combat is covered in detail in the Combat section. Perception (CON + INT) This skill covers both casual scanning, such as keeping watch, and detailed study such as looking for a secret door. Perception represents a characters ability to perceive sights, sounds and smells. Examples range from hearing faint footfalls or discussion occurring in another room, to spying characters creeping through a forest, or smelling the faint smoke of a camp fire. Specific words may not be understandable, and it may be difficult to tell exactly what is burning; except when the character rolls a critical success. Perception is usually opposed to Stealth. RetroQuest Core Book 1st ed.

Persuade (INT + CHA) This skill is used to change the minds and sometimes the hearts of others. Persuade is applied in one of two ways: Fast Talk: The application of short term persuasion through verbal argument. This could be used by a character to talk his way out of a tricky situation or persuade someone to lend him something. If the character succeeds in a Charisma test prior to the Persuade attempt, he receives a bonus of +30%. Fast Talk is usually opposed by Insight (whoever rolls higher without failing wins, though a critical success will beat any normal success). In any case, a small amount of time will allow reflection and a likely change of mind by the victim. Influence: Similar to Fast Talk but with a much more long-term effect, potentially lasting for years or even permanently. Further, Influence is unlike Fast Talk in that the act can take hours or days, contingent on the situation and the opponent's original thoughts and opinions.

Ranged Weapons (DEX x 2) There are three ranged weapon groups, Archery (including bows and crossbows), Slings (slings and staff slings) and Thrown (javelins, axes, daggers, etc.), each of which represents a separate skill. Weapons in the other groups are used at base chance. If a character has, for example, Ranged Weapons (Archery) skill, he can use any type of bow or crossbow at his normal skill score, but all other ranged weapons are used at their base chance. Ranged combat is covered in detail in the Combat section. Ride (DEX + POW) This skill is the ability to ride a horse or other trained mount. More exotic animals (e.g. elephants, gryphons) are ridden at 30%. If a character is riding a creature with the help of saddle and stirrups at not more than a walking pace across flat terrain, a Ride test will never be required. This skill includes animal care and the knowledge and general maintenance of riding gear. For a discussion of fighting from horseback, see the Combat section. Stealth (DEX x2) Stealth is used to take cover from pursuers, avoid detection by watchmen, move without making noise or hide in shadows. If the character using this skill is moving through an area being actively watched, he must succeed in an opposed skill test vs. the guards Perception skills.

Advanced Skills
Advanced skills cannot be used at all until a character is first trained in them. This takes 1 week, after which the character can use the skill at the base chance, given in parenthesis after its name. Craft (varies, usually INT + DEX) The Craft skill is actually several separate skills grouped under a single heading. Craft (Armorer), Craft (Carpenter) and Craft (Potter) are all individual Craft skills, each representing all the typical abilities needed to practice a particular profession. The following list is by no means exhaustive: alchemist, animal trainer, armorer, baker, basketweaver, blacksmith, bowyer, brewer, butcher, candle-maker, carpenter, cartographer, cobbler, cooper, fletcher, joiner, juggler, leatherworker, mason, painter, performer, potter, scribe, sculptor, tailor, weaponsmith, weaver. The gamesmaster should define each craft as needed for his game world. An example of a typical craft skill is given below:

Craft (Herbalist) (INT x 2)

A character with a high Herbalist skill is an expert in drugs, poisons, and other ingestible compounds. This includes knowledge of both natural and artificial substances. The Herbalist skill grants the ability to treat victims of disease and poison by preparing a cure, allowing the victim to make a new Resistance test against the poisons POT with a +30% bonus. First Aid (INT + DEX) First Aid is used to resuscitate characters, set broken limbs, stop the flow of blood, etc. First Aid can be applied to each wound only once. The successful application of First Aid heals 1D4 hit points of damage immediately (2D4 on a critical success). If the damage healed from First Aid brings a character up to at least 1HP within a number of rounds equal to his CON score, the character is brought back to life. First Aid can be applied to someone who has been knocked unconscious, so that he awakens immediately. A wounded person under the care of First Aid heals, per week, an extra 1D4 hit points. RetroQuest Core Book 1st ed.

