Quest Idea Thread

@edboy49 - while I adore Halo, I also appreciate GoW. I'm hoping to see them do more with the Pendulum Wars (too bad the next game is a Locust War rehash/prequel). That's my vote, though with only 3 votes currently it's not likely to win.
 
Reincarnated as the Goblin King!

A lighter quest in which a normal person from Earth meets Truck-kun and winds up dressed like David Bowie leading a horde of feral fairy-tale goblins that look suspiciously like they were designed by Brian Froud. Explore the world, have fun as the Goblin King, learn how all this works (probably the hard way) and try not to die. Major opposition includes adventurers, your own idiot goblins, other monsters, your own idiot goblins, other fairy lords, and of course your own idiot goblins.

Goblin mayhem is ALSO decided by quest vote most of the time, generating both chaos and opportunities. You also vote on the details when creating new goblins, and how to resolve the crises your goblins (or outside events) create.
 
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Victoria's Sorrow: A Post Victoria: A Novel of 4th Generation War Plan quest

Warning Ultra Villain Protagonist

Essentially working off the excellent Victoria Falls quest, this would place you in charge of the newly christened Victoria after the death of "the Rumford" by unknown means, you a clique of "reformist" military officers have taken over the country. Your character a relative junior officer has been placed as the quarter master general(think defacto minister for economics with all the exceptations and none of the authority) of Victoria. You must balance your characters desire for political reform, your colonial master Russia, your increasingly hostile neighbors, undoing the generational trauma of "retro culture", and global warming.

Your character will not be a good person, you will not serve a good cause fundamentally this about playing a villain protagonist. Their is no redemption at the end of the tunnel. However do to both thematic and practical reasons things can improve with great efforts and great sorrow's.


(I refuse to write or tolerate fascist apologia so I will strictly limit omakes.)

I am already re thinking this

Perhaps a post military junta America instead similar premise but less baggage

I am going for flawed people doing things in a flawed world but one based on improvement and mistakes not mindless far right idolization
 
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A magical girl mascot quest, where you, a magical girl mascot, recruits magical girls to defend the city you reside at. You select the theme, what you look like, the number of girls, the enemies. There is also a base builder aspect, which will help the girls in a lot of ways.
 
Here is the link to the poll to vote on.
Okay, so I just closed the vote on my poll and the winner is Destiny (16 votes), with Transformers, Resistance and Halo coming in a tie for second place (14 votes each).
I guess in theory I could include the three with the quest.
The Chimera could easily have been dormant beneath the Earth and begin to wake after the Collapse. Looking over the available background of their source canon, the Chimera easily fit the lore of being a Darkness using species.
Halo, well it and Destiny belong to the same 'multiverse'; and lord knows the amount of ways into other dimensions are possible in Destiny (from the Vex, Ascendant Realm, the Star Horse to even the space station Cocytus)
Transformers, could be native or from another dimension.

Guess will see if I start up the quest and see the voters opinions.
 
A magical girl mascot quest, where you, a magical girl mascot, recruits magical girls to defend the city you reside at. You select the theme, what you look like, the number of girls, the enemies. There is also a base builder aspect, which will help the girls in a lot of ways.
Love this plan. I'd also add that you get to make decisions about strategy as knowledgeable one about the setting. Choices determine if you're the beleaguered babysitty of Usagi or the Alfred of Minako :p

Major challenges include that each theme and backstory has at least one Dark Secret that you have to manage for your team. Possibly more than one. If this were Sailor Moon it would be things like the fall of the Moon Kingdom and their previous horrible deaths, plus Mina's cursed destiny to always kill her love. If this were Buffy it would be her destiny to die at the end of season 1. That kind of thing.
 
Having read this series way back when. It's making me imagine a similar quest centered around displaced Union troops from the American Civil War finding themselves in a fantasy world and trying to survive. Before going on a great anti slavery campaign.

View: https://youtu.be/sMtXEybiINw?si=WS3KHyneiVcms-Bc


Another option would be a portal fantasy quest from the local perspective. Has the local kingdoms with their magic fighting to ward off one of the European Colonial powers of the 19th century.
 
As some of you may have noticed, I like trying to find novel mechanical frameworks to use for quests. Although both have been put on hold for reasons having more to do with real life than the quests themselves, I have started a quest where the combat was based on auto-battler games and one where the mechanics and story hinged on beating a series of puzzles like a classic Legend of Zelda game.

I have a different, novel idea, but the idea requires a significant amount of prep writing for it to work, hence why I want to double-check if it is likely to get buy-in before I commit to it. So, if this is potentially appealing, please reply or react to this post so I can get a feel if this might be interesting or is definitely a dud. I can live with "idea sounded neat, execution didn't land", so if you're not sure it'd work for you, still go ahead and react or something.

My working title is "Department of Unusual Situations: No, SV, you are a bureaucrat maintaining the masquerade".

The pitch is: in a World-of-Darkness-ish setting, the various supernatural groups have only just realized each other exist. To avoid getting all found out, they've established your office. You are in charge of fielding complaints from people, helping average mortals find excuses for masquerade violations and helping the supernatural groups try to work together.

The quest is in two parts, then. On one level, you're interacting with co-workers, normal people, and powerful supernatural figures, trying to figure out who to support and how much when their needs clash. Maybe there's a good-looking elf who'd like to take you out to dinner and suggest that a different cover story for werewolf sightings might be a good idea and suggest a little more with a winning smile. Cultists and necromancers might look to you to figure out the best way to schedule their different magical rituals (without getting caught). Factions, interesting characters, and just everyone being out for their own interests need you to mediate because your office just is important.

On another level, it would operate a bit like "Papers, Please" (which I assume you likely know a bit about) or "Home Safety Hotline" (On Steam or just a video as someone plays through its standalone DLC). When weird complaints come in, readers would need to decode them and figure out how to respond based on a) actually figuring out what they describe and b) advancing whoever's interests we're prioritizing. Simple example below:

Article:
"Something's been getting into my garden these last few days, and eating all the fruit from my trees. I think it must be my neighbor's kids, but I didn't see anything when I set up a video camera one night. How can I keep my fruits and veggies safe?"


