Ian's '7th Sea' Campaign Notes

Basic Game Mechanics:

All Dice / Kept Dice

Dice

Explanation(s)

+1k0

Gain An Unkept Die, Gain A Rolled Die, Roll An Extra Die.

-1k0

Lose An Unkept Die, Lose A Rolled Die, Roll One Less Die.

+0k1

Keep An Extra Die.

-0k1

Lose One Kept Die.

+1k1

Gain An Extra Kept Die, Roll & Keep An Extra Die, Roll An Extra Kept Die.

-1k1

Lose One Kept Die, Roll & Keep One Less Die, Roll One Less Kept Die.

RAISE

Per Each:  +5 To TN, But Add One Unkept Die To Results.

Traits & What They Do

BRAWN

Wound Checks, Adds To Damage Inflicted, Toughness, Strength

FINESSE

Attack Roll, Agility, Speed, Dexterity

WITS

Active Defense, Perception, Logic, Fast Talk

RESOLVE

Dramatic Wounds, Magic (sometimes), Willpower, Self-control

PANACHE

Action Dice Per Combat Round, Magic (sometimes), Charisma, Style, Luck

DEFENSE

Knack / SITUATION

When Used

Footwork

Any Time - unless specifically over-ruled by another Knack (or the Referee!).

Parry (Weapon)

Holding the appropriate Weapon.

Balance

On any unstable surface.

Climb

Climbing.

Leap

Leaping.

Ride

Riding an animal.

Roll

Rolling or sliding .

Sprint

Running.

Swim

Swimming.

Swing

Swinging.

ACTIVE DEFENSE

Wits + Defense.  Requires an Action Die.

PASSIVE DEFENSE

5 + (Defense x 5)

PRONE

Passive Defense automatically 5, and all Active Defenses must make two Raises.

 One Action to stand up (and during that Phase, Passive Defense remains 5 and no Active Defenses may be used).

Exchange Rates

Avalon

1 Pound = 20 Shillings

1 Guilder = 1 Shilling< /P >

Castille

1 Doubloon = 100 Maravedi

1 Guilder = 20 Maravedi< /P >

Eisen

1 Mark = 20 Florins

1 Florin = 10 Pfennigs

1 Guilder = 4 Marks< /P >

Montaigne

1 Sol = 12 Pistoles

1 Guilder = 2 Pistoles< /P >

Ussura

Barter

1 Guilder = 1 Chicken or equivalent.< /P >

Vendel

1 Guilder = 100 Cents< /P >

Vodacce

1 Guilder = 3 Senators

1 Senator = 5 Seats< /P >

House Rules / Clarifications:

  1. Fencing Versus Heavy Weapons:

  2.   Fencing Versus Heavy Weapons (II):

  3.  Unofficial Advantages:

  4.  Trait  / Skill Usage: Occasionally (Referee's discretion), a specific action may call for a trait other than the standard to be used.  For example: Library research may use Resolve instead of Wits - ie. It is not a matter of intelligence so much as having enough willpower to wade through an entire library for one particular reference!  Likewise, swashbuckling-type activities may sometimes call for Panache instead of Finesse or Wits.  Depending on exact circumstances, simply trying to stay awake could require Brawn, Wits or Resolve. 

  5.  Language:

  6.  Fate Draw / Character Points:  Characters with a satisfactorily detailed story / background may forego the Fate Draw and instead receive eight (8) additional Character Points.  Otherwise, the Fate Draw for that Character's nationality is used.  For decidedly nautical Characters, the 'Pirate Nations' Fate Draw may be used instead (absolutely no combining or mix 'n' matching allowed!).

  7. Twice-Blooded:  When using Sorcery, Twice-Blooded Characters cannot combine magics from both their sorcerous heritages - they can only ever be used separately.  Generally, only the Bargainer magics can be used for Twice-Blooded Characters - Pyeryem, Laerdom and Glamour tend to be incompatible with these (and each other) because of their quite different beginnings and principles.  The exceptions to this rule tend to be mentally unstable (to put it nicely), and usually end up as Villains.

  8. Arcana:  Players may purchase any one of the standard Arcana when creating their Characters.  The standard cost of +10 for Virtues and -10 for Hubrises apply, subject to modification by the rules.  If Arcana from the Character's Fate Draw are purchased, then a bonus of 2 additional Character Points apply - that Virtue would only cost 8 points, and that Hubris would give 12 points.

