Wednesday, January 30, 2008

Expanded Sorte

The following are expanded Sorte charts for 7th Sea. Sorte is the Vodacce "fate witch" magic, practitioners of which see the connections and emotions between people as a web whose threads can be measured, tangled, and even trimmed.

I created these expanded charts because I was running a long-term, single-player 7th Sea game. The main character (the sole PC) was a fate witch, and I needed for her magic to play a prominent role in the game. In short, these rules worked great for a 1-player fate-witch campaign. They are probably too fiddly and detailed for a game with multiple PCs. I also can't promise they're balanced against other sorcerous heritages.

She began as an Apprentice, but was certain to spend XP on her sorcery. Since I wanted slow simmering character development (not Scion-style spontaneous visitations of power) I needed to find ways to make the lower levels of Sorte important. Also, since Sorte was going to be in the spotlight so much, I needed in-depth lists of modifiers to rolls, so I could tweak difficulties from scene to scene, yet still have consistency in how it works. To those ends I heavily modified the Sorte rules and even added a few powers.


Format: The name of the power is first. If the power requires a certain Mastery Level, it says so on the line with the power's name.
Below that is the dice pool you roll, and the default difficulty.
(Then, in parenthesis, is a short explanation of what you get for that roll)
Below that is several lines of possible modifiers to the difficulty, and things you can raise for.
@ h W k C If two or more modifiers start with the same funky symbol at the start of the line, it means only one (generally the most extreme) of those modifiers can apply per die roll. Don't spend too much time trying to make sense of the symbols - they were a different font in my original document, but blogger doesn't like that font.

Sometimes there'll be a section afterwords, detailing other information that isn't directly a roll modifier, such as how the power applies to the Like/Dislike/Useful ratings of the Political Intrigue system of the Montaigne sourcebook.


View Arcana:
Wits + Arcana Knack: Difficulty 15
(This is difficulty to see a single Arcana, of GM’s choice)
Viewing done at Target’s request: -5 (Free Raise)
Target has activated (or has had activated) Arcana this scene: -5 (Free Raise)
Target is aware and unwilling: +5 (Difficulty Modifier)
@ At least one failed viewing attempt on this Target in previous Scene this Act: +5 (Difficulty Modifier)
@ Each failed Sorte attempt on this Target during this Scene: +10 (Difficulty Modifier)
h Poor line of sight to Target: +5 (Difficulty Modifier)
h Target or self moving rapidly/unpredictably (Horseback, carriage, combat, etc): +10 (Difficulty Mod)
Checking for both possible Arcana: +5 (Raise)
Learning mechanical details on Virtue/Wiles: +5 (Raise)
Learning mechanical details on Hubris/Flaw: +5 (Raise)


Viewing Suit Strands:
Wits + (Suit) Knack: Difficulty 15
(This is the difficulty for an overview of their strands of this suit)
Viewing done at Target’s request: -5 (Free Raise)
Looking only for the target’s single strongest strand (if target is human): -15 (3 Free Raises)
Target is aware and unwilling: +5 (Difficulty Modifier)
Target is not human: +5 (Difficulty Modifier)
@ At least one failed viewing attempt on this Target in previous Scene this Act: +5 (Difficulty Modifier)
@ Each failed Sorte attempt on this Target during this Scene: +10 (Difficulty Modifier)
W Target’s Strands have been altered by an Apprentice Fate Witch in last 24 hours: +5 (Diff Mod)
W Target’s Strands have been altered by an Adept Fate Witch in last 24 hours: +10 (Diff Mod)
W Target’s Strands have been altered by a Master Fate Witch in last 24 hours: +15 (Diff Mod)
h Poor line of sight to Target: +5 (Difficulty Modifier)
h Target or self moving rapidly/unpredictably (Horseback, carriage, combat, etc): +10 (Difficulty Mod)
h Target completely obscured, but threads aren’t: +30 (Difficulty Mod)
k Looking for Target’s Strand to a specific person, place or thing (in this room): +5 (Raise)
k Looking for Target’s Strand to a specific person, place or thing not in this room: +15 (3 Raises)
k Looking for Target’s Strand to a specific person you’ve never met: +25 (5 Raises)
Seeking an image/impression/etc from a Strand: +10 (2 Raises)
Determining if Target is aware of relationship the Strand represents: +5 (Raise)
Looking for the handiwork of a particular FateWitch: +5 to +15 (1 Raise / Mastery Level)
Viewing your own Strands: +15 (3 Raises)