You consider the email you've received as you flip through the files your office has, focusing on the things that might be relevant.

  • A type of servitor favored by agricultural necromancers. A cleaned and reanimated human skeleton is compelled to care for plants and growing things. The servitor is faithful, but unlearned, the specific spell sufficient to make them attempt to plant, water, fertilize, or harvest, but they lack the distinction between food plants and weeds. Wise necromancers will pair untiring fieldhands with overseers to direct the undead and/or other workers, to ensure that tasks are done correctly. An untiring fieldhand will never be aggressive, but is still something to be kept away from mortal eyes. Damaging the spells inscribed on the bones will reduce the undead to mere bone again, but this is rarely required.

    Mortal Solution: There was a gas leak reported in your area a day ago. Reports of skeletons walking around are probably the result of hallucinations inspired by whatever movies you have watched recently. Please leave the area for a few days for your safety.

    Supernatural Solution: This is a harmless undead creature which will respond to most clear verbal directions. Calmly and firmly tell it to cease working and to stand at attention. If you believe you know who it belongs to, please contact them to recover it. If you do not, you may command it to return the way it came, and it should lead you to its creator. Please be aware that the creator is responsible for any supernatural sightings by mortals as it came to you, but you will be held responsible for any that occur on its return. You or a reliable friend, family member, thrall, servant, or underling should observe its return to ensure this does not occur.
  • A common form of mindless faerie. They favor natural sweets such as fruit, but will eat almost any unprocessed plants if hungry enough. The average hungry sprite is a humanoid about two inches tall, possessing gossamer wings and an oversized mouth. They enjoy frolicking in water. They tend to travel in swarms of 8-300 individuals, though exact counts are often difficult due to their dark, greenish coloration that makes them hard to pick out at night, when they prefer to feed. Some fae have positive feelings towards sprites, but most do not, and others who are aware of hungry sprites tend to few them as unwanted pests. Simple warding spells will keep them away, as will the smell of gasoline.

    Mortal Solution: Your plants are likely being taken by vandals. Many vandals can be driven away by the implication that people are regularly active in the area. Take approximately one cup of unleaded gasoline and spread it evenly in a large circle around the affected plants. If the vandals persist, do the same three days later.

    Supernatural Solution: Your plants are likely being attacked by mindless faerie creatures. Most simple warding spells will drive them away, as will surrounding your plants with approximately one cup of unleaded gasoline, spilled upon the ground. Occasionally, the gasoline may need to be repeated three days after initial application, if the faeries find your garden unusually tempting.
  • A handwritten note from the richest of the traditionalist vampires. You know it will burn away cleanly if anyone but you witnesses it. It says "hello, there, my good friend: I have certain interests that, at the moment, would benefit if the faerie elements in this fine city find themselves on the back foot. If an innocent, unforeseeable outbreak of fae creatures causes an uproar, I will be very grateful. You shall have no concern for rent for the next nine months."


Setting aside the files again, you have to figure out what's the issue, figure out if the one messaging you needs the mortal or supernatural solution. Of course, maybe there could be a reason why you won't want to be accurate at all times, or maybe you don't have enough information.

[] Send mortal untiring fieldhand solution
[] Send supernatural untiring fieldhand solution
[] Send mortal hungry sprite solution
[] Send supernatural hungry sprite solution
[] Suggest rigging up a motion-activated sprinkler
[] Request more information

So a mixture of supernatural paperwork and something like urban fantasy romance, all wrapped up in one quest. There would be a large database of weird supernatural things to sort through, not just these example two, and not every 'customer' would give you all the necessary information flat-out, so you have to consider if you are pretty sure you know the answer, if you want to risk it if you're not sure, if you're going to delay by asking for more information, etc. There would be a mixture of trying to fully decode things and to decide what to do, which might be more contentious.

One mechanical inspiration that doesn't really fit in the above is "Keep Talking and Nobody Explodes", another game I think most people have likely heard of. A quest can't really emulate the time pressure, but I can envision some situations and their solutions requiring you to decode a complicated guide like this game's defusal experts have to do. This isn't, like, something I'd write to be so confusing that it's impossible to decode or likely to be read wrong, just a fun little mini-puzzle to sort out, so it's a minor challenge to ensure that the winning vote did it right, but not something where I'd expect to see it regularly get missed. Thus, there's always some value in checking someone's work even if you don't have any disagreements with what factions you're maybe going to put a thumb on the scale to help.

How does this strike y'all?
 
I like the idea of replicating the papers please feel with those boxes - rearranging papers on your desk was a really immersive bit ther.

I Feel like you'd kinda want some sketchy art for it, to keep that same feel, which might be quite a lot of investment on your end? Or even just writing that many notes?
 
I Feel like you'd kinda want some sketchy art for it, to keep that same feel, which might be quite a lot of investment on your end? Or even just writing that many notes?

That is, in fact, exactly what I was thinking, and thus why I wanted to check out what people feel. It would require a good amount of that sort of background guidance and files to go through. I have some idea of how to do it, but it would be a pretty big project to start. If only three people on SV would find the concept compelling, I'll move on to another idea, instead.
 
Been thinking about doing a TNO x Half life crossover quest where you play as a USA being slowly subverted by the combine and win by subjugating Goerings Germany and Kishi's Japan.
 
Anyone wants to have a Arkham Asylum Quest? And no, i don't mean "you are a guy who owns Arkham Asylum", i mean Arkham Asylum has gained Sentience (primarily through Magical means) and your main objective depends on the difficulty.