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Literacy (INT x 2) This skill covers the ability to read and write those languages known to the character. For most instances, Literacy tests will not be required unless the character is trying to decipher a particularly dense text or understand an obscure dialect. Lore (INT x 2) This skill grants a character knowledge of people and places through time, and can be used to identify objects or writing, whether current or ancient. A character can choose a particular specialty for a bonus of +30% in that area, but will then be subject to 30% when taking a Lore test for any other fields. In addition, Lore offers knowledge of different cultures and how to study and interpret them, as well as predicting their behavior. Navigate (CON + INT) This skill covers waterborne crafts propelled manually by oars or sometimes paddles with no penalty. Larger waterborne craft that are driven by sail or banks of oars require a Navigate score of at least 30%. Very skilled characters with scores of 60% or more are also versed in the use of navigational instruments and gauging location by the stars. Crossing calm waters does not usually require a skill test but adverse conditions, such as strong currents or bad weather bestow a 30% penalty. Oratory (INT + CHA) This skill is used to sway the thoughts or mood of a large group through a speech or other lengthy address. The crowd will be affected for at least 1 day, but a critical success can extend this period for 7 days or longer. Fumbling an Oratory test can lead to derision from the crowd addressed, up to and including physical attack. The character can increase his score with a successful Charisma test taken just before the Oratory attempt. If successful, the character gains +30% to the Oratory roll. A fumbled Charisma test reduces the roll by 30%. Sleight (INT + DEX) This skill covers everything from picking pockets, locks, disabling traps and sleight-of-hand. In addition, people with this skill have a knack for locating hidden compartments. A character can choose a particular specialty for a bonus of +30% in this area, but must subtract 30% for any other area when taking a Sleight test. Survival (CON + INT) This skill covers a broad field of knowledge about plants, animals, and other rudimentary natural sciences. Survival represents relatively wide knowledge gained through life experience or very general study. With this skill a character can identify or locate the tracks of a specific creature and follow them. The skill test suffers a penalty of 30% for each day since the tracks have been made. Survival can also be used to find plants which are safe to eat. When in the wild, one test will be required every day that a character lacks either food, water or a safe place to sleep. Success indicates the character manages to find whatever he is lacking. Failure means he will go without which, over several days, could result in very serious consequences. Trade (INT + CHA) This skill is used whenever haggling over goods, services, or other things of value. Two characters take an opposed Trade test, with the one who succeeds getting the better end of the deal. The opposed skill test rules are used to resolve the outcome (see Skill Tests above). Successfully employing another relevant skill or attribute at the same time, such as Persuade or a Charisma test, can raise a characters Trade score by +30%. In addition, Trade enables a character to determine the value placed on something by others, effectively guessing its market value. Particularly common or obscure objects might modify the test score, but success will allow a character to guess the average monetary value (or barter value) of the object. Normally, a successful character guesses accurately to within 10% of the objects actual value. RetroQuest Core Book 1st ed.

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Improving Skills
There are two ways of improving a characters skill scores; through experience, or by the application of practice and research. Experience Method 1 (experience points) In an average adventure, each character should receive 5 experience points (EP). This can be modified if the character performed particularly poorly or heroically, giving a range of 3 to 7 EP awarded. A player can choose to spend 1EP to attempt to increase one known skill. To determine the result, select the skill to be increased and roll D100: +1% if the result is equal to or less than the current skill, but higher than the base chance. +3% if the result is equal to or lower than the base skill chance. +5% if the result is greater than the skills current score. A roll of 96-00 always gives an increase of 5%. There is no upper limit to the score a skill can reach through experience.

Method 2 (improvement tests) In addition, the gamesmaster can inform a player upon an exceptionally use of a skill (a critical success on the first skill use attempt in any given scene) that the skill has earned an Improvement test. The player makes a note of the skill and the gamesmaster usually allows the test to take place at the end of a scenario. The player rolls D100, and if the resulting score is greater than the skill percentage, that skill score is raised by +1D6%. An Improvement test result of 96-00 is always a success. Practice & Research Practicing or researching a skill generally takes 1 day, plus 1 extra day for every full 10% (i.e. equivalent to the critical success chance) the character already possesses in the skill. After spending the appropriate amount of time, the player gets an Improvement test for the skill as per Method 2 above. Skills can be increased as long as the characters current score at the start of the practice or research session is equal to or less than twice the base chance. Mentors Characters can improve their chances of raising a skill by employing a mentor. The mentor must have a score of at least 90% in the skill. The trainee gets to apply a bonus of +30% to his improvement roll when attempting to research a skill with the aid of a mentor. Acquiring Advanced Skills Learning the basics of an advanced skill takes 1 week of training; on a successful roll as per Method 2 above, the character now knows the advanced skill at base chance (do not add 1D6%). A mentor increases the Improvement test chance by +30%. After acquitting this basic knowledge, a character can advance through experience, practice or training as normal.

Starting Skills
Beginning characters are given a certain number of percentile points to divide among skills. The types of skills can be chosen freely from the list of basic and advanced skills, with limits to the total percentile points and maximum scores according to the campaign power level. Buying and advanced skill at base chance costs 10%. Fresh from the farm characters start with 100 percentile points, with a maximum score of 50% in any given skill. Veteran characters start with 175 percentile points, with a maximum score of 75% in any given skill. Heroic characters start with 250 percentile points, with a maximum score of 90% in any given skill.

RetroQuest Core Book 1st ed.

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LANGUAGES
Fluency Levels
Languages have five fluency levels; a character is always level 5 (native) in his native language. Related languages or dialects are always at -1 level. Level 1 Beginner Has extremely limited vocabulary (e.g. time, date, weather, family, clothes) and grammar, understands very little of the language when spoken normally, has difficulty making himself understood by native speakers, and thus encounters serious problems in an immersion situation. A beginner may be able to order food, buy goods, and find lodging for the night, but only with great difficulty. The character can only succeed in a social skill test if he manages to score a critical success. Level 2 Advanced Has the ability to converse about fairly abstract ideas, state opinions, understand the language with slight-tomoderate difficulty when spoken normally by native speakers. Still has some trouble with specialized vocabulary and complicated grammar, but can reorganize sentences in order to communicate and figure out the majority of new vocabulary within its context. Social skills tests are taken at 30%. Level 3 Fluent Can participate in extended conversations, understand the language when spoken normally, figure out meaning of words within context, debate, and use and understand complicated grammatical structures with little or no difficulty. Has good accent and understands dialects with slight-to-moderate difficulty. Social skills may be used without penalty. Level 4 Native Someone who has spoken the language from at least the age of 5. In theory, understands essentially everything in the language: all vocabulary, complicated grammatical structures, cultural references, and dialects. Has a native (i.e., normal in his region) accent.

