Additional Rules Update (Alpha 0.1)
Added 2022-06-02 06:42:47 +0000 UTCIn addition to the core rules of Quests of Change, the following rules are used to define Back Attacks, size categories, creature types, and a character's body proportions
Back Attacks
When engaging in combat, character's are more likely to strike a foe's weak point when attacking from behind. If a creature is attacked from behind with a melee weapon attack or unarmed attack, that attack gains Critical Potential if it didn't have it already. If that attack already had critical potential, the number needed to land a critical hit is reduced by 1.
Creature and Object Size:
Small: Any creature that is half the size of a standard-sized creature or less, while small creatures take up a single space, they are capable of moving through spaces occupied by creatures. Small-sized creatures include many Fairies, Imps, and Goblins.
Standard: The most common size in Quests of Change, occupying one space. Unless specified otherwise, all humanoids are standard sized.
Large: The size category used for various creatures larger than humanoids, Large creatures take up a 2x2 space.
Extra Large: The default size for Giants and various high-threat foes, Extra Large creatures take up an 3x3 space.
Bestial: The size used for many quadrupedal creatures such as horses and other exotic mounts, Bestial creatures occupy a 1x2 space. (If a standard-sized creature is riding a mount, they count as occupying the same space)
Serpentine: A creature with a Serpentine size can be a line of any number of spaces dictated by the creature at hand. If a creature with this szie moves, rather than it's body maintaining a straight line, the spaces it occupies trail behind the front most space, mimicking that space's movement.
Various types of creatures can be encountered in Quests of Change. While all creatures have at least one creature types, some creatures have multiple types. While a creature type has no bearing on gameplay by default, various spells and abilities interact with creatures of specific types.
Creature Types:
-Humanoid: Playable sapient and sentient species that can be found throughout the Realm of Mortals.
-Demons: The denizens of the Realm of Corruption, Demons come in many forms, though they are often cruel, spiteful, or looking to corrupt others. If a humanoid creature experiences excessive amounts of corruption, that creature often gains Demon as a creature type.
-Fairy: Residents of the Realm of Mortals, Fairies are inherently magical beings that orginate in the Midnight Grove. Fairies are often fun-loving creatures looking to entertain themselves, though this often comes at the expense of adventurers.
-Angel: Inhabitants of the Realm of Purity, Angels are holy beings that serve as the antithesis of Demons. Bearing the strongest of mortals and a defined sense of right, Angels aim to bring about justice, punishing those they view as evil.
-Demigod: The unnaturally powerful offspring of a god and former mortals that have managed to gain power that rivals that of the gods.
-God: Extraordinarily powerful beings that are fundamentally connected to the three realms of reality, and the creators of various civilizations and peoples. In the vast majority of cases, Gods reside deep within the Realms of Corruption and Purity.
-Undead: Creatures brought back to un-life through some magical means. The likes of vampires and spirits make up the majority of undead that can be encountered in Quests of Change.
-Construct: The likes of golems are robots, Constructs are artificial creatures created out of inorganic materials.
-Slime: Amorphous blobs of ooze, Slimes most often lack intelligence or sentience, simply seeking out contact with other creatures.
-Monster: Ranging from mimics to giants, Monsters are a category of any type of creature found within the Realm of Mortals that does not fit within any of the previously mentioned categories.
Body Proportions:
When creating a character, you may dictate your character's body proportions. Proportions fall into various categories that provide different advantages and disadvantages to a character.
If a character is a bimbo, the diplomacy benefits of the character's body proportions are doubled.
Bust: A character's bust size falls into one of several categories, gaining the effects of the category of their bust. If an effect states that a character's bust size would increase, it only increases their cup size. This means that an effect that increases the proportions of one's bust may not necessarily cause the category to change. By default, a character can choose to have their character start with proportions within the Modest and Natural Beauty categories. At a GM's discretion, a character may begin with proportions in other categories, though these proportions are most often the result of transformation.
Modest: AA, A, B: (No effect)
Natural Beauty: C, D, E: (-1 Finesse, +2 to all Diplomacy rolls)
Cumbersome: F, G, H (-2 Finesse, -2 Speed, +4 to all Diplomacy rolls, You can only wear clothes and armor designed to accommodate your proportions)
Very Cumbersome: I, J, K, L (-3 Finesse, -3 Speed, -1 Movement, +6 to all Diplomacy rolls, You can only wear clothes and armor designed to accommodate your proportions)
Immobilizing: M+ (-4 Finesse, -4 Speed, -3 Movement, You can only wear clothes and armor designed to accommodate your proportions)
Hips/Ass: Unlike bust size, the proportions of a character's backside and hips lack subcategories like cup sizes. This means that if a character's proportion of this type would increase, it automatically increases by one category. By default, a character can choose to have their character start with proportions within any category save for Cumbersome, Unnaturally Cumbersome, and Immobilizing. At a GM's discretion, a character may begin with proportions in other categories, though these proportions are most often the result of transformation.
Flat: (+1 Speed, -1 Diplomacy)
Cute (No effect)
Bubbly (No effect)
Thick (-1 Subtlety rolls made to sneak, +1 Diplomacy)
Extra Thick (-3 Subtlety rolls made to sneak, +3 Diplomacy)
Cumbersome (-3 Subtlety rolls made to sneak, -2 Speed, Back Attacks made against you add +1 to hit, +3 Diplomacy)
Unnaturally Cumbersome (-3 Subtlety rolls made to sneak, -3 Speed, Back Attacks made against you add +2 to hit, -1 Movement, +3 Diplomacy)
Immobilizing: (-3 Subtlety rolls made to sneak, -3 Speed, Back Attacks made against you add +3 to hit, -3 Movement)