Querp Cheat Sheet

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QUERP Cheat Sheet
Core Mechanic: 2d6 + stat >= target number is a success (< target number is failure)
Boxcars is automatic success, snake eyes is automatic failure (regardless of target number)
Base target number is 10, +1 for each detail that hinders the PC, -1 for each detail that benefits the PC.
Probability of rolling a certain number or higher: 2=100%, 3=97.23%, 4=91.66%, 5=83.33%,
6=72.22%, 7=58.33%, 8=41.66%, 9=27.77%, 10=16.66%, 11=8.33%, 12=2.77%
Primary Stats: (D&D analogues) Note: There are no separate "attributes" and "skills".
Fighting (attack rolls): Prowess in battle. Used for both melee and ranged combat. Damage is 1d6 +/-
mod, so you can use 2 like-colored d6s for the "to hit" roll and 1 odd-colored d6 for damage.
Strength (Athletics): Raw, physical might. Use for: swimming, running, climbing, lifting things,
knocking things over, breaking things, etc. (Does not influence hit or damage in combat.)
Stealth (Theivery, Perception, Stealth, Dexterity): Penchant for skullduggery / crime, including:
sneaking, hiding, breaking & entering, finding / disabling / setting traps, searching a room, noticing
things, using ropes, and for "reflex" rolls (Dex checks / Dex saves).
Magic (spellcasting rolls): casting spells, using scrolls, identifying magic objects, resisting magic effects
Charisma (Bluff, Diplomacy, Streetwise, Intimidate): Used for all forms of persuasion when talking
with NPCs: negotiation, bribery, gathering information, lying, flirting, gambling, animal handling, etc.
Knowledge (History, Arcana, Religion, Nature): Things you have learned about lands, peoples,
languages, nobility, religions, plants, animals (handling, riding), monsters (strengths, weaknesses), etc.
Derived Stats:
Defense = 10 + armor bonus, one of: light +2, medium +3, heavy +4; and possibly shield +1
Health = 13 + Strength (book says 10 + 1d6 + Strength, but random-roll character gen. has issues)
Max Load = 10 + Strength (+ 5 if you have a backpack, which does not take up a slot)
Mana = Magic x 2. Every spell you cast costs 1 mana, whether the spell was successful or not. Ditto for
activating some magic items like scrolls and wands.
Combat:
Initiative: Roll 2d6 to determine order, or just go around the table to save time, or crowdsource it.
Duration: Each combat round lasts 5 seconds of game time.
You get 1 action per turn: (Note: If you are in melee combat, you can only make a melee attack or flee.)
1. Draw a weapon, or change the weapon you are currently wielding
2. Move into combat and "tie up" an opponent (Distance you can move is deliberately abstract)
3. Attack: (melee or ranged) 2d6 + Fighting >= opponent's Defense
4. Charge: Move + Melee Attack, but -1 to Defense until your next turn
5. Flee: Escape melee combat, but opponent(s) get a free attack as you leave
6. Cast a spell: 2d6 + Magic >= spell difficulty (opponent's Defense is not a factor)
7. Use equipment: potion, scroll, rope, thieve's tools, etc.
Healing: Natural healing restores 1d3 HP per night of sleep, many spells will heal you faster.
Death: If you reach 0 HPs, you are dead (but characters can be brought back to life).
Recovering Mana: +1 point every hour of game time (up to max). 0 Mana means no spells.
Equipment:
Each thing you carry counts as 1 item. (Heavy items count as 2.) Total items must be <= Max Load.
Sometimes a bundle of things counts as just 1 item (e.g. a quiver of 20 arrows)
Character Advancement: Note that QUERP is a "point buy" system, not level-based.
Each session, you earn 1/2 to 1 experience point (XP): 1/2 for the session, 1/2 for role-playing
Boost your Health or Mana by 1 for 1 XP each (no limit) (Guaranteed)
Boost your pre-armor Defense by 1 for 2 XP (max 13) (Guaranteed)
Spend an XP to get a chance at boosting a primary stat: if 2d6 > stat, you get +1 to that stat (max 10)
Spend an XP to get a new special skill or (if you're a spellcaster) a new spell (GM's approval)

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