Scenario for WarpQuest.
Based on the movie Constantine, which was based on the comic Hellblazer.
Click here for the WarpQuestCore Rules.
Each player is a Demon-Hunter/Exorcist.
There is only one Module.
The track is 50 spaces long.
The last represents the culmination of an infernal plot.
The first player to the last space foils the plot and wins the game.
Each Hunter has the following traits:
Hit Points (10)
Roll 10 times on the Hunter Attribute Table to see what Bonuses you get.
HUNTER ATTRIBUTE TABLE
1D6 Trait Bonus
1 Hit Points +1
2 Psychic +1
3 Contacts +1
4 Willpower +1
5 Combat +1
6 Morality +1
If you are reduced to zero Hits you must go back to start.
(In a solo game, you lose)
LANDING ON ANOTHER HUNTER
If land on an opposing Hunters pawn, steal a Weapon or Companion, or
send them back 1D6 spaces.
If you lose a Fight Challenge you must discard a Companion or
Weapon or Lose 1D6 Hits.
If you succeed in an Info Challenge, you move forwards 1D6 spaces and
Do not have to draw a card.
If you fail Mental Challenge, you move backwards 1D6 spaces and
Do not have to draw a card.
WEAPONS AND COMPANIONS
These are a type of Aid card that stays in play after it is revealed and
Give your Hunter a continuous bonus.
Screech Beetle Aid: Combat +5
Vermin Man Fight: Combat & Willpower
Check the Scrolls Info: Contact or Psychic
Theological Society Info: Contact
Club Midnight Info: Contact
I Command Thee Aid: Willpower +5
Sulfur Demon Fight: Combat & Morality
Apprentice Companion: Fight +1
Psychic Cop Companion: Psychic +1
Omen Info: Psychic
Flashback Mental: Willpower
Lost Faith Mental: Morality
Holy Shotgun Weapon: Combat +1
Holy Water Ampules Aid: Combat +5
Prayer Aid: Morality +5
Exorcism Fight: Willpower & Morality & Psychic
Lucifer Fight: Morality X3
Handgun Aid: Combat +5
Sunlight Aid: Willpower +2 or Morality +2
Cross of Isteria Aid: Morality +5
Amulet of Protection Weapon: Morality +1
Taxi Driver Companion: Contact +1
Priest Companion: Morality +1
Possession Fight: Willpower & Morality & Psychic
Mirror Trap Aid: Psychic +5
Dragons Breath Aid: Combat +5
Demon Half-breed Fight: Combat & Morality & Willpower
Doctor Gain back 1D6 lost Hit Points
The Fallen Fight: Combat & Morality
Soldier Demon Fight: (Combat & Willpower) or (Morality & Psychic)
Purveyor of Relics Info: Contacts
Voodoo Magic Aid: Psychic +5
Vision of Hell Info: Psychic
Police Reports Info: Contacts
Investigation Info: Contacts
Devils Foot Soldiers Fight: Combat & Morality
Blessed Ammunition Aid: Combat +5
All Seeing Eye Info: Contact or Psychic
Catholic Sacraments Aid: Morality +5
Belief Aid: Morality +5
Self-Sacrifice Aid: Morality +5
Gift of Sight Info: Psychic
Weakness Mental: Willpower
Alcohol Mental: Willpower
Gabriel Aid: Morality +5
Lord of Flies Fight: Combat & Morality & Willpower
Holy Water Trap Aid: Combat +5
Papa Midnite Info: Contacts
Half Demon Lover Mental: Morality
Demonic Torment Mental: Willpower
The Chair Info: Psychic
Balthazar Fight: Combat & Morality & Willpower
Kismet Info: Morality or Psychic
Demonology Info: Contacts
Last Rites Aid: Morality +5
Occult Info: Contacts
Demon Swarm Fight: Combat X2
Paranoia Mental: Willpower
Courage Aid: Willpower +5
Horror Mental: Willpower
Repent Mental: Morality
Hand of God Aid: Morality +5
Pain Mental: Willpower
Sarcasm Aid: Willpower +5
Cynicism Aid: Willpower +5
Theory Info: Contact
Winged Fiends Fight: Combat X2
Incantation Aid: Morality +5
Scavengers of the Damned Fight: Combat X2
Fear Mental: Willpower
Depression Mental: Willpower
Suicide Attempt Fight: Willpower & Morality
Cryptic Message Info: Contact
Insanity Mental: Willpower
Corinthian 17 Info: Contact
Son of Mammon Fight: Combat & Morality & Willpower
Listen to the Ether Info: Contact or Psychic
God has a Plan Aid: Morality +5
Guilt Mental: Willpower
Damned Mental: Morality
Salvation Aid: Morality +5
Warp Quest is an abstract game system that depicts goal driven
Each player controls a collection of Units who are attempting to
be the first to reach an objective and bring it back to the start.
