JCQE - User Guide - Appendix
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ABCDE
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RACESUSEFUL INFODESCRIPTIONNOTES
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HumansSympathetic to other HumansThe most common race in the Kingdom. Not particularly strong nor smart, most of them will never be heroes. Though, many great adventurers were young boys and girls who left their homes in search for glory and fame. They may lack a natural gift as those of the other races, but they have plenty of will for sure. They are engaged in any kind of occupation and inhabit all the lands of the Kingdom. Variety is what distinguishes them. They are friendly to any other race except for Orcs, who often are feared and avoided more for prejudice than for real danger.
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ElvesCan cast powerful mental spells more so than other racesTall and skinny, this is the wisest race of all. They mostly live in the big eastern forest and are rarely seen beyond its bounds. However, their magic skills and link with the nature are known everywhere in the Kingdom. The greatest enchanters of all time were Elves. They are a reclusive race yet the Elves who come out from the forest are those who seek power and knowledge. They love to show their magic talent in every possible way to surprise and fascinate the common folks.Skin color: from light blue to dark blue
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DwarfsShort peopleShort and stubby, everybody loves them. They live in underground cities built in the mountains but are also a common sight in the big cities of the Kingdom where they use to sell jewels and wonderful handicrafts. Centuries of travels and commerce have thaught them how to deal with every race of the Kingdom, making them the most skilled adventurers when it comes to effective speaking. They often leave their stone cities, lead by wanderlust, to live on the main land above. Developing good speaking and barter skills has been a necessity for this race since growing crops and gathering food underground is not an easy task. This also made dwarves welcome in every corner of the land.Skin color: from red to brown
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OrcsBig, bulky and horrendous appearingBig and bulky, it’s better to not enrage them. The common folks fear the Orcs since they see them as brutish savages, but only a minority is truly like that. Their homeland is a rocky island in the southern sea from where they sail to the mainland to barter. They are strong and resilient, which makes them the most powerful warriors of the Kingdom. They have a natural inclination to combat and it worries everyone around them, but what common folks don’t know is that it is totally under their control. In fact, they often serve as troops for the most risky missions of the Kingdom, but unfortunately their bravery is not enough to grant them everybody's benevolence.Skin color: from green to blue-ish
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othersEvery other race name must be written with a small letter
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FACTIONSRELATED BACKGROUNDDESCRIPTIONNOTES
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CommonersCommonerFarmers, fishermen, woodcutters, bakers... not quite a "heroic" background, but they can wield a staff nonetheless! The Commoners are the majority of the population of the Kingdom. They lack training, focus and may not have a spine to become heroes; yet, some of them succeeds. What drives them probably is: "the prize is worth the risk!".
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Woodland KepersDruidThe agents of the Woodland Keepers. They cross the forest to make sure nobody harms their precious land using their magic. Their elven magic can keep dire animals, and nature itself, at bay. They have incredible power over nature when compared to other enchanters’ skills.
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Stonecutters GuildHeraldThe members of the Stonecutters Guild, they are master of persuasion and corruption. When they meet someone, they either earn their trust or their gold! These Dwarves, tired of the businessman routine, turned to exploring dungeons and helping people not for the glory and wealth of the Guild, but for their own! There is nothing a Herald can't obtain by their speeches, or at least that’s what they say...
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Bloodysail ClanBruteThe best fighters of the Bloodysail Clan, they are fearless, brutal and scary. Everyone fears the Orcs because of them! When you see an Orc armored to the teeth and covered in blood you are probably staring to a Brute. A very wise advise is to immediately stop staring at them, if you don't want to end up being the cause of the next blood stain on his or her armor!
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Tricked Witch FellowshipPathfinderThe professionals of this job: enter the dungeon, kill the monsters, take the loot! If you join the Tricked Witch Fellowship there is one word to describe what you are looking for: adventure. But also, treasures! They are specialists in ruin exploration and doing heroic deeds. They also develop a curious "luck" that seems to help them in the most peculiar ways
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Shield BrothersWarriorThe most trained and reliable fighters of the Kingdom. These guys seriously like weapons and armors! There is no technique they can't master, there is no move they can't perform and there is no weapon they can’t wield. When you need versatility and efficiency, the warriors of the Shield Brothers are the best.female: Shield Sister
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Magi CouncilMageThe most talented enchanters often choose to quit their studies to gain field experience! When a student of the Council completes his or her training, you can see him/her traveling across the Kingdom amd offering their magic for any kind of work: they can fix broken carts in a snap of fingers, set your detested neighbor’s house on fire, etc!
