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Quests Of Change
Quests Of Change

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Quests Of Change Core Rules (Alpha 0.1)

Welcome to Quests of Change!

All characters depicted in Quests of Change are 18 years or older.

Quests of change is a tabletop RPG that features several elements such as transformations, bimbofication, hypnosis, and BDSM! The game is a turn-based game that fundamentally changes in and out of combat. While out of combat, players are recommended to flexibly use their utility stats and personality traits to role play and solve problems, combat is played on a grid.

A character's movement and ranges each directly count the number of spaces on the map they can hit or move to, with each space being an estimated 6.5 feet on each side. 


Stats:

When creating a character, your character possesses numerous stats that dictate their effectiveness in various areas. Stats are broken up into two categories: Combat stats and utility stats. As the name would imply, combat stats are a character’s stats that are relevant when in combat. Conversely, when your character is adventuring and interacting with others in a non-combative manner, utility stats are used. 

Combat Stats

HP: The amount of hit points remaining. Used to track your physical health.

Will: Mental HP. Used to track your drive to continue fighting.

MP: The amount of magic points remaining. Used to cast spells.

Strength: Physical Offense

Mind: Magical Offense

Defense: Physical Defense

Resolve: Magical Defense

Finesse: Used to determine accuracy and dodging

Speed: Used to determine turn order and mobility

Utility Stats:

When exploring and performing actions outside of combat, rather than using combat stats, characters utilize their five utility stats. When building your character, you begin with 10 points that you may distribute however you see fit amongst these five stats. 

When rolling to see if your character can successfully perform an action outside of combat, roll 1d10 and add the relevant utility stat. The GM will have access to required minimum result based on the difficulty of a given obstacle. However, be warned- various effects across Quests of Change may alter what utility stats a character may have, altering their functionality and abilities out of combat.

Awareness: The ability to detect elements of your surroundings, pick up on hidden details, and discern social cues and lies.

Diplomacy: Your ability to communicate with others, your likability, and general charisma.

Knowledge: Book smarts. The ability to recall information regarding the world’s history, facts about religions and cultures, and successfully glean information from text.

Physicality: Your ability to perform physical feats whether it be lifting a heavy object, jumping across a gap, swimming against a current, performing a backflip, or maintaining your balance.

Subtlety: Your ability to perform actions and speak in a discrete manner that doesn’t raise suspicion. Used for sneaking, pickpocketing, performing actions quietly, and lying.


Combat:

One of the core elements of gameplay of Quests of Change is combat. Quests of Change uses a “two hand” system in which characters can perform an action with each of their respective hands once per turn. For example, this means that a character holding two weapons, one in each hand, is capable of attacking twice on their turn. This also means a character holding a weapon in one hand and a shield in the other is only able to make one attack on each of their turns. Additionally, attacking with a weapon that requires the use of both hands consumes a character’s entire turn. The various spells of Quests of Change dictate whether or not a given spell requires the use of one or two hands to cast. 

At the beginning of combat, turn order is established by the Game Master, starting with the creature with the most speed and descending to the creature with the lowest. If two allied creatures have the same speed, at the beginning of combat, they may decide which of these characters will act first in the turn order. If two opposed creatures have the same speed, each rolls a d10, with the creature with the higher roll acting first in the turn order.

Actions and Rules of Combat:

One-handed actions:

Attacking with a one-handed weapon

Unarmed attack: You attack a foe without using a weapon. Deal your unmodified strength damage to a target. Use your unmodified finesse to hit.

Casting a one-handed Spell

Use An Item

Use An Ability

Switching an equipped item

Interacting with an object

Two-handed actions:

Two-Handed Weapon attack

Two-Handed Spell

Push: Move a target one-space. Deals 0 damage unless it causes the target to take fall damage. A target can willingly be pushed. If the target isn’t willing, the pusher must successfully make an unarmed attack.

Focus: You can forgo the actions on your turn to concentrate. If you do, choose one of the following effects: You regain 1d6 MP or You may add an additional accuracy die to your next attack.

Additional Rules of Combat:

-At the end of your turn, you must designate which direction you are facing. If you targeted another creature with your action, you are facing the direction of that target. If you did not target another creature or targeted yourself, you end the turn facing a direction of your choice.

-If you are attacking a foe with a ranged attack and are of a higher elevation of at least 1 full space, add +1 to your accuracy dice.

-If you are attacking a foe and they are facing away from you, you may reroll your accuracy dice once, though if you do, you must use the second roll.

Standard Attack:

Rolling to hit: Roll the accuracy dice of your weapon or spell. and add your finesse stat. If the total is greater than the target's finesse, the attack connects.

Damaging a foe: Roll your weapon of spell's damage dice. If you are making a weapon attack, subtract the target's defense from the result. If you are making a magic attack, subtract the target's resolve from the result.

