7th Sea Game

Who Wrecks?

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Crystallkeep.com

Oh no! I'm running a game! Bear with me, this is long!

Players Wanted: 4 - 6

7th Sea is a game of cinematic swashbuckling adventure. Think Eroll Flynn. Think Pirates of the Carribean, and the Princess Bride. Think Zorro, and the Count of Monte Cristo. Picture swinging on chandeliers and duels in the middle of masquerade balls and people who always the right, witty thing just before kicking down the door in time to save the king from the dastardly villain.

The Nations of Theah

Avalon
Also known as the Triple Kingdom, as it contains three separate realms: Avalon, Inismore, and the Highlands. Avalon is a country where greens seem greener and sweets taste sweeter; it is a land infused with Glamour and manipulated by the Sidhe. It’s people are known for their stalwart character and strength of will. Character types specific to this area include Sidhe-blooded, druids, and Glamour mages.
Trait Bonus: +1 Resolve
Sorcery: Glamour, a magic given by the Sidhe which draws off of the stories of Avalon, and is varied and fantastic in its use. Glamour mages have no identifying features.
Sword Schools: Robertson (Rapier/Cloak); Goodfellow (Bow); Donovan (Short Sword/Buckler); Andrews (Fencing); Peecke (Quarterstaff); Finnegan (Fisticuffs); MacDonald (Claymore)
Dominant Religion: Church of Avalon
Most Akin To: Elizabethan England, mixed with aspects of Arthurian legend. Inismore and the Highlands resemble Ireland and Scotland respectively, and each area has its own rulers and cultural quirks.

Castille
Seat of the Vaticine Church and home to the Inquisition, Castille is a land filled with colorful people and a fair amount of turmoil. Besieged by Montaigne from the north and held by the Inquisition from within, the care-free and familiar lives of the people have been turned around. Where there was once research and advancement, and universities of renown, scholars have now been forced to retreat to hidden niches and exchange theories in code, lest they find themselves tied to the stake. Her people are passionate, quick and unyielding. Character types specific to Castille include Fuego mages, alcalde, and members of Los Vagos.
Trait Bonus: +1 Finesse
Sorcery: El Fuego Adentro, the ability to manipulate and control existing fire. Fire flickers in the eyes of Fuego mages when they use their powers.
Sword Schools: Torres (Rapier/Cloak); Soldano (Two Swords); Aldana (Fencing); Gallegos (Fencing); Zepeda (Whip)
Dominant Religion: Vaticine
Most Akin To: Late medieval Spain mixed with the Age of Enlightenment.

Eisen
A nation divided amongst itself, Eisen is a war-torn and bleak place, recently coming off the end of the War of the Cross, which pitted Objectionist against Vaticine. It is also a land without a leader, having lost their Imperator, and is now split between the Eisenfursts, each ruling their own province and doing whatever is necessary to provide for their people. Land has been salted, lines have been drawn, and unnatural forces lurk in the dark woods, but the Eisen are a proud people, and stand strong in the face of adversity. Character types specific to Eisen include monster hunters, Neibelugen, and veterans of the War of the Cross.
Trait Bonus: +1 Brawn
Sorcery: Lost.
Special: Eisen nobility have access to Dracheneisen, which can be forged into armor or weaponry.
Sword Schools: Drexel (Zweihander); Eisenfaust (Panzerhand/Broadsword); Hopken (Crossbow); Loring (Panzerhand); Posen (Boar Spear); Gelingen (Monster Hunting); Steil (Commander); Unawendbar (Commander)
Dominant Religions: Objectionism and Vaticine
Most Akin To: Gothic Germany with a fair amount of horror and Grimm Fairy Tales.

Montaigne
Montaigne is a land of luxury and culture, where the discrepancy between rich and poor is as clear as night and day. Those who have have much, and those who have not, have nothing. L’Empreur Leon’s power is absolute, and the law changes on his whim. High fashion, rapier-wit, and hedonism are the hallmark of the courts of Montaigne, and its people are brave and proud. Character types specific to Montaigne include Porte mages, sewer hunters and Musketeers.
Trait Bonus: +1 Panache
Sorcery: Porte, in which the mage rips screaming holes in the very fabric of space. They are able to send things (and, later, people) over great distances and catch bullets in mid-air. Porte mages are identified by their blood-stained hands.
Sword Schools: Boucher (Two Knives); Tout Pres (Improvised Weapon/Sword); Rois et Reines (Musket/Bayonet); Gaulle (Rapier/Triple Dagger); Valroux (Rapier/Main Gauche)
Dominant Religion: Vaticine, prior to the excommunication of Leon.
Most Akin To: France under the reign of King Louis XIV with a dash of the French revolution thrown in.