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The TempleClericHumble servants of the gods. It's easy to choose to risk your life when you can count on divine protection, isn’t it?! These enchanters specialize on defensive magic, channeling the power of the gods through prayers and charity. Although the ones that become famous heroes tend to be more charitable to themselves than to others, it seems it doesn’t affect their magic connection to the gods.
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HoundsHunterThey can hunt a deer, kill the wolves threatening your sheeps and even help you if a band of goblin is raiding your village! The Hounds help the common folks as part of their job. No matter the problem, they’re always ready to help, sometimes just for the glory, other times for gold or even for justice or personal interest. They are the best in finding and killing anything.
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BaronsRoguePerhaps not one of the most honest backgrounds, but everyone deserves a second chance, right? These people are the sneaky ones, those who lurk in the shadows ready to steal, kill or help! They usually have an infamous reputation but, as for the Orcs, it doesn’t always reflect the reality. Many heroes of the past became just and brave paladins in spite of their early sneaky life.
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BACKGROUNDSUSEFUL INFONOTES
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Commoner
Sympathetic to other Commoners, they are underestimated by others
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DruidNatural magic, connection with the Natureonly available to Elves
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Heraldbusinessman good at bargain, speech and diplomacyonly available to Dwarfs
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Brutebrute force and intimidationonly available to Orcs
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Pathfinderlucky guy, knowledge of ancient ruins and legends
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WarriorAdvanced fighting skills
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MageArcane magic and destructive spells
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ClericDivine magic, buff spells and undead controling skills
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Huntertracking
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Roguedeceiving and stealth
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SETTING
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The King rules his Realm, but the order of things and their prosperity starts to crack. The relashionships between the four races living in the Realm are getting worse and worse. Dwarves have raised their usual prices, Elves are getting more and more isolated in the forest and Orcs can't stand prejudices against them any longer. Despite the fight with the Barons, the Dwarvish trade continues along the river. They often suffer sabotages and unfair economic competions by these Barons. Elves always fight with the Human towns on the border which hunt and cut trees in forbidden areas. Orcs' task is to keep the lizardfolk in the Swamp, so they are patrolling the coast. Nevertheless, living is getting harder and harder in their island and sometimes they claim and get supplies from the cities on the coast. The King overlooks it, bu thet Commoners loudly complain. This raises the hatred against this race, and the ones ready to stand by their side are the Barons: the only language they understand is gold, no matter from which pocket this comes from. On the other hand, the Temple's lecture on the safeguard for Humans above all the other races becomes stronger. The Commoners are often left on their own, so some brave members have taken arms: they are the Hounds. It seems that this group aims protection for the weak from beasts and oppresions. The Mages and the Shield Brothers are too busy to solve the great internal crisis to care. In fact, many recruits of this inner circle abandon and revolt against their companions. The Magi Council committed to this investigation, that seems to hide something creepy, while the Tricked Witch Fellowship remains indifferent and prefers to explore ruins and dungeons as they once used to do. There are actually some interesting places in the Realm. For example, those who live in village placed in the mountains say there's a dragon in the volcano, even if the Crown has never investigated. Dwarves often tell stories about treasures and death traps in the ruins of an ancient city, east of the river. By night, it is possible to see a red luminescence on the wooded hills: they say it comes from a strange twisted tower, house of an even stranger magic creature. Some say the reasons beyond Elves being so jealous of their forest lately has nothing to do with the love for nature. They say circles of magic stones as well as oddly crooked trees are hidden inside of it, from where lights and screams are seen at night. In a cave, rising up the fork of the river, lives an hermit. A powerful sorcerer, some say, a talented fortune teller, as seen by others: he makes miracles to those who give him great offers. Right in the middle of of the noblemen of the Realm's cemetery, in the western woods, a Pit has suddenly appeared: an endless abyss in the ground. Some witnesses swear that any sorts of demons and evil comes out of it. Along the coast, the spirits of some dead soldiers are hunting the old watchtower they defended during a long-forgotten war. It is of equal interest the lighthouse in front of the capital, which is turned on from the dawn of times by an unknown magic. But the most fearful places are two: the Orcs island, surely for the presence of its inhabitants and for shipwrecks caused by unusual sea currents, and the hearth of the Swamp, the land of the lizardfolk, whose ferocity can only be contained by the Orcs fury.
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More info and inspiration could be found by playing the quests in game.
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SUGGESTIONS
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When you want to vary the Relations with the Factions you should focus on what you made the Adventurer do through their actions. Did the Adventurer directly help/oppose to a given Faction? Did the Adventurer indirecly help/oppose to a given Faction? Did the Adventurer do something to gain respect/disregard of a given Faction? Did the Adventurer do something against a Faction's law or something that would be praised by a Faction?
