I put a lot on the web yesterday.
Here's the one non-7th Sea item to hit this blog in the past 24 hours: a link to an RPG I'm tempted to buy
Everything else was related to the 7th Sea RPG. Most of the posts were specifically house-rules from my old campaign.
Fluff, campaign notes, and opinion-pieces:
list of systems and elements I really admire from 7th Sea
ensemble cast list from my old campaign
fluff blurb on a historical German fencing school
Combat-related and other action-scene rules:
speeding up 7th Sea combat and damage
summary of combat modifiers, plus a few house-rules related to fight scenes
fight-scenes in a moving carriage
house-rules on falling
chase chart for rugged terrain such as forested mountains
Skill- and knack-related:
9 new and 3 house-ruled 7th Sea Knacks
2 new Civil Skills, 1 house-ruled Civil Skill, and 2 house-rule Martial Skills
2 Porte sorcery knacks
Social-Related: Expanded Repartee and Reputation Actions
Inquire, Charm, Intimidate, Taunt, Acquaint, and Befriend.
LARP-related:
House rules for Rapier's Edge
Dangerous assumptions about how gaming relates to life. Also a place for r_b_bergstrom to keep an archive of things he flung out into the gaming fora and wikis of the world.
Wednesday, January 30, 2008
Tuesday, January 29, 2008
Expanded Repartee and Reputation Actions
A while back I wrote up some expanded Repartee and Reputation Action rules for my long-term 7th Sea campaign. I have 6 actions worked out: Inquire, Charm, Intimidate, Taunt, Acquaint, and Befriend. Tonight I put them up on this blog. It should be obvious that all are derivative from the rules in 7th Sea, and would not be possible without the efforts and creativity of the fine folks at Alderac Entertainment Group. These 6 actions/rules started from the rules for Intimidation, Taunting and Charming in the 7th Sea Player's Guide, augmented by the Introductions rules from the Montaigne Sourcebook. From there I just kept building it up and refining it.All are designed to work with the (Like/Dislike/Useful ratings of the) Political system in the Montaigne Sourcebook and/or the (Coins/Cups/Staves/Swords ratings of the) Fateweb system in the Player's Guide and Vodacce sourcebook. You can interchange the two systems (like I did) or pick the one that's better suited to your campaign and characters.
Rules like this don't supplant good role-playing, they augment it. Good acting can be rewarded with Drama Dice, free raises, extra L/D/U or C/C/S/S points, etc. The GM should never let his common sense and flair for the dramatic be over-ruled by these rules. While I wrote up very complicated rules to cover every situation, I tend to apply them very liberally and lightly. The point of the rules is to provide a consistent backbone to the game, not to slow things down or ruin great scenes. They also provides a fall-back "plan b" for those times when the player just can't find the words their witty PC should come to easily. Most happily, they are a decent solution to the problems stemming from an area that is one of my biggest pet-peeves in RPG design.
P.S.: There's a lot of typos and spelling mistakes in these files, and for some reason every instance of CUPS (etc) is capitalized. I never expected them to reach the light of public record when I first wrote them. I may go clean them up later, but for now you just gotta deal with it.
Labels:
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house-rules,
Mechanics,
NPC Extras,
Repartee and Reputation,
RPGs,
SocialAttributes
Expanded Repartee: Befriend
Expanded Repartee & Reputation Action Rules, Page 6:
Befriend: You may make a Befriend roll at the end of each Act towards each person you were friendly to during the Act, up to a maximum number of people equal to your Panache.
If you were mean to them at any point during the Act, or in any way caused an increase of their SWORDS/Dislike in the Act, you may not make a Befriend roll towards them. You may not make this roll if you made a Taunt or Intimidate roll against them this Act.
You may not use this action towards someone whose SWORDS/Dislike of you is greater than their CUPS/Like and their STAVES/Useful and COINS/Useful ratings towards you. You may also not use this action against anyone whose total Like, Useful or Dislike of you is greater than 10 combined (or whose total of all four suits towards you is greater than 12) at that point, their concept of you is very strongly formed and unlikely to change without major on-camera events.
