The Quick RPG
Version 1.36Best For
Groups or solo players who want to start an adventure within minutes and are comfortable making rulings where the rules are silent.
Core Mechanic
The referee sets a difficulty from Very Easy (d4) to Very Hard (d12). The player rolls the character's Body, Mind or Will die (d4 to d12) against the difficulty die. Meeting or beating the difficulty die is a full success. Rolling lower is a partial success: the action still works, but the character pays a narrative cost or takes Strain equal to the difficulty's cost of 1 to 3. Gear, role and circumstances move either die up or down a size. Spending a Hero point turns a partial success into a full one.
A test is normally one attribute die rolled against one difficulty die. Players also track Hero, Strain and Loot.
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Highlights
Players regain a Hero point by turning a dramatic full success into a partial one. Taking a third point of Strain shrinks one attribute die by a size and resets Strain to zero. The solo oracle keeps the higher of two d6 for likely outcomes and the lower for unlikely ones.
Considerations
Advancement only raises attribute dice, one size at a time, to a maximum of d12. The core combat rules have no initiative, turn order or movement procedure: each roll is one exchange of blows. Money is abstracted into Loot: each session or adventure earns every character 1 Loot.
Third-Party Publishing
Rules license CC BY-SA 4.0
Under CC BY-SA 4.0, the rulebook text may be shared and adapted, including commercially, with attribution to The Quick RPG and Squidhead Games and a link to the licence. Shared adaptations must be marked as modified and carry the same or a compatible licence. The book's licence notice adds that the game may not be used in any product that promotes or supports bigotry, racism, sexism or homophobia. The notice does not address the credited artwork.
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