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Started by jb.teller4, January 08, 2010, 01:27:20 PM
Quote from: jb.teller4 on January 11, 2010, 11:08:04 AMHaving a single Secret to be able to summon and a single Key to handle all pacts is much simpler than making a new Key tailored to each Pact like I was thinking for some reason.
Quote from: jb.teller4 on January 11, 2010, 11:08:04 AMI had a follow-up question, related to both demon pacts and things like prophecies. Has anyone ever used Keys to handle a prophecy, geas, curse etc., on a character? For example, say your character was cursed to betray the one they love most or something like that. Would it work to have a Key about that where the XP comes from the player working to make the curse come true? Along the same lines, it seems like cursing someone could be a variation of that Secret that lets you give other people Keys (can't remember the name and I don't have my books with me).
Quote from: jb.teller4 on January 11, 2010, 11:08:04 AMThe reason I ask is that I'm thinking that demons are summoned, sent to do a task and then return to where they came from; I really like C75's circumstances for getting XP in the Key but I'd want to tweak it for this specific campaign to be more about having to carry out the price and the conflicts that come from attempting to complete it or else trying to put it off or avoid it a bit more instad of being about about interacting with the demon (but I'm still in the idle planning phase and that may change). I'm picturing the prices the summoner pays often including things like strange return services or odd prices that turn out to be more than they seemed (for example, I'm thinking of the pact that Mr. Norrel makes with the Man with the Thistledown Hair in Mr. Norrel and Jonathan Strange, if you've read that).