Ussura
A harsh, unwelcoming land, cold and vast, ruled by a Gaius chosen by Matushka, the protector and provider of Ussura. The people of Ussura eschew money, as it is more practical to barter, and revere nature and care for their land to please Her. The Fhideli originate here, though many roam far and wide, and are treated as second-class citizens in almost all of Theah. The people of Ussura are hearty, kind, and humble. Character types specific to Ussura include Pyerem mages and Fhideli (gypsies).
Trait Bonus: +1 Resolve
Sorcery: Pyerem. Practitioners of Pyerem petition animals for their spirit skin, which gives them the ability to shape shift into that animal. Practitioners of Pyerem always have brilliant green eyes.
Sword Schools: Bogatyr (Axe); Buslayevich (Bow); Dobrynya (Wrestling)
Most Akin To: Late medieval Russia.
Dominant Religion: Ussuran Orthodox

Vodacce
The cradle of Thean civilization, Vodacce is the home to the ruins of ancient Numan civilization. It is also a place of double-crossing, vicious politics and deep intrigue. Everyone has a stake in the Game, overseen and manipulated by the seven Merchant Princes who rule the land. Here, noble women are forbidden to read or write, or receive an education beyond those skills needed to run a household, and men take their entertainment in the colorful masked courtesans. Vodacce are cunning and poised. Character types specific to Vodacce include Fate Witches, courtesans, and Lord’s Hands.
Trait Bonus: +1 Wits
Sorcery: Sorte, a magic which manifests only in women. Sorte gives the user the ability to read and manipulate the fates of others. They are identified by the black veils tradition dictates they wear.
Sword Schools: Capputina (Throwing Knives); Villanova (Rapier/Knife); Ambrogia (Rapier/Main Gauche); Bernoulli (Rapier/Pugilism); Lucani (Broadsword/Pugilism)
Dominant Religion: Vaticine
Most Akin To: Renaissance-era Venice, as well as Florence under the reign of the Medici. Oh, and very Machiavellian.

Vendel/Vestenmannavnjar
While they technically share the series of islands they call home, the Vendel and Vesten are two distinct groups – one looking to the future, one settled in the past. The Vendel lived as thralls to the Vesten, but have recently risen to prominence with the establishment of paper currency and guilds united under the Vendel League as they battle and often trump the Vodacce in their quest for economic dominance. The Vesten are whalers and riders, and keep to the traditional ways, even as civilization threatens to push them aside. The animosity between the two groups is palpable, and it is not uncommon for Vesten to sign on as mercenaries under the Vodacce.
Trait Bonus: Vendel +1 to any trait; Vesten +1 Brawn
Sorcery: Rune magic; a complicated sorcery involving the invoking of ancient runes.
Sword Schools: Rasmussen (Pistol); Siggursdottir (Hand Axe); Snedig (Fencing); Swanson (Swordcane); Leegstra (Broadsword or Axe); Larsen (Sword/Lantern); Halfdansson (Harpoon)
Dominant Religion: Objectionism/Traditional
Most Akin To: The Vendel most resemble the Dutch in the late 17th century, whereas the Vesten are similar to the Vikings.

Nations Beyond Theah

To the west is the Midnight Archipelago, a series of islands populated by strange natives which is still largely unexplored. There are several colonies there, and many exotic luxury items, such as tobacco, come from there.

To the east is the Crescent Empire. Travel and trade there is forbidden by Church law (which, of course, doesn’t mean it’s impossible). The Empire is a land of desert cities and nomad tribes ruled by a Sultan. It is rife with adventure, ancient secrets, and according to the Vaticines, a significant amount of heresy.

Further east, beyond the Wall of Fire, lays the Cathayan Empire. The populace of Theah know very little about this mysterious nation, as the door to it has been shut for many years.

