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The Book of Curses
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<blockquote data-quote="Skade" data-source="post: 2011193" data-attributes="member: 3320"><p><em>The Book of Curses</em> from Heyoka Studios and written by Rogan R. Hamby describes a number of curses, both divine and arcane as well as two common curses of fantasy gaming, lycathropy and vampirism.</p><p></p><p>The pdf is 64 pages long and and costs $6.oo, and only available as a printable version, not optimized for screen use. The art contained within the book is suffient, but sparse. Each page is bordered by an interesting image of what may be a woman turned to stone, which may be a problem for some printing the material out. The layout is simple and efficient, with little wasted space. The book does not include page numbers, a small mistake but one that could be annoying. </p><p></p><p>The curses contained within the first two chapters are a bit more involved than most commonly encountered in fantasy gaming, and like curses of literature and mythology enforce a moral, or answer the transgression that inspired the curse. Mechanically these spells are slightly more powerful than others of their level and require an expenditure of experience points. In story, this is explained by the caster offering a small piece of their soul in the casting of the spell. Though the book only contains 10 divine, and 10 arcane spells, each spell is detailed fully, usually with two pages devoted to a single spell. In addition to the standard information given for a spell is a brief description of the spells casting, detailed component listing, very detailed description of the effect as well as an example of the spell in use, and finally the necessary act to remove the curse are given. </p><p></p><p>The third chapter focusses on lycanthropy, with a varaint form of the disease that may be placed into any campaign, even should standard lycanthropy exist already. This so called "primordial lycathropy" is a darker, more violent loss of humanity to an alien force, and in game terms will apply ten distinct templates to any character that survives the transformation, though by the end of the process any trace of the original personality has been devoured by the werewolf. As before, with the curses, several means of curing a character of the curse are presented each having a distinct flavor or mystical feel to them. More so than even standard lycanthropy, this curse would be difficult for use with a player character in most games, especially in the later stages of the curse. Some game masters and their players may enjoy the challenge however, and rules to assist in that are included.</p><p> </p><p>Chapter four deals with vampirism and like the lycanthropy chapter offers variant templates from that found in the Monster Manual. The first of these is the Newly Risen Vampire a weak form of vampire focused on physical abilities, negative energy and blood drain, having lost the ability to Dominate, turn to mist, or call the children of the night. This template also enforces several of the traditional weaknesses of the vampire, such as running water, garlic, and the inability to enter a home without an invitation. The following templates of Elder and Ancient One are refinements of the initial template, meant to be stacked with the previous ones. Three prestige classes are included for the vampire, the Undying Lord, Sybarist and Sin Eater. These three prestige classes are intended to further refine the vampire into one of several literary archetypes. The Undying Lord for instance would crate a creature very similar to Bram Stoker's Dracula or Strahd from Ravenloft. The Sybarist is a pleasure oriented class, similar in some ways to Sheridan Le Fanu's Camilla or Lady Bathory of history. The Sin Eater however has no literary corrolary that I am aware of, instead taking a nearly Eastern approach to transcending both the curse of undeath and their past as a mortal. </p><p></p><p>One thing that makes the book an interesting read are the brief insights into a setting not yet detailed by Heyoka Studios, if it ever will be. Location names and characters are sprinkled throughout that lend a sense of character to the rules. This does not limit the use of the book at all however. Overall the feel of the book is sound, offering somewhat more powerful options that normally found in these areas, but balanced by limitations and requirements. </p><p></p><p>I would strongly suggest this sourcebook to anyone interested in a detailed horror fantasy game, as the curses presented are interesting as both plot devices and in use by players.</p></blockquote><p></p>
[QUOTE="Skade, post: 2011193, member: 3320"] [i]The Book of Curses[/i] from Heyoka Studios and written by Rogan R. Hamby describes a number of curses, both divine and arcane as well as two common curses of fantasy gaming, lycathropy and vampirism. The pdf is 64 pages long and and costs $6.oo, and only available as a printable version, not optimized for screen use. The art contained within the book is suffient, but sparse. Each page is bordered by an interesting image of what may be a woman turned to stone, which may be a problem for some printing the material out. The layout is simple and efficient, with little wasted space. The book does not include page numbers, a small mistake but one that could be annoying. The curses contained within the first two chapters are a bit more involved than most commonly encountered in fantasy gaming, and like curses of literature and mythology enforce a moral, or answer the transgression that inspired the curse. Mechanically these spells are slightly more powerful than others of their level and require an expenditure of experience points. In story, this is explained by the caster offering a small piece of their soul in the casting of the spell. Though the book only contains 10 divine, and 10 arcane spells, each spell is detailed fully, usually with two pages devoted to a single spell. In addition to the standard information given for a spell is a brief description of the spells casting, detailed component listing, very detailed description of the effect as well as an example of the spell in use, and finally the necessary act to remove the curse are given. The third chapter focusses on lycanthropy, with a varaint form of the disease that may be placed into any campaign, even should standard lycanthropy exist already. This so called "primordial lycathropy" is a darker, more violent loss of humanity to an alien force, and in game terms will apply ten distinct templates to any character that survives the transformation, though by the end of the process any trace of the original personality has been devoured by the werewolf. As before, with the curses, several means of curing a character of the curse are presented each having a distinct flavor or mystical feel to them. More so than even standard lycanthropy, this curse would be difficult for use with a player character in most games, especially in the later stages of the curse. Some game masters and their players may enjoy the challenge however, and rules to assist in that are included. Chapter four deals with vampirism and like the lycanthropy chapter offers variant templates from that found in the Monster Manual. The first of these is the Newly Risen Vampire a weak form of vampire focused on physical abilities, negative energy and blood drain, having lost the ability to Dominate, turn to mist, or call the children of the night. This template also enforces several of the traditional weaknesses of the vampire, such as running water, garlic, and the inability to enter a home without an invitation. The following templates of Elder and Ancient One are refinements of the initial template, meant to be stacked with the previous ones. Three prestige classes are included for the vampire, the Undying Lord, Sybarist and Sin Eater. These three prestige classes are intended to further refine the vampire into one of several literary archetypes. The Undying Lord for instance would crate a creature very similar to Bram Stoker's Dracula or Strahd from Ravenloft. The Sybarist is a pleasure oriented class, similar in some ways to Sheridan Le Fanu's Camilla or Lady Bathory of history. The Sin Eater however has no literary corrolary that I am aware of, instead taking a nearly Eastern approach to transcending both the curse of undeath and their past as a mortal. One thing that makes the book an interesting read are the brief insights into a setting not yet detailed by Heyoka Studios, if it ever will be. Location names and characters are sprinkled throughout that lend a sense of character to the rules. This does not limit the use of the book at all however. Overall the feel of the book is sound, offering somewhat more powerful options that normally found in these areas, but balanced by limitations and requirements. I would strongly suggest this sourcebook to anyone interested in a detailed horror fantasy game, as the curses presented are interesting as both plot devices and in use by players. [/QUOTE]
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