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Post by Rule Hound on Jan 21, 2016 20:56:41 GMT
The development team of Pillars of Eternity have put a great deal of thought, discussion and effort into how to deal with influences, backgrounds and personal plots/goals in the Dark Ages. Having observed and played in many VtM games, under many different styles of storytelling and with a diverse group of players and characters, we wanted to offer as much as we could to provide as many opportunities to the players as we can. Everyone has their own style of play and everyone is looking for something different. Some people want to seek out adventure, others want the drama of a good in game, in character confrontation (verbal or physical), some characters want to be able to mess with other players domains and some want to solidify and secure their holdings.
The Pillars of Eternity Storytelling team want to offer all this and more. BUT, the logistics can get quite messy and difficult to handle. The new rule book says that influence actions should be one sentence, the old ones encouraged long descriptions. Some characters are very thorough and send pages of description while others keep it short to give the ST leeway, trusting that the ST through both character play and history know how their character would behave, knowing that they would cover their ass and be very thorough.
On discussions and scanning through various source material we came across a new addition to the Rule set for Werewolf the Apocalypse. It concerns “Quests”, how to give characters their independence while still fulfilling their desires for personal goals. After reading through this we thought that this would be a wonderful addition to Pillars of Eternity, allowing characters to come of with various goals and succeed without the random decision of a ST based on time, personal likes, dislikes and so forth.
As the system examples were all based on the Werewolf rules and setting some revamping needed to be done. On sitting down and a random comment of wouldn't it be nice if we could run influences like this also we struck on a idea and examined it carefully.
What we came up with is a method of handling downtime’s. Allowing for quests, influence actions and characters to fulfil their goals while using one more or less straight forward system for determining success.
What follows is in part except from the Werewolf the Apocalypse book and redesign for use in Pillars of Eternity.
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Post by Rule Hound on Jan 21, 2016 21:19:27 GMT
Quests “A hero ventures forth from the world of common day into a region of supernatural wonder: fabulous forces are there encountered and a decisive victory is won: the hero comes back from this mysterious adventure with the power to bestow boons on his fellow man.” Joseph Campbell, The Hero With a Thousand Faces
Defined For the purpose of Pillars of Eternity we are defining a quest as any goal, desire or action that can not simply bee acted out by a player in-character at game.
Quests are central to great character development, personal stories and having a full LARP experience. Such journeys are metaphors for a Cainites goals to grow, seek dominance over others and to claim power for both themselves and their beasts. Cainite Lore includes tales of redemption and renown, the epic stand off, powers sought and found, items lost and tragedies that have occurred.
A great example of a Heroic Quest was the formation of Clan Tremere itself. It was through Tremere's desire to change House Tremere from mortal Mages of the Order of Hermes into Vampires that started the quest to become Cainites. Facing several challenges and steps along the way. Some of the few challenges (scenarios) they face were locating Elder Cainites, fighting to capture them, developing the potion, undergoing the transformation, gathering the mystical knowledge needed... In the end their Heroic Quest concluded with their successful transformation into Vampires (Cainites). Latter Tremere quested and found Salout and overcame his defences in order to commit Amaranth (Diablerie) and rise to true Antediluvian status.
In a quest, heroes or our characters struggle against a myriad of challenges, from simple journeys home through treacherous territory, to epic treks deep into the heart of other supernatural domains. Quests bring our characters into contact with everyday hazards and, in rare moments, cross them with terrible dangers never before imagined. Each quest represents the hero’s personal struggle to test herself against the universe and forces greater and more powerful than she can possibility know. The iconic metaphor of the quest is central to the concept of storytelling, and it is natural to want to experience it.
The concept of a personal quest is often challenging to properly implement in a live-action role-playing environment, due to time constraints and limited Storyteller resources. A single Storyteller sitting at a kitchen table can weave tales of personal quests for a small group of players without too much difficulty. However, a moderate-size live-action troupe can strain Storytellers to their limits, potentially causing some players to be left out or overlooked. Storytellers with a large player population can find themselves in stressful situations where different groups of players seek information, glory, or pursuit of personal plot, causing the Storyteller to step away from the main stage of the game.
The focus of live-action games is necessarily social; the game itself is designed to be played “at game” players become their characters and mingle with each other. The more they interact in character the more a game takes on its own life. Storyteller-run scenarios and plots are the guiding greater agenda but it is the players who drive it. Vampire the Masquerade is very politically and socially driven. But when players are not socializing, it can be difficult for a Storyteller to devote enough time to adjudicate private quests during the game itself and take away from everyone elses experience. Few players want to simply be part of someone elses adventure or to always be pushed aside so the few can prosecute their agenda. They crave their own quests and excitement. The best LARPs utilize the “economy of cool” to provide each player with a moment in the spotlight. Players need to work together and against each other to achieve their goals.
