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  Tunnel  Quest 
  
   
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  Tunnel Quest 
   
  Table of Contents 
  Table of Contents 
  Introduction...........................................................................................................................3 
  The Basics..............................................................................................................................3 
  Creating Fantasy Characters.................................................................................................3 
  Suggested Character Names.................................................................................................................................................... 5 
  The following are sample names for characters and chance-met individuals with an English or Celtic flair. 
  Female names are displayed in italics.................................................................................................................................. 5 
  Belongings and Purchases........................................................................................................................................................ 5 
  Items To Buy ................................................................................................................................................................................ 5 
  Fighting the Good Fight.........................................................................................................7 
  Combat Modifiers....................................................................................................................................................................... 7 
  Foe Ratings.................................................................................................................................................................................... 9 
  Special Abilities........................................................................................................................................................................... 9 
  Battle Stats..................................................................................................................................................................................... 9 
  Experience Points ................................................................................................................10 
  The Use of Magic .................................................................................................................11 
  Power Level ................................................................................................................................................................................12 
  Magical Healing ........................................................................................................................................................................12 
  The Warrior-Mage....................................................................................................................................................................12 
  Magic-using Foes......................................................................................................................................................................12 
  Magic Effects Chart..................................................................................................................................................................12 
  Tunnel Quest Character Sheet ............................................................................................14 
   
   
   
   
  
   
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  Introduction 
  Tunnel Quest or TQ for short, is a brief set of Fantasy Role-Playing rules, designed by Paul 
  Elliot (of Zenobia fame) and developed further by Mike Hill (T&T Sixth Edition). The game was 
  originally designed to create a simple but compelling set of rules that Paul could use with his 
  family.  
   
   
  The Basics 
  When the result of a character's action is in doubt, the Game Master (GM) asks for a dice roll to 
  determine the outcome. The player rolls 2-dice and must get equal to or greater than the 
  Difficulty Number. In a fight the Target Number is the Rating of the Foe. Most tasks can be rated 
  in this way (climb portcullis might be 6). A Difficulty Number of 8 would be a typical challenge; 
  10 or more would be difficult and 13 or more would be formidable for starting characters, at any 
  rate.  
   
  In many circumstances, the character may possess a Skill applicable to the situation; in which 
  case, the player may add the Skill level to the dice roll. The character's Experience Level is 
  usually added to the roll but only if the GM feels the task warrants it, given the character’s 
  calling.  
   
  Example: Yuon the Barbarian is hunting small game with a bow and arrow. Yuon has Archery 
  at +1 and the GM allows his player to add the character’s Level (+2, for a total of +3), as the 
  activity seems like the sort of thing Barbarians get up to. Later, Yuon attempts to use his Repair 
  Skill (+2) to fix the hem on Maid Morron’s court gown. Yuon does not get to add his Level in 
  this particularly un-Barbarian-like activity! 
   
  Creating Fantasy Characters 
  Players begin by choosing a Calling (also known as profession, class or type) for the character 
  from among the following: mage, priest, rogue or warrior. Optionally the character may be a 
  Jack-Of-All-Trades. 
   
  The mage focuses on learning the near-forgotten arts of sorcery. He has little time for unrelated 
  Skills and outdoor, healthy activities. 
   
  The priest follows the tenets of his religion or cult, perhaps serving just one deity or an entire 
  pantheon. Magical power is drawn directly from the divine source so the recipient must remain 
  pure. The priest must often turn his hand to many different activities and has a broader, but 
  shallower range of abilities. 
   
  Rogues are numerous. They have great potential but rarely find the road to success. They can 
  use some Magic and some armour. 
   
  Warriors are masters of the shield, and many weapons. They are superior in combat situations 
  to the other callings but lack diverse Skills or Magic. 
   
  All characters begin at Experience Level one (1) with the following statistics: 
   
  
   
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  Mage 
  Priest 
  Rogue 
  Warrior 
  Hits 
  4 
  Hits 
  5 
  Hits 
  6 
  Hits 
  8 
  Skills 
  2 
  Skills 
  3 
  Skills 
  4 
  Skills 
  2 
  Magic 
  4 
  Magic 
  2 
  Magic 
  0 
  Magic 
  0 
   
   
  Characters develop and grow in power and ability by gaining and spending Experience Points. 
  Once a character accrues points equal to the current total of Hits, Skill and Magic, a new point is 
  added to one of the stats. 
   