Regardless of if an attack or spell would deal 0 damage as a result of a target having higher defense or resolve as the incoming damage, it deals a minimum of 1 damage.

Mental Attacks:

Rather than causing physical damage, some effects and attack may target one's mind. In these cases, instead subtract from the target's Will rather than their HP.


Character creation:

When creating a character, you choose your character’s creation methods. There are two possible methods that may be used: stable and unstable.

Stable: When you first create your character, roll 9 sets of 2d4. You then allocate these rolled results to each stat. Whenever you gain your first, third, and fifth levels of any class except for your first level of your first base class, you gain 2 stat points that may be put in any non-HP and non-Will stats of your choice. When you gain your second and fourth levels of a class, you may distribute three of these points this way.

Unstable: When you first create your character roll 9 d10. You then allocate these rolled results to each Whenever you gain a class level besides your first level of your first class, roll 1d4.  You gain that many stat points that may be allocated into any non-HP and non-will stats of your choice, though no more than 2 points may be put into a single stat at once.

Class and Race:

After assigning your character's base stats, you then assign your character's class and race. Every class and race provide additional stats to one's character as well as various other elements that are detailed in their respective sections.

Quests of Change features a robust class system  that aims to help players build their ideal characters. Players pick from one of 11 base classes at level one, with that class maxing out at level five. The next time a player would level up after maxing out a class, they choose a second base class, gaining levels in that class until it is maxed out as well. Once that player would reach level 11, the begin to gain levels in an advanced class based on the combination of bases classes that character has mastered.

Feats

Rather than utilizing an experience system, Quests of Change uses a feats system. This means that characters level up from performing notable feats. A notable feat can be anything from helping an NPC with a difficult task or defeating a powerful enemy. In order to gain one level of a player's first base class, they must simply perform one feat. In order to gain levels of their second base class, two feats must be performed. Lastly, if a player is to gain a level of an advanced class, three feats must be performed.


Leveling Up

Upon leveling up, in addition to gaining stat points dictated by if your character is stable or unstable, you are given 2 points that may be allocated to any of your utility stats. Additionally, you gain an amount of HP equal to half your class's starting HP bonus. Lastly, you gain your choice of one of your class's optional skills, as long as you meet its requirements (if it has any).



Difficulty In And Out Of Combat

Difficulty is something that is quite fluid, and can be adjusted by the Game Master based on how easy or hard they want the experience to be for players. However, every monster in the game comes with a difficulty rating. This difficulty rating is based on what level of playable character it is comparable to. For example, a monster with a difficulty rating of three would be roughly equivalent to three level one characters or one level three character.

Additionally, when players are performing actions outside of combat, feats they try to perform come along with inherent difficulty that is either specified by a given item, trap, or ability, or chosen by the GM if not specified otherwise. Many challenges will have a player roll a certain type of die and add a given stat. For rule of thumb, in such scenarios, the following requirements can be used to track difficulty of an action.

1-5: Easy

6-10: Challenging For The Untrained

11-15: Difficult

16-20+ Nearly Impossible

Movement:

In combat, movement takes place on a grid, with characters able to move a number of spaces per turn equal to their movement. A creature capable of flight is capable of ignoring terrain and can move upwards in addition to the cardinal directions. While in water, unless specified otherwise, a the number of spaces a creature can move is halved, rounded up. Additionally, if a creature would like to attempt to climb an object, they can roll 1d10 and add their physicality, though the number needed to succeed this roll varies according to the object being climbed factoring in elements such as texture and size.


Damage Types:

Physical

Fire

Water

Ice

Lightning

Earth

Wind

Plant

Dark

Light

Psychic

Poison


Status Effects:

Some effects from spells and abilities can cause a target to become inflicted with a status effect. Elemental statuses (burned, chilled, drenched, and paralyzed) can be removed by spending a 2 handed action.

Burned: The target takes 1d4 fire damage at the beginning of their turn until removed. Is immediately removed if the target is hit by ice or water damage.

Drenched: The target takes double damage from ice and electric damage. Once the target sustains ice or electric damage, this status is removed.

Chilled: A chilled target suffers no immediate negative effect. However, if a chilled target sustains ice damage, they become temporarily frozen, skipping their next turn.

Paralyzed: While paralyzed, a target can only take a single action or move. (They may take their choice of a one-handed or two-handed action. If they do, they can't move that turn.)

Poisoned: (At the beginning of your turn, take the poison source’s corresponding damage)

Petrified: The target is immobile and skips each of their turns until they are no longer petrified.



Weapon Ranks:

Every weapon in Quests of Change has a corresponding weapon rank. By default, characters of their first base class can wield bronze tier weapons of types they're adept with, characters of their second base class can wield silver tier weapons of types they're adept with, and characters of advanced classes can wield gold tier weapons of types they're adept with. Platinum weapons are special weapons that can be wielded by characters that meet a given weapon's specific requirements.


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