Learning Languages
Characters learn new languages by living in an area and communicating with native speakers, or through training with a mentor. Level 1: two weeks Level 2: one season Level 3: one year Level 4: usually unattainable

Optional Rule: Multiple languages at character creation In most fantasy campaigns characters usually know a myriad of languages. In addition to their native tongue, starting characters have a number of points equal to their INT. Every fluency level is worth 1 point, and a character must buy each level separately (thus, attaining level 3 in a language costs six points: 1 for level 1, plus 2 more for level 2, and then 3 more for level 3).

RetroQuest Core Book 1st ed.

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GAME MECHANICS
Acid
Acid is rated as strong, medium or weak, inflicting different amounts of damage depending on its strength. Strong acid cause 1d8+1 points of damage per round; medium, 1d6; and weak, 1D4-1. Acid continues to burn for 1D6 rounds after the target is no longer exposed to the source. Acid and Armor Armor can protect a character from acid; the armor will receive minimum damage to its AP each round, losing protection until its destroyed. Weak acid will not damage armor, medium acid will do 1 point per round and strong acid will do 2 points per round. This is in addition to the normal damage roll, which can and will damage the character if its higher than the armors current AP. Magic armor (and armor made of noble metals) is usually immune to acid, but the character still takes damage as normal.

Character Aging
Starting at the age of 41 and every year thereafter, the player rolls 2D6 to determine if old age reduces any of his characters characteristics due to decrepitude and senility. Characteristic points lost due to aging lower both the characters current score and his species maximum value. Character Aging Table 2D6 Aging rolls 2 or 12 Roll 4 times 3 or 11 Roll 3 times 4 or 10 Roll 2 times 5 or 9 Roll 1 time 6 to 8 No Aging Characteristic Loss to Age 1D10 Attribute 1-2 STR 3-4 CON 5-6 DEX 7-8 CHA 9-10 No Loss

Note that this rule applies to standard humans, and magic can influence when decrepitude begins to set in and how it progresses. Further, some races may begin to show signs of age in later years and at less frequent intervals, or vice versa.

Falling
For every 3 meters fallen, a character suffers 1D6 points of damage. Armor does not reduce falling damage, and heavy armor like plate actually increases damage by +1D6 to the total. Timely application of the Athletics skill reduces falling damage (1D6 on a normal success, 2D6 on a critical success).

Fire & Heat


Armor protects from the effects of fire until its AP are surpassed (adding total fire damage over rounds). Any burn damage equal to 50% or more of a character's maximum HP also causes 1D4 rolls on the Characteristic Loss to Age table, 1 of which is from CHA and any others are determined randomly. The damage caused by fire depends on its intensity, as shown below: Fire and Heat Source Damage Candle 1 point Torch 1D6 Bonfire 2D6 Furnace 3D6 Effects It hurts! Luck test to avoid catching on fire unless wearing armor Hair and clothing catches on fire Luck test to avoid suffocation

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Movement
Human or humanoid characters usually have a movement allowance (MOV) of 3 points. Other beings can have a greater or lesser MOV, and comparisons are relative. MOV can be representative of about 10 meters per point per round on average, but with a range of 2 to 4 times that depending on whether the character is running or sprinting. When it is important to determine whether a pursuer catches up to a character, the opponent with the higher MOV will eventually outpace the one with lower MOV. The difference between the MOV points indicates how much the opponent will gain each round. For instance, if a predator with a MOV of 9 is chasing a human with a MOV of 3, the predator will gain at least 6 MOV points per round. However, when MOV is equal between opponents, the character must take a CON vs. CON Resistance test to determine who tires and falls behind first. Alternatively, if appropriate, both runners can take an opposed Athletics test. If the pursuer wins, he catches up; if he fails, he loses his quarry.

Poison
Every type of poison is detailed in terms of the following items of information: Name: The poisons name. If the poison is magical in nature, this will also be mentioned here. Type: Lists whether the poison is ingested, used on a weapon, inhaled, or any other means. Delay: The time between the poisons introduction to a character to the time its effects take hold. Potency (POT): This is a number between 3 and 21 that measures the strength of a poison. Some poisons may have different POT at the gamesmasters discretion. A character must take a Resistance test of his CON vs. the poisons POT in order to avoid or mitigate the damage of the poison. Effect: Some poisons cause damage, usually equal to their POT score, and half that if resisted successfully. Others can put a character to sleep for a period of time. More exotic poisons may cause hallucinations, paralysis or a combination of effects. All of these take place after the delay noted above. Duration: How long the poison, if effective, will affect the victim. The effects of the poison cannot be removed or healed until the poison itself has been neutralized or has dissipated in the victims system.

Suffocation & Drowning


A character can generally hold his breath for CON/2 rounds, after which he suffers 1D6 HP of damage per round (5D6 per minute). If suffocating while under physical exertion, the character will begin to take this damage automatically from the start. Swimming If a character fails an Athletics test, he must immediately succeed in a Dexterity test or drowning begins. For each round of suffocation or drowning, the Dexterity test is reduced by one DEX multiplier (i.e. DEX x 4, DEX x 3, etc.) to a minimum of DEX x 1 for the roll. With every failed roll the character suffers 1D6 points of damage until he can catch a breath. If the character eventually succeeds in a Dexterity test, he can resume swimming until he reaches his goal or starts drowning again. Each new drowning episode begins anew with DEX x 5 Dexterity tests.

Time
Time is divided into familiar units of minutes, hours, etc. However, many actions such as combat and skill tests require fractions of a minute. These fractions are called rounds, with about 12 seconds per round (5 rounds per minute). RetroQuest Core Book 1st ed.

