Tuesday, January 29, 2008

Porte Knacks

More knacks. These are for Porté, the deliciously creepy gateway sorcery of Montaigne in 7th Sea. They amount to the totality of my house rules for Porté.
  • Attunement [Porté] This is now the Knack used for Walking.
Attunement was an existing knack, which I house-ruled to expand and include the former Walk knack. The Walk knack was goofy, the requirements for Journeyman level were weird and Attunement was kinda weak. In order to get to the Adept Mastery Level, you had to raise your Walk knack to level 4, but since you couldn't use it (the Walk knack) until you were an Adept, it was hard to justify that. Eliminating the Walk knack solved all that.
Edit: I just realized how silly that reads if you don't know much about Porté. Obviously, you don't roll to stroll across the room. Walking, in this sense, means traveling through the wounds of reality to cross the misty void. It's a little like teleportation, but much creepier.
Here's a new Knack I made to handle other Porté issues:
  • Guide [Porté] This Knack is the max number of people you can lead through the mists at once. If you fail an Attunement roll, you must roll Guide for each person you are leading. Scoring less than a 15 means they are lost in the mists forever, scoring 15-24 means they go temporarily insane. Only a 25+ delivers that individual safely and unharmed if you blew the Attunement/Walk roll.

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