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University of Theah

the project

As we will most likely never get a new edition of 7th Sea this blog is my playground for toying with the system and in the end create a "new edition" of the game.

7th Sea is obviously a trademark of Alderac entertainment.

abilities for attack

System Posted on Sat, February 09, 2013 11:15:01

As I mentioned, one of my players would like form more varied abilities to me used for attack rolls, his immediate examples was to use brawn for Beat and panache for Tagging.

I have been thinking a lot about this, and for a long time, my major problem was the starting Eisen character with 4 Brawn. I shouldn’t have worried about him, the required raises on Beat is easily a foil for that character.

However a Montaigne character starting with panache 4, Tagging 3 can do a very decent attempt to stun-lock his opponents, and it will only get worse.


attacking with Beat is now based on Brawn rather than finesse.


System Posted on Sun, February 03, 2013 13:57:31

At the
beginning of the turn, the player character with the first action is allowed to take a repartee action.

The character performing the repartee can then choose between Confound
(wits), Intimidate (Resolve) and Taunt (Panache).

The character then rolls the relevant attribute against the opponents attribute*5

With either effect you can choose between trying to de-moralize
or inspire. This is chosen before the roll.

On a successful de-moralize roll you remove one RP from the enemy. If you try to inspire, each of your allies get one RP.

Villains are able to counter repartee actions by making the roll into an opposed roll, however he is allowed to choose which of the three abilities he can roll against the characters attribute (still the one the player selected). If the villain wins the roll, the reverse effect of the one intended by the player
occurs. On a draw nothing happens.

RP re-revisited

System Posted on Wed, January 16, 2013 17:56:10

I don’t think the system where the GM has on large pool for everything was really satisfactory, therefore: Henchmen have
3 RP, Villains have 6.


System Posted on Wed, January 16, 2013 11:41:25

OK, Stunts:

If a player describes his action in some greater detail, he gets a free raise.

If the player includes the environment in his description, he gets two free raises and a Drama die.

If the player describes the action in such a way to impress all he players at the table, he gets three free raises and a Drama die.

We’ll see how this pans out, it might skew the probabilities too much.


System Posted on Sat, December 29, 2012 16:43:42

I haven’t forgotten this if anyone out there is listening, rather the other way around. In the beginning of this month we played our first session of 7th Sea. Most of these rules came into play, and the overall evaluation was positive.

Resource points worked well, generally saw much use, the enemy with feint was a great terror whenever he spend that RP. I’m worried that they will be to much alternate HP, making players not spend them offensively for fear of becoming crippled or losing all their actions. however that this element gave a player an idea for a character I still found positive. it is not a problem with this group, but a more gamist oriented group it might turn out a problem.

Parrying TN works well in general, making combat much more back and forth, and making a parry seem like a lot more rational solution.

XP system was a great success! It made the players far more likely to try and use their skills, also in combat, low rating combat knacks saw more use, and it was agreed, that non-rolled knack uses still give a tick (in this case it was whirl). We also agreed, that 10 ticks give one XP at any time it is not reserved for resting or end of combat.

I don’t think there were any real problems.

The only suggestion that was made is that one of my players would like certain swordsman knacks (tagging and beat) were mentioned specifically, to use other traits for attacking (panache for tagging and Brawn for Beat) I am however worried that this will make these knacks too powerful and make the 4 Brawn, 1 finesse Eisen too powerful, to take an obvious example. I’m conflicted, it might work well in many groups, but I’m afraid what would happen if w, unlikely as that might be got another player with a another mindset.

We also agreed to adapt Exalted’s very rigid “stunt” system, that should be easily done.

To do
the big one: re-engineer the “social combat” system as well as the repartee system to run on RP.

can be saved for later, but in fact DAMN huge: rebuild the sorcery system around RP, in the process clean the sorceries up a bit (most are fine, but some, mostly Lærdom are strange/weird) I think I’ll try to do a post on Lærdom soon.

Left-Handed and Ambrogia

System Posted on Mon, December 03, 2012 11:17:54

I know why the left-handed advantage exists, but it is too good, it is a necessary buy for any Swordsman. and necessary buys are bad. therefore Left-Handed is out, and handedness is a matter of taste.

That puts Ambrogia in a bind, therefore, the new Ambrogia journeyman ability is: NOHP for dagger and main gauche. +5 to Tn to parry.


System Posted on Mon, December 03, 2012 11:12:55

Simply put, however you describe an attack, you always roll to hit and damage with your main weapon. realism should never detract from cool.

Swordsman knacks

System Posted on Sun, September 02, 2012 11:21:50

I need to get the Swordsman knacks done, so here goes nothing, I’m working from the list in Swordsman’s Guild:

You can attempt to parry a Beat by spending an additional RP and taking as many raises to your roll as the Brawn of the attacker.

you can Bind any weapon, not just fencing weapons.

if you have bound a weapon, you can attempt to disarm him (if you have Disarm)on your action by spending an extra RP.

grants an RP rather than a Drama Die.

you can actively parry on the same round you Lunge by spending an additional RP.

Pommel Strike
you can negate the effect of Pommel Strike against a single attack by spending an RP before the attack is rolled (and before raises are called). I.e. against that attack your TN to be hit will be the standard value. However if you do this, your TN will be reduced for an additional phase. TN always resets on your next action.
When using Pommel Strike you can also choose to not reduce the opponents TN, but instead increasing his next AD by one plus one per raise made on the attack. if the AD goes higher than 10 it is lost (Will this allow a stunlock? if so it will have to be changed.)

Now runs on RP instead of DD, no other changes.

I think that was it.

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