Roll Wits + Socializing, contested by the other persons Resolve + Scheming.
Your target number is equal to 5 + 5 x their Scheming.
Thier Scheming is used to represent their general Paranoia and possible Suspicious nature.
They add their SWORDS/Dislike of you to their Roll, and to the TN you need to hit.
If you are successful, their Like of you goes up by 1.
Failed rolls: If you fail the roll, their Like and Useful ratings towards you go down by 1 each. It cannot and does not increase their Dislike - that can only happen by mistakes that happen on-camera.
Raises: Each additional Raise on the roll grants +1 extra point of CUPS/Like or STAVES/Useful, as you wish.
Note: This does NOT replace the favors and gifts section of the Intrigue system of the Montaigne Sourcebook. It is intended instead to augment that system and cover any interactions between the PCs and NPCs that might have occurred offstage or been glossed over during role-playing due to time or plot constraints.
As a Player, you are NOT required to make Befriend rolls for any NPCs if you do not want to.
Labels:
7thSea,
house-rules,
Repartee and Reputation,
RPGs
Expanded Repartee: Acquaint
Expanded Repartee & Reputation Action Rules, Page 5:
Acquaint: This is the method used to introduce yourself to an NPC, or to leave a favorable impression in the mind of an NPC you just met.
Roll Panache + Socializing or Wits + Jester, contested by the other persons Resolve + Gossip.
Your target number is equal to 5 + 5 x their Gossip (+5 to TN if you used Wits + Jester)
Their Gossip is used to represent whatever bad they may have heard of you before this meeting.
If this is your first meeting, add your Reputation Rank to your Roll (subtract your Reputation Rank from your Roll if you are a scoundrel unless they are also a Scoundrel or Villain).
If you are successful, they become a new Connection with CUPS/Like:1, STAVES/Useful:0, COINS/Useful:0 and SWORDS/Dislike:0
Failed rolls: Should you fail the die roll, they instead get Like:0, Useful:0 and Dislike:1
Introductions: If a mutual friend (or Acquaintance) introduces you, it has several effects:
First, you gain a Free Raise.
Secondly, on top of the Free Raise, you add to your roll either the mutual friends CUPS/Like or STAVES/Useful rating towards you.
Thirdly, the new contact adds the mutual friends SWORDS/Dislike (of you) to their roll.
Lastly, success grants you L, U and D ratings with the new person equal to 1/2 those of the mutual friend’s ratings, rounded up. If using the Vodacce system, the same applies to all four suits.
Raises: Each additional Raise on the roll grants +1 extra point of CUPS/Like or STAVES/Useful, as you wish.
Alternate Rolls: You may roll Wits + any Knack you and the other person have instead of Panache+Socializing or Wits+Jester. This represents you trying to find a common interest to talk about. If you do this, they get a Free Raise on their roll.
If you pick a Knack they don’t have (but it is in a skill they have), they get 2 Free Raises on their roll.
If you pick a Knack not even occurring in any of their skills, You FAIL automatically.
Labels:
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Repartee and Reputation,
RPGs,
SocialAttributes
Expanded Repartee: Taunt
Expanded Repartee & Reputation Action Rules, Page 4:
Taunt: This is the method by which you may cause NPCs to become upset, enraged or embarrassed. Doing so will quickly make an enemy of them, but it will also give you the upper hand in many situations.
Roll Panache + Jester or Panache + Incitation, contested by the other persons Panache + Diplomacy/Etiquette or their Panache + Jester/Incitation.
Your target number is equal to 5 + 5 x their Knack.
Thier Diplomacy or Etiquette is used to represent their ability to make you not want to hurt them. If instead they are trying to fight back, they use Panache + Jester or Incitation.
If you are successful, they are required to make a Raise in order to be successful with the next action they take against you and all other actions they take in the same turn as that action. Taunting makes them unlikely to be successful against you, but woe to you if they are: all those Raises they make still count for their normal benefits (such as augmented damage, increased duration, etc).
