Currencies¶
The two mechanical currencies, Logos and Favor are used to limit how often a player or Hero can do certain things. They are a resource that forces players to choose when they do cool things.
Logos¶
Logos is used, in general, to do things the Hero is oblivious to. Facts were always true as far as the Hero is concerned, and while they may have goals that line up with Quests, they know nothing about the specific criteria for success or the rewards.
If you need a currency for metagaming, world creation and similar concerns, that’s Logos.
Each Demiurge has a maximum of six Logos, and any additional Logos they gain are lost. If the Demiurge gets a new Logos when they are at their max, they can’t “quickly” spend one to make space, it is lost.
Generally, when a Demiurge spends a Logos they should get it back, though it might be invested for an arbitrary length of time.
Logos Uses:
Create Facts.
Create Quests.
Logos Recovery:
At the beginning of each session, the player with the least Logos, gains a Logos.
The third time a Fact has come up in the game, the player that created that fact, gains a Logos.
When a Hero completes one of their Quests they will almost always regain the Logos they invested in the Quest, though this is technically a reward of the Quest, so it is subject to the GM setting the reward.
Favor¶
Favor is used by the Hero when they are doing something special. There are a few set uses for Favor and times when Favor is required, it is also the general way for a Hero to indicate that this matters, and they are willing to sacrifice something for it.
In addition to whatever a Hero’s Edges allow them to do with Favor, all Heroes can use favor to re-roll an Attribute Roll, and they may make a maneuver or assess roll without taking an action to do so.
Heroes may have a maximum of 10 Favor at any given time. Like Logos, Favor can’t be “quickly” spent just as the Hero would go over their maximum.
Favor Uses:
Power Edges.
Do a Maneuver without taking a turn.
Assess without taking a turn.
Re-roll an Attribute Roll and accept the new value.
Use a Modifier more than once during a scene.
Add environmental detail that seems unlikely. A player can always suggest an environmental detail, and if the GM and group think the detail seems likely, than it is part of hte scene. However, if the detail doesn’t seem likely, but still seems possible, the GM may say that inserting that detail into the environment will cost a Favor.
Favor Recovery:
Each Hero starts each session with at least 8 Favor.
The first three times a Fact comes up on play, the Hero gains a Favor.
The first three times a Hero walks each of their Paths during a session, the Hero gains a Favor.
If a Hero chooses to step off a Paths they receive three Favor.
If at the end of a scene a Hero has 0 Favor, they gain one Favor.
If a Hero suffers Consequences because of a Critical Failure, they gain a Favor.
If a Hero must make a Recovery Roll, due to Wounds and Trauma they took during the scene that just ended, they gain a Favor.
If a Hero sacrifices a Prop, they gain a Favor.
GM whim. The GM may give out Favor whenever they choose. This is not the main or usual way that a Hero recovers Favor, but it is something that can happen.