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The powers of the Sorte Strega we've had so far haven't included strand manipulation, which is a pity, because it is an important part of the fiction. I've had a go at recreating some of the powers that 1st edition Sorte Strega had with a 2nd edition twist. I've also provided a brief summary of how strands work, but full information is in the 1st edition player's book

 

The Strands

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  • by Code Ronin
  • Sat, 04/15/2017 - 20:37
  • 4 comments

I've got a question about Mohwoo, the tattoo sorcery from Pirate Nations. It says you lose access to your previous method of Sorcery once you gain a mohwoo, but how does this work? Do you start over as if you'd just bought Sorcery for the first time, or do any Sorcery advantages you'd already bought now count towards Mohwoo?

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I've been kicking around a number of thoughts on Porte, so I thought I'd offer them here and see if anyone else has been feeling the same way or want to soundboard on a few tweaks as well.

 

==Wounds==

One thing that did bug me was the cost of a Dramatic Wound when using the Socery, and I've been contemplating a few ways around it. A part of the thought was due to the novelization (a Porte user not injuring themselves and not opening a blessure), and another was just an issue with the way the mechanic worked.

"Smilies exist because no one's bothered to create a sarcasm font." --Lost_Heretic

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Hello,

I would like your opinion about Sanderis: Ice Deal.

Specifically the Minor Favor, that:

"Cause a character or object the losejas touches to be frozen solid, encased in a thin layer of ice. While encased, the character or object cannot be harmed or destroyed directly." (pg 255)

Let's suppose that in a combat (Action Sequence), the hero waited for the right moment to act, and in his action, the hero spends a Heroi Point and 3 raises, one to activate the favor, and another two to touch the villain.

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  • by Joachim Deneuve...
  • Fri, 11/04/2016 - 12:35
  • 1 comments

So, I've just started playing a Porté sorceror in an online game, and realised something interesting.

In 1e, all porté sorcerors had their hands gradually and permanently stained blood-red, like a birth-mark, as they used their magic.  This meant that they could be easily identified by inquistors and the like, for burning.  On account of this, gloves were high fashion in Montaigne, and backed by l'Empereur.

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  • by Harliquinn Whit...
  • Mon, 09/12/2016 - 12:44
  • 7 comments

For Dar Matushka sorcery, I am thinking of categorizing the animals in some way and doing the See/Call/Transform Choice based upon that. I've added a few also to round out the lists. My two options are:

Option 1: Group by Purpose - With this, I would likely give the Sorcerer a choice of 1 from each list each time the Advantage was taken

Group 1 (Companions): Cat, Fox, Rabbit, Seal, Snake, Turtle

Group 2 (Scouts): Bat, Fish, Mouse, Owl, Raven

Group 3 (Mounts): Antelope, Elk, Goat, Horse, Reindeer

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  • by Harliquinn Whit...
  • Thu, 09/01/2016 - 09:29
  • 5 comments

There was a discussion about Sorcery being inexpensive compared with Dueling Schools. One of the arguments (The main one) is that Sorcery mastery requires spending multiple 2-pt Advantages on Sorcery. I wanted to see how many points it would require to master each Sorcery for comparison:

Hexenwerk (14 points - 7 Advantages)

- Each Advantage gives 1 Major / 2 Minor Unguents (There are 7 Major and 13 Minor)

Dar Matushka (8 Points - 4 Advantages)

- Each Advantage gives 2 Gifts (There are 8 Gifts)

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  • by Harliquinn Whit...
  • Thu, 09/01/2016 - 09:11
  • 24 comments

What does a Hero get when they take the Sorcery Advantage for Porte?

By reading between the lines it appears that a Porte Sorcerer needs only to take the Advantage 3 times for full Mastery?

1st: Mark

2nd: Pull

3rd: Walk 

Is that correct?

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