  Beginning characters start play with a total of 10 stat points. When their total stat points equal 
  15, the character’s level increases by one (1). This continues for each 5 stat points gained. The 
  practical maximum level for a character of legendary status is level 6. 
   
  Option: A fifth calling exists - the Jack-of-All-Trades. He begins with only 8 Stat points but may 
  allocate them where he desires. In all other ways, consider the Jack-of-all-Trades a rogue. 
   
  Character Statistics 
  Hits: whenever a character or Foe suffers damage, a Hit is lost. Once all Hits are taken, the 
  character falls unconscious and may die. 
   
  Skill: each Skill adds +1 to the dice roll for tasks relating to the Skill. Skills may be chosen 
  multiple times gaining an additional +1 each time. However, no Skill may have a value greater 
  than the character’s Level. So a Level 2 character could have a +2 Skill but a first Level 
  character could not. 
   
  Sample Skills: the players and GM are free to concoct their own lists of Skills suitable to the 
  style of game they wish to play.  The following list is appropriate for a basic fantasy setting. 
   
  Actor, Agile, Alluring, Axe, Archer, Armourer, Artist, Bow, Bowyer, Brawler, Cartographer, 
  Dancer, Disguise Artist, Farmer, Fast-talker, Rider, Haggler, Healer, Heavy Drinker, Herbalist, 
  Keen Observer, Knife-thrower, Leader, Librarian, Lock-cracker, Mace. Merchant, Minstrel, 
  Mountaineer, Nimble, Outlaw, Priest, Quick-on-the-draw, Ranger, Researcher, Seducer, 
  Shadowy, Sling, Sneaky, Soldier, Spear, Spelunker, Stealthy, Steward, Streetwise, Survivalist, 
  Swimmer, Sword, Theologian, Tracker, Ventriloquist, Vintner, Weapon Smith or Woodsman. 
   
  Magic: the number of power points a character has to fuel spells of a particular Sphere or colour. 
  With the exception of the priest, no character may possess more points in a magic Sphere than 
  his Level +1. 
   
  Example: Durk is a rogue with 6 Hits and 4 Skills. His Skills are Stealth +1; Sword +1; 
  Climbing +1 and Escapology +1. He has 10 stat points and is a first level character. Durk 
  begins play with a cloak, flint and steel, knife and one weapon (Durk is a sword kind-of-a-guy). 
  Durk’s player now buys 100 coins worth of gear as follows: a lock pick set (60), a backpack 
  (15), oil lantern and oil (17), and a large belt pouch (4) leaving 4 coins for food and ale at the 
  local tavern. 
   
  
   
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  Suggested Character Names 
  The following are sample names for characters and chance-met individuals with an English or 
  Celtic flair. Female names are displayed in italics. 
   
  Godric 
  Aethelhelm 
  Cathan 
  Aelflaed 
  Dagmund 
  Edmund 
  Midhir 
  Agnes 
  Beorn 
  Brego 
  Cormac 
  Cynhild 
  Aldred 
  Aidan 
  Fergil 
  Matilda 
  Aelfstan 
  Godrum 
  Lorcann 
  Iorwen 
  Aethelwulf 
  Wulfraed 
  Drustan 
  Emma 
  Eadred 
  Raedmund 
  Maldred 
  Eowyn 
  Osric 
  Merewine 
  Dian 
  Aethelflaed 
  Ulf 
  Wulfmaer 
  Colban 
  Leoflaed 
  Wulfric 
  Aelfric 
  Gorthyn 
  Hilda 
  Athelstan 
  Brunstan 
  Owain 
  Hildegard 
  Wistan 
  Whitgar 
  Eremon 
  Hildegyth 
  Leof 
  Beorht 
  Maredoc 
  Gytha 
  Heathwulf 
  Deor 
  Artigan 
  Colleen 
  Garwulf 
  Conall 
  Conor 
  Dervla 
  Cuthbert 
  Finn 
  Finnian 
  Brigit 
  Alric 
  Brendan 
  Broccan 
  Mave 
   
   
  Belongings and Purchases 
  Priests, rogues and warriors begin the first game with the following items of equipment: cloak, 
  flint and tinder pouch, knife, one weapon (choose from axe, sword, spear or mace); in addition, 
  the priest receives an appropriate holy symbol. The mage begins with a knife, flint and tinder 
  pouch, staff (standard weapon and focus) and cloak; he can gain no benefit from armour. All 
  characters may purchase 100 coins worth of other non-weapon items from the Items to Buy list. 
  The GM must decide whether un-spent coins are lost or form the beginning of the new 
  character’s wealth. 
   
