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ShortQuests -- Pocket Sized Adventures! An all-new collection of digest-sized D&D adventures designed for 1-2 game sessions.
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Storypath Ultra and Curseborne
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<blockquote data-quote="The-Magic-Sword" data-source="post: 9875832" data-attributes="member: 6801252"><p>Yeah, although it may change a lot in the final version, but we have the whole chapter on them from the draft manuscript that comes with pre-order/pledge!</p><p></p><p>To make a long story short, they don't have damnations and they have some 'hard-coded' torments that aren't referred to as torments, basically they take an action to expose themselves to the supernatural or they fulfill an obligation to their path or a contact. That's in addition to some of the ways you would generically get curse dice (when the crew comes together to solve a problem, entering a loophole) that apply to everyone.</p><p></p><p>In place of a damnation (to my eye) and some of the benefits accursed get, Venators have this:</p><p></p><p></p><p>So I decided to quote this directly because there's something really interesting about it, is that making a level 5 bond with a creature means that you get a bunch of bonuses in the base system, now the obvious utility of this is to fulfill your duty by hunting the thing you have a bond with, and use the bond on it, which does yield bonuses. </p><p></p><p>But what they did here is actually pretty cute, you can play a Venator that has a duty oriented to an <em>allied</em> Accursed, and that free level 5 bond will offer you a huge 'teamwork' bonus as per the normal rules on bonds.</p><p></p><p> The clauses that don't involve taking out your accursed let you basically play your hunter as a kind of 'chaperone' for an accursed buddy, sometimes blocking them from hurting someone, and/or taking on other accursed/supernatural creatures/occurrences (which is big in this game) to stave off the obsession pseudo-damnation.</p></blockquote><p></p>
[QUOTE="The-Magic-Sword, post: 9875832, member: 6801252"] Yeah, although it may change a lot in the final version, but we have the whole chapter on them from the draft manuscript that comes with pre-order/pledge! To make a long story short, they don't have damnations and they have some 'hard-coded' torments that aren't referred to as torments, basically they take an action to expose themselves to the supernatural or they fulfill an obligation to their path or a contact. That's in addition to some of the ways you would generically get curse dice (when the crew comes together to solve a problem, entering a loophole) that apply to everyone. In place of a damnation (to my eye) and some of the benefits accursed get, Venators have this: So I decided to quote this directly because there's something really interesting about it, is that making a level 5 bond with a creature means that you get a bunch of bonuses in the base system, now the obvious utility of this is to fulfill your duty by hunting the thing you have a bond with, and use the bond on it, which does yield bonuses. But what they did here is actually pretty cute, you can play a Venator that has a duty oriented to an [I]allied[/I] Accursed, and that free level 5 bond will offer you a huge 'teamwork' bonus as per the normal rules on bonds. The clauses that don't involve taking out your accursed let you basically play your hunter as a kind of 'chaperone' for an accursed buddy, sometimes blocking them from hurting someone, and/or taking on other accursed/supernatural creatures/occurrences (which is big in this game) to stave off the obsession pseudo-damnation. [/QUOTE]
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