Blessings / Curses:
Resolve + (Suit) Knack: Difficulty 15
(This is the difficulty to give a single die of blessing/curse. It requires 1 action, line of sight, and it gives you a single Backlash-Curse die for yourself.)
Taking on an additional Backlash-Curse die: -10 (2 Free Raises)
Blessing done at Target’s request: -5 (Free Raise)
Target is aware and unwilling: +5 (Difficulty Modifier)
@ At least one failed Sorte attempt on this Target in previous Scene this Act: +5 (Difficulty Modifier)
@ Each failed Sorte attempt on this Target during this Scene: +5 (Difficulty Modifier)
h Poor line of sight to Target: +15 (Difficulty Modifier)
h Target or self moving rapidly/unpredictably (Horseback, carriage, combat, etc): +15 (Difficulty Mod)
Each additional die of blessing/curse: +15 (3 Raises) and +1 die of Backlash
Eliminating one Backlash-Curse die: +10 (2 Raises)


Tracking by use of Strands:
Resolve + (Suit) Knack: Difficulty 20
(At this difficulty, the you are able to follow the Strand to the Nation, Province, Island or Archipeligo the Pursued currently inhabits. It assumes you have a Subject nearby for the trip who has a Strand to the Pursued, and that you have already successful viewed that Strand. If it takes more than 1 day to get to the Pursued's location, you must roll again each day.)
Viewing done at Subject’s request: -5 (Free Raise)
Pursued is at the end of Subject’s single strongest strand: -5 (Free Raise)
Subject is aware and unwilling: +5 (Difficulty Modifier)
Pursued is aware and unwilling: +5 (Difficulty Modifier)
@ At least one failed Sorte attempt on Subject in this Act: +5 (Difficulty Modifier)
C At least one failed Sorte attempt on Pursued in this Act: +5 (Difficulty Modifier)
@ Each failed Sorte attempt on Subject during this Scene: +10 (Difficulty Modifier)
C Each failed Sorte attempt on Pursued during this Scene: +10 (Difficulty Modifier)
C Each failed Tracking attempt on Pursued earlier today: +15 (Difficulty Modifier)
Subject and Pursued have a fairly weak connection: +5 to +10 (Difficulty Modifier)
h Pursued is moving rapidly (Horseback, etc): +15 (Difficulty Mod)
k Accurate to the City (or specific small island): +5 (1 Raise)
k Accurate to the correct part of town: +10 (2 Raises)
k Accurate to the correct building, grove, park, etc: +15 (3 Raises)
k Accurate to the exact spot (room, hidey-hole, concealment, etc): +20 (4 Raises)
You are the Subject/using your own Strands to the Pursued: +15 (3 Raises)


Coins Spread:
Panache + Coins Knack: Difficulty 15
(This is the difficulty to increase the Targets overall income by +10% for one month. In addition, either you must Spend 1 Drama Die or the Target must spend 2 Drama Dice.)
Spread done at Target’s request: -5 (Free Raise)
Each extra Drama Die the target Spends: -5 (Free Raise)
@ At least one failed Sorte attempt on Target in previous Scene this Act: +5 (Difficulty Modifier)
@ Each failed Sorte attempt on this Target this Scene: +5 (Difficulty Modifier)
Target not present at Reading: +15 (Difficulty Modifier)
Target aware and unwilling: +10 (Difficulty Modifier)
Eliminating one Drama Die from the Cost: +15 (3 Raises)
Each additional +10% of income you seek to bestow: +5 (Raise)
Each additional Month added to the duration of the bonus: +5 (Raise)
Adding an Exploding Die of Guilders after the % bonus: +5 (Raise) / Die


Cups Spread:
Panache + Cups Knack: Difficulty 15
(This is the difficulty to give a single Charm die to the Target for a month, directed only at the Romantic Interest they specify during the reading. In addition, either you must Spend 2 Drama Dice or the Target must spend 4 Drama Dice.)
Spread done at Target’s request: -5 (Free Raise)
Each extra Drama Die the target Spends: -5 (Free Raise)
Romantic Interest is aware of this “Love Spell” and is unwilling: +10 (Difficulty Modifier)
Target aware and unwilling: +10 (Difficulty Modifier)
Target not present at Reading: +15 (Difficulty Modifier)
FateWitch has never met the Romantic Interest: +5 (Difficulty Modifier)
@ At least one failed Sorte attempt on Target in this Act: +5 (Difficulty Modifier)
@ Each failed Sorte attempt on this Target this Scene: +5 (Difficulty Modifier)
C At least one failed Sorte attempt on Romantic Interest in this Act: +5 (Difficulty Modifier)
C Each failed Sorte attempt on Romantic Interest this Scene: +5 (Difficulty Modifier)
Eliminating one Drama Die from the Cost: +15 (3 Raises)
Each additional Charm Die you seek to bestow: +15 (3 Raises)
Each additional Month added to the Charm’s duration: +5 (Raise)