  Items To Buy 
  Item 
  Price 
  Notes 
  Axe 
  100 
  Standard weapon 
  Backpack 
  15 
  110 kilogram capacity 
  Belt pouch: large 
  4 
  Holds up to 200 coins 
  Belt pouch: small 
  2 
  Holds up to 50 coins 
  Bow, 12 arrows and quiver 
  80 
  Standard ranged weapon 
  
   
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  Item 
  Price 
  Notes 
  Canvas 
  20 
  10m square 
  Chain 
  40 
  10m length (very heavy) 
  Cloak 
  12 
  All-weather protection 
  Cuirass: plate 
  500 
  +2 Hits 
  Dagger 
  30 
  -2 to combat roll 
  Flint and tinder pouch 
  4 
  Useful for lighting a fire 
  Garlic 
  5 
  10 cloves, unsettles some vampires 
  Greaves: chain mail 
  200 
  +1 Hit 
  Hammer and 12 spikes 
  55 
  Includes tool pouch and belt 
  Hauberk: chain mail 
  400 
  +1 Hit 
  Healing potion 
  40 
  Restores 2 Hits 
  Helmet 
  100 
  +1 Hit 
  Holy symbol 
  60 
  Wood or clay 
  Holy water 
  14 
  1 phial, harms undead creatures 
  Javelin 
  20 
  Standard ranged weapon 
  Lock pick set 
  60 
  Pick locks at -4 without a lock pick set 
  Mace 
  35 
  Standard weapon 
  Net 
  10 
  3m square 
  Oil 
  5 
  Fuels a lantern for 2 hours 
  Oil lantern 
  12 
  10m beam or 5m radius 
  Pick axe 
  10 
  -2 to combat roll, useful for excavation 
  Poison: belladonna 
  60 
  3 doses or applications 
  Restoration Potion 
  60 
  Restores 4 Magic points 
  Rope 
  6 
  10m length 
  Sack: large 
  5 
  40 kilogram capacity 
  Sack: small 
  1 
  20 kilogram capacity 
  Shield 
  80 
  +1 to attack roll (warriors only) 
  Sling and stones (12 stones) 
  5 
  Includes small pouch for stones 
  Small mirror 
  10 
  Wrapped in soft leather 
  
   
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  Item 
  Price 
  Notes 
  Spear 
  50 
  Standard weapon 
  Staff 
  20 
  Standard weapon 
  Sword 
  160 
  Standard weapon 
  Torches (3) 
  3 
  Provides light for 20 minutes each 
  Vambraces: leather 
  50 
  +1 Hit 
  Wolf’s bane 
  20 
  Holds werewolves at bay 
   
  Note: two-handed versions of the main weapon categories are available; they each cost up to 500 
  coins and add +1 to the attack roll. Weapons of high quality may add a further +1 to attack rolls 
  but they are hard to find and cost 1000 coins or more to purchase. 
   
   
  Fighting the Good Fight 
  Combat takes place in Turns lasting as long as 15 seconds of game-time and as short as perhaps 
  just a few heartbeats. Each player makes a single choice of action for his character and this will 
  often be an attack of some form. An attack roll represents the character’s best attempt to land a 
  telling blow and avoid being struck in return.  
   
  When a successful roll is made in combat against a Foe, the target's Hits are reduced by one (1). 
  Most Foes have 3 Hits and rarely more: three strikes and you’re out! Whether it's a dragon or a 
  lion. At zero (0) Hits the creature is defeated (which might mean death, unconsciousness or 
  retreat, the GM is at liberty to adjudicate). If the attack roll fails, then it is the character that is hit 
  by the Foe.  At the GM’s discretion (recommended) any roll of a double one (1) will result in a 
  Hit taken by the character regardless of the Foe’s Rating or the character’s bonuses. 
   
  Some Foes are rated as Grunts and only have one Hit. They likely have low Foe Ratings but 
  travel and fight in groups, which makes them more dangerous. 
   
  Combat Modifiers 
  Level: warriors add their Level to the combat roll; a mage does not. Rogues add their Level in 
  combat only if they have 2 or less Magic. If the rogue has a Magic stat of 3 or more only add 
  half the Level (round down), rogues with high Magic points have devoted too much time to the 
  arcane arts to focus on effective combat. Priests add half their Level (round down). 
   
