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4 changes: 2 additions & 2 deletions 1.3_Who_Is_This_For.md
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# 1.3 Who Is This Document For
## 1.3 Who Is This Document For

The primary audience for this document is game-designers who wish to utilize the *QuestWorlds* rules framework to implement their own game.

We also recognize that some people will use this document to learn about the *QuestWorlds* system before purchasing it, and some players in games were the GM has a rule book, may use this as a reference to help understand the rules.
We also recognize that some people will use this document to learn about the *QuestWorlds* system before purchasing it, and some players in games where the GM has a rule book, may use this as a reference to help understand the rules.

For that latter reason, we address the rules here to a player.

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2 changes: 1 addition & 1 deletion 1.5_Participants.md
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You and your fellow players each create a Player Character (PC) to be the "avatar" or "persona" whose role you will play in the game. The PCs pursue various goals in an imaginary world, using their **abilities**, motivations, connections, and more to solve problems and overcome **story obstacles** that stand in their way.

When we say 'you' in this document we may mean the player or their PC. Which should be clear from context, or explicitly noted.
When we say 'you' in this document we may mean either the player or their PC. Which of these we're addressing should be clear from the context or explicitly noted.

### 1.5.2 Game Master

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13 changes: 5 additions & 8 deletions 10.1_Glossary_of_Terms.md
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: Your **result** is worse than the **resistance's** result.

**Defensive Response**
: In a **scored contest** you can choose a defensive **tactic** which reduces the **resource points** you lose on a negative **result**.
: In a **scored contest** you can choose a defensive **tactic** which reduces the **resolution points** you lose on a negative **result**.

**Dependent**
: A **supporting character** who depends on your PC.
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**Story Point**
: Allows you to alter fate for a player character, either by a **bump** to their **result** or a **plot edit**.

**Hurt**
: A state of adversity, a flesh wound or injured pride, heals at the end of a session.

**Keyword**
: A single **ability** that encompasses a range of abilities within it, such as an **occupation** or culture. An **ability** within an **umbrella keyword** is a **break-out ability**, an **ability** within a **package keyword** is a **stand-alone ability**.

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**Rating**
: An ability has a **rating**, between 1 and 20, indicating how likely a character is to succeed at using it.

**Rank**
: The scale of a **bonus* or **penalty**.

**Resistance**
: The forces opposing the PC in a conflict, or concealing a secret that must be overcome by using an **ability** in a **contest**. One of: **Extreme**, **Huge**, **Very High**, **High**, **Raised**, **Moderate**, **Low**, **Very Low**, **Tiny**, **Rock-bottom**.

**Resistance Class**
: The **bonus** or **penalty** to the **resistance** **TN**, depending on the GM's interpretation of how *dramatically* hard the **story obstacle** is.

**Resolution Point (RP)**
: In a **scored contest** an **RP** tracks the advantage one contestant has over the other.

Expand Down Expand Up @@ -256,7 +253,7 @@
: Something that prevents you from getting what you want, the **prize**. A **story obstacle** is the trigger for a **contest**.

**Stretch**
: A **penalty** applied to an **ability** because it is stretches credibility that it is a reasonable **tactic**.
: A **penalty** applied to an **ability** because it stretches credibility that it is a reasonable **tactic**.

**Success**
: Rolling under your **target number**. It can be a **critical** or just a plain **success**.
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6 changes: 3 additions & 3 deletions 2.1_Abilities.md
Expand Up @@ -22,17 +22,17 @@ Ultimately, in *QuestWorlds* a **flaw** is simply something that you invite the

*QuestWorlds* **abilities** are **scored** on a **rating** of 1–20, representing the **target number (TN)** you need to roll or less to succeed on your roll during a **contest** (see §2.3 for more details).

Once your **ability** passes 20, you would always be able to roll under it on a D20. So to allow abilities to scale over 20 **scores** we use of tiers of capability we refer to as **Mastery**. To reflect abilities (or **resistance**s) higher than 20, either permanently through character advancement or a temporarily with **modifier** to a contest roll, note a **mastery** for every 20 points in the ability, and treat what remains as the **rating**. So, for an **ability** of 27, we note one **mastery** and a **rating** of seven written as "7M" and we write the **rating** of 21, as 1M.
Once your **ability** passes 20, you would always be able to roll under it on a D20. So to allow abilities to scale over 20 **scores** we use tiers of capability we refer to as **Mastery**. To reflect abilities (or **resistance**s) higher than 20, either permanently through character advancement or a temporarily with **modifier** to a contest roll, note a **mastery** for every 20 points in the ability, and treat what remains as the **rating**. So, for an **ability** of 27, we note one **mastery** and a **rating** of seven written as "7M" and we write the **rating** of 21, as 1M.

