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Pocket RPG · 2026 edition itch.io store ↗

A pocket role-playing game

HyperQuest

Fast. Tag-based. Narrative-first.

Anything from a door, a dragon, or a back-alley deal is a Threat—and Tension makes every action count.

Published by Gran Arbor Softworks Designed & Written by Alice A. Ashcroft & Jericho Frey

What is HyperQuest?

HyperQuest is a fast, tag-based, narrative-first RPG where anything from a door, a dragon, or a back-alley deal is a Threat—and Tension makes every action count.

Characters

In HyperQuest, your character is defined by a few words or phrases.

  • Tags. Choose three Tags that describe your character: one Class (wizard, paladin) and two Traits (half-elf, sailor). Tags grant permission to know, deduce, or act. The Priest automatically knows the old rites. The Smuggler is already familiar with the local routes.
  • Skills. Every character has three Skills: Might, Mind, and Guile. Assign a +2, a +1, and a 0.
  • Vitals. Stress equals 10 + 2 × Might. Power equals 2 + Mind + Guile.
  • Rests are an easy day in a safe place that restore all Stress and Power. Breathers are 10-minute breaks, twice per Rest, that restore 3 Stress and 1 Power.

Resolution

An Action rolls 2d6 and adds a relevant Skill.

  • 10+: Success. Resolve 3 Tension.
  • 7–9: Partial Success. Resolve 2 Tension, but it may come at a Cost.
  • 6−: Failure. The GM may make a GM Move.

Critical Rolls. When you roll doubles, restore 1 Power. If it’s a Success, also resolve 1 extra Tension.

Modifiers. ±1 for Basic context (cover, tools, or familiarity) or ±2 for Extreme context (total darkness, hurricane winds, or legendary artifacts).

Threats

A Threat is anything stopping the party: a dragon, a locked vault, an erupting volcano, or a tense trial. Every Threat has Tension. When it hits 0, the Threat is resolved—defeated, opened, or convinced.

Threats have the same actions and rules as players, but inflict Stress instead of resolving Tension. Deploy them alone or in groups, and give each Threat 1–3 Tags to guide its abilities.

Difficulty determines Tension, Roll Bonus, and Power:

Minor5 / +1 / 1A guard, a door, a bribe.
Major10 / +2 / 5A knight, a cell, a debate.
Deadly15 / +3 / 10A dragon, a vault, a trial.
Epic20+ / +4 / 15A titan, an eruption, a revolution.

Turns

Everyone gets one Action and one Move. Players act first but can pass the Spotlight to the GM, who can hand it back. Everyone goes only once, then a new round starts.

A player can Interrupt the turn order if a Threat fails a roll, provided they still have a turn to use.

Range & Steps

Close⇆Near⇆Far⇆Beyond
  • Might: effective up to Close; resolves +1 Tension.
  • Mind: effective up to Near.
  • Guile: effective up to Far.

A Move action moves you one Step forward or back.

Stress & Scars

Threats inflict Stress through rolls, Tags, or Costs. At 0 Stress, you’re Down—unconscious, arrested, or broken—and can’t act. You stay Down until you’re Healed or the Scene ends.

If all players are Down, the Scene ends without the players meeting their goal, and something bad may happen. If a player goes Down in a dangerous situation, they gain a Scar. At 3 Scars, your character’s journey is over. Scars go away after a Rest.

Powers

Spend Power to perform heroic deeds:

  • Clutch (1). +2 to a roll or −2 to incoming Stress for yourself or an ally.
  • Triumph (2). Reveal a reasonable narrative truth about a scene, or use a Tag to do something extraordinary.
  • Heal (1). Use your Action to restore 2 + Mind Stress to someone Near.
  • Burst (1–3). Affect 1 additional target per Power spent. Targets must be within range. Roll once and apply modifiers per target.

Example Scene

A party of four is blocked by a Heavy Gate (Major, 10 / +2 / 5 — Heavy, Loud).