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INJURY
The overall state of health of a character is represented by his hit points (HP). Damage is classified according to degree and defined below. Minor Wound Minor wounds are caused by attacks or other mishaps which deal damage of 50% or less of the characters maximum HP. If several minor wounds total more than 50% of a character's HP in a 24 hour period, he must take a successful Luck test to avoid falling unconscious for 1 hour. Serious Wound A serious wound is a wound from a single cause that inflicts more than 50% of a character's maximum HP. This wound causes so much trauma that the character can only act for a number of rounds equal to his remaining HP before falling unconscious for 1 hour. In addition, the character suffers further effects as indicated by a roll on the Hit Location Table below. A character suffering a serious wound must succeed in a Luck test, otherwise the penalties due to the injury are permanent barring some extraordinary feat of magical repair. Hit Location Table D20 Location 1-3 Right Leg 4-6 Left Leg 7-9 Abdomen 10-12 Chest 13-15 Right Arm 16-18 Left Arm 19-20 Head Abdomen The character falls to the ground and both legs are useless. The character can move by crawling at MOV1. The character losses 1 HP each round unless a Constitution test is successful or First Aid or magical healing is applied. Chest or Head The character immediately becomes unconscious, and bleeding occurs as for an abdominal serious wound, above. Limbs The limb in question will be rendered useless until the character receives magical healing or First Aid. If a leg is wounded, the character drops prone. He can get up again, but MOV will be at -1. If an arm is hit, any items carried in that hand are dropped. Terminal Wound If a characters HP total reaches zero or less, he dies. However, if First Aid returns him to at least 1HP within a number of rounds equal to his CON score, the character survives. For magical means, it is sufficient to apply healing within a number of minutes equal to his CON. After that, he is beyond all attempts at resuscitation save divine intervention or other exotic magic. Unconsciousness Any time a character drops to 1 or 2 HP, he falls unconscious until First Aid or other healing brings him back up to 3 HP or more, or at the discretion of the gamesmaster. Recovery Per week, characters naturally recover 1D4 HP. This amount can be increased under the care of someone with the First Aid skill (+1D4 HP per week of care).

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COMBAT
Combat occurs in rounds. With 5 rounds in every minute, a single round translates to 12 seconds of time, during which a character can perform a variety of combat actions. Determine Strike Rank For each situation, there are a variable number of Strike Ranks (SR) equal to the highest DEX score among the participants. Unless otherwise modified, SR is equal to DEX for each person in a combat situation. Normally, the character with the highest DEX score acts first. In a case where two opponents have equal DEX, each side rolls 1D10 and the highest-rolling opponent goes first. Delay A character may pause to assess the tactical situation around him. If a delaying character merely wishes to act after a specific character has acted, he waits until that character has finished his CA. The delaying characters SR is then altered to reflect his new place in the SR order and he acts as normal. If a delaying character wishes to interrupt a specific characters action as it occurs, or act immediately upon a specific trigger, the character must make a skill test appropriate to his interrupting action (a Weapon test if he wishes to attack, for instance). If the triggering character is capable of opposing the test with a test of his own, he may do so. Whoever wins the test acts first. Once the character has acted, he is no longer delaying and his SR is modified as appropriate to his new position in the SR order. Surprise Generally, surprise occurs when someone is unexpectedly attacked. Normally, DEX determines SR, but in this case the attacker catches the opponent off guard. If there is any chance the character could have noticed the attack ahead of time, the gamesmaster may allow an Alertness or skill test for the character to avoid surprise. Penalties to this test may be applied depending on the situation. A surprised character suffers a -50% penalty to his SR; for example, a character with a DEX of 14 would have a SR of 7 for the duration of the first combat round. A surprised individual is still able to parry (or dodge), but cannot attack until his SR comes around. The effects of surprise generally only last for the first round of combat. Number of Attackers Only 5 attackers can engage the same opponent at the same time, and this number is reduced if the opponent chooses his position to avoid being surrounded. Ready Weapon Drawing a sword from its sheath, unhooking an axe from ones belt, knocking an arrow to ones bow all these actions require the ready weapon CA. A single ready weapon action can also include dropping a currently held weapon to the floor and then drawing a new one. A ready weapon action costs 5SR. Weapon Reach Characters attacking with a long weapon versus a shorter weapon attack first, regardless of SR. If a faster opponent rushes the attack, the combatant with the longer weapon will be able to attack at that SR.

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Combat Actions
The actions a character may take when it is his turn to act are detailed below: Attack (Melee) Attack (Ranged) Fight Defensively Move Non-Combat Action

Attacks
1 Making the Attack An attack is made by simply rolling D100 and comparing it to the characters skill score in the weapon he is using plus or minus any modifiers imposed by the gamesmaster. If a character rolls equal to or lower than this score, he has hit his target, subject to parry attempts by the latter. If a character rolls higher than this score, he has missed his target. 2 Target Reaction The target may attempt to parry the attack. If the enemy has no percentile points left to parry due to multiple uses of these skills in the same round, the attack is unopposed if successful. Move straight on to Damage Resolution. 3 Damage Resolution If the attack strikes home, damage is rolled. Each weapon has its own damage roll, to which is added the attackers DM in order to determine the total damage dealt. 4 Damage Application Apply any damage to the opponents HP, taking into account any armor. Special Hits (attack only) A special hit occurs on attacks that succeed with a result equal to or below 20% of the modified skill score, rounding down. A quick method is to double the critical hit chance and add 1 if the units are 5 or more determine the special hit chance. Special hits are unique to weapon attacks, and dont apply to unarmed attacks, parries, dodges or skill tests. A special hit has the following results: Roll twice for weapon damage, but add any DM and magical bonuses only once. A critical parry will negate a special hit, and grant the defender a riposte (see the Fight Defensively section below). A successful parry will turn a special hit into a normal hit. Critical Hits A critical hit occurs with attacks that succeed with a roll that is at or below 10% of the modified skill score, rounding down. A quick method of finding the critical hit chance is to discard the unit number on the skill score. Roll for weapon damage as normal and add maximum weapon damage, then apply any DM or other modifiers. A critical parry will completely negate a critical hit A successful parry will turn a critical hit into a special hit. Parry A character may usually attempt a parry at any time during a round. A parry may be made at the characters modified melee weapon skill score. Each parry made after the first attempt in the same round suffers a cumulative 30% penalty. Ranged weapons can be parried with a shield at the full skill score (or dodged at 30%, if the character does not have a shield). Successful parries reduce the attackers success level by one, and critical parries stop all attacks. RetroQuest Core Book 1st ed.