There is a nation that calls no plot of land home, and pays allegiance to the Queen of the Sea. It is the Pirate Nation, constructed of privateers, pirates, and mercenary crews, composed of a motley of personalities, from the most villainous cutthroats to nearly-heroic rogues to those who didn’t even know they had piracy in them. The politics, intrigue, and justice of the sea rival the mainland for their complexity, and pity on the man who sees the flags of one of these crews flying as he crosses the Trade Sea.

Religion in Theah
The dominant religion in Theah is the Vaticine Church. The Vaticine follow the Three Prophets, and await the coming of the Fourth. The Inquisition is a section of the Vaticine Church, and is certainly it’s most feared aspect.
The Objectionists split off the Vaticine religion: a young priest nailed a few issues he had with the Church – things he objected to, one might say? – and attracted quite a few followers.
The Church of Avalon is similar to the Vaticine Church; however, where the Vaticines staunchly oppose sorcery in all its forms, the Avalonians have managed to work the Sidhe and Glamour into their religion.
Ussuran Orthodox focuses largely on Matushka.

Theah, Currently
In Avalon, forces both supernatural and natural conspire against Queen Elaine, seeking claim to the throne. In Eisen, congrichs struggle to get by, with many of the Eisenfursts indulging in questionable actions to ensure their people survive another harsh winter. In Castille, the boy prince keeps council with the head of the Inquisition itself, Montaigne presses inward from the north, occupying some of her lands, and a masked vigilante – El Vago – fights for the people who cannot fight for themselves. In Montaigne, Leon’s power grows greater and greater, and the people grow evermore discontent. In Ussura, an invading force is closing in from Montaigne, and there are those who question the Gaius’ ability to rule. The Vodacce and the Vendel engage in their cutthroat war for control of Theah’s economy, even as the Vendel scheme to help or harm the Vesten and the Princes make their plays for power.


Character Creation
In 7th Sea, character creation is done via point buy. Everyone has 100 Hero Points to spend at the start of the game (110 if you choose to take a Hubris.) Unless otherwise noted, you can find a thorough listing of what you need to make a character in this PDF.

Traits
There are five traits (attributes) in 7th Sea. All traits begin at 1, with the exception of your nation’s trait, which begins at 2. Traits cost 8 HP per point to raise, and no trait may go above 3 at creation, or 4 for your national trait. The traits are:
Brawn: Physical Strength. Used in damage rolls and wound checks.
Resolve: Strength of Will. Determines the number of wounds a Hero can take before being knocked out as well as resisting many social actions.
Wits: Quickness of Mind. Used to actively defend and in many non-combat rolls.
Finesse: Physical Fitness and Dexterity. Used in attack rolls and physical tasks which do not rely on strength.
Panache: Personal Style! This determines initiative, and is used in many social rolls.

Arcana
There are two types of Arcana: Hubris and Virtues. A Hubris is an inherent character flaw; it gives you 10 extra points to spend at creation, but it can also be activated by the GM at any time. A Virtue is a benefit you can activate at any time with a Drama Die. Normally they cost 10 points; however, I don’t like the 20 point difference this can cause in a group, so they’re free. A Hero can have either a Virtue, a Hubris, or no Arcana at all, but they can’t have both or multiple.

Backgrounds
Your character has been through a lot. After all, she’s not a Hero for nothing. Heartbreak, debt, exile, vendettas – you don’t need to buy backgrounds to have a past, but whenever a bought background features significantly in a story, it earns you extra experience. Backgrounds can cost anywhere from 1 – 3 HP; the expenditure determines the severity and recurrence of said background. You may purchase no more than 5 HP worth of backgrounds at creation.

Advantages
There are many advantages, and their costs are varied. Advantages are just that – flavorful bonuses that help your character out in a variety of ways.

Languages
There are many languages spoken throughout Theah – it’s probably a good idea to speak more than one. Point costs are detailed in a table on the Crystalkeep PDF.

Skills
There are two types of skills: martial and civil. Buying a skill from either group costs 2 HP. Each skill encompasses a variety of knacks, which are divided into two groups: basic and advanced. When you buy a skill, you get 1 point in each basic knack for free. Advanced knacks cost 3 HP at creation (hint: they’re cheaper with experience!) Basic knacks cost 1 HP each to raise. No knack may go above 3 at character creation.
Quick example: You buy the Knife Skill. For your two points, you get Knife (Parry) at 1, and Knife (Attack) at 1.

