KILLQUEST:
THE LEGEND CONTINUES
THE STORY:
Omniscient, all powerful aliens, having grown bored with their immortal existence, have begun abducting specimens of more primitive and warlike races to be used as arena gladiators for their amusement. Various alien handlers create teams of abductees, giving them arms and equipment and sending them into the Kill Zone, where they will battle against an opposing handler’s team. All KILLQUEST battles are to the DEATH; the victor is not declared until all members of an opposing team are dead.
One individual team member may survive a battle by finding a Treasure, which in addition to providing funds for further improvement to his armaments and skills, will also allow the individual character carrying it to EXIT the Kill Zone via any exterior portal. Obviously, if an individual character does so, the chances for his team’s victory diminish.
To date, only humans from the modern era of Earth have battled each other in Kill Zones. Rumor has it, however, that humans from different historical eras are in suspended animation and may be brought out to be used as gladiators in the future, and worse, that aliens and even robots may also start to be used in the Kill Zone in the near future.
NOTE ON CHARACTER NAMES/DESCRIPTIONS:
When we played the first version of KILLQUEST in college, one of the most fun features of the game was the revelation of who was on each member’s team, since we created teams using our favorite comic book superheroes. To maintain this element of enjoyability, players of this version of KILLQUEST should create their teams using recognizable characters drawn from pop culture, that the other players will know and enjoy having the opportunity to kill.
For example, a player could choose to set up a 5 person team consisting of some of the characters from the TV show GILLIGAN’S ISLAND, while another player chooses to set up a 4 person team of well known protagonists from various different computer action games. This could lead to a situation where the Skipper, toting an automatic shotgun in his arms, rounds a corner to confront Lara Croft, pointing two .45 automatics at him. Situations like this simply lend more fun to the game than having one player’s Character Number One come around a corner and confront another player’s Character Number Three.
The current ‘game mythology’ restricts the use of player characters to those originating on Modern Day Earth, although, obviously, the use of fictional characters means it is not the modern day Earth the players live in. Reality can be credibly stretched to allow various cartoon characters (ex. The Simpsons, the Hank Hill family, the South Park kids, etc) who otherwise fit the ‘modern day’ setting to be used, although they will be defined using the same rules as the other characters. Players should be careful, if they use characters that use specific weapon types, to give those recognizable weapon types to their namesakes. Players should also be careful to avoid superhuman or supernatural characters (superheroes, vampires, etc) since special powers cannot be duplicated in the current rules.
Game Play Outline:
Players will mutually agree on the Starting Fund Amount for their initial mercenary teams. Players take the role of ‘alien handlers’ and the dollar amount agreed on is simply an arbitrary amount of resources each alien handler agrees to invest in their gladitorial team. Human team members are then abducted from Earth, equipped by their handler, and at a pre-arranged time, two or more teams will be placed in the Kill Zone to fight to the death.
The winner of Killquest is determined to be the team with the last surviving players in the construct. Due to the complexity of combat, it is possible for all characters within the Kill Zone to terminate each other, although it is unlikely. In the event this happens, if a team has a member who has Exited the Kill Zone with a treasure, that team would be declared the winner. If this does not happen, the combat is considered a draw and the two alien handlers would have to build a new team from scratch.
Handlers must keep track of the amount of money invested in each character, because a winning team receives a Bounty equal to the amount each killed enemy was ‘worth’. In addition, winning teams have the right to salvage equipment from the Kill Zone, although to do so the team must physically travel around the Kill Zone and take items from wherever they lie, and risk encounters and incidents within the Kill Zone. Once victory has been established, however, a handler may teleport his surviving team members back out of the Kill Zone at any time.
There will be two Treasures at any given time in the Kill Zone – one inside the Safe, the other out somewhere on the floor. These treasures are not automatically awarded to a victorious team; they must be found and physically carried to an Exit to be cashed in. Treasures are worth 2d6 x d6 x $100.
The Kill Zone –
Characters are placed within a Kill Zone that looks much like a subterranean dungeon, consisting of hallways with locked doorways and various other features (see Map Features).
Kill Zone hallways are ten feet wide and the walls are ten feet high. Sometimes KillZone has a ceiling, other times it is open to strangely alien skies (this is random, at the whim of the alien audience). Walls take 100 pts of damage to destroy (one side of one square only). Doors take 45 pts of damage to destroy.
