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Explanation about the
use of the Character sheet
Movement,
Intelligence
Strength
Agility
Lock picking
Astral
Points
Life points
Level and
Experience |
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Player Guide
The Character sheet :
At the start of a game, the games master hands
out the character sheets. On this, you can see the statistics and what your
character can do.
The top section of the Character sheet
describes the name of the Hero you are playing, his profession and the character
profile. The profile needs some introduction.
Character Profile:
As a beginning adventurer (level 1), You have a neutral profile. This means that
your character can go to any side, from being good to being evil. In Infinite
Quest, we use only three profiles: Good, Neutral and Evil. During the Game this
can change by finding a cursed object, or an event.
Example:
Your Hero gets into an argument with a Non Playing Character (NPC), who was
introduced in the Game by the Games Master. You decide to get into a fight with
this nasty NPC and you kill him in combat. There is only one problem. The NPC
had a good profile, and now he is dead. Normally the Games master rewards you
for winning a combat, and killing your foe by giving you experience points. But
because this wasn't a monster and the NPC should not have been killed, the Games
master can decide to change your alignment to Evil.
This doesn't have to be a problem to keep
playing the Game, but it can prove to be a handicap when you find certain items
or objects in the Game. Especially magical objects or weapons have an alignment
(good, neutral or evil). In the case, described in the example, your character
has become an Evil character and can only use weapons and objects with an evil
alignment (or profile). Weapons with a neutral character can be used by all
profiles, but you won't benefit of the bonuses being a Good or Evil character.
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Character
Sheet; Statistics Section:
On the second Section of the character sheet
you'll find your characters' movement, intelligence,
strength, agility,
Astral Points, Life
points, Level and experience score.
Clicking the links above or on the left, will bring you to the explanation of
matters.
Character Sheet; Battle Section:
Here you can find your fighting abilities. What you can do in a combat
situation. Here you'll find Attack Close range (hand- to hand combat), Defense
Close Range, Attack Distance (with long range weapons like Bows and throwing
knifes) and defense on distance weapons.
Character Sheet; Explanation Section:
Here you'll find a brief explanation on the different tests, used in a game. The
descriptions are brief, but enough to be a reminder of the rules. And then there
is the last section: Notes. Here you can write down your notes during the Game.
What or who are we looking for ? Important NPC's and so on.
Character Sheet; Personal belongings:
On the second page of your Character Sheet, you'll find your personal
belongings, used in the Game: What kind of Armour you're wearing, standard
weapon, what's in your backpack (max. 8 items) Personal Items and special
abilities. All these are explained below.
Movement:
The statistics noted on your Character Sheet are divided in different sections.
First there is a score noted behind Movement. This is written down like: …D6.
This only means that you roll normal 6-sided Gaming dice. The score, written
before D6, gives the amount of dice you may roll. (1D6 = 1 gaming dice, 2D6 = 2
Dice, and so on). Sometimes there is a bonus score written behind the number of
D6, like for instance 2d6+4
This means you must roll 2 normal 6-sided dice, and may add a score of 4. So the
minimum movement score of your character in this example, is always 6 spaces on
the Gaming board.
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Intelligence:
Your character can be intelligent in the Game, or not. Sometimes you have to do
an intelligence test, to see if your character is up to the challenge. The Score
noted on your Character sheet is the minimum score you have to roll to pass the
test. Again, you roll 2D6 and see what your score is. When, for instance, a
score of 10 is noted on your Character sheet, you have to roll 10 or more to
succeed. An intelligence score of 10 means your Character is not that smart on
intelligence tests. So the lower the score, the more chance you have to pass a
test.
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Strength:
The score noted under Strength gives your characters' strength. Like doing an
intelligence test, the score has to be rolled with 2D6 and must be the score
noted on the Character sheet, or higher. I will give an example of a strength
test:
You walk through a corridor, and end up at a door. You tell the Games master,
you want to enter the room behind it. The Games master tells you that the
door is locked, and there is no key to be found to open it. Now you can
decide to bash open the door, doing a Strength test. You look at your
Character sheet under strength and see you have a score of 8 noted under this
section. You roll 2D6 and roll a score of 9. This means that you have
passed the test, and have enough strength to "molest" the door.
The Games master tells you, you have knocked down the door and you can
enter the room.
Of course the Strength test applies to more situations in the Game. It can also
be used to move things around, push open doors or windows and several other ways
to use force. Just remember, anything that can be pushed or shoved in real life,
can also be pushed and shoved in Infinite Quest the Game. It's no use to try and
push down a wall, because it's impossible in real life. So why try it in the
Game?
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Agility
or Dexterity:
Now this is something else. The Agility or Dexterity score gives your chance to
avoid certain traps or other sneaky stuff the Games master comes up with. This
score represents how nimble you are. How quick can you step aside when an Axe
comes down the ceiling? Or; how fast can you duck when an arrow comes flying out
of a wall? The test is done the same way as an Intelligence-, or Strength test.
Roll 2D6 and compare your roll with the score on your Character sheet. Roll
above the score and the test succeeds, roll under the score and the test fails.
It's as simple as that.
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Lock
picking, spotting Traps and find hidden (secret) doors:
When your character is a thief, for instance, you have a chance to pick locks on
doors or treasure chests. This is given in a percentage. If, for instance, you
have a score of 40%, this means that you have to roll the 10-sided percentage
dice. The minimum score you need to pass the test is 100% or more. Given that
you have a score of 40% noted on your Character sheet, you have to roll 60% or
more on the percentage dice to succeed. The same goes for finding Traps or
concealed doors. Do the % test and see if you're score is enough to pass. This
score only applies to characters, who have this kind of abilities, like Thieves,
Rangers or an occasional Dwarf who has this skill.