  Example: Haldric, priest of The Horned Man is currently Experience Level 3, he adds +2 to 
  attack rolls. 
   
  Shields: a shield gives +1 bonus to the warrior's attack roll, no other calling gains this benefit. 
  However, a shield will break after the character suffers 3 Hits if not maintained correctly (i.e. If a 
  shield takes 3 Hits in a single battle - it is broken; warriors are considered to correctly maintain 
  their equipment between battles automatically). 
   
  No Weapon: an unarmed character fighting an armed Foe reduces his attack roll by -4 . If a 
  character is skilled in unarmed combat, reduce the penalty by the Skill level. Fighting with just a 
  
   
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  utility knife, dagger or other small weapon or tool incurs a penalty of -2 against an armed Foe, 
  which cannot be improved with Skill (no right-thinking hero practices with a trowel). 
   
  However, when both character and Foe are unarmed (a creature with long talons and sharp teeth 
  is not unarmed), the penalty is ignored and appropriate Skills come to the fore. Skills could 
  include Strong, Brawling, Dirty Fighting, and Agile etc. Characters and Foes reduced to zero (0) 
  Hits in unarmed combat are knocked unconscious rather than being killed. 
   
  Optionally, the GM may call for a roll of 6+ for the character to remain conscious after 
  suffering 3 or more unarmed Hits in the same battle. 
   
  Off hand: when forced to fight with the off hand the character suffers a penalty of -1. 
   
  Armour: wearing armour increases the character’s Hits in combat (leather bracers won’t help 
  you if you fall 30 metres from the castle wall).  
   
  The following items each add one (1) Hit whilst worn: a ring mail hauberk; a helmet; leather 
  vambraces, and chain mail greaves. A character with a full set of armour will enjoy a bonus of 
  +4 Hits. These temporary Hits do not count towards the character’s stat total for Experience 
  Points purposes. A rogue or priest may gain a maximum of +2 Hits from wearing armour no 
  matter how much he or she piles on; a mage gains no benefit at all. 
   
  Healing: Hits are restored to normal after several hours of rest - or at as indicated by the GM. 
  Armour Hits are recovered immediately after a battle. At the GM’s discretion, a piece of armour 
  may be permanently destroyed during a battle in which the character suffered loss of Hits. 
  Particularly savage wounds or those caused by poison may worsen if not treated with the 
  appropriate Skills. 
    
  Multiple Foes: when the characters are outnumbered by several Foes, the GM adds +1 to the 
  Foe Rating for each additional Foe. Whenever there are more combat-ready Foes than 
  characters, the characters are outnumbered. Track Hits lost as normal, knocking a Foe out of the 
  fight (and off that combined Rating total) when 3 Hits are taken (or 1 Hit if the Foe is a Grunt). 
   
  Example: Durk and his warrior companion Meldrissa have encountered a small clan of orcs. 
  Each of the 5 orcs has a Foe Rating of 8. Since Durk and Meldrissa are outnumbered, they must 
  make their attack rolls against a total Foe Rating of 11 (8 plus 3 additional foes). This will be a 
  long and bloody battle; well worth an Experience Point (see below). 
    
  When characters face multiple Foes, even one extra enemy can create a difficult situation. The 
  GM should ensure that his description of the combat scene is sufficiently ominous that the 
  players have time to re-think their plans. 
   
  Surprise, Bows & Javelins: hitting a Foe who is unaware of the character or who cannot fight 
  back (perhaps the character is throwing a javelin or shooting an arrow) means that even if the 
  attack roll is failed, the character is not harmed by the Foe. 
   
  The exception of course is when the Foes have missile weapons and/or attack by surprise 
  themselves. In these instances ask players with vulnerable characters to make a standard attack 
  roll, if successful, the character avoids the attack, otherwise he suffers one Hit of damage. GMs 
  may use this rule to account for traps (a mechanical pit-trap) or accidents (slipping from a moss 
  covered log bridge) as required. 
   
  
   
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  Foe Ratings 
  Foes are given a Rating from 1 to 20 or more. This is the number that the player has to equal or 
  exceed on 2 dice to hit the Foe. There is no definitive list of Foes, since this game is intended to 
  be a largely improvised affair; monsters and people encountered can be given Ratings to match 
  the situation; is the dragon young or venerable? Is the goblin a lackey or cunning assassin?  
   
