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7th Sea Character Handbook
by Stephen D'Angelo (dangelo@crystalkeep.com)
Updated October 14, 2002
This booklet contains a quick-reference to the rules on Character design for the 7th Sea game.
Key to Sourcebooks:
AH = Arrow of Heaven
AV = Avalon
CA = Castille
CE = Crescent Empire
CM = 7th Sea Compendium
CN# = Crow's Nest (issue #)
CP = Church of the Prophets
DK = Die Kreuzritter
FR = Freiburg (box set)
EN = Eisen
GM = GM's Guide
IC = Invisible Co llege
LF = Lady's Favor (GM's Screen)
LV = Los Vagos
MO = Montaigne
MR = Montaigne Revolution
NM# = NOM (issue #)
PG = Player's Guide
PN = Pirate Nations
RC = Knights of the Rose & Cross
RI = Rilasciare
SD = Sophia's Daughters
SF = Scoundrel's Folly
SG = Swordsman’s Guild
US = Ussura
VK = Villains Kit
VO = Vodacce
VV = Vendel / Vesten
WOB = Waves of Blood
Overview of Hero Creation
A standard hero is created with 100 HP. This book includes all the choices made on how to spend these points,
calculate values, and equip the character. The approximate order of events is:
- Choose a nation your character is from.
- Determine initial Traits.
- Decide if/which Sorcery, Shamanism, or Dracheneisen your character has.
- Decide if/which School your character attended.
- Decide if/which Arcana your character has.
- Purchase Advantages, Backgrounds, and Languages for your character.
- Purchase Skills and Knacks for your character.
- Determine starting equipment.
Nations of Theah (PG 119)
The first choice when making a character is a choice of nationality. The choice of nation affects what sorcery and
combat schools your character can use, and gives bonuses on a trait and some advantages.
Nation
European
Equivalent
Trait Bonus
Sorcery or
Shamansism
Combat
Schools
Special Advantages
Avalon
Great Britain
Ireland
Scotland
+1 Resolve Druid (Gesa)
Glamour
(Legend)
Donovan
Finnegan
Goodfellow
MacDonald
Cold Climate Conditioning (-1)
Elaine's Knights ( only )
Legendary Trait (-2)
MacCodrum Heritage ( only )
MacEachern Heritage ( only )
Sidhe Ally ( only )
Sidhe Blood ( only )
Sidhe Weapon ( only )
Insmore
Highlands
Castille
Spain
+1 Finesse El Fuego
Adentro (Fire)
Aldana
Gallegos
Soldano
Torres
Zepeda
Acalde ( only )
Castillian Education ( only )
Castillian Squire (-1)
Extended Family ( only )
Ro ving Don ( only )
Unversity (-2)
Crescent Empire
Middle East
(By clan)
(By clan)
(By clan)
Crescent Servant (-1)
Membership(Eyes of the Peacock) ( only )
Aldiz’ahali
+1 Wits
None
Duphan
Atlar’vahir
+1 Resolve None
Vahiy
Khel-kalb ( only )
Jadur’rihad
+1 Panache None
Yael
Kurta-kir
+1 Brawn
Duman’kir
Marikk
Ruzgar’hala
+1 Finesse None
Sesemlik
Acurate Slinger (-1)
Yilan-bazlik
+1 Wits
None
None
Membership(Qatihl’i) (-1)
Eisen
Germany
+1 Brawn
Zerstorung
( Disintegration )
Drexel
Eisenfaust
Gelingen
Hopken
Posen
Steil
Unawendbar
Academy (-2)
Dracheneisen ( only )
Eisen Bodyguard (-1)
Iron Guard ( only )
Nibelung ( only )
Rucken (-2)
Kanu (CN0 4)
Pacific Islands +1 Brawn
Opah (Weapon) None
Keen Senses (-1)
Small (-1)
Montaigne
France
+1 Panache Porte (Doorway) Boucher
Rois et Reines
Tout Pres
Valroux
Close Family Member ( only )
Commision (-2)
Gentry ( only )
Montaigne Servant ( only )
Musketeers ( only )
Puzzle Sword ( only )
Ussura
Russia
+1 Resolve Pyeryem
(Shapeshifting)
Bogatyr
Buslayevich
Dobrynya
Accurate Archer (-1)
Animal Affinity (-1)
Cold Climate Conditioning (-1)
Pain Tolerance (-1)
Stelets ( only )
Tyomny ( only )
Toughness (-2)