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EXAMPLE: A character has a Melee Weapon (Sword) score of 80%. Barring other modifiers, his first parry test in the round will be at 80%, the second at 50% and the third at 20%. The next would be at -10%, so no further parries are possible in that round. Dodge Sometimes, a blow is just too powerful to parry. One handed small weapons (those that do 1D8 or less damage) cannot parry two handed weapons (those that do 1D12 or 2D6 damage). In addition, a character cannot parry an opponent more than twice his or her SIZ, nor ranged attacks. An unarmed character cannot parry a weapon attack either. When parry is impossible, the only option is to dodge the attack. You may use the Defend combat action (see below) to dodge away from your opponent at DEX x5 (by moving backwards). A character that wishes to dodge and act must use his combat skill (either melee or unarmed) at -30%.

Combat Modifiers
Darkness Skill tests (combat or otherwise), assuming they rely on vision to some extent, are affected by lighting conditions as follows; a character might be able to use his other senses to reduce these penalties, depending on the situation. Near Dark: Skill score 30% . Fighting Blind: The lower of skill score 30% or take Luck test at POW x 3. Shooting Blind: The lower of skill score 30% or take Luck test at POW x 1.

Fighting from the Ground A prone combatant suffers 30% to his melee weapon and close combat scores. In addition, attackers gain a higher ground bonus (see below). Crossbows are the only ranged weapon that can be used while prone, but prone targets have partial cover against ranged attacks. Firing Upwards or Downwards with Missiles When firing upward or downward at a 45 degree angle or more, a 30% penalty is applied to the Ranged Weapon attack score. Higher Ground A character attacking from higher ground than his opponent gains a +30% bonus to his Melee Weapon or Close Combat attack score. Long-Range Attacks A target within a missile weapons normal range may be attacked without penalty. A target may be attacked at up to twice the weapons range, but the attackers effective skill score will be at 30% (in addition to other modifiers). Attacks against targets beyond twice the weapons range automatically fail. Missile Cover Cover does not deflect critical hits. Cover roughly equals the percentage of the targets body protected, and has the following probabilities of blocking missile weapons: Partial Cover: 30% Cover: 60% Full Cover: 90% A shield provides partial cover, and a large shield gives cover. Crouching under a shield increases cover by one level, but the character cannot then parry (or dodge) the missile attack. Opponent Size and Missiles If a character is attacking another creature that is smaller than SIZ 5, there is a 30% penalty. Conversely, attacking targets of SIZ 40 or larger grant an attack bonus of +30%. This assumes a human-sized attacker the gamesmaster should determine what size ranges provide these modifiers for larger or smaller attackers. RetroQuest Core Book 1st ed.

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Combat Maneuvers
Only one combat maneuver may be attempted per round. Aim and multiple attacks are the only available maneuvers for ranged combat. Aim Every 10SR spent aiming increases weapon skill scores by +30%. This bonus only applies to the attack the character makes with the weapon in the current round, and must be directed at the target being aimed at. Charge The character may move a distance up to his maximum MOV and attack at no penalty, or twice his MOV while attacking at 30%. At least the last 10 meters of this charge must be in a straight line and the attacker must end up adjacent to an enemy. When the charge is complete, a melee attack may be made against the enemy. If successful, the character gains a bonus of +1D4 damage. Charging up to MOV delays the attack by 5SR, and charging up to twice MOV delays the attack by 10 SR. If a character does not have enough SR to Charge, he cannot do so. Disarm The attacker declares that he is attempting to disarm the target of a single, held weapon. The attack is performed at 30% to the skill score and, if successful, the weapon is dropped. The opponent can attempt to retain the weapon with a successful Strength test of STR x 3. Should the attacker ultimately succeed, his opponents weapon flies 1D61 meters in a random direction (a result of zero places the weapon at the defenders feet). Alternatively, an unarmed attacker can disarm with a successful Wrestle test, removing the weapon when the opponent is immobilized. See the Wrestle skill description under the Skills section above for an in-depth explanation. Entangle With a successful attempt to entangle an opponent in a rope, net, or other restraining implement, the opponent is unable to move or act for the current round or the following round. In the third and subsequent rounds, he can get free with a successful Dexterity test of DEX x 3. The opponent could instead try to cut free with a knife or dagger. With a successful resistance test of STR vs. STR, the attacker with the net or rope can disarm the opponent (see the disarm combat maneuver above for the result). Knockback A character can use a Close Combat wrestle or shield test to force an opponent backwards. Wrestle cannot be used if the opponent is using a shield. If the attempt is successful, the attacker must succeed in a resistance test of the attackers STR vs. the opponents SIZ. If the attacker succeeds, wrestle forces the opponent backwards 1 meter and shield knocks him back 2 meters. A critical success also knocks the opponent down. Knockout This is an attack in which the object is to knock an opponent unconscious rather than kill him. This intention must be stated before the attack is made. If the attacker rolls damage equivalent to a serious wound, the opponent is knocked unconscious for 1D10+10 rounds and sustains no damage. If the equivalent of a light wound is rolled, only the minimum damage (weapon plus DM and any magical bonus) is delivered and the opponent is still conscious. Light Blow A character can opt to reduce damage dealt by not using full force or a cutting edge. Damage is halved and no DM is added, but magical bonuses are applied in full. Multiple Attacks A character with a modified score of 100% or more in any attack skill can attack more than once. The skill score is divided by the number of attacks attempted, but each attack must be with a score of at least 50%. The first attack occurs at SR, but each subsequent attack takes place 5 SR later. A character without enough SR cannot perform multiple attacks even if his attack score is high enough. EXAMPLE: A character has a modified Melee Weapon (Spears) score of 160%. He would be able to attack three times in one round, at a minimum of 50% per attack (e.g. 60%, 50% and 50%). However, his DEX 9 means the first attack happens at SR9, the second at SR4, and the third is not possible because it would be at SR1. Accordingly, he decides divide his score in half and attack twice at 80% each. RetroQuest Core Book 1st ed.