Rowan tries to force the gate. She rolls Might and gets an 8: a Partial Success. She resolves 2 Tension, but the Gate is Loud and may alert the Guards. Rowan spends 1 Power to Clutch, making the roll a 10 and resolving 3 Tension. Because she rolled Might, she resolves 1 extra Tension, for a total of 4.

Niall uses his wizard magic to quiet the gate. He rolls Mind: two 5s, a Critical Success. He gets 1 Power and resolves 4 Tension.

Lorik tries to manipulate the hinges but rolls a 5: a Failure. The GM uses a GM Move to Interrupt the turn order.

The Gate acts. It buckles and falls toward the players. The GM rolls +2, getting an 8: a Partial Success. Rowan and Lorik, both at Close, mark 2 Stress, but the Gate pays a Cost of 2 Tension.

With Tension at 0, the party pushes the Gate aside and darts in before the Guards catch them. The Scene ends, and the players achieve their goal.

Advancement & Renown

When you complete an adventure, gain 1 Renown. Renown acts like a “level.” Choose one:

  • Gain +2 Stress (max 30)
  • Gain +1 Power (max 10)
  • Gain +1 Tag (max 6)

Example Character

Rowan Valcrest (0)

Might 2Mind 1Guile 0Stress 14Power 3

Paladin · Brave · Arcane Attuned

An Oathsworn Knight who protects the weak, faces evil head-on, and senses magic. Uses her greatsword to fight evil and her light magic to heal allies. Stays in close combat ideally, but will cast spells when needed.

Example Threats

Back-Alley Deal Minor · 5 / +1 / 1

Shady · Tense

Inflicts Stress on failures. Escalates Costs.

Crashing Wave Major · 10 / +2 / 5

Powerful · Wet · Huge

Forces movement. Creates slippery surfaces. Hits all Close targets.

Ancient Lich Deadly · 15 / +3 / 10

Necromancer · Undead · Terrifying

Summons Minor minions. Resists death. Frightens foes.

Example Tags

Class

Paladin

Mage

Warrior

Rogue

Ranger

Psion

Priest

Barbarian

Bard

Druid

Necromancer

Bounty Hunter

Oracle

Trait

Half-Elf

Scholar

Well-Traveled

Honorable

Orc

Suave

Smelly

Brooding

Noble

Dumb

Human

Sailor

Farmer

Threat

Slippery

Venomous

Vengeful

Ethereal

Cursed

Flying

Stealthy

Foggy

Burning

Toxic

Fanatical

Well-Armed

Sticky

GM Tools

You guide the story and play referee. When players fail a roll, the narrative stalls, or a Threat acts, make a GM Move:

  • Interrupt the turn order.
  • Telegraph a Threat or introduce a new one.
  • Change the environment or reveal a truth.
  • Offer a choice: success at a heavy price.
  • Inflict a Cost.

Costs can vary.

Loss. Lose an item, time, or a Tag temporarily.

Vitals. Mark 1–2 Stress or 1 Power.

Stuck. Unable to move until you find a fix.

Thrown. Moved 1 Step in a bad direction.

Unsteady. Take a −1 penalty to your next roll.

Escalation. Add 3 Tension or 1 Power to a Threat.

Social. An angry friend, a smeared reputation.

Narrative. A rune activates, a door locks tight.

Author’s Notes

Player Safety

Ensure everyone is comfortable and having fun. You can use tools like the X-Card or Lines and Veils, and keep communication honest, open, and direct.

License

You may create, share, and sell original content using HyperQuest’s ideas and mechanics with credit. You may not sell or commercially redistribute HyperQuest—including its text, examples, or assets—without permission.

Thanks

Inspired by D&D, Fate, Daggerheart, Star Wars: Edge of the Empire, Apocalypse World, and Index Card RPG. Pixel icons by Ryankamos and frames by BDragon1727. Built with broad thanks to the TTRPG community—and to wonderful partners and amazing friends.