Vendel
Vestenmannavnjar
Holland
Norway
+1 Wits
Laerdom
(Rune)
Halfdansseon
Larsen
Leegstra
Rasmussen
Siggursdottir
Astrologer (Vendel only )
Bearsark (Vesten only )
Bodyguard (Vendel -1)
Bought Weapon (Vendel only )
Cold Climate Conditioning (-1)
Drago (Vendel -1)
Jarl (Vesten only )
Large (Vesten -2)
Linguist (Vendel -1)
Merchant Patron (Vendel -1)
Old Name (Vesten only )
Rune Weapon (Ve sten only )
Sympathetic Healer (Vesten only )
Thrall (Vesten only )
Vendel League Seat (Vendel -1)
Vesten Bought-Man (Vesten -1)
Vodacce
Italy
+1 Wits
Sorte (Fate)
Ambrogia
Bernoulli
Cappuntina
Villanova
Governor ( only )
Left -Handed (-2)
Lord's Hand ( only )
Unbound ( only )
Vodacce Valet (-1)
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Traits (PG 119)
A character's traits define how good he or she is at doing things. Traits are very important in this game, since will
almost every die roll you keep a number of dice equal to a trait.
Trait Name HP Cost
XP Cost
Basic Description
Combat Description
Brawn
8/pt
5*New Rank Strength
Wound checks = (B) k (B)
Damage = (B+weapon) k (weapon)
Finesse
8/pt
5*New Rank Manual and other dexterity
To hit = (F+knack) k (F)
Wits
8/pt
5*New Rank Intelligence and quick thinking To parry = (W+knack) k (W)
Resolve
8/pt
5*New Rank Constitution and willpower
Crippled = ( R) dramatic wounds
Knockout = ( 2*R) dramatic wounds
Panache
8/pt
5*New Rank Charisma and personal style
# of actions per round = (P)
Characters start with Rank 1 in all traits, plus their nation bonus (so one trait is at Rank 2 ).
The maximum starting value for a trait is Rank 3 before your nation bonus ( Rank 4 after the bonus).
The maximum value for a trait during play is normally Rank 5 . It is possible to get Rank 6 through the use of the
Legendary Trait or the Rose and Cross Secret advantages.
Hint! Increase all traits to at least Rank 2 if possible. Your lowest trait determines your number of
drama dice.
Recommendation! Keep your traits in line with the rest of the characters in the party. If your traits are much
lower, you will be unhappy. A good balance to start with is with two traits at Rank 3 . This
means it is common to spend 48 HP on traits! Also, Finesse and Panache seem to have the
most return for the cost if your character is in combat, while Wits can be the most valuable
for a non-combatant.
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Sorcery (PG 200)
Sorcery is something a character is born with, so it cannot be purchased later. The actual details on the various
kinds of sorcery are given in the Sorcery book. This is just an overview.
Level of Sorcery Cost Description
Full Blooded 40 HP 7 Sorcery Points. Maximum Rank = 5.
Half-Blooded 20 HP 3 Sorcery Points. Maximum Rank = 3.
Twice-Blooded 40 HP Half-Blooded in two kinds of Sorcery.
Purchasing any kind of sorcery (other than Nacht) gives a -5 cost on purchasing the Noble advantage.
You may not purchase additional ranks in Sorcery knacks using HP during hero creation, but you may do so during
game play using XP. (CM 7)
The type of sorcery your character can know depends on the nation they are from:
Nation
Sorcery Type
Description
Avalon
Glamour (Legend) (PG 200)
A magical power that draws on legendary people
Insmore
Highlands
Castille
El Fuego Adentro ( Fire ) (CA 98) Ability to control fire.
Crescent Empire
Duman’kir (Wolf) (CE 79)
Wolf and mist magic .
Eisen
Zerstorung ( Disintegration ) (RI 79) Ability to accelerate effects of time.