This system provides an abstract method to help Storytellers supply enough adventure even with limited Storytelling resources. The revamp to the rule-set allows for easier handling of most desired goals. It leverages players’ own imaginations, bounded by Storyteller-set guideposts, to create personalized, dynamic adventures. The Storyteller can set particular requirements for each quest that help multiple characters experience their own times in the spotlight. When a Storyteller does not wish to run a quest as a game scenario, she can turn to these rules to produce fast results, relying upon the players to manage many of the details. If a quest involves multiple scenarios, the Storyteller can choose to use these rules for some (or all) of the scenarios and run the rest long-form, using normal rules.
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Post by Rule Hound on Jan 21, 2016 21:19:56 GMT
Anatomy of a Quest A quest centers on a challenge or desired outcome: a particular goal the players want to achieve and the parameters the Storyteller sets for accomplishing it. In addition to a well-formed goal, each quest generated with the quest system includes a category and difficulty rating, as well as a particular list of quest requirements the players must meet before embarking upon the quest.
Where in the past a character would give the Storyteller a long write-up about how they were going to accomplish something, with this system the Character/player(s) provides a well defined end goal they wish to achieve.
Once this is sent in to the Storyteller they assign parameters that will need to be met to accomplish this goal. They set requirements that will need to be met to begin the task and assign a category. Is this a Simple common task that holds little risk or difficulty? Is it more complex and will it require additional time to complete? Or is it the Heroic quest to locate a lost and hidden treasure and face the dangers inherent in finding it with large amounts of time required to locate even portions of what is needed?
Provided the requirements are met, the parameters fulfilled and the test ultimately won the the result is achieved. Now is the time to write up how you accomplished it, create a dramatic (or boring if desired) story that explains how you accomplished your goal, quest... Submit it to the ST for approval (to make sure that your story does not conflict or change things beyond the quest goal) and you are free to go to town telling it at game.
Lastly, quests can be performed by a single individual if they are simple enough such as a influence action or by multiple people if you are locating and charging a hidden network of caves. In some cases a quest is not possible without multiple people. Whether there is one participant or multiple, there will always be only one quest leader.
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Post by Rule Hound on Jan 21, 2016 21:21:04 GMT
Generating and Running a Quest Players usually initiate quests based on their characters’ goals or to perform influence actions. Often, the Storyteller generates these goals; problematic story events tend to generate quests designed to solve those problems as they arise. Some characters undertake quests for purely selfish reasons, such as to acquire fame or fortune. Whether commenced by Storyteller design or by player initiative, the following steps will guide you through the process of building and running a quest.
Possible Quest Objectives Earn Status Participate in a Crusade Earn redemption or favor Learn rare disciplines Symbels Find special or mythical item/beast or hidden treasure Influence action or grow influence Gain a pardon Gain a personal goal Spy on others
Storyteller’s Prerogative: The Quest Generation System This system provides a toolkit for Storytellers to help with the management of a live-action chronicle; it is not intended to serve as a straightjacket, forcing every quest into a particular shape. The Storyteller may elect to personally run any scene she wishes, rather than use the quest generation system. Alternatively, she may elect to alter the difficulty rating of a given quest based considerations such as story concerns, environmental factors, or to challenge her players. Likewise, she may decide to change the potential consequences based on plot factors. The important thing to remember that this system provides for collaboration and interaction, rather than a few simple equations. The quest worksheet at the end of this section can help the Storyteller keep track of the quest’s parameters and outcomes.
Rewards for Questing Not every member of the questing party is going to directly benefit from the goal. When participating in a quest that requires more than one downtime action the ST's will take this into consideration on successful conclusion. Those not directly benefiting from the quest goal may receive another bonus or xp for their participation if the Storyteller feels it is warranted. The goals is to create great story and character interactions but it never hurts to reward co-operative effort.
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Post by Rule Hound on Jan 21, 2016 21:24:42 GMT
Step One: Build Quest Anatomy
Task One: Define the Quest Objective The goal of the quest should be specific and achievable as a narrative, like sabotage someones goods before they reach market (influence action), journey through treacherous mountains to meet with the Cainite that is going to teach you a level of a Rare discipline, patrol the local Dukedom for threats, or rescue an ally lost in enemy territory. The Storyteller should collaborate with the involved players to ensure that their goals are reasonable and measurable. A Storyteller may elect to deny a quest or its proposed object if it conflicts with the needs of her game.