  The following chart offers some Foe Rating suggestions to assist new GMs. 
   
  FR 
  Example 
  1 
  An inconsequential Foe (unless encountered in large numbers) it likely has less than 
  the standard 3 Hits 
  3 
  Weak Foes; lone scouts tend to flee, raiding parties of 4 or more will attack if they 
  outnumber the characters 
  6 
  Quickly defeated by typical heroes but may score a nick before being bested 
  8 
  A challenge for neophyte characters - Hits will be lost! 
  9 
  A powerful Foe - this may indicated a well-equipped enemy or one with special Skills 
  and talents (or both!) 
  11 
  Even well equipped warriors face a stiff challenge with this Foe - the characters will 
  probably suffer several Hits and require recuperation after the battle 
   
  Special Abilities 
  If the Foe possesses a particular special power, which could impact on the battle, it is activated 
  when the player fails his or her attack with a roll of doubles (double 4, double 2 etc.). Powers 
  can range from the mesmerising gaze of a vampire, suffering a poisoned wound, a dragon's fire-
  breath, being swept into the air by a griffin, and so on. Note that not every special power will 
  cause loss of Hits. 
   
  Example: Randell the Kirklander is locked in battle with a fearsome manticore (Foe Rating: 10). 
  Randell is Level 3 with the Sword Skill +2 but has lost his shield in an earlier combat; his 
  standard attack roll is 2d6 + 5 and will only fail an attack roll if the dice roll is 2, 3 or 4. These 
  are good odds but the manticore has a poisonous sting, which will hit Randell on a roll of double 
  one (1) or double 2. Randell doesn’t know what effect the poison will have but he doesn’t want to 
  find out! 
   
  Battle Stats 
  To give the GM an idea for setting Foe Ratings, the following table displays the average attack 
  roll for each calling at the listed character Level. The numbers assume the character has 
  advanced his best weapon Skill to maximum and, in the warrior’s case, uses a shield. A single 
  character matched against a Foe with a Rating equal to his or her average roll will face an even 
  battle; a battle that is at least even counts as Significant for the purposes of awarding Experience 
  Points. Remember that multiple Foes increase their Ratings with additional numbers but as the 
  enemies fall, the Rating drops. 
   
  
   
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  Level 
  1 
  2 
  3 
  4 
  5 
  6 
  Mage (1) 
  8 
  9 
  10 
  11 
  12 
  13 
  Priest 
  8 
  10 
  12 
  13 
  14 
  16 
  Rogue 
  9 
  11 
  13 
  15 
  17 
  19 
  Rogue (2) 
  9 
  11 
  12 
  13 
  14 
  15 
  Warrior 
  10 
  12 
  14 
  16 
  18 
  20 
   
  (1) A mage in physical combat gains only a Skill bonus - magical combat is based on Magic spent 
  (2) Rogue with 3 or more Magic points 
   
  As can be seen in the table above, presenting a Level 2 rogue with a nasty Foe Rating 13 troll 
  will cause some problems for the single character. He needs to score 2 points over his average 
  rating; he will, most likely take one or more Hits. If the troll has a special ability (perhaps it 
  regenerates lost Hits on doubles) chances are, the rogue will die. 
   
  A fair challenge to the characters will be a Foe with a Rating equal to the average of their 
  standard attack rolls. For first level characters (lets say a mage, a rogue and a warrior), that 
  number is 9. Remember, this is still a challenge and if the creature has a special ability, drop the 
  Foe Rating by one or more points. 
   
  Example Foe: Abnec the swamp troll has a Foe Rating of 10 but sprouts additional limbs as 
  required, which means he is effectively considered as two opponents for the purposes of 
  determining whether the characters are outnumbered. Additionally, Abnec can regenerate lost 
  Hits when a character fails an attack roll with doubles, the GM chooses to recover a lost Hit or 
  score damage to the character.  
   
  Swamp trolls are completely immune to Change (green) magic spells but reduce their Foe 
  Rating by one (1) when facing any type of fire-based Harm (red) magic. Abnec would be a stiff 
  challenge for a low Level character; Abnec and his brother would be a challenge for a small 
  party! 
   
  Experience Points 
  When a character accumulates a number of Experience Points equal to his current stat total, the 
  points may be spent to purchase a new point of Hits, Magic or Skill. Note that the Jack-of-All-
  Trades calling need only accumulate 8 points before his first increase. 
   
