Starting Quantum State: Playing The Game

Quantum State is a Tabletop Roleplaying Game (TTRPG) that delightfully blends engagement, discovery, and strategy for a Company of players to explore their Characters creatively. Roll resolutions in Quantum State are simple: roll some dice, add a number from the Character Sheet, and compare it to the Docent's preset goal to determine success. It's that easy. But of course, there's more to it than that. The rules of the game are designed to maximize player immersion in a Docent's (gamemaster) environment through three distinct categories: Interactions, Exploration, and Combat. 

During Interactions, players directly engage with characters and objects in their surroundings, following an organic and cinematographic style. The Exploration rules cover how players perceive, move, and discover new aspects of the setting while navigating their surroundings. Lastly, Combat covers the strategy and tactical play used by Characters when engaging in battle. 

Whether you're looking to explore a fantastical world with friends or thrive as a team in an all-out battle, Quantum State has something for everyone! So dive into this wonderfully crafted game and let your imagination run wild.

A new world of infinite possibility awaits

Interactions

Interactions in Quantum State come into play whenever a player attempts to interact with anything in their environment, be it a physical object, another character, or an abstract concept. By utilizing the statistics calculated on their Character Sheet, players can quantify their Character's capability to enact change in their surroundings. This exchange is primarily accomplished by using their Attribute-governed Abilities to surpass the Docent's imposed Ability Checks.

Abilities

There are 15 Abilities in Quantum State, usable by any Character:

Acrobatics (Skill). Balance, Jump, Tumble

Apothicine (Will). Medicine, Science

Arcana (Focus). Magick, History

Athletics (Power). Batter, Climb, Swim, Lift

Culture (Charm). Art, Etiquette, Language

Deception (Charm). Lie, Disguise

Drive (Skill). Pilot, Ride, Fly

Electronics (Focus). Hack, Program

Engineering (Focus). Build, Maintenance, Survey

Intimidation (Charm). Bully, Coercion

Investigation (Will). Discern Reality, Search

Nature (Will). Survival, Wilderness Knowledge

Perception (Will). Senses

Stealth (Skill). Conceal, Hide

Tact (Charm). Persuade, Negotiate




For example, say a character wants to open a locked door. They could attempt to pick the lock through an Engineering Ability Check (governed by the Focus Attribute) and roll higher than the Docent's assigned goal for the task at hand. Alternatively, they could try to kick the door in through an Athletics Ability Check (governed by the Power Attribute). If they succeed, they open the door; if they fail, well...they don't open the door. 

Of course, no one ever said that life was fair. Characters will find that some tasks are simply beyond their capability without help from others or some miraculous event. Luckily, they have a close-knit team they can count on to pick up the slack whenever they find their personal talents falling short. Additionally, players will improve their Abilities as they invest in their Classes and Training or by utilizing Perks or Heroics to give them an edge in a specific circumstance.

So get out there and start changing your environment...or someone else will do it for you.

Exploration

As the players ease into a flow of interactions, it’s only natural for the Company to start exploring its surroundings. This moment is when the Docent expands on what has been established in the scene, potentially including new Events, NPCs, Objects, or Hazards to fuel more player interactions as they continue to navigate the setting. Following exploratory expansion and consistent interactions, the Docent and Company’s collaboration manifests into an immersive environment that feels alive through a complex mesh of interactive elements.

Exploration rules cover topics like Spatial Mapping (developing a uniform understanding of the surroundings), Character movement, and Environmental Hazards. In Quantum State, these basic rules of engagement are designed to assist a Docent in facilitating a cohesive and thrilling experience for all players. They lay out generalized expectations for how Characters might interact with their environment, but as with all good tabletop roleplaying games, leave enough wiggle room for players to get creative with their solutions. With that in mind, let's take a closer look at some of these essential concepts. 

Quantum state is a flexible system that can accommodate different types of playstyles. Spatial Mapping is a great way to establish boundaries and present variables without getting bogged down in too much detail. It's also essential to think about how Characters move through space to accomplish their goal; whether they're cautiously creeping or boldly striding forward, their mode of transportation can influence their chance of success. And finally, no matter what sort of setting you're exploring, there's always the potential for danger lurking around every corner. Environmental Hazards provide an excellent way to mix up the pace and keep players on their toes without being overly punishing. By incorporating these simple mechanics into your game, you can set the stage for hours of Quantum-fueled fun!

Combat

In any given combat scenario, it's critical to accurately gauge all participants' motivations and talents. After all, as professional and resourceful adventurers, players have many tools and powers at their disposal to protect themselves and their interests. That being said, intense combat scenarios often engage in what is known as Tactical Play (counter to the Cinematic Play of non-combat engagements).

Vitals

In Quantum State, a Character’s health and well-being are represented by their Hit Points (HP), and energy and stamina are represented by Action Points (AP). Vitals are affected by your Attributes, Classes, and Armor Training. If your Hit Points are reduced to zero, you collapse and begin Dying. While Dying, you must roll a D10 as an Essence Save at the end of each Round. If you roll ≤5, you lose Essence (1). Once you have zero Essence remaining, you are Dead. If you roll ≥6, you are no longer Dying, stabilizing into the Comatose Miscognition until you recover at least one (1) Hit Point. So, stay healthy and keep those Hit Points up!

Battle Flow

Knowing just what you're capable of is essential in the heat of combat. That's where the Battle Flow comes in! This guide covers the order of actions taken by Characters and NPCs during a battle so that you can make the most of your time in the trenches.