Restrictions: If you’re trying to be sly or hide the course of your conversation from observers. In such a case, you roll the lower of your Innuendo or Jester knacks.
Failed rolls: There are no side effects (beyond SWORDS/Dislike) to failing a Taunt roll unless you are in a public place. See “Reputation” below...
Dislike: Your first successful Taunt in each Scene gives the NPC 1 point of SWORDS/Dislike for you. Subsequent Taunts only gift SWORDS/Dislike if they cost the victim Reputation (See below).
Reputation: If you succeed at your Taunting in a Public Place, you gain Reputation Points equal to their Reputation Rank, and they lose Reputation Points equal to your Reputation Rank.
The situation is reversed if they roll Jester or Incitation and win.
If they roll Diplomacy or Etiquette and Win, you lose points as normal, but they do not gain any.
Raises: Each additional Raise on the roll increases the number of Raises they need to make by +1 more.
Alternatively, you may make Raises to increase the number of Actions for which they must Raise against you.
Making a Taunt’s effects last (if unused before then) to a later Scene is +1 Raise.
Making a Taunt’s effects last (if unused before then) to a later Act is +2 Raises.
Alternate Rolls: In any given scene, you may roll Wits instead of Panache for any 1 single Taunt roll. This represents your having thought up a good zinger for just this occasion.
Free Raise: may be gained if the player voices a very good in-character taunt or insult at the NPC. (GMs discretion)
Labels:
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house-rules,
Repartee and Reputation,
RPGs,
SocialAttributes
Expanded Repartee: Intimidate
Expanded Repartee & Reputation Action Rules, Page 3:
Intimidate: This is the method by which you may cause NPCs to Fear you. To do so, you must make some sort of threat, as an action. If they are unarmed or badly outclassed (non-swordsman vs master) you may even count an attack as an Intimidate action.
Roll Brawn + Threaten or Resolve + Interrogation, contested by the other persons Resolve + Diplomacy or their Resolve + Threaten.
Your target number is equal to 5 + 5 x their Diplomacy or 5 + 5 x their Threaten.
Thier Diplomacy is used to represent their ability to make you not want to hurt them. If instead they are trying to fight back, they use Brawn + Threaten.
If you are successful, you inflict a 1 unkept die penalty from all their actions against you for the remainder of the scene.
The amount of power you hold over them gives you an edge. Add their STAVES/Useful or COINS/Useful rating for you to your roll.
Restrictions: If you’re trying to be sly or hide the course of your conversation from observers. In such a case, you roll the lower of your Innuendo or Threaten knacks.
Failed rolls: If you fail an Intimidate roll, you may not attempt to intimidate that same person in the same scene again unless you up the Ante (such as by inflicting pain upon them if you hadn’t previously, or threatening to hurt their loved ones when you’d previously be threatening only your target).
Dislike: Any Intimidate attempt gives the NPC 1 point of SWORDS/Dislike for you, regardless of whether or not it is successful.
Reputation: Using Intimidate in a Public setting causes you to lose 1 Reputation point.
If you have a Negative Reputation and fail an Intimidate roll, you instead actually gain 1 Reputation point (this is a penalty, if you think about it).
Raises: Each additional Raise on the roll increases the Penalty by -1 more die.
Labels:
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house-rules,
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RPGs,
SocialAttributes
Expanded Repartee: Charm
Expanded Repartee & Reputation Action Rules, Page 2:
Charm: This is the method by which you may influence the opinions or goals of an NPC. To do so, you must list the opinion you intend for them to develop, and then roll as follows:
Roll Resolve + a Knack listed below, contested by the other persons Wits + Scheming or Wits + ColdRead
Your target number is equal to 5 + 5 x their Scheming or 0 + 5 x their Cold Read.
Their Scheming or Cold Read is used to represent their ability to notice your ulterior motives.
To convince them of your point takes 1 successful roll per point of Resolve they have.
The following Knacks may be used by you:
Socializing, if the person has at least 1 point of CUPS/Like for you. Add their CUPS/Like to your roll, subtract thier SWORDS/Dislike.
