7th Sea House rules

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7th Sea House rules

Post by Aenion on Fri Jan 19, 2018 12:25 pm

Hier ga ik een aantal rulings verzamelen die ikzelf in 7th Sea wil gebruiken wanneer ik leid.
Gelieve rules bedenkingen te posten in de Rules Discussion thread. Ik zou deze willen houden voor rules en alleen rules.


Last edited by Aenion on Fri Jan 19, 2018 12:38 pm; edited 1 time in total
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Re: 7th Sea House rules

Post by Aenion on Fri Jan 19, 2018 12:27 pm

Darkness penalties:
De officiële darkness penalties zijn -2k2 in schemerduister, -4K4 in volledige duisternis. Ik vind dit er precies wat over en zou dit willen veranderen naar -2k0 en -4k0.

Bijgevolg cost de Night Trained advantage uit de Montaigne boek nog 2 punten ipv 4.
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Re: 7th Sea House rules

Post by Aenion on Fri Jan 19, 2018 12:28 pm

2nd Edition regels:
- Heroes kunnen zelf hun Hubris activeren op een belangrijk moment om zo een extra hero point/drama die te krijgen
- Elke Hero heeft zowel een Hubris als een Virtue
- Heroes kunnen extra hero points/drama dice verdienen door ervoor te kiezen om een belangrijke rol te falen zonder te rollen.
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Re: 7th Sea House rules

Post by Aenion on Fri Jan 19, 2018 12:29 pm

Om knacks nuttiger te maken en ervoor te zorgen dat spelers niet enkel hun Traits verhogen:
Je kan maar net zoveel raises callen als je ranks hebt in je knack, vanaf rank 5 kan je zoveel raises callen als je wil.
Op pure Trait rolls (Charm, Intimidate, Taunt, Perception,...) mag ook zoveel raises callen als je wil


Last edited by Aenion on Fri Jan 19, 2018 12:42 pm; edited 1 time in total
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Re: 7th Sea House rules

Post by Aenion on Fri Jan 19, 2018 12:35 pm

Het Die Hard effect:
- Als je evenveel dramatic wounds hebt als de helft van je resolve (rounded down), krijg je +1 unkept die
- Als je evenveel dramatic wounds hebt als je resolve, krijgen je tegenstanders +2 unkept dice
- Als je evenveel dramatic wounds hebt als je resolve + de helft van je resolve (rounded down), exploden je dice op 9 en 10
- Als je evenveel dramatic wounds hebt als dubbel je resolve, ben je helpless/knocked out. Je kan nog acties ondernemen als je drama dice spendeert maar als je 1 extra dramatic wound krijgt, ben je dood.
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Re: 7th Sea House rules

Post by Aenion on Fri Jan 19, 2018 12:41 pm

Goodfellow school

De Goodfellow school geeft de disarm knack. Op zich een héél cool gegeven om wapens uit iemands anders handen te schieten, maar de regels van Disarm laten dit niet toe. Disarm werkt enkel als een tegenstander je passive defense mist. Dit zal niet vaak gebeuren als je tegenstander geen ranged weapon heeft en op 200' afstand staat
Daarom zou ik de Disarm knack willen vervangen door de Pin knack, een gelijkaardig effect maar je pint de kleren van je tegenstander aan een ander object vast.
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Re: 7th Sea House rules

Post by Aenion on Fri Jan 19, 2018 12:46 pm

Thumb-ring grip
A small ring of steel or brass at the junction of the grip and the cross-guard through which the thumb is placed, allows for forceful downward swinging cuts from the shoulder and elbow with a 'locked' wrist against infantry and less experienced horsemen.
This modification is the same as Fencing ring grips, except that it gives a free raise to Beat instead of Feint.
Can only be installed on fencing weapons and heavy swords that can be used 1-handed by your school.
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Re: 7th Sea House rules

Post by Aenion on Fri Jan 19, 2018 12:53 pm

Bogatyr Szabla school
In Western Theah the word Bogatyr has become synonymous with the ferocious warriors clad in fur and adorned with animal bones who search out enemy commanders on the battlefield to strike them down with their fearsome woodsman's axes.
In the Crescent Empire and to a lesser extent Cathay stories are told of a different breed of Bogatyr. These heroes of the steppes roam the wilderness astride their trusty steeds and wield their curved sabers in the service of Matushka and the Ussuran people. During war these noble warriors serve as leaders of men, leading regiments of mounted warriors to ride down the enemies of the Ussura.
Students learn to rely on their blades to defend and deliver powerful blows from the shoulder while the offhand holds the reins or is tucked in the small of the back. This focus on techniques that can be used equally well on foot as from horseback, causes some Szabla fencers to forget to use their own legs to evade attack.

Basic Curriculum: Fencing, Rider

Swordsman knacks: Beat (Fencing), Pommel Strike (Fencing), Lunge (Fencing), Exploit Weakness (Bogatyr Szabla)
Apprentice:
Apprentices of this school are considered heroes of the Ussuran battlefield and leaders by example. You get one additional drama die per mastery rank at the start of each combat; any unspent drama dice are lost at the end of the combat.
Furthermore students of this school are considered members of the Swordsman's Guild while within Ussura or on a vessel flying the nation's flag. They don't receive any of the benefits of membership of the guild when abroad. Instead all Bogatyr Szabla swordsmen are trained to fight from horseback and treat the Cavalry Attack knack under the Fencing skill as a basic knack.
Journeyman:
Students of the Szabla school can break the defense of even the strongest opponents. You gain 1 free rank in the Beat knack, which can raise your rank to 6 if applicable. If not, you may raise it to 6 later by spending 25 EXP.
Master:
Masters of the Bogatyr Szabla have learned to apply the power to each with each swing of their saber, stiking down untrained opponents and delivering crippling blows to more talented opponents. You may add a bonus to hit equal to your Beat knack to attempts to attack Brutes and Henchmen. You may also add your Beat Rank to damage rolls made against Henchmen, Heroes, Scoundrels and Villains. The damage bonus doubles while mounted as does the bonus to hit brutes.
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Re: 7th Sea House rules

Post by Kryptovidicus on Mon Feb 26, 2018 11:07 pm

Ga jij terug leiden?
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