Easy mode: get 3 of Batman's rouges reintegrated to normal society

Difficult mode: get 10 of Batman's rouges reintegrated to normal society

Hard mode: Get All of Batman's rouges (excluding Joker) and one Batfam Member reintegrated to normal society

Knightmare mode: Get All of Batman's rouges (including Joker) and All BatFam Members(Including Batman) reintegrated to normal society
 
Okay, so I just closed the vote on my poll and the winner is Destiny (16 votes), with Transformers, Resistance and Halo coming in a tie for second place (14 votes each).
The Destiny Plan Quest is up and running.

forums.sufficientvelocity.com

Echo of Choice (A Destiny Plan Quest) Sci-Fi

When the Traveler first graced the Sol System, it brought knowledge, peace, and untold power—until whispers of ruin crept from the dark came and brought ruin to humanity's future, paving the way for a tale of the struggle between the light and darkness for the ages. But now, one anomaly...
 
WH40K Prothean Remnant Civ Quest: You start with a Prothean remnant refugee fleet that had just escaped reaper seeker fleets only to be thrust into the Warhammer universe during the (Age of Strife, Pre-Great Crusade or the 13th Black Crusade) and must restart you peoples civilization against all odds.
  1. Chose your leader and traits (Negative & Positive)
  2. Chose your Fleet Assets (Negative & Positive)
  3. Chose starting Date (Negative & Positive)
  4. Chose Starting Sector (Negative & Positive)
WH40K Shogunate Style Civ Quest: You have been made Shogun of Yamatai in the 42nd millennia the Imperium of Man is Split in half after the 13th Black Crusade and unfortunately Yamatai is now Beyond the Light of the Astronomicun you will have to first re-establish order in your system before foguring out what to do next.
  1. Design your Leader
  2. Design your Solar System
  3. Chose whether or not to strike on your own or rebuild the Imperium in your area
  4. Pick your Assets
These two I've had in my head the whole night so I'm dropping them here for any one to use them.
 
Well, I got an idea and would look for a Co-GM that can help me and I can brainstorm ideas with. Here is a snippet of what I try to make.
Contact me per Pm or write here if you are intrested.

Background: The World of the Great Continent

The Great Continent is a realm where sects and factions vie for supremacy, ruled by the principles of cultivation, power, and destiny. The continent is home to numerous powerful sects, each with its own unique heritage, techniques, and ambitions. Among the towering sects is the Holy Demon Sect, ruled by Lin Feng, a former Earth inhabitant who has embarked on the path of creating a sect of his own to claim the legendary history's Number One Founder title. But Lin Feng is only one of many protagonists with heavenly talent and destined paths.

Across the land, other aspiring legends rise—those blessed with profound martial talents, unique bloodlines, or powerful artifacts from ancient times. These protagonists are touched by fate, often finding themselves in places of power, uncovering forbidden techniques, and gaining followers who support their journeys to greatness. As such figures shape the world around them, countless lesser sects and cultivators rise or fall in their wake, either joining forces with these figures or being left behind.


Your Role as the "Talentless Transmigrator"

In this world of prodigies, legends, and cultivators who aim to reach immortality, you are a side character. Having transmigrated from Earth, you are aware of some of the "tropes" of this world but are limited by a frustrating lack of talent. Without an inherent aptitude for cultivation, no unique bloodline, and no special abilities, you are viewed as nothing more than a common cultivator by the powerful and the ambitious.

Yet, unlike most others, you carry Earthly knowledge and modern-day understanding, which may serve as a unique edge in a world where strategy, alliances, and cunning can sometimes be as valuable as raw power. While others strive to become unrivaled martial gods, your path will be one of wit, influence, and subtle maneuvering.

Your Objectives

  • Survival in a World of Titans: Navigate the dangerous political landscape where even the strongest sects and factions may be wiped out or absorbed by rising protagonists.
  • Indirect Influence: Lacking direct cultivation talent, you rely on forming bonds with protagonists and rising figures, offering your unique Earthly insights to subtly steer events.
  • Establish a Foundation: Use modern ideas to create a niche or institution that provides influence and resources, ensuring that, while not a protagonist, you are indispensable to those in power.

Faction and Sect Dynamics

The Great Continent's political landscape is shaped by numerous sects and clans, each tied to powerful characters or potential protagonists:

  • Holy Demon Sect: Under Lin Feng's leadership, this sect pursues supremacy and values powerful, reliable allies. Lin Feng's unconventional tactics and Earthly knowledge could make him an ally who might appreciate a fellow Earth inhabitant, though his ambitions could also make him wary of you.
  • Sword Sect and Martial Clans: These factions are home to other protagonists, each with distinct sword techniques, combat prowess, and martial philosophies. They tend to respect strength and bravery but may overlook someone with limited martial talent, challenging you to prove your worth in creative ways.
  • Ancient Sects and Hidden Forces: Several ancient sects and shadowy organizations are tied to rare artifacts and techniques. They may be interested in forming alliances with anyone who offers insights or valuable information.

Your Starting Situation

You awaken as an unremarkable disciple in a minor sect, overlooked and dismissed by most due to your lack of talent. Yet, you find yourself amid major events—a time when the continent's protagonists are beginning to make waves, each of them gathering followers, claiming resources, and rising to power.

With your earthly understanding of the protagonists' ambitions and the value of indirect influence, your journey will be one of carefully chosen alliances, calculated risks, and slow-building power. Although you lack the potential to become the strongest, you hold the possibility of shaping the rise of others, making yourself indispensable through knowledge, cunning, and tactical insights.

This is a world of titans, but if you play your cards right, you could secure a place of quiet power in the shadows of history's greatest cultivators.
 
My working title is "Department of Unusual Situations: No, SV, you are a bureaucrat maintaining the masquerade".

How does this strike y'all?
Is your personal direction here A. "Dodge game over Bad Ends in order to maintain the masquerade while also raising S-Links," or more B. "The world/masquerade will continue in some form no matter what you do, so do your job and live your life, consequences and all." ? The mention of the amount of set-up pre-req'd for it implies more of the former, but if it's not the case, helps to know how consequential group decisions would be.