Seduction, if you’re really trying to charm them. Add their CUPS/Like or STAVES/Useful to your roll, subtract thier SWORDS/Dislike.
Bribery, if you are offering them money or gain. The amount you offer them may add 1 or more Free Raises to your roll. Add their COINS/Useful to your roll.
Haggling or Shopping, if you’re trying to convince them to lower their prices or accept a business proposition. Add their COINS/Useful to your roll.
Restrictions:
Innuendo, if you’re trying to be sly or hide the course of your conversation from observers. In such a case, you roll the lower of your Innuendo or other Knack.
Loyalty or Love (strong Staves or Cups): if you’re trying to turn someone against another person they have a 6+ in STAVES/Useful or CUPS/Like for, they gain +1 Kept Die to thier defensive roll, and STAVES/Useful or CUPS/Like rating added to your passive TN.
Failed rolls: If you fail a Charm roll, you may make no further Charm attempts versus that NPC in regards to that topic for the remainder of this Act. In addition, you must immediately make a Panache + Ettiquette roll vs 5 + 5 x their Ettiquette. Failure on that second roll results in them gaining 1 SWORDS/Dislike of you.
Raises:
To speed up the process, you may make Raises. Each Raise counts as an additional success towards your goal of successes equaling their Resolve.
To make the target completely unaware of your Influence upon them, you must make raises equal to thier Scheming rank.
Charm is temporary. Each Raise for Duration roughly doubles how long the person behaves under the new line of thinking.
Convince them of more than 1 thing at a time: +1 Raise per additional opinion voiced.
Extra Successes may be needed:
If you are trying to convince someone of something that would put them in danger or go against their nature or immediate goals, you will need double the normal number of successes or raises.
Labels:
7thSea,
house-rules,
Repartee and Reputation,
SocialAttributes
Expanded Repartee: Inquire
Expanded Repartee & Reputation Action Rules, Page 1:
Inquire: At the start of a conversation, a player may announce their intent to gather information about or from the NPC they are speaking with. To do so, the player must announce a list of no less than 2 topics they are interested in learning about. The GM will then provide them with a difficulty number as follows:
Roll Wits + a Knack listed below, contested by the other persons Wits+Sincerity.
Your target number is equal to 5 x their Sincerity.
It does not matter if they do not wish to conceal anything about that subject. The roll is based off how hard it is to generally get the truth from them and be certain that it is the truth.
The following Knacks may be used:
Socializing, if the person has at least 1 point of CUPS/Like for you. Add their CUPS/Like to your roll, subtract their SWORDS/Dislike.
Bribery, if you are offering them money or gain. Add their COINS/Useful to your roll. The amount you offer them may add 1 or more Free Raises to your roll.
Gossip, if the information you seek is about a third party. If the third party is a friend and the info would be damaging, you must place an additional raise on this action to succeed.
Interrogation or Threaten, if you are using physical violence or its threat against a person. Add their STAVES/Useful to your roll. Causing them harm grants 1 Free Raise, regardless of the amount of damage done.
Seduction, if you’re intending to offer yourself as a bribe. Add their CUPS/Like to your roll.
Restrictions: The following may limit your dice roll in some situations (much as how Balance limits your Footwork when in the rigging of a ship: You roll the lower Knack of the two)
Riddles or Occult, if seeking esoteric knowledge dispensed by metaphor. If the knowledge involves info about a Master-level mystery, you must also make a raise.
Innuendo, if you’re trying to be sly or hide the course of your conversation from observers. In such a case, you roll the lower of your Innuendo or other Knack.
Cold Read, if you are looking for only very vague or general information, like determing if two people have ever met.
Lip Reading or Ambush, if you aren’t talking to your subject, but instead just watching or listening in on their conversation with another.
If your target has a secretive Background (Mistaken Identity, Hunted, Treasure Map, etc) they may add a Unkept Die to their Sincerity Roll for each point of the Background.