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Strike Weapon/Shield If an attack is successful, the attacker can make a Resistance test using both weapons maximum damage (without any adds, e.g. a damage of 1d8+1 would yield a score of 8). If the attacker ultimately succeeds, the defending weapon breaks. Natural weaponry may not be attacked in this way, and weapons can damage only equal or inferior quality other weapons (i.e. a magic weapon vs. a regular one or another magic one).

Fighting Defensively
Close In/Regain Reach The opponent with the shorter weapon can parry (or dodge with a combat skill at -30%) in order to move in to engage in an attack. If he does so, the opponent with the longer weapon must either disengage by parrying (or dodging) in order to keep the other at a distance, or change to a shorter weapon. Alternatively, the character with the longer weapon can attempt a knockback combat maneuver to push the closing character away again. Defend A character may elect only to defend himself, giving up all attacks but effectively adding +30% to any parry (or dodge) tests he is called upon to make in that round. In addition, he may try to dodge at DEX x5 instead of using a combat skill. Disengage A character wishing to get away from an opponent must succeed in doing nothing but parrying (or dodging) an opponent for 1 round (without the bonus normally given for a defend CA). If successful, the character can use all of his MOV points at the end of the round and escape. If any of the parry or dodge tests fail, the character cannot get away from the opponent in that round. Note that if a character chooses to run away anyway, he must use the flee CA instead. Riposte When a critical parry is rolled and the defender is using two weapons, he has the option of quickly striking back with the non-defending weapon. This attack takes place at the same SR as the parry, and is an extra attack that does not count as the defenders normal attack for the round. The attack occurs at the full modified Melee Weapon score, but only one riposte is allowed per round regardless of further critical parries.

Movement
Flee Combat Any enemy in reach of the fleeing character may make a free attack at +30% in response to this action. The character may move a distance of up to four times his MOV score. Move A character may move up to his normal MOV, delaying actions 5 SR. If the character moves a distance between his MOV and twice his MOV, he can perform a CA at 30% , incurring a 10 SR delay. If a character does not have enough SR to move, he cannot do so. Sprint A character can double his MOV distance if he succeeds in an Athletics test. This is counted as his action for that round. Characters with a DEX of 3 or less (considered crippled) must successfully sprint in order to move at all in combat.

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Non-Combat Actions
Skill Use A character can use any skill during his CA. Many skill tests are resolved in a single round, unless common sense dictates otherwise. Spellcasting The character can cast a single sorcery spell as a CA (see the RetroQuest Magic book). Spirit combat The character can attack once in spirit combat during his CA (see the RetroQuest Magic book).

Mounted Combat
Untrained Mounts The rider of an untrained mount unused to combat must make a Ride test at the start of each round engaged in melee. Failing this test will cause the horse to automatically use the flee CA at every opportunity for the remainder of that round. Succeeding in this test allows the horse to be treated as a trained mount for the remainder of the round. A mounted adventurer uses weapons at the relevant Weapon score or his Ride score, whichever is lower. Cavalry Mounts A trained mount (called a cavalry horse, or whatever species it may be) needs no Ride tests to remain under control in combat, and the character can make a Ride test at 30% as a dodge for the horse if it is attacked (counting as an action for the purposes of multiple parries (or dodge) penalties for the rider). War Mounts A war horse will take care of itself (like a cavalry horse) and will attack opponents on its own if the character does not act. War horses can also dodge at the rider's command like a cavalry horse. Most exotic mounts are treated as war horses in these respects. Mounted Combat Benefits and Restrictions A mounted character uses his mounts MOV score when moving rather than his own. A mounted character that charges gains a +1D6 bonus to damage instead of the usual +1D4. A mounted character has a higher ground bonus (+30% attack) against adjacent opponents on foot; this modifier does not apply if the target on foot is as tall as the character while mounted. A mounted warrior uses either his Ride score or his combat skill score (Melee Weapon, Ranged Weapon or Close Combat), whichever is lower. A mounted character suffers a further 30% penalty to his dodge score, and cannot dodge with a DEX x5 roll A mounted character is unable to use two-handed melee weapons such as pole axes or staves. Ranged weapons are used at 30% while mounted (used when determining which of the characters scores is lower, Ride or Ranged Weapon). Falling from Horseback A fall from horseback will do 1D6 damage, or 2D6 if the mount was moving at the time. Falls from flying mounts are determined as for normal falling damage depending on height. When falling together with the mount (into a concealed pit, due to the horse dying or stumbling, etc.), a Ride test must be taken. If successful, the character takes normal fall damage. Failure means a random hit location is pinned under the beast.

