Just a few days ago this blog covered the attempt to crowdfund a new RPG called Quantum. The project spearheaded by Joshua Frost, needed money, but was being run by a guy who had both game design and marketing skills.
A few days into the attempt to raise the full $13,000 and the total has been smashed. In fact, over 300 backers have raised twice the necessary funds and Quantum has some $26,000 to play with. The good part is that gamers can still take part, can still qualify for some perks by further backing the project and joining the funders.
Now the game will be going ahead some of the materials for it are coming together and Infinite X Studio, good to their word, are sharing progress details. In this video we find out more about the planet being a Dyson Shell and the energy-entity called “Prime” at the heart of the virtual star.
Other updates continue to appear on the Kickstarter page such as the glossary of Quantum RPG terms.
Glossary of Quantum RPG Terms
- Ace: a greater-than-successful attempt during a Combat Test; aces often impose penalties on the target of the test.
- Agility: a physical attribute that represents your Hero’s physical flexibility and speed.
- Aptitudes: the “powers” or “special abilities” that each Style Tree possesses.
- Archer: one of Quantum RPG’s 16 specialized Paradigms; Archers focus their world view on the art of firing a bow.
- Armor Rating: a number that determines by how much you reduce Wound dots taken from a weapon, spell, or other ability.
- Attempt Dice: a d20 rolled along side the Result Dice during a Combat Test.
- Attributes: an abstract number score that tracks your Hero’s physical and mental statistics.
- Beast: non-civilized foes in the world of Quantum.
- Cognition: a mental attribute that represents your Hero’s intelligence and reasoning capacity.
- Combat Test: a dice test made using the Attempt Dice (a d20) and the Result Dice (by Step) to determine the outcome of a combat action.
- Damage Scales: every Hero or beast on Quantum has a Wound Scale that tracks physical damage. Melee Heroes have a Fatigue Scale that tracks physical endurance and magic Heroes have a Prime Scale that tracks mental endurance.
- Defense: a statistic that measures a Hero or Beast’s ability to resist certain types of attacks; the four Defenses are Dodge, Perception, Health, and Sanity.
- Expertise: the skills and training with which your Hero excels or is considered an expert.
- Flub: a less-than-successful attempt during a Combat Test; a flub often imposes a penalty on the Hero or Beast that rolled it.
- Generalist: Quantum RPG’s only non-specialized Paradigm.
- Guide: the person who runs or tells the story of a single game session or campaign (several game sessions) instead of playing a Hero.
- Hero: the character you play in the Quantum Roleplaying Game.
- Influence: a mental attribute that represents your Hero’s ability to convince or lead others.
- Melee Archer: a Style Tree of the Archer paradigm focussed on keeping the Archer safe in close combat.
- Opposed Test: a Hero’s Dice Step test vs. an opponent where both the Hero and the Opponent roll their Step for the opposed Expertise (such as Negotiation) and determine the winner of the test by whomever rolls higher.
- Paradigm: a unique and highly specialized way your Hero views the world; also called “character class” or “archetype.”
- Penalties: a reduction in Step applied to a test for any number of reasons..
- Polyhedral Dice: a set of dice used in many roleplaying games such as the 20-sided-dice (or d20), the 12-sided-dice (or d12), and so on (d10, d8, d6, d4).
- Power: a physical attribute that represents your Hero’s health and strength.
- Prime: the source of all power and energy on Quantum; it can be felt and touched by all living things.
- Recover: the Prime Scale and Fatigue Scale Recover one dot per turn of damage, but they cannot recover Reserved dots.
- Reserve: when casting a spell or using an aptitude that Reserves dots in a Damage Scale, those dots are not Recovered normally unless the spell or Aptitude is dismissed.
- Result Dice: the Step dice rolled during a Combat Test; Result Dice are typically rolled vs. one of an opponent’s Defense scores.
- Spark Shield: the first Aptitude for the Archer’s “Melee Archer” Style Tree.
- Steps (also Dice Steps): an abstract way to compare attributes and expertise between paradigms and between paradigms and beasts; also how you determine what dice to roll for Opposed tests, Unopposed tests, and the Result Dice portion of the Combat Test. Also, the term “Steps” can apply to the scaling damage levels in the Damage Scales.
- Style Tree: each Paradigm has four Style Trees (each with six Aptitudes) and each tree represents a unique way to focus and customize your Hero.
- Unopposed Test: a Hero’s Dice Step test vs. a difficulty number established by the Guide; rolling equal to or less than the difficulty number means the test was successful and rolling below it means the test was a failure.
- Wound Score: the amount of damage (in wound dots) a weapon, spell, or other ability causes. Wound scores can be reduced by armor rating.