The "M" after the **rating** signifies **mastery**. The number in front of the M is the **rating**, and represents the new **target number** you seek to roll or less. Whatever your roll, the mastery then **bumps** your **result**. You **bump** a **success** to a **critical**, and **bump** a **failure** to a **success**. If you roll a **critical** you can **bump** down your opponent. When both you and the resistance have **masteries** they cancel each other out.

Having a **mastery** means that you **succeed** most of the time and **critical** more often; you will only **fail** when you roll a **fumble**, and have a higher chance of a **critical** from rolling under the **TN**.
Having a **mastery** means that you **succeed** most of the time and **critical** more often; you will only **fail** when you roll a **fumble**.

For example, Trevor Okafor is trying to hover a helicopter over a ravine so that Bethany Ng can winch down to a stranded climber in high cross-winds. The GM calls for a roll. Trevor Okafor has 31 in Pilot, written as "11M". Trevor's player rolls against a **TN** of 11. They roll a 17 and fail, but Trevor's **mastery** means the actual **result** is **bumped** up to a **success** on a 17. This beats the GM's **success** on a 13. Later Bethany Ng is trying to stabilize the victim on the route back to hospital. Bethany has 27 in Medic, written as "7M". Bethany's player rolls against a TN of 7. They roll a 4 and succeed, but the **mastery** means that the actual **result** is bumped up to a **critical** on a 4, which beats the GM's **success** on a 14.

Specific *QuestWorlds* games or genre packs may use other symbols relevant to their setting or genre to denote **mastery** instead of M. If so, this should be clearly noted by their designers.

As a **score** climbs, you may even gain multiple **masteries** in it. **Mastery** tiers above one (representing an overall **score** or 41 or more) are marked with a number to the right of the M symbol. Each successive **score** increase over 20 becomes a new **mastery** tier. Thus, if you have 10M2, you have two **masteries** and a **rating** of 10, (representing a total **score** of 50). 10M3 means that you have three **masteries** and a **rating** of 10, and so on. Multiple **masteries** result in multiple **bumps** up, so with two **masteries** a critical **bumps** to a success.
As a **score** climbs, you may even gain multiple **masteries** in it. **Mastery** tiers above one (representing an overall **score** or 41 or more) are marked with a number to the right of the M symbol. Each successive **score** increase over 20 becomes a new **mastery** tier. Thus, if you have 10M2, you have two **masteries** and a **rating** of 10, (representing a total **score** of 50). 10M3 means that you have three **masteries** and a **rating** of 10, and so on. Multiple **masteries** result in multiple **bumps** up, so with two **masteries** a failure **bumps** to a critical.

To simplify **bumping**, when both you and the resistance have **masteries** they cancel out.

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8 changes: 5 additions & 3 deletions 2.3_Contest_Procedure.md
Expand Up @@ -8,7 +8,7 @@ The basic resolution methods are as follows:

#### 2.3.1.1 Assured Contest

Some **obstacles** don't require a roll to overcome. You’ll just do it and keep going, much as you get dressed in the morning or drive your car to work. We call these kinds or contests **assured** contests because your **victory** is assured. Your GM may want to describe your **victory** as a sweat inducing challenge for you, even though there is no risk of **defeat**, to highlight the heroic struggle of your PC to beat the obstacle, nonetheless.
Some **obstacles** don't require a roll to overcome. You’ll just do it and keep going, much as you get dressed in the morning or drive your car to work. We call these kinds of contests **assured** contests because your **victory** is assured. Your GM may want to describe your **victory** as a sweat inducing challenge for you, even though there is no risk of **defeat**, to highlight the heroic struggle of your PC to beat the obstacle, nonetheless.

As your character advances, the challenges that qualify for assured contests will become more complex. If you face a driving challenge, the bar for assured will be much lower for a champion Formula 1 racer than a typical commuter.