The setting clashes sound really neat. Also to specify: Are participants playing as, like, the Office Manager (1 persistant MC intended to make it to the end of their life, however long), or as the actual Department of Unusual Situations, consisting of a number of people?
 
My working title is "Department of Unusual Situations: No, SV, you are a bureaucrat maintaining the masquerade".

This sounds really cool. You already put a lot of work into your example vote. I think its a great game idea. In practice, I think it would be frustrating for the players paying attention. I wouldn't worry about replicating the time pressure component, there's going to be plenty of difficult from a different source. It's hard enough to get people to understand what the vote option impacts will be in a normal quest. Here, every vote is going to really be:

[] (Actually correct action) Send mortal hungry sprite solution
[] (Deliberately wrong/self-interested action) Suggest rigging up a motion-activated sprinkler
[] (bad choice) oops, I either didn't read the whole thing or made a mistake or am a chaos agent and enjoy messing with the people who are actually trying or I think the masquerade is bad and am actively trying to bring it down from the inside or or or

The problem is that all the reasons for category three votes are indistinguishable from the perspective of other questers. Some people are going to make honest mistakes. Some people are going to choose to vote without reading the discussion so they can play the game "honestly" and enjoy trying to solve the puzzle themself. But people who deduce the "correct" choice are going to get outvoted sometimes and be frustrated about objectively bad decisions. There's going to be a real temptation to assume people are messing up on purpose and/or insulting the intelligence of "wrong voters." Debate over options can already get pretty heated in games where there aren't explicitly right and wrong votes. This would probably be much worse. I don't know how you'd solve that problem. Having "bad" choice results still be entertaining and not consequential would be helpful, but I don't know if it'd be helpful enough.
 
Got this idea for a quest called

Raining Men

Where a bunch of seemingly identical corpses all fell from the sky one day across the globe, no one knows exactly what is going on, alien invasion, weird divine punishment, experiment gone wrong, whatever the case, it happened
Each of these corpses were filled with eldritch Organs, all with their own effects, some forcibly burrow into peoples bodies and horribly mutate them into something you'd imagine would fit in Chainsaw Man, others just sat around until interacted with, some were even safe enough to properly wield their power, 1 in Canada fills peoples brains with bugs to make them into zombies
Cue mass chaos and a quick societal collapse due to the clusterfuck of the horrors unleashed by the Organs, and people just snatching up the seemingly safer ones

In the game you would play a survivor 1 year after the Original Rain, trying to make your way in the world, maybe even using a Organ or 2 to power yourself up
Dealing with eldritch monstrosities and the various people that may or may not kill you in a world that has met forces it was not yet ready for

Got some details on how the Rain-Bodies (The falling corpses) and the Organs operate
The Original Rain was the largest recorded event where Rain-Bodies arrived, with countless dropping down across the world, the majority of them landed in the ocean, some of the most horrific abominations born from their Organs occaisonally wash onto the shore

Organs with a capital O are what is inside the Rain-Bodies, none of them resemble human organs, no recorded cases of a investigated, looted, or dissected Rain-Body has ever shown a proper homo-sapien innard
All Organs are decently unique in appearence and effects, but there are some similarities, none are too big to fit inside a Rain-Body, unless of course their effects change that later, their effects can be vaguely felt if one holds them long enough
There are 2 common types, but they're not perfect boxes to fit stuff into, just words to make referring to them easy, some may switch between the 2 depending on any instinctual triggers
- Active: Active Organs move, activate their effects according to their instincts, burrow into people, animals, and objects to use them as hosts, some control who they're inside, and some can be controlled once they burrow, difficult to determine their effects since they move around so much
- Dormant: Dormant Organs act somewhat normal, sit around and don't actively burrow into a host unless pushed, tend to not control their hosts but some can indeed take over a body, it can be sensed if you're holding it but it is not unheard of

Organs can be removed, Actives ones may exit a host to survive or for some other enigmatic reason, but otherwise, one must simply get a skilled surgeon and the right equipment
But there are certain cases where a Organ does something called Anchoring, spreading through the body somewhat like a cancer, it can be removed if you're willing to cause a lot of damage, it is not well known what causes Anchoring, maybe some simply have it as a effect, it was in their body for too long, or the host was simply too ideal for it

Multiple Organs can have the same Host, but that is a great gamble, there are near unpredictable effects when multiple are put into a singular vessal, sometimes it works out, most times you've got a growth covered in small human faces replacing both eye-sockets, or worse
If the Organs are all from the same Rain-Body, there are significantly less chances of failure, but failure is still possible, maybe a Organ vital for making 2 others from the same body cooperate is missing, it is only 100% guaranteed if all the Organs in the set are implanted at the same time, but that is difficult to set up because Active types might slip away, some of the Organs could be the controlling kind, maybe some of the Set was destroyed, or someone else already implanted a part of the set
Don't get me started on multiple controlling Organs in the same Host, that stuff gets wild

The skin and bones of the Rain-Men are resistant to Organs, not immune, simply resistant, and to every other form of damage or effect they're as durable as normal human bits
But a strike from a ungodly monstrosity would be far less damaging with a cloak of this stuff on, a hood to help resist mind control effects, gloves to dig through corrosive Organ effects sorta safely, swords carved from Rain-Body bone to deflect blasts of eldritch energy
But just because they're resistant doesn't mean they're effective, the bone sword will probably shatter if you hit a tough Organ monster with it
The reason the Organs weren't just safely trapped inside the corpses until cut open after the Original Rain was because the Rain-Bodies broke open due to the fact they fell from very high up

The Original Rain is not the only time Rain-Bodies have fallen from sky, but it was the greatest instance, occasionally, every couple months or so, a couple Rain-Bodies fall from the sky in random spots, maybe like 1 or 2, sometimes 3, but never as much as the first time
 
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Got this idea for a quest called

