Combat Action Modifiers in 7th Sea
Extra Movement: You may cover more ground than usual in the process of an attack or other action by making a Raise. Multiple Raises may be made, up to your Brawn Rank in number. Failure means not only does the attack / action fail, but may also result in failure to cross the excess distance.
Unusual Movement: At GM’s Discretion, requires one or more raises on all action rolls in the same phase. Failure affects not only the primary action but the unusual movement as well.
Higher Ground: Uses an extra action to go up a level, no extra actions to go down a single level. Alternately, the extra action may be waived by making 2 Raises (+10 TN) on all rolls for the phase. Any number of levels down may be attempted in a single action if you’re willing to Fall. Remember, though, that falling leaves you Prone.
If you are above your opponent, you gain +1 Unkept die on all Attack and Active Defense rolls
Prone: Characters that have fallen or been knocked Prone can only use Rolling for thier Passive Defense, and must make 2 Raises in order to use any Active Defense. It takes an action to regain your footing: during that Action you may do nothing else and have a Passive Defense of 5 for that entire Phase.
Longer Weapon: If one opponent has a significantly longer weapon than all the opponents they are engaged in melee with, they gain +1 Unkept die on all Attack and Active Parry rolls with it. Examples would be sword vs dagger, or dagger vs barehanded.
Left-Handed Advantage: The benefits of being left-handed apply only during melee combat, and certain styles of combat (such as wrestling) might not receive the benefits at all. When applicable, being a lefty gives you +1 Unkept Die on your attack roll.
Off-Hand Penalty: If using a weapon in your off-hand, you suffer a penalty of -1 unkept die on all your Attack and Active Parry rolls with that weapon. Many Swordsman Schools can eliminate this.
Two-Gun Mojo: If you are armed with the same weapon in each hand, you may attempt to attack with both in the same action. This requires a single attack roll, with a single Raise upon it, and if successful, it grants +1 Kept die of damage beyond that inflicted by a normal single attack. (Compare this to a normal Raise for Damage, it’s a single raise that grants a Kept instead of Unkept die, can only be done with specific weapon combos, and only once per action.) Not every weapon can be used for Two-Gun Mojo, in general only smaller, highly maneuverable weapons such as Knives, Pistols and Handaxes can be used. Note as well that the off-hand penalty applies to your attack roll.
Raises for Damage: Making a single Raise on your attack adds +1 Unkept die of damage if you hit. Multiple Raises may be made, but you cannot make more such raises than your highest Attribute. (Note that in my house-ruled streamlined-damage system, each Unkept die raises the value of the unrolled Kept "dice" by one)
Surprise: To surprise someone requires a contested roll of your Wits + Ambush or Finesse + Stealth vs their Wits + Ambush. If you succeed, you get an entire Round of actions before they do. During that time they may not Attack, Parry, Draw a Weapon, Move any significant distance or use an Active Defense. In addition, you will usually get the treachery bonus on your first attack.
Treachery: When attacking from the rear, from beyond your opponents sensory range, or for your first attack against a foe who trusts you and was not expecting betrayal, you gain +1 Unkept die on the attack and damage rolls. You may also be eligible for Surprise, as well.
Combat Action Modifiers, Part 2:
Called Shots: You may target a specific part of an opponent so as to avoid partial suits of armor or generate other specific affects.The chart below tells you the number of raises needed to hit a specific portion of a body and the effects it typically generates.
BodyPart | Raises | Effects | Effects if score a Dramatic Wound |
---|---|---|---|
Face/Head | 4 | +2k0 Damage. | -2 Unkept Dice to 1 random sense |
Eye | 5 | +2k0 Damage. | -2 Unkept Dice to a sight |
Ear | 5 | +2k0 Damage. | -2 Unkept Dice to a hearing |
Nose | 5 | +2k0 Damage. | -2 Unkept Dice to a sense of smell |
Chest | 2 | +1k0 Damage. | -1 Unkept Die on Resolve rolls. |
Arm | 2 | +1k0 Damage. | -1 Unkept Die on Beat, Bind, etc. |
Leg | 2 | +1k0 Damage. | -1 Unkept Die on movement rolls. |
Foot | 4 | +1k0 Damage. | -2 Unkept Dice on movement rolls. |
Weapon Hand | 3* | +1k0 Damage. | Resolve Test or Drop Weapon. |
Non-Weapon Hand | 4 | +1k0 Damage. | Resolve Test or Drop Held Item. |
Unusual Defense: Certain situations might require you to use atypical Knacks as your defense Knack. Typically, when in a situation that restricts your movement there’ll be another Knack that replaces Footwork, and sometimes it will limit other Defense Knacks such as Parrying. For example, when in the rigging of a ship, if your Footwork were 4 but your Balance was only 2, you’d only get to use 2 ranks of your Footwork Knack.
Weather Effects In Combat:
The following penalties and modifiers represent weather of all types. It takes the GM 1 Drama Die to move the current weather marker by 1 row- or column-width.Wind & Ranged Attacks: For each row the weather marker is above the bottom of the chart, the TN to hit with Thrown Weapons, Crossbows and Arrows is raised by +5.
A lesser penalty applies to Guns (reduce the penalty by 5).
Ranks in the Trick Shooting knack can reduce this penalty by 5 each.
Rain & Ranged Attacks: If the string of a bow or crossbow is wet, it adds a +10 penalty to the TN to hit a target.
If gunpowder has been exposed to the rain, roll a die when you try to fire your gun. On a 1-5 it won’t light and must be unloaded and cleaned. On a 6-10 it will fire normally.
If the rain is Heavy (which costs 1 drama die from the GM) an additional penalty of +10 to hit with Ranged Weapons.
If the rain is Severe (which costs 2 drama dice from the GM) the penalty goes up to +20 to hit with Ranged Weapons and +5 to hit in melee.
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