Expand Down Expand Up @@ -121,6 +121,8 @@ You should be able to memorize these values in play, and just go up or down the
|-4 |-M |
|-5 |-M2 |

By default, the **base resistance** starts at 14.

### 2.3.4 Resistance

Your GM chooses a **resistance** to represent the difficulty of the **story obstacle**.
Expand All @@ -139,7 +141,7 @@ In other words, in *QuestWorlds* your GM will pick a **resistance** based on dra

Your GM determines the **resistance** from a **base resistance** modified by a **rank** depending on their view of how difficult the obstacle is for you. Increasing **ranks** make it harder to succeed, and decreasing **ranks** easier.

By default, the **base resistance** starts at 14. The **rank** never reduces the resistance value below 6.
The **rank** never reduces the resistance value below 6.

All **contests** use the **base resistance** + **rank**, except for **contests** to determine **augments**. **Augmenting** always faces the **base resistance**.

Expand Down Expand Up @@ -172,7 +174,7 @@ A **critical** is a better **result** than a **success** which is, in turn, a be

#### 2.3.6.1 Narrating Outcomes

You GM narrates the contest **outcome**. Their narration should take into account the **prize** and the **tactics** used by each side. Your GM may invite you to contribute more detail on your actions as part of that narration, if they wish. But the GM is the final arbiter of the how the story progresses as a result of the rolls - provided they respect the **outcome** in which you win or lose the **prize**.
Your GM narrates the contest **outcome**. Their narration should take into account the **prize** and the **tactics** used by each side. Your GM may invite you to contribute more detail on your actions as part of that narration, if they wish. But the GM is the final arbiter of how the story progresses as a result of the rolls - provided they respect the **outcome** in which you win or lose the **prize**.

Your GM should bear in mind your **result** when describing the outcome. For example, if you **succeeded**, but the **resistance** **succeeded** better, the GM should describe your actions as successful, but the **resistance** as doing better. If your **result** was a **critical** and the **resistance's** **result** was a **fumble** your GM should describe a crushing **defeat** in which your adversary is clearly outclassed.

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4 changes: 2 additions & 2 deletions 2.6_Flaws.md
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## 2.6 Flaws

During play your GM may decide that your **flaw** has been triggered. A **flaw** might apply to the **tactic** you are using in upcoming **contest**, when it is called a **hindrance** (see §2.6.1). Alternatively a **flaw** might simply come into play when you want to describe your PC acting in a certain way, and your GM feels that one of your **flaws** could prevent this, or your GM feels that a situation raises a challenge that means one of your **flaw** means would lead to you responding in a certain way. (see §2.6.2).
During play your GM may decide that your **flaw** has been triggered. A **flaw** might apply to the **tactic** you are using in upcoming **contest**, when it is called a **hindrance** (see §2.6.1). Alternatively a **flaw** might simply come into play when you want to describe your PC acting in a certain way, and your GM feels that one of your **flaws** could prevent this, or your GM feels that a situation raises a challenge that means one of your **flaws** would lead to you responding in a certain way. (see §2.6.2).

### 2.6.1 Hindrance

Expand All @@ -16,7 +16,7 @@ When you experience a **penalty** due to a flaw, you gain an **experience point*

### 2.6.2 Act according to your flaw

At times the direction of the story you are all telling may place your PC in situations when it seems likely they would act according to their **flaw**. The addict may reach for drink or drugs following an emotional setback, a lust for vengeance may come between your PC and showing mercy, prejudices or bigotry may prevent your from seeing others positively.
At times the direction of the story you are all telling may place your PC in situations when it seems likely they would act according to their **flaw**. The addict may reach for drink or drugs following an emotional setback, a lust for vengeance may come between your PC and showing mercy, prejudices or bigotry may prevent you from seeing others positively.

If you chose to act according to your **flaw** there is no contest, simply describe your character behaving as the **flaw** dictates. This might result in a **hindrance** to further actions (see §2.6.1)

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6 changes: 3 additions & 3 deletions 2.7_Benefits_and_Consequences.md
Expand Up @@ -18,7 +18,7 @@ After a **contest**, you may suffer **consequences**: literal or metaphorical in

The GM is the arbiter of when a **consequence** should be applied.