Raining Men

Where a bunch of seemingly identical corpses all fell from the sky one day across the globe, no one knows exactly what is going on, alien invasion, weird divine punishment, experiment gone wrong, whatever the case, it happened
Each of these corpses were filled with eldritch Organs, all with their own effects, some forcibly burrow into peoples bodies and horribly mutate them into something you'd imagine would fit in Chainsaw Man, others just sat around until interacted with, some were even safe enough to properly wield their power, 1 in Canada fills peoples brains with bugs to make them into zombies
Cue mass chaos and a quick societal collapse due to the clusterfuck of the horrors unleashed by the Organs, and people just snatching up the seemingly safer ones

In the game you would play a survivor 1 year after the Original Rain, trying to make your way in the world, maybe even using a Organ or 2 to power yourself up
Dealing with eldritch monstrosities and the various people that may or may not kill you in a world that has met forces it was not yet ready for

Got some details on how the Rain-Bodies (The falling corpses) and the Organs operate
The Original Rain was the largest recorded event where Rain-Bodies arrived, with countless dropping down across the world, the majority of them landed in the ocean, some of the most horrific abominations born from their Organs occaisonally wash onto the shore

Organs with a capital O are what is inside the Rain-Bodies, none of them resemble human organs, no recorded cases of a investigated, looted, or dissected Rain-Body has ever shown a proper homo-sapien innard
All Organs are decently unique in appearence and effects, but there are some similarities, none are too big to fit inside a Rain-Body, unless of course their effects change that later, their effects can be vaguely felt if one holds them long enough
There are 2 common types, but they're not perfect boxes to fit stuff into, just words to make referring to them easy, some may switch between the 2 depending on any instinctual triggers
- Active: Active Organs move, activate their effects according to their instincts, burrow into people, animals, and objects to use them as hosts, some control who they're inside, and some can be controlled once they burrow, difficult to determine their effects since they move around so much
- Dormant: Dormant Organs act somewhat normal, sit around and don't actively burrow into a host unless pushed, tend to not control their hosts but some can indeed take over a body, it can be sensed if you're holding it but it is not unheard of

Organs can be removed, Actives ones may exit a host to survive or for some other enigmatic reason, but otherwise, one must simply get a skilled surgeon and the right equipment
But there are certain cases where a Organ does something called Anchoring, spreading through the body somewhat like a cancer, it can be removed if you're willing to cause a lot of damage, it is not well known what causes Anchoring, maybe some simply have it as a effect, it was in their body for too long, or the host was simply too ideal for it

Multiple Organs can have the same Host, but that is a great gamble, there are near unpredictable effects when multiple are put into a singular vessal, sometimes it works out, most times you've got a growth covered in small human faces replacing both eye-sockets, or worse
If the Organs are all from the same Rain-Body, there are significantly less chances of failure, but failure is still possible, maybe a Organ vital for making 2 others from the same body is missing, it is only 100& guaranteed if all the Organs in the set are implanted at the same time, but that is difficult to set up because Active types might slip away, some of the Organs could be the controlling kind, maybe some of the Set was destroyed, or someone else already implanted a part of the set
Don't get me started on multiple controlling Organs in the same Host, that stuff gets wild

The skin and bones of the Rain-Men are resistant to Organs, not immune, simply resistant, and to every other form of damage or effect they're as durable as normal human bits
But a strike from a ungodly monstrosity would be far less damaging with a cloak of this stuff on, a hood to help resist mind control effects, gloves to dig through corrosive Organ effects sorta safely, swords carved from Rain-Body bone to deflect blasts of eldritch energy
But just because they're resistant doesn't mean they're effective, the bone sword will probably shatter if you hit a tough Organ monster with it
The reason the Organs weren't just safely trapped inside the corpses until cut open after the Original Rain was because the Rain-Bodies broke open due to the fact they fell from very high up

The Original Rain is not the only time Rain-Bodies have fallen from sky, but it was the numerous instance, occasionally, maybe a couple months or so, a couple Rain-Bodies fall from the sky in random spots, maybe like 1 or 2, sometimes 3, but never as much as the first time
good idea and interesting
 
Got this idea for a quest called

Raining Men

Where a bunch of seemingly identical corpses all fell from the sky one day across the globe, no one knows exactly what is going on, alien invasion, weird divine punishment, experiment gone wrong, whatever the case, it happened
Each of these corpses were filled with eldritch Organs, all with their own effects, some forcibly burrow into peoples bodies and horribly mutate them into something you'd imagine would fit in Chainsaw Man, others just sat around until interacted with, some were even safe enough to properly wield their power, 1 in Canada fills peoples brains with bugs to make them into zombies
Cue mass chaos and a quick societal collapse due to the clusterfuck of the horrors unleashed by the Organs, and people just snatching up the seemingly safer ones

In the game you would play a survivor 1 year after the Original Rain, trying to make your way in the world, maybe even using a Organ or 2 to power yourself up
Dealing with eldritch monstrosities and the various people that may or may not kill you in a world that has met forces it was not yet ready for

Got some details on how the Rain-Bodies (The falling corpses) and the Organs operate
The Original Rain was the largest recorded event where Rain-Bodies arrived, with countless dropping down across the world, the majority of them landed in the ocean, some of the most horrific abominations born from their Organs occaisonally wash onto the shore

Organs with a capital O are what is inside the Rain-Bodies, none of them resemble human organs, no recorded cases of a investigated, looted, or dissected Rain-Body has ever shown a proper homo-sapien innard
All Organs are decently unique in appearence and effects, but there are some similarities, none are too big to fit inside a Rain-Body, unless of course their effects change that later, their effects can be vaguely felt if one holds them long enough
There are 2 common types, but they're not perfect boxes to fit stuff into, just words to make referring to them easy, some may switch between the 2 depending on any instinctual triggers
- Active: Active Organs move, activate their effects according to their instincts, burrow into people, animals, and objects to use them as hosts, some control who they're inside, and some can be controlled once they burrow, difficult to determine their effects since they move around so much
- Dormant: Dormant Organs act somewhat normal, sit around and don't actively burrow into a host unless pushed, tend to not control their hosts but some can indeed take over a body, it can be sensed if you're holding it but it is not unheard of