Staves Spread: Adept Level
Panache + Staves Knack: Difficulty 15
(This is the difficulty to increase the Targets reputation by +5 for one month. In addition, either you must Spend 3 Drama Dice or the Target must spend 6 Drama Dice.)
Spread done at Target’s request: -5 (Free Raise)
Each extra Drama Die the target Spends: -5 (Free Raise)
@ At least one failed Sorte attempt on Target in previous Scene this Act: +5 (Difficulty Modifier)
@ Each failed Sorte attempt on this Target this Scene: +5 (Difficulty Modifier)
Target not present at Reading: +15 (Difficulty Modifier)
Target aware and unwilling: +10 (Difficulty Modifier)
Eliminating one Drama Die from the Cost: +15 (3 Raises)
Each additional +5 of Reputation you seek to bestow: +5 (Raise)
Each additional Month added to the duration of the bonus: +5 (Raise)


Swords Spread: Adept Level
Panache + Swords Knack: Difficulty 15
(This is the difficulty to gift a Sword with a single Destiny Die. In addition, either you must Spend 4 Drama Dice or the person the Sword is intended for must spend 8 Drama Dice.)
Spread done on a weapon you’ve owned for over a month: -5 (Free Raise)
Each extra Drama Die you or the Sword owner Spends: -5 (Free Raise)
@ At least one failed Swords Spread this Act: +10 (Difficulty Modifier)
@ Each failed Sorte attempt this Scene: +5 (Difficulty Modifier)
Swords’ owner not present at Reading: +5 (Difficulty Modifier)
Weapon has been used in at least one Killing/Murder/Death: +10 (Difficulty Modifier)
Eliminating one Drama Die from the Cost: +15 (3 Raises)
Each Destiny Die you have already given to any Sword that is still active: +5 (Raise)
Giving a Sword more than one Destiny Die: +5 (Raise) per additional die up to your Swords Rank.


Black Spread: Master Level
Panache + Black Strand Knack: Difficulty 15
(This is the difficulty to increase your own Middle-Aged and Old Categories by 1 year. In addition you must Spend 5 Drama Dice. Once you have entered your Old age category, you can no longer add any years to your Middle-Aged Category.)
Each extra Drama Die you Spend: -5 (Free Raise)
@ At least one failed Sorte attempt this Act: +5 (Difficulty Modifier)
@ Each failed Sorte attempt this Scene: +5 (Difficulty Modifier)
Eliminating one Drama Die from the Cost: +15 (3 Raises)
Each additional year in the Middle-Aged and Old Categories you seek to bestow: +5 (Raise)
Making this stack with previous successes, not merely replace them: +25 (5 Raises)


Arcana Spread: Master Level
Panache + Coins Knack: Difficulty 20
(This is the difficulty to change someones Arcana for 10 Months - 1 Month/Rank of Resolve they have. You must Spend 4 months working on the Tapestry, 50 G on supplies, and 10 Drama Dice. You also must make a Finesse + Weaver roll vs TN 15 to use this Spread. )
Each extra Drama Die you Spend: -5 (Free Raise)
Using Exquisite Materials (100G, not 50G) on the Tapestry: -5 (Free Raise)
Each Quality Raise made on the Finesse + Weaver roll: -5 (Free Raise)
Each failed Sorte attempt on this Target this Act: +5 (Difficulty Modifier)
Target aware and unwilling: +20 (Difficulty Modifier)
Used Cheaper (25 G) Materials on the Weaving: +15 (Difficulty Modifier)
Target naturally has 2 Arcana: +10 (Difficulty Modifier)
Eliminating one Drama Die from the Cost: +15 (3 Raises)
Each additional Month added to the duration of the effect: +5 (Raise)

The following modifiers & raises may apply to the Finesse + Weaver roll:
Reducing the work time by 1/2: +5 (Raise)
Improved Quality to the Weaving (Grants Free Raise on the Panache + Arcana Roll): +5 (Raise)