Your GM may assign a penalty to reflect this **consequence**. Your GM should assign a **penalty** that corresponds to a **rank**: -3, -6, -9, -M, or -M2. The **rank** will depend on how severe they feel the **consequences** are.
Your GM may assign a penalty to reflect this **consequence**. Your GM should assign a **penalty** that corresponds to a **rank**: -3, -6, -9, 0r -M. The **rank** will depend on how severe they feel the **consequences** are.

If your opponent defeats you, your GM may use the difference between your **result** and the **resistance's** result to determine the **rank**. If your opponent had a **better success** it is one **rank** or -3. If you were one level of result different, such as you **failed** and they **succeeded**, or you **succeeded** and they rolled a **critical**, then it is two **ranks** or -6, and so on, with your rolling a **fumble** and the GM rolling a **critical** the largest **rank** at 4 for a -M penalty.

Expand All @@ -38,7 +38,7 @@ Your GM should not impose a narrative **consequence** on your PC that takes them

A story-ending **outcome** may not just be death. It can include anything that takes the PC out of play, such as exile, dismissal from the secret agency, a broken heart. In some cases the ending to your PCs story could be ambiguous, allowing the PC to return at a future point when the story makes their salvation possible.

Your GM might declare that the stakes of a particular **contest** place a PC at risk of this being a story ending moment, before the dice are rolled. This may be important for credibility in the story that the group is telling, In this case there should be an option for the PC to avoid, or backdown from a **contest**, that has a risk of ending their story.
Your GM might declare that the stakes of a particular **contest** place a PC at risk of this being a story ending moment, before the dice are rolled. This may be important for credibility in the story that the group is telling. In this case there should be an option for the PC to avoid, or backdown from a **contest**, that has a risk of ending their story.

### 2.7.2 Benefits

Expand All @@ -60,7 +60,7 @@ Remember that the **benefit** does not have to be directly related to the **abil

The GM is the arbiter of when a **benefits** should be applied.

Your GM may assign a **bonus** to reflect this **benefit**. Your GM should assign a **bonus** that corresponds to a **rank**: +3, +6, +9, +M, or +M2. The **rank** will depend on how great they feel the **benefits** are.
Your GM may assign a **bonus** to reflect this **benefit**. Your GM should assign a **bonus** that corresponds to a **rank**: +3, +6, +9, or +M. The **rank** will depend on how great they feel the **benefits** are.

If you win the **prize**, your GM may choose to use the difference between your **result** and their result to determine the **rank**. If you had a **better success** than your opponent it is one **rank** or +3. If you were one level of result different, such as you **succeeded** and they **failed**, or you rolled a **critical** and they **succeeded**, then it is two **ranks** or +6, and so on, with your rolling a **critical** and the GM rolling a **fumble** the largest **rank** at 4 for a +M bonus.

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2 changes: 1 addition & 1 deletion 3.0_Basic_Character_Creation.md
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# 3.0 Character Creation

The first step in creating your character is to come up with a concept that fits in with the genre of game that your GM intends to run. With that, you can assign **abilities**, **scores** for those **abilities**, and if required **flaws**.
The first step in creating your character is to come up with a concept that fits in with the genre of the game that your GM intends to run. With that, you can assign **abilities**, **scores** for those **abilities**, and if required **flaws**.

In addition, you will want to give your character a name, and provide a physical description. We recommend focusing on three physical things about your PC that others would immediately notice, over anything more detailed.

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2 changes: 1 addition & 1 deletion 4.1_Simple_Contest.md
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1. Your GM **frames the contest**.
2. You choose a **tactic**, and figure your PC's **target number** (**TN**) using the **score** and any **modifiers**. The PCs **TN** is the **score** of their **ability**, plus or minus **modifiers** the GM may give you.
3. Your GM determines the **resistance**. If two PCs contend, your opponent figures their **TN** as described in step 2.
4. Roll a D20 to determine your **success or failure**, then apply any **bumps**. Your GM does the same for the **resistance**. Compare your rolled number with your **TN** to see how well you succeeded or failed with your **ability**. Remember to apply any **bumps** from **masteries** or **story points**.
4. Roll a D20 to determine your **success or failure**, then apply any **bumps** from **masteries** or **story points**. Your GM does the same for the **resistance**.
5. Determine **victory** or **defeat**. Award **experience points** if appropriate (see §8.1).
6. Describe the **outcome** based on the **story obstacle**.

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