  9.  Dracheneisen:  Costs have been altered as follows -

  10.  Replacement Characters:  Players creating replacement Characters (for whatever reason) will do so as per normal.  At the Referee's option, they may also get one half of the total XP awarded to their predecessors as a starting bonus.

  11.  Knack / School / Sorcery Progression:  XP costs for Knacks and Schools use a system created by Krackenjack (7th Sea GMserver).  To raise a Knack costs a number of XP equal to the desired level (eg. going from 3 to 4 costs 4 XP).  For a Swordsman School, once all the appropriate Knacks reach 4, then 20 XP may be spent for the Character to reach Journeyman status.  To become a Master, the Journeyman must get all the Knacks to 5 and then spend 35 XP.  Similar thing for sorcery, except that the cost are 4 Knacks at 4 and 25 XP to become Adept; and 5 Knacks at 5 and 40 XP to become Master.

  12. Advantage Losses:  It is possible to lose fancy swords, artifacts, patrons, connections, etc. that were paid for with Character Points or XP.  However, the points only disappear if the loss was a consequence of the Player-Character doing something that (in the Referee's opinion) was blatantly unheroic, unforgivably stupid, and/or rampant munchkinism.  Otherwise, one of three things happens (Referee's discretion, as always):

  13.  XPs To Purchase Advantages:  The Referee "may" allow the purchase and/or modification of Advantages via the expenditure of XP.  This will be judged on a case by case basis, and will require detailed justification / explanation.  For instance, it is 'possible' (though very unlikely) that a Character attains membership in Sophia's Daughters, and consequently "discovers" that s/he has a Sidhe ancestor (and hence, the Sidhe Blood Advantage).  Generally, the XP / Hero Point ratio will be 3:1.

  14.  XPs To Purchase Languages:  Characters may purchase new language skills.  As previously, the XP / Hero Point Ratio is 3:1, and the Language table for that Character's nationality must be used.  New languages can only be acquired as a result of careful study (specified beforehand) and/or via ongoing instruction from fellow partymembers, and/or as a result of spending considerable time somewhere that language is in common use.

  15.  XP Purchase Clarification:  The Academy, Castillian Education, Linguist, and University advantages do not discount skills, knacks, etc. bought with XP during the course of play.

  16.  Brute Squads:  If a Hero attacks only one Brute in a Brute Squad and successfully hits, then for each increment of ten (rounding down) he makes the roll by, one additional Brute in that squad will also be hit.

  17. Pyeryem:  Transformation attempts require the expenditure of an Action and a Drama Die.  However, if the attempt fails, the Drama Die is NOT wasted but remains in effect for any and all further attempts to tramsform to that particular form for the remainder of the Scene.  Once the scene ends or the attempt is successful, the Drama Die is considered expended.  If the Character has multiple animal forms, s/he must expend one Drama Die for each form they attempt to use in the same Scene.

  18. Drama Dice (OPTIONAL):  The following ideas are derived from the Luck system used in the 'Adventure!' RPG.  The Referee can veto any of these by expending one of his own Dice, in which case the Drama Dice are considered expended (the Ref may choose to warn the Party beforehand that this will happen, so they won't waste Drama Dice).  Repeated use of the same option in the same Scene incurs an additional, cumulative cost of one extra Drama Die for each attempt after the first.  The Referee does NOT have this penalty on his vetos.

  19. Running Out Of Drama Dice:  If the Party runs out of Drama Dice, Players may expend unused XP to get new DD as required.  1 XP will buy 1 DD, and will disappear if used.

  20. Fate Dice:  As well as the heinous "official" ways in which the Referee can use his Fate Dice, there is the following:

  21.  Behaviour:  Do not ever use the "I am just role-playing my Character" excuse to justify screwing anybody else (including the Referee!).

  22.  Twenty Questions:  See below.  Answer the questions for each Character.  Avoid one word answers and anything else likely to seriously annoy others. 