Sometimes an entire team will be teleported into the Kill Zone in adjoining squares. Other times team members will be scattered randomly throughout the Kill Zone. This is generally random, but the alien handling the teleport controls on any particular day has been known to accept bribes that may change the odds.
Characters –
Stats –
All characters begin with Statistics of 9. Statistics cost $10 x Modifier to increase. Starting characters may not have Statistics over 20. To increase Stats over 20 after characters are in play, double modifier.
STR [3] – Strength = Melee Attack, and is a base for Melee Damage and Movement
DEX [4] – Dexterity = Defense (Melee) and Attack (Missile)
CON [2] - Constitution is the major element of Hitpoints
SIZ [1] - Size is an element of Hitpoints and Movement. However, the larger a character is, the lower their Missile
Defense will be, as they make a larger target.
IQ [4] IQ = Initiative, IQ/2 = Perception.
LUCK [3] Luck is a random factor. Many saving rolls are made on Luck, including all Fumble checks.
Attack, Melee STR Add this number to 2d6, if you overcome the target’s melee
defense, you HIT. To successfully melee attack, you must occupy the same sq
as your target.
Defense, Melee DEX, plus Defense modifiers, if you Actively Defend (see Combat Moves).
Attack , Missile DEX Add this number to 2d6, if you overcome the target’s missile
defense, you HIT. To successfully missile attack, you must have LOS on your
target and your target must be within range.
Defense , Missile 8 + Movement Modifier, if any + 2 per sq away from shooter, + SIZ modifier,
+ any Active Defense Modifier (see Combat Moves)
SIZE Modifier: -1 per SIZ over 11, + 1 per SIZ under 8
Movement Mod: 2x target’s current Movement rate
Hitpoints CON + SIZ/4
Damage (bare hands) d6 per 6 pts of STR up to 18 (3d6) +1 per 1pt of STR over 18
Movement STR/10 + SIZ/10 (walk) + DEX/10 (run) When running, No Perception rolls possible
Perception IQ Roll off IQ vs 12 + # sq to object to see what object is, +6 if unlit
Initiative IQ Combat Actions are declared simultaneously (written down), but highest initiative goes first.
Carrying Capacity:
Without a backpack, characters may carry two pistols holstered and two pistols in their hands. Or one rifle in both hands and two rifles slung on their back (if they are not wearing a backpack) and up to two pistols in holsters. This means a character may have either one rifle READIED at any time, or up to two PISTOLS (if they took Two Weapons skill). Characters may also have up to their STRx3 in extra rounds on their belt.
With a backpack, characters may carry their up to ½ their STR in pistols (not readied, in backpack) or their STRx 10 in extra rounds.
Other items of equipment are assumed to take up the same space as a pistol. Without a backpack, characters may carry two other pistol sized items (not pistols) at their belt. Items that are worn (body armor, miner’s helmet) do not take up space.
Skills -
Skills are very basic in KILLQUEST. They cost the listed price. Characters may take their IQ/4 in Skills, total, to start with. This means, if you take Unarmed Combat 3 times, you have taken 3 skills.
Lock picking – COST: [$DEX] +1 per level to Lockpick roll
Martial Arts COST [$STR] Melee Attack + Defense are each +1 each level, character does +1 Bare hands damage per level
Dodge – COST [$DEX] All defenses (missile, melee, unarmed) are + 1 per level of Dodge taken
.
Weapon (specific) [$STR] (melee)/[$DEX] (missile) Must be taken per Weapon. It adds +1 to that Weapon’s Attack per level
.
Two Weapons – [$DEX] This skill must be taken for a character to use 2 weapons at once (2 pistols, generally) in one round.
Additional shots fired from a second pistol do not add to target’s Missile Defense.
Trick Shooting – [$DEX] Ricochet a bullet around a corner to hit an enemy you do not have LOS on. DEX + 1 per level of Trick Shooting vs. 12 + 2 per ricochet (minimum 14) to succeed. Target must otherwise be within range. If Trick Shooting roll fails, all characters within range must make 3d6 Luck roll. If any character fails, they are struck by ricochet. If multiple characters fail, character with lowest Luck is struck. If multiple characters have same Luck score and both fail, they’re assholes and very annoying. Roll a die to see which one gets hit.