The units could be a party of adventuring archeologists hoping
to recover a lost artifact, a squadron of bombers attempting to
hit a military target and return home, a band of samurai seeking
to vanquish marauding bandits or a company of mixed creatures
seeking to destroy a piece of evil ornamental jewelry that has
the nasty habit of trying to control the minds of all free creatures.
The scenarios that use the Warp Quest engine will hold the details.
DICE & PIECES
· Six and ten sided dice are needed.
· Each player has a pawn to represent his or her group of Units
(adventuring party, fleet, etc.) on the board.
· Use a small trinket to represent the Objective.
· There is only one Objective.
· The board is a single winding path of connected spaces
with a Start Space and an End Space. The path should be 30 Spaces long.
· The First Space represents the start.
· Spaces 2-15 represents travel through the first scenario module.
· Spaces 16-29 represents travel through the second scenario module.
· The End Space is the final destination where the Objective is found.
· There are 2 decks for each scenario:
· The Module 1 Deck and the Module 2 Deck.
· Each deck has one of each card in its card list.
· There may also be an Aid deck.
· Each player controls a group of units called a Party.
The scenarios will detail the make up of the units in the party,
their attributes (Skills, Traits) and starting dispositions.
· Players take turns.
· Each turn consists of 3 phases:
1. Move Phase
2. Draw Phase
3. Challenge Phase
· Roll 1D6. Move your pawn that number of spaces towards the end space.
· You automatically stop when you enter the end space.
· If you are the first to land on the end space your party acquires the Objective.
· Once a party has acquired the Objective then all other
players may move their parties in either direction on the path.
· The party with the Objective must move towards the start space.
· The first pawn with the Objective to reach the start space wins the game.
· If you land on an empty space in spaces 2-15 draw a card from the Module 1 deck.
· If you land on an empty space in spaces 16-29 draw a card from the Module 2 deck.
· If you land on an opponent’s party do not draw a card.
· If a deck ever runs out, shuffle its discard and draw from it.
· Cards are of 2 types: Challenge cards & Aid cards.
· Place Aid cards in your hand.
· Challenge cards are encounters your party faces immediately in Challenge Phase.
Each challenge card lists one or more skills.
Your party will have to make a skill check vs each skill listed.
(The same skill may be listed twice or more, requiring that many skill checks)
A Skill check consists of a Skill roll and Challenge Roll:
Roll 1D10. This is the Skill roll.
Add the skill bonuses of your party members to the roll.
You may discard Aid cards for further bonuses to the skill roll.
Next roll 1D10. This is the Challenge roll.
Some Challenges have a DM (Difficulty Modifier). Add the DM to the Challenge Roll.
If the challenge roll is less than or equal to the skill roll you win the Skill check.
If the challenge roll is greater than the skill roll you fail the Challenge.
If you win all the Skill Checks, you win the Challenge.
The adventure card may say what happens if you win or lose the Challenge.
If the card does not give directions, then roll on the following table:
If you lose the challenge: Roll 1D6: (Challenge Loss Table)
1-4 Go back 1D6 spaces
5-6 Lose 1 Unit (Man, Ship, Hit Point, etc., depending on the Scenario)
If you Win the challenge gain 1 Experience Token.
You may spend an Experience Token to let you reroll a Move Roll or a Skill Roll.
MOVING ONTO AN OPPONENTS PAWN
· If you land on an opponent’s pawn there will be a fight.
· The current player rolls on the Skill List Table to determine
which skill will decide the confrontation.
· Both players make Skill Rolls. In case of a tie nothing happens.
· The loser rolls on the Challenge Loss Table.
· The winner takes the Artifact from the loser if the loser was
in possession of the Artifact.
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