Getting Started
Check out our New Player Guide!
You Don't Need to Learn This Whole Book!
That probably comes as some relief. . . . There are many sections in this handbook, but not all of them will be relevant to you.
The first section (after this one) is Character Creation. This is a list of all the skills that can make up a character. You don't need to learn all of these skills–only the ones that your character actually has. (So if you don't buy Alchemy for your character, you don't need to understand how the Alchemy skill works.)
The next section is the Rules of Gameplay. These are the operating rules that conduct how a Quest event happens. You will need to read through and understand these, since they apply to everyone.
There's also a section on what's "in-game" (happening to your character) and what's "out-of-game" (happening only to you, the player). This will be useful for understanding how to make a Quest event seem more real.
After that comes the list of Spells. If your character can't cast spells, you can skip this (although it never hurts to learn how some spells work, because they'll be cast at you!). If you can cast spells, you'll want to understand the spells you have access to.
After that, you'll find information on Quest's major game world, the Continuing Game. If the event you're attending is a CG event (and most of them are), you will want to skim this over and see if it helps you form your character's story and personal history–but you don't need to memorize it.
But first, you'll need to come up with a character concept. Read on. . . .
Starting Your Character
Step 1: Overall Concept
Character generation starts with a character concept. Where do you come from? What do you enjoy doing and with whom? What are your goals and fears? What life events have shaped your personality? Only after you have a good idea of your persona can you choose what abilities and limitations are appropriate for your character.
Step 2: Your Character Type
Quest events involve a variety of personas needed to fulfill the plot. Some are warriors, others priests, mages, or rogues. . . . Who are you?
Your character isn't just a set of skills and numbers, of course. But while you can leave your character's personality a little less defined, you will have to put some concrete thought into what skills work best for your character concept.
Skills aren't important at every part of a Quest event. Lots of Quest's activities involve straightforward acting, puzzle-solving, or thinking. Instead, the skills you've purchased will most often be used during combat. For that reason, when picking skills, many people consider weapons or spell use first.
Consider whether you're more of a user of weapons (warrior, sword-arm, cutthroat), a caster of spells, or perhaps someone with special abilities (stealth, picking pockets, alchemy). Many characters will find a happy medium between these abilities. Consider how much of each is important to you and sketch out how many points you'll feel comfortable spending. (The "What Should I Buy?" section below may be of particular help.)
Step 3: Picking Your Skills
Everyone starts with a set number of character points with which to create a character. For Continuing Game characters, this figure is 10 points. (Other events will vary, often 20 or 30 points.) In addition, you may gain extra points by taking Disadvantages or Natural Limitations.
These points may be spent on any of the abilities listed in the "Character Creation" section. Many of the abilities are measured in progressive levels. Thus, to get second-level Stealth, someone would have to spend 2 points for first-level Stealth and 2 more points for second-level Stealth, for a total of 4 points.
Characters are generated from four lists of options:
Natural Talents (which may only be purchased when the character is originally created),
Abilities (which may be bought initially or with earned experience),
Disadvantages (which award points and may be acquired at any time), and
Natural Limitations (which award points but may not be acquired after character creation).
Spell use is listed under "Magic" and fighting skills are listed under "Weapon Skill."
Your character concept may change depending upon the scope of the event. In a Continuing Game, you are typically limited to 10 points. This will affect your purchases in more ways than one. For example, you will know that not many people will be able to afford high levels of Will, so you can probably feel safe with a low number or none at all. Conversely, if you do choose to take a moderate level of Will, you can be reasonably confident that your Will-dependent spells, for example, will be particularly effective.
Also, do not forget that starting Continuing Game characters may take Character Debt. This allows for much greater potential than 10 points would normally allow. Do also consider, however, that future character growth will be slowed as you pay off the debt.
Step 4: Name and Personality
You'll want to pick a name for your character. Continuing Game characters may also wish to pick a country of origin from the game world section of this book, and perhaps a patron deity from the Pantheon section as well (anyone playing a member of the clergy must pick a deity).
Remember that weird fantasy-sounding names may be difficult for others to remember (and are often more appropriate for weird fantasy races). "Justinian," "Franciscus," and "Brigid" are easier to recall than "Ganomex" or "Astrinigeth." If your character is human, consider a name taken from your country of origin.
You'll also want to work out other elements of your character's personality. For instance, if you've taken a Phobia, you might wish to work out how you developed that phobia. You may want to think about what brought your character to the event locale. These sorts of details turn your character from a list of statistics into a real personality.
"What Should I Buy?"
First off, don't panic. If you're a new player, whatever you pick isn't set in stone. At any point up to and including the start of your fifth Quest event, you can move any of your earned experience around. You can move your points around into different skills, or you can shunt them all over into a new character altogether. (Just to clarify: you can move these points between events, not during them.) So if your character idea doesn't work out, all is not lost.
That said, what skills would be a good idea? Below are lists of abilities that fit some common character types. You may want to consider these when picking the abilities for your character (under "Character Creation," the next chapter). These suggestions all assume you're taking 4 points of Character Debt.
Remember, these are just guidelines! You can tweak and modify them all you like.
Soldier, Warrior |
|
| 12 | |
| 2 | |
| Option: Reduce Weapons to 9. Add a second Natural Talent and Brawling 1. | |
Scout, Ranger, Forester |
|
| 6 | |
| 4 | |
| 2 | |
| 2 | |
| Option: Replace the Awareness or the Lore or one level of Stealth with a Natural Talent. Option: For an eagle-eye, replace Lore 2 with two more levels of Awareness. |
|
Mage, Wizard, Sorcerer |
|
| 1 | |
| 12 | |
| 1 | |
| Option: For a more scholarly wizard, replace "Mage 4, and Will 1 or Lore 1" with "Mage 3, Will 1, and Lore 3." | |
Priest, Monk, Nun, Friar, Clergy |
|
| 1 | |
| 12 | |
| 1 | |
| Option: For fighting clergy, replace Cleric 4 with Cleric 2 and Weapons 6. Option: Add First Aid and one of these disadvantages: Peaceful, Law-Abiding, Charity, or Honesty. |
|
Alchemist, Herbalist |
|
| 2 | |
| 10 | |
| 2 | |
| Option: For a physicker or surgeon, add First Aid and Peaceful. | |
Sage, Scholar |
|
| 3.5 | |
| 1 | |
| 9 | |
| 1 | |
| any one of these disadvantages: Peaceful, Cowardice, Phobia, Law-Abiding, Honesty, or Gullibility | -0.5 |
| Option: Replace Awareness or Will with either Wealth 1, Traps 1 or Poisons 1. | |
Bard, Minstrel, Diplomat |
|
| 3 | |
| 2 | |
| 9 | |
| Option: For a silver tongue, replace Weapons 9 with Weapons 6 and two more levels of Quicktalk. Option: For a more knowledgeable character, reduce Quicktalk to 1 and replace Lore with Sage. |
|
Rogue, Thief, Criminal |
|
| 6 | |
| 6 | |
| 2 | |
Merchant |
|
| 2 | |
| 2 | |
| 3 | |
| 6 | |
| 1 | |
| Option: Replace Weapons 6 and Awareness with Cleric or Mage Initiation, and either Cleric 2 or Mage 2. | |
Church Knight, Paladin |
|
| 12 | |
| 1 | |
| 1 | |
| 1 | |
| -1 | |
| * Note that these skills are required to play a knight, and that Status requires prior approval; contact the CG Game World Chair before the event. | |
| Option: Replace Weapons 12 with Weapons 6 and Cleric 2. | |
Still Juggling Points?
Need help figuring out how many points cost what? Try our online Character Builder.