Stretching Fate: Adept Level
Finesse + (Suit)/Black Strand Knack: Difficulty 15
(This is the difficulty to increase or decrease someone elses chances of success at an endeavor happening this same turn. It either gives or takes away 1 Unkept Die. You personally can only affect any given action once with this ability, and doing this typically takes 1 action from you.)
Stretch done at Target’s request: -5 (Free Raise)
Taking over a Turn of overt concentration (and actions) to make this single Stretch: -5 (Free Raise)
Action taken in same Phase the witch is doing the stretching: -5 (Free Raise)
Target is aware and unwilling: +5 (Difficulty Modifier)
@ At least one failed Sorte attempt on this Target this Act: +5 (Difficulty Modifier)
@ Each failed Sorte attempt on this Target during this Scene: +10 (Difficulty Modifier)
h Poor line of sight to Target: +5 (Difficulty Modifier)
h Target or self moving rapidly/unpredictably (Horseback, carriage, combat, etc): +10 (Difficulty Mod)
Adding (or subtracting) an additional Unkept Die: +10 (2 Raises) per Unkept Die
Adding not to Target’s very next roll, but one later in this turn or next turn: +5 (Raise)
Each additional Turn of delay before the power must either take effect or fizzle: +5 (Raise)
Stretching your own Fate: +15 (3 Raises)

Concerning when and how Fate may be Stretched:
Stretching Coins may affect Gambling, Shopping, Bribery and Scrounging
Stretching Cups may affect attempts at Charm, Seduction or Socializing
Stretching Staves may affect Fashion, Forgery, and any use of Reputation Dice
Stretching Swords may affect Combat rolls and uses of Intimidation or Ridicule
Stretching Black Strands may affect Soak & Damage Rolls, Poison, Falling, Explosions, etc.


Tugging Suit Strands: Adept Level
Finesse + (Suit) Knack: Difficulty 10
(This is the difficulty to cause a minimal increase or decrease in the strength of a Strand. It will add or subtract a single point of Like/Dislike/Usefulness or cause a small change in a personal, romantic, political or business relationship. Such a change lasts for 1 day / Rank you have in the Suit Knack. To use this power, you must first View the Strand in the same turn you are tugging.)
Tug done at request of a Target: -5 each(Free Raise)
Either Target is aware and unwilling: +5 each (Difficulty Modifier)
@ At least one failed Sorte attempt on Primary Target this Act: +5 (Difficulty Modifier)
@ Each failed Sorte attempt on Primary Target during this Scene: +10 (Difficulty Modifier)
C At least one failed Sorte attempt on Secondary Target this Act: +5 (Difficulty Modifier)
C Each failed Sorte attempt on Secondary Target during this Scene: +5 (Difficulty Modifier)
W Cancelling/Counteracting an Apprentice Witches Tugs: +5 (Diff Mod)
W Cancelling/Counteracting an Adept Witches Tugs: +10 (Diff Mod)
W Cancelling/Counteracting a Master Witches Tugs: +15 (Diff Mod)
Strand being tugged is Strongest strand of either target: +15 (Difficulty Modifier)
Adding (or subtracting) an additional Point: +10 (2 Raises)
Tugging on your own Strands: +15 (3 Raises)
Increasing the duration of the effect: +5 (Raise) to add 1 day / Rank in the Knack
Making the change seem gradual and natural: +5 or more (1 Raise / Point added or subtracted)

Concerning Like, Dislike and Usefulness Ratings:
Tugging a Coins Strand may increase or decrease the Usefulness between two individuals
Tugging a Cups Strand may increase or decrease the Like between two individuals
Tugging a Staves Strand may increase or decrease the Usefulness between two individuals
Tugging a Swords Strand may increase or decrease the Dislike between two individuals


Destroying Strands: Master Level
Resolve + (Suit) Knack: Difficulty 40
(This is the difficulty to Destroy a Strand utterly and completely. You must view the strand in the same turn you destroy it, and one of the two people linked to the Strand must be present.)
Destruction enacted at request of a Target: -5 each(Free Raise)
Either Target is aware and unwilling: +10 each (Difficulty Modifier)
@ At least one failed Sorte attempt on Primary Target this Act: +5 (Difficulty Modifier)
@ Each failed Sorte attempt on Primary Target during this Scene: +10 (Difficulty Modifier)
C At least one failed Sorte attempt on Secondary Target this Act: +5 (Difficulty Modifier)
C Each failed Sorte attempt on Secondary Target during this Scene: +5 (Difficulty Modifier)
W Destroying a Stand created by an Apprentice Witch: +5 (Diff Mod)
W Destroying a Stand created by an Adept Witch: +10 (Diff Mod)
W Destroying a Stand created by a Master Witch: +15 (Diff Mod)
Strand being Destroyed is Strongest strand of either target: +15 (Difficulty Modifier)
Destroying a Strand to yourself: +15 (3 Raises)
Specifying the result wanted on the effects chart below: +20 (4 Raises)
Isolating the Strand so as to minimize impact upon other relationships: +20 (4 Raises)

Concerning the effects of destroying a Strand:
Destroying Coins Strands could result in financial ruin, the taking of business to a different source, a new method of income supplanting the old, problems with tariffs & customs, etc.
Destroying Cups Strands could result in the spark dying & the excitement going out of a relationship, a political marriage blocking out the possibility for love, passion turning into jealousy, etc
Destroying Staves Strands could result in betrayal, respect turning to envy, awakening to the faults of someone you’d thought infallible, friendship or love replacing a professional relationship, etc.
Destroying Swords Strands could result in anger being forgotten and simply turning to apathy, forgiveness being offered, reluctant acceptance that your rival is superior and destined to win, etc.