Organs can be removed, Actives ones may exit a host to survive or for some other enigmatic reason, but otherwise, one must simply get a skilled surgeon and the right equipment
But there are certain cases where a Organ does something called Anchoring, spreading through the body somewhat like a cancer, it can be removed if you're willing to cause a lot of damage, it is not well known what causes Anchoring, maybe some simply have it as a effect, it was in their body for too long, or the host was simply too ideal for it

Multiple Organs can have the same Host, but that is a great gamble, there are near unpredictable effects when multiple are put into a singular vessal, sometimes it works out, most times you've got a growth covered in small human faces replacing both eye-sockets, or worse
If the Organs are all from the same Rain-Body, there are significantly less chances of failure, but failure is still possible, maybe a Organ vital for making 2 others from the same body cooperate is missing, it is only 100% guaranteed if all the Organs in the set are implanted at the same time, but that is difficult to set up because Active types might slip away, some of the Organs could be the controlling kind, maybe some of the Set was destroyed, or someone else already implanted a part of the set
Don't get me started on multiple controlling Organs in the same Host, that stuff gets wild

The skin and bones of the Rain-Men are resistant to Organs, not immune, simply resistant, and to every other form of damage or effect they're as durable as normal human bits
But a strike from a ungodly monstrosity would be far less damaging with a cloak of this stuff on, a hood to help resist mind control effects, gloves to dig through corrosive Organ effects sorta safely, swords carved from Rain-Body bone to deflect blasts of eldritch energy
But just because they're resistant doesn't mean they're effective, the bone sword will probably shatter if you hit a tough Organ monster with it
The reason the Organs weren't just safely trapped inside the corpses until cut open after the Original Rain was because the Rain-Bodies broke open due to the fact they fell from very high up

The Original Rain is not the only time Rain-Bodies have fallen from sky, but it was the greatest instance, occasionally, every couple months or so, a couple Rain-Bodies fall from the sky in random spots, maybe like 1 or 2, sometimes 3, but never as much as the first time
I think I'd make the abilities the Organs offer be mainly themed around surreal biology, maybe with some reality warping mixed in
- Active Organ resembling a purple fingerless severed hand burrows into ideal vessels (Mainly energetic things, like generators, athletes, and caffeine-filled beverages), causes tumourous growths resembling purple fingers to grow out of the host, acting as great conductors, attracting and controlling electricity within their presence
- Dormant Organ resembling a veiny orange bean covered in bleeding cuts, when put inside a vessel it immediately Anchors and makes all blood produced by the Host turn into melee weapons after leaving the body
 
When I first joined SV Riot God Quests were initially what drew me into participating and I always wanted to take a spin as it. Yet I noticed that I sometimes just lost interests in those Quest simply cause they got too big. Not in the sense too many players more in the sense why is ever act passing at Universal and the like. Which I understand is everyone wants to make big cool Acts but the coolness sorta ebbs away when that happens for me the sense of scale is lost. I also always wanted players to be a bit more active in the interaction with the world as a whole.

So here I am proposing my Quest idea.

The Broken Cycle (Riot God Quest)
The Cycle is Eternal, always will it be when one Cycle shall perish and then be reborn.

At the heart of each Cycle is a Primordial, an all-encompassing force, the begging and the end of existence. They are the beating heart of any Cycle, the supreme authority who will reign forevermore over everything in their domain and beyond it, whether material or immaterial. A Cycle is an indefinite amount of time that stretches for eternities in which a Primordial rules as they please bending the universe into the shape they want and desire above all. Yet these Cycles always come to an end wether it is the passage of eternity that numbs the mind, the corrosion of sanity as paranoia seeps in, the lure of misguided enlightenment whispering in their ears or a simple arrogant mistake as their successor places a dagger in their heart. An inevitable end for one Cycle ends and another shall begin, a new Primordial who takes the throne of the universe and reshapes it as they wish.

That is how it was meant to be.

The last Cycle was different for the new dawn promised by a new Primordial did not come. The universe was shredded to fine powder, the atoms burnt, the stars went out, life took its last breath, death disappeared. Yet the Primordial old and new continued to fight in the Nothingness of the Cycle. The Primordial of Order raised their first and the Primordial of Chaos barred their teeth. The hand of Order fell upon Chaos striking it deep and hard for their bones broke and their organs sputtered. Chaos leapt to the throat of Order, drinking deeply of it's ichor splatter into he Nothingness. As Order and Chaos battle it out for timeless eternities, till they struck each other down and there was no Primordial to start the Cycle anew. Their bodies curled together in a violent last strike, clenching each other in a hateful hold, left amidst the Nothingness.

Their bodies were left entwined, their divine ichor flowing freely mingling with sweat and tears. Their flesh would calcify hardening and losing its potency as the divine nature flickered from existence, their bones grew brittle and turned to dust. Even as their bodies lost their warmth and the flow of ichor began to slow… there was still life amongst the decrepit corpses. For the Primordial of Order and Chaos would become the bedrock of the only world left in the nothingness a world filled with parasites and cancerous tumours just beneath the surface. For amongst the dead flesh arose cancerous tumours and parasites, there were monsters, an age of primal freedom. As these beasts were to be the last things to ever exist and they were as savage as they came, living beneath the skin of the world.

Yet they say hopes dies last, certainly a spark of hope remained, for the ichor of Chaos and Order mixed at the centre of the last world. The dignity of Primordials stirred for they hated each other and that spiteful desire to dominate the other was an energy in itself, just enough to bring about new life. At the centre of the world the ichor took on life a new order would come into existence, one that was in defiance of the Cycle. Not a single great being that'd defined all, yet many such beings, these were the gods.

This is the just the lore blurb and I am considering changing it a bit perhaps how the gods were created if I decide to alter the later mechanics.

