Introduction
The vote is in, and after the Systerin Empire, it's time for the Venator Republic to reveal itself. Having the opportunity to describe the Empire's rivals right after tackling the Systerin Empire is something I'm really looking forward to... Especially when their design and gameplay are so different!
Who are the Veneatori?
Formerly favored by the elves, the Veneatori are a people where each individual wears a mask throughout their entire life. The mask, imbued with the power of an archetype, dictates their way of life and their evolution, a true curse for these worshippers of multiplicity. Before the Ruin, the Vénéatori could—and had to—change masks as often as possible during their lifetime to experience all facets of existence, but now removing a mask condemns its wearer to madness.
Created by the elves to allow their servants to understand other dimensions, the masks act as a filter to prevent the human mind from succumbing to the influx of information. Each mask is a symbiote fished from the depths of Lake Severa, the Veneatori capital. Sensitive to the Twisting, these creatures absorb an aspect of reality, which is then frozen on the face of their wearer. Without these filters, the Veneatoris constantly perceive all the possibilities of a given situation, and their minds succumb to madness.
Playstyle
The Veneatori play style is similar to the “glass cannon” archetype: hit hard but be very fragile themselves. Let's start with the elephant, or rather the symbiote, in the room, i.e. the mask.
The Mask Paradox
Divided into three schools, Farce, Drama, and Absurd, the masks impose an archetype on their wearers that must be respected in order to use their Arts. However, the archetype is always in opposition to the prerogatives of the chosen class (Guardians, Diplomats, Esoterists, Mages, Madlings). For example, to use his Arts, a Harlequin must be debauched and arrogant, attitudes contrary to those expected of a Diplomat.
This contradiction reflects the Veneatori way of thinking: paradox, the alliance of opposites, is the key to reaching “the truth,” the ultimate goal of existence. This versatility is also found in the paths and skills where the Veneatori can play several roles at once, allowing them to play with their contradictions.
The Stigmata
A libertarian civilization, the Veneatori despise the moral interdicts of other peoples in order to protect themselves from the Stigmata. Your freedom is sacred, and nothing, except removing your mask, is forbidden to you. However, the freedom offered by this characteristic should not make you forget its flaw: fragility. Damage received in combat can damage your mask and, as a result, subject you to the Stigmata. It is possible to repair a mask, but Mask Makers are rare and their art requires sacrifices... The bravest try to change masks - and therefore class - but this is a very risky gamble where the Agent risks suffering the full force of the Stigmata and sinking into madness.
In conclusion, the mask offers paradoxical gameplay made up of gambles and contradictions. Others may consider you mad, immoral, or even cowardly. That is the price of truth.
CLASSES
GUARDIAN - GRIMACE - DRAMA
The Grimace is an elite troop within the Venerator mercenary companies tasked with demoralizing enemy troops and assassinating their officers. Unlike other masks created by a Maker, the Grimace is a natural evolution of the mercenary mask. In contact with the horrors of war, the symbiote mutates and takes on a grotesque form, hungry for suffering and cruelty. In terms of gameplay, your mask feeds on the suffering inflicted on your opponents to increase your abilities. Your main weapons, the crossbow and polearms, are used to immobilize your victim, while the third, the serrated dagger, is used to harvest their suffering. The virtuous circle of victim and suffering will turn you into a killing machine that is as effective at range as it is in close combat, but be careful: your mask needs to be fed! And if you can't wean it off suffering, especially if you've called on it often, it will feed on you. It's not uncommon to see careless Grimaces devoured by their own symbiotes or becoming executioners to ensure a “regular supply of suffering.”
As a fighter, the Grimace is not a classic Guardian: you are a mercenary, not a knight or a sworn bodyguard. You are guided by your own interests—the promise of favor in intrigue, resources, or services—not the protection of your peers. After all, your mask, even if more resistant than those of other classes, can be broken in combat. Apologize to that poor Mage before abandoning him in close combat—it's for the sake of your Stigmata...
DIPLOMAT - HARLEQUIN - FARCE
A Venator who specializes in illusions—what better way to fool people? An alcoholic and outrageous Venator who specializes in illusions, of course!
Far from being a skilled and consensual diplomat, the Harlequin's mask forces him to indulge in all kinds of excesses. You won't get through a single scene without staining your colorful tunic with wine or blood—probably your own, since you can't keep from getting beaten up—because you can't stand still. However, this buffoonery has one positive effect: no one takes you seriously and, as a result, you are forgotten. An important NPC might start talking, thinking they are alone, and reveal a secret that you can use against them later. Another might lead you to their lair without suspecting that you are following them.