If you are inquiring about their secretive memberships (that they spent points on, be that Secret Societies, or just possessing MacEarchen Weapons or forbidden magic like El Fuego Adentro) they may add a Kept Die to their roll.
Failed rolls: If you fail a Gather Information roll, you may gain no further information on those topics from that individual for that day. In addition, you must immediately make a Panache + Etiquette roll vs 5 x thier Wits. Failure on that second roll results in them gaining 1 SWORDS/Dislike of you.
Raises: If you seek info on more than topics than your Panache, each extra topic requires +1 Raise.
If you add extra topics mid conversation, you must make another roll, with +1 Raise.
To make the target unaware of your probing, you must make raises equal to thier Scheming rank.
To list just a single topic or gain answer to a specific question: +3 Raises.
On a success, you get all non-secretive info on those topics, +1 Secret. +1 Secret/Raise.
Labels:
7thSea,
house-rules,
Mechanics,
Repartee and Reputation,
RPGs
Cast of thousands - well, 53 anyway
For several years I ran an elaborate, over-produced, 7th Sea campaign in which my wife Sarah was the only player.
There were over 50 named NPCs in that chronicle. Each had at least a one-page write up in my NPC file. In addition, I had an "Intrigue web" file that was like a big flowchart (based on the political system mini-game in the Montaigne sourcebook) recording every NPCs current fate-strands to the main character.
Here's the text of the Index that indicates which pages of those two files info on that NPC can be found. Only 5 characters on this list (placeholder Aunts and Uncles) didn't ever get fleshed out, the rest had very real personalities and backstories, plus at least partial stats. Astute 7th Sea fans will note at least half a dozen names from the official rulebooks, as Viola (the main character) traveled in fairly influential circles, and using a few pregenerated movers-and-shakers saved me some prep work. 90% of the campaign took place in Montaigne.
Number/Page Relation Name Page in Intrigue, Location on Page in Intrigue
1 Mother Fortunata Yahr-Bernoulli Page 1, Lower Middle
2 Father Thafn Yahr (Thafnagn Yahrvilsson) Page 1, Lower Middle
3 Younger Brother Hall (Hallfran) Yahr Page 1, Upper Middle
4 Older Sister Sofia Yahr Page 1, Middle
5 Older Brother Regio Yahr Page 1, Upper Right
6 Aunt Lucita Bernoulli Page 1, Upper Left
7 Aunt Page 1, Left
8 Aunt Page 1, Left
9 Aunt Page 1, Lower Left
10 Uncle Torvald Yahrvilsson Page 1, Lower Left
11 Uncle Page 1, Lower Middle
12 Aunt Page 1, Lower Right
13 Brother-In-Law Pietyr Vestini Page 1, Upper Right
14 University Friend Brittinger Page 3, Upper Left
15 Rival Crescenza Caligari Page 3, Middle
16 Protector Siro Page 3, Upper Right
17 Patron Hugo Lac de Marsinaix Page 2, Lower Left
18 Patron’s Wife Rosette Lac de Marsinaix Page 2, Lower Middle
19 Patron’s Cousin Francois du Lac Page 2, Lower Middle
20 Lord’s Hand Primo Villanova Page 4, Upper Right
21 Primo’s “Aunt” Salicia Villanova Page 4, Upper Right
