Quests¶
How does a Hero advance without accomplishing great deeds? How does a Hero fulfill their destiny and have a great character arc? The answer is Quests.
The player, through their role as Demiurge, give the Hero a Quest, by giving it a cool name, and a specific thing that must be accomplished.
Besides the role of quests in Hero advancement they serve the much larger purposed in telegraphing to the table and the GM, what the Hero will be trying to accomplish over the next session or two.
It’s not uncommon for Heroes to pick up very large over arching Quests to communicate their campaign goals, as well as smaller goals showing what they wish to accomplish in the next session or two and to advance as a Hero. Some larger over-aching quests might better be modeled as Paths.
Example Quests
- Hunting Scrap
Acquire a pure orichalcum core to trade with the Atlantean refugees.
- Freedom!
Lead the oppressed people of Navarro to rise up and throw off the yoke of the necromancer.
- Rats in the Cellar
Investigate the source of the soul eaters discovered in the hotel’s wine cellar.
- Special Skills
Hunt down the kidnappers and free the Hero’s abducted child.
- Pigs and Moles
Develop an informant among the corrupt city guard.
Rewards¶
If the Hero is successful, they are rewarded. This reward may be many things, but importantly Quests are the only way for a Hero to gain xp, which they can spend on Boons and Edges.
Quests can be large or small, but should probably be at least a session’s worth of effort. Less than that and the rewards may be non-existent or at least less than the Demiurge paid for the quest.
Quests cost a Logos for each quest, and each Hero starts with one Quest for free. Initial Quests often relate to a Hero’s Trouble or what just happened before the beginning of play.
Any Quest that is worthy of the Hero will Reward a Logos in combination with any other Rewards. Not receiving Logos is a message that the Quest wasn’t worthy.
Quests that don’t inform the GM what the Hero intends before they actually do it, are usually considered unworthy.
A Prop, Contact and Kit Gear are usually incidental rewards or opportunities the Hero can choose to spend xp on later.
A Hero who wants a Magic Sword may make a Quest and go after such a sword, and if successful be granted a Prop or Kit Gear version of a magic sword in addition to any xp, giving them the opportunity to start investing into the Magic Sword Boon.
Experience points can only be earned by completing Quests.
The GM is responsible for choosing the Reward. They may set it when the Quest is acquired or more commonly when it is completed once it is revealed how worthy the Quest became.
Players must create Quests to gain xp, the GM should not create Quests under normal circumstances.
Quest Cards can be either individual, party or group It will depend on the specific quest and how it is accomplished. It’s often not possible to know whether an individual, party or group reward is appropriate for a Quest until it’s revealed how the Quest is accomplished.
Type |
Notes |
Example |
Reward Notes |
|---|---|---|---|
Individual |
Quests accomplished by just the Individual. |
A quest to sell one of the Hero’s paintings to an influential patron. |
Reward goes to the individual character. Reward more likely to contain Props or xp toward specific gear. |
Party |
Quests accomplished by the whole party. |
Infiltrate the Kilarro Corporate Lab and steal the data. |
All party members get a reward, though some may only be received by a specific individual. Only one player can actually get Excalibur. |
Group |
Quests that took many sessions to accomplish. |
Stop the Necromancer and his army of Undead from conquering the land. |
All group members get a reward, even if they weren’t present when the quest was actually completed. |
Abandoning a Quest¶
Sometimes quests are overcome by events. When the quest was created it was indeed the Hero’s intent to follow it and complete the Quest, however since then new information has come to light and the Quest no longer matches the Hero’s goals.
A player created a quest to destroy the Vampire’s of Santa Fe, however it comes to light, that the Vampires would love to stop collecting all that blood, they don’t really need it for themselves, they need it to keep the sleeping demon in their care, you know, asleep.
Maybe the player creates a new Quest to find a way to banish the demon, maybe the player abandons the thread, in either case the Quest won’t be completed, and the player won’t get the Logos they invested in the current quest back.
If a quest was created three or more sessions ago, and no actions have been taken to pursue it in the current or previous session, the player may abandon the quest.
The Quest is erased as if it never existed, and the player gets their Logos back. This can be done at anytime during a session that meets the criteria. The Logos can be banked or spent immediately.