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Life
points:
Under life points, your maximum amount of life force is noted. When you do
battle, or fall in a trap, you have a chance of loosing life points. When you
lose Life points, you subtract the amount of lost life force of your score noted
on the Character sheet. You can revive Life force during the Game by drinking
Healing potions or using bandages. Healing potions can be found anywhere in the
Game. The Games master can put them inside Treasure chests or bookcases, or you
can find them on the Gaming cards. Note: your character can't go over the score
noted on the Character sheet, by drinking potions. So if a score of 8 life
points is noted, you can't drink a potion healing 3 points and add this to your
basic score to reach 11 points of Life force. The noted score is a given fact,
depending on your level. When your character reaches a score of 0 (Zero),
your Hero becomes unconscious. You can't heal yourself when you're unconscious
(try drinking a potion while you're asleep!), but the other players can try to
revive you by using bandages. Before you reach your next turn, the others can
help you. Normally applying bandages comes with rolling 1D6; A score of 1 or 2
means the bandage infects the wound and you have to subtract 1 life point of
your score. 3 or 4 means the bandage is useless and nothing happens. A score of
5 means to heal 1 life point and 6 means to heal 2 life points. When a Character
is unconscious, and another player is applying a bandage to the unconscious one,
the scores 1 to 4 means nothing happens. 5 means heal 1 Life and 6 means heal 2
life points. When you reach your next turn, and the other players couldn't or
wouldn't help you, and you still have a score of 0 (Zero) life points, you die.
Dying is the only way to get out of the Game. When you die, you're out for this
adventure, but you can return playing another character in a different Game
(starting again from level 1). You lose all of your found treasure and
experience points and have to start from scratch in the next adventure.
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Level
and Experience score:
While playing the Game, you slay monsters and solve riddles. For doing this, you
are rewarded by the Games Master giving you experience points. When the GM gives
you experience points; you note them down on your Character sheet, under
experience points. The players who survive the adventure become more experienced
and can gain a level if they reach the score needed to progress to the next
Level, improving their basic skills. Your Level is nothing more than a score
giving how experienced you are. A new player starts out on level 1, with the
character scores of a level 1 adventurer. These scores depend on the profession
of the character you are playing. Some Characters are stronger, or more
intelligent than others. It can vary from player to player, so every player has
his/her own strong and weak points.
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Astral
Energy:
When the basic score noted on your Character sheet is 0 (zero), this means that
your character is non-magical, so you don't have to read this section (only if
you want to know, what a Wizard player has to get through).
When your Character is a Wizard, Magician or
Sorcerer, you practice the Arts of Magic. For conjuring your spells, you need
Energy (or Manna). As a Magical character, you extract your powers from the
Cosmic Universe all around you. This is called Astral Energy. The score noted on
your Character sheet, represents the power you can draw from the Cosmos to
practice your Magic. A Magic user level 1 has a basic score of 50 AP (Astral
Energy Points) and has a Magic Spell Book, handed out by the Games master at the
start of the Game. The spells written down in the Magic Spell Book have a score
noted in the lower left corner of the page. This is the cost of AP for using the
spell. Tell the Games master, you want to use a certain spell, and read it out
loud. (You can use your hands in a dramatic kind of way, to emphasize the
magical signs you write in the air to bundle the Astral Energy into the
spell. Of Course you don't have to do this, but it gives a dramatic appearance
to your character, and it's fun to do).
Now you look up in your spell book, what you have to do, to see what effect your
spell has on your opponent, mostly rolling the battle- or normal D6 dice. After
you have read the spell, you subtract the amount of used AP from your score on
the Character sheet.
Using AP during the Game would mean that after
throwing a few spells, your Astral Energy would be gone and you couldn't use any
more magic. Of course, we have thought of that, and have a solution for this
problem. During the Game you can gain Astral Energy by just playing. Every turn
you play, and don't fight, or explore, you'll get back 5 Astral points you have
used, up to the basic amount noted on your Character sheet. So if you just play
your moving turn, and skip your exploration turn, you will "heal" your
magical powers. You can also skip 2 turns .You get into a Trance like stage,
which heals your magical powers by 20 Astral Points. But beware, if you are in
this Trance like state, you are very vulnerable. When you are disturbed, being
in "Trance", you will lose all Astral points. You have to play the
rest of the game with the last score of AP noted on the character sheet. This
score will become your maximum score, and will not be restored, until you gain a
level. Sometimes you can also find magical items in the game, which will give
you permanent or temporarily Astral Energy. The Astral Energy given by magical
items can be added to your basic score (except when stated otherwise), so you
become more powerful.
Playing a Cleric or Paladin, means your
character also has magical abilities, but they a somewhat limited. These
characters don't use Astral energy the same way as Wizards do. This Astral
energy is more like Divine guidance. The gods answer "Prayers" of a
Cleric or Paladin, and give the character the Divine Energy to make their
"Spells". Actually we should have named this energy: Divine Energy,
but it is treated the same way as Astral Energy, so why bother?
"Healing" your Astral Energy back to your starting quota goes the same
way as described above.
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Next page:
Available Professions (A brief
introduction about the professions you can choose as a player)
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Copyright by Infinite Quest Productions 2002-2004 © All rights reserved
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