22 Dressing Maid Ana Stef (Annalisa Stefinsdottir) Page 3, Upper Middle
23 Imperatrice Morella du Montaigne Page 6, Upper Right
24 Musk. Leftenant Edelio Rois et Reines Rogné Page 2, Lower Middle
25 Magistrate Zacharie du Montaigne Page 2, Lower Left
26 Marquis Sebastien Valroux du la Vraise Page 2, Middle
27 Court Wit Lady Jamais Sices du Sices Page 2, Lower Middle
28 Sewer Guide Marc Marsinaix Page 4, Upper Middle
29 Former Priest Fainon du Paix Page 4, Upper Middle
30 Tunneler Henri Charouse Page 4, Upper Left
31 Inquisitor The Dancing Monk Page 4, Lower Right
32 Vraise Priest Father Ramón Page 4, Middle
33 Jeweler Eugene Vraisé Page 2, Middle Left
34 Marquessa Carla Valroux du la Vraise Page 2, Middle
35 Velstand Karlsefni Ingstromnodsom Page 4, Middle Left
36 Musk. Sergeant Aramais LeSabre Page 2, Middle Right
37 Eisen Merc. Dietrich Trause Page 3, Lower Middle
38 Crazy Admiral ____ Valroux Martisse du la Vraise Page 2, Middle
39 Marquis’s Cousin Pierre Martisse LeBeau Page 2, Middle Left
40 Dark Sidhe Noble The Holly Prince Page 3, Lower Left
41 Jeweler’s Wife Odette Vraisé Page 2, Upper Left
42 Jealous Wife Rosamund Riché du Chastletorbe Page 4, Lower Left
43 Sophia’s Alchemist Sabbina Lac du Crieux Page 2, Middle Left
44 Insulted Gentry Elexander du Gaulle Page 4, Lower Middle
45 Musk. Leader Jean-Marie Rois et Reines du Montaigne Page 6, Middle
46 Princess (6th) Anne du Montaigne Page 6, Middle
47 Holly’s Toy Flynn MacCreagan O’Lynch Page 3, Lower Left
48 Inquisitor Father Salvador Bejerano de Soldano Page 4, Lower Right
49 Guardian Angelina Corattzi Page 1, Upper Left
50 Suspect Eldon Riché du Chastletorbe Page 4, Lower Left
51 Betting Man Bertrand Michel du L’il du Bête Page 2, Upper
52 Princess Dominique du Montaigne Page 6, Right
53 Dressmaker Madeline Couteriere de Marsinaix Page 2, Left
54 Archaeologist Kreg Dorsi Page 4, Middle Left
55 Duelist Edmonde Levaque d’Aur Page 5, Upper Left
56 Professor Adrien Frontsac de Recherche Page 4, Upper Left
57 Del’s Boss Remy du Montaigne Page 6, Upper Left
58 Corvee/Sophian/Jenny Constacette Le Rouge Page 5, Left
Every couple of months, we toy with the idea of reincarnating this campaign. I have so much source material, it's a shame to let it lie dormant.
There were over 50 named NPCs in that chronicle. Each had at least a one-page write up in my NPC file. In addition, I had an "Intrigue web" file that was like a big flowchart (based on the political system mini-game in the Montaigne sourcebook) recording every NPCs current fate-strands to the main character.
Here's the text of the Index that indicates which pages of those two files info on that NPC can be found. Only 5 characters on this list (placeholder Aunts and Uncles) didn't ever get fleshed out, the rest had very real personalities and backstories, plus at least partial stats. Astute 7th Sea fans will note at least half a dozen names from the official rulebooks, as Viola (the main character) traveled in fairly influential circles, and using a few pregenerated movers-and-shakers saved me some prep work. 90% of the campaign took place in Montaigne.