  23.  The Last Word:  The Referee has this.  Always.  

Twenty Questions (Plus):

  1. What country is your Hero from?
  2. How would you describe your Hero's physical appearance?
  3. Does your Hero have recurring mannerisms?
  4. What is your Hero's main motivation?
  5. What are your Hero's greatest strengths and greatest weaknesses?
  6. What are your Hero's most and least favourite things?
  7. What about your Hero's psychology?
  8. What is your Hero's single greatest fear?
  9. What are your Hero's highest ambitions?  Greatest love?
  10. What is your Hero's opinion of his country?
  11. Does your Hero have any prejudices?
  12. Where do your Hero's loyalties lie?
  13. Is your Hero in love?  Is s/he married or betrothed?
  14. What about your Hero's family?
  15. How would your Hero be described by his/her parents?
  16. Does your Hero attempt to follow the code of chivalry?
  17. How religious is your Hero?  What sect of the Church does s/he follow?
  18. Is your Hero a member of a guild, gentleman's club, or secret society?
  19. What does your Hero think about sorcery?
  20. If you could, what advice would you give your Hero?

These additional questions were written by a fellow inmate of  Revenant's 7th Sea Forum.  

21. What kind of cool stuff do you want for your character?

  Cool stuff doesn't necessarily have to be anything big. A character might simply want to become captain of his own ship, or a feared master of his swordsman school.  Maybe he just wants to have a drink in every tavern in Theah.  Cool stuff should be the sort of thing that is within the grasp of most characters after a fair amount of hard work.  Whether or not the character wants to devote that work to it is up to him.

22. What is the ultimate goal for your character?

  Different from the aforementioned cool stuff, the ultimate goal is just that: if you can achieve it, odds are you're pretty much as close to winning 7th Sea as you can get.  Maybe he wants to reunite Eisen with himself as Imperator, find and explore the New World, or unravel the secrets of the Syrneth.  The ultimate goal is not something that should come about through a couple sessions of casual play; it should take months if not years of campaign time to happen, and even then it still might not come to pass.  Not every character will have or want an ultimate goal, and very few of those who have them ever achieve them, but those who do are the stuff legends are made of.

23. What, if anything, could make your character retire from the adventuring life?

  Sure, you don't want to think about it now, but sooner or later your eyes get blurry and your reflexes start to fail.  Or perhaps you've killed one too many hotheads in a duel and your heart is no longer in it.  One day will come when you're just not as good -- would you give up this life then, or press on?  What if you accomplish all your goals, save the day and rescue the girl, do you decide to retire and raise a family?  Again, not every hero wants to retire, not right away at least, and that day might be far away; then again, it might be much closer than you'd think.

24. What, if anything, could make your character turn from hero to villain?

  Darth Vader didn't start off as a man with scary black armor and a bad case of asthma; he was once the heroic Anakin Skywalker, before falling to the dark side.  A hero who becomes a villain is a definite rarity, and some would never want to turn that way, but it is an interesting thing to think about nonetheless.  Any hero with a hubris is a prime candidate; Macbeth was a great guy until Ambition got the better of him, Anakin was Hot-Headed and never listened to those people who knew better.  But, any hero could have his convictions turned around on him with the proper stimulus.  GMs need to tread carefully here and not do anything serious of this sort without Player permission, but think of the great story to be told.  And remember that an even better one than the fall of a hero is the redemption of a villain; just ask Vader.

25. If your character could choose, how would he die?

  I'm sure everyone wants to die at home in their bed, but this is a bit of a perilous occupation and that doesn't always happen.  One of the great things about 7th Sea is that random character death is so rare as to be nonexistent; knowing that a brute squad can't kill you or that failing that check to swing on the chandelier isn't instant doom is quite liberating and absolutely in the spirit of the game.  However, characters do sometimes die; but knowing how you want it to happen and planning it with the GM ahead of time can be one of the greatest experiences your campaign might have.  If you know that you want to die saving your sister and your friends from almost certain doom, keep a lookout for your opportunity.  When the time comes and you're standing in a burning building and the only entrance is blocked by that one-eyed kidnapping swordsman, you'll know just what to do and have the speech ready (making sure you can prepare your death speech ahead of time is another perk for going this route).  As with everything else here, this doesn't necessarily have to be something that you want to happen to your character, but at least giving the GM some heads up on how you would want it done can make for an awesome roleplaying story.

Final Word:  Refereeing munchkins, psychos, and/or angst-ridden basket cases is NOT my idea of fun - nor does it fit the swashbuckling genre.  But refereeing something that is just a bundle of stats and kneejerk reactions is even less fun and definitely not in the spirit of 7th Sea.  When fleshing out Characters, a little extra detail is always helpful - as with most things, provided it isn't taken to an extreme.


  '7th Sea' and 'Swashbuckling Adventures' © 2004 Alderac Entertainment Group.


 

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