Kanu (CN0 4)
None
Montaigne
Porte (Doorway) (PG 212)
Teleportation magic.
Ussura
Pyeryem (Shapeshifting) (PG 214)
Shapeshifing to and from an animal form.
Vendel
Vestenmannavnjar
Laerdom (Rune) (PG 203)
The use of viking runes to create magical effects.
Vodacce
Sorte (Fate) (PG 219)
The ability to change fate.
Die Kreuzritter
Nacht (Shadow) (DK 71)
The ability to move in the shadow world.
Characters are not born with this Sorcery.
Qatihl’i
Af’a (Snake) (CE 103)
The ability to move through tight spaces.
Sophia's Daughters Scrying (Female) (SD 92)
The ability to see other places and times .
Scrying (Male) (SD 92)
Becoming perfectly physically fit.
Shamanism
A shaman is not a sorcerer, but does have magical powers. You cannot have both a Shaman and Sorcery advantage
at the same time.
Nation
Sorcery Type
Cost
Description
Avalon
Druid (Gesa)
(AV 98)
20 HP The ability to place a Gesa (bonus experience as long as
some rule is followed).
Insmore
Highlands
Kanu (CN0 4)
Opah (CN0 4)
10 HP Weapon magic.
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Dracheneisen (PG 160 -161, EN 93-95)
Characters from the nation of Eisen can purchase Dracheneisen .
Level of Nobility Cost Description
Full Nobility 40 HP 16 Dracheneisen points.
Minor Nobility 20 HP 6 Dracheneisen points.
Petty Nobility 10 HP 3 Dracheneisen points.
Purchasing any kind of Dracheneisen gives a -5 cost on purchasing the Noble advantage.
Purchasing any kind of Dracheneisen gives a -5 cost on purchasing the Posen school .
The following items can be purchased with Dracheneisen points and the effects of armor are described on the right:
Item
Cost Effect
Armor Modifier
Arm Guard
2
2 armor points. (may purchase twice)
1 - 6
-1 on attacker's kept dice.
Boots
2
1 armor point. (may purchase twice)
7 - 12 +5 TN.
Breastplate
6
6 armor points.
-1 on attacker's kept dice.
Buckler
4
1k1 buckler. +1 unkept die with Buckler
knacks.
13 - 18 +5 TN.
-2 on attacker's kept dice.
Gauntlet
2
2 armor points.
19 - 24 +10 TN.
Helmet
3
3 armor points.
-2 on attacker's kept dice.
Leg Guard
2
2 armor points. (may purchase twice)
(This TN bonus cannot be
Panzerhand
6
3 armor points. +1 unkept die with
Panzerhand knacks. (See options below.)
negated.)
Crossbow
4
-5 on opponent TN. +20 yd range.
Knife
2
1k2 knife. +1 unkept die using Knife
knacks.
Fencing Weapon
3
2k2 fencing weapon. +1 unkept die with
Fencing knacks.
Heavy Weapon
4
3k2 heavy weapon. +1 unkept die with
Heavy Weapon knacks.
Musket
7
-5 to opponent's TN. +20 yd on range.
Pistol
5
-5 to opponent's TN. +20 yd on range.
Polearm
5
3k2 polearm. +1 unkept die with Polearm
knacks.
Zweihander
6
3k3 zweihander. +1 unkept die with
Zweihander knacks.
Raw Dracheneisen
2
3 units of Dracheneisen for use with
Nibelung advantage.
Lock
2
An unbreakable padlock.
Here are some modifications that can be purchased for a Dracheneisen panz erhand.
Modification
Cost Description
Built-in Pistol
5 HP First successful hit also fires pistol for a
combined (4+ Brawn )k3 damage.
Locking Grip
3 HP When use Bind or Disarm attack
successfully, locks shut until a key and
3 actions are used to unlock it.
Mounted Crossbow
4 HP Small crossbow that does 1k3 damage.
Spikes
2 HP Damage of hand is 2k2 instead of 2k1.
Weighted Knuckles
1 HP Damage of hand is 2k2 instead of 2k1,
but hand is fused into a fist formation.
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