Number/Page Relation Name Page in Intrigue, Location on Page in Intrigue
1 Mother Fortunata Yahr-Bernoulli Page 1, Lower Middle
2 Father Thafn Yahr (Thafnagn Yahrvilsson) Page 1, Lower Middle
3 Younger Brother Hall (Hallfran) Yahr Page 1, Upper Middle
4 Older Sister Sofia Yahr Page 1, Middle
5 Older Brother Regio Yahr Page 1, Upper Right
6 Aunt Lucita Bernoulli Page 1, Upper Left
7 Aunt Page 1, Left
8 Aunt Page 1, Left
9 Aunt Page 1, Lower Left
10 Uncle Torvald Yahrvilsson Page 1, Lower Left
11 Uncle Page 1, Lower Middle
12 Aunt Page 1, Lower Right
13 Brother-In-Law Pietyr Vestini Page 1, Upper Right
14 University Friend Brittinger Page 3, Upper Left
15 Rival Crescenza Caligari Page 3, Middle
16 Protector Siro Page 3, Upper Right
17 Patron Hugo Lac de Marsinaix Page 2, Lower Left
18 Patron’s Wife Rosette Lac de Marsinaix Page 2, Lower Middle
19 Patron’s Cousin Francois du Lac Page 2, Lower Middle
20 Lord’s Hand Primo Villanova Page 4, Upper Right
21 Primo’s “Aunt” Salicia Villanova Page 4, Upper Right
22 Dressing Maid Ana Stef (Annalisa Stefinsdottir) Page 3, Upper Middle
23 Imperatrice Morella du Montaigne Page 6, Upper Right
24 Musk. Leftenant Edelio Rois et Reines Rogné Page 2, Lower Middle
25 Magistrate Zacharie du Montaigne Page 2, Lower Left
26 Marquis Sebastien Valroux du la Vraise Page 2, Middle
27 Court Wit Lady Jamais Sices du Sices Page 2, Lower Middle
28 Sewer Guide Marc Marsinaix Page 4, Upper Middle
29 Former Priest Fainon du Paix Page 4, Upper Middle
30 Tunneler Henri Charouse Page 4, Upper Left
31 Inquisitor The Dancing Monk Page 4, Lower Right
32 Vraise Priest Father Ramón Page 4, Middle
33 Jeweler Eugene Vraisé Page 2, Middle Left
34 Marquessa Carla Valroux du la Vraise Page 2, Middle
35 Velstand Karlsefni Ingstromnodsom Page 4, Middle Left
36 Musk. Sergeant Aramais LeSabre Page 2, Middle Right
37 Eisen Merc. Dietrich Trause Page 3, Lower Middle
38 Crazy Admiral ____ Valroux Martisse du la Vraise Page 2, Middle
39 Marquis’s Cousin Pierre Martisse LeBeau Page 2, Middle Left
40 Dark Sidhe Noble The Holly Prince Page 3, Lower Left
41 Jeweler’s Wife Odette Vraisé Page 2, Upper Left
42 Jealous Wife Rosamund Riché du Chastletorbe Page 4, Lower Left
43 Sophia’s Alchemist Sabbina Lac du Crieux Page 2, Middle Left
44 Insulted Gentry Elexander du Gaulle Page 4, Lower Middle
45 Musk. Leader Jean-Marie Rois et Reines du Montaigne Page 6, Middle
46 Princess (6th) Anne du Montaigne Page 6, Middle
47 Holly’s Toy Flynn MacCreagan O’Lynch Page 3, Lower Left
48 Inquisitor Father Salvador Bejerano de Soldano Page 4, Lower Right
49 Guardian Angelina Corattzi Page 1, Upper Left
50 Suspect Eldon Riché du Chastletorbe Page 4, Lower Left
51 Betting Man Bertrand Michel du L’il du Bête Page 2, Upper
52 Princess Dominique du Montaigne Page 6, Right
53 Dressmaker Madeline Couteriere de Marsinaix Page 2, Left
54 Archaeologist Kreg Dorsi Page 4, Middle Left
55 Duelist Edmonde Levaque d’Aur Page 5, Upper Left
56 Professor Adrien Frontsac de Recherche Page 4, Upper Left
57 Del’s Boss Remy du Montaigne Page 6, Upper Left
58 Corvee/Sophian/Jenny Constacette Le Rouge Page 5, Left
Every couple of months, we toy with the idea of reincarnating this campaign. I have so much source material, it's a shame to let it lie dormant.
Combat Modifiers in 7th Sea
The following is from a file I made for use in my 7th Sea campaign. Some of these entries are just summaries of existing rules from the books, and others are house-rules I created to handle exciting combat situations. I'd have to do some research to say which is which right now - though I'd bet the weapon length rule and the location chart were both mine. What I do know is that this was written during my "hide from the internet" phase, so anything written is either from a rulebook, or from my own brain, nothing from other fan-sites.
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.
*= A basket hilt increases the number of raises it takes to hit the weapon hand to 5 instead of 3. Likewise, Panzerhands can't be dropped.
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.
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.
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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