First Aid – [$IQ] Give a wounded person back 1 hit point after 1 round of treatment, only works once per wound/event. With First Aid Kit, +2 to number of HPs recovered (see EQUIPMENT, First Aid Kit) without adding to uses. Takes one full round.
Attentiveness – [$IQ] +1 to all Perception rolls per level.
Acrobat – [$DEX] Allows characters to walk or run along narrow ledges for roll of DEX vs. 2x their movement rate per round. Also allows characters to roll DEX vs. 12 to ½ all Fall damage they might take. Normal Fall damage = Character’s SIZ/2. Characters may also roll DEX vs. 12 to roll to their feet again or ready and fire weapons again after GOING FLAT or DIVING FOR COVER (see Combat Moves).
Climbing – [$STR] Scale sheer surfaces by rolling STR vs [# of ft climbed x 2]. 1 climbing roll per turn max.
Gadgeteer – [$IQ] allows general Gadgeteering rolls to create crude Boobytraps or disarm them when found. +1 to IQ per level
for Gadgeteering rolloffs. Gadgeteering vs. 12 to disarm or re-arm Boobytrap, vs. 16 to create own Boobytraps. Gadgeteering rolls take one full round.
General Rules
Movement –
Characters may move their designated Movement Rates, in squares (see Stats) each round. Characters need not move their full movements. Characters may Walk or Run (see Stats) but when Running may not make Perception rolls to notice Map Features. A Running Character must move his or her full Running Movement unless they cannot; if they strike an immobile object, they take damage equal to their ½ their current Movement in d6s.
Character’s movement is constrained by the map features, as in , characters may not move or see through walls. All doors are locked and require some method of dealing with the lock. Locks take 10 pts of damage to destroy; destroyed locks should be marked as such on the map for other characters to perceive.
Combat
When characters confront each other, it does not matter whose turn it was to move. Characters in combat move simultaneously, with Initiative declaring which Combat Moves occur before the other. The way this works in practice is, each player writes down his character’s combat move, after which they are revealed simultaneously. Then the character who has the higher Initiative executes their Move first. If Active Defense is taken by a character, their Defense Mods come into play immediately.
EX: Indiana Jones, .45 revolver in his hand, rounds a corner and confronts Lara Croft, sporting a .45 automatic in each hand. They are four squares from each other. He GOES FLAT. She ATTACKS, firing 6 times with each weapon. Since she has Two Weapons skill, she can do this, and only the extra shots from the first weapon add to Indiana’s target rating. Indiana’s Initiative is 17, Lara’s is 19. Her ATTACK comes first, but Indy’s GO FLAT provides its mod to his Missile Defense immediately. Therefore, Indy has his normal Missile Defense (8) +12 = 20, +2 per extra shot by Lara’s first weapon, or another +10, +2 per squares between him and Lara, = 8, for a total of 38. Lara is making 12 attack rolls (one for each shot), rolling 2d6 and adding it to her Missile Attack with her .45s (DEX of 20 plus 2 levels of .45 = 22). Lara cannot hit Indy even with max rolls, as her Max Attack total (34) is less than Indy’s Missile Defense (38). However, she must fire her weapons as indicated, meaning at the end of this round, both weapons will be empty and she will have to RELOAD. If Indy has ACROBAT and can recover his feet immediately, he will be able to return fire on Lara next round as she RELOADS, unless Lara has Speed Loaders, and even then, Indy will then have Initiative.
Okay, it’s very complicated, but that’s not a problem, it’s a feature.
Combat Rounds commence as soon as two characters come within line of sight of each other. After one round of combat, normal turn movement resumes, although combat is still joined.
Combat Moves -
Attack – with bare hands, a melee weapon, or a missile weapon. See ‘attack’ under Stats.
Take Aim – Aim at critical location. Add 2d6 to target’s defense. Double damage if hit.
Fire Multiple Times - Shoot your non-automatic weapon up to 6 times in one round. Add 2 per extra shot to
target’s Missile Defense.
