Sorte
Sorte (Fate magic) should not be enumerated for players who are not planning
on playing Strega (Fate witches). Instead, I recommend they take the approach
I took when I first started playing 7th Sea: pay attention to what the
non-Strega say about it, but refuse to read the mechanics. This produces
a proper mythology about the magic, which is in fact the Strega's greatest
power - the secret of what exactly Sorte can and cannot do is a secret
that keeps the witches in power in Vodacce. Indeed, I would recommend
GMs not hesitate to give their NPC witches powers that they would not
allow the Heroes to have; this helps to keep Heroes on edge around the
mysterious Strega. The mechanics provided for play are instead a toned-down
version to make it actually playable (destiny can get sticky in Role-Playing
Games), and to keep Hero witches within the realm of reason.
The White Strand
An archaic and fairly unimportant strand, only the most scholarly and
stalwart Sisters study the White Strand. When a fellow Strega tugs, stretches,
cuts or creates a Fate strand, faint white strands flow from her to the
strand she is touching. Some claim that the strands also flow skyward,
but few can attest to this. White strands cannot be created or cut, but
a Lachesis or Nonna Atropos can stretch or tug them. An Adept or Master
Strega can roll her White Strand knack, and add (or subtract) the highest
die to another Strega's attempt to manipulate the strands.
The White Strand is generally considered useless, as there are easier
and safer ways of telling a Fate Witch, as well as augmenting each others
powers. Nonetheless, Strega through the ages have studied it. In fact,
centuries ago it was believed to be applicable to all proper magic, as
it appeared when Sorcerers from Eisen, Castille and Montaigne worked their
craft. Today, however, it only appears for when the sisters weave and
when Porté mages rip through space (witches claim the White Strands
flow from the sorcerer's bloody hands to the bleeding hole). Avalon Glamour
and the heathen magic of the Vendel isles show no similar signs.
Some say that the White Strand is cursed. As evidence, they point to
a handful of cases of Strega who studied the strand extensively, only
to die prematurely or disappear without a trace. Their graves are marked
by black crosses of the Prophets.
Seeing the Strands (Alternate rules)
If you don't care for the current mechanics for seeing the Strands, or
would simply like an alternative of a different "flavor," consider
the following method: how much of a certain Strand you can see and the
circumstances which you can see them in is determined by the number of
dots in the appropriate Suit you have.
One dot. This level allows the witch to see the direction, ends,
and suit (color) of the Strand. She must concentrate for a moment to see
them, making it obvious that she is distracted by something. She can only
see one Strand at a time.
Two dots. At this level, a Strega can sense a Strand's strength
(including detecting Court Cards), and whether it is Twisting (becoming
stronger) or Fraying (weakening), by concentrating her gaze at the person
in question. With a casual glance, she can determine if a desired Strand
between two individuals exists or not.
Three dots. This level allows a Strega to detect Strand Remnants
and forming Strands. She no longer needs full concentration to observe
a Strand in question, and can be alerted in her periphery by strong changes
in the Strands (such as a tightly Twisting or a quickly Fraying Strand,
or the start or end of a powerful Strand). With concentration, she can
view a handful of Strands at once.
Four dots. At this level, a Strega is conscious of the existence
of Strands of this suit around her, and can see all information about
a few by focusing upon them.
Five dots. By mastering a Suit, a Strega can be aware of all detectable
information of the Strands in her presence without needed to focus on
them.
Arcana
I'm not satisfied with the role of Arcana in 7th Sea. It's not that I
don't like them; the idea is wonderful. Instead, I feel they don't go
far enough. So I propose the following...
Each and every Hero and Villain has two Arcana - a Virtue and a Hubris
for Heroes, a Wile and a Flaw for Villains. A character is only a Hero
or Villain if he has Arcana; those without Arcana can only be Brutes or
Henchmen (the narrative distinction I make between them is simple - Brutes
aren't allowed to have actual names, or, if they do, they only have one
name; Brutes of distinction get raised to Henchmen).
Arcana & Sorte
Strega refer to those with Arcana as "the Fated," and may even
use the terms "Hero" or "Villain," although their
perspective may be different from the players'. Those with only one Arcana
are rare; Strega call those with only a Hubris or Flaw "the Doomed,"
(but only to each other), while those with only a Virtue or a Wile have
no name, and are generally feared as Unbound.
Arcana appear as ghostly images above a Fated's head, something like
a double-sided tapestry. How well a Strega understands this image depends
upon her Arcana knack.
One dot. At this stage, a Strega can see a Fated with a glance
in his direction, and can concentrate to determine one Arcana (she cannot
tell if it is his Proper or Inverted sign).
Two dots. A witch is immediately alerted of the presence of a
Fated, and can see one Arcana, and whether it is Proper or Inverted, by
looking directly at him.
Three dots. Strega at this level can see with a little bit of
movement (either cocking her head, or moving around the room) both Arcana
of a Fated.
Four dots. A cursory scan of the room can reveal the Arcana of
all visible Fated.
Five dots. At this point, the Strega can actually detect the Arcana
even when the Fated is not visible (the GM may call for contested Resolve
checks). This extra-sensory ability can pass through cloth and thin wood,
but not walls or similarly thick material.
When asked if a specific person is Fated, Strega always say that they
are (even if they have no idea).
Last updated:
April 1, 2004
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