Unfortunately, this clownish behavior also has a negative effect: no one takes you seriously and, as a result, you are forgotten. The truth is that there is something unpleasant about you, and your mask makes it difficult for people to listen to you, even your closest friends. The easiest way to be heard is still to use your illusions to manipulate the senses, the mind, and sometimes even reality itself. Of course, no one likes being fooled, especially your friends, even when they refuse to listen to you... The Harlequin is a class reserved for players obsessed with the truth and unpleasant surprises. But beware while illusions may save you, they will be of no help in making you loved.
ESOTERIST - MASK MAKER - ABSURD
Introduced by the character Adalbert, the Mask Maker is the only Venerator who can create masks. However, his role does not end there, as he can also repair them, increase their capabilities tenfold, and use neutral masks, temporary symbiotes capable of adapting to any wearer.
If you dream of becoming the pillar of a group thanks to your “buffs” of all kinds, the Mask Maker is for you. However, creating masks is no easy task and requires, in addition to a symbiote, the skin of a face whose emotion you have captured. You must therefore regularly don the costume of an assassin to feed your art. Be careful: this is not about random murder, but about seeking out a person with a specific emotion. The more important the victim (in terms of status in the scenario), the more powerful the emotion will be, and the more powerful the masks you create. This practice, tolerated in the Venator Republic—where Mask Makers enjoy immunity for their murders—is not tolerated in the other states of the Pact. And while MIR agents can “justify” their actions in the fight against Ruin, making murder acceptable is another story. The paradox of the Mask Maker is simple: despite the versatility offered by your mask, you are not an assassin. Your baggy clothing can be replaced by black clothes, but the years spent studying have not been spent learning discretion or combat.
Convincing your fellow agents to help you will be necessary to create, even if it will not be without complications for your Chapter and the reputation of the MIR. A playstyle reserved for the eternally misunderstood and creative artists.
MAGE - SMILE - FARCE
Created from an emotion of pure joy, Smiles are comedy masks that radiate a contagious aura of happiness. Their wearers spread a gentle aura of joy that makes you forget your troubles for a moment. Candid, Smiles feel appreciated when they are used by others, the only time they are brought out of their solitude. Although desired for their abilities, Smiles are also feared for the addiction caused by their aura. Dressed in white with a black mask to be recognizable from afar, Smiles wear one of the pom-pom bells to warn of their arrival.
The Smile's aura gives them significant bonuses in terms of sociability but causes a dangerous addiction in those around them—including NPCs and players! To control their aura, the mask wearer must be recognized for who they are by earning Relationship points with those around them (NPCs and players) WITHOUT using their Arts. But this is where the paradox of the Smile comes into play: the mask forces the wearer to act with candor, a character trait that is ideal for being deceived and used in a relationship...
Finding an empathetic person who is able to listen to them is every Smile's dream. The Harlequin, immune to their rival's aura, can fill this role, but the two archetypes, opposites by nature, often end up becoming rivals. However, it's worth the effort, because Smiles excel at offense—making your enemies dance to their death—as well as support—helping to resist an Intrigue! Getting others interested in the person behind the mask is a long road fraught with pitfalls—even more so when the group includes someone jealous of Harlequins.
MADLING - THOUSAND FACES - REALITY
The Echo-Awakeners of Veneatori are called the Thousand Faces and wear masks mutated by the power of the Veneatori Stigmata. Their symbiote covers every facet of their heads, offering a constantly changing face from every angle. The Thousand Faces have the honor of wearing the rarest mask, that of reality, and are displayed in times of crisis to give hope to the Veneatori.
In terms of gameplay, the Thousand Faces use their countless personalities to adapt their skills and paths to suit the situation. However, their greatest strength remains their ability to distort reality to create new possibilities in every situation. This can range from making an object appear to changing the nature of a scene. In other words, playing a Thousand-Faced is to embody reality. However, playing with the laws of the universe is not without consequences: each time they use their abilities, the Thousand-Faced change personality and become someone else. This can range from a handicap to becoming an NPC with objectives opposed to those of the Chapter.
Subject to these untimely personality changes, the Thousand-Faced One must be kept under the control of the Chapter or risk losing himself in the possibilities of reality or, worse, breaking his mask. Watch over them like a treasure, or you may lose the key to all doors...
And that's it for the Veneatori. See you next week for the next Concept Art!
Adrien
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