Sword Schools
Sword schools are styles of fighting. Each sword school has special abilities and comes with 2 skills, as well as a set of Swordsman knacks. There’s a variety of fighting styles, all with their own unique flavor. Sword schools cost 25 HP for a school from your own nation, and 35 for one outside your nation. Swordsman’s Knacks are treated as Advanced Knacks at creation in that they cost 3 HP to raise. The cost for them seems high, but sword schools can be very powerful. For a complete listing of sword schools, go here.

Sorcery
The magic of Theah is as varied as the nations themselves. I will gladly elaborate on sorcery for anyone interested; there are brief descriptions of them in the nation information above. Once can be a half-blooded sorcerer – 3 points in sorcerous knacks – for 20 points, or a full-blooded sorcerer for 40 points (7 points in sorcerous knacks). There are also Shamanisms, which are more like advantages, and vary in their cost. One can only have a sorcery native to one’s nation of origin, but shamanisms can be learned, so I will allow one from another nation with a good story behind it. You may only have one shamanism or one sorcery, not both. For a complete listing of sorceries and shamanisms, go here.

But What’s Important?
Basically, when you roll, you roll to hit a target number (TN), usually anywhere from 10 – 50. You roll the relevant trait plus the relevant skill, add any bonuses from your advantages, and you keep a number of dice equal to your trait. For example: If you were trying to follow someone without being noticed, you would roll your Finesse+Stealth. You have a 2 in Finesse, a 3 in Stealth. You roll 5d10, and they come up 9 8 4 4 3. You would keep the three highest and add them, giving you a total of 21 on your check.

To sink all the points into traits, a sword school, sorcery, skills, advantages – what’s the best route? Honestly, the best way to make a character in 7th Sea is to put points where your character would have them. Your points will never be wasted. If you have a knack, there will be use for it. Any character type – priest or duelist, scholar or performer, etc. – will have equal opportunity to shine. If you feel like you don’t have enough points in things, never fear! That’s why there’s…

Drama Dice!
Every character begins a story with 3 Drama Dice. Drama dice can be added to any roll (except damage), and can be earned for excellent RP, witty banter, showmanship, and anything else that enhances the gaming experience. I highly encourage players to nominate each other for Drama Dice. Other uses of Drama Dice include: Activating a Villain’s Flaw, activating your own Virtue, canceling the activation of your Hubris.

The Other 100 Points
In an interesting twist, 7th Sea gives the players the option to weigh in on what they’ll be seeing in the game. Take 100 points and divide it between the following 5 categories, based on how much of each you’d like to see in a game:

Action: Duels! Chases! Daring escapes!
Intrigue: Villains hiding behind masks and plots that will determine the fate of entire nations!
Romance: Secret trysts! Forbidden love! Innuendo!
Exploration: Boldly go where no one has gone before!
Military: Fight for king and country! Meet new people!

I know this is all a little much, but I will gladly answer any questions you have. Either post them in the thread, or send me a message on AIM! As far as how the system works, I plan on trying to get all the players together in a chat to run-down the rules with them. So if you have never played 7th Sea before, don't worry!

What I Need From You: An idea for a character, and an interesting background. Make the sheet if you feel up to it, but if you'd prefer to just work on a character without all the nuts and bolts, I don't mind. We can make the sheet later.

I know the information I have on the nations is pretty cursory, but I'd be happy to provide more information if you need it!

Ok, I figured this information would be important, since, you know, we're bound to have a combat or need to roll something sooner or later.

How Rolling Works
When you roll, you roll a number of d10s equal to your trait plus a knack (though in some instances you may only roll a trait) – you keep equal to your rank in dice. If you roll a 10 on a roll, the roll explodes, and you reroll that die. If it comes up a 10, you can roll it again (and again, if it comes to that!) You add the reroll to the original 10, then add that number to your roll. There are two kinds of dice – kept and unkept dice. When you see something that says 6k3, you are rolling 6 dice, and keeping 3.

Drama dice can be added to any roll, except damage. A Drama Die will always count as a kept die.

You can opt to take raises on a roll; essentially, for every raise you take, you add +5 to the difficulty. This can cause you to do something in a more spectacular or memorable fashion outside of combat. In combat, if you make an attack and call raises, every raise you call allows you to add an extra unkept die of damage to your damage roll. You can only call raises on a roll before you roll it, and even if you make the original Target Number, your roll will still fail if you fall short of the raises called.