Task Two: Determine Quest Category After contemplating the characters’ goal, the Storyteller must determine the quest’s category, as one of the following options outlined in Quest Categories, below.
Quest/Downtime Categories There are three categories of downtime actions and quests. A Simple Quest is a short-term goal or adventure. It can be completed within a single game session/downtime and is designed to have a low-level impact; the aftermath rarely penalizes characters beyond the current session. Simple Quests have easy-to-achieve outcomes, such as successfully travelling to the next gathering. A Complex Quest challenges your players over the course of several game sessions. A new component of the scenario is played for each downtime spent until the quest is completed or failed. Complex Quests typically produce concrete changes to one or more character sheets. For example, Storytellers may employ them as prerequisites to acquiring a speciality item or buying off a flaw. A Heroic Quest carries much more risk than a Complex Quest. It presents significantly greater dangers, and its scenarios can take as long as a year to complete. Heroic Quests represent truly epic adventures; Storytellers should reserve these quests to address important story elements of the chronicle or for potential game changing goals (find and diablerize that 5th generation Methuselah).
Task Three: Determine the Difficulty Rating Each quest has a difficulty rating from one to five. Select a difficult rating for the quest.
Quest/Downtime Difficulty Ratings Each quest has a difficulty rating from one to five. The difficulty rating provides important parameters for the quest, depending on the quest’s category: For Simple Quests, each point of difficulty rating requires the characters to achieve a particular precondition for succeeding at the quest, per the quest requirements section, below. A Simple Quest never requires more than a single scenario (downtime) to complete. For Complex Quests, the Storyteller assigns two quest requirements for each point of the quest’s difficulty rating. Completing the quest also requires a number of successful scenarios (downtime actions) equal to the points of difficulty rating. Storytellers should provide minimum one scenario at each game session or month, whichever is longer, meaning that a Complex Quest can take months to accomplish. For Heroic Quests, three quest requirements apply for each point of the difficulty rating. Completing the quest also necessitates the players’ success in two scenarios (downtime actions) per point of the difficulty rating, these scenarios can be run whenever the downtime actions are spent with a minimum of one per game. A truly Epic Heroic Quest (5 difficulty) could take as long as 10 game sessions to complete or as fast as 4-5.
Task Four: Assign Quest Requirements Quest Requirements Quest requirements are like pieces of a puzzle the characters must assemble before the quest can begin. The more complicated the quest, the more numerous and byzantine these prerequisites are.
Character objectives (Quests) require preparation and sometimes support from other Cainites. Before undertaking a task the Storyteller develops a number of requirements that will provide a story element for the upcoming action. The Storyteller should customize the example quest requirements below to fit the theme of each individual quest.
The quest's (actions) number of requirements is derived from its category and difficulty rating, as described in the Anatomy of a Quest section, above. Quest participants must either fulfil the requirements personally or the questing group must seek out additional characters to join the quest or to provide patronage.
You can only have as many members involved in the quest as 2x the Quest Leaders Leadership skill. In some scenarios or quests more members may make a task easier.
Any Cainite who is able to meet the requirements may elect to help a questing party through patronage instead of directly joining the quest. Providing this patronage may require expending a downtime action depending on what is desired or expending status, resources... As such the aid of a patron rarely comes without a price.
Patronage can only satisfy a quest requirement if it can be justified to the Storyteller. For example, a patron may meet a Society Aspect by allowing you to stay in their territory or you may be granted permission from someone possessing Laird regardless of whether the Duke wants you there.
You can accomplish almost anything with even the lowest levels of influence. However, the more levels in an influence you have the less difficult the task. Dethroning a Mortal King is a relatively simple Complex task if you have 5 levels of Court or Church Influence. But if you only have one level in either of these then the task becomes very difficult as you have to personally partake in more actions setting things in motion.