Creating Strands: Master Level
Wits + (Suit) Knack: Difficulty 50
(This is the difficulty to Create a completely new Suit Strand tying two people(etc) together. At least one of the two Targets must be present to even attempt this.)
Creation done at request of a Target: -5 each(Free Raise)
Either Target is aware and unwilling: +10 each (Difficulty Modifier)
@ At least one failed Sorte attempt on Primary Target this Act: +5 (Difficulty Modifier)
@ Each failed Sorte attempt on Primary Target during this Scene: +10 (Difficulty Modifier)
C At least one failed Sorte attempt on Secondary Target this Act: +5 (Difficulty Modifier)
C Each failed Sorte attempt on Secondary Target during this Scene: +5 (Difficulty Modifier)
h Poor line of sight to Target: +5 (Difficulty Modifier)
h Target or self moving rapidly/unpredictably (Horseback, carriage, combat, etc): +10 (Difficulty Mod)
Creating a Strand to a specific person, place or thing not currently in this room: +10 (2 Raises)
Creating a Strand to yourself: +15 (3 Raises)
Specifying the result wanted on the effects chart below: +20 (4 Raises)
Isolating the Strand so as to minimize impact upon other relationships: +20 (4 Raises)

Concerning the effects of creating a Strand:
Creating Coins Strands could result in bumbling into a business proposition, two people finding thier demand and supply match perfectly, or one falling into unexpected debt to the other.
Creating Cups Strands could result in love at first sight, fiery lust, or a quick-growing friendship.
Creating Staves Strands could result in instant respect, a change in status and position elevating one above the other, or one merely viewing themselves as inferior to the other.
Creating Swords Strands could result in an unintended offense, a petty arguement grown out of proportion, someone being seen as an obstacle, or even a good-natured rivalry forming.


Playing Arcana:
Adept Level
Finesse + Arcana Knack: Difficulty 20
(This is the difficulty to reclaim a drama die you just spent to activate or cancel someones Virtue/Wiles or Hubris/Flaw. It takes an action to do so, and must be done in the same turn as when you activated thier Arcana. If done, you regain one Drama Die spent on this activation.)
Taking over a Turn of overt concentration (and actions) to Activate the Arcana: -5 (Free Raise)
Target is aware and unwilling: +5 (Difficulty Modifier)
@ At least one failed Sorte attempt on this Target this Act: +5 (Difficulty Modifier)
@ Each failed Sorte attempt on this Target during this Scene: +10 (Difficulty Modifier)
h Poor line of sight to Target: +5 (Difficulty Modifier)
h Target or self moving rapidly/unpredictably (Horseback, carriage, combat, etc): +10 (Difficulty Mod)
Each additional die spent due to GM upping the Ante: +10 (2 Raises) but reclaim all dice if succeed.
Playing your own Arcana: +15 (3 Raises)


Shuffling Arcana: Master Level
Resolve + Arcana Knack: Difficulty 20
(This is the difficulty to suppress and prevent activation of an Arcana for the remainder of the scene. To do so, you must Spend 1 Drama Die and make the roll indicated above.)
Taking over a Turn of overt concentration (and actions) to Supress the Arcana: -5 (Free Raise)
Each additional Drama Die you spend on this Supression: +10 (2 Free Raises)
Target is aware and unwilling: +5 (Difficulty Modifier)
@ At least one failed Sorte attempt on this Target this Act: +5 (Difficulty Modifier)
@ Each failed Sorte attempt on this Target during this Scene: +10 (Difficulty Modifier)
@ Each failed Shuffling attempt on this Target during this Scene: +20 (Difficulty Modifier)
h Poor line of sight to Target: +5 (Difficulty Modifier)
h Target or self moving rapidly/unpredictably (Horseback, carriage, combat, etc): +10 (Difficulty Mod)
Shuffling your own Arcana: +15 (3 Raises)
Shuffling both Arcana (if target has 2) simultaneously: +10 (2 Raises)

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