Metaphysical Rules
The Nothing: The simplest way to explain the Nothing is that it is non-existence, the space to be filled by your creations, something neither mortals nor divine can comprehend. It is just that the Nothing, the less you look and the less you think about it the better.

Important Entities
The Corpses of Primordial Order and Chaos: The former demiurges of the Last Cycle, these mighty Primordial beings were meant to rule the Universe, but things were undone and the Cycle was broken. For the Old Primordial and the New Primordial slew each other in a bid for power, rather than one supplanting the other the Cycle was left with no master. All that remained was their corpses in the Nothing, from their ichor were the gods born and so a chance at a different Cycle was born. However, thought they may lay dead… they are still Primordials and they may yet live again, so beware newborn gods.

Creatures
The Last Beasts: Even divine being's have parasites and bacteria dwelling in their bodies, when the Primordials perished the little creatures did not. For their flesh would decay and for a time this would be their golden age as these Last Beasts feasted on free, divine, meat and so grew strong and numerous. As the bodies of the Primordials lose their lasts bits of energy so do the Last Beasts begin to decline in number and strength for their source of food grow smaller and smaller, leaving them to cannibalise themselves.

Troglodytes: Yet even amongst these Last Beasts, not all are born with mutations, fleshy growths and tumours that keep them as simple beasts. For every now and then, more stable and weak parasites emerge. These troglodytes dwell in the smallest of caverns and they scavenge with their pitiful hands for a chance at succour. Only to inevitably be found and eaten, the cycle of their creation and birth repeating.

Locations
The Last World: As the name suggests the Last World is the last remaining place in existence, this planetoid is made of the combined bodies of Order and Chaos. The world is a giant wasteland stretching before a sky of Nothingness, only the lasts bits of divine energy in the skin of the planet have kept the planet from becoming part of the Nothing as it's slides into non-existence. The Last Beasts exist beneath the worlds surface hiding away from the madness inducing concept of non-existence as they battle and feed on each other like the savage monsters they are.

So I figured, if I was trying to limit the stuff the gods would initially be able to do and be "grounded" I'd give the players a small playground with them having some building blocks to use. The Last Beasts were inspired a bit by the concept of Forgotten Beasts from Dwarf Fortress and a few TTRPG's I had seen about creatures living in the bodies of gods/humans. Which would act as the most active but simplest threat for the creation of the gods and any mortals they make.

The Troglodytes I figured they're basically Humans with every degenerate trait you can imagine from CK2; Clubfooted, Dwarf, Harelip, Hunchback, Imbecile, Inbred etc. Just intelligent enough that with a good push from the gods these degenerate creatures could become the equivalent of Humans. So while my harsher mechanics would prevent creation of mortals initially they still had toys to play with if they put energy into it.

The whole Corpses of Primordials being part of the planet was sorta Norse but the point of them was to be the big threat, that if the deities were being too stagnant or causing too much chaos would slowly awaken them. Which is where the idea of the Quest having a limited set of rounds existed. That the Primordials were the existential threat to the New World Order of the Gods and so Players would have this thematic ending.

I am considering scrapping that idea as it might make players hyper focus on stopping them rather then just you know playing.

The Nothing... is the nothing, don't think about, literally it's just the wallpaper for the Quest.
Game Mechanics
Welcome to the Cycle of the God's, you are the deities of a new world order and it is your mission to ensure your reign is eternal. The Primordials of Order and Chaos, thought dead, still have that little bit of divine energy and they may wake if the universe favours them enough so be careful in what you do, as after all they won't be happy with usurpers. All deities have a Authored Act, which is a personal Act of creation which needs to meet a certain tier of Act to pass and can be supported by other Deities, through Supporting Act, all of you have three of them.

Minor Act (1 Vote): A Minor Act of a Deity, is a small smidgen of divine power in the world and it is unique as it is the only way to directly and clearly interact with a handful of mortal or a Demi-God. A deities Minor Act let's them create a singular living entity or alter it physical body, create a mundane item of quality, form a small landmark of some sorts, alter the behaviour or fate of a mortal, even bless or curse specific individuals.

Lesser Act (5 Votes): A Lesser Act of a Deity, is a small expense of divine power. At such a degree of power a deity can affect a city of mortal's or influence natural elements of the world like the weather. A Lesser Act can force a localised change from flooding river's, to starting wildfire, to summoning storms as they wish. Apart from this a Lesser Act deities are able to now create basic non-sentient life (bacteria/plants/fungi/etc) or basic mundane material's of creation (metal ore/wind/fire/water/etc). Furthermore, a Lesser Act can bring into the world lesser items of power like a flaming blade or magical carpet.

Greater Act (10 Votes): A Greater Act of a Deity, is enough divine power to influence a nation with just their presence. A Greater Act is able to bring about from dust the existence of more complex if not sentient life (sheep/fish/birds/etc) and not only that but alter existing life from developing them in mundane mean's to minor magical effects (short teleportation/fire breath/etc). Deities with a Greater Act can invoke the creation of a handful of lesser magical being's like minor spirits, angel's or demons. Not only that deities are now able to grant a singular creature immortality or even resurrection or create small pocket realm's bound to the mortal world.

Grand Act (15 Votes): A Grand Act of a Deity, is a great expenditure of divine power affecting great region's of the world and able to encompass empires. At this point Deities are more than capable of physical alter the world region's changing biome's or the landmass itself in different ways. Create entire new species of sapient life or powerful singular Demi-God like entities with their will. Greater item's of power can be forged by Grand Act's creating powerful nation shaping relic's or the Deities can create permanent magical effects covering an entire region of a world.

Divine Act (20 Votes): A Divine Act of a Deity, is enough divine power to cover a continent with their desire influencing entire landmasses of mortal's or creating separate independent plane's of reality from the mortal world. A Deity invoking a Divine Act is able to create planetoid's like moon's or create entire sapient species of extraordinary abilities, they can even simply empower entire populaces with blessings or banes as they wish.