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Close Combat

Close Combat covers fighting almost or actually in physical contact. The Close Combat Skill encompasses attacks and parries with natural weapons, weapons with no reach, and shields. It is also used to dodge incoming attacks at -30%. If an unarmed attack is parried with a weapon or natural weapon, the attacker will immediately suffer the rolled damage of the parrying weapon (without DM or magical bonuses). Punches, kicks, head-butts and all other human Close Combat attacks do 1D4 points of damage. A critical success in an unarmed Close Combat attack can knock the opponent unconscious as per knockout rules (see the Injury section above), but doing full damage on a minor wound result.

Wrestling Wrestle attacks can only be parried in the first round by the opponent if the attacker makes a successful Close Combat test, otherwise the opponents have not yet engaged. Wrestling combatants suffer a 30% penalty to any tests that do not target or directly respond to their opponent. Upon succeeding in a wrestle test, the attacker can take one of the following actions: Immobilize: While immobilized, enemies are considered helpless. It takes a successful STR vs. STR Resistance test to maintain a hold on the opponent. The hold lasts for the round, after which a new STR vs. STR Resistance test is allowed to attempt to break free. Disarm: The attacker can disarm an opponent by making another successful wrestle test to grab the weapon. Inflict Damage: It takes another successful wrestle test to inflict damage. If this skill test succeeds, the damage is 1D6 + DM. This can be repeated in subsequent rounds with further successful wrestle tests. Knock Down: This action is automatic upon a successful wrestle attack and requires no extra rolls. Strangle: This takes place immediately upon a successful wrestle attack with no additional skill tests required. The opponent is choking and suffocating (see the rules on Suffocation & Drowning above). Throw: It takes a successful Resistance test between the average of the attackers STR and SIZ vs. the average of his opponents combined STR and SIZ. For example, an attacker with STR 12 and SIZ 10 (average 11) against an opponent of STR 9 and SIZ 9 (average 9) would mean a Resistance test of 11 vs. 9, or a 60% chance for the attacker. If the attack succeeds, the opponent is thrown 2 meters and suffers 1D6 damage. A throw ends the wrestle. All options which cause damage also grant the opponent a STR vs. STR Resistance test to escape the Wrestle. Multiple attackers or defenders can pool their STR for this test. Natural Weapons Natural weapons such as the teeth and claws of monsters are counted as unarmed attacks, as are the normal kicking, punching, biting, and gouging practiced by brawling humans. The damage they deal is 1D4 for humans as noted above, or is listed in the monsters description (see the RetroQuest Creatures book). They may parry other natural weapons or unarmed attacks, but not other weapon attacks. Weapons Without Reach Small weapons that do not significantly extend the wielders reach also use the Close Combat skill. They include knives, daggers, spiked gauntlets and the like. They can be used to parry other weapons, but at 30% unless the attacking weapon is a natural weapon or another weapon without reach. Shields A character can parry attacks with a shield at his full Melee Combat score, but shield attacks are taken at 30%. Shield attacks can only be parried by other shields (but can be dodged at the normal -30% penalty). In addition, shields give the user additional AP and may be used as cover against missile fire. RetroQuest Core Book 1st ed.

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WEAPONS & ARMOR TABLES


Melee Weapons
Axes Hatchet Battle Ax, Great Ax Clubs Club Mace Maul Staff Daggers Knife Dagger Shield Round Large Spears Dart Javelin Spear, Pike Swords Short Scimitar War Long Unarmed Unarmed Rock Cestus Damage 1D8 1D10 2D6 Damage 1D6 1D10 2D6 1D10 Damage 1D4 1D6 Damage 1D8 1D8 Damage 1D6 1D8 1D10 1D10 Damage 1D6 1D10 1D10 1D10 Damage 1D4 1D6 1D8 Reach Short Medium Long Reach Medium Medium Medium All Reach Short Short Reach Short Short Reach Medium Medium Long Extreme Reach Short Medium Medium Extreme Reach Shortest Shortest Shortest Hands 1 1 or 2 2 Hands 1 1 2 2 Hands 1 1 AP +1 +2 Hands 1 1 1 or 2 1 or 2 Hands 1 1 1 1 or 2 Hands 1 1 1 Cost Inexpensive Average Average Cost Cheap Average Average Inexpensive Cost Inexpensive Average Cost Inexpensive Inexpensive Cost Inexpensive Inexpensive Inexpensive Inexpensive Cost Average Average Average Expensive Cost Nothing Nothing Average

This weapon may be thrown (using the Throw score) at an effective range of up to STR in meters, or a maximum range of STR x 2 meters. This weapon does 1D12 damage when used 2-handed All shields are 1-handed. The AP value is added to any armor worn.

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Ranged Weapons
Bow Self Bow Recurve Bow Long Bow Crossbow Crossbow Sling Sling Damage 1D10 2D6 2D6 Damage 2D8 Damage 1D8 Range 60/120 90/180 120/240 Range 60/120 Range 90/90 Hands 2 2 2 Hands 2 Hands 1 HP 5 7 6 HP 10 HP N/A Cost Cheap Average Cheap Cost Average Cost Cheap

A character must have no negative DM, as a minimum, to use a self bow without penalty. Recurve and long bows require at least +1D4 DM. However, a characters DM is never added to bow damage, it is only used to determine whether he can use the weapon at his normal score. Characters with a DM one step lower may use the weapons at -30%, while characters with two or more steps less cannot use these weapons at all. The crossbow takes 1 CA to reload. A characters DM is never added to crossbow damage. A characters DM is added to sling damage as normal. Metal bullets do 1D10 damage instead of 1D8 for normal stones.