During Tactical Play, actions are carefully measured across a series of Rounds, each representing 6 seconds of time passed. At the start of each Combat, players and Bosses (significant NPCs) roll Initiative to determine their placement in a priority list. Once all of the Characters and Bosses have acted, any less-significant remaining NPCs (collectively called the Mob) act in unison at the end of the Round, allowing the Docent to make changes to the scene before resetting the priority list to start a new Round.  So plan your moves carefully...or be prepared to face the consequences! All potential Actions are divided into the following categories:

Action Types

Full Action 

A Full Action accounts for the entire six (6) seconds of the Round, requiring intense concentration to accomplish. A Character or NPC utilizing a Full Action cannot use a Standard, Move, or Rapid Action during the same Round. However, players can still use Reactions during a Round while attempting a Full Action.

Standard Action 

A Standard Action accounts for approximately three (3) seconds of the Round. Standard Actions typically offer a degree of complexity, requiring primary concentration to execute. A Standard Action is often paired with a Move Action and a Rapid Action in a single turn. 

Move Action

A Move Action accounts for approximately two (2) seconds of the Round. Move Actions typically dictate how the Character or creature is directing their body or positioning. 

Rapid Action

In addition to a Standard and Move Action, a player can perform a Rapid Action that accounts for approximately one (1) second of the Round. Rapid Actions are typically straightforward and can be completed with little effort. 

Reaction

During each Round, every combatant can trigger a single action in response to an event outside their turn, called a Reaction. Reactions often have general triggering requirements or conditions that must be met before a combatant can utilize them. 

Contested Rolls

A common occurrence in and out of combat is that a competing pair of participants directly oppose each other. These instances are typically resolved with a contested roll. During a contested roll, both opponents roll against each other while applying appropriate bonuses, with the superior roll claiming victory over the contest and yielding results that favor the winner. Additionally, contested rolls are often used to resolve specific circumstances like Parrying a Melee Attack, initiating a Maneuver, or determining the effectiveness of their Heroics through Impacts and Saves.  

Maneuvers

There are additional ways for combat participants to engage without directly assaulting one another or unleashing a costly powerful technique. Combatants can also choose to act strategically through the clutch utilization of a Maneuver. Maneuvers allow combatants to reposition, weaken, or compromise an opponent to gain the upper hand in an altercation. After declaration, a Maneuver is typically resolved with a contested roll between both participants, with the attacker’s failure resulting in a negated attempt and provoking an Attack of Opportunity against the aggressor.

Impacts & Saves

As with Armor, Impacts and Saves are divided into the Physical and Force categories to differentiate the circumstances in which they apply. Impacts generally determine the overall concentration, technique, or precision a Character exhibits when executing an extraordinary feat, most commonly facilitated through Class Features and Heroics. Saves are typically utilized when a Character or NPC is in danger of an unavoidable threat and are often contested by Impact rolls.

Attacks & Armor

Using Weapons to inflict Damage on one’s enemies is the crux of combat, accomplished by making Attack rolls that weigh against the target’s Armor. After declaring either a Melee, Ranged, or Cast Attack, dependent on the Weapon Frame being utilized to facilitate Attack, once cleared by the Docent, a player rolls a D10, applying the corresponding Attack bonus from their Character Sheet to the result. If the total of the Attack exceeds a target’s Armor, it is a success, inflicting Damage to the target’s Hit Points. For successful Attacks, the player rolls for Damage, using the indicated Damage roll for their Weapon Frame and applying any corresponding Damage bonuses to the result before deducting the total from the struck target’s Hit Points after calculating any Damage Resistance.

Weapon Frames

Melee Weapons

Unarmed, Light, Blade, Hammer, Staff, Polearm, Greatblade, Warhammer

Ranged Weapons

Thrown, Sidearm, Handcannon, Rifle, Shotgun, Longarm, Chaingun, Launcher

Cast Weapons 

Æthercite Catalyst, Omni Kit, Lumen Driver, Matrix Controller, Compound Lance

Every combat participant has two (2) Armor statistics, Physical and Force Armor that determine how difficult they are to Damage with an Attack roll, representing their overall ability to protect themselves from direct Attacks. Physical Armor dictates the ability to mitigate Physical Damage Types, including the Slash, Pierce, and Crush Damage sub-types. In contrast, Force Armor dictates the ability to mitigate Force Damage Types, including the Biotic, Cryonic, Electric, and Pyrotic Damage sub-types. 

Heroics

Heroics are extraordinary actions a character can perform solely due to their training, skillset, or manifested powers. The Heroics that a character can choose from are dictated by their Class Ranks and Training Ranks, granting a player access to several new Heroics at every new Character Level. There are 1300 Heroics in the core rulebooks of Quantum State, and any selections are not permanent. Players can swap their Character's selected Heroics during their Downtime by meditating for an hour, allowing them to adjust their capabilities as the needs of their Company change. This system will enable players to better customize their character's abilities to suit their playstyle and the group's needs.

Whether a player wants to specialize in combat, exploration, social interaction, or puzzle-solving, Quantum State has an option for them. This is our second post in a series covering the central gameplay mechanics and concepts of Quantum State, a TTRPG that aims to provide unprecedented customization and flexibility to the players. Our upcoming Kickstarter Campaign will launch soon, and we encourage you to check out our website, www.gigahe.art, for more information.

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Starting Quantum State: The Core State

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Starting Quantum State: The Basics