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When you want to increase/decrease reputation points you should always keep in mind:
- Goodness (Morality increase): turn down a compensation, help people in distress, sacrifice yourself.
- Cruelty (Morality decrease): murder, unnecessary verbal or physical violence.
- Honesty (Honor increase): keep your word, abide by the law, not taking advantage of favorable situations.
- Dishonesty (Honor decrease): not keeping your word, cheating, robbing, egoism.
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PARAMETERS USED IN CHECKS AND PREREQUSITES
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NAMEDESCRIPTION
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Item set to Important
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Interaction
Check the outcome of a given Interaction. You can check if it is:
- "Visited": the player has clicked the Interaction at least once. It does not matter whether the Adventurer had a success or a failure.
- "Succeeded": the player clicked the Interaction in the past and the Adventurer's outcome was a success.
- "Failed": the player clicked the Interaction in the past and the Adventurer's outcome was a failure.
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Fight
Check the outcome of a given fight. You can check if:
- "Encountered": the Adventurer has previously met with the foe. This condition does not take into account whether the Adventurer won the fight, run away, or handled the fight with a fight Interaction. It only means that the player has at least entered the Fight Situation once.
- "Beaten": the Adventurer has Encountered the foe and also won the fight.
- "Run Away": the Adventurer has Encountered the foe and run away.
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Adventurer
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Gold
Gold currently available to the Player. (you can specify the exact amount in the Notes)
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PowerPower attribute value.
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WitWit attribute value.
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CunningCunning attribute value.
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RenownRenown points.
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FameFame points.
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MoralityMorality points.
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HonorHonor points.
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Hit Points
Current HP of the Adventurer. e.g. 1 HP out of 10 max. HP is a very low value.
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Relationship
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CommonersRelation points of the Adventurer with the Commoners.
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Woodland KeepersRelation points of the Adventurer with the Woodland Kepers.
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Stonecutters GuildRelation points of the Adventurer with the Stonecutters Guild.
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Bloodysail ClanRelation points of the Adventurer with the Bloodysail Clan.
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Tricked Witch FellowshipRelation points of the Adventurer with the Tricked Witch Fellowship.
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TempleRelation points of the Adventurer with the Shield Brothers.
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Shield BrothersRelation points of the Adventurer with the Magi Council.
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Magi CouncilRelation points of the Adventurer with the The Temple.
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HoundsRelation points of the Adventurer with the Hounds.
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BaronsRelation points of the Adventurer with the Barons.
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Select
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RaceThe Adventurer's Race.
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ClassThe Adventurer's Background.
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GenderThe Adventurer's gender (male/female)
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Numeric
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RandomThe % of success. If you input 10, the Adventurer will have a 10% chance to succeed and a 90% to fail. If you input 85, it will be 85% success/15% fail. The game generates a random value every time this parameter is checked (if the Adventurer visits an Interaction using this parameter multiple times, each time a new value will be generated and the check outcome could change). PLEASE NOTE: JOL is a mostly-deterministic game by design, do not abuse this parameter.
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Weapons
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Weapon Type
Is the type of damage dealt by the Adventurer based on the wielded weapon. The damage types are:
- "Slash": e.g. Sword
- "Blunt": e.g. Club
- "Pierce": e.g. Bow
- "Magic": e.g. Greater Spell
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Weapon Reach
Reach of the weapon wielded by the Adventurer. The ranges are:
- "Short": weapons with a short reach. (sword, ...)
- "Long": weapons with a long reach. (spear, ...)
- "Ranged": ranged weapons. (bow, arquebus, ...)
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Wields Shield?Is the Adventurer wielding a shield?
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PARAMETERS USED IN POSITIVE AND NEGATIVE RESULTS
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NAMEDESCRIPTION
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Adventurer
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Max HPMax HP of the Adventurer
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DamageThe current Damage dealt by the Adventurer
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Title
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Earn Title
You can add a title to the titles pool. It may appear to the player when retiring the Adventurer who earned it.
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Damage and HP
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Receive Fight Damage
Deals fight damage to the Adventurer (e.g. from fists or weapons) outside of a Fight Situation.
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Receive Trap Damage
Deals trap damage to the Adventurer (e.g. beartraps or falls) outside of a Fight Situation.
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Receive Magic Damage
Deals magic damage to the Adventurer (e.g. enemy's spell) outside of a Fight Situation.
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HealHeal the Adventurer to restore (some of) their HP.
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Strengthen Attack
It deals instant-damage to the next foe encountered (even to the same foe already engaged in a fight -> useful in fighting interactions)
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LOCATIONS
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Dwarven Entrance
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Elven Stones
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The PitMysterious pit in a cemetery
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