How Combat Works
Every round is broken down into 10 phases. When a round starts, you roll initiative, which is a number of d10s equal to your Panache. For example, Marisol rolls her Panache (3) and gets 3, 4, 8.
Anyone who goes on phases 1 or 2 goes before Marisol. When it reaches phase 3, she can go – oh, no! The Villain also goes on phase 3. To determine who goes first, you add together the dice which will REMAIN after this phase to find your initiative total. Whoever has the higher initiative total wins. The Villain’s is only 9, and Marisol’s is 12, so she gets to go first.
Marisol rolls her fencing attack (5k2) and gets 2 9 1 5 7. She takes her highest 2 – 9+7 – giving her a total of 16 for the roll, which barely hits the Villain’s passive defense of 16. Marisol rolls her damage (4k2) and gets 8 3 3 2. An 11 total damage!
The dastardly Villain rolls his Brawn. If he rolls over an 11, he will take 11 Flesh Wounds (pah! Barely a scratch!). However, if he manages to roll under an 11, he will take a Dramatic Wound. When he takes a number of Dramatic Wounds equal to his Resolve, he is crippled, which means that his dice no longer explode. (The exception to this being Drama Dice, which always explode.) If he takes double his resolve in Dramatic Wounds, he is knocked out, and the next hit will kill him. Of course, Marisol is a Hero, and would never resort to such butchery!
On 2 Brawn, he rolls a 12, and receives 11 Flesh Wounds. The next time he’s hit, he will have to roll against any new flesh wounds incurred as well as the 11 from this attack.
Now it’s the Villain’s turn. He attacks Marisol, rolling a 10 6 4 5 2. The 10 rerolls to a 5, and he has a 3 in Finesse, so his total of 26 handily beats Marisol’s 15 defense!
Let’s say that Marisol is still hurting from a Dramatic Wound earlier, and thinks it’s in her best interests not to get hit. She opts to use an Interrupt Action to attempt an Active Defense. When you roll an Active Defense, you roll Wits + Applicable Defense Knack (Parry, Footwork, etc.). An Interrupt Action uses up her action on 4 and her action on 8, leaving her with no more actions this round. If she had not gone first on her action on 3, she could have used her current action and one future action to Interrupt, leaving her with 8. If she had chosen to hold an earlier action, she could have spent her held action to Actively Defend instead. An Interrupt Action cannot be used to attack, except with certain Swordsman Abilities. Held actions can be used to Actively Defend or attack.
She rolls her Active Defense (5k3) 3 3 7 9 4 – 20 total – which doesn’t beat the 26 the Villain rolled! It’s important enough to her that she doesn’t get hit, so she spends a drama die, which rolls an 8. This gives her a 28 total, and the attack misses!

In combat, there are three types of enemies you will face. The first is the Brute Squad – these come in groups, and usually one hit will drop one brute. Calling raises on Brutes doesn’t cause additional damage; instead it brings down multiple Brutes, based on the number of raises made. The second are Henchmen. Henchmen must take a number of Dramatic Wounds equal to their Resolve to be knocked out. Lastly are Villains. Villains are the counterparts of Heroes, and are knocked out when they reach double their Resolve in Dramatic Wounds. Different types of monsters and non-human creatures can also be classified as Brutes, Henchmen or Villains.

Remember that killing someone, no matter how evil, is generally regarded as a diabolic act, and will do damage to a Hero’s reputation.

Repartee Actions

There are several different kinds of Repartee actions, which can be useful both in and out of combat.

Charm: Attempting to convince a character of something by wearing on their Resolve. You make a series of contested Wits checks against a character, and when the number of successful rolls equals the character’s resolve, he or she is convinced. If you fail a charm roll, the process ends and no further attempts with that point of argument can be attempted. It is impossible to convince anyone of anything he or she is inherently opposed to; similarly, Charm does not permanently alter a character’s attitude.

Intimidate: Cowing another character by sheer force of will. You make a contested Resolve check against the target. If you succeed, the target loses one die – plus one additional die per Raise called – from every roll he or she makes when acting against you for the rest of the scene.

Taunt: With Taunt, making raises is important. You make a contested Panache roll; the number of raises you make on the roll is the same number of raises the target must make when acting against you.
 
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