Defensive Options:
Dodge – +6 to defense
Go Flat - +12 Missile Defense, lose 1 turn afterwards unless character has Acrobat skill
Dive For Cover - + 10 Missile Defense, jump out of the square you’re in, lose 1 turn Afterwards unless character has
Acrobat skill
Miscellaneous Options:
Switch Weapons – 3d6 Fumble check, -10 to Initiative with new weapon if successful
RELOADING weapons takes one round (no movement) unless speed loaders (extra clips) are bought and employed. With Speed Loaders, lose 1 off normal walking movement while reloading, and you may not run. You may combine RELOADING with other combat options if using Speed Loaders, at –5 Initiative.
If for some reason a weapon is not being carried at the ready (character is carrying Treasure or opening safe or performing other task requiring both hands or has dropped weapons) either take 1 full round to get weapons out or check Fumble on 2d6 and take 10 off Initiative if Weapons successfully readied.
Equipment
(Weapons)
Pistols –
Glock-9 Holds 9 rounds Range 4 sq d6 x d4 damage STR 8 1 jam check $600
.45 Auto Holds 6 rounds Range 4 sq d6 x d6 damage STR 9 1-2 jam check $500
.38 revolver Holds 6 rounds Range 4 sq d6 x d4 damage STR 9 no jam check $400
.45 revolver Holds 6 rounds Range 4 sq d6 x d6 damage STR 10 no jam check $500
.357 Magnum Holds 6 rounds Range 5 sq d6 x d6+1 dam STR 13(2H) no jam check $600
.44 Magnum Holds 6 rounds Range 6 sq d6+1 x d6+1 dam STR 13(2H) no jam check $700
.22 target pistol Holds 6 rounds Range 6 sq d6 x d3 damage STR 6 no jam check $300
Revolvers do not jam, however, Revolvers may only be fired a maximum of four times per round.
All pistol ammo is $1/10 rounds.
‘jam check’ – On 2d6 attack dice, if number indicated is rolled on both dice, weapon jams. Takes 1 round to clear.
Rifles –
All rifles take –3 off shooter’s initiative
Automatic weapons – when fired on full auto, expend 2d6 rounds/
for every 2 target is hit by, +1 hit
Tommy gun (A)- Holds 15 rounds Range 5 sq d6 x d6 damage STR 13 1-2-3 jam check $400
M-16 (A)/(SA) 30 rounds Range 9 sq d6 x d3 damage STR 10 1-2 jam check $600
M-1 semi-auto " " " " 1 jam check $300
AK-47 (A) 25 rounds Range 8 sq d6 x d3 damage STR 10 1 jam check $700
Uzi 9mm (A) 15 rounds Range 6 sq d6 x d4 damage STR 9/12 1 jam check $800
Pump shotgun 12 rounds Range 3 sq 2d6 x d3 damage STR 13 1-2 jam check $500
May only be fired three times per round
Auto shotgun 12 rounds Range 3 sq 2d6 x d3 damage STR 15 1-2-3 jam check $800
M203 (A) 30 rounds Range 9 sq d6 x d3 damage STR 15 1-2 jam check $1000
1 grenade Range 12 sq see grenade
Phased plasma rifle in 40W range – Hey, just what you see, buddy
All rifle ammo is $5 per 10 rounds.
‘jam check’ – On 2d6 attack dice, if any number indicated is rolled on both dice, weapon jams. Takes 1 round to clear.
Grenades – cause –2 to Initiative when throwing, Fumble check on 2d6
Grenades are thrown at a SQUARE, not at a human target. A Square’s missile defense is simply 2 x the number of squares between the grenade thrower and the target square (count the target square itself, but not the square the grenade thrower is on). If a grenade is thrown at a square out of line of sight (bounced off a wall around a corner or chucked around a corner), the target’s missile defense is x 3.
Grenades may be smothered by a character leaping on them. Character dies.
Grenades may be grabbed and thrown back. Character must roll DEX vs. 16, then, if successful, under their Luck on 3d6. If both rolls succeed, character may throw grenade as normal. If either roll fails, grenade detonates immediately.
Smoke – obscures target square in smoke for d6 rounds. No LOS through target square $5 per round
CS - obscures target square and one square on each side with CS gas. D6 x d6 Stunning damage (if ½ CON or more,
character loses one turn) $8 per round
Flare – light up dark area. Other uses as well. $20 per round.