Armor
Armor Points (AP) represent the amount of damage the armor absorbs before any remaining damage strikes the character. Armor takes 1 round per AP to put on. Armor Quilted Shirt Quilted Tunic Scale Armor Scale Tunic Mail Byrne Mail Hauberk Plate Helm Magical Armour AP 1 2 3 or 4 4 or 5 5 6 7 +1 +2 Cost Cheap Inexpensive Average Expensive Average Expensive Expensive Average Priceless

Scale Armor has two AP scores; the first one is for leather scales, the second for metal scales. Magical Armor adds +2 AP over and above the normal AP for that type of armor; it is usually made of some rare animal hide (such as dragon scales), or a magical metal.

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OPEN GAME LICENSE VERSION 1.0a


The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved. 1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement. 2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License. 3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License. 4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content. 5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License. 6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute. 7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity. RetroQuest Core Book 1st ed.

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8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.

9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License. 10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute. 11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so. 12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected. 13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License. 14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. 15 COPYRIGHT NOTICE Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc. System Reference Document Copyright 2000, Wizards of the Coast, Inc; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on original material by E. Gary Gygax and Dave Arneson. Modern System Reference Document Copyright 2002, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on material by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins and JD Wiker. RuneQuest System Reference Document Copyright 2006, Mongoose Publishing; Author Matthew Sprange, based on original material by Greg Stafford. RuneQuest Companion System Reference Document Copyright 2006, Mongoose Publishing; Author Greg Lynch et al., based on original material by Greg Stafford.

GORETM copyright 2007, Goblinoid Games: Author Daniel Proctor, based on the System Reference Documents listed above.

DESIGNATION OF PRODUCT IDENTITY RetroQuest is trademark of Alejandro J. Hartenstein and is product identity. The author names, and layout is product identity. The cover art is Copyright (c) 2010 Ana Celeste De Vita.

DESIGNATION OF OPEN GAME CONTENT All text and tables is Open Game Content. Copyright 2011, Alejandro J. Hartenstein & Tomas M. Trinckler RetroQuest Core Book 1st ed.

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GORE TRADEMARK LICENSE 2.0, SEP. 2007


The GORE Trademark License is a royalty-free non-exclusive agreement between Goblinoid Games and thirdparty publishers. This agreement is non-sublicensable. This license grants publishers the limited use of the GORE trademark. Goblinoid Games reserves the right to revise or retract the GORE Trademark License. However, any products published under a version of the license prior to the release of a new version of the license or the retraction of the current license are grandfathered in to the extent that these products may remain in print and/or distributed electronically. Products produced under a previous version of the license may not be published in any revised form unless the revised product adheres to the terms of the current GORE license. If the GORE Trademark License has been retracted, products may not be revised for release under any previously existing GORE license, without express permission from Goblinoid Games. Goblinoid Games further retains the right to retract permission to use this license from specific publishers and individuals. Permission may be retracted for a specific product or for all products from a publisher. In such a case, Goblinoid Games may require the publisher to cease the sale of any product produced under any version of this license, and may require the destruction of existing and unsold product. Third-party publishers do not need further written permission than what is provided here, unless otherwise noted, to begin producing material if the Terms of this agreement are met. Publishers in compliance with the Terms of this license may do the following: Products may indicate compatibility and for use with GORE and/or Lite GORE. Eligible products are not limited to role playing game material. Publishers may electronically distribute the GORE core game book (electronic version) released by Goblinoid Games if it is unaltered, distributed free of charge, and if a web link is provided at the download site to www.goblinoidgames.com. Terms Publishers must adhere to the following terms to gain the above rights: No work may include in the title GORE. A product may constitute a complete game and retain the right under this license to indicate compatibility with GORE. The copyright page or similar notification of each work must contain the following text: GORE is copyright 2007, Daniel Proctor. GORE and Lite GORE are trademarks of Daniel Proctor. These trademarks are used under the GORE Trademark License * (where * indicates the license version number) available at www.goblinoidgames.com. All products must be in compliance with the Terms of the GORE Trademark License version current to the date of any products original publication or the date of a revised publication. Providing complimentary copies of works produced under this license to Goblinoid Games (usually electronic copies) would be appreciated, but is not required. END OF GORE TRADEMARK LICENSE NOTES ON THE LICENSE: We reserve the right to alter or retract the GORE trademark License only to have ultimate authority of the trademarks described. Otherwise, we effectively would relinquish all rights to the trademark. We do not anticipate altering the license or retracting the license, either as a sweeping action or to specific publishers, and we have no reasonable circumstances in mind that such an action would be necessary. We have created wording to ease any fears publishers might have about this clause, by allowing works already published to remain in print even if the license is changed or retracted. We do not seek to censor publishers in any way. Publishers would only be subject to the cancellation of rights provided by this license in the most extreme circumstances. We hope this communicates our intention is not to ever try to pull a product out from under anyone. Should a publisher wish to publish a work that is not ordinarily permitted under this license (or if there is concern about some terms), please feel free to send an inquiry to Goblinoid Games. In most cases, some (free) arrangement can be made. RetroQuest Core Book 1st ed.

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