Quest Requirement Categories A Storyteller generating a quest must select quest requirements from one of the following categories:
Aspect The questing party must seek out a member of a specific Cainite, Clan, or Position. The following suggestions provide examples of how to weave this type of requirement into the story of the quest: In order to seek a lost cave you may require permission from a Duke to be in their territory or travel through it In order to learn some missing details you may need to speak to the spirit of a dead scholar requiring a Capadocian or Necromancy You require the great strength found only in the hands of a high level Potence wielder You seek to imbue a weapon with the power of fire. You will require a Tremere or other Blood Sorcery weilder
Skills The quest members must seek the assistance of someone who possesses a specific specialization in a skill, or at least 3 dots of the required skill in order to proceed. The following suggestions provide examples of how to weave this type of requirement into the story of the quest: In order to find the route to a rumored lost ruin, you must find someone with a Lore speciality in the Local History, on the Clan the master of the castle is said to have belonged to or on maps and cultures for the time period You may only use what you bring with you in wilderness (no Kine near by); you will need someone skilled in Survival to ensure you bring the right supplies in the right quantities. When investigating the ghosts of the dead, someone with high Occult and necromantic knowledge in Wraiths will provide valuable assistance. To convince your source to give you the information you need, someone skilled in Empathy would be an asset. The hidden entrance will be difficult to find; it would be wise to have someone well practiced in Awareness or Craft: Stone Masonry
Backgrounds/Influences The questing characters will need the benefit of specific backgrounds in order to be successful. The following suggestions provide examples of how to weave this type of requirement into the story of the quest: The object you seek is very public and heavily guarded. You will need access to Court or Church to prevent open confrontation and possible breaches of the Masquerade. In order to find the man you are seeking, you will need information. Questioning Contacts could lead you to a vital clue. Your quest could have significant consequences to your Leige, you need someone of the Rank of Baron or higher to sanction it. You will be bringing many supplies with you; you should have a Retainer gather and organize them to ensure nothing gets lost in the shuffle. A little money always helps. Gather enough Resources to assist you. You will need a good supply of blood so someone with high levels of herd or access to a good portable blood supply is needed
Merits The questing party will need the assistance of someone with a particular quirk or supernatural quality to complete the task. The following suggestions provide examples of how to weave this type of requirement into the story of the quest: You wish your presence and enquiries to go unknown, someone with the Arcane merit would be useful You must decipher ancient texts; you would be wise to have access to a Loremaster. You never know what you will encounter in a exotic land; a Fast Learner might make it easier to adapt and discover how to take advantage of the differences You are dealing with hidden things someone who is Clear Sighted could help Having someone with a Reputation could make it easier to function in other Princes Domains
Miscellaneous Anything not directly fitting into the other categories that seems appropriate for the end goal.
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Post by Rule Hound on Jan 21, 2016 21:25:37 GMT
Step Two: Form the Quest Party Task One: Determine Membership Typical questing parties range in size from one to a dozen members. Each quest has a quest leader. If the quest leader wishes to bring additional participants along, she will be expected to keep the party on track and working cohesively. A quest may not have more than two members per dot of the quest leader’s Leadership skill. A character does not qualify to go on a Complex or Heroic Quest if she is already participating in a different Complex or Heroic quest that has yet to be resolved.
Task Two: Check Requirements Before the quest begins (and before running each scenario), the Storyteller must confirm that the players have met the remaining quest/objective requirements. In lieu of participating, characters can assist the quest as patrons, providing tokens or otherwise performing tasks to help the group meet its quest requirements, as follows: Nothing Simple: If the quest is a Complex or Heroic one, each participant must spend a downtime action before participating in each of the quest’s scenarios; characters without an available downtime action must drop out. if they provide some of the remaining requirements then a Patron must be found to fulfil them or the quest will fail. The Burden of Heroism: If the quest is Heroic, each participant must also spend 1 point of Willpower at the quest’s outset, a point that cannot be recovered until the character drops out or the quest is concluded.
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Post by Rule Hound on Jan 21, 2016 21:27:28 GMT
Step Three: Run the Scenario Monthly/Downtime Scenarios A Complex or Heroic Quest might require multiple scenarios generated by the Storyteller and several downtime actions to complete. The quest generation system should not be used to penalize players or keep them from actively attending game sessions, but instead should simulate the arduous nature of such a quest. A Cainite on a quest may return home between monthly scenarios as a respite between battles to heal and rest for the next stage of their personal quest. It is expected that a Cainite on a quest shall take care to see to her responsibilities, especially those that come with rank or position.
A Cainite can only participate in one Complex or Heroic Quest at a time. She must successfully complete every monthly scenario as it arises until the quest concludes. Should the questing party fail or abandon a single monthly scenario, then it must restart the quest from the beginning. If a member of the questing party abandons the quest, even for a single monthly scenario, she is no longer eligible to complete the quest.