  Each session a character earns one Experience Point (EP) for surviving plus one point for each 
  significant battle and/or encounter in which the character participates in some meaningful way. 
  Falling into a drunken stupor before a barroom brawl breaks out doesn’t earn the character a 
  point! 
   
  The GM can award additional points for overcoming specific challenges, finding special items 
  and general good play but should be wary of granting more than 5 – 6 points per session. 
   
  Example: although Randell’s chances of defeating the manticore in the above example were 
  quite high, the GM decides to award an experience point as a failure would have resulted in a 
  
   
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  dangerous poisoned wound. Later, Randell faces and slays a small band of goblins, these were 
  not significant Foes so no experience is awarded. 
   
   
  The Use of Magic 
  Magic exists in 4 specific Spheres or types, often associated with a particular colour and magic-
  using characters must specify the colour of their Magic points at the time the power is gained 
  (either during character creation or when spending experience points). The Spheres are: Change 
  (green), Harm (red), Mind (white) and Move (blue). Priests are an exception to the rule; they 
  may use points of any colour for any kind of spell - divine magic. Players with priest characters 
  must still record the colour of their Magic points as the type of magic may be significant to the 
  situation or the target if not to the priest. 
   
  The Magic stat is used to power spells; usually, only one (1) point is used to power a basic spell, 
  2 or 3 for more powerful spells. To succeed in casting a spell, the player rolls two dice to match 
  or exceed the difficulty of the spell or Foe Rating of the target, adding his Level (with the 
  exception of the warrior) and +1 per point of Magic spent (including the first point).   
   
  The first point spent must match the Sphere (or colour) of the spell attempted.  
   
  Spells are created or improvised by the player to suit each situation. For example, a turn wooden 
  door to straw door spell would require 1 green Magic point (Change). Blasting the door with a 
  magical bolt would require 1 red point (Harm). Where a spell does not directly impact on a 
  character or Foe, the GM assigns the difficulty of the spell. 
   
  Magic points are replenished after, either a night’s rest or some magical replenishment available 
  in the scenario or a purchased restoration potion. 
   
  A staff or other suitable Focus (or a holy symbol in the case of a priest) allows a spell range of 
  20 metres (however, see the optional rules below). Without the aid of a Focus range is limited to 
  only 3 metres. If a spell can reasonably be expected to last a given period (a sleep or warding 
  spell, for example), the duration is 1d + 1 minutes with a Focus and 1d Combat Turns without. 
   
  With GM approval, additional points can be expended to impact on more than one target, a 
  greater range, and/or wider area or last a longer period. 
   
  Sample Spells: Disguise, Open Lock, Poison-to-Water, Sand-to-Mud (Change); Touch of Pain, 
  Fire Bolt, Spectral Dagger, Shatter (Harm); Suggestion, Read Surface Thoughts, Plant Emotions, 
  Fear (Mind); Leap, Climb Sheer Surface, Glide, Run (Move). 
   
  Example: Hubric, a level 1 mage has 2 red Magic points, 1 green, 1 blue and 1 white. He 
  creates the spell Searing Sphere that will send a ball of flame towards his enemies inflicting 
  damage on all those within a 3-metre radius. The GM calls for 3 points of Magic with at least 
  one from the Harm (red) Sphere. Hubric spends one (1) of his 2 red points and his blue and 
  green points to fuel the basic spell. He also chooses to burn up his white (Mind) point to ensure 
  a lively effect. Using his staff as a Focus, Hubric blast the sphere off at his foes 20 metres away 
  and rolls 2 dice. He adds his level (+1) the Magic points expended (+3 basic) and (+1 bonus) 
  from the white Magic for a total of +5, handy because he’s up against a pair of unfriendly ogres 
  with a combined Foe Rating of 14! 
   
  
   
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  Some Foes are resistant or particularly susceptible to certain Spheres of magic. This may take the 
  form of an increased (or decreased) Foe Rating against certain magics, a complete immunity or 
  somewhere in between. See the description of Abnec the swamp troll (above) for an example. 
   
  Power Level 
  It should be noted that Magic is a powerful tool in the right hands and inventive players will 
  benefit over those used to a static list of spells but power in the game has its limitations. In 
  considering exactly what can be achieved with spells: think low-key, more Earthsea than D&D. 
  When the mage is just starting his or her career, spells should be quiet and subtle, mimicking the 
  actions that could be achieve through mundane means – for example, the act of causing damage 
  to a Foe at range could be easily be performed by an archer. 
   