Explosive - 2d6 x d4 to entire target square, ½ to next squares out, ¼ 2 squares away. $30 per round.
LAW rocket 1 round Range 10 sq 2d6 x 2d6 (radiating damage, see grenade) STR 10 $1500
1-2 jam, 2d6 Fumble $100 per round - 10 Initiative to fire
AMMUNITION
Dum-Dums – add 10% to per round price, +1 to damage multiplier (except against body armor)
Glaser Rounds – add 50% to per round price, + d6 x d6 stunning damage (except against body armor)
Teflon coating - add 100% to per round price, ignore body armor
Clips/speed loaders - $2 each
MELEE WEAPONS
Taser – melee weapon. Does d6 x d6 STUN attack. $70
Fighting Knife +2d6 to normal Melee damage $50
Brass Knuckles +d6 to normal Melee damage $10 (may not be worn if hand is carrying anything)
Nightstick +d6+2 to normal Melee damage $20
MISCELLANEOUS
Body Armor – reduces damage multiplier by d2. (EX: d6 x d3 damage becomes d6 x [d3-1]). $200 x 1 per SIZ over 12
Kevlar Riot Shield - +8 to Missile Defense. Absorbs 30 pts before being destroyed. Won’t stop teflon bullets. $200
Sniper Scope - +1 per $100 spent to specific weapon, up to +5
Lockpicks – Dex vs. 15 to unlock Doors or Safe. $200
Flashlight - Illuminates dark areas $50
First Aid kit - 10 ‘uses’. Get back d4 HPs per use, lose that many uses. $400
Gas mask – protects from CS attacks. No perception rolls while wearing. $50
Miner’s helmet with light – non hand held flashlight $80
Gadgeteer’s tool kit - + 1 per $20 spent up to $100 to Gadgeteering rolls
Rope - $1 per foot, requires 20 pts damage to break
String - $1 per 10 feet, requires 2 pts damage to break
Electrician’s tape - $10 per roll
Special Features –
Self Destruct - rig your weapons or equipment to explode if anyone but the character who buys them tries to use them. Add 50% to weapon price. Weapon will explode and do MAX DAMAGE x 5 to anyone attempting to remove it from your character. Equipment will do $ you spend in DAMAGE.
Map
The Kill Zone –
Characters are placed within a Kill Zone that looks much like a subterranean dungeon, consisting of hallways with locked doorways and various other features (see Map Features).
Kill Zone hallways are ten feet wide and the walls are ten feet high. Sometimes KillZone has a ceiling, other times it is open to strangely alien skies (this is random, at the whim of the alien audience). Walls take 100 pts of damage to destroy (one side of one square only). Doors take 45 pts of damage to destroy.
Sometimes an entire team will be teleported into the Kill Zone in adjoining squares. Other times team members will be scattered randomly throughout the Kill Zone. This is generally random, but alien handlers have been known to accept bribes that may change the odds.
Map Features
Shield spots – ‘home bases’ are protected from missile fire
Whirlpool spots -- edge around [Dex vs 10] or Roll d6
Boobytrap – does d6 x d6 damage when set off
Dustcloud – obscures vision, LOS in that square
Fire-wall – does 3d6 damage when touched
Illusion wall – 50% chance character encounters and believes is real
Master Key – opens all locks
Pit – [STR – (SIZ/4)] vs 10 to leap over, DEX vs 10 to edge around, if seen
If fallen into, character’s SIZE/2 in d6’s of damage is done
Safe – always contains a treasure – IQ vs 20 to open, if failed, boobytrap goes off
60 pts damage to open – 75 pts damage destroys treasure
Slime – square filled with gelatinous mass. Takes 1 full turn to push through, STR vs 18 to get free once entered. If slime is struck with any damage, it fills squares on either side. Will continue to expand into squares on either side each time is struck for damage. Characters caught in slime die in 10 rounds.
Tacks – d6 damage, -1 to movement after walked through until damage is healed somehow
Treasure – character with treasure may LEAVE ARENA through an exterior door. (Only ONE character may do this.) Treasures require a STR of 10 to be moved (carried with both hands) or STR of 20 to be moved with only one hand. Treasures are worth 2d6 x d6 x $100.