Participants on a quest may heal damage, recover spent Blood and Willpower, and even attend game sessions between the downtime scenarios. However, there is an associated cost for accepting such a challenge: All participants on a quest must expend 1 downtime action for each scenario portion of a quest A Cainite on a Heroic Quest has her maximum Willpower reduced by 1 until she succeeds on the quest or concedes failure.
Task One: Perform Simple Test To determine the random encounters and hardships that the questing party might face, the quest leader must engage in a test of rock, paper, scissors. This test is not a challenge in the normal sense; no test pool is involved, only the luck of the draw. The outcome cannot be retested with Willpower, but it may be retested with the Lucky merit or other appropriate merit (ie. Walk the Abyss if they are travelling in the Abyss)
Determine the outcome of the test as follows: Win: If the quest leader wins the challenge, the questing group completes the scenario/downtime without further complications. If the quest is a Simple Quest or the final scenario of a Complex or Heroic Quest, the questing group completes their stated goal. Proceed to Step 4, below. Tie: If the quest leader ties the challenge, she must select one consequence from the appropriate quest category, from the list below. Loss: If the quest leader loses challenge, the entire questing group suffers the loss of 1 point of Willpower. The quest leader must then select one consequence from the appropriate quest category, from the list below. If the quest is a Complex or Heroic Quest, the quest leader must instead choose two consequences to assign.
Task Two: Apply Consequences Every member of the party suffers the consequences selected, including the quest leader. If previous consequences have been suffered during this scenario/downtime, the same consequence cannot be selected again until all listed consequences have been selected. If performing multiple scenarios in one night then all consequences may not refresh as a option for the second scenario (ST discretion).
Consequences may not be repaired, regained, recovered, or otherwise mitigated until the scenario is completed or the character suffering said consequences drops out of the quest. All consequences suffered are present at start of game.
Task Three: Surrender or Try Again Any participating member of the quest may elect to drop out after receiving consequences, but before the quest leader tests again. If the quest requires multiple scenarios, a surrendering character cannot later return to be a part of the quest in subsequent scenarios. If the quest leader drops out, the quest fails. If the remaining group still meets the quest requirements, the quest leader may test again, trying to win the scenario by returning to the Perform Simple Test step, above. If the questing party runs out of Willpower, Blood, or Health Levels, they fail the scenario.
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Post by Rule Hound on Jan 21, 2016 21:27:56 GMT
Step Four: Tell the Tale Task One: Player Agency Whether the quest succeeds or fails, once it concludes, the players should collaborate to generate a story based on all of the quest factors, particularly the quest requirements and consequences. (The quest worksheet can be invaluable here, particularly if the quest stretched across many months.) This collaboration allows the players to decide how they as a group approached various problems, such as by stealth, overwhelming force, etc., and determine how they suffered their losses.
Task Two: Storyteller Review Once the players decide on a cohesive narrative, the Storyteller should review it, make changes or suggestions if appropriate, and then sanction the story as official.
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Post by Rule Hound on Jan 21, 2016 21:29:37 GMT
Quest Examples and ConsequencesThe following charts provide specific consequence lists for each category of quest—Simple, Complex, and Heroic—as well as a list of sample quest ideas listed by difficulty rating. Simple Quests Difficulty Rating Sample Challenges (can be modified based on mitigating factors) Difficulty 1)Develop a Lvl 1 Influence Patrolling the Dukedom, find lvl 1 threats, possibly learn of other threats Gather information within your Dukedom that you do not have the Influence or Contacts to normally get Gather lvl 1 ritual components (3 rituals worth) Influence action Difficulty 2)Hunt down lvl 2 domain threats, possibly learn of higher level threats Gather lvl 2 common ritual components (3 rituals worth) Grow a Influence from lvl 1 to lvl 2 Seek a trivial favor from an unknown Cainite Influence action Travel To Gathering Difficulty 3)Hunt down lvl 3 domain threats, possibly learn of higher level threats Gather lvl 2 uncommon ritual components (3 rituals worth) Influence action Difficulty 4)Hunt down lvl 4 domain threats, possibly learn of higher level threats Grow a Influence from lvl 2 to lvl 3 Influence action Gather lvl 3 common ritual components (3 rituals worth) Difficulty 5)Hunt down lvl 5 domain threats, possibly learn of higher level threats Influence action Gather lvl 3 uncommon ritual components (3 rituals worth) or lvl 4 common components Consequences for Simple Quests (Pillars of Eternity)Losses taken as a result of a consequence (including Willpower, Health Levels, and Blood) are are applied at the start of the game after the hand of hunger feeding test. Lethal can be healed at after this by using your starting blood pool, beast and derangement traits can be reduced through role-play or disciplines... - Gaining 1 Beast Trait