  Magical Healing 
  A common use of Change Magic (a green point of power) is the healing spell. Each point spent 
  (the first of which must be green) heals one (1) Hit. When cast by a priest, each point of green 
  magic heals 2 Hits, other colours heal only one (1). 
   
  The Warrior-Mage 
  Warriors can use experience to gain Magic points but never add their Level to the casting roll 
  and may not gain or use points from the Mind (white) Sphere. 
   
  Magic-using Foes 
  It’s not uncommon in fantasy literature for heroes to face magic-wielding Foes; the GM can 
  represent such challenges in one of two ways. The first and simplest is to assume that characters 
  losing Hits to magical enemies do so as a result of harmful spells. Secondly, list a certain number 
  and type of magical effects appropriate to the power of the villain. 
   
  For example: Mercurio the Imperial Mage (Foe Rating: 14) can release a jet of flame from his 
  eyes whenever the player fails an attack roll. The beam of searing heat is so powerful that all 
  targets within 20 metres must roll 7+ or take a Hit. 
   
  Magic Effects Chart 
  The following optional rules may assist some players and GMs who might be unfamiliar with a 
  completely freeform approach to spell casting. The chart defines the effects that might be 
  achieved by spending a certain number of Magic points but doesn’t consider the Sphere required 
  – the GM must still adjudicate this factor. 
   
  Magic 
  Effect 
  Range 
  Duration 
  1 
  Normal 
  Touch 
  An instant 
  +1 
  Unusual 
  Throw 
  A minute 
  +2 
  Unlikely 
  Sight 
  An hour 
  +3 
  Inexplicable 
  Knowledge 
  A day 
   
   
  
   
  Page 13 of 14 
  Magic: a spell created with one Magic point can achieve a normal effect at the caster’s fingertips 
  and lasts but an instant. Each additional point spent, of the appropriate type increases the power 
  of, the effect, range or duration. To cause harm to a target within line of sight would cost 2 extra 
  Magic for a total of 3. 
   
  Effect: (Normal) a normal competent individual could easily achieve this effect. Examples 
  might include opening a door, breaking a window, striking a blow, whispering a message, 
  reading a person’s demeanour. (Unusual) a spell of this level is still within the bounds of human 
  ability but would take exceptional skill. Such as: leaping a 4-metre chasm, knowing roughly 
  what a person might be thinking, knocking someone unconscious, climbing a slick wall, not 
  being noticed by a guardsman and so on. (Unlikely) one or more people acting in concert could 
  achieve this effect but it is highly unlikely. Examples include: bursting open a strong door, 
  vaulting a building, staying afloat in a terrible storm, knowing what a person is thinking, making 
  someone think what you want, et cetera. (Inexplicable) these effects are beyond the ability of 
  men and are clear acts of magic. Some examples include, flying, turning invisible, surviving 
  underwater, walking through stone and so on. 
   
  Range: the spell’s target must be at the caster’s finger tips (touch), within throwing range of 
  about 30-metres (throw), within sight of the caster (sight) or the caster must know where the 
  target is, right now (knowledge). 
   
  Duration: the spell lasts this long and no longer; consider an instant to last roughly one Combat 
  Turn. Note that a spell designed to cause harm need only last an instant but must be combined 
  with at least one point of Change (green) Magic if the damage is to be considered permanent. 
   
  
   
  Page 14 of 14 
  Tunnel Quest Character Sheet 
   
  Name 
   
   
   RH 
   LH 
   M 
   F 
  Nationality 
   
   
  Age  
  Level  
  Race 
   
   
  Standard Combat Roll: 2 dice + 
  Calling 
   
   
  Standard Magic Roll: 2 dice + 
   
  General Statistics 
   
  Magic Points 
  Hits 
  Magic 
  Skill 
  Total 
   
  Change 
  Harm 
  Mind 
  Move 
   
   
   
   
   
   
   
   
   
   
   
   
  Skills Possessed 
   
  Level 
   
  Equipment Carried 
   
   
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  Hits Lost 
  Unarmed Hits Lost 
   
  Experience Total 
  EP Spent 
   
   
   
   
   
   
   
   
   
   
   
   
   
  Description 
   
  Coin & Treasure 
   
   
   
   
   
   
   
   
   
   
  
SOURCE: textdata/thevault/Tunnel Quest/Tunnel Quest Corebook.pdf