Cosmic Act (25 Votes): A Cosmic Act of a Deity, it is the echo of the divine act which brought them into the world that can be invoked, able to quite literally influence an entire world in scope. The forces of creation are now at the whim of the Deity allowing them to create entire solar system's to their specifications. As well as being able to alter the rule of reality to a degree, creating new law's of physics, spawning entire systems of magic or changing metaphysics. They can even give birth to a new Deity a being of equal power to the original's yet independent in its nature.


Godly Boosts
In this Riot Quest I have chosen not to use Age Themes to boost your Acts as I think that makes being a deity a little to easy, instead if you wish to have more voting power you must invest into the universe. These are the three ways outside of Authored Acts a deity may create a semi-permanent effect on the world. Deities are able to create Avatars, claim Chosen People or create Chosen Relics which grant free votes to their own Authored Act, at the cost of having a physical weakness in the mortal world.

Avatar (+1 Vote): The creation of an Avatar is a Grand Act, in which the deity shares their power with a physical vessel. This physical vessel an Avatar is a reflection of their deity, the physical hands of a god in the world. Granting the deity an Avatar Act, allowing the Avatar to impose the will of its creator on the world, it is limited in power as it cannot receive Supporting Acts. The destruction of an Avatar will require another Grand Act to reconstruct the destroyed vessel and allow the god to interact with the world again.

Patronage (+2 Vote): A deity may decide to become the Patron of a People, this is a divine concord between mortals and a god, a Grand Act. It is an eternal covenant between the two groups, with the mortals venerating the deity above all others and in turn the deity guiding and protecting them. The risk of Patronage is that if the people were to be driven extinct by certain events or grew disillusioned with their deity, the boost in power would be lost forever as a deity, as the Patronage is an eternal promise.

Divine Symbol (+2/-2 Vote): The creation of a Divine Symbol is a Grand Act of divine focus, in the mortal world as it is permanently altered in such a way to allow a deities divine power to flow more freely. A Divine Symbol can be a weapon of grand power, a living beast of some kind, a holy place; etc. This Divine Symbol strengthens the power of a deity and is considered a sacred thing by their followers for it's holy nature, as long as the Divine Symbol remains in the hands of the deities allies it shall empower it. However, the Divine Symbol may be stolen or corrupted which will weaken the divine power of the deity as the thief/corruptor shall instead channel the power against the gods.

As you can see the whole Act's here were tweaked for Votes cause I wanted it to be a bit harder to actually enact Votes and I got rid of the Themes Bonus as I figured that made it a bit too... easy? As well as sorta pigeonholing the Players into focusing on the Theme as they get a boost for it. Replacing it with Godly Boosts which I hope would make it a bit more interactive perhaps and grant me some more ways to tie in the Gods to the lore, rather then just. This God made this and well that it.

I personally love the idea of deities interacting with Mortals and the like so Avatars physical manifestation of the Deities who can commit an Avatar Act. In essence these weaker version of the deities serve as their physical bodies and can go around doing stuff. Go fight another Avatar for dominance, help establish a kingdom, smite a person for being a prick, have a family and have Demi-god children.

Patronage is the whole idea of Patron Gods of certain groups, not like an entire race. It be more equivalent to say Athens worshiping Athena or Spartans worshiping Ares, sort of distinct groups that venerate these deities are their major god. It being a permanent investment so it beneficial to get them but their also now a weakness. As the loss of your people or ignoring them will mean you could lose your extra voting power. I think that a cool way to tie people to the lore in a way as it not just fluff but also a mechanically benefit.

As for Divine Symbols... every cool religion has a symbol of their own influence. Judaism has the Star of David, Christianity has the Cross, Zeus has his Thunderbolt, Thor has his Hammer, Ares has his Boars, etc. Theirs always like in Skyrim that the Daedra/Aedra have these special powerful magic items and I thought that would be cool. Claim something as holy and as long as it under your dominion you get power, but it can also be turned against you corrupting it from its original righteous purpose.

Second Edit: Also yeah I did basically lock talking with mortals behind Avatar and Minor Acts as further encouragement to actually interact with mortals and so lead to some possible religious changes, political ideas, etc. Basically it would make anything outside an Avatar Act or Minor Act something mortals can misunderstand or miss. With the gods being sort of more conceptual then real while Avatars are more physical so they can more easily interact.

Faith: As is natural mortal's when they emerged in the world, shall seek guidance and they shall look to the heavens and see you. They shall come to venerate you as the gods that you are and this will form a relationship of faith, one that will constrain your power and empower it. As a Deity you can gain an additional Act called the Act of Faith which power is dependant on how widespread your faith is and how fervently they worship you in the cosmos.

However, while you will gain additional Act's as a result of your worship it also mean's you will be constrained as your past action will shape their belief in you. Perhaps, you shall become a God of War in their eyes and so your Act's will be boosted if it falls in that domain, yet all other acts shall be weakened due to the fact they do not associate them with you.

I initially wanted to replace Themes with Faith cause I thought it was fitting but then the more I thought about it the more seemed like it would make players antagonistic to each other. Cause their's now more incentive to have a bigger following and be more worshiped then others. Then I thought about it the whole concepts of domains was now a bit iffy due to how flexible I'd have to be and it seemed like a lot of work.

I was also considering Dice to see if they succeed in Acts rather then voting, they'd have a set number of acts and enacting certain miracles would cost a certain investment of acts. Having each player sort run themselves but then I realised that more like a God Role Play so I scrapped that. That was an entirely different system that I have no experience with so I stopped that train of thought, seemed very complicated.

Edit: I was planning to go with Ages. The idea being Age of Creation the sort of primeval era where the gods have no enemies to oppose them and can run free, the mortals are basically in the stone to copper age. Followed by the Age of Heroes which is the Bronze to say Renaissance were Demi-Gods and Heroes are now able to resists the gods to a degree. Then the Age of Mortals which is Renaissance to the Modern Day where suddenly mortals are building Nukes and can pack a punch if their lucky.
 
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