- Down 2 pts of blood
- Gaining a Derangement for the game (or 2 derangement traits if you have one – ST discretion)
- Gaining 1 Derangement Trait (if you have a derangement)
- Losing 15 minutes of game time
- Taking 3 points of lethal damage
- Down 1 Willpower
- Taking 1 points of Aggravated Damage
- Influence reduced by 1 until you perform a trivial favor for your influence
- Only acquire enough components for 2 rituals not 3 (only if this is your quest)
- Minus 2 penalty to one attribute for 1 game
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Post by Rule Hound on Jan 21, 2016 21:40:18 GMT
Complex Quests Difficulty Rating Sample Challenges (can be modified based on mitigating factors) Difficulty 1)Visit Ard Rhi's court for a personal matter. Buy off 1pt Flaw Gather lvl 4 uncommon components or lvl 5 common components (enough for 3 rituals) Grow a Influence from lvl 3 to lvl 4 Attack another characters Influences or complex influence action Difficulty 2)Buy off 2pt Flaw Hunt down a rogue Cainite in your Dukedom Clear out a organized band of NPC's/bandits Seek a non supernatural Speciality weapon Gather lvl 5 uncommon components (enough for 3 rituals) Difficulty 3)Buy off a 3pt Flaw Seek a mildly enchanted item Grow a Influence from lvl 4 to lvl 5 Complex influence action Spy on things in another Dukedome (influence, travel...) Difficulty 4)Buy off a 4pt Flaw Complex influence action Difficulty 5)Buy off a 5pt Flaw Build a Domain enhancing Structure Sabotage another dukedom Complex influence action Consequences for Complex Quests (Pillars of Eternity)Losses taken as a result of a consequence (including Willpower, Health Levels, and Blood) are are applied at the start of the game after the hand of hunger feeding test. Lethal can be healed at after this by using your starting blood pool, beast and derangement traits can be reduced through role-play or disciplines... - Gaining 3 Beast Trait
- Down 3 pts of blood and 1 Willpower
- Down 3 pts of blood and 3 lethal damage
- Gaining a Derangement for the game (or 2 derangement traits if you have one – ST discretion)
- Gaining 1 Derangement Trait (if you have a derangement)
- Taking 5 points of lethal damage
- Taking 2 points of Aggravated Damage
- Down 1 Willpower
- Gain Flaw for 2 games (Awkward Mobility, Bad Sight, Bestial Instinct, Careless, Curiosity, Death Sight, Dull, Eerie Presence, Hard of Hearing, Impatient, Short Fuse or Slow Reactions). Each party member will choose one privately with ST once scenario is done.
- Minus 3 penalty to one attribute for 1 game
- Only acquire enough components for 2 rituals not 3 (only if this is your quest)
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Post by Rule Hound on Jan 21, 2016 21:44:24 GMT
Heroic Quests Difficulty RatingSample Challenges (can be modified based on mitigating factors) Difficulty 1)Epic influence action Difficulty 2)Epic influence action Difficulty 3)Find Torpored 6th Generation Epic influence action Difficulty 4)Find Torpored 5th Generation Epic influence action Difficulty 5)Find Torpored 4th Generation Epic influence action Consequences for Heroic Quests (Pillars of Eternity)Losses taken as a result of a consequence (including Willpower, Health Levels, and Blood) are are applied at the start of the game after the hand of hunger feeding test. Lethal can be healed at after this by using your starting blood pool, beast and derangement traits can be reduced through role-play or disciplines... - Down 4 pts of blood and 1 Willpower
- Down 4 pts of blood and 3 lethal damage
- Gaining a Derangement for the game and one derangement trait
- Gaining 2 Derangement Traits (if you have a derangement)
- Taking 3 points of Aggravated Damage
- Taking 2 points of Aggravated Damage and gain 3 beast traits
- Taking 2 points of Aggravated Damage and gain a permanent visible battle scar
- Down 1 Willpower
- Loose half your characters remaining Blood and Willpower
- Loose a Morality trait
- Gain Flaw for 2 games (Disease Carrier, Fragile Bones, Low Pain Threshold, Magic Susceptibility, Repelled by Religion, Slow Healing, Weak Willed, Beacon of the Unholy, One Eye). Each party member will choose one privately with ST once scenario is done.
- Permanent Wound
- Minus 3 penalty to one attribute for 2 games
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Post by Rule